to discuss it further at Cyan's facilities after the show. Over two days, MOS and Cyan engineers sketched out a 6502-based console design by Meyer and Milner's specifications. Financial models showed that even at , the 6502 would be too expensive, and Peddle offered them a planned 6507 microprocessor, a cost-reduced version of the 6502, and MOS's RIOT chip for input/output. Cyan and MOS negotiated the 6507 and RIOT chips at a pair. MOS also introduced Cyan to Microcomputer Associates, who had separately developed debugging software and hardware for MOS, and had developed the JOLT Computer for testing the 6502, which Peddle suggested would be useful for Atari and Cyan to use while developing their system. Milner was able to demonstrate a proof-of-concept for a programmable console by implementing Tank, an arcade game by Atari's subsidiary Kee Games, on the JOLT. As part of the deal, Atari wanted a second source of the chipset. Peddle and Paivinen suggested Synertek whose co-founder, Bob Schreiner, was a friend of Peddle. In October 1975, Atari informed the market that it was moving forward with MOS. The Motorola sales team had already told its management that the Atari deal was finalized, and Motorola management was livid. They announced a lawsuit against MOS the next week. Building the system By December 1975, Atari hired Joe Decuir, a recent graduate from University of California, Berkeley who had been doing his own testing on the 6502. Decuir began debugging the first prototype designed by Mayer and Milner, which gained the codename "Stella" after the brand of Decuir's bicycle. This prototype included a breadboard-level design of the graphics interface to build upon. A second prototype was completed by March 1976 with the help of Jay Miner, who created a chip called the Television Interface Adaptor (TIA) to send graphics and audio to a television. The second prototype included a TIA, a 6507, and a ROM cartridge slot and adapter. As the TIA's design was refined, Al Alcorn brought in Atari's game developers to provide input on features. There are significant limitations in the 6507, the TIA, and other components, so the programmers creatively optimized their games to maximize the console. The console lacks a framebuffer and requires games to instruct the system to generate graphics in synchronization with the electron gun in the cathode-ray tube (CRT) as it scans across rows on the screen. The programmers found ways