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The 2001 Classic Gaming Expo

Archival document from 2001 for fans of classic video games.

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Maddy Sjiicro
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0% found this document useful (0 votes)
99 views6 pages

The 2001 Classic Gaming Expo

Archival document from 2001 for fans of classic video games.

Uploaded by

Maddy Sjiicro
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Features The 2001 Classic Gaming Expo


Game Jobs by Shelly Hattan
Product Reviews
Contests
GD Showcase 9:30 am Saturday Panel Discussion
Newsletter
Advertise with Us John Seghers, Steve Woita, Rob Newman, Bob Polaro Contents
About Us
Introduction
Resources The Expo Floor
Panel Discussions
Articles & Resources The Museum
Columns
Books
For Beginners
Printable version
Game Dictionary
Wiki Discuss this article
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Community

Forums
GD Gathering
Online Chat
Workshops
John Seghers
Members
John was one of the top programmers for the Atari 5200 game system. In addition to the
Control Panel
fantastic Gremlins (arguably the best game made for the system), John also designed
GDNet+ Signups!
Developer Journals RealSports Soccer and the completed by never released Xari Arena. John created several
Member Search development tools as well including a four voice, touch pad controlled music editor. After
Atari, John worked on the NES version of Indiana Jones and the Last Crusade for Taito
Software.
Upcoming Events
John answered a question about why were the 5600 controllers so flimsy. Apparently Atari
Unite 2010 knew that the controllers break because a head engineer took the controllers home to allow
11/10 - 11/12 @
Montréal, Canada
his kids to test them. They broke within weeks. The plastic for the controllers had already
been cast. The head guy held a patent on the design and had the authority to approve the
GDC China product.
12/5 - 12/7 @ Shanghai,
China Some of John's favorite games are Qix, Gravitar, and Tempest.
Asia Game Show
2010
Steve Woita
12/24 - 12/27
Steve started at Apple where he co-designed a device called the JOYPORT wich was licensed
GDC 2011 by Sirius. The Joyport allowed 4 game paddles and 2 Atari controllers to be hooked up to an
2/28 - 3/4 @ San Apple II. Steve later went to Atari where he designed three games for the VCS: Quadrun
Francisco, CA
(the first home videogame with voice that didn't require extra hardware), Taz, and Asterix.
More events... After Atari, Steve did more contract work for Apple before going to Tengen to create Super
Sprint for the NES.

Quick Stats The panel was asked if there were any games they wished they had designed. Steve said
Stampede. One of Steve's favorite games is Demon Attack.
65 people currently
visiting GDNet.
Was there any competition between the programmers? Steve said that there was some
2406 articles in the
competition. Rob Newman said that once royalties got involved, it became much more
reference section.
competitive.
Help us fight cancer!
Join SETI Team Rob Newman
GDNet!
An Engineer in Atari's L.A. lab, Rob was instrumental in the development of wireless data
distribution technology which led to his becoming a founding manager of Electronic
Publishing Systems (EPS), a joint venture of Atari and Activision in late 1983. EPS
developed the "Electronic Pipeline", a game service for the Atari 2600 that was to sell
wireless game cartridges with which users could select and play up to 40 different games
each month for a low monthly subscription fee. The service was in alpha testing and four
days form installing the transmission equipment in the first test market when it was
indefinitely postponed due to Warner's sale of Atari in 1984.

Rob was asked when was the last time he had played one of his games. He said he showed
Demon Attack to his niece. She played it for 10 seconds and said it was stupid.

Rob said he started with Atari and wrote Superman with paper and pencil. The programmers
would turn in the code to women who would type it in and convert it to paper tape. The
games would take 5 minutes to compile on a PDP11. The code was only 4k. When asked
about source code control, all the audience was treated to was a big smile and laugh.

Bob Polaro

Bob's game career started with Commodore where he designed the PET titles, Baseball,
Stock Portfolio, and Blackjack. He jumped to Atari and released States and Capitals,
Hangman, Biorhythm, Lemonade Stand, and Mugwump for the Atari 8-bit computers. Bob
really hit gold when he moved into 2600 development with such unforgettable titles as
Defender, RealSports Volleyball, Desert Falcon, SprintMaster and Road Runner. He also
designed the 2600 version of Rampage for Activision.

Bob was pretty quiet during the panel discussion. He did say that his favorite title still
remains Missile Command.

11:00 am Saturday Panel Discussion


Jamie Fenton, Franz Lanzinger, Susan McBride

Jamie Fenton

At Bally, Jamie designed the classic pinball game, Fireball, which was designed for home
use. She later went on to design the Bally Astrocade and the Bally Basic Interpreter. Her
arcade achievements are numerous including such classics as Gorf and Robby Roto. Jamie
then formed Macromind and coded the fantasic MacroMedia Director.

Wizard of Wor, one of Jamie's hits

Jamie started working for Dave Nutting Associates (DNA) as an industrial designer. She
worked on several pinball games such as 1776. She also worked on Fireball, which was a
home pinball machine. Jamie worked on one of the earliest video arcade games, Wizard of
Wor. She went on to show a video diary she kept while coding Ms. Gorf, which was a knock
off of the Star Trek movie. The game is currently lost, as no hardware exists which can play
it, but there are some pictures of it on tape, which we got to see.
A screenshot of the "lost" game Ms. Gorf, which was intended as a sequel to the classic
Gorf. The play of this level was a bit like Robotron, as you had to move and shoot
simultaneously to wipe out the Gorfs. One particularly cute feature shown later was the
"Clone Machine". It would drift around the screen, and if a Gorf entered it, two would pop
out the other side!

Gorf, the original

Franz Lanzinger

Franz worked as a programmer and game designer at Atari Games, Inc. and Tengen. Early
on in his career he programmed and designed the groundbreaking arcade hit, Crystal
Castles. A terrific video game player himself, Franz even held the world record for the
arcade version of Centipede for six months in 1981. At Tengen, Franz worked on Toobin' and
Ms. Pacman for the NES, and Genesis and Rampart for the NES, SNES.

Franz talked about how initially a project would be assigned one programmer and one artist
for each title. The number of artists grew to five animators per project.

Susan McBride

Susan is a graphic artist who was with Atari for many years. After sharpening her skills on
the arcade smash hits, Crystal Castles, Gauntlet, Gauntlet 2, and other Atari coin-ops, she
moved on to work on numerous Atari Lynx and Jaguar projects.

Susan was initially a film animator and was referred to Atari by her professors at film
school. She had a student film called Muncha Muncha and featured a small character which
was essentially a precursor to Pac-man.

Susan answered the question regarding what she considers a classic game. She considers a
game a classic if the game is still played 10 to 20 years later.

Susan also said that the development cycles differ between the arcade games and home
entertainment games. The arcade games require more robust hardware and therefore have
a longer development cycle.

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