
Magazine #9 2/00
As usual a few days late :) Here it is an interview with a former Atari Jaguar tester and software producer I met at the NWCGE meeting earlier this year. It's very long but contains lots of information so please enjoy the
Faran Thomason Interview
CR: First of all thanks for doing this interview, I know you’re busy guy.
FT: No problem.
CR: So, I saw that originally you started at Atari as tester after you were
done studying at Michigan State. How did you end up there?
FT: Basically I just responded to an ad in the paper, it said ‘game testers
wanted’, I applied for the job and got the job. I started out testing LYNX
games like Malibu Beach Volleyball, Jimmy Connors Tennis, Lemmings, things
like that.
CR: Was that a Michigan paper or…
FT: No, I was already living out on the west coast shooting video year books
for high schools, the paper was the San Francisco or San Jose Chronicle or
something.
CR: Ah, OK. Starting out as a tester, how was that?
FT: Very exciting initially but then, you know, the hundred and fiftieth
time you have the play the game over it does get a little tiring. But it’s
better than real work :)
CR: :) Were you given a cartridge to play at home?
FT: Oh no, this was on the premises and you had to show up every day and
work your 8+ hours and make sure all the games, you know, played well, didn't have any bugs and were good products. It was interesting.
CR: So did you play them on the LYNX directly?
FT: Oh yeah, basically if it was multi-player we didn’t play on the LYNX
directly but if we were just playing in general we actually had a special
adapter that we could plug into the LYNX and get output to a TV-screen. So
you played on a TV.
CR: Nice! Have you heard about some third parties trying to make this kind
of hardware.
FT: Yeah, I’m actually surprised nobody has figured it out yet. I know they
have this for Game Boys and Game Gears, you know.
CR: So, for multi-players, what was the setup there?
FT: We’d just all gather around in a central area and plug our LYNXes
together and play. Now that I think about it, we did even play multi-player
games on the big screen by running cables over our cubicles and played that
way.
CR: So after testing LYNX games you moved up to…
FT: Right! I basically hit Atari right when they were moving into finishing
up the Jaguar and after a few months of testing LYNX stuff they started
giving me Jaguar games to test such as Cybermorph and Trevor McFur, those
types of things. Oh and Dino Dudes and Raiden and all that stuff.
CR: And you did more than just testing?
FT: Yeah, one of the nice things was that due to the lack of resources… it
forced everybody to do a little more than their job description. So for
things like Cybermorph we actually laid out some of the levels for ATD to
implement. Basically at the last phases of those projects they bring the
developer in and kind of look him in a closet to finish up the programming.
And they needed somebody to handle the remaining level design tasks so that
included enemy placement, layout, things like that.
CR: ATD stands for…
FT: Attention To Detail, they were the developer.
CR: So, you tested these games, helped to refine them and at some point you
became involved with the new games, the next generation of Jaguar titles?
CR: Yeah, I just sort of worked my way up to being a producer there and
started managing and developing my own projects.
FT: How’s that like? Sounds like a great job!
CR: Yes, I guess there is a lot involved, basically while you are not
necessarily doing any of the development and the design you have to
coordinate and manage all those tasks and make sure that they happen on
time, on schedule and ultimately you have to make sure that the game is a
lot of fun to play. And sometimes it’s quite tricky depending on the
resources that you are given or the developer that you have to work with. So
you need the people skills and the management skills and the scheduling
skills.
CR: How were your resources? You said they were always short…?
FT: Yeah, I think unfortunately Atari kind of low-balled the developers and
developers would underbid so it was like a deadly combination. The
developers would say ‘I can do it cheaply’ and Atari would say ‘Great!’
but
you know when that happens they usually put a lot of under-skilled people on
the team and that just makes the projects drag on longer then it would if
they’d actually put people on it that needed to be on the team in the first
place. And then you get into situations like what happened with Cybermorph
were we actually designed levels and things like that when those should have
been designed months before we even saw the game.
CR: A lot of these games that you produced unfortunately never saw the light
of day, why?
FT: Yeah, that’s unfortunate.
CR: Some of these sound really good, like Mortal Kombat.
FT: Yeah, basically if you look at this list of games there is actually two
deals, we did two major deals. One was with Accolade and with Accolade we
got titles like Bubsy, Charles Barkley Basketball, Brett Hull Hockey and
things like that. And then we did another deal with Acclaim where we were
able to get the rights to Mortal Kombat, NBA Jam, Batman Forever and a few
others… and they were pretty big deals. It’s unfortunate that, you know,
the
system didn’t get rolling enough to really see those projects come to
reality. And, you know, the Mortal Kombat, they actually had started a
little bit of development but it never really got all that far.
CR: Any screens or videos?
FT: It’s possible but unfortunately none that I have. I mean it’s
possible
that was some kind of demo for that and it was going to be the Ultimate
Mortal Kombat, basically were you got the arcade feeling. And we had a big
Ultimate Mortal Kombat machine at Atari that we were able to play and that
was a lot of fun. There were some advantages in doing those types of
projects :) Same thing with NBA Jam, we actually got a NBA Jam machine in the
office and we were able to play a lot of that and think NBA Jam came out
reasonably well.
CR: How or what was Batman Forever?
FT: Batman Forever really never got… it was probably the least developed of
any of those titles that I mentioned.
CR: Charles Barkley Basketball looked pretty far along though?
FT: Yeah, and that was a very difficult title to produce just due to the
developer and in some ways it was a very painful process but I think what
almost got done was, you know, kind of interesting and it would have been
nice to actually see that released. I’m not exactly sure what the final
status of that project was but when I left it was almost complete. But
apparently it was never released, never really got over that hump.
CR: How about Brett Hull Hockey. I saw some prototypes of that game on Ebay
not too long ago.
FT: Yeah, it’s kind of surprising, I mean, I guess from my standpoint it’s
not really surprising because I had to deal with the developer on those
projects and it was an extremely difficult developer to deal with. I’ve
seen
screenshots and video and, you know, it looked like the game might have come
out pretty good. It’s unfortunate for the Jaguar fans out there that those
games never made it.

Brett Hull Hockey prototype.
CR: How about Wes Craven Presents Mindripper?
FT: :) Basically it was kind of a B-movie produced by Wes Craven and we were
trying to start a deal with this movie company where we would kind of
develop products based on their movies. They were ultimately a B-movie
company but they had a lot of really good contacts so, you know, over time
the relationship might have actually grown reasonably well and, I mean, for
me personally it was good contacts that led me to other work outside of
Atari. Mindripper basically would have been a neat first-person horror
shooter type game. The movie came out on HBO and video a few years ago,
fairly ‘schlacky’ fair but would have made a neat game. What was cool is
that they actually shot it in Bulgaria and I went down to the set and met
Lance Hendrikson and hung out with the cast and crew for a few days. All my
memories of it are actually pretty cool because we were able to go out on
the set and take pictures of all the assets they had out there and they gave
us open access to everything, to all the actors, so we had Lance Hendrikson
on the blue screen and he was very helpful in getting… in digitizing his
likeness to be in the game. And one of the guys that was in Saving Private
Ryan who is now almost becoming a big star was in Mindripper too, so it’s
funny to see some of these people that you’ve never heard of and that are
now becoming big stars or almost big stars. Or like Lance Hendrikson, he is
just kind of a legend in that type of genre of film. But no, it was actually
a lot of fun and they were shooting in a lot of, you know, kind of weird
places, like abandoned nuclear reactor type places in Bulgaria, so it was
kind of creepy. :) Kind of cool, running through these underground catacombs
and getting all these shots, the nice things about those places is that, you
know, the countries are so poor that they’ll allow these movie companies to
come in and work with their film infrastructure and give them access to any
parts of the city that they want to shot in. So it was actually kind of
neat, it would have been to see how the final product would have come out,
ultimately there is a lot of cool little things that we wanted to do, put
into the game, like multi-player play and things like that. So, first person
shooter in the vein of your DOOM, we wanted to do things that hadn't been
done, like walk on ceilings and stuff like that if you would have played the
monster because the monster had his set of abilities and, you know, the
human heroes had their own set of abilities. And you had to rescue people and
things like that, we were trying to add more depth to the first person
shooter genre.
CR: Kind of like Alien Vs. Predator?
FT: Yeah, a lot of it was probably influenced by Alien Vs. Predator and we
wanted to try to take it one step further.
CR: Sounds way cool! Would have been a fun game!
FT: Yeah, I can’t really vouch for the movie too much :) it was kind of Wes
Craven in some respects just giving some favors back to people that had
helped him over his career, by kind of lending his name and credibility to
the film but the game, I think, would have actually been a lot of fun! It
was right at the point before first person shooters became kind of
over-saturated and it would have had some new features, you know.
What we were actually trying to do… that was at the time were they were
trying to go multi-platform, there would have actually been a PC and
Jaguar-CD version. And it had full motion video from the film, at that time
it would have had all the kind of cool things that people were looking for.
CR: I assume the PC version never got anywhere? What was the final status?
FT: No, the PC version got probably even less farther than the Jaguar
version. It definitely got started and seemed to move forward and as I
remember a few years ago there was even some litigation on trying to tie up
the legal lose ends, just making sure that when Atari was no more people got
their cuts or at least worked stuff out. Yes, it definitely got started and
it was actually planned of it being the first of a multi-game series with
that movie company.
CR: Do you remember the name of that company?
FT: Yeah, Kushner-Locke, Donald Kushner the producer of TRON. It was all
kind of a independent film company. The game would have been pretty
innovative for its time.

Black Ice\White Noise Preliminary
Box Art, © 1994 Atari Corp.
CR: How about Black ICE\White Noise?
FT: Well, that was meant to be kind of the big Atari internally-produced
big, big-effort game that was going to put Atari back on the map. It
basically started from Sam Tramiel, the president of Atari mandating that we
create our own Sonic, Mario, iconic character and basically what happened
was we went through many iterations of these kind of really lame
mascot-characters, from ducks to alligators to armadillos to… it was all
very ridiculous. I don’t think anybody was ever terribly enthused by all
these pre-mascot-things so we wanted to do something a little bit edgier. So
we came up with the concept Black ICE\White Noise which was, you know, a
very innovative concept at the time, in many aspects it was like The Matrix
before that ever came out. It more or less embodied that Cyberpunk-hacker
archetype that Keanu Reeves played in the movie, we had another guy whose
name was Chris Hudak, a video game journalist, he writes for like Next
Generation and Wired. So basically we had created this whole world which
involved hacking and infiltration and going into cyberspace, very much like
The Matrix. It’s probably scary how similar the two actually are, it was
all
based on William Gibson’s Cyberpunk. We had done a lot of film production
on
that in terms of shooting people on blue screen and treadmills and basically
it was a game that incorporated driving, fighting, exploration and all kinds
of things like that into one big package. It was a third person game, one of
the things we didn’t want to make was a first person shooter because we
want
the character to come out and the best way to do that was third person. So
basically it was going to be a third person game before third person games
were big like Tomb Raider and still embodied a lot of those types of
elements in the game. So you would be able to walk down the city street and
if you wanted to hijack a car you could get in that car and start driving
through the city and maybe the cops would chase you. Or if you needed to
hack into some place you could hack into something and you would be in
cyberspace. So it was… obviously… probably… way too ambitious for the
limited resources that we had but it was very good to give it a try, it had
a lot of cutting-edge techniques in terms of integrating 3D and video and
digitized graphics into a game. And in theory it would have come out pretty
well. It was a very big project for Atari at the time.
CR: I assume it was CD-based? And what happened to it?
FT: Yeah, CD-based. I think basically towards the end, I don’t really have
a
time line there, but there was a certain point in time when things were just
kind of spiraling downhill, you know, a lot of cost cutting, layoffs and
this desperate attempt to really get into the PC market which never really
took off or happened, you know, the bulk of the projects, all really cool
stuff that I was working on, most of those fell by the wayside, it was
pretty unfortunate. Some of the easier projects like Bubsy and NBA Jam,
those things actually came out OK but the more ambitious projects were just
dropped.
CR: Bummer! The screenshots I’ve seen of Black ICE\White Noise looked very
good.
FT: Yeah, you know, hindsight is 20:20 but when you look at some of the
stuff it was… a lot of the concepts that we had thought of are now the
concepts of today. So, yeah, in many ways we were really ahead of our times
but, you know, didn’t really do us any good. But it was fun! A lot of fun
to
fly down, do the video shoots, and just kind of learning that whole process
of integrating digital video into computer games, it was very educational,
so, you know, from a learning experience standpoint and from a fun
standpoint I really have very few regrets if any. There were a lot of
difficulties, you know, but the knowledge and the experience was great.
CR: Where was Black ICE\White Noise shot?
FT: Basically we went down to Los Angeles and just rented a studio and just
kind of cranked out all of the preset motion patterns that we needed. Like
walking forward, walking backward, left, right, up, down, climb, duck,
shoot, punch, kick and just plowed through it on treadmills and blue
screens.
CR: So similar to the Mindripper project?
FT: Well, we would shoot against a blue screen and then we would cut out
those patterns and make our sprites based on those actions. So basically it
was like Mortal Kombat, kind of the same thing except we went for more of a
3D feel, so clearly we had to shoot all of the rotations, so that it
appeared that you existed in this 3D world. Chris Hudak was kind of the star
of the whole thing and we actually hired Michiko
Nishiwaki (female martial arts
artist from Hong Kong, recently played in 'Man On The Moon'). Ironically a lot of these things are interconnected,
the people that put us in contact with the Mindripper people were also some
of the people that shot the video for Black ICE\White Noise and they had a
contact with… actually what we did was in many ways a very open casting
call
because a lot of these things were… not only was there basic motions and
combat and running and walking but a lot of it was actual video so the
character could come up to somebody and you could have a conversation and
you could play that conversation and respond positive, negative or neutral.
And based on that you’d get different responses and the person would
actually respond so we needed actors and some of them… we never got anybody
huge but we got kind of a cult martial artist from Hong Kong that had been
in a few big martial arts movies out in Hong Kong and she was basically just
trying to break into the US market, thought it would be fun, you know. It
was a neat process to have the auditions and get a, you know, not really big
name but semi-big name at least to a few hard-core martial art film fans,
you know. Like I said before, the experience was great and I got really good
broad insight into producing a huge expensive product that involved a lot of
different elements.

Black Ice\White Noise screen shot.
CR: Besides the LYNX and the Jaguar did you get involved in any other
systems while at Atari?
FT: Hmmm… you know, I saw the Falcon, maybe tinkered with it for a little
bit but nothing significant. Never really go into the computer stuff… Their
early Jaguar development systems were Atari TTs which made it really very
difficult for people to take the platform seriously and get a lot of third
party support because there is these machines that sold about 6 units
worldwide so nobody had them and that made development pretty tough from
that standpoint and then when they did get it people weren’t really
familiar
with the TOS operating system that people were kind of forced to use to
develop products with. So, I think that was another kind of stumbling block
for Atari, not going to PCs right off the bat by using their own proprietary
computer hardware which, you know, nobody else in the world used but them
and maybe 6 guys in Europe :)
CR: Did you work with the development systems at all?
FT: Basically just to load games, load artwork and things like that not from
an overly technical standpoint, just from a management standpoint, making
sure all the assets of the game were working and functioning and things like
that.
CR: So at some point you must have realized that things were starting to go
downhill…
FT: Yeah, to be perfectly honest, I think from the beginning everybody… I
mean there was a lot of flaws in the Jaguar and Atari was not really know
for their marketing so I don’t think anybody had any real illusions on how
long it would last. But, you know, I think everybody got along so it was a
very fun and exciting place to hang out and try to do cool stuff and it was
good while it lasted. So basically what happened as Atari started to go
downhill… when I first arrived at Atari they were laying people off and
just
all the time I would be there they would cut cost and every so often just
kick people out the door and it created this weird revolving-door
environment and one day my number came up and I was gone.
Then I went working for Optical Entertainment, these were people that were
somewhat loosely related to the Mindripper people because the president of
Optical Entertainment had actually worked at Disney with TRON. Basically it
was part of a bigger company called Hyperion Entertainment and they are know
for stuff like Brave Little Toaster and Life With Louie and a lot of the
Saturday morning cartoons and HBO independent animated products and they
wanted to break into video games. So I kind of hooked up with them and we
tried to create this game Dead Ahead, but one of the unfortunate thing about
that was they used kind of a movie model for producing the game and we were
getting financing from Japan and we were using an external developer
Software Creations and so the trick was to coordinate all of these things
together and it didn’t work very well. It was actually for the N64 and, you
know, it was a cool game and I think ultimately the money from Japan which
was from Tomei, they make a lot of kids toys and video games
and they had a changeover in management. It was an interesting deal,
basically I was responsible for the design of the game not necessarily the
overall production of the game. It was tough for everything to get held
together and eventually it just ran out of steam which is unfortunate, but
again, it was a another great learning experience and the demo that we were
able to put together looked pretty nice and, you know, it would have been a
great game.

Faran in front of his collection.
CR: Then you went to Nintendo?
FT: Actually I was at SEGA Soft before I went to Nintendo! :) Basically,
after Atari wound down a lot of these people ended up at other video game
companies, a few at Sony and a few at SEGA Soft, so eventually I joined some
of the ones that ended up there and we started another really cutting-edge
game that never really got off the ground unfortunately :) That was a
massively multi-player online title called Skies. It was basically a world
that revolved around floating islands and creatures that had wings like
angels, demons and it was a fantasy RPG but not in your traditional fantasy
role like your Ultimas, it was actually a very innovative take on it.
Basically you started the game off as a newborn, that’s kind of how your
character would exist initially, which wasn’t like a baby but that’s what
we
called it. Like a young adventurer but as the game progressed, as you gained
more experience and spent more time online your power would increase, you
would age and get more money. So you would go from like a newborn to a
teenager to a an adult to an elder and you could actually visually see who
had actually played the game and who was more powerful and older. And what
was kind of funny, three or four years ago we came up with these ideas and
it was actually being seen as crazy but if you look at how Everquest and
Ultima Online have spawned this e-commerce model it’s actually kind of sad
that we didn’t do it because when you first started the game, to equip your
character, you had to buy these things called LEDOs. These were Limited
Edition Digital Objects, so maybe you started your game as angel you’d have
your basic bow and when you’d fire your bow that was your basic attack. But
if you wanted something stronger like say a fire ball or lightning bolt or
faster flight you’d purchase these booster packs of digital objects. So if
you’d buy a lightning bolt and faster flight you could use those, in effect
every different character could be equipped with different things thus being
even more unique. It’s kind of interesting, now I work at Nintendo and I
realize the underlying concepts of Pokemon are basically the same concepts
that we had. What we wanted to do was to foster a community were people
would trade, so basically if I had my angel and I was playing for six months
so I had an adult angel that was equipped with lightning bolt, fire ball and
faster flight and invisibility I could trade that for let’s say a demon and
be a bad guy now, the same kind of concepts. Everything would be limited so
basically, say we sold like a million copies or something, but maybe there’d
be only 500,000 lightning bolts so that would increase the value of a
lightning bolt. So if I wanted to trade for a lightning bolt I’d had to add
something to the pot to make it a more compelling trade. These LEDOs seemed
like a ridiculous concept a few years ago, you bought them in the store for
real money, but today people pay thousands of Dollars for the Ultima Online
stuff and it’s actually kind of funny how right we were. There were booster
packs like Magic The Gathering and say you’d buy the game off the shelf for
$39.95 and we toss on half a dozen of these LEDOs. If you didn’t get
anything you’d want for like two Dollars you could get a booster pack and
there would be five or six of these LEDOs in there and you could buy as many
as you want until you get the right combination of whatever you want. And
then you could go online and participate in this world and… basically
everything evolved around magic, everything was based on magic and… we did
a
lot of unique things, like to get around Player Killing we made safe zones,
it was like if you stayed on the top of the world there wasn’t enough magic
to actually fight, so there was nothing you could do except for just hanging
out and talk and converse trade. But the further you went down in the world
in those floating islands, the more magic power you got, the more you could
actually fight and journey with other people, things like that. So, it’s
kind of sad that that one didn’t take off as well because there was a lot
of
unique concepts and innovative things that everybody else seems to be doing
today.
The person that formed this group for Skies, he had another game called Ten
Six which also used these LEDOs and it’s just coming to fruition. So in
some ways that LEDOs thing is actually going to happen but what we wanted to
do was to foster a lot of community so that everybody would buy Skies and
Ten Six and you could actually trade your Skies LEDOs for Ten Six LEDOs. You
couldn’t use them in the other game but it would all be kind of currency in
the community in the Heat Network which was what these were being made for.
That was SEGA Soft’s online network, heat.net and we were supplying content
for that.
CR: What system were these for?
FT: PC, it was for the Heat Network and PC and it’s still around today and
Ten Six is just coming out and there was another one called Vigilance but that didn’t really take advantage of this other
stuff. Ten Six is like the huge online strategy game that’s on 24/7 and
they
want a million people to participate. Skies was a really cool game we had a
comic book artist, Michael Turner who currently does Fathom but did
Witchblade at the time, he did all of our character designs, Paradigm who
developed Pilot Wings for the N64 and a few other N64 games were doing all
of the development and programming. I mean it was a very cool concept but
SEGA Soft didn’t really support it enough and now… nobody of our group is
actually there anymore. Heat.net continues on but everybody kind of got dissipated
around the industry. But again, it was another great experience
and another innovative game that unfortunately never came out. Actually if
you go to Skies.net you can read a little bit about it.
CR: Cool! And from there you went to Nintendo? What do you do there now?
FT: Yeah, ironically I released almost more titles at Nintendo in the year I
’ve been there then any other place… they are actually good titles,
basically I’m at Nintendo now and for the moment I’m doing a lot of Game
Boy
development. The last title I released was a great conversion of R-Type
called R-Type DX which combined R-Type 1 and R-Type 2 for the Color Game
Boy. In kind of unique fashion, once you’d finish R-Type 1 it would click
right over to R-Type 2, we called that DX mode but you could play both games
separately. The bad thing about R-Type is that it is just a ridiculously
difficult game, it’s just criminally difficult, you know, the hard-core
fans
like it and I think if you’re a big shooter fan you’ll love it but it is
very difficult. The conversion came out excellent, I would say it’s
arcade-perfect since it is on the Game Boy, you know, but it definitely
pushes the Game Boy’s potential to the max, it came out really nice. Then
the next game that I did was one called Bionic Commando…
CR: The arcade classic?
FT: Yeah, it’s based on the arcade game and that just came out really well.
It’s an excellent game, in terms of game play probably surpasses the
original and the NES version in many respects. It was in color and came out
in January 2000 and is really nice, it’s got digitized speech, you know, a
lot of color, great animation, very fluid.
And then I’ve got another version coming up called Crystalis which is based
on another old game, an RPG, it’s kind of another Zelda clone, came out in
the late 80ies, achieved a lot of cult notoriety just due to its long
involved game play and due to its kind of quirky flaws, bad translation, it
was originally a Japanese game, and the fact that some of the assets you
needed were invisible and you couldn’t find them and you’d spend days
walking around. People put up with lots of the kind of quirky flaws and
inconsistencies but in this new version we’ve added some additional levels
and fixed all that. We tightened up the story so it’s a lot more coherent
and we put all the invisible objects into the game, with graphics so you can
actually see where you’re supposed to go on those and it did come out
really
well.
The next one I’ve got coming up is called Warlocked and it’s a brand new
type of game for the Game Boy Color, it’s a real time strategy game and it
plays really well, it’s set in a medieval fantasy world and you can choose
to either play the humans or the beasts and basically just try, you know, to
conquer each other. It’s resource management, you’ve got to build up a
little town and mine the gold and mine the fuel and build your armies up.
One of the neat things that we’ve added to the game is that we’ve got
these
wizards and in true Pokemon-like fashion not everybody will get every wizard
in the game thus forcing the player to trade. So if I have like the
fire-wizard and you have the bomb-wizard and I want your wizard I can trade
it for mine – just hook up. Another unique thing that we have added to the
game is when you play through the basic levels, say you’ve got ten archers
and three knights and two wizards left, you start stockpiling all these
excess troops and assets. And then you can trade with your friend these
stats-bases army cards, say you’ve played for a week and you trade with
your
friend and your screen you’ll have this little animated statistics battle
and you can set the amount of troops and I can set the amount of troops that
you want to fight against and will just do this little stats-based thing and
it’s just a neat little mini-game to get people an incentive to play
through
the game multiple times and try to be more efficient and see how many troops
they can survive each level with. And then they can just send them to their
friends and see who is the better general I guess :) It’s a neat little game
which should hopeful be out sometime this summer.

Faran with more of his collection.
CR: What do you think about video games today, compared to the ones in the
past?
FT: Basically, I think the video games right now on average, you know, are
better for the most part. I know, probably the primary audience reading this
is the retro-gamer but, you know, I play a lot of the retro-games too but I
don’t know if they necessarily have the longevity and the game play, like
you take something like Bionic Commando, which you can fondly remember of
being this really awesome game and you pop that baby in today and it’s just
really difficult to play. The controls are very awkward, the animation is
very limited and it’s very difficult. And I’ve only learned this through
redoing it and when we did our new version you could pull of these
complicated drop-swings and do all kinds of fancy tricks that would have
been extremely difficult to do in the original version and you go back and
just look at the limited frames of animation and the kind of sticky controls
where as the games of today have great fluid life-like animation and great
controls. I mean, the racing games today, you can like, turn on a dime, it’s
just the technology has really allowed the game designers and developers to
really come out with some really awesome stuff. Sure there is some crappy
games but there were always crappy games and I think that the games today
are really leaps and bounds better. Clearly a lot of that comes from the
influence of the games of yesterday but I think if you go back to some of
the old games, the average person – they probably won’t be as cool as
they
necessarily remember them. Sometimes, you know, the memory of something is a
lot better than the reality. And they are also spending a lot more time on
quality control. Like Nintendo has many ways of gauging the quality, like we
have out famous Mario Club which really has to evaluate every game that
comes through, from third party games to our own games, you know, and make
they all make the grade. Because at the end of the day, what happens,
Acclaim can release a crappy game but the purchasers are not going to call
Acclaim, they are going to call us, they are going to hold us responsible in
many cases, so we have to make sure everything meets our standards of
quality.
CR: Do you still have contact with your old buddies from Atari?
FT: I basically see them at, you know, the trade shows, last one was the
Game Developers Conference, I saw all the old Atari people like Don Thomas
and James Grunky and a lot of the guys that I worked with, it was cool. A
lot of them are actually at Nuon, which is kind of the next generation
Jaguar, I really don’t know how that will fare. I guess they got a good
system, getting it packaged and bundled into DVD players and that’s kind of
an interesting philosophy, but, you know, we’ll see how that works. I mean,
I think unfortunately their technology is just kind of a little bit better
than the original Jaguar and it’s not really going to be competitive with,
you know, the next generation Nintendo system or Dreamcast, Sony or X-Box.
As kind of a novelty and getting this game-thing into your DVD player, they
might sell a few units of software here and there but it’s not going to be
the critical mass, I mean, like Nintendo. Everything has to sell in the
millions, otherwise it’s kind of viewed as a disappointment, you know, I
don
’t think that Nuon is going to get the critical mass of buyers of their
software, but who knows?
CR: A word about the next generation systems?
FT: Nothing about the Dolphin that I can tell you other then the things in
the press :)
CR: How about the Playstation 2? I wasn’t that impressed with it.
FT: Actually they showed it at the Game Developers Conference and we just
got one in and the PS2 so far today is very underwhelming. Ridge Racer,
Street Fighter, Tekken are all slightly nicer versions of their Playstation
counterparts and as an American, does it justify the thousand or so bucks
that it’s going to cost you to import that thing right now? The only
interesting thing is, you know, it play the different region-code DVD movies
and that even only by, you know, accident :) For the people that are
interested in renting or buying European or Japanese DVDs, so you’re
talking
a very small segment and I think one thing that the PS2 has on its side is
this massive hype machine and the reality of the system as it stands today
is not going to filter down to the average Playstation fan unless the
American software kicks ass they’re going to be sorely disappointed with it
when they pop in their discs and it’s going to be slightly prettier
versions
of the old games. And Dead or Alive for the Dreamcast came out this week and
it’s comparable visually to Tekken on the PS2, so you know, I think Sony
boxed themselves into a corner with the limited amount of RAM as well as a
multi-processor gaming unit. At the Game Developers Conference they had the
founders of Naughty Dog, the developers of Crash Bandicoot come out and talk
about how programming the VPU for the PS2 was a challenge and people should
think of it like a puzzle. But if I want to do a puzzle, you know, I get the
New York Times crossword or something and not… I mean, I think that’s
kind
of what killed Saturn and Jaguar was this very difficult way programming the
chips and you have these multiple processors and it’s not straight-forward
and sure there is a few people out there who are going to be able to
maximize this and think it’s cool but video games have become such a
business and an industry that you need kind of a reliable way of scheduling
and delivering product to the consumer and if you make the system too
complicated, no matter how powerful it’s going to be, it’s going to screw
you up in the end because people aren’t going to be able to make their
deadlines or they are just going to use such a minimal part of the machine’s
power… that, you know, the games are going to come out as being very
average
and mediocre and probably fall into one of the things that… At the Game
Developers Conference they had Shenmue for the Dreamcast and I mean it’s
great! Playstation2, when they gave their keynote they ran some videos of
some upcoming games and, I admit they were early prototypes, but it didn’t
look that great and they had people walk through unpopulated worlds. And
then in Shenmue you’re walking through this populated city, there is people
that are bumping into you, there is people that you can talk to and you can
go to any store and they created a really good world. The models look as
good as anything I’ve seen on the Playstation2 so far and Shenmue is, you
know, a couple year old technology when it’s all said and done. I think
Playstation2 almost has a little bit of catch-up to do, even with the
Dreamcast and SEGA has a great opportunity now that people will exposing
some of the PS2’s weaknesses, so if they come out with a really good
marketing campaign they’ll actually have a change to drive a good wedge for
the next six months until the new Nintendo platform comes out :) The new
Nintendo stuff is going to be very, very cool!
CR: What do you think about Microsoft’s X-Box?
FT: I think the big challenge for Microsoft will be content, I mean, at
Nintendo we’ve got great content, we’ve got Pokemon, Mario and Zelda and
those are the experiences that people are really going to want to get into,
you know, at the end of the day it’s all coming down to the consumer and
what they want to see and they want great content. SEGA’s got a lot of that
too with their arcade division and Sonic and that’s something that Sony has
been desperately trying to get and they’ve come out with a few franchises
but not the first-party franchises that Nintendo has. That will be pretty
difficult for Microsoft to do, to come up with their characters and
franchises, it will be very interesting, but who can predict, you know, we
at Nintendo have a lot of good content in our corner.
CR: A final word about the future of dedicated video game consoles?
FT: Back in the days people were predicting the death of the console and
that the PC would rule the video game world but you know what, it’s a very
different gaming experience between playing a game on a PC and playing a
game on a console. And I think people, you know, are pretty much used to
different devices doing different things, at least at the moment and I don’t
think people want to play their video games on their microware or something
ridiculous like that. It’s always going to be content and the games that
people want to play and they have to be made by creative people that create
exciting experiences and that’s what it really comes down to.
I heard that a lot of people in Japan buy their PS2s to play DVDs because
DVD players are expensive there and I don’t know if that model is going to
fly here. You know, how many people play their music CDs on their regular
Playstations here? Once the DVD players get down to 150 Dollars you won’t
be
playing your DVDs on your PS2. Overall this multi-purpose thing, you know,
as I said, it’s all content. People will find various ways of delivering
that content but at the end of the day it’s really the content.
CR: Thanks Faran for doing this! Some really cool stuff in there! Any chance
you may be showing up at the Classic Gaming Expo in Las Vegas?
FT: I’d like to but a lot of is if I’m busy, if I can get somebody else
to
pay for it :) you know.
CR: Well, I hope to see you next time at the NWCGE meeting?
FT: Yeah, how come you guys only do those once a year?
CR: Well, maybe we should do them more often then :)
Bits 'n Pieces
The Jaguar CD project is currently on hold, the CD itself is done but I'm waiting for one video. The CD will be released before the CGE, either with or without the video.
Looking for 'the big one'? Make sure you head over to the Classic Gaming Expo web site! It's going to be totally awesome - things are looking really cool and last year was a blast!
CyberRoach Magazine #10 (due out after the CGE) will contain an extensive report from the Classic Gaming Expo (third year in a row!) with tons of photos and lots more! Be sure to check what's been called 'the best coverage of CGE'! I'm also working on some more classic programmer/designer interviews...
If you have any classic video game books or any Odyssey2-related items (software, hardware, books, magazines, promo material) or even Odyssey3 items: please send me your lists - thanks!
Thanks To:
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