
| From helping a criminal escape...to tracking them down...to being a hero, either on the ground or in outer space- Brad Stewart’s games have it covered. Besides being a successful game programmer and designer, he’s also an accomplished musician, and currently an engineer at Pinnacle Systems, which is a leading manufacturer of professional video equipment. He was kind enough to take some time out and reflect on his past work in the video game industry. DP: Ok, let’s start with the “requisite” question on your educational/technical background! Stewart: I have a B.S. in psychology from the University of Pittsburgh, 1972. I actually have more credits in computer science than psychology, but at the time Pitt didn't offer an undergraduate degree in C.S. DP: After school, did you work anywhere before going to Atari? Stewart: My first job out of school was with Ford Motor Company in Dearborn, Michigan. I wrote software for a prototype computer mounted under the hood of a car which controlled spark timing and exhaust gas recirculation. At the same time, Ford's aerospace division in Palo Alto wanted to build the production computers, since they had experience designing electronics for hostile environments, such as satellites. They tried to transfer someone from California to Michigan to become familiar with the project, but couldn't get anyone to volunteer to move. Instead, they hired me on-site and transferred me to California. I worked for Ford for two years before joining Atari in May of 1977. I can't remember exactly who hired me, but Bob Brown was the manager of the department at the time. DP: BREAKOUT is a remarkable translation. Besides (obviously) playing many hours of the coin-op version, did you have any technical hurdles to overcome with the translation? If so, did the programmer/designer of the game offer any advice or help? Stewart: No, I didn't talk to the programmer. I'm not even sure there was one since it's quite possible the coin-op version was done in hardware. I don't even know who the designers were. There were no obstacles to overcome except for my learning curve with the TIA display chip. One day Joe Decuir mentioned, "If I was doing this game, this is what I would do." and in a few minutes the light dawned and the rest of the implementation was (relatively) straightforward. Stewart: I don't know if they fixed the PAL version. Perhaps not, since it was described as the "jump" variation in the manual, and they then would have had to redo the manual, too. (*Note: In the Breakout manual (under the ‘Playing Tips’ section) the ball jumping glitch is mentioned: “When the ball makes contact with the center section of the paddle, the ball will jump”.) DP: At the recent Classic Gaming Expo show, you recalled a great story about how you became the programmer for Breakout. Would you mind re-telling it? Stewart: I had been working on the Rosemary project, which was a base unit using a Signetics chip set. This was, I believe, intended as a backup in case something went wrong with production of the VCS 2600 base units. Eventually this project was cancelled, and I was ready to start writing a VCS game. Another programmer, Ian Shepherd, became available at the same time. Since Breakout was one of the titles we were going to do, and since there was a coin-op breakout game in the coffee room, Ian and I decided to play for the coding rights. I can't remember which of us went first, but I managed to knock down both walls of bricks with one ball, then leave the game in "lock up" mode where the ball continues to bounce off the same place on a motionless paddle and retrace the same path over and over. Ian missed when it was his turn to play, so the coding rights went to me. Stewart: Yes, I have. David interviewed me for the book and was nice enough to send me an autographed copy. DP: So you were the programmer he wrote of, that he contacted at Atari when doing his research? DP: I believe ASTEROIDS was the first bank-switched (8K) VCS game ever made. Were you involved with developing the bank-switching technology? Stewart: The bank switching hardware was developed by Carl Nielsen's group. The only software required was a half a dozen or so lines of code in each bank. Asteroids needed the 8K, though. After the game was complete, Bob Smith and I spent some time using every trick we knew to try to get it into 4K, but it just... would... not... fit! DP: There are two “versions” of Asteroids that exist - one with a “(c) 1981 Atari, Inc.” title screen and the other w/o it. Do you remember what version you made (title screen or no title screen)? Stewart: There was no title screen in my version. DP: Do you know who added the copyright information? Did Atari (or this other programmer) ask you about this? DP: Someone (Thomas Jentzsch) just recently discovered some code in your Asteroids game that displays reserve ship icons on the screen! The code was disabled, but he was able to make a version with it enabled. Early catalog photos showed a game screen with these ship icons. I was curious to know if you remember why this was dropped from the final version. DP: You also did MUSIC COMPOSER for the Atari 400/800 computers. Did you write any other games, or were you involved in any other projects, outside of programming for the VCS, while at Atari? Stewart: Besides the Rosemary project I mentioned before, I tried to get the R&D people interested in designing a personal music keyboard, along with John Dunn. I even named the project "Wanda", but it never caught on with management and never had any resources allocated to it. Oh well, the success of the Casio keyboards and others like it proves the idea was a good one. Stewart: I joined Imagic in September of 1981. DP: What was the idea/motivation behind FIREFIGHTER... Stewart: When I first joined Imagic the president of the company thought a bullfighting cartridge would be a good idea. I went as far as getting a book on bullfighting out of the library, but reading about what was involved made me vaguely queasy. I thought about doing something less violent, and remembered a kid in my homeroom in school that was nuts about being a fireman. I figured there were enough other people out there that could identify with being a hero fighting fires that the game would have appeal. DP: ...and SKY PATROL? Stewart: I'm not sure where the idea for Sky Patrol originated. I do remember that when I was in college I helped out on a hot air balloon's ground crew. It was foggy that day, so the balloon never lifted off, but the pilot sure talked a lot to pass the time while we were waiting for the weather to clear. He mentioned the time delay between hitting the burners and when the balloon would actually rise. This struck me as an idea for good game play; to require the player to perform an action now that won't have an effect until some time later. The player would always have to be thinking a step or two ahead of what was happening at the moment. DP: Was it completed? Can you describe how to play it, or what the goal in the game is (or was to be)? Stewart: No, sadly, Sky Patrol remains unfinished. I envisioned the goal as getting from point A to point B in the minimum amount of time. There would be clouds at several different altitudes that would show the speed and direction of the winds at that level. The player would then burn fuel to ascend, or dump hot air to descend to the altitude that had the most favorable winds. Of course, the supply of fuel would be limited, and the winds would constantly be shifting. Stewart: I also did the Apple II version of an adventure game based on Sherlock Holmes. I don't remember what title wound up on the box. We always referred to it as "Sherlock Holmes”. This was the first and last time I worked on a game as part of a team. We had a professional writer for the text of the game, and an artist to do a graphic of each character to be displayed when that person was in the room. The team was a real foreshadowing of the way games are developed today. Stewart: Actually, I never worked for Parker Brothers as an employee. Originally, Imagic had a contract with Parker Brothers to produce Star Wars. Parker Brothers paid Imagic, and Imagic then paid me. When Imagic collapsed, the project wasn't finished. I became an independent contractor to Parker Brothers, and they paid me directly. It was then I discovered the joys of paying my own social security tax. Star Wars was the only game I did for Parker Brothers. At Imagic I wrote a kernel to simulate a radar screen with the idea of writing an air traffic control game, but that idea languished as well. Stewart: All the games I've done I've chosen. Sometimes it was from a rather short list, but there was always a choice involved. Stewart: Not to my knowledge, but every program has an undiscovered bug, doesn't it? Stewart: No, I never had the time or extra bytes to implement any of these. Stewart: I enjoyed working at both places. I came to Atari from Ford Aerospace, so I had some culture shock going from an old established company to a young energetic one. They never had beer bash Fridays at Ford. The bad experiences all seem to stem from the long hours at the end of a project, trying to shake the last bugs out of the code, or making the game fit in the cartridge size. The good experiences revolved from being around the bright creative people who worked with me. Stewart: My favorite coin-op game was Missile Command. Perhaps this was because it was the only one that I became even moderately skilled in playing. I also liked Battlezone. I never got to the point where I would play a VCS game for hours on end, so I can't say I have a favorite. The two computer games that I played a lot were Myst and F18/Hornet. Stewart: I left the industry because I got burned out on games after 12 years. I worked for a graphics display company, Ramtek, for a short time before joining a start-up called Digital F/X. They made professional level ($100,000+) video equipment and tried to branch out into desktop video before going under. My next job was at the opposite end of the price spectrum. Videonics makes consumer video editing equipment, and most of their units sell for just a few hundred dollars. It was nice that Videonics went public while I was there. Some engineers I had worked with at Digital F/X lured me to Pinnacle Systems in Mountain View. Pinnacle makes a broad range of video equipment from the professional to consumer level (see our web site at www.pinnaclesys.com). The project I'm working on at the moment allows our company's TARGA 3000 graphics board to be used as an accelerator for the Adobe Premiere video editing application. SOFTWAREOLOGY: Breakout Atari VCS/2600 |