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	<title>Rotheblog - Arcade Game Blog &#187; CoinOpSpace</title>
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	<description>Classic Arcade Game Artwork, Tutorials, and Information</description>
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		<title>Coinopspace.com races past 1,000 members in 10 months</title>
		<link>http://www.rotheblog.com/2009/08/arcade/coinopspace-com-races-past-1000-members-in-10-months/</link>
		<comments>http://www.rotheblog.com/2009/08/arcade/coinopspace-com-races-past-1000-members-in-10-months/#comments</comments>
		<pubDate>Mon, 24 Aug 2009 23:04:51 +0000</pubDate>
		<dc:creator>Jeff Rothe</dc:creator>
				<category><![CDATA[Arcade Resources]]></category>
		<category><![CDATA[CoinOpSpace]]></category>

		<guid isPermaLink="false">http://www.rotheblog.com/?p=4063</guid>
		<description><![CDATA[When I first set out to create a space for arcade and pinball collectors to better share all types of content in a more friendly environment I was hoping to see 100 members in the first four months. By February of 2009, I was hoping for 1,000 members by the time of our one year [...]<p>You're reading <a href="http://www.rotheblog.com/2009/08/arcade/coinopspace-com-races-past-1000-members-in-10-months/">Coinopspace.com races past 1,000 members in 10 months</a> is a post from:  Jeff Rothe, originally posted on <a href="http://www.rotheblog.com">Rotheblog - An Arcade Game Blog</a>.  If you've enjoyed this post, be sure to follow Jeff on <a href="http://twitter.com/jeffjrothe">Twitter</a>, <a href="http://www.facebook.com/jeffrothe">Facebook</a>, and <a href="https://plus.google.com/113847561086671078917/posts">Google +</a>.</p>
]]></description>
			<content:encoded><![CDATA[<p>When I first set out to create a space for arcade and pinball collectors to better share all types of content in a more friendly environment I was hoping to see 100 members in the first four months.  By February of 2009, I was hoping for 1,000 members by the time of our one year anniversary in October.  We raced right past 1,000 members and continue to grow.<span id="more-4063"></span></p>
<h4>Coinopspace.com best tool for coin-op collectors to share photos</h4>
<p>Hands down.  Where other sites limit how many photos you can attach in a forum post Coinopspace makes uploading photos using a bulk image uploader and labeler.  You can upload photos of your arcade or pinball machines in one click, or add additional information and be done in less than a minute or two and then share those photos as an album around the web.  That might be why we have over <a href="http://www.coinopspace.com/photo" target="_blank">2,700 browse-able arcade photos</a> from hundreds of different members.</p>
<div class="alignCenter"><img src="/images/ning/promotional/500wide_white.jpg" alt="CoinOpSpace.com Logo" /></div>
<p>We have experienced tremendous growth because Coinopspace continues to have a number of points of difference &#8211; <a href="http://www.coinopspace.com/profile/SILKIE" target="_blank">fully customizable profile pages including graphics</a> (collectors can change to look like their personal website or favorite game), <a href="http://www.coinopspace.com/page/chat-transcripts" target="_blank">live discussion sessions with former arcade / pinball creators</a>, <a href="http://www.coinopspace.com/page/live-chat" target="_blank">live member chats on Wednesday and Sunday nights</a> (Like IRC but with all of the other arcade content at your fingertips) as well as contests like the <a href="http://www.coinopspace.com/profiles/blogs/restoration-contest-at" target="_blank">$200 prize arcade restoration content</a> coming to a close in Sept. 2009.</p>
<p>September should see the release of Open Social applications.  What does this mean for the average collector?  It means many possibilities, like personalized free online stores to see your coin-op parts, open connections to your game registry profiles that can be autoupdated then in one place, or even sharing some of your collection data back and forth with other social networks like Facebook or Twitter.</p>
<h5>Thanks to the hardcode arcade collectors</h5>
<p>Who have helped Coinopspace grow up to this point.  Thanks to the active members of the advisory panel who have taken the reins and enacted new events and things they wanted to see happen.  Our growth has been better in the first year than every other arcade game forum than RGVAC, and no one would beat that back in the heyday of coin-op collecting.  This is largely to due to the passionate collectors who have invested in the site to continue to make adjustments to make things better.</p>
<p>Looking forward to see more <a href="http://www.coinopspace.com/forum/categories/restoration-showcase/listForCategory" target="_blank">entries in the restoration contest</a>, and to see how many members we have at the one year mark.  And thanks to &#8216;<a href="http://www.coinopspace.com/profile/Jeremy?xg_source=profiles_memberList/" target="_blank">Jeremy</a>&#8216;, who unwittingly became the 1,000th member.  I wish I could have dropped a virtual plethora of balloons and graffiti on him.</p>
<p>You're reading <a href="http://www.rotheblog.com/2009/08/arcade/coinopspace-com-races-past-1000-members-in-10-months/">Coinopspace.com races past 1,000 members in 10 months</a> is a post from:  Jeff Rothe, originally posted on <a href="http://www.rotheblog.com">Rotheblog - An Arcade Game Blog</a>.  If you've enjoyed this post, be sure to follow Jeff on <a href="http://twitter.com/jeffjrothe">Twitter</a>, <a href="http://www.facebook.com/jeffrothe">Facebook</a>, and <a href="https://plus.google.com/113847561086671078917/posts">Google +</a>.</p>


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		<title>Transcript from Jeff Kulczycki (Donkey Kong 2) chat at Coinopspace.com</title>
		<link>http://www.rotheblog.com/2009/08/arcade/transcript-from-jeff-kulczycki-chat-at-coinopspace-com/</link>
		<comments>http://www.rotheblog.com/2009/08/arcade/transcript-from-jeff-kulczycki-chat-at-coinopspace-com/#comments</comments>
		<pubDate>Mon, 10 Aug 2009 22:39:04 +0000</pubDate>
		<dc:creator>Jeff Rothe</dc:creator>
				<category><![CDATA[Arcade Resources]]></category>
		<category><![CDATA[CoinOpSpace]]></category>

		<guid isPermaLink="false">http://www.rotheblog.com/?p=3940</guid>
		<description><![CDATA[Back in March Jeff Kulczycki stopped by Coinopspace for a live chat with arcade collectors and specifically Donkey Kong fans. Jeff Kulczycki spent about an hour and a half detailing his decisions during the development of D2K (Donkey Kong 2). It was interesting to hear Jeff talk about his passion for Donkey Kong, the decisions [...]<p>You're reading <a href="http://www.rotheblog.com/2009/08/arcade/transcript-from-jeff-kulczycki-chat-at-coinopspace-com/">Transcript from Jeff Kulczycki (Donkey Kong 2) chat at Coinopspace.com</a> is a post from:  Jeff Rothe, originally posted on <a href="http://www.rotheblog.com">Rotheblog - An Arcade Game Blog</a>.  If you've enjoyed this post, be sure to follow Jeff on <a href="http://twitter.com/jeffjrothe">Twitter</a>, <a href="http://www.facebook.com/jeffrothe">Facebook</a>, and <a href="https://plus.google.com/113847561086671078917/posts">Google +</a>.</p>
]]></description>
			<content:encoded><![CDATA[<p>Back in March Jeff Kulczycki stopped by Coinopspace for a live chat with arcade collectors and specifically Donkey Kong fans.  <a href="http://www.coinopspace.com/events/creator-chat-jeff-kulczycki" target="_blank">Jeff Kulczycki</a> spent about an hour and a half detailing his decisions during the development of D2K (Donkey Kong 2).  It was interesting to hear Jeff talk about his passion for Donkey Kong, the decisions he made in preserving the original gameplay, and what games might be next for similar treatment with new levels.
<div class="alignCenter"><img src="/images/arcade/classicgames/donkeykong2/donkeykong2_promo.gif" alt="Donkey Kong 2 Promo Banner" /></div>
<p><span id="more-3940"></span></p>
<p>Here is the formatted version of that transcript.  You can view the <a href="http://www.coinopspace.com/profiles/blogs/jeff-kulczycki-creator-chat" target="_blank">raw chat log with Jeff at Coinopspace.com</a>. I have taken the information relevant to our conversation with Jeff and formatted it so that this post can be better referenced for historical purposes.  The original chat was over 15 pages so paring this down was imperative for anyone serious about reading <img src='http://www.rotheblog.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<h4>Jeff Kulczycki DK2 (Donkey Kong 2) &#8211; Questions and Answers</h4>
<p>Jeff has been making arcade mod enhancement kits for awhile, starting out on Dragon&#8217;s Lair.  But making four new levels of gameplay for Donkey Kong was an animal that even he couldn&#8217;t have imagined.  From the naming of the game D2K:Jumpman Returns, not Donkey Kong 2 to the use of barrels and jumping Jeff had a ton of questions that would be the turning point to whether the game was acclaimed or ridiculed.  </p>
<div class="alignCenter"><img src="/images/arcade/classicgames/donkeykong2/donkeykong2_screen_shots.gif" alt="Donkey Kong 2 Screenshots" width="450" /></div>
<p>As always, thank you to all that came by and asked some interesting questions and were respectful of our guest.  Again, for simplicity stake, all questions will be asked by Coinopspace and all answers are by, of course, Jeff Kulczycki.  </p>
<blockquote><p>
<strong>Coinopspace</strong><br />
Why did you choose <a href="/donkey-kong-arcade-game-information-repair">Nintendo&#8217;s Donkey Kong</a> to create the additional levels for? </p>
<p><strong>Jeff Kulczycki</strong><br />
First I own the game and I love it.. I also think it lends itself well to being modified. There are several elements that can be changed You can change colors and add new and interesting objects. It&#8217;s got a lot going for it compared to say Pacman or Frogger. </p>
<p><strong>Coinopspace</strong><br />
So, you placed more value on the depth of the game, not the popularity? In this case, those two things just happened to align.</p>
<p><strong>Jeff Kulczycki</strong><br />
Yeah, I didn&#8217;t pick DK because it was popular really. I think it was just a coincidence that King of Kong came out about the same time, worked out well <img src='http://www.rotheblog.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> . </p>
<p><strong>Coinopspace</strong><br />
I notice the fireballs behave differently on D2K than on regular Donkey Kong on the rivets screen. What changes did you make to the &#8220;artificial intelligence&#8221; (AI) of the fireballs? </p>
<p><strong>Jeff Kulczycki</strong><br />
I didn&#8217;t change any of the AI intentionally&#8230; but I have noticed that the probability of them climbing the ladders&#8230; specifically the direction is different. I actually rewrote some of the behavior for them early on because I had changed a level so that there was both an up AND down ladder in the same spot. You can see it at <a href="http://www.hyperspacearcade.com/Article2b.html" target="_blank" rel="nofollow">hyperspacearcade.com</a> on the early&#8230; Refinery level. The ladders are usually staggered which makes climbing them easier. The fireballs now had a choice to go UP or DOWN&#8230; I eventually realized that it was too hard to climb ladders that weren&#8217;t staggered and dropped the idea. I think the AI is still modified though. </p>
<p><strong>Coinopspace</strong><br />
I love D2K but am not very good. Do you have any tips on how to improve my score? </p>
<p><strong>Jeff Kulczycki</strong><br />
It&#8217;s probably a surprise but I&#8217;m really bad at D2K&#8230; I don&#8217;t really play it too much. I guess I got sick of it after working on it for so long <img src='http://www.rotheblog.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> . I guess it pays to have patience and that&#8217;s really my only tip. I should be asking you guys for tips!!</p>
<p><strong>Coinopspace</strong><br />
When are you going to get working on new levels for Donkey Kong Jr., or better, an original game that plays on DK hardware? </p>
<p><strong>Jeff Kulczycki</strong><br />
Great question. I would really like to make some more DK levels&#8230; I have some other ideas and it seems to be well received. I hope to maybe take on some other projects soon. Who knows, maybe DKJR2? </p>
<p><strong>Coinopspace</strong><br />
Can you share them? Chris Moore</p>
<p><strong>Jeff Kulczycki</strong><br />
Yes&#8230; Originally I haven&#8217;t added any new sprites but the new ideas I have will add some new &#8220;objects&#8221; and that&#8217;s all I can say. <img src='http://www.rotheblog.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' />  </p>
<p><strong>Coinopspace</strong><br />
Will your California Extreme presentation on assembly/game programming ever be made available so that those who weren&#8217;t fortunate enough to attend (&#8230; like me &#8230;) could study the material? </p>
<p><strong>Jeff Kulczycki</strong><br />
It was great speaking at CAX. People had some great&#8230;. questions there. I&#8217;ve been saying for a while that I should post the presentation on my site but I&#8217;m pretty lazy. Hopefully I&#8217;ll get around to it one of these days. I think I need to shrink it down. I hope to be at CAX this year so say hello.</p>
<p><strong>Coinopspace</strong><br />
Obviously Donkey Kong and Mario are the intellectual property of Nintendo. I would imagine that they are closely protected as they are still huge money makers for them. I know that NAMCO goes after anything and everything Pac-Man related. Did you have any conversation with Nintendo about using the characters, code, etc. in a game you intended to sell for profit, and if so, did you have their blessing? </p>
<p><strong>Jeff Kulczycki</strong><br />
Good question. I can share some details. Yes there was contact with Nintendo&#8230; I did send them the game and a &#8220;promo package&#8221; with artwork and concept sketches and a bunch of stuff&#8230; Things seemed positive at first but unfortunately nothing ever came of it. They have strict policies about accepting outside submissions.  If you all like the game then let Nintendo know&#8230; It would be nice to get them on board &#8220;officially&#8221;. </p>
<p><strong>Coinopspace</strong><br />
How do you feel about the Twin Galaxies setting of six Jump Men. Personally, I think it should be the same settings as the original DK &#8211; three jump men. </p>
<p><strong>Jeff Kulczycki</strong><br />
Greg Erway and Blaine Locklair and I came up with the settings&#8230; &#8230;we wanted to accomplish a couple things&#8230; 1) we knew D2K was harder and we didn&#8217;t want to discourage people from playing 2) We wanted to get some higher scores. Somehow geting 34,000 on a game doesn&#8217;t grab headlines like scoring 1,000,000. 3) This is the highest setting so there is no way to &#8220;cheat&#8221;, you know what I mean, and finally we figured Gary at Funspot would probably want to keep the 6 man setting during normal hours for casual gamers. </p>
<p><strong>Coinopspace</strong><br />
An unlimited men setting for the DK part of the ROM would be fantastic.</p>
<p><strong>Jeff Kulczycki</strong><br />
LOL! I intentionally left out the &#8220;unlimited lives&#8221; and here&#8217;s why&#8230; I really wanted to take gamers back to &#8220;the day&#8221; where you had to sit at a game for hours to get to the next level&#8230; ..this is what I remember from my youth&#8230; today it&#8217;s all about &#8220;re-spawing&#8221; and death doesn&#8217;t mean much in today’s games&#8230; </p>
<p>I wanted you all to &#8220;earn&#8221; it. It&#8217;s more fun that way!!!! <img src='http://www.rotheblog.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' />  Not sure if I&#8217;ll add unlimited but you never know. </p>
<p><strong>Coinopspace</strong><br />
Did the idea to create a new version of all the dk cab art come before, during, or after you completed the new version? Did you come up with the idea entirely on your own?</p>
<p><strong>Jeff Kulczycki</strong><br />
I did the art myself (with the help of some cut and paste) and I knew almost nothing about creating artwork&#8230; Rich (at thisoldgame) help me get things sorted out&#8230; I used Printshop Pro which I found out is not the way to go&#8230;. I think the &#8220;pros&#8221; use Illustrator. I also had way too many colors in the first version&#8230; I forgot that silkscreen was a simple process. Rich was like, &#8220;I hope you don&#8217;t have more than 5 colors&#8221;&#8230;. and I had like 27&#8230; </p>
<p>I decided to do artwork once the game was complete&#8230; I thought it would be cool to go the full mile and try to present it as a new game&#8230; plus being a collect myself I know people like new stuff to buy Also, I don&#8217;t know when Rich is planning on shipping but he assures me it&#8217;s &#8220;any day now&#8221; <img src='http://www.rotheblog.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' />  </p>
<p><strong>Coinopspace</strong><br />
Are you aware of whether Shigeru Miyamoto has seen D2K, and what his opinion might be? </p>
<p><strong>Jeff Kulczycki</strong><br />
I don&#8217;t know if he&#8217;s seen it. I would be interested to know. I told my wife if Japan calls to let me answer it <img src='http://www.rotheblog.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' />  </p>
<p><strong>Coinopspace</strong><br />
I see you&#8217;ve done lots of freeplay kits. Which was your first kit and why? </p>
<p><strong>Jeff Kulczycki</strong><br />
LOL I think it was Kangaroo! I know it wasn&#8217;t exactly my best seller. LOL I think someone was asking me about it and I really took an interest. I don&#8217;t even own the game! My first hacking was with Dave Hallock on Dragon&#8217;s Lair Enhanced. </p>
<p><strong>Coinopspace</strong><br />
I noticed that all the springs on the elevator level starting at level 4 are identical. With each passing level after that, the springs shift positions slightly making it a little more difficult on each proceeding level to have enough time to make it up the final ladder. It appears that level 14 might be impossible to pass. Have you looked into this at all? If this is the case, will there be a v1.3?</p>
<p><strong>Jeff Kulczycki</strong><br />
Oh yeah, I think someone found a Killscreen. I’ve never played the game that long. I don&#8217;t think that was done on an actually game though. Hard to get that far without save states I imagine.</p>
<p><strong>Coinopspace</strong><br />
So, you might need a video showing this to be able to look at it more thoroughly, if it exists at all? Apparently people have, 2-3 guys look like they must have or have been talking about it.</p>
<p><strong>Jeff Kulczycki</strong><br />
Wow. That&#8217;s pretty far. I&#8217;m impressed. </p>
<p><strong>Coinopspace</strong><br />
Like some collectors, I can do some simple game board repairs, but understanding the programming eludes me. It looks more complicated than basic programming. What&#8217;s the best way for a newbie to learn about game programming? Also, how did you get started? </p>
<p><strong>Jeff Kulczycki</strong><br />
It sounds old school but you need to learn assembly language&#8230; It&#8217;s not that hard. I learned early on with my C64. There aren&#8217;t that many resources out there but I&#8217;m sure you can find some &#8230;it sort of a dying art. I feel old. Hacking into old code is a lot of fun though. Feel free to email me with questions. </p>
<p><strong>Coinopspace</strong><br />
So finding an assembly language training guide is the key? Old books maybe? So no specific bible type book or informational links that you would say, &#8220;I learned a ton from &#8216;X&#8217; &#8221;</p>
<p><strong>Jeff Kulczycki</strong><br />
Grab a disassmbler and start tearing through stuff. I just sort of taught myself. You might find an old book on assembly in a museum <img src='http://www.rotheblog.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' />  </p>
<p><strong>Coinopspace</strong><br />
What&#8217;s a good dissassembler? Mark Hooks</p>
<p><strong>Jeff Kulczycki</strong><br />
I use dZ80. THere is a windows version. No frills, but it&#8217;s free. </p>
<p><strong>Coinopspace</strong><br />
How can I tell when Donkey Kong is about to throw a &#8220;wild barrel&#8221; in the original game? <img src='http://www.rotheblog.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  </p>
<p><strong>Jeff Kulczycki</strong><br />
Funny but I get these questions all the time. I think King of Kong has people shooting for High Scores and they want to get the inside scoop on how it works.</p>
<p>I got a call from Walter Day one day out of the blue&#8230; This was right after the movie was shown at CAX&#8230; He wanted to know all about how hard it would be to cheat in DK&#8230; We talked for hours. To answer your question, it&#8217;s random. I know it&#8217;s a lame answer but I don&#8217;t really think that you can tell.</p>
<p><strong>Coinopspace</strong><br />
Some of the prizes seem impossible to or not worth getting. For instance, on the &#8220;heart level&#8221; there is a hat on the top right. How do you get that? </p>
<p><strong>Jeff Kulczycki</strong><br />
LOL. The Incinerator was the last level I did made. I sort of rushed it because Richie Knucklez wanted the game to come out.</p>
<p>I always felt that some of the prizes were located in such a way that there was no choice but to get it&#8230; It&#8217;s hard but I wanted people to think &#8220;Hmm, should I try and get that?&#8221;&#8230;. Like on the Foundry level&#8230;should you really get that? Probably not! There is really no way to get that. It&#8217;s just for looks and balance. </p>
<p><strong>Coinopspace</strong><br />
I think you should add a ladder on level 1 so you can get the lower right prize.</p>
<p><strong>Jeff Kulczycki</strong><br />
Good point. Let me answer that. If I added a ladder on the bottom right so that people could go down and pick up the prize then people would just shoot across and climb UP the ladder and miss the whole &#8220;hit your head&#8221; frustration! </p>
<p><strong>Coinopspace</strong><br />
How many new core routines did you add to the code? </p>
<p><strong>Jeff Kulczycki</strong><br />
I really wanted the prizes to be more random too. Stay tuned. I reused MOST of the core routines. Running jumping and prize collection is all. I probably only wrote 10 or more routines. I can&#8217;t really remember. </p>
<p><strong>Coinopspace</strong><br />
Now that D2k has come to fruition, are there any non Nintendo titles you plan on making new levels for? </p>
<p><strong>Jeff Kulczycki</strong><br />
I love Nintendo games. Like I said they have the tools and elements there that lend themselves to modifiing. </p>
<p><strong>Coinopspace</strong><br />
A Tron 2.0 would be cool? DKJr is something I think would be cool too. We&#8217;ll see. <img src='http://www.rotheblog.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' />  </p>
<p><strong>Jeff Kulczycki</strong><br />
I try to stick to games I own. It&#8217;s easier to play test them. There are lots of good ideas in here though. </p>
<p><strong>Coinopspace</strong><br />
When did you start collecting arcade games and what inspired you to do so? What was the first game in your collection? What was your first grail? </p>
<p><strong>Jeff Kulczycki</strong><br />
I own Dragon&#8217;s Lair, Space Ace and Burgertime first&#8230; I started collecting because of Dragon&#8217;s Lair&#8230;I used to play it at the bowling alley once a week. I would save all week to play and then some bigger kids would be hogging the machine so I would have to wait until next week. I guess I needed the game to to complete my childhood quest! <img src='http://www.rotheblog.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' />  I also have Phoenix, Karate Champ, Q*Bert, Track &#038; Field, Ms. Pac-man, Dragon’s Lair II and a handful more. I try to shuffle them around a bit so my wife doens&#8217;t notice when I get a new game. I don&#8217;t own DKJR. </p>
<p><strong>Coinopspace</strong><br />
Did you invest in creating this game and has your toolset changed any from what is detailed on the jeffsromhack website? </p>
<p><strong>Jeff Kulczycki</strong><br />
¬Toolset is the same as what&#8217;s on the site&#8230; I use an assembler and a dis-assembler and MAME and that&#8217;s about it. TURACO is cool too. People should check that out. As far as investing, I didn&#8217;t really invest money, just time. </p>
<p><strong>Coinopspace</strong> (Member Question)<br />
I know that Pauline has a habit of losing her hat, purse, and umbrella. In a future update do you think she could get naked during an intermission scene. Mario deserves it by now. </p>
<p><strong>Jeff Kulczycki</strong><br />
LOL. Prolly not! <strong>Jeff Kulczycki</strong></p>
<p><strong>Coinopspace</strong><br />
Are there ways to predict fireball behavior based on the original code? </p>
<p><strong>Jeff Kulczycki</strong><br />
I had to change the fireball movements on the new levels. I wanted people to be able to jump over them without dying. They&#8217;re very predictable. I also had to make sure that really good people wouldn&#8217;t just sit there and jump fireballs all day to rack up points Like on the L2 Mixer at the top&#8230;if a fireball gets going really fast you could sit there all day, so I had to put somethin&#8217; special in there for anyone that tries that. </p>
<p>As far as the orignal code it is random, the fireballs change direction after so much travel, but the direction is random Also I was really stumped by the &#8220;hold bounce&#8221; fireball, the ones that block the ladders and just stay there, not sure but that&#8217;s some wild random chance too. Never really understood that one. Use probability, but there is no really way to predict. </p>
<p><strong>Coinopspace</strong><br />
I know about the Easter Egg at the end with Jr. in the barrel.  Any more Easter Eggs? Cheats? Did you sneak anything else into the code? </p>
<p><strong>Jeff Kulczycki</strong><br />
I wanted to add an easter egg  but I really didn&#8217;t want it to be in the game. I knew TwinGalaxies and HS people don’t always go for that. So I added it at the end. I waited and waited to see if anyone would find it on their own. No one did so I had to drops some hints. </p>
<p>It&#8217;s small but its fun to look for. The end of DK is supposed to tie in with the beginning of DKJR. I used DKJr to model the cage. I think Jr says PAPA or something too. No other Easter Eggs though. </p>
<p><strong>Coinopspace</strong><br />
Are you talking about the DK Jr. cage?</p>
<p><strong>Jeff Kulczycki</strong><br />
Yes, I tried to match the colors and shape&#8230;fruit too. </p>
<p><strong>Coinopspace</strong><br />
Where are the barrels? 4 new levels and no new usage of the trademark Donkey Kong barrels? </p>
<p><strong>Jeff Kulczycki</strong><br />
The barrels are so unique! I was really afraid to touch them. How do you really follow up with another barrel level? Believe me I thought about it though. I know some people count on them for high scores. Sorry no barrels <img src='http://www.rotheblog.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' />  </p>
<p><strong>Coinopspace</strong><br />
Why did you change the fireballs? You made many aspects of the game harder but the fireballs are for the most part much easier to jump over than in the original game. I am grateful for this but it makes it hard to go back to playing the original game &#8211; it&#8217;s a significant AI change. </p>
<p><strong>Jeff Kulczycki</strong><br />
The new levels are much &#8220;tighter&#8221;. I didn&#8217;t want people to &#8220;wait it out&#8221; for a fireball to leave&#8230;like the top one on the Foundry. I gave this a lot of thought. I realized that the guys name is JUMPMAN. JUMPMAN&#8230;Not WAIT AND WAIT FOR IT TO LEAVE MAN. It may sound silly but I really wanted people to jump over them. That&#8217;s why they are now jumpable. </p>
<p>I watch people that were afraid to jump them at first, it&#8217;s in your DNA to stay away!! </p>
<p><strong>Coinopspace</strong><br />
It is DK2, D2K or Donkey Kong 2? It is impossible to find the HS info on Twin Galaxies.  Why did they name it Jumpman, and not Donkey Kong 2? Any idea? </p>
<p><strong>Jeff Kulczycki</strong><br />
I started calling it D2K. Sort of like Y2K. I know it sounds corny. Official it&#8217;s D2K: Jumpman Returns. I think people just said DK2 or DKII or whatever. It doesn&#8217;t really matter to me.</p>
<p><strong>Coinopspace</strong><br />
Did you put as much thought into the name as the levels? Or saying that just stuck? </p>
<p><strong>Jeff Kulczycki</strong><br />
D2K is more searchable in google then Donkey Kong 2. Plus I didn&#8217;t really want to use Mario or Donkey Kong in the name. Just incase <img src='http://www.rotheblog.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' />   I think there was a Donkey Kong 2 game and watch as well.</p>
<p><strong>Coinopspace</strong><br />
As a result, you have to know to search for it. </p>
<p><strong>Coinopspace</strong><br />
Some people prefer to call it the pie level or cement factory, which name do you prefer? </p>
<p><strong>Jeff Kulczycki</strong><br />
I prefer the Cement factory&#8230;hence the Mixer&#8230;Cement Mixer. Good question!!  Thanks to Jeff for the site and the chance to chat and thanks to everyone for playing the game. It really makes it worth it watch you guys play! </p>
<p><strong>Coinopspace</strong><br />
Huge thanks to Jeff, again, for answering so many questions.
</p></blockquote>
<p>Thank you Jeff for a truly unique contribution to the hobby, that has spawned a brand new cabinet, artwork, and a buzz unseen in recent years.  I am sure there have been many requests made for your time and similar questions asked repeatedly, we just appreciate your excitement and passion. </p>
<div class="alignCenter"><a href="/images/arcade/classicgames/donkeykong2/donkeykong2_arcade_cabinetart.jpg" rel="lightbox[3940]"><img src="/images/arcade/classicgames/donkeykong2/donkeykong2_arcade_cabinetart.jpg" alt="Donkey Kong 2 Cabinet Artwork" width="450" /></a></div>
<p>If you are interested to find out more about his enhancement kits and freeplay mods, visit <a href="http://www.jeffsromhack.com/" target="_blank">Jeff&#8217;s website &#8211; Jeff&#8217;s Rom Hack, including D2K Donkey Kong 2 information</a>.  If you liked this chat, you might also check out the transcript from our <a href="/?p=3726">chat with Rusty Dawe of Atari fame (Agent X, I, Robot, Marble Madness)</a>.</p>
<p>You're reading <a href="http://www.rotheblog.com/2009/08/arcade/transcript-from-jeff-kulczycki-chat-at-coinopspace-com/">Transcript from Jeff Kulczycki (Donkey Kong 2) chat at Coinopspace.com</a> is a post from:  Jeff Rothe, originally posted on <a href="http://www.rotheblog.com">Rotheblog - An Arcade Game Blog</a>.  If you've enjoyed this post, be sure to follow Jeff on <a href="http://twitter.com/jeffjrothe">Twitter</a>, <a href="http://www.facebook.com/jeffrothe">Facebook</a>, and <a href="https://plus.google.com/113847561086671078917/posts">Google +</a>.</p>


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		<title>Alan Murphy live chat at Coinopspace &#8211; August 8th, 2009</title>
		<link>http://www.rotheblog.com/2009/07/arcade/alan-murphy-live-chat-at-coinopspace-august-8th-2009/</link>
		<comments>http://www.rotheblog.com/2009/07/arcade/alan-murphy-live-chat-at-coinopspace-august-8th-2009/#comments</comments>
		<pubDate>Fri, 31 Jul 2009 03:24:39 +0000</pubDate>
		<dc:creator>Jeff Rothe</dc:creator>
				<category><![CDATA[Arcade Resources]]></category>
		<category><![CDATA[CoinOpSpace]]></category>

		<guid isPermaLink="false">http://www.rotheblog.com/?p=3881</guid>
		<description><![CDATA[Another in a series of live creator chats this year, Alan Murphy of classic gaming fame will be sitting down with collectors for an hour on Saturday August 8th to answer questions about their favorite games. Alan worked for Atari, was one of the developers on A.P.B. and many other games and has been interviewed [...]<p>You're reading <a href="http://www.rotheblog.com/2009/07/arcade/alan-murphy-live-chat-at-coinopspace-august-8th-2009/">Alan Murphy live chat at Coinopspace &#8211; August 8th, 2009</a> is a post from:  Jeff Rothe, originally posted on <a href="http://www.rotheblog.com">Rotheblog - An Arcade Game Blog</a>.  If you've enjoyed this post, be sure to follow Jeff on <a href="http://twitter.com/jeffjrothe">Twitter</a>, <a href="http://www.facebook.com/jeffrothe">Facebook</a>, and <a href="https://plus.google.com/113847561086671078917/posts">Google +</a>.</p>
]]></description>
			<content:encoded><![CDATA[<p>Another in a series of live creator chats this year, Alan Murphy of classic gaming fame will be sitting down with collectors for an hour on Saturday August 8th to answer questions about their favorite games. <a href="http://www.coinopspace.com/events/creator-chat-alan-murphy" target="_blank"> Alan worked for Atari</a>, was one of the developers on A.P.B. and many other games and has been interviewed several times including Scott West&#8217;s &#8216;Once Upon Atari&#8217;.  Mark your calendars to pop by, and here is some more information about Alan&#8217;s career in the gaming industry.<span id="more-3881"></span></p>
<h4>Alan&#8217;s artistic work on Atari&#8217;s classic games</h4>
<p>Following the trend of all of our chats at Coinopspace, this live session will be moderated.  If you want to ask Alan a question, submit it to the <a href="http://www.coinopspace.com/forum/topics/questions-for-alan-murphy" target="_blank">Alan Murphy thread</a>.  I will be able to ask about 10-15 questions and then in the last twenty minutes of the chat session we&#8217;ll open up the floor to members to ask any question they want. (Within reason <img src='http://www.rotheblog.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> )</p>
<p>Since Alan has been interviewed a number of times, here are some links to get acquainted with his body of work.   Alan has worked on quite a few games over the years; much more than the several released coin-op titles developed in his time at Atari.  Alan worked on a ton of well known games for Atari&#8217;s consoles;</p>
<h5>Alan&#8217;s Atari 5200 Credits</h5>
<ul>
<li>Pacman</li>
<li>Galaxian</li>
<li>Breakout (pong)</li>
<li>Soccer</li>
<li>Xari Arena</li>
<li>CounterMeasure</li>
<li>Space Dungeons</li>
<li>Xevious</li>
</ul>
<h5>Alan&#8217;s Atari 2600 Credits</h5>
<ul>
<li>Defender</li>
<li>Bugs Bunny</li>
<li>Demons to Diamonds</li>
<li>Volleyball</li>
</ul>
<p>Alan has also worked for well known modern game company Electronic Arts (EA) as well as Sega on games like Spiderman and X-Men.  Let&#8217;s not forget Alan&#8217;s credits at everyone&#8217;s favorite Atari &#8211; A.P.B, Indiana Jones and Gauntlet to name just a couple;</p>
<ul>
<li><a href="http://www.mobygames.com/developer/sheet/view/developerId,1073/" target="_blank">Alan Murphy Creator Credits at Moby Games.com</a></li>
<li><a href="http://www.arcade-history.com/index.php?page=person&#038;name=Alan+Murphy" target="_blank">Alan Murphy &#8211; Classic Game Credits at Arcade-History.com</a></li>
<li><a href="http://www.alan-murphy.com/#/content/Portfolio/" title="3D artist – started out in Oceanography, became and illustrator" target="_blank">Alan Murphy&#8217;s personal portfolio website</a></li>
<li>References to Alan&#8217;s strange house in an <a href="http://www.digitpress.com/library/interviews/interview_marilyn_churchill.html" target="_blank">interview with Marilyn Churchill</a></li>
<li><a href="http://www.zynga.com/" target="_blank">Zynga</a> &#8211; Social Gaming (Current Company)</li>
<li>Brief appearances in Once Upon Atari <a href="http://www.youtube.com/watch?v=LupzidnS4iI" target="_blank">Part 2</a> and <a href="http://www.youtube.com/watch?v=Fr-xg_CuOlk" target="_blank">Part 3</a> (Part 4 as well, no video available)</li>
<li>Alan worked on Atari console games including Pac-man 5200 as well as a <a href="http://www.atariprotos.com/5200/software/countermeasure/countermeasure.htm" target="_blank">prototype game called &#8216;Countermeasure&#8217;</a></li>
</ul>
<p>The most recent interview Alan did was for a Russian gaming website called <a href="http://gameland.ru" target="_blank">gameland.ru</a>.  If you can speak Russian, you might be able to find the interview online.  Here are a couple of snippets from that interview;</p>
<blockquote><p>
I was an illustrator for &#8216;InfoWorld&#8217; magazine before in the late seventies. I don&#8217;t know if you could call it a game industry job, but I did a lot of illustrations of computers, nerdy programmers, that sort of thing. </p>
<p>I originally wanted to work on box art for video games but I was offered a job as an animator at Atari and took it, thinking that it would be more interesting working on computers instead of painting them. </p>
<p>I&#8217;d never animated anything in my life but I guess Atari figured that with pixels as big as legos, how good did you have to be, right? Anyway, it was a gamble.
</p></blockquote>
<blockquote><p>
Another interesting change has occurred lately, time was artists were second-class citizens and programmers were god. Now a talented artist makes more money than most programmers. It&#8217;s a good day to be alive if you’re a game artist if you&#8217;re up to date with modern art tools. The potential is even more inspiring. One look at a next gen console game is all the proof you need that game artists are pushing the limits of visual art itself.
</p></blockquote>
<p>Other things of note that might give some context about Alan;</p>
<ul>
<li>He works remotely &#8211; In Hawaii</li>
<li>He enjoys swimming</li>
<li>His first career path choice was that of an oceanographer</li>
<li>He is a huge Halo fan &#8211; He and a couple of co-workers got the opportunity to play some of the Bungie guys in a game or two</li>
</ul>
<p>Hope you all can join us, it should be a good chat.  If you want to submit questions now, visit the <a href="http://www.coinopspace.com/forum/topics/questions-for-alan-murphy" target="_blank">Alan Murphy questions thread</a> and then drop by ready to roll on August 8th.  See you then.</p>
<p>You're reading <a href="http://www.rotheblog.com/2009/07/arcade/alan-murphy-live-chat-at-coinopspace-august-8th-2009/">Alan Murphy live chat at Coinopspace &#8211; August 8th, 2009</a> is a post from:  Jeff Rothe, originally posted on <a href="http://www.rotheblog.com">Rotheblog - An Arcade Game Blog</a>.  If you've enjoyed this post, be sure to follow Jeff on <a href="http://twitter.com/jeffjrothe">Twitter</a>, <a href="http://www.facebook.com/jeffrothe">Facebook</a>, and <a href="https://plus.google.com/113847561086671078917/posts">Google +</a>.</p>


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		<title>King of Kong chat transcript now online at Coinopspace</title>
		<link>http://www.rotheblog.com/2009/07/arcade/king-of-kong-chat-transcript-now-online-at-coinopspace/</link>
		<comments>http://www.rotheblog.com/2009/07/arcade/king-of-kong-chat-transcript-now-online-at-coinopspace/#comments</comments>
		<pubDate>Thu, 02 Jul 2009 02:23:34 +0000</pubDate>
		<dc:creator>Jeff Rothe</dc:creator>
				<category><![CDATA[Arcade Resources]]></category>
		<category><![CDATA[CoinOpSpace]]></category>
		<category><![CDATA[coinopspace]]></category>
		<category><![CDATA[steve wiebe]]></category>

		<guid isPermaLink="false">http://www.rotheblog.com/?p=3756</guid>
		<description><![CDATA[Late late last night I was up following the Tigers game and took the opportunity to post the raw transcript from the Steve Wiebe chat from Coinopspace.com in April. I don&#8217;t know if there will eventually be a nice formatted version of the chat from the King of Kong, but I am hoping that at [...]<p>You're reading <a href="http://www.rotheblog.com/2009/07/arcade/king-of-kong-chat-transcript-now-online-at-coinopspace/">King of Kong chat transcript now online at Coinopspace</a> is a post from:  Jeff Rothe, originally posted on <a href="http://www.rotheblog.com">Rotheblog - An Arcade Game Blog</a>.  If you've enjoyed this post, be sure to follow Jeff on <a href="http://twitter.com/jeffjrothe">Twitter</a>, <a href="http://www.facebook.com/jeffrothe">Facebook</a>, and <a href="https://plus.google.com/113847561086671078917/posts">Google +</a>.</p>
]]></description>
			<content:encoded><![CDATA[<p>Late late last night I was up following the Tigers game and took the opportunity to post the raw transcript from the <a href="http://www.coinopspace.com/events/live-arcade-chat-steve-wiebe" target="_blank">Steve Wiebe chat from Coinopspace.com in April</a>.<span id="more-3756"></span></p>
<p>I don&#8217;t know if there will eventually be a nice formatted version of the chat from the King of Kong, but I am hoping that at least some information from the session will end up in Gameroom Magazine soon.  The chat saw nearly 100 members in attendance, it got to be a little crazy at times but it was still refreshing to talk with someone so relevant to the hobby here an now.  If we do another chat with Steve next year, hopefully it will be a little more high tech &#8211; video conference using Skype or some other third party software.</p>
<p>Read the full <a href="http://www.coinopspace.com/profiles/blogs/steve-wiebe-creator-chat-raw" target="_blank">Wiebe transcript on Coinopspace.com &#8211; Social network for arcade game collectors</a>.  You can also read the original <a href="/?p=3379">King of Kong announcement post</a> and <a href="/?p=3404">the summary from the Wiebe event</a>.</p>
<p>You're reading <a href="http://www.rotheblog.com/2009/07/arcade/king-of-kong-chat-transcript-now-online-at-coinopspace/">King of Kong chat transcript now online at Coinopspace</a> is a post from:  Jeff Rothe, originally posted on <a href="http://www.rotheblog.com">Rotheblog - An Arcade Game Blog</a>.  If you've enjoyed this post, be sure to follow Jeff on <a href="http://twitter.com/jeffjrothe">Twitter</a>, <a href="http://www.facebook.com/jeffrothe">Facebook</a>, and <a href="https://plus.google.com/113847561086671078917/posts">Google +</a>.</p>


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		<title>Warren Davis (Q*Bert) Creator Chat Coming Today!</title>
		<link>http://www.rotheblog.com/2009/06/arcade/warren-davis-qbert-creator-chat-coming-today/</link>
		<comments>http://www.rotheblog.com/2009/06/arcade/warren-davis-qbert-creator-chat-coming-today/#comments</comments>
		<pubDate>Sat, 27 Jun 2009 17:51:34 +0000</pubDate>
		<dc:creator>Jeff Rothe</dc:creator>
				<category><![CDATA[Arcade Resources]]></category>
		<category><![CDATA[CoinOpSpace]]></category>

		<guid isPermaLink="false">http://www.rotheblog.com/?p=3742</guid>
		<description><![CDATA[The weeks before a chat never go as planned and this one was no different. Here Warren Davis, one of the creators of Q*Bert, is dropping by Coinopspace.com to have a chat with our members and I barely can find the time to write up an informational post. So, if you are reading this before [...]<p>You're reading <a href="http://www.rotheblog.com/2009/06/arcade/warren-davis-qbert-creator-chat-coming-today/">Warren Davis (Q*Bert) Creator Chat Coming Today!</a> is a post from:  Jeff Rothe, originally posted on <a href="http://www.rotheblog.com">Rotheblog - An Arcade Game Blog</a>.  If you've enjoyed this post, be sure to follow Jeff on <a href="http://twitter.com/jeffjrothe">Twitter</a>, <a href="http://www.facebook.com/jeffrothe">Facebook</a>, and <a href="https://plus.google.com/113847561086671078917/posts">Google +</a>.</p>
]]></description>
			<content:encoded><![CDATA[<p>The weeks before a chat never go as planned and this one was no different.  Here Warren Davis, one of the creators of Q*Bert, is dropping by <a href="http://www.coinopspace.com" target="_blank">Coinopspace.com</a>  to have a chat with our members and I barely can find the time to write up an informational post.  So, if you are reading this before the chat tomorrow, here are some articles and tid bits that might be interesting to guide the questions for discussion.<span id="more-3742"></span></p>
<h4>The well known history of Warren Davis and Gottlieb</h4>
<p>The interesting thing about Warren was that Q*Bert was his first major game.  Warren had helped program some other game at Gottlieb with another programmer (which I am assuming was either Argus or Videoman), and then he took over a project that was basically some characters developed by Jeff Lee and a three dimensional grid designed by Kan Yabumoto.  A number of times Warren is quoted as wanting to make things &#8216;easy to implement&#8217; and had a true focus on simple usability.  Q*Bert wasn&#8217;t an obvious hit at first, but had some significant staying power.</p>
<p>From there, Warren appears to have rocketed forward.  He didn&#8217;t really have too much of an interest to work on a Q*Bert sequel, even though FMHC Q*Bert (Faster, Harder, More Challenging) was developed a year later and was never released (too close together with the original and players were just getting down the controls of the first Q*Bert).  Warren went on to a huge project in US vs. Them, a laser disc game with the theme of protecting the earth against aliens, the game involved some serious outdoor photography and live action footage.  Warren supervised the video footage shoot over Chicago (which involved some helicopters) and forest scenes in Kalamazoo.  A massive, bet the farm type undertaking, if I were to read into the situation at the time.</p>
<h5>Warren&#8217;s work on US vs. Them</h5>
<p>US vs. Them is released in a time when the interest in games and laser discs as a whole has dwindled and never sees any true success, even though the development team raised the bar on what could be done with the technology.  Gottlieb had already been spun off as Mylstar and didn&#8217;t have much juice left.</p>
<p>From there, looking at Arcade-History.com, it appears that Warren had made enough industry contacts to do some work for Williams.  Warren worked on Joust 2 and NARC.  Hopefully in the chat he&#8217;ll talk a little bit about that transition, whether he was a consultant, or a full time employee of Williams.</p>
<p>Then, somehow, he made a return to Mylstar, which was now Premier and work on a game called Exterminator before he started to work for Midway for 6-7 years in the 90&#8242;s.</p>
<p>So, it will be interesting to hear his insights into how a creative talent with such a great resume moves from one game company to another.  How the politics worked, what his status was, what a reputation did for you and how much pressure there was to recreate former successes in a declining market.</p>
<p>And of course, I am interested to hear how Warren then got into acting, if his production and supervision on US vs. Them spawned some of that interest, or if there was something else.  </p>
<p>So, it should be a great chat.</p>
<h4>Relevant Warren Davis / Q*Bert Links</h4>
<p>Much of the paraphrased information above can be found on the following links concerning Warren.  Warren has done a handful of interviews over the years, the most prolific one published at Coinop.org.  I know he&#8217;s done a live interview for Retro Gaming Radio, but I haven&#8217;t been able to get a copy of that content to hear the questions that were asked.  </p>
<p>If you want to learn more about Warren and his game development history and Q*Bert history, read up on these links, they&#8217;re some of the better ones in the myriad of Google results.</p>
<ul>
<li><a href="http://www.coinop.org/features/qbstory.aspx" target="_blank">Warren Davis interview at Coinop.org</a></li>
<li><a href="http://www.arcade-history.com/index.php?page=person&#038;name=warren+davis" target="_blank">Warren Davis&#8217; game credits at Arcade-History.com</a></li>
<li><a href="http://www.coinop.org/features/qbstory.aspx" target="_blank">Warren&#8217;s involvement on US vs. Them at Spyhunter.com</a> (<strong>Warning</strong>! Your eyes will burn &#8211; enormous long black pages with white text, horrible source to read</li>
<li><a href="http://en.wikipedia.org/wiki/Q*bert" target="_blank">Wikipedia entry on history of Q*Bert and Warren&#8217;s involvement</a></li>
<li><a href="http://en.wikipedia.org/wiki/Warren_Davis_(actor)" target="_blank">Warren Davis Wikipedia Entry &#8211; Actor History</a></li>
<li><a href="http://en.wikipedia.org/wiki/Warren_Davis_(actor)" target="_blank">General Q*Bert history and information</a></li>
<li><a href="http://gooddealgames.com/interviews/int_Jeff_Lee.html" target="_blank">Interview with Jeff Lee, fellow Q*Bert creator</a></li>
</ul>
<p>You're reading <a href="http://www.rotheblog.com/2009/06/arcade/warren-davis-qbert-creator-chat-coming-today/">Warren Davis (Q*Bert) Creator Chat Coming Today!</a> is a post from:  Jeff Rothe, originally posted on <a href="http://www.rotheblog.com">Rotheblog - An Arcade Game Blog</a>.  If you've enjoyed this post, be sure to follow Jeff on <a href="http://twitter.com/jeffjrothe">Twitter</a>, <a href="http://www.facebook.com/jeffrothe">Facebook</a>, and <a href="https://plus.google.com/113847561086671078917/posts">Google +</a>.</p>


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		<title>Transcript from Rusty Dawe chat at Coinopspace.com</title>
		<link>http://www.rotheblog.com/2009/06/arcade/transcript-from-rusty-dawe-chat-at-coinopspace-com/</link>
		<comments>http://www.rotheblog.com/2009/06/arcade/transcript-from-rusty-dawe-chat-at-coinopspace-com/#comments</comments>
		<pubDate>Mon, 22 Jun 2009 02:53:57 +0000</pubDate>
		<dc:creator>Jeff Rothe</dc:creator>
				<category><![CDATA[Arcade Resources]]></category>
		<category><![CDATA[CoinOpSpace]]></category>
		<category><![CDATA[breighton dawe]]></category>
		<category><![CDATA[russel dawe]]></category>
		<category><![CDATA[rusty dawe]]></category>

		<guid isPermaLink="false">http://www.rotheblog.com/?p=3726</guid>
		<description><![CDATA[Just this past month we had yet another arcade game legend stop by Coinopspace for a live chat with pinball and arcade enthusiasts alike. Russel &#8216;Rusty&#8217; Dawe spent over two hours reminiscing and sharing some stories about his time at Atari. Over his ten year tenure, Rusty helped develop a whole slew of well known [...]<p>You're reading <a href="http://www.rotheblog.com/2009/06/arcade/transcript-from-rusty-dawe-chat-at-coinopspace-com/">Transcript from Rusty Dawe chat at Coinopspace.com</a> is a post from:  Jeff Rothe, originally posted on <a href="http://www.rotheblog.com">Rotheblog - An Arcade Game Blog</a>.  If you've enjoyed this post, be sure to follow Jeff on <a href="http://twitter.com/jeffjrothe">Twitter</a>, <a href="http://www.facebook.com/jeffrothe">Facebook</a>, and <a href="https://plus.google.com/113847561086671078917/posts">Google +</a>.</p>
]]></description>
			<content:encoded><![CDATA[<p>Just this past month we had yet another arcade game legend stop by <a href="http://www.coinopspace.com" target="_blank">Coinopspace</a> for a live chat with pinball and arcade enthusiasts alike.  <a href="http://www.coinopspace.com/events/creator-chat-rusty-breighton" target="_blank">Russel &#8216;Rusty&#8217; Dawe</a> spent over two hours reminiscing and sharing some stories about his time at Atari.  Over his ten year tenure, Rusty helped develop a whole slew of <a href="http://www.arcade-history.com/index.php?page=person&#038;name=Russel+Dawe" target="_blank">well known arcade games</a>.  A number of interesting items came out, like where to find easter eggs in a number of his games and the real story behind Firefox&#8217;s dubious appearance at the AMOA.</p>
<div class="alignCenter"><a href="http://www.coinopspace.com/events/creator-chat-rusty-breighton" target="_blank"><img src="/images/arcade/coinopspace/rustydawe_chatannounce_sm.jpg" alt="Russel 'Rusty' Dawe Live Chat at Coinopspace.com" /></a></div>
<p><span id="more-3726"></span></p>
<p>Here is the formatted version of that transcript.  You can view the <a href="http://www.coinopspace.com/profiles/blogs/russel-rusty-dawe-creator-chat" target="_blank">raw chat log with Rusty at Coinopspace.com</a>. I have taken the information relevant to our conversation with Rusty Dawe and formatted it so that the arcade history is more easy to pick out.  The original chat was over 17 pages so paring this down was imperative for anyone serious about reading <img src='http://www.rotheblog.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<h4>Rusty Dawe &#8211; Questions and Answers</h4>
<p>Finding information about Rusty and his career at Atari wasn&#8217;t all that difficult.  Rusty worked at Atari for over ten years, and maintains a personal website that touches on that tenure.  However, I didn&#8217;t see any previous interviews with Rusty, and as the chat extended to the two hour mark it came out that this was one of the first times Rusty has gotten to share about his experiences at Atari.</p>
<p>As always, thank you to all that came by and asked some interesting questions and were respectful of our guest.  Again, for simplicity stake, all questions will be asked by Coinopspace and all answers are by, of course, Rusty Dawe.  </p>
<blockquote><p>
<strong>Coinopspace</strong><br />
What was the reason that Accelerator never saw the light of day? I heard that it might have been a budget issue at the time.</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
No, it was not a budget issue. The game was really fun to play as long as you had two people who were about evenly matched. Dennis Harper, the other developer (who went on to do Toobin’, and others) and I had some fabulous times playing the game. Unfortunately, it just wasn&#8217;t as much fun alone, or with someone who was radically different level.</p>
<p><strong>Coinopspace</strong><br />
So, it didn&#8217;t test well then?</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
Accelerator tested just &#8220;ok&#8221;, but at that point, due to the financial issues, all games really needed to be stellar to get into production.</p>
<p><strong>Coinopspace</strong><br />
How many test locations was it on?</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
It was in just one location.  We never made more than one of them. We did a lot of work to try to equalize the levels (if you were too far ahead, &#8220;bad things happened&#8221;, etc, put in more jump pads for the behind player, etc., but just not compelling enough unless you were head-to-head.</p>
<p><strong>Coinopspace</strong><br />
You know where that one is right Rusty? Scott Evans currently has it; he&#8217;s bringing it to California Extreme this year.</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
Very cool. Had a lot of fun doing the game, even though it never made it.</p>
<p><strong>Coinopspace</strong><br />
Did you put any Easter eggs in any of your games, such as your name, initials, or hidden messages?</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
Oh yeah, let’s see&#8230; Well, Cloak &#038; Dagger had all the hidden teleporters&#8230;  Not quite easter eggs, but a start. Paperboy has many things show up if you hit hidden targets (the submarine periscope, gopher, etc.) In Race Driven’, if you crash off the cliff in a certain way, you may see the designers initials in the sky <grin>.  Very rare though. You have to roll the car to see the sky, so it isn&#8217;t easy or obvious. We weren&#8217;t supposed to put in easter eggs back then that weren&#8217;t directly connected to the game play.</p>
<p><strong>Coinopspace</strong><br />
The hut, was that the name of a hang out? In Race Drivin’, the small building behind a house has a sign that says “The Hut” on it</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
Ah, no, I believe that it got that name from the artist who created it &#8211; it looked like a hut&#8230;  I could be wrong here though &#8211; long time ago and far, far away <grin></p>
<p><strong>Coinopspace</strong><br />
Any other easter eggs in any other titles you worked on?</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
Not really&#8230;</p>
<p><strong>Coinopspace</strong><br />
You receive a &#8216;special thanks&#8217; on the credits screen in 720°. What was your involvement with that game?</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
I was only peripherally involved with 720, but it was otherwise the same team that did Paperboy (which I was much involved with).  Still, I helped out with some of the design issues and a couple of game play sequence issues, plus was one of the patsy skateboarders who got banged up on our half-pipe we built in the warehouse <grin>. I created the motion-object engine used by 720 and a batch of other titles that came out then, too.</p>
<p><strong>Coinopspace</strong><br />
Rusty, there are random blue flags that pop up in Skate City and award the player points. Are those in fact &#8216;random&#8217; or are they based on something else? (i.e. your previous skate park performance, etc.) It&#8217;s been a topic of much debate.</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
They are NOT random.  They were placed there carefully by Dave Ralston. (Who did that playfield, along with Paperboy) However, the timing of when they show up is hidden deep in the recesses of his and John Salwitz’s (the programmer) devious minds.</p>
<p><strong>Coinopspace</strong><br />
Of the titles you worked to create do you have a favorite?</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
Well, I really liked Agent X / Cloak &#038; Dagger.  But very close is Paperboy.  Certainly, for me, Paperboy was the financial winner <grin>.  But C&#038;D was lots of fun to create both technically, and game-wise.</p>
<p><strong>Coinopspace</strong><br />
What was the relationship like with Universal when you were the main point of contact for Cloak and Dagger? Were you really just there to play the game and nothing else?</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
It was a fabulous relationship between us.  They came looking for a &#8220;spy game&#8221; and we had Agent X already well along in development.  The two were a nice match, so the royalty scheme didn&#8217;t favor either company.  We sent them a cabinet and when I went down I worked closely with the editor of the movie, who was my &#8220;escort&#8221; the whole time.  </p>
<p>We discussed everything from syntax used in the move (the word &#8220;tape&#8221; was already recorded and so couldn&#8217;t be replaced with &#8216;cartridge&#8217; for example) to how credits could be done with a game motif. (like flashing on/off/on, etc.) </p>
<p>I was the one who actually plays the game in the film, though it looks a lot like the boy is playing. That was tough! I had to play on the cabinet, but they removed the monitor so that it could be filmed.  The monitor was down and to the right of where I was standing, not in front! Try to get the world&#8217;s high score that way!</p>
<p>Not only that, but the movie frame rate is 24hz, the game is 30hz.  So, if you closely watch the movie, you&#8217;ll notice the action is a bit slow, and the sounds a bit low. We put in the &#8220;Final scene&#8221; in C&#038;D with the secret stolen plans, just so they could film it for the movie.  Course, it didn&#8217;t do the game any harm either. I had a blast the week I was at Universal, got to wander over most of the lot at will.</p>
<p><strong>Coinopspace</strong><br />
Did you see anything of note on the Universal lot?</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
Not too much, except for Dabny Colman and &#8230; Thomas filming a couple of scenes.  There wasn&#8217;t much happening there at that moment.  On the other hand, my trip to Mexico to talk with the Dune staff (incl. David Lynch &#038; Rapheala) for a game we didn&#8217;t do was full of stuff. But that is another story <grin>.</p>
<p><strong>Coinopspace</strong><br />
Do you currently own any games? If so which ones?</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
I owned 13 titles when I left Atari, but I&#8217;ve moved 5 times since and dropped a couple with each move <groan>.  I&#8217;m now down to a sit-down Star Wars, a prototype Paperboy, and one I didn&#8217;t do &#8211; A &#8220;signed&#8221; Ted Nugent pinball (that sees ALOT of play). Actually, so does the Paperboy.  </p>
<p>My daughter (12) holds the world record (unofficial) for all three roads on that.  When she&#8217;s 13, I&#8217;ll submit a video so it&#8217;ll be legit. Every time I&#8217;ve beaten her, she just comes back and thrashes me again. She&#8217;s found at least 3 easter eggs I didn&#8217;t even know were there.</p>
<p>I miss my C&#038;D, and Roadblasters, out of the ones I sold off.</p>
<p><strong>Coinopspace</strong><br />
Which ones?</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
There&#8217;s a gopher on hard way that comes to mind.  Have to ride next to a house to get it.  It’s hard to get out without losing a life though.</p>
<p><strong>Coinopspace</strong><br />
If you were designing a coin op game today, what genre would you like to work in? Also would you make it a button masher like most are today or would you keep it a little more linear like the classics?</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
I&#8217;d do a good driving sim (I enjoy those) that involved the need for some stunt work (jumping bridges, etc.) if there was a good theme to go along, like a &#8220;Bond racer&#8221; or some such &#8211; or something that had humor and strategy as a part.  The Dune game I proposed but didn&#8217;t do comes to mind. </p>
<p>It actually would have had you try to become &#8220;prescient&#8221;, to know the future, by giving you subtle hints and highlighting the colors of these differently so you would look on the screen in a special way.  It would be cool with today&#8217;s graphics. No button masher, no intense violence, no shoot-em-up. Humor and strategy &#8211; that is what I like. The story, the graphics, the fun are the thing!</p>
<p>I spent a lot of time after Atari doing social on-line environments. Taught me a lot about interaction when you have a limited &#8220;tool set&#8221;. I think I could do some fun games again these days. Too bad the money aspect isn’t there like back in the day.</p>
<p><strong>Coinopspace</strong><br />
How old were you when you worked at Atari?</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
I was 29 when I joined Atari, left there when I was 39. Most fun job I ever had! It was a great group of guys (&#038; girls) to work with.</p>
<p><strong>Coinopspace</strong><br />
I know the plan for the System II cabinet was to have more than just 2 games become available for it. Were there any other games besides Paperboy and Championship Sprint on the drawing board for that cab before it was deemed that there wouldn&#8217;t be anymore? </p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
Not really. They turned Paperboy into a System II only because they couldn&#8217;t get many pre-sales.  Paperboy tested uniquely for a video game.  Most games do spectacular for a week or two then drop off.  Paperboy started at a mid-level and never dropped off. But it was hard to convince the arcade owners it was a win proposition.  By turning it into a &#8220;system&#8221; game, they thought they could make a better sales pitch.</p>
<p>Championship Sprint was the solution to doing another game on it to satisfy the folks who bought a system game that it really was a system. <grin> Supersprint used the same processor and basic technology, so the conversion was relatively easy. Of course, Atari made out like a bandit with Paperboy.  It was the only game they ever did a profit share on with the arcade owners (Let us put this in your arcade, we share profits 50-50, you never have to buy it). Because it never fell off in its revenue, Atari made more than 10x as much as they would have if they&#8217;d sold them outright!  That is trusting in your own market research!</p>
<p><strong>Coinopspace</strong><br />
Not a bad model for certain games. I didn&#8217;t know it was a profit share title.</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
The only one. Need to be very picky there. </p>
<p><strong>Coinopspace</strong><br />
I bet the distributors were not happy with that</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
Those owners who didn&#8217;t want them anymore after awhile returned them and those were turned into Championship Sprint. No, the distributors were not pleased, but then, had they sold them, we wouldn&#8217;t have done that!</p>
<p><strong>Coinopspace</strong><br />
Any other awesome insights into Paperboy and its history?</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
Well, Paperboy almost never saw the light of day. I took over as project leader when I first became a manager for Atari, and it was scheduled to die based on the previous project lead.  We changed it to a humorous game instead of a &#8220;psycho&#8221; game, worked well.  </p>
<p><strong>Coinopspace</strong><br />
I&#8217;ve heard rumors that Atari had considered making Indiana Jones a laser disc game. Since you worked on Temple of doom I&#8217;m wondering if you had any info on this or had even heard of this? If there is any truth to the rumor do you have any clue what stage of development this got to?</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
That one is news to me as well, heard about it first here. Sorry, no insight to add there.</p>
<p><strong>Coinopspace</strong><br />
My favorite System 1 game is Indiana Jones. What was your involvement on the game? Was anything dropped? Any bugs or easter eggs? Did you know anything about the laserdisc version?</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
Again, for Temple of Doom, I did the motion object driver (quadrupling or more the number of items the game could display).  Had fun with it though!</p>
<p><strong>Coinopspace</strong><br />
What game do you really love but would like to own?</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
My favorite game I&#8217;d LIKE to have &#8211; Robotron 2084. </p>
<p><strong>Coinopspace</strong><br />
Cloak &#038; Dagger was inspired by Robotron, correct?</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
Yes, C&#038;D was my salute to Robotron &#8212; lots of stuff moving around, the dual-joystick controls; have to be very &#8220;zen&#8221; to play it. Very tough! I believe I have a set of original side panels from C&#038;D, but I can&#8217;t bloody find &#8216;em right now. Buried in the basement somewhere, I&#8217;m guessing.</p>
<p><strong>Coinopspace</strong><br />
Were the cabinet sides really drawn with marker directly on the cabinet?  Or hand drawn?</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
No, they would run off these printouts on these monstrous decals that were the size of the cabinet. They were hand drawn and colored by our art staff, like all the other artwork.  However, they were going for a certain &#8220;style&#8221; that made it look that way. Solid colors, blocked shapes, etc.</p>
<p><strong>Coinopspace</strong><br />
What is the reason you went with the crystal castles cab for C&#038;D instead of an original design?</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
That was the production staff&#8217;s call.  I was more interested in the audio quality, etc. and wasn&#8217;t too critical of the cabinet for that game, anyway.</p>
<p>The Crystals Castles cab worked, and besides, we were only doing a pre-prod run of 20.  So, we used what was on hand.</p>
<p><strong>Coinopspace</strong><br />
How hard was it to bring I, Robot to market what with all its hardware complexity and the technological &#8220;1sts&#8221; it brought to the table?</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
Atari held 3 patents on that technology.  It had the first large-scale custom ICs, it had two &#8220;quad-pokeys&#8221; &#8212; a new way of getting more sound effects in, challenging! Not only that, the market was going through one of its cycles which is always a tough time for innovation.</p>
<p><strong>Coinopspace</strong><br />
What are your thoughts on (Atari’s) Batman?</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
Well, I thought it was pretty weak.  They were being rushed to get it out and some of the more subtle game play features never made it in, and the graphics were also rushed. The team did an amazing job considering the timeframe.  Most games took 12-18 months.  Batman took 6. </p>
<p>There were going to be additional goodies to pick up that would let you fly, etc.  There was a whole scene that never made it with aerial stunts. Kelly and Norm did Batman (also SuperSprint, Vindicators).  They were a good team.</p>
<p><strong>Coinopspace</strong><br />
Ah, we have heard similar things in the past 5-6 chats, those darn licenses.</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
Yup, license issues.</p>
<p><strong>Coinopspace</strong><br />
We might have already covered this in the Robotron reference, but, what is your &#8220;holy grail&#8221; arcade machine if you could only own one?</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
Yup, Robotron.  I really got into that game.  Had an ongoing challenge with another developer and we really got deep into that game.</p>
<p>I have a top score around 3M, stopped moving the eyes &#8211; just kind of blank stared and moved the controls. Amazing.</p>
<p><strong>Coinopspace</strong><br />
Did you work on Marble Madness II: Marble Man at all?</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
Nope, Marble Madness II happened after I left.  Not sure if that was only being done to support the home market, either.  Some games like Paperboy II were done for that. Mark Cerny did Marble. Fabulous designer. Really brilliant.</p>
<p><strong>Coinopspace</strong><br />
I didn&#8217;t understand the gap in release btw Marble Madness 1 &#038; 2.</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
Me neither.  I was there at least 5 years after Marble and it never came up as something to do seriously (almost all games get talked about a little that way).</p>
<p><strong>Coinopspace</strong><br />
Do you have any crazy late night Atari stories similar to Eugene Jarvis&#8217;s wild parties and game creation sessions?</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
Hehehe. Well, have you heard the Firefox team&#8217;s version of what went down before the show yet? </p>
<p>They had a very cool proto cabinet that looked like the Firefox fighter cabinet, but they were having serious issues getting the laserdisc to behave. So they sent the cabinet on to San Antonio with the hardware while the team stayed behind to finish programming. However, even with a multi-day 24 hours non-stop effort, they still didn&#8217;t have it done, so Warner sent their private jet to wait for them in San Jose to bring the ROMs.</p>
<p>But, they still didn&#8217;t get it (even after calling in some of the rest of us from other projects to help &#8212; which IMHO only made things worse <grin>)&#8230;  Planes can&#8217;t take off from San Jose after 11, so they moved the jet to Oakland. </p>
<p>The team still wasn&#8217;t done at 4am and the show opened at 10am, so they stole the EPROM programmer and PAL programmers from the chip lab, took all their computers, hardware, etc. and got on the plane. On the way, they called ahead for pizza to Albuquerque where the plane landed and picked it up for them and  met &#8216;em on the runway. Calling ahead for pizza from the plane is a classic.</p>
<p>Got to the show before it opened, but still couldn&#8217;t get it to work right. They went one day, then two, then the whole show with this incredible cabinet that people got to sit in BUT NO GAME. It was a huge success. The rest of us decided we didn&#8217;t need to do games anymore!</p>
<p>Let’s see, then there was the Pole Position rehab for me. I was playing that one in the lab after hours A LOT!  Had it very wired, held record on every track in the labs. So, with Pole Position, after playing for about 3 hours one night, I drove home.  At that time I was driving a Porsche 924S&#8230;  I only lived about 3 miles away, BUT here I am on Montague Expressway and there is an &#8220;S&#8221; curve with two cars sitting on it.</p>
<p>It was identical to the PP setup on one of its curves &#8211; speed limit of 50 with 3 lanes.  Shot between the two cars and was going 140 when I came out the other side.  Zipped through the signal (green, thank god) and realized what I&#8217;d done.  Needless to say, no more Pole Position for me for awhile, had to do some rehab! Also fortunately, no cops in the area. Kept telling myself after that &#8220;This is NOT Pole Position!&#8221;</p>
<p><strong>Coinopspace</strong><br />
Did you come up with the idea for the game play of Rampart?  It&#8217;s pretty inventive; many have described it as Missile Command meets Tetris.</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
Ah, Loved Rampart. It was actually a takeoff on a game we were playing in the labs at the time (much simpler game, and not the same, but had the &#8220;lobbing&#8221; effect). When the ships were added, it really took off &#8211; another Salwitz / Ralston creation.  But I would say I certainly had a piece of that one too, as I was living in that lab for awhile.</p>
<p>In a way, you could say it was inspired in part by the old 2600 Game Warlords. The multi-player action was what we were after that Warlords gave.<br />
That, plus the old 800 games Mule and Archon still get play in our house.<br />
Thought about linking (the two games) them.  About a year ahead of being able to do it easily, though.</p>
<p><strong>Coinopspace</strong><br />
Did you design more than 6 levels for Marble Madness, and just ended up using 6 because of RAM limitations?</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
Time limitations more than anything else, had to button it up and sell it.</p>
<p><strong>Coinopspace</strong><br />
How long did it take to make a level of Marble Madness?</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
Well the first one took 6 months to figure out the physics and game play devices we could use. After that, about 1-2 months each.  I believe there were 12 that had been designed. I remember a black hole obstacle that didn&#8217;t get used. </p>
<p>We had also recently gotten the Yamaha music chip to use (and I programmed to add to the RPM sound board), so our audio group was going wild with it (Marble Madness and Paperboy being two of the first to use it). RPM = Rusty&#8217;s Pokey Music (which later became the defacto standard all Atari music/sound effects. RPM was a predecessor to MIDI.  Would have used MIDI if it had been around <grin>.</p>
<p><strong>Coinopspace</strong><br />
What happened to the unfinished Marble Madness levels? Is it something somebody has copies of the code still? Were the other levels playable / finished?</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
Marble Madness was Mark Cerny&#8217;s baby.  I was Project Lead for about the first half or so of its lifecycle (Mark became his own lead at that point as I was getting bogged down with I Robot, Paperboy, and others). </p>
<p>He would have the answer to that, but I believe that a couple of levels were in production but never finished, and the rest just jotted down as potentials.</p>
<p>I seem to remember one level having been mostly done, but was nearly unplayable by most folks, so it was canned in the interest of time and playability, both &#8211; &#8220;expert only&#8221; level if there ever was one.</p>
<p>Part of the problem of Marble Madness (besides keeping the two players in sync) was that it was SO easy to make it too hard.</p>
<p><strong>Coinopspace</strong><br />
Mark Cerny has come up on my radar as someone we might try to get, maybe we’ll make more of a push now.</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
Ask him about &#8220;Quack&#8221; <grin>.</p>
<p><strong>Coinopspace</strong><br />
Do you wish you could&#8217;ve worked under Nolan (Bushnell)?</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
Hehe. Not really a big issue, would have been okay with that too.  His legacy lived on with the Arcade group for years.  Though, I think they were &#8220;mostly&#8221; more responsible after his departure <grin>.  We still had many recreational moments, so-to-speak.</p>
<p>I was at Stanford nearby when Nolan did his first Pong, played it at the local bar in fact.  </p>
<p><strong>Coinopspace</strong><br />
How was it to work with Dave Theurer on I, Robot, and also, who were some of your favorite people to work with during your 10 year tenure?</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
I loved working with Dave &#8211; he was very serious about his work but still had fun.  Dennis Harper and I collaborated on a couple (like Accelerator) and I really liked working with him.  John Salwitz and Dave Ralston and I teamed up for a couple &#8211; lots of fun.  I&#8217;d have to say I enjoyed nearly everyone there I worked with.  All of &#8216;em were talented, a bit whacked (a good thing), and enjoyed it. </p>
<p>Ed Logg is another that comes to mind.  Had a lot of games of Spaceward Ho over our local intranet with him <grin>.</p>
<p><strong>Coinopspace</strong><br />
Did you know the head of the Atari graphic department, George Opperman, at all before his tragic passing in 1985?</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
Yes, worked with him on several titles including C&#038;D, really had an eye for color and style. He left his mark on almost all the early Atari arcade titles.</p>
<p><strong>Coinopspace</strong><br />
Did George have a huge team to work with or was the dept. more close-knit?</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
He had between 5-8 really talented folks.  Between them they turned out incredible work, game graphics, marketing graphics, sales brochures&#8230;  Did any of you see the &#8220;R&#8221; rated Centipede poster?</p>
<p>It’s an incredible art poster.  They made 10k of them but got cold feet about putting &#8216;em in the game as a promotion and ended up destroying all but a couple hundred that they game to engineering and other staff.</p>
<p><strong>Coinopspace</strong><br />
The rumor is that girl worked in the HR dept. at Atari, that true?</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
Heard that about the girl too, not sure if it’s true.</p>
<p><strong>Coinopspace</strong><br />
Any tricks or hidden stuff on Toobin&#8217;? What role did you have in creating it?</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
Toobin’ was Dennis Harpers baby. My role was (again) supplying the motion object driver, but also to play test and help suggest some game play fixes/mods to help in certain situations that could cause players to get stuck. Dennis and I had just come off doing Accelerator, so were still good game-playing buds.</p>
<p>I remember that there ARE easter eggs in Toobin’, but couldn&#8217;t tell you where they are or even what they are anymore, been awhile since I last played it.</p>
<p><strong>Coinopspace</strong><br />
Were there other ideas for the controls?  Or was it always a buttons-only plan?</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
We tried a couple controls in the lab &#8211; trackball being a fav, but the buttons lent a certain panic to the game that played (and tested) well.</p>
<p><strong>Coinopspace</strong><br />
Talk about the Atari key club concept that never came to be.</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
That was marketing&#8217;s idea to try to get repeat play.  C&#038;D was a game that they felt it could be applied to that was currently approaching production, so we fixed up one cabinet with it to give it a try.</p>
<p><strong>Coinopspace</strong><br />
How did it work though?</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
It was basically a flash PROM stick &#8212; could hold a whopping 1k of memory. (or was that 256 bytes). </p>
<p>Either way, it showed promise, but not for a game like C&#038;D so much.  It would have been better tested on a role-playing type game, or something that you really needed multiple sessions on to complete.</p>
<p><strong>Coinopspace</strong><br />
Shouldn&#8217;t need too much (memory), right? And the player would by it and bring it with them, plug it into the front of the game or something?</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
Yup, it allowed the player to save their current state of the game. They gave away a bunch of keys to players at that Arcade.  About 1 in 10 actually used it. Gauntlet or any adventure based game would have been good.  Even Tempest could have used it!</p>
<p><strong>Coinopspace</strong><br />
How much would they have cost? (Either wholesale for Atari or for the consumer?) </p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
They were about $30 for the reader and about $3 per key.  Today it&#8217;d be about $10 for the reader and pennies for the key.</p>
<p><strong>Coinopspace</strong><br />
I would have thought more expensive, interesting.</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
They were planning to let the individual arcade owners sell/give away the keys. That (price) was &#8220;in bulk&#8221;. The test reader we used was close to $100.  Keys were about $3.75</p>
<p><strong>Coinopspace</strong><br />
What was the Atari parts dept like?</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
Candyland! Loved to wander through there. Picked up old controls, cover plates, you-name it that was in their scrap piles.  An amazing set of rows and shelves. Have a bowling-ball sized trackball still out in the garage from there <grin>.</p>
<p><strong>Coinopspace</strong><br />
Rusty, can you dispel the myth of 500 I,Robot(s) being dumped into the Pacific Ocean?</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
Not true. Total myth. I would have LIKED to dump about 500 I Robot controls into the Pacific &#8211; they were a nightmare, but that didn’t&#8217; happen either. We were using the Hall Effect.<br />
We had an arcade in Seattle we were testing and it was playing itself sometimes!  Turned out the arcade was next to a scrap yard with a monster crane magnet &#8211; was playing the game from 100 yards away! Turned out the control needed to be separately grounded (and shielded) to the PC board.  All the production controls that used the hall-effect did that after that test.</p>
<p>Not sure which arcade, but we kept exchanging controls with them for months and never found the problem until they explained where they were located. Finally, the mechanical group just grounded the SH*T out of it and it started to work.</p>
<p><strong>Coinopspace</strong><br />
Twin Galaxies will want to go thru your Paperboy with a fine tooth comb!</p>
<p><strong>Breighton (Rusty) Dawe</strong><br />
No problem, maybe they can find the intermittent loose chip I&#8217;ve got <grin>.</p>
<p><strong>Coinopspace</strong><br />
Just wanted to say thank you for inviting me to your chat!  This has been great fun. This is the first time after all these years I&#8217;ve been able to chat about these games. Thank you all!  Enjoyed your questions and feedback. Rare chance to connect with like-minded folks <grin>.</p>
<p>Look for my daughter come November to hold the Paperboy records, she really is an ace at it. I enjoyed it.  Bye all!
</p></blockquote>
<p>Thank you Rusty for all your creative contributions to a great hobby. Over the years I am sure there have been many requests made for your time and questions repeatedly asked about the history of these games. We just appreciate that you are still so accessible and willing to talk about the past and keep this hobby alive and going. If you liked this chat, you might also check out the transcript from our <a href="/?p=3665">chat with Data East programmer John Carpenter</a>.</p>
<p>The <a href="http://www.coinopspace.com/events/creator-chat-warren-davis" target="_blank">next creator chat is with Warren Davis</a> (Creator of Q*Bert), on June 27, 2009 from 2-3 EST. Don’t miss it. RSVP at <a href="http://www.coinopspace.com" target="_blank">Coinopspace.com</a> or on the <a href="http://www.facebook.com/home.php#/pages/CoinOpSpacecom/45693802331" target="_blank">Coinopspace.com Facebook page</a>.<code></p>
<p>You're reading <a href="http://www.rotheblog.com/2009/06/arcade/transcript-from-rusty-dawe-chat-at-coinopspace-com/">Transcript from Rusty Dawe chat at Coinopspace.com</a> is a post from:  Jeff Rothe, originally posted on <a href="http://www.rotheblog.com">Rotheblog - An Arcade Game Blog</a>.  If you've enjoyed this post, be sure to follow Jeff on <a href="http://twitter.com/jeffjrothe">Twitter</a>, <a href="http://www.facebook.com/jeffrothe">Facebook</a>, and <a href="https://plus.google.com/113847561086671078917/posts">Google +</a>.</p>


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		<title>Transcript from John Carpenter chat at Coinopspace.com</title>
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		<pubDate>Sat, 13 Jun 2009 15:32:38 +0000</pubDate>
		<dc:creator>Jeff Rothe</dc:creator>
				<category><![CDATA[Arcade Resources]]></category>
		<category><![CDATA[CoinOpSpace]]></category>
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		<guid isPermaLink="false">http://www.rotheblog.com/?p=3665</guid>
		<description><![CDATA[Back in the first week of May, pinball and arcade enthusiasts alike spent over an hour and a half chatting live with John Carpenter at Coinopspace.com. John used to work at Data East and helped develop a whole slew of well known pinball machines. A number of interesting items came out, like where most of [...]<p>You're reading <a href="http://www.rotheblog.com/2009/06/arcade/transcript-from-john-carpenter-chat-at-coinopspace-com/">Transcript from John Carpenter chat at Coinopspace.com</a> is a post from:  Jeff Rothe, originally posted on <a href="http://www.rotheblog.com">Rotheblog - An Arcade Game Blog</a>.  If you've enjoyed this post, be sure to follow Jeff on <a href="http://twitter.com/jeffjrothe">Twitter</a>, <a href="http://www.facebook.com/jeffrothe">Facebook</a>, and <a href="https://plus.google.com/113847561086671078917/posts">Google +</a>.</p>
]]></description>
			<content:encoded><![CDATA[<p>Back in the first week of May, pinball and arcade enthusiasts alike spent over an hour and a half <a href="http://www.coinopspace.com/events/creator-chat-john-carpenter" target="_blank">chatting live with John Carpenter at Coinopspace.com</a>.  John used to work at Data East and helped develop a whole slew of <a href="http://www.ipdb.org/search.pl?any=john+carpenter&#038;search=Search+Database&#038;searchtype=quickZ" target="_blank">well known pinball machines</a>.  A number of interesting items came out, like where most of the Michael Jordan pinballs machines landed and a rare variant of Rocky and Bullwinkle.</p>
<div class="alignCenter"><a href="http://www.coinopspace.com/events/creator-chat-john-carpenter" target="_blank"><img src="/images/arcade/coinopspace/johncarpenter_chatannounce_sm.jpg" alt="John Carpenter Live Chat at Coinopspace.com" /></a></div>
<p><span id="more-3665"></span></p>
<p>Here is the formatted version of that transcript.  You can view the <a href="http://www.coinopspace.com/profiles/blogs/john-carpenter-creator-chat" target="_blank">raw chat log with John at Coinopspace.com</a>. I have taken the information relevant to our conversation with John Carpenter and formatted it so that the arcade history is more easy to pick out.  The original chat was over 15 pages so paring this down was imperative for anyone serious about reading <img src='http://www.rotheblog.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<h4>John Carpenter &#8211; Questions and Answers</h4>
<p>John signed on really early at about 1:30 and we started taking moderated questions soon after.  Finding out information about John and his career at Data East was pretty tough, there is petty limited information online.  I messaged half a dozen of his former co-workers to see what other insights they might be able to offer. About the only real detailed information I could find was about John&#8217;s involvement with a now <a href="http://www.bunnyears.net/tattoo/index.html" target="_blank">infamous Data East fighting game named Tattoo Assassins</a>. </p>
<p>Thank you all for participating and for your great questions and for understanding that, for simplicity stake, all questions will be asked by <a href="http://www.coinopspace.com" target="_blank">Coinopspace</a> and all answers are by, of course, John Carpenter.  </p>
<blockquote><p>
<strong>Coinopspace</strong><br />
John&#8230;.before we formally get started in a little while, I may just ask you some general stuff&#8230;</p>
<p><strong>John Carpenter</strong><br />
Fire away</p>
<p><strong>Coinopspace</strong><br />
Your first pinball was Michael Jordan?</p>
<p><strong>John Carpenter</strong><br />
When I first started with DE I was straight out of school and they put me on QA to get my feet wet. Michael Jordan was a rush project that needed a body, and I talked them into letting me have it.</p>
<p><strong>Coinopspace</strong><br />
But it never made it to mass production.</p>
<p><strong>John Carpenter</strong><br />
No, it did not. We wrote all the software in three days. It was a rush job to make a charity auction.</p>
<p><strong>Coinopspace</strong><br />
Do you know how many were actually made? (Looks like maybe 7 of them according to Arcade History)</p>
<p><strong>John Carpenter</strong><br />
Two went to the auction, one went into Joe Kaminkow&#8217;s home, one went into MJ&#8217;s home, one went to Kurt Anderson who was the primary art resource. The one that went to Kurt sat in the laundry room at his apartment and actually made some good money.</p>
<p><strong>Coinopspace</strong><br />
It was full clad in artwork?</p>
<p><strong>John Carpenter</strong><br />
Yeah, it had a backglass, playfield art, and display animations. Mostly done by Kurt. It was a pretty good looking game, but for full production the dot matrix stuff would have had to been reworked.</p>
<p><strong>Coinopspace</strong><br />
John, do photos exist online that you know of?</p>
<p><strong>John Carpenter</strong><br />
Not that I am aware of. Heh, I could ask Kurt if he still has his. Jack Liddon and Kurt Anderson did most of the dot matrix art while I was there. They live in Las Vegas now, doing slots for IGT.</p>
<p><strong>Coinopspace</strong><br />
So then you went to work on Rocky and Bullwinkle.</p>
<p><strong>John Carpenter</strong><br />
I did some more QA on Star Wars I believe, then went full time into display work on R&#038;B</p>
<p><strong>Coinopspace</strong><br />
Several years back we found a Batman Forever Pinball for my father. Game play is very nice and replay value is even better. Amazed at everything that Pinball is doing at once and wonder &#8220;How does it do all that at once&#8221;. What is involved when developing a Pinball that integrates traditional Pinball with an interactive Video Screen that is incorporated during game play?</p>
<p><strong>John Carpenter</strong><br />
This is a tough question because the hardware and software have changed so drastically in the last 20 years.  I have a BF, btw, but it doesn&#8217;t work right now because I can&#8217;t find the keys after my last move <img src='http://www.rotheblog.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  </p>
<p>Back then we had a separate sound programmer, display programmer, and game programmer. Each was a different CPU. All the code was assembly.  Nowadays everything runs off the same CPU, all C/C++ code. I learned that from Lyman Sheats, who worked with me at DE and still works for Stern.</p>
<p><strong>Coinopspace</strong><br />
So, One CPU and many instructions?</p>
<p><strong>John Carpenter</strong><br />
Yeah, that one processor has the horse power to handle all the tasks at once. Back when I worked there things were still pretty primitive hardware wise. Heck, the internet did not exist back then <img src='http://www.rotheblog.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><strong>Coinopspace</strong><br />
When developing a new pinball what are the steps taken to develop such a beast? Is there lots of R&#038;D? Or do you just have standard engineering formulas that you just start with to get it on paper and then just &#8220;build&#8221;?</p>
<p><strong>John Carpenter</strong><br />
Hardware wise the game designer would be building a prototype months ahead of any software getting written. Software wise we would always start from the last game that hit production and work from that code base, since it would always have the latest widgets.</p>
<p><strong>Coinopspace</strong><br />
Have you ever played any of your creations in VisualPinball?</p>
<p><strong>John Carpenter</strong><br />
VisualPinball&#8230; never heard of it, to be honest. Is that like MAME, people supporting real world games? </p>
<p><strong>Coinopspace</strong><br />
Yes, it’s like virtual pinball.</p>
<p><strong>John Carpenter</strong><br />
Heh, excellent. I love that stuff. I loved it when Tattoo Assassins hit MAME, although it was an imperfect port.</p>
<p><strong>Coinopspace</strong><br />
What are your feelings of PinMame?</p>
<p><strong>John Carpenter</strong><br />
Not being familiar with them, I really don&#8217;t have any feelings. It doesn&#8217;t affect me personally from a business standpoint, so why not? It helps extend the life of work that I did a long time ago.</p>
<p><strong>Coinopspace</strong><br />
Talk about the atomosphere for working at Data East and what a typical day was like.  Did you arrive at a regimented time? Or was it like that Tattoo Assassins story? Where they were real sticklers about when you arrived? Did you work 10 hour days? And that was all work?</p>
<p><strong>John Carpenter</strong><br />
When it was just pinball it wasn&#8217;t like the Tattoo Assassins story. I did work very long hours, but it was mostly voluntary. At the time it was a dream job for me, and I was single and didn&#8217;t know many people in Chicago.</p>
<p><strong>Coinopspace</strong><br />
You were how old again when you did QA on Michael Jordan?</p>
<p><strong>John Carpenter</strong><br />
21? 22? Somewhere in there. Data East was my first job after graduating from college.</p>
<p><strong>Coinopspace</strong><br />
So there was some playing around in there during a long work day or it was pretty focused work?</p>
<p><strong>John Carpenter</strong><br />
No, we used to play a lot of pinball, and keep track of &#8220;who beat who&#8221; on a daily basis. We used to have an informal &#8220;grand champion&#8221; moniker. And drink a lot of beer on late nights. It was a fun place to be.</p>
<p>The factory was generally a pretty cool place to prowl around after hours. Jack Lidddon, one of our artists, is an amateur filmmaker, and if you were around late you could get recruited to play a part in one of his films.  Some of the films were pretty cool <img src='http://www.rotheblog.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<p><strong>Coinopspace</strong><br />
What is your favorite pinball that you helped create? What is your favorite pinball someone else made? What is your favorite classic arcade game?</p>
<p><strong>John Carpenter</strong><br />
Star Wars was probably my favorite. I didn&#8217;t write software for it, I was on QA, but there were a lot of engineers who were huge Star Wars fans and a lot of enthusiastic work was done on that game.  Jurassic Park was my favorite pinball that I was a primary coder for. We knew very early that the game would be well received, and we worked very hard on it. I still see a lot of Jurassic Park machines in the field today, at local bowling alleys and restaurants.</p>
<p>Favorite classic game &#8211; wow, there were so many.  Hard to choose there. Gyruss perhaps.  I played a ton of pinball as a kid, too. My aunt had a bar, and my father would take me up there while he drank and give me a roll of quarters.  I have since heard that many others had that same introduction to games as a kid &#8211; the parents taking them into a bar</p>
<p><strong>Coinopspace</strong><br />
Do you remember one (bar) in particular from your childhood that you liked?</p>
<p><strong>John Carpenter</strong><br />
There were some games before Space Invaders. I remember Space Wars or something like that. I dominated all the drunk adults in the bar, haha. I had an Atari 2600 with tons of games. Before that we had some other pong system where you taped plastics onto your TV. Named the &#8220;OMNI&#8221; perhaps?</p>
<p><strong>Coinopspace</strong><br />
Do you have a collection of games? If so what is in your collection?</p>
<p><strong>John Carpenter</strong><br />
I have three pins, Rocky and Bullwinkle, Tales From The Crypt, Batman Forever, Tattoo Assassins, and Gauntlet 2.</p>
<p><strong>Coinopspace</strong><br />
The Tattoo Assassins is fully clad with artwork and all?</p>
<p><strong>John Carpenter</strong><br />
Yes.  Not a prototype, but one of the cabinets that went to the ACME show.  Unfortunately the VSYNC is fragged and the game is unplayable right now. I have SVHS tapes of all the original blue screen tapes of the Hollywood shoot. I bet those are the last copies of those in existence.</p>
<p><strong>Coinopspace</strong><br />
Has anyone pushed you to try to see the tapes of that shoot?</p>
<p><strong>John Carpenter</strong><br />
No, never. Interest in TA has only grown over the last few years.</p>
<p><strong>Coinopspace</strong><br />
If you could do a pin today, licensed or not , what would your theme be?</p>
<p><strong>John Carpenter</strong><br />
Would my goal be to do something cool or to make money? </p>
<p><strong>Coinopspace</strong><br />
Let’s say cool.</p>
<p><strong>John Carpenter</strong><br />
Hehe, that is a harder question to answer then <img src='http://www.rotheblog.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<p><strong>Coinopspace</strong><br />
Was there ever an idea you had while working on another pin that you thought would be killer?</p>
<p><strong>John Carpenter</strong><br />
Maybe something based on the Terminator series.  That is coming back into popular culture now, and I am a big fan of the Sarah Connor Chronicles.</p>
<p><strong>Coinopspace</strong><br />
Arnon Milchan, tell me about this a little bit?</p>
<p><strong>John Carpenter</strong><br />
You know about the Aaron Spelling pin?</p>
<p><strong>Coinopspace</strong><br />
I don&#8217;t.</p>
<p><strong>John Carpenter</strong><br />
Aaron Spelling&#8217;s wife purchased a pin for him, and we personally delivered one to his office and one to his home. Arnon Milchan&#8217;s wife heard about it and did the same.  We did the Spelling pin in the interest of gaining some licenses, i.e. 90120. The Milchan pin did not garnish as much attention. I did the dot matrix art myself, because the artists were busy. And they suffered as a result.</p>
<p><strong>Coinopspace</strong><br />
Sounds like from earlier they&#8217;d use the most recent software at the least&#8230;</p>
<p><strong>John Carpenter</strong><br />
We used the same playfield layout as the last production pin, just created new playfield art, back glass art, and dots.</p>
<p><strong>Coinopspace</strong><br />
Are there photos of the Milchan pin online?</p>
<p><strong>John Carpenter</strong><br />
Not that I know of.  All the game rules were the same, with new sounds and dots.</p>
<p><strong>Coinopspace</strong><br />
Who is Arnon exactly?</p>
<p><strong>John Carpenter</strong><br />
He produced some TV shows. It was worth it to do, from a potential license standpoint.</p>
<p><strong>Coinopspace</strong><br />
What was the budget for a pinball from start to finish? </p>
<p><strong>John Carpenter</strong><br />
Not sure about the cost. It was four months of code for two devs, 8 months of mechanical engineer effort from two mech engineers. Then, if it was geared as worthy for production, the costs ramp up from there</p>
<p><strong>Coinopspace</strong><br />
The licenses were surely the most costly part.</p>
<p><strong>John Carpenter</strong><br />
Yes, pretty expensive. But if you consider 10,000 machines types 2,000 per machine profit, that is some good money.</p>
<p><strong>Coinopspace</strong><br />
John, after Tattoo Assassins did you truly just &#8216;leave&#8217; for Florida? Or was it something other than that?</p>
<p><strong>John Carpenter</strong><br />
After TA I was burned out. 7 days a week, 10 hours a day, and it was cancelled. I was bitter. I could have stayed, though, the job didn&#8217;t change much. It was me.</p>
<p><strong>Coinopspace</strong><br />
Do the movie studios usually approach you to do a particular pin to promote a new movie?</p>
<p><strong>John Carpenter</strong><br />
Joe Kaminkow spent a lot of time going to Hollywood to get licenses.  He was great at promising money and personal pins to individuals in order for us to get the license. Data East survived as a result of the Hollywood deals.</p>
<p><strong>Coinopspace</strong><br />
Did you have a job lined up in Florida from your great experience at Data East / Sega? </p>
<p><strong>John Carpenter</strong><br />
No.  We moved back into my parent&#8217;s house. The normal hires were more experience programmers.  I was one of the first younger hires because I was an enthusiast.</p>
<p><strong>Coinopspace</strong><br />
Is there any particular pins that you have a high score you&#8217;d like to brag about? </p>
<p><strong>John Carpenter</strong><br />
I turned over a few pins back in my day.  High Speed, Space Station, Space Shuttle.</p>
<p><strong>Coinopspace</strong><br />
I noticed some of the pinball&#8217;s were in production for what? 5-10 years&#8230; How was this decision made? Supply and Demand? I mean, if it was still selling then you kept manufacturing it? </p>
<p><strong>John Carpenter</strong><br />
5-10 years? We never built anything for more than 4 months.  It may be that pinball distributors have stock for longer than that? Or, the market has changed. </p>
<p>Tommy was a cool project.  All of engineering was flown to NYC to see the play and meet the actors. The blinders on the flippers, that was the genius of the game designer Paul&#8230;. forget his last name.  He was a great guy, though. He was in some of Jack Liddon&#8217;s movies, a very good actor actually.  I did not do much for Tommy.  Lyman was the primary display guy on that one. Paul was a mechanical engineer on that, it was his idea to use that particular motor for the blinder. </p>
<p><strong>Coinopspace</strong><br />
The IPDB list is incorrect then. Rocky and Bullwinkle said it was sold for 9 years.</p>
<p><strong>John Carpenter</strong><br />
Yeah, that is incorrect.  Data East was on a four month schedule back then. The whole factory would refit in between games.</p>
<p><strong>Coinopspace</strong><br />
What is your view of the future of pinball?</p>
<p><strong>John Carpenter</strong><br />
Future of pinball&#8230;. not good.  I think Stern is doing what it can.  Once they run out of parents who buy pins for their kids out of nostalgia&#8230;. But what do I know?  I&#8217;ve been out of the industry for a while.  I do notice that my kids play a lot of other stuff, the pins don&#8217;t hold their attention long. </p>
<p><strong>Coinopspace</strong><br />
After you moved to Florida were you ever asked to come back?</p>
<p><strong>John Carpenter</strong><br />
I offered to contract remotely, but they did not need me. After Williams folded, there were a lot of pinball guys looking for jobs.</p>
<p><strong>Coinopspace</strong><br />
What has killed this industry? Modern game consoles and different interests from the kids?</p>
<p><strong>John Carpenter</strong><br />
Yes, game consoles killed video games.  Pins take up a lot of space in bars, which are now better served by smaller vids that sit up on the bar top.</p>
<p><strong>Coinopspace</strong><br />
You talked about how Japan was involved earlier, you went over as QA to inspect the manufacturing of the materials and parts? </p>
<p><strong>John Carpenter</strong><br />
I went to Japan, along with another programmer, for a week to take a look at the hardware.  We were there to evaluate whether the hardware could be used for Tattoo Assassins, which it could&#8230; but only if Tattoo Assassins would be on the same scale as Mortal Kombat. </p>
<p><strong>Coinopspace</strong><br />
How do you currently find contract work for software development? </p>
<p><strong>John Carpenter</strong><br />
I am usually an employee, but recently a company that I founded a few years back has received a contract from a business partner. For anyone interested in software, the network is the most important thing.  Resumes cease to count if you know the right folks.</p>
<p><strong>Coinopspace</strong><br />
Well John, we all appreciate you being here and the work you did at Data East.</p>
<p><strong>John Carpenter</strong><br />
I am very honored and happy that there are still enthusiasts out there who care enough for this to exist.
</p></blockquote>
<p>Thank you John for all your creative contributions to a great hobby. Over the years I am sure there have been many requests made for your time and questions repeatedly asked about the history of these games. We just appreciate that you are still so accessible and willing to talk about the past and keep this hobby alive and going. If you liked this chat, you might also check out the transcript from our <a href="/?p=3147">chat session with Tim Skelly</a>.</p>
<p>The <a href="http://www.coinopspace.com/events/creator-chat-warren-davis" target="_blank">next creator chat is with Warren Davis</a> (Creator of Q*Bert), on June 27, 2009 from 2-3 EST. Don’t miss it. RSVP at <a href="http://www.coinopspace.com" target="_blank">Coinopspace.com</a> or on the <a href="http://www.facebook.com/home.php#/pages/CoinOpSpacecom/45693802331" target="_blank">Coinopspace.com Facebook page</a>.</p>
<p>You're reading <a href="http://www.rotheblog.com/2009/06/arcade/transcript-from-john-carpenter-chat-at-coinopspace-com/">Transcript from John Carpenter chat at Coinopspace.com</a> is a post from:  Jeff Rothe, originally posted on <a href="http://www.rotheblog.com">Rotheblog - An Arcade Game Blog</a>.  If you've enjoyed this post, be sure to follow Jeff on <a href="http://twitter.com/jeffjrothe">Twitter</a>, <a href="http://www.facebook.com/jeffrothe">Facebook</a>, and <a href="https://plus.google.com/113847561086671078917/posts">Google +</a>.</p>


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		<title>Coinopspace chat with Steve Wiebe a success</title>
		<link>http://www.rotheblog.com/2009/04/arcade/coinopspace-chat-steve-wiebe-success/</link>
		<comments>http://www.rotheblog.com/2009/04/arcade/coinopspace-chat-steve-wiebe-success/#comments</comments>
		<pubDate>Thu, 16 Apr 2009 17:43:00 +0000</pubDate>
		<dc:creator>Jeff Rothe</dc:creator>
				<category><![CDATA[Arcade Resources]]></category>
		<category><![CDATA[CoinOpSpace]]></category>
		<category><![CDATA[coinopspace]]></category>
		<category><![CDATA[stevewiebe]]></category>

		<guid isPermaLink="false">http://www.rotheblog.com/?p=3404</guid>
		<description><![CDATA[Last night on Coinopspace.com Steve Wiebe dropped by for over an hour and a half to chat live(longer than expected) with members at the site. Although the chat was hardly perfect or smooth at times, it was a success in many ways&#8230;.the most important being that over 35 individual members questions were answered live by [...]<p>You're reading <a href="http://www.rotheblog.com/2009/04/arcade/coinopspace-chat-steve-wiebe-success/">Coinopspace chat with Steve Wiebe a success</a> is a post from:  Jeff Rothe, originally posted on <a href="http://www.rotheblog.com">Rotheblog - An Arcade Game Blog</a>.  If you've enjoyed this post, be sure to follow Jeff on <a href="http://twitter.com/jeffjrothe">Twitter</a>, <a href="http://www.facebook.com/jeffrothe">Facebook</a>, and <a href="https://plus.google.com/113847561086671078917/posts">Google +</a>.</p>
]]></description>
			<content:encoded><![CDATA[<p>Last night on <a href="http://www.coinopspace.com/xn/detail/2467396:Event:33617" target="_blank">Coinopspace.com Steve Wiebe dropped by for over an hour and a half to chat live</a>(longer than expected) with members at the site.  Although the chat was hardly perfect or smooth at times, it was a success in many ways&#8230;.the most important being that over 35 individual members questions were answered live by Steve and over 90 members attended the chat.<span id="more-3404"></span></p>
<h4>Questions for Steve Wiebe that were off the beaten path</h4>
<p><img src="/images/arcade/coinopspace/stevewiebe_kingofkong.jpg" alt="Steve Wiebe photo from King of Kong" class="floatRightBor" />  That was one of the things I like the most about the live chats, is that you get a myriad of questions from users, obscure and not, that really expand the knowledge about any one arcade related figure.  In contrast, an interview is very one sided where the agenda of the interviewer or the media channel is apparent.</p>
<p>The plan right now is that if we can retrieve a transcript, to get that information published in <a href="http://www.gameroommagazine.com/" target="_blank">Gameroom Magazine</a>.  So, if you missed the chat and don&#8217;t subscribe to Gameroom Mag, you&#8217;ll probably want to look at picking up the June / July issue for sure.  </p>
<p>Just a couple of cool things that came out if you weren&#8217;t able to make the <a href="/?p=3379">Steve Wiebe chat</a>; </p>
<ul>
<li>Sounds like Steve has officially retired from making a run at the game Stampede</li>
<li>Next game Steve may look to conquer &#8211; Popeye</li>
<li>Theoretically Steve said you can get as high as 1,250,000 on Donkey Kong</li>
<li>Being Famous has some perks
<ul>
<li>Drum solo at a Rush concert</li>
<li>Meeting Rascall Flatts backstage</li>
<li>Throw out a pitch at the local minor league baseball game</li>
</ul>
</li>
<p>As well as other little snippets.</p>
<p>If you were around for the chat, leave a comment about what piece of information was most interesting to you.  <strong>Comments pertaining to problems with the chat should be placed in the <a href="http://www.coinopspace.com/forum/topics/coinopspace-improvements-chat" target="_blank">chat thread</a> and will be deleted from this post.</strong></p>
<p>You're reading <a href="http://www.rotheblog.com/2009/04/arcade/coinopspace-chat-steve-wiebe-success/">Coinopspace chat with Steve Wiebe a success</a> is a post from:  Jeff Rothe, originally posted on <a href="http://www.rotheblog.com">Rotheblog - An Arcade Game Blog</a>.  If you've enjoyed this post, be sure to follow Jeff on <a href="http://twitter.com/jeffjrothe">Twitter</a>, <a href="http://www.facebook.com/jeffrothe">Facebook</a>, and <a href="https://plus.google.com/113847561086671078917/posts">Google +</a>.</p>


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		<title>Steve Wiebe (King of Kong) Live Chat</title>
		<link>http://www.rotheblog.com/2009/04/coinopspace-arcade/chat-steve-wiebe-king-kong-live/</link>
		<comments>http://www.rotheblog.com/2009/04/coinopspace-arcade/chat-steve-wiebe-king-kong-live/#comments</comments>
		<pubDate>Sat, 11 Apr 2009 01:02:15 +0000</pubDate>
		<dc:creator>Jeff Rothe</dc:creator>
				<category><![CDATA[CoinOpSpace]]></category>
		<category><![CDATA[coinopspace]]></category>
		<category><![CDATA[steve wiebe]]></category>

		<guid isPermaLink="false">http://www.rotheblog.com/?p=3379</guid>
		<description><![CDATA[The latest in my series of live chat sessions at Coinopspace.com, Steve Wiebe is going to be joining us on April 15th 2009. The only requirement to chat with Steve is to be a member of the website and you can ask any respectful question you want. Getting ready to draft a promotional release on [...]<p>You're reading <a href="http://www.rotheblog.com/2009/04/coinopspace-arcade/chat-steve-wiebe-king-kong-live/">Steve Wiebe (King of Kong) Live Chat</a> is a post from:  Jeff Rothe, originally posted on <a href="http://www.rotheblog.com">Rotheblog - An Arcade Game Blog</a>.  If you've enjoyed this post, be sure to follow Jeff on <a href="http://twitter.com/jeffjrothe">Twitter</a>, <a href="http://www.facebook.com/jeffrothe">Facebook</a>, and <a href="https://plus.google.com/113847561086671078917/posts">Google +</a>.</p>
]]></description>
			<content:encoded><![CDATA[<p>The latest in my series of live chat sessions at <a href="http://www.coinopspace.com" target="_blank">Coinopspace.com</a>, Steve Wiebe is going to be joining us on April 15th 2009.  The only requirement to chat with Steve is to be a member of the website and you can ask any respectful question you want.</p>
<div class="centerBorder"><img src="/images/arcade/coinopspace/kingofkong_poster.jpg" alt="King of Kong Movie Poster" /></div>
<p>Getting ready to draft a promotional release on Steve hasn&#8217;t been easy, and I certainly was a bit naive and tremendously lucky when he agreed to do the session.  Instead of repeating everything that everyone already knows about Steve &#8211; He worked for Boeing, he&#8217;s a math teacher and all the details surrounding his many attempts, I thought I&#8217;d share a little bit into my own timeline in arranging a chat session.  Certainly the more interesting insights have the potential to be revealed when the fans get to connect with him in real time.<span id="more-3379"></span></p>
<h4>Steve Wiebe is a bigger icon right now than Billy Mitchell</h4>
<p>A bold proclamation, but I think it&#8217;s true.  If nothing else, Steve edges out Billy because of his authentic likeability, the important x factor that the great minds of any time possess. I am not a huge fan of Donkey Kong, it&#8217;s not one of my favorite games and as a result I didn&#8217;t make seeing The King of Kong a huge priority.  But when I sat down last December to watch it, I couldn&#8217;t pull myself away.  From start to end, the story is riveting and told in such a way that any person that has experienced any adversity in their life can relate to it. Regardless of how the movie paints Bill Mitchell, and there is some skewing of facts to tell a good down and out story, some of the things Billy says&#8230;wow. </p>
<p>Steve is current, everyone loves him and his iconic status and reach grows everyday.  When I sat out to start a new community in <a href="http://www.coinopspace.com" target="_blank">Coinopspace.com</a> my main goals were to &#8211; <strong>bring the focus back to the games</strong> and <strong>to give us arcade game collectors a reason to be even more geeky about our passion</strong>.  I knew that getting Steve to come and chat on the site would be huge for us, the biggest name at the best possible time.</p>
<p><img src="/images/arcade/coinopspace/stevewiebe_kingofkong.jpg" alt="Steve Wiebe photo from King of Kong" class="floatRightBor" />  But when I first reached out to him, I really was clueless.  All I knew was that he made a guest appearance in &#8216;Four Christmases&#8217;.</p>
<p>Since then, I&#8217;ve figured out that Steve has made appearances on late night (Craig Ferguson), he&#8217;s been interviewed a million times online by different Coin Op and gaming media outlets (G4, Coin-op.tv) and he&#8217;s flown all over the US (New York, Los Angeles) making different attempts and appearances (Spike TV) signing autographs and meeting a wide variety of people.  Vince Vaughn specifically asked Seth Gordon to put Steve in &#8216;Four Christmases&#8217;. Every bigtime website has contacted him for interviews (Movieweb.com, Kotaku.com) and the story of the battle for the best Donkey Kong score in the world has even made it&#8217;s way to the homepage of MSNBC and been mocked a little bit on Howard Stern.</p>
<p>Sheesh.  And here I am asking him for his time to come and do an hour chat at my website.  How crazy must I be!  </p>
<h4>Hello, this is Steve Wiebe</h4>
<p>I tried to get a hold of Steve in January.  Late one night in February I was sitting on the couch, &#8216;working&#8217; late and the phone rang, it was like 11:00 pm and I was like, &#8220;Hmm, who is that?&#8221;  I pick up the phone and it&#8217;s Steve Wiebe.  How weird was that?  I had to get my bearings.</p>
<p>I was out of sorts, just so happy he got back with me that we initially scheduled a date in February to do the chat.  I hung up, and couldn&#8217;t think straight I was so geeked.  I made a couple of calls, sharing the great news.  It wasn&#8217;t until the next day that I realized the impact of things.</p>
<div class="centerBorder"><img src="/images/arcade/coinopspace/stevewiebe_lg.jpg" alt="Steve Wiebe playing Donkey Kong - Via FilmMagic" /></div>
<p>I really wanted to try to promote the chat, and I knew that at the least I wanted to get a mention of the talk with Steve into Gameroom Magazine.  This meant that I was at least a month out at any given time, and the deadline for Gameroom Magazine submissions is around the 5th of every month.  </p>
<p>I missed March to submit a story.  So sheepishly, I emailed Steve back and asked if we could reschedule.  Wow.  Crazy.  Plus I had to wait about a month and a half patiently in that time before I made an announcement to the arcade game social community at Coinopspace.com before I had absolutely confirmed that Steve was going to be chatting.</p>
<p>A few weeks later, Steve dropped me a line to let me know that this would be ok and we settled on a date of April 15th.  </p>
<p>So, that my little story getting Steve Wiebe to chat on the site.  It hasn&#8217;t been until the last month that I realized that I was probably 1 of about 50 people at any given time asking him for an interview or some sort of information in relation to King of Kong.</p>
<h4>Steve Wiebe &#8211; The best stories / interviews</h4>
<p>There are thousands of mentions of Steve Wiebe, and Google returns the best results, but I have compiled a short list from my acclimation of the best information you should check out.  Think you know everything about Steve, read and listen to some of this stuff, there might be one or two items you missed.</p>
<ul>
<li><a href="http://www.latinoreview.com/news/exclusive-report-steve-wiebe-goes-for-donkey-kong-world-record-5030" target="_bank">Condensed Timeline of Steve Wiebe Attempts / Events at Latinoreview.com</a></li>
<li><a href="http://www.movieweb.com/news/NEJYkOJRwDcZOJ" target="_bank">Solid Steve Wiebe interview at Movieweb.com</a></li>
<li><a href="http://kotaku.com/5122612/steve-wiebe-explains-his-stampede-score" target="_bank">Kotaku audio interviews with Steve Wiebe</a></li>
<li><a href="http://www.hulu.com/watch/21399/x-play-facetime-steve-wiebe" target="_bank">G4 X-Play interview with Steve in Washington</a></li>
<li><a href="http://www.youtube.com/watch?v=F85Uy2yWsGg" target="_bank">Steve Wiebe King of Kong promotion on Craig Ferguson (Entertainment value only)</a></li>
</ul>
<p>The rest of the information is readily available and tends to repeat itself, these are my four favorite links that I came across for Steve in relation to King of Kong.  Many of the live interviews are rubbish, either the interviewer is too interested in hearing themselves talk, or they don&#8217;t really ask questions instead stating facts and steering far away from the controversial questions concerning the movie.</p>
<h4>Join us.  Meet Steve Wiebe for yourself.</h4>
<p>Again, that&#8217;s a live chat (we&#8217;re using a standard messenger style system) with <a href="http://www.coinopspace.com/events/live-arcade-chat-steve-wiebe"  target="_blank">Steve Wiebe April 15th on Coinopspace.com</a> at 7pm PST.  I can&#8217;t wait.</p>
<p>You're reading <a href="http://www.rotheblog.com/2009/04/coinopspace-arcade/chat-steve-wiebe-king-kong-live/">Steve Wiebe (King of Kong) Live Chat</a> is a post from:  Jeff Rothe, originally posted on <a href="http://www.rotheblog.com">Rotheblog - An Arcade Game Blog</a>.  If you've enjoyed this post, be sure to follow Jeff on <a href="http://twitter.com/jeffjrothe">Twitter</a>, <a href="http://www.facebook.com/jeffrothe">Facebook</a>, and <a href="https://plus.google.com/113847561086671078917/posts">Google +</a>.</p>


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		<title>Coinopspace.com temporarily down</title>
		<link>http://www.rotheblog.com/2009/02/coinopspace-arcade/coinopspacecom-temporarily-down/</link>
		<comments>http://www.rotheblog.com/2009/02/coinopspace-arcade/coinopspacecom-temporarily-down/#comments</comments>
		<pubDate>Thu, 26 Feb 2009 04:32:28 +0000</pubDate>
		<dc:creator>Jeff Rothe</dc:creator>
				<category><![CDATA[CoinOpSpace]]></category>
		<category><![CDATA[coinopspace]]></category>

		<guid isPermaLink="false">http://www.rotheblog.com/?p=3180</guid>
		<description><![CDATA[I was trying to finalize the www.coinopspace.com setup so that the old classicarcades.ning.com address no longer would work by itself, but would redirect. I seem to have broken something. I apologize, for now it&#8217;s down. I&#8217;ll post again when I get it working again, hopefully sooner than later. Update 2:45 PM Ning&#8217;s support has restored [...]<p>You're reading <a href="http://www.rotheblog.com/2009/02/coinopspace-arcade/coinopspacecom-temporarily-down/">Coinopspace.com temporarily down</a> is a post from:  Jeff Rothe, originally posted on <a href="http://www.rotheblog.com">Rotheblog - An Arcade Game Blog</a>.  If you've enjoyed this post, be sure to follow Jeff on <a href="http://twitter.com/jeffjrothe">Twitter</a>, <a href="http://www.facebook.com/jeffrothe">Facebook</a>, and <a href="https://plus.google.com/113847561086671078917/posts">Google +</a>.</p>
]]></description>
			<content:encoded><![CDATA[<p>I was trying to finalize the www.coinopspace.com setup so that the old classicarcades.ning.com address no longer would work by itself, but would redirect.  I seem to have broken something.<span id="more-3180"></span></p>
<p>I apologize, for now it&#8217;s down.  I&#8217;ll post again when I get it working again, hopefully sooner than later.</p>
<p><strong>Update 2:45 PM</strong><br />
Ning&#8217;s support has restored Coinopspace.com back to where it was.  Ugh.  That took too long, and all of that was wasted effort really.  So, for all of you who are purchasing Ning&#8217;s premium service to do domain mapping, if you want to assure that your network will not go offline, I would suggest opening a line of support with them first before attempting to do anything.</p>
<p><strong>Update 1:15 PM</strong><br />
As I continue to wait and be distracted by this Ning downtime on my site, I was reading up a little bit more on SiteSuites, which is the former Scripts4Ning guys.  Originally when these guys were S4N, they were developing little add on apps that went into networks when they were still open to edit code to do certain things.  Some of this functionality has been incorporated sitewide now, some of it in the profile information, etc.</p>
<p>Well, Ning partnered with them to develop more advanced apps, and one of them is a bridge of sorts to seamlessly use the forum software built into Joomla.  Or so they claim.  I have looked at the Beta, and it feels very rough right now, and it&#8217;s not cheap.  It&#8217;s an additional fee of like $25 a month, or $300 a year!</p>
<p>But long story short&#8230;.they were supposed to be rolling out their suite today and they are also in limbo in what looks like waiting to hear back from Ning on their network upgrading&#8230;.so that does not bode well for me.  They are a Ning partner and they can&#8217;t get in touch with Ning, I doubt little old 650 member arcade social network has much priority.</p>
<p><strong>Update 12:00 AM</strong><br />
Ning should have been working now for quite some time on their chat, video, photo upgrade today, if not overnight already.  I am much more of a take action type person, and feel like this should be a simple fix.  I went ahead and looked up the whois information for ning.com and found the phone number contact information for Ning in Palo Alto in California and gave them a call.  I ended up having to leave a message, but I hope that this will at least bring their attention to my network being down and opening a line of communication that doesn&#8217;t involve hourly back and forth emails to get this resolved.</p>
<p><strong>Update 10:30 AM</strong><br />
Well, my nightmare with Ning &#8216;easy domain redirect&#8217; continues.  I have been searching through posts at Ning&#8217;s <a href="http://develop.ning.com" target="_blank">Developer Network</a> trying to find anyone that was able to restore their website to a working order without having to wait on Ning&#8217;s support.  I can&#8217;t find anything.  At least their representatives get in those forums, but all they basically say is &#8220;Contact Ning to get something fixed&#8221;.  How long do I have to wait for them to weed through and find my support ticket?  There is no urgency setting from Ning.  Their systems should work better than this for an advanced feature that could potentially break a network.  Or at least their help documentation should be better to explain what this error message &#8220;That domain name does not seem to match this network. Please choose another domain name&#8221;  really means and what to do other than contact Ning to get it fixed.</p>
<p><strong>Update 8:45 AM</strong><br />
Much to my disappointment, the site is still down.  This leaves me to the idea that Ning does keep some sort of regular hours and everyone goes home.  Being in California, with the three hour time difference, this means that Coinopspace went down somewhere around 9:00 pm on the west coast and may not go back online until at least 10 am EST.  Pretty upset about this.  Not that I believe Ning should have 24 hour support, but I do believe they should have some sort of restore systems in place so that a network creator isn&#8217;t left hanging.  Will be checking regularly here hoping this changes.</p>
<p><strong>Update 1:00 AM</strong><br />
The best I can tell is that the issue is now on Ning&#8217;s end.  This is their supposedly <a href="http://developer.ning.com/tutorials/Easy_Domain_Redirection" target="_blank">&#8216;easy&#8217; domain redirection. </a>  But this is one of the major downsides with a hosted service.  I don&#8217;t know if Ning&#8217;s support has &#8216;hours&#8217;, but they haven&#8217;t replied to me in over an hour, and there is no way to indicate urgency, or get a hold of them via live chat or anything else.  So, in this case I&#8217;m out of luck.  Funny as their &#8216;premium&#8217; paid service is on the horizon, probably within a week, which would get me instant help.  But it&#8217;s not here yet.</p>
<p>I sincerely apologize.  My hope is that Ning will get to this ticket in several hours, find the issue, and either restore Coinopspace.com, or understand enough of what is going on to just fix it all together so I don&#8217;t have to do this again.  Please be patient, and hopefully Coinopspace.com will be back online in the morning.</p>
<p><strong>Update 12:23 PM</strong><br />
I can&#8217;t figure out what is going on&#8230;I generally know what is happening, and that is it&#8230;but don&#8217;t know how to change it. Still working.</p>
<p>You're reading <a href="http://www.rotheblog.com/2009/02/coinopspace-arcade/coinopspacecom-temporarily-down/">Coinopspace.com temporarily down</a> is a post from:  Jeff Rothe, originally posted on <a href="http://www.rotheblog.com">Rotheblog - An Arcade Game Blog</a>.  If you've enjoyed this post, be sure to follow Jeff on <a href="http://twitter.com/jeffjrothe">Twitter</a>, <a href="http://www.facebook.com/jeffrothe">Facebook</a>, and <a href="https://plus.google.com/113847561086671078917/posts">Google +</a>.</p>


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