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About Me


My name is Scott. I've been playing video games since my hands were big enough to hold a joystick. I started with the Atari 2600, and graduated to the Atari 800 computer where I taught myself how to program in BASIC. I eventually got a NES, and later a Game Boy. The first summer I ever worked, I was a CIT at the day camp I attended. I worked all summer long to save up enough money to buy the SNES the very day it came out.

I attended college at the University of Pennsylvania. I was introduced to the internet my freshman year in 1993, and I fast became a console pirate, purchasing a copier and downloading ROMs off of IRC channels. Good times. In my senior year, I purchased the N64 as soon as the street date was broken, and skipped classes for the next three days to play Mario 64. I also bought a used PSX the same year.

After I graduated with a degree in Computer Science and a degree in Psychology, I was accepted to Digipen. I was part of the very last class that attended the school in Vancouver, before they moved the campus to Nintendo of America's HQ in Redmond Washington (across the street from Microsoft). After completing the program, I got my very first job as a programmer at Ubisoft.

I lucked out with Ubisoft because they were actually opening a studio near my hometown in NYC, so I actually landed my dream job and got to live on the east coast near my family. I worked on Batman: Vengence. I met a number of cool people, but the only one I still keep in touch with happens to be a buddy of mine who was the lead designer on "Army of Two." He is without a doubt, the greatest game designer I have ever had the privilege of working with.

The studio in NYC didn't pan out for Ubisoft, and they decided to fold the team up to Montreal. After living in Vancouver for a year and a half, I decided I had enough of Canada, so I stayed in the NYC office, which transformed into GameLoft. I stayed there until me and the buddy I mentioned landed a job at 3DO. We both moved out to Redwood City and started working there.

3DO wasn't a great company, but it wasn't terrible, and I met a crew of people who became some of the greatest friends that I have ever had. I worked on Dragon Rage, which was being led by Kudo Tsunoda. He told the execs that it was going to be an Army Men game with an art asset swap, and it would take 6 months to complete. The truth was we were building a new engine from scratch, and it would really take a year to get it done right. When the six months were up, the execs asked for the game, and we weren't even close to finished, so we had to do 12 hours days, 6 days a week until the game was finished. 3 months later, nobody cared about it anymore, and it went straight to the budget bin.

3DO closed down very shortly after. While I was at 3DO, I got to know two people who amazed me: Howard Scott Warshaw and Tod Frye, two of the original Atari 2600 programmers. Getting to meet them and talk with them about "the good old days" at Atari was an amazing thing to me. (I totally recommend visiting Howard's site, Once Upon Atari and ordering his DVD about what those days were like.) I still run in to Howard infrequently at retrogaming conventions and it's always a delight.

After 3DO, I worked for a THQ studio that used to be called (oddly enough) Pacific Coast Power & Light. It's known as Locomotive games today. I was put on the WWE Crush Hour game, the game that was designed to mix the WWE up with Twisted Metal. I created the game's shell and character selection screen. It was actually a pretty cool game, but THQ's love for WWE had cooled down when the game was close to finishing (right after WWF became WWE, the ratings started to tank), so they rushed it and laid off the whole team.

Wishing to return to the east coast, I applied for jobs that I could find there, and actually lucked out with a job opening at Firaxis Games in Hunt Valley, Maryland, home to Sid Meier. When I got there, they were toying with the idea of remaking Pirates, and were prototyping a lot. The results were mixed, and Sid decided to get involved with the development personally. They knew they wanted to make a console version, and they put me on the small team responsible for porting the game to the Xbox. I had doubts about the game, and I wasn't enjoying the tasks I was being given (such as working on the in-game glossary), and things didn't work out. I made a lot of good friends there who I miss working with.

By this time, I had been with four companies in six years, and my girlfriend at the time was in the middle of going to school to get her degree, so I did something drastic: I grew up. I ended up looking for any available programming job, and accepted a position with a UPS owned software company as an algorithm designer. I've been there since 2005, I get paid more money, and work fewer hours than I ever did as a game programmer. But I really miss the creative environment and working with people that I have a lot in common with, i.e. a love and passion for video games.

I am currently own and operate StrategyWiki, which strives to become the best online source of video game guides and walkthroughs anywhere in the world. I am now living in northern Maryland. Welcome to my blog.
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Mappy-Land (NES)
Procyon | 2:46 PM on 05.12.2008 4 comments


The Mappy-Land guide is complete. Mappy-Land seems to have been an attempt to mix the arcade style gameplay of Mappy (which you can find quite commonly on many Namco Museum compilations) with the successful contemporary Super Mario Bros. formula. But it doesn't get the mix quite right.

In Mappy-Land, the player must collect 6 items from 8 differently themed stages in 4 different worlds. Each world features a different item that Mappy must collect. This means that one of the more interesting gameplay features from the arcade is missing. In the original, there were pairs of items, and you could drastically increase your score by collecting the items in pair order. In Mappy-Land, one pre-determined item will grant you a 5x multiplier for the remaining items on the stage, but only if you collect it first.



The different themes are definitely skewed to a younger crowd... Railroad Town, Western World, Pirate World, etc. Each theme provides a different object to utilize in order to attack the gang of cats that are seeking to end Mappy's quest for happiness. If you can't attack the cats in a particular location, you can employ one of the four distractions that you can collect throughout the game. For example, deploying a cat toy will cause the small Meowky cats to dance around the toy and forget all about Mappy.

Naturally, trampolines are part of this console only sequel. In addition to moving between platform levels by bouncing on trampolines, the game also features climbable objects like ladders and vines, but you'll mostly be dealing with the trampolines. The game does not allow Mappy to fall to another platform unless Mappy uses a trampoline to jump off of first.

The biggest challenge of the game is to determine what alternate methods are required to leave certain stages. Most stages in the beginning allow you to collect six items and immediately leave. As the game progresses, you will need to enter buildings to find and collect special items that are required to exit the stage. The worst way to die is to reach the exit, only to find out that you can't leave, and you're trapped in by cats. One of the alternate interiors is a replica of the original Mappy arcade game.



Next up, I will be working on an Ikari Warriors guide. However, I do not plan on detailing a complete Walkthrough for the game, so if you love the game and want to provide one, please do.



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3 comments | showing # 1 to 3
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Vongore's Avatar - Comment posted on 05/12/2008 15:42
Vongore
Nice write up, also i enjoyed reading your profile. It's quite amazins.

I used to play Mappy on a arcade near my house when i was little (my dad had to lift me so i could reach the buttons). So i never get through the first level. What i remember is collecting radios and paintings while slamming "evil cats" with the door's sonic boom.
MechaMonkey's Avatar - Comment posted on 05/12/2008 15:58
MechaMonkey
I am a proud Mappy-Land owner.
galagabug 's Avatar - Comment posted on 05/13/2008 12:17
galagabug
i <3 mappy. mappy land not so much.

the twisty-top joysticks from the ikari warriors games were some of the coolest joysticks ever.
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