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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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Shmup walkthrough = oxy-moron?
Procyon | 3:03 PM on 06.24.2008 8 comments


I was contemplating this question as I worked on the my latest NES/Famicom guide for StrategyWiki, a Famicom Disk System vertical shooter called Gall Force - Eternal Story (Click here for the guide). Some old-school anime fan may recognize this as the title of a mid-80s series about a crew of seven female space pilots. The game uses the same cast and overall concept, but rewrites the story for the sake of the shooter game play.



To be honest, at first I was going to dismiss this game and just stub an article for someone else to write about if anyone ever felt like it. But I dug into the game a little more, and found a few aspects of it enjoyable enough to write about, so I wrote a one-page guide. Most of the guides on StrategyWiki encompass several pages, so that it's easier for readers to isolate the information that they're looking for. However. when a game simply does not have a lot of depth, you can usually write all that you can about it on one page, and not inundate the reader with too much info.

This turns out to be the case with most shmups, including two other recent guides that I posted for Tiger-Heli and Terra Cresta. I find that writing a play-by-play of shooter experiences to be somewhat useless. With RPGs, Adventure games, or even Action games, you can sometime find yourself in a position where you wonder, "What do I do next?" You rarely ever ask yourself that in a shooter. You just... shoot. And survive. I don't think anyone is every going to pause the game to find out what's going to come next, because you pretty much know in a shooter: more enemies or a boss.

So I find that the only really useful thing to do is write about the system, especially the power-up system, if one exists. Granted, some shooters deserve more coverage, so I went into a lot more depth about the different stages in Gradius, and Zanac was especially worth expanding, since a lot of events and encounters are scripted, despite having a random assembly of smaller enemies.

But I don't know, when you all play a shmup, do you ever find yourself wishing for a walkthrough? I just don't see that as being something very useful to most players (especially shmup fans).



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8 comments | showing # 1 to 8
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galagabug 's Avatar - Comment posted on 06/24/2008 15:22
galagabug
maybe a boss guide, or an explanation of when weapons are best used, but a walk-thru seems a little redundant. i mean, what would it say. fly in the direction the screen scrolls, don't die.
MiOdd's Avatar - Comment posted on 06/24/2008 15:38
MiOdd
Yeah, the only time I'm ever stuck in a shmup is because of a difficult boss so I look up some strategies there, or if there were a gameplay mechanism I didn't fully understand, if you've covered those two grounds in your guides all should be good.

The only shmup I can think of that would warrant a full walk-through is maybe the R-Type series... I remember playing the last level in R-Type III wondering what to do next because I saw no possible way of advancing...
MATTFOO's Avatar - Comment posted on 06/24/2008 15:41
MATTFOO
yea not so much a walk-thru needed. Talk about the bullet patterns, the weapons, amount of lives, difficulty settings, power ups or downs, sounds, ship speed,style of scroll, explosions, Related games, etc....

I find articles covering shmups in the way are the most useful.
MATTFOO's Avatar - Comment posted on 06/24/2008 15:42
MATTFOO
and include screenshots****this is very important when it comes to shmups.
MATTFOO's Avatar - Comment posted on 06/24/2008 15:43
MATTFOO
and if possible a download link.
michiyoyoshiku's Avatar - Comment posted on 06/24/2008 16:40
michiyoyoshiku
you can't be walked through a shmup. Maybe watching you tube videos to observe bullet patterns but Shmups are games of Skill
Excel-2011's Avatar - Comment posted on 06/24/2008 18:11
Excel-2011
Such shmups as the Touhou games and maybe the R-Type games could warrant walkthroughs as applicable and unique strategies could be formed, learned and shared for each, especially when it comes to scoring in the former. For the mindless shmups that entail nothing but dodge and shoot a list of tips could suffice.
Demtor's Avatar - Comment posted on 06/25/2008 10:39
Demtor
Hah! Thats cool. Such love for such an old obscure game warrants my automatic appreciation.

As far as walkthroughs for a shmup are concerned, I never thought about it actually. I usually have so much fun finding my own strategies for shmups that I don't bother looking for any.

I'd probably echo what MATTFOO said and only add that youtube videos of level play throughs are far more helpful than anything else. Actually being able to see how others play and then adapting their gameplan in to yours is half the fun sometimes. Especially with shmups like Ikaruga.
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