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BaltimoreDC NARP Countdown: 2 days

2 more days to go until the guests will be arriving for the MD/VA/DC (+ PA) NARP, and the house is still in a bit of upheaval. But I'm working on it. The big thing is that I will be having maids over tomorrow to clean up the house from to...

 
 
 

BaltimoreDC NARP Countdown: 3 days

Three days to go, and the preparation is well underway. I figured today I'd talk about what I will definitely be setting up around the house as far as game stations go. For those of you who checked out my , that is but a sample of what to...

 
 
 

BaltimoreDC NARP Countdown: 4 days

So I'm pretty psyched to be hosting the next BaltimoreDC NARP. I figured I'd "vent" my excitement by blogging about it in some fashion each day until the NARP arrives. The topic of today's post will be: Why did I want to host a NARP? Let...

 
 
 

Can there ever be another "Mario"?

*** FWOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOSH *** There, that was me blowing off the dust on this blog that I haven't used in like... forever. So I saw some kids playing the New Super Mario Bros. game on a Wii at a Best Buy, and I overheard s...

 
 
 

SSF2THDR Guide: Opinions wanted

The challenge of putting a game guide together on a wiki is how to present information in a concise enough way to give players all the information that they want or need, without overwhelming them. At StrategyWiki, we have also been dealin...

 
 
 

I'm back, and I need to take a (GP2X) Wiz...

Well, I've been away for a while, wallowing in my own sorrows (see my previous post) but I think I'm ready to come back and focus on what's most important in life: video games and talking about them with other video game lovers. Cuz let's ...

 
 
 

Things in life that games don't prepare you for.

Before I start writing this post, I just want to say up front that there's no need to call the Waahmbulance. I'm not writing for sympathy, or a whole bunch of "cheer up, it'll get better, you're better off" comments because I know that's n...

 
 
 

Suishou no Dragon: The Square game you never played

Nor would you have, it was a text / point-n-click adventure for the Famicom Disk System that was only released in Japanese. That is until a ROM hacker known as Mute translated the game's Japanese text into English in January of 2003. Afte...

 
 
 

The most common gamer dilema: WTF do I play?

So it's about 9:30pm for me, and I'm sitting here staring at my not-so-meager collection of games that I have. Between the Wii and the 360, I have about 20, not counting downloaded games. Make that around 50 if you count GameCube and Xbox...

 
 
 

A cast of thousands: Pac-Man

Yeah, you read right. Old school Procyon is going to rave about an old school character in a serious attempt to shed light on why I think Pac-Man is one of the greatest video game characters ever created, as opposed to a humorous attempts ...

 
 
 

Long MAME update is long

I don't know how many members of the community care about MAME or emulation. I imagine many people kind of figure that MAME is a little passé. But that's exactly why I decided to write this blog, because if you take a look at one of the ...

 
 
 

Crackout - It's not what you think.

Early on in 1986, Taito took the basic gameplay made famous by Atari's Breakout, and gave it nice facelift. They released a game that, while not legendary in everyone's book, was certainly a genre defining game; Arkanoid. Arkanoid was mor...

 
 
 
 

Shmup walkthrough = oxy-moron?

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...

 
 
 

Ultimate Retro Pain: The worst game in history

Now, granted, the worst game in history is a very subjective thing, but I'm pretty sure when someone actually set out to create the worst game in history, they pretty much deserve the title. The someone in question is Japanese comedian Tak...

 
 
 

Retro Pain: Transformers Convoy no Nazo

For the record, this is actually the second Retro Pain article. Castlequest was the first, but I didn't think of the snazzy title until recently, so... Retro Pain will cover all of my exploits writing StrategyWiki guides for games that ar...

 
 
 

Castlequest: I did write a walkthrough.

Well, not quite. I typed up a walkthrough, but I actually translated it from a Japanese site that I found. A lot of walkthroughs that I found for Castlequest (guide here) fell into two varieties; The insanely hard Time Attack variation th...

 
 
 

It's not quite RetroforceGO, but...

The latest issue of Retrogaming Times Monthly is now online. I have been the chief editor of this 10 year old tradition for about a year and a half. It's seen its share of ups and downs, but it's still kicking. I thought I'd bring it to ...

 
 
 

Got my Verizon XV6800... for gaming

I'll be the first to admit that I hate cell phone games. They reek of "casual", they're choppy, the controls are poor, etc. etc. But I wouldn't be me if I didn't pick my next cell phone with gaming in mind. The way I saw it, I had two ch...

 
 
 

Zanac: Best NES Shmup Evah

I know that the Gradius series holds a special place in peoples' hearts, but Zanac is one of those underappreciated gems that just has to be written about. I write guides for a lot of games these days. Some I like, and some I don't. I kn...

 
 
 

Dragon Ball: Shenron no Nazo (or Dragon Power)

The Dragon Ball: Shenron no Nazo guide is complete. Actually, it's been complete for a while, but I'm just getting around to reporting about it because I've been knee deep in Zanac, and preparing for that guide. Where to start with this o...

 
 
 

Ikari Warriors fails the Test of Time.

I'll be honest, the Ikari Warriors guide isn't exactly finished. And the truth is, I don't really plan to finish it. The reason? I just refuse to do a walkthrough for that game. And I'm just talking about the single stage of the arcade ...

 
 
 

Mappy-Land (NES)

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. f...

 
 
 

Dr. Mario online = mostly housewives?

So against better judgment, I have been playing this ill begotten WiiWare game (and against better judgment, I'm admitting that to all of you), just to see what it's like. Don't look at me like that, I'm going to pay for it when it comes ...

 
 
 

Namco X Capcom Beta Translation Released

Just saw this over at ROMHacking.net, the TransGen team has released a beta translation patch for the PS2 titans crossover, Namco X Capcom. Not sure how much they will change from here to the final version, but they claim that this is full...

 
 
 

Aigina no Yogen

Well, it's finally finished. The StrategyWiki guide for Aigina no Yogen: From the Legend of Balubalouk is complete. This guide took me a lot longer to complete than I had anticipated. I kind of lost interest in writing about the game abo...

 
 
 

Giving this a shot...

I've sort of been under the impression that in order to blog, you don't have to be cool, but you're writing does. After all, why would anyone read your blog if most of it isn't cool. But I realize that that's not really the point of blogs...

 
 

About Procyonone of us since 10:16 AM on 12.08.2006



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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