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1. Ken, could you please give our viewers a brief introduction about yourself?

I'm married with 3 kids, and live in the San Diego area. I grew up in
the SF Bay Area, and discovered computers in high school in about 1973.

My high school was unusual at the time in having a computer (a PDP-8e)
on site. I earned a degree in computer science from Berkeley, and later
a certificate in project management from Santa Cruz. I fell into the
game business when a friend recruited me for Synapse Software, in '82 if
I remember. I did a number of projects for them and others (including
Atari) until getting a full-time job with Sega in '91. From there I
went to Atari in '94, and stayed until early '96, when I went to VM
Labs. I'm now with VM's acquirer, Genesis Microchip.

2. What role(s) did you play at Atari, and what games were you involved in?

My cards said "Software Project Leader" or some such. I worked for a
while on bringing up the Jaguar modem, which unfortunately had some
hardware troubles. That had me working closely with Richard Miller, who
went on to found VM Labs.

I was the lead programmer on Black ICE\White Noise. That had me writing
the core game logic, the systems-level software, and overseeing two
other programmers. I also had a large, but unofficial role in project
management for that project.

After that was cancelled, I worked on the GameFilm system for several
months until I went to VM. I had made fun of interactive movies up
until then, but that one actually worked.

3. What did you think of the architecture and general development for the Jaguar? Was there any particular advantage you enjoyed, or any difficulties in dealing with the dev tools/production hardware?

Generally speaking, I liked it. The typical Japanese machine of the day
(maybe still) had its video RAM on a peripheral with difficult access.
The Jag had it right there where you could fiddle with it. The 68k was
familiar, and is a fairly nice machine, and the GPU was very nice,
though it had a memory access bug that prevented it from running
instructions in main RAM. That was annoying.

4. Which games have you played (if any), and which was your favorite?

I was never a very big game player. Before I started doing games, I
never understood actors who wouldn't go to the movies. Now I do - after
you've spent your day working on one, the last thing you want to do is
try to relax in front of one.

That being said, I prefer the older style games. They seem to have paid
more attention to making a fun game, and less to making a graphics
extravaganza. I like Pong, Pac-man, Asteroids, Missile Command and a
few like that in the arcades. On home machines, I'm fond of Lemmings,
Toejam & Earl, and maybe a couple others. I liked Battlezone, and did
the port for the XEGS, which was an 800 in other plastic. It's one of
the few games I've worked on that I enjoyed playing the week it was
finished.

5. Now that the Atari Jaguar is an open system (read: released to public domain), were there any games in development you can talk about that the community may not be aware of?

Not that come to mind.

6. Could you describe the corporate culture of Atari while the Jaguar was in the market?

It was fairly dysfunctional as a company, but as an engineering group,
it was an almost completely bullshit-free environment (I'll refrain from
naming the VP who's responsible for the qualifier), which was very nice.

As a company, they never seemed to have gotten out of the extreme
cost-conscious mode they needed when Warner got out. They needed it
then, but it makes no sense to stall a project for a week to save $50 on
a disk drive, or to get the president's signature to buy a box of CD-Rs.

7. What have you worked on since leaving Atari? What are you up to today?

I've been at VM Labs, doing the C compiler, the OS, and a bunch of
miscellaneous stuff, and at Genesis, where I'm also doing tools & OS stuff.

---
Thank you very much in advance. It's always great to track down another
Atari developer and pick their brain to get some insight about the system,
and more importantly, its developers.



http://talk.atari-explorer.com/index.php?act=ST&f=3&t=384&s=7032a07661367a031a9607e019930e65

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I worked for a while on bringing up the Jaguar modem, which unfortunately had some hardware troubles.

I liked Battlezone, and did the port for the XEGS, which was an 800 in other plastic. It's one of the few games I've worked on that I enjoyed playing the week it was
finished.



avatar
La Neo Geo CD à son site (en tout cas elle essaye...): http://neogeocdworld.info/
Le forum de la Neo Geo sur Yaronet: forums/264

Un petit site sur l'Atari Falcon avec plein de trucs bon pour votre poussin: http://falcon.ti-fr.com/

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Mais encore ? grin

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non rien je trouveais ses passages interessant
le premiers surtout...ça meriterais d'étre un peu plus approfondie
avatar
La Neo Geo CD à son site (en tout cas elle essaye...): http://neogeocdworld.info/
Le forum de la Neo Geo sur Yaronet: forums/264

Un petit site sur l'Atari Falcon avec plein de trucs bon pour votre poussin: http://falcon.ti-fr.com/

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Le gars s'est inscrit sur le forum d'ou est tiré cette interview, il a dit depuis qqs trucs intéressants... Je vais essayer de les chopper plus tard si j'ai le temps smile

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J'ai pris mon temps pour lire tout ça.

Il a l'aire sympathique ce gars. J'aime bien quand il dit qu'il préfère les anciens jeux vidéos à ceux d'aujourd'hui smile

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I liked Battlezone, and did the port for the XEGS, which was an 800 in other plastic. It's one of the few games I've worked on that I enjoyed playing the week it was finished.

Ken Rose a écrit plusieurs titres pour A8 mais on ne peut pas dire que BattleZone soit une grande réussite pour ces machines... Le programme n'est ni très fluide, ni très beau et pas très excitant non plus. Même si le jeu d'arcade est très dépouillé, ça aurait pu être mieux. Il aussi converti Desert Falcon sur A8 (qui est un peu mieux mais pas démentiel).

Voici un lien direct vers le jeu : http://www.atarimania.com/detail_8bits.php?Total=5512&menu=400-800&JEUX_ID=&VERSION_ID=560&Page=5&ADV=0&OK=OK&SOFT_LIB=&btn_sauver.x=4&btn_sauver.y=8&TRI=SOFT_LIB&SENS=ASC

--
Atari Frog
http://www.atarimania.com

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petite pub perso...grin ça mange pas de pain...
avatar
La Neo Geo CD à son site (en tout cas elle essaye...): http://neogeocdworld.info/
Le forum de la Neo Geo sur Yaronet: forums/264

Un petit site sur l'Atari Falcon avec plein de trucs bon pour votre poussin: http://falcon.ti-fr.com/

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Il serait intéressant de voir tourner ce jeu à la JC, car certains le connaisse sur Lynx. Moi j'aime beaucoup le principe du jeu.

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Dans le genre, il y a Encounter! qui est vraiment génial : http://www.atarimania.com/detail_8bits.php?Total=5512&menu=400-800&JEUX_ID=&VERSION_ID=6189&Page=16&ADV=0&OK=OK&SOFT_LIB=&btn_sauver.x=8&btn_sauver.y=7&TRI=SOFT_LIB&SENS=ASC

Je sais, c'est encore de la pub perso mais c'est vous qui avez commencé en parlant de Ken Rose ;-)

--
Atari Frog
http://www.atarimania.com

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Non au contraire, poste ici ce que tu veux. Tu fais un excellent boulot sur ton site, et franchement avoir des infos comme ça en français c'es bien

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Pourquoi Black Ice / White Noise a t-il été annulé ?

It was killed for a lot of reasons.

The programmers had a lot of doubts about whether it'd actually be any fun to play. (Keep in mind that 2 of the 3 programmers had more than 90% of the project's video game production experience) The staff at large had doubts about whether we could finish it for Christmas '95, considering all the delays we'd had to deal with.

Then Atari screwed up in choosing people for the first of their 3 terminal layoffs. They canned Pradip, who was doing the 3D renderer, and some other important parts.

They brought in an outside consultant to evaluate the game and the project. He agreed with the view that it was unlikely to be a game that actually held people's attention.

Remember, you're all applying a lot of "what might have been" imagination, and coming up with some cool thoughts. We were standing around in the beginning of October, with 6 or 8 or 10 weeks (I can't remember exactly) until we had to send master disks off for replication, wondering where we could wedge in another 6 months of development.

Add to that the fact that we'd been working on it for a year and a half, and at least many of us were getting pretty tired of it.

All this together, and probably other things, too, were the REAL reason it was killed.

Sorry for destroying the conspiracy theories.

- ken

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Faut dire qu'un an et demi, ça a pas mal trainé...