Classic Gaming Expo Distinguished Guest:
STEPHEN RONEY
Stephen Roney co-designed and
co-programmed the Intellivoice games Space Spartans, B-17 Bomber
and Space Shuttle, designed and programmed the unreleased
Intellivision game Hypnotic Lights and programmed the conversion of
the Intellivision game Utopia to the Aquarius Home Computer System.
He is co-founder and Vice President of Intellivision Productions, Inc.;
he developed the Macintosh game player for the Intellivision Lives!
CD-ROM.
Steve came to Mattel Electronics from the aerospace industry. The
personnel department was reluctant to grant him an interview -- he had far
more experience than Mattel was then looking for, and a higher salary
requirement. But Steve, a game aficionado, was persistent. After a month
of trying, he finally got an interview, and a job offer a few days later.
His experience proved invaluable. His initial project was Space
Spartans, the first Intellivoice game. The voice-handling routines he
wrote for the game were used for all subsequent voice games.
He next was assigned to B-17 Bomber, then he programmed the three
(unreleased) foreign language versions of Space Spartans.
When he had time, he also worked on Hypnotic Lights, a game loosely
based on Rubik's Cube. Steve never had a chance to finish it.
Steve took on the Aquarius translation of Utopia in order to experiment
with using a higher-level language for game development. Up to that point,
all Intellivision and Aquarius programming had been done in Assembly
Language. Steve chose to program Utopia in the language C, bringing it in
ahead of schedule.
He then returned to voice games, taking over Space Shuttle.
Intellivoice was discontinued before the game could be finished.
In recognition of his expertise, Steve was made a Member of the
Technical Staff, a job classification on par with Manager. Steve
regularly helped other programmers debug or write tricky routines.
Keith Robinson tells this story about Steve: "While working on
TRON Solar Sailer, I was programming very fast but very sloppy. My boss,
Mike Minkoff, assigned Gene Smith to clean up after me -- to tighten up
the code. Gene kept wailing about how inefficient my programming was.
Finally, after he got particularly upset over one routine I'd written, I
issued a challenge -- let's see who could re-write the routine with the
fewest instructions. I wanted to prove that I actually COULD write
efficient code. Gene, Mike and I sweated over the routine, and after about
fifteen minutes we compared results: my version was a bit shorter than
either of theirs. Feeling pretty proud of myself, I bragged about the
competition during lunch that day to Steve. 'What's the routine supposed
to do?' he asked. I told him, he thought for a moment, and without even
setting down his teriyaki burger he quickly wrote out a few instructions
on his napkin: a shorter, better version of the routine. His is the
version that's in the game."
After Mattel Electronics closed, Steve, Bill Fisher and Michael Breen
started their own company, Quicksilver Software. One of
Quicksilver's first clients was INTV Corporation, which asked them to
prepare some of the unreleased Intellivision games for manufacturing.
Steve was offered a full-time job in the computer-aided industry, so he
sold his interest in Quicksilver Software to Bill. But 10 years later,
Steve went freelance. His first contract: computer game design for
Quicksilver Software.
Steve is one of the founders of Intellivision Productions, Inc., which
in 1997 purchased the rights to the Intellivision system. Vice President
of Software Development, Steve developed the Macintosh game player for the
Intellivision Lives! CD-ROM. |