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INTERVIEW: MATT SCOTT |
Matt Scott of Byte-Size Sound produced audio for the game.com versions of
Centipede and Frogger for Handheld games, and also contributed to the ultimately
unreleased NBA Live. He was interviewed by Brandon Cobb for The end of the game.com in
2010.
How were you first introduced to the game.com system, and what were your
initial thoughts of the machine?
I'm not sure how I first found out about it; I believe someone I had worked
with previously on handheld systems (like the Atari Lynx) found their way to
Tiger, and sought me out for audio work. I thought the system had potential,
but I seem to remember thinking it was trying to do too much with the stylus
and calendar functions.
You developed a sound engine for the game.com which was put to use in two
commercially released game titles: Centipede and Frogger. What can you share
about the development process? Were there any particular difficulties along the way?
I honestly can't remember much about the development process. It was probably
similar to the Sega Game Gear, which I did a lot of games on; editing text
files in Brief, either long note lists for songs or unpredictable
pitch-varying commands for sound effects.
The game.com game NBA Live was also slated to use your sound engine, however
it was ultimately cancelled and never released to the public. Do you know why
the game was cancelled? What are your feelings about its cancellation?
I wish I could tell you, I have no idea. I got paid for it and my involvement
ended. The best guess I have is that I have heard that the three games I did
were quite late in the game.com development lifetime; maybe NBA Live wasn't
finished before orders came down from on high to abandon the whole thing. I
seem to have saved files from my work on pinball games, Sega Genesis, Game Gear,
and Turbo Duo games, but I can't find anything on the game.com stuff. Searching
my inbox (which I never empty, either), I see a guy named David Rogers emailed
me in 2004 asking about NBA Live, and he was the one who told me that it hadn't
been released. I told him if I ever ran across my old game.com floppies in my
attic, I would contact him. I never did, because I eventually DID go through
all the floppies in my attic, and the game.com data surfaced went to somebody
else (see below).
The original game.com system design allowed for two different game cartridges
to be inserted into the machine at once. If either Frogger or Centipede is
started while another game cartridge is simultaneously inserted into the machine,
these games play at a much slower rate than normal. However, their audio plays
at the normal, correct speed. Was this a known bug? If so, how and why did it
occur?
Nope, never heard that one before.
How would you describe your experience with the game.com development kit?
Were the tools and documentation provided to you adequate, or was there a
steep learning curve involved?
As I recall, there were some bugs in the development system, but nothing I
hadn't seen before (or since). I don't think the learning curve was very steep.
What sort of interaction did you have with Tiger Electronics and their game.com
software team?
Okay, I do have one fun story for you. A few years after the game.com development
had ended, I contacted the developer I had done the games for (a subcontractor
of Tiger) and asked if he wanted the development system back. He told me that
I should mail it to Tiger directly, postage paid (i.e. make them sign for it
and pay the postage). I don't think he had a high opinion of Tiger at that
point. So I did - and they refused delivery! They didn't want to pay the $10
to have their development kit back. The box ended up in my basement for years,
and I eventually sold it on ebay in 2006. for $416 to a guy in Flagstaff, AZ.
I then found the development software and he bought it for an additional $300;
I may have made more from that sale than the three games!
Did you have the chance to do any additional programming for the game.com
aside from your contributions to Centipede, Frogger and NBA Live?
Nope.
The game.com was a commercial failure. What factors do you believe caused
or contributed to this?
Again, my memory of the system wasn't too good, but I recall they made all the
typical mistakes a company new to video games can make: they cheaped out on
hardware, treated their developers like crap so nobody wanted to do a second
game for them, paid everybody late, and never advertised their product. It
was like working for Atari all over again.
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