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INTERVIEW
Rob Fulop


Rob Fulop is a true pioneer in the videogame industry. He co-founded the second 3rd party publisher Imagic, and for three decades he has granted life to the VCS, Atari line of computers, Pinball, Sega Genesis, CD-i, 3DO and more! He practically invented the virtual pet genre decades before its time. In addition to gaming, he is also a professional poker player. Rob has definately been busy and one might say that he has done it all!

MT> It all started with a simple game of Tic-Tac-Toe. Did you ever think then that the first game you ever programmed back in your 11th grade math class in 1975 would bring you to where you have landed now?
RF> Actually it took me about five seconds after learning how to write my first program in BASIC to decide that this was what I was meant to do. I had always loved games and puzzles, had spent years performing magic tricks trying to dazzle my family and friends, and had taken to math pretty well at that point. Combining games and math into a form where I could dazzle people occurred to me as "natural" a path as I could imagine ... certainly it was one of little resistance .. I remember playing the TicTacToe game I made and telling myself "cool, I'll just do this for the rest of my life".

MT> Describe your internship at Atari.
RF> I joined the coin operated games group working for Steve Calfee. They were making pinball machines at the time, and they wanted somebody to write a little sound effects editor that could be used to generate pinball sound effects. I had to learn 6502 assembler code which I had never heard of. The project took exactly ten weeks, completed the day before I went back to school. During those ten weeks, I became absorbed in the culture of the coin op group ... which was pretty much "vintage Atari". Very casual, very fun, very cool people. I would gladly have done the work without pay.

MT> How did it feel to be offered the opportunity to program "the game that shut down Tokyo", Space Invaders, for the Atari home computers?
RF> The opportunity didn't occur to me as any "big break". I recall being at lunch with a few guys ... somebody said "I wonder how Stella Missile Command would work?" ... and we talked about it for ten minutes .. and since I had just finished Space Invaders I started goofing around with a simple kernel that should a missile streaking down the screen .. and we just went from there. There was hardly any sort of big approval process at the time... programmers basically made whatever they felt like making until somebody told them to stop.

MT> There were approximately two and a half million copies of Missile Command sold. I believe that Good Deal Games has most of them in our overstock inventory now. Anyway, did you ever think that an early project of yours would become such a big hit for the time?
RF> I had just finished Space Invaders for the Atari 400/800 which was getting criticized for not staying true to the original coin op game. My decision to "change things up" in my own version of Space Invaders turned out not to be what the public wanted. Duh! So I set off to make Missile Command as EXACT a replica of the original as I thought could be done. I knew people would like it, but even I was surprised how it became such a big hit for the company.

MT> Tell us about your Atari bonus that turned out to be a real turkey!
RF> Not much to tell actually. I had shipped Missile Command three months prior, and was expecting "to be taken care" given it had done so well in the market. I recall opening the envelope and seeing the coupon and thinking "what a bunch of boobs, seriously! All they would have needed to do was give me like $10K or so and they would have owned me for life". That was the moment I decided to leave Atari.

MT> Working on individual projects by oneself was common at the time. Did this lead to a great deal of pressure and competition with your peers?
RF> Not so much pressure as simple peer rivalry. We were basically a bunch of geeks who liked to play video/computer games. So at lunch we'd play the new games that people were working on .. it was common practice to leave your game running on your workstation at lunch, so we'd come back and somebody would start fooling around with somebody's game .. playing it .. offering critique .. whatever. If nobody played your game at lunch it was either because it wasn't far enough along ... or because it was obviously a dud of a game. So nobody wanted to be the author of a game that nobody wanted to play on their lunch break. So it was a very 'self correcting' system. There was no formal "competition" .. but plenty of informal peer pressure going on. You became on the "in" crowd after showing everybody something new and fun.

MT> You co-founded Imagic with Bob Smith and Dennis Koble to form the second third-party publisher. Were you fearful of Atari litigation as was Activision?
RF> Personally the litigation, or threat of litigation, meant nothing to me. I knew that I had done nothing wrong by leaving Atari to go be a co-founder of Imagic. I was "clean" so to speak.

MT> Do you think that Demon Attack deserved the Billboard Video Game of the Year award?
RF> No self respecting author could answer "YES" to such a question. I was happy with the way the game turned out. My motivation was to make my former colleagues at Atari start crying when they saw my new game ... that's basically all I wanted to do .. impress my former colleagues and be "missed" professionally. We were still hanging out at the time socially, but getting to show off my new toy was certainly fun.

MT> What plans did you have in your head for the sequel to Cosmic Ark?
RF> None whatsoever. There really was no place to go with the concept .. it was pretty WYSIWYG ... I had 'borrowed' the play pattern from a coin op game called SPACE ZAP .. but it wasn't fun enough to hold up as it's own game ... so I added the planet and the little creatures, etc.

MT> There is a tiny spacecraft that flies off screen at the end of Cosmic Ark. The ship later appeared in the game Atlantis. Were there ever plans to continue using this ship in future games or marketing or even promoting it as a mascot of some sort?
RF> We talked about doing something with the little green saucer that flies away at the end of Cosmic Ark, but no specific games were conceived of. It was just something I thought fun to do ... sort of leaving the audience hanging .. as it were.

MT> The limited amount of Cubicolor EPROMS has made them a collector's item over the years. Does it upset you when you see copies going for crazy amounts of money in online auctions and sales?
RF> Why would it upset me that copies of my work are hoarded and passed around like precious pieces of art? There is obviously value in scarcity... and there are so few copies of Cubicolor in existence ... so if people happen to want to collect these games ... obviously Cubicolor becomes a "collector's item" by accident. I think most collector items become so by accident and have little to do with any real 'value' other than the perception of other collectors who can't have the item itself since not enough were ever made in the first place.

MT> Rumor has it that you do not like your own game, Fathom. Is this true?
RF> Fathom sort of came about backwards ... I started with a cute animated graphic of a dancing dolphin and sort of made it up as I went along. There was no real "vision" to start with in my head .. and I think the final product makes such clear. At some point I decided the game can't be all underwater .. since I was unhappy with the way the dolphin controls worked. But I was playing a lot of JOUST at the time in the arcade ... and I loved the flapping mechanic featured in the game ... so I started messing around with flying a bird around the screen the same way. I was going to do another game and just toss the underwater Dolphin game (called SCUBA at the time) ... but then somebody suggested just combining the two games so that's what I did. The I threw in Volcanos .. then clouds so that the birds had something to do ... and it just grew from there. Fathom always has occurred to me as "cobbled together" ... sort of a patchwork of cool ideas that never really jelled into a consistant experience. But people liked it.. so that's all that matters really.

MT> What was your personal reaction when Imagic's public stock offering was cancelled moments before going public?
RF> My personal reaction was precisely what how somebody would imagine a person reacts when something they were working hard for drops away the very last moment. I went through the classic stages of grief ... shock ... denial ... then anger ... finally acceptance.

MT> An "army of remote controlled robots" sounded fantastic! What happened to Zito and Bushnell's TECHFORCE project, in which you played a part?
RF> TECHFORCE!! Wow, you guys ARE good! TECHFORCE was a classic example of what I call a "faux pitch". A "faux pitch" is something which sounds a lot better than it actually is to play. Many MANY game concepts turn out to be 'faux pitches'. We knew TECHFORCE was a dog long before it was done... because nobody that was working on it ever wanted to play with it. Not even one time. There was no "there" with TECHFORCE .. there was no underlying replayable game that was fun to play. It was the classic toy that a kid would see on TV and convince himself that it was a "gotta have it" sort of game. And then the kid inevitably abandons the thing a few days later and replaces it with a $0.99 plastic ball that Grandma got him from Walgreens ... because the plastic ball turns out to be a thousand times more fun than the overpriced high tech gizmo he wanted in the first place.

MT> Night Trap was a result of an interactive mystery game called Scene of the Crime, created to demonstrate the power of the unreleased Axlon / Hasbro N.E.M.O. console. What happened to Scene of the Crime? Are the VHS tapes viewable or even playable?
RF> Scene of the Crime was the precursor to Night Trap. Somewhere I have a videotape with the game running in real time. But no, I don't' think the game is playable ... as there is no NEMO console that exists that could play it.

MT> Sewer Shark and Night Trap cost a record four and half million dollars to produce. These titles easily had the largest budget of any games at that time. Did you ever feel like you hit the BIG time or the peak of what the industry had to offer?
RF> No, we thought Night Trap and Sewer Shark were throw-aways .. and we were just at the beginning of the "movie-game" industry. We thought we were going to become movie producers.

MT> How did you contribute to the ill-fated Genesis and SNES networking product, the Edge-16?
RF> The Edge-16 was something John Scull and I came up with when we sat down to found PF.MAGIC ... John soon afterwards convinced AT&T to bankroll the concept into a working prototype. Soonafter, Sega picked it up as an extension of the Genesis and we were ready to rock the world, raised $4mm from a VC and off we went. Too bad AT&T backed out of manufacturing the unit, as who knows what could have resulted. The idea is still solid though ... let kids play with/against one another over the phone lines... and carry their characters around in their pocket on little plastic cards which they can plug into a game system and resume playing the game where they left off.

MT> You programmed Rabbit Jack's Casino, the world's first online casino for America Online. As a former professional Poker player, and the programmer for title itself, did you 'know when to hold 'em and know when to fold 'em?'
RF> I could then, and still can hold my own in a poker game. I have played in the Main Event of the World Series of Poker several times .. but typically only when I have won a seat via a satellite tournament. I still play high stakes No Limit Holdem once a week, and several buddies of mine ended up becoming "poker celebrities" over the past few years.

MT> Were you surprised when the N.E.M.O. projects Night Trap and Sewer Shark were resurrected for the Sega CD console?
RF> No, Tom Zito had been talking about rescuing the work we did for Hasbro for several years before it actually happened.

MT> How did you feel about democratic politician Joseph Lieberman's crusade against Night Trap?
RF> Nauseated and Appalled are probably good words to describe my reaction.

MT> You once stated that the original Hasbro version of Night Trap featured a hidden scene with a topless Dana Plato. Was the game originally meant to be marketed to an adult crowd?
RF> I said that? I don't recall. I think maybe they shot something like that as a outtake / joke, but it certainly would never have ended up in a released product.

MT> Supposedly, the "P.F." in P. F. Magic has several different meanings. Please explain.
RF> It stands for Pure F%&king Magic, which is how one would always describe their code in the comments section of stuff at Atari. If a module worked, but nobody really was sure how it worked, it would be labeled PFM and that meant "who cares how the damn thing works, it works, people like it, that's all that matters". I wanted PFMagic to be a company where all that mattered was the customer's experience .. and nobody on the outside would know anything about the technology involved. This was a very "Disney" like value, and I really resonated with it .. still do actually.

MT> In 1978 you interned at Atari as a sound effects editor for pinball machines. Was this relevant to releasing PaTaank in 1994 for the 3DO platform? Are you a fan of pinball?
RF> My editor for Atari had nothing to do with Pataank, nor am I a particularly enthusiastic pinball player. We just wanted to do something
cool for the 3DO system ... and 3D pinball sounded cool .. so we tried to make it. It came out okay ... certainly not an epic game by any standards.

MT> I spent a great deal of time playing your game Ballz on the Genesis back in the day. The idea of using separate sphere-shaped sprites to form the characters was clever. How did this concept come about and why?
RF> I think Keith Kirby was the guy who showed us that we could make a cool articulated character out of spheres .. and doing so would save the processor a TON of time ... since a sphere looks like a sphere regardless of where somebody puts the camera .. and a sphere can be represented internally simply by keeping track of it's center point, radius, and color. So characters built out of spheres make for good video game playing.


MT> Your virtual pet programs, Dogz in 1995, and Catz the following year really started a genre that remained fairly dormant until Nintendo released Nintendogs a few years ago. Now the genre is huge, and every conceivable critter except for maybe cockroaches has been exploited. How did you react to the release and success of Nintendo's dogs and other copycats?
RF> I think it's the height of flattery to have one's work used as inspiration for others.

MT> Tell us about your work on the CD-I titles Third Degree and Max Magic.
RF> 3rd Degree and Max Magic were both experiments in eary multimedia ... both examples of games that are the very opposite of TECH FORCE .. they are both games that play better than they sound. Thus they are very VERY hard to sell .. since one needs to play the game before deciding if one likes it.. and at the time .. there was no meaningful way to generate trial play in the retail store environment.


MT> You recently released Actionauts for the Atari VCS. It was originally released for the Commodore-64 back in 1984. Are there any differences between the two versions?
RF> Sure, Actionauts was a concept that ultimately needed a computer with real storage .... since it was more of a 'construction set' than an actual game. So we needed real RAM and a place to save the user's creations. The 2600 version is a totally different experience entirely.

MT> What else would you like mention about Actionauts?
RF> John Payton was enormously helpful in getting the prototype into releasable shape. I have 6 copies of the game left at this point .. but
only three boxes ... after they are gone there will be no more made.

Good Deal Games wished to thank Rob Fulop for bringing so much to the table. We have all very much enjoyed his smorgasbord over the years! While we greatly respect Mr. Fulop, we have to diagree with him and state for the record that PaTaank is fantastic!

Be sure to visit Robfulop.com
Have a questrion for Rob, ask him yourself.

 

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