A Twitter friend of mine dug up this ancient and forgotten interview that I gave from my Cambridge Mass apartment in 1994, during the development of our 3DO fighting game, Way of the Warrior. The original post can be found here, but he gave me permission to repost the whole thing here. It’s certainly one of my older interviews on record. I did a number in the 80s but those are pre-web and certainly long lost (unless I comb through my parent’s basement for old copies of EGM and the like!).
Back in May I had a chance to interview Andy Gavin, one half of the team that makes up Naughty Dog Software. The other half consist of Jason Rubin who’s a graphic arts specialist. These guys are based in Cambridge, MA., where I happen to be from, and have created what may be the best fighting game for the 300. I played Way of the Warrior and it definitely blows the first Mortal Kombat away easily. The game is similar to Mortal Kombat in many ways. The digitized characters, fatalities, combos, blood galore, hidden characters, and special attacks are all here. What Way of the Warrior does is take if a step further with an amazing AI(Artificial Intelligence), characters that shrink and grow, over 50 attack moves for each character, 100% 3D scrolling, hidden weapons, interactive backgrounds, bonus items, and so much more. Let’s have a talk with Andy and see what he has to say about Way of the Warrior.
VGT: When did you first start programming video games?
Andy: About 1 0-12 years ago, the first game we made was Ski Crazed on the Apple II, which came out in 1986. It sold a couple thousand copies. Dream Zone was our next game that sold about 15000 copies. Keef the Thief, from Electronic Arts, did much better and sold about 50,000 copies on various machines. We then did Rings of Power, which was our only Genesis cartridge. It’s was very complex and sophisticated and took about 2 1/2 years to produce.
VGT: When was Naughty Dog founded?
Andy: Well , Naughty consists of mainly Jason Rubin and myself . Naughty got its names from a cartoon character that Jason drew. (Andy showed me a picture of an old Naughty Dog logo). Their new logo is on their flyers. The character was created about 8 years ago.
VGT: Is there any downside when programming on the 300 with their CO’s? Does access time and RAM space affect your games?
Andy: Well, first of all the 3DO has 3 megabytes, not mega bits of RAM, which is bigger then the largest SNES cartridge. The CD itself is 660 megabytes . There are technical issues that need to be addressed when programming on the 3DO. One has to use clever designs to reduce and eliminate load times. In Way of the Warrior the entire program was designed in what we call, Asynchronous. The loading is done while you play, by anticipating what needs to be loaded’ in advance with a hardware process called DMA (Direct Memory Access) . There ‘s a short pause going into a fight, but once the action has begun, there is no pause. Players can perform all their moves, with fatalities, 3D scrolling and the stereo music blaring, but with no load time.
VGT: So even though we’re playing continuously, there’s no slow down what’s so ever.
Andy: Yes, the 3DO is capable of loading stuff without any slow down. However, many previous CD games, including the 3DO, have had notable slow delays.
VGT: Like the Sega CD for instance?
Andy: Yes, this is due to sloppy, programming and not being aware of how to program on CD’s. It’s a difficult issue when writing programs that can actually play and load at the same time. It’s a technical challenge. With good program design the load time can be minimized. In turn, the quality of the sound effect, music, FMV, and game play surpass any cartridge game. Cartridge games only have a limited amount of memory in which you can program. CD’s only cost a dollar to manufacture, while cartridges can cost anywhere from 20-30 dollars. CD’s have enormously superior cost to storage ratio.
VGT: Can the access time for the Sega CD be reduced with technical design programming?
Andy: They can definitely reduce the access time. I don’t know that much about the Sega CD though. I don’t think their DMA is better than the 3DO. The 3DO has 4-5 times more memory. It also has a CD drive that’s twice as fast. It has decompression hardware that effectively doubles the speed. It has a unique and extremely powerful custom DMA architecture that can move graphics from disk to memory to screen and back without effecting game play.
VGT: What makes Way of the Warrior different from all the other fighting games?
Andy: As I mentioned before, I have an Artificial Intelligence Graduate degree from MIT. The computer players in WOTW are much more sophisticated then in other fighting games. Whereas they often resorted to patterns to beat the human players, there are no patterns programmed in for WOTW. It uses research grade AI that learns the best way to beat you. It’s extremely cunning and different and actually looks like a real player fighting by adapting to the situation and using all it’s moves.
VGT: Is it always learning consistently more and more each time you play it?
VGT: What about the characters? What makes them so special.
Andy: The characters have around 50 normal moves and about 15-20 special moves. These moves reflect their styles and personalities. There are many secrets that use the background area and hidden characters can also be found.
VGT: So is each character equal in sense or are some stronger then others?
Andy: All the normal human characters are designed to be equal even though they’re different.
VGT: Well, I remember the first Street Fighter II game had very uneven characters. Some had a major advantage over others.
Andy: It’s tough to get the characters exactly even. We tried to get them as close as possible. People also developed different strategies for beaten the other characters. There are a lot of unique techniques and abilities for each character. Like Konotori, which means “stork” in Japanese, can flap and stay in the air longer. Major Gaines has special steroids’ implants that can change his size and therefore the amount of damage he receives become minimal. Nikki Chan is a Chinese Kung Fu artist who can do flips with special moves. She’s very fast and agile. Crimson Glory has close in grabs and special multi-missles that can be fired. Some character has special weapons. Nabu Naga has a sword and throwing stars. Shaky Jake has a staff.
VGT: There seems to be a little bit of everything from all the other fighting games in this game.
Andy: The other fighting games are very narrow. Most of them are to much alike. What we tried to do was take everything good from all the other fighting games and combine them all into WOTW. We’ve added unique features with better graphics, sounds, 3D backgrounds, special magic and potions, panning and zooming, background interaction, and larger more detailed characters.
VGT: Was the process of digitizing the characters the same as Mortal Kombat.
Andy: There are similarities. We’ve never seen them actually doing it. We have seen photos in magazines. They are actually a little more regimented then ours. Their fighting engine is much less sophisticated then WOFW. It requires that every characters moves line up to the exact same position. When each character does a high punch in Mortal Kombat, they high punch at the exact same point. So when they digitize their characters they have to line up perfectly. In WOTW, every character has its own information so not all characters need to have a high punch. Some of the characters punch high, some low, while others are tall, short, big and small. There’s no requirement that the character be the same size. We built the character the same way the actor would appear, rather then force them to convert to our pre-requirements.
VGT: With the 300 having such a small user base at this point, do you think it can increase sales and become successful?
Andy: We think it has a good chance. All game systems start off with a small user base. People forget the Genesis came out in August of 1989 and 2 years later when the Super Nintendo was released it only had 700,000 machines out there and only 23 games after the first year. 300 already has more then that. The 300 is the first of the 32/64bit machines and the difference is academic. Sony, Sega, and Nintendo have all announce 32/64bit systems that won’t be available until 1995. The 300 will be the only significant 32bit machine when Christmas comes. It will have a year of development by then and the price will probably drop some more. So I think it’s in good shape. We hope WOTW with help sell systems.
VGT: Are there any other projects being worked on for the 300?
Andy: We have 2 other projects we’re working on, but we can’t comment on them at this point.
VGT: Do you think that CD’s are the way to go for our future programmers?
Andy: I think this year is the year of the CD’s. It already has the PC market. It offers so many advantages in cost and amount of storage . The access time disadvantage can be overcome with well-designed machines and good programming techniques.
VGT: Are there any other types of games that Naughty Dog will be working on besides fighting?Andy: We signed a deal to put WOTW in the arcades.
VGT: If WOTW does come to the arcade, will it be different then the 3DO version.
Andy: It would be a bit different. The basis of it would be the same. There are different constraints for the arcade version. The 3DO is capable of producing arcade quality games.
VGT: What’s the most outstanding achievement you’ve seen in video games today? What games really blow your mind?
Andy: I have favorites over the years. I tried Ridge Racer which was very impressive looking, but had mediocre game play. In the PC world, “DOOM!” was very good looking. It shows us that 3D games are here and can be produced very well, even on PC’s.
VGT: Well, that’s about it for the questions. Thank you very much for taking the time to be interviewed by VGT. We all hope that Way of the Warrior is very successful and we look forward to reviewing it and any other games that are produced by Naughty Dog.
Andy: Your welcome. Thank you for choosing Naughty Dog as your first interview. We look forward to reading VGT when it’s released.
This is back to 2011 Andy. It’s so worth watching the totally hilarious video from our 1994 masterpiece (LOL). As you can see, we went for over the top.
For more info on my video game career, click here.