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<title>Noah Falstein on the development of Sinistar</title>

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<p>
A quick backgrounder:  <p> 
<p>
I came to Williams in May 1982.  Sinistar had been
in development for some time at that point, but had stalled.  Sam Dicker was the lead programmer.  He'd worked on Defender, tried to tackle his
own project, and bogged down a bit.  I was asked to help try to get
things moving.  Sam and I got along well, and with help from John
Newcomer, who was designing Joust at the time and was a real design
mentor for me, we re-worked the existing concept. <p>

A new artist named Jack Haeger joined the group and did the quasi-samurai treatment of the Sinistar that galvanized us all and taught us what a talented artist
could do with a limited pallette (I believe it was 16 colors available
out of a choice of 256, and he had to make the 16 work for all the images
in the game).  The previous conception had been flat, but Jack's concept
looked almost 3-D to us.  Richard Witt joined the programming team, and
we worked away to prepare for an upcoming trade show.  Micheal Metz did
many of the sound effects, including my favorite, the weird "extra ship"
sound.  He created that and a few others by serendipity:  he discovered
that when he powered his development system up in the morning, the RAM
initialized randomly.  As the sound effects were generated
algorithmically, garbage in the RAM made for weird effects.  He spent
hours flicking it on and off, playing the sound, and saving it when it
was interesting -- until his system blew up because of rough treatment. <p>

Shortly before our first show we added RJ Mical to the team.  RJ did
most of the explosions and "special visual effects" in the game.
About the time Sinistar came out, the arcade industry collapsed, with
sales dropping to about 10% of the previous year.  Sam was the first of
our team to leave, and headed out to become the 7th employee of a new
company soon to be called Amiga.  He brought Jack and RJ out too, and
they respectively did much of the initial art and operating system for
the Amiga computer.  Later RJ went on to co-invent what became the Atari
Lynx hand-held system, and the 3DO system.  He left 3DO earlier this
month.  Sam is currently at Crystal Dynamix, a game company that was
founded to create 3DO software.  I've lost touch with Rich and Mike, and
last I heard Jack was back in Chicago working for Williams. <p>

Sinistar's popularity continues to surprise me.  I believe only about
5000 units were sold, making it a small run by those standards, although
that was large for the lean years that followed when a hit meant 3000
units.  I've since designed home computer games that sold over 250,000
units, but none that have created the loyal ranks of fans as Sinistar
did.  I've been depressed about how my earliest published game is mostly
a thing of memory, so I was elated to find out it's been ported to the
PC, and better yet, it's an emulator, so the original code runs intact.
There's an easter egg hidden in the attract mode, triggered by an odd
combination of button presses that we've all forgotten, but soon I may
have the chance to rediscover it...

Anon7 - 2021