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David Crane

Plus, I was a math and science whiz from my first introduction to the subjects.

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We were advised that nobody could stop us from pursuing our craft simply because we had honed, or even developed that craft while working at a company.

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My background is in hardware design. I found hardware work to be a welcome change from thousands of hours of programming and that led to the designs you mentioned.

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One week before Pitfall! was to be released, I only gave you one life to play the whole game. I was experimenting with that concept as sort of the ultimate challenge.

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That's right, fall in one pit and start over from the beginning! Well, thankfully my buddies practically tied me to my chair until I put in extra lives and I'm glad they did.

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Another little known fact about Amazing Tennis - the computer opponents are modeled after real people. In an odd turn of events, I joined a division 3 college tennis team at age 38.

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We wanted to create an environment where if a game player enjoyed the ""writing style"" of a particular game designer, he or she could look for the next game by that same author and not be disappointed.

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I was a little hesitant at taking the job at Atari. I had never programmed for a living and I worried it might get boring (building circuits seemed more fun). But I would probably still be in the video game business.

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Looking back, video game design seems a natural fit, although there was no such thing when I was growing up. I built a Tic-Tac-Toe playing machine in my teens which went up in smoke on the night it was scheduled to go to a science fair.

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The letters were universally complimentary, and we designers loved hearing that our games were being enjoyed, but if they weren't sending us a picture of their screens most of those writers would have spent their time playing the game rather than writing letters.

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