Engineering Manager
Sharedata, Inc.
Chandler, Az
I was the engineering manager for the Games Division of ShareData, Inc. My division developed and released about a title a month, counting the ports to multiple platforms. We developed for the PC, Commodore 64 and Apple II. We developed games based on versions of The Merv Griffin game shows, such as Jeopardy, Wheel of Fortune, Card Sharks and Family Feud. We also did other products, such as as Avoid the Noid, a game based on a Dominos pizza ad campaign that was well known at the time.I believe sales for our games totaled approximately $10 million annually, so the games were popular and selling well, especially for the time. Eventually, we began Nintendo game development, which was extremely hard in the beginning as we did so as an unlicensed developer. This meant using third party chips to unlock the copy protection for each Game Cartridge. It also meant, not having Nintendo developer documentation, tools, or support. We had eeprom burners and unlock chips wired to a Nintendo and so began the tedious task of reverse engineering the Nintendo.I remember many a late night writing 6502 machine code in hexadecimal poking ports to determine the functionality of specific ports and specific bits in specific circumstances. The 4 way scroll code was probably among the toughest things to develop, due to the complexity and the number of variables that could, or should, be setup correctly. The display in a Nintendo game is made up of an array of indexes that point to tiles that have to be banked in to addressable space as needed, and which are also overlaid by a different sized palette index.That description really doesn't do the situation justice, but in any event, using a combination of intuition, brute-force and trial and error, and a rubber voodoo chicken that a programmer brought in, it got done and the Nintendo game Death Race was developed and released, followed by Chiller, Crossbow and Wally Bear.