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About Me
name: Matt R.
alias: Toad

Info:
Well, there's not much I can say besides that I'm a HUGE fan of the games and the gaming industry...

Super Mario Bros. on the NES was the first game I ever played, and it was nothing short of amazing. I'm sure that for most people it was a entertaining game that displayed the beauty of modern technology. However, when playing that game, I wondered... how the hell does that work?! The question quickly left my mind since I was just a kid back then.

However, many years later, after having played many games on NES, SNES, and N64, I came across something new (to me): a programmable calculator. (Specifically the TI-82)After having playing a few games that one of my friends had made, I was instantly hooked.I immediately bought myself one of those calcs and started to read the manual. I would also ask my friends how to program it, but they often became frustrated at the extraordinary amounts of questions I asked. Because of this, I spent many nights (when I supposed to do homework) figuring out how to program it. The more I learnt, the more I was interested.

Gotta start somewhere...

Here I will highlight my old relevant achievements:

The first program I ever made was a cheap NOTEPAD program which saved notes in the most inappropriate places, but it still got the job done. I went on attempting to make the version of NOTEPAD that is available for download today, but I was not talented enough back then.

Next , I thought of making a PADLOCK program... solely designed to protect people from using a program they were not allowed to use w/o the correct password. It was a success, although the code was unnecessarily long. Unfortunately, it was deleted accidently by one of my friends.

After that, CRASH82 was born. It's sole purpose was to f*ck up the calculator as much as possible with BASIC. I made it overwrite all previously saved data to a garbage value. Pictures were overwritten as well, leaving only a question mark behind. Why do this, you ask? I was bored to death at the time.
NOTE: The funny part is: The program never "stopped"... it merely crashed itself due to the lack of memory. (which it was designed to cause)

Finally, the first version of BOMBER was thought up, and made. However , due to a very sneaky bug, I was unable to finish it, and so it was eventually deleted.
NOTE: The BOMBER I am hosting (2003 release) is exactly like the one I made back in 2002, however the code was optimized and all bugs fixed (to my knowledge)


[UNDER CONSTRUCTION]
Gamasutra Articles/Texts I read/recommend:

Extreme Game Development: Right on Time, Every Time by Thomas Demachy

Postmortem: Angel Studios' Resident Evil 2 (N64 Version) by Todd Meynink

Postmortem: Epic Games' Unreal Tournament by Brandon Reinhart

Postmortem: Redstorm's Rainbow Six by Brian Upton

AI Madness: Using AI to Bring Open-City Racing to Life by Joe Azdima

Gamasutra Web Lectures I watched/recommend:

GDC 2003 Video: Warren Spector's 'Sequels and Adaptations: Design Innovation in a Risk-Averse World'

GDC 2003 Video: Jason Rubin's 'Great Game Graphics... Who Cares?'

GDC 2000 Video: Peter Molyneux's 'Using The Evolution Of Black & White As An Example Of Next Generation Development Ethos'

GDC 2000 Video: Yu Suzuki's 'The Role Of Reality in Epic Game Creation'

GDC 1999 Video: Shigeru Miyamoto's Keynote Address




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