Robert Bonifacio Interview
TWZ: Was Top Fuel Challenge your first experience in the
gaming field? Was there any hidden "easter eggs" in
that game? I know that alot of the older games were
filled with secrets, now they don't have as many
surprises.
RB: Shirley Muldowney's Top Fuel Challenge was the complete C64 name, I
also did
another racing game called Richard
Petty's Talladega which I did for C64 and ported it to the Atari
800/1200
computers, it actually got better reviews,
I just saw the actual paper version of it the other day in my closet,
I'll
see if I can get those doc's scanned as
they have many other game reviews in them.
I'll have to think about easter eggs, mostly the one's I had in my
games had
to do with cheats to skip to other
levels, etc.
TWZ: Did you work on any games after Top Fuel Challenge
before working at Color Dreams?
RB: Let's see, I got my first non-exclusive agreement with Atari's APX
(Atari
Program Exchange) in 1981 for 'The
Bonifas' a game that almost within the same week was picked up by COSMI
and
renamed 'Aztec Challenge'. I was in
high school at the time. Atari wanted some minor changes to it,
whereas
COSMI wanted a simultaneous 2 player option
which made it a very fun 2 player game. The Atari changes were never
completed and subsequently they never actually
sold one copy of it. COSMI had 'Aztec Challenge' as their first hit
and it
did pretty well. I ended up working for
COSMI under contract for many years (9+).
Almost immediately after signing on at COSMI for 'Aztec Challenge' they
asked me if I could do some games for some
box art that had already been finished and they didn't want to waste
it. I
ended up doing 'Meltdown' which was a
Frogger Style rip-off that featured nuclear reactors and you had to run
around and de-activate them. Next I did a
game called 'Caverns of Khafka' for some box art that looked like
something
from an Indiana Jones movie complete
with the big boulder rolling after the guy. Caverns of Khafka got some
good
reviews. So the rest of the COSMI
lineup goes something like: 'E-Factor', 'Delta Man', 'Chomp!', 'Super
Huey'
for the Atari, (Paul Norman did the
original C64 version), 'Nav Com 6' for the Atari, 'Richard Petty's
Talladega' both the C64 and Atari Versions,
'Shirley Muldowney's Top Fuel Challenge' for the C64. Later we
released
another version of 'Aztec Challenge' that
featured 'Instant Replay' for the Atari. 'Professor I.Q.' an
educational
game (yuck) for Atari and C64, I did some
'PC Atlas' program in DOS when COSMI stopped making games, and that's
about
the time I left COSMI. I think there
may be others, but at the time I was producing a game roughly every 4-6
months or so
I also fixed bugs for some other COSMI titles including, 'Crypts of
Plumbous' and 'Spider Invasion'
I helped Vance Kozik write the game, 'Slinky' (his first game) while he
was
my roomie in San Bernardino, (I
subsequently got him a job at Color Dreams later) and he subsequently
wrote
the Atari version of 'Forbidden Forest'
of which Paul Norman wrote the original C64 version.
TWZ: Why/when did you start working at Color Dreams?
RB: I went to Color Dreams when COSMI decided not to publish games anymore,
and
while at Color Dreams I wrote the 'King
Neptune's Adventure' using Dan Lawton's state machine for the NES. It
had
some really wild easter egg in it that
was part of a sweepstakes where one cartridge actually could win the
player
some prize (I forgot what it was maybe money?). I
also helped debug a game called 'Pesterminator the Western
Exterminator'
andthen started a new project when Color
Dreams went all Wisdom Tree and started making bible games, that's when
I
left.
I worked at MindCraft for a few years and released 'Strike Squad' and
'Tegel's Mercenaries' with an artist that I
met at Color Dreams named Dan Burke.
Dan Burke and I left to THQ after MindCraft and did 'Bass
Master's Classic' for the Sega Genesis and I also got some royalties
and
credit for the SNES version of which Bob
Polaro programmed (Bob ended up being my roomate in Calabasas for a
time and
also has a claim to fame of being the
guy who did the 2600 version of 'Defender' the popular coin-op and many
Atari APX games)
TWZ: Did you work on any games (in general) which never
made release? If so, could you please tell me a
little bit about them?
RB: Dan Burke and myself started Nocturnal Entertainment when THQ laid off
the
entire internal development department and became roomates in Simi
Valley
for a year while we worked
on a game called 'WAR' I wrote the 3D Game engine for it, networking
code,
etc. We tried a few times to find a
publisher for it, however we didn't want to go budget software and in
the
end it was put on the shelf when I started
working on Interactive TV software. The main reason I did this was due
to
the fact that if I worked for
a game company again they'd consider it a conflict of interest, so the
ITV
stuff wasn't. In the long run, I got so involved
with my ITV projects that I never got back to the WAR game and Dan
Burke
ended up working in Irvine for another game company.
We still have the Nocturnal website up, however nothing has really
changed
since then ...
TWZ: What is the favorite game you worked on? How about
in general?
RB: I think the games that did the best were always the ones that I had
complete
creative control over, and they were always the most fun to work on,
these
included: 'Aztec Challenge', 'Caverns of Khafka', 'Richard Petty's
Talladega', 'Chomp!' and of course WAR (even though it was never
finished, I
learned so much writing it and had fun in the process).
In the end I'll go back to some sort of Entertainment Software be it
games
or itv or ???
TWZ: Are you really Sir Robert Bonifacio, or was the
"sir" part added in King Neptune's Adventures just for
a little bit of fun?
RB: The 'Sir' part on the KNA was just in fun ...
|