Dave O'Riva Interview
A few days ago I had contacted Dave O'Riva, a nice guy who worked on numerous puzzle games for the NES such as Krazy Kreatures and Klax. Here Dave tries to answer some of my questions. Thanks.
TWZ: How did you get involved with programming NES games?
DO'R: I was asked to interview at Tengen by a guy I had worked with before on a PC racing game (never released). Oddly, they liked me enough to hire me in...
TWZ: When working at Tengen, how did you get assigned to working
on Klax? I heard that the Blob Ball game was some kind of insiders
joke or something is there some kind of story behind this?
DO'R: After Toobin' wrapped up, we were given our choice of a number of available
coin-op ports, and Klax looked like the most interesting one to me.
Blob ball was just a lark. I wanted to have some humorous stuff on the
cartridge, and the idea for this Pong-like "game" just sprang up. Most of it
was coded in one evening, and then refined in "spare time" over the next week.
The most common observation on it at the time was "I can't believe they let you
ship with that."
TWZ: What year did Franz and you leave Tengen to form Bitmasters?
1991? Why did you decide to leave?
DO'R: Hmmm... I thought it was '90, but could be wrong. We were both concerned about
the direction management was taking (unreasonably so, in retrospect - I was
young and stupid :), and were both itching to do our own thing. Bitmasters was
actually legally formed about 8 months after we left.
TWZ: I heard that you did some of the work on Krazy Kreatures, one
of the best NES puzzle games made. The game was published by American
Video Entertainment. Did the game do pretty well?
DO'R: Yeah, I wrote the sound driver and some special effects code, and did most of
the artwork. It didn't do too badly - I remember getting a couple of checks
back from it. Unlicensed games always seemed to have disappointing sales - go
figure.
TWZ: At the end of Krazy Kreatures, there is a mention of a planned
sequel. How far along did that game get? Were any levels planned out or anything?
DO'R: No. We thought about it a little bit, but negotiations to get paid for it
didn't get very far, and we ended up taking a different contract. I was working
on SNES tools at that point, and we were both more interested in the
newer machines anyway.
TWZ: I'm guessing that you now work at Midway. Although I haven't been kept up with
the recent games (I prefer the classics) what games are you working on now?
DO'R: Yes, I'm working for Midway now, primarily writing render engines. The current
effort is an action/adventure called "Dr. Muto". Check out the May '02 issue of
PSE2 (it's on the cover).
TWZ: Did any of your past works go unreleased?
DO'R: ROFL. Oh, yeah - I think the count is up to 4 or 5 now, not counting
speculative prototypes. Most of the "unreleased" products were canceled
in-flight for various reasons. Two were actually ready for shrinkwrap, and for
entirely different reasons were never put into distribution. Unfortunately, the
rights to all of them are still locked up by the folks that paid me to work on
'em, so I can't say much more.
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