ACAM:
What is your educational background and what led to your hiring at GCC?
JH:
I received my bachelor’s degree in Computer Science from MIT, and after graduation in 1979 I joined Strategic Planning Associates, a strategy consulting firm, as a software developer. We wrote financial analysis software used by strategy consultants and our Fortune 500 clients. In 1980, I was put in charge of hiring summer interns from MIT, and one of the interns I hired was Kevin Curran (one of the founders of GCC). In late 1981 I heard that Kevin and others had started a video game company, and when there was a major change underway at SPA, I gave Kevin a call and asked if he were hiring software engineers. He said yes, and I enthusiastically accepted his offer—I had always loved arcade games—and became the 9th employee at GCC.
My first day on the job was a few days before Christmas in 1981. I went into Kevin’s office and said, “So, you know my background, what should I do to get started here?” Kevin said, “Come up with an idea for a video game, build it, and we’ll all get rich.” It was just what I wanted to hear—more than anything else I wanted to create a new arcade game!
I walked out of Kevin’s office, and in the lab Mike Horowitz and the team were working hard to finish the final changes to Ms. Pac-Man. I asked Mike if I could do anything to help, and he said, “See if you can fix her lips—they’re looking a little funny.” So I spent an hour or so on our rudimentary character development system trying different combinations of red and yellow pixels for her lips and lipstick. (Sometimes I say to people, “I helped put the touches on Ms. Pac-Man’s lips.”)
ACAM:
What was the inspiration for the game?
JH:
The first few days on the job I spent a lot of time playing the games we had in our office—for example, Tempest. I also went to arcades to play games, watch other people play games, and talk to other players. I wanted to come up with something different—something that was less violent, possibly funny, and that would appeal to both male and female players. Most games had a “Fire” button, and so I thought, “What else could a button do?” I’m a baseball fan, so I thought “Throw.” But throw what? I thought “Food!” Once I had the idea for “Food Fight” I immediately realized it was a great name and idea, so I was inspired to create the game quickly before someone else did. I wrote a game proposal on January 4, 1982, and ran it by Doug Macrae, Kevin, and others for feedback. In terms of game play, the original game proposal is amazingly similar to what we ultimately created, although the characters and controls evolved as we refined the game.
ACAM:
Who were the other members of the development team and what were their roles?
JH:
In many ways, everyone at GCC contributed to the game’s development. Kevin and Doug believed that people should have offices—a quiet place where they could do focused work—but all the game prototypes were out in the open, in a central “lab” environment where we all spent most of our time. So we would all play the games under development and give each other ideas. It was a very collaborative environment. Just to give one example: when I first put up the high score table on Food Fight, its title was something generic like “Food Fight High Scorers”. Mike Feinstein said, “Why don’t you call it something more interesting, like ‘Fabulous Food Flingers’?” A few minutes later I changed the title, and that’s what stuck. People generated lots and lots of ideas—I still have pages of original notes I kept when people suggested ideas. The trick was figuring out how to take all the ideas and decide which ones made sense given the overall game play and tone we were trying to create for the game.