ACAM:
Triple Hunt was unique as it supported three different game modes that could be changed by the operator. What was the reasoning behind that? Was it to extend the life of the game once placed in an arcade?
OR:
Yes. Also, it was expensive as a two piece cabinet, and the game was very simple, so this would let operators change the games easily. Strangely, I saw a few arcades with three of them, one for each setting.
ACAM:
Triple Hunt featured sound stored on an 8-track tape player. This was something that had been done previously by a number of mechanical shooting games like Midway’s “Sea Rescue” or Bally’s “Space Flight.” Having that real sound makes a huge difference in the gameplay experience. What was the inspiration for that feature, and what were the challenges in integrating that technology into a video game?
OR:
I actually did this on my very first game Cannon Ball. The hardware of the time could not do very good sounds, and I wanted something better. I actually did all the sounds for the tapes as well, recoding them from sound effect samples I obtained, and editing the on two reel to reel tape recorders. Since the sounds were simply background sounds, all the hardware had to do is switch on and off the tape player, no big deal. Originally, I wanted a single tape and the hardware would switch which track played, but that turned out to be a lot harder than we thought, and it was a LOT easier to simply ship tapes you swapped when you changed the game. As it turns out, the bear and raccoons were almost the same sounds, so we only had two tapes in the end.
ACAM:
The game utilized a display mechanism involving a mirror. Can you explain how the light gun & display mechanism function?
OR:
Well, it was not actually a light gun. Instead, we had two potentiometers in the base of the gun. During setup, you aligned the gun with the upper left and lower right corners, and the game tracks the movement of the gun. No light reception was necessary. The mirror was a half-silvered mirror that sat in front of the monitor, and let the light of the monitor show through. It also reflected the graphics over the mirror image, and added depth. In the bear game, there was also a display "mask" that let the bear walk in front of some tress, and walk behind others. It was a great, 3D effect. The only real trick was to not hit the bear when he was supposedly behind the tree. If it were a light gun, it would have worked just fine.
ACAM:
Were there any features or gameplay elements for Triple Hunt that you had in mind that did not make it into the game?
OR:
That is true for just about every game ever made. I wanted more complex game play, objects with different flight patterns, etc, etc. That was a LONG time ago, so specifics would be hard to come by.