Sinistar Team
Noah Falstein - Project Leader and a co-designer
Programmed AI and various bits and pieces (the planetoid-shaking crystal-releasing
code for example)
Currently: President of The Inspiracy
Sam Dicker - Lead Programmer
Sam did most of the "operating system" and display software, about
half of the overall code. Handled all the software that closely interfaced
with the custom
hardware, including the special modification to the blitter chip that kept it
from writing graphic data to the region we used for the scanner (the top of
the screen)
Currently at Creative Labs at the Creative
Advance Technology Center
Previously at Crystal Dynamics (now a
division of Eidos)
Robert J. Mical - programmer
RJ did the bigger explosions and effects (like the death of the Sinistar itself)
A Founder of 3DO where he was previously working
Currently: Just finished writing a book.
Still looking for that "perfect" ROM set. See revisions.
Richard A. Witt - Programmer
Rich did many of the other pieces In terms of actual code written he may
have been second only to Sam.
Currently: ?
John Newcomer - Original design and story line
Currently: Vice President of Game Design, IN-FUSIO, Inc.
Jack Haeger - artwork/graphics
Currently: Working at Williams or Midway Games?
Michael Metz - Sound effects
Other people involved:
Rich Grande (pronounced GHRAN-day) -
"I don't remember for sure, but I think that an [Rich] was the
main one responsiblefor hardware design." - Noah Falstein
Ken Lantz - the head of the software division
"Designed the special 49 position (7x7 matrix) joystick that
was later used in Bubbles and I think some other games like Blaster. It
was a compromise between the reliable but boring 9 position digital sticks and
the cool but easily broken analog sticks that had been done up to then."
- Noah Falstein
Leo Ludzia - Mechanical
Gary Berge - Mechanical
Greg Wepner - Hardware