Difference between revisions of "John Plaster"

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(Interview)
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[[image:Jim Dramis - Designer's Spotlight.jpg|400px|thumb|left|An Interview with John C. Plaster - Designer and Programmer of "Tombstone City:21st Century"]]
 
[[image:Jim Dramis - Designer's Spotlight.jpg|400px|thumb|left|An Interview with John C. Plaster - Designer and Programmer of "Tombstone City:21st Century"]]
  
GMK: Have you progra/1',
+
'''GMK:''' Have you programmed many games?
med many games?
+
 
JCP: Tombstone City was
+
'''JCP:''' Tombstone City was the first. I've since programmed one other, and started work on a third.  
the first. I've since programmed
+
 
one other, and started
+
'''GMK:''' What experiences have you had that you think contributed to your desire and ability to design computer
work on a third.
 
GMK: What experiences
 
have you had that you think
 
contributed to your desire
 
and ability to design computer
 
 
games?
 
games?
JCP: Nothing special, really.
+
 
I just had a regular childhood
+
'''JCP:''' Nothing special, really. I just had a regular childhood ... played things like checkers, Old Maid, and poker. I never had played any arcade games before I designed Tombstone City.  
... played things like
+
 
checkers, Old Maid, and poker.
+
'''GMK:''' Are you an artistic or creative person in other fields or activities?
I never had played any arcade
+
 
games before I designed
+
'''JCP:''' I don't know that I'm that creative in other areas. I have a pure math background-that's what I majored in in school ... so maybe I have more of a logical-type mind than a creative mind.
Tomstone City.
+
 
GMK: Are you an artistic
+
'''GMK:''' What jobs have you had before coming to work at TI?
or creative person in other
+
 
fields or activities?
+
'''JCP:''' I guess I've only had three jobs in my life. My first job was working for my dad, a farmer in Canyon, Texas. I worked with him on the farm up until the time I went to college. I got my B.A. at Rice University, and spent a year at the University of Arizona doing graduate work. I completed my Masters and PhD in math at Texas Tech. That was where I worked as a TA [teaching assistant]. I also spent one semester at Abilene Christian University.
JCP: I don't know that
+
 
I'm that creative in other
+
'''GMK:''' How did you start getting involved in computer games, and where did the idea for Tombstone City come from?
areas. I have a pure math
+
 
background-that's what I
+
'''JCP:''' I just started playing around in 9900 [Assembly Language for the TI-99/4A] code. I really wasn't intending to write a game when I started ... I just drew a spaceship on the screen and played with it. I was probably influenced by the fact that most of the arcade games I was familiar with were space oriented. As far as the background of Tombstone, I spent a year at the University of Tucson in Arizona. The saguaro cactus found in the game comes from my living in Arizona.
majored in in school ... so
+
 
maybe I have more of a logical-
+
'''GMK:''' How about specif­ics of the game ... how did these develop?
type mind than a creative
 
mind.
 
GMK: What jobs have you
 
had before coming to work at
 
TI?
 
JCP: I guess I've only had
 
three jobs in my life. My first
 
job was working for my dad,
 
a farmer in Canyon, Texas. I
 
worked with him on the farm
 
up until the time I went to
 
college. I got my B.A. at Rice
 
University, and spent a year
 
at the University of Arizona
 
doing graduate work. I completed
 
my Masters and PhD
 
in math at Texas Tech. That
 
was where I worked as a TA
 
[ teaching assistant] . I also
 
spent one semester at Abilene
 
Christian University.
 
GMK: How did you start
 
getting involved in computer
 
games, and where did the idea
 
for Tombstone City come
 
from?
 
JCP: I just started playing
 
around in 9900 [Assembly
 
Language for the TI-99/4A]
 
code. I really wasn't intending
 
to write a game when I started
 
... I just drew a spaceship
 
on the screen and played with
 
it. I was probably influenced
 
by the fact that most of the
 
arcade games I was familiar
 
with were space oriented. As
 
far as the background of
 
Tombstone, I spent a year at
 
the University of Tucson in
 
Arizona. The saguaro cactus
 
found in the game comes
 
from my living in Arizona.
 
GMK: How about specif­
 
ics of the game . .. how did
 
these develop?
 
  
 
'''JCP:''' It was really what you'd consider spontaneous. I started putting the game together in April, and got a working version of it in May. There really wasn't a whole lot of forethought to it. I started putting it on the screen as fast as I thought of it. So, from the conception of the idea, to completion of the basics, we're talking about a four-week period.
 
'''JCP:''' It was really what you'd consider spontaneous. I started putting the game together in April, and got a working version of it in May. There really wasn't a whole lot of forethought to it. I started putting it on the screen as fast as I thought of it. So, from the conception of the idea, to completion of the basics, we're talking about a four-week period.

Revision as of 02:43, 30 November 2020

John C. Plaster was a software programmer and game designer working for Texas Instruments. He created two well-known games for the TI-99/4A. In 1981, he released his game Tombstone City, and in 1982, Chisholm Trail was released.

Interview

The following is from an interview done by Gary M. Kaplan that appeared in the 19823 Vol. 1, No. 5 issue of 99'er Magazine, pages 34-35, pages 47-48 and page 52:[1]

An Interview with John C. Plaster - Designer and Programmer of "Tombstone City:21st Century"

GMK: Have you programmed many games?

JCP: Tombstone City was the first. I've since programmed one other, and started work on a third.

GMK: What experiences have you had that you think contributed to your desire and ability to design computer games?

JCP: Nothing special, really. I just had a regular childhood ... played things like checkers, Old Maid, and poker. I never had played any arcade games before I designed Tombstone City.

GMK: Are you an artistic or creative person in other fields or activities?

JCP: I don't know that I'm that creative in other areas. I have a pure math background-that's what I majored in in school ... so maybe I have more of a logical-type mind than a creative mind.

GMK: What jobs have you had before coming to work at TI?

JCP: I guess I've only had three jobs in my life. My first job was working for my dad, a farmer in Canyon, Texas. I worked with him on the farm up until the time I went to college. I got my B.A. at Rice University, and spent a year at the University of Arizona doing graduate work. I completed my Masters and PhD in math at Texas Tech. That was where I worked as a TA [teaching assistant]. I also spent one semester at Abilene Christian University.

GMK: How did you start getting involved in computer games, and where did the idea for Tombstone City come from?

JCP: I just started playing around in 9900 [Assembly Language for the TI-99/4A] code. I really wasn't intending to write a game when I started ... I just drew a spaceship on the screen and played with it. I was probably influenced by the fact that most of the arcade games I was familiar with were space oriented. As far as the background of Tombstone, I spent a year at the University of Tucson in Arizona. The saguaro cactus found in the game comes from my living in Arizona.

GMK: How about specif­ics of the game ... how did these develop?

JCP: It was really what you'd consider spontaneous. I started putting the game together in April, and got a working version of it in May. There really wasn't a whole lot of forethought to it. I started putting it on the screen as fast as I thought of it. So, from the conception of the idea, to completion of the basics, we're talking about a four-week period.

GMK: From that whirlwind timetable, it would appear that you have had quite a bit of experience in 9900 Assembly Language coding.

JCP: Actually not. I first started on 9900 coding about two weeks before I began the game, and that was because of another project-a numeric expression interpreter. Before that, I was involved in two major projects. The first was the Personal Real Estate done in GPL [Graphic Programming Language]; the second was also written in GPL, and that was the Milliken Math Series.

Game Credits for John Plaster

References

  1. An Interview with John C. Plaster - Designer and Programmer of "Tombstone City:21st Century" - 99'er Magazine: 1982 Vol. 1, No. 5, pgs. 34-35, 47-48 and 52