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'''JD:''' Well no - I think with[[Parsec]] it was just the beginning. With other games, I was becoming familiar with what I could do; but with [[Parsec]], I'm now getting a feel for what the machine can do. It's a kinds o launching and testing of some of the good points of the machine, and taking advantage of some of the speed of 9900 code. There are many other things that are really still out there that we would like to explore and exercise.
'''GMK:''' So what you're saying is that the best is yet to come. . .We can expect whole new generations of sophisticated games coming from TI.
'''JD:''' Definitely. Because of the speed of the 16-bit 9900 processor, many exciting things are possible. To give you an example of its high speed, in [[Munch Man]] we had to put a substantial delay in between each pixel movement of the monsters and you Man - not counting the almost 4K-bytes of ROM code that must also execute in that period. If that delay was taken out, those monsters and your [[Munch Man]] would move around the screen so fast that they would look like they were twenty instead of four or five! This will give you some idea of just how incredibly fast the 9900 processor is.
'''GMK:''' What strategy and tips can you give players of your games?
'''JD:''' Definitely memorize patterns in [[Car Wars]] to get through on higher levels. In [[Munch Man]], you have to pay close attention to the energy levels. On the higher screens, 15 and above, you have to make sure the chain gets completely laid down in one area before moving on. In [[Parsec]], the big factor is gettings used to flying the craft instead of just laying on the fire button. Get used to moving the craft up and down, and changing the vertical lift speed at the appropriate time. Becoming a good shot, where you can hit a craft within one of two bursts, is a big factor in getting through the attack waves and making it over to the higher levels. If you can do this, you're well on your way to becoming immortalized in the 99'er Hall of Fame.
==References==