Retro Gamer

A Moment With

David L Craddock shares his love of arcade conversion­s with us

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David L Craddock tells us about his new book, Arcade Perfect

In his latest book, Arcade Perfect: How Pac-man, Mortal Kombat, And Other Coin-op Classics Invaded the Living Room, author David L Craddock reports the fascinatin­g stories behind the cuts and compromise­s that led to impressive arcade games running on puny home consoles. We caught up with the author to find out a little more about his brand-new tome.

Why did you decide to write Arcade Perfect?

As a kid I loved arcade games, but I loved home ports even more. I was fascinated by the difference­s – ‘Why are the characters smaller? Why are the background­s different? Why does the Genesis version of Mortal Kombat have blood, but my SNES version doesn’t?’ – and decided to track down their devs and find out what was involved in bringing arcade games home.

We enjoyed reading about developers devising ingenious tricks and hacks to get games running on underpower­ed hardware. What’s your favourite example of that kind of technique? My favourite hacks were things us consumers would never think of because we lack a fundamenta­l understand­ing of how the tech worked, such as [Pac-man porter] Tod Frye switching background ‘lines’ on and off to simulate players eating pellets. Marble Madness, a complex game that was simplified several times just to get it running on arcade hardware, was scaled down even further for

NES, which used ‘almost but not quite’ maths to calculate collision detection.

What challenges do you face writing books like Arcade Perfect? The toughest part about writing Arcade Perfect is finding developers who made a game 20-plus years ago. Some developers, such as Keith Burkhill

(MK1 and MK2 on Game Gear, SF Alpha 3 on GBA) no longer work in the industry, others may not have much of a presence online. It’s a challenge I run into often, given that most of my books deal with older games, and finding people hasn’t gotten any easier.

There’s a common thread in the book of developers working really hard to get an arcade game working on underpower­ed hardware only for it to be met with negative critical response. Was that part of the draw for you?

Oh, absolutely. Everyone rightfully views Ed Boon and John Tobias as the two figurehead­s of Mortal Kombat, but the home conversion­s, vastly outsold those arcade cabinets. Original creators are more well known, so I wanted to go deeper into the proverbial coal mine to see who had to do all the shovelling from veins that had been tapped.

You’ve written a lot about developer crunch. Do you think it’s getting any better?

Unfortunat­ely, crunch – also known as ‘the death march’ – seems ubiquitous with game developmen­t, and with nearly all creative endeavours. It’s a double-edged sword. While interviewi­ng for my Stay Awhile And Listen books, Diablo II’S developers confided that without crunch, many core features, such as hiring mercenarie­s, wouldn’t have been created. I think the key is either moderating work hours – studies have shown that most people do more harm than good after 40-plus hours in a single week anyway – or, better yet, compensati­ng teams for the extra time.

Are you excited by the opportunit­y to study the ways devs get games running on modern hardware like the Nintendo Switch?

Ports of multiplatf­orm games on lowerend hardware have definitely taken the place of arcade-to-home conversion­s as one of my favourite areas of interest. Doom (2016) on Switch, for example, shaved off nearly every frill in order to preserve the game’s core attraction: ripping and tearing through demons without so much as a framerate hiccup. That’s what I love: learning how developers zero in on the beating heart of a game, then determine how to transplant that heart to another body.

Arcade Perfect is available now from Amazon in paperback form or on Kindle.

 ??  ?? [Game Boy Color] There’s an entire chapter devoted to Space Invaders, which makes for interestin­g reading.
[Game Boy Color] There’s an entire chapter devoted to Space Invaders, which makes for interestin­g reading.
 ??  ?? Screenshot­s from Arcade Perfect often focus on the difference between the home versions. This is Mortal Kombat.
Screenshot­s from Arcade Perfect often focus on the difference between the home versions. This is Mortal Kombat.
 ??  ?? [Arcade] You can’t write a book about arcade games without Pac-man and Arcade Perfect is no exception.
[Arcade] You can’t write a book about arcade games without Pac-man and Arcade Perfect is no exception.
 ??  ?? [ZX Spectrum] David Leitch features prominentl­y in the book, talking about conversion­s such as Double Dragon.
[ZX Spectrum] David Leitch features prominentl­y in the book, talking about conversion­s such as Double Dragon.
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