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Tod Frye

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American computer programmer
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Tod Frye
Born1956 (age 69–70)
OccupationComputer programmer
Known forPac-Man

Tod R. Frye (born 1955) is an Americancomputer programmer once employed byAtari, Inc., and is most notable for developing the home adaptation ofPac-Man for theAtari 2600 video computer system. Following the collapse of Atari he worked at video game and computer game companies such as3DO and Pronto Games.

In 2015 he was working as Senior Embedded Software Engineer for theSunPower Corporation, where he worked in the field of IoT, developing hardware and software systems for monitoring solar power systems. His work extended from 'edge' devices, collecting and transmitting device telemetry, to cloud hosted Big Data systems for storing, analyzing, and reporting device data.

Leaving Sunpower in late 2016, Frye joined Bonsai AI, which was developing an artificial intelligence platform, focusing primarily on reinforcement learning.

Atari Pac-Man

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Frye landed the 2600Pac-Man project in early 1981. Atari had licensed the arcade gamesDefender andPac-Man and while Frye preferredDefender, when fellow programmer Bob Polaro got that assignment, Frye gotPac-Man by default.[1] Frye's landing the high-profile title did not pass without critical comment from fellow developers at Atari, as Frye was a newer employee. One Atari employee wrote "Why Frye?" on the Pac-Man arcade machine contained in Atari's in-office arcade room. In response, Frye drew a horizontal line over the "Why", which means "Why not Frye" in logic notation.[2]

Frye'sPac-Man port was started in May 1981,[citation needed] and was the most anticipated release for 1982, so marketing pressed Frye to produce the game on a very strict timetable (lead times on the cartridge ROMs was several months, so the code needed to be completed in September 1981 to get the product into stores during the first quarter of 1982). Atari corporate management demanded Frye complete the game in the standard 4K ROM, as the 8K ROM form factor was not quite available at the time.Frye made several decisions which later proved controversial. First, he decided that supporting two-player gameplay was important, which meant 25–30 bytes of the 2600's meager 128 byte memory was utilized to store the second player's game state, score, etc. as opposed to using it for game data and features.[3] Second, due to time constraints, he chose to abandon plans for a flicker-management system which would have minimized the flashing of objects. Finally, his game did not conform to the arcade game's color scheme in order to comply with Atari's official home product policy that only space type games should feature black backgrounds. Frye states that there were no negative comments within Atari about these elements, but upon release the title drew criticism for not closely hewing to the specifics of its arcade counterpart.

Pac-Man proved to be a stunning financial coup for Atari, and Frye reportedly received $0.10 in royalties perPac-Man cartridge.[4] Atari would manufacture 12 million cartridges, making Frye a millionaire in the process.

Notable contributions

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Frye contributed to the LCDBreakout Atari handheld, theversion ofAsteroids for theAtari 8-bit computers, theSwordquest series (Earthworld,Fireworld,Waterworld, and the uncompletedAirworld). Unreleased games includeSave Mary,Shooting Arcade andXevious (Atari 2600).

Frye also developed the Red-Blue kernel (frequently misnamed as the Red-vs-Blue kernel) verticalsprite re-use technology used inRealsports Football and several other Atari 2600 products.[5]

After parting ways with Atari, Frye later worked for Axlon (one of the many companies founded by Atari PioneerNolan Bushnell) and was hired as a programmer alongside fellow Atari employees Rob Zydbel, Bob Smith, andHoward Scott Warshaw atThe 3DO Company.

Frye remains active in video games, making technical contributions to classic compilations such asMidway Arcade Treasures.

References

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  1. ^Goldberg, Marty; Vendel, Curt.Atari Inc., Business is Fun. pp. 578–579.
  2. ^The "Once Upon Atari" video produced byScott West Productions under Howard Scott Warshaw .
  3. ^Hans Reutter (2016-10-27),PRGE 2016 - Tod Frye - Portland Retro Gaming Expo (quote at 9:25), retrieved2016-10-28
  4. ^"Designer Profile: Chris Crawford (Part 2)".Computer Gaming World. Jan–Feb 1987. pp. 56–59. Retrieved1 November 2013.
  5. ^Hans Reutter (2016-10-27),PRGE 2016 - Tod Frye - Portland Retro Gaming Expo, retrieved2016-10-28

External links

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