After getting out of college Steve went to work at Apple
and worked there from 1980-82. It is there where he learned how to move graphics around from Bill Budge, Andy Hertzfeld and Keithen Hayenga. While at Apple, Bill Budge asked Steve if it was possible to hook two Atari-style controllers to the Apple II (for Crazy Climber)….Steve said "well, let me give it a try". After a while Steve got a prototype working, and then found out that another engineer had a four paddle prototype working. Mr. Woita and the other engineer, Keithen Hayenga, mixed the two together and got a device that Steve Jobs gave the okay to allow. Sirius Software
acquired the rights to produce and ship this product, and the company sent Keithen and Steve royalty checks. Steve was very ecstatic as it was his first experience getting royalties. The device ended up with the name Joyport. The Sirius Joyport was introduced in 1981 for the Apple II and allowed you to have 4 game paddles and 2 Atari-style controllers hooked up to the Apple II.
Steve then moved on to Atari
where he created three games for the Atari 2600:Quadrun
(1983): Steve was the programmer, designer and artist, and jointly created the sounds and voice effects. Quadrun was the first home videogame with voice without the need for a hardware attachment.Taz
(1984): Steve was the programmer, designer and artist. Originally, Steve titled the game Tazz. When the Warner Bros. execs saw the name, they dropped one Z, liked the name, and now The Tasmanian Devil character is nicknamed Taz.Asterix
(1984, Taz for Europe): Steve was the programmer and designer.
The video game market soon crashed, so Steve stayed home, and played around with the Macintosh and the Commodore 64. During this time, he co-designed a piece of hardware that allowed an Atari-style joystick to hook up to the Mac. During this time, Steve was living off the royalty checks from this device (called the MouseStick, which he co-designed in 1985), and playing the stock market. The MouseStick for the Mac allowed a mouse and joystick to live together, enabling one to use whichever one you liked.
Mr. Woita did some more contract work for Apple, but then he felt the urge to get back into designing games. Steve went back to Atari where he was going to develop coin-op games, but they found out that he worked in the consumer division years before and asked,"How about you do the coin-op game later, and focus on our new group called Tengen
?" Steve said okay, and worked on a few projects that got canned, and about the only thing he worked on that made it to market was Super Sprint
for the Nintendo Entertainment System, which he helped with the layout and also entered the tedious track data.
Some of his friends then left Tengen, and formed Bitmasters
, where Steve helped out on the design for Krazy Kreatures
for the NES.
At this time, Steve leaves Tengen, and goes to a company called MediaGenic
. His team was the first in the USA to "get to work on" the Super Nintendo.
Steve soon left MediaGenic and went to work for Sega. He had a great time there, and Steve got to meet and work with some of the best people in the biz. While at Sega, Steve worked on three Genesis games:, Kid Chameleon
(1992), where he was the co-producer, designer and programmer; Sonic 2
(1992), in which he helped out on the last two weeks of the project doing level design; and Sonic Spinball
(1993) on which he co-programmed with Dennis Koble, Lee Actor, Jason Plumb, Scott Chandler, Dave Sanner, Ken Rose and Earl Stratin.
Jason Plumb and Steve were made too good of an offer from Ocean Of America
, and they were both promised that they would be able to do coin-op games there. Not so. When all was said and done, they had to turn WaterWorld
the movie into games on new platforms. Steve was co-producer, designer and programmer for the Virtual Boy version; co-producer, designer, and programmer for the never-released Saturn version.
Mr. Woita then worked on some games with friends at a company called Actual Entertainment
. Steve was co-level designer of both Gubble
, and Gubble II
(both for PC). Steve was the co-level designer of Gubble, along with Joe Cain, Eric Ginner, Franz Lanzinger, Eugene Polonsky and Mark Robichek. On Gubble II, Steve was the co-level designer along with Joe Cain, Eric Ginner, Franz Lanzinger and Mark Robichek.
Steve went back to working on small games in Java. The three games he worked on were TerraDacktel, DunkIt, and Antenna. The site is located at http://www.tinygames.com.
Today, Steve is programming Flash/AS3 games at John Romero
and Brenda Brathwaite's
company, Loot Drop, Inc.
Also Known As
- TinyGames -- The home of Steve Woita's personal game projects.
- Interview with Steve Woita -- In this interview from 2008 with Good Deal Games, Steve talks about his development history.
- Army Men: Sarge's Heroes (2000), 3DO Company, The
- Gubble 2 (1999), Actual Entertainment, Inc.
- Gubble (1996), Actual Entertainment, Inc.
- The Flintstones (1995), Ocean of America, Inc.
- Waterworld (1995), Ocean of America, Inc.
- Sonic the Hedgehog: Spinball (1993), SEGA of America, Inc.
- Kid Chameleon (1992), SEGA of America, Inc.
- Sonic the Hedgehog 2 (1992), SEGA Enterprises Ltd.
- Krazy Kreatures (1990), American Video Entertainment Inc.
- Super Sprint (1989), Tengen Inc.
- Toobin' (1989), Tengen Inc.
- Quadrun (1983), Atari, Inc.
- Taz (1983), Atari, Inc.