Dylan Cuthbert
A quick rundown of my life so far:

My calculations as a young whipper-snapper that I would be 27 by the year 2000 were correct.

My calculations that I would be rich and famous and own a Porsche by the age 21 were incorrect.

Dropped out during A-levels (my math teacher didn't know how to rotate and project a 3d point so it was obviously pointless to pursue further education any.. um.. further).

Joined Argonaut Software, did some work on Starglider  2 PC.  Those were the days, a wage of 6000 pounds (10000 dollars) a year.

Got a 3d engine running on the Gameboy, flew to Kyoto, Japan to show it off to Nintendo, they liked Argonaut so much, they wanted Argonaut to design a chip to help them do similar things for the SNES.

In the meantime, I made a Japan-only release called "X" for the Gameboy (which was recently voted one of the four most influential games on the Gameboy - I had to buy a few rounds to get that to happen I can tell you).

Started work on the SNES version of Starfox and temporarily relocated to Japan with a couple of likely lads named Giles Goddard who, after programming SnowBoarding 1080 for Nintendo,  now works for Video Systems (and he also owns the www.pdabusiness.org URL if anyone out there wants to buy it?), and Krister Wombell who now works for AI Cube in Tokyo, formerly known as Virtuality.

Starfox sold over 4 million copies, instantly leaping us all to money, fast cars, loose women and international stardom.

For about 1 second, then we woke up and realised we didn't get a penny.  During the course of our stay in Kyoto, however, we
had become acquainted with a few loose women, but that's a different story.

Worked on and finished Starfox 2 for a year and a half or so, but apparently N64 was just around the corner and Miyamoto no longer wanted to show 3d in its poor SNES state of affairs, so it was filed away and is still lying in some dark dank corner of Nintendo.  Of course, N64 was delayed for over a year after that and there was actually plenty of time for people to "forget" the pathetic (relatively speaking) quality of SNES 3D.

After seeing Ridge Racer for the playstation, quit Argonaut and joined Sony America who seemed to be on the ball.

Worked at Sony America for 2 and a half long years, finally got a fast-ish car and a bit of money, and developed an under-rated (in my opinion of course) but bloody-impossible-to-complete game called "Blasto".  (Japanese version had infinite lives and infinite continues and was still pretty damn hard!)

Finally got them to transfer me back to Japan and began working at Sony Japan.

Got the fast-track on PS2 development; developed the now infamous duck-in-a-bath demo that, apparently, Steven Spielberg has even had a play with. (Maybe it'll make a cameo in the new Jurassic Park)

Started work on a PS2 game due to be released by the end of this year. (2000)

Started my own software development company, sold out to Microsoft,  bought a volcano in Hawaii and now breed race horses as a pasttime.  Oops sorry, a bit ahead of myself there...

Update 26/4/2003:  Piposaru 2001 was released summer 2001, just before I branched out from Sony on my own with two other Piposaru colleagues and set up
Q-Games Ltd. in Kyoto, Japan.  We spent a year developing technology and ideas and recruiting top-notch people and we're just about to begin a Very Big Project with a Very Big Company, watch this space!

The view from my desk, including reflection of my hands.  (Shinjuku, Tokyo's business district)
Note: This is no longer my view but I'll leave it in here because it is such a great view.
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