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"The letters were universally complimentary, and we designers loved hearing that our games were being enjoyed, but if they weren't sending us a picture of their screens most of those writers would have spent their time playing the game rather than writing letters."
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"Always keep in mind how you can best use this time that you call life."
Author Name
Personal Development

"Time interval is a strange and contradictory matter in the mind. It would be reasonable to suppose that a routine time or an eventless time would seem interminable. It should be so, but it is not. It is the dull eventless times that have no duration whatever. A time splashed with interest, wounded with tragedy, crevassed with joy - that's the time that seems long in the memory. And this is right when you think about it. Eventlessness has no posts to drape duration on. From nothing to nothing is no time at all."
Author Name
Personal Development

"Opinion is like a pendulum and obeys the same law. If it goes past the centre of gravity on one side, it must go a like distance on the other; and it is only after a certain time that it finds the true point at which it can remain at rest."
Author Name
Personal Development

"I'm proud of being part Cherokee, and I think it's time all us Indians felt the same way."
Author Name
Personal Development

"Time is like money, the less we have of it to spare the further we make it go."
Author Name
Personal Development

"Time and the hour run through the roughest day."
Author Name
Personal Development

"Many works of the ancients have become fragments. Many works of the moderns are fragments at the time of their origin."
Author Name
Personal Development

"Forget your past, live for the present day."
Author Name
Personal Development

"Right now I'm having amnesia and deja vu at the same time."
Author Name
Personal Development

"Time is the longest distance between two places."
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Personal Development
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"We wanted to create an environment where if a game player enjoyed the "writing style" of a particular game designer, he or she could look for the next game by that same author and not be disappointed."
Environment

"We were advised that nobody could stop us from pursuing our craft simply because we had honed, or even developed that craft while working at a company."
Company

"The letters were universally complimentary, and we designers loved hearing that our games were being enjoyed, but if they weren't sending us a picture of their screens most of those writers would have spent their time playing the game rather than writing letters."
Time

"My background is in hardware design. I found hardware work to be a welcome change from thousands of hours of programming and that led to the designs you mentioned."
Change

"One week before Pitfall! was to be released, I only gave you one life to play the whole game. I was experimenting with that concept as sort of the ultimate challenge."
Life

"Plus, I was a math and science whiz from my first introduction to the subjects."
Science

"Another little known fact about Amazing Tennis - the computer opponents are modeled after real people. In an odd turn of events, I joined a division 3 college tennis team at age 38."
Age

"Looking back, video game design seems a natural fit, although there was no such thing when I was growing up. I built a Tic-Tac-Toe playing machine in my teens which went up in smoke on the night it was scheduled to go to a science fair."
Design

"I was a little hesitant at taking the job at Atari. I had never programmed for a living and I worried it might get boring (building circuits seemed more fun). But I would probably still be in the video game business."
Business

"That's right, fall in one pit and start over from the beginning! Well, thankfully my buddies practically tied me to my chair until I put in extra lives and I'm glad they did."
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