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"Plus, I was a math and science whiz from my first introduction to the subjects."
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"People who have metal implants should be familiar with the symptoms of radio wave sickness and should keep their environment free of wireless radiation producing products."

"Round about the accredited and orderly facts of every science there ever floats a sort of dust-cloud of exceptional observations, of occurrences minute and irregular and seldom met with, which it always proves more easy to ignore than to attend to... Anyone will renovate his science who will steadily look after the irregular phenomena, and when science is renewed, its new formulas often have more of the voice of the exceptions in them than of what were supposed to be the rules."

"As a sea level adapted human, I am more fearful about the radiation levels on top of high altitude mountains, mile high modern cities and inside jet aircraft than from nuclear reactors and bombs, as that is where I get the most radiation exposures in the modern world."

"Science must not impose any philosophy, any more than the telephone must tell us what to say."

"When I worked in astronomy, I routinely observed young college and university students working with liquid nitrogen and breathing nitrogen gas as they discharged it into the indoor environment at high altitude."

"NASA has decades of experience in studying the effects of Sick Building Syndrome (SBS) and their experiments show that continuous habitation of an alien environment in Space results in sickness in less than a year in astronauts and a similar environment on Earth produces ill health in humans in just two years."

"There is no strife, no prejudice, no national conflict in outer space as yet. Its hazards are hostile to us all. Its conquest deserves the best of all mankind, and its opportunity for peaceful cooperation many never come again. But why, some say, the moon? Why choose this as our goal? And they may well ask why climb the highest mountain? Why, 35 years ago, fly the Atlantic? Why does Rice play Texa...s? We choose to go to the moon. We choose to go to the moon in this decade and do the other things, not because they are easy, but because they are hard, because that goal will serve to organize and measure the best of our energies and skills, because that challenge is one that we are willing to accept, one we are unwilling to postpone, and one which we intend to win, and the others, too."
Explore more quotes by David Crane

"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."

"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."

"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."

"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."

"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."

"Our co-founder and company president, Jim Levy, came from a record industry background and understood the marketing and promotion of artists as well as products. So the video game business went from absolutely zero designer credit to something approaching rock star promotion."

"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."

"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."

"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."

"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."
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