docs/CREDITS.md: name the original 1995-96 VWE developers

Source archaeology (the per-file modification tables in the surviving
headers) surfaced six programmer initials: JM, ECH, CPB, GDU, JMA, GAH.
Read to VWE veterans on the project Discord (2026-07-21), VGL Lynx --
who watched the first multiplayer Thor walk terrain on a Red Planet map --
identified them: Jim Albertson, Eric Nichols (uncertain), Chris Brewer,
Gabe Underwood, Joanna Mason (mapping inferred), Garth Hermanson; hardware
initials MC = Marek Ciolek (AC unresolved), via Cyd.

Team size per Lynx: dev ~8, art ~6, MUNGA by a smaller parallel internal
team with crossovers, no outsourcing.  Identifications marked T3 (oral
history, as-typed spellings) against the T0 initials; a corrections
invitation is included.  Linked from context/project-overview.md.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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arcattack
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co-authored by Claude Opus 4.8
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@@ -13,6 +13,9 @@ Port VWE's arcade **pod** games (Tesla platform, release 4.10, ~1995-96) to mode
ultimately, the actual arcade pod hardware. Primary target: **BattleTech (BT)**; **Red Planet
(RP)** shares the engine. Full detail: `docs/PROGRESS_LOG.md §1-3`.
The ORIGINAL 1995-96 team — the initials in the source headers matched to names by VWE veterans
(dev team ~8, art ~6, MUNGA by a smaller internal team) — is credited in **`docs/CREDITS.md`**.
## The stack
- Two games, one engine: BT + RP. Engine = **MUNGA**; HAL = **L4** (`MUNGA_L4`). Game logic =
`CODE/BT`, `CODE/RP`. [T1]
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# Original Developers — BattleTech (Tesla 4.10, Virtual World Entertainment, 1995-96)
This project reconstructs a game that a small team at Virtual World Entertainment built three
decades ago. They deserve to be named. This file records what we know, how we know it, and how
certain we are.
**Sources.** (1) *Source archaeology*: the surviving 1995-96 file headers carry per-file
modification tables with author initials (`// MM/DD/YY WHO what`). (2) *Oral history*: on
2026-07-21 the initials list was read to VWE veterans on the project Discord, and **VGL Lynx**
(who was in the room — "I was there the night we got to watch a Thor walk on terrain in
multiplayer for the first time, on a Red Planet map") identified the people behind them, with
additions from **Cyd**. Names are transcribed as given in that conversation; spellings are
as-typed by the recollector and may be approximate. Treat identifications as community
recollection (T3), the initials themselves as source fact (T0).
## Programmers (initials found in surviving source headers)
| Initials | Name (per VGL Lynx) | Seen in (examples) |
|---|---|---|
| **JM** | Jim Albertson *(typed "Jm Alberston")* | `BTDIRECT.HPP`, `BTMSSN.CPP/.HPP`, `BTTEAM.CPP` — mission/team/director layer |
| **ECH** | Eric Nichols *(offered for "Eric"; initials fit imperfectly — unconfirmed)* | `BTCNSL.CPP`, `BTMSSN.*`, `BTREG.CPP` — console/registration |
| **CPB** | Chris Brewer | `BTL4MODE.CPP/.HPP`, `BTL4GALM.HPP`, `BTL4GRND.HPP` — the L4 cockpit mode/gauge layer |
| **GDU** | Gabe Underwood | `BTSCNRL.CPP`, `GAUSS.CPP/.HPP`, `SEEKER.HPP` — scenario + weapons |
| **JMA** | Joanna Mason *(mapping inferred from the conversation flow — unconfirmed)* | `BTREG.CPP/.HPP`, `TURRET.HPP` |
| **GAH** | Garth Hermanson | `BTCNSL.CPP` — console |
The **MUNGA engine** (the shared sim/render engine under the game) was, per Lynx, "being
developed/catered by a smaller team at the same time," internal to VWE, with crossover members.
Its headers in our tree survive mostly through the 2007 RP411 Windows revision, so its 1995
author trail is thinner here.
## Hardware design (the Tesla II pod)
Identified from initials **MC, AC** raised by Cyd:
| Initials | Name (per VGL Lynx) |
|---|---|
| **MC** | Marek Ciolek *(first offered as "Marek Cooley", immediately corrected)* |
| **AC** | *(unresolved — the reply also mentioned "Violet"; mapping unclear)* |
## Team size (per VGL Lynx, 2026-07-21)
> "Dev team was maybe **8 people. 6 people on art.** MUNGA was being developed by a smaller
> team at the same time. Crossovers in the dev team too. Everything internal."
No outsourcing. For scale: this ~15-person core shipped a networked 8-pod simulator with
per-subsystem heat/power/coolant economies, full damage zoning, an authored per-map/time/weather
environment system, and the physical cockpit integration — in 1995. As David "Auric" Hernly put
it in the same conversation: *"They were inventing the future."* People still walk up to the
30-year-old pods at Gen Con and, per Auric, "their minds are blown... STILL."
## Corrections
If you are one of these people (or know them) and a name, spelling, or attribution here is
wrong: corrections are gladly taken — this file exists to credit you properly.