Sptifire was using an algorithm that scaled a 2D block towards the viewport, basically a 3D block that I used to build terrain and the player ship sprites. Joe Copson was a Viet Nam war vet and the programmer.I spent long evenings at Joe's house digitizing a toy we found for the spaceship using very a primitive digitizing method where I'd draw the ship from different angles and convert the drawing into pixels using "animat" software written by Dave Theurer (Missile Command, Tempest, I, Robot, etc.). Spitfire was cancelled because it was taking to long to create a game that anyone thought would sell. It was also slow to compute all the "3D" pixels.
Accelerator was an arcade game that had a sideways scrolling play field and a monorail track. The monorail would switch tracks at high speed and you'd have to make the right choice or the train would crash. Dennis Harper programmed, I was the artist.