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                 Fish!'n 
                  (Micro)Chips - an Interview with Peter Kemp (page 
                  3) 
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Oo-Topos for the Apple ][ 
                 
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                Back 
                  to Magnetic Scrolls then. Did you actually play "The Pawn" 
                  and "Guild of Thieves" before working on "Fish!"? 
                  No, at least I think not. I did eventually play them but 
                  I believe they were free copies, courtesy of Anita, after I'd 
                  been commissioned to work on Fish! 
                Generally, 
                  my computer time was spent on: 
                a) 
                  Infocom games. 
                   
                b) 
                  trying to write music for a synthesiser card made by a local 
                  company for the Apple ][. (Based on the AY 8910 chip, it was 
                  a great harpsichord synth. Unfortunately, the drivers didn't 
                  work and it could only be made to work from 6502 assembler, 
                  so I had to learn that.) 
                c) 
                  Playing with Apple DOS 3.3. (I spent a couple of months 'cracking' 
                  a copy-protected disk of the adventure game 'Ootopos' which 
                  crashed about 80% of the way through the game. Out of sheer 
                  annoyance, I managed to decode the disk's encryption and modified 
                  DOS, repair the damaged sector and create a fresh, playable 
                  copy. Great fun. 
                d) 
                  Playing MUD via a special telephone link to the University of 
                  Essex mainframe. (Packet Switch Stream or "System X" 
                  as it was known at the time. Now it's everyday use, of course, 
                  but at the time it was still being developed.) If you don't 
                  know about MUD, there are several 
                  links. 
                  
                Did 
                  you crack games on a regular basis then? *grin* 
                  There was *another* Apple ][ game I cracked, called "The 
                  Prisoner". Good game, but infuriating to play. (Deliberately 
                  so, of course, because it was based on the TV series of the 
                  same name.) 
                   
                  I'd got about 80% or 90% of the way through and completely stuck, 
                  so I broke into the disk. Eventually, I disassembled enough 
                  to finish the game by cheating in this way. At one point, there 
                  was a comment line in the code along the lines of "If you've 
                  got this far, you must be a pretty good programmer. If you'd 
                  like a job, give us a call on ..." followed by a telephone 
                  number. A clever idea - I wonder if anyone ever did call them? 
                   
                 
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                 Let's 
                  talk a little about "Fish!" now. What was your motivation, 
                  the trigger to "jump on board" the project? 
                  In a nutshell, John asked me if I'd like to get involved 
                  with something completely silly and pointless - how could I 
                  refuse? (Those weren't the exact words, of course. It was more 
                  along the lines of "A bit of fun, a bit of money and everlasting 
                  obscurity.") I think part of the motivation was a desire 
                  to see if we could actually do it. After all, it's easy to criticise 
                  something (and we'd certainly criticised the adventure games 
                  from other companies!) so perhaps we needed to show that (some 
                  of) our criticisms were being made by people who *could* produce 
                  a commercially valid product.  
                  
                How 
                  would you describe your involvement in the making of "Fish!" 
                  and how do you see the relationship between you and the rest 
                  of the writing team? Phil South said you were often the "referee" 
                  between him and John 
 
                  I didn't meet Phil until after Fish! had already started. 
                  As I remember, John invited me to join the two of them as a 
                  'counterweight'. To paraphrase Phil slightly, I'd describe my 
                  role as covering:  
                a) 
                  Mr Boring. I would read and re-read the interpreter scripts, 
                  correcting grammar and spelling etc, as well as trying to polish 
                  the descriptive text.  
                b) 
                  Mr Pedantic. I would 'game test' as things were being written, 
                  reading the script and challenging ideas as too simple, too 
                  complex, too silly, too predictable, too ...whatever. I would 
                  write long letters to Magnetic Scrolls/John Molloy with all 
                  my comments, suggestions and observations. Some of these were 
                  accepted and some ignored, but at least we felt comfortable 
                  that the various issues had actually been *considered*.  
                c) 
                  Mr Referee. Inevitably there will be friction within a group 
                  of creative people. One of the things I was able to bring to 
                  the team was my ability to get people to compromise for the 
                  overall greater good.  
                  
                Was it often 
                  necessary to be the ref? 
                  Most of the time, but not perhaps in quite the way you might 
                  imagine. With so much creative input (ideas for puzzles, jokes, 
                  text descriptions, requirements for the system parser etc) there 
                  was inevitably far more material than could possibly fit in 
                  one game. One of the things I would do was to try and work out 
                  what was practical within the project restrictions of cost, 
                  quality and timetable. Just because people are creative doesn't 
                  *automatically* mean they're unreasonable - it's just that sometimes 
                  they need to appreciate that however good a particular idea, 
                  it's not right for this particular occasion...  
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