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              | Fish!'n 
                  (Micro)Chips - an Interview with Peter Kemp (page 
                  4) |  
             
              |   Do 
                  you remember any particularly wacky ideas that eventually had 
                  to be dropped for some reasons?I'm afraid not. I think that's probably because we disposed 
                  of *really* weird ideas quickly (and thus forgot them).
    Are 
                  there any particular parts in "Fish!" that you could 
                  describe as being "yours"?I'd like to think so, but in all honesty I couldn't identify 
                  anything as being "mine" rather than a team effort.
   |  
            
              |  
                  
 Infocom's 'Hitchhiker's Guide to the Galaxy' | How 
                  deeply were you involved in the puzzle-writing for the game?Probably not too much. If pushed, I'd 
                  describe my input as being "polishing" a raw idea. 
                  Phil or John might come up with a puzzle and the proposed way 
                  to solve it - I might then identify false solutions to be included 
                  in the game. (Red herrings, if you'll forgive the phrase.)
   For 
                  you, what constitutes a good puzzle in an adventure game?A good puzzle should be a battle of wits, with you (the player) 
                  being given enough information that you *should* be able to 
                  solve the puzzle, but not so easy as to insult your intelligence. 
                  It should be logical, even if the logic is twisted and devious. 
                  (Thus I never liked the 'release bird' solution in the original 
                  Colossal Cave adventure - why on earth should a bird scare off 
                  a monster?) The hot air balloon in Zork II is a good example 
                  - a very clever puzzle (nicely executed) which was strikingly 
                  different from anything else before or since.
   Is 
                  there a puzzle that, in your opinion, deserves the title 'Best 
                  Puzzle Ever'?Probably the greatest puzzle ever was the Babel Fish puzzle 
                  in 'Hitchhikers Guide To The Galaxy'. It was well-conceived, 
                  cleverly implemented and there was a tremendous feeling of achievement 
                  when finally completed. (Nervous breakdowns were an optional 
                  extra.) The key point was that it was (in its own twisted way) 
                  perfectly logical. Just not the sort of logic a logical person 
                  would think of... *grin*
 |  
             
              |   Let's 
                  talk about graphics for a moment - you must at some point have 
                  seen the pictures of the Atari ST/Amiga versions of the Magnetic 
                  Scrolls games. Did you think they enhanced the games in any 
                  way, or did they distract from the gaming experience? As you suggest, I remember seeing a number of the Atari ST/Amiga 
                  pictures. Personally, I was jolly impressed with them from a 
                  technical/artistic viewpoint. (I have no artistic skills at 
                  all.) From a gameplay point of view, I never felt they added 
                  anything - but equally they didn't detract either. (Strictly, 
                  I suppose they consumed disk space that could have been used 
                  for more puzzles/vocabulary etc, but I think the games were 
                  very reasonable value for money, so it's not as if players were 
                  being short-changed.)
   The 
                  pictures were certainly an eye-catcher and I'd say they did 
                  have a positive effect on the sales figures. I think even today 
                  they have lost nothing of their appeal and it's still amazing 
                  to see what you can do with only 16 colours 
You're quite right about the pictures: they stand the test 
                  of time very well. Very few modern designers could do so well 
                  with such a limited palette. (I sometimes wonder how successful 
                  today's designers would be if they were suddenly restricted 
                  to 256 colours. And, contrariwise, what might have happened 
                  if the designers in those days had 10 megabytes per picture 
                  available to them......!)
 | 
                  
 Xam's House and Front Garden (Jinxter) - all in glorious 16 colours (Amiga/Atari ST) |  
            
              |   Did 
                  you actually have any influence on the pictures in "Fish!"?Nope. The only formal input we had was at a marketing meeting 
                  at which the packaging was discussed. John will be far better 
                  placed to comment on this, but it's my impression that Anita/Ken 
                  picked key scenes from the text and gave them to the artist.
   I 
                  think I've read somewhere that Anita Sinclair thought it would 
                  be interesting to add sound to adventure games (creaking doors, 
                  footsteps, etc.) - something Infocom did to a lesser extent 
                  with "Lurking Horror" and "Sherlock Holmes - 
                  Riddle of the Crown Jewels") - do you think a feature like 
                  that would have made sense and would have enhanced the gaming 
                  experience or would you just rate it as a gimmick?Sound? Ooooh - very much a gimmick. Cute, perhaps for the 
                  first time. But each time you go through a room? I think not. 
                  I think this is because you, as the player, vary the speed at 
                  which you play the game. Let's suppose the battery for your 
                  torch lasts 30 steps. When you first start playing the game, 
                  you'll be drawing your map and the battery will run out. Again 
                  and again you'll load the saved game and work out the optimum 
                  route from (a) where you got the batteries to (b) where you 
                  can turn off the torch. Once you have worked out the optimum 
                  path, you'll load the save and then type something like: S, 
                  S, NE, W, E, SE, W, W etc. All you want to see is the room descriptions 
                  flashing by. Now imagine each room description appearing on 
                  the screen and staying there whilst a sound effect plays - it 
                  would take forever. No, not for me....
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