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                       Wired 
                        For Sound 
                      'On 
                        the Amiga versions of our games you can opt for spoken 
                        descriptions and enjoy a bit of music. Unfortunately sound 
                        is really heavy on memory. It would be nice to have creeping 
                        footsteps. The Amiga is probably one of the main machines 
                        you could do this on. Certainly with its stereo capabilities 
                        you could have binaural creeping footsteps. It might be 
                        a bit unsubtle though, having to tell the user that he 
                        has to plug in his headphones and wear them because he 
                        may be in for a surprise!.' 
                      On 
                        the subject of icon-driven adventures their opinions are 
                        mixed. 
                      'These 
                        games do narrow down the possibilities a lot which is 
                        easier from the programmer's point of view. You obviously 
                        have to cater for more possibilities if people can type 
                        anything they like. On the whole, I think these sort of 
                        games provide less of a challenge although there are one 
                        or two, like Mindscape's Déjà Vu which are 
                        really good. They cater for a more commercial market, 
                        but while there are still people who read and write books, 
                        there's still room for a more conventional approach like 
                        ours. 
                      'Some 
                        games use a bit of both. In some respects they're OK but 
                        then, is it really easier to click the mouse over an icon 
                        saying N or just type it anyway? On the other hand, we 
                        do incorporate pull-down-and-use menus in some of our 
                        games, which allow you to switch off the graphics, make 
                        the descriptions brief or verbose, and so on.  
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                              They're 
                                useful because unless you've read right through 
                                the manual you won't necessarily know they're 
                                there.' 
                              As 
                                for violence in computer games, Magnetic Scrolls 
                                don't support a particularly pacifist stance. 
                                You can't die in Jinxter but the concept was introduced 
                                primarily as a gimmick. 'You CAN die in Corruption 
                                but the violence isn't excessive.  
                               
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                             In 
                              fact, our games tend to suggest that force doesn't 
                              get you anywhere very fast. Attack the old man in 
                              The Guild of Thieves or the guru in The Pawn and 
                              you're dead. Blood and guts don't usually have that 
                              much to add to a game. It may be justified in a 
                              film setting where you're making an artistic point, 
                              but I don't think you're making that kind of point 
                              in a computer game. More often than not blood and 
                              gore is introduced as a marketing ploy, a form of 
                              teasing. If you really want to shock people then 
                              there are other ways of doing it.' 
                            Something 
                              Fishy 
                            In 
                              fact Magnetic Scrolls are more in the business of 
                              shocking by contrast. The realistic setting of Corruption 
                              is a pretty drastic departure from the fantasy world 
                              of Kerovnia and an even more innovative game is 
                              due to be released later this year. Known simply 
                              as Fish! the adventure begins in the underwater 
                              environment of an ordinary goldfish bowl. The arrival 
                              of a tacky plastic castle turns your uneventful 
                              fishy life into a multi-faceted, action packed experience. 
                              How could you possibly refuse the chance to explore? 
                            That 
                              caters for the rest of this year. So far there aren't 
                              any plans for another Kerovnian tale, but Anita 
                              Sinclair assures me that it's a possibility; though 
                              to recreate the familiar atmosphere, it would have 
                              to be written by the same people who wrote the first 
                              three games. As for what could possibly follow Fish! 
                              - cod knows. 
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