Talking with Anita

translated from interview in Happy Computer 1/87 written by Boris Schneider and Heinrich Lenardt

We met a lot of well-known programmers at the PCW-show in late autumn 1986. But one of the real highlights was a female programmer: Anita Sinclair(23) presented the Commodore64 release of "The Pawn". Anita is part of the "three men and one woman" programming team called Magnetic Scrolls, developing adventure games for about three years. Together we walked to the press centre where Anita answered a lot of our questions.

Anita. The first question must be: How did you become a programmer? It is rather unusual, isn't it?

That's definitly not true. There are as many female programmers as male ones. At least in professional sector where mainly languages like COBOL are used 50% of the programmers are female. But I admit that game programming is dominated by men.

You scored 1. So, when did you start with game programming?

I've always been interested in technical terms. So I never possesed a doll. In contrast I took apart the car of my father once. And before anyone starts joking: I reassembled it. Fortunately my parents recognized my technical leanings and made an appropriate education possible.

What were your first experiences with computers ?

A few years ago I got an Apple 2. I just spent a short time with Basic. I think one of the key experiences was that I managed it to display my name on the monitor with Assembler instructions. The next step was an animation program: My name moved along the screen. At that moment I was sure that I will be involved with computers for a long time.

And how did it all start with Magnetic Scrolls ?

Magnetic Scrolls was born about three and a half years ago. That time I played a lot of Infocom adventures. I really like them. They have really terrific stories. I thought that, together with three colleagues, we are able to create adventures like Infocom. And so we bought the hardware and started programming. We had a small network of four Apple computers connected to a hard disk ( a nearly prohibitive luxury at that time ). Today we have a quite larger network with different systems. The tools we use like the assembler and the compiler were created by ourself. For writting adventure games we developed a new programming language that allows the easy creation of parsers. As we developed all tools by ourself, there are more than 12 years of work in The Pawn. A small anecdote that shows why it was so important for us to use our own tools for programming: When The Pawn was near completion we started debugging. This is done by a separate program called debugger, which works like a machine code monitor. Our debugger continuously complained about a certain part of our program. But as much as we inspected the code we could not find a mistake, so the only reason was an error in the debugger itself. Because we had developed the debugger on our own, we were fortunately able to correct the mistake. So, you can never be sure that a program is error-free. That's the main reason why we use tools that can be corrected by ourself.

This sounds like the development of The Pawn was quite expensive. Three years ago, you could not know whether you will be successfull or not. And most probably you havn't been contracted at that time. How did you finance the project?

First of all we were fully behind the concept of The Pawn and our parser. We were convinced that it would be as successfull as any of the Infocom games, because we wanted to offer the same quality at least. And if you really believe in your success you somehow manage to get the money. For about 18 months it was financed with my savings. But another very important part were our mothers who supported us as much as they could. Without their help we would not have gotten that far. Now we earn some money with our work, so our finances are secured at the moment.

Originally The Pawn was a pure text adventure developed for the Sinclair QL. So, why does the Atari ST version contain graphics?

Actually The Pawn has always been a text adventure. After we finished the ST version we went to Rainbird for negotiating a contract. Then anyone had the really stupid idea of turning The Pawn into a graphic adventure. I had just two (and very forcefull) words: Forget it. From that time they were extremly friendly and they persuaded us of taking a glance at a picture of Geoff Quilley. The picture was brilliant. So we thought, why not give it a try and sent two patterns of the forest and the palace gardens to Geoff. He created the two pictures and they were that fascinating that we changed opinion. The pictures havn't been added to The Pawn because we wanted them, but they were that excellent that it would have simply been foollish not to integrate them. One of our major arguments against the pictures was the large space required. Most current graphic adventures just offer very simple pictures that have no value for the plot and do nothing than wasting memory. But here comes another anecdote: At the Summer-CES in Chicago I presented The Pawn once again. Of course some people from Infocom visited us and we had a very interesting talking, discussing the graphics topic. In the end I could not control myself: I had a disk with pictures from our second title - The Guild of Thieves. I loaded a picture showing a room with all its furnitures. This picture is one of the best and most detailed ones. I ask the Infocom guys: How many words do you need for describing this picture? They answered: About 1500 words. Then I worked out that we much less memory with our graphics compression than you need for storing 1500 words in an Infocom adventure.

Can you tell us something about The Guild of Thieves?

I won't tell you about the story. You have to wait until spring when the game will be released. But I'd like to tell you a little bit more about the pictures. The Pawn has proven that pictures in adventures can be so sophisticated that they're worth the work. So, it was clear, that The Guild will contain pictures,too. And they're even much better than the pictures from The Pawn. But this time they're not just embellishment, but they serve serveral tasks in the game. For that reason we re-wrote the game text after receiving the final pictures.

How does your artist create his pictures? Does he use his own painting software, or does he use a digitializer?

We're all strictly against digitializers. The quality is absolutly bad. A painter can do much more detailed work. With merging high-contrast colours together you can gain a lot of effects a digitializer cannot generate. We tried it once and surely will never use it again. I thought Geoff needs some very good painting programs for his work, so I bought some: Degas, Deluxe Paint, and some more. I paid more than 500£. Then I went to Geoff and all he said was: I do not need that. I create all my pictures with... Neochrome. First, I thought: Oh no, he's mad. Look at all these functions Deluxe Paint offers. But he took the mouse and Neochrome and within seconds he painted anything I wanted: circles, squares, soft colour fadings. He really knows about the art of painting. All these functions of Deluxe Paint are done by his right hand.

How many people are working at Magnetic Scrolls today?

Currently we are eight programmers including me. The new programmers are mainly involved in porting our games to other machines. So we have a C64 expert, a Schneider CPC expert, and an Atari-8-bit expert. For each machine we need to implement our parsing language. We need new graphic drivers and the pictures have to be re-painted. Except for the Amiga version, which uses the graphics of the Atari ST version, each version has its own pictures for getting as much as possible out of the machine. A lot of programming tricks were needed with the C64 version, our first 8-bit release. The processor of the 1541 floppy drive is used as co-processor for decrypting text. And the scrolling of the pictures makes heavy use of different software tricks. But it seems it was worth the work as our measuring showed that our C64 parser is much faster than the Infocom parser.

One more question concerning your current work. Some time ago you've told that you're able to translate your adventures to any languages because of the flexibility of your parser. So will there be a german adventure in near future?

Some time ago we were very optimistic on the capabilites of our system for tanslated games. But after getting deeper into german grammar, we had to accept that an adventure in german language is impossible with our current parsing system. There would be even more problems with a french adventure. But we are developing new parsers that can be adapted to different languages. So maybe there will come a german adventure in about two years.

You're quite open-minded to computer business. But there are surely things you dislike. What do you disapprove in software industry?

I am really loathe to hyping and to movie games that have nothing to do with the actual movie. But there is another thing that is racking our brains: the new computer systems like Atari ST or Amiga. The develpment costs for new games on the 16-bit machines are extremely high. Games like Marble Madness or Stargliders take huge amounts of time until completion. So many companies do not want to cope with the high costs or do not have the financial capabilites to do so. They port 8-bit games to 16-bit machines. The customer gets old games that do not take advantage of the advanced features of the system. The game does not sell very well, the company doesn't earn enough money and so keeps on producing low-quality software. We must escape this vicious circle. So far I actually know just three programs that are really worth playing on an Atari ST: Starglider, Time Bandits, and The Pawn. The rest is too simple for 16-bit systems.

Let's talk a little bit about your future. What are the plans of Magnetic Scrolls for the next years, what will Anita Sinclair be doing?

We have a contract with Rainbird that commits ourself of producing six adventures within the next two years. Anyway, Magnetic Scrolls calls itself a parser specialist. So we're not limited to adventures. More concretly, we're working on two programs that use a parser, but aren't adventures. Cannot tell you more about the project, but it should cause a stir in entertainment market. About Anita Sinclair: I do not believe that I'll still program parsers in twenty years, but in the near future that's what I want to do.

Many thanks for your detailed answers.

At last Anita told us which games she would take with her to a lost island if she had to choose five favourites. Anyway, Anita insisted on taking a word processor for the Macintosh with her. These are the programs:
Hack (mainframe)
Wizardry (MS-DOS)
Zork Trilogy (arbitrary system)
Castle Wolfenstein (Apple II)
Elite (BBC)
Quite a mixture...Anita would have to carry a lot of hardware with her.