At the beginning of April 2016 Peter Verdi's Magnetic Scrolls Chronicles website went offline. So far all my attempts to contact Peter failed. His site carried some invaluable interviews with former Magnetic Scrolls people. To preserve the work I temporarily uploaded a dump of his site taken in summer of 2015. All you can see below is 100% Peter's work! Hopefully his site will reappear soon! Peter, if you read this, can you contact me?

Remember how it's like to ride on a cloud? How it feels to be squashed by a bus, or how to get that damned gold disc from Micky? Well, here's your chance to relive all these situations.

Have a chat with the devil in THE PAWN, ransack an entire island in THE GUILD OF THIEVES, restore luck itself to a whole country in JINXTER, uncover a conspiracy in CORRUPTION, become an inter-dimensional secret agent in FISH!, an ancient god in MYTH, walk in the footsteps of Alice in WONDERLAND and inherit a haunted mansion in THE LEGACY.
Become a part of the fantasy of Magnetic Scrolls - you certainly won't regret it . . .


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    - The Pawn
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    - Corruption
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    - Myth
    - Wonderland
    - The Magnetic Scrolls
       Collection Vol. One
    - The Legacy - Realm
       Of Terror
   Magnetic Interpreter
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Message In A Microchip - Page Three
Article taken from "Crash" magazine, Issue 55 (August 1988)

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.


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.

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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