Ramblings of an Inveterate Games Programmer. A SynTax interview conducted by Richard Hewison. @~Anthony Taglioni may not be a name that you would instantly @~recognise, but you know him better by his nickname within the @~industry - Tag. As one half of a creative duo, Tag, along with @~artist and designer Pete James, has created two graphic role @~playing games that have kept many people busy into the early @~hours of the morning fighting orcs and goblins in the name of @~adventuring. 'Bloodwych' was originally released three years ago @~through Mirrorsoft, and their latest collaboration is 'Legend' @~which was published by Mindscape just a few short months ago. @~For those who don't know, 'Bloodwych' employed the first person @~view (as seen in Dungeon Master) but had the novel addition of a @~two player option. 'Legend' uses a 3D isometric view displaying @~the player's party of four in all of their animated glory. @~In this interview, I tried to find out exactly what makes @~a computer RPG programmer tick... @~RH: How long have you been working in the industry? "I've been working at playing with computers since I first got myself a Spectrum back in '82 and my latest prodigious performance was 'Legend' - out now from Mindscape for PC, Amiga and ST. Like probably everyone else I started just playing games and fiddling with BASIC but then I became interested in playing with machine code and don't you just love Z80? My first work was for Incentive Software. They had just released a game call 'Splat!' on the Spectrum and I just had to make a copy of it and just had to tell them what lousy tape protection they had. Before I knew what was happening I had my own tape-protection system called 'Power-Load 48' and Incentive was handling it for me. Thus started the rocky road of being a self-employed leisure-software engineer. I did a few conversions - 'Zodiac Master', 'Lords of Midnight', 'Spy Vs. Spy', 'Superman' (hangs head in embarrassment) and then the ill-fated 'Star Trek' licence which tolled the death-knell of Telecomsoft. I even helped my brother Philip with a C64 conversion of 'Mooncresta' that he'd done for the Spectrum. I even tried running a software company - Starlight Software and you might even recall such classics as 'Deathscape' or 'Red Led' on the eight-bit machines." @~RH: How did 'Bloodwych' come about? "I used to play too much D&D type games at University and remember one night trying to fall asleep wondering just how to put D&D onto a computer. I don't think anyone's come anywhere near close yet and don't expect that it will happen but there's no harm in trying to fall asleep. Anyway, my friend and colleague, Pete James, was suffering similar insomnia and, being an artist, was drawing screens for a first-person perspective game on his C64. He really fancied creating a two-player game and had the idea of a chess-like game based in a dungeon. It just so happened that Dungeon Master appeared around this time on the ST and what a product that was! Three weeks later we'd played it to death, even taking just a party of short people. My own record is twelve hours with just two characters. I was talking with Mirrorsoft at the time and suggested that I could do a DM conversion for them on the C64. They ummed and arred a lot and Pete carried on drawing screens until they finally said 'Yes!' and I said 'No! We've got a better design and it'll be two-player-simultaneous'. They said 'Ok but we want ST and Amiga as well'. This was my biggest project by far. Five versions to produce - Spectrum, Amstrad, C64, ST and Amiga - and just a few C64 screens and lots of memories of killing orcs to go on. When I was role-playing I don't think I ever played D&D or (so-called) AD&D. I was with a group of systems fiddlers and we designed combat systems, magic systems, thief systems.. Basically, the DM was God and there was never a rule book to refer to. Lucky that we had good DMs. Bloodwych slowly grew. I did the ST and Amiga and C64 while my brother did the Z80 versions for Amstrad and Spectrum. It wasn't easy trying to fit 512k of code into a 48k Spectrum or even a 64k Commodore but with the odd tuck it all squeezed in. The Spectrum had just seven bytes free at the end! We felt it was pretty important to do the eight-bit versions especially since the game was originally designed on the C64. It was a shame they hardly sold." @~RH: Did you always intend to do a data disk and why was there @~only one? "Mirrorsoft asked us for a data disk a couple of months later so I made up some fresh spells and added the option to recruit monsters while Pete made a fresh dungeon and drew some fresh graphics and 'Data Disk Volume One' was duly written. We tried to make the Data Disks much more 'zappy' than the original. The puzzles were tougher and the 'magic of the ancients' felt so much more enjoyable. Mirrorsoft somehow missed the Christmas release and that was the end of that. I think they sold a couple of copies in France. Until recently, I still felt 'Bloodwych' to be the best first-person perspective role-playing computer game. The product did suffer from having a small view window but until 'Ultima Underworld: The Stygian Abyss' (PC only) there hasn't been anything to compete for game content and it's still great fun in two-player mode. By the way, if there's anyone out there who wants to buy 'Bloodwych', I'm selling it and the Data Disk at a price of five pounds for either of the two or eight pounds for both (Data Disk is only on ST and Amiga, and the C64 version is disk only) via mail order from: TAG, 8 Peveril Mount, Bradford, West Yorks, BD2 3JY. (Cheques should be made payable to Anthony Taglioni)" @~RH: So where did the idea for 'Legend' come from and how did you @~go about designing it? "After much time and a lot of wondering what to do next, Pete and I were playing Dungeon Quest one night. It's a great game that can spread over an entire floor until you finally feel you've had enough. Pete had some lead figures he'd painted and looking at them I re-discovered the great view you get when you get down on the floor amongst the figures. Suddenly, like the proverbial bolt from the blue, we had 'Legend'. I don't think the game really changed all that much from those first enthusiastic ramblings and notes we made that night. We re-designed the non-dungeon parts a couple of times and the magic system was designed much later but where can you go wrong with such a tried and tested environment as looking down over your party of fearsome adventurers while they dash around smiting anything they see? We toyed with the idea of moving in phases of player then monsters and even of making it a game of 'pass the mouse' with each player controlling their own character. We soon saw, however, that keeping the game real-time just had to be the most fun to play even if a lot harder to write. There was almost a C64 version but it was abandoned due to lack of memory and Z80 versions were never on the cards. Maybe it's piracy and maybe it's because there's less demand for full-priced adventures but the poor sales of Z80 'Bloodwych' left me feeling that, for me, the Spectrum's day had passed. Pete and I work pretty well together. Every once in a while we have 'mega brainstorming sessions' that work really well and, for the rest, I write code and he draws graphics. Pete had done the maps for 'Bloodwych' so he was the logical choice for map-designer once I'd written the map editor. He probably took about three months on-and-off doing the Legend maps and testing that they hung together as interesting dungeons. The Moonhenge dungeon is my favourite and that grew from a doodle on the map editor while Pete was off making coffee. The first room has seven exits and the whole dungeon just keeps wandering around. I always get lost in it. The puzzles probably took about a week to design. Pete did most of the map-related puzzles and I did most of the so-called logic puzzles. You can usually spot the ones I did because the room looks like a puzzle rather than looking decorous. I'm still very pleased with the magic system. Despite comments in some less than charitable magazines, it is unique and original. Instead of writing spells into the game, I wrote a system where you make your own spells from a list of a sixteen spell effects. For example, a classic fireball is, essentially, a flying damage spell as is a magic missile. So, we give you a component for making spells fly and a component for damage and a component for area-effect and what you do with them is a private matter between you and your mouse. Just start by realising that there is a significant difference between the spell flight/area-effect/damage and the spell area-effect/flight/damage. You can make very many worthwhile spells with the system and even now, after two years of playing and testing, I still occasionally discover a fresh rune combination to add to my spell book." @~RH: Are you pleased how it turned out? "I think the game turned out very well. Maybe some of the puzzles are a bit too tough but that's what hintbooks thrive on I suppose. We did a special demo level for Amiga Power magazine and I made half a dozen fresh puzzles for it. The playtesters at Mindscape called me after two days to tell me they were still stuck on the second puzzle so I had to tone them all down a lot. Sad but that's life. The puzzles probably ended up more fun to solve due to the extra attention, though, and Amiga Power practically devoted an entire issue to saying what a great game 'Legend' is." @~RH: What will you be working on next? "I'm not sure what'll be next. I'm currently doing a PC conversion of Captive for Mindscape plus a map generator to go with the Captive hint book." @~RH: How do you see computer adventures and RPGs going in the @~next few years? "I've really got no idea of how computer adventure games will progress from here. 'The Stygian Abyss' is, I think, the best that is likely to be done with the first-person presentation and it's shown me just how limited the format really is. I expect that future hits will feature much more interaction in encounters and I suspect that animated sequences are coming heavily into fashion. These, of course, chew memory like nobody's business and so floppies stop being a valid medium for playing from. I think the ST and Amiga will soon be seen as poor competitors to the PC with its powerful processors and ever better graphics cards and sound boards and ever faster hard drives. Consoles will be able to compete and are here to stay as ROMs get bigger and battery- backed ram cards become common. I saw an article last month about an interface device that you control with alpha waves. Basically, you control your machine directly from your mind. How long will it be before we have machine output directly back to the brain? Won't that be something?" @~With that thought in mind (excuse the pun!) it was time to leave @~Tag to get back to slaving over his melting keyboard. All there @~is left to say is a hearty thanks to Tag for taking time out of @~his busy schedule and that as many SynTax readers should go out @~and buy 'Legend' now! @~Legend retails at œ30.99 on ST, Amiga and PC and can be found in @~all good software outlets. (Shop around and you can probably get @~it cheaper through mail order if you look hard enough). A @~comprehensive hintbook (written by yours truly) is also @~available now at the very reasonable sum of œ5.99 directly from @~Mindscape International if you happen to get stuck. @~(End of plug and interview!)