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FEATURE: PROFILE | GILSOFT

forward, but being a purist I didn’t take it any further – silly really. RG: What do you think of the various remakes that are now available? GY: I have no problem at all with The Quill remakes. It’s nice that people are still interested enough to want to do this.

Surely one of the strangest adventures ever. Playing as Denis Thatcher, you had to make your way to the pub while avoiding wife Maggie! and then use the same data on all machines, including some such as MSX for which there was no version of The Quill or PAW available. RG: So what became of Gilsoft? TG: In the end, Gilsoft folded as it was a limited company. We all went our own ways and my father started selling homebrew wine and beer-making supplies. I now work for the fire service.

RG: Did you ever consider creating point-and-click adventure games? GY: We did, but to do it properly would have taken a lot of money and I’m not sure there was a market for it then. TG: Yes, but by then the market was changing to development teams rather than individuals. While working with Aventuras AD in Spain I looked at this as a route

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TG: It’s great, but I should comment on the copyright issues as each individual creator will have copyright on their works. Technically we only licensed the code for the editor portions so that is not clearly defined, although I am happy for my portions of code to be distributed as is. Quill (and PAW) PC remakes have been a labour of love and it is quite humbling to feel that people liked the product that much. RG: Looking back, what’s your personal favourite Quill’d game? TG: Out of ours, probably Madcap Manor. I’d choose Dambusters for unusual use. Delta 4 did the best adventures though!

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RG: Any final thoughts? T G: Well, I wish I was still writing games and not looking in despair at the quality of applications sold today by big companies. But with Gilsoft I had a great time and feel I was part of something that affected a lot of people. e

>Programmers wanted! Did you ever use a DIY utility like The Quill to create a game? Or did you actually program a game yourself from scratch? If so, did you send it to a software house in an audacious bid to get it published (with vague hopes of becoming a teenage squillionaire)? Yes? Then Retro Gamer would like to hear your experiences. And we’d be doubley pleased if you could provide scans of acceptance/rejection letters. Send your stories and any associated material to feedback@retrogamer.net.

Retro Gamer nº 016  
Retro Gamer nº 016  
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