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   Ed Magnin

Game Programmer - Cinemaware (1986-1988)

Engineer, technical supervisor of all Apple IIgs Cinemaware Games
Programmed Rocket Ranger and The Three Stooges for Apple IIgs

Ed is currently a Game Designer and Programmer at Magnin & Associates which recently developed “Wings of Fury”, “Prince of Persia” and “Moon Patrol & Spy Hunter” for the Color Game Boy. Ed also teaches Video Game Programming at Palomar College in San Marcos, CA.

Magnin & Associates Website: http://www.edmagnin.com


Q: How did you become involved in game development?

I was programming application and communications software for the Apple II when I had the chance to go to work for MicroProse. There I had the opportunity to learn the game business working closely with Sid Meier.

Q: What do you do today?

I run a small independent software development company. We've been designing and programming Game Boy Color games. Although I now have a number of other duties, I still program games on a daily basis and enjoy training others to do the same.

Q: How did you arrive at Cinemaware?

Cinemaware was looking for someone who knew the Apple IIgs, and I was anxious to return to California.

Q: Which titles did you work on while at Cinemaware?

I programmed Rocket Ranger and The Three Stooges both for the Apple IIgs. I also was a technical advisor and wrote the music driver used in most of the other Apple IIgs games Cinemaware released.

Q: What lessons did you learn there?

MicroProse started their games on the Commodore-64 and then ported the game up to other more advanced platforms. Cinemaware started on the Amiga and ported the game down to the less sophisticated platforms. It allowed them to make the original game look as good as possible the first time, thereby setting the standard for their other versions, and at the same time for the rest of the industry.

Q: How did your experience at Cinemaware influence your philosophies about game design and production?

Cinemaware created the filmed entertainment category. They were a number of years ahead of their time. Imagine what we could have done with CDROMs instead of the 3.5" floppies we had to deal with. I learned the importance of putting together a top-notch design team, but at the same time I also learned that you cannot ignore larger management and business issues.

Q: What is your favorite game of all time?

There are too many. Also, when you work on games all day long, you rarely have time to play them as much as you'd like to.

Q: What was your favorite Cinemaware game?

The Three Stooges, but them I'm biased.

Q: How influential do you think Cinemaware was?

I think they influenced a number of the other major companies. I personally know of cases where their competitors rushed out to get the latest Cinemaware title, and then assigned a team of people to study the techniques that Cinemaware had pioneered.

Q: What projects/companies did you go onto after Cinemaware?

After Cinemaware, I went to work for Virgin Games doing Game Boy titles, Park Place Productions doing Super Nintendo for Konami, and started Magnin & Associates doing Super Nintendo and more recently Game Boy Color games. I also teach Video Game Programming at Palomar College in San Marcos, CA (near San Diego).

Q: What are your thoughts about the current state of the game industry?

We seem to be torn between filmed entertainment and go anywhere 3D engines. Each has their place, depending on the subject matter on which you want to base your game.

There are not enough places training people to work in the industry. Also, many companies do not realize how valuable an experienced game programmer is. Most companies spend a lot of money paying for the learning curve of a new programmer, but are not able to offer him the kind of incentives to benefit from his continued contribution to the company, once he has one or two released titles under his belt.

Q: What developers or publishers do you respect most?

I learned a lot at each of the companies I have worked. All of them have had outstanding creative and development staffs. If they were only as good at managing their businesses, they all might have lasted a little longer.

Q: Is there anything you’d like to say to the fans of Cinemaware?

Thanks for buying our products and sending us your nice comments. Hardly a week went by when we didn't get a letter or see a message posted on a BBS praising our latest products.


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