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Companies & Studios

Magnetic Scrolls

Adventures in elegance

Magnetic Scrolls created the most sophisticated British text adventures—beautifully written, gorgeously illustrated, and technically advanced.

sinclair-zx-spectrumamstrad-cpccommodore-amigaatari-stdevelopersadventure-gamesbritish-gaming1984–1992

Magnetic Scrolls set out to beat Infocom at their own game—and often succeeded. Their adventures featured prose quality that approached literature, illustrations by professional artists, and a parser that understood natural English. The Pawn, Guild of Thieves, and Corruption represent the pinnacle of 1980s interactive fiction.

Fast facts

  • Founded: 1984 by Anita Sinclair, Ken Gordon, Hugh Sheridan.
  • Based: London, UK.
  • Speciality: premium interactive fiction with graphics.
  • Technical: sophisticated cross-platform engine.

A 68000 house first

Magnetic Scrolls wrote for the 16-bit machines and brought the results down, which is the opposite way round from most British adventure publishers and explains an otherwise odd fact: they barely register in the Spectrum press. Magnetic Scrolls appears on 68 pages of the Spectrum magazines held here against 616 for Level 9.

CRASH introduced them in June 1986 in exactly those terms — “a company specialising in adventures written for 68000 based machines” — in a report from that April’s Consumer Electronics Show, where Rainbird announced tie-ins with Magnetic Scrolls and Level 9 at the same time.

Rainbird was Firebird’s premium imprint and, like Firebird and Beyond, a wing of British Telecom’s software operation. So the two best-regarded British adventure houses of the period both ended up published by the phone company.

The Spectrum versions

They did reach the Spectrum, and they reviewed well when they did.

Game Score Where
The Pawn 5/5 Sinclair User, January 1987
The Pawn 90% CRASH, June 1987
The Pawn 9/10 Your Sinclair, July 1987
Jinxter 92% CRASH, April 1988
Jinxter 10/10 Sinclair User, May 1988
Jinxter 916/1000 ACE, February 1988

The Pawn went out at £14.95 — roughly twice a typical Spectrum game, and a price that says plainly which market the company thought it was in. CRASH’s review singles out the presentation: “superbly redesigned and readable text against a dark background”, with the text intensity adjustable by the player.

Key games

Game Year Setting Notable for
The Pawn 1985 Fantasy/surreal First commercial graphic IF
Guild of Thieves 1987 Fantasy heist Refined puzzle design
Jinxter 1987 Magical England Lighter tone
Corruption 1988 Corporate thriller Dark themes
Fish! 1988 Surreal comedy Cult favourite
Myth 1989 Greek mythology Ambitious scope
Wonderland 1990 Alice adaptation Technical showcase

Technical excellence

The engine

Magnetic Scrolls’ virtual machine:

  • Ran identically on 8-bit and 16-bit platforms
  • Sophisticated memory management
  • Incremental game loading
  • Graphics integration

The parser

Among the most advanced of the era:

  • Full sentence understanding
  • Context-aware pronoun resolution
  • Multiple object handling
  • Extensive vocabulary

The graphics

Professional illustrations on 16-bit versions:

  • Each location illustrated
  • Consistent artistic style
  • Integrated with text display

Writing quality

Magnetic Scrolls invested in prose:

  • Professional writers
  • Consistent voice and tone
  • Puzzle-narrative integration
  • Often reviewed in mainstream press

Competition with Infocom

Factor Magnetic Scrolls Infocom
Platform 68000-first, ported down 8-bit first, via the Z-machine
Graphics Yes, on 16-bit versions No, text only
Parser Comparable Industry standard
Writing Literary ambition Genre excellence
Output ~10 games ~35 games

What the period record holds

Worth stating plainly, because it constrains what can honestly be claimed about the company’s reception.

The Pawn took 90% in CRASH (issue 41, page 58), published under the Rainbird imprint — which is to say under Telecomsoft, British Telecom’s software arm. Magnetic Scrolls was a developer with a phone company for a publisher, in the same group as Firebird’s £2.50 budget shelf.

Beyond that, the CRASH index of January 1988 is thin on Magnetic Scrolls, and the reason is a scoring convention rather than neglect: the magazine reviewed most adventures in its Adventure Trail column, out of ten, not as percentages, and those ratings are not convertible. Guild of Thieves, Jinxter and Corruption do not appear in the percentage index at all. Any statement here about how Magnetic Scrolls “scored” relative to percentage-rated arcade games is comparing two units.

The same caution applies to Level 9, and for the same reason.

The clause that survived the sale

The most consequential thing Magnetic Scrolls did with Telecomsoft was not a game. It was a contract term.

In 1989 British Telecom sold Telecomsoft to MicroProse, which meant the new owner inherited BT’s software catalogue — Firebird, Rainbird, and whatever they published. ACE reported in July 1989 that Magnetic Scrolls had anticipated exactly this:

According to Anita Sinclair, [Magnetic Scrolls’] contract with BT was “assignable” — that is, in the event of BT being sold, the rights to distribute Magnetic Scrolls product was not to be sold with it.

So when the phone company sold its software arm, the Scrolls games did not go with it. A small London developer had written a change-of-control provision into its publishing deal and it held.

What followed was conspicuously civil. Sinclair on the buyer:

MicroProse are a very competent organisation, and I’ve got the greatest respect for Stuart. We are ready to discuss the situation at any time.

And Telecomsoft’s Stuart Bell on the games he had just failed to acquire: they are “quality adventures that we’d be proud to sell”.

⚠ Note what this establishes about the period. Publishing contracts of the mid-eighties were informal enough that the bedroom-coder entry records authors losing their games when a publisher went under. Magnetic Scrolls was on the other end of that spectrum — professionally advised, and structured to survive its publisher changing hands.

Anita Sinclair

One of the few women running a British software house in the period, and the press treated her as a figure rather than a curiosity. ACE called her, with evident affection, “the infamous Anita Sinclair”.

She was also asked to represent a position she flatly declined. In January 1988 ACE ran a feature on why women were not playing or making games; Sinclair objected to a competition aimed at women players as a cynical and patronising marketing device, and then refused the label the magazine offered her:

“I cannot stand or tolerate feminism of any form.”

The same feature notes she “doesn’t have much time for arcade games” — adventures “demand thought” and are “something you can stop and start” — which is as good an account as any of why the company made what it made. It also names Hanan Samara, who ran the development house Dalali, as “one of the few women making a living from developing arcade games”.

⚠ Recorded here as printed. The quotation is a period statement by a named public figure about her own views, and it sits oddly beside her later status as the most-cited woman in British 8-bit publishing.

The family in the credits

Level 9 is the family business of the British adventure scene. Magnetic Scrolls was partly one too. ACE, December 1987, on Jinxter:

Jinxter has some great text, in part written by Georgina Sinclair, sister of the infamous Anita Sinclair from Magnetic Scrolls, with additions from other quarters.

The prose the company is praised for has a name attached to it, and it is not one of the three founders listed in the fast facts.

End

The adventure game market collapsed in the early 90s. A planned Magnetic Scrolls collection for CD-ROM never materialised; the company closed in 1992.

Legacy

Their games remain playable through:

  • Modern interpreters (Magnetic)
  • Magnetic Scrolls Memorial homepage
  • Influence on later interactive fiction

See also

Not yet fact-checked. This entry was drafted by an AI and nobody has verified it. The dates, figures and technical details may be wrong. Use it to find your bearings, then confirm anything that matters against a primary source.