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An Interview With Al Lowe

For the better part of two decades, Al Lowe worked for Sierra Online. Over that time span, he gave us two very memorable characters in Leisure Suit Larry and Freddy Pharkas, Frontier Pharmacist, in addition to contributing to other classic series such as King's Quest & Police Quest.

Recently, I got the privilege of conducting an interivew with Al by phone, and for 45 minutes or so, we talked about Larry, Freddy, the evolution of sound in games, and whatever other semi-intelligent questions I could string together. It was a blast, and it went a little something like this:


VGN: Okay, first of all just to clear the air, what is the status as far as you possibly coming back to Sierra to work on the new Leisure Suit Larry game?

AL: Well, the status is that they never called me. They evidently had no interest in what I had to offer them. You know, I don't know that much about Larry. They must have found people who were better.

VGN: Well, they're making a mistake in my opinion.

AL: Well, thank you, but the proof will be in the game. If they create a great game then that'll be one thing. If they don't, well, that'll be another. We'll know soon enough.

VGN: Let's move back in time here. Now you were with Sierra for - what, 16 years, right?

AL: That's right.

VGN: Obviously technology changed a great deal over that time. What was it like seeing your games evolve first hand?

AL: That's the only way I could see it. (laughter) It was wonderful, because when we started out, I had dreams that were impossible. But as I worked there, over time, they became possible. Now, not everything that I dreamed of back in the early 80s came to be. But much of it did. And more soon will, I believe.

VGN: You also composed music for games - what was it like moving from simple PC speakers to dedicated sound cards like the Sound Blasters?

AL: Well, the PC industry owes a great deal to Sierra in that respect. We were the first people to take advantage of MIDI, expecting people to pay $500 for a MIDI interface card, and $800-1000 for a synthesizer and hook it up to a stereo, just so they could hear great music. And while we were rather naive, we were just pushing ahead. We just wanted great sound in our games.

Meanwhile, (former Sierra Online CEO) Ken Williams was working hard trying to convince (musical instrument manufacturer) Roland that they should mass-produce a soundboard for computers that everybody would want to buy. And he never did convince them - they thought that their market was the musical instrument store, not the computer store. Their customer was a musician, not a PC owner.

We wanted them to make a MIDI interface synthesizer and digital audio converter, a sound playback chip, all built on one board. If they could get it down to just a few chips, they could sell it for $99. That eventually happened - but it didn't happen through Roland; it happened with SoundBlaster. SoundBlaster grabbed the market and took off and ran with it, and the rest is history.

When I first started writing music for games, you had to devote the entire CPU to making sound. We actually sent a positive voltage to push the speaker cone out, pause for so many milliseconds, and then send a negative voltage to pull the cone back in. And then wait so many milliseconds to push the cone back out. If you do that 440 times in a second, the computer will play the note A. To play the note B, you had to do it a little bit faster, and your wait loops had to be shorter. That was literally the level that I started at, just pushing & pulling the speaker cone out with voltage.

Moving to the PCJr was such a thrill. It had 3 sound channels and a fourth noise channel, so you could actually play a 3 note cord and also have some noise that was supposed to be a cymbal. That was really sensational. And the Commodore 64 came out with a really nice synthesizer chip built in, too.

Slightly over 10 years later, on Love For Sail (Larry 7), we recorded live musicians in a studio and digitized their performance, stored it on CD, copied it to your hard drive and played it back to you. You were actually listening to a complete sample. This was all stuff that Sierra had to create from scratch, this was before MP3s and all the standard compression schemes were around. We had engineers who figured out how we could compress .WAV files in half. That would be sensational, and we got to that point. MP3s are condensed to what, tenfold or more - we were happy to get down to half the size, and then later, one-third the size. That was pretty cool, but then MP3 caught up and moved past it. But back then, there were no tools to do that. Everything had to be built by hand.

VGN: Wow. That could be the whole interview. That's a really fascinating topic; I didn't realize it was that complicated to make just a little beep back then.

AL: When we first started with MIDI, there were no books published about it. I knew about it because I was a musician and we were trying to figure out what to do with music. And I said there's this new association just formed of all the musical instrument manufacturers. If you've ever seen pictures of performing bands in the early 80s, the keyboard players had racks of maybe 3 or 4 or even 6 keyboards because each made a different sound that the others couldn't. Nowadays, you just have chips in small units. If you want a different sounds, one keyboard will play any synth.

But back in the mid 80s the instrument manufacturers all got together and said, "Let's create one standard using an agreed-upon serial steam of data". As I said, there were no books, or any information published about it. So we went to the MIDI foundation and they sent us a copy of specification #1, which said "this voltage is a plus, and this voltage is a minus, and there's a gap in between them for so many microseconds..." It was pretty much all the level of voltages required to make it work.

VGN: That's awesome. Let's talk for a second about censorship. I was pretty young back when the first Larry came out. That was what, 1987?

AL: Yeah.

VGN: So I was about maybe 7 or 8.

AL: Ha ha! Oh my...

VGN: Yeah, now today of course when games like Grand Theft Auto and things of that nature come out, you get parent groups complaining about it. What was it like for you, back when Larry 1 was released?

AL: We didn't receive a lot of notice at first, because the game didn't sell that well. When the game first came out, it was the worst performing title ever released by Sierra. And part of that was because there had been no advertising or marketing really. So I kind of forgot about it and moved on to programming another game (Police Quest 1). And every month, Larry 1 doubled in sales, until after a year, it finally got on the bestsellers list. Imagine that today: now a game that doesn't sell is gone within a month.

But when Larry was hot, and Police Quest came out with a hooker and other edgy content, and Space Quest had a bar and drinking in it... eventually the California legislature introduced "the Leisure Suit Larry Bill" that stated no video game could be sold that featured smoking, or drinking, or sex, or anything else of interest. So a group of publishers testified before the sub-committee, and happily, the bill died.

We had almost no parental groups protesting, I think because we billed Larry as an adult game. In fact, the boxes always were more adult than my games themselves. As a parent, I believe that it's my job to determine what my child is exposed to. Other parents should do likewise. I'm opposed to censorship, but I'm for parental responsibility.

VGN: Well, it's interesting to hear that Larry wasn't a very controversial figure back then. But what if you tried to introduce him today in this market, what kind of reaction do you think he'd get?

AL: Well, it's hard to tell, because other games since have gone much farther than I ever did. It's a completely different market now. I wouldn't be comfortable designing a game that portrayed violence toward women or some of the other things that you see in games today. On the other hand, I enjoy Simpsons Hit n' Run because when you drive over someone they say "Hey, that's gonna leave a mark" and other funny remarks, because it's obviously cartoon violence and it's silly. I can stand that. The hardcore bloodspewing and flying body parts? That just doesn't appeal to me.

VGN: That's definitely understandable. Now I'm a big, big, big fan of Freddy Pharkas. I like Larry, but Freddy always just clicked better for me. How exactly did he come to be?

AL: Uhh, I got tongue-tied.

VGN: (laughing) Really?

AL: Yeah, I knew I wanted to do a Western and I was in a brainstorming session with Roberta Williams and Josh Mandel. We were discussing what the lead character should do for living. I started to say farmer and also rancher and I got the two words mixed together and it sort of came out as "farmercer", and then to make a joke out of my stupidity I said, "Or he could be a pharmacist!" I immediately thought of "frontier pharmacist", and said, "Hey, why not? That would be a great premise for a game".

VGN: Well, at any rate, it was a hilarious game.

AL: Thank you.

VGN: Now, let's pretend for a second that copyrights aren't issue, you've got a completely unlimited budget, and all the time in the world to make any game you want. Would you do another Larry game, give Freddy a sequel, or would you something completely different?

AL: That's a good question. I've wondered that myself...I suppose I would do something completely different. Although, it wouldn't be very far away from Larry or Freddy, because that's who I truly am. And I think in order to be successful, you have to put a little bit of yourself in the product.

I think I would do something new today, just because Larry's been sitting on the shelf so long and I wouldn't want gamers to think the new game is just more of the same. In today's marketplace, there's just no interest for a true, straight adventure game. Yes, I would start fresh, but it probably would end up being damn close to what I've done anyway. You know, "the leaf doesn't fall too far from the tree..."

VGN: Yeah, I really do miss the old adventure games - I mean that was what I grew up on, so I'm somewhat hopeful that eventually they'll make a comeback. It always seems like things are getting recycled in the video game industry anyway...

AL: I believe strongly that story-based games will always be around. I mean, ever since the early days of mankind, sitting around the campfire, trading tales of the mastodon kill, storytellers have always been appreciated. And it'll be that way again in games too. Maybe not as straight adventure games, but in some form or another, I believe.

VGN: Now, when CD-ROMs became a viable medium, and your games began featuring voice acting, what role did you have in casting the voice actors?

AL: On my games, I had complete control. We had a company in Hollywood that helped us cast voice actors; we'd audition them and chose who we wanted. One of the hardest choices I ever made was the voice of Larry.

VGN: I think you did a good job there, I thought Jan Rabson was great as Larry.

AL: Thank you. I was happy with him over the years. I listened to the tape of all the Larry candidates over and over. There were several great actors in the running. But Jan had that screwed-up, out-of-it, trying-to-be-hip-but-can't attitude in his voice that was just perfect for Larry. He could be whiny, but not so whiny that you wanted to kill him before the end of the game. You know, voices are like cooking; too much of one spice and you can't take it. But Jan got it just right.

And don't forget Neil Ross, the narrator of the Larry games, plus he was the narrator for Freddy Pharkas. Very few people realize he did both because his voice sounds so different. Neil had that calming, soothing, know-it-all, self-aware feeling to his tone. And both of those guys (Jan & Neil) were "first take artists." They'd get it right their first try. Usually, if I'd make a suggestion and we'd try a different way, it just wasn't as good as their first read.

VGN: Yeah, the line by Neil describing Larry's pornographic photo ID still kills me.

AL: I don't remember that one.

VGN: It was in Larry 7, you'd buy the dirty pictures from that Xqwzts guy, and then used the mucilage to stamp it onto a passport or something like that.

AL: (laughing) Oh that's right.

VGN: I can't remember what I did this morning to save my life, but I can remember just about every detail of playing your games 6 or 7 years ago. I keep the important stuff.

AL: You know, it's funny, I got an e-mail from someone saying they were having trouble in Windows XP, so I installed Larry 7 and it ran perfectly on my machine. But I played it a while and I started laughing at my own jokes. I hadn't heard them in 6 or 7 years and I didn't remember what happened if you went here or did that. I ended up playing for an hour and thinking, "Hey, this is a pretty funny game."

VGN: Here's something I've been wondering - who came up with the scratch and sniff card idea for Larry 7?

AL: Uh, guilty. I wanted to put something extra in the box. No one knows how much fun we had doing the research. We had to find a manufacturer, we had to figure out the smells -- it was hours of laughter going through with the scratch & sniff people. You know, tough questions like, "Is this farty enough?"

VGN: Mine smells mostly like fish nowadays.

AL: I got the idea because my wife gets these magazines with those damned perfume ads, and they're SO strong. When they came into the house, I'd tear them all out and throw them away. Those gave me the idea. I divided the card up into 9 squares. They charged us so much per smell. I can't remember exactly how it broke down in price, but I think it added a lot to the game.

Larry's zipiper has seen better days...I also fought hard to get Sierra to print the entire CD-ROM label for Larry 7, which they didn't want to do at first because it saved them a penny a disk. I said, you're missing the point: look at Larry. His crotch is in the center of the disc, you know, shot out and that's funny. Just pay the extra penny and put that in there. But when you're selling half a million, each penny becomes $50,000.

VGN: Okay Al, I think that's about all I've got to ask - anything to say to your fans before we wrap this up?

AL: Yes, I want to tell them all to come see Al Lowe's Humor Site - which was recently named one of PC Magazine's Top 100 Undiscovered Sites. And sign up for my free daily joke e-mail, CyberJoke 3000™. Let me keep trying to make you laugh, even if it's not in a computer game!


Thanks again to Al Lowe for taking the time to do this interview. Be sure to check out his site, he's got some hilarious sight gags and stories on there, and it's a great way to kill time at work.

 

 
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