This interview originally appeared at the now-defunct Wilco's Domain and appears here courtesy of the Domain's former webmaster and Freelance Space Quest Historian, Troels Pleimert. The original interview was conducted in 1997. 
Wilco's Domain: When did you first get aboard Sierra, and what was your first 
project?
 I started at Sierra in 1987 (if I remember correctly). The first project I 
  worked on was King's Quest 4. I edited all of the music and wrote one very 
  short little piece.
WD: What was your first experience with Space Quest?
     MS: My first experience with Space Quest was doing music for Space Quest II 
  Amiga (or some such platform). It was the same summer I worked on KQ4. Later 
  that fall I worked on Space Quest III along with Bob Siebenberg from 
  Supertramp. He wrote most of the music. I did all of the editing and sound 
  effects and patch editing for him. This was the first game we did sound 
  effects on.
WD:
How many music pieces does a Sierra-game contain, usually? And how long 
does it take to create them?
     MS: It has changed a lot over the years. When we started doing music (KQ4 was 
  the first game ever made with MIDI music), I'd say there was probably 45 
  minutes of music in the game. Those games were still on floppy disk so size 
  was an issue even for MIDI-files. I think the biggest game musically that I 
  ever worked on was probably King's Quest 5. It had about 3 hours of music if 
  you just played all of the MIDI-files back to back. In Phantasmagoria I wrote 
  about an hour of music for all of the movie sequences. Since we're not doing 
  MIDI music anymore, size of wave files is becoming a big issue.
     For the older MIDI-games it used to take about 3 to 4 months to do a game. 
  Now I have musicians working on a project from start to finish (usually about 
  9 to 18 months).
WD:
What utilities does the Sierra-musicians use to create music?
     MS: Each musician is allowed to use whatever software tools they choose. Most 
  of the musicians work on PC's, but there are still a few around here that are 
  hanging on to their MAC's. In my studio I use Wave for Windows, Voyetra Seq 
  Gold, Voyetra DOP and several in-house tools.
WD:
Although the credits state otherwise, you told me yourself [in 
previous personal e-mail correspondances. -ed] that you hardly did any music 
work for SQ4 and SQ1VGA. Why is that?
     MS: The credits for SQ4 list me as the Music Director, which was my title at 
  the time. The credits also show myself and another person [Ken Allen, -ed] 
  as the people who wrote the music. At that time I was directing and 
  writing for every game that came out of Sierra. Typically I would work with 
  each musician on staff both writing new material and editing staff musicians 
  works to get the game to sound the way we wanted them. On SQ4 the 
  musician/composer assigned to the title [Ken again, -ed] was a little 
  more experienced than some of the other people on staff. I was able to do much 
  less editing and writing on this project because of this. The SQ4 theme itself 
  remained mostly intact as written with very few changes by myself.
WD:
Since 1991, it'd almost become a sort of tradition that new SQ-games would 
feature work from the Allen/Seibert team. Why didn't this happen for 
SQ6?
     MS: Mr. Allen left Sierra several years ago to persue other things.
     In 1992, I changed roles here at Sierra and became a Producer. Since 
  then I have produced the following titles: Pepper's Adventures, Shadows of 
  Yserbius off-line, King's Quest 7, Phantasmagoria, Torin's Passage, Larry 7, 
  and I'm currently working on King's Quest 8. One of the nice things about 
  being a producer is that I now get to pick and choose what music I want to 
  write and how it should go into a game. For example, I wrote most of the music 
  for Phantasmagoria. Here lately I have been doing less writing since I have 
  been very busy working on projects with both Roberta Williams and Al Lowe. My 
  involvement in game design has grown a lot which has given me less time for 
  writing.
WD:
Now that we've heard that an SQ7 project is underway, do you think you'll 
be doing any musical work on that? Would you like to do work on an SQ-project 
someday?
     MS: Hmmm ... I was unaware that SQ7 was in the works. I assume that if it is, 
  it will be produced down in the Oakhurst-office. Since I am now working in the 
  Seattle office I would guess that all of the music will be written down 
  there.
WD:
From SQ3 to SQ4 to SQ1VGA, it seems you (and Ken) enjoy making some heavy 
alterations to the original theme, composed by Mark Crowe. Why didn't you stick 
to the original theme?
     MS: As I recall, Mark always started our discussions about music with 
  suggesting that maybe we should write a new theme. Actually, I kind of liked 
  his theme and always pushed to keep it, or at least use the motif's from it to 
  make something new.
WD:
In all the Space Quest games, which one do you think has the best score? 
And which is your favourite music piece?
     MS: Space Quest 3 and 4, I think, have the best music. These two are very 
  different in style. However, if I have to pick one, I think it would be 4. 
  There's a lot of fun stuff in there. If you hear it on the old MT-32 today, it 
  still sounds pretty good.
WD:
You just finished "Leisure Suit Larry 7". What is your future 
projects?
     MS: Well I think I beat you to this question. As I stated above, I'm working 
  with both Roberta Williams and Al Lowe. This year we plan on shipping KQ8. 
  While I'm working on that, it looks like I'll be working with Al on what he 
 will be designing for 1998.
 
            
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              Roger Wilco 
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