specification for the game included that it could not require a hard drive or a mouse, run on an 80286 CPU, use 640K, and run off floppy disks. At the project's end, the game had been upgraded to requiring a mouse, a hard drive, a 386 CPU, and ran off CD-ROM. As a result, the engine had to be extensively modified throughout the production. About three years into the project, Oliphant suggested to Fargo that the product be delivered on CD-ROM. Fargo rejected this idea at the time, citing the failure of previous Interplay CD-ROM projects that had gone this route. Oliphant suggested this after Fargo requested him to drop his percentage of royalties by half due to the high cost of production and goods to create the product, as it was at that time to be shipped on eight floppy disks. The cost of one CD was about the cost of one floppy disk, and the possibilities for eight floppy disks having problems is much greater than a single CD, so the solution seemed obvious to Oliphant. And, in fact, six months later Fargo changed his mind and made the same decision. Graphics and audio The 3D rendering was accomplished by using the Strata Vision application to create the room layouts, monsters, and objects. The initial motions of the monsters in the game were captured by using a blue screen outside with the sunlight. This resulted in uneven lighting from take to take, so eventually all that work was scrapped. Later, a professional studio with controlled lighting was used. The earliest film footage was taken with a standard film camera and Macintosh computer for editing. This technology proved to be inadequate. After two years of failed filming, the team turned their attention to Hollywood. Aided by the production company Dia Quest and new digitizing technology, successful filming was finally implemented into the project. The entire five months of successful filming was soon met with several setbacks including toning, lighting, and digitization problems. When the team finally obtained the Betacam technology, the development was back on track. According to Oliphant, when the project was taken over by Quarles, two questionable decisions were made. The game was always designed to be grid-based, where the player moved from grid to grid (in contrast to today's full freedom of motion 3D environments). Oliphant wanted the movement from center of grid to center of