I’m glad you asked. I’m very proud of the save-game system. The funny thing is that some people, including some reviewers, just didn’t get it. We still occasion- ally get a review where they say, “It’s too bad you can’t save your game.” Our goal, of course, was an extension of the design philosophy that went into the point-and- click system; we wanted it to be very simple, very transparent, and intuitive. To have to think about the fact that you’re on a computer, and you have to save a file, and what are you going to name the file, and how does this compare to your previ- ous saved game file—to me that breaks the experience. The idea was that you’d just sit down and play, and when you stopped playing, you could just quit, and go to din- ner, or use the computer for something else, or whatever. And when you go back to playing, it should automatically put you back to where you left off. And if you make a mistake, you should be able to rewind, like rewinding a videotape, go back to the point where you think you went wrong, and begin playing from there. And I think it works. The six different colored eggs were inspired by, I guess, Monopoly where you can choose which piece you want: the hat, or the car . . . The idea was that if you have a family of six, everybody will have their own egg, and when someone wants to play they can just switch to their own egg and pick it up where they left it off. People who complain that you can only have six saved games, or that you have to use colors instead of filenames, are fixated on the conventional save-game file system; they’ve missed the point. An egg file isn’t a saved game; it’s essentially a videotape containing not just your latest save point, but also all the points along the way that you didn’t stop and save. You can usually rewind to within three to five real-time minutes of the desired point.