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The Pandora Directive

When we started out with Mean Streets, we wanted a vintage, hard-boiled detective from the 1930s and 1940s. You know, the Humphrey Bogart, Raymond Chandler classic character. But since then, we’ve changed our picture of [our detective] Tex [Murphy]. We want to see some human vulnerability. We don’t want the superhero. Too much of the videogame genre is just these invincible characters. They aren’t real; they don’t have texture; they don’t have any kind of fabric to their personality. It’s not very interesting really, dealing strictly with such a one-dimensional character.

For us, the idea was to make this person seem more real. Whether he’s fumbling around or whatever — okay, let’s give him a talent, but let’s put a few defects in his character. He’s still a good guy, but he screws up a lot and says the wrong thing. He’s really from a different time period. We set it in the future because we wanted to give it the gadgets and get it out of today. So we take this man out of time. The general focus of Tex is this: I’m this guy who’s got these problems, who tries to date women but has a hard time with it, and ends up dating the wrong women. If someone good actually likes Tex, well, he figures there must be something wrong with them.

But now, to take Tex down three different paths… this is very interesting.

— Chris Jones in 1995, speaking about plans for The Pandora Directive

Under a Killing Moon, the first interactive full-motion-video film noir to feature the perpetually down-on-his-luck detective-out-of-time Tex Murphy, didn’t become one of that first tier of mid-1990s adventure games that sold over a million copies, captured mainstream headlines, and fomented widespread belief in a new era of interactive mainstream entertainment. It did become, however, a leading light of the second tier, selling almost half a million copies for its Salt Lake City-based developer and publisher Access Software over the course of the year after its release in late 1994. Such numbers were enough to establish Tex Murphy as something more than just a sideline to Links, Access’s enormously profitable series of golf simulations. Indeed, they made a compelling case for a sequel, especially in light of the fact that the second game ought to cost considerably less to make than the $5 million that had been invested in the first, what with the sequel being able to reuse an impressive game engine whose creation had eaten up a good chunk of that budget. The sequel was officially underway already by the beginning of 1995.

The masterminds of the project were once again Chris Jones and Aaron Conners — the former being the man who had invented the character of Tex Murphy and who still played him onscreen when not moonlighting as Access’s chief financial officer (or vice versa), the latter being the writer who had breathed new life into him for Under a Killing Moon. The sequel was to be an outlier in the novelty-driven world of game development, representing a creative and writerly evolution rather than a technological one. For the fact was that the free-roaming 3D adventuring engine used in Under a Killing Moon was still very nearly unique.

Conners concocted a new script, called The Pandora Directive, that was weightier and just plain bigger than what had come before; it was projected to require about half again as much time to play through. It took place in the same post-apocalyptic future and evinced the same Raymond Chandler-meets-Blade Runner aesthetic, but it also betrayed a marked new source of inspiration: the hit television series The X-Files, whose murky postmodern vision of sinister aliens and labyrinthine government conspiracies was creeping into more and more games during this era. Conners was forthright about its influence in interviews, revealing at the same time something of the endearingly gawky wholesomeness of The Pandora Directive‘s close-knit, largely Mormon developers, which sometimes sat a little awkwardly alongside the subject matter of their games. Watching The X-Files in secret, away from the prying eyes of spouses and children, was about as edgy as this bunch ever got in their personal lives.

Everyone else in the development team is a family man, and X-Files is a little heavy for the kids. So they all ask me to record it. I bring it in and we watch it during lunch. I really like the show. It’s been nice because we watch carefully to see what they do with music and lighting to portray a mood. Their production is closer to what we do than to a cinematic feature — tighter budget, working faster. So we found the show very informative.

If anything, The X-Files‘s influence on The Pandora Directive‘s plot is a little too on-the-nose. Like its television inspiration, the game revolves around the UFO that allegedly crashed in Roswell, New Mexico, in 1947, the wellspring of a thousand overlapping conspiracy theories in both real life and fiction. If the one in the game is ultimately less intricately confounding than its television counterpart, that is only, one senses, because Conners had less space to develop his mythology. It’s all complete nonsense, of course, but The Pandora Directive is hardly the only game to mine escapist fun from the overwrought fever dreams of the conspiracy theorists.

But Jones and Conners were as eager to experiment with the form of their game as its content. Like the vast majority of adventure games, Under a Killing Moon had draped only a thin skein of player agency over a plot whose broad beats were as fixed as those of any traditional novel or film. You could tinker with the logistical details, in other words — maybe do certain things in a different order from some other player — but the overall arc of the story remained fixed. Conners’s script for The Pandora Directive aimed to change that, at least partially. While your path to unraveling the conspiracy would remain mostly set in stone, you would be able to determine Tex’s moral arc, if you will. If you played him as a paragon of virtue, he might just win true love and find himself on the threshold of an altogether better life by the end of the game. Cut just a few ethical corners here and there, and Tex would finish the game more or less where he’d always been, just about managing to keep his head above water and make ends meet, in a financial and ethical sense. But play him as a complete jerk, and he’d wind up dissipated and alone. Chris Jones on the bad path, which was clearly a challenge for this particular group of people to implement:

It’s a gradual fall. Bit by bit. Bad decision here, another there. As Tex sees it and the surroundings begin to change, he realizes that he blew it. His opportunity’s gone; this other girl is dead because of his mistake. And that darkens the character. So if each step gets you just a little darker, then it’s believable. It starts to have a real texture to it. That’s what we’re trying to do. Tex makes choices, tripping down the dark path, and starts to question himself: “Do I want to save myself? Or maybe this is what I want.” And then eventually you’re trapped. And that’s when it gets very interesting. We start to give Tex some options where the player will say, “Whoa! Can I make this choice?” By the end of the game, he turns into a real cynical bastard. If he chooses to stay on the darker side — each choice is just a shade of gray really, but all those shades of gray add up to a pretty dark character by the time you’re done. Just like in life.

I’m a bit uncomfortable about the way the [dark] path turns out. That was never my vision of what Tex could be. On the other hand, we have this medium which allows you to do such a thing. It is our competitive advantage over movies and television to be able to say to our audience, “Sit in this seat, make different decisions, and see how it turns out.” If we can pull it off with our characterizations and acting… well, now, that’s a very powerful medium. And so I feel like we have a responsibility to do that, to provide these kinds of choices. As I said, as an actor, I feel uncomfortable with this portrayal of Tex. But I feel it would shortchange people who buy the game to say, no, this is Tex, do it my way. If you’re kind of leaning down the dark path, take it and see what happens. You become the character. I’m in your hands.

In addition to the artistic impulse behind it, the more broad-brushed interactivity was intended to allay one of the most notable weaknesses of adventure games as a commercial proposition: the fact that they cost as much or more than other types of games to buy, but, unlike them, were generally interesting to play through only once. Jones and Conners hoped that their players would want to experience their game two or three times, in order to explore the possibility space of Tex’s differing moral arcs.

They implemented a user-selectable difficulty level, another rarity in adventure games, for the same reason. The “Entertainment” level gives access to a hint system; the “Game Players” level removes that, whilst also removing some in-game nudges, adding some red herrings to throw you off the scent, making some of the puzzles more complex, and adding time limits here and there. Again, Jones and Conners imagined that many players would want to go through the story once at Entertainment level, then try to beat the game on Game Players.

But the most obvious way that Access raised the bar over Under a Killing Moon was the cast and crew that they hired for the cinematic cut scenes and dialogs that intersperse your first-person explorations as Tex Murphy. While the first games had employed such Hollywood actors as Margot Kidder, Brian Keith, Russell Means, and even the voice of James Earl Jones as its narrator, it had done so only as an afterthought, once Jones and Conners had already built the spine of their game around local Salt Lake City worthies. This time they chose to invest a good part of the money they had saved from their tools budget into not just “real” actors but a real, professional director.

The official resumé which Access’s press releases provided for Adrian Carr, the man chosen for the latter role, was written on a curve typical of interactive movies, treating the five episodes he had directed of the cheesy children’s show Mighty Morphin Power Rangers, his most prominent American credit to date, like others might a prestigious feature film. “He has directed, written, and/or edited work in almost every genre, from features to documentaries, television drama to commercials,” Access wrote breathlessly. All kidding aside, Carr really was an experienced journeyman, who had directed two low-budget features in his native Australia and edited a number of films for Hollywood. He had never seriously played a computer game in his life, but that didn’t strike Jones and Conners as a major problem; they were confident that they had a handle on that side of the house. Carr was brought in not least because professional actors of the sort that he’d seen before on television or movie screens tended to intimidate Chris Jones, who’d directed Under a Killing Moon himself. He “didn’t know how to handle them exactly,” allowed Conners.

Whatever the initial impulse behind it, it proved to be a very smart move. Adrian Carr may not have been the film industry’s ideal of an auteur, but he was more than capable of giving The Pandora Directive a distinctive look that wasn’t just an artifact of the technology behind the production — a look which, once again, stemmed principally from The X-Files, from that television show’s way of portraying its shadowy conspiracies using an equally shadowy visual aesthetic. Carr:

We started lighting darker, and putting in Venetian blinds and shadows and reflections to create texture. And the poor people who render the backgrounds moaned, “But it’s so dark!” And I’d say, “But it’s a movie!”

This has been one of my contributions, I guess. The technicians have been learning about mood. Like when Tex comes home and the room is only lit from outside, or there’s just one lamp on — see, guys, the murkiness is actually good, it creates a certain texture for the mood that we want.

Gordon Fitzpatrick (Kevin McCarthy) and Tex Murphy (Chris Jones).

The cast as a whole remained a mixture of amateurs and professionals; those returning characters that had been played by locals in the previous game were still played by them in this one. Among these was Tex Murphy himself, played by Chris Jones, the man whom everyone agreed really was Tex in some existential sense; he probably wasn’t much of an actor in the abstract, probably would have been a disaster in any other role, but he was just perfect for this one. Likewise, Tex’s longtime crush Chelsee Bando and the other misfits that surround his office on Chandler Avenue all came back to make up for in enthusiasm what they lacked in acting-school credentials.

Chelsee Bando (Suzanne Barnes) is literally the girl next door; she runs a newspaper stand just outside of Tex’s office and apartment.

On the other hand, none of the professional actors make a return appearance. (I must admit that I sorely miss the dulcet tones of James Earl Jones.) The cast instead includes Tanya Roberts, who was one of Charlie’s Angels (in the show’s last season only), a Bond girl, and a Playboy centerfold during the earlier, more successful years of her career; here she plays Regan Madsen, the sultry femme fatale who may just be able to make Tex forget his unrequited love for Chelsee. Also present is Kevin McCarthy, who had been a Hollywood perennial with his name in every casting director’s Rolodex for almost half a century by the time this game was made, with his role in the 1956 B-movie classic Invasion of the Body Snatchers standing out as the one real star turn on his voluminous resumé; here he plays Dr. Gordon Fitzpatrick, the former Roswell scientist who draws Tex into the case. And then there’s John Agar, who first captured international headlines back in 1945, when he married the seventeen-year-old former child star Shirley Temple. He never got quite that much attention again, but he did put together another long and fruitful career as a Hollywood supporting player; he appears here as Thomas Malloy, another would-be Roswell whistleblower.

Tex Murphy and Regan Madsen (Tanya Roberts).

But the Pandora Directive actor that absolutely everyone remembers is Barry Corbin, in the role of Jackson Cross, the government heavy who is prepared to shut down any and all investigations into the goings-on at Roswell by any and all means necessary. Whereas McCarthy and Agar built careers out of being handsome but not overly memorable presences on the screen — a quality which served them well in their multitude of supporting roles, in which they were expected to be competent enough to fulfill their character’s purpose but never so brilliant as to overshadow the real stars — Corbin was and is a character actor of a different, delightfully idiosyncratic type, with a look, voice, and affect so singular that millions of viewers who have never learned his name nevertheless recognize him as soon as he appears on their screen: “Oh, it’s that guy again…” At the time of The Pandora Directive, he was just coming off his most longstanding and, to my mind anyway, defining role: that of the former astronaut Maurice Minnifield, town patriarch of Cicely, Alaska, in the weird and beautiful television show Northern Exposure. In Corbin’s capable hands, Maurice became a living interrogation of red-blooded American manhood of the stoic John Wayne stripe, neglecting neither its nobility nor its toxicity, its comedy nor its pathos.

Give Barry Corbin a great script, and he’ll knock the delivery out of the park (to choose a sports metaphor of which Maurice Minnifield would approve).

Although The Pandora Directive didn’t give Corbin an opportunity to embody a character of such well-nigh Shakespearean dimensions, it did give him a chance to have some fun. For unlike Maurice Minnifield, Jackson Cross is exactly what he appears to be on the surface: a villain’s villain of the first order. Corbin delighted in chewing up the scenery and spitting it in the face of the hapless Chris Jones — a.k.a, Tex Murphy. Jones, revealing that he wasn’t completely over his inferiority complex when it came to professional actors even after giving up the director’s job:

It’s already a little intimidating to work with people who are just consummate professionals. Then the first scene we shot together, Tex was supposed to be grilled by Barry’s character, Jackson Cross. I’m sitting in this chair, and he just came up and scared the hell out of me. Really, he looked through me and I just melted. Fortunately, that’s what my character was supposed to do. I truly felt like I was going to die if I didn’t answer him right. It was frightening.

The Pandora Directive couldn’t offer Corbin writing on the level of Northern Exposure at its best, but he clearly had fun with it anyway.

The Pandora Directive was released with high hopes all around on July 31, 1996, about 21 months after Under a Killing Moon. It shipped on no fewer than six CDs, two more than its predecessor, a fairly accurate gauge of its additional scope and playing time.

Alas, its arrival coincided with the year of reckoning for the interactive movie as a viable commercial proposition. Despite the improved production values and the prominent placement of Barry Corbin’s unmistakable mug on the box, The Pandora Directive sold only about a third as many copies as Under a Killing Moon. Instead of pointing the way toward a new generation of interactive mainstream entertainment, it was doomed to go down in media history as an oddball artifact that could only have been created within a tiny window of time in the mid-1990s. Much like Jane Jensen in the case of The Beast Within, Chris Jones and Aaron Conners were afforded exactly one opportunity in their careers to make an interactive movie on such a scale and with such unfettered freedom as this, before the realities of a changing games industry sharply limited their options once again.

Small wonder, then, that both still speak of The Pandora Directive in wistful tones today. Developed in an atmosphere of overweening optimism, it is and will probably always remain The One for them, the game that came closest to realizing their dreams for the medium, having been created at a time when a merger of Silicon Valley and Hollywood still seemed like a real possibility, glittering and beckoning just over the far horizon.

And how well does The Pandora Directive stand up today, divorced from its intended role as a lodestar for this future of media that never came to be? Pretty darn well for such an undeniable period piece, I would say, with only a few reservations. If I could only choose one of them, I think I would be forced to go with Under a Killing Moon over this game, just because The Pandora Directive can occasionally feel a bit smothered under the weight of its makers’ ambitions, at the expense of some of its predecessor’s campy fun. That said, it’s most definitely a close-run thing; this game too has a lot to recommend it.

Certainly there’s more than a whiff of camp about it as well. As the video clip just above amply attests, not even the talented actors in the cast were taking their roles overly seriously. In fact, just like Under a Killing Moon, this game leaves me in a bit of a pickle as a critic. I’ve dinged quite a few other games on this site for “lacking the courage of their convictions,” as I’ve tended to put it, for using comedy as a crutch, a fallback position when they can’t sustain their drama for reasons of acting, writing, or technology — or, most commonly, all three. I can’t in good faith absolve The Pandora Directive of that sin, any more than I can Under a Killing Moon. And yet it doesn’t irritate me here like it usually does. I think this is because there’s such a likeability to these Tex Murphy games. They positively radiate creative joy and generosity; one never doubts for a moment that they were made by nice people. And niceness is, as I’ve also written from time to time on this site, a very undervalued quality, in art as in life. The Tex Murphy games are just good company, the kind you’re happy to invite into your home. Playing them is like watching a piece of community theater put on by your favorite neighbors. You want them to succeed so badly that you end up willing them over the rough patches with the power of your imagination.

The archetypal Access Software story for me involves a Pandora Directive character named Archie Ellis, a hapless young UFO researcher who, in the original draft of the script, stepped where he didn’t belong and got himself killed in grisly fashion by Jackson Cross. Barry Corbin “just dominates that scene,” said Aaron Conners later. “It was like we let this evil essence into the studio.” Everyone was shocked by what had been unleashed: “The mood on the set was just so oppressive.” So, Conner scurried off to doctor the script, to give the player some way to save poor little Archie, feeling as he did that what he had just witnessed was simply too “traumatic” to leave an inevitability. You can call this an abject failure on his part to stick to his dramatic guns, but it’s hard to dislike him or his game for it, any more than you can, say, make yourself dislike Steve Meretzky for bringing the lovable little robot Floyd back to life at the end of Planetfall, thereby undercutting what had been the most compelling demonstration to date of the power of games to move as well as entertain their players.

I won’t belabor the finer points of The Pandora Directive‘s gameplay and interface here because they don’t depart at all from Under a Killing Moon. The first-person 3D exploration, which lets you move freely about a space, looking up and down and peering into and over things, remains as welcome as ever; I would love it if more adventure games had been done in this style. And once again there are a bevy of set-piece puzzles to solve, from piecing torn-up notes back together to manipulating alien mechanisms. Nothing ever outstays its welcome. On the contrary, The Pandora Directive does a consistently great job of switching things up: cut scenes yield to explorations, set-piece visual puzzles yield to dialog menus. There are even action elements here, especially if you choose the Game Player mode; your furtive wanderings through the long-abandoned Roswell complex itself, dodging the malevolent alien entity who now lives here, are genuinely frightening. This 3D space and one or two others are far bigger than anything we saw in the last game, just as the puzzle chains have gotten longer and knottier. And yet there’s still nothing unfair in this game, even in Game Player mode; it’s eminently soluble if you pay attention to the details and apply yourself, and contains no hidden dead ends. Say it with me one more time: the folks who made this game were just too nice to mistreat their players in the way of so many other adventure games.

Exploring Tex’s bedroom in first-person 3D. His choice of wall art is… interesting.

I would like to write a few more words about the game’s one big formal innovation, letting the player determine Tex’s moral arc. Jones and Conners deserve a measure of credit for even attempting such a thing in the face of technological restrictions that militated emphatically against it. Live-action video clips filled a huge amount of space and cost a lot of money to produce, such that to offer a game with branching paths, thus leaving a good chunk of the content on the CDs unseen by many players, must have cut Chris Jones’s accountant’s heart to the quick. Points for effort, then.

As tends to the be the case with many such experiments, however, I’m not sure how much it truly adds to the player’s final experience. One of the big problems here is the vagueness of the dialog choices you’re given. Rather than showing you exactly what Tex will say, the menus offer options like “insensitive but cheerful” or “pretend nothing’s wrong,” which are open to quite a range of overlapping interpretations. In not making Tex’s next line of dialog explicit, the designers were trying to solve another problem, that of the inherent anticlimax of clicking on a sentence and then listening to Tex dutifully parrot it back. Unfortunately, though, the two solutions conflict with one another. Far too often, you click an option thinking it means one thing, only to realize that Tex has taken it in a completely different way. This doesn’t have to happen very often before the vision of Tex the game is depicting has diverged in a big way from the one you’re trying to inhabit, making the whole exercise rather moot if not actively frustrating.

Aaron Conners himself admitted that “95 percent of the people who play will end up on the B path,” meaning the one where Tex doesn’t prove himself to be a paragon of virtue and thus doesn’t get his lady love Chelsee — not yet, anyway — but doesn’t fall into a complete moral abyss either. And indeed, this was the ending I saw after trying to play as a reasonably standup guy. (For what it’s worth, I didn’t succeed in saving poor Archie either.) Predictably enough, the Internet was filled within days of the game’s release with precise instructions on how to hack your way through the thicket of dialog choices to arrive at the best ending (or the worst one, for that matter). All of which is well and good — fans gotta fan, after all — but is nevertheless the polar opposite of the organic experience that Jones and Conners intended. Why bother adding stuff that only 5 percent of your players will see without reading the necessary choices from a walkthrough? The whole thing strikes me as an example — thankfully, a rare one — of Jones and Conners rather outsmarting themselves, delivering a feature which sounded better in interviews about the amazing potential of interactive movies than it works in practice.

Then again, the caveat and saving grace which ought to be attached to my complaints is that none of it really matters all that much when all is said and done; the B ending that most of us will see is arguably the truest to the spirit of the Tex Murphy character anyway. And today, of course, you can pick and choose in the dialogs in whatever way feels best to you, then go hunt down the alternate endings on YouTube if you like.

It may sound strange to say in relation to a game about sinister government conspiracies, set in a post-apocalyptic dystopia, but playing The Pandora Directive today feels like taking a trip back to a less troubled time. It’s just about the most 1990s thing ever, thanks not only to its passé use of video clips of real actors but to its X-Files-derived visual aesthetic, its subject matter (oh, for a time when the most popular conspiracy theories were harmless fantasies about aliens!), and even the presence of Barry Corbin, featured player in one of the decade’s iconic television programs. So, go play it, I say; go revel in its Mormon niceness. The post-millennial real world, more complicated and vexing than a thousand Roswell conspiracy theories, will still be here waiting for you when you return.

(Sources: the book The Pandora Directive: The Official Strategy Guide by Rick Barba; Electronic Entertainment of July 1995; Computer Gaming World of March 1996 and December 1996; Retro Gamer 160. Online sources include the now-defunct Unofficial Tex Murphy Web Site and a documentary film put out by Chris Jones and Aaron Conners in recent years.

The Pandora Directive is available from GOG.com as a digital purchase.)

 
 

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Under a Killing Moon

We couldn’t believe one CD could be filled up so quickly.

— Aaron Conners

Bountiful, Utah, is the second city of the Church of Jesus Christ of Latter-Day Saints. Legend has it that its patriarch, a herdsman named Perrigrine Sessions, exclaimed, “Here at last is paradise on earth!” on the day in 1847 when he first looked down upon the lush valley where the city stands today.

Like so many Mormon communities, Bountiful seems frozen in time, or rather out of time, a vision of a bucolic 1950s small-town America that barely ever existed in reality. The city’s newsletters have a weirdly anachronistic tone, regardless of their cover date. An issue from 1993 notes with alarm that a gang (!) has been formed, whilst going on to add a little reluctantly that it doesn’t appear to have committed any actual crimes yet. (“We hope that gang activity can be stopped before it takes a foothold.”) The same issue looks forward to “patriotic Americana” in the city park with “Utah Voices and the 23rd Army Band.” Somewhere in Bountiful, one senses, a middle-aged matron is still shaking her head disapprovingly over Elvis Presley and those gyrating hips of his — “and yet he seems such a nice, well-spoken young man otherwise…”

She was doubtless doing the same in the late 1960s, when a handful of Bountiful kids started to shoot their own movies on the new Kodak film format of Super 8. Chris Jones, Doug Vandegrift, and a collection of assorted siblings, cousins, and friends spoofed the things they were watching at the local cinema and on television: Batman, Tarzan, Mission: Impossible. Judging from the few fragments of their movies that have survived, they were hopelessly square — it’s hard to believe that they’re contemporaneous with the likes of Woodstock and Easy Rider — but also clever and endearingly cheeky. Typical Bountiful art, in other words.

Inspired by these experiments, Vandegrift went off to university to study acting, while Jones, being of a more practical bent, went out for finance. After university, Vandegrift switched from acting for a camera to drawing for one, landing a job with Hanna-Barbera illustrating Saturday-morning cartoons. He parlayed that gig into an impressive career; he won an Emmy Award in 1988 for his work on Muppet Babies. Meanwhile Jones wound up an accountant at an engineering firm in Salt Lake City.

Jones had a friend named Bruce Carver, who in 1982 bought one of the first Commodore 64s ever sold in Utah. He discovered a latent genius in himself as soon as he began to program it, and founded Access Software to publish his work. Jones initially joined the venture, whose offices would move back and forth between Salt Lake City and Bountiful as it grew, as its part-time sales representative and accountant, but he quickly grew fascinated with the creative potential of the new medium his friend was exploring. Thus he sketched out the scenario for a multi-part action game called Beach-Head, which Carver then proceeded to implement in code. Like virtually everything else Jones would ever do on a computer, this first game was inspired by his love of movies — in this case, by rah-rah World War II movies starring John Wayne and similarly lantern-jawed leading men. Thanks to Carver’s programming chops and Jones’s instinct for cinematic drama, Beach-Head became the breakout hit that put Access on the map upon its release in October of 1983. Raid Over Moscow and Beach-Head II, more games in the same style, did almost as well in 1984 and 1985.

After that, however, Bruce Carver stumbled upon the subject matter that would sustain Access for almost two decades. He and his brother Roger Carver made a golf game called Leader Board in 1986, which begot World Class Leader Board the following year, which in turn begot the long-running Links series in 1990. These games were very, very good for Access in general, but something of a mixed blessing for Chris Jones, who was now working full-time for the company, keeping track of all the money they were bringing in. The reality was that he just didn’t have much to contribute creatively to a golf simulation.

So, he decided to get the old gang back together and make another movie instead. Vandegrift had recently returned to Bountiful to take a job as Access’s art director, and was more than up for Jones’s plan. The two had dreams of showing at Sundance as they wrote a script that combined The Maltese Falcon with Close Encounters of the Third Kind. Jones took the starring role of a private detective born in the wrong time, who channeled not only Humphrey Bogart but also Roy Rogers, what with his penchant for yodeling cowboy tunes. The detective-cum-cowboy’s name was Tex Murphy.

Tex Murphy the yodeling cowboy, as seen in Plan Ten from Outer Space.

But the film went disastrously wrong. All Sundance ambitions went out the window when someone stole the gang’s brand-new 16-millimeter camera, forcing them to switch back to Super 8, then to videotape because, hey, film gets expensive. Most of the soundtrack got lost, forcing everyone to re-dub their lines. The project devolved into Plan Ten from Outer Space, a ludicrous farce whose only obvious advantage over the awful Ed Wood film it purports to spoof is the fact that it knows how terrible it is. And yet it’s also really, genuinely funny, even when it’s abundantly clear that its creators have no idea what they’re doing. It’s smart in its amateurishness, bursting with a joie de vivre that just can’t be faked. In this, it has much in common with what came later from many of the same creators.

Disappointed to have made a film that could only be shown to family and friends, however much fun he’d had with it, Jones proposed adapting it into a computer game built out of spare parts that happened to be lying around the Access offices. Bruce Carver had been blending real-world photography with computer graphics since making the first Leader Board a couple of years before; for that game and its sequel, he had captured Roger Carver swinging a golf club on videotape and imported selected frames using primitive digitization technology, all in order to give a smooth, realistic depiction of the subject. And Access also had a vaguely Starglider-like outer-space shoot-em-up called Echelon on the shelf, which Bruce Carver had worked very hard on but which had given a poor return on his investment; the game had never sold very well. Now, he agreed to let Jones make an adventure game relying heavily on digitized images, its puzzle-solving scenes glued together by a flight-simulator game that re-purposed some of the old Echelon code. It would move Tex Murphy into the dystopian world of the year 2033, largely dropping his Roy Rogers persona but doubling down on Humphrey Bogart. Cheerfully appropriating the name of a classic Martin Scorsese film without giving it a second thought, Jones dubbed the game Mean Streets.

Today Jones regards Mean Streets, like Plan Ten from Outer Space, as non-canonical, a piece of Tex Murphy juvenilia, and that’s probably a fair assessment. But, as with the movie, auguries of what came later are all over this work. Mean Streets mixes wildly disparate interfaces and modes of play with giddy abandon: the flight simulator you use to fly Tex’s speeder from place to place, the side-scrolling shoot-em-up you get dumped into when negotiations go south, the adventure game of searching locations for clues, the menu-driven conversations with some two dozen witnesses and suspects in the crime you’re trying to solve. It stitches this crazy quilt together using cutting-edge technical tricks from its time: all of the characters you meet are presented as 256-color digitized photographs — Jones once again plays Tex — and snippets of digitized speech pop up here and there, thanks to another of Bruce Carver’s brilliant innovations, a technology called Real Sound that let a game play back just what the name would imply on an MS-DOS computer without an add-on sound card.

Such an overweening focus on trendy gimmicks seldom yields a classic game; no surprise, then, that Mean Streets doesn’t quite earn that label. And yet Jones, working with Doug Vandegrift as art director, managed to bring it closer to that status than one might expect, thanks to yet another quality that would show up again in the future: a thoroughgoing willingness among the developers to put themselves in the player’s shoes, to try to play with her rather than against her. In Mean Streets, you can fly your speeder manually everywhere if that’s what you enjoy, or you can turn on the autopilot and zip to your destination; you can screw around in the desert outside of town shooting bounty hunters all day, or you can diligently pursue the resolution of the mystery with the help of the notepad thoughtfully included in the box. Even when it comes to the gimmicks, one never gets the impression the developers were thinking, “Including real pictures in our game will surely make us market leaders and sell a million copies!” No, it’s rather, “Gee, real pictures… in a game! How cool is that? Let’s do it!”

The “cast” of Mean Streets consisted of colleagues and friends, along with a smattering of fashion models recruited from a local agency. This character, whose name is Sylvia Linsky, would later show up in Under a Killing Moon as Tex Murphy’s ex-wife. (The course of love is never straight and true…) Even these few lines of text are enough to demonstrate the awkward writing that dogged these early games, which would be remedied only by the arrival of Aaron Conners on the scene. “If only I knew how she felt for me…” About me, maybe?

Released in late 1989, Mean Streets sold well enough to justify continuing with adventure games as a sideline to Access’s main business of golf simulations. In fact, Jones, Vandegrift and their colleagues made no fewer than three more games in the same general style as Mean Streets, minus only the flight simulator and shoot-em-up sequences, which most players of the first game had agreed were a bridge too far. The games in question were called Countdown, Martian Memorandum, and Amazon: Guardians of Eden, of which trio only the middle entry starred Tex Murphy. Then, the era of juvenilia ended as Jones and company took things to another level entirely.

Access was flying higher than ever at the time, but the reasons for their success still had much more to do with their golf games than their adventure games. In 1992, the year that Chris Jones made Amazon, Bruce Carver made Links 386 Pro, the first major game of any stripe to require a high-resolution “Super VGA” graphics card. It became a smashing hit, selling to many gamers who couldn’t care less about the sport of golf but just wanted to take in the mouth-watering details of the game’s meticulously recreated real-world courses. With Access thus flusher than ever with cash, Jones sought and won permission to, as he put it, “make the Links 386 of adventure games,” employing not only the new technology of SVGA but also CD-ROM. It was a tremendous gamble — the industry had been waiting in vain for CD-ROM to break through for literally years already — but the money flowing in from Links put Access in a position where they could afford to take such risks.

Although Doug Vandegrift had provided welcome assistance, all of Access’s adventure games to date had been Chris Jones’s babies at bottom, a fact that was perhaps not completely to their benefit. Jones was many things, but he wasn’t a terribly accomplished writer, and it often showed. Luckily, Access had recently hired as a technical writer a fellow named Aaron Conners, holder of a degree in English literature from the University of Utah. He’d become chummy with Jones when he was assigned to write hints for Amazon. Now, Jones asked him to write a full-length script for a third Tex Murphy game that would pull out all the stops.

It was the best move he ever made; Conners brought a whole new dimension to the character, adding not just more layers of humor but a degree of pathos as well. Conners:

He’s a man out of time, which works well because we can put him in an environment that none of us are familiar with, and he doesn’t seem to be familiar with it either. So, we can relate to him.

At the same time, he’s got the sensibilities of the 1940s, which is nostalgic to us. I think it ties in really well together, but it’s inherently humorous because he’s constantly out of place, no matter where he goes. He’s a [private detective], and he doesn’t really have any peers [in the future]. When he goes to the people who hire him, they’re generally higher class and think he’s scum. And yet he thinks that everyone at his level or lower is scum.

Tex’s basic attitude reminds me of the George Carlin line: “When you’re out driving, anyone driving slower than you is an idiot, and anyone driving faster than you is a maniac.” That’s kind of the way Tex is. He doesn’t seem to fit in with anyone. Tex has an inherent dislike of people who are born privileged. So he just has to poke them all the time. That’s how I see Tex’s character, fueled by this natural irreverence.

In November of 1992, three months after being given the assignment, Conners handed Jones the story for Under a Killing Moon, then stepped up to join him as co-designer. The two have been professionally inseparable ever since.

The story takes place in the San Francisco of 2042, ten years after Mean Streets. The people of the city, who live out their lives in a Blade Runner-esque nocturnal setting, have been segregated into “norms” who don’t evince radiation-induced mutations and “mutes” who do. Tex himself is a norm, but he feels more comfortable among the mutes who inhabit the ghettos of the city. In the course of the game, his investigation of a petty robbery at a local pawnshop puts him on the trail of a worldwide eugenicist conspiracy to cleanse the earth of mutants and re-constitute the human race from pure stock.

Doug Vandegrift crafted the look of the setting, blending film noir with science fiction in a way whose only obvious antecedents were his and Jones’s own earlier works and the aforementioned Blade Runner. Jones:

The model was old-style, rundown, down and out, seedy, making it feel like the [Great] Depression. In Tex’s neighborhood it could be 1938. Dirty, dark alleys and streets, wrecked buildings, that post-apocalypse feel. Then in the new city, Tex moves through beautiful condominiums and high-tech office complexes and facilities.

Like the Access adventure games that had come before it, Under a Killing Moon would knit together all of the trendiest new techniques in game development. But, in a telling sign of the changing times, the nature of those techniques was now such that this game would necessarily be ambitious — and expensive — on an almost unprecedented scale. At its core, it would be built around two seemingly wildly disparate approaches: a 3D-rendered virtual reality and full-motion video starring real actors.

At the time that Under a Killing Moon was first being conceived, the potential for 3D rendering outside the context of vehicular simulations was best demonstrated by two games with polar-opposite personalities: Blue Sky Productions’s CRPG Ultima Underworld and id Software’s Wolfenstein 3D. The former was by far the more complete implementation of a 3D environment, but paid the price for it by running rather slowly even on machines that met its steep system requirements. Wolfenstein 3D, on the other hand, was much more limited — it was more of an illusion of a 3D environment than the real thing — but it ran like blazes on almost any computer made during the last five years. Ultima Underworld let you do all sorts of things in its world, from swimming to flying to casting spells; Wolfenstein 3D let you run through suspiciously uniform corridors and shoot Nazis. As the decade progressed, all games that employed 3D rendering would sort themselves on a continuum between these two archetypes.

Under a Killing Moon boasted some of the most impressive 3D environments yet seen on a computer. This part of the game was a technological marvel in its own right.

Jones and Conners, for their part, were interested in using 3D not as a test of reflexes but to bring their world to life in a way that third-person graphic adventures, including Access’s own earlier ones, did not. Although Tex Murphy must sometimes use stealth to hide from enemies in the 3D sequences, he never shoots anyone at all within them. Even all these years later, Under a Killing Moon and its eventual sequels still stand out as unusual, noble efforts to use the potential of 3D in the service of something other than what the politicians would soon be labeling “murder simulators.” Jones:

When we sat down to create this experience, we asked ourselves, “If I’m a private investigator, what do I want to do?” Hey, I want to look in drawers! I want to crawl around, look at footprints on the floor, pull things out and examine them! And I want to do that stuff myself. I want to control the action. I don’t want some mouse click to take me on a path over there. Give me all the freedom that you can, then let me interact with that environment.

In talking about “some mouse click to take me on a path over there,” Jones is implicitly comparing his game to The 7th Guest, the industry’s first big CD-ROM-exclusive hit, which appeared in March of 1993 and paved the way for Under a Killing Moon by unleashing at last the long-anticipated wave of CD-ROM uptake among consumers. And indeed, at a casual glance The 7th Guest seems like a very similar game to Access’s effort: it too blends 3D environments with full-motion-video clips of real actors, and it too is among the earliest games to require an SVGA graphics card.

Look closer, however, and the differences become stark. The 7th Guest uses a node-based movement system; thus Jones’s disparaging reference above. Your movements from node to node inside the haunted mansion where it takes place are presented via pre-rendered 3D animations. Under a Killing Moon, on the other hand, does its rendering on the fly, giving you a glorious free-scrolling environment to roam as you will — crouching, bending, looking on top of things and under things and inside things. It’s an extraordinary achievement, especially given that it’s almost entirely the work of a single programmer, a longtime Access stalwart named Bruce Johnson. In order to get the speed he needed from the hardware available at the time, he had to write it in pure assembly language — an approach which even as storied a programmer as id’s John Carmack had abandoned by that point as just too much trouble. Access Software is seldom mentioned as a 3D pioneer on the level of Looking Glass Technologies (née Blue Sky Productions) and id Software, but perhaps that’s unjust. Their reputation in this field may have been ironically undermined by their other ambitions — for, instead of being content merely to redefine the state of the art in 3D environments, Jones and Conners used 3D as just one component in their game.

The other side of the equation is, as mentioned, full-motion video, which is used for cut scenes that advance the story along and for your menu-driven conversations with others. Like virtually all such productions from the 1990s, Under a Killing Moon leaves much to be desired by the cineastes among us. Even the most experienced professional actors would surely have struggled to deliver good, natural-feeling performances when forced to ply their trade in front of a plain blue screen, waving around clumsy props that would later be painted over by Access’s artists, being directed by Jones and Conners themselves, who, clever and creative though they were, had never been to film school. But then, much of the cast of Under a Killing Moon are not professional actors, and, believe me, it shows.

A conversation with Beek Nariz, who was played by Doug Vandegrift. He “nose” a lot about goings-on in the criminal underworld, and what he doesn’t know he can sniff out.

Whether that quality of rank amateurishness is ultimately to the game’s detriment, however, is a different question. Under a Killing Moon‘s secret sauce, which makes it work even where it really ought not to, is its sheer likability. Chris Jones deadpans his way through the role of Tex in a fashion that will never win him any acting awards, but it does win the viewer’s sympathy. The same applies to virtually every other amateur who appears onscreen, often in ludicrous homemade prosthesis and makeup appropriate for their mutant personae. Whether childhood friends of Jones and Vandegrift or people who just happened to work at Access, they’re clearly having a great deal of fun with their roles, and they clearly want us to have fun watching too.

Deep into production, Jones learned during a chance conversation with his brother that the latter knew a Hollywood talent agent who was in Salt Lake City casting for a movie. Doug Vandegrift:

She said, “If you guys want to hire Hollywood actors, I can arrange that.” But we really didn’t take it seriously until she called up one day and said, “I’ve got Margot Kidder. She’s got to go to the airport in three hours, but right now she’s sitting in Salt Lake City doing nothing. If you’d like for her to come, you can have her for three hours.” Aaron quickly wrote something, she showed up, and had great fun doing it.

We thought, well, if we can get her, maybe we can get somebody else. Before we knew it, Brian Keith came in for a day.

In an amusing reminder of Access’s essential Mormon-ness, Brian Keith, whose gruff persona in television shows like Hardcastle and McCormick apparently wasn’t affected, became in Aaron Conners’s recollection the first person ever to “drop an F-bomb” in the office. This must mark some sort of record; normally the F-bombs flow like soda inside a games studio…

Russell Means, a supporting player in the recent movie The Last of the Mohicans, also joined the cast. These “stars” who came on such short notice and left just as quickly stand out from the amateur thespians considerably less than one might expect. Like so many Hollywood actors who slummed it in CD-ROM during the heyday of the full-motion-video craze, they used Under a Killing Moon as an opportunity to chew up some scenery and have a little fun playing out-sized versions of the roles for which they were best known. “I don’t think she was really quite sure of what we were doing,” says Chris Jones about Margot Kidder. “Her reference point was Nintendo and Sega.”

Undoubtedly Access’s biggest coup was the casting of James Earl Jones, the iconic voice of Darth Vader himself, as narrator. It was really on a lark that they even rang up his agent — and sure enough, the initial response was, to say the least, not positive: “No way, no way will we do this, no way.” In the end, though, James Earl Jones did agree to do the job, and for a fraction of his normal rate at that, because his son had played and loved Access’s earlier adventure games and had been following the progress on this one closely: “Dad, you’ve got to do this!” Consider: LucasArts had just started making Star Wars games at the time, and yet with all their connections were forced to settle for a soundalike in the role of their Darth Vader. But here he was, performing for Access. Under a Killing Moon truly was a charmed project.

But if its makers were lucky, they earned their luck by doing everything they could to make sure that everyone who played it got more fun than frustration out of the experience. For example, it’s impossible to lock yourself out of victory without knowing it. Another telling sign that this game is on its player’s side is its interactive hint system, which you’re free to use as much or as little as you want. There’s even an “easy play” mode that lets you skip the puzzles completely and just explore the story. The designers plainly aren’t entirely comfortable with the idea — “you’ll enjoy a new level of entertainment” if you only use easy mode to “become familiar with the controls” and then move on to the real thing, says the manual — but, hey, if you really want to play that way, that too ought to be your right.

The travel interface, to which locations are added as time goes on and you learn about them. Under a Killing Moon uses plot time instead of clock time: time advances only in response to you making progress in your investigations. This technique, which had been pioneered by Infocom in Ballyhoo and used to good effect in the first Gabriel Knight adventure in the year before this game was released, was by this point becoming a staple of the adventure genre. And small wonder: it allows for a dynamic, unfolding plot without letting said plot run away without the player. What it sacrifices in realism, in other words, it recoups in practicality and mercy.

Yet another innovation for the player’s sake — perhaps the most enduring of all — is found in the conversation system. Menu-based conversations had been a staple of graphic adventures for quite some time, but Jones and Conners noted how awkward it felt to click on a line of dialog for Tex and then hear him parrot the very same line back. Aaron Conners:

Almost every game at the time would show the full line of dialog. We said, “This is so tedious.” A lot of the wordy games, including some of the best ones, like Monkey Island — fantastic, wonderful humor… but even with that I got tired of reading it and then hearing it. I had to come up with some other way to do it.

So, they implemented a mood-based conversation menu: instead of seeing exactly what Tex will say, you see options like (in the case of a potential love interest) “subtle innuendo,” “lovesick puppy,” and “charmingly curious.” This way, you still feel like you’re directing the course of the conversation, but some element of surprise is preserved. This system went on to influence no less a gaming blockbuster than the Mass Effect franchise, whose development teams included some avowed fans of the Tex Murphy games.

There’s an honesty about Under a Killing Moon, a commitment to its plot and premise that is lacking from most contemporary interactive movies. Again, a comparison to The 7th Guest is unavoidable. The earlier game is the poster child for puzzles that exist purely to give the player something to do, that have no connection whatsoever to a game’s fiction. But, in the words of Chris Jones, “there are no 7th Guest-type things” in Under a Killing Moon: “You know, ‘Here’s a puzzle to solve so you can move to the next room. Move these little marbles around here or whatever. None of that. In Under a Killing Moon, everything is interrelated.” The things you do in the game are mostly the things that a real private detective might be expected to do in order to solve a crime: interviewing people, searching premises for clues, piecing together the evidence to come another step toward the solution. Even those that are thoroughly goofy and would certainly never appear in a detective movie still bear directly on the case you’re trying to solve. And even those puzzles that might initially seem like roadblocks for the sake of roadblocks — like Tex’s urgent need for a new fax machine to replace his broken one — turn out to be useful as background, in this case by establishing just how down and out our hero actually is. At the time of its release, Under a Killing Moon was simply the best, most honest interactive implementation of a mystery — arguably the fictional genre most naturally amenable to becoming an adventure game — to appear since The Lost Files of Sherlock Holmes.

By the time it was released just in time for the Christmas of 1994, Under a Killing Moon had taken two years and some $5 million to create, making it one of the two most expensive computer games ever made to that point. It was also one of the two biggest games yet made in terms of sheer number of bits: it grew from one CD to two to three to four over the course of its development. In both departments, it was equaled only by the near-simultaneously released Wing Commander III from Origin Systems, another, very different take on the full-motion-video interactive movie. How strange to think that just a year or two earlier developers had been fretting over how they would ever manage to fill up a single CD! Not content with blowing past the one-gigabyte barrier in 1994, these two games had already exceeded two gigabytes in size. It was as frenzied a period of technological change as gaming has ever known.

Under a Killing Moon was greeted with a brutal review in Computer Gaming World, courtesy of Charles Ardai, that magazine’s resident curmudgeon as well as my favorite gaming scribe of the 1990s. His take-down is odd not least because he had previously given Countdown and Martian Memorandum fairly glowing reviews. Nevertheless, his review of Under a Killing Moon makes some very valid points, so much so that I want to quote from it here as the flip-side to my positive take on the game.

With the plot about the cult and the crusade for genetic purity, [the developers] appear to be trying to tell a serious story, with serious threats and grim implications. Yet every time the story threatens to go in an interesting direction, they cut it off at the knees by throwing in lame, inappropriate jokes and cheap slapstick, such as scenes that involve Tex falling over in his chair or walking into walls or getting captured by villains who do Three Stooges-style eye-poking shtick.

This undisciplined willingness to sacrifice the story in order to stick gags in where they don’t belong is typical of amateur writers, and it is deeply unsatisfying. Jones and Conners seem to be hoping that they can make a single game be both a serious thriller and a goofy comedy, both Chinatown and Dead Men Don’t Wear Plaid, and it just doesn’t work.

Ardai isn’t precisely wrong about any of this; the game’s tone really is all over the map, in that way all too typical of adventure-game writers — and, yes, amateur writers of all stripes — who lack the courage of their convictions, and seek to head off criticism of their productions’ manifest weaknesses by suddenly playing them for laughs. Normally, this sort of thing irritates me as badly as it does Ardai.

In this case, however, it doesn’t; I recognize the game’s disjointedness, not only in terms of its fiction but in the disparate gallery of techniques and interfaces it uses to present its story, but I’m just not that bothered by it. For me, Under a Killing Moon is a shaggy beast for sure, but also a thoroughly lovable one. When I ask myself why this should be, I find myself tempted to fall back on those vague platitudes that are the hallmark of the amateur critic: that the game has “soul”; that it is, God help us, “greater than the sum of its parts.”

Since that will obviously never do, let me note that it has at least three saving graces. One is a certain cultural sophistication which peeks through the game’s pastiche, telling us that its creators were a bit older than the norm and had a taste for things beyond Dungeons & Dragons and Star Wars: the street where Tex Murphy lives is called Chandler Avenue after the beloved crime novelist; the central Mcguffin of the game is a bird statuette, a nod to The Maltese Falcon. Another is its bold spirit of innovation, its willingness to try not just one new thing but a whole pile of them, despite working in the terminally conservative ludic genre of the adventure game, which usually departs from the tried and true only with the utmost reluctance. And a third — probably the most important of all — is one that I’ve already mentioned: its exuberant likability. Just being nice — being the kind of person that other people enjoy being around — will get you a surprisingly long way in life. If Under a Killing Moon is any evidence, the same is true in games.

Here, then, is the ultimate difference maker between Under a Killing Moon and a game like The 7th Guest: the former is generous to its player while the latter is stingy. Although Under a Killing Moon gleefully employs every piece of trendy technology its developers can get their hands on, it’s all done for the purpose of making a fun game of the sort that said developers themselves would like to play; it’s not done merely to make a statement about the alleged multimedia zeitgeist, much less to rake in beaucoups of cash. The money, one senses, was always secondary when it came to Tex Murphy. (Why else invest millions into risky interactive movies at all instead of wallowing contently in the ocean of guaranteed profit from the Links franchise?)

There’s an open-hearted joy about Under a Killing Moon that makes up for a multitude of acting and even writing sins. It’s still bursting with that excitement which Jones and Vandegrift felt as kids — “We’re making a movie!” It’s just that now it’s an interactive movie. Under a Killing Moon is a wonderful tonic in a cynical world. If that sounds odd, given that the game takes place in such a dystopian setting, it serves only to point out how special its personality really is. The game tells us that the best parts of us, the things we sometimes call our basic humanity, will always survive. Chris Jones:

Okay, this world’s worn-out and ugly and partially destroyed, but people are people. People still have their sense of humor. People still have an outlook they can hang onto. Even if the world’s going to hell, it’s the only world they’ve got. To be dragged down in the mud attitude-wise or [imagine] things never improving… well, maybe they will never improve, but there’s got to be some hope that they will.

It strikes me that the most under-discussed aspect of Under a Killing Moon, as well as quite possibly our key to understanding all this, is the Mormon community from which it sprang. There are all sorts of reasons for the silence on the subject, starting with many would-be game historians’ apparent belief that individual games can be understood without taking account of the real-world beliefs and biases that went into them, passing through the way that the people who made this particular game studiously avoid the subject, ending with how loaded any discussion at all of religion has become in our societies. Not everyone who worked on Under a Killing Moon was Mormon — even a community like Bountiful is “only” 75 percent Mormon, with a substantial Catholic minority among its other believers and non-believers — and the game never, ever proselytizes; it wants to entertain you, not convert you. Nevertheless, it has a distinct Mormon sensibility, and is all the better for it.

There is, I think, a tendency among many non-believers who lack experience with religious communities to imagine them as unduly grim milieus, where everyone marches in lockstep as Soldiers of God, where there is no room for warmth or humor or whimsy, no space for secular culture of any stripe. But, as Under a Killing Moon amply demonstrates, that’s not always or even usually the case at all.

Of course, like any dogmatic religion, Mormonism comes complete with a set of Lines That Shall Not Be Crossed, whose nature I won’t belabor here. Yet it’s more forward-looking than many religions, with surprisingly little aversion to modernity within its strict lines of demarcation. Based on my own limited experience, this orientation translates into a genuine desire to see the faithful live up to their individual talents here in the world. You can see this quality manifested in Under a Killing Moon, along with much else that will strike a chord of recognition with anyone who has ever lived among or around Mormons. I recently discussed the subject with Jeff Roberts of RAD Game Tools, a longtime friend of this site who did some contract work on the game’s video-compression system:

Yeah, I joke about how LDS the humor seems to me. It’s super chaste, awkward humor. Very dad-joke humor. I grew up in Utah as a non-Mormon, so I sense that feeling immediately (Book of Mormon nails that perfectly). But yeah, any clips of Access games immediately trigger a “whoa…” in me to this day. They did a “comical” golf game a few years later that really pegs the Mormon meter for me: “Extreme” something… yikes, so bad.

I remember a funny story about Bruce [Johnson] being a henchman that has to grab a girl that was being abducted, but Bruce was embarrassed and it kept filming badly, which led to the actor playing the girl finally just saying, “Look, can you just grab me, so I can go home?”

Tex looks very uncomfortable in this situation…

Under a Killing Moon is the videogame equivalent of Mitt Romney, the whitest man in the world, marching gawkily along with a Black Lives Matter protest, just because, gosh darn it — and Mitt Romney would actually say, “Gosh, darn it,” in 2020 — it’s the right thing to do. As far as the game is concerned, the Right Thing is to try its own earnest, gawky best to give its players the best time ever.

Fortunately for Access, most gamers hewed more to my verdict on Under a Killing Moon than to Charles Ardai’s. In spite of a coveted segment on the television show Entertainment Tonight, the game didn’t become a breakaway mainstream icon of the early CD-ROM era like The 7th Guest or Myst. But it did do well among the slowly expanding audience of core gamers, enough to earn back its development budget and justify another Tex Murphy game. So, one of the most likable series in the history of adventure gaming got to continue on its goofy way, and thus will be making another appearance as part of these histories before all is said and done. In the meantime, give the game a shot if you haven’t already. You might be surprised at how much wholesome fun a post-apocalyptic dystopia can be.

(Sources: the book Under a Killing Moon: The Official Strategy Guide by Rick Barba; Computer Gaming World of January 1990, January 1991, January 1992, August 1994, and January 1995; Electronic Entertainment of November 1994 and January 1995; Commodore Magazine of July 1987 and August 1987; Provo Daily Herald of January 25 1989, August 1 1990, August 21 1990, June 23 1992, September 19 1993, and October 8 1994; various Bountiful city newsletters. Video sources include the original film of Plan Ten from Outer Space, with commentary from the makers; the documentary The Making of Tex Murphy; and Chris Jones, Aaron Conners, and Mat Van Rhoon on the Back Seat Designers podcast. And I owe a huge thank you to Jeff Roberts for sharing his impressions of working with Access Software.

Under a Killing Moon is available for digital purchase on GOG.com.)

 

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Leader Board

Leader Board

Like just about every other sport, golf made it to computer screens quite early. A textual version was passed around in BASIC circles even before the arrival of the trinity of 1977, and was included in the landmark 1978 book BASIC Computer Games. Two years later, Atari released their blandly if descriptively named Golf cartridge for the VCS. Yet neither of these crude efforts, nor the ones which followed over the next few years, did the sport much justice. Those that had graphics at all were all played from a disembodied overhead perspective that could make them feel more like pinball than golf, and no one came close to computerizing the mix of science, art, and exquisite terror that is the golf swing. Then, as these things so often happen, a whole field of golf games appeared in 1986 which showed their courses from an actual golfer’s perspective and put the player’s focus squarely where it belongs, on the swing itself.

BASIC Golf running on a Commodore PET

BASIC Golf running on a Commodore PET

Atari's Golf cartridge for the VCS

Atari’s Golf cartridge for the VCS

Of this suddenly crowded field the two most popular turned out to be Accolade’s Mean 18 and Access’s Leader Board. If you try them both out today, you’re likely to be more impressed, at least initially, by the former than the latter. Mean 18 is a much more complete simulation of the real game, including trees, sand traps, water hazards, varying elevations, re-creations of actual courses, even the chance to make more courses of your own with an included editor. Leader Board, on the other hand, turns you loose in a surreally minimalist environment of empty land and water and absolutely nothing else. On a bullet list of features, there’s no comparison. Yet if you play them both a bit you might just find that Leader Board, for all that it lacks, nevertheless feels better. For me anyway, it’s just somehow more fun. But even if you still prefer Mean 18, Leader Board deserves respect, as well as the chance to be graded on something of a curve. While Mean 18, you see, ran only on the bigger 16-bit machines, Leader Board was born and bred on the humble Commodore 64.

Mean 18

Mean 18

Leader Board

Leader Board

Given the technical and conceptual achievement it represents, I thought we’d do something we haven’t done in quite a while: look at Leader Board as the Carver brothers would have seen it, from the perspective of designers and programmers putting it together piece by piece. I will get just a bit technical in some of what follows, so you might want to review my earlier articles on the Commodore 64 and its capabilities, as well as the parts of my Elite history that dealt with the fraught transition from 2D to 3D graphics.

So, the Carver brothers wanted to create a golf simulation from a 3D perspective on a computer with a 1 MHz processor and 64 K of memory. Where to start? Well, the first thing to do was to simplify the bounds of the simulation brutally, out of the knowledge that anything you abstract away today represents the best kind of work, the kind that you don’t have to do at all. Any simulation is a simplification of reality. The art of the science is figuring out just how much detail is necessary. Suffice to say that the Carver brothers drew that line much farther along than anyone could get away with today. Maybe they could add some complications back in later, once they had an initial working version. In the meantime, much of what we think of when we think of the game of golf got tossed out the window, not without the occasional groan of regret: trees, sand traps, any notion of fairways as opposed to roughs, any notion of a putting green as anything other than a perfectly circular area around the hole with a radius of 64 feet, any concept of elevation when not on the green. Wind made the cut, but with the odd yet simplifying quality that it will always blow in the same direction relative to the golfer no matter which way he faces.

Despite all the editing, the Carvers still needed to map a 3D landscape, simplified though it may be, into the Commodore 64’s memory and be able to display the scenery in proper perspective from any location, facing in any direction, as the player hacked her way toward the hole. Additionally, given the success their earlier games had enjoyed in Europe it was critical to them that this one also be playable from cassette, meaning the whole program — including the four separate 18-hole courses they wanted to include — should reside in memory at once. This was hardly playing to the natural strengths of the 64, whose graphics had been designed with 2D sprite-based games in mind. The solution they arrived at was to first design and store about 30 different polygons, each of which could be used to represent an “island” on the course, which was otherwise assumed to be pure water. Each hole of each course could then be built by arranging these islands, up to seven of them per hole, in different, often overlapping configurations. Just as his tile-graphics system allowed Richard Garriott to build huge worlds by mixing and matching reusable chunks of landscape, these reusable polygons saved the Carvers gobs of precious memory. The views of the course must be drawn using the Commodore 64’s multicolor bitmap mode; they were too irregular for character graphics. Thus every bit of memory saved was doubly precious, as a multicolor bitmap display consumes a full 10 K of the 64’s 64 K. If you look at the diagrams of the holes, you can see how they’re all built from the same pile of interchangeable parts.

Leader Board course diagrams

By applying the mathematics of 3D perspective, it was now possible to display views from any arbitrary location and facing for every hole — the first necessary step for a 3D golf game. As you can see from the video clip a bit further down the page, when playing the game you can actually watch each polygon/island being drawn in outline form and then filled in with color as each new perspective of the course is generated.

Next must come the golfer himself. It was hugely important to the Carvers that he should make a correct, believable swing. Bruce therefore filmed Roger taking swings under carefully controlled conditions using a high-quality video camera. About every fourth frame of the swing was developed as a slide and projected onto a glass screen, from which Roger could trace it onto graph paper using colored pencils, to be translated from there into the grid of bits that makes up each frame of each sprite in the Commodore 64’s memory. Or rather, six different areas of the image were each individually translated: the actual golfer, club included, is built from no fewer than six of the 64’s eight available sprites, each of a single color and carefully placed in relation to its siblings; thus the golfer’s white shirt and hat are made from one sprite, his brown pants from another, his black club from yet another, etc. (Although Bruce Carver first made his reputation through his mastery of multicolor sprites, Leader Board actually makes no use of them.) As the golfer goes through his swing, each sprite steps through its own sequence of bitmaps to recreate as closely as possible the smooth swing that had been originally captured on video.

Bruce Carver films Roger taking a golf swing.

Bruce Carver films Roger taking a golf swing.

Roger Carver traces his own image from a frame of video.

Roger Carver traces his own image from a frame of video.

Now how to have the player actually control the swing? After much experimentation, the Carvers hit upon a system that didn’t try to duplicate the actual motions of a swing via complicated joystick jerks of the sort Epyx tended to favor in their Games series, but somehow just felt better than anything else. (The developers of Mean 18 came up with an almost identical system simultaneously but apparently independently.) This so-called “three-click” system has persisted with only modest variations for decades as the go-to control scheme for computerized golf; any new game that deviates from it always provokes intense debate, and those that opt for something other than this by now traditional approach often all but define themselves by their rejection of the golf-swing status quo.

In Leader Board, then, you first aim the shot horizontally with a small targeting cursor, then press and hold the joystick button to begin your back swing. You release it when you’re ready to end the back swing — more back swing will hit the ball farther — but must be careful not to wait too long. The golfer now begins his forward swing. Hit the button again just as the club strikes the ball to “snap” it straight, or slightly before or after to deliberately — or, more likely, accidentally — hook or slice it to the left or right. Timing being so critical in this, the very heart of the game of golf whether played in the real world or on a computer, the simulation here had to be absolutely smooth, consistent, and precise. As in many other places in Leader Board, the Carvers took advantage of the Commodore 64’s timer-interrupt system to be sure of this. (Timer interrupts work similarly to the raster interrupts I discussed in an earlier article, except that they are triggered not by the movements of the electron gun which paints the screen but rather can be set to occur at a precise interval of microseconds.)


After the ball is struck, its X, Y, and Z vectors are calculated, taking into account the swing itself, gravity and air resistance, and, if you’re playing at “Professional” level, the wind. The ball is represented by a seventh sprite, which can have a number of possible sizes depending on its distance from you. In a nice touch that adds a welcome note of verisimilitude, the eighth sprite is employed as the shadow of the ball in flight; before the ball is struck, when it’s lying on the ground before you, this sprite is used to represent the targeting cursor. The movement of the ball and its shadow are again tied to the 64’s interrupt timer to assure that they are absolutely smooth and believable. If the sprite lands in the water, you have to try again; likewise, in yet another simplification, if you send it off the screen to left or right. Otherwise another view is generated from where the ball landed, and the hole continues. It is possible to hit the ball directly into the hole from the fairway, even to score a hole in one on some of the shorter holes, but it’s very, very difficult; in the couple of dozen complete games I’ve played recently (we got a bit obsessed with Leader Board around here for a while), I’ve managed it exactly once.

More commonly, you’ll eventually end up on the putting green, defined in Leader Board as simply an arbitrary circle 64 feet in radius around the hole. With no need for the concept of a snap, the control scheme is here simplified: just aim with the targeting cursor, then hold down the button until the power meter reaches the desired level, keeping in mind that a ball that’s traveling too fast when it reaches the hole will bounce right over it.


In order to make putting any real challenge, the Carvers were forced to add back in the concept of elevation they had excised from the rest of the simulation. The problem became how to portray slope on the relatively small surface of the green given a screen resolution of just 160 X 200. The ideal method would have been to add color shading to visually indicate contour, but they already needed to keep available four colors — the maximum permitted by the Commodore 64’s VIC-II graphics chip in any 4 X 8-pixel region — for drawing the other elements of the landscape. The somewhat kludgy and not entirely intuitive solution became a visual indicator, conveniently drawn in two of the available colors, to the left of the golfer. The vertical line represents the magnitude of the slope; the other represents its direction. The same system is used to represent wind intensity and direction when not on the green.

With that, plus a small battery of sound effects which are often cleverly reused — for instance, the splash when a ball strikes water is always the same waveform played at one of four volumes depending on the distance of the ball — the Carvers had something quite special, if also something that was, like any game, full of sacrifices and compromises. They had always seen this minimalist world of green land and blue water as a mere jumping-off point. Now, however, their planned shipping date loomed, and Access wasn’t in a financial position to miss it. Therefore Leader Board went out the door as-is very early in 1986. When it proved a hit, the Carvers happily returned to the Leader Board well again and again: via Leader Board Tournament, a bare-bones sequel featuring four new courses but the same engine; via Executive Leader Board later in 1986, which added sand traps and trees; and finally via World Class Leader Board and three course expansion disks (Famous Courses of the World) in 1987 and 1988. By this time, the Carvers had something that approached a real game of golf, with real-world golf courses like St. Andrews and Pebble Beach, fairways and roughs and a whole variety of trees and other hazards, and variably shaped and sized greens. They had also largely remade Access in the eyes of gamers, from the Beach-Head company to the Leader Board company. Having accomplished all they felt they could on the Commodore 64 and seeing which way the industry winds were blowing, the Carvers now turned to bigger MS-DOS machines and what would become the most successful golf franchise of all, Links — a story for another time.

Executive Leader Board

Executive Leader Board

World Class Leader Board

World Class Leader Board

Before we say goodbye to Leader Board, I want to take a moment here to say just how ridiculously entertaining it is, even in its most minimalist configuration. There’s something elegant and classic about those bifurcated, abstract landscapes of the first Leader Board — enough so that, while the later Leader Boards are certainly more impressive as golfing simulations, I’m not entirely sure they’re all that much better as computer games. Leader Board is an engaging little diversion played alone against the course, trying to come in under par (there is no computer opponent available). But get some friends together and it’s absolute magic, like so many of the best Commodore 64 games and so many of my personal favorites. Find yourself an open-minded friend or two or three who are willing to overlook 8-bit-era graphics and give it a shot; I’ve prepared a download that includes the original Leader Board, Executive Leader Board, and World Class Leader Board — which I think I can without causing a great deal of controversy call the definitive 8-bit golf game — with all the course disks also included courtesy of some ingenious hackers from the days of yore. Fire up a Commodore 64 emulator and try it even if you wouldn’t be caught dead on a real golf course. Golf just works on a computer, as millions of players with no interest whatsoever in the real game have discovered over the years. A grand tradition begins in earnest right here.

(Sources this time out are the same as for the last article.)

 
 

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Access Software

Bruce and Roger Carver, 1985

Bruce and Roger Carver, 1985

The canon of Access Software is crazily varied in light of its relatively modest size. It begins with a utility and then proceeds through a series of frenetic action games of sometimes questionable taste, only to do an abrupt about-face and embrace that most staid of sports, golf. That long line of simulations is then joined by a series of gloriously cheesy full-motion-video adventure games. The variety is even more remarkable when you consider that the output of this modest company is largely derived from the minds of just three men: brothers Bruce and Roger Carver and one Chris Jones, instantly recognizable to adventure-game fans as the trench-coated future-noir detective Tex Murphy. The Access story begins in 1982, long before the technology that enabled Tex was more than a dream, when Bruce Carver took home one of the first Commodore 64s to be sold in Salt Lake City.

Bruce was hardly your stereotypical computer whiz kid. Reared in the conservative bosom of Mormonism, he was a settled 34-year-old family man, more than ten years into a career in industrial engineering, when he bought his 64. He’d been introduced to programming some fifteen years earlier at university, then gotten a baptism by fire in his first job after, in the San Francisco offices of the Pacific Fruit Express Company.

They had a computer that no one knew how to work. One day the boss dropped a pile of manuals on my desk and, “Learn how to work this thing — I see you’ve taken Fortran in college.”

I dug through the books until I figured out how it worked and programmed a lot of it myself. By that time, I was working in machine language, something I had never done before — I was used to working with high-level languages. At that point, I fell in love with computers.

After “talking his wife into” the idea years later, he bought a Commodore 64 system from Steve Witzel, owner of a local store called Computers Plus. Bruce found the 64 captivating, rediscovering a passion for hacking that had been lying dormant all these years. Soon he was devoting all the time he could spare to figuring out how the little machine in his basement worked.

That could be a more difficult proposition than you might think. In years to come the 64 would see its humble innards plumbed and charted and exploited to a degree matched by few other platforms in computing history. Those first machines, however, preceded the foundation for most of the vast literature to follow, Commodore’s official Programmer’s Reference Guide, by almost a year. The only source early buyers had for understanding the machine was the sketchy outline provided in the manual in the form of yet another BASIC programming primer. And the 64 was an unusually inscrutable machine at that. Its BASIC was of little use for divining or exploiting the 64’s true capabilities, given that it was the exact same BASIC that Jack Tramiel had purchased from Bill Gates for the Commodore PET back in 1977. It thus lacked any support whatsoever for most of what made the 64 special, like colors and sprites and the SID sound chip. The only way to access these capabilities in BASIC was to POKE values into memory locations and to PEEK at others to see what was inside. Problem was, you had to know what these memory locations were in the first place, for which the manual was of only limited help at best. And so thousands of early adopters like Bruce Carver set out to divine them for themselves, to construct a map of the machine and its capabilities, by methodically POKEing each of the 65,535 addresses and seeing what happened. It was madness, but it was a delightful sort of madness for the right sort of mind.

Bruce’s personal obsession became the 64’s sprite system, particularly a little-understood, semi-mythical something called a “multicolor” sprite that was mentioned in passing in two tables inside the manual but otherwise went completely unremarked. As I wrote in an earlier article about the 64’s technical capabilities, and as Bruce now discovered after a “long systematic search” just to find the video chip, a multicolored sprite let you use up to three colors rather than just one to construct it, at the expense of half the object’s horizontal detail. Bruce’s discoveries led to his first real Commodore 64 project, an editor which let him design single- or multicolor sprites interactively, then save them in a format easy to incorporate into either BASIC or assembly-language. He took it to Computers Plus to show Witzel, who told him that, if he applied just a bit more polish and wrote a manual for it, he’d have a perfectly salable product. This encouragement led to the founding of Access Software just four feverish months after Bruce had first set up his Commodore 64. Witzel, who would become a lifelong friend, knew very well how software distribution and sales worked, and was thus able to help Bruce get a foot in the door of the software industry.

The box art for Spritemaster 64, Access Software’s very first product, featured Bruce Carver and his children.

Spritemaster Spritemaster

Both Access’s first product and the first 64 product of its type, Spritemaster proved to be quite successful. It also led to an unexpected windfall of another sort. Bruce:

In December of 1982, I decided to attend a small Commodore dealer show in San Francisco. It was the perfect stage to introduce my new program to the public. The Commodore representative who was running the show came over and asked me if that was multicolored sprites I was displaying on the screen. I replied, yes, it was. He was so impressed with my work that he offered me a Xerox of a Commodore folder containing 64 technical information. He also warned me not to tell anyone else that I had it. So I returned home with a valuable prize that would save me many long hours of playing around with the computer.

Neutral Zone

The first Access game, Neutral Zone, arose directly out of Bruce’s latest technical explorations. It placed the player in charge of a missile battery defending a space station from hordes of aliens. The big gimmick was the way that the player could pan her weapon — and with it the screen — horizontally through a full 360 degrees to target aliens who flew in from everywhere. This was accomplished by taking advantage of scrolling registers that were not even hinted at by the Commodore 64’s manual and whose existence was thus completely unknown to most programmers. Aided by that precious notebook, Bruce was developing a reputation as one of the machine’s programming gurus. While he himself would later admit that Neutral Zone “isn’t a terrific game,” it was one hell of a technical tour de force for early 1983. At another trade show, this time in Florida, the same Commodore representative approached Bruce again to praise it, apparently without recognizing the fellow for whom his own help had been so instrumental.

Neutral Zone did well enough that Bruce decided to quit his day job at Redd Engineering, managing the neat trick of convincing some of Redd’s owners to invest in Access in the process; he would soon set up Access’s first office on the top floor of Redd’s own building. At this point Chris Jones enters the stage, in the uniform not of a roguish detective but rather a mild-mannered accountant — specifically, the Redd Engineering colleague Bruce had hired to do Access’s taxes. In the midst of that, Chris became entranced with the work Bruce was doing. Never of a technical bent himself, Chris was full of creative ideas for the application of Bruce’s ever-growing mastery of Commodore 64 graphics and sound. The two now agreed to do a game together, the first “real game” from Access that had been “planned in depth ahead of time, before any programming.”

Beach-Head Beach-Head

Beach-Head was inspired by the pair’s love for old World War II movies of the gung-ho John Wayne stripe. It charges you with recapturing an island that has been occupied by an enemy known only as “the Dictator.” Doing so requires the successful completion of no less than five individual action games. You must guide the invasion fleet toward the island whilst avoiding mines and torpedo attacks; fend off an enemy air attack on your fleet, followed by a surface attack; and finally storm the beaches and complete the final assault on the island’s central fortress. While hardly a cerebral exercise, it’s interesting for the amount of narrative it grafts onto its action-game template, and for being more sophisticated in some ways than you might expect. Far from being just five separate games packaged together, actions and, most importantly, casualties sustained in earlier phases actually affect later ones, leaving you with a tidy, unique little story at the end about your invasion (or invasion attempt).

Geoff Brown

Geoff Brown

Soon after Beach-Head‘s late 1983 American release, opportunity walked through the door in the form of the slick and stylish Englishman Geoff Brown, a former rock musician who owned and ran a major British software distributor called Centresoft. (In an interesting coincidence, “Center Soft” was one of the names Bruce had rejected for what became Access Software.) Brown now had the idea of starting his own software line called U.S. Gold, which would, as the name would imply, license the best games from the United States, repackage them for Europe — which would generally involve adapting them to work on cassette — and promote the living hell out of them; if there was one thing Brown was good at, it was promotion. For American publishers, U.S. Gold would be a cheap, painless way to maximize their markets, while for Geoff Brown it would turn into gold of another stripe; he would soon be driving one of only twenty Ferrari Testarossas on the roads of Britain. U.S. Gold’s client list would soon include a major swathe of the American games industry: Adventure International, Microprose, Epyx, Datasoft, SSI, Accolade, Sierra On-Line. Within a year they would own 25 percent of the British games industry, while Brown collected plenty of hate from domestic publishers for his blunt claim that American software was just better than European software as well as for an advertising budget that ran to five times the size of his nearest competitor. Yet it all started when Brown convinced Bruce Carver and his tiny company Access to let him bring Beach-Head to Europe as the very first U.S. Gold game.

Beach-Head was a perfect template for Brown’s vision for U.S. Gold: flashy, fast-paced, not very dependent on text, and thanks to its modular design very playable off cassette. “I couldn’t believe how fantastic it looked, with smooth animation and very realistic graphics,” Brown would later say. “The gameplay was like nothing I had ever seen in the UK, streets ahead of the competing UK product.” With Brown’s promotional savvy behind it, it became huge in Europe, selling in the vicinity of 150,000 units in its first year there and making of Bruce Carver a programming hero for countless European kids. Brown claims that it prompted home-grown British developers to “scrap everything they were working on” and start over to try to reach the bar set by Beach-Head. He also claims today that he shipped 1 million copies of Beach-Head through U.S. Gold, but it should be said that he is a bit prone to hyperbole and this number sounds extreme. Regardless, the game went on to become not just the most successful by far of Access’s early efforts but one of the seminal Commodore 64 titles, one that absolutely every kid with a 64 knew, owned, and played, whether legally or (as was much more the norm) illegally acquired.

Raid Over Moscow Raid Over Moscow

Bruce came up with the title of Access’s next game, Raid Over Moscow, whilst driving home from the Winter Consumer Electronics Show in January of 1984 with some friends. The game, another multi-stage “arcade adventure,” was designed around the name. But this time Bruce and Chris walked, by their account naively, into controversy. In place of the abstractly fictional Dictator of Beach-Head, Raid Over Moscow posits a sneak nuclear attack by the very real Soviet Union, which you must defend against using an SDI-like system. It climaxes with the eponymous assault on Moscow itself; if you succeed here you leave behind a smoking nuclear crater. In questionable taste though it was, the game attracted little concern in the United States, where its jingoism felt sadly in step with those times when Ronald Reagan’s “Evil Empire” rhetoric was reaching a peak, the real SDI program was all over the news, and the superpowers were closer to the brink of nuclear war than they had been since the Cuban Missile Crisis.

In Europe, much closer to Moscow and much more aware of the horrors of war thanks to recent history, it was a different story: Raid Over Moscow caused the proverbial shitstorm upon its release through U.S. Gold. The magazine letter pages in Britain erupted with condemnations: “nuclear war is not a subject for fantasy”; “another sick episode of this American hang-up with the people of Russia”; “provocative, insulting, and harmful”; “a nasty little number”; “vicious propaganda”; “a load of American rubbish.” Others were equally strident in declaring Raid Over Moscow harmless, “just a game,” as the controversy spread from gaming circles to television newscasts, radio shows, and of course the always overheated London tabloids. In France and West Germany the game was released as simply Raid!!!, but that didn’t help in the latter country, whose government promptly banned it — and Beach-Head for good measure — from being advertised, sold to minors at all, or even displayed on store shelves. But the most extreme reaction of all happened in Finland, where the controversy made it to the halls of Parliament and prompted an official protest from the Soviet Union to the Finnish Foreign Ministry, calling the game “military propaganda” amongst other choice epithets. Naturally, Raid Over Moscow spent the several months that followed as the top-selling Commodore 64 game in Finland.

Even as he publicly dismissed the controversy by taking the “just a game” angle, Geoff Brown rubbed his hands in glee in deference to the old maxim that no press is bad press. Bruce Carver and Chris Jones, who whatever their personal politics did seem genuinely bewildered and at least somewhat bothered by it all, later claimed that Brown deliberately sparked the flames by contacting known “hawks” and “doves” in London political circles to tell them about the game and get them squawking at each other before it even came out. Later Brown supposedly stoked them by paying people to picket the Soviet Embassy in Raid Over Moscow tee-shirts, until Bruce finally told him to please just cool it.

Meanwhile back in Nevada, the last piece of the Access puzzle had fallen into place in the form of Bruce’s younger brother Roger, who had spent the last nine years in the Navy programming mainframe-based flight simulators. Intrigued by his brother’s programming exploits, he bought a Commodore 64 of his own, and quickly made a poker game that was quite playable. Impressed, Bruce convinced Roger not to reenlist but rather to come work with him instead in June of 1984; by this time Access was turning at last into a real company, with real offices and real employees. The two brothers worked along with Chris Jones on the inevitable Beach-Head II: The Dictator Strikes Back, yet another episodic military action game but one which did stretch the formula considerably by making it possible for two players to play against each other, one in the role of the Dictator and the other in that of the hero.

Beach-Head II Beach-Head II

Beach-Head II‘s other obvious innovation marked the onset of another of the Carvers’ longstanding technical obsessions. Inspired by the digitized speech snippet in Epyx’s Impossible Mission, they started looking for a way to incorporate speech into their own game. They caught up with Doug Mosser, whose company Electronic Speech Systems had been responsible for that snippet, at the January 1985 CES. Together the two companies were able to shoehorn quite a variety of spoken exclamations — all performed by Access’s package artist, Doug Vandergrift — into Beach-Head II, no mean feat given the limited speed and memory of the Commodore 64; just playing back one of these samples required about half of the 6502 CPU’s cycles, leaving precious little for everything else going on. While they didn’t come up with anything quite as indelible as Impossible Mission‘s “Stay a while! Stay forever!,” wounded soldiers in Beach-Head II scream for a “Medic!”; hostages whine, “Hey, don’t shoot me!”; the Dictator himself cackles and issues appropriate Evil Mastermindish threats. The Carvers would continue to relentlessly push the (often rudimentary) sound capabilities of the computers on which they worked, culminating in a patented system, which they dubbed RealSound, for getting, well, real sound and speech out of the IBM PC’s primitive bleeper of a speaker. It would be licensed to a number of other companies, until the arrival of ubiquitous sound cards made it moot.

Beach-Head II foreshadowed Access’s future in still another way. The opening sequence sees your forces parachuting into the Dictator’s stronghold from helicopters, then mounting an initial assault on the defensive perimeter. Trying to make the soldiers’ movements as realistic as possible, the three Access principals went out to a local park and filmed themselves running and scaling walls on a new video camera Roger had recently acquired. They then traced still frames of their figures to make the sprites in the game. This interest in the incorporation of live-action video footage — Roger and Chris were both to one degree or another frustrated filmmakers — would mark virtually every project Access would undertake for the next fifteen years.

For all its small-scale innovations, Beach-Head II, Access’s third episodic military action game, could be read as too much of a good thing. Sales certainly bore that out: Beach-Head had been a massive hit, Raid Over Moscow, despite all of the controversy and the attendant publicity, slightly less of one, while Beach-Head II sold yet worse. Access thus decided on a major change in direction: to make a multi-event sports simulation, a genre in which their developing motion-capture techniques might give them a big edge over the competition. From a commercial standpoint if nothing else, it made a lot of sense; Summer Games I and II from Epyx were absolutely huge in both North America and Europe (where they were released, naturally, under the U.S. Gold imprint).

The original conception for what would become Leader Board hewed very closely indeed to the Epyx model. Access imagined a game that consisted of four separate events: a baseball home-run derby, a soccer penalty kick, a “closest to the pin” golf challenge (meaning each player got three shots to get as close to a single hole as possible), and something else to be determined in the fullness of time. Roger being an excellent golfer, with a handicap that had been known to get as low as 3, they decided to make the golf challenge first. By the time they were done, it seemed obvious that they had something special, worthy of being expanded into a full-fledged 18-hole golf simulation. The other three events were forgotten, and Leader Board was born.

(The longest and most detailed accounts of Access’s early history are found in the July 1987 and August 1987 Commodore Magazine, the June/July 1985 Commodore Power Play, and Retro Gamer #120. Geoff Brown and U.S. Gold are profiled in the June 1985 ZZap!, the July 1986 Commodore User, and the October 1986 Your Computer. A sampling of reactions to Raid Over Moscow can be found in the October 1984, December 1984, February 1985, and March 1985 Computer and Video Games, and the April 1985 Sinclair User. And finally, not reading Finnish, I must admit that I sourced the Raid Over Moscow controversy in Finland straight from good old Wikipedia.)

 
 

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