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The Best of Voyager

This article contains capsule reviews of ten of the discs that I most appreciate from the early years of The Voyager Company, along with some additional notes on their origins, courtesy of Bob Stein. Before starting in earnest, some explanations are in order:

I’ve always envisioned this history of digital interactivity as something of an interactive experience in its own right for its readers. I’ve always hoped that some percentage of you will be inspired to check out some of the artifacts I write about for yourself, inspired to go on your own journey through digital history and form your own judgments about what you find there. I’ve always done my best to facilitate that.

In the early years, that sometimes meant rolling up my sleeves and getting down in the weeds with the often-cranky emulators of now-obscure old computers, sharing ROM files and the like and even on one occasion packaging up a whole obsolete computer system in a (virtual) box. In the middle years, things got a bit easier, as I could generally just share disk images of the software I wrote about for you to try out on the more mature emulators of slightly later computers. And still more recently things have gotten easier yet, as most of the stuff I write about these days can be purchased as ready-to-run downloads from digital storefronts like GOG.com. (Indeed, the emergence of a permanent back catalog in a games industry that used to make a policy of forgetting its past is one of the most welcome developments I’ve had the pleasure to witness since I started this site.)

But when it comes to exploring the fascinating catalog of The Voyager Company, we’re kind of back to square one. The sad fact is that classic Macintosh emulation is far less mature than that of MS-DOS, early incarnations of Microsoft Windows, or even the Commodore 64 or Amiga. This isn’t, I rush to add, because the people who work on the three most prominent classic Mac emulators — each focusing on a distinct era of the long-lived platform — are any less capable than those working on other emulators, but just because it’s a big job and there aren’t a lot of people doing it in comparison to those endeavoring to preserve the more popular retro-gaming platforms.

The Voyager oeuvre has a particular knack for finding the weaknesses in the current generation of Mac emulators. Many of Voyager’s early releases are what’s known as “mixed-mode” CD-ROMs: CDs which combine a computer-specific “data track” with multiple other tracks of sound and/or music, readable by any audio-CD player. All of the extant emulators tend to choke horribly on these. Even the later Voyager releases, which generally aren’t mixed-mode, are often a tall order for the emulators, having been built using fiddly middleware like HyperCard or The Director, and being loaded to the gills with multimedia content to be played back using equally fiddly libraries like QuickTime. One usually can get them to work in the emulators, after a fashion, but they’re all too often glitchy and crash-prone.

I’m therefore going to recommend a radical solution to anyone interested in experiencing the Voyager discs I highlight below: don’t try to do it on an emulator. Get yourself a real vintage Macintosh instead.

Specifically, I recommend picking up a G3 iMac or iBook of the turn-of-the-millennium era. Apple sold millions and millions of these little machines, and they can still be found all over the place in North America and Europe: on online marketplaces, at swap meets, in charity shops, in your neighbors’ attic — or perhaps in your own. I bought a 1999-vintage iMac  here in Denmark — not exactly the cheapest country in the world — for the equivalent of $100 US a year and a half ago. I suspect that most of you can do much better than that if you’re willing to look around a bit.

These models have several other advantages beyond their ubiquity and cheapness. They’re easy to set up and take down, for one thing. And they’re just new enough to sport some very useful modern conveniences, like an Ethernet port and a USB port that can handle thumb drives, both a godsend for transferring files. Most importantly, they will run the entire Voyager product line more or less flawlessly. You just need to be sure you have some incarnation of MacOS 8 or 9 installed — the exact version really doesn’t matter — rather than OS X.

With your trusty iMac or iBook running MacOS 8 or 9 and a stack of blank CDs for burning to hand, there are only a couple of other things you need to know in order to dive into the Voyager catalog. All of the discs I describe below are hosted by The Macintosh Garden, a site which performs an invaluable service but which does have its idiosyncrasies. One of these is the use of the Mac favorite Stuff-It rather than a more universal standard as its compression tool of choice. If you use a modern Mac, you probably already have this software; if not, you’ll need to download it and install it on your everyday computer.

The files you’ll find inside the archives will be either ISO disc images, Toast images, or bin/cue images. The first can be burned to a physical CD-ROM for use on your vintage Mac directly from most modern operating systems. The second can be renamed with the extension “.iso” and burned the same way, if you don’t happen to own a modern Macintosh with Roxio Toast installed. The third is the most complicated, as it generally indicates one of the aforementioned mixed-mode CDs; you’ll need to have or acquire third-party software capable of burning these types of discs.

I must say that I’ve been immensely enjoying the tactility of using real hardware to explore the Voyager catalog. Perhaps you’ll feel the same. But the diehards among you can of course still try your luck with emulators; feel free to describe any information or solutions you discover in the process in the comments below. Note as well that a minority of the Voyager discs were also released in versions for Microsoft Windows, or as dual-platform discs that can run on either Mac or Windows. So, that might be another direction of inquiry for some of you in some cases.

And now on to what I really want to tell you about today…

 

AmandaStories (1991)



AmandaStories is one of those quietly influential works that can sometimes make my job so interesting. It’s the creation of a woman named Amanda Goodenough, who was the wife of HyperCard creator Bill Atkinson’s marriage counselor circa 1987. When the latter brought home a pre-release version of HyperCard, courtesy of his client, his wife started to use it to chronicle the adventures of her little black cat Inigo in the form of an interactive picture book.

Amanda Goodenough’s personal story — that of a thoroughly non-technical housewife who was able to create something remarkable thanks to the magic of HyperCard — made her a minor celebrity in the Macintosh world, a living symbol of HyperCard’s ethos of egalitarian creative empowerment. Bob Stein and his colleagues from Voyager first met her at the January 1988 Macworld show, where she was demonstrating her latest stories at the same time that they were demonstrating their HyperCard-and-laser-disc-driven exploration of the National Gallery of Art. They soon inked a deal to release her first four stories on floppy disk under the Voyager imprint. A second collection of stories followed a little later, this time starring a good-natured camel known simply as My Faithful Camel. The CD-ROM version featured here adds two more Inigo stories and supplements the silent black-and-white originals with colorized versions featuring occasional sound effects and music swells.

Yet what these AmandaStories led to is ultimately more important in the context of history than what they were. Among the people who admired them in those heady early days of HyperCard was a professional programmer and amateur Macintosh enthusiast named Rand Miller. They became a profound influence on The Manhole, the interactive picture book he created with his brother Robyn Miller; both works employ the same literally transparent interface, where everything happens as a result of clicking directly on the pictures on the screen rather than on buttons, menus, or other widgets. Voyager came very close to publishing The Manhole as well — “It was clear these guys were going somewhere,” says Stein — but was outbid in the end by Mediagenic.

After making a few more children’s titles, the Miller brothers decided to bring the same minimalist approach to an adventure game for adults. The result was 1993’s Myst, which sold at least 6 million boxed copies during the remaining years of the decade and created a whole sub-genre of adventures in its image. “We might have gotten Myst, and the world might have been very different,” muses Stein today of what is perhaps Voyager’s most obvious missed opportunity.

But they did at least get these stories which did so much to inspire Myst, and we can feel fortunate for that. AmandaStories remains as sweet and clever as ever, suitable for children and adults of any age.

 

I Photograph to Remember (1991)



I Photograph to Remember by the Mexican photographer Pedro Meyer tells the story in pictures of the last three years of his parents’ lives, a period during which both were diagnosed with cancer and died of the disease. It engages with the essentials of human life and death in a way that very few digital works dare to do. Meyer’s photographs of his parents’ decline are not always easy to look at, but the unflinching honesty of the presentation makes it a necessary antidote to the escapist entertainments that usually dominate our monitor screens. Anyone who has been a caregiver or even just a witness to someone approaching the end of all ends will recognize the story that unspools here, so unique to Meyer’s family but also so universal.

Once one looks beyond the sadness at its core, the origin story of I Photograph to Remember turns out to be rather amusing. Bob Stein:

I’m at a party talking to a guy I don’t know, and he’s telling me about this amazing CD-ROM he’s gotten, about Beethoven’s Ninth Symphony. When I tell him that I had a hand in making it, he invites me to his home and he shows me these 90 photographs that he took during this period of his parents’ lives. I realize that what’s he just done in effect is to give me a narrated slideshow, and that, because we can now show a high-resolution photograph on a computer screen with audio, we could publish that. It’s completely different from showing it on a television set, which just doesn’t have the resolution. And Pedro says, “Of course we should publish it on CD-ROM.” In retrospect, having known Pedro for years, I think he knew exactly what he was doing. He knew what was going to come out of that meeting; he’s very sly.

There was no question about which photographs we were going to show. And Pedro has this beautiful voice. All of that was a no-brainer. He hired a young man named Manuel Rocha to write the music. The first version was the most god-awful European synth-pop. I heard Pedro literally screaming at Manuel about this, telling him how terrible it was. I thought to myself, you can’t treat somebody like that; there’s no way that’s going to get the intended result. But he comes back a week or two later with a gorgeous soundtrack: minimalist and perfect. Who knows how you motivate people?

This is 1991. Up until that moment, as far as I know, nobody has used a computer to present deep emotional content. We showed it for the first time at this fancy conference that took place every year in Los Angeles. There were 500 people in the room, probably 95 percent men, all executives in suits. You could have heard a pin drop. People were stunned: “Oh, my God! This is what we can do with a computer?” That was exciting.

If there’s a complaint to be made about I Photograph to Remember today, it must be that the piece is hardly interactive at all, and could work just as well as a short film presented on a high-definition screen; once you’ve chosen whether you wish to hear Meyer’s narration in Spanish or English, it quite literally plays itself. But no matter: while I might quibble with Bob Stein’s claim that no computer-based work prior to this one attempted “to present deep emotional content,” there is no question that this one positively trembles with the ineffable joys and pains of our feeble mortal existences. If you’ve come to Voyager’s catalog looking for Art, you will most definitely find it here.

 

Last Chance to See (1992)



In the late 1980s, the BBC sent the humorist and novelist Douglas Adams and a zoologist named Mark Carwardine on a series of journeys to remote regions of the world in order to seek out some of our planet’s most unusual and endangered forms of wildlife. The 1989 television series which resulted became a book the following year, and finally this CD-ROM production two years after that. Bob Stein doesn’t think that highly of it, for perfectly coherent reasons: it’s little more than the raw text of the book read aloud by Adams, with occasional embedded sidebars to click on. It is, in other words, more of an ebook than an electronic book of the sort Stein was always trying to create.

Personally, though, I find that its formal limitations do little to diminish its impact. Douglas Adams was a unique mind who left us far too soon and wrote far too little even while he was with us. The Last Chance to See project was particularly welcome for giving him a chance to set aside silly two-headed aliens and towels in space in favor of things that really matter to our world. It’s poignant to hear him read his own words here, knowing that, although he would live for almost nine years after the release of this CD-ROM, he would never complete another book. Listening to his wit and wisdom, dealing not only with the ofttimes bizarre natural world but with the equally bizarre human foibles of the countries the two men visited, one can’t help but lament that fact.

But equally poignant are the fates of some of the strange animals Adams and Carwardine pursue. Few things can better bring home to you what we are losing than the act of listening to this CD-ROM and then looking up the current status of its subjects. The Yangtze river dolphin is probably extinct now; the northern white rhinoceros soon will be, given that the only two specimens that are left are both female. The title of Last Chance to See proved prophetic in those two cases at least, making it all the more precious for us today and those who will follow us as a document of wondrous creatures that used to be.

 

Poetry in Motion (1992)



Poetry in Motion repurposes footage captured for a 1982 documentary film of the same name, itself a work that occupies a special place in the history of Voyager: it was in fact the company’s very first product, published as a videotape in the short interim between Bob and Aleen Stein’s split with their Criterion Collection co-founder Roger Smith and their subsequent re-acquisition of the Criterion name. Bob Stein believes the film is better than the CD-ROM, but the latter does feature performances and interviews that the former lacks. Whichever format you choose to view it in, it’s a riotously good time, capturing the elder statesmen of the Beat Generation in a dialog of sorts with literary and musical up-and-comers, all set against the backdrop of the New York City and Toronto New Wave and No Wave scenes. Here you can see Allen Ginsberg belting out a spirited if harmonically challenged reading with a punk-rock backing band, and Tom Waits captured just as he is making the transition from his 1970s boozy-troubadour persona to the raucous cacophony of his 1980s records.

The Achilles heel of the CD-ROM Poetry in Motion, the primary source of Bob Stein’s dislike for it, is the usual one for Voyager products of this ilk: poor video quality. The film footage is a grainy postage stamp, so much so that it’s often difficult to determine exactly what it is you’re actually looking at. And yet the performances themselves are so bracing that they manage to carry you away anyway. Poetry in Motion is an indispensable snapshot of an instant in literary and musical history.

 

A Hard Day’s Night (1993)



The CD-ROM version of the classic 1964 Beatles film A Hard Day’s Night was Voyager’s most successful single product after the CD Companion to Beethoven, selling 100,000 copies in all — i.e., at least an order of magnitude more than the typical Voyager disc. And indeed, I can remember seeing it in software stores regularly during the mid-1990s, a memory I don’t have of any other Voyager product. This disc’s lodging in my brain may have something to do with my personal predilections; I’ve been a rabid Beatles fan ever since my cool big sister introduced them to me while my age was still in the single digits. But I do think that it also reflects the unusual reach of this particular Voyager CD-ROM, which was widely reviewed in such mainstream-media bastions as Entertainment Weekly magazine.

I won’t say too much about the film itself here, other than to note that it’s brilliant, the sights and sounds and excitement of a cultural revolution — thankfully not the kind advocated by Chairman Mao! — distilled into 87 potent minutes. More relevant for our purposes is Voyager’s approach to adapting the movie to this new medium of CD-ROM — if, that is, “adaptation” is even the right word. This is far from the ideal way to view A Hard Day’s Night for pleasure, whether for the first or hundredth time, given the absolutely awful video quality. But by way of compensation, it’s an innovative new way of studying the film. “Nobody was going to take this seriously as film,” Bob Stein says of the Voyager disc, “but we could do something fun with it.”

At first glance, the CD-ROM of A Hard Day’s Night might seem to have much in common with the laser-disc version of the film which Criterion had released earlier: the movie accompanied by a host of extras meant to deepen one’s understanding of it and to lend it context. Look closer, however, and differences quickly emerge. The CD-ROM’s approach is fundamentally textual, making it closer to an electronic book than the notion of a film on CD-ROM might initially imply: its core features are an extended essay by the respected Australian pop-culture journalist Bruce Elder and a complete copy of the shooting script. The latter is especially interesting, offering up the unique opportunity to watch the film in a window as one follows along in the script.

So, rather than being an early, technologically unsatisfactory example of what DVDs would later become, as one might be tempted to assume, the Voyager A Hard Day’s Night is in fact an example of a road not taken in film studies. DVDs and Blu-ray discs are able to combine what Voyager does here with superb video quality, and yet this capability has gone almost entirely unexplored. “To this day, it drives me crazy that Criterion has never tried to merge what we did with A Hard Day’s Night into their usual approach,” says Bob Stein. “Given that all the Criterion stuff is digital at this point, why can’t they associate the script of a movie with the movie itself?” Chalk it up as just one more symptom of our increasingly post-textual culture.

 

Who Built America? (1993)



Who Built America? is a CD-ROM adaption of a paper book of the same name by Roy Rosenzweig and Steve Brier: a history of the United States from 1876 to 1914. Bob Stein explains how one of Voyager’s most earnest attempts to realize the ideal of the electronic book came to be:

I was browsing the history section of the Harvard bookstore one day and this book popped out at me. It was from Knopf, so I figured it was somewhat credible, and the authors had a point of view which I liked. So, I got on the train to New York the next day and found the authors at Hunter College. I showed them the Beethoven CD-ROM, and said, “Let’s do something together.” They were techie kinds of guys; they were excited about it. We spent a year just talking, trying to figure out what the sweet spots were and what we could add to the equation by making their book electronic.

The breakthrough came for me when I realized that all history books are syntheses of the authors’ readings of documents, conversations they have, etc. Wouldn’t it be interesting to publish a history book including not just the synthesis that the book itself represents, but also with the documents that the synthesis was based on? In effect, let the readers participate as historians, reading the documents for themselves. That’s how we came up with these things we called “excursions”: at most points in the book, you can click on a link and see the original associated documents.

It’s not hard to grasp why Stein would find this particular history book so compelling, what with his own background as an activist for the workers of the world. Both its authored text and the many primary sources that branch off of it emphasize, almost to the exclusion of all else, the experiences of those marginalized and less empowered souls who do not tend to garner much attention in traditional narrative histories: immigrants, ex-slaves, racial and ethnic minorities, the working poor, etc. This determination to focus on the stories that are not usually told prevents the book from being a truly complete chronicle of Gilded Age America; the assassinations of two separate presidents are only a couple of the earthshaking events that it barely even bothers to mention.

And yet, if you go into it understanding the limitations imposed by the authors’ philosophy and perhaps ideology of history, you may just find what is present here extraordinarily compelling. I read literally every word over the course of many evenings, clicking on every link to read the primary-source documents, to view photographs and newspaper cartoons, to watch film clips and listen to songs, interviews, and other audio snippets. So very much of what you find in these excursions is, dare I say it, heartrending. A priceless cache of letters from Polish immigrants to the United States, writing to family members back in the Old World whom they will almost certainly never see in person again, is just one example. Who Built America? is a deeply empathetic social history of a fraught era whose legacy is still an inescapable reality of modern American life.

 

Baseball’s Greatest Hits (1994)



Voyager’s one foray into the world of sports was prompted to a large extent by the rediscovery of an artifact that’s sometimes been called “baseball’s Zapruder film”: a piece of 16mm footage shot by a fan during the 1932 World Series. It shows Babe Ruth hitting what is arguably the most famous home run in baseball history: his “called shot” home run, which receives its name from the tale that he pointed to exactly what corner of the park he planned to hit it to before taking the pitch. While the film is ultimately inconclusive — it appears to show Ruth making some sort of gesture, but it’s impossible to say more than that — it’s tremendous fun to watch it and to speculate about what one might be seeing.

But Baseball’s Greatest Hits has much more than one film clip to offer. It serves as a fine example of what made Voyager different from most of the others rushing to put content onto CD-ROM during the 1990s. Baseball fans’ love of statistics is famous; this made the sport a natural subject for any number of unimaginative encyclopedic CD-ROM data dumps from companies such as Microsoft.

Baseball’s Greatest Hits, on the other hand, is something else entirely. Rather than focusing on the numbers, it’s interested in the legends and lore of America’s Pastime, making it as legitimate a form of social history as the likes of Who Built America?. The heart of this curated collection is a timeline of “Great Moments,” stretching from the 1932 called-shot game to the 1993 World Series. Each great moment is introduced by the unmistakable voice of Mel Allen, the longstanding announcer for the New York Yankees, who died just a few years after this disc appeared. The great moment then goes on to feature radio and/or television clips from the day in question, excerpts from newspaper accounts, and score cards and the like for the stats-heads. The end result is not only a wonderful celebration of baseball, that most lore-rich of all American sports, but also a window into the 60 years of American history that’s reflected by these fields of dreams. Bob Stein:

It’s a fantastic disc.  I’m not a huge baseball fan, but I loved that disc. How come there’s nothing that good now on the Internet, 25 years later? It’s one of the things we did that you look at and wonder… it was great then, how come nobody’s done it since?

I don’t know, Bob. I can say only that Baseball’s Greatest Hits is one of my favorites too of all the Voyager discs, and one I’d encourage everyone to try, baseball fan or no.

 

People: 20 Years of Pop Culture (1994)



“We wanted to experiment with something that you could theoretically sell at a supermarket check-out,” says Bob Stein of what appears at first glance to be the cheesiest disc Voyager ever published. “I wasn’t embarrassed that we did it, but I wasn’t particularly proud of it.” Certainly no one would ever accuse People magazine of being any bastion of hard-hitting journalism, nor of reflecting anything but the most conventional of mainstream conventional wisdom.

And yet this archive of the magazine’s cover stories between 1974 and 1994 is by turns nostalgic, funny, surprising, and informative when revisited today. The magazine’s very ethos of hewing so firmly to the middle of the road in all matters makes it a telling barometer of which way the cultural winds were blowing on any given week. Often this archive serves to illustrate how much the world has changed, as when it treats the virulent white suprematism and segregationism of the former Alabama governor and presidential candidate George Wallace as little more than a minor personal foible. For people of a certain age like your humble writer here, it’s constantly bringing on a burst of remembrance, of some actor or television show from your childhood that you haven’t thought of in ages. Flipping through the pages reveals a cornucopia of the petty scandals that once kept people talking in those supermarket-checkout lines — Gary Hart and Donna Rice, Vanessa Williams — and the equally inescapable, “heart-warming” human-interest stories of the moment — the boy in the bubble, the girl down the well — all chronicled in delightfully awful purple prose. From time to time amidst it all, the magazine manages to transcend itself, as in a 1987 piece on the tragedy of the AIDS epidemic, describing the lives and deaths of some of the disease’s victims with compassion and a notable lack of judgment. (Of course, that same lack could be taken as an indicator of American society’s glacially shifting attitudes toward homosexuality in general. Again, People magazine is nothing if not a faultless barometer of the mainstream.)

This disc may be the closest thing to a guilty pleasure in Voyager’s catalog. If so, I plead guilty as charged: I love it unashamedly.

 

Ephemeral Films: 1931 to 1960 (1994)



Ephemeral Films collects 38 pieces of celluloid flotsam and jetsam, the sort of movies that will most definitely never be considered for the Criterion Collection: promotional films, corporate training films, educational films for the classroom, etc. They come from the collection of Rick Prelinger, a tireless archiver of pop-culture ephemera who was toiling in obscurity when Bob Stein first met him. “When I saw what he was doing,” says Stein, “which was basically dumpster diving outside some of the most important producers of educational and inspirational films, I started calling him a media archaeologist. I convinced him to work with me to publish some of the films. We chose them and edited them so they would be more compact and interesting.” Prelinger would go on to an important career, working with organizations like the Internet Archive and his and his wife’s own Prelinger Library.

The highlights (lowlights?) here are legion: an Oldsmobile advertisement from 1931 that’s stuffed from top to bottom with sexual innuendo; the 1940 film where a creepy male doctor teaches women how to “relax”; the 1946 promo reel pushing mass-produced homes made out of steel of all building materials on the country’s returning GIs; the 1956 celebration of consumerism known as “Two-Ford Freedom,” which promises that housewives never again will need to feel like “prisoners in their own homes.” (It seems the 1950s were not big on public transport, cycling, or even walking…)

But my personal favorite is the timeless classic A Date with Your Family, a stultifying “social-guidance film” made for the classrooms of 1950. “The women of this family feel that they owe it to the men of the family to look relaxed, rested, and attractive at dinnertime,” says the narrator approvingly; tellingly, the sons have spent their time before dinner doing homework while the daughter spent hers with her mother in the kitchen. “The boys greet their dad as though they were genuinely glad to see him, as though they really missed him and are eager to talk to him,” the narrator continues without a trace of irony. “Pleasant, unemotional conversation helps digestion,” we learn. “Let Father and Mother guide the conversational trend. After all, they made all this possible.”

Films like these are as hilarious as they are horrifying; The Stepford Wives has nothing on them. Taken as a whole, Ephemeral Films explains in the course of an evening or two why the country needed Elvis Presley and the Beatles.

 

The Complete Maus (1994)



Maus by Art Spiegelman is a landmark in the history of the comic as an art form, being the first graphic novel to be taken seriously by the literary establishment. It’s based upon many hours of interviews which Spiegelman conducted with his father, a survivor of Auschwitz who immigrated to the United States from his native Poland after the war. In translating his father’s harrowing stories to the comics medium, Spiegelman turned the Jews into mice — thus the title, which is German for “mouse” — and the Nazis into cats. It took him some twenty years in all to complete the work, which was published in its final form in 1991, long after the death of the man whose travails it chronicled. Bob Stein:

The Museum of Modern Art in New York did an exhibit on Maus. I went to see it. It had a lot of audio of his father and sketches. I said, “This should be a CD-ROM.” Then one day out of the blue we got a phone call from Art’s agent, saying, “Art wants to make a CD-ROM out of Maus.” Obviously, we said yes.

But it turned out that Art did not give a flying fuck about CD-ROM. He wanted somebody who was stupid enough to take on the task of digitizing the 20,000 sketches he had made when he was creating Maus. That was what he wanted, to preserve the sketches. We did that, of course, in return for the right to make the Maus CD-ROM.

The CD-ROM contains the graphic novel in its entirety, supplemented by many of those concept sketches, by film clips and photographs of the places mentioned in the novel, by interviews with Art Spiegelman, and, most intriguingly of all in my opinion, by some of the recordings he made of his father telling the stories that later became the comic. I’ve heard it said that this is not the ideal way to read Maus for the first time, that the work was designed for the paper page and is best experienced there. That may very well be, but this CD-ROM was my own first encounter with it, and I found it a very affecting experience indeed. Real aficionados of comics — I’m afraid I’m not one of these; my wife is the reader of graphic novels in our family — will doubtless find deeper layers of interest than I did, what with all of the insight on process to be discovered here. One might go so far as to say that this CD-ROM is what the Criterion Collection might have been if it had focused on books rather than movies.

 

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Myst (or, The Drawbacks to Success)

Robyn Miller, one half of the pair of brothers who created the adventure game known as Myst with their small studio Cyan, tells a story about its development that’s irresistible to a writer like me. When the game was nearly finished, he says, its publisher Brøderbund insisted that it be put through “focus-group testing” at their offices. Robyn and his brother Rand reluctantly agreed, and soon the first group of guinea pigs shuffled into Brøderbund’s conference room. Much to its creators’ dismay, they hated the game. But then, just as the Miller brothers were wondering whether they had wasted the past two years of their lives making it, the second group came in. Their reaction was the exact opposite: they loved the game.

So would it be forevermore. Myst would prove to be one of the most polarizing games in history, loved and hated in equal measure. Even today, everyone seems to have a strong opinion about it, whether they’ve actually played it or not.

Myst‘s admirers are numerous enough to have made it the best-selling single adventure game in history, as well as the best-selling 1990s computer game of any type in terms of physical units shifted at retail: over 6 million boxed copies sold between its release in 1993 and the dawn of the new millennium. In the years immediately after its release, it was trumpeted at every level of the mainstream press as the herald of a new, dawning age of maturity and aesthetic sophistication in games. Then, by the end of the decade, it was lamented as a symbol of what games might have become, if only the culture of gaming had chosen it rather than the near-simultaneously-released Doom as its model for the future. Whatever the merits of that argument, the hardcore Myst lovers remained numerous enough in later years to support five sequels, a series of novels, a tabletop role-playing game, and multiple remakes and remasters of the work which began it all. Their passion was such that, when Cyan gave up on an attempt to turn Myst into a massively-multiplayer game, the fans stepped in to set up their own servers and keep it alive themselves.

And yet, for all the love it’s inspired, the game’s detractors are if anything even more committed than its proponents. For a huge swath of gamers, Myst has become the poster child for a certain species of boring, minimally interactive snooze-fest created by people who have no business making games — and, runs the spoken or unspoken corollary, played by people who have no business playing them. Much of this vitriol comes from the crowd who hate any game that isn’t violent and visceral on principle.

But the more interesting and perhaps telling brand of hatred comes from self-acknowledged fans of the adventure-game genre. These folks were usually raised on the Sierra and LucasArts traditions of third-person adventures — games that were filled with other characters to interact with, objects to pick up and carry around and use to solve puzzles, and complicated plot arcs unfolding chapter by chapter. They have a decided aversion to the first-person, minimalist, deserted, austere Myst, sometimes going so far as to say that it isn’t really an adventure game at all. But, however they categorize it, they’re happy to credit it with all but killing the adventure genre dead by the end of the 1990s. Myst, so this narrative goes, prompted dozens of studios to abandon storytelling and characters in favor of yet more sterile, hermetically sealed worlds just like its. And when the people understandably rejected this airless vision, that was that for the adventure game writ large. Some of the hatred directed toward Myst by stalwart adventure fans — not only fans of third-person graphic adventures, but, going even further back, fans of text adventures — reaches an almost poetic fever pitch. A personal favorite of mine is the description deployed by Michael Bywater, who in previous lives was himself an author of textual interactive fiction. Myst, he says, is just “a post-hippie HyperCard stack with a rather good music loop.”

After listening to the cultural dialog — or shouting match! — which has so long surrounded Myst, one’s first encounter with the actual artifact that spurred it all can be more than a little anticlimactic. Seen strictly as a computer game, Myst is… okay. Maybe even pretty good. It strikes this critic at least as far from the best or worst game of its year, much less of its decade, still less of all gaming history. Its imagery is well-composited and occasionally striking, its sound and music design equally apt. The sense of desolate, immersive beauty it all conveys can be strangely affecting, and it’s married to puzzle-design instincts that are reasonable and fair. Myst‘s reputation in some quarters as impossible, illogical, or essentially unplayable is unearned; apart from some pixel hunts and perhaps the one extended maze, there’s little to really complain about on that front. On the contrary: there’s a definite logic to its mechanical puzzles, and figuring out how its machinery works through trial and error and careful note-taking, then putting your deductions into practice, is genuinely rewarding, assuming you enjoy that sort of thing.

At the same time, though, there’s just not a whole lot of there there. Certainly there’s no deeper meaning to be found; Myst never tries to be about more than exploring a striking environment and solving intricate puzzles. “When we started, we wanted to make a [thematic] statement, but the project was so big and took so much effort that we didn’t have the energy or time to put much into that part of it,” admits Robyn Miller. “So, we decided to just make a neat world, a neat adventure, and say important things another time.” And indeed, a “neat world” and “neat adventure” are fine ways of describing Myst.

Depending on your preconceptions going in, actually playing Myst for the first time is like going to meet your savior or the antichrist, only to find a pleasant middle-aged fellow who offers to pour you a cup of tea. It’s at this point that the questions begin. Why does such an inoffensive game offend so many people? Why did such a quietly non-controversial game become such a magnet for controversy? And the biggest question of all: why did such a simple little game, made by five people using only off-the-shelf consumer software, become one of the most (in)famous money spinners in the history of the computer-games industry?

We may not be able to answers all of these whys to our complete satisfaction; much of the story of Myst surely comes down to sheer happenstance, to the proverbial butterfly flapping its wings somewhere on the other side of the world. But we can at least do a reasonably good job with the whats and hows of Myst. So, let’s consider now what brought Myst about and how it became the unlikely success it did. After that, we can return once again to its proponents and its detractors, and try to split the difference between Myst as gaming’s savior and Myst as gaming’s antichrist.


Rand Miller

Robyn Miller

If nothing else, the origin story of Myst is enough to make one believe in karma. As I wrote in an earlier article, the Miller brothers and their company Cyan came out of the creative explosion which followed Apple’s 1987 release of HyperCard, a unique Macintosh authoring system which let countless people just like them experiment for the first time with interactive multimedia and hypertext. Cyan’s first finished project was The Manhole. Published in November of 1988 by Mediagenic, it was a goal-less software toy aimed at children, a virtual fairy-tale world to explore. Six months later, Mediagenic added music and sound effects and released it on CD-ROM, marking the first entertainment product ever to appear on that medium. The next couple of years brought two more interactive explorations for children from Cyan, published on floppy disk and CD-ROM.

Even as these were being published, however, the wheels were gradually coming off of Mediagenic, thanks to a massive patent-infringement lawsuit they lost to the Dutch electronics giant Philips and a whole string of other poor decisions and unfortunate events. In February of 1991, a young bright spark named Bobby Kotick seized Mediagenic in a hostile takeover, reverting the company to its older name of Activision. By this point, the Miller brothers were getting tired of making whimsical children’s toys; they were itching to make a real game, with a goal and puzzles. But when they asked Activision’s new management for permission to do so, they were ordered to “keep doing what you’ve been doing.” Shortly thereafter, Kotick announced that he was taking Activision into Chapter 11 bankruptcy. After he did so, Activision simply stopped paying Cyan the royalties on which they depended. The Miller brothers were lost at sea, with no income stream and no relationships with any other publishers.

But at the last minute, they were thrown an unexpected lifeline. Lo and behold, the Japanese publisher Sunsoft came along offering to pay Cyan $265,000 to make a CD-ROM-based adult adventure game in the same general style as their children’s creations — i.e., exactly what the Miller brothers had recently asked Activision for permission to do. Sunsoft was convinced that there would be major potential for such a game on the upcoming generation of CD-ROM-based videogame consoles and multimedia set-top boxes for the living room — so convinced, in fact, that they were willing to fund the development of the game on the Macintosh and take on the job of porting it to these non-computer platforms themselves, all whilst signing over the rights to the computer version(s) to Cyan for free. The Miller brothers, reduced by this point to a diet of “rice and beans and government cheese,” as Robyn puts it, knew deliverance when they saw it. They couldn’t sign the contract fast enough. Meanwhile Activision had just lost out on the chance to release what would turn out to be one of the games of the decade.

But of course the folks at Cyan were as blissfully unaware of that future as those at Activision. They simply breathed sighs of relief and started making their game. In time, Cyan signed a contract with Brøderbund to release the computer versions of their game, starting with the Macintosh original.

Myst certainly didn’t begin as any conscious attempt to re-imagine the adventure-game form. Those who later insisted on seeing it in almost ideological terms, as a sort of artistic manifesto, were often shocked when they first met the Miller brothers in person. This pair of plain-spoken, baseball-cap-wearing country boys were anything but ideologues, much less stereotypical artistes. Instead they seemed a perfect match for the environs in which they worked: an unassuming two-story garage in Spokane, Washington, far from any centers of culture or technology. Their game’s unique personality actually stemmed from two random happenstances rather than any messianic fervor.

One of these was — to put it bluntly — their sheer ignorance. Working on the minority platform that was the Macintosh, specializing up to this point in idiosyncratic children’s software, the Miller brothers were oddly disengaged from the computer-games industry whose story I’ve been telling in so many other articles here. By their own account, they had literally never even seen any of the contemporary adventure games from companies like LucasArts and Sierra before making Myst. In fact, Robyn Miller says today that he had only played one computer game in his life to that point: Infocom’s ten-year-old Zork II. Rand Miller, being the older brother, the first mover behind their endeavors, and the more technically adept of the pair, was perhaps a bit more plugged-in, but only a bit.

The other circumstance which shaped Myst was the technology employed to create it. This statement is true of any game, but it becomes even more salient here because the technology in question was so different from that employed by other adventure creators. Myst is indeed simply a HyperCard stack — the “hippie-dippy” is in the eye of the beholder — gluing together pictures generated by the 3D modeler StrataVision. During the second half of its development, a third everyday Macintosh software package made its mark: Apple’s QuickTime video system, which allowed Myst‘s creators to insert snippets of themselves playing the roles of the people who previously visited the semi-ruined worlds you spend the game exploring. All of these tools are presentation-level tools, not conventional game-building ones. Seen in this light, it’s little surprise that so much of Myst is surface. At bottom, it’s a giant hypertext done in pictures, with very little in the way of systems of any sort behind it, much less any pretense of world simulation. You wander through its nodes, in some of which you can click on something, which causes some arbitrary event to happen. The one place where the production does interest itself in a state which exists behind its visuals is in the handful of mechanical devices found scattered over each of its landscapes, whose repair and/or manipulation form the basis of the puzzles that turn Myst into a game rather than an unusually immersive slideshow.

In making Myst, each brother fell into the role he was used to from Cyan’s children’s projects. The brothers together came up with the story and world design, then Robyn went off to do the art and music while Rand did the technical plumbing in HyperCard. One Chuck Carter helped Robyn on the art side and Rich Watson helped Rand on the programming side, while Chris Brandkamp produced the intriguing, evocative environmental soundscape by all sorts of improvised means: banging a wrench against the wall or blowing bubbles in a toilet bowl, then manipulating the samples to yield something appropriately other-worldly. And that was the entire team. It was a shoestring operation, amateurish in the best sense. The only thing that distinguished the boys at Cyan from a hundred thousand other hobbyists playing with the latest creative tools on their own Macs was the fact that Cyan had a contract to do so — and a commensurate quantity of real, raw talent, of course.

Ironically given that Myst was treated as such a cutting-edge product at the time of its release, in terms of design it’s something of a throwback — a fact that does become less surprising when one considers that its creators’ experience with adventure games stopped in the early 1980s. A raging debate had once taken place in adventure circles over whether the ideal protagonist should be a blank slate, imprintable by the player herself, or a fully-fleshed-out role for the player to inhabit. The verdict had largely come down on the side of the latter as games’ plots had grown more ambitious, but the whole discussion had passed the Miller brothers by.

So, with Myst we were back to the old “nameless, faceless adventurer” paradigm which Sierra and LucasArts had long since abandoned. Myst actively encourages you to think of it as yourself there in its world. The story begins when you open a mysterious book here on our world, whereupon you get sucked into an alternate dimension and find yourself standing on the dock of a deserted island. You soon learn that you’re following a trail first blazed by a father and his two sons, all of whom had the ability to hop about between dimensions — or “ages,” as the game calls them — and alter them to their will. Unfortunately, the father is now said to be dead, while the two brothers have each been trapped in a separate interdimensional limbo, each blaming the other for their father’s death. (These themes of sibling rivalry have caused much comment over the years, especially in light of the fact that each brother in the game is played by one of the real Miller brothers. But said real brothers have always insisted that there are no deeper meanings to be gleaned here…)

You can access four more worlds from the central island just as soon as you solve the requisite puzzles. In each of them, you must find a page of a magical book. Putting the pages together, along with a fifth page found on the central island, allows you to free the brother of your choice, or to do… something else, which actually leads to the best ending. This last-minute branch to an otherwise unmalleable story is a technique we see in a fair number of other adventure games wishing to make a claim to the status of genuinely interactive fictions. (In practice, of course, players of those games and Myst alike simply save before the final choice and check out all of the endings.)

For all its emphasis on visuals, Myst is designed much like a vintage text adventure in many ways. Even setting aside its explicit maze, its network of discrete, mostly empty locations resembles the map from an old-school text adventure, where navigation is half the challenge. Similarly, its complex environmental puzzles, where something done in one location may have an effect on the other side of the map, smacks of one of Infocom’s more cerebral, austere games, such as Zork III or Spellbreaker.

This is not to say that Myst is a conscious throwback; the nature of the puzzles, like so much else about the game, is as much determined by the Miller brothers’ ignorance of contemporary trends in adventure design as by the technical constraints under which they labored. Among the latter was the impossibility of even letting the player pick things up and carry them around to use elsewhere. Utterly unfazed, Rand Miller coined an aphorism: “Turn your problems into features.” Thus Myst‘s many vaguely steam-punky mechanical puzzles, all switches to throw and ponderous wheels to set in motion, are dictated as much by its designers’ inability to implement a player inventory as by their acknowledged love for Jules Verne.

And yet, whatever the technological determinism that spawned it, this style of puzzle design truly was a breath of fresh air for gamers who had grown tired of the “use this object on that hotspot” puzzles of Sierra and LucasArts. To their eternal credit, the Miller brothers took this aspect of the design very seriously, giving their puzzles far more thought than Sierra at least tended to do. They went into Myst with no experience designing puzzles, and their insecurity  about this aspect of their craft was perhaps their ironic saving grace. Before they even had a computer game to show people, they spent hours walking outsiders through their scenario Dungeons & Dragons-style, telling them what they saw and listening to how they tried to progress. And once they did have a working world on the computer, they spent more hours sitting behind players, watching what they did. Robyn Miller, asked in an interview shortly after the game’s release whether there was anything he “hated,” summed up thusly their commitment to consistent, logical puzzle design and world-building (in Myst, the two are largely one and the same):

Seriously, we hate stuff without integrity. Supposed “art” that lacks attention to detail. That bothers me a lot. Done by people who are forced into doing it or who are doing it for formula reasons and monetary reasons. It’s great to see something that has integrity. It makes you feel good. The opposite of that is something I dislike.

We tried to create something — a fantastic world — in a very realistic way. Creating a fantasy world in an unrealistic way is the worst type of fantasy. In Jurassic Park, the idea of dinosaurs coming to life in the twentieth century is great. But it works in that movie because they also made it believable. That’s how the idea and the execution of that idea mix to create a truly great experience.

Taken as a whole, Myst is a master class in designing around constraints. Plenty of games have been ruined by designers whose reach exceeded their core technology’s grasp. We can see this phenomenon as far back as the time of Scott Adams: his earliest text adventures were compact marvels, but quickly spiraled into insoluble incoherence when he started pushing beyond what his simplistic parsers and world models could realistically present. Myst, then, is an artwork of the possible. Managing inventory, with the need for a separate inventory screen and all the complexities of coding this portable object interacting on that other thing in the world, would have stretched HyperCard past the breaking point. So, it’s gone. Interactive conversations would have been similarly prohibitive with the technology at the Millers’ fingertips. So, they devised a clever dodge, showing the few characters that exist only as recordings, or through one-way screens where you can see them, but they can’t see (or hear) you; that way, a single QuickTime video clip is enough to do the trick. In paring things back so dramatically, the Millers wound up with an adventure game unlike any that had been seen before. Their problems really did become their game’s features.

For the most part, anyway. The networks of nodes and pre-rendered static views that constitute the worlds of Myst can be needlessly frustrating to navigate, thanks to the way that the views prioritize aesthetics over consistency; rotating your view in place sometimes turns you 90 degrees, sometimes 180 degrees, sometimes somewhere in between, according to what the designers believed would provide the most striking image. Orienting yourself and moving about the landscape can thus be a confusing process. One might complain as well that it’s a slow one, what with all the empty nodes which you must move through to get pretty much anywhere — often just to see if something you’ve done on one side of the map has had any effect on something on its other side. Again, a comparison with the twisty little passages of an old-school text adventure, filled with mostly empty rooms, does strike me as thoroughly apt.

On the other hand, a certain glaciality of pacing seems part and parcel of what Myst fundamentally is. This is not a game for the impatient. It’s rather targeted at two broad types of player: the aesthete, who will be content just to wander the landscape taking in the views, perhaps turning to a walkthrough to be able to see all of the worlds; and the dedicated puzzle solver, willing to pull out paper and pencil and really dig into the task of understanding how all this strange machinery hangs together. Both groups have expressed their love for Myst over the years, albeit in terms which could almost convince you they’re talking about two entirely separate games.



So much for Myst the artifact. What of Myst the cultural phenomenon?

The origins of the latter can be traced to the Miller brothers’ wise decision to take their game to Brøderbund. Brøderbund tended to publish fewer products per year than their peers at Electronic Arts, Sierra, or the lost and unlamented Mediagenic, but they were masterful curators, with a talent for spotting software which ordinary Americans might want to buy and then packaging and marketing it perfectly to reach them. (Their insistence on focus testing, so confusing to the Millers, is proof of their competence; it’s hard to imagine any other publisher of the time even thinking of such a thing.) Brøderbund published a string of products over the course of a decade or more which became more than just hits; they became cultural icons of their time, getting significant attention in the mainstream press in addition to the computer magazines: The Print Shop, Carmen Sandiego, Lode Runner, Prince of Persia, SimCity. And now Myst was about to become the capstone to a rather extraordinary decade, their most successful and iconic release of all.

Brøderbund first published the game on the Macintosh in September of 1993, where it was greeted with rave reviews. Not a lot of games originated on the Mac at all, so a new and compelling one was always a big event. Mac users tended to conceive of themselves as the sophisticates of the computer world, wearing their minority status as a badge of pride. Myst hit the mark beautifully here; it was the Mac-iest of Mac games. MacWorld magazine’s review is a rather hilarious example of a homer call. “It’s been polished until it shines,” wrote the magazine. Then, in the next paragraph: “We did encounter a couple of glitches and frozen screens.” Oh, well.

Helped along by press like this, Myst came out of the gates strong. By one report, it sold 200,000 copies on the Macintosh alone in its first six months. If correct or even close to correct, those numbers are extraordinary; they’re the numbers of a hit even on the gaming Mecca that was the Wintel world, much less on the Mac, with its vastly smaller user base.

Still, Brøderbund knew that Myst‘s real opportunity lay with those selfsame plebeian Wintel machines which most Mac users, the Miller brothers included, disdained. Just as soon as Cyan delivered the Mac version, Brøderbund set up an internal team — larger than the Cyan team which had made the game in the first place — to do the port as quickly as possible. Importantly, Myst was ported not to bare MS-DOS, where almost all “hardcore” games still resided, but to Windows, where the new demographics which Brøderbund hoped to attract spent all of their time. Luckily, the game’s slideshow visuals were possible even under Windows’s sluggish graphics libraries, and Apple had recently ported their QuickTime video system to Microsoft’s platform. The Windows version of Myst shipped in March of 1994.

And now Brøderbund’s marketing got going in earnest, pushing the game as the one showcase product which every purchaser of a new multimedia PC simply had to have. At the time, most CD-ROM based games also shipped in a less impressive floppy-disk-based version, with the latter often still outselling the former. But Brøderbund and Cyan made the brave choice not to attempt a floppy-disk version at all. The gamble paid off beautifully, furthering the carefully cultivated aspirational quality which already clung to Myst, now billed as the game which simply couldn’t be done on floppy disk. Brøderbund’s lush advertisements had a refined, adult air about them which made them stand out from the dragons, spaceships, and scantily-clad babes that constituted the usual motifs of game advertising. As the crowning touch, Brøderbund devised a slick tagline: Myst was “the surrealistic adventure that will become your world.” The Miller brothers scoffed at this piece of marketing-speak — until they saw how Myst was flying off the shelves in the wake of it.

So, through a combination of lucky timing and precision marketing, Myst blew up huge. I say this not to diminish its merits as a puzzle-solving adventure game, which are substantial, but simply because I don’t believe those merits were terribly relevant to the vast majority of people who purchased it. A parallel can be drawn with Infocom’s game of Zork, which similarly surfed a techno-cultural wave a decade before Myst. It was on the scene just as home computers were first being promoted in the American media as the logical, more permanent successors to the videogame-console fad. For a time, Zork, with its ability to parse pseudo-natural-English sentences, was seen by computer salespeople as the best overall demonstration of what a computer could do; they therefore showed it to their customers as a matter of course. And so, when countless new computer systems went home with their new owners, there was also a copy of Zork in the bag. The result was Infocom’s best-selling game of all time, to the tune of almost 400,000 copies sold.

Myst now played the same role in a new home-computer boom. The difference was that, while the first boom had fizzled rather quickly when people realized of what limited practical utility those early machines actually were, this second boom would be a far more sustained affair. In fact, it would become the most sustained boom in the history of the consumer PC, stretching from approximately 1993 right through the balance of the decade, with every year breaking the sales records set by the previous one. The implications for Myst, which arrived just as the boom was beginning, were titanic. Even long after it ceased to be particularly cutting-edge, it continued to be regarded as an essential accessory for every PC, to be tossed into the bags carried home from computer stores by people who would never buy another game.

Myst had already established its status by the time the hype over the World Wide Web and Windows 95 really lit a fire under computer sales in 1995. It passed the 1 million copy mark in the spring of that year. By the same point, a quickie “strategy guide” published by Prima, ideal for the many players who just wanted to take in its sights without worrying about its puzzles, had passed an extraordinary 300,000 copies sold — thus making its co-authors, who’d spent all of three weeks working on it, the two luckiest walkthrough authors in history. Defying all of the games industry’s usual logic, which dictated that titles sold in big numbers for only a few months before fizzling out, Myst‘s sales just kept accelerating from there. It sold 850,000 copies in 1996 in the United States alone, then another 870,000 copies in 1997. Only in 1998 did it finally begin to flag, posting domestic sales of just 540,000 copies. Fortunately, the European market for multimedia PCs, which lagged a few years behind the American one, was now also burning bright, opening up whole new frontiers for Myst. Its total retail sales topped 6 million by 2000, at least 2 million of them outside of North America. Still more copies — it’s impossible to say how many — had shipped as pack-in bonuses with multimedia upgrade kits and the like. Meanwhile, under the terms of Sunsoft’s original agreement with Cyan, it was also ported by the former to the Sega Saturn, Atari Jaguar, 3DO, and CD-I living-room consoles. Myst was so successful that another publisher came out with an elaborate parody of it as a full-fledged computer game in its own right, under the indelible title of Pyst. Considering that it featured the popular sitcom star John Goodman, Pyst must have cost far more to make than the shoestring production it mocked.

As we look at the staggering scale of Myst‘s success, we can’t avoid returning to that vexing question of why it all should have come to be. Yes, Brøderbund’s marketing campaign was brilliant, but there must be more to it than that. Certainly we’re far from the first to wonder about it all. As early as December of 1994, Newsweek magazine noted that “in the gimmick-dominated world of computer games, Myst should be the equivalent of an art film, destined to gather critical acclaim and then dust on the shelves.” So why was it selling better than guaranteed crowd-pleasers with names like Star Wars on their boxes?

It’s not that it’s that difficult to pinpoint some of the other reasons why Myst should have been reasonably successful. It was a good-looking game that took full advantage of CD-ROM, at a time when many computer users — non-gamers almost as much as gamers — were eager for such things to demonstrate the power of their new multimedia wundermachines. And its distribution medium undoubtedly helped its sales in another way: in this time before CD burners became commonplace, it was immune to the piracy that many publishers claimed was costing them at least half their sales of floppy-disk-based games.

Likewise, a possible explanation for Myst‘s longevity after it was no longer so cutting-edge might be the specific technological and aesthetic choices made by the Miller brothers. Many other products of the first gush of the CD-ROM revolution came to look painfully, irredeemably tacky just a couple of years after they had dazzled, thanks to their reliance on grainy video clips of terrible actors chewing up green-screened scenery. While Myst did make some use of this type of “full-motion video,” it was much more restrained in this respect than many of its competitors. As a result, it aged much better. By the end of the 1990s, its graphics resolution and color count might have been a bit lower than those of the latest games, and it might not have been quite as stunning at first glance as it once had been, but it remained an elegant, visually-appealing experience on the whole.

Yet even these proximate causes don’t come close to providing a full explanation of why this art film in game form sold like a blockbuster. There are plenty of other games of equal or even greater overall merit to which they apply equally well, but none of them sold in excess of 6 million copies. Perhaps all we can do in the end is chalk it up to the inexplicable vagaries of chance. Computer sellers and buyers, it seems, needed a go-to game to show what was possible when CD-ROM was combined with decent graphics and sound cards. Myst was lucky enough to become that game. Although its puzzles were complex, simply taking in its scenery was disarmingly simple, making it perfect for the role. The perfect product at the perfect time, perfectly marketed.

In a sense, Myst the phenomenon didn’t do that other MystMyst the actual artifact, the game we can still play today — any favors at all. The latter seems destined always to be judged in relation to the former, and destined always to be found lacking. Demanding that what is in reality a well-designed, aesthetically pleasing game live up to the earth-shaking standards implied by Myst‘s sales numbers is unfair on the face of it; it wasn’t the fault of the Miller brothers, humble craftsmen with the right attitude toward their work, that said work wound up selling 6 million copies. Nevertheless, we feel compelled to judge it, at least to some extent, with the knowledge of its commercial and cultural significance firmly in mind. And in this context especially, some of its detractors’ claims do have a ring of truth.

Arguably the truthiest of all of them is the oft-repeated old saw that no other game was bought by so many people and yet really, seriously played by so few of its purchasers. While such a hyperbolic claim is impossible to truly verify, there is a considerable amount of circumstantial evidence pointing in exactly that direction. The exceptional sales of the strategy guide are perhaps a wash; they can be as easily ascribed to serious players wanting to really dig into the game as they can to casual purchasers just wanting to see all the pretty pictures on the CD-ROM. Other factors, however, are harder to dismiss. The fact is, Myst is hard by casual-game standards — so hard that Brøderbund included a blank pad of paper in the box for the purpose of keeping notes. If we believe that all or most of its buyers made serious use of that notepad, we have to ask where these millions of people interested in such a cerebral, austere, logical experience were before it materialized, and where they went thereafter. Even the Miller brothers themselves — hardly an unbiased jury — admit that by their best estimates no more than 50 percent of the people who bought Myst ever got beyond the starting island. Personally, I tend to suspect that the number is much lower than that.

Perhaps the most telling evidence for Myst as the game which everyone had but hardly anyone played is found in a comparison with one of its contemporaries: id Software’s Doom, the other decade-dominating blockbuster of 1993 (a game about which I’ll be writing much more in a future article). Doom indisputably was played, and played extensively. While it wasn’t quite the first running-around-and-shooting-things-from-a-first-person-perspective game, it did become so popular that games of its type were codified as a new genre unto themselves. The first-person shooters which followed Doom in the 1990s were among the most popular games of their era. Many of their titles are known to gamers today who weren’t yet born when they debuted: titles like Duke Nukem 3D, Quake, Half-Life, Unreal. Myst prompted just as many copycats, but these were markedly less popular and are markedly less remembered today: AMBER: Journeys Beyond, Zork Nemesis, Rama, Obsidian. Only Cyan’s own eventual sequel to Myst can be found among the decade’s bestsellers, and even it’s a definite case of diminishing commercial returns, despite being a rather brilliant game in its own right. In short, any game which sold as well as Myst, and which was seriously played by a proportionate number of people, ought to have left a bigger imprint on ludic culture than this one did.

But none of this should affect your decision about whether to play Myst today, assuming you haven’t yet gotten around to it. Stripped of all its weighty historical context, it’s a fine little adventure game if not an earth-shattering one, intriguing for anyone with the puzzle-solving gene, infuriating for anyone without it. You know what I mean… sort of a niche experience. One that just happened to sell 6 million copies.

(Sources: the books Myst: Prima’s Official Strategy Guide by Rick Barba and Rusel DeMaria, Myst & Riven: The World of the D’ni by Mark J.P. Wolf, and The Secret History of Mac Gaming by Richard Moss; Computer Gaming World of December 1993; MacWorld of March 1994; CD-ROM Today of Winter 1993. Online sources include “Two Histories of Myst” by John-Gabriel Adkins, Ars Technica‘s interview with Rand Miller, Robyn Miller’s postmortem of Myst at the 2013 Game Developers Conference, GameSpot‘s old piece on Myst as one of the “15 Most Influential Games of All Time,” and Greg Lindsay’s Salon column on Myst as a “dead end.” Michael Bywater’s colorful comments about Myst come from Peter Verdi’s now-defunct Magnetic Scrolls fan site, a dump of which Stefan Meier dug up for me from his hard drive several years ago. Thanks again, Stefan!

The “Masterpiece Edition” of Myst is available for purchase from GOG.com.)

 
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Posted by on February 21, 2020 in Digital Antiquaria, Interactive Fiction

 

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The Manhole

The Manhole

Because the CD-ROM version of The Manhole sold in relatively small numbers in comparison to the original floppy version, the late Russell Lieblich’s surprisingly varied original soundtrack is too seldom heard today. So, in the best tradition of multimedia computing (still a very new and sexy idea in the time about which I’m writing), feel free to listen while you read.

The Manhole



Were HyperCard “merely” the essential bridge between Ted Nelson’s Xanadu fantasy and the modern World Wide Web, it would stand as one of the most important pieces of software of the 1980s. But, improbably, HyperCard was even more than that. It’s easy to get so dazzled by its early implementation of hypertext that one loses track entirely of the other part of Bill Atkinson’s vision for the environment. True to the Macintosh, “the computer for the rest of us,” Atkinson designed HyperCard as a sort of computerized erector set for everyday users who might not care a whit about hypertext for its own sake. With HyperCard, he hoped, “a whole new body of people who have creative ideas but aren’t programmers will be able to express their ideas or expertise in certain subjects.”

He made good on that goal. An incredibly diverse group of people worked with HyperCard, a group in which traditional hackers were very much the minority. Danny Goodman, the man who became known as the world’s foremost authority on HyperCard programming, was actually a journalist whose earlier experiences with programming had been limited to a few dabblings in BASIC. In my earlier article about hypertext and HyperCard, I wrote how “a professor of music converted his entire Music Appreciation 101 course into a stack.” Well, readers, I meant that literally. He did it himself. Industry analyst and HyperCard zealot Jan Lewis:

You can do things with it [HyperCard] immediately. And you can do sexy things: graphics, animation, sound. You can do it without knowing how to program. You get immediate feedback; you can make a change and see or hear it immediately. And as you go up on the learning curve — let’s say you learn how to use HyperTalk [the bundled scripting language] — again, you can make changes easily and simply and get immediate feedback. It just feels good. It’s fun!

And yet HyperCard most definitely wasn’t a toy. People could and did make great, innovative, commercial-quality software using it. Nowhere is the power of HyperCard — a cultural as well as a technical power — illustrated more plainly than in the early careers of Rand and Robyn Miller.

The Manhole

Rand and Robyn had a very unusual upbringing. The first and third of the four sons of a wandering non-denominational preacher, they spent their childhoods moving wherever their father’s calling took him: from Dallas to Albuquerque, from Hawaii to Haiti to Spokane. They were a classic pairing of left brain and right brain. Rand had taken to computers from the instant he was introduced to them via a big time-shared system whilst still in junior high, and had made programming them into his career. By 1987, the year HyperCard dropped, he was to all appearances settled in life: 28 years old, married with children, living in a small town in East Texas, working for a bank as a programmer, and nurturing a love for the Apple Macintosh (he’d purchased his first Mac within days of the machine’s release back in 1984). He liked to read books on science. His brother Robyn, seven years his junior, was still trying to figure out what to do with his life. He was attending the University of Washington in somewhat desultory fashion as an alleged anthropology major, but devoted most of his energy to drawing pictures and playing the guitar. He liked to read adventure novels.

HyperCard struck Rand Miller, as it did so many, with all the force of a revelation. While he was an accomplished enough programmer to make a living at it, he wasn’t one who particularly enjoyed the detail work that went with the trade. “There are a lot of people who love digging down into the esoterics of compilers and C++, getting down and dirty with typed variables and all that stuff,” he says. “I wanted a quick return on investment. I just wanted to get things done.” HyperCard offered the chance to “get things done” dramatically faster and more easily than any programming environment he had ever seen. He became an immediate convert.

The Manhole

With two small girls of his own, Rand felt keenly the lack of quality children’s software for the Macintosh. He hit upon the idea of making a sort of interactive storybook using HyperCard, a very natural application for a hypertext tool. Lacking the artistic talent to make a go of the pictures, he thought of his little brother Robyn. The two men, so far apart in years and geography and living such different lives, weren’t really all that close. Nevertheless, Rand had a premonition that Robyn would be the perfect partner for his interactive storybook.

But Robyn, who had never owned a computer and had never had any interest in doing so, wasn’t immediately enticed by the idea of becoming a software developer. Getting him just to consider the idea took quite a number of letters and phone calls. At last, however, Robyn made his way down to the Macintosh his parents kept in the basement of the family home in Spokane and loaded up the copy of HyperCard his brother had sent him. There, like so many others, he was seduced by Bill Atkinson’s creation. He started playing around, just to see what he could make. What he made right away became something very different from the interactive storybook, complete with text and metaphorical pages, that Rand had envisioned. Robyn:

I started drawing this picture of a manhole — I don’t even know why. You clicked on it and the manhole cover would slide off. Then I made an animation of a vine growing out. The vine was huge, “Jack and the Beanstalk”-style. And then I didn’t want to turn the page. I wanted to be able to navigate up the vine, or go down into the manhole. I started creating a navigable world by using the very simple tools [of HyperCard]. I created this place.  I improvised my way through this world, creating one thing after another. Pretty soon I was creating little canals, and a forest with stars. I was inventing it as I went. And that’s how the world was born.

For his part, Rand had no problem accepting the change in approach:

Immediately you are enticed to explore instead of turning the page. Nobody sees a hole in the ground leading downward and a vine growing upward and in the distance a fire hydrant that says, “Touch me,” and wants to turn the page. You want to see what those things are. Instead of drawing the next page [when the player clicked a hotspot], he [Robyn] drew a picture that was closer — down in the manhole or above on the vine. It was kind of a stream of consciousness, but it became a place instead of a book. He started sending me these images, and I started connecting them, trying to make them work, make them interactive.

The Manhole

In this fashion, they built the world of The Manhole together: Robyn pulling its elements from the flotsam and jetsam of his consciousness and drawing them on the screen, Rand binding it all together into a contiguous place, and adding sound effects and voice snippets here and there. If they had tried to make a real game of the thing, with puzzles and goals, such a non-designed approach to design would likely have gone badly wrong in a hurry.

Luckily, puzzles and goals were never the point of The Manhole. It was intended always as just an endlessly interesting space to explore. As such, it would prove capable of captivating children and the proverbial young at heart for hours, full as it was of secrets and Easter eggs hidden in the craziest of places. One can play with The Manhole on and off for literally years, and still continue to stumble upon the occasional new thing. Interactions are often unexpected, and unexpectedly delightful. Hop in a rowboat to take a little ride and you might emerge in a rabbit’s teacup. Start watching a dragon’s television — Why does a dragon have a television? Who knows! — and you can teleport yourself into the image shown on the screen to emerge at the top of the world. Search long enough, and you might just discover a working piano you can actually play. The spirit of the thing is perhaps best conveyed by the five books you find inside the friendly rabbit’s home: Alice in Wonderland; The Wind in the Willows; The Lion, the Witch, and the Wardrobe; Winnie the Pooh; and Metaphors of Intercultural Philosophy (“This book isn’t about anything!”). Like all of those books excepting, presumably, the last, The Manhole is pretty wonderful, a perfect blend of sweet cuteness and tart whimsy.

The Manhole

With no contacts whatsoever within the Macintosh software industry, the brothers decided to publish The Manhole themselves via a tiny advertisement in the back of Macworld magazine, taken out under the auspices of Prolog, a consulting company Rand had founded as a moonlighting venture some time before. They rented a tiny booth to show The Manhole publicly for the first time at the Hyper Expo in San Francisco in June of 1988. (Yes, HyperCard mania had gotten so intense that there were entire trade shows dedicated just to it.) There they were delighted to receive a visit from none other than HyperCard’s creator Bill Atkinson, with his daughter Laura in tow; not yet five years old, she had no trouble navigating through their little world. Incredibly, Robyn had never even heard the word “hypertext” prior to the show, had no idea about the decades of theory that underpinned the program he had used, savant-like, to create The Manhole. When he met a band of Ted Nelson’s disgruntled Xanadu disciples on the show floor, come to crash the HyperCard party, he had no idea what they were on about.

But the brothers’ most important Hyper Expo encounter was a meeting with Richard Lehrberg, Vice President for Product Development at Mediagenic, [1]Activision was renamed Mediagenic at almost the very instant that Lehrberg first met the Miller brothers. When the name change was greeted with universal derision, Activision/Mediagenic CEO Bruce Davis quickly began backpedaling on his hasty decision. The Manhole, for instance, was released by Mediagenic under their “Activision” label — which was odd because under the new ordering said label was supposed to be reserved for games, and The Manhole was considered children’s software, not a traditional game. I just stick with the name “Mediagenic” in this article as the least confusing way to address a confusing situation. who took a copy of The Manhole away with him for evaluation. Lehrberg showed it to William Volk, whom he had just hired away from the small Macintosh and Amiga publisher Aegis to become Mediagenic’s head of technology; he described it to Volk unenthusiastically as “this little HyperCard thing” done by “two guys in Texas.” Volk was much more impressed. He was immediately intrigued by one aspect of The Manhole in particular: the way that it used no buttons or conventional user-interface elements at all. Instead, the pictures themselves were the interface; you could just click where you would and see what happened. It was perhaps a product of Robyn Miller’s sheer naïveté as much as anything else; seasoned computer people, so used to conventional interface paradigms, just didn’t think like that. But regardless of where it came from, Volk thought it was genius, a breaking down of a wall that had heretofore always separated the user from the virtual world. Volk:

The Miller brothers had come up with what I call the invisible interface. They had gotten rid of the idea of navigation buttons, which was what everyone was doing: go forward, go backward, turn right, turn left. They had made the scenes themselves the interface. You’re looking at a fire hydrant. You click on the fire hydrant; the fire hydrant sprays water. You click on the fire hydrant again; you zoom in to the fire hydrant, and there’s a little door on the fire hydrant. That was completely new.

Of course, other games did have you clicking “into” their world to make things happen; the point-and-click adventure genre was evolving rapidly during this period to replace the older parser-driven adventure games. But even games like Déjà Vu and Maniac Mansion, brilliantly innovative though they were, still surrounded their windows into their worlds with a clutter of “verb” buttons, legacies of the genre’s parser-driven roots. The Manhole, however, presented the player with nothing but its world. What with its defiantly non-Euclidean — not to say nonsensical — representation of space and its lack of goals and puzzles, The Manhole wasn’t a conventional adventure game by any stretch. Nevertheless, it pointed the way to what the genre would become, not least in the later works of the Miller brothers themselves.

Much of Volk’s working life for the next two years would be spent on The Manhole, by the end of which period he would quite possibly be more familiar with its many nooks and crannies than its own creators were. He became The Manhole‘s champion inside Mediagenic, convincing his colleagues to publish it, thereby bringing it to a far wider audience than the Miller brothers could ever have reached on their own. Released by Mediagenic under their Activision imprint, it became a hit by the modest standards of the Macintosh consumer-software market. Macworld magazine named The Manhole the winner of their “Wild Card” category in a feature article on the best HyperCard stacks, while the Software Publishers Association gave it an “Excellence in Software” award for “Best New Use of a Computer.”

We aware that The Manhole was collecting a certain computer-chic cachet, Mediagenic/Activision didn't hesitate to play that angle up in their advertising.

Well aware that The Manhole was collecting a certain chic cachet to itself, Mediagenic/Activision didn’t hesitate to play that angle up in their advertising.

Had that been left to be that, The Manhole would remain historically interesting as both a delightful little curiosity of its era and as the starting point of the hugely significant game-development careers of the Miller brothers. Yet there’s more to the story.

William Volk, frustrated with the endless delays of CD-I and the state of paralysis the entire industry was in when it came to the idea of publishing entertainment software on CD, had been looking for some time for a way to break the logjam. It was Stewart Alsop, an influential tech journalist, who first suggested to Volk that the answer to his dilemma was already part of Mediagenic’s catalog — that The Manhole would be perfect for CD-ROM. Volk was just the person to see such a project through, having already experimented extensively with CD-ROM and CD-I  as part of Aegis as well as Mediagenic. With the permission of the Miller brothers, he recruited Russell Lieblich, Mediagenic’s longstanding guru in all things music- and sound-related, to compose and perform a soundtrack for The Manhole which would play from the CD as the player explored.

An important difference separates the way the music worked in the CD-ROM version of The Manhole from the way it worked in virtually all computer games to appear before it. The occasional brief digitized snippet aside, music in computer games had always been generated on the computer, whether by sound chips like the Commodore 64’s famous SID or entire sound boards like the top-of-its-class Roland MT-32 (we shall endeavor to forget the horrid beeps and squawks that issued from the IBM PC and Apple II’s native sound hardware). But The Manhole‘s music, while having been originally generated entirely or almost entirely on computers in Lieblich’s studio, was then recorded onto CD for digital playback, just like a song on a music CD. This method, made possible only by evolving computer sound hardware and, most importantly, by the huge storage capacity of a CD-ROM, would in the years to come slowly become simply the way that computer-game music was done. Today many big-budget titles hire entire orchestras to record soundtracks as elaborate and ambitious as the ones found in big Hollywood feature films, whilst also including digitized recordings of voices, squealing tires, explosions, and all the inevitable rest. In fact, surprisingly little of the sound present in most modern games is synthesized sound, a situation that has long since relegated elaborate setups like the Roland MT-32 to the status of white elephants; just pipe your digitized recording through a digital-to-analog converter and be done with it already.

As the very first title to go all digitized all the time, The Manhole didn’t have a particularly easy time of it; getting the music to play without breaking up or stuttering as the player explored presented a huge challenge on the Macintosh, a machine whose minimalist design burdened the CPU with all of the work of sound generation. However, Volk and his colleagues got it going at last. Published in the spring of 1989, the CD-ROM version of The Manhole marked a major landmark in the history of computing, the first American game — or, at least, software toy (another big buzzword of the age, as it happens) — to be released on CD-ROM. [2]The first CD-based software to reach European consumers says worlds about the differences that persisted between American and European computing, and about the sheer can-do ingenuity that so often allowed British programmers in particular to squeeze every last ounce of potential out of hardware that was usually significantly inferior to that enjoyed by their American counterparts. Codemasters, a budget software house based in Warwickshire, came up with a very unique shovelware package for the 1989 Christmas season. They transferred thirty old games from cassette to a conventional audio CD, which they then sold along with a special cable to run the output from an ordinary music-CD player into a Sinclair or Amstrad home computer. “Here’s your CD-ROM,” they said. “Have a ball.” By all accounts, Codemasters’s self-proclaimed “CD revolution,” kind of hilarious and kind of brilliant, did quite well for them. When it came to doing more with less in computing, you never could beat the Brits. Volk, infuriated with Philips for the chaos and confusion CD-I’s endless delays had wrought in an industry he believed was crying out for the limitless vistas of optical storage, sent them a copy of The Manhole along with a curt note: “See! We did it! We’re tired of waiting!”

And they weren’t done yet. Having gotten The Manhole working on CD-ROM on the Macintosh, Volk and his colleagues at Mediagenic next tackled the daunting task of porting it to the most popular platform for consumer software, MS-DOS — a platform without HyperCard. To address this lack, Mediagenic developed a custom engine for CD-ROM titles on MS-DOS, dubbing it the Multimedia Applications Development Environment, or MADE. [3]MADE’s scripting language was to some extent based on AdvSys, a language for amateur text-adventure creation that never quite took off like the contemporaneous AGT. Mediagenic’s in-house team of artists redrew Robyn Miller’s original black-and-white illustrations in color, and The Manhole on CD-ROM for MS-DOS shipped in 1990.

In my opinion, The Manhole lost a little bit of its charm when it was colorized. The VGA graphics, impressive in their day, look a bit garish today.

In my opinion, The Manhole lost some of its unique charm when it was colorized for MS-DOS. The VGA graphics, impressive in their day, look just a bit garish and overdone today in comparison to the classic pen-and-ink style of the original.

The Manhole, idiosyncratic piece of artsy children’s software that it was, could hardly have been expected to break the industry’s optical logjam all on its own. Its CD-ROM incarnation, for that matter, wasn’t all that hugely different from the floppy version. In the end, one has to acknowledge that The Manhole on CD-ROM was little more than the floppy version with a soundtrack playing in the background — a nice addition certainly, but perhaps not quite the transformative experience which all of the rhetoric surrounding CD-ROM’s potential might have led one to expect. It would take another few excruciating years for a CD-ROM drive to become a must-have accessory for everyday American computers. Yet every revolution has to start somewhere, and William Volk deserves his full measure of credit for doing what he could to push this one forward in the only way that could ultimately matter: by stepping up and delivering a real, tangible product at long last. As Steve Jobs used to say, “Real artists ship.”

The importance of The Manhole, existing as it does right there at the locus of so much that was new and important in computing in the late 1980s, can be read in so many ways that there’s always a danger of losing some of them in the shuffle. But it should never be forgotten whilst trying to sort through the tangle that this astonishingly creative little world was principally designed by someone who had barely touched a computer in his life before he sat down with HyperCard. That he wound up with something so fascinating is a huge tribute not just to Robyn Miller and his enabling brother Rand, but also to Bill Atkinson’s HyperCard itself. Apple has long since abandoned HyperCard, and we enjoy no precise equivalent to it today. Indeed, its vision of intuitive, non-pretentious, fun programming is one that we’re in danger of losing altogether. Being one who loves the computer most of all as the most exciting tool for creation ever invented, I can’t help but see that as a horrible shame.

The Miller brothers had, as most of you reading this probably know, a far longer future in front of them than HyperCard would get to enjoy. Already well before 1988 was through they had rechristened themselves Cyan Productions, a name that felt much more appropriate for a creative development house than the businesslike Prolog. As Cyan, they made two more pieces of children’s software, Cosmic Osmo and the Worlds Beyond the Makerei and Spelunx and the Caves of Mr. Seudo. Both were once again made using HyperCard, and both were very much made in the spirit of The Manhole. And like The Manhole both were published on CD-ROM as well as floppy disk; the Miller brothers, having learned much from Mediagenic’s process of moving their first title to CD-ROM, handled the CD-ROM as well as the floppy versions themselves when it came to these later efforts. Opinions are somewhat divided on whether the two later Cyan children’s titles fully recapture the magic that has led so many adults and children alike over the years to spend so much time plumbing the depths of The Manhole. None, however, can argue with the significance of what came next, the Miller brothers’ graduation to games for adults — and, as it happens, another huge milestone in the slow-motion CD-ROM revolution. But that story, like so many others, is one that we’ll have to tell at another time.

(Sources: Amstrad Action of January 1990; Macworld of July 1988, October 1988, November 1988, March 1989, April 1989, and December 1989; Wired of August 1994 and October 1999; The New York Times of November 28 1989. Also the books Myst and Riven: The World of the D’ni by Mark J.P. Wolf and Prima’s Official Strategy Guide: Myst by Rick Barba and Rusel DeMaria, and the Computer Chronicles television episodes entitled “HyperCard,” “MacWorld Special 1988,” “HyperCard Update,” and “Hypertext.” Online sources include Robyn Miller’s Myst postmortem from the 2013 Game Developer’s Conference; Richard Moss’s Ludiphilia podcast; a blog post by Robyn Miller. Finally, my huge thanks to William Volk for sharing his memories and impressions with me in an interview and for sending me an original copy of The Manhole on CD-ROM for my research.

The original floppy-disk-based version of The Manhole can be played online at archive.org. The Manhole: Masterpiece Edition, a remake supervised by the Miller brothers in 1994 which sports much-improved graphics and sound, is available for purchase on Steam.)

Footnotes

Footnotes
1 Activision was renamed Mediagenic at almost the very instant that Lehrberg first met the Miller brothers. When the name change was greeted with universal derision, Activision/Mediagenic CEO Bruce Davis quickly began backpedaling on his hasty decision. The Manhole, for instance, was released by Mediagenic under their “Activision” label — which was odd because under the new ordering said label was supposed to be reserved for games, and The Manhole was considered children’s software, not a traditional game. I just stick with the name “Mediagenic” in this article as the least confusing way to address a confusing situation.
2 The first CD-based software to reach European consumers says worlds about the differences that persisted between American and European computing, and about the sheer can-do ingenuity that so often allowed British programmers in particular to squeeze every last ounce of potential out of hardware that was usually significantly inferior to that enjoyed by their American counterparts. Codemasters, a budget software house based in Warwickshire, came up with a very unique shovelware package for the 1989 Christmas season. They transferred thirty old games from cassette to a conventional audio CD, which they then sold along with a special cable to run the output from an ordinary music-CD player into a Sinclair or Amstrad home computer. “Here’s your CD-ROM,” they said. “Have a ball.” By all accounts, Codemasters’s self-proclaimed “CD revolution,” kind of hilarious and kind of brilliant, did quite well for them. When it came to doing more with less in computing, you never could beat the Brits.
3 MADE’s scripting language was to some extent based on AdvSys, a language for amateur text-adventure creation that never quite took off like the contemporaneous AGT.
 
 

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