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The Quill

The Quill

Let’s begin today by stepping back in time to the dawn of the PC era (and the early days of this blog): 1978. The debut of Scott Adams’s Adventureland that year also marked the debut of the world’s first reuseable adventure-gaming engine, in which a single interpreter program runs a variety of different games by being fed different databases. And reuse the system Adams did, to the tune of six titles released in 1979 alone, while the rest of the computing world set to work figuring out how the system was put together. Two TRS-80 hackers, Allan Moluf and Bruce Hanson, were particularly dedicated. By January of 1980 they were distributing to select buddies a text file which described Adams’s database format in careful detail along with a set of utilities for examining existing games. By 1981 they had written the Adventure Executor, a new interpreter capable of playing any of Adams’s games; just provide it with the database file. And their efforts culminated at the end of that year in The Adventure System, a complete authoring package that let you create new games in the Scott Adams database format as well as dissect existing ones to your heart’s content for the low, low price of $40.

The Adventure System as advertised in the March 1982 80 Microcomputing

The Adventure System as advertised in the March 1982 80 Microcomputing

For various reasons, starting with the TRS-80 platform on which it ran being rather isolated from the rest of the computing world and ending with the small print that demanded a $200 license fee to use The Adventure System to create commercial adventures, it never caught on. Moluf and Hanson, however, were not alone in their inquisitiveness. Others across the pond were also looking hard at the Scott Adams games. Their efforts would have much more lasting repercussions.

During the earliest days of personal computing in Britain, when practitioners consisted of just a few tens of thousands of soldering-iron-wielding dreamers, one Ken Reed managed to get hold of an imported TRS-80 along with some of the Scott Adams games. Like Moluf and Hanson, Reed was as interested in figuring out how they worked as he was in playing them. He doggedly pulled the system apart, and published his findings in the August 1980 Practical Computing magazine, the nearest equivalent British hobbyists had to the American hackers’ favorite Byte. Reed’s article wasn’t so obviously practical as the work of Moluf and Hanson. It didn’t provide exact specifications of the Scott Adams database format, nor tools for hacking on the games, nor even a complete original game or a complete interpreter for running a game. No, it provided something that in the long run would prove to be much more empowering: a detailed proposal for making an engine similar to Adams’s for yourself, complete with pseudo-code listings that could be applied to virtually any platform you had handy and knew how to program.

The impact the article had on British gaming over the following decade can hardly be overstated. Richard Turner and Chris Thornton, two university students, formed Artic Computing and used the article as the basis for their own line of Adams-like adventures that began with Planet of Death, likely the first commercial text adventure written in Britain, in June of 1981. Many variations on the article’s approach were soon appearing in other games. But its most important descendent was not a standalone game at all but a complete adventure-writing system similar in spirit to The Adventure System. This system, however, got several things right that the older system had gotten so wrong. It was called The Quill, and it was the brainchild of a Welshman in his late twenties named Graeme Yeandle.

When Yeandle analyzed those early Artic games and found them to be put together in a way suspiciously similar to Reed’s system, his first reaction was to think that he could do that just as well as Turner and Thornton. He went so far as to write to Artic to offer his services, but never got a reply to his letter. Whilst messing about with adventure-game databases and interpreters on his new Spectrum, he noticed an advertisement for a local publisher called Gilsoft, located just twelve miles from his Cardiff home — in fact, in the town where he had been born, Barry. He decided to pay their office a visit. On doing so, he learned that “they” were a single teenager named Tim Gilberts, and the “office” was Gilberts’s bedroom in the family home. Still, Gilberts was bright and ambitious, and the two hit it off. (Gilberts thought Yeandle “looked just like Clive Sinclair.”) When Yeandle told him about his adventure-game experiments, Gilberts encouraged him to make a real game for him to market. He ended up writing two, Time-Line and Magic Castle, which Gilberts sold through modest classified ads in the magazines for £5 each (the former, the smaller and simpler of the pair, as the companion to another game on the same tape).

About this time Yeandle realized, like many a programmer before him, that he could save a great deal of time in the long run if he spent some time now improving his development tools. While he was using a variation of the design scheme from Reed’s article, he was still constructing the database files laboriously by hand. He discussed with Gilberts his idea for a menu-driven data-entry system to automate the process. If it worked out it could become a sort of house adventure-authoring system which Gilberts could share with other prospective authors. Gilberts enthusiastically agreed, and Yeandle spent most of his nights and weekends during 1983 — this was still very much a sideline; he was employed full-time as a systems analyst — working on what would become The Quill. As the program grew more refined, Gilberts made a new proposal: instead of just using it in-house to make more adventures, why not sell it as a product in its own right, and open adventure authorship to anyone with a Speccy? And so was the adventure-game scene in Britain changed forever.

The Quill was greeted rapturously when it debuted just in time for the 1983 Christmas season. Micro-Adventurer magazine, which appropriately enough debuted at almost the same instant, called it a “revolution” in their very first issue: “Once in a while, a product comes along to revolutionize the whole microcomputer scene. The Quill is one such, and will change the face of the microcomputer adventure.” The Quill sold for just £15, and — and this is absolutely key to everything that followed — Gilsoft asked for no cash royalty for commercial works created with it, only that you insert a little “Made with The Quill!” blurb somewhere in the final work. Most other commercial systems for creating adventure and CRPG games, both before and after The Quill, didn’t offer such convenient terms, sharply limiting their appeal.

Sales were so brisk that Gilsoft soon gave up bothering to sell much of anything else; Gilberts was more than content to run the house that The Quill had built. Within weeks of its release so-called “Quilled adventures” were everywhere. By a year or so after that at least half of the adventures on the British market were Quilled — and that’s not even considering all of the less ambitious creators who just toyed around making games for family and friends, or released their games for free into public-domain channels.

About a year after The Quill, Gilsoft released The Illustrator, which let users add graphics to their games. It ended up selling almost as well as The Quill itself, and soon the requisite illustrated Quilled games were flooding the market. Gilsoft also funded ports of the system to most of the other viable British platforms, although sadly there was no easy way of moving an adventure database created on, say, a Spectrum to the BBC Micro or Commodore 64 short of reentering the whole by hand. As the system spread across Europe, now catching onto the PC revolution at last, countless souls used it to create games in their native languages.

Quilled games in Swedish, Italian, Spanish, and Czech

Quilled games in Swedish, Italian, Spanish, and Slovenian

Many of the earliest adventures in German, French, Dutch, Spanish, Italian, and the Scandinavian and Eastern European languages were Quilled. An attempt was also made to market The Quill in North America as The Adventure Writer, but without much success. It was entrusted there to a tiny company called Codewriter who lacked the resources to make it known and widely distributed in that more intimidating and elitist marketplace. And so, like so much else in the bifurcated computing culture of the 1980s, The Quill remained an exclusively European phenomenon.

The Quill's menu system, where thousands of adventure authors spent thousands of hours

The Quill’s menu system, where thousands of adventure authors spent thousands of hours

Given the sorts of tools available to adventure writers today, The Quill is bound to seem underwhelming when we load it up on our Speccy emulator. One doesn’t really program a game at all using The Quill; one simply enters its data, menu by menu, filling in its rooms, its objects, its text. The logic available to the author is hard-coded into the interpreter, and not very complex at that. Nor is the process of creation a very intuitive one. It’s very difficult to get any sense of the big picture from all of these granular menu views. One is best served by planning one’s game out entirely on paper, using The Quill itself very much as the simple data-entry front-end it was originally conceived as. Even on those terms many trivial tasks are painfully tedious. The parser doesn’t really parse at all. There’s just a simple pattern matcher, which the author must micro-manage to the finest detail. One cannot simply define an object as takeable, for example, but must hand-enter the command that will allow it to be taken and dropped — and must do this separately for every single takeable object in the game. (Much of this tedium was removed in later versions of The Quill. See John Elliott’s comment below.)

Amidst all of the excitement following the system’s debut, some did voice a concern that it would lead to a rash of games that were not only primitive but all primitive in the same idiosyncratic way. Such fears were by no means entirely baseless. To some extent this is a problem with any authoring system; I wouldn’t be the first to note that Graham Nelson’s droll English diction has become the voice of contemporary interactive fiction thanks to the default messages of Inform, the most widely used development system today. The Quill’s limitations and lack of flexibility merely make it even more immediately obvious to any experienced adventurer that she is playing a Quilled game. That said, The Quill’s relatively long life gave plenty of people plenty of time to dig deep, to learn to push it and to learn to hack it. Much better, more complex works could be created with it than you might expect after a few minutes of fiddling around in its menus. Given the limitations of the 48 K Spectrum on which it runs, The Quill is put together in a very smart way. The average Quilled game is not only easier to create but more pleasant to play than (at the least) the average BASIC game. Tellingly, no one managed to come up with a system notably better for the Spectrum and equivalent machines despite the obvious commercial potential of such a beast.

Until Yeandle himself, that is: in late 1986 Gilsoft released his second-generation system, the Professional Adventure Writer (PAW). Arriving fairly late in the day for text adventures as a mainstream gaming staple, at least in Britain, it didn’t become quite the phenomenon that The Quill had been, but did power many more games throughout Europe well into the 1990s.

Indeed, it’s for that legacy of empowerment that PAW and (especially) The Quill deserve to be remembered today. It’s not that established software houses didn’t use The Quill; they did, to a surprising degree. Even Artic Computing, who had ignored Yeandle earlier, started using the Quill to create some of their new adventures. So did no less a light than Melbourne House of The Hobbit fame. But it’s mostly for all the little guys that The Quill seemed a minor miracle. North America had nothing comparable, and, presumably in consequence, far fewer independent voices making and selling text adventures. Europe, by contrast, was blessed in having not only The Quill but a marketplace willing to accept and buy works by the inspired amateurs who used it. Gilberts himself was well aware of the democratizing effect of The Quill:

Anyone who wants to write can produce a novel without technical knowledge. You may not create great art but there’s nothing to stop you trying. The Quill has opened up the same kind of opportunity to those who enjoy adventuring. We’ve tried to provide the computer equivalent of pen and paper.

No, most Quilled adventures are not great art or even great games, and they’re not likely to get as much attention on this blog as they may deserve given that I have so many other titles that qualify at least as the latter to sort through. Yet many are personal, idiosyncratic works of the sort gaming could always use more of. The best of them have a real writerly personality, another thing always in short supply in gaming fictions. Some of the most fun, and arguably the most culturally useful, Quilled adventures are the ones that satirize the solemn pretensions (especially of the high-fantasy stripe) of mainstream gaming culture then and now — titles like Bored of the Rings, The Boggit, Loads of Midnight, The Big Sleaze, or the immortal Dildo and the Dark Lord (did I mention that Quilled adventures were also more liable to traffic in sex than the titles from bigger publishers?).

The person with the most amazing Quill story of all might just be John Wilson, the founder of Zenobi Software. After publishing a few of his own Quilled games on the label in the mid-1980s and seeing them do fairly well, Wilson began soliciting games from outside authors. Even as the bigger publishers gradually got out of text adventures, Wilson built a successful if modest business out of selling the games via mail order, communicating with customers via a newsletter and whatever magazine advertising he could afford that month. Zenobi alone published almost 250 games, the vast majority of them created with The Quill or PAW, before hanging it up at last in the shockingly late year of 1997, by which time Gilsoft and the rest of the gaming milieu that had birthed Zenobi were long gone. All of which is enough to qualify Zenobi as the most prolific of commercial text-adventure publishers, the most long-lived, and the last to give it up, and all by a wide margin.

As you’ve probably gathered by now, The Quill and PAW were easily the most widely used adventure-creation systems of the 1980s. In the whole of computing history they’re rivaled only by Graham Nelson’s various Inform incarnations, which may have powered a comparable number of games by now but have taken some twenty years to do it. The architect of this creative explosion, Graeme Yeandle, never gave up his day job and never made as much money from it as you might expect. He recalls that in the wake of The Quill’s first gush of popularity in 1984 his royalty checks from Gilsoft actually amounted to more than his regular pay check — but “that didn’t last long.” The Quill was, even more so than most software, widely pirated. It’s safe to say that many of those Quilled games being sold in magazine adverts were themselves made with pirated copies; Gilsoft didn’t have any practical way to keep tabs on who had bought and who hadn’t. Even their modest request that users include a mention of The Quill in their Quilled games also went unenforced and widely ignored. And consumers will always outnumber creators in any time and place, meaning that even an insanely popular engine of creation like The Quill will never sell more than a fraction of the copies of a hit game. Gilsoft and Yeandle could probably have made considerably more money from The Quill by pricing it higher and being more aggressive about asserting their rights in various areas. But Gilsoft wasn’t Microsoft and young Gilberts was no Bill Gates; he was happy if the business just paid for “my beer and a car.” Anyway, The Quill was so successful precisely because it was so cheap and easy; changes to Gilsoft’s business model could likely only have diminished its impact.

As a consolation prize for fame and fortune, Yeandle and Gilberts got to see their creation getting used all around them, the most satisfying validation any programmer or engineer (or artist?) can enjoy. And they got to know that their work was allowing people to be creative in a medium that would otherwise have been inaccessible to them. At least in retrospect, that seems like more than enough.

(Much of this article was sourced from an old interview with Yeandle from The Solution Archive. Yeandle’s now-defunct home page was also invaluable. And see also the Gilsoft features in Sinclair User #28 and #37. I discovered much of Moluf and Hanson’s work while digging through old TRS-80 file archives, an often productive if exhausting way of researching.)

 

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1983 in British Computing

1983 in British Computing

Like its American counterpart, the British PC industry was untenably fragmented by the beginning of 1983. The previous year had been deemed Information Technology Year by the government. Unlike so many government initiatives, this one had succeeded swimmingly in its goal of drumming up excitement and enthusiasm amongst the public for microcomputers. Where excitement and enthusiasm go in a market economy, of course, also go products. Thus the new computers had come thick and fast throughout 1982. In addition to the BBC Micro and the Sinclair Spectrum which I’ve already written about, there were heaps of other machines whose names sound like something spewed by a beta version of Google Translate: the Dragon 32, the Grundy NewBrain, the Jupiter Ace, the Camputers Lynx, the Oric-1. Throw in a spate of knockoffs and clones from the Far East, and the situation was truly chaos; most of these machines were incompatible with one another. Something had to give. If the lines of battle had been drawn up in 1982, the war would begin in earnest in 1983, just as it had in North America.

Even if you aren’t that familiar with British computing history, you probably aren’t exactly in suspense about who won in the British theater of the Home Computer Wars of 1983. The fact that I chose to feature the BBC Micro and the Sinclair Spectrum on this blog in preference to all those other oddball models pretty much says it all. The BBC Micro found a home in virtually every school in Britain, and, even at a street price of £400 or so, also became a favorite of researchers and hardcore hobbyists, who loved its sturdy construction and expandability. The Spectrum had none of these things going for it, but it did have a £130 price tag and a bright color graphics display for games. Neither machine was perfect, but each was a good fit for its niche. And in addition to hardware specifications both had considerable soft power working in their favor. The BBC Micro had been blessed with the imprimatur of the British government, and thus stood in effect as the official computer of the British nation. And the Speccy came from Uncle Clive, the man who had first brought low-cost computing to the British masses. Sure, he was a bit eccentric and a bit prickly, but that was just a manifestation of his impatience with the bureaucrats and business concerns that delayed his inventions reaching the masses. It was an image that Sinclair, who had begun to read his own positive press notices when said notices existed only in his head, positively reveled in. Throughout the year Sinclair struggled to keep up with demand, as seemingly every kid in Britain begged for a Speccy. Meanwhile those other computers straggled on as best they could before bowing to the inevitable one by one during this year and the next. Kids wanted what their friends had, and their friends all had Speccys.

Put crudely, then, the BBC Micro came to occupy the space in British computing held by the Apple II in North America, the Establishment choice for education and home computing. The Speccy, meanwhile, was the Commodore 64, the cheaper, ruder, funner model that the kids adored. Just to keep us from getting too neat with our analogies, it should be noted that the Commodore 64 itself also began arriving in numbers in Britain during 1983. However, the vagaries of economics and exchange rates being what they were, its initial price there was closer to that of the BBC Micro than the Spectrum, limiting its sales. The Commodore 64 became the computer for the posh public-school kids, while the Speccy remained the choice of the masses. The former was unquestionably a much more capable machine than the latter by any objective measure, but even in later years, when the price dropped and the 64’s popularity grew, it never quite got the same sort of love that accrued to the Spectrum. Like driving on the wrong side of the road and eating baked beans for breakfast, there was just something indelibly British about the Speccy’s peculiar BASIC and weird keyboard, something that made a generation of British gamers and game programmers fall in love with it as their machine.

To work this comparison one last time, Clive Sinclair’s 1983 in Britain was like Jack Tramiel’s in North America — the best, most unblemished, most triumphant year of a long, chequered career. It must have felt like vindication itself when he received an invitation to attend the Queen’s Birthday Honors in June to receive a knighthood. Suddenly Uncle Clive had become Sir Clive. Given Sinclair’s relationship with the British bureaucracy the honor might have seemed a surprising one. Indeed, at the time that he received it his company was still embroiled in various government investigations for its failure to ship its products in a timely fashion to customers as well as a rash of complaints about shoddy workmanship. (Sinclair was still desperately trying to recall some 28,000 Spectrum power packs that had the potential to shock a person into unconsciousness — shades of the exploding watches of yore.) Luckily, he was a huge favorite of Margaret Thatcher, no friend of entrenched bureaucratic forces herself, who saw him as exactly the kind of entrepreneur that her new, more freedom-loving and capitalism-friendly Britain needed. And Thatcher, who was riding a tide of personal popularity and renewed patriotism of her own in the wake of the Falklands War, generally got what she wanted. The press gushed with praise in the wake of Sinclair’s honor, some justified, some somewhat, shall we say, overblown. Popular Computing Weekly credited him with “transforming Britain from a nation of shopkeepers to a nation of micro users.” Sinclair User simply announced that he had “invented the home micro,” conveniently forgetting about some folks on the other side of the Atlantic.

Clive still being Clive regardless of his honorific, he sunk his cash and his reputation into projects that were of debatable wisdom at best. In lieu of a floppy-disk drive for the Spectrum, he invested in a strange piece of technology called the Microdrive, a tape-based system that looked and operated rather like an old 8-track audio tape. Announced simultaneously with the Spectrum itself back in April of 1982, the Microdrive didn’t finally arrive until the summer of 1983. When it did it was like a caricature of a Sinclair product: cheaper than the competition but also slow and balky and horribly unreliable. A computer crash at the wrong moment could erase an entire tape in seconds. Users may have partially embraced the Speccy because of its eccentricities, but this was taking things too far. Rather than being charming the Microdrive was just sort of terrifying. It never got much love from Speccy users, who chose to stick with the even slower but more trustworthy medium of the cassette tape. In his choosing to develop such a white elephant rather than investing in the plebeian, well-proven technology of the floppy disk we see the most exasperating side of Clive Sinclair, who was always trying to prove how much more clever he was than the conventional wisdom of his competitors, even though conventional wisdom is often conventional for a reason. The Microdrive in turn shows the dangers of a company that is absolutely controlled by a single mercurial individualist. Sinclair’s backers and fans would learn much more about that in the time to come.

Then again, at least the Microdrive was a computer product. Sir Clive, who always harbored a deep skepticism about how long this computer thing was really going to last, also sunk energy and resources into his twin white whales, a miniature, portable television set and an electric car. Both projects would provoke much hilarity in the British press in later years when his star as a captain of industry had faded. But instead of going on any more about any of that today let’s just leave Sir Clive to enjoy his big year. His road will get bumpier soon enough.

Criticisms aside, Sinclair did play a huge role in turning Britain into the most computer-mad nation on Earth. Despite the American industry’s considerable head start, a greater percentage of British than American homes had computers by the end of 1983. Already by April total British microcomputer sales had passed the one-million mark. By December the Speccy alone was flirting with that figure.

All those computers in private hands meant a software marketplace that was if anything growing even faster than the hardware side. And since the computers selling in biggest numbers were the Speccys being installed in bedrooms and living rooms across Britain, software in this context meant mostly games. By 1983 a hit game could make you, at least for the time being, rich, as was demonstrated by a flood of brash young game publishers populated by brash young men just a year or two (at most) removed from bicycling to school. Now they drove Porsches and Ferraris to posh offices in the most fashionable parts of town. A company called Imagine Software, publishers of such Speccy hits as Arcadia, was amongst the most spectacular of the success stories. When a BBC film crew visited their office for a documentary feature in early 1984 they found “huge, luxurious offices, acres of carpet, computer terminals by the ton load, lots of young programmers, secretaries in abundance, young ‘gophers’ acting as runners for the management, and a company garage packed with a fleet of Ferrari Boxers, BMWs for the lesser executives, and the famous Mark Butler custom hand-built Harris motorbike.” Clearly a certain sector of British society had another very good reason to love Sir Clive: his creation was making them rich.

Just as in America, established media forces were also eager to get a piece of the action. Virgin Records launched Virgin Games, and of all people K-tel, those purveyors of cheesy TV-peddled hits compilations, also jumped in, attending the Midland Computer Fair with a well-publicized £1 million burning a hole in their pockets for deal-making with eager programmers.

Yet even with the arrival of Big Money on the scene the British industry remained wilder, woolier, and more democratic than its American counterpart. The games themselves remained much less expensive. Whereas a big release like Ultima III could exceed $50 in America, games in Britain rarely exceeded £10, and most sold for around £5 or even less. With less invested in any particular title, both publishers and buyers were more willing to take chances on crazy ideas, and individual programmers had a better chance of seeing their creations on store shelves and actually making them some money. Even if no one wanted to give them a chance they could just start their own little company in the hope of becoming the next Imagine; distribution was also comparatively wide open, making it relatively easy to get your game to the public on your own. It all added up to a market that had a lot of product that for very good reasons would never have passed muster in the United States. Yet it also had a spirit of wild-eyed, devil-may-care creativity about it that was sometimes lacking amongst the more staid, polished American publishers.

My special interest, adventure games, were a big part of the industry, amongst if not the most popular genre out there. As with other kinds of games, adventure seemed to be multiplying exponentially from month to month. Britain was not just computer mad but also adventure mad. Well before the end of the year production of new British adventure games far outstripped that of American, and the disparity would only continue to grow over the next few years. In November Micro-Adventurer debuted, the first magazine anywhere in the world dedicated not just to games in general but to this particular genre.

To survey this explosion of titles in any real depth would bog us down for months; that will have to remain a task for some other, even more esoteric blog than this one. But I will try to convey some sense of the times by continuing to follow the careers of some friends we met earlier. We’ll do that next time.

(This survey of the scene is drawn mainly from the Your Computer and Sinclair User issues of 1983, with occasional forays into Home Computing Weekly and Popular Computing Weekly. The image is taken from the 1984 Sinclair User annual’s cover.)

 

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The Hobbit Redux

Sometimes I get things wrong. Usually it’s minor errors that come down to a careless moment or something that got wedged between the teeth of my rusting steel trap of a mind. Luckily, you folks who read what I write almost always come through to correct me when I make mistakes or even when I overreach. Something like that happened with the most recent article I’ve written, but it had causes a little bit more complicated than one of my usual attacks of boneheadedness.

Virtually all of the articles published about Melbourne House and The Hobbit — of which, unsurprisingly given the game’s immense popularity, there were quite a few — describe it as largely the work of Philip Mitchell, who wrote it with the aid of Veronika Megler and Stuart Richie. These are the sources which I relied upon to write my story of the game’s development. Shortly after I published my article, however, Veronika Megler contacted me to tell me that the contemporary sources are, simply put, false. She told me that hers was the primary mind behind the game, that Mitchell developed only the parser and handled the porting to the Spectrum and the addition of the pictures after she had left Melbourne House. Richie’s work, meanwhile, was theoretical rather than technical and played little actual role in the finished game.

I was of course quite nonplussed to hear this, but Veronika’s descriptions of the game’s development and the role played by everyone were so precise that I immediately tended toward believing her. That belief only strengthened as I talked to her more. Today I believe that the official story found in the magazines is a distortion (at best) of the facts.

It’s not difficult to understand how this could have happened. The story of The Hobbit‘s development started to be widely disseminated in the computer press during the lead-up to publication of Philip Mitchell and Melbourne House’s next big adventure game, Sherlock. Thus the pieces in question functioned not only as retrospectives, but — more importantly, at least in the eyes of Melbourne House — promotions for what was coming next. It sounds much better to speak of “the next game by the architect of the hit adventure The Hobbit” than “the next game by the guy who assisted the architect of the hit adventure The Hobbit.” Thus Mitchell’s role was vastly overstated, and Megler’s correspondingly reduced; in effect the two swapped roles, with Mitchell becoming the architect and Megler his assistant. As readers like me took those original articles at face value, this version of events passed down into history.

That’s unfortunate, and I understand Veronika’s frustration at having been effectively robbed of credit that is due to her. However, I can also understand how the pressures of promoting the follow-up to such a gargantuan hit could have led Alfred Milgrom and Mitchell down the path they took. I will also just note for the record that Veronika feels strongly that sexism also played a role in the downplaying of her contribution, although I’m not prepared to levy that accusation myself without knowing the people involved better or having more evidence.

Whatever the reasons behind the changing of the record, I’m convinced at this point that Veronika was indeed the major force behind the form The Hobbit took, as well as its major technical architect. I’ve revised the original article accordingly to reflect the true contributions of everyone involved. If you’ve already read it, I’d encourage you to give the new version a quick skim again, or at the least to know that much of what I credited to Philip Mitchell in the original should rightfully have been credited to Veronika Megler. Sometimes, alas, getting to historical truth is a process. I thank Veronika for taking the time to work with me to document what really happened.

I’m actually on holiday as I write this, back in the United States again. So, it will be a couple of weeks before I’ll have more material for you. But keep me in your RSS readers, because we’ll next be rounding the corner into 1983 at last, and things just keep getting more and more interesting.

In the meantime, happy Thanksgiving to my American readers, and to everyone thanks for reading!

 

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The Hobbit

In 1977 Alfred Milgrom started Melbourne House, a book publisher, with “four and a half” employees and offices in London and his native Melbourne, Australia. Over the next several years they made a modest go of it. In addition to a stable of young Australian authors, they established something of a specialty as a publisher of mid-list American authors who lacked contracts with the larger British and Australian houses. They signed quite a variety of them: novelist Gerald Green, just coming off a career peak as the screenwriter of the high-profile American television miniseries Holocaust; nonfiction man’s man extraordinaire Robin Moore, most famous for his 1965 book The Green Berets, which spawned one of the most unexpected hit songs ever as well as an infamously jingoistic John Wayne movie; Lin Farley, one of the first to write about sexual harassment in the workplace; and Raymond Andrews, author of a trilogy of novels about a black sharecropper family in the mid-century South.

And then came 1980, and with it the Sinclair ZX80. With a PhD in “chemistry, maths, and physics” from Melbourne University, Milgrom had some somewhat atypical interests for a publisher; he had “always been interested in computers.” He quickly bought a ZX80 of his own. That August, Melbourne House published the hastily put together 30 Programs for the Sinclair ZX80, an unadorned collection of short, simple BASIC listings that could fit within the unexpanded machine’s 1 K of memory, including even a very stripped-down Eliza-like conversation simulator. The programs were credited to an alias computer gamers would soon come to recognize almost as quickly as the name “Melbourne House” itself: Beam Software, a contraction of Milgrom’s initials and the last name of another at Melbourne House who worked with him on the book, Naomi Besen.

In barely a year’s time WH Smith would be selling Sinclairs out of their High Street shops, but at this time no one in the bookseller’s trade knew what to make of the book Milgrom was now trying to sell. So he started taking out advertisements in the enthusiast magazines instead for what was likely the first book ever published about a Sinclair computer. It turned into a “runaway success,” the company’s immediate bestseller. Milgrom followed it up with more hastily produced technical books, written both in-house and by others. Melbourne House would remain one of the most prolific of British computer-book publishers for much of the 1980s. With so much opportunity in this area, their interest in publishing other types of books gradually fell by the wayside.

What with their publishing so many program listings in book form, it seemed an obvious move to begin offering some of them on tape for those who didn’t feel like doing so much typing. Accordingly, their first program on cassette, yet another clone of Space Invaders, appeared in February of 1981, the beginning of a slow transformation in primary avocation from book to software publisher. In a sometimes confusing dichotomy, Melbourne House would remain the publishing arm of Milgrom’s organization, while the wholly owned subsidiary Beam Software served as their in-house development group. Melbourne House would also sometimes publish programs created by outside developers, but for all practical purposes Melbourne House and Beam Software were one and the same entity.

Milgrom had been aware of Adventure and its derivatives for years, some of the latter of which were just beginning by mid-1981 to sneak into the British software market in the form of early, primitive efforts by Artic Computing. Realizing that the form was soon likely to be huge in Britain, as it already was in the United States, he decided to commit Melbourne House to creating one bigger and better than anything currently available for British microcomputers. Knowing he lacked the time and the technical skills to implement such an ambitious project, he posted an advertisement back in Australia at his alma mater, the University of Melbourne, looking for computer-science students interested in working part time on a game-development project. (It being the beginning of August, the Australian spring semester was just beginning.) The first to respond was Veronika Megler, a student about to begin her final year as an undergraduate with a particular interest in database design. Milgrom gave her a very simple brief: “Make the best adventure game ever. Period.”

Luckily, Megler had plenty of ideas about how to approach that rather vague objective. She had played just one adventure game in her life — typically enough, the original Adventure by Crowther and Woods. Yet she already felt she knew enough about the form to say what she didn’t like about it, what she wanted her game to do differently. She hated the threadbare world and static nature of Adventure, the way that most of the possible interactions were pre-scripted so that certain verbs only worked in certain places and many perfectly sensible actions were completely unprovided for. Most of all, she hated the way the other characters in the world had nothing to do, no possibility of reacting to the player’s actions. In place of solitary, static puzzle-solving, she imagined a dynamic environment filled with other characters moving about the world and pursuing agendas of their own — something that might actually feel like living inside a real story. Both Megler and Milgrom also very much wanted to get beyond primitive two-word parsers, something only Infocom had so far managed.

Megler recruited a partner to work with her on the game, Philip Mitchell, a fellow senior with whom she had already worked on a number of group projects and whom she knew to be both easy to get on with and a skilled programmer. Milgrom himself added a third member to the team specifically to help them with the parser: Stuart Richie, who was doing a dual degree in English linguistics and computer science, with a special interest in combining the two fields.

At first, the game was planned as a generic fantasy adventure. However, none of the people involved had any experience as writers of fiction. At some point during the early stages of development, someone (it’s unclear exactly who) suggested that it might be possible to adapt J.R.R. Tolkien’s The Hobbit. Once named, it seemed the obvious candidate for a story. Bilbo Baggins’s quest to kill the dragon Smaug and return safely with his treasure, overcoming trials and tribulations along the way, was not just suitable for an adventure game but practically identical in the broad strokes to the structure of most of them. And The Hobbit was very popular — probably the most-read fantasy novel of all time, in fact — which would guarantee the game an eager audience. (I’m going to assume from here on that you’ve read the book, which I think is probably true of most everybody reading this blog. If you haven’t, you should. It’s a consistent delight, with none of the reactionary nostalgia for an older, class-bound Britain that sometimes bothers me about The Lord of the Rings.)

Unlike more naive characters like the Austin brothers, Milgrom knew that he needed to work something out with the Tolkien estate before releasing a commercial game based on the novel. About six months in, with some demonstrations ready to show them, he made contact. As Milgrom put it in later interviews, he had “contingency plans” if the Tolkien people should turn him down — presumably, filing the proverbial serial numbers off and releasing the game as a generic fantasy adventure after all. But luckily they were very receptive. As I write this, we’re awash in hype over the imminent release of the first of Peter Jackson’s Hobbit movies. It’s amazing to consider that thirty years ago the Tolkien estate was willing to entrust the property to a tiny publisher like Melbourne House employing a few kids working part-time when not at university. Tolkien was then, as he is now, the premiere fantasy writer. It’s just that the position of fantasy fiction within popular culture has changed incalculably, in no small part due to trends whose roots I’ve been chronicling on this blog.

Even with the novel to provide a world and the outline of a plot, the team had an insanely ambitious brief, one that obviously was not going to fly on the current Sinclair machines. Nor had Sinclairs made their way into the Australian market in any great numbers anyway. The most popular PC there at the moment was a Hong Kong-built clone of the TRS-80 sold through the local Dick Smith chain of electronic stores: the dubiously legal Dick Smith System 80. These machines shipped with only 4 K or 16 K of memory, but with a bit of ingenuity could be expanded up to 48 K. They also used the Z80 processor found in many machines, including the Sinclairs. Milgrom and his team decided to make their game on their hacked 48 K System 80s, under the assumption that by the time it was finished other, more consumer-friendly machines with the necessary attributes would be available to which they could port it without too much hassle. This practice of targeting tomorrow’s hardware today is now common in AAA game development; The Hobbit was perhaps the first example of it.

Of course, with 48 K and no disk drive to work with for virtual memory (Australia, like Britain, was still firmly cassette-bound), they still had one hell of a task in front of them. Megler remained the linchpin of the project, developing a whole adventuring system that should be at least theoretically reusable in future games. She also went through the book to develop a plan for the game, mapped the major events and characters to locations in the world, and added them to the engine’s database. Mitchell worked on a full-sentence parser that would allow the player to talk to the other characters in the world and even order them about. He called his system “Inglish.” Together, the code for the engine and the parser was eventually squeezed down to about 17 K, leaving the rest of the memory for Megler’s database. Richie, who was employed by Melbourne House for only a few months, contributed no code, and his ideas ultimately had little influence on the system. Milgrom’s idea of hiring a linguistics expert to develop a parser is one of those that sounds better in theory than it works in reality. As countless other programmers have learned, developing a good adventure-game parser has more to do with common sense and careful diligence than elaborate theories about linguistics or natural-language processing.

The Hobbit‘s development had some similarities to a student project, a certain abstract naiveté that sometimes threatened to send the team wandering hopelessly off course. They were having great fun — perhaps sometimes too much fun — just playing in this world they were building. Thanks to all of its random dynamism, it constantly surprised even them. Megler sometimes played the system like an early version of a god game such as The Sims, injecting new NPCs just to see what would happen and what kind of chaos they would cause with their fellow actors and the player: “I’d written in an angry dwarf that kept trying to kill you, and if you did something (I don’t remember what) it became a randy dwarf, and kept following you around and propositioning you. But Fred and Phil decided that was a little too much, and made me take it out again.”

And then it was the summer of 1982, the semester was over, and — in a demonstration of just what a part-time, semi-amateur project this was — Megler, the primary architect of all this, was suddenly gone: “I was bored with full-time programming and debugging, and eager to get on with a ‘real career’ (which gaming wasn’t, back then).” Only Mitchell stayed behind, to be hired by Milgrom as a regular, full-time employee. By this time The Hobbit was in a relatively finished form, a bit rough around the edges but basically a playable game on the TRS-80/System 80. Now the ideal platform on which to actually release it had come around, just as they had hoped it would: the first Sinclair Spectrums were just reaching consumers back in Britain. What with Melbourne House’s distribution network in that country and the tiny size of the domestic Australian market, the Spectrum and Britain were the obvious target platform and market respectively for their game. Luckily, the Spectrum used the same Z80 chip as their development platform, and had the same 48 K of memory. Porting Megler’s engine to the Speccy should be relatively simple.

The Speccy did also have one important feature that their development machines had lacked: color, bitmapped graphics. Milgrom decided that illustrations could be the cherry on top of his next-generation adventure. He commissioned an artist, Kent Rees, to create — on paper, as was the norm at the time — pictures for about 30 of the game’s 80-odd locations. Mitchell then developed a system to trace these images and import them into the computer, using the vector-drawing techniques pioneered by Ken Williams for Mystery House. (You can see clear evidence of this in the finished game; the computer draws each line and fill one by one before your eyes, like an artist recreating the picture each time.) The illustrations are by no means stunning, but they were certainly novel in their time, and sometimes do manage to add a little something to the atmosphere.

Interestingly, Mitchell continued to do most of this work on the System 80, a much more pleasant machine to work with thanks to its real keyboard. He only moved the finished product to the Spectrum when it came time to test his handiwork. (To add to the irony, the TRS-80 would be one of the few platforms on which The Hobbit would never get an official release.) Thanks to some very efficient drawing algorithms as well as smart text-compression routines that rivaled those of Level 9, Mitchell was able to pack the entire game, with illustrations, into the 48 K Spectrum, a remarkable feat indeed when one considers that he had no recourse to external storage — 48 K was literally all he had to work with for code, text, data, and pictures.

As summer passed into fall, the game was settling into its final form. But now a persistent problem threatened to derail everything: a multitude of tiny glitches and bugs that cumulatively began to overwhelm the experience of every session the longer it continued. Rather than crafting interactions by hand, Megler had striven to make The Hobbit a dynamic simulation. Monsters and other characters move about and act differently in every session, guided by random chance as well as their disposition toward the player (attacking Gandalf, Elrond, or Thorin tends to get you on their bad side); every object has a weight, size, and strength that determine its interactions with every other; each character, CRPG-style, has a certain numerical defensive and offensive strength as well as a health level for determining the results of combat. This could all lead to fascinating examples of what we would now call emergent behavior or even emergent storytelling, but it could also lead to a welter of bugs and general weirdness. Tracking these down turned into a nightmare, as the randomization and dynamism of the world meant that many were impossible to reproduce consistently. This had presented a huge challenge even when Megler was still on the project:

The Hobbit was a tough game to test. Unlike the other games of the time, it was written in assembler, not BASIC, and we would find bugs in the assembly and linking programs. Also, it was not deterministic, and the game played differently every time you played it, as a result of Philip doing a lot of work to develop a “perfect” randomizing routine. Literally, the player had a turn, then each animal had a turn, and the animals just “played” the game themselves according to their character profile, which included interacting with each other. In essence, the animals would do to each other anything that they could do to or with you. So we would constantly have animals interacting in ways that had never been programmed or envisioned. The game would crash because of something that happened in another part of the game that you as the user (or person testing the game!) didn’t see, because the game only showed you what was happening in your location. For a while, we had terrible trouble with all the animals showing up in one location and then killing each other before you got there, before I got the character profiles better adjusted!

Melbourne House struggled with these problems for a time, but eventually, as development stretched toward the eighteen-month mark, seems to have just declared it good enough and pushed it out the door. A telling disclaimer in the manual indicates that they were aware that it wasn’t quite in the state it probably should have been: “Due to the immense size and complexity of this game it is impossible to guarantee that it will ever be completely error-free.” And indeed, the first release of the game in particular is riddled with inexplicabilities. Swords break on spider webs; Bilbo can carry the strapping warrior Bard about for hours; Gandalf and Thorin can walk through walls; garbled text and status messages obviously meant for the development team pop up from time to time. Melbourne House released a version 1.1 shortly thereafter, which fixed some of this but — oops! — also broke another critical interaction, rendering the game unwinnable. Version 1.2 soon followed, but throughout the game’s long published history Melbourne House seemed to remain stuck in the same perpetual game of whack-a-mole. Today it’s still remembered for its bugs almost as much as anything else.

The parser is beset by problems of its own. It does understand a lot, including, for the first time anywhere to my knowledge, adverbs. It’s possible, for instance, to “viciously attack the mean goblin,” although I’d be shocked to learn that it doesn’t just throw away the adverb as it does articles. Yet in other ways, especially in early releases, it’s very frustrating to work with. It’s possible to “climb into the boat,” but not to “enter” or “get in” it; possible to ask Thorin to “carry me,” but not to ask him to “take me” (talk of randy dwarfs aside, no double entendre intended); possible to “look across the river”, but not to “look over” it. When I recently played the game I had at least two occasions where I knew what to do but just could not express it to the game no matter how hard I tried, and finally had to get the answer from a walkthrough. Coming from someone who’s played as many text adventures as I have, that’s a condemnation indeed.

Playing The Hobbit can be, as stated in the perfect title of its one MobyGames review, “strange.” In spite of the grand ambitions, expecting even a shadow of the richness of Tolkien’s world (not to mention his prose) in a 48 K adventure game is expecting too much. There was no real possibility of presenting the temporal element that is so important to stories. Instead, the plot of the novel is mapped to the game’s geography: moving further eastward gets you further and further into the story, from the beginning in Bilbo’s hobbit hole to the climax at Smaug’s lair. (The Battle of the Five Armies, like all of the dwarfs except Thorin, is left out as just too complicated to deal with.) This has the disconcerting side effect that you can travel back in time whenever you wish: the trolls’ camp is just two moves east of Bilbo’s house, and one move west of Rivendell. Needless to say given such a compressed geography, the sense of embarking on a grand journey that the book conveys so well is largely absent. That it works as well as it does is a testament to the book’s almost uniquely adventure-game-suitable quest narrative. Few other temporal landscapes could be mapped even this neatly to the geographical.

The experience feels rather like wandering through a series of stage sets depicting the major scenes from the book — stage sets which are also being wandered by a bunch of other characters just smart enough to be profoundly, infuriatingly stupid. Your companions on the quest, Thorin and Gandalf, are both singularly useless (or worse) when left to their own devices. Never one to let circumstances get in the way of avarice, Thorin will “sit down to sing about gold” in the midst of a goblin, warg, or dragon attack. Gandalf, meanwhile, is also attracted to shiny objects; he constantly plucks random items off your person (“What’s this?”), then tosses them on the ground and wanders off when his one-turn attention span expires. A critical element of the game is the player’s ability — and occasional requirement — to give orders to other (friendly) characters, to have them do things beyond the abilities of a four-foot-tall hobbit. Sometimes they do what you ask, but sometimes they’re feeling petulant. Perhaps the seminal Hobbit moment comes when you scream at Bard to kill the dragon that’s about to engulf you both in flames, and he answers, “No.” After spending some time with this collection of half-wits, even the most patient player is guaranteed to start poking at them with her sword at some point.

And actually, therein sort of lies the secret to enjoying the game, and the root of its appeal in its time. It can be kind of fascinating to run around these stage sets with all of these other crazy characters just to see what can happen — and what you can make happen. Literally, no two games of The Hobbit are the same. I can see what Megler was striving toward: a truly living, dynamic story where anything can happen and where you have to deal with circumstances as they come, on the fly. It’s a staggeringly ambitious, visionary thing to be attempting. Infocom had already moved somewhat in that direction with Deadline, but (probably wisely) had hung the more dynamic elements from a scaffolding of pre-scripted set-piece events — and even at that it was easy in early releases in particular to break through the sense of realism of the simulation.

Needless to say, the idea doesn’t entirely or even mostly work in The Hobbit either. There are still enough traditional puzzles that it’s too easy to lock yourself out of victory and have your living fantasy become a Beckett tragicomedy. Then there’s the wonky physics, the way that entirely random developments can ruin your game, and of course all of those bugs that often leave you wondering whether some crazy thing you’re seeing is an expected part of the general surreality that surrounds you or just something gone haywire. (At a certain point, it kind of ceases to matter anymore; you just go with it.) To say that the game’s reach exceeds its grasp hardly begins to state the case; the thing the game is reaching for is somewhere in orbit above its firmly earthbound self, being an experience huge teams of developers still haven’t entirely succeeded in delivering today. But still, The Hobbit plays like no adventure before it. In my recent game, a warg somehow got into the wood elves’ compound long before I got there. I arrived to find him prancing atop the corpse of the one who should have captured me and thrown me in a cell. Suddenly my problem was not how to escape from the elves but how to get past the warg, a very tough customer — not exactly how it played out in the book, but an exciting experience nevertheless. Sometimes, when it works, The Hobbit can be kind of amazing. It stands today as the direction that was largely not taken in text adventures, and at its best it can make you wonder why.

Expensive American imports aside, The Hobbit marked a whole string of firsts for the British adventure scene: first full-sentence parser; first illustrated game; first title licensed from a book (this would have been a first in the American market as well); not to mention first crazy experiment in emergent text-adventure storytelling. And it arrived just as Spectrums were finally getting to consumers in big numbers, and as said consumers were eager for flashy new experiences to enjoy on their new machines. The Hobbit, in short, became huge. It was a hit out of the gate, and just kept selling and selling as months on the market turned into years. Melbourne House made ports for virtually all of the other viable computing platforms of the time, as well as enhanced versions for disk-drive-equipped machines that improved the graphics, added atmospheric music, and offered a little bit smarter companions, a little bit better parsing, and a little bit more to do. It was in this form that the game finally reached American shores in 1985, through an arrangement with Addison-Wesley. The game promptly became a big hit there as well.

Indeed, The Hobbit seemed adaptable to any market or promotional scheme. In its original British incarnation, it was minimally packaged in a rather garish box typical of the young scene there. In the United States, it was beautifully packaged in a classy fold-out box with a lovely, understated cover illustration drawn by Tolkien himself — one of the best of the golden age of computer-game packaging. The American version of the game even came complete with a copy of the book included.

Exactly how many copies the game eventually sold on both sides of the Atlantic is a matter for some speculation. In High Score!, Rusel DeMaria and Johnny L. Wilson state that it sold more than a million copies, but even given its undoubtedly phenomenal popularity I tend to be leery of such a figure given what I know of sales figures for other games of the era. An article in the British magazine Computer and Video Games dated March 1985 guesses that it may have sold up to 200,000 copies by that point. With its entry into the American market (where it was a hit, but not the phenomenon it was in Britain) and continued popularity in Britain, it’s very possible that the game ended up selling half a million copies in total, but it’s hard for me to see my way to much more than that barring better evidence. Still, even the lower figure makes it an excellent candidate for the bestselling text adventure of all time, challenged, if at all, only by Infocom’s Zork I. (The most played text adventure, of course, is and will likely always remain the original Adventure.) The Hobbit made Melbourne House as a major software publisher. And it largely made the British adventure game as its own unique thing, ready to go its own way and try its own things rather than remain beholden to the American approach.

As I write about The Hobbit, “strange” is a word that comes up again and again; everything about it seems anomalous. It’s strange that the game that made the British adventure game should have come from half a world away. It’s strange that a game with such an atypical approach to the form should be the best candidate for the bestselling example of said form of all time. It’s strange that the first publisher to license a book should have been tiny Melbourne House, not one of the more established American publishers. It’s strange that what is, in all honesty, something of a bug-ridden mess should also have such a compelling quality to it. It’s strange that a game based on a novel should be all about emergence rather than attempting to recreate the story of the book. It’s strange that the woman who came up with this new vision of how an adventure game could work left Melbourne House and the burgeoning industry before The Hobbit was even complete, never to return. The Hobbit is most interesting because so much about it is so unlikely.

If you’d like to try it in its original form for yourself, here’s a copy of the Spectrum tape image and the manual. There are lots of Spectrum emulators out there; I use Fuse. Of course, you can also find heaps of other versions out there for heaps of platforms, including the enhanced, disk-based versions that feel more fleshed-out than the original. But never fear, all retain at least a light dusting of the bugs and oddities that are so critical to the Hobbit experience.

(Sources for this article include the web links in the post itself as well as interviews, articles, and profiles in Computer and Video Games #27, Computer and Video Games #41, Crash # 3, Popular Computing Weekly Vol. 1 No. 36, Popular Computing Weekly Vol. 2 No. 43, ZX Computing Vol. 1 No. 6, and Home Computing Weekly #5. And Veronika Megler herself was an invaluable source for this latest, revised version.)

 
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Posted by on November 16, 2012 in Digital Antiquaria, Interactive Fiction

 

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The Speccy

To put it mildly, Clive Sinclair was not pleased by the BBC’s decision to make the Acorn Proton the standard bearer of British computing. He had some legitimate complaints to levy. The process of selecting the machine, for one thing, could under no interpretation be considered fair and above-board. The BBC had simply handed the contract to the government-controlled Newbury, then when that fell through slipped it to Acorn as the most viable remaining manufacturer that was not run by Sinclair; his company and others never had a chance. The price of the Acorn machine also seemed at odds with the BBC’s original intentions for the program. The £400 BBC Micro Model B (the really practical and desirable model) was simply too expensive to become the fixture in everyday British homes that the BBC had imagined. And then there was the question of whether a government agency had any right or business to interfere with the workings of private industry in the first place. (Admittedly, this was a question that Sinclair, like so many businessmen, tended to answer differently depending on whether he was the one directly benefiting from the government’s largesse.)

In addition to practical complaints, however, Sinclair was personally wounded by the BBC’s choice. They had chosen Chris Curry, the erstwhile junior partner he had mentored, over him; anointed Curry’s company the Great Hope for British computing rather than his own. In response, he lashed out. His interviews from the period — and he did plenty of them — read like the reactions of a jealous lover, strewn with invective toward the BBC peppered with occasional expressions of dismay that they didn’t pick him. From the August 1981 Your Computer:

“When you have a company like ours, which is easily dominating the whole of Europe in personal computers, we believe we have done a very important job in popularizing computers. It is a real disappointment to have your own national broadcasting corporation completely ignore you.”

“What the BBC is doing, it is doing badly and it is damaging the whole progress of computers in this country. We have put a new version of BASIC into our machines. It has been highly praised in the UK and abroad, because of its editing facilities. We developed into it features such as single-keyword entry. None of that is in the BBC version.”

On the perceived slight of not being consulted in the government’s planning for IT Year ’82:

“The government has it so wrong. Frankly, they are so bad at it, it would be better if they left it alone. Fine, they should be doing things for the computer market, but this recent Department of Industry scheme is so peculiar. We were not even talked to.”

But Sinclair reserved his most strident scorn for the rival whom he perceived to have gone behind his back to make the deal with the BBC. All pretense of civility fell away from his relationship with Curry, whom the BBC “for some strange reasons allowed to stick [their] logo on his machines” which would otherwise not have a chance in the marketplace. No shrinking violets themselves, Curry and his partner Hermann Hauser responded in kind with shots at Sinclair’s “duct-tape” brand of engineering that made his machines an impossibility for a serious organization like the BBC. Even Paul Kriwaczek, the producer of The Computer Programme, got in on the act to defend the BBC’s choice, calling Sinclair’s machines “throwaway” products. It was quite a petty display all around, if also a very entertaining one.

Sinclair largely won this public-relations war. The British computer industry was full of other, smaller companies feeling equally spurned by the BBC deal, equally convinced that their own latest designs could have fit the bill much better than anything Acorn had to offer. Sharing a common enemy with Sinclair made them, at least in this sphere, his friend. With virtually the entire industry standing on one side and just Acorn and the BBC on the other, it was easy to conclude that the BBC Micro must be the bad idea and/or botched execution they said it was. On Sinclair’s side most of all, though, was his popular image as the benevolent “Uncle Clive,” largely the creation of his advertising agency, Primary Contact.

Sinclair certainly looked the part of the slightly eccentric but ultimately cuddly boffin, and Primary Contact played the image up for everything they were worth. As Ian Adamson and Richard Kennedy wrote in Sinclair and the “Sunrise” Technology, even long before the controversy over the BBC Micro, “Sinclair was marketed as the maverick doyen of hi-tech, the lone entrepreneur with the vision to take on the Americans and the Japanese. The implication was that by supporting Sinclair the consumer was advancing the cause of British innovation in the face of the brute strength of foreign marketing might.” Now the entrenched bureaucrats of the BBC could be added to the forces he defied. The Clive Sinclair of the popular imagination spent his time puttering away in a basement laboratory somewhere before emerging with designs that were both simpler and better than the competition thanks to his grounded British know-how. He then, unmaterialistic boffin that he was, sold them for a ridiculously low price and just blinked bemusedly when praised for it. Spreading the joy of computing and helping his country were their own rewards. His anger at the BBC was the righteous anger of the honest, practical man confounded by sycophants and politicians.

The reality was very different. Sinclair certainly had electrical know-how, but he was no computer engineer. His machines were designed by others to his specifications, which always began and ended with the price he intended to sell them for and the profit margin he needed to preserve even at that price. Except for these absolutes, all else — including not only features but fundamental quality controls — was negotiable. Characteristically, Sinclair got most involved with the actual engineering of his “creations” when hunting down which component parts he could source for the cheapest prices. Personally, he was domineering, uninterested in the opinions of others and possessed of a deadly combination of overweening arrogance and a deeply buried insecurity that occasionally flashed to the surface when his decisions were questioned. His contempt extended to his customers, whom he regarded as sheep waiting for the Man of Genius (i.e., him) to tell them what they wanted. Surprisingly, Sinclair didn’t even believe that that would necessarily be computers in the long term. He had come into this field largely to finance the quixotic further development of two absurd products he had been dreaming about for years: a miniature, portable television and an electric car. Computers were just a means to that end, a way to capitalize on a passing fancy of the fickle everyman.

Of course, as French philosophers have taught us, the perceptions engendered by mass media are often as real in practical terms as anything else. The British computer industry needed a company hell-bent on selling its machines so cheaply that almost anyone could afford one, even if that meant cutting some corners. And the British public needed an Uncle Clive persona to put a friendly, comfortably British face on all of this disruptive new technology and tell them they had nothing to fear from it. Sinclair was such a terrible businessman that this ride couldn’t possibly last very long. But it would be fun while it did; whatever else you can say about Clive Sinclair, he’s never been boring.

When not sniping at the BBC in the press, Sinclair spent late 1981 and early 1982 pushing hard on his own new computer that would show them how wrong they had been to choose Acorn over him. The successor to the ZX80 and ZX81, it would borrow much of its internal and external engineering from those earlier machines, remaining a tiny thing that looked more like a desk calculator than a computer. The big change, from which it derived its name — the ZX Spectrum — was the addition of color and graphics capabilities. It would deliver these in a package costing just £125 for 16 K or, in another coup, £175 for a full 48 K, well under half the price of the 32 K BBC Micro Model B.

In many ways the Spectrum was a typical Sinclair product, the result of brutal cost-cutting. The keys were made of squishy rubber, which further added to the calculator-like impression and were only marginally more comfortable than the membrane keyboards of the ZX80 and ZX81. Many choices seemed a product of the echo chamber inside Sinclair, owing little to any sort of practical real-world considerations. When designing the ZX80, the company had developed something they called “one-touch” BASIC programming, which matched each BASIC command word to a key on the keyboard. The idea was that the user need only type a single key for each command instead of the whole word, thus cutting back on typos and limiting the interacting she had to do with the ZX80’s atrocious keyboard. As they added more commands to their BASIC with each successive model, however, the idea became increasingly ridiculous. By the time the Spectrum emerged the user had to memorize arcane sequences for many commands that required holding down multiple shift and control keys and some octopus-like finger dexterity. The sequences were both more difficult to remember and more difficult to enter than just typing in the words would have been; some commands actually required as many or more key strokes than there were letters in the word. How this absurd system could have made it out the door is a mystery — or perhaps a tribute to the dominance of Clive Sinclair, who had decided that “one-key” entry was a key to his company’s success and wasn’t interested in hearing otherwise.

In other ways, though, the Spectrum was a Sinclair like no others. Sinclair wasn’t exactly a company one might have expected to deliver cutting-edge aesthetics, but they shocked here. The machine’s externals, by industrial designer Rick Dickinson, have been enshrined — and for good reason — as a design classic. The svelte ebony case with its flash of color stands out from all of the other computer models of its era, with their chunky, lumpy frames and acres of bland beige plastic.

In practical terms, the Spectrum finally answered a question that had been uncomfortably nagging at the backs of the minds of many people ever since this computer thing got rolling in the press. Everyone understood that computers were the wave of the future and all that. But, if you weren’t running a shop and needing to keep inventory or something, what could you really do with one? Sure, a small minority might spend hours every night tinkering with the vagaries of BASIC, but that was of little practical value and destined to remain a niche interest at best. For everyone else, most notably children and teenagers, the Spectrum finally provided a better answer: you could play games. Its graphics hardware could display fifteen colors at a resolution of 256 X 192, with the very significant restriction that each 8 X 8 block of the screen could use only two of them. Still, combined with the 48 K of memory that allowed a decent scope for complexity in game designs, it was good enough. Its tiny size even meant that you could stuff it into a trench-coat pocket to cart to your mate’s house after school. For all of the caveats and limitations that came with it, the Spectrum was the right machine at the right time at the right price to launch computer games into the mainstream in Britain.

In retrospect one of the most bemusing things about the feud between Sinclair and Acorn is that, as Curry and Hauser at least remarked in their more lucid moments, the BBC Micro and Sinclair Spectrum were barely competitors at all. Sinclair largely created a new, home-computer market in Britain, just as Commodore did with the VIC-20 in the United States. (The VIC-20 was also sold in Britain, but didn’t have quite the same impact.) The BBC Micro, meanwhile, put Acorn in a position similar to that of Apple in the U.S., making more expensive, better supported machines for a more “professional” (or, at least, well-heeled) consumer.

The Spectrum was officially launched on April 23, 1982, but it’s pretty safe to say that no consumer received a machine before June. Sinclair, who often trumpeted in interviews that he “never made the same mistake twice,” was nevertheless “utterly astonished” by the demand for the new machine, as he had been for each model that preceded it. The company’s practice of advertising that consumers who ordered directly from them would receive their computers within 28 days prompted much ire as waiting periods stretched to three months and beyond. This in turn prompted a sternly worded warning from the Advertising Standards Authority, a ritual that played out with every Sinclair product launch. It was 1983 before Sinclair cleared its backlog, at which time the company started the whole shortage over again when they reduced prices by more than 25%. In the end none of the angst mattered that much. Where else, Sinclair asked, were customers going to find a 48 K micro with 15-color graphics capabilities for his prices? Most people would wait, he figured — and he was right.

So, IT Year was a success beyond architect Kenneth Baker’s wildest dreams. At its end there were three times as many computers in British homes as there had been at its beginning. One could certainly argue how much of this explosion was really due to the government’s efforts; one suspects that Clive Sinclair would have some strong opinions on that subject. But, however we apportion the credit, things would never be the same; computing in Britain went mainstream with the IT Year and, crucially, the Spectrum. A generation of British children went to school to learn about computers and BASIC and many other subjects on the sturdy BBC Micros. The same kids came home to hang out with friends and play games in front of their “Speccys.” Can you guess which machine is more fondly remembered by Britons today? The poor BBC doesn’t have a chance.

The Spectrum also spawned a huge games industry to feed this eager market. Speccy programmers came to love the machine, as much because of as in spite of its limitations. With its crazy BASIC entry system and dry error messages like “Nonsense in BASIC,” the Speccy felt like theirs — quirky, slightly off-kilter, and somehow distinctly British in its sensibility. Many of the games they produced had a sensibility to match, very different from that of their American cousins. It’s mostly the innovative action games like Manic Miner and Jet Set Willy that are remembered today, but the Speccy also had adventures. Oh, boy, did it have adventures — thousands of them. We’ll look at one of the earliest and most important of them next time.

 
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Posted by on November 12, 2012 in Digital Antiquaria, Interactive Fiction

 

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