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Monthly Archives: June 2024

The Journeyman Project


I find that it’s oddly difficult for me to tell the story of Presto Studios, the maker of the Journeyman Project series of cult-classic adventure games, without drawing a lot of parallels and comparisons to Cyan, Inc., the maker of the multi-million-selling mega-hit Myst. This is not only because Presto won the lottery after making their last Journeyman Project game, when Cyan awarded them a contract to make a single-player Myst III while they themselves pursued an online multi-player adventure game that was to be called Uru. It’s also down to other similarities, the same ones that must have made that choice of Presto as a Myst custodian seem like such an obvious one to Cyan.

Both studios were born and bred on the Apple Macintosh in the first blush of excitement over hypertext, CD-ROM, and multimedia, all of which came somewhat earlier to the artsy, freewheeling Mac than they did to the more plebeian, business-oriented MS-DOS and Windows. And both studios saw themselves more as artists’ conclaves than as conventional game-development houses. Four words were to be found in the background of Presto’s logo: “Animation,” “Interactivity,” “Video,” and “Music.” Their “mentality did not include advanced game programming,” as Presto producer Michael Saladino wrote shortly after the company’s final closure. In the early days especially, both Presto and Cyan were happy to leverage off-the-shelf middleware packages in order to string their lovingly sculpted audiovisual assets together into a game. This made them the polar opposite of a house like id Software, for whom Code was the alpha and omega. It’s no surprise that gamers who preferred action to contemplation loved to mock Presto and Cyan for their slow-moving, slideshow-like games.

Said games had in common a first-person perspective on worlds which their players traversed by jumping from static node to static node in a coherent but pre-rendered three-dimensional space. As most of you doubtless know already, these were the hallmarks of the sub-genre that came to be known as “Myst clones.” As we’re about to see, though, the resemblance of The Journeyman Project to Myst had more to do with parallel evolution than rank imitation.

And there’s another, more subjective point that differentiates Presto’s flagship series from Myst and its clones in my mind: I actually like The Journeyman Project better than any of them. Right from the start, there was an ambition about Presto’s approach to their fiction and their world-building that didn’t reach Cyan until they turned their focus to Riven, the big sequel to their zeitgeist-defining hit. Presto rejected the surrealism that was Myst’s hallmark; they wanted to take you somewhere you could really believe in. Their execution of their ambitions was often imperfect, but no studio was more wedded to the idea of games as coherent fictions during the 1990s. The body of work that resulted from their commitment is among the most distinctive and memorable of the decade. Whatever else you can say about them, you can’t say that Presto Studios didn’t have a unique vision. Although they wouldn’t be commercially rewarded for that vision to anywhere near the same extent as Cyan, I for one found The Journeyman Project even more interesting to revisit than Myst all these years later.


There is an important precursor to the games of both Presto and Cyan, one which probably should have appeared in these histories of mine long before this point. In 1991, Reactor, Inc., a company previously known primarily as the purveyors of a naughty CD-ROM-based “girlfriend simulator” called Virtual Valerie, published a new Mac game called Spaceship Warlock, which advertised itself as an interactive science-fiction flick. Largely inspired by the genre-blending “interactive movies” of Cinemaware that were popular on the Commodore Amiga during the late 1980s, Spaceship Warlock hewed to its chosen metaphor so stubbornly that you didn’t save your “game” from its menu when you decided to take a break; you saved your “movie” instead. In truth, it wasn’t much of a game or a movie, being short, clichéd, relentlessly linear, and supremely unchallenging, good for a couple of evenings’ entertainment at best. It was, one might say, more of a proof of concept for the fast-approaching multimedia future than a real game to be enjoyed in the here and now. Nevertheless, it made a big impression on Mac users, who had never seen anything quite like it.

Spaceship Warlock used a lot of grid-like layouts, such as this city street. They lent themselves very well to node-based navigation, soon to be one of the hallmarks of The Journeyman Project, Myst, and countless “Myst clones.”

A young go-getter named Michel Kripalani, the proprietor of a two-year-old multimedia-services provider called Move Design in San Diego, was among those struck by Spaceship Warlock. At the age of 23, he decided to found his second company already to make a game in the same vein. He recruited four other would-be multimedia revolutionaries to join him in a ramshackle old house, where they could work on their game every evening after getting home from their day jobs. Thanks to one of their number named Dave Flanagan, an old high-school buddy of Kripalani who had a flair for writing, the game’s fiction was more fully developed than that of Spaceship Warlock. It was a time-travel story.

The Presto gang in the early days. Michel Kripalani is the fellow in the dark glasses; Dave Flanagan is second from right.

It is the year 2318. A time machine has recently been invented, only for the technology to be banned just as quickly in light of the threat it poses to humanity’s very temporal conception of itself. Unfortunately, the inventor of the machine has found a way to use it on the sly anyway, and has started mucking about with the past. You play a member of the Temporal Security Agency, a secret police force created for just such a contingency as this one. You must repair the damage that has been done to three different times, all of them well into the future from our perspective as 20th- or 21st-century gamers, and neutralize the mad scientist who is responsible for it.

Presto Studios, as the little group of friends had chosen to call themselves, took a bare-bones demo of the game they called The Journeyman Project to the big annual Macworld conference in January of 1992. It was very positively received there. Suitably inspired, Michel Kripalani and the others quit their day jobs. More people came onboard; the team expanded to nine, filling the original house plus a second one in the same neighborhood. Video shoots were arranged, for what would a 1990s multimedia adventure game be without real actors inserted over the computer-generated backgrounds? With the game’s high system requirements — a thirteen-inch color screen, eight megabytes of memory, and of course a CD-ROM drive — on the already niche platform that was the Macintosh, none of the mainstream game publishers showed much interest. So, Presto decided to publish it themselves, out of those same two suburban houses.

The Journeyman Project series would often be labeled Myst clones in the years to come – but, if so, this first Journeyman Project well and truly put the cart before the horse. Certainly it uses an interface that we would still describe as Myst-like today: first-person, node-based navigation built from pre-rendered 3D graphics. And yet it was pronounced finished by Presto in January of 1993, nine months before Myst’s release and just in time for the next Macworld. No shrinking violet, Kripalani made sure the box was emblazoned with slogans like “The World’s First Photorealistic Adventure Game!” and “the game that will change history!” (A clever double meaning there…) It likewise trumpeted the participation of actor Graham Jarvis, “who guest-starred in the ‘Unification’ episode of Star Trek: The Next Generation!” He perhaps wasn’t a shining example of what most people would call star power, but one does what one can…

This first ever Journeyman Project game was a crude creation in comparison to what would come later. It was short, for one thing, almost as short as Spaceship Warlock. Presto tried to make up for this by making it difficult in all the wrong ways: the game was riddled with deaths that came out of nowhere, which you could learn to avoid only by suffering them once or twice or thrice. Brutal time limits were everywhere as well, while the “integrated arcade games” were exactly as good as such things normally are in adventure games. Playing it today, one gets the pervasive sense of a group of talented young idealists who haven’t quite figured out the fundamental workings of their craft as of yet, much less how to push it forward. But worst of all back in the day was the speed of the game, or rather the lack thereof. It was “programmed” using Macromedia’s Director, a piece of multimedia middleware that was no model of efficiency in its own right, even as it had to unspool its audiovisual assets from CD-ROM drives that could generally manage a transfer rate of no more than 150 kilobytes per second. Macworld magazine awarded the game the unwanted distinction of being “the slowest in a very slow medium.”

A killer robot, the bane of your existence in The Journeyman Project

Thankfully for Presto, the novelty of productions like this one was still sufficient to overcome such objections in the minds of some hardy techno-pioneers. They sold 10,000 copies of the game in the first six months, mostly via mail order at the price of a cool $100. (One of the advantages of selling software for the Mac was that its user base tended to be well-heeled, such that they didn’t blink an eye at prices that would have been a death knell on any other platform.) Such numbers were enough to bring Presto out of their houses and into a proper office. The first order of business thereafter was to move the game to Microsoft Windows — thankfully, there was a version of Director for that platform as well — where many times the number of potential buyers awaited.

Presto signed a contract with a publisher called Sanctuary Woods, who had gone all-in on the premise that CD-ROM adventures like The Journeyman Project and the newly released Myst represented a major part of the future of digital gaming. At their publisher’s behest, Presto reworked the former game, using the latest software from Macromedia along with their own evolving technical skills to produce The Journeyman Project: Turbo! in mid-1994. It still wasn’t a great game by any means, but it did at least play considerably faster. Sanctuary Woods used the new version in a subtly ingenious way. They sold it at retail at a deep discount, whilst signing deals to get it included as an extra in the box with the turnkey multimedia computers and “multimedia upgrade kits” — a CD-ROM drive and a sound card in one convenient package — that were becoming all the rage as the multimedia revolution went mainstream. Deals such as these didn’t tend to be very profitable in their own right. They were rather meant to serve another agenda: by making the first Journeyman Project game so ubiquitous, Sanctuary Woods hoped to prime the pump for the sequel on which Presto was already hard at work.

The Journeyman Project 2: Buried in Time was envisioned from the start as the game that would take things to the proverbial next level. Michel Kripalani, Dave Flanagan, and Phil Saunders — the last being a new arrival who in previous lives had designed amusement-park rides and automobiles, and now held the title of Creative Director at the growing Presto Studios — spent more than five months sketching out what it should be. They wanted to make a quantum leap over the first game in terms of fiction, graphics, length, complexity… everything. Luckily, they were all fast learners.

The heretofore mostly uncharacterized player-controlled protagonist, who was referred only as “Agent 5” in the first game, got a name and a face in Buried in Time in the interest of deepening the fiction. The former is Gage Blackwood; the latter belonged to an aspiring actor named Todd McCormick. Once again, Buried in Time involves traveling into the past to right acts of vandalism against the temporal stream that have been committed by another time traveler. Now, though, the identity of the villain is not so obvious. In fact, thanks to some machinations on the villain’s part, Gage himself is Suspect Number One in the eyes of the powers that be.

The sequel opens in Gage’s apartment, where he is visited by a version of himself traveling back from the future, to warn him of the impending frame-up and tell him to get cracking on the trail of the real culprit before it’s too late. Instead of being reliant on a clumsy time machine that drags him back to the present after a certain span of time has elapsed — clock time, that is; this time-travel stuff does get confusing, doesn’t it? —  Gage now has access to a “Jumpsuit,” which lets him move back and forth as he wishes. Unfortunately, if any native of any given time should see him wandering around in this bulky monstrosity, the result will be a future-destroying “temporal anomaly.” It therefore behooves Gage to keep to himself. You have to hand it to Presto: as excuses for ensuring that Myst-like adventure games remain strictly solitary experiences go, this is undeniably one of the cleverest.

There are whole layers to the fiction beyond what I’ve just described, involving diplomacy with multiple alien races and all sorts of other political concerns. As with most stories about time travel, there are plot holes in this one big enough to drive a dump truck through if you stop to think too hard about it all, but that shouldn’t detract from the love and care that went into Presto’s future history of the world. They did not want the story and setting to be “just a weak scarecrow frame on which to hang gameplay,” as 3D artist David Sieks puts it. “There was a desire to create a deeper and richer experience than the typical adventure title.” You’re likely to spend your first hour or so in Buried in Time just poking around inside Gage’s stylish bachelor pad, fiddling with the knickknacks on his shelves and taking in the news broadcasts — complete with commercials! — that are available on his television. The only contemporaneous adventure game I can think of that evinces a similar commitment to building a coherent science-fictional universe out of whole cloth, with its own history, politics, and all the other trimmings, is Legend Entertainment’s Mission Critical.

But best of all from the standpoint of many players, myself very much included, are the whens to which you get to travel in Buried in Time after you get tired of futzing around in Gage’s apartment. Three of the four are before our own time, part of the “real” history of our planet. Kripalani, Flanagan, and Saunders debated for many hours where and when those places should be, looking for ones that would be both interesting to explore and manageable to depict using the 3D-rendering technology at their disposal. Some otherwise appealing ones, such as ancient Egypt, were rejected for failing the latter test. They finally settled on three that stem from the first half of the second millennium of the Common Era: the Mayan metropolis of Chichén Itzá in 1050, an English-held castle in France in 1204, and Leonardo da Vinci’s Milanese laboratory and workshop in 1488.

Presto threw an awful lot of balls into the air in thus attempting to combine their commitment to the future history of the world they were building with an equal commitment to making the real places of our real shared past that Gage was to visit as accurate as they could be. And, lo and behold, they dropped astoundingly few of them. As a lover of the Renaissance era, my favorite part of the game is naturally Leonardo’s workshop, which you visit on a sylvan December night, wandering among the genius’s sketches and notes, paintings and inventions, from siege engines to a working elevator built using a system of ropes and locking pulleys. Sometimes knowing too much can be dangerous in these situations, as it leads you to see all of the mistakes; this time, though, it merely helped me to appreciate the re-creation that much more. I consider that to be pretty high praise.

But perhaps the highest praise of all that I can offer Buried in Time is that it made me forgive if not always forget most of the things that tend to make Myst-style adventure games such a hard sell for me, even though those things are still very much present here. When you rotate the view, for example, your degree of rotation is inconsistent; sometimes it’s 90 degrees, sometimes less or more. This introduces a note of fake difficulty, as the simple act of moving about a space, which would be trivial if you were really in the world, suddenly becomes a complicated endeavor in itself. You can stumble around even in Gage’s little apartment for quite some time looking for the “exit” to the node that plants you in front of the television or the kitchen counter, to say nothing of the other, larger and more complicated spaces. Just to make it all even more convoluted, you can now look up or down as well as straight ahead from each node. And make no mistake, you have to check every single view carefully to ensure that you don’t miss a hidden exit to another node, or that little thingamabob that you’ll need to solve a puzzle somewhere (or, more likely, somewhen) else.

In some areas, however, Buried in Time does find ways to remedy the things that typically frustrate me about Myst-like games. In the year 2247 — the one time you visit from Gage’s past that still lies in our future — you can pick up an irreverent  “artificial intelligence” named Arthur, who’s a heck of a lot more fun than ChatGPT. He integrates himself with your Jumpsuit to become your boon companion, offering up a steady stream of banter, ideas, and, most vitally, explanations of the historical places you visit. He functions, that is to say, much like Dalboz, the magic-lantern-imprisoned Dungeon Master whom Zork: Grand Inquisitor later employed so effectively to relieve the pangs of solitude.[1]Laird Malamed, who led the Zork: Grand Inquisitor project at Activision, told me that he had played and enjoyed Buried in Time, but that he can’t remember consciously modeling Dalboz on Arthur. He says the disembodied Dungeon Master was a case of making a virtue out of a necessity: “I had fired the actor I wanted to play Dalboz onscreen.” Somewhat surprisingly to me, some players wind up loathing Arthur. For my part, though, I can hardly imagine Buried in Time without him. By no means do all of his jokes land, but he gives the game personality, keeps you from ever feeling too alone in the usual Myst way, and of course tells you what it is you’re actually looking at in 1050, 1204, and 1488.


Checking the news in Gage Blackwood’s apartment.

The twisty little passages of a Medieval castle. Yes, the view window is always that small, leaving lots of room for cyber-punkish gadgetry all around it. This game is certainly not cleanly, classically minimalist like Myst. Yet the crazily elaborate diegetic interface of your Jumpsuit does add to the mimesis. What can I say? You get used to it.

Floating outside the space station where you can find Arthur. One flaw in the design is an ironic consequence of its determined non-linearity: you can complete a goodly portion of the game before you meet Arthur, thus losing out on a lot of the historical context he lends with his banter. So, you might want to prioritize the year 2247 in the beginning…

The pyramid complex at Chichén Itzá.

The courtyard of Leonardo da Vinci’s workshop. This may not look like a maze, but just wait until you try to navigate it using these controls…



All told, then, Buried in Time really is the quantum leap over its predecessor that Presto intended it to be. It’s not an easy game, but it’s not an unfair one either. The frequency and variety of possible deaths is toned down in comparison to what came before, and they can more often be attributed to you doing something ill-advised than the game just deciding to randomly screw you over. I was able to finish Buried in Time without ever peeking at a hint, walking away proud of both myself and the game that had challenged but never undermined me. There are plenty of silly bits to it, but there’s a gravitas to the whole that comes through despite the silliness, a gravitas that most Myst clones lay claim to as if it is theirs by right but never even attempt to actually earn. Buried in Time’s, by contrast, is weirdly effortless, a byproduct of its steadfast commitment to both its future and past history and to its fiction in general.

Sanctuary Wood published Buried in Time in the summer of 1995. Even the hardcore-gaming press, which tended not to be overly friendly to games made by studios like Presto (or Cyan, for that matter), had to acknowledge that this was not your garden-variety Myst clone. The noted Myst hater Charles Ardai of Computer Gaming World magazine admitted that “I didn’t expect to like Buried in Time,” then went on to tell why he ended up doing so after all.

There is no way to move backward; there is no way to move sideways. This is a pain. When you’re trying to race out of Richard the Lionhearted’s bedchamber before his guards discover you, it’s a royal pain. And when you’re in the castle stairwell with a knight waving his blade at you, I am afraid it can turn out to be a bloody pain.

But Buried in Time is an enormously satisfying game in spite of all this. You know it as soon as the game starts, deep in your gut where such knowledge always lurks. It’s the feeling you get ten minutes into a movie when you know the next hundred minutes will be sheer joy. Buried in Time’s opening sequence sets up an intriguing premise and a highly charged level of suspense. And despite the game’s weaker points, it never lets you down from this early high.

Speaking of highs: that summer of 1995 was just about exactly the commercial peak of the multimedia adventure game writ large. Helped along by its fortuitous release date, by positive reviews like Charles Ardai’s, and by Sanctuary Woods’s savvy priming of the pump with The Journeyman Project: Turbo!, Buried in Time became a solid second-tier hit, selling 225,000 copies. Presto reveled in the praise and sales, took a deep breath, and augmented their programming staff for a third game in the series, which was finally to abandon Macromedia Director in favor of a proper, in-house-developed game engine of Presto’s own.

As that project was proceeding, however, the adventure genre’s commercial forecast was being clouded by games like DOOM, Warcraft, Command & Conquer, and eventually Quake. The year of 1996 became the first in half a decade not to produce any new million-plus-selling breakout adventure blockbuster, only a plethora of nearly or barely profitable would-be contenders for that status. Sanctuary Woods, finding themselves over-invested in games superficially similar to but usually not as good or as financially rewarding as Buried in Time, sold out to Disney Interactive in May of that year. As a Disney subsidiary, they were to refocus on children’s software, leaving Presto suddenly bereft of the publisher who had played such a big role in Buried in Time’s success.

In the face of these headwinds, Presto, like a fair number of other studios who found themselves in much the same boat, began to cast a hopeful eye outside the traditional computer-gaming space. Some big technology players still believed in the potential of a multimedia set-top box for living rooms, a games console but also more. Apple was among them; it had entered into a partnership with Bandai, a Japanese electronics manufacturer, to make just such a thing, to be called the Pippin. And then there was the Sony PlayStation, the machine that was in the process of unseating Nintendo from its throne as the king of console gaming. The PlayStation sported not only a built-in CD drive and the ability to save state from session to session but a user base that skewed older than the one Nintendo had always courted. If Presto could bring The Journeyman Project to platforms like the Pippin and the PlayStation, who knew how far they could take it?

They decided the best way to introduce this new demographic to the world of The Journeyman Project was to tell the story from the beginning. A team at Presto was set to work remaking the first game in the series, programming it, like the still-in-progress third game, in C++ rather than relying on Macromedia Director. Journeyman Project: Pegasus Prime was to be an ideal introduction to adventure games for folks reared on WipEout and the like, being slick and quick to play, with all of the frustrations that had dogged its earlier incarnations smoothed away. For this bunch of creators who were so fixated on crafting coherent fictions as well as fun games, taking the time to do the remake was no real sacrifice at all. On the contrary, it allowed them to ret-con a lot of the additional fictional layers of Buried in Time back into the first story, including Gage Blackwood himself. He was once again played in Pegasus Prime by Todd McCormick, and much of the rest of the cast from Buried in Time returned as well.

And like Buried in Time, the end result succeeds marvelously in being exactly what it was intended to be. In fact, I must confess that, had Pegasus Prime never been made, I probably wouldn’t be writing this article about The Journeyman Project as a whole today. I bounced hard off of the original version of the first game several years ago, and largely wrote the series off as all too typical artifacts of their time, made by people who were better at babbling about a multimedia revolution than they were at making playable games. Only late in the day did I decide to take a flier on Pegasus Prime, just to see. I’m very glad I did so. It comes about as close as any adventure game of this stripe ever has to earning the label of “thrill ride.” Only one puzzle, coming right at the end, stumped me for more than a minute or two. And you know what? I wouldn’t have it any other way.


The killer robots are still around in the remake, but they aren’t so irritating as before.

This may look like a scene out of Dante, but rest assured that it’s only the planet Mars.

A cool mechanical puzzle on a submarine loading dock, one of the more intricate in the game.



Sadly, Presto’s grand plans for Pegasus Prime all fell through. The Pippin barely made it to market before it was discontinued, while a deal with Acclaim Entertainment to publish the game for the PlayStation was nixed at the last minute, when Acclaim abruptly decided it wasn’t worth the trouble. Bandai Digital Entertainment released Pegasus Prime for the Mac with little fanfare in the fall of 1997, strictly to satisfy their contract with Presto. The remake was barely noticed even in Apple World amidst the excitement over Steve Jobs’s return and rumors of the forthcoming iMac. In business if not artistic terms, the whole project was Presto’s first significant misstep, a lot of money spent for no return whatsoever.

But through it all they had also continued with The Journeyman Project 3: Legacy of Time, which was ready to go for Mac and Windows by the beginning of 1998. They found a more auspicious publisher for this game: Red Orb Entertainment, the new games label of the venerable Brøderbund Software, the publisher of Myst and, most recently, its million-plus-selling sequel Riven. All of this seemed to bode very well indeed.

The fan consensus has it that Legacy of Time is a step down from Buried in Time, and with this I must largely concur. At the same time, however, it’s a fine game in its own right. Gage Blackwood is played for some reason by the actor Jerry Rector this time, but most of the rest of the old cast has returned. That list includes the voice actor Matt Weinhold in the role of Arthur, your disembodied, wise-cracking, information-spewing companion in adventure. Once again, Gage and Arthur must delve into the past to correct the time stream and prevent the end of human civilization as they know it (which does rather lead one to wonder whether someone oughtn’t to just travel back in time and prevent these troublesome time machines from being invented in the first place).

Technologically speaking, Legacy of Time is streets ahead of Buried in Time and even Pegasus Prime; not only is your view of the world sharper and more detailed than ever before, filling much more of the screen now, but within each node you can smoothly pan the view up, down, and sideways. Thanks to this innovation and many others, Legacy of Time feels less like a Myst clone than ever. Gage now has access to a “chameleon” version of his Jumpsuit, which lets him take on the appearance of a native in the times and places he visits, so that he can actually talk to the people there. It’s a brave choice on Presto’s part, emblematic of the thoroughgoing determination to try new things and push the boundaries that remained one of the trademarks of the Journeyman Project series from beginning to end. As a result of it, this Journeyman Project feels more alive than ever before. Although the onscreen actors you encounter in three more times and places from our planet’s past don’t hesitate to ham it up a little, they’re clearly professionals having fun rather than amateurs fumbling their way through their roles. Between chapters of the story, Jerry Rector and his colleagues in the future chew their way through what amounts to a little sci-fi B-movie all its own. These interstitial cut scenes, which often stretch to several minutes in length, aren’t bad at all by the cheesy standards of their breed.

And yet, just as Buried in Time somehow transcends its clunkier aspects, Legacy of Time comes off perhaps a little bit less well than a game made with such evident love and care ought to. The times and places you visit are the biggest source of disappoint for me. Instead of engaging with real history, as Buried in Time did so earnestly and successfully, Legacy of Time treads perilously close to the pseudo-history promulgated by fabulists like Erich von Däniken and Graham Hancock; it sends you to Plato’s legendary lost city of Atlantis, to the Peruvian “city of gold” El Dorado, and to the mythical kingdom of Shangri La, nestled here high in the mountains of Nepal. All of these environments are rendered beautifully, even evocatively, but they still make the game feel more generic than its predecessor. I think most of us can probably agree that there ought to have been a moratorium on the use of Atlantis in adventure games a long, long time ago.

Then, too, some of the purported technical improvements in Legacy of Time wind up cutting both ways. The cleaner interface that gives a much larger window on the world you’re exploring seems like it should be an unmitigated good thing, but it turns out that the fiddly, almost cyberpunk look and feel of Buried in Time contributed more to the fiction than even Presto might have realized. The more elaborate filmed sequences likewise subtract as well as add, by making Legacy of Time feel that much less like your adventure. Beyond these obvious things, it’s hard to give a precise name to what is missing from Legacy of Time — call it gravitas; call it soul if you absolutely must — but many players in addition to myself have felt its absence.


Jerry Rector is Gage Blackwood, two-time hero of the Temporal Security Agency. Care to make it three times?

An Atlantean ferryman. Being able to talk to people changes the feel of the game dramatically.

The jungles of Peru, where El Dorado is hidden. Notice the silhouette at the bottom center of the screen. That tells us who the chameleon Jumpsuit is currently showing us to be (in this case, a little boy). We can switch to other personas whenever we like, as long as no one is watching. Doing so is key to solving many of the puzzles.

Shangri La. This winter landscape is my favorite, for whatever that’s worth.



Alas, this third game in the series was a commercial disappointment as well. For many years one of the best promoters and popularizers in their industry — witness what they had done with Myst! — Brøderbund was distracted as they were releasing Legacy of Time in February of 1998, being in the throes of an acquisition by The Learning Company that would be finalized that August. Their promotional efforts were feeble — although, to be fair, full-fledged interactive movies, which The Journeyman Project series seemed to be fast becoming, were beginning to look even more passé than Myst clones in early 1998. Brøderbund may simply have decided it wasn’t worth beating a dead horse after they saw the product that Presto delivered.

A fourth Journeyman Project game never got beyond the early prototyping stage at Presto, who now embarked on an urgent technological retooling in the hope of keeping their head above water in this changed industry, where 3D graphics were expected to be real time rather than pre-rendered and action games ruled the roost more than ever. Fortunately for them, they would soon be thrown a life preserver with the logo of Myst itself — seemingly the one Sure Thing still left in adventure gaming — emblazoned on the front.

We’ll get to that story at a later date. Today, though, let me warmly recommend The Journeyman Project to all of you. Although Buried in Time is the clear standout in the group in my opinion, both Pegasus Prime and Legacy of Time are well worth playing in their own right, suffering only by comparison with the companion piece that stands so tall between them.

In what order should I tackle them, you ask? Well, I wouldn’t be the first person to start my answer to that question by musing on the irony of the temporal confusion that dogs this series of games about time travel, almost as if a rogue inventor went back and scrambled their chronology too. Once I was done doing that, however, I’d recommend prioritizing the internal chronology of the series: start with Pegasus Prime, which has now been digitally re-released for Windows as well as the Macintosh, finally allowing it to fulfill the role Presto always envisioned for it as your introduction to the Journeyman Project universe. Then you can go on to Buried in Time, followed by Legacy of Time. This progression won’t be completely unjarring — suffice to say that you’ll definitely be able to see that Buried in Time is an older game than Pegasus Prime — but the middle game is good enough that you’ll quickly get over the shock of its smaller, blurrier window on the world. Whatever order you choose to play them in, my most important recommendation is to take your time with the games, to let them live in your consciousness the way you might a good book.

Michel Kripalani loves to boast today about how Presto consistently lived on the “bleeding edge” of technology. He’s not wrong in saying this, yet he ironically misses what really made these games special. If they were notable only for their technology, they would be remembered today, now that the state of the art has all too plainly moved on, as mere stepping stones to better interactive experiences. They’re made well worth playing as well as remembering today by their makers’ absolute commitment to their fictions, as demonstrated in their doggedly diegetic interfaces, by the countless little details in their worlds that exist only to further the cause of immersion rather than having anything to do with helping you to “solve” them, even by Presto’s compulsion to remake the first game over and over. (One suspects that, if the series had only lasted a bit longer, they would soon have been turning a jaundiced eye upon Buried in Time as well…)

In light of all this, I was momentarily tempted to complain here that it was Cyan’s Myst rather than these deeper virtual worlds that sold millions of copies and reshaped a portion of the gaming landscape in its image. But of course that’s unfair; Myst is possessed of its own brilliant qualities, of accessibility and universality. The Journeyman Project dared to ask a lot more of its players, which necessarily hindered its mass acceptance. But if you can meet it where it lives, you might be surprised how quickly the patina of age fades away, leaving you with an interactive story that can pull you in every bit as completely as any newer, sexier virtual reality. Whether told around a campfire or on a monitor screen, ripping yarns like these ones have no sell-by date.

The Legacy of Time Jumpsuit, a prop that cost $25,000 to have made, is on display today at the Science and Engineering Library of the University of California, San Diego, the alma mater of Michel Kripalani and a number of other Presto Studios principals.



Did you enjoy this article? If so, please think about pitching in to help me make many more like it. You can pledge any amount you like.


Sources: The book The Secret History of Mac Gaming by Richard Moss; Game Developer of December 1995/January 1996 and December 2002; Computer Gaming World of July 1993, April 1994, November 1995, January 1998, and April 1998; Next Generation of March 1997; InterActivity of January 1996; Macworld of October 1991, February 1993, May 1993, July 1993, and September 1993; MacFormat of July 1994.

Online sources include an Adventure Classic Gaming retrospective of The Journeyman Project by Peter Rooham-Smith, an article by the same author about Pegasus Prime alone, a brief piece about Michel Kripalani from The UCSD Guardian, and Kripalani’s appearance on the Habits2Goals podcast.

The Journeyman Project 1: Pegasus PrimeThe Journeyman Project 2: Buried in Time, and The Journeyman Project 3: Legacy of Time are all available for digital purchase on GOG.com.

Footnotes

Footnotes
1 Laird Malamed, who led the Zork: Grand Inquisitor project at Activision, told me that he had played and enjoyed Buried in Time, but that he can’t remember consciously modeling Dalboz on Arthur. He says the disembodied Dungeon Master was a case of making a virtue out of a necessity: “I had fired the actor I wanted to play Dalboz onscreen.”
 

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The Last Days of Zork

If you follow the latest developments in modern gaming even casually, as I do, you know that Microsoft and Activision Blizzard recently concluded the most eye-watering transaction ever to take place in the industry: the former acquired the latter for a price higher than the gross national product of more than half of the world’s countries. I find it endlessly amusing to consider that Activision may have lived long enough to set that record only thanks to Infocom, that humble little maker of 1980s text adventures, whose annual revenues — revenues, mind you, not profits — never exceeded $10 million before Activision acquired it in 1986. And just how did this David save a Goliath? It happened like this:

After Bobby Kotick arranged a hostile takeover of a bankrupt and moribund Activision in 1991, he started rummaging through its archives, looking for something that could start bringing some money in quickly, in order to keep the creditors who were howling at his door at bay for a wee bit longer. He came upon the 35 text adventures which had been made by Infocom over the course of the previous decade, games which, for all that they were obviously archaic by the standards of the encroaching multimedia age, were still fondly remembered by many gamers as the very best of their breed. He decided to take a flier on them, throwing twenty of them onto one of those shiny new CD-ROMS that everyone was talking about — or, if that didn’t work for you, onto a pile of floppy disks that rattled around in the box like ice cubes in a pitcher of lemonade. Then he photocopied the feelies and hint books that had gone with the games, bound them all together into two thick booklets, and stuck those in the box as well. He called the finished collection, one of the first notable examples of “shovelware” in gaming, The Lost Treasures of Infocom.

It sold 100,000 or more units, at $60 or $70 a pop and with a profit margin to die for. The inevitable Lost Treasures II that followed, collecting most of the remaining games,[1]The CD-ROM version included fourteen games, missing only Leather Goddesses of Phobos, which Activision attempted to market separately on the theory that sex sells itself. The floppy version included eleven games, lacking additionally three of Infocom’s late illustrated text adventures. was somewhat less successful, but still more than justified the (minimal) effort that had gone into its curation. The two products’ combined earnings were indeed enough to give pause to those creditors who had been pushing for the bankrupt company to be liquidated rather than reorganized.

With a modicum of breathing room thus secured, Kotick scraped together every penny he could find for his Hail Mary pass, which was once again to rely upon Infocom’s legacy. William Volk, his multimedia guru in residence, oversaw the production of Return to Zork, a splashy graphical adventure with all the cutting-edge bells and whistles. In design terms, it was an awful game, riddled with nonsensical puzzles and sadistic dead ends. Yet that didn’t matter at all in the marketplace. Return to Zork rammed the zeitgeist perfectly by combining lingering nostalgia for Zork, Infocom’s best-selling series of games, with all of the spectacular audiovisual flash the new decade could offer up. Upon its release in late 1993, it sold several hundred thousand copies as a boxed retail product, and even more as a drop-in with the “multimedia upgrade kits” (a CD-ROM drive and a sound card in one convenient package!) that were all the rage at the time. It left Activision, if not quite in rude health yet, at least no longer on life support. “Zork on a brick would sell 100,000 copies,” crowed Bobby Kotick.

With an endorsement like that from the man at the top, a sequel to Return to Zork seemed sure to follow. Yet it proved surprisingly long in coming. Partly this was because William Volk left Activision just after finishing Return to Zork, and much of his team likewise scattered to the four winds. But it was also a symptom of strained resources in general, and of currents inside Activision that were pulling in two contradictory directions at once. The fact was that Activision was chasing two almost diametrically opposing visions of mainstream gaming’s future in the mid-1990s, one of which would show itself in the end to have been a blind alley, the other of which would become the real way forward.

Alas, it was the former that was exemplified by Return to Zork, with its human actors incongruously inserted over computer-generated backgrounds and its overweening determination to provide a maximally “cinematic” experience. This vision of “Siliwood” postulated that the games industry would become one with the movie and television industry, that name actors would soon be competing for plum roles in games as ferociously as they did for those in movies; it wasn’t only for the cheaper rents that Kotick had chosen to relocate his resuscitated Activision from Northern to Southern California.

The other, ultimately more sustainable vision came to cohabitate at the new Activision almost accidentally. It began when Kotick, rummaging yet again through the attic full of detritus left behind by his company’s previous incarnation, came across a still-binding contract with FASA for the digital rights to BattleTech, a popular board game of dueling robot “mechs.” After a long, troubled development cycle that consumed many of the resources that might otherwise have been put toward a Return to Zork sequel, Activision published MechWarrior 2: 31st Century Combat in the summer of 1995.

Mechwarrior 2 was everything Return to Zork wasn’t. Rather than being pieced together out of canned video clips and pre-rendered scenes, it was powered by 3D graphics that were rendered on the fly in real time. It was exciting in a viscerally immersive, action-oriented way rather than being a passive spectacle. And, best of all in the eyes of many of its hyper-competitive players, it was multiplayer-friendly. This, suffice to say, was the real future of mainstream hardcore computer gaming. MechWarrior 2′s one similarity with Return to Zork was external to the game itself: Kotick once again pulled every string he could to get it included as a pack-in extra with hardware-upgrade kits. This time, however, the upgrades in question were the new 3D-graphics accelerators that made games like this one run so much better.

In a way, the writing was on the wall for Siliwood at Activision as soon as MechWarrior 2 soared to the stratosphere, but there were already a couple of ambitious projects in the Siliwood vein in the works at that time, which together would give the alternative vision’s ongoing viability a good, solid test. One of these was Spycraft, an interactive spy movie with unusually high production values and high thematic ambitions to go along with them: it was shot on film rather than the standard videotape, from a script written with the input of William Colby and Oleg Kalugin, American and Soviet spymasters during the Cold War. The other was Zork Nemesis.



Whatever else you can say about it, you can’t accuse Zork Nemesis of merely aping its successful predecessor. Where Return to Zork is goofy, taking its cues from the cartoon comedies of Sierra and LucasArts as well as the Zork games of Infocom, Zork Nemesis is cold and austere — almost off-puttingly so, like its obvious inspiration Myst. Then, too, in place of the abstracted room-based navigation of Return to Zork, Zork Nemesis gives you more granular nodes to jump between in an embodied, coherent three-dimensional space, again just like Myst. Return to Zork is bursting with characters, such as that “Want some rye?” guy who became an early Internet meme unto himself; Zork Nemesis is almost entirely empty, its story playing out through visions, written records, and brief snatches of contact across otherwise impenetrable barriers of time and space.

Which style of adventure game you prefer is a matter of taste. In at least one sense, though, Zork Nemesis does undeniably improve upon its predecessor. Whereas Return to Zork’s puzzles seem to have been slapped together more or less at random by a team not overly concerned with the player’s sanity or enjoyment, it’s clear that Zork Nemesis was consciously designed in all the ways that the previous Zork was not; its puzzles are often hard, but they’re never blatantly unfair. Nor do they repeat Return to Zork’s worst design sin of all: they give you no way of becoming a dead adventurer walking without knowing it.

The plot here involves a ruthless alchemical mastermind, the Nemesis of the title, and his quest for a mysterious fifth element, a Quintessence that transcends the standard Earth, Air, Fire, and Water. The game is steeped in the Hermetic occultism that strongly influenced many of the figures who mark the transition from Medieval to Modern thought in our own world’s history, from Leonardo da Vinci to Isaac Newton. This is fine in itself; in fact, it’s a rather brilliant basis for an adventure game if you ask me, easily a more interesting idea in the abstract than yet another Zork game. The only problem — a problem which has been pointed out ad nauseam over the years since Zork Nemesis’s release — is that this game does purport to be a Zork game in addition to being about all that other stuff, and yet it doesn’t feel the slightest bit like Zork. While the Zork games of Infocom were by no means all comedy all the time — Zork III in particular is notably, even jarringly austere, and Spellbreaker is not that far behind it — they never had anything to do with earthly alchemy.

I developed the working theory as I played Zork Nemesis that it must have been originally conceived as simply a Myst-like adventure game, having nothing to do with Zork, until some marketing genius or other insisted that the name be grafted on to increase its sales potential. I was a little sad to be disabused of my pet notion by Laird Malamed, the game’s technical director, with whom I was able to speak recently. He told me that Zork Nemesis really was a Zork from the start, to the point of being listed as Return to Zork II in Activision’s account books before it was given its final name. Nevertheless, I did find one of his choices of words telling. He said that Cecilia Barajas, a former Los Angeles district attorney who became Zork Nemesiss mastermind, was no more than “familiar” with Infocom’s Zork. So, it might not be entirely unfair after all to say that the Zork label on Zork Nemesis was more of a convenient way for Barajas to make the game she wanted to make than a wellspring of passion for her. Please don’t misunderstand me; I don’t mean for any of the preceding to come across as fannish gatekeeping, something we have more than enough of already in this world. I’m merely trying to understand, just as you presumably are, why Zork Nemesis is so very different from the Activision Zork game before it (and also the one after it, about which more later).

Of course, a game doesn’t need to be a Zork to be good. And indeed, if we forget about the Zork label, we find that Nemesis (see what I did there?) is one of the best — arguably even the best — of all the 1990s “Myst clones.” It’s one of the rare old games whose critical reputation has improved over the years, now that the hype surrounding its release and the angry cries of “But it’s not a Zork!” have died away, granting us space to see it for what it is rather than what it is not. With a budget running to $3 million or more, this was no shoestring project. In fact, the ironic truth is that both Nemesis’s budget and its resultant production values dramatically exceed those of its inspiration Myst. Its principal technical innovation, very impressive at the time, is the ability to smoothly scroll through a 360-degree panorama in most of the nodes you visit, rather than being limited to an arbitrary collection of fixed views. The art direction and the music are superb, maintaining a consistently sinister, occasionally downright macabre atmosphere. And it’s a really, really big game too, far bigger than Myst, with, despite its almost equally deserted environments, far more depth to its fiction. If we scoff just a trifle because this is yet one more adventure game that requires you to piece together a backstory from journal pages rather than living a proper foreground story of your own, we also have to acknowledge that the backstory is interesting enough that you want to find and read said pages. This is a game that, although it certainly doesn’t reinvent any wheels, implements every last one of them with care.

My own objections are the same ones that I always tend to have toward this sub-genre, and that thus probably say more about me than they do about Nemesis. The oppressive atmosphere, masterfully inculcated though it is, becomes a bit much after a while; I start wishing for some sort of tonal counterpoint to this all-pervasively dominant theme, not to mention someone to actually talk to. And then the puzzles, although not unfair, are sometimes quite difficult — more difficult than I really need them to be. Nemesis is much like Riven, Myst’s official sequel, in that it wants me to work a bit harder for my fun than I have the time or energy for at this point in my life. Needless to say, though, your mileage may vary.


Zork Nemesis’s story is told through ghostly (and non-interactive) visions…

…as well as through lots of books, journals, and letters. Myst fans will feel right at home.

The puzzles too are mostly Myst-style set-pieces rather than relying on inventory objects.

The macabre atmosphere becomes downright gruesome in places.

Venus dispenses hints if you click on her. What is the ancient Roman goddess of love, as painted by the seventeenth-century Spanish master Diego Velázquez, doing in the world of Zork? Your guess is as good as mine. Count it as just one more way in which this Zork can scarcely be bothered to try to be a Zork at all.



Released on the same day in April of 1996 as Spycraft, Activision’s other big test of the Siliwood vision’s ongoing viability, Zork Nemesis was greeted with mixed reviews. This was not surprising for a Myst clone, a sub-genre that the hardcore-gaming press never warmed to. Still, some of the naysayers waxed unusually vitriolic upon seeing such a beloved gaming icon as Zork sullied with the odor of the hated Myst. The normally reliable and always entertaining Charles Ardai of Computer Gaming World, the print journal of record for the hobby, whose reviews could still make or break a game as a marketplace proposition even in this dawning Internet age, dinged Zork Nemesis for not having much of anything to do with Infocom’s Zork, which was fair. Yet then he went on to characterize it as a creatively bankrupt, mindless multimedia cash-in, which was not: “Give ’em a gorgeous photo-realistic environment full of fantastic landscapes, some quasi-liturgical groaning on the soundtrack, and a simple puzzle every so often to keep their brains engaged, and you’re off to the bank to count your riches. Throw in some ghostly visions and a hint of the horrific and you can snag the 7th Guest crowd too.” One can only assume from this that Ardai never even bothered to try to play the game, but simply hated it on principle. I maintain that no one who has done so could possibly describe Zork Nemesis‘s puzzles as “simple,” no matter how much smarter than I am he might happen to be.

Even in the face of headwinds like these, Zork Nemesis still sold considerably better than the more positively reviewed Spycraft, seemingly demonstrating that Bobby Kotick’s faith in “Zork on a brick” might not yet be completely misplaced. Its lifetime sales probably ended up in the neighborhood of 150,000 to 200,000 copies — not a blockbuster hit by any means, and certainly a good deal less than the numbers put up by Return to Zork, but still more than the vast majority of Myst clones, enough for it to earn back the money it had cost to make plus a little extra.[2]In my last article, about Cyan’s Riven, I first wrote that Zork Nemesis sold 450,000 copies. This figure was not accurate; I was misreading one of my sources. My bad, as I think the kids are still saying these days. I’ve already made the necessary correction there. Whereas there would be no more interactive spy movies forthcoming from Activision, Zork Nemesis did just well enough that Kotick could see grounds for funding another Zork game, as long as it was made on a slightly less lavish budget, taking advantage of the engine that had been created for Nemesis. And I’m very glad he could, because the Zork game that resulted is a real gem.



With Cecilia Barajas having elected to move on to other things, Laird Malamed stepped up into her role for the next game. He was much more than just “familiar” with Zork. He had gotten a copy of the original Personal Software “barbarian Zork — so named because of its hilariously inappropriate cover art — soon after his parents bought him his first Apple II as a kid, and had grown up with Infocom thereafter. Years later, when he had already embarked on a career as a sound designer in Hollywood, a chance meeting with Return to Zork put Activision on his radar. He applied and was hired there, giving up one promising career for another.

He soon became known both inside and outside of Activision as the keeper of the Infocom flame, the only person in the company’s senior ranks who saw that storied legacy as more than just something to be exploited commercially. While still in the early stages of making Activision’s third graphical Zork, he put together as a replacement for the old Lost Treasures of Infocom collections a new one called Classic Text Adventure Masterpieces: 33 of the canonical 35 games on a single CD, with all of their associated documentation in digital format. (The Hitchhiker’s Guide to the Galaxy and Shogun, Infocom’s only two licensed titles, were the only games missing, in both cases because their licensing contracts had expired). He did this more because he simply felt these games ought to be available than because he expected the collection to make a lot of money for his employer. In the same spirit, he reached out to the amateur interactive fiction community that was still authoring text adventures in the Infocom mold, and arranged to include the top six finishers from the recently concluded First Interactive Fiction Competition on the same disc. He searched through Activision’s storage rooms to find a backup of the old DEC mainframe Infocom had used to create its games. This he shared with Graham Nelson and a few other amateur-IF luminaries, whilst selecting a handful of interesting, entertaining, and non-embarrassing internal emails to include on the Masterpieces disc as well.[3]This “Infocom hard drive” eventually escaped the privileged hands into which it was entrusted, going on to cause some minor scandals and considerable interpersonal angst; suffice to say that not all of its contents were non-embarrassing. I have never had it in my possession. No, really, I haven’t. It’s been rendered somewhat moot in recent years anyway by the stellar work Jason Scott has done collecting primary sources for the Infocom story at archive.org. No one at Activision had ever engaged with the company’s Infocom inheritance in such an agenda-less, genuine way before him; nor would anyone do so after him.

He brought to the new graphical Zork game a story idea that had a surprisingly high-brow inspiration: the “Grand Inquisitor” tale-within-a-tale in Fyodor Dostoevsky’s 1880 novel The Brothers Karamazov, an excerpt which stands so well on its own that it’s occasionally been published that way. I can enthusiastically recommend reading it, whether you tackle the rest of the novel or not. (Laird admitted to me when we talked that he himself hadn’t yet managed to finish the entire book when he decided to use a small part of it as the inspiration for his game.) Dostoevsky’s Grand Inquisitor is a leading figure of the Spanish Inquisition, who harangues a returned Jesus Christ for his pacifism, his humility, and his purportedly naïve rejection of necessary hierarchies of power. It is, in other words, an exercise in contrast, setting the religion of peace and love that was preached by Jesus up against what it became in the hands of the Medieval Catholic popes and other staunch insitutionalists.

For its part, Zork: Grand Inquisitor doesn’t venture into quite such politically fraught territory as this. Its titular character is an ideological rather than religious tinpot dictator, of the sort all too prevalent in the 20th and 21st centuries on our world. He has taken over the town of Port Foozle, where he has banned all magic and closed all access to the Great Underground Empire that lies just beneath the town. You play a humble traveling salesperson who comes into possession of a magic lantern — a piece of highly illegal contraband in itself — that contains the imprisoned spirit of Dalboz of Gurth, the rightful Dungeon Master of the Empire. He encourages and helps you to make your way into his forbidden realm, to become a literal underground resistance fighter against the Grand Inquisitor.

The preceding paragraphs may have led you to think that Zork: Grand Inquisitor is another portentous, serious game. If so, rest assured that it isn’t. Not at all. Its tone and feel could hardly be more different from those of Zork Nemesis. Although there are some heavy themes lurking in the background, they’re played almost entirely for laughs in the foreground. This strikes me as no bad approach. There are, after all, few more devastating antidotes to the totalitarian absurdities of those who would dictate to others what sort of lives they should lead and what they should believe in than a dose of good old full-throated laughter. As Hannah Arendt understood, the Grand Inquisitors among us are defined by the qualities they are missing rather than any that they possess: qualities like empathy, conscience, and moral intelligence. We should not hesitate to mock them for being the sad, insecure, incompletely realized creatures they are.

Just as I once suspected that Zork Nemesis didn’t start out as a Zork game at all, I was tempted to assume that this latest whipsaw shift in atmosphere for Zork at Activision came as a direct response to the vocal criticisms of the aforementioned game’s lack of Zorkiness. Alas, Laird Malamed disabused me of that clever notion as well. Grand Inquisitor was, he told me, simply the Zork that he wanted to make, initiated well before the critics’ and fans’ verdicts on the last game started to pour in in earnest. He told me that he practically “begged” Margaret Stohl, who has since gone on to become a popular fantasy novelist in addition to continuing to work in games, to come aboard as lead designer and writer and help him to put his broad ideas into a more concrete form, for he knew that she possessed exactly the comedic sensibility he was going for.

Regardless of the original reason for the shift in tone, Laird and his team didn’t hesitate to describe Grand Inquisitor later in its development cycle as a premeditated response to the backlash about Nemesis’s Zork bona fides, or rather its lack thereof. This time, they told magazines like Computer Gaming World, they were determined to “let Zork be Zorky”: “to embrace what was wonderful about the old text adventures, a fantasy world with an undercurrent of humor.”

Certainly Grand Inquisitor doesn’t lack for the concrete Zorkian tropes that were also all over Return to Zork. From the white house in the forest to Flood Control Dam #3 to Dalboz’s magic lantern itself, the gang’s all here. But all of these disparate homages are integrated into a larger Zorkian tapestry in a way Activision never managed elsewhere. Return to Zork is a compromised if not cynical piece of work, its slapstick tone the result of a group of creators who saw Zork principally as a grab bag of tropes to be thrown at the wall one after another. And Nemesis, of course, has little to do with Zork at all. But Grand Inquisitor walks like a Zork, talks like a Zork, and is smart amidst its silliness in the same way as a Zork of yore. In accordance with its heritage, it’s an unabashedly self-referential game, well aware of the clichés and limitations of its genre and happy to poke fun at them. For example, the Dungeon Master here dubs you the “AFGNCAAP”: the “Ageless, Faceless, Gender-Neutral, Culturally Ambiguous Adventure Person,” making light of a longstanding debate, ancient even at the time of Grand Inquisitor’s release, over whether it must be you the player in the game or whether it’s acceptable to ask you to take control of a separate, strongly characterized protagonist.

It’s plain from first to last that this game was helmed by someone who knew Zork intimately and loved it dearly. And yet the game is never gawky in that obsessive fannish way that can be so painful to witness; it’s never so much in thrall to its inspiration that it forgets to be its own thing. This game is comfortable in its own skin, and can be enjoyed whether you’ve been steeped in the lore of Zork for decades or are coming to it completely cold. This is the way you do fan service right, folks.

Although it uses an engine made for a Myst-like game, Grand Inquisitor plays nothing like Myst. This game is no exercise in contemplative, lonely puzzle-solving; its world is alive. As you wander about, Dungeon Master Dalboz chirps up from his lantern constantly with banter, background, and subtle hints. He becomes your friend in adventure, keeping you from ever feeling too alone. In time, other disembodied spirits join you as well, until you’re wandering around with a veritable Greek chorus burbling away behind you. The voice acting is uniformly superb.

Another prominent recurring character is Antharia Jack, a poor man’s Indiana Jones who’s played onscreen as well as over the speakers by Dirk Benedict, a fellow very familiar with being a stand-in for Harrison Ford in his most iconic roles, having also played the Han Solo-wannabee Starbuck in the delightfully cheesy old television Star Wars cash-in Battlestar Galactica. Benedict, one of those actors who’s capable of portraying exactly one character but who does it pretty darn well, went on to star in The A-Team after his tenure as an outer-space fighter jockey was over. His smirking, skirt-chasing persona was thus imprinted deeply on the memories of many of the twenty-somethings whom Activision hoped to tempt into buying Grand Inquisitor. This sort of stunt-casting of actors a bit past their pop-culture prime was commonplace in productions like these, but here at least it’s hard to fault the results. Benedict leans into Antharia Jack with all of his usual gusto. You can’t help but like the guy.

When it comes to its puzzles, Grand Inquisitor’s guiding ethic is to cut its poor, long-suffering AFGNCAAP a break. All of the puzzles here are well-clued and logical within the context of a Zorkian world, the sort of puzzles that are likely to stump you only just long enough to make you feel satisfyingly smart after you solve them. There’s a nice variety to them, with plenty of the “use object X on thing Y” variety to go along with some relatively un-taxing set-piece exercises in pushing buttons or pulling levers just right. But best of all are the puzzles that you solve by magic.

Being such a dedicated Infocom aficionado, Laird Malamed remembered something that most of his colleagues probably never knew at all: that the canon of Infocom Zork games encompassed more than just the ones that had that name on their boxes, that there was also a magic-oriented Enchanter trilogy which took place in the same universe. At the center of those games was one of the most brilliant puzzle mechanics Infocom ever invented, a system of magic that had you hunting down spell scrolls to copy into your spell book, after which they were yours to cast whenever you wished. This being Infocom, however, they were never your standard-issue Dungeons & Dragons Fireball spells, but rather ones that did weirdly specific, esoteric things, often to the point that it was hard to know what they were really good for — until, that is, you finally stumbled over that one nail for which they were the perfect hammer. Grand Inquisitor imports this mechanic wholesale. Here as well, you’re forever trying to figure out how to get your hands on that spell scroll that’s beckoning to you teasingly from the top of a tree or wherever, and then, once you’ve secured it, trying to figure out where it can actually do something useful for you. This latter is no trivial exercise when you’re stuck with spells like IGRAM (“turn purple things invisible”) and KENDALL (“simplify instructions”). Naturally, much of the fun comes from casting the spells on all kinds of random stuff, just to see what happens. Following yet again in the footsteps of Infocom, Laird’s team at Activision implemented an impressive number of such interactions, useless though they are for any purpose other than keeping the AFGNCAAP amused.

Grand Inquisitor isn’t an especially long game on any terms, and the fairly straightforward puzzles mean you’ll sail through what content there is much more quickly than you might through a game like Nemesis. All in all, it will probably give you no more than three or four evenings’ entertainment. Laird Malamed confessed to me that a significant chunk of the original design document had to be cut in the end in order to deliver the game on-time and on-budget; this was a somewhat marginal project from the get-go, not one to which Activision’s bean counters were ever going to give a lot of slack. Yet even this painful but necessary surgery was done unusually well. Knowing from the beginning that the scalpel might have to come out before all was said and done, the design team consciously used a “modular” approach, from which content could be subtracted (or added, if they should prove to be so fortunate) without undermining the structural integrity, if you will, of the game as a whole. As a result of their forethought, Grand Inquisitor doesn’t feel like a game that’s been gutted. It rather feels very complete just as it is. Back in the day, when Activision was trying to sell it for $40 or $50, its brevity was nevertheless a serious disadvantage. Today, when you can pick it up in a downloadable version for just a few bucks, it’s far less of a problem. As the old showbiz rule says, better to leave ’em wanting more than wishing you’d just get off the stage already.


 

“You are standing in an open field west of a white house, with a boarded front door.” Unfortunately, the property has been condemned by the Grand Inquisitor. “Who is the boss of you? Me! I am the boss of you!”

The “spellchecker” is a good example of Grand Inquisitor’s silly but clever humor, which always has time for puns. The machine’s purpose is, as you might have guessed, to validate spell scrolls.

This subway map looks… complicated. Wouldn’t it be nice if there was a way to simplify it in a burst of magic? Laird told me that this puzzle was inspired by recollections of trying to make sense of a map of the London Underground as a befuddled tourist.

Nothing sums up the differences between Zork Nemesis and Zork: Grand Inquisitor quite so perfectly as the latter’s chess puzzle. In Nemesis, you’d be futzing around with this thing forever. And in Grand Inquisitor? As Scorpia wrote in her review for Computer Gaming World, “Think of what you’ve [always] felt like doing with an adventure-game chess puzzle, and act accordingly.”

There are some set-piece puzzles that can’t be dispatched quite so easily. An instruction booklet tells you to never, ever close all four sluices of Flood Control Dam Number 3 at once. So what do you try to do?

Playing Strip Grue, Fire, Water with Antharia Jack. The cigars were no mere affectation of Dirk Benedict. His costars complained repeatedly about the cloud of odoriferous smoke in which he was constantly enveloped. A true blue Hollywood eccentric of the old-school stripe, Benedict remains convinced to this day that the key to longevity is tobacco combined with a macrobiotic diet. Ah, well… given that he’s reached 79 years of age and counting as of this writing, it seems to be working out for him so far.

Be careful throwing around them spells, kid! Deaths in Grand Inquisitor are rendered in text. Not only is this a nice nostalgic homage to the game’s roots, it helped to maximize the limited budget by avoiding the expense of portraying all those death scenes in graphics.



Laird Malamed had no sense during the making of Grand Inquisitor that this game would mark the end of Zork’s long run. On the contrary, he had plans to turn it into the first game of a new trilogy, the beginning of a whole new era for the venerable franchise. In keeping with his determination to bring Zork back to the grass roots who knew and loved it best, he came up with an inspired guerrilla-marketing scheme. He convinced the former Infocom Implementors Marc Blank and Mike Berlyn to write up a short text-adventure prelude to the story told in Grand Inquisitor proper. Then he got Kevin Wilson, the organizer of the same Interactive Fiction Competition whose games had featured on the Masterpieces CD, to program their design in Inform, a language that compiled to the Z-Machine, Infocom’s old virtual machine, for which interpreters had long been available on countless computing platforms, both current and archaic. Activision released the end result for free on the Internet in the summer of 1997, as both a teaser for the graphical game that was to come and a proof that Zork was re-embracing its roots. Zork: The Undiscovered Underground isn’t a major statement by any means, but it stands today, as it did then, as a funny, nostalgic final glance back to the days when Zork was nothing but words on a screen.

Unfortunately, all of Laird’s plans for Zork’s broader future went up in smoke when Grand Inquisitor was released in November of 1997 and put up sales numbers well short of those delivered by Nemesis, despite reviews that were almost universally glowing this time around. Those Infocom fans who played it mostly adored it for finally delivering on the promise of its name, even if it was a bit short. The problem was that that demographic was now moving into the busiest phase of life, when careers and children tend to fill all of the hours available and then some. There just weren’t enough of those people still buying games to deliver the sales that a mass-market-focused publisher like Activision demanded, even as the Zork name meant nothing whatsoever to the newer generation of gamers who had cut their teeth on DOOM and Warcraft. Perhaps Bobby Kotick should have just written “Zork” on a brick after all, for Grand Inquisitor didn’t sell even 100,000 units.

And so, twenty years after a group of MIT graduate students had gotten together to create a game that was even better than Will Crowther and Don Woods’s Adventure, Zork’s run came to an end, taking with it any remaining dregs of faith at Activision in the Siliwood vision. Apart from one misconceived and blessedly quickly abandoned effort to revive the franchise as a low-budget MMORPG during the period when those things were sprouting like weeds, no Zork game has appeared since. We can feel sad about this if we must, but the reality is that nothing lasts forever. Far better, it seems to me, for Zork to go out with Grand Inquisitor, one of the highest of all its highs, than to be recycled again and again on a scale of diminishing returns, as has happened to some other classic gaming franchises. Likewise, I’m kind of happy that no one who made Grand Inquisitor knew they were making the very last Zork adventure. Their ignorance caused them to just let Zork be Zork, meant they were never even tempted to turn their game into some over-baked Final Statement.

In games as in life, it’s always better to celebrate what we have than to lament what might have been. With that in mind, then, let me warmly recommend Zork: Grand Inquisitor to any fans of adventure games among you readers who have managed not to play it yet. It really doesn’t matter whether you know the rest of Zork or not; it stands just fine on its own. And that too is the way it ought to be.



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Sources: the books Zork Nemesis: The Official Strategy Guide by Peter Spear and Zork: Grand Inquisitor: The Official Strategy Guide by Margaret Stohl; Computer Gaming World of August 1996, February 1997, and March 1998; InterActivity of May 1996; Next Generation of August 1997; Los Angeles Times of November 30 1996.

Online sources include a 1996 New Media profile of Activision and “The Trance Experience of Zork Nemesis at Animation World.

My thanks to Laird Malamed for taking the time from his busy schedule to talk to me about his history with Zork. Note that any opinions expressed in this article that are not explicitly attributed to him are my own.

Zork Nemesis and Zork: Grand Inquisitor are both available as digital purchases at GOG.com.

Footnotes

Footnotes
1 The CD-ROM version included fourteen games, missing only Leather Goddesses of Phobos, which Activision attempted to market separately on the theory that sex sells itself. The floppy version included eleven games, lacking additionally three of Infocom’s late illustrated text adventures.
2 In my last article, about Cyan’s Riven, I first wrote that Zork Nemesis sold 450,000 copies. This figure was not accurate; I was misreading one of my sources. My bad, as I think the kids are still saying these days. I’ve already made the necessary correction there.
3 This “Infocom hard drive” eventually escaped the privileged hands into which it was entrusted, going on to cause some minor scandals and considerable interpersonal angst; suffice to say that not all of its contents were non-embarrassing. I have never had it in my possession. No, really, I haven’t. It’s been rendered somewhat moot in recent years anyway by the stellar work Jason Scott has done collecting primary sources for the Infocom story at archive.org.
 

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