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Author Archives: Jimmy Maher

Playing Ultima II, Part 2

Despite allegedly taking place mostly on our Earth and sometimes even in (basically) our time, very little about Ultima II has much in common with the world that we know. One of the more interesting exceptions is the town of New San Antonio, which is right where you’d expect to find it in 1990. Oh, there are still unanswered questions; it wouldn’t be Ultima II without them. For instance, why is it called New San Antonio? Still, the town hosts an airport where we can steal the second coolest vehicle in the game: an airplane, an obvious nod to the San Antonio of our own world, which hosts two major Air Force bases. Having grown up in Houston and attended university in Austin, Richard Garriott would have been very familiar with San Antonio’s personality. One of the bases, Lackland, houses a huge training center that has earned it, and by extension San Antonio, the nickname of “Gateway to the Air Force.” Wandering the River Walk and other tourist areas around the time of one of the various graduation ceremonies is like strolling through a Norman Rockwell painting — a sea of earnest, clean-cut young men and women in uniform accompanied by proud, doting parents and siblings.

I’ve spent a lot of time already pointing out the cognitive dissonance and design failures that dog Ultima II. Never fear, I’ll get back to doing more of that in a moment. But the airplane affords an opportunity to note what Ultima II, and the Ultima series in general, do so right. As nonsensical as its world is, it consistently entices us to explore it, to find out what lies behind this locked door or at the bottom of that dungeon. Most of the time — actually, always in the case of the dungeon — the answer is “nothing.” But we find something really neat just often enough that our sense of wonder never entirely deserts us. In this case we come upon an actual, functioning airplane. Nothing in the manual or anywhere else has prepared us for this, but here it is. We look to our reference chart of one-key commands to see what seems to fit best, experiment a bit, and we’re off into the wild blue yonder. The airplane is kind of hard to control, and we can only land on grass, but we can fly through time doors to range over any of the time zones in the game, even buzz the monsters that guard Minax’s lair in the heart of the Time of Legends. We made this crazy, undocumented discovery for ourselves, so we own the experience fully. When we take flight for the first time, it’s kind of magic.

That feeling can be hard for modern players, who have every detail about every aspect of the game at their fingertips thanks to a myriad of FAQs, Wikis, and walkthroughs, to capture. Yet it’s at the heart of what made the Ultima games so entrancing in their day. Games like Wizardry gave us a more rigorous strategic challenge, but Ultima gave us a world to explore. This likely goes a long way toward reconciling the rave reviews Ultima II received upon its release (not to mention the fond memories some of you have expressed in the comments) with the contemporary consensus of bloggers, reviewers, and FAQ-writers who revisit the game today, who generally hold it a boring, poorly designed misfire and by far the worst of the 1980s Ultimas. I don’t so much want to disagree with the latter sentiment as I want to also remember that even here in their worst incarnation there was just something special about the Ultima games. They speak to a different part of our nature than most CRPGs — I’m tempted to say a better part. The joy of exploration and discovery can make us overlook much of the weirdness of not only the world and the story but also of the core game systems, some of which (like the need to buy hit points as you would food) I’ve mentioned, but many others of which (like the fact that earning experience points and leveling up confer absolutely no benefits other than bragging rights, or that the gold and experience you earn from monsters has no relation to their strength) I haven’t.

What could be cooler than an airplane, you ask? The answer, of course, is a spaceship. We find a few in the one town in 2111, Pirate’s Harbor, located approximately where we might expect Moscow to be. (Apparently the Soviet Union won World War III.) We steal one and we’re off into space, in what must already be the hundredth videogame tribute to Star Wars‘s warp-drive sequences.

It’s possible to visit all nine planets of the solar system. (In 1982 Pluto was still considered a full-fledged planet.) As with Earth itself, however, Ultima II‘s version of the solar system doesn’t have much in common with reality as we know it. Here Mercury’s terrain consists of “water and swamp”; Jupiter of “water and grass”; Uranus of “forest and grass.” Owen Garriott, Richard’s scientist/astronaut father, must have been outraged. The rest of us can marvel instead that not one of these planets contains anything to make it worth visiting. Indeed, Ultima II can feel like a box of spinning gears that often don’t connect to anything else. In addition to the planets, there are the similarly pointless dungeons, which waste a new dungeon-delving engine that marks as big an advance over Ultima I‘s dungeons as Ultima II‘s town engine is over Ultima I‘s generic towns. For some reasons spells only work in the (pointless) dungeons, meaning that there’s absolutely no reason to make one’s character a cleric or wizard, unless one feels like playing a hugely underpowered fighter. In space again, it’s actually possible — albeit pointless — to dive and climb and turn our spaceship, implying that Garriott originally intended to include a space-combat section like that of Ultima I but never got around to it. Thus, while Ultima II is an impressive machine, it feels like a half-assembled one. A couple of those meta-textual dialogs that are everywhere perhaps offer a clue why: “Isn’t Ultima II finished yet?” asks Howie the Pest; “Tomorrow — for sure!” says Richard Garriott. The only possible riposte to this complaint is that a contemporary player wouldn’t know that planets, dungeons, and so much else were superfluous. She’d presumably explore them thoroughly and get much the same thrill she’d get if her explorations were actually, you know, necessary. I’ll let you decide whether that argument works for you, or whether Ultima II plays a rather cheap game of bait and switch.

In addition to all the unconnected bits and bobs, there are also problems with pieces that are important. The most famous of the glitches is the ship-duplication bug. We can make a new ship by boarding an existing enemy ship and sailing one square away; we’re left with a ship under our control and the original enemy, which we can continue to board again and again to crank out an endless supply of ships. It can be so much fun to make bridges of ships between islands and continents that it’s almost tempting to label this error a feature, one more of those juicy moments of discovery that make the Ultima games so unique. Other bugs, though, such as certain squares on the map where we simply cannot land a blow against a monster, are more annoying. And there’s one bug that is truly unforgivable. Flying into space requires a certain strength score. There is only one place in the game where we can raise our statistics: the clerk at the Hotel California (don’t ask!) in New San Antonio will sometimes randomly raise one when bribed appropriately. In the original release of the game, however, he will never raise our strength, thus making the game unwinnable for anyone who didn’t choose a fighter as her character class and put a lot of extra points into strength. Sierra did release a patch that at least corrected this problem — one of the first patches ever released for a game.

But, you might be asking, why should not being able to go into space make the game unwinnable if there’s nothing there to find anyway? Well, there actually is one thing we need there, but not on any of the familiar planets. Sifting through all of the jokes and non-sequiturs spouted by characters in the towns has revealed hints that a tenth planet, “Planet X,” exists. There we can pick up a blessing from one Father Antos, which in turn will let us buy a ring from a fellow back in New San Antonio on Earth. All we actually need to beat the Ultima II endgame is: the blessing; the ring; a special sword (“Enilno” — “On-Line” backward; the meta-textual fun just never stops!) that we also can buy in New San Antonio; and of course a character with good enough equipment and statistics to survive the final battle with Minax. She’s tricky, constantly teleporting from one end of her lair to the other, but in the end we finish her.

Like so much else in the game, the final message doesn’t really make sense. The optimistic reviewer for Computer Gaming World took it to suggest that Sierra might release new scenario disks to utilize some of those uselessly spinning gears. But that was not to be. Instead Ultima II is seen in its best light as a sort of technology demonstration, or a preview of the possibilities held out by Garriott’s approach to the CRPG. A better tighter, finished design, combined with another slate of technology upgrades, would let him do the job right next time.

 
 

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Playing Ultima II, Part 1

I thought we’d take a trip together into Ultima II today. I’m not going to overdo the exercise, as that wouldn’t be much fun for you or me; there’s a lot of sameness and even a fair amount of outright tedium involved in winning the game. I will, however, try to hit most of the highlights and give you a fair picture of what sort of experience the game has on offer. As always, feel free to jump in and play for yourself if you like. Ultima II is available for sale at Good Old Games in combination with Ultima I and III. As we’ll see, it has plenty of issues, but there are certainly worse ways to spend six bucks.

When we first create our character and start Ultima II proper, we might wonder just what Richard Garriott spent eighteen months working on. Aside from some animation that has been added to the water, everything looks just as it did in the last game. All of the graphics tiles appear to be exactly the same as those used last time around. As soon as we start to interact with the game, however, we have reason to bless Garriott’s move to assembly-language programming; everything is much, much snappier.

The map over which we wander is also different: this time we’re adventuring on Earth rather than Garriott’s old Dungeons and Dragons world of Sosaria. Moving over such familiar continents brings out the really weird scaling of the Ultima maps in a way that the previous game never did. Here London is exactly nine steps away from the southern tip of Italy, Africa eighteen steps from north to south. Ultima I presumably represented similarly immense distances with each tile, but because it was a fantasy creation I never really thought about it that way. I suppose there’s nothing absolutely prohibiting each step of our journey over the world map from representing days of travel. Yet Ultima II just doesn’t feel like it’s playing out over such an immense time scale; if it is, then the process of winning the game must involve decades (or more) of game time. And even that doesn’t explain why it’s possible to construct a bridge between North America and Europe by lining up a handful of ships. It makes a constant reminder that this is a highly constructed, highly artificial computer landscape we’re wandering through. That’s fine, I suppose… weird at first, but fine.

Speaking of weird: Ultima II may just have the most nonsensical fictional context I’ve ever seen in a CRPG — and that, my friends, is really saying something. Let me do my best to explain it. The screenshot below shows us passing one of the “time doors” that blink in and out of existence at various places on the landscape; charting them is the whole point of the ornate cloth map that was such a priority for Garriott. Through them we can journey to primordial history, when the Earth still contained just the single über-continent Pangea; to “B.C.,” a time “just before the dawn of civilization as history records it” where we begin the game; to 1990; or to the “Aftermath” of 2111, when the Earth is a post-apocalyptic wasteland. It’s also possible to go to the “Time of Legends,” a “time before time, peopled by creatures of myth and lore.” Along with the time doors themselves, Legends is the most obvious direct lift from Time Bandits in the game. The same place existed with the same name in the movie, and, there as here, was the scene of the final showdown between good and evil.

It seems that after we defeated the evil Mondain to win Ultima I, his protege Minax, “enchantress of evil,” took up his cause, albeit using a subtler approach:

For Minax is not content to spread evil among the good, causing misery and pain. She prefers to sow seeds of evil in the good and thus set the good against the good, leaving no person untouched. Destruction abounds — and those horrors known only to the once good, guilt and horror and self-hatred, taint the Earth.

The climax was the holocaust of 2111, Minax’s greatest triumph to date, in which ancient civilizations born of love of beauty and wisdom and thought turned upon one another and, in their vicious anger and hate, destroyed almost all of the very Earth that had nurtured them.

What makes no sense about all this is that Ultima I, you’ll remember, took place on Sosaria. Now we’re suddenly fighting the legacy of Mondain on Earth for reasons that, despite furious retconing by fans in later years, go completely unexplained in the game itself. Garriott said later that he chose to set Ultima II on Earth because “time travel needs context.” In other words, we need a familiar historical frame of reference on which to hang everything to get the contrast between, say, prehistoric times and contemporary society. Hopscotching through the timeline of a fictional world whose history means nothing to us just isn’t all that interesting. All of that makes perfect sense — except that the version of history depicted in the game has little to do with our Earth’s. Why are orcs wandering about contemporary Earth attacking people? Assuming Garriott didn’t have big plans for world domination in his immediate future, why does Lord British apparently rule the world of 1990 from his castle? Why can we buy phasers and power armor from merchants in prehistoric times? It feels like two (or more) games that smashed together, with everything that made sense about either spinning off into oblivion. Put less charitably, it all just seems really, really dumb, especially considering that Garriott could have had his time doors without at least the most obvious of the anachronisms just by setting his game on Sosaria. Better yet, he could have just made his time doors the moon gates of later Ultimas; there is absolutely no concept here of actions in one time affecting the others. Garriott gains nothing from time travel but a sop to his Time Bandits fixation and a whole lot of stupid.

Anyway, we make our way to “Towne Linda,” located on the southern tip of Italy in B.C. When we enter we see one of the most obvious demonstrations of the work Garriott has been doing on his game engine since Ultima I: towns are now portrayed using the same tile graphics as the wilderness areas, filling many screens. Every city and village is now a unique creation, with its own geography and personality and its own selection of shops and services. There aren’t a lot of towns, just a few per time period (another thing that seems weird in the context of wandering a map of the Earth), but they do much to highlight the primacy of exploration over combat that has always made the Ultima experience unique. In the same spirit, it’s now possible to talk with anyone and everyone in the towns. In fact, it’s necessary to do so to pick up vital clues and information.

As Garriott has noted many times, walking around in the early Ultima can be a bit like wandering through the psyche of the young Richard, meeting the people, places, and interests that filled his time. Towne Linda, for instance, is named after his little sister, with whom he was very close. In a way this is kind of a fascinating concept — the videogame as intellectual landscape. As I’ve said before, one can picture an Annotated Ultima of a (fictional?) future where videogames are accepted as a form of literature. In it some hyper-dedicated scholar has laboriously run down all of the references and shout-outs in the same way that some have written books about Ulysses‘s allusions that are longer than Ulysses. And anyway, who can fault a guy for adoring his little sister? The problem comes when Garriott decides to get witty on us.

Now, Garriott is many things, with adjectival superlatives like “brilliant” very possibly among them. However, he’s not really a funny guy, and when he tries to be one here the results can be painful. Perhaps most grating, just because we have to see them over and over, are the generic phrases spouted by those for whom Garriott hasn’t written anything specific to say: like the guards who say, “Pay your taxes!” (why would a guard say that?), or the wizards with their immortal “Hex-E-Poo-Hex-On-You!” But even those with something unique to say are equally tedious, a jumble of obvious pop-culture references that isn’t exactly Gilmore Girls in its sophistication along with plenty of pointless non sequiturs. It feels like a teenage boy trying to ape Monty Python, which is just about the surest route to the profoundly unfunny I know of. Pity poor Richard; most of us left the humor of our teenage years in the past, but Garriott made the mistake of gifting his to the world. Reading some of the worst of this stuff brings on a sort of contact embarrassment for the guy.

Time Bandits: you have a lot to answer for. I’m sure Garriott imagined Ultima II as a manic, eccentric thrill ride like the movie, but, as he definitively demonstrates here, that tone is harder than it looks to pull off. At worst, it comes off like one of those amateur IF Competition entries in which the (usually young) author, realizing he’s written a game that makes no sense, tries to compensate by making it into an extended meta-comedy about the absurdities of text adventures — an exercise that fools exactly no one.

Like in Ultima I, saving the world from the forces of Evil in Ultima II requires that we not get too hung up on being Good. If we try to buy all of our equipment, food, and hit points (Ultima II persists with the bizarre mechanic of its two predecessors of making hit points a purchasable commodity), we find ourselves in a Sisyphus-like cycle of being able to earn just enough from killing monsters to keep ourselves in food and hit points, but not enough to buy better equipment or for doing any of a number of necessary things, like giving bribes to certain townspeople. To get ahead we need to, at a minimum, steal our food. Further, getting into a number of special areas requires keys that we can acquire only by attacking and killing town guards in cold blood.

Getting from continent to continent requires a ship. In the screenshot at above right we’ve used some of our ill-gotten keys to steal one from the village of Port Boniface. Once we deal with this sea monster that apparently lives in the harbor, we’ll be home free. Since towns reset themselves every time you leave and bloody murder has no other consequences, you eventually start feeling sort of like the CRPG Addict did when he played:

As far as I can tell (and I admit I didn’t keep a careful log), the only recurring characters are Lord British, Iolo, and Gwenno. The latter two are encased in a grassy area in…I don’t know. One of the towns. Remembering how I killed Gwenno for her key in Ultima I and having by now fully internalized my role as a serial killer, I landed a bi-plane in the grassy area and hacked them both to death.

For my part, I found that — gameplay tip here! — I could earn gold fastest by attacking this one townsperson who is always right at the entrance of the town of Le Jester in prehistoric Africa. I must have killed him and run out of town before the guards could get to me 500 times. Yes, Ultima II makes serial killers of us all.

Next time we’ll penetrate all the way into Minax’s lair in the Time of Legends. The assortment of monsters that greet us when we step through a time door to go there is a pretty good sign that we’re in the right place…

 
 

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The Wizardry and Ultima Sequels

By far the two biggest CRPGs of 1981 — bigger in fact than any that had come before by an order of magnitude or two — were Wizardry and Ultima. So, it was natural enough that the two biggest CRPGs of 1982 were a pair of sequels to those games. Some things never change.

Wizardry: Knight of Diamonds appeared in March of 1982, barely six months after its predecessor. It was more what we would today call an expansion than a full-fledged sequel, requiring that the player transfer in her characters — of 13th level or above — from the previous game. Still, in 1982 as today, putting out a solid expansion with new content for a bestselling game was a perfectly justifiable move, whether viewed as a fan wanting more to do or just in the cold light of economics. After all, Wizardry I was selling like crazy and causing a minor sensation in the computer press, and customers were clamoring for more.

Given the short time Robert Woodhead and Andrew Greenberg had to prepare Knight of Diamonds, major improvements to the game system could hardly be expected. Yet they did a very good job of leveraging the engine and the construction tools they had built for the first game, offering six more dungeon levels for high-level characters who had presumably already vanquished the evil wizard Werdna in Wizardry I. If it lacked the shock of the new that had accompanied that game, Knight is in many ways a better, tighter design. The player’s quest this time is to assemble the magical paraphernalia of a legendary knight in order to rescue the kingdom of Llylgamyn from something or other — the usual CRPG drill. The six pieces are each housed on a separate level of the dungeon. This gives a welcome motivation to thoroughly explore each level which is largely absent from Wizardry I, whose dungeon levels 5 through 9 literally contain nothing of interest other than monsters to fight to build up the party’s strength. Woodhead and Greenberg also slightly tweaked the game balance by making it impossible for a side that surprises another to use magic spells during that first, free attack round they get as a result. This has the welcome result of excising a scenario Wizardry I players had come to know all too well: getting surprised by a group of high-level magic users who proceed to take out the entire party with area-effect spells before anyone can do anything in response. It’s still possible to get into similar trouble in Knight of Diamonds when encountering monsters with non-magical special attacks, but the occurrence becomes blessedly much less common. Other oddities that almost smack of being bugs in the original, such as the strange ineffectiveness of some spells against all but the lowest level enemies, are also fixed, and of course there are also plenty of new, high-level monsters to learn about and develop counter-strategies against. For anyone who enjoyed the first game, Knight of Diamonds delivers plenty of the same sort of fun, with even more strategic depth and an even better sense of design.

Woodhead and Greenberg, then, did the safe, conservative thing with their sequel, leveraging their existing tools to give the gaming public more of what they had loved before, and very quickly and with minimal drama at that. It was a commercially astute move, one of the last that the pair and Sir-Tech would make for a franchise that they would soon mismanage to the brink of oblivion. The story of Ultima II, by contrast, is much longer and messier, spanning eighteen months rather than six and involving major technical changes, business failures, and some minor crises in the life of the young Richard Garriott. The game that finally emerged is also longer, messier, and much more problematic than Knight of Diamonds, but in its gonzo way more inspiring.

After finishing Ultima I, one thing was absolutely clear to Garriott: he had ridden BASIC as far as it would take him. As impressive as his game was technically, it was also painfully slow to play, even with the addition of a handful of assembly-language routines provided by a friend from his old job at Computerland, Ken Arnold. BASIC was also inherently less memory-efficient, an important factor to consider as Garriott’s design ideas got ever more grandiose. He therefore decided that, rather than get started immediately on Ultima II, he would learn assembly language first. He called his publisher, California Pacific, to see if they could help him out. They put him in touch with their star action-game programmer, Tom Luhrs, currently riding high on his game Apple-oids, an Asteroids clone that replaced asteroids with apples. In Garriott’s own words, Luhrs “held his hand” through an intense, self-imposed assembly-language boot camp that lasted about a month during his summer break from university. Without further ado, Garriott then started coding on the project that would become Ultima II.

He returned to Austin in the fall of 1981 to begin his junior year at the University of Texas, even as his studies there increasingly took a back seat to computer games and his deep involvement with his SCA friends. One particular course that semester would serve as a catalyst which made him choose once and for all between committing wholeheartedly to a career in games or getting a degree.

The story of Garriott’s class in 6809 assembly-language programming is one that he’s told many times over the years to various interviewers, who have nevertheless tended to report it slightly differently. The outline is clear enough. The Motorola 6809 was the successor to the older 6800. Like its predecessor, the 6809 never became a tremendously common choice of microcomputer manufacturers, perhaps due to its relatively high price. It did, however, find a home in Radio Shack’s Color Computer line. More important to our purposes is to recall the relationship of the earlier Motorola 6800 to the MOS 6502. Chuck Peddle had worked on the 6800 at Motorola, then left to join MOS, where he designed the 6502 as the cost-reduced version of the 6800 that Motorola had not been interested in building; the 6502 used a subset of the 6800’s instruction set. When Garriott started in his assembly-language class, he therefore found he could do all of the assignments by simply writing 6502 code, an instruction set with which he was by now very familiar. Problem was, students were graded not just on whether their programs worked, but also on whether they were properly written, taking maximum advantage of the more efficient instruction set of the 6809. Suddenly Garriott found himself failing the class, even though his programs all worked perfectly well.

That’s the story that’s always told, anyway, a story that conveniently casts the professor teaching the course as a sort of rigid, establishment ogre shaking his finger in the face of the original, freethinking Garriott and his practical hacker ethic. One version of the story, however, found in the book Dungeons and Dreamers, paints a less than flattering picture of Garriott as well:

He refused to learn what the new processor could do. Why should he? He completed his assignments, but he refused to include the latest features of the new processor in his work. His professor wasn’t amused and knocked points off Richard’s grade for each successive sign of intractability. With each dropped point, Richard’s motivation waned until he finally hit bottom: an F in the class, and a determination to get out. He just couldn’t take the demands of the professor seriously.

What seems pretty clear, at least from this version, is that young Richard by this stage could already be a difficult person to deal with, arrogant and uninterested in compromise. There’s no reason we should really blame him for that today. Barely 20 years old, he was already featuring in glossy magazines under his nom de plume Lord British, selling many thousands of games and making a lot of money. (Although, as we’ll see shortly, exactly how much is another of those details that are still somewhat in question.) How many young men wouldn’t become a bit arrogant under those circumstances, uninterested in sitting through boring classes offering knowledge they didn’t feel they needed? Suffice to say that it’s worth remembering that there was a prickly side to Garriott as we continue his story in this post and later ones.

With the decision made to drop not only the class but also university entirely, Richard was faced with the daunting prospect of telling his family about it. Said family was, in his own words, “painfully overeducated.” With an astronaut father, he had been raised in a culture of extreme achievement, in which graduate degrees were not so much an achievement as a baseline expectation; both of his parents and, eventually, all three of his siblings would have one or more. Now Richard had to tell his father, a man very skeptical of this whole games thing anyway, that he was going to drop out well short of his undergraduate degree to pursue them full time. “We were pretty sure he was going to kill Richard,” remembered his brother Robert. The conversation first ended in an uneasy compromise, in which Richard would come back to Houston to devote most of his time to his game, but would take part-time classes at the University of Houston. This he did, albeit in somewhat desultory fashion, for about a year, until his father finally accepted that the games industry offered more opportunity than university for Richard at this moment. “When this ends,” said his father, “you’ll go back to school and get a real job.” That day, of course, would never come.

In the midst of the crisis of the 6809 class, another was also unfolding in Garriott’s life. California Pacific, the publisher who had discovered Akalabeth and whose head Al Remmers had named Ultima, hit the financial skids. At first blush it’s hard to understand how CP could be in trouble; Akalabeth and Ultima had both been big hits. They had other bestsellers in their stable as well, such as the aforementioned Apple-oids, in an era when profit margins were absolutely astronomical in comparison to anything that would come later. Garriott has claimed from time to time that Remmers and the others at CP all had huge drug habits, that they literally smoked up all of their profits (and then some) and ran their company out of business. While this is suitably dramatic, it should be remembered that Garriott was in Texas while CP was based in California, and that they rarely met personally. I asked around a bit, but could find no smoking gun, no one who remembered drugs to be any more of a factor at CP than at many of the other California publishers, where they sometimes hovered around the edges of corporate social lives but rarely (the sad story of Bob Davis aside) took center stage. It seems at least as likely that CP, like so many other companies in this era run by ex-hobbyists and hackers, simply lacked anything in the way of practical business sense. To Richard, raised in the straitlaced bosom of the Johnson Space Center, a joint or two on the weekend might not have been readily distinguishable from hardcore drug addiction.

Regardless of the cause, CP went under in late 1981 owing Garriott a substantial amount of money. When we ask how substantial, however, the picture immediately becomes unclear again. In places Garriott has claimed that he literally received nothing from CP for Ultima, that they paid him only for Akalabeth. Yet Dungeons and Dreamers claims that by the time he enrolled in that 6809 course he had made “hundreds of thousands of dollars,” a figure that seems difficult to attribute to Akalabeth alone. In an interview with Warren Spector, he stated that he was making “many times more” than his astronaut father by that time, and that Ultima had been “five to ten times” as lucrative as Akalabeth. Further complicating all of this are the chronological errors that are rife in accounts of Garriott’s early career, which I’ve written about before. Some accounts, for instance, have Garriott quitting university in the aftermath of Ultima II, which is clearly incorrect, and perhaps reflects a conflation of his stay at the University of Texas with that at the University of Houston. So all we can confidently say is that CP went out of business owing Garriott something, and that he is still rather angry about it to this day, referring to CP as “dumb” and “bozos” in that Warren Spector interview. (All of which seems rather harsh language to employ against the folks that discovered him, named the franchise that made him famous, and largely created the whole legend of his alter ego Lord British, but so be it.) He briefly brought in his older brother Robert, who was pursuing an MBA at MIT, to try to collect from the failed company, but found that the old adage about blood and turnips definitely applied in this case.

Garriott may have suddenly been without a publisher, but he was also one of the most well-known personalities in adventure gaming. Other companies immediately started calling. Richard, as we already noted, was feeling his oats a bit by this time. He proved to be a very demanding signee, wanting a very high royalty rate. But the real sticking point was his demand that his game be packaged with an elaborate cloth map. That odd demand — remember, this was still before Infocom revolutionized computer-game packaging with Deadline — was yet another legacy of that busy fall of 1981, when he’d first seen a new movie called Time Bandits.

A production of George Harrison’s Handmade Films which involved many alumni of Monty Python, Time Bandits is the slightly manic story of a group of rogue dwarfs who go hopscotching through space and time with the aid of a map which charts gates or rips in the fabric of space-time that blink regularly in and out of existence. Garriott was of the perfect age and personality to fall for Monty Python’s brand of zany irreverence. What really fascinated him about the movie, though, and to an almost bizarre degree, was that map. He and his friends saw the movie again and again at the $1.00 matinee, trying to sketch as much of the map as they could from the brief glimpses of it they got during the movie. Richard, you see, thought that this mechanic would be perfect for his new game; he wanted to know how the map really worked. Eventually he came to the disillusioning realization that there was no logic to it, that it was a pretty prop and nothing more. Still, he wanted to put time gates in his game, and he wanted to include an ornate cloth map to chart them. As publishers soon learned to their chagrin, this was as un-negotiable as his royalty demands; Richard was willing to give up games and return to university for a “real” career if he couldn’t find someone willing to meet them. Luckily, in the end he did — and none other than On-Line Systems. Richard may have been difficult, but Ken Williams knew a software star when he saw one. By the time Ultima II was previewed in the March 1982 issue of Softline, the basics of its insanely ambitious design were all in place, including time travel to five different eras and space travel to all of the planets of the solar system. Also in place was the deal with On-Line.

Without the distractions of a full-time university course-load, Garriott could now work full-time on his new game. Yet progress proved slower than expected. He had jumped in at the deep end in attempting to code something as ambitious as this as literally his first assembly-language project, ever. Ken tried to be as patient and encouraging as possible, keeping his in-house programming staff available as a sort of technical-support hotline for Richard. When Richard truly looked to be foundering about mid-year, he invited him to stay in Oakhurst for a time in one of the flats he had bought up around town, to work in On-Line’s offices and enjoy the feedback and camaraderie of the group. It seems to be here that the relationship really began to deteriorate.

On-Line wasn’t exactly Animal House, but they did like to party and have their fun on occasion. Richard, who for all his early success and fame had nevertheless lived a very sheltered life, didn’t fit in at all. “I’m not sure they liked me,” he later said. I recently asked John Williams about Garriott’s time in Oakhurst. He stated that everyone did their best to welcome Richard. For his part, however, Richard showed no interest in attending parties or in any of the outdoor activities that just about everyone at On-Line enjoyed. Still, John stated:

On a personal level, I really liked Richard and I think most at Sierra did. He was scary smart, knew what he wanted and did what needed to be done to make it happen, and in general was just an impressive person. He was quite young then – but you could tell he was going places. I had no idea how far he would go then. Certainly I never would have guessed outer space – but if he had said he planned to go, I’d have believed him.

Perhaps the strains on Richard’s relationship with Ken arose from that very “impressiveness.” As John told me, “There are very few people as smart and driven as Ken — and Richard was one of them.” Both were accustomed to being the center of their social universes; after all, it’s not every kid who can convince his friends to spend hours in a movie theater watching the same film over and over, trying to copy an esoteric map onto paper from the most occasional onscreen glimpses. Ken could be gruff and even confrontational, particularly so with people he thought were really good but whom he also thought needed that extra push to reach their full potential. He may have thought Richard needed just this sort of pressure to finish a game On-Line had originally projected to release in April. Yet Richard, with two hit games under his belt and a big contract from Ken himself proving his worth, was unwilling to be treated as a junior partner in anything. Serious tension was the inevitable result.

At the end of it all Richard may have been heartily glad to return to the familiarity of suburban Houston, but his sojourn in California does seem to have accomplished Ken’s purpose of getting him onto some sort of track to just finish his game already. Ultima II finally appeared, complete with the cloth map and deluxe packaging Garriott had demanded, just in time for Christmas, and just as On-Line Systems changed their name to Sierra Online. (The original packaging uses the latter name, but the actual program still refers to the former.) For the game’s big debut on the all-important trade-show circuit, Garriott dutifully appeared in Sierra’s booth at that December’s San Francisco AppleFest as Lord British, dressed in his full SCA regalia.

The game he was promoting had taken a full eighteen months to create, an unprecedentedly long time even in comparison to previous monster efforts like Sierra’s own Time Zone. Like that game, Ultima II proved to be a deeply flawed design, whose internal messiness echoed much of the stress and confusion that had marked its maker’s life over the months of development. At the same time, however, it may have been a necessary step on the way to the later, more celebrated Ultimas. We’ll talk about both aspects next time.

 
 

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Transylvania

One day in 1979 Antonio Antiochia visited Eastern Michigan University with his father, who taught classes there on statistics and computers. Dad had some meetings to take, so he left Antonio in an empty computer lab, one of the few at the university equipped with real video terminals in lieu of the more common teletypes. The terminals were cool, but this was otherwise not an unusual scenario. Antonio had been hanging out at his father’s workplace for the past five years now, tinkering with the various big computers there. Now 13 years old, he could already program fairly well in FORTRAN and operate a keypunch machine. Indeed, he was all too familiar with the traditional method of mainframe programming — deliver a stack of cards to a friendly computer operator, then wait for the printed results. He had even spent many months working on a game. Called Terroron, it was an homage to the Japanese monster movies he loved; the player got to control a monster rampaging through a city. (From the great-minds-think-alike department: this is also the theme of Crush, Crumble, and Chomp!, arguably the most inspired use of the Automated Simulations DunjonQuest engine, as well as the later, more refined The Movie Monster Game.)

So, Antonio knew pretty well what he was doing as he started poking at one of the terminals to see what was what. He didn’t have an account on this system, but found that as Guest he had access to games. Not bad! Inside he found mostly the usual suspects, from Tic Tac Toe to The Oregon Trail. But wait, here was something new… something called ADVENT. He started the program, and was greeted with the text that launched a thousand careers and a million obsessions:

YOU ARE STANDING AT THE END OF A ROAD BEFORE A SMALL BRICK BUILDING. AROUND YOU IS A FOREST. A SMALL STREAM FLOWS OUT OF THE BUILDING AND DOWN A GULLY.

Antonio didn’t know quite what he was supposed to do next; for some reason this build of the game was missing the usual offer of instructions at the beginning. He flailed at it for a while and gave up. But it continued to tickle at the back of his mind, and a month or so later he tried again. This time he managed to find his way underground, and from there he was hooked. Terroron was quickly forgotten.

But when he finished Adventure at last, he had no more adventure games to play. It was the only one of its type on the university’s computers, and his family had no computer at home as yet. And he lacked the skill to make one of his own; working with text in FORTRAN was notoriously difficult. So, he used his imagination:

I came up with dozens of adventure plots in my spare time (and a few other games), drawing their outlines, their maps, etc., based on a wide variety of themes (a bit heavy on the fantasy genre) — simply out of the joy of creativity and discovery. It was cool.

Antonio had a particular reason to want to retreat into fantasy at this stage of his life. His mother, with whom he had been very close, had just died of cancer, leaving him and his father alone. The world inside his imaginary adventure games often felt much more welcoming than the real one.

One day Antonio mentioned Adventure to a friend of his from school, who in turn delivered the shocking news that there were a number of such games available on microcomputers, written by a guy named Scott Adams. The same friend told him about the Ann Arbor Community High School Computer Club, which had a collection of PCs available for use by the public for a small fee. Antonio became a regular there, playing the Scott Adams games and, eventually, starting to work on a real one of his own at last, a fantasy game called The Land of Ghaja; his adventure-gaming friend did him the final service of helping him to figure out how to parse text in BASIC. When the club was closed, he fed his addiction by visiting local computer stores and using their machines for as long as they would let him.

Antonio had of course been pestering his father for a computer of his own for months, and at last Dad could resist no longer. He brought home a new Apple II Plus, with the condition that the two would share it. Antonio quickly finished Land of Ghaja. “It was a little bit primitive,” he admits today. Still, he passed the game around his local circle of friends and fellow computer-club members, to a pretty good reception.

With time and privacy for his projects at last thanks to his father’s purchase, he started on another game that would benefit from what he had learned from the first. It would not only be more technically advanced, but would have a more unique setting. He was a big fan of Halloween and of classic movie horror of the Boris Karloff / Bela Lugosi / Lon Chaney, Jr. era. His new game would be horror — but a fun, retro, slightly campy sort of horror, more The Wolfman than the horror sensation of the moment, The Shining. Like one of his favorite movies, Abbot and Costello Meet Frankenstein, Antonio threw it all in: a werewolf, a vampire, even an alien and his UFO. He eventually named the game Transylvania. Not that he had ever been there or knew much of anything about the real place. His Transylvania was the land of old horror movies and tales and, of course, imagination.

Antonio’s father helped out as editor and coach. An Italian immigrant who spoke English with a strong accent, he nevertheless had an excellent command of English grammar and style, and was a steadfast source of encouragement. Antonio honed the game over a period of several months. Satisfied at last, he passed it among his friends and made plans to start another; the thought of doing anything else with it had yet to enter his mind. His father, meanwhile, had started ordering computer supplies from Mark Pelczarski’s post-SoftSide, pre-Penguin venture Micro Co-op. One day while placing an order over the phone he mentioned that his son had written a really impressive adventure game. Mark said that he was starting a publishing company (“Co-op Software”) to go along with the mail-order business. “Send it to us. We’d like to see it.” From that chance exchange was born the eventual Penguin Software’s first adventure game.

Mark immediately liked the game, but he was also aware that it was getting harder to sell pure text adventures on the Apple II in the wake of On-Line’s Hi-Res Adventure line. And there was something a little bit off about “the leader in Apple II graphics” releasing a game with no graphics. Could Antonio add some pictures? To help him, he was willing to give him all of his latest graphics software, including programs that would eventually become a part of The Graphics Magician, but that hadn’t yet been released at this point (summer 1981). Antonio wasn’t an artist and had no experience with computer graphics, but he was a trouper. While Penguin Software established and consolidated their position as “the graphics people,” Antonio sat at home laboriously drawing picture after picture using the software Mark had provided and the standard pair of paddles that came with every Apple II. Doing so ended up taking much more time than actually writing the game had — some nine months. His patient labor yielded some of the best graphics of the “hi-res adventure” era. (I’ve added a blurring effect to the image below and all of those that follow to try to convey what they would have looked like on a contemporary monitor, where the dithering would have smeared the pixels together to create many more apparent colors than the Apple II’s standard six. Our pixel-perfect digital screens otherwise just can’t do them justice.)

With the graphics done at last, Mark and the others at Penguin stepped in to do the final polishing. They cleaned up the original BASIC code, adding in some assembly-language routines to handle the graphics. And they put the game through considerable playtesting, adding responses to various actions that Antonio hadn’t anticipated. They also had some fun. “Werewolves of London,” the one hit single of the great Warren Zevon, was in heavy rotation at the Penguin offices as they worked on the game. Soon more and more of the song was finding its way into the game. Zevon’s caustic wit would have made an interesting contrast with Antonio’s more innocent monster-movie fixations, but in the end most of the former was edited out again. Messages like “He ripped your lungs out, Jim” just prompted too much confusion (“Who the heck is Jim?”) from people who didn’t know the song. Only one fragment remains in the released version.

The game that finally emerged from Penguin that summer of 1982 is one of the most charming of its genre and era. Yes, its parser and world model are extremely primitive in comparison to the contemporary games of Infocom. Yet it plays within its formal limitations beautifully. In fact, it’s an almost uniquely playable example of its type, thanks both to a lots of addition by subtraction — no maze, no guess-the-verb puzzles — and, well, lots of addition by addition: a collection of simple object-based puzzles that are commonsensical and play smartly within the strict limits set by the game’s technical underpinnings. The design as a whole is unusually open, crafted in a way that usually gives you lots of puzzles to work on in whatever order you choose. As Mark Pelczarski wrote in an email to me:

With Transylvania you could wander from puzzle to puzzle and see much of the Transylvania universe without getting stuck. At most points in the game there were maybe 3-5 or more open puzzles to solve. Each led you further into the game, but seldom was one single puzzle a sticking point or roadblock (until you solved all the others).

Given this level of non-linearity and the limited amount of text in the game, Transylvania is inevitably more of a pastiche of fragments taken from other fictions than a coherent narrative experience of its own. Early on we find a note which tells us in all of four words everything we need to know about the plot: that a Princess Sabrina is going to be killed at dawn (Ach! A time limit!) and that it’s up to us to rescue her.

A pastiche it may be, but Transylvania absolutely nails the half Gothic, half campy atmosphere of a classic Universal monster movie. And anyway, by the time they got to the 1940s and the likes of Frankenstein Meets the Wolfman or Abbot and Costello Meet Frankenstein, the Universal films were themselves little more than mix-and-match pastiches.

Like those movies, Transylvania has its chills, especially in the wandering werewolf and vampire who can creep up on you at any time, but there’s something almost comfortingly innocent about it all. This is safe horror that never trangresses certain well-understood boundaries.

Still, and just to remind us that it was after all written some 30 years after its inspirations went out of fashion, Antonio also threw in a UFO right out of Steven Spielberg.

Antonio told me recently that he had quite a twist on the classic monster movie in mind: that the vampire had actually come on the UFO, was actually an alien. He was “quite proud of myself and thought this was original” in this era before vampires were absolutely everywhere in pop culture, although it’s not something that can really be gleaned from the finished game. He describes the game today as “unsophisticated” but with a “simple playfulness” that makes it “likable.” I couldn’t agree more. Transylvania charmed me in a way akin to Ultima, the issue of another bright, precocious kid who wanted to pack as much cool stuff into his game as possible in the hope that you would like it all as much as he did.

Some time after Transylvania‘s release, and as Antonio was going through the surreal experience of coming home from school to find royalty checks for thousands of dollars in his mailbox, Penguin received a rather unusual package that came from an entire grade-school class in Australia. Its ostensible purpose was to ask for a hint book, but each kid in the class also contributed a crayon drawing inspired by the game. Antonio has kept and cherished the package to this day: “When I go through sad or frustrating times, I will sometimes read through those old letters to cheer myself up.” Indeed, making a class of schoolchildren happy is about as worthy an achievement as there is in life. I spend a lot of time on this blog talking about the progress of the art of ludic narrative and all that, but adventure games are most of all supposed to be fun, and are supposed to make people happy. And Transylvania delivers.

If you want to have some fun of your own, here’s an Apple II disk image of Transylvania. Or those of you with iOS devices can buy a port.

(My sincere thanks to Antonio Antiochia and, once again, to Mark Pelczarski for lending their memories and perspectives to this article.)

 
 

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The Magnificent Penguin

I recently was privileged to have quite an extensive series of email conversations with Mark Pelczarski, a man who played a variety of significant roles in the early software industry. I’m going to relate his story at some length here. Not only is it important in its own right, but it might also help to illustrate just how unique and, for those in the right place with the right skills, empowering those times were. As we move toward the end of 1982 in the chronology of the blog as a whole, we’re also moving into an inevitably more conventionally professional, even mercenary era. So, maybe this tale can also serve as a final goodbye to those halcyon earliest days of the American PC industry. As you’ll see, Mark’s career took in a huge swathe of history, and shows just how much could happen for a driven young man in an amazingly short span of time.

In 1970 a teenage Mark signed up for an introductory computer-programming course at his suburban Chicago high school, one of the few in the country to offer such a thing. The students programmed an IBM 1130 minicomputer housed in cabinets scattered around a special, air-conditioned room, from which mechanical clunks and chatters emitted whenever the computer was in operation. There was a cabinet for the punched-card reader, one for the printer, one for the memory (all of 16 K, mounted on a series of flat plates so that you could see each individual bit), one for the disk drives. In the center of it all was a control console that looked like something out of Star Trek, all flashing lights and switches. The students, however, rarely saw the beast they programmed. They designed and wrote out their FORTRAN programs on paper, then carefully pecked them out on a keypunch machine located in a room adjacent to the computer itself. Finally they delivered their cards to the computer operator, who fed them into the beast itself, and, hours later, delivered a printout showing what (if anything) had happened. That was the nature of the process in 1970 even for many professional programmers.

Still, young Mark was fascinated. He learned a lot during that year, thanks partly to a wonderful teacher, Paul Halac, who managed to cram more into this one-year high-school course than many computer-science majors get in their first year at university. Halac even made an arrangement with a local business to let a few of his exceptional students, Mark among them, visit one evening per week to experience a much more welcoming computing environment: our old friend HP Time-Shared BASIC. A big baseball fan, young Mark also spent some of his free time tinkering with a statistics-driven FORTRAN baseball simulation, which the powers-that-were graciously allowed him to try on the school’s computer. His program played the 1970 World Series again and again; he recalls today that “Baltimore won more frequently than Cincinnati,” just like in the real thing. The direction his life would take was pretty well set by this computer access, so rare for 1970.

University followed — specifically, the University of Illinois, where Mark managed to simultaneously earn a bachelor’s in mathematics and a master’s in education (with an emphasis on computer-aided instruction) in just four years. Here he was once again fortunate in his choice of educational institutions. The University of Illinois, you may remember, was the home base of PLATO, the pioneering and profoundly influential educational-computing network whose personalities, games, and culture would indelibly stamp the early PC era. Mark was hired by the computer-science department as a research assistant, which came with a wonderful perk: a key that gave him total access, day or night, to the building that housed the PLATO terminals. Next to that another bonus that would thrill most students, having his own office right there at the university, paled. He spent many hours hunched over a PLATO terminal, developing a new appreciation for computers as tools for entertainment, creativity, and socializing. In his role as research assistant, he also wrote papers on computer-aided instruction and programmed courseware in BASIC.

Soon after Mark left university, the trinity of 1977 appeared. Before the decade was over, he would have the chance to know all three intimately.

That year Mark was teaching math at another Illinois high school while also struggling to get a computer club started for his students in the face of decidedly limited resources. Early on, the club had no computer access at all; they could only write out their programs on paper and imagine them running on a real machine. (Incredibly, the class actually did very well in a programming contest hosted by a local college with their completely untested programs.) Eventually the school purchased a terminal and arranged with a local community college where Mark was teaching a night course on BASIC programming for dial-up access to their computer system. It was a long way from PLATO, but it was a start. Early in 1978, the school replaced the dumb terminal with a newer, cheaper option: a single TRS-80, which like the terminal had to be shared by all of the students in the computer club and Mark’s new course on “computer math.”

Soon after, Mark bought his first PC of his own — a Commodore PET. As we’ve had occasion to discuss before, the PET never quite attracted the same following in North America as did the TRS-80 and the Apple II, but a hungry if smaller market for games and other programs did exist. Mark wrote a simple football simulation and sold it to Cursor, a subscription service that distributed programs to PET owners on cassette. Soon after, however, he grew disillusioned with his purchase. The original PET’s BASIC was so riddled with bugs and oddities that you kind of have to wonder whether anyone at Commodore ever actually tried to use it at all before sending thousands of machines out the door. For example, the shift key’s function was inverted: you had to press shift to get lower case. (Since the PET was unique amongst the trinity in offering lower-case input at all, perhaps Commodore felt their customers should just shut up and live with this inconvenience.) Mark got fed up, and returned his PET to the store where he had bought it. His career as a software mogul would have to wait a while.

The next year, 1979, brought marriage and a new job teaching COBOL programming at Northern Illinois University. It also brought the Apple II Plus, which was, with its 48 K of memory and readily available floppy-disk drives, a much more refined and usable machine than any of the original trinity. Mark decided to take the microcomputer plunge again. He purchased the Apple, and, naturally, fell to tinkering again.

One aspect of the Apple II had made it unique right from its debut: its support for true bit-mapped graphics programmable on the pixel level, as opposed to the text and character graphics only of the TRS-80 and PET. Every single machine also shipped with a set of paddle controllers, like the aforementioned “hi-res graphics” mode a legacy of Steve Wozniak’s determination that every Apple II must be able to play a good game of Breakout. One fateful day a student of Mark’s who also owned an Apple II showed him a simplistic drawing program he had written in BASIC, which would let the user draw lines and shapes on the screen in hi-res mode using the paddles. Like that first exposure to computers nine years before, this moment would do much to determine the future direction of Mark’s life. The student, possibly with commercial intentions of his own, refused to tell Mark exactly how his program worked. But this demonstration of what was possible was enough. He went home and started hacking, learning as he went about this still relatively little used and little understood aspect of the machine.

Already that fall he had a program he thought he might be able to sell. Giving it the catchy name of “Drawing Program,” he put it on a disk along with a Space Invaders clone and a slot-machine simulation he had written, photocopied some instructions, and stuck it all in the Ziploc bag that was the standard packaging for software in this era. He started visiting local computer stores to demonstrate this new product of “MP Software,” and was happily surprised to discover that they were willing to trade him printers or RAM chips or sometimes even real money for his creation. It began to dawn on Mark that microcomputers could be more than a hobby. But if so, what next? Enter SoftSide.

Like so much else in this article, we’ve encountered SoftSide before in this blog. Founded by Roger Robitaille in 1978 and somewhat forgotten today, it is nevertheless of immense historical importance: as, in its original TRS-80-specific format, the first magazine to focus on a single consumer platform; as the original home of Lance Micklus’s landmark Dog Star Adventure, the urtext of a thousand bedroom-coded BASIC text adventures; as a great booster of the potential of adventure games in general; and as an advertising and/or editorial outlet for the thoughts and work of important early software figures like Scott Adams, the aforementioned Lance Micklus, Ken and Roberta Williams, Doug Carlston, and, soon enough, Mark Pelczarski. That said, the magazine’s importance almost pales next to that of its adjunct, the TRS-80 Software Exchange, which was a vital step on the path toward a real software industry. With its non-exclusive distribution agreements and other author-friendly terms, it enabled those listed above and many more to sell their software nationwide for the first time. In my recent discussions with Mark Pelczarski, he confirmed something I had long suspected, that the magazine was essentially viewed by Robitaille as a promotional tool for his real business of selling software. Indeed, he developed a neat sort of synergy between the two organs. Most readers bought SoftSide for its many BASIC listings for games and other programs — listings that looked appealing but were tedious to enter and prone to typos on the part of both the magazine’s staff and the poor soul trying to copy all of that spaghetti code into her computer. Therefore each SoftSide always included an offer to just buy the things on tape or disk and be done with it. Later SoftSide started offering a service to automatically receive all of each issue’s programs on cassette every month.

The TRS-80 had been the really hot microcomputer when SoftSide was born in late 1978, but by a year later the Apple II also was taking off in a big way in the wake of the II Plus model, about to eclipse the TRS-80 in the vibrancy of its user community and software support if not (immediately) sales. That market looked like a good place for SoftSide to be. And sure enough, one day when flipping through an issue at a newsstand, Mark came across an advertisement for an editor for a new Apple II edition of the magazine. At 25 years old, with exactly zero experience in publishing of any sort, he applied — and was hired as editor of the new magazine, to be called AppleSeed. Those were unusual times, in which just about everyone in the PC industry was an amateur faking it and/or learning as they went. The January 1980 edition was the only one to appear as AppleSeed; they were threatened by an already litigious Apple, and had to change their name to simply SoftSide Apple Edition for the February issue. Mark worked on the magazine from Illinois for the first months. After the spring 1980 semester was done, however, he honored an agreement he had made with Robitaille before taking the job. He quit his comfortable teaching job at Northern Illinois and trekked eastward with his wife Cheryl to Milford, New Hampshire, home of SoftSide‘s offices.

SoftSide in both its TRS-80 and Apple II incarnations was a digest-sized black-and-white publication printed on cheap paper, very similar to the pre-2005 TV Guide. Feeling that a different format was needed for the magazine to get noticed at newsstands and continue to grow, Mark and some of the other staff convinced Robitaille to remake it as a glossy, full-sized magazine. Robitaille decided at the same time to go with a single edition that catered to not just the Apple II and TRS-80 but also newer machines like the Atari 400 and 800. Robitaille asked Mark to oversee the Apple II-oriented sections of the new magazine and to write each issue’s editorial and plenty of additional content, along with many of the type-in program listings which were still the magazine’s main raison d’être.

But there was also still that drawing program, which Mark had continued to tweak and expand over the months. He believes that it was either Robitaille or, most likely, another SoftSide stalwart named George Blank who finally came up with a proper name for it: The Magic Paintbrush. Mark began selling it through what was now called simply The Software Exchange in the wake of Robitaille’s decision to begin dealing in software for most PCs. He labeled it a product of “MP Software,” which could conveniently stand for either “Mark Pelczarski” or “Magic Paintbrush.” The Magic Paintbrush became one of many programs to be accepted by the SoftSide operation during Mark’s tenure whose significance would become clear only in retrospect — programs like the Williams’ Mystery House and Doug Carlston’s Galactic trilogy, not to mention the one that in a very real way made the microcomputer industry, VisiCalc.

Still, times were changing, and the writing was on the wall for the Software Exchange’s brand of non-exclusive software publication. Already many, not least Personal Software of VisiCalc fame, were using the operation not so much as a publisher but as a mail-order storefront, packaging their own software under their own logo and simply advertising it through the Software Exchange. Just a month after the new incarnation of SoftSide appeared, the first issue of the legendary Apple II-specific magazine Softalk arrived. Still fondly remembered today, Softalk became something of a model for the new breed of slick, ordinary-consumer-friendly, often platform-specific computer magazines that would flourish throughout the 1980s. Softalk featured a wide variety of voices within its pages on a wide variety of topics, from program listings to technical explanations to the “soft,” human-interest stories on the personalities behind the Apple II industry that the magazine always did exceptionally well and is most beloved for today. Also present were lots of outside advertisements from, among others, the many publishers that were springing up to slowly obsolete the likes of the Software Exchange. Robitaille, meanwhile, continued to include articles from just a handful of regular contributors and continued to reject outside advertising. With its usefulness diluted by its need to address so many platforms and its editorial integrity compromised somewhat, at least in the eyes of many readers, by its function as a front for a software sales operation, SoftSide‘s popularity waned in comparison with that of Softalk amongst Apple II owners. This situation caused some angst for Mark, himself after all an Apple II loyalist. At the end of 1980, with he and his wife homesick on top of everything else, he resigned as editor, although he would continue to write programs and a column for SoftSide for some months more. The couple moved back to Chicago.

It was, once again, time to ponder next moves. Having been so involved with the Software Exchange, Mark fell to considering whether there might be a better model for selling software via mail order. Inspiration came from an unlikely source.

During the 1970s Mark had spent several summers staying with friends in Berkeley, California, where he had learned to be quite the outdoorsman. He had hiked Tijuana and British Columbia, Yosemite and Kings Canyon, Half Dome and the Grand Canyon. He’d bought most of his equipment for these adventures from REI (Recreational Equipment, Inc.), and been very impressed with the experience. A co-operative with members rather than customers, REI emphasized service and information, to the extent that actually selling merchandise often seemed rather a secondary goal of the whole operation. Mark told me of purchasing a tent whose fiberglass poles started to split after several years of use. When he asked REI whether he could buy replacements, they gave him a set of new, redesigned poles for nothing, which he still uses to this day. Mark and Cheryl decided to found a new venture called Micro Co-op on the REI model. They would stock only software that they considered truly worthwhile, and would sell it through a catalog that emphasized information and customer empowerment rather than the hard sell, with unbiased comparative reviews by Mark himself.

Meanwhile Mark continued to tinker with his drawing program. On-Line’s recent The Wizard and the Princess had revolutionized Apple II graphics in two ways: through its use of vector drawing routines to pack a heretofore inconceivable number of pictures on a single disk, which we’ll talk about again shortly; and through its use of dithering to make the Apple II’s meager six colors look like many more. Mark found that he could make about a hundred colors by mixing the basic six, as long as you stood far enough back from the monitor that the pixels blended. Cheryl got used to the shouts of excitement from his office: “I figured out a way to get four more!” He incorporated these revelations into a new drawing program to sell through Micro Co-op as a product of “Co-op Software”: The Complete Graphics System. The “complete” was perhaps overambitious, but it was at least more complete than anything else at the time. From its first advertisement in May of 1981, it became a hit — such a hit that it forced Mark to consider whether there was any point in continuing Micro Co-op in lieu of becoming a full-time developer and publisher. Within days CGS was bringing in more than the rest of the operation combined; the answer soon seemed obvious. But what to call this new venture that was about to swallow the old? Once again inspiration came from an unlikely source.

During the previous year, a reader of SoftSide had sent in a legitimate query about a program published in an earlier issue with an off-the-wall postscript: what, he asked, do the initials in MP Software stand for? Mark was apparently in a silly mood, because he replied, as printed in the October 1980 edition of the magazine, that they stood for neither “Mark Pelczarski” nor “Magic Paintbrush,” but rather “Magnificent Penguin,” accompanying the reply with a little doodle of the bird in question. Partly it was just inanity for inanity’s sake, partly an homage to the inanity of Monty Python (another coincidental MP). When the time came to release CGS, Mark incorporated a similar doodle into the Co-op Software logo on the box, again more just for the hell of it than due to any conscious reasoning. Shortly after, one David Lubar wrote about CGS in a comparison of graphics software for Creative Computing; the section dedicated to CGS he labeled “Penguin Graphics.” Co-op Software wasn’t the catchiest name for a software publisher, and “Penguin” did have a certain ring to it… and so Penguin Software was born.

David Lubar’s review did more than give Penguin its name. It also prompted the two men to talk and begin to exchange ideas. David was also a talented programmer who had been dabbling in graphics programming for some months, developing a variety of quite sophisticated transformations — flipping pictures side-to-side or upside-down, or creating color image “negatives” or mirror images. Together the two devised the concept of painting with custom “brushes” of different patterns, implementing many of the concepts that have remained with paint programs to this day. Given the pioneering work done in computer graphics at places like Xerox PARC, it’s arguable how much of this was truly new to the world, but it was devised by Mark and David, who lacked any experience in such environments, from essentially whole cloth. (That such pioneering work was left unpatented and thus free to be further developed is something to be thankful for in these days when Apple and Samsung war over who first thought of rounded corners.) The first fruit of their joint labor appeared in October of 1981 as Special Effects, an add-on to CGS which admittedly did rather give the lie to its name. (The two packages were eventually sold together as The Complete Graphics System II). Key to the appeal of these programs was the way that the documentation described how to use the images you created in your own program, whether it be an arcade game, a graphic adventure in the On-Line mold, or something else. Penguin could soon begin calling themselves, without hyperbole, “the leader in Apple II graphics.” But even better graphics software was still to come.

For some time now people had been inquiring just how On-Line managed to get so many pictures on a single disk in their Hi-Res Adventure line. (For example, in one of those discoveries that can make trolling through the old magazines so much fun, you’ll find a letter from a young Brian Fargo in the January 1982 Softline asking just that.) As I explained in a much earlier post, Ken Williams’s genius here was to store each picture on disk not as a grid of static pixels but as a series of instructions that the computer could use to “draw” the picture all over again. For their next release, The Graphics Magician, Mark and David implemented this technique into their own storage routines, with similarly huge space savings. At last developers had the ideal tool for crafting adventure-game graphics, as well as pictures for many other purposes. They could also now use The Graphics Magician to make animations, thanks to some input from a third programmer, Chris Jochumson, whom Mark bumped into one day in Doug Carlston’s living room.

The Graphics Magician was also unusually user friendly (a term much in vogue at the time) in ways that had nothing to do with the actual program on the disk.

First, Mark took the near-revolutionary step of releasing it with no copy protection whatsoever, a move that such luminaries as Al Tommervik, publisher of Softalk, pronounced tantamount to suicide. Developers could secure their investment by making all the backup copies they wanted. That may seem like an obvious “feature” for a serious application today, but in 1982 it was very unusual. Even VisiCalc, the most serious, business-oriented application there was, was designed to be uncopyable. When your disk failed, you simply had to put your business on hold while you waited for a replacement under VisiCorp’s warranty which was hardly a warranty at all; a new disk could cost you up to $40. Those for whom VisiCalc was a truly critical application soon took to simply buying two copies from the start. Penguin’s rejection of copy protection for The Graphics Magician thus made a real rhetorical statement about the rights of users in an industry heretofore obsessed only with those of creators to protect themselves from piracy. In its wake — and that of Penguin’s spectacular failure to go out of business as a result — other publishers slowly began to follow its example. Soon applications software was expected by everyone to be free from copy protection as a matter of course, although games, always the pirates’ favorite and a market with much thinner profit margins, would not follow suit.

Second, this quite inexpensive package, with a list price of just $60 and a street price of considerably less, could nevertheless be freely used to create commercial games with no further licensing. There was just one requirement, a stroke of near genius on Mark’s part: the work in question had to prominently credit the software that had been used to create it. Soon credits screens like this one (from the SAGA version of Scott Adams’s Pirate Adventure) were everywhere, giving Penguin an unbelievable amount of free advertising — and through their competitors’ products at that.

In the wake of The Graphics Magician, adventures with graphics got a whole lot easier to make. Soon they were everywhere, all but swamping pure text adventures on the Apple II. Well before the end of 1982 Penguin stopped calling themselves “the leader in Apple II graphics.” Now they were just “the graphics people,” virtually unchallenged within their niche.

Mark was also firmly ensconced in what Doug Carlston called the “Brotherhood” as the clock slowly ran down on this era of friendly sharing and not terribly competitive competition. He socialized with the Carlstons, the Williams, the Tommerviks; chatted with Mitch Kapor about the project that would become Lotus 1-2-3; discussed adventure games with Scott Adams and Marc Blank. He had long ago been shocked to realize that he was making more money each month with Penguin than he had in a year of teaching. Penguin was a big success, almost accidentally so, all on the strength of essentially that one program he had first begun to develop back in 1979. Masters of their niche, they could think about diversification. Indeed, they were suddenly attracting outsiders with programs — mostly games, usually created using their own graphics software — which they were eager to have Penguin consider. We’ll look at one of those next time.

 
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Posted by on September 28, 2012 in Digital Antiquaria, Interactive Fiction

 

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