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Category Archives: Interactive Fiction

Will Wright’s City in a Box

Will Wright, 1990

Will Wright, 1990

In “The Seventh Sally,” a story by the great Polish science-fiction writer Stanislaw Lem, a god-like “constructor” named Trurl comes upon a former tyrant named Excelsius, now exiled to a lonely asteroid by the peoples of the planets he used to terrorize. Upon learning of Trurl’s powers, Excelsius demands that he restore him to his throne. Trurl, however, is wise enough to consider what suffering Excelsius’s reinstatement would bring to his subjects. So, he instead fashions an intricate simulacrum of a kingdom for Excelsius to rule over.

And all of this, connected, mounted, and ground to precision, fit into a box, and not a very large box, but just the size that could be carried about with ease. This Trurl presented to Excelsius, to rule and have dominion over forever; but first he showed him where the input and output of his brand-new kingdom were, and how to program wars, quell rebellions, exact tribute, collect taxes, and also instructed him in the critical points and transition states of that microminiaturized society — in other words the maxima and minima of palace coups and revolutions — and explained everything so well that the king, an old hand in the running of tyrannies, instantly grasped the directions and, without hesitation, while the constructor watched, issued a few trial proclamations, correctly manipulating the control knobs, which were carved with imperial eagles and regal lions. These proclamations declared a state of emergency, martial law, a curfew, and a special levy. After a year had passed in the kingdom, which amounted to hardly a minute for Trurl and the king, by an act of the greatest magnanimity — that is, by a flick of the finger at the controls — the king abolished one death penalty, lightened the levy, and deigned to annul the state of emergency, whereupon a tumultuous cry of gratitude, like the squeaking of tiny mice lifted by their tails, rose up from the box, and through its curved glass cover one could see, on the dusty highways and along the banks of lazy rivers that reflected the fluffy clouds, the people rejoicing and praising the great and unsurpassed benevolence of their sovereign lord.

And so, though at first he had felt insulted by Trurl’s gift, in that the kingdom was too small and very like a child’s toy, the monarch saw that the thick glass lid made everything inside seem large; perhaps too he duly understood that size was not what mattered here, for government is not measured in meters and kilograms, and emotions are somehow the same, whether experienced by giants or dwarfs — and so he thanked the constructor, if somewhat stiffly. Who knows, he might even have liked to order him thrown in chains and tortured to death, just to be safe — that would have been a sure way of nipping in the bud any gossip about how some common vagabond tinkerer presented a mighty monarch with a kingdom. Excelsius was sensible enough, however, to see that this was out of the question, owing to a very fundamental disproportion, for fleas could sooner take their host into captivity than the king’s army seize Trurl. So with another cold nod, he stuck his orb and scepter under his arm, lifted the box kingdom with a grunt, and took it to his humble hut of exile. And as blazing day alternated with murky night outside, according to the rhythm of the asteroid’s rotation, the king, who was acknowledged by his subjects as the greatest in the world, diligently reigned, bidding this, forbidding that, beheading, rewarding — in all these ways incessantly spurring his little ones on to perfect fealty and worship of the throne.

When first published in 1965, Lem’s tale was the most purely speculative of speculative fictions, set as it was thousands if not millions of years in the future. Yet it would take just another quarter of a century before real-world Excelsiuses got the chance to play with little boxed kingdoms of their own, nurturing their subjects and tormenting them as the mood struck. The new strain of living, dynamic worlds filled with apparently living, dynamic beings was soon given the name of “god game” to distinguish it from the more static games of war and grand strategy that had preceded it.

The first of the great god-game constructors, the one whose name would always be most associated with the genre, was a hyperactive chain-smoking, chain-talking Southerner named Will Wright. This is the story of him and his first living world — or, actually, living city — in a box.


 

Will Wright has always been a constructor. As a boy in the 1960s and 1970s, he built hundreds of models of ships, cars, and planes. At age 10, he made a replica of the bridge of the Enterprise out of balsa wood and lugged it to a Star Trek convention; it won a prize there, the first of many Wright would get to enjoy during his life. When developments in electronics miniaturization made it possible, he started making his creations move, constructing primitive robots out of Lego bricks, model kits, and the contents of his local Radio Shack’s wall of hobbyist doodads. In 1980, the 20-year-old Wright and his partner Rick Doherty won the U.S. Express, an illegal coast-to-coast automobile race created by the organizer of the earlier Cannonball Run. A fighter jet’s worth of electronics allowed them to drive from New York City to Santa Monica in 33 hours and 39 minutes in a Mazda RX-7, cruising for long stretches of time at 120 miles per hour.

Wright was able to indulge these passions and others thanks to his late father, a materials engineer who invented a lucrative new process for manufacturing plastic packaging before dying of leukemia when his son was just 9 years old. His widow was very patient with her eccentric tinkerer of a son, similar in some ways to his practical-minded father but in others very different. Wright spent five years at various universities in and out of his home state of Louisiana, excelling in the subjects that caught his fancy — like architecture, economics, mechanical engineering, and military history — while ignoring entirely all the others. Through it all, his mother never put any undue pressure on him to settle on something, buckle down, and get an actual degree. When he told her in no uncertain terms that he wouldn’t be taking over the family business his father had left in trust for him, she accepted that as well. Yet even she must have struggled to accept the notion of her 22-year-old son running off to California with Joell Jones, a painter 11 years his senior; the two had bonded when Jones severed a nerve in her wrist and Wright built a gadget out of metal and rubber bands to allow her to continue to paint. The two would marry in 1984.

Given his love for electronic gadgetry, it will likely come as no surprise that Wright was snared quickly by the nascent PC revolution. Already by 1980 he had added an Apple II to his collection of toys, and with it computer programming and computer gaming to his long list of hobbies; his first computerized love was Bruce Artwick’s primitive original Flight Simulator. But it was only after moving to Oakland with Jones that he started thinking seriously about writing a game of his own. This first and arguably last entirely practical, commercial project of his life was apparently prompted by his now living permanently away from home, an adult at last. At some point even a dreamer has to do something with his life, and making computer games seemed as good a choice as any.

His first game was in some ways the antithesis of everything he would do later: a conventional experience in a proven genre, a game designed to suit the existing market rather than a game designed to create its own new market, and the only Will Wright game that can actually be won in the conventional sense. Like many games of its era, its design was inspired by a technical trick. Wright, who had moved on from his Apple II to a Commodore 64 by this time, had figured out a way to scroll smoothly over what appeared to be a single huge background image. “I knew the Apple couldn’t begin to move that much in the way of graphics around the screen that quickly,” he says. “So I designed the game around that feature.”

Raid on Bungeling Bay on the Commodore 64

Raid on Bungeling Bay on the Commodore 64

Raid on Bungeling Bay owed a lot to Choplifter and a little to Beach-Head, sending you off in a futuristic helicopter to strike at the heart of the evil Bungeling Empire, returning when necessary to your home base for repairs and more ammunition. The most impressive aspect of the game, even more so than its graphical tricks, was the sophisticated modeling of the enemy forces. The Bungeling factories would turn out more advanced hardware as time went on, while your ability and need to disrupt supply lines and to monitor and attack the enemy on multiple fronts created a craving for at least a modicum of strategy as well as reflexes.

Wright sold Raid on Bungeling Bay to Brøderbund Software, who published it in 1984, whereupon it sold a reasonable if hardly overwhelming 30,000 copies on the Commodore 64. But, in contrast to so many of its peers, that wasn’t the end of the story. Hudson Soft in Japan took note of the game, paying Brøderbund and Wright for the right to make it into a cartridge for the Nintendo Entertainment System. Wright claims it sold an astonishing 750,000 copies on the NES in Japan and later the United States, giving him a steady income while he played around with the ideas that would become his next project, the one that would really make his name.

As it happened, the first project merged into the second almost seamlessly. Wright had written a tool for his own use in creating the Bungeling Empire’s cities, a little world editor that would let him scroll around a virtual space, laying down tiles to represent land and sea, factories and gun turrets. He realized at some point — perhaps after his game had shipped and yet he was still tinkering with his world inside the editor — that he found this task of creation much more compelling than the act of destruction that was actually playing the game. Might there be others who felt like him? Based on the success of Electronic Arts’s Pinball Construction Set, a program he hugely admired, he thought there just might be.

One fateful day Wright shared his world editor and his still half-baked ideas about what to do with it with his neighbor Bruce Joffe. An established architect and urban planner, Joffe had studied under Jay Wright Forrester at MIT, generally regarded as the founder of the entire field of system dynamics — i.e., using a computer to simulate a complex, dynamic reality. When he saw Wright’s little Bungeling Empire cities, Joffe was immediately reminded of Forrester’s work. He wasted no time in telling his friend that he really needed to check this guy out.

Even though the two have never to my knowledge met, Jay Wright Forrester and Will Wright were a match made in heaven; they shared much beyond the name of “Wright.” Both, to name one example, got their start in the field of simulation with a flight simulator, Jay Wright Forrester trying to build one and Will Wright trying to figure out how Bruce Artwick’s Flight Simulator really worked.

Driven by his desire to make a flight simulator, Forrester had been instrumental in the creation of Whirlwind, the first real computer, in the sense that we understand the term today, to be built in the United States. [1]The more canonical example in American textbooks, the ENIAC, could only be “programmed” by physically rewiring its internals. It’s probably better understood as an elaborate calculating machine than a true computer; its original purpose was to calculate static artillery firing tables. As in so many things, politics plays a role in ENIAC’s anointment. The first computer programmable entirely in software, pre-dating even Whirlwind, was EDSAC-1, built at Cambridge University in Britain. That such a feat was first managed abroad seems to be just a bit more than some Americans in Silicon Valley and elsewhere can bring themselves to accept. The flight simulator never quite came together, but an undaunted Forrester moved on to Project SAGE, an air-defense early-warning system that became easily the most elaborate computing project of the 1950s. From there, he pioneered economic and industrial modeling on computers, and finally, in the late 1960s, arrived at what he called “urban dynamics.” Forrester’s urban modeling created a firestorm of controversy among city planners and social activists; as he put it in his dry way, it “was the first of my modeling work that produced strong, emotional reactions.” He was accused of everything from incompetence to racism when his models insisted that low-cost urban public housing, heretofore widely regarded as a potent tool for fighting poverty, was in reality “a powerful tool for creating poverty, not alleviating it.”

Of more immediate interest to us, however, is the reaction one Will Wright had to Forrester’s work many years after all the controversy had died away. The jacket copy of Forrester’s book Urban Dynamics reads like a synopsis of the simulation Wright was now about to create on a microcomputer: “a computer model describing the major internal forces controlling the balance of population, housing, and industry within an urban area,” which “simulates the life cycle of a city and predicts the impact of proposed remedies on the system.” When Wright’s neighbor Joffe had studied under Forrester in the 1970s, the latter had been constructing physical scale models of his urban subjects, updating them as time went on with the latest data extracted from his computer programs. If he could build a similar program to live behind his graphical Bungeling Empire cities, Wright would have found a much easier way to study the lives of cities. At about the same time that he had that initial conversation with Joffe, Wright happened to read the Stanislaw Lem story that opened this article. If he needed further inspiration to create his own city in a box, he found plenty of it there.

Never one to shy away from difficult or esoteric academic literature, Wright plunged into the arcane theoretical world of system dynamics. He wound up drawing almost as much from John Horton Conway’s 1970 Game of Life, another major landmark in the field, as he did from Forrester. Wright:

System dynamics is a way to look at a system and divide it into, basically, stocks and flows. Stocks are quantities, like population, and flows are rates, like the death rate, the birth rate, immigration. You can model almost anything using those two features. That was how he [Forrester] started system dynamics and that was the approach he took to his modeling. I uncovered his stuff when I started working on SimCity and started teaching myself modeling techniques. I also came across the more recent stuff with cellular automata [i.e., Conway’s Game of Life], and SimCity is really a hybrid of those two approaches. Because his [Forrester’s] approach was not spatial at all, whereas the cellular automata gives you a lot of really interesting spatial tools for propagation, network flow, proximity, and so forth. So the fact that pollution starts here, spreads over here, and slowly gets less and less, and you can actually simulate propagation waves through these spatial structures. So SimCity in some sense is like a big three-dimensional cellular automata, with each layer being some feature of the landscape like crime or pollution or land value. But the layers can interact on the third dimension. So the layers of crime and pollution can impact the land-value layer.

This description subtly reveals something about the eventual SimCity that is too often misunderstood. The model of urban planning that underpins Wright’s simulation is grossly simplified and, often, grossly biased to match its author’s own preexisting political views. SimCity is far more defensible as an abstract exploration of system dynamics than as a concrete contribution to urban planning. All this talk about “stocks” and “flows” illustrates where Wright’s passion truly lay. For him the what that was being simulated was less interesting than the way it was being simulated. Wright:

I think the primary goal of this [SimCity] is to show people how intertwined such things can get. I’m not so concerned with predicting the future accurately as I am with showing which things have influence over which other things, sort of a chaos introduction, where the system is so complex that it can get very hard to predict the future ramifications of a decision or policy.

After working on the idea for about six months, Wright brought a very primitive SimCity to Brøderbund, who were intrigued enough to sign him to a contract. But over the next year or so of work a disturbing trend manifested. Each time Wright would bring the latest version to Brøderbund, they’d nod approvingly as he showed all the latest features, only to ask, gently but persistently, a question Wright learned to loathe: when would he be making an actual game out of the simulation? You know, something with a winning state, perhaps with a computer opponent to play against?

Even as it was, SimCity was hardly without challenge. You had to plan and manage your city reasonably well or it would go bankrupt or drown in a sea of crime or other urban blights and you, the mayor, would get run out of town on a rail. Yet it was also true that there wasn’t a conventional winning screen to go along with all those potential losing ones. Wright tried to explain that the simulation was the game, that the fun would come from trying things out in this huge, wide-open possibility space and seeing what happened. He thought he had ample evidence from his friends that he wasn’t the only one who liked to play this way. They would dutifully build their cities to a point and then, just like Excelsius in the story, would have just as much fun tearing them down, just to see what happened. Indeed, they found the virtual destruction so enjoyable that Wright added disasters to the program — fires, earthquakes, tornadoes, even a rampaging Godzilla monster — that they could unleash at will. As with everything else in SimCity, the motivation for a player consciously choosing to destroy all her labor was just to see what would happen. After all, you could always save the game first. Wright:

When I first started showing the Commodore version, the only thing that was in there was a bulldozer, basically to erase mistakes. So if you accidentally built a road or a building in the wrong place you could erase it with the bulldozer. What I found was that, invariably, in the first five minutes people would discover the bulldozer, and they would blow up a building with it by accident. And then they would laugh. And then they would go and attack the city with the bulldozer. And they’d blow up all the buildings, and they’d be laughing their heads off. And it really intrigued me because it was like someone coming across an ant pile and poking it with a stick to see what happens. And they would get that out of their system in about ten minutes, and then they would realize that the hard part wasn’t destroying, but building it back up. And so people would have a great time destroying the city with a bulldozer, and then they would discover, “Wow, the power’s out. Wow, there’s a fire starting.” And that’s when they would start the rebuilding process, and that’s what would really hook them. Because they would realize that the destruction was so easy in this game, it was the creation that was the hard part. And this is back when all games were about destruction. After seeing that happen with so many people, I finally decided, “Well I might as well let them get it out of their systems. I’ll add disasters to the game.” And that’s what gave me the idea for the disasters menu.

Wright asked Brøderbund to look at his “game” not as a conventional zero-sum ludic experience, but as a doll house or a train set, an open-ended, interactive creative experience — or, to use the term the market would later choose, as a “sandbox” for the player. Wright:

I think it [sandbox gaming] attracts a different kind of player. In fact, some people play it very goal-directed. What it really does is force you to determine the goals. So when you start SimCity, one of the most interesting things that happens is that you have to decide, “What do I want to make? Do I want to make the biggest possible city, or the city with the happiest residents, or the most parks, or the lowest crime?” Every time you have to idealize in your head, “What does the ideal city mean to me?” It requires a bit more motivated player. What that buys you in a sense is more replayability because we aren’t enforcing any strict goal on you. We could have said, “Get your city to 10,000 people in ten years or you lose.” And you would always have to play that way. And there would be strategies to get there, and people would figure out the strategies, and that would be that. By leaving it more open-ended, people can play the game in a lot of different ways. And that’s where it becomes more like a toy.

But Brøderbund just couldn’t seem to understand what he was on about. At last, Wright and his publisher parted ways in a haze of mutual incomprehension. By the time they did so, the Commodore 64 SimCity was essentially complete; it would finally be released virtually unchanged more than two years later.

SimCity on the Commodore 64

SimCity on the Commodore 64

For the moment, though, nobody seemed interested at all. After halfheartedly shopping SimCity around to some other publishers (among them Cinemaware) without a bite, Wright largely gave up on the idea of ever getting it released. But then in early 1987, with SimCity apparently dead in the water, he was invited to a pizza party for game developers hosted by a young businessman named Jeff Braun. Braun, who envisioned himself as the next great software entrepreneur, had an ulterior motive: he was looking for the next great game idea. “Will is a very shy guy, and he was sitting by himself, and I felt sorry for him,” Braun says. In marked contrast to Brøderbund, Braun saw the appeal of SimCity before he ever even saw the program in action, as soon as a very reluctant, thoroughly dispirited Wright started to tell him about it. His interest was piqued despite Wright being far from a compelling pitchman: “Will kept saying that this won’t work, that no one likes it.”

Braun nevertheless suggested that he and Wright found their own little company to port the program from the Commodore 64 to the Apple Macintosh and Commodore Amiga, more expensive machines whose older and presumably more sophisticated buyers might be more receptive to the idea of an urban-planning simulation. Thus was Maxis Software born.

Wright ported the heart of the simulation from Commodore 64 assembler to platform-independent C while a few other programmers Braun had found developed user interfaces and graphics for the Macintosh and Amiga. The simulation grew somewhat more complex on the bigger machines, but not as much as you might think. “It got more elaborate, more layers were added, and there was higher resolution on the map,” says Wright, “but it had the same basic structure for the simulation and the same basic sets of tools.”

SimCity on the Macintosh

SimCity on the Macintosh

While Wright and the other programmers were finishing up the new versions of SimCity, Braun scared up a very surprising partner for their tiny company. He visited Brøderbund again with the latest versions, and found them much more receptive to Wright’s project this time around, a switch that Wright attributes to the generally “more impressive” new versions and the fact that by this point “the market was getting into much more interesting games.” Still somewhat concerned about how gamers would perceive Wright’s non-game, Brøderbund did convince Maxis to add a set of optional “scenarios” to the sandbox simulation, time-limited challenges the player could either meet or fail to meet, thus definitively winning or losing. The eight scenarios, some historical (the San Francisco earthquake of 1906, the fire-bombing of Hamburg in 1944), some hypothetical (a nuclear meltdown in Boston in 2010, the flooding of Rio de Janeiro in 2047 thanks to global warming), and some unabashedly fanciful (a monster attack on Tokyo in 1957), were all ultimately less compelling than they initially sounded, being all too clearly shoehorned into an engine that had never been designed for this mode of play. Still, Brøderbund’s perceived need to be able to honestly call SimCity a game was met, and that was the most important thing. Brøderbund happily agreed to become little Maxis’s distributor, a desperately needed big brother to look after them in a cutthroat industry.

SimCity

SimCity shipped for the Macintosh in February of 1989, for the Commodore 64 in April, and for the Amiga in May. Some people immediately sat up to take notice of this clearly new thing; sales were, all things considered, quite strong right out of the gate. In an online conference hosted on June 19, 1989, Wright said that they had already sold 11,000 copies of the Macintosh version and 8000 of the Amiga, big numbers in a short span of time for those relatively small American gaming markets. Presaging the real explosion of interest still to come, he noted that Maxis had had “many inquiries from universities and planning departments.” And indeed, already in August of 1989 the first academic paper on SimCity would be presented at an urban-planning conference. Realizing all too well himself how non-rigorous an exercise in urban planning SimCity really was, Wright sounded almost sheepish in contemplating “a more serious version” for the future.

SimCity for MS-DOS

SimCity for MS-DOS

SimCity would begin to sell in really big numbers that September, when the all-important MS-DOS version appeared. Ports to virtually every commercially viable or semi-viable computer in the world appeared over the next couple of years, culminating in a version for the Super Nintendo Entertainment System in August of 1991.

SimCity for Super Nintendo

SimCity for Super Nintendo

It’s at this point that our history of SimCity the private passion project must inevitably become the history of SimCity the public sensation. For, make no mistake, a public sensation SimCity most definitely became. It sold and sold and sold, and then sold some more, for years on end. In 1991, the year it celebrated its second anniversary on the market, it still managed to top the charts as the annum’s best-selling single computer game. Even five years after its release, with Wright’s belated “more serious” — or at least more complicated — version about to ship as SimCity 2000, the original was still selling so well that Maxis decided to rename it SimCity Classic and to continue to offer it alongside its more advanced variant. In that form it continued to sell for yet several more years. Shelf lives like this were all but unheard of in the fickle world of entertainment software.

In all, the original SimCity sold at least 500,000 copies on personal computers, while the Super Nintendo version alone sold another 500,000 to console gamers. Spin-offs, sequels, and derivatives added millions and millions more to those numbers in the years that followed the original’s long heyday; at no point between 1989 and today has there not been at least one SimCity title available for purchase. And, believe me, people have continued to purchase. SimCity 2000 (1994) and SimCity 3000 (1999) both became the best-selling single computer games of their respective release years, while post-millennial iterations have sold in the millions as a matter of routine.

But almost more important than the quantities in which the original SimCity sold and the veritable cottage industry it spawned are the people to whom it was selling. By the time they signed Maxis to a distribution contract, Brøderbund had long since demonstrated their knack for getting past the nerdy hardcore of computer users, for bypassing Dungeons & Dragons and military simulations and all the rest to reach the great unwashed masses of Middle America. Brøderbund’s The Print Shop and their Carmen Sandiego series in particular remain icons of ordinary American life during the 1980s. SimCity must be added to that list for the 1990s. Beginning with a June 15, 1989, piece in no less august a journal than The New York Times, seemingly every newspaper and news magazine in the country wrote about SimCity. For a mainstream media that has never known quite what to make of computer games, this was the rare game that, like Carmen Sandiego, was clearly good for you and your kids.

SimCity even penetrated into the political sphere. With a mayoral election pending in 1990, The Providence Journal set up a contest for the five candidates for the post, letting each have his way with a simulated version of Providence, Rhode Island. The winner of that contest also wound up winning the election. More amusing was the experiment conducted by Detroit News columnist Chuck Moss. He sent Godzilla rampaging through a simulated Detroit, then compared the result with the carnage wrought by Coleman Young during his two-decade real-world reign as mayor. His conclusion? Godzilla had nothing on Mayor Young.

If the interest SimCity prompted in the mainstream media wasn’t unusual enough, academia’s eagerness to jump on the bandwagon in these years long before “game studies” became an accepted area of interest is even more astonishing. Articles and anecdotes about Will Wright’s creation were almost as prevalent in the pages of psychology and urban-planning journals as they were in newspapers. Plenty of the papers in the latter journals, written though they were by professionals in their field who really should have known better, credited Wright’s experiment with an authority out of all proportion to the fairly simplistic reality of the simulation, in spite of candid admissions of its limitations from the people who knew the program best. “I wouldn’t want to predict a real city with it,” Wright said. Bruce Joffe, the urban planner who had set Wright down the road to SimCity, responded with one word when asked if he would use the program to simulate any aspect of a city he was designing in the real world: “No.” And yet SimCity came to offer perhaps the most compelling demonstration of the Eliza Effect since Joseph Weizenbaum’s simple chatbot that had given the phenomenon its name. The world, SimCity proved once again, is full of Fox Mulders. We all want to believe.

In that spirit, SimCity also found a home in a reported 10,000 elementary-, middle-, and high-school classrooms across the country, prompting Maxis to offer a new pedagogical version of the manual, focused on techniques for using the simulation as a teaching tool. And SimCity started showing up on university syllabi as well; the construction of your own simulated city became a requirement in many sociology and economics classes.

Back in May of 1989, Computer Gaming World had concluded their superlative review of SimCity — one of the first to appear anywhere in print — by asking their readers to “buy this game. We want them to make lots of money so they’ll develop SimCounty, SimState, SimNation, SimPlanet, SimUniverse… billions and billions of games!” The hyperbole proved prescient; Maxis spent the 1990s flooding the market with new Sim titles.

SimEarth on MS-DOS

SimEarth on MS-DOS

Jay Wright Forrester’s follow-up to his book Urban Dynamics had been Global Dynamics, an inquiry into the possibility of simulating the entire world as a dynamic system. Wright’s own next game, then, was 1990’s SimEarth, which attempted to do just that, putting you in charge of a planet through 10 billion years of geological and biological evolution. SimEarth became a huge success in its day, one almost comparable to SimCity. The same year-end chart that shows SimCity as the best-selling single title of 1991 has SimEarth at number two — quite a coup for Maxis. Yet, like virtually all of the later Sim efforts, SimEarth is far less fondly remembered today than is its predecessor. The ambitious planet simulator just wasn’t all that much fun to play, as even Wright himself admits today.

But then, one could make the same complaint about many of Maxis’s later efforts, which simulated everything from ant colonies to office towers, healthcare systems (!) to rain forests. New Sim games began to feel not just like failed experiments but downright uninspired, iterating and reiterating endlessly over the same concept of the open-ended “software toy” even as other designers found ways to build SimCity‘s innovations into warmer and more compelling game designs. Relying heavily as always on his readings of the latest scientific literature, Wright could perhaps have stood to put away the academic journals from time to time and crack open a good novel; he struggled to find the human dimension in his simulations. The result was a slow but steady decline in commercial returns as the decade wore on, a trend from which only the evergreen SimCity and its sequels were excepted. Not until 2000 would Maxis finally enjoy a new breakthrough title, one that would dwarf even the success of SimCity… but that is most definitely a story for another time.

Given its storied history and the passion it once inspired in so many players, playing the original SimCity as well for the first time today is all but guaranteed to be a somewhat underwhelming experience. Even allowing for what now feels like a crude, slow user interface and absurdly low-resolution graphics, everything just feels so needlessly obscure, leaving you with the supreme frustration of losing again and again without being able to figure out why you’re losing. Not for nothing was this game among the first to spawn a book-length strategy guide — in fact, two of them. You need inside information just to understand what’s going on much of the time. There are games that are of their time and games that are for all time. In my perhaps controversial opinion, the original SimCity largely falls into the former category.

But, far from negating SimCity‘s claim to our attention, this judgment only means that we, as dutiful students of history, need to try even harder to understand what it was that so many people first saw in what may strike us today as a perversely frustrating simulation. Those who played the original SimCity for the first time, like those who played the original AdventureDefender of the Crown, and a bare handful of other landmark games in the history of the hobby, felt the full shock of a genuinely new experience that was destined to change the very nature of gaming. It’s a shock we can try to appreciate today but can never fully replicate.

You can see traces of SimCity in many if not most of the games we play today, from casual social games to hardcore CRPG and strategy titles. Sid Meier, when asked in 2008 to name the three most important innovations in the history of electronic gaming, listed the invention of the IBM PC, the Nintendo Seal of Quality… and, yes, SimCity. “SimCity was a revelation to most of us game designers,” says Meier. “The idea that players enjoyed a game that was open-ended, non-combative, and emphasized construction over destruction opened up many new avenues and possibilities for game concepts.” Many years before Meier’s statement, Russell Sipe, the respected founder of Computer Gaming World, said simply that “SimCity has changed the face of computer-entertainment software.” He was and is absolutely correct. Its influence really has been that immense.

(Sources: Magazines include Amazing Computing of October 1989; Game Developer from April 2006; MacWorld from April 1990; Computer Gaming World from May 1989; Compute! from January 1992; The New Yorker from November 6 2006. Newspapers include The San Francisco Chronicle from November 3 2003; The New York Times from June 15 1989; The Los Angeles Times from October 2 1992. Books include The Cyberiad by Stanislaw Lem; The SimCity Planning Commission Handbook by Johnny L. Wilson; Game Design Theory and Practice by Richard Rouse III; The City of Tomorrow and Its Planning by Le Corbusier; The Second Self by Sherry Turkle. Current and archived online sources include John Cutter’s blog; Game Research; articles about Will Wright and Sid Meier on Wired; The Next American City; Reform; GameSpot; a 1989 talk given by Jay Wright Forrester, which is hosted at MIT; First Monday; Taylor Francis Online. And finally, there’s the collection of Brøderbund archives I went through during my visit to the Strong Museum of Play.

Beginning with SimCity 2000, the more playable later iterations of the franchise are all available for purchase in various places online. For those of an historical bent who’d like to experience the original, I offer a zip that includes the first three versions — for the Macintosh, Commodore 64, and Amiga.)

Footnotes

Footnotes
1 The more canonical example in American textbooks, the ENIAC, could only be “programmed” by physically rewiring its internals. It’s probably better understood as an elaborate calculating machine than a true computer; its original purpose was to calculate static artillery firing tables. As in so many things, politics plays a role in ENIAC’s anointment. The first computer programmable entirely in software, pre-dating even Whirlwind, was EDSAC-1, built at Cambridge University in Britain. That such a feat was first managed abroad seems to be just a bit more than some Americans in Silicon Valley and elsewhere can bring themselves to accept.
 

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1988 Ebook Now Available

The tenth and latest of the ebooks compiling my articles for this site is now freely available from the ebook download page, thanks as always to the beneficence of Richard Lindner. Please note that the division of the ebooks into historical years is necessarily only very rough, with many articles and themes crisscrossing backward and forward through time. So, if your favorite game from 1988 hasn’t yet appeared, don’t entirely despair.

That said… enjoy!

If you recently discovered this site, perhaps via one of the recent articles that blew up a bit in places like Hacker News and Twitter, and you’ve since become a regular reader, I’d firstly like to welcome you to this little journey I and some of my most longtime readers have been on for over five years now. (But don’t worry about having missed out on too much; we’re just getting started.) Secondly — you knew it couldn’t be that easy, right? — please do think about clicking one of the buttons over to the right to add your support via Patreon or PayPal. I can’t continue to do this work — and hopefully find ways to do it even better — without people just like you.

A recent survey that Patreon did with my backers revealed that you’d most like to know more about what’s coming up in the near future on the blog. I have indeed not done a great job with that, partly because I know there are some of you who like to be completely surprised by each new article. So, if you’re in that group, please take this as a spoiler warning and don’t read the next paragraph.

Our next big theme will be the advent of the so-called “god game” and the two designers who are still regarded today as perhaps the genre’s most dedicated practitioners. Interspersed between the two will be a long-delayed history of British computing after everything went sideways for Acorn and Sinclair in the mid-1980s. Then we’ll be following Infocom to the bitter end, finishing their story at last — but I’m personally more excited about digging into the pre-IF Renaissance American amateur scene that was springing up on the online services at the same time that Infocom was dying. The AGT era of text adventuring is little studied and little understood today, and I’m hugely looking forward to trying to correct that; there’s gold in them there hills. After that, we’ll be chronicling the history of the Macintosh after Steve Jobs left Apple. In the late 1980s, the Mac brought us a whole series of hugely important innovations, including HyperCard, Storyspace, and the first consumer-grade CD-ROMs, all of which we’ll be covering. But never fear, we’ll give equal time to the IBM clones as well — with the PS/2, OS/2, VGA graphics, and the first sound cards, there’s plenty to talk about there. We’ll stop in again at Sierra, always a bellwether for the PC-gaming industry as a whole; while there, I’ll get to write about a Sierra adventure game I actually like. (Doesn’t happen often enough, I know.) Throw in another visit with Cinemaware, who began doing some fascinating experiments of their own with CD-ROM during this period, and that about sums about the next few months. It should be a fun ride.

Thanks so much to all of you who help me to do this important work, whether through public comments, private help with my writing and research, or financial support. You all are, to use the single most overused word in the English language appropriately for once, awesome.

 

The End of the Line for Level 9 as the Market Takes Its Toll on Magnetic Scrolls

At the zenith of their commercial success in early 1985, the Austin brothers of Level 9 left their family home of High Wycombe in Buckinghamshire to move into a grand old house called Rocklease, built into a steep hillside near the Somerset coast. Asked shortly thereafter what they did for excitement on their lonely perch high above a valley inhabited only by grazing cows, Pete Austin noted that life in Rocklease wasn’t without its excitements: “Occasionally a horse goes by.” The Austins spent their free time going for long hikes through the countryside and cultivating a lovely garden — not exactly typical pursuits for game developers. Yet the quiet life in the country suited Pete Austin in particular very well indeed. Level 9’s new environs almost immediately began to rub off on his creations.

Somerset is intimately associated with Arthurian Britain. The area around the town of Glastonbury is, many believe, the legendary Avalon, while churches and ruins throughout the region echo with longstanding oral legends involving Camelot and the Holy Grail. Does a landscape retain some of the spirit of those who came before? When tramping through the hills and dells of Somerset, so rich with the atmosphere of myth, it can feel hard to deny. For Pete, a longtime King Arthur buff, that was a big part of the appeal of the place. It can hardly be a coincidence that shortly after moving into Rocklease his muse started guiding him toward Le Morte d’Arthur and The Once and Future King as inspirations for his work with Level 9.

Pete Austin was an Arthurian traditionalist. “The legends of King Arthur and the Knights of the Round Table are known to all,” he said in an interview, “but it is a sad fact that most modern interpretations seem to owe nothing to the original tales.” He wanted to use Level 9 to correct that in some modest way, to return some of the grandeur to a tradition that in Pete’s view had been increasingly slighted and abused since well before Monty Python had decided to make a mockery of the whole thing on film. The real legends of King Arthur were first the inspiration for the grand unfinished project that consumed much of the Austins’ time and energy during the mid-decade years: Avalon, a huge multiplayer text adventure that attempted to bring its namesake to life again, complete with the full cast of Arthurian characters. That quixotic project eventually collapsed under its own weight, but Pete never lost his desire to do the Arthurian legends right. So, after getting Knight Orc and the two Gnome Ranger games off his chest, he decided to make Lancelot, a more conventional single-player adventure game telling the full tragic story of King Arthur’s ill-made knight.

Lancelot begins with the namesake knight meeting and jousting with a disguised King Arthur on the road to Camelot, just as in legend.

Lancelot begins with a meeting and a joust with a disguised King Arthur on the road to Camelot, just as in legend.

It was all of course hopeless, just as much so in its own way as had been Avalon. In a three-part text adventure that could run on a 48 K Sinclair Spectrum, Pete proposed to retell the full story of one of the great characters of world literature, complete with its themes of loyalty and betrayal, the longing for the sacred and the allure of the profane. The medium simply couldn’t live up to the vision, and the end result feels just plain weird. The granular, detail-obsessed medium of parser-driven interactive fiction is utterly unsuited to a story of this grand scope, even if Level 9 had been allowed 600,000 words instead of 60,000. As it is, vast swathes of rich plot are crammed into single rooms on a sprawling map, major battles won by typing a single command, fateful scenes like Lancelot and Arthur’s Queen Guinevere’s surrender to temptation summed up in a few sentences. We’ve seen this sort of mismatch between medium and content before in such games as Telarium’s adaptation of Nine Princes in Amber, so I won’t belabor the problems too much here. I’m tempted to say that Pete Austin, a very experienced text-adventure designer by this stage, really should have known better, but the whole game is created in such earnest, is so obviously a labor of love, that I find myself wanting to be more forgiving than I probably should.

This is yet another Level 9 game that uses the KAOS system of active characters, giving it at times much the same Bizarro World quality as Knight Orc — hardly the mood of stately grandeur the text tries to evoke. (For example: “Dusk began to suck the colours from the greying world,” the game tells you instead of just saying it’s getting dark.)  From time to time the game seems to go crazy, with everyone suddenly attacking everyone else for no reason whatsoever. Even the map seems bugged, with an apparently inadvertent maze created by one location that doesn’t lead back to the location it should.

Lancelot marked Level 9’s debut with a new publisher, an unexpected new lease on life after the disappointment of their previous deal with  Rainbird. Mandarin Software was a brand new label on the British market, eager to make their mark and still hopeful that Level 9’s text adventures had some commercial life left in them. They signed an unusual deal with Level 9 that reflects the weakness of the latter company’s position; it allowed Mandarin to pick and choose among the games they were offered, publishing only those they judged to have sufficient commercial appeal to make it worth their while. Thus even as Lancelot was appearing on the Mandarin label, becoming Level 9’s big release for the year, the Austins were releasing the more idiosyncratic Ingrid’s Back! on their own. As I described in my last article, Mandarin promoted Lancelot quite lavishly, via a Masquerade-style treasure hunt that Pete Austin obligingly designed. But doubtless the best thing about the deal from Level 9’s perspective was the relationship Mandarin had with the American publisher Datasoft, a new chance at this late date to break into the American market that had so stubbornly eluded them thus far.

The Lancelot contest is shoehorned rather awkwardly into the game.

The Lancelot contest is shoehorned rather awkwardly into the game.

Alas, it would continue to elude them. Even had the American text-adventure market not been if anything even more sick than the British, Lancelot‘s problems could hardly have been expected to go unnoticed. Questbusters, one of the few American magazines to bother noting the game’s existence at all, called it “virtually unplayable.” Many British reviewers were only slightly kinder. “When it hits the high notes,” said Amstrad Action, “it certainly matches anything the company has done so far, but the low notes seem even more depressing as a result.” The Games Machine called it “mostly a text-reading exercise.”

Level 9’s other release through Mandarin, which actually predated Lancelot by a few months, was much better received. Time & Magik, a collection of three older Level 9 games in enhanced versions, had been originally planned as a Rainbird release, a follow-up to the two earlier Rainbird trilogies Jewels of Darkness and Silicon Dreams. This time out, a bit of only mildly tortured ret-conning linked Lords of Time, Level 9’s Doctor Who-inspired standalone time-travel epic, with Red Moon and The Price of Magik, a pair of innovative fantasy titles featuring CRPG-style spell and combat mechanics. Learning from the poor reception of the two Rainbird trilogies, the Austins did a much better job of modernizing these older games for the latest generation of 16-bit computers, adding some quite nice bitmap illustrations to replace the old vector graphics — or, in the case of Lords of Time, the nonexistent graphics — and hiring outside writers to flesh out the text, in some places almost to late-Infocom levels of atmospheric verbosity.

The ghostwriter of the Lords of Time has passionate opinions about proper can-opener design.

The ghostwriter of the new Lords of Time has passionate opinions about proper tin-opener design.

And yet — and this is what continues to make Level 9 so incredibly frustrating for me as a critic — they still squandered a beautiful opportunity to fix some of the problems in the originals that had been spawned by limited time, limited testing, and limited hardware. Take for instance one of the dodgy puzzles in Lords of Time. In the obligatory Ice Age area, you find yourself in a “freezing cave, where ice crusts the walls, glittering like diamonds. You can see a little icicle hanging from the ceiling.” The puzzle here, naturally, is to acquire the icicle. Neither jumping, nor standing on anything, nor throwing anything at the icicle will work. Instead you need to “SHOUT,” whereupon “the din shakes the icicle loose.” Now, all that would be needed to transform this from a dodgy puzzle to a perfectly acceptable one would be a little nudge in the room description, perhaps noting how “the sounds of your movements in this cavern echo back to you, so loudly as to seem almost unnatural” or some such. But such a nudge Level 9 still doesn’t deign to provide, throwing away a chance to right the design sins of old in favor of lots of extraneous textual gilding that’s nice to have but ultimately inessential.

Whatever my misgivings, reviewers were much kinder to Time & Magik than they had been to any other Level 9 game of the last couple of years. The bitter irony in its more positive reception was of course the fact that these were not new games at all, just reworked echoes of the Austins’ glory years. This fact was hardly lost on reviewers, who used it to emphasize just how far Level 9 had fallen in their opinions since the games’ original releases. Oddly, the most wholly positive take on Time & Magik, untainted by gripes about the current games or nostalgia for the past, was the one printed in the American Questbusters. “The British finally get one right!” ran the headline of a crazily superlative review that went on to call it “one of the top five games in its genre.”

But neither of the Mandarin releases sold very well in Europe or the United States. Just as Rainbird had the year before, Mandarin dropped Level 9 by the end of 1988, tired of flogging what they had now decided for themselves was indeed a dead horse.

It just wasn’t a good time to be peddling text adventures, as Magnetic Scrolls, the only other significant company in Britain still making the things, was also experiencing. In response to the two companies’ travails, Tony Rainbird, no longer head of the publisher that bore his name but still a great fan and booster of the genre, came forward with a scheme to give text adventures some life support. He wanted to start a fan club, called Official Secrets, to bind the remaining adventuring hardcore together, giving them a place to read about their hobby, swap hints, and buy the games that were disappearing from store shelves via mail order. Official Secrets would offer a magazine, a free help line for members, and a mail-order arm called Special Reserve to serve each of these purposes respectively. Wielding the same charm that had once allowed him to simultaneously sign rivals Level 9 and Magnetic Scrolls to his Rainbird label, Tony brought them both along into Official Secrets, turning these two companies who had pointedly never had much of anything to say to or about one another — both always pointed to Infocom as their chief inspiration and chief competitor — into de facto business partners on the venture. They would share in the annual fees of £20 per member, a potentially valuable source of extra income in these tough times. In return, they’d provide lots of insider access to the magazine, along with hints for their games and occasional contests and perks, beginning with a whole new game made exclusively for Official Secrets members by Magnetic Scrolls.

Magnetic Scrolls pretty clearly didn't put their usual care into the pictures for Myth.

Magnetic Scrolls pretty clearly didn’t put their usual care into the pictures for Myth.

Myth, written by a staffer named Paul Findley, was described by Magnetic Scrolls as “a mini-adventure”; it includes just four pictures and a very abbreviated geography, coming off to modern eyes as something of a forerunner to the “Comp-sized” games that have been the norm in interactive fiction for so many years now. It’s 30 A.D., and the Greek gods, already losing ground for centuries to their Roman equivalents, aren’t a bit happy about another new rival called Christianity. Deciding that they’ve all become too fat and complacent, Zeus announces that he’s withdrawing each god’s immortality unless and until he succeeds in a mission he’s designed for him. You play Poseidon in this game that was clearly intended to be the first of many such godly adventures. The premise is a lot of fun, the writing is consistently witty and engaging, and the puzzles are generally acceptable despite a few things that could have been better implemented or just better described. On the whole, it’s a reasonably solid effort.

It wasn’t, however, enough of an attraction to prompt all that many people to pay Official Secrets’s hefty membership fee, especially in light of the ever-present pirate network that quickly made it easy enough to get Myth for free. The club and the magazine did hang on until 1991, but the period of Level 9 and Magnetic Scrolls’s active involvement ended within months. Tony Rainbird slashed the membership fee, and Official Secrets took on more and more of a hobbyist rather than a professional sheen, becoming something quite different from his original vision.

Level 9 was the first to bow out of Official Secrets, and for a very simple reason: in 1989, they shocked their remaining fans by announcing that they were bowing out of text adventures altogether. Having been dropped by Mandarin thanks to the disappointing sales of Time and Magik and Lancelot, they would release a final game under their own auspices, and after that they would be moving on to the greener pastures of other, healthier gaming genres. The announcement was tinged with some bitterness. “People have been declaring the death of the adventure market for years, so Scapeghost is an appropriate final release,” said Pete Austin. “It comes from beyond the grave and you play a ghost.”

Scapeghost's visuals are perhaps best described as Gothic noir.

Scapeghost‘s visuals are perhaps best described as Gothic noir.

In Scapeghost, you do indeed play a ghost, that of a recently deceased police officer who was led to death and disgrace by his corrupt partner. In the course of the adventure, divided as usual into three parts, you will have a chance to right this injustice, and also — and perhaps more importantly — to put things right with those loved ones you leave behind. If the perfect swansong is a work that encapsulates all that has come before, Scapeghost qualifies. Once again it has at its core a great, unusual, even potentially medium-advancing idea, with lots of real heart and soul behind it. And once again that’s undone by a lot of little bugs, glitches, and annoyances. Personally, I gave up on trying to play honestly when I got hung up for a long time on a guess-the-verb issue; I was typing “PET DOG” when I should have been typing “PAT DOG.” [1]It did occur to me that the verb “to pet” might be an Americanism. If British people are much more likely to “pat” than “pet,” the problem becomes much more forgivable, as this game was released only to the domestic market. But extensive research — I asked several British people of my acquaintance — yielded a mixed range of responses. My tentative conclusion is that “pet” is commonly used as a verb in at least some British dialects. Any further insight that British readers have into this burning question would be appreciated. More an exercise in noirish melancholy than horror, Scapeghost is yet one final Level 9 game that could have — should have — been great.

Level 9’s plan at the time of Scapeghost‘s belated release — it came fully a year after Lancelot and Ingrid’s Back!, their longest gap ever between releases — was to remake themselves as a more generalized developer of graphical games for the 16-bit platforms. For this purpose they created a cross-platform engine they called HUGE (“wHolly Universal Game Engine”), a successor to their longstanding A-Code text-adventure engine. HUGE offered “digitised sounds, multi-directional scrolling, fast animation, flexible sprites, and sprite parking.” Mike Austin claimed that it had “165,000 lines of code and has taken ten man-years to develop.” The clear inspiration behind the new approach was Cinemaware, whose games were all the rage on machines like the Commodore Amiga. But the transition to the graphical mainstream never quite came together for Level 9, largely, one suspects, due to the same lack of capital that had always plagued their textual efforts as well. After porting Cinemaware’s It Came from the Desert to MS-DOS and creating a couple of underwhelming original action/strategy games that came off like pale shadows of Cinemaware’s games, they folded quietly in 1991. All of the Austins moved on to other lives outside of game development.

And so the plucky Austin brothers of Level 9 make their exit from our story here. As I’ve explained at more than ample length by now, most of their catalog is a hard sell to modern players in comparison with that of Infocom and even Magnetic Scrolls, but their groundbreaking ambitions for their text adventures and the extent to which they managed to achieve at least some of them in the face of scant resources and incredibly limited hardware shouldn’t be forgotten. What their games often lacked in execution they made up for in vision. I hope I’ve managed to give them their historical due.

Level 9’s retirement from the text-adventure market left Magnetic Scrolls alone in Britain — and in the midst of a major crisis of their own. By the end of 1988, British Telecom had decided to get out of the software business, letting word leak out to the street that their labels Firebird and Rainbird — the latter still being Magnetic Scrolls’s publisher — were up for sale. The planned sale brought most projects to a halt within both labels, as everyone waited to see who the new owner might be. The situation killed any chance of commercial success for Fish!, one of Magnetic Scrolls’s very best games — indeed, my personal favorite in their catalog. At last in May of 1989 an unlikely buyer emerged: the American publisher Microprose, who were beginning to branch out from their roots in military simulations for the Tom Clancy generation. Microprose’s very American, very gung-ho games had proved surprisingly popular in Europe, allowing them to build up a substantial organization there. They believed it made a lot of sense to scoop up British Telecom’s labels, whose accessible action-based fare like Starglider and Starglider II might provide just the added dose of mainstream appeal they were looking for on both sides of the Atlantic. One thing they weren’t interested in at all, however, was cerebral text adventures. Having been left in limbo for months while British Telecom hung out Rainbird’s shingle, Anita Sinclair was now informed by the new owners that her company’s further services wouldn’t be required.

“The collapse was horrendous,” says Anita. She was left scrambling to find another publisher for the huge make-it-or-break-it project she had underway, a text adventure like no one had ever seen before. With Infocom having been shut down in the United States by this time, her company was the only text-adventure developer left standing. Could they successfully reinvent their chosen medium? Only time — and a future article — would tell.

(Sources: Amstrad Action of December 1987, July 1988, September 1988, November 1988, November 1989, and January 1990; Questbusters of June 1989 and December 1989; 8000 Plus of November 1988, December 1988, and February 1990; Computer and Video Games of December 1988, February 1989, and December 1989; The Games Machine of June 1988, December 1988, and December 1989; Zzap! of January 1989; Page 6 of July 1989; Amiga Computing of October 1988; ZX Computing of September 1986; Computer Gaming World of December 1989; Commodore User of June 1989; Zero of March 1990.

I’ve prepared a zip file for you containing the three late Level 9 games I discussed today in two formats. The first, which is strictly for the hardcore or the purist, is the disk images of the original Amiga versions, playable in an Amiga emulator. The other, more accessible format will work under Glen Summer’s Level 9 interpreter, which is available for many platforms. Once you’ve downloaded the correct version of the interpreter for your computer, just fire it up and open the file “gamedata1.dat” from a game’s directory to play.

Myth and all of the other Magnetic Scrolls games are available from The Magnetic Scrolls Memorial in forms suitable for playing with the Magnetic interpreter — or you can now play them online, directly in your browser, if you like.)

Footnotes

Footnotes
1 It did occur to me that the verb “to pet” might be an Americanism. If British people are much more likely to “pat” than “pet,” the problem becomes much more forgivable, as this game was released only to the domestic market. But extensive research — I asked several British people of my acquaintance — yielded a mixed range of responses. My tentative conclusion is that “pet” is commonly used as a verb in at least some British dialects. Any further insight that British readers have into this burning question would be appreciated.
 

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Kit Williams’s Golden Hare, Part 2: The Aftermath

One day lagomania gripped Britain; the next the hare had been discovered and it was all over except the ennui. The television segments and newspaper articles ceased almost as quickly as the charter tours and the book signings. Rod Argent’s Masquerade musical, which had been all set to make the jump from the Young Vic to the West End, went from a packed house to an empty one overnight, and closed within two weeks. Kit Williams shelved his merry-leprechaun persona and went back to his painting. Tom Maschler and his publicity machine at Jonathan Cape gnashed their teeth at their uncooperative, unappealingly anonymous winner, who had spoiled their plans for making this moment a climax rather than an anticlimax, and in the process cost them the chance to turn Masquerade into an ongoing series of similar grand public treasure hunts. As it was, the public’s appetite for this sort of fare seemed permanently spoiled by the bad taste “Ken Thomas” had left in its mouth.

Instead another craze began to sweep through Britain. Just weeks after Masquerade wound up, the Sinclair Spectrum and the BBC Micro started shipping in quantity to British consumers, transforming what had been a burgeoning underground hobby into a full-blown mainstream craze for computers and especially computer games. By 1984, British per-capita computer ownership had exceeded that of the United States, marking it as the most computer-mad nation on earth. It was in connection with this latest craze for computers, barely a glint in a few dreamers’ eyes when Kit Williams had fashioned the golden hare five years before, that the treasure unexpectedly reemerged from the bank vault into which Ken Thomas had stuck it.

News of a company called Haresoft first arrived in the June 5, 1984, issue of Home Computing Weekly. (Yes, Britain was so computer-mad that it could support a weekly magazine for enthusiasts — in fact, two of them.) Thanks to an “exclusive arrangement,” the magazine offered readers a chance to buy something called Hareraiser Prelude for most major platforms directly from Haresoft before it shipped to stores. The announcement marked the beginning of a new hunt for the hare. Or, if the winner preferred, she could take £30,000 in cash in lieu of the hare — that being, according to Haresoft, its estimated value as a piece of art and a cultural touchstone after all of the Masquerade excitement. The hare wasn’t actually buried this time, “to avoid damaging the countryside and to give an equal chance to young people who cannot travel freely.” All you needed to find it in virtual space was “patience and an inquisitive mind” for a puzzle “that could be solved by adult and child alike.” But doing so wouldn’t be cheap. Would-be winners would have to purchase not only Hareraiser Prelude but also Hareraiser Finale to divine the hare’s new location, each for the princely sum of £8.95, a premium price point normally reserved for only the most desirable and ambitious games.

The division into a Prelude and a Finale did rather leave one wondering where the meaty middle had gone. Those punters foolish enough to fork over the money were given yet more cause to wonder. “I find all my feelings of eager anticipation suddenly turned to shock and desolation,” wrote one earnest treasure hunter who’d convinced herself she was about to embark on a new Masquerade. What she got instead was something much, much shabbier.

Hareraiser

Hareraiser

A remarkably threadbare product even for an era when ramshackle junk was the rule rather than the exception, the Hareraiser “games” are as ugly as they are inscrutable; at least Masquerade gave you some lovely pictures to look at while you pored hopelessly over its puzzle. A handful of kilobytes of code — the Prelude and Finale together could fit into the memory of a 16 K Sinclair Spectrum — depict a crudely drawn landscape made up of ground, trees, sky, clouds, and sun, all executed with the stick-figure flair of an ungifted three-year-old. The opening text says you can move around this space with the cursor keys, but if there is any logic to the geography at all it must be that of a giant text-adventure-style maze. Assuming you can judge your location from the number and positions of the trees (perhaps a dangerous assumption), moving north and then south doesn’t return you to your starting point. Occasionally, according to no detectable rhyme or reason, a hare runs across the screen, thus providing the sum total of the action. The only other element is an occasional cliché that pops up at the bottom: “Use your brain”; “Can you see the wood for the trees”; “Early bird catches the worm.”

All Haresoft correspondence was conducted by someone calling himself “Jeff Lubbock,” who may or may not have actually existed. Lubbock’s official line was that Ken Thomas had sold the hare to his company for £20,000, but said company’s behavior bore lots of suspicious similarities to Thomas’s own immediately after winning the hare. Haresoft hungered after notoriety, the better to sell more copies of Hareraiser, yet hid behind a cloak of anonymity at the same time, conducting all business and public relations solely via press releases and advertisements. Although Home Computing Weekly had been fooled into lending some of their credibility to Haresoft at the outset, the company would never again be accorded that sort of respect. The young men writing for the laddish gaming magazines with titles like Crash and Zzap! may not have been the most nuanced of critics, but even they had little trouble sniffing the odor of disreputability that fairly poured out of Haresoft. For one thing, the numbers just didn’t add up. “Where will it all come from?” wrote Computer and Video Games of the £30,000 prize in their review. “Suppose £1 per game is put into a kitty — that’s one helluva lot of copies to hope to sell for a puzzle that isn’t even a game!” Sinclair User was equally direct: “It is rather difficult to understand why this program was produced at all, though cynics may draw their own conclusions.”

Poor reviews turned to outright snubs between the first and second Hareraiser; virtually no one even bothered to review or even announce the availability of the Finale when it appeared a few months after the Prelude. Just as well, as it was effectively indistinguishable from the Prelude anyway. As Haresoft’s press releases and advertisements grew ever more strident in light of what must have been nearly nonexistent sales, dismissal turned to open scorn. Sinclair User jeered at Haresoft’s non sequitur of a claim that they had released Hareraiser in two parts “to make it fun and enable competitors of all ages to participate”: “Bet you thought it was just a way to make more money.” A claim that Hareraiser was being bought by schools “to involve pupils in developing computer-logic skills” prompted a little investigative reporting. “We couldn’t make an awful lot of sense of it,” said one of the few headmasters who would admit to having bought the programs. “I think most schools bought Hareraiser to try and win the £30,000 for their school. That’s certainly why we had a look at it.” So much for “developing computer-logic skills.” The most bizarre of all the Haresoft press releases claimed that Anneka Rice, host of a hugely popular game show called Treasure Hunt that also owed more than a little something to Masquerade, had revealed a clue to the puzzle when making a live appearance at Harrod’s. Since the appearance hadn’t been filmed, apparently the clue could only be useful to those who coincidentally happened to be at the event and retained a perfect memory of every word Rice had said there.

The question of whether there ever was a real solution to the alleged puzzle of Hareraiser is, like so many questions surrounding Kit Williams’s golden hare, impossible to fully answer. Disassembling the programs to look for a solution, as a commenter here recently suggested, is a nonstarter, as there is no “winning” screen, no opportunity to solve the puzzle on the computer and have the program acknowledge your achievement. You’re rather expected to solve it on pencil and paper using clues from the programs. It’s possible that a puzzle of some sort was created in good faith, but was so horrid no one ever had the ghost of a chance of figuring it out. Still, not building a winning state into the program itself did allow Haresoft to arbitrarily declare the solution to be whatever they wished it to be — and whenever they wished to do so. Indeed, if I had to guess I’d say that here we come to the real plan, such as it was. If Hareraiser took off to become another sensation like Masquerade, Haresoft would have the flexibility to bend the solution to a winner chosen at whatever juncture best maximized the publicity and the profit.

But, in an affirmation of the good sense of the British computing public, Hareraiser didn’t become another Masquerade. The whole thing was so tawdry, so obviously shady, that almost no one bought in. A desperate Haresoft was reduced to creating painfully transparent sock puppets to write in to the magazines who were savaging the programs.

I wonder who these nerds are who think this isn’t any good. I am one of a group of six who have had immense fun from seeking clues on this treasure hunt, and furthermore, it’s not meant to be a book like Masquerade. If one seeks to win the golden hare, the computer gives the clues, the rest is down to you — that is, if you’re intelligent enough.

This testimony from “Mrs. Widdowson” helped not a whit. Haresoft quietly disappeared during the early months of 1985, leaving behind no forwarding address and not a peep about the still winnerless contest.

Dennis Cross, the court-appointed liquidator of Haresoft, shows off the golden hare shortly before it was auctioned off.

Dennis Cross, the court-appointed liquidator of Haresoft, shows off the golden hare shortly before it was auctioned off.

But the wheels of bankruptcy do grind, slowly yet relentlessly. In December of 1988, Kit Williams’s treasure resurfaced for auction at Sotheby’s. The court-appointed liquidator of Haresoft, charged with recovering as much money as possible to pay off the bank that had been unwise enough to supply the operation’s seed capital, had found the defunct company’s one asset of any real value to be the hare, and had promptly seized it to auction it off. The auction turned into a media circus, at last providing the big star turn for the hare that Tom Maschler’s publicity machine had planned for the original unveiling. Caron Keating, known among children as host of the television show Blue Peter and among adults as something of a sex symbol, did the hosting honors, wearing the hare around her neck as the ultimate fashion accessory. Kit Williams himself was there to bid for the hare, but had to drop out at £6000. It was finally sold for £31,900 to an anonymous buyer, shocking everyone; everyone had assumed that the estimated worth of £30,000 was, like most things to come out of Haresoft, complete nonsense. The auction put the capstone on the hare’s first checkered and very public decade of existence. Henceforth it would lead a quieter life, winding up in a private collection in Asia. It would be more than twenty years before it would enter the public eye again.

The same month of December 1988 brought a certain vindication to everyone who had witnessed the disappointing ending of the original hunt for the hare, for in the course of this month Ken Thomas’s cherished cloak of anonymity was finally stripped away and many of the details of the cheating everyone had always suspected him of were finally laid bare. The news broke nationwide in The Times of December 11, 1988, just six days after the hare had been sold at auction. But the real legwork had been done by the editor of the local Bedfordshire newspaper, Bedfordshire on Sunday, published near the hare’s burial place in Ampthill Park.

Frank Branston, the editor in question, had first become involved with the story about a year before the hare was dug up, when a local man named John Guard told him out of the blue that he thought he knew where to find it. When Branston queried how he had come by this information, Guard replied that his girlfriend, Veronica Roberts — more commonly called “Ronnie” — had been Kit Williams’s girlfriend at the time he was creating Masquerade.

Guard wasn’t the most reliable of witnesses. A heavy drinker and heavy pot smoker, he had a reputation as a small-time con artist and general ne’er-do-well around town, prone to regular flights of fancy not too different from this claim. But Branston was able to confirm that at least part of his story was true: Ronnie Roberts had indeed been the girlfriend of Kit Williams a few years before. For months, whenever Branston would see Guard around town, he’d quietly ask him about the hare, whereupon Guard would reply only that finding it was proving more difficult than anticipated. When the treasure was finally found right there in Bedfordshire, allegedly because someone’s dog chose to pee on the Ampthill Park monument, Branston immediately thought again of Guard. He tracked him down to ask him directly if he was the mysterious Ken Thomas. Guard replied in the negative, albeit in a suspiciously evasive manner. Branston soon had confirmation that Guard couldn’t be Thomas; one look at the pictures of Thomas at the unveiling of the hare was enough, even disguised as he was, to confirm that he wasn’t Guard.

And yet Branston’s suspicions remained. He launched a modest investigation into Thomas’s identity. A bit of research revealed that the solicitor Thomas was using as representation for his negotiations with Jonathan Cape was a local Bedfordshire man. That meant that Thomas was almost certainly a local as well, further raising Branston’s suspicions about a possible connection with Guard. After this, though, he drew a blank. He couldn’t shake anything else loose from Guard, the solicitor, or any of his contacts covering the story in the national media. And so for the next six years he left it at that.

Branston’s curiosity was revived in 1988 when a brief blurb came across his news wire stating that the golden hare of Masquerade was to be sold at auction as part of the liquidation of a company called Haresoft. It was easy enough to check the official records and see who was behind Haresoft. The founder and head was listed as one Dugald Thompson, living in the Bedfordshire village of Bolnhurst, close by Bedford and Ampthill. And the records showed something else: Thompson was also associated with a brief-lived wishful thought of a company called Clayprint, set up by none other than John Guard. Branston had his connection at last. To keep the two men from concocting a story together, he went out to see Guard at the same time that one of his reporters visited Thompson. After the pair had done a fair amount of wriggling on the hook, a story emerged, largely from Guard rather than the steadfastly uncooperative Thompson, that sounded like at least the partial truth.

Ronnie Roberts had indeed first agreed to tell John Guard what she knew about the hare about a year before its eventual discovery, prompting him to crow about it to Branston and quite possibly others around town. But, being something of a hippie idealist, she would share only on the condition that the proceeds from its finding and presumed sale be donated to animals-rights organizations. Guard readily agreed to this proviso at the time; whether he ever intended to honor it is yet another of those insoluble Masquerade mysteries.

Roberts knew quite a lot, although perhaps not quite as much as she thought she did. She had gone out to Ampthill Park with Kit Williams to have a picnic there one spring equinox, in the midst of which he’d excused himself to go bury a magnet marking the future position of the hare. Yet Williams hadn’t been entirely trusting; he’d made sure she didn’t see the exact spot. Her understanding of the burial location was garbled and incomplete. She knew it had something to do with the position of the memorial’s shadow on the spring equinox, but believed the hare to be buried immediately adjacent to the memorial rather than at the full extent of the shadow. Still, she did know it was in Ampthill Park, which was far more than anyone else knew at the time.

Looking for a further leg up on the search, Guard approached a local metal-detector enthusiast named Eric Compton with Roberts’s information. There was £1000 in it for him, Guard said, if he would bring his gadget out to Ampthill Park and help him find the hare — and, just as importantly, if he would act as the front man for their little conspiracy afterward. Guard knew that his connection to Roberts, and Roberts’s connection in turn to Kit Williams, must come out as soon as he personally tried to claim the prize, and then the jig would be up.

But as it happened, the conspiracy never got that far. Many nights of tiresome late-night digging and metal-detecting close by the memorial, where Roberts believed the hare to be buried, revealed nothing. After a final assault on the actual day of the spring equinox of 1981 had also proved fruitless, Compton begged off in disgust, convinced he’d been suckered into yet another of Guard’s groundless flights of fancy.

That would seem to have marked the end of digging at Ampthill Park for many months, until the physics teachers Mike Barker and John Rousseau hit upon the solution to the puzzle and the precise location of the hare that had so eluded Guard and Compton. The “slight depression” Barker took as worrisome evidence of previous digging when he arrived at Ampthill Park on February 18, 1982, was likely the remnant of Guard and Compton’s efforts, now almost a year old. (The story that “Ken Thomas” told of digging immediately before Barker is, like most of what he said, almost certainly total nonsense.)

And so we come to the crazy final days of the treasure hunt, where we’re sadly cast back into the realm of the unknown and possibly unknowable. We know that John Guard was acquainted with Dugald Thompson, and must have told him about Ampthill Park. We know as well that it was Dugald Thompson who became Ken Thomas. What we don’t know is what sort of arrangement, if any, the two men arrived at. Was Thompson Guard’s new front man, Compton’s replacement in the role? If so, the plan to sell the hare and donate the proceeds to animal-rights charities evidently fell by the wayside in favor of using it to start a shady software company. Still, a partnership of the two men would explain the identity of the mysterious friend Thompson mentioned digging with him on the last day, when the hare was finally found. The other possibility is that Thompson snookered the would-be snookerer, taking Guard’s information and acting on it unilaterally. It’s not as if Guard would have been in any position to come forward with his grievance.

One eyebrow-raising coincidence about the final days of the hunt does seem to be just that: Thompson’s posting his letter to Kit Williams just one day before Mike Barker arrived at Ampthill Park for his own dig. Whether acting alone or in partnership with Guard, Thompson decided to try to win the prize for himself without actually digging up the hare first, through this vague letter that implied he knew more than he did. He had done enough research to realize that, with Ampthill Park lying almost directly on the Greenwich meridian, the memorial’s shadow would be cast directly northward on the spring equinox. He didn’t, however, reckon with the difference between magnetic north and true north, diagramming the former rather than the latter in his letter. It was Barker’s enormous misfortune to have done his digging just as Thompson, with or without Guard, was also nosing around. In combination with some ill-advised hints dropped by Kit Williams in their phone conversation, that was enough to put Thompson on the correct track.

That chain of conjecture, at any rate, seems likely to be the best we’ll ever be able to do. John Guard died some years ago, “of drink and drugs” according to Frank Branston, while Ronnie Roberts vanished without a trace. Eric Compton still lives in Bedfordshire, but has no real knowledge of what might have gone on between Thompson and Guard. Dugald Thompson himself, the shadowy man at the center of the mystery and the one person who certainly knows the entirety of what really happened, was still with us when contacted by the BBC in 2009, but remained as stubborn and patently dishonest as ever. Among other things, he claimed that he found the hare entirely on his own — the connection to Guard and Roberts being just another coincidence — but can’t tell the true story “for legal reasons” (one suspects that the latter statement may in fact be true). He also claims that the idea of the “Ken Thomas” persona was actually concocted by Tom Maschler and Jonathan Cape, a claim contradicted by absolutely everyone else.

So, that’s your dose of scandal and conspiracy for today, the sexy part of the Masquerade story. The real reason I wanted to write these articles, however, has little to do with the contest’s juicy ending, fun as it may be to speculate about. Masquerade, you see, cast an enormous shadow over the computer-game industry that exploded in the years immediately after the contest’s conclusion — a shadow that extended far beyond the tawdry story of Haresoft and Hareraiser. It was only natural for marketers looking to drum up excitement for their games to cast their eyes back to a contest that had just sold more than a million books. And look back they did. For some years British gaming especially was a riot of Masquerade-inspired contests.

Which isn’t to say that the United States was entirely bereft of digital Masquerades. On the contrary, arguably the most slavish digital clone of all, an interactive “children’s storybook” containing clues to the locations of three “solid gold, gem-encrusted” keys hidden in three separate locations in the United States, was a late 1982 American title called Prism from International Software Marketing.  I’ve been unable to find any evidence that any of the keys were ever found, unsurprisingly as it seems that very few ever bought the software; International Software Marketing disappeared within a year. After that, Masquerade‘s influence in the United States, while far from negligible, tended to be more oblique, living in the realms of aesthetics and game design rather than public contests. Most notably, Cliff Johnson’s fairy-tale puzzler The Fool’s Errand was heavily inspired by Kit Williams’s book, although Johnson wisely made his storybook much more soluble. One of the loveliest games of its era, The Fool’s Errand makes a magnificent legacy for the golden hare all by itself.

But in Britain the influence of Masquerade was far more sustained, obvious, and direct. As with the example of Prism in the United States, it tended to be the earliest of the British Masquerade heirs that tried to translate the experience of the earlier treasure hunt most literally. Just months after the hare was dug up, the merry pranksters at Automata introduced a text adventure called Pimania, containing clues to the location of the Golden Sundial of Pi, a much tackier-looking treasure than Kit Williams’s hare but one worth — according at least to Automata — £6000. It wouldn’t finally be discovered until July of 1985, an event that marked the brief-lived Automata’s last hurrah.

I don’t know of any others who actually buried a treasure, but similar trinkets were a definite order of the day as contest prizes for some time. For instance, the first person to solve Castle of Riddles, Peter Killworth’s second published text adventure, received £1500 in cash and a “£700 hallmarked silver ring-shaped trophy mounted on a presentation plinth and inscribed ‘King of the Ring.’”

But publishers soon realized that elaborate objets d’art weren’t really necessary for a rousing contest. Cold, hard cash would do just as well or better. The race toward ever larger jackpots reached its dizzying climax with a 1984 game from Domark called Eureka!, a huge production for the time consisting of five separate text adventures, five action games, and a hardcopy poor man’s Masquerade, or “Book of Riddles,” all allegedly designed by Ian Livingstone of Fighting Fantasy gamebook fame. The collection as a whole was a monument to quantity over quality, but the prize for being the first to slog through it all was nothing to sneeze at: £25,000 in cash, the largest of these sorts of prizes ever awarded (as opposed to merely promised in the case of the benighted Haresoft). The winner, who didn’t emerge until the game had been on the market for more than a year and the contest’s expiration date was looming, was a 15-year-old named Matthew Woodley.

Matthew Woodley, at right, gets his check for being the first to solve Eureka!.

Matthew Woodley, at right, gets his check for being the first (only?) to solve Eureka!.

Yet even a cash prize wasn’t an absolute requirement to evoke some of the old spirit of Masquerade. For many people, just the national recognition of becoming the first to win a game was enough, with or without the structure of a formal contest. Heaps of games shipped with cards to be mailed in with proof of victory. If you happened to be lucky enough to be the first winner, or sometimes just among the first handful, you could count on some press recognition and at least a little swag. Melbourne House, for example, rewarded the teenage Cunningham brothers of Northumberland when they became the first to send in the winning solution to Sherlock four months after the adventure’s release with a gala lunch at The Sherlock Holmes Restaurant and blurbs in several magazines. Acornsoft likewise made sure to recognize Hal Bertram, the first person to become Elite in Elite some six weeks after that game’s release.

All of these contests, whether expressed or implied, served to bind British gamers together, giving the hobby as a whole a personal, clubby feel that wasn’t enjoyed by the larger American scene. That said, they were also a classic double-edged sword. There’s an ugly truth lurking at the heart of Masquerade and all of the similar contests that followed, whether they unspooled digitally or in print. To make a puzzle that will be attempted by thousands, tens of thousands, or hundreds of thousands of people and not have it solved within hours — a development that would be commercially disastrous — requires making that puzzle outrageously hard. And outrageously hard puzzles just aren’t much fun for most people. It’s this simple truth that makes the idea of a mass treasure hunt much more alluring than the reality. The differences between the demands of the contest and the demands of good puzzle design are almost irreconcilable. It’s not as if British text-adventure designers in particular needed more motivation to produce unfair and well-nigh insoluble games.

And, while games in other genres like Elite sometimes indulged in public contests and public recognition for firsties, it was indeed always the text adventure with which Masquerade-style contests were most closely identified — unsurprisingly as these games are by their nature big, elaborate puzzles to solve, just like Kit Williams’s book. It’s equally unsurprising, then, that the end of the era of the Masquerade-inspired computer-game contest coincides with the text adventure’s commercial sunset in Britain.

Level 9, the most prolific and respected of British text-adventure makers for most of the genre’s commercial existence, had always avoided contests of this kind, perhaps out of recognition of the damage they tended to do to game design. But in 1988, having been dumped by Rainbird, Level 9 had just signed on with a new publisher called Mandarin who were very eager to do another good old-fashioned treasure hunt; they even wanted to re-institute the idea of a physical treasure. The game in question being an Arthurian exercise called Lancelot, the treasure that Level 9 and Mandarin agreed upon was a replica of the Holy Grail, “hand-crafted from sterling silver,” “gilded inside with 22-carat gold” (bettering Kit Williams’s hare by 4 carats), “encrusted with semi-precious stones,” and worth a cool £5000 in raw materials (bettering the hare by £2000).

In this case, however, designer Pete Austin threaded the needle in a way few if any of his predecessors had managed. He was clever enough to avoid the trap of a contest predicated purely on becoming the first to solve a game, avoiding with it the unfair, insoluble adventure it invariably foisted on its players. Instead he sprinkled clues to a meta-puzzle through his game, but kept the exercise of solving that puzzle separate from that of winning the game. He also made sure that the meta-puzzle was a fair puzzle, providing its methodology openly to would-be contest participants.

Lancelot

The game itself was only required for the first round, which was used to select a pool of finalists who were sent another puzzle hinging around a set of very difficult trivia questions on Arthurian lore and legend. The winner, an adventure-game reviewer named John Sweeney, claimed to have required some thirty reference books to work out the solution and identify the resting place of the Grail in the form of a grid reference on an Ordnance Survey map. (It was all purely an intellectual exercise; the Grail was not, as Mandarin and Level 9 were constantly at pains to emphasize, actually buried there.) By all accounts difficult but fair in conception and execution, the Lancelot puzzle might have pointed a way forward for contests of this nature; it actually sounds like it was kind of fun. But alas, it wasn’t to be. Lancelot‘s sales were nowhere close to being strong enough to justify a prize of such magnificence. John Sweeney’s achievement marked the end of the old era of adventure-game contests as a whole rather than the beginning of a new era of saner, fairer contests. His human-interest story would be just about the last of its kind on the pages of British magazines.

John Sweeney with his freshly won Holy Grail and the things he had to use to win it: his computer, his Lancelot game, and lots and lots of reference books.

John Sweeney with his freshly won Holy Grail and the things he had to use to win it: his computer, his Lancelot game, and lots and lots of reference books.

I’ll return to the twilight years of the British text-adventure industry in my next article. But for now, for today, a final few words on the three biggest principals behind the original Masquerade, two of them human and one lagomorphic.

Tom Maschler’s Jonathan Cape was purchased by Random House in 1987, becoming an imprint thereof. Maschler stepped down from his role as chief editor shortly thereafter, on the advice of doctors who were warning him of the effect many years of burning the candle at both ends was having on his health. He’s led a quieter life since, emerging publicly only on occasion. In 2005, he published a memoir, called simply Publisher, that garnered mixed reviews. He rates the creation of the Booker Prize as his proudest achievement: “It certainly has had an impact, and if it means people think they should occasionally read a good novel, that is something I’m very proud of.” Amen to that.

Kit Williams tried to capture lightning in a bottle a second time in 1984 via an untitled picture book most commonly referred to as “The Bee Book.” The contest this time was merely to ferret out the book’s real name; no physical treasure was buried. The prize, an intricate art object Williams called a “marquetry box,” was won by one Steve Pearce of Leicester. No rumors of foul play dogged the process this time, but the whole exercise garnered not a shadow of the attention (or sales) of Masquerade, and Kit Williams decided that was enough of that. He returned to the life of a simple painter, becoming more reclusive than ever, creating mostly on personal commission and rarely showing his work publicly.

An older Kit Williams and his golden hare, reunited at last in 2009.

An older Kit Williams and his golden hare, reunited at last in 2009.

The whereabouts of the golden hare remained unknown except in rumor for many years. In 2009, however, the thirtieth anniversary of the treasure hunt’s beginning prompted a run of retrospectives in the British media. This attention in turn prompted the hare’s anonymous Asian owner to send it back to its homeland for a time. A BBC film crew captured Kit Williams’s emotional reunion with his most famous creation, which he’d last seen from the audience in Sotheby’s more than twenty years earlier. In 2012, the current owner allowed the Victoria and Albert Museum to publicly display the hare, exactly thirty years after having been so rudely refused permission to do so by Ken Thomas/Dugald Thompson. It had been one hell of a circuitous trip — for the hare itself and for everyone who ever fell under its spell.

(Sources: Most of the sources listed in the previous article apply to this one as well. In addition, there are the Creative Computing of May 1983; Home Computing Weekly of November 22 1983 and June 5 1984; Sinclair User of December 1984, January 1985, March 1985, and October 1987; Crash of January 1985 and October 1985; Computer and Video Games of December 1984 and June 1987; Popular Computing Weekly of August 30 1984 and November 29 1984; Your Sinclair of January 1989; Page 6 of July 1989; Amiga Computing of October 1988. Also see the entry for Hareraiser Finale on the site Games That Weren’t 64.)

 

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Kit Williams’s Golden Hare, Part 1: The Contest

Kit Williams with a hare -- not the famous golden one.

Kit Williams with a hare — but not the famous golden one.

Fair warning: there is an image below that may be Not Safe For Work!

On a gray Saturday morning in March of 1976, two nattily dressed London sophisticates left the city, driving west toward the decidedly unfashionable environs of rural Gloucestershire. One of the two was Eric Lister, owner of a quirky art gallery called the Portal. The other had a much higher profile. At age 42, Tom Maschler was already something of a living legend in the world of publishing. He had become the chief editor of the storied but musty publishing firm of Jonathan Cape back in 1960, and promptly made his name by purchasing the British rights to Joseph Heller’s Catch-22 for all of £250 and turning the book into a literary sensation in Britain well before it struck a nerve in Heller’s own homeland of the United States. The list of authors he proceeded to published in the next 27 years reads like a who’s who of late-twentieth-century literary fiction: Thomas Pynchon, Roald Dahl, John Fowles, Salman Rushdie, Gabriel García Márquez, Bruce Chatwin, Ian McEwan. In the late 1960s, he played an instrumental role in establishing the Man Booker Prize, the most prestigious award in modern British literature. Coincidentally or not, a disproportionate percentage of Maschler’s writers won the award in the years that followed.

But it wasn’t all high-toned literature for Tom Maschler. He first demonstrated his knack for the populist as well as the prestigious early on, when at the height of Beatlemania he procured for Jonathan Cape two books of John Lennon’s prose, poetry, and drawings. They both became bestsellers, cementing Lennon’s reputation as “the smart Beatle.” A pattern had been established, of Maschler as not just a curator of fine literature but a curator of books that sold. He possessed a gift for identifying just the right book to suit the zeitgeist of any given instant — or, alternately, for bending the zeitgeist to suit whatever he happened to have on offer.

It was more his role as a publisher of popular books than of fine literature that sent Maschler out to Gloucestershire in March of 1976. During the years immediately previous to the trip, he had sniffed out a market for lavishly illustrated children’s books — both classics and originals — which could find a home on the coffee tables of adults as well. Books like The Butterfly Ball and the Grasshopper’s Feast had done very well for Jonathan Cape; indeed, The Butterfly Ball had been turned into a double-album rock opera by Roger Glover of Deep Purple fame. After visiting the Portal Gallery for a show by an artist named Kit Williams, Maschler had either suggested to Lister or Lister had suggested to Maschler — the two men’s memories would forever diverge on this question — a children’s book featuring Williams’s fantastic paintings. Thus this trip to visit the artist, who lived like the hermit he was in a moss-covered cottage in the middle of nowhere.

Kit Williams outside the Gloucestershire cottage where Masquerade was proposed, conceived, and executed.

Kit Williams outside the Gloucestershire cottage where Masquerade was proposed, conceived, and executed.

For most of its duration, the lunch-time meeting, conducted around Williams’s kitchen table whilst munching on the homespun country fare he served up, wasn’t especially productive. Williams was polite, but was fundamentally uninterested in the idea of a children’s book. He’d taken the meeting at all only as a favor to Lister. He was a painter, not a writer, he patiently explained. Fair enough, came the reply from Maschler; we can partner you with a writer. But no, no, that wasn’t how Williams worked; he worked alone on his art, doing absolutely everything himself.

Knowingly or accidentally, Maschler finally said the words that would make the book a reality just as he and Lister were walking out the door: “I still think you could do something that no one has ever done before.” The parting shot was perfectly pitched to strike its target just where it counted. Kit Williams, who could come across upon first meeting like one of the timid creatures of the forest he so delighted in painting, wasn’t quite what he seemed. His psyche harbored unexpected seams of stubbornness, pride, competitiveness, and even showmanship. Maschler’s words sounded like a challenge, and a challenge was something he found very hard to resist. Out of the blue some weeks later, long after Maschler had written off the meeting as a bust, Williams called his office to tell him he’d do the book after all. Just like that, Masquerade, soon to become the greatest mass treasure hunt of all time, was begun.

Born in Kent in 1946, Kit Williams had spent his life defying expectations. Take, for instance, the first thing any new acquaintance must remark about him, even if she’s too polite to say anything about it: the fact that his eyes point in different directions. What first seems a classic case of an untreated lazy eye is something much more unusual. Williams actually enjoys, or has cultivated, a peculiar ocular ambidexterity. When driving in traffic, admittedly not a frequent occupation for this lifelong hermit, he keeps one eye on the mirror, the other on the road in front of him. When he’s feeling tired, he might close one eye, getting it some literal shuteye while the other continues about its business, much to the alarm of his passengers if he happens to be driving. Far from being a handicap, his “lazy eye” is sort of like… well, it’s sort of like a superpower really. That’s just the way things are with Kit Williams.

Williams was a maker virtually from the moment he could walk, tinkering endlessly with machines and electronics. At age 12, he made for his family their first television set, using an orange crate for the case and a pair of knitting needles for the control knobs. He thought for a while that he wanted to be a scientist. Yet his talents never translated into success at school; his peculiar genius for making things, if genius it be, would always be intuitive, not intellectual. He counts as a defining moment the one in which he realized that he didn’t really want to be a scientist at all; he wanted to be a mad scientist, like the ones he saw on his homemade television. So he dropped out of school and ran away to join the Royal Navy.

That didn’t go any better than had his schooling. Once again, Williams realized he’d been attracted to the romantic notion of sailing, as seen on his orange-crate television, rather than the reality; he had wanted Horatio Hornblower, not the workaday grind of being an enlisted seaman aboard a modern aircraft carrier. He spent most of his time as a sailor trying to convince the Navy they’d made a mistake in signing him to a six-year stint. After four years, they finally came to agree with him, letting him buy himself out of the rest of his enlistment for £200. Free at last, Williams settled down to the life he continues to live to this day: dwelling in rural seclusion, painting and building things when not tramping through the forest communing with nature. In 1973, Eric Lister’s Portal Gallery hosted the first public exhibition of his art.

"Penning Wedding," a typical example of Kit Williams's art: intricate, idiosyncratic, fantastic, and a little transgressive.

“Penny Wedding,” a typical example of Kit Williams’s art: intricate, idiosyncratic, fantastic, and a little transgressive.

Kit Williams’s paintings weren’t (and aren’t) the sort to win much traction with the scholars, critics, and tastemakers of contemporary fine art. Representational and literal when the abstract and the conceptual were all the rage, they seemed blissfully if not defiantly ignorant of every contemporary trend. Williams is rather part of a deeper, far older tradition in British and Irish culture. It’s a pastoral tradition, imbued with the sunlit beauty of hedges and hills, fields and streams, but also keenly aware of the darker, dangerous sides of nature and life. You can find it in Shakespeare, particularly in A Midsummer Night’s Dream and The Tempest; you can find it in Tolkien, particularly in the Old Forest and its inhabitant Tom Bombadil; you can find it in Watership Down; you can find it in the music of Anthony Phillips and the Canterbury scene. Like those works, much of Williams’s art is vaguely disturbing in a way that distinguishes it from the paint-by-numbers pablum that is most fantastic art. He loves to pepper his meticulously constructed pastoral imagery with jarring obscenities and frank eroticism. He especially loves to show fully clothed older men in the company of nubile young female nudes. Whether you find the motif alluring or simply creepy, it’s not quickly forgotten.

Surprisingly, it was the reclusive artist Kit Williams rather than the master popularizer Tom Maschler who came up with the idea of turning his children’s book into an elaborate puzzle and a treasure hunt — truly a publicity stunt for the ages. The idea arose, like most brilliant masterstrokes, from a mishmash of source material. Williams hated the way most people tended to flip through picture books quickly rather than lavish on the images the sort of attention they gave to words. He therefore wanted to give people a reason to spend some time lingering over his pictures. He fondly remembered the Victorian puzzle books he had enjoyed in his childhood, which challenged the viewer to find smaller pictures hidden inside larger. He less fondly remembered the cereal boxes which had promised him a hunt for “Buried Treasure” that proved to mean only a random drawing for some useless trinket. And, while Williams would always downplay the commercial motivation, he must have been keenly aware that a literary treasure hunt held the potential to sell a lot of books and make his chosen lifestyle of rural seclusion a much more worry-free one.

The Kit Williams who phoned Tom Maschler to tell him about his idea was a very different character from the reticent one the latter had met over lunch weeks before. A tangled torrent of words about riddles and hidden treasure tumbled over themselves in their rush to get out. Maschler didn’t fully understand it, but didn’t really feel he needed to. He heard the germ of a brilliant concept more than well enough, and told Williams to by all means get on with it. He issued only one stipulation, born of his awareness of his new author’s usual artistic predilections: there could be no profanity, no nudity, and no sex. This was, after all, at least ostensibly still to be a children’s book.

Masquerade was first a puzzle, then a collection of pictures, and finally a story, which corresponds pretty well to the importance of its various elements in the mind of Williams. After working out the puzzle, he embedded its clues into 15 largely unrelated paintings that were probably not all that different from what he might have created had he been painting them for his next Portal Gallery exhibition rather than the book (minus Maschler’s family-friendly stipulations, of course). Executed by Williams with his usual fussy meticulousness, these absorbed the vast majority of the three years it took him to deliver the finished book. Finally, he bound the paintings together with some 4000 words of rambling nonsense improvised to fit the pictures, about a hare named Jack who must carry a token of the Moon’s love to the Sun. Capped off with a title that bore no relation to the story, Masquerade wasn’t exactly a children’s classic. But, judged Williams and Maschler alike, it would do. The real point of it all was the treasure hunt.

The first of the book's pictures. The "one of six to eight" around the border is one of the few clues to the real puzzle transmitted in the clear, and the one that came to be understood by just about everyone who got close to the hare's resting place.

The first of the book’s pictures. The “one of six to eight” around the border is one of the few clues to the real puzzle transmitted in the clear. It’s also unique in that it came to be understood by just about everyone who got close to the hare’s resting place.

I don’t want to spend too much time here dwelling on the structure of the puzzle. In the years since Masquerade‘s publication, it’s been spoiled many times in painstaking detail, and there’s little I can add to that body of work. Its solution hinges on following the gaze of the various characters in the pictures through the angles formed by their fingers and toes to pick out individual letters from the poetic phrases that frame the paintings. Suffice to say that, created in complete isolation by a man who lays claim to no intrinsic interest in solving or creating puzzles, it’s not a very good one. While there is a definite logic to its solution, that logic is all but impossible to divine except after the fact. To complete cluelessness as to the nature of the puzzle, its starting point, or what parts of the book are important to it — the entirety of the 4000 words of text, for example, is completely meaningless — must be added the dozens of false trails and red herrings that Williams, sometimes deliberately and sometimes inadvertently, sprinkled through his pictures. Small wonder that not a single one of the tens if not hundreds of thousands of people who would soon be earnestly poring over Masquerade would ever solve it without outside help.

Looking back on Masquerade today, the most striking thing about its gestation is how much faith Tom Maschler and Jonathan Cape as a whole placed in their unproven puzzle-maker. Williams explained the puzzle to no one at Jonathan Cape prior to the book going to press. Maschler’s entire operation simply assumed that Williams’s puzzle would hang together, assumed Williams was operating in good faith. As a book publisher rather than a publisher of games or puzzles, they were equipped to do little else. Their editors knew how to correct Williams’s atrocious spelling and straighten out his grammar, but they had no idea how to measure the quality and solubility of his puzzle. If the end result has its problems, it could have been much, much worse. At least there was a solution, and the after-the-fact logic used to arrive at it hung together. A less fortunate Jonathan Cape might have been hauled into court on charges of fraud.

Kit Williams and Bamber Gascoigne set off to bury the hare on the evening of August 7, 1979.

Kit Williams and Bamber Gascoigne set off to bury the hare on the evening of August 7, 1979.

The first and last person to whom Kit Williams ever explained his puzzle in detail was Bamber Gascoigne, a well-liked and well-respected television presenter. Maschler recruited Gascoigne to serve as a witness and honest broker for the night of August 7, 1979, when Williams set off in his battered old plumber’s van to bury Masquerade‘s treasure. Said treasure took the form of a five-inch hare made out of gold, turquoise, ruby, and quartz, created by Williams himself in his home workshop and worth at least £3000 in raw materials alone. The burial spot was Ampthill Park, near the small Bedfordshire town of the same name in central England, a place Williams had become familiar with when he had lived nearby before moving to Gloucestershire. A reader who solved the puzzle would be able to find the hare by digging at the tip of the shadow cast by a stone cross — a memorial to Catherine of Aragon, first wife to Henry VIII — at noon on the spring equinox. Williams had long since marked the spot by shallowly burying a magnet whose location could be detected with a compass.

The Golden Hare

The Golden Hare

Williams explained the entirety of the puzzle to Gascoigne on the drive up. The latter was immediately concerned that the puzzle was “infinitely more complex than Kit realized,” that “Kit’s judgment was distorted by the fact that he himself had thought of the riddle and its answer.” He felt himself in a very uncomfortable position, to the point of regretting having taken the assignment at all.

Kit had explained to me the basis of his puzzle, but even with that privileged information I was unable to make it work out. The cause of my growing uneasiness was the thought that if it was in fact impossibly difficult, then I was the only person in the world in a position to form that opinion. Kit considered it very possible, even perhaps dangerously easy, because he himself had invented it. The publishers considered it possible because Kit had told them it was. But if my hunch was right, and if people all over the world were beating out their brains and emptying their pockets in pursuit of the unattainable, what should I do? Insert a notice in The Times to the effect that Masquerade was insoluble? I would not have been popular in 30 Bedford Square [home of Jonathan Cape]. Yet clearly the one passenger who believes that a train is hurtling off the rails has an obligation sooner or later to pull the communication cord.

In the end, Gascoigne judged there was nothing for it but to let the show go on. For the next two and a half years, only he and Williams would know the location of the most sought-after pinprick of ground in Britain.

As publication day drew near, Maschler pulled strings in the media to ensure a splashy launch, including a full-color write-up in the Sunday Observer magazine and a segment on BBC News. The latter falsely claimed to show Williams leaving his cottage to bury the hare, then returning after having done the deed. Judging from the quality of the light, very little time seemed to have passed between his departure and his return. Many a treasure hunter would thus conclude that the hare must be buried close by in rural Gloucestershire — just one more red herring among many.

The publicity worked. Demand quickly exceeded Jonathan Cape’s initial print run of 60,000 copies, considered quite ambitious for a children’s book from an unknown author. Bestseller charts from the Christmas season of 1979, when Masquerade‘s sales reached their British peak, show it outselling Frederick Forsyth’s latest thriller as the most popular book in the land. After Williams and Maschler made it clear that anyone who simply wrote in to describe precisely where the hare was buried would be considered the winner — traveling to the spot and actually digging it up beforehand weren’t required — foreign editions pushed sales beyond 1 million copies. Sales in the United States alone may have equaled those in Britain, while readers in non-English-speaking countries struggled with the untranslated text surrounding the pictures but persevered anyway. Only Masquerade‘s Italian publisher sought and was granted permission to make a proper translation, devising their own puzzle and making their own hare, a clone of Williams’s original. Much more merciful than Williams’s puzzle, the Italian puzzle was solved and the hare found by a reader in relatively short order in comparison to the English edition.

The Italian version of the hare -- or rather, a message in a box telling the finder whom to contact to collect it -- was hidden beneath the heel of this striking statue of Neptune that is carved into a cliff near the village of Monterosso al Mare.

The Italian version of the hare — or rather, a message in a box telling the finder whom to contact to collect it — was hidden beneath the heel of this striking but little-visited statue of Neptune carved into a cliff near the village of Monterosso al Mare.

Like so many of Maschler’s earlier masterstrokes, Masquerade seemed to strike precisely the right cultural nerve at precisely the right moment. While there have been plenty of superficially similar public treasure hunts since — virtually all of them inspired by this one — none have ever enjoyed participation on anything like the same scale. For two and a half years, Britain and to some extent the United States as well had Masquerade fever. Rod Argent, former leader of 1960s hit-makers the Zombies, composed a musical based on the book that played to packed houses at London’s Young Vic theater. An enterprising charter airline called Laker Airways started running “Masquerade tours” from the United States to Britain; passengers were presented with a commemorative spade to aid their digging as they stepped off the plane.

Kit Williams became an international celebrity, courted by every newspaper, magazine, and talk show in the Western World. In later years he would come to speak of his fifteen minutes of fame in nightmarish terms, but it’s hard to avoid the impression that he wasn’t above enjoying his celebrity on occasion as well. By the time of a two-week promotional tour of the United States in September of 1980, he had taken to wearing bright green leprechaun shoes below a kaleidoscopic wardrobe and prancing about like the magical little forest sprite his hosts on the morning-show circuit so dearly wanted him to be, complete with bushy red hair, bright red beard, and that disconcerting wandering eye. As Maschler could have told him (and perhaps did), sometimes you just have to give the people what they want.

If the naivete of Jonathan Cape in not bothering to make sure that Masquerade‘s puzzle was viable is striking, equally so is their failure to plan for the thousands of mailed solutions that flooded their post box, especially after the announcement that treasure seekers could win without ever having to venture forth with spade in hand. With no one at Jonathan Cape having the first clue about the puzzle, all of the mail was packed up and shipped off to Williams’s cottage in sacks, hundreds of letters at a time. It’s here that we come to the real nightmare of the thing for Williams: forced to go through the letters one by one, making sure none contained the correct solution, he had no time left to do his art. He quickly noticed a difference between British and American treasure hunters — a difference into which you can read whatever cultural implications you will. British puzzlers tended to send in detailed, carefully worked-through solutions — albeit breathtakingly wrong ones — sometimes running to more words and pages than Masquerade itself. Americans, meanwhile, just guessed, throwing every British landmark they could think of at the wall in the hope that one would stick. When that failed, there were always abstractions like Love, Life, and Peace to be tried, which rather left one wondering whether these answerers had even understood the question.

Thanks to its name and its location in Kit Williams's known home of Gloucestershire, the protected area around Haresfield Beacon became one of the most popular spots for digging. The National Trust finally felt compelled to put up a sign warning treasure hunters away. They billed Williams £50 for their efforts.

Thanks to its name and its location in Kit Williams’s known home of Gloucestershire, the protected nature preserve around Haresfield Beacon became one of the most popular spots for digging. The National Trust finally felt compelled to put up a sign warning treasure hunters away. They billed Williams £50 for their efforts.

Children, supposedly the intended audience for the book all along, sent some of the most entertaining answers.

I am ten. Your puzzle is easy. The hare is in the Isles of Scilly. I think they are in England. It is hidden on the island of Samson. There are two hills on the island. The treasure is on the north hill. In an old grave. It is a moldy old grave. It is only a little island, so you know the one. Please send it to me. Your hare is very pretty. Thank you.

P.S. My mom said she will send this to you. I hope you will write another book and let me hide the hare. I think I could do better than you.

P.S. I am almost ten.


I hereby demand that to the solution of Masquerade the answer is that the Hare lost the precious jewel when he jumped into the fire.


I am 8 years old. But please would you tell me if Masquerade is in the Lake District or not.

P.S. My love is for a pony. But I have no money at all. I have no clue where it is. I don’t think I will ever find it.

Many of the adult treasure hunters drew elaborate, invariably false connections to British history, literature, culture, from Samuel Coleridge to Lewis Carroll, Isaac Newton to Francis Drake. The one important clue referencing British history in the book, the phrase “one of six to eight” on the border of the first picture, was thunderingly obvious in comparison to the connections devised by some of his correspondents: it referred to Catherine of Aragon, first of the six wives of Henry VIII, near whose memorial in Ampthill Park the hare was buried. Hare seekers could have saved themselves a lot of trouble if they’d just known Kit Williams. Again, his was an intuitive mind, not an intellectual one. He had absolutely no idea what most of his more erudite correspondents were on about.

But then, some refused to believe that Kit Williams himself was whom he said he was. One of the more persistent hunters continued to believe even after the hare was claimed and the puzzle revealed that it had all been cover for another, deeper puzzle devised by none other than Agatha Christie, the queen of British mysteries, on her death bed.

Numerological theories were very popular. One hunter spent 16 months working his way through the slim book, devising ever more complex theories by assigning values to and performing mathematical operations on groups of letters. Like the Agatha Christie fan and a distressing number of others, this hunter continued to believe in and pursue his theory even after the hare had been claimed. “I’m not bright enough to have made up the things I’ve been finding,” he said. His stubborn belief is one more aspect of Masquerade as psychological experiment, proof of the human mind’s determination to see patterns in everything. Masquerade became a new, far more compelling version of the Rorschach test; the most dedicated seekers saw exactly what they wanted to see therein.

Some hunters were convinced that Kit Williams was traveling around the country like the mischievous leprechaun he played on television, making clues — smoke signals were a popular possibility — erasing them, and/or just generally screwing with people’s heads. At least one began to suspect his drinking buddies down at his local pub, who kept trying to dissuade him from his obsession and advance their own theories to replace his, of being secret agents employed by Williams to throw him off the scent. The same gentleman caused some consternation in his village when he pulled some fifty yards of municipal cabling out of the ground, convinced that if he traced it to its end he’d find the hare.

Others decided the puzzle could be solved by replacing inspiration with perspiration. One practical-minded soul reasoned that all he had to do to find the hare was to scour every likely spot in Britain with a metal detector. He “wore a complete brand new car out, knocked out a complete brand new Audi” trying to do just that.

A woman in Wyoming hit upon the idea of sending off every single pairing of latitude and longitude in Britain, stated in degrees and minutes, one after another in letter after letter. She holds the record as the most prolific of all Williams’s correspondents, having sometimes mailed off dozens of letters in a single day. Even had she stumbled upon the right location — impossible in actuality, as Williams was looking for a much more precise answer and had little idea himself where the hare lay in terms of latitude and longitude — one has to wonder whether the hare’s value would have been enough to offset her postal bill.

But then, one could similarly question the effort-to-potential-reward ratio in the case of many of the treasure hunters. The hare was undoubtedly a pretty bauble, and undoubtedly worth a pretty penny, but there was clearly something more than the desire for material gain motivating its most dedicated seekers.

As Masquerade passed the one-year anniversary of its publication and Williams continued to report that no one had yet come within a mile of the methodology behind the puzzle, much less begun to solve it, Tom Maschler was starting to get nervous. An undercurrent of suspicious grumbling was starting to surface among both treasure hunters and the media. It seemed impossible to many that so many people could have been on the case for so long without managing to crack it. The unexciting but accurate explanation for the situation, that of a bad puzzle created in good faith, eluded those primed for outrage. The only possible explanation, they reasoned, must be skulduggery. Did Masquerade contain a real puzzle at all? Had the golden hare ever really been buried? Had someone (or many someones) solved the puzzle months ago, only to be hushed up or ignored by Kit Williams and/or Jonathan Cape, who were making lots of money selling books and wanted the contest to continue?

The thirteenth clue that appeared in The Times, and that would allow a pair of physics teachers to crack the puzzle wide open.

The thirteenth clue that appeared in The Times, and that would allow a pair of physics teachers to finally crack the puzzle wide open. If you fold the bottom three lines of the scroll up over the top three, shine a light on the paper from behind, and read it in a mirror, you reveal a (cryptic) secret message.

Perhaps becoming concerned himself about the veracity and solubility of a puzzle he still understood not at all, Maschler proposed to Williams that he use an upcoming feature interview in The Times to reveal a new clue that would hopefully push some people toward the solution before the grumbling reached a fever pitch. Williams, who was starting to wonder if he would ever again be able to paint pictures rather than spend his days opening envelopes, readily agreed. Thus in the December 21, 1980, edition of The Times, a new picture was revealed, much rougher than the ones in the book but containing, if you worked at it long enough and thought about it laterally enough, a vital piece of information about the puzzle’s central premise of following the gazes of the figures to find certain letters along the borders of the pictures. Doling out the additional clue in this way wasn’t quite fair, for The Times was widely available only to British readers. Treasure hunters in the United States and elsewhere largely never even knew of the additional clue’s existence.

One could make similar accusations against plenty of other aspects of the haphazardly run contest. Kit Williams could be far from the ideal neutral arbitrator, as is amply illustrated by the story of Peter Ormandy of Cumbria, the failed puzzle solver who came the most tantalizingly close to his goal.

Ormandy had, somewhat oddly, fixated on only the “six to eight” in “one of six to eight,” deciding that it must refer to the sixth and final of Henry VIII’s wives, Catherine Parr, rather than the first. Legend has it that it was Catherine Parr who convinced Henry to found Trinity College, Cambridge. Therefore, Ormandy reasoned, the hare must be buried at Trinity College. (If the logic sounds strained, know that Ormandy’s reasoning is practically scientific in comparison to the theories of many other hare hunters.) When he sent his reasoning and his solution off to Williams, the latter couldn’t resist adding something to the standard form-letter rejection: “One day you’ll kick yourself.”

The insertion of Isaac Newton into the twelfth picture sent heaps of seekers scurrying in the wrong direction. The "plank" at the far left with the bell attached sent Peter Ormandy scurrying in the right direction, albeit for reasons never intended by Kit Williams.

The insertion of Isaac Newton into the twelfth picture sent heaps of seekers scurrying in the wrong direction. The “plank” at the far left with the bell attached sent Peter Ormandy scurrying in the right direction, albeit for reasons never intended by Kit Williams.

Realizing he must be getting warm, Ormandy managed to get hold of Williams’s phone number. He called him up for a chat, wheedling him for whatever further hints he might let drop. He came away with a strong impression that he had the wrong wife of Henry VIII. Another reading of “one of six to eight” gave him a pretty good idea which wife he really ought to be focusing on. He began researching all of the places in Britain connected with Catherine of Aragon.  With his list of such places in hand, he connected the book’s frequent references to morning — “A.M.” — and evening — “P.M.” — to AMPthill. Noting that “thill” means “plank” in Old English, he believed the rest of the name to be provided by a picture that included a plank. And to the plank was attached a bell, which Ormandy optimistically concluded would likely be rung at morning and evening — thus yet another reference to A.M. and P.M. By entirely erroneous reasoning, he had arrived at the correct location of Ampthill Park.

Peter Ormandy sent in with his solution this picture of the Amtphill Part Memorial and the hare's possible resting place beneath it.

Peter Ormandy sent in with his solution this picture of the Ampthill Park memorial and the hare’s possible resting place beneath it.

On September 6, 1981, he sent Williams his solution. Still unaware of exactly where the hare might be buried in the vicinity of the Ampthill Park memorial, he included a drawing showing it at the farthest rightward extent of the cross’s horizontal bar. As it happened, his guess was within twenty feet of the real burial spot. Williams, perhaps made nervous by the help he had given Ormandy, perhaps wanting to actively throw Ormandy off the scent in light of that help and the scandal it might cause, now did something that seems a little inexplicable by any other logic. He sent a form letter to his fifteen or twenty most persistent correspondents, including Ormandy.

Unfortunately, your recent solution is incorrect. Because there has been a solution submitted that was as little as twenty feet from the exact spot, I am unable to comment upon any solution that is not absolutely precise. I was unable to help that person and therefore feel it only fair that I should not help others.

Ormandy quite understandably read this missive to indicate that he was not in fact “that person” whom Williams refers to in the third person, but rather one of the “others.” He shifted his attention elsewhere, focusing next on Bournemouth, and that was that.

Even as Ormandy was coming so tantalizing close through luck, intuition, and social engineering at poor Kit’s expense, two physics teachers named Mike Barker and John Rousseau were also homing in on Ampthill Park by following a much more rigorous line of inquiry. The two came late to the game, on New Years Day 1981, when they spent an afternoon looking at the book that Rousseau had originally bought for his daughters. “We’ll be the ones to do this,” said Rousseau to his friend. “It needs a couple of physicists.” After following many false leads, the two became convinced, correctly, that the key to the puzzle lay in the phrases surrounding each picture. They noted the odd spacing of the bordering messages, as if Williams was sometimes crowding and sometimes elongating the text to make sure that certain letters wound up in exactly the right spot. They decided, again correctly, that there must be a way to use angles in the pictures to pick out individual letters from those phrases.

Right about the time that Ormandy was sending in his answer, they were decoding the additional Times clue, becoming the first and possibly only people ever to independently discover the full methodology of the puzzle — albeit, of course, only with the help of that one outside clue. By year’s end they had completely solved the puzzle, deducing that the hare must lay at the fullest extent of the shadow cast by the Ampthill Park memorial on the spring equinox. But, scientists that they were, they decided they needed to verify their discovery by actually digging up the hare before sending the conclusion of their research off to Jonathan Cape and Kit Williams. And to do that, they needed to wait for the spring equinox.

John Rousseau with (Mike's wife) Celia Barker and Mike Barker at Ampthill Park with Mike's homemade inclinometer.

John Rousseau with (Mike’s wife) Celia Barker and Mike Barker at Ampthill Park with Mike’s homemade inclinometer.

Or did they? They were, after all, physicists. After an initial investigatory trip to Ampthill Park on January 4, 1982, Mike Barker retired to his Manchester garage to construct an “inclinometer,” a device that would let him pinpoint the position where the tip of the shadow would be come the equinox. On February 18, he returned to Ampthill Park to dig at what he calculated with the aid of his new gadget to be the correct spot. He didn’t find the hare.

The question of why he didn’t find the hare is a mystery that will never be satisfactorily resolved. We know that he and Rousseau had completely and correctly unraveled the puzzle’s logic. We also can feel reasonably certain, based on events that would follow, that the inclinometer worked, that he was digging in the correct spot. We’re thus left with two possibilities. One is that Barker did in fact dig up the hare, but missed it. Williams had sealed it inside a small clay-colored pottery container, which would have been easy enough to miss amidst the mounds of earth extracted from the hole on a bleak February day. On the other hand, the idea that Barker could have been so careless at this final instant as not to thoroughly sift through the earth does contrast markedly with the dogged methodicalness he and Rousseau had demonstrated at every previous stage of the hunt. Television, newspapers, and magazines had many times shown Kit sealing the hare inside its earthen container; it’s not as if Barker could have been expecting to see the glint of gold inside the hole.

We must therefore consider another possibility, much as Kit Williams and the principals behind the contest undoubtedly wish we wouldn’t: the possibility that Williams buried the hare in the wrong spot, the wrong distance from the memorial. He was after all not a scientist himself — or at any rate only a mad one. Williams later admitted that the sun hadn’t actually been shining on that equinox of years before when he’d buried a magnet to mark the hare’s future position, that he’d dead-reckoned the right spot based on the shadow’s position shortly before and shortly after noon. Did he dead-reckon correctly? We’ll never know.

A deeply disappointed Barker and Rousseau were left to wonder if their whole chain of reasoning had been incorrect, if they’d fallen victim to another of Kit Williams’s cruel red herrings. Barker decided to return to Ampthill Park on the spring equinox, due a little over a month hence, to see if his inclinometer had somehow led him astray. If it had, he would dig again at the correct spot. If it hadn’t, he’d write to Kit Williams at last — such a letter would mark Barker and Rousseau’s first actual correspondence with the man behind Masquerade — outlining all of their discoveries and reasoning, just to see where it got them.

But by the time the equinox arrived, the point was moot; the hare had been dug up and the contest declared finished. Barker and Rousseau’s insistence on confirming their solution with their own spades proved their undoing. While they sat on their answer, constructing inclinometers and puzzling over the nonexistence of the hare where it was supposed to be, another, less scrupulous character was dashing in to snatch the prize away from them.

It’s at this late stage, then, that the villain of Masquerade appears at last. We’ll call him “Ken Thomas” for today, the name under which he first introduced himself to Kit Williams.

"Ken Thomas"'s original letter to Kit Williams, with its rough (and incorrect) depiction of the hare's position in relation to the Ampthill Park memorial. Although the letter is dated February 5, it wasn't posted until February 17 -- just one more of the unanswered questions surrounding the whole affair.

“Ken Thomas’s” original letter to Kit Williams, with its rough (and incorrect) depiction of the hare’s position in relation to the Ampthill Park memorial. Although the letter is dated February 5, it wasn’t posted until February 17 — just one more of the unanswered questions surrounding the whole affair.

On February 19, the day after Barker had gone out digging at Ampthill Park, Williams received a letter from Thomas. In the interests of security in case anyone should open the letter ahead of Williams, the park itself wasn’t named, but Thomas included a drawing that clearly showed the monument and surrounding landmarks, with the location of the hare marked in what looked to be approximately the right place. Eager as he was by this point for the contest to just be over, Williams leaped to the phone to inform Thomas that “You’ve got it!” All that remained was to go out to Ampthill Park and dig it up. To his shock, the man at the other end of the line sounded grumpy at having been disturbed, and informed him in no uncertain terms that he had a cold that day and certainly didn’t plan to go digging in this weather, thank you very much. That was Williams’s introduction to the sketchy, confounding, deeply unsatisfactory winner of the greatest public treasure hunt in history. Subsequent impressions would do nothing to improve on the first.

The story that Thomas begrudgingly told never did quite add up; he was either the luckiest man in Britain or something important was being left out. By his testimony, he had first come to Bedfordshire on the trail of the hare the previous summer. Aware that Williams had once lived there, he was looking for something, anything, that might parallel something from the book. Driving by Ampthill Park, he stopped to take his dog for a walk. He first noticed the memorial to Catherine of Aragon in the most banal way possible: his dog lifted a leg to pee on it. His thoughts, he claimed, immediately turned to the phrase “one of six to eight.”

Many months later — the delay, like so much else about Thomas’s story, went unexplained — he returned to Ampthill Park with a spade. This time he noticed a line of five neat holes that had been dug on a line running northward from the cross. Who might have dug these holes was a mystery, but Thomas decided they were worth further investigation. He visited Ampthill Park on every one of the next eight nights, just days before Barker would arrive for his dig. He dug all along the line between the holes, but found nothing. At last, frustrated, he decided to send his crude sketch of the area and his best guess of where the hare might lie to Williams. Maybe it on its own would be good enough. Much to everyone but Thomas’s regret, Williams’s snap judgment declared it to be just that.

Even if we accept Thomas’s entire story at face value — something that’s very difficult to do — he should never have won the contest. The line on which he and his unknown other digger (assuming he existed) dug was oriented to the magnetic north of the memorial, not the true north of the sun at noon on the spring equinox. Barker had seen what may have been the remnants of Thomas’s dig on his February visit, noting the trench as a worrisome “slight depression” in the ground that might indicate someone else was hot on the same trail as he and Rousseau. In the end, though, he had put the depression out of his mind because it was in the wrong place. Thomas was little closer to his quarry than Peter Ormandy had been five months previously. Like Ormandy, he had solved virtually nothing of the real puzzle beyond “one of six to eight.” Like Ormandy, all the other connections he tried to make with Ampthill were accidents never intended by Williams. If Thomas’s answer was good enough, so should have been Ormandy’s.

None of this, it seems safe to say, was entirely lost on Kit Williams. When it began to dawn on him during that first unpleasant phone conversation how little Thomas really knew, he tried to step back from his declaration of a victor. Thomas would, of course, still have to dig up the hare before the whole thing was finalized, said an increasingly guarded Williams. Not quite sure what to do next, Thomas returned to Ampthill Park on February 20, the day after talking to Williams. There he immediately noticed a fresh hole, dug in the correct place by Mike Barker two days before. He spent the next three nights digging inward from Barker’s hole, toward the memorial, without success. He then contacted Williams again, who was flummoxed himself. If the hare really isn’t there, Williams said, the press must be contacted, as someone had apparently dug it up without telling anyone. With that statement, he confirmed once and for all for Thomas that he was digging in the correct place; he clearly wouldn’t have made a good poker player. On February 24, Thomas returned to Ampthill Park one last time, this time by daylight in the company of a friend. He found the hare, snug inside its bed of pottery, among the already turned-up earth. Whether he himself had dug it up and missed it or Mike Barker had done so earlier is, like so much about these final days of the contest, impossible to ever really know.

Ken Thomas wasn’t the winner that Kit Williams or Tom Maschler wanted, but, given the sloppy naivete with which they’d handled the whole contest, he was perhaps the winner they deserved. After informing Williams that he had found the hare, Thomas suddenly disappeared for a week, throwing everyone into a tither. When he surfaced again, he told Maschler that he would, on the condition of strict anonymity — “Ken Thomas,” everyone now learned, was a pseudonym — agree to do exactly one newspaper and one television interview in addition to appearing at the public unveiling of the hare. In every other respect, he was as uncooperative as could be. When the Victoria and Albert Museum asked if they might borrow the hare to display it publicly for a while as a memento of what had become a significant episode in British cultural history, he refused absolutely. At the unveiling, he appeared clothed like a homeless man, a cap pulled down low over his eyes, his back turned whenever possible to the camera, and refused to say a word. His single television interview took place, at his demand, behind a frosted pane of glass, his voice electronically distorted, like a Mafia kingpin turned state’s evidence.

A very reticent "Ken Thomas" with Kit Williams and Tom Maschler at the hare's unveiling.

A very reticent “Ken Thomas” with Kit Williams and Tom Maschler at the hare’s unveiling.

No one was more disappointed by Thomas than Tom Maschler, whose well-oiled publicity machine had been all primed to make an instant celebrity of whoever first solved the puzzle. The blow was felt all the more keenly about a week after Thomas’s anointment as winner, when Mike Barker and John Rousseau belatedly contacted Williams with the complete and correct solution. These two personable schoolteachers, who had solved the puzzle the way Williams had intended it to be solved, would have made a vastly preferable alternative to a sullen weirdo who dressed in rags. With such a vortex of anti-charisma now at center stage, Masquerade, for so long an ongoing media obsession, petered out about as quietly and anticlimactically as imaginable. The only thing left was the grumbling, of which there was plenty, and for good reason. Everyone knew this “Ken Thomas” was a cheat. Even if one accepted every word of and put the best possible spin on his story, he had still used guile rather than smarts to claim the hare.

But, as so many suspected, his true guile ran much deeper than his own story would have one believe. He was a cheat, and the full depth of his cheating would only come to light some six and a half years later. The Masquerade contest had ended in anticlimax and dark talk of scandal, but the full story was as yet far from told.

Next time, we’ll try once again to figure out this Ken Thomas character, and while we’re at it we’ll also tackle the less juicy but ultimately more important mission of understanding just how much Masquerade came to mean for our special interest around these parts: the world of computer gaming.

(Sources: The Quest for the Golden Hare by Bamber Gascoigne; Publisher by Tom Maschler; the paperback edition of Masquerade itself, which includes a foreword by Kit Williams and the complete solution to the puzzle in an appendix; “Talent Spotter” by Nicola Wroe from the March 12, 2005 issue of The Guardian; “Unmasked: The Masquerade Con” by Barrie Penrose and John Davison from the December 11, 1988 issue of The Times; the website Masquerade and the Mysteries of Kit Williams; “Hare-Brained: Kit Williams’s Masquerade” by Paul Slade; the BBC documentary Kit Williams: The Man Behind the Masquerade.)

 

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