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Zork III, Part 2

Last time we explored the area west of the Junction. Today let’s head east.

There we find the Royal Museum, which houses a time machine that lies at the heart of the last of the intricate new puzzles that Blank crafted just for Zork III. It’s interesting to compare the rigorousness of Zork III‘s approach to time travel with that of Time Zone, which despite having time travel as its overarching theme swept most of its ramifications under the rug as just not worth wrestling with. Indeed, and despite the challenges that time travel presents even to authors of static fiction, temporal puzzles would continue to be something of a favorite with Infocom in the years to come.

They acquit themselves pretty well in this first effort; there’s no way to really “break” the simulation, thanks both to some surprisingly complex modeling and to some very clever restrictions on the player that straiten the scope of possibilities. In a bit of broad comedy that does somewhat lighten the generally oppressive tone of the game, we can even come face to face (albeit briefly) with Lord Dimwit Flathead the Excessive himself, a fellow who’s been an ongoing gag throughout the series thus far:

>push button
You experience a brief period of disorientation. When your vision returns, you find yourself in the middle of some kind of ceremony, with a strange flat-headed man wearing royal vestments about to break a bottle on the bars of an iron cage containing magnificent jewels. He appears somewhat pleased by your presence. He speaks very loudly, nearly deafening the poor civil servant whose duty it is to see that his wishes are carried out. "Aha! A thief! Didn't I tell you that we needed more security! But, no! You all said my idea to build the museum under two miles of mountain and surrounded by five hundred feet of steel was impractical! Now, what to do with this ... intruder? I have it! We'll build a tremendous fortress on the highest mountain peak, with one narrow ladder stretching thousands of feet to the pinnacle. There he will stay for the rest of his life!" His brow-beaten assistant hesitates. "Don't you think, Your Lordship, that your plan is a bit, well, a bit much?" Flathead gives it a second's thought. "No, not really." he says, and you are led away. A few years later, your prison is finished. You are taken there, and spend the rest of your life in misery.

** You have died **

Everything that I discuss from here on has been lifted, pretty much whole cloth, from the PDP-10 Zork. First, just south of the museum, is the Royal Puzzle, an elaborate set-piece logic game that might just be the first of the soon-to-be infamous genre of sliding-block puzzles to appear in an adventure game. This one, however, is more interesting than most of those that would follow. We must push sandstone walls around a grid to discover an important book hidden inside (easy) and make our escape with it (hard). Although one of the later puzzles to be added to the PDP-10 Zork, the Royal Puzzle was geographically located relatively early in the finished game, lying adjacent to the big maze and the thief’s lair. It was primarily the work of the most unheralded of the original Zork team, Bruce Daniels. It was cut out of Zork I for reasons of space, but Infocom obviously decided it was too good to exclude from the PC games, and so placed it here as an adjunct to the Royal Museum.

And it is a good puzzle, requiring some careful planning and even sketching, but eminently solvable. Most importantly, the process of doing so is thoroughly enjoyable. I’ve never quite understood its reputation for extreme difficulty. (An old walkthrough’s sentiment is typical: “Take a deep breath here, because you’re about to enter one of the toughest puzzles in Zork III…”). In reality, the Royal Puzzle requires only patience, careful planning, and, yes, a willingness to restore many times; one wrong push on a wall usually means rendering the puzzle insolvable. It’s not trivial, but much less daunting than some of the other puzzles scattered throughout both the PDP-10 Zork and the first two PC games that rely entirely on, shall we say, intuitive leaps. The Royal Puzzle is even very appealing as a game of its own, divorced from the context of Zork. Some at MIT treated it this way, and competed to see not just who could solve it but who could do so in the fewest number of moves.

With the Royal Puzzle behind us, we’ve now explored and exhausted all of the initially available rooms on the map. In one of its perhaps more questionable design decisions, the game now leaves us to wander about looking for something, anything new to do. Eventually we wander into the Engravings Room and stumble across a sleeping old man, who gives us access to the endgame in return for a bit of bread. Now it all comes down to working our way through a linear series of puzzles lifted from the PDP-10 Zork endgame, designed largely by Dave Lebling. The puzzles here are appropriately challenging, but, like the Royal Puzzle, mostly challenging for the right reasons. The centerpiece is a sort of weird vehicle that we must figure out how to direct. As Jason Dyer noted in his own excellent write-up of the PDP-10 Zork, we find ourselves straining here to visualize an elaborate device described solely in text — described, in fact, in what is likely the longest contiguous infodump to be found anywhere in the trilogy.

Inside Mirror
You are inside a rectangular box of wood whose structure is rather complicated. Four sides and the roof are filled in, and the floor is open.

As you face the side opposite the entrance, two short sides of carved and polished wood are to your left and right. The left panel is mahogany, the right pine. The wall you face is red on its left half and black on its right. On the entrance side, the wall is white opposite the red part of the wall it faces, and yellow opposite the black section. The painted walls are at least twice the length of the unpainted ones. The ceiling is painted blue.

In the floor is a stone channel about six inches wide and a foot deep. The channel is oriented in a north-south direction. In the exact center of the room the channel widens into a circular depression perhaps two feet wide. Incised in the stone around this area is a compass rose.

Running from one short wall to the other at about waist height is a wooden bar, carefully carved and drilled. This bar is pierced in two places. The first hole is in the center of the bar (and thus the center of the room). The second is at the left end of the room (as you face opposite the entrance). Through each hole runs a wooden pole.

The pole at the left end of the bar is short, extending about a foot above the bar, and ends in a hand grip. The pole has been dropped into a hole carved in the stone floor.

The long pole at the center of the bar extends from the ceiling through the bar to the circular area in the stone channel. This bottom end of the pole has a T-bar a bit less than two feet long attached to it, and on the T-bar is carved an arrow. The arrow and T-bar are pointing west.

Dyer describes this puzzle, appropriately if anachronistically, as Myst-like. But of course the elaborate mechanisms of Myst are shown and manipulated graphically. And indeed, one is left just wishing for a picture after reading that mess, even as meticulously described as it is. Already Infocom, the gaming world’s foremost proponents of the power of pure text, were brushing against some of its limitations. (Notably, Bruce Daniels chose to represent the Royal Puzzle with simple ASCII diagrams rather than even trying to describe it in prose.)

Moving on, we meet the Dungeon Master at last. Zork III thankfully omits the Zork trivia quiz that the PDP-10 version requires us to pass to gain access to his inner sanctum, the final area of the game.

"I am the Master of the Dungeon!" he booms. "I have been watching you closely during your journey through the Great Underground Empire. Yes!," he says, as if recalling some almost forgotten time, "we have met before, although I may not appear as I did then." You look closely into his deeply lined face and see the faces of the old man by the secret door, your "friend" at the cliff, and the hooded figure. "You have shown kindness to the old man, and compassion toward the hooded one. I have seen you display patience in the puzzle and trust at the cliff. You have demonstrated strength, ingenuity, and valor. However, one final test awaits you. Now! Command me as you will, and complete your quest!"

The Dungeon Master becomes our partner; we must order him about to solve the final puzzle. Played after Zork II‘s similar puzzle involving the robot, one is chiefly struck by how much easier and cleaner it now is to communicate with others, thanks to the new conversation system Infocom developed for Deadline and incorporated here.

Given the description of the Dungeon Master shown above and the fact that we’ve been collecting equipment to “become” him throughout the game — not to mention the brooding, weighty tone of everything so far — the final subversive twist of the game and the trilogy don’t come completely by surprise. Still, when we take our place as the Dungeon Master it brings a chill. We’re a long way from jocular treasure hunts now.

On a desk at the far end of the room may be found stock certificates representing a controlling interest in FrobozzCo International, the multinational conglomerate and parent company of the Frobozz Magic Boat Co., etc.

As you gleefully examine your new-found riches, the Dungeon Master materializes beside you, and says, "Now that you have solved all the mysteries of the Dungeon, it is time for you to assume your rightly-earned place in the scheme of things. Long have I waited for one capable of releasing me from my burden!" He taps you lightly on the head with his staff, mumbling a few well-chosen spells, and you feel yourself changing, growing older and more stooped. For a moment there are two identical mages standing among the treasure, then your counterpart dissolves into a mist and disappears, a sardonic grin on his face.

For a moment you are relieved, safe in the knowledge that you have at last completed your quest in ZORK. You begin to feel the vast powers and lore at your command and thirst for an opportunity to use them.

Much of what’s just happened is still very vague, with, as was so typical of adventure games of this era, the details all left to the imagination. Yet in this case, rather than seeming an artifact of technical constraints or just a lack of talent for fiction, the vagueness works. One senses that careful explanation would only spoil it. Given how powerful this ending is, one has to feel happy that Infocom decided not to cheapen it with a Zork IV. And, as Jason Dyer also noted, it’s hard not to want to read this ending meta-textually: “Here is a new art form, one raw and unrefined, with the potential to be serious and profound.” The last paragraph, which is not found in the original version but only in Zork III, adds to the impression. The last sentence might even apply to the way that Infocom themselves were feeling at just about this moment. And justifiably — they had a remarkable next few years in store.

That, then, is Zork III. As many remarked at the time, sometimes disapprovingly, it’s considerably shorter than either of its predecessors, with a total number of real puzzles that could probably be counted on your fingers. Yet it occupies roughly the same space as the earlier games on disk. In place of sprawl and “cheap” puzzles like mazes and riddles, Blank implemented a smaller number of more intricate, satisfying interactions. He implemented, in other words, deeply rather than widely, beginning a trend that has persisted in interactive fiction right to the present day. This, combined with that pensive, fraught atmosphere that seems to affect everyone who plays it and its subversive thematic focus, make Zork III feel like a leap toward not only a more satisfying approach to adventure gaming but also that ineffable thing called Art.

 
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Posted by on September 17, 2012 in Digital Antiquaria, Interactive Fiction

 

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Zork III, Part 1

In September of 1982 Infocom released their fourth and fifth games, and their second and third of that year, simultaneously. Starcross, by Dave Lebling, was an outer-space adventure in the mold of Arthur C. Clarke’s Rendezvous with Rama. We’ll get to that shortly. But today I want to talk about Zork III: The Dungeon Master, the next installment in Infocom’s flagship series.

Although its endgame and one rather elaborate puzzle are borrowed from the PDP-10 Zork, the rest of Zork III is an original work of the indefatigable Marc Blank, a fellow whom I’m coming more and more to recognize as perhaps the key influence behind the Infocom Way. This is after all the guy who co-authored the original PDP-10 Zork, who worked tirelessly to make the parser better, who designed the Z-Machine, who expanded the very definition of an adventure game via Deadline. Zork III isn’t so obviously groundbreaking as Deadline, but it’s a better, more mature piece of work — better than anything that had come before, not only from Infocom, but from anyone. That’s not to say that it’s an easy game. No, it’s hard as nails. Yet it’s difficult for all the right reasons. Here you’ll find no mazes or useless geography, no riddles, no parser games, no hunger or light-source timers or inventory limits (that matter, anyway). No bullshit. You’ll just find a small assortment of puzzles that are more intricate and satisfying than anything we’ve seen before, couched in the most evocative of atmospheres.

As I’ve mentioned before, Zork has always had a schizophrenic personality. The series has never quite decided whether it wants to be goofy, mildly satirical comedies full of the over-the-top excesses of the Flathead clan or mournful tragedies played out amidst the faded grandeur of the erstwhile Great Underground Empire. The PDP-10 game and the first PC game vacillated wildly between both extremes, while Zork II, largely the work of Dave Lebling, played up the light comedy. Zork III is not without some well-placed Flathead jokes, but its main atmosphere is one of windy austerity, with a distinct twinge of sadness for better times gone by. It begins thus:

As in a dream, you see yourself tumbling down a great, dark staircase. All about you are shadowy images of struggles against fierce opponents and diabolical traps. These give way to another round of images: of imposing stone figures, a cool, clear lake, and, now, of an old, yet oddly youthful man. He turns toward you slowly, his long, silver hair dancing about him in a fresh breeze. "You have reached the final test, my friend! You are proved clever and powerful, but this is not yet enough! Seek me when you feel yourself worthy!" The dream dissolves around you as his last words echo through the void....

“Your old friend, the brass lantern, lies at your feet,” we are soon told, a sentence that well-nigh drips with Zork III‘s new-found world-weariness. And indeed, we’re a long way from the famous white house. If Zork I, with its points-for-treasures plot, is almost the prototypical adventure game, Zork III, just as much as the Prisoner games, is all about subverting our expectations of what makes an adventure game. Its most remarkable, peculiar achievement is to simultaneously be a damn good play within the confines of the genre it happily subverts.

But, onward. Here’s a map of the geography, in case you’d like to follow along as I explore, or (better yet) play along. I’m going to make a real effort not to spoil Zork III as thoroughly as I traditionally have in these analyses; it’s eminently worth struggling with a bit for yourself. My nudges, plus the map and the list of objects to be discovered in each room thereon, will hopefully blunt some of the edges of difficulty while leaving the heart of the experience intact.

From the Endless Stair where we began, we move south into the Junction. Another old friend, our sword, is embedded in a stone here, but there’s no way to pull it out. This “puzzle” is not really a puzzle at all; the sword will come to us, unbidden, when the time comes.

So, we move westward. We climb down a cliff to discover just the thing for an adventurer like us: a treasure chest — albeit a locked one. As we’re fiddling with it:

At the edge of the cliff above you, a man appears. He looks down at you and speaks. "Hello, down there! You seem to have a problem. Maybe I can help you." He chuckles in an unsettling sort of way. "Perhaps if you tied that chest to the end of the rope I might be able to drag it up for you. Then, I'll be more than happy to help you up!" He laughs again.

Every instinct tells us not to trust this guy; Zork I and Zork II have taught us that pretty much everyone in the Great Underground Empire is against us. Surely this fellow just wants to make off with our loot. And what else is an adventure game about if not collecting loot? Sure enough, if we take a chance and do as he asks we learn our suspicions were correct.

The man starts to heave on the rope and within a few moments you arrive at the top of the cliff. The man removes the last few valuables from the chest and prepares to leave. "You've been a good sport! Here, take this, for whatever good it is! I can't see that I'll be needing one!" He hands you a plain wooden staff from the bottom of the chest and begins examining his valuables.

Yet — and here’s where the subversion comes in — the treasure doesn’t matter. The old staff is what we need.

By this point we’ve already noticed something else very strange about Zork III: its scoring system seems completely out of whack. There are just 7 points to be scored, not the hundreds which we’ve come to expect from the earlier games. Further, points are awarded for such innocuous actions as just wandering into a certain completely accessible room, while major breakthroughs go unremarked. It’s possible to have 6 or 7 points and still be completely at sea, nowhere close to actually, you know, solving the game. Once again it seems that Zork III is playing by new rules that we don’t quite understand.

Yet Zork III is a finely crafted adventure as well as a subversive one, the first from Infocom without any howlingly bad design choices. We see this demonstrated in a rather surprising way on the Flathead Ocean. If we stand around here for a randomly determined number of turns, a ship will show up. Then we have one turn to say “Hello, sailor” to receive a potion of invisibility. “Hello, sailor” was a running joke throughout the first two Zork games; thus its appearance here, where it’s finally good for something. For the real oldtimers, there’s also a bit of even more meta meta-humor here: there’s a trivia quiz in the endgame of the original PDP-10 Zork about Zork itself. One of the possible questions is, “In which room is ‘Hello, Sailor’ useful?” The correct answer, in that game, is “None.”

Meta-humor aside, this business on the Flathead Ocean is on the face of it a staggeringly awful puzzle. First we must magically divine that we need to wait around in an otherwise uninteresting location (shades of Catherine the Great’s hairpin from Time Zone); then we must type the One True Thing from a multitude of choices. None of which, of course, would have stopped On-Line or perhaps even an earlier incarnation of Infocom from shoving it in there and being done with it. It’s exactly the sort of puzzle early adventure implementers loved, being trivial to code yet vastly extending the playing time of the game with its sheer obtuseness. Here, however, it’s not actually necessary. The potion only provides an alternate solution to a puzzle in the endgame. Thus the puzzle stands as an Easter egg only for the hardcore who like to plumb every depth and ferret out every secret. I don’t know of a better example of Infocom’s fast-evolving design sensibility than the decision not to make solving this bad puzzle necessary to winning the game.

But there are other, positive rather than negative examples of said sensibility. West of the lake we find what may just be my favorite puzzle in the game, a puzzle which is everything the arbitrary seaside puzzle is not. A magic portal can transport us momentarily not only to another location within this game, but also to locations from Zork I and Zork II. We need to plan for the next phase of our explorations by leaving a light source at a critical location using the portal. This is, at least by some criteria, unfair, as we have to do some learning by death a little later in the game to figure out that we need to do this. Yet it’s also a complex puzzle that grows organically from the sort of intricate, believably modeled storyworld that no one other than Infocom was crafting at this time. Puzzles like this feel shockingly modern in comparison to those of Infocom’s contemporaries.

Interestingly, the portal can also transport us to a fourth Zork game, a preview/advertisement for a work that was obviously already gestating in Blank’s mind. Zork IV, of course, never appeared (at least under that title). It came to me as something of a surprise to realize that Zork on PCs was never conceived by Infocom as a neat trilogy, a reality that seems at odds with the air of doomed finality that becomes more and more prevalent as we get deeper into Zork III. But at this stage Infocom still considered Zork, their flagship series and ongoing cash cow, very much an indefinitely ongoing series. Some players must have wondered just where it was going; the scene from the planned Zork IV is one of the most violent and disturbing in the Infocom canon.

Sacrificial Altar
This is the interior of a huge temple of primitive construction. A few flickering torches cast a sallow illumination over the altar, which is still drenched with the blood of human sacrifice. Behind the altar is an enormous statue of a demon which seems to reach towards you with dripping fangs and razor-sharp talons. A low noise begins behind you, and you turn to see hundreds of hunched and hairy shapes. A guttural chant issues from their throats. Near you stands a figure draped in a robe of deepest black, brandishing a huge sword. The chant grows louder as the robed figure approaches the altar. The large figure spots you and approaches menacingly. He reaches into his cloak and pulls out a great, glowing dagger. He pulls you onto the altar, and with a murmur of approval from the throng, he slices you neatly across your abdomen.

**** You have died ****

This scene would eventually appear, violence intact, in Blank’s next game, where it would jar with the tone of the rest of the game even more dramatically than it does here. However, that game, which did indeed start life as Zork IV, would be wisely retitled Enchanter, situated as its own entity and the first of a new fantasy trilogy.

Zork III is nowhere near so dynamic a system as Deadline. In the ongoing tradition of many adventure games even today, its world is a largely empty, static one. There is, however, one exception. At a randomly determined point of approximately 100 to 150 turns in, an earthquake causes the High Arch above the Aqueduct to collapse. I mention this now because making our escape through the area south of the lake depends on this arch still being intact, as well as the aforementioned light source having been properly placed. (Relatively static it may be, but Zork III nevertheless requires almost as much planning and learning by death as Deadline.) Lest I be accused of praising too much, let me just also note that the aqueduct area contains one of the few stumbles in this otherwise elegantly written game, when Blank suddenly tells us how to feel rather than letting the scenery speak for itself: “You feel a sense of loss and sadness as you ponder this once-proud structure and the failure of the Empire which created this and other engineering marvels.”

At this point we have only one more area west of the Junction to explore: the Land of Shadow. Just as the sailor on the Flathead Ocean feels like a puzzle Blank thought better of, turning it into an Easter egg and alternate solution instead, the Land of Shadow feels like it started life as a maze. Within it we meet a strange, apparently hostile figure. The sword we last saw stuck in the stone suddenly appears in our hand, and we are treated for the last time in the Infocom canon to the randomized combat system Dave Lebling developed for the PDP-10 Zork back in the day. Subversion is still the order of the day, however, so we can’t really die. Nor do we really want to kill. Playing the situation the right way results in an unnerving scene that recalls, among other possibilities, the climactic moment of the Prisoner television series.

>get hood
You slowly remove the hood from your badly wounded opponent and recoil in horror at the sight of your own face, weary and wounded. A faint smile comes to his lips and then his face starts to change, very slowly, into that of an old, wizened man. The image fades and with it the body of your hooded opponent. His cloak remains on the ground.

What is going on here will become more clear — at least a little bit more clear — later. But we’ll wrap things up for today on that ominous note. Next time we’ll tackle the area east of the Junction, and the endgame.

 
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Posted by on September 14, 2012 in Digital Antiquaria, Interactive Fiction

 

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The Once and Future SPAG

As many of you reading this undoubtedly know, I was for five years the editor of a webzine covering goings-on in the modern interactive-fiction community: the Society for the Promotion of Adventure Games, or SPAG. In 2010 I turned it over to another fellow, but that didn’t work out too well in the long run. After 1.5 excellent issues under his guidance, SPAG fell dormant. It’s been that way for over a year now.

This has always vaguely bothered me, like a little worm of guilt always burrowing away at the back of my psyche. SPAG, you see, is just about the longest-lived institution in contemporary IF, dating back to 1994. It even pre-dates the big annual Competition. People have continued occasionally to inquire about the magazine’s status, which has only made me feel worse. Still, I never felt quite bad enough to take on the job of reviving SPAG myself, as that feels very much like a “been there, done that” kind of endeavor for me. So I let my guilt fester in the background as I continued with my other projects.

Luckily, someone has finally come to my psychological rescue. More importantly, he’s come to SPAG’s rescue. Danni Willis has already done a hell of a lot for IF with Parchment, his interpreter that lets you play IF right in the browser. Now he’s going to take over as editor of SPAG. He has big plans for a new, dynamic website. He also plans to take a shift in emphasis I began at the end of my tenure to its logical conclusion: SPAG will now be a magazine for in-depth features and analysis rather than a reviews clearinghouse, a change I wholeheartedly approve.

But of course, and as I said way too many times during my own tenure as editor, to succeed SPAG needs your articles and feedback. Please contact him, or contribute to the aforelinked forum discussion, with your article proposals and ideas on how to make the new SPAG bigger, better, and more relevant than ever. I know that it’s again in good hands at last.

 
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Posted by on August 31, 2012 in Interactive Fiction, Modern Times

 

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SAGA

I haven’t had much to say recently about Scott Adams, the man who first brought adventure games to PCs. But he was out there through all of the developments I’ve covered since the last time I wrote a post about him, continuing to run Adventure International and to slowly expand his stable of simple 16 K adventures. I called AI the Dollar General of the early software industry in that last post, and I don’t know how to express it any better today. It existed in a sort of hazy space between publisher and mail-order catalog retailer; many of its programs were also available in other ways thanks to non-exclusive publishing agreements, and most were available only via the catalogs or the company’s single Longwood, Florida storefront (“Just 40 minutes from DISNEY WORLD!”), never finding their way into shops. AI is perhaps best seen as a bridge between the very earliest days of microcomputer software, when semi-altruistic organizations like SoftSide magazine’s TRS-80 Software Exchange and Creative Computing‘s equivalent organ acted as mere middlemen to help programmers sell their creations, and the modern paradigm that had fallen pretty firmly into place by 1982, of software publishers that functioned like book or record publishers in demanding exclusive rights from the actual creators and aggressively marketing those creations under their own brand.

In the long run such a business model was going to be problematic for AI, as the new order asserted itself more and more. As of 1982, however, they were still doing well within their niche. Their catalogs remained the same ramshackle pile of junk, oddities, and the occasional gem, all priced much cheaper than the more polished products of the competition. Sometimes, when AI felt they had a particularly hot product on their hands, they would try to pierce their insularity and play with the On-Lines and Brøderbunds, yet without losing the same weirdly, um, casual approach to basic English diction that marked their catalogs and the adventures of their founder.

I don’t think “penultimate” means what you think it does, Mr. AI Copywriter. At moments like this there’s something almost lovable about AI’s happy slapdashery.

Space war games aside, AI’s flagship titles remained their adventure games. Despite being like Ken Williams and Doug Carlston in needing to spend more and more time running a company and less and less hacking, Scott Adams managed to author another of these in 1981, Savage Island Part 2, and also co-authored Golden Voyage with a university student named William Demas. This brought AI’s line of official Scott Adams games to the neat dozen that have passed into history as the original Scott Adams canon. By 1982 their OtherVentures line, a grab bag of games not authored by the master himself, consisted of an additional five titles of varying technical approaches and quality, among them yet another port of Crowther and Woods’s original Adventure and Lance Micklus’s landmark Dog Star Adventure. But now AI’s comfortable position was beginning to feel threatened by the innovations of other companies. To understand why, let’s step back for just a moment to survey the adventuring field as a whole.

There’s a simple narrative about the life and (commercial) death of the text adventure that most of you interested enough to read this blog probably know all too well already. In the beginning, it goes, adventure games were all text all the time. But then came Mystery House, and in the years that followed more and more makers began adding pictures to their games, which became more and more important, until finally they were all that was left. Throw in the requisite appreciation of Infocom and a few other holdouts who stayed with text until it was painfully obvious that that way lay madness, and that’s pretty much the story.

As simplified encapsulations go, the story is fine. Still, there are things that surprised me when I started to look closely at the actual timeline of releases. One of those was just how quickly games with graphics came to dominate the market in the wake of Mystery House and (especially) The Wizard and the Princess, at least on machines like the Apple II that had the ability to display reasonable pictures. A flood of other “hi-res adventures” followed On-Line’s into the market, so many that On-Line would eventually feel the need to start suing others for using what they saw as their own name for their own unique line of games. Already in its May 1982 issue Softline magazine wrote that “the demands of the market are weighted heavily toward hi-res graphics” in adventure games.

Put crudely, we might say that text-adventure makers sorted themselves into two groups: those who saw text as a necessary kludge only, and got away from it as quickly as possible (the vast majority); and those who defined themselves by a more literary sensibility of which the use of text was an essential part (largely only Infocom at this point, although a handful of others would spring up to follow their example). In other words, are you working with text because there’s no other choice given technological constraints, or out of an intrinsic fascination with the medium? Let’s call the former group Type 1; the latter Type 2. This dichotomy continues to persist today; those who continue to write and play textual interactive fiction out of a love of the form itself often confuse others who see text adventures only as an early, primitive form of gaming technology that was quickly and thankfully replaced with something better.

The big, obvious drawback of including graphics was that they used precious memory and disk space on machines that had little of either to spare. Still, most players were entranced enough by pictures that they were willing to accept the tradeoff of less or worse everything else: total text, total length, parser, world modeling, execution speed, etc. The Apple II commercial adventure market by 1982 was divided between the picture-sporting but otherwise very primitive “hi-res adventures” and, well, at this stage pretty much just Infocom, who offered no pictures but better and more of just about everything else. It would be another year or so before Infocom started aggressively marketing their lack of graphics as addition by subtraction, but already they were beginning to stand out from everyone else for their refusal to jump on the hi-res bandwagon.

The only company that didn’t fit comfortably into this bifurcation was Adventure International. The Scott Adams adventures were still built using the same technological blueprint Adams had developed way back in 1978, when his Adventureland became the first adventure game to reach microcomputers. They still had to fit, database and interpreter, into just 16 K of memory, meaning they combined the worst of both adventuring paradigms: the lack of pictures of Infocom and the primitive everything else of typical graphics games. Luckily, the games’ low system requirements made them ideal for a market virtually everyone else missed. In addition to comparatively powerful machines like the Apple II, Atari 400 and 800, and the new IBM PC, the computer industry of the early 1980s had a huge soft underbelly of cheap, low-powered machines like the TRS-80 Model 1 and 3, the TI-99/4A, and the king of this segment and bestselling computer in the world, the Commodore VIC-20. For these machines, the Scott Adams titles, with their need for only 16 K of memory and their ability to run off cassette or even (in the case of the VIC-20) cartridge, were literally the only adventure games in town. Adams had a captive market here, as uncontested as the general PC market had been back in 1978. For several years he fed very well upon it.

Yet it would be nice to compete on the bigger machines as well, wouldn’t it? To do that he would obviously need to improve his games, to bring them more in line with those of either On-Line or Infocom. Given the carelessness of the prose in his games, one might be tempted to immediately lump Adams in with On-Line as a Type 1 developer. Surprisingly, however, even in a 1984 interview he was still expressing ambivalence about the addition of graphics to adventure gaming: “I still do prefer text. The player is left to exercise his imagination and provide his own images, which is more exciting.” Still, it would be much easier to add graphics to his existing games, using the ample memory and disk space they left unused in a machine like the 48 K Apple II Plus, than to rewrite them from scratch with the better everything else of Infocom. And that was clearly the path of least commercial resistance. As he said in the same interview, “If we can provide graphics, and people want graphics, then we should let them have graphics.” The result was SAGA, the Scott Adams Graphic Adventures.

At the heart of each SAGA is the original non-graphic adventure’s data file. (Literally; even misspellings go uncorrected.) To this foundation AI’s long-term in-house artist, “Peppy,” added lots of bright, colorful illustrations, one for each location as well as the occasional bonus scene. Following On-Line’s lead, you can see the text “behind” a picture by hitting enter on an empty command line, and takeable objects show up in the pictures, lending them a certain degree of interactivity and functionality rather than serving strictly as decoration. However, there isn’t the persistent annoyance that dogs the On-Line games of always needing to wonder whether pieces of the illustrations not described in the text can nevertheless be interacted with. Because they are text adventures with hooks for graphics retrofitted after the fact, you can turn off the graphics entirely if you like without missing anything vital.

In preparation for writing this post, I played through the SAGA version of Pirate Adventure, Adams’s second game and the one, along with The Count and perhaps the original Adventureland, that is generally the most fondly remembered today. (In contrast to pretty much every other designer ever, Adams’s games tended to get less and less satisfying as his career progressed.) And indeed, Pirate Adventure, which was co-written by his wife of the time, Alexis Adams, shows Scott Adams with his best foot forward. This early in his career he did not yet feel the need to ratchet up the difficulty through increasingly absurd puzzles. Yes, there are still some parser frustrations as well as such Scott Adams-isms as UNLIGHT as the antonym of the verb LIGHT, but the central task of building a ship is fun, and there’s an enthusiastic, encouraging tone to the text (what there is of it) that makes the whole go down surprisingly easy even today, a remarkable feat for such an early, primitive effort. There’s even a smidge of the more dynamic storyworld that would appear in The Count, with a cracker-loving parrot and a rum-loving pirate who move about. The SAGA version, with lots of pictures that are perhaps not quite up with the best of On-Line but aren’t bad either, only adds to the charm — at least until the slowness of loading all those graphics from disk makes you opt for all-text mode again.

AI released SAGA versions of the first three of the Scott Adams dozen in 1982, followed by the next three the following year, while also continuing to market the text-only versions for low-end machines that couldn’t support the graphic versions. Some of the OtherVentures also got their graphical due. A changing market and changing priorities after that meant that the remaining titles never got converted.

In their time the SAGA games served their purpose of breathing new life into this stable of old, comparatively unsophisticated games. Sure, Adventure International continued to look a bit low rent in comparison to slicker publishers, but their games were relatively inexpensive and, at their best, fun. For plenty of eager adventurers who had exhausted the works of other publishers, or who lacked the machine or the money to access them, Scott Adams and his OtherVentures buddies still held plenty of appeal. They could even do one thing the competition couldn’t: they could talk. That is, when running on a computer with a Votrax Type ‘n Talk, the first hardware-based speech synthesizer to arrive for PCs. Sure, it was a gimmick, but it was a clever one, and one that probably sold some SAGAs on its own.

If you’d like to check out SAGA for yourself, here’s Pirate Adventure for the Apple II.

 
 

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The Prisoner 2

The Prisoner was a big sales success, at least by the standards of a small software house like Edu-Ware. Enough people were eager to believe in a vision of games as Art to embrace it despite its almost aggressively off-putting personality — or, perhaps, they were just desperate enough for new adventures that they were ready to put up with artistic aspirations as long they also had puzzles to solve. Regardless, the game played a crucial role in the company’s idealistic core mission, to bring quality educational software to this new generation of personal computers. The steady flow of profits from The Prisoner gave Edu-Ware, supported by Apple’s own efforts to define the Apple II as “the education computer,” time and resources to build a customer base of schools and engaged parents for titles like their Compu-Math and Algebra series.

Yet times were changing fast in software, and particularly in entertainment software. Even by just eighteen months after its release The Prisoner — with its sluggish all-BASIC implementation, its blocky, monochrome text or low-resolution graphics displays, and its photocopy/Ziploc-bag-based packaging — was beginning to look sadly amateurish in comparison with the latest extravaganzas from the likes of On-Line and Brøderbund. Edu-Ware therefore decided to remake their cash cow in a more polished, slicker, faster edition, with color and more and better graphics. Confusingly, they decided to call the new game The Prisoner 2, even though it was very much a remake rather than a sequel. Marketing never was Edu-Ware’s strong suit.

The new project reflected changing models of development, not only within a growing Edu-Ware but also within a growing software industry. The original had been cranked out by David Mullich in a furious six weeks of hacking. There was no separate design process; he simply designed as he coded, adding in whatever seemed cool and appropriate as it struck his fancy. By the time of The Prisoner 2, however, Mullich had acquired the title of “development manager” at Edu-Ware, with a staff of several programmers working under him on the company’s various projects. Having gotten more adept at 6502 assembly language since the time of the first game, he himself programmed some speed-critical routines for graphics that were also used in other Edu-Ware titles, as well as a text parser. He also drew the game’s graphics on paper. But to translate those drawings onto the computer, and to code everything else, he employed one Mike St. Jean, who worked, once again in BASIC, from a detailed design document provided by Mullich. Mullich was, in other words, transitioning from the jack-of-all-trades hacker typical of the very early PC era to this new creature known as a “game designer.” Those aforementioned assembly-language routines would be, in Mullich’s own words, “among the last programs I actually coded myself” in a career in software that continues to this day.

The results of his efforts are, as is all too typical of remakes, mixed. While it may have had at least as much to do with lack of time, expertise, and resources as artistic intent, the original’s stark, Constructivist appearance did much to strengthen the atmosphere of oppression, coercion, and collectivist subjugation. The Prisoner 2, by contrast, looks at first glance like just another “hi-res adventure” of the sort that were flooding the market by 1982 in response to On-Line Systems’s success, and the maze section that opens the game bears a pronounced resemblance to, of all things, the Wizardry series.

Likewise, the variety of different interfaces found in the original game, which the player had to puzzle out on her own to succeed, is here replaced in almost all places by a two-word parser that is unusually balky even by the standards of the time. It’s tempting to read some of its obstinacy as another instance of the old Prisoner tactic of resisting consistent interface standards to keep the player always ill at ease. How else to read the fact that the parser sometimes demands that you navigate with “forward,” “back,” “right,” and “left,” and other times with traditional compass directions? Still, it just somehow doesn’t quite work as well as the first game’s interface smorgasbord.

The new, more professional presentation must inevitably also become more technically opaque, removing some of the possibility for winning through, um, other means like code-diving. This might be a good thing in any other game, but, as Steve Pederson wrote in response to my article on the original Prisoner, in this case “nothing could be more in the spirit of the game [than cheating].”

A comparison of the manuals also gives me conflicted feelings. The original shipped with only the most essential information on the game and some slightly pedantic “educational notes” penned by Edu-Ware founder Sherwin Steffin. For the sequel, this document was replaced with a slicker production which elaborates a mythology of sorts for The Island and even for the original Prisoner television series. The Island, we are told, was created in the 1960s in response to the agitations of the counterculture.

It was in this climate that The Island was created. Its purpose then was to silence dissenters and to perpetuate authoritarian rule. Leaders of various social movements and government operatives who learned too much of their employer’s plans both unwillingly found themselves a new home on The Island — until such time as they were absorbed back into the system or died. But, from the perspective of the rest of the world, they had vanished without a trace, presumably the victims of foreign or illegal organizations.

Towards the end of the decade came the first exposé of The Island. It was presented in the form of a television adventure series so that its producers could circumvent the problems of censorship. Its focus was as a psychological study and a political statement concerning the problem of keeping one’s individuality and personal freedom in a technological society. While it did gain a cult audience, its messages did not receive the recognition that they deserved.

So, the influence of The Island spread unchecked in the seventies. The “me” generation proved to be a perfect target not only for The Island’s sinister activities, but also for one of the most powerful weapons of mass enslavement ever created: the computer. Ever increasing meddling by computer networks, data bases, and information peddlers in our daily lives forced us close to the verge of becoming mere numbers within the memory banks of hundreds of machines across the country. More and more information about us became accessible to anyone who had a link into the proper data base. With the flip of a switch, instantly our reputations could be tarnished and our influence destroyed. Lives became statistics, and statistics could be altered.

In short, the computer was turning society into a vast collective prison.

In the debate that raged through the 1970s and 1980s (and to some extent still today) on whether the computer was a tool of liberation and creative possibility or a tool for dehumanization and subjugation, this narrative comes down on the latter side. Yet The Prisoner 2 is of course using a computer to make just the sort of creative, humanistic statement it says the computer will stamp out. As always where The Prisoner is involved, the contradictions bite deep.

Mullich has here totally abandoned the notion from the original game of merely being “inspired by” the television show. He is now explicitly playing in the same storyworld as the show — and doing it without any sort of licensing deal with The Prisoner‘s corporate parent ITC Entertainment, who were either unusually benevolent or very unobservant. Ironically, Mullich later in his career would join Disney, where he would spend some of his time stamping out just this sort of intellectual-property infringement.

Eternal debates over intellectual property aside, I’m still not sure how I feel about the sequel’s elaborate backstory. Part of me wants to say that Mullich and company say far, far too much here, that rooting The Island in such a specific historical and cultural context costs them much of the ominously enigmatic feel of both the original game and television series. On the other hand, this more detailed fictional context does enable the most notable new aspect of the sequel: a sharply satirical critique of the videogame craze that was just reaching its first-generational peak when The Prisoner 2 reached stores in mid-1982.

A more disturbing turn of events took place in the eighties, however. Instead of the public becoming cautious of computerization, they took the devices into their very homes. For hours at a time, people would sit blank-faced in front of television sets playing uninspired clones of Asteroids, Space Invaders, and Pac-Man. An entire civilization was willing to waste their precious lives playing mindless games, relentlessly pursuing nursery-school melodies, high scores, and pointless goals.

In that spirit, the Rovers, the balloon-like guards who prevented escape from The Island in both the television series and the first game, are replaced in the sequel with… Pac-Man.

As good adventure gamers, we might be tempted to agree with Mullich’s criticism of these mindless arcade games, to assume that our more cerebral games are exempt from his criticisms. But then we come to a building he added just for the sequel: the Grail House. Inside is something that was already becoming a symbol of adventure games at their most banal by this time: an extended maze. The maze includes rooms which specifically reference Adventure, Mystery House, The Wizard and the Princess, and the Scott Adams games.

Whether these portrayals are fleshed-out enough to rise to the level of satire is perhaps debatable, but they don’t exactly feel like loving tributes either. The Mystery House room, which flags you as a murderer (presumably of Ken Williams himself) until you find “absolution” in the church, has a particularly abrasive edge to it. Indeed, and especially given the truly awful parser, one could almost read the entirety of The Prisoner 2 as a satire on the absurdities of contemporary adventure gaming. The ultimate goal of the game is after all to free yourself by “escaping” from pointless submission to this world inside your computer, as Edu-Ware’s Steve Pederson is doing in the striking box art.

Leaving aside both other adventure games and The Prisoner 2‘s more colorful but less effective appearance (prompted, ironically, by commercial considerations that required keeping up with those very same other adventure games), much of the subversive, anti-authoritarian message of the original game does remain in the sequel. In some places it is even strengthened. The Library in the original, for instance, contained a hopelessly inscrutable free-association scenario whose issue could be a vital clue or a book getting burned. The sequel tries to force you to actively burn books.

B.F. Skinner’s theories of education come in for even sharper criticism here than in the first game. Succeeding at a series of rote memory exercises leads to a diploma and a wicked pun. (And note the teacher’s apple shaped, once again, like Pac-Man…)

Sometimes the manipulations of truth and perceptions reach new heights of inspiration, such as in this genius re-purposing of a quote from Thomas Jefferson.

We’re tempted to want to add a “be” — or, better yet, a “be free” — to the end. For the record, however, here’s the full quote:

No government ought to be without censors, and where the press is free, no one ever will. If virtuous, it need not fear the fair operation of attack and defence. Nature has given to man no other means of sifting out the truth whether in religion, law or politics. I think it as honorable to the government neither to know nor notice its sycophants or censors, as it would be undignified and criminal to pamper the former and persecute the latter.

Jefferson is here using the word “censor” in an archaic way, as a term for a person who closely monitors and criticizes the actions of another, generally one in a position of power. (Some remnant of this usage persists in the adjective “censorious,” as in condemning an unnecessarily critical critic’s “censorious behavior.”) Thus, far from arguing for censorship in the modern sense, he is arguing for the very governmental openness and transparency that is anathema to the powers that be on The Island.

The Prisoner 2 continues to emphasize that it itself is your enemy. In addition to the established dirty tricks from its predecessor (that bogus error message that tries to trick you into entering your resignation code appears again), it has some new ways to be belligerent. At one point it even threatens to re-format the game disk.

No, it doesn’t go quite that far. If you lose this game of judicial hangman, the game tries to fake you out by grinding the disk just like it would during a format, but ultimately declines to actually do the deed.

Another amusing fake-out is the computerized “Free Information” booth.

Asking “why” in this section makes the computer go berserk, screen flashing gibberish and disk drives wildly blinking and grinding. In addition to several episodes of Star Trek, this sequence also evokes the climax to one of the classic episodes of The Prisoner television show, “The General.” It’s also, of course, the all-important question that B.F. Skinner’s theories of education don’t prepare students to answer.

So, yes, The Prisoner 2 does manage to get its lumps in. If it doesn’t feel quite as laser-focused in its presentation and rhetoric or, well, quite as necessary as its predecessor, it’s certainly not an embarrassment. Yet, and ironically given its more polished presentation, it was not the same sort of commercial success. Steve Pederson estimates that it only sold in the range of 3000 to 5000 units in total, pretty underwhelming figures in comparison to games I’ve covered recently like Choplifter (9000 copies in its first month) or Deadline (25,000 copies in its first eight months). This was in spite of being ported to the Atari 400 and 800 and the IBM PC in addition to the Apple II. The entertainment-software market was growing rapidly, but Edu-Ware’s share in it was not.

To begin to understand why that should be, we might look to tensions and contradictions within Edu-Ware itself. Edu-Ware’s president and founder, Sherwin Steffin, had no great investment in games. As his company’s name would imply, his passion, a product of his long and ongoing career in education, was educational software. The company’s two other important players, Mullich and Steve Pederson, were each a generation younger than Steffin, and much more interested in computers and games for their own sakes. Steffin was happy to allow them to indulge their interest as long as everyone also strove to develop the high-quality educational software that he had founded the company to create — and luckily so, as the first Prisoner turned out to be a gold mine that helped get his own projects off the ground. Yet by 1982 those projects were able to fly on their own, with programs like Algebra 1 selling in the tens of thousands. As Pederson has said, “As time went on, it became harder and harder to justify game development.” Edu-Ware didn’t need games anymore, and with a hungry market for their educational software and a president rather disinterested in the field, the company had begun the gradual process of abandoning the games market even as The Prisoner 2 was being released. As a retread (however well done) of an older game and with an unengaged corporate parent, The Prisoner 2‘s lackluster sales performance is not so surprising. Edu-Ware’s last big game release, the final, less than compelling installment of its Empire trilogy of science-fiction RPGs, appeared early the following year. And that was pretty much that for the Interactive Fantasies line to which The Prisoner games had belonged.

In July of 1983, Edu-Ware was purchased by a much larger company that had heretofore focused on software for big institutional machines, Management Sciences America. There are a couple of ways to see this development. On the one hand, plucky little Edu-Ware looked to already be facing an uncertain future in the educational market it had pioneered, as new companies like Spinnaker with established corporate parents entered with slick new products for the growing numbers of Apple II-devoted educators and parents. Perhaps finding a deep-pocketed parent of its own was the only way for Edu-Ware to have a hope of survival in this new, more crowded world. On the other hand, Sherwin Steffin told me recently via email that “marketing was an area in which I had neither skill nor interest,” and that this purchase was exactly the “exit strategy that I had planned from the beginning.”

What happened next, though, Steffin had most certainly not planned. He, Mullich, and Pederson were allowed to work without disruption for only a short time before relations collapsed in a pile of accusations, ultimatums, and, eventually, lawsuits. The Edu-Ware brand was largely merged into MSA’s Peachtree line of productivity software in 1984, and the last traces of the old company were obliterated by early 1985. By this time Steffin, Mullich, and Pederson were all long gone. It was an inglorious, anticlimactic end for a pioneering publisher, but not, alas, an atypical one.

As usual, I’ve prepared a copy of The Prisoner 2 for those of you who’d like to try it for yourselves. This time that’s especially important. Like its predecessor, The Prisoner 2 writes to the game disk during play, meaning that most of the copies archived on the Internet contain someone else’s half-finished game. I’ve prepared a zip with a clean copy of the Apple II disk, along with the manual (courtesy of the amazing Museum of Computer Adventure Game History). You might also want to have a look at a fascinating document at the Gallery of Undiscovered Entities: David Mullich’s original design document for the game.

Be seeing ewe!

 
 

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