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A Tale of Three Languages

If I had to name one winner amongst the thousands of programming languages that have been created over the last 60 years, the obvious choice would be C. Developed by Dennis Ritchie from 1969 as the foundation of the Unix operating system, C remains one of the most commonly used languages even today; the Linux kernel, for example, is implemented in C. Yet that only tells part of the story. Dozens of other languages have borrowed the basic syntax of C while adding bells and whistles of their own. This group includes the most commonly used languages in computing, such as Java, C++, and Perl; quickly growing upstarts like C# and Objective C; and plenty of more esoteric domain-specific languages, like the interactive-fiction development system TADS 3. For a whole generation of programmers, C’s syntax, so cryptic and off-putting to newcomers with its parenthesis, curly braces, and general preference for mathematical symbols in lieu of words, has become a sort of comfort food. “This new language can’t be that bad,” we think. “After all, it’s really just C with…” (“these new things called classes that hold functions as well as variables”; “a bunch of libraries to make text-adventure development easy”; etc.). For obvious reasons, “C-like syntax” always seems to be near the top of the feature list of new languages that have it. (And for those who don’t: congratulations on sticking to your aesthetic guns, but you’ve chosen a much harder road to acceptance. Good luck!)

When we jump back 30 years, however, we find in this domain of computing like in so many others a very different situation. In this time C was the standard language of the fast-growing institutional operating system Unix, but had yet to really escape the Unix ghetto to join the top tier of languages in the computing world at large. Microcomputers boasted only a few experimental and/or stripped-down C compilers, and the language was seldom even granted a mention when magazines like Byte did one of their periodic surveys of the state of programming. The biggest buzz in Byte went instead to Niklaus Wirth’s Pascal, named after the 17th-century scientist, inventor, and philosopher who invented an early mechanical calculating machine. Even after C arrived on PCs in strength, Pascal, pushed along by Borland’s magnificent Turbo Pascal development environment, would compete with and often even overshadow it as the language of choice for serious programmers. Only in the mid-1990s did C finally and definitively win the war and become the inescapable standard we all know today.

While I was researching this post I came across an article by Chip Weems of Oregon State University. I found it kind of fascinating, so much that I’m going to quote from it at some length.

In the early days of the computer industry, the most expensive part of owning a computer was the machine itself. Of all the components in such a machine, the memory was the most costly because of the number of parts it contained. Early computer memories were thus small: 16 K was considered large and 64 K could only be found in supercomputers. All of this meant that programs had to take advantage of what little space was available.

On the other hand, programs had to be written to run as quickly as possible in order to make the most efficient use of the large computers. Of course these two goals almost always contradicted each other, which led to the concept of the speed versus space tradeoff. Programmers were prized for the ability to write tricky, efficient code which took advantage of special idiosyncrasies in the machine. Supercoders were in vogue.

Fortunately, hardware evolved and became less expensive. Large memories and high speed became common features of most systems. Suddenly people discovered that speed and space were no longer important. In fact roles had reversed and hardware had become the least expensive part of owning a computer.

The costliest part of owning a computer today is programming it. With the advent of less expensive hardware, the emphasis has shifted from speed versus space to a new tradeoff: programmer cost versus machine cost. The new goal is to make the most efficient use of a programmer’s time, and program efficiency has become less important — it’s easier to add more hardware.

If you know something about the history of the PC, you’re probably nodding along right now, as we’re seemingly on very familiar ground. If you’re a crotchety old timer, you may even be mulling over a rant about programmers today who solve all their problems just by throwing more hardware at them. (When old programmers talk about the metaphorical equivalent of having to walk both ways uphill in the snow to school every morning, they’re actually pretty much telling the truth…) Early Apple II magazines featured fawning profiles of fast-graphics programming maestros like Nasir Gebelli (so famous everyone just knew him by his first name), Bill Budge, and Ken Williams, the very picture of Weems’s “supercoders” who wrote “tricky, efficient code which took advantage of special idiosyncrasies in the machine.” If no one, including themselves after a few weeks, could quite understand how their programs did their magic, well, so be it. It certainly added to the mystique.

Yet here’s the surprising thing: Weems is not describing PC history at all. In fact, the article predates the fame of the aforementioned three wizards. It appeared in the August, 1978, issue of Byte, and is describing the evolution of programming to that point on the big institutional systems. Which leads us to the realization that the history of the PC is in many ways a repeat of the history of institutional computing. The earliest PCs being far too primitive to support the relatively sophisticated programming languages and operating systems of the institutional world, early microcomputer afficionados were thrown back into a much earlier era, the same that Weems is bidding a not-very-fond farewell to above. Like the punk-rock movement that was exploding just as the trinity of 1977 hit the market, they ripped it up and started again, only here by necessity rather than choice. This explains the reaction, somewhere between bemused contempt and horror, that so many in the institutional world had to the tiny new machines. (Remember the unofficial motto of MIT’s Dynamic Modeling Group: “We hate micros!”) It also explains the fact that I’m constantly forced to go delving into the history of computing on the big machines to explain developments there that belatedly made it to PCs. In fact, I’m going to do that again, and just very quickly look at how institutional programming got to the relatively sophisticated place at which it had arrived by the time the PC entered the scene.

The processor at the heart of any computer can ultimately understand only the most simplistic of instructions. Said instructions, known as “opcodes,” do such things as moving a single number from memory into a register of the processor; or adding a number already stored in a register to another; or putting the result from an operation back into memory. Each opcode is identified by a unique sequence of bits, or on/off switches. Thus the first programmers were literally bit flippers, laboriously entering long sequences of 1s and 0s by hand. (If they were lucky, that is; some early machines could only be programmed by physically rewiring their internals.) Assemblers were soon developed, which allowed programmers to replace 1s and 0s with unique textual identifiers: “STO” to store a number in memory, “ADD” to do the obvious, etc. After writing her program using this system of mnemonics, the programmer just had to pass it through the assembler to generate the 1s and 0s the computer needed. That was certainly an improvement, but still, programming a computer at the processor level is very time consuming. Sure, it’s efficient in that the computer does what you tell it to and only what you tell it to, but it’s also extremely tedious. It’s very difficult to write a program of real complexity from so far down in the weeds, hard to keep track of the forest of what you’re trying to accomplish when surrounded by trees made up of endless low-level STOs and ADDs. And even if you’re a supercoder who’s up to the task, good luck figuring out what you’ve done after you’ve slept on it. And as for others figuring it out… forget about it.

And so people started to develop high-level languages that would let them program at a much greater level of abstraction from the hardware, to focus more on the logic of what they were trying to achieve and less on which byte they’d stuck where 2000 opcodes ago. The first really complete example of such a language arrived in 1954. We’ve actually met it before on this blog: FORTRAN, the language Will Crowther chose to code the original Adventure more than 20 years later. LISP, the ancestor of MIT’s MDL and Infocom’s ZIL, arrived in 1958. COBOL, language of a million dull-but-necessary IBM mainframe business programs, appeared in 1959. And they just kept coming from there, right up until the present.

As the 1960s wore on, increasing numbers of people who were not engineers or programmers were beginning to make use of computers, often logging on to timesharing systems where they could work interactively in lieu of the older batch-processing model, in which the computer was fed some data, did its magic, and output some result at the other end without ever interacting with the user in between. While they certainly represented a huge step above assembly language, the early high-level languages were still somewhat difficult for the novice to pick up. In addition, they were compiled languages, meaning that the programmer wrote and saved them as plain text files, then passed them through another program called a compiler which, much like an assembler, turned them into native code. That was all well and good for the professionals, but what about the students and other amateurs who also deserved a chance to experience the wonder of having a machine do their bidding? For them, a group of computer scientists at Dartmouth University led by John Kemeny and Thomas Kurtz developed the Beginner’s All-Purpose Symbolic Instruction Code: BASIC. It first appeared on Dartmouth’s systems in 1964.

As its name would imply, BASIC was designed to be easy for the beginner to pick up. Another aspect, somewhat less recognized, is that it was designed for the new generation of time-sharing systems: BASIC was interactive. In fact, it wasn’t just a standalone language, but rather a complete computing environment which the would-be programmer logged into. Within this environment, there was no separation between statements used to accomplish something immediately, like LISTing a program or LOADing one, and those used within the program itself. Entering “PRINT ‘JIMMY'” prints “JIMMY” to the screen immediately; put a line number in front of it (“10 PRINT ‘JIMMY'”) and it’s part of a program. BASIC gave the programmer a chance to play. Rather than having to type in and save a complete program, then run it through a compiler hoping she hadn’t made any typos, and finally run the result, she could tinker with a line or two, run her program to see what happened, ad infinitum. Heck, if she wasn’t sure how a given statement worked or whether it was valid, she could just type it in by itself and see what happened. Because BASIC programs were interpreted at run-time rather than compiled beforehand into native code, they necessarily ran much, much slower than programs written in other languages. But still, for the simple experiments BASIC was designed to facilitate that wasn’t really so awful. It’s not like anyone was going to try to program anything all that elaborate in BASIC… was it?

Well, here’s where it all starts to get problematic. For very simple programs, BASIC is pretty straightforward and readable, easy to understand and fun to just play with. Take everybody’s first program:

10 PRINT "JIMMY RULES!"
20 GOTO 10

It’s pretty obvious even to someone who’s never seen a line of code before what that does, it took me about 15 seconds to type it in and run it, and in response I get to watch it fill the screen with my propaganda for as long as I care to look at it. Compared to any other contemporary language, the effort-to-reward ratio is off the charts. The trouble only starts if we try to implement something really substantial. By way of example, let’s jump to a much later time and have a look at the first few lines of the dungeon-delving program in Richard Garriott’s Ultima:

0 ONERR GOTO 9900
10 POKE 105, PEEK (30720): POKE 106, PEEK (30721): POKE 107, PEEK (30722): POKE 108, PEEK (30723): POKE 109, PEEK (30724): POKE 110, PEEK (30725): POKE 111, PEEK (30726): POKE 112, PEEK (30727)
20 PRINT "BLOAD SET"; INT (IN / 2 + .6)
30 T1 = 0:T2 = 0:T3 = 0:T4 = 0:T5 = 0:T6 = 0:T7 = 0:T8 = 0:T9 = 0: POKE - 16301,0: POKE - 16297,0: POKE - 16300,0: POKE - 16304,0: SCALE= 1: ROT= 0: HCOLOR= 3: DEF FN PN(RA) = DNG%(PX + DX * RA,PY + DY * RA)
152 DEF FN MX(MN) = DN%(MX(MN) + XX,MY(MN)): DEF FN MY(MN) = DN%(MX(MN),MY(MN) + YY): DEF FN L(RA) = DNG%(PX + DX * RA + DY,PY + DY * RA - DX) - INT (DN%(PX + DX * RA + DY,PY + DY * RA - DX) / 100) * 100: DEF FN R(RA) = DNG%(PX + DX * RA - DY,PY + DY * RA + DX) - INT (DN%(PX + DX * RA - DY,PY + DY * RA + DX) / 100) * 100
190 IF PX = 0 OR PY = 0 THEN PX = 1:PY = 1:DX = 0:DY = 1:HP = 0: GOSUB 500
195 GOSUB 600: GOSUB 300: GOTO 1000
300 HGR :DIS = 0: HCOLOR= 3

Yes, given the entire program so that you could figure out where all those line-number references actually lead, you could theoretically find the relatively simple logic veiled behind all this tangled syntax, but would you really want to? It’s not much fun trying to sort out where all those GOTOs and GOSUBs actually get you, nor what all those cryptic one- and two-letter variables refer to. And because BASIC is interpreted, comments use precious memory, meaning that a program of real complexity like the one above will probably have to dispense with even this aid. (Granted, Garriott was also likely not interested in advertising to his competition how his program’s logic worked…)

Now, everyone can probably agree that BASIC was often stretched by programmers like Garriott beyond its ostensible purpose, resulting in near gibberish like the above. When you have a choice between BASIC and assembly language, and you don’t know assembly language, necessity becomes the mother of invention. Yet even if we take BASIC at its word and assume it was intended as a beginner’s language, to let a student play around with this programming thing and get an idea of how it works and whether it’s for her, opinions are divided about its worth. One school of thought says that, yes, BASIC’s deficiencies for more complex programming tasks are obvious, but if used as a primer or taster of sorts for programming it has its place. Another is not only not convinced by that argument but downright outraged by BASIC, seeing it as an incubator of generations of awful programmers.

Niklaus Wirth was an early member of the latter group. Indeed, it was largely in reaction to BASIC’s deficiencies that he developed Pascal between 1968 and 1970. He never mentions BASIC by name, but his justification for Pascal in the Pascal User Manual and Report makes it pretty obvious of which language he’s thinking.

The desire for a new language for the purpose of teaching programming is due to my dissatisfaction with the presently used major languages whose features and constructs too often cannot be explained logically and convincingly and which too often defy systematic reasoning. Along with this dissatisfaction goes my conviction that the language in which the student is taught to express his ideas profoundly influences his habits of thought and invention, and that the disorder governing these languages imposes itself into the programming style of the students.

There is of course plenty of reason to be cautious with the introduction of yet another programming language, and the objection against teaching programming in a language which is not widely used and accepted has undoubtedly some justification, at least based on short-term commercial reasoning. However, the choice of a language for teaching based on its widespread acceptance and availability, together with the fact that the language most taught is thereafter going to be the one most widely used, forms the safest recipe for stagnation in a subject of such profound pedagogical influence. I consider it therefore well worthwhile to make an effort to break this vicious cycle.

If BASIC, at least once a program gets beyond a certain level of complexity, seems to actively resist every effort to make one’s code readable and maintainable, Pascal swings hard in the opposite direction. “You’re going to structure your code properly,” it tells the programmer, “or I’m just not going to let you compile it at all.” (Yes, Pascal, unlike BASIC, is generally a compiled language.) Okay, that’s not quite true; it’s possible to write ugly code in any language, just as it’s at least theoretically possible to write well-structured BASIC. But certainly Pascal works hard to enforce what Wirth sees as proper programming habits. The opinions of others on Wirth’s approach have, inevitably, varied, some seeing Pascal and its descendants as to this day the only really elegant programming languages ever created and others seeing them as straitjackets that enforce a certain inflexible structural vision that just isn’t appropriate for every program or programmer.

For my part, I don’t agree with Wirth and so many others that BASIC automatically ruins every programmer who comes into contact with it; people are more flexible than that, I think. And I see a bit of both sides of the Pascal argument, finding myself alternately awed by its structural rigorousness and infuriated by it every time I’ve dabbled in the language. Since I seem to be fond of music analogies today: Pascal will let you write a beautiful programming symphony, but it won’t let you swing or improvise. Still, when compared to a typical BASIC listing or, God forbid, an assembly-language program, Pascal’s clarity is enchanting. Considering the alternatives, which mostly consisted of BASIC, assembly, and (on some platforms) creaky old FORTRAN, it’s not hard to see why Byte and many others in the early PC world saw it as the next big thing, a possible successor to BASIC as the lingua franca of the microcomputer world. Here’s the heart of a roulette game implemented in Pascal, taken from another article in that August 1978 issue:

begin 
     askhowmany  (players); 
     for  player :  =  1  to players do 
          getname  (player ,  playerlist) ; 
     askif (yes); 
     if  yes  then  printinstructions; 
     playersleft : =  true ; 
     while  playersleft do 
          begin  
          for  player :  =  1  to players do 
          repeat 
               getbet (player,  playerlist);
               scanbet (player, playerlist); 
               checkbet  (player, playerlist, valid);
          until valid; 
          determine (winningnumber); 
          for  player : =  1 to  players do 
               begin  
               if  quit (player, playerlist) 
                    then  processquit  (player, playerlist, players, playersleft); 
               if  pass  (player, playerlist) 
                    then  processpass (player, playerlist); 
               if  bet  (player , playerlist) 
                    then  processbet  (player, playerlist, winningnumber)
               end
     end  
end.

The ideal of Wirth was to create a programming language capable of supporting self-commenting code: code so clean and readable that comments became superfluous, that the code itself was little more difficult to follow than a simple textual description of the program’s logic. He perhaps didn’t quite get there, but the program above is nevertheless surprisingly understandable even if you’ve never seen Pascal before. Just to make it clear, here’s the pseudocode summary which the code extract above used as its model:

Begin program. 
     Ask how many  players. 
     For  as many players as there are, 
          Get each player's name. 
     Ask if instructions are needed. 
     If  yes, output  the  instructions. 
     While there are still any players left, 
          For as many  players as there are, 
               Repeat until a valid bet is obtained: 
                    Get the player's bet. 
                         Scan the bet. 
                         Check bet for validity. 
          Determine the winning number. 
          For as many players as there are, 
               If player quit, process  the quit. 
               If  player passed , process the  pass. 
               If  player bet, 
                    Determine whether player won or lost. 
                    Process  this accordingly.
End program.

Yet Pascal’s readability and by extension maintainability was only part of the reason that Byte was so excited. We’ll look at the other next time… and yes, this tangent will eventually lead us back to games.

 
 

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Softporn

As I mentioned at the end of my last post, Softporn has to be among the most discussed and least played games of all time. The idea of it — and of course that iconic cover photo, and the stories behind that — is such an interesting jumping-off point that one can easily forget to even boot the simple text adventure at the root of it all. But I strive to give you more here at The Digital Antiquarian, so I played through the game in all its raunchy entirety. I expected that to be a bit of a chore, but turned out to be rather pleasantly surprised — and no, it wasn’t all down to the sex.

The game begins, as any good sex romp should, in a sleazy bar.

The screenshot above, with the screen divided into a window for the room description and a window for all other text, plainly shows Softporn‘s main influence, the Scott Adams adventures. The prose likewise trends more toward Adams’s lazy exuberance than, say, Infocom’s comparative polish. Still, Benton had the luxury of working with 48 K of memory to Adams’s 16 K, and also had a disk drive to fetch text from a file during play. These factors let him include far more text than Adams could ever manage, and thus to surpass his influence in crafting a more full-bodied (if still very comedic) virtual world.

As long as we’re making comparisons: if you’re familiar with the original Leisure Suit Larry, this scene, along with much else, will look somewhat familiar, what with Larry having been loosely modeled on Softporn. I don’t want to read Softporn entirely through the lens of Larry, but some comparison feels unavoidable. Larry was a very strongly characterized protagonist, a (lovable?) loser who couldn’t seem to unstick himself from the Age of Disco. Softporn is different, and not just because, in keeping with its era and inspirations, its hero is only cursorily characterized as the player’s “puppet” (a word lifted straight from Scott Adams). Softporn, you see, is itself a product of nightclub culture at the tail-end of the disco era. It does state in the manual that “the year is 2020 A.D.,” and the game makes the occasional halfhearted stab at reflecting a futuristic dystopia, most notably via a series of ultra-violent programs available for viewing on a television. But still, the milieu that is in Larry a cheesy obsession of the hopelessly unhip protagonist is here just everyday life. There was after all a time when the hip and beautiful people really did wear polyester leisure suits. Softporn is from that time, and something of a time capsule of the late disco era, best experienced with a little Chic playing in the background.

Chuck Benton says today that parts of the game were drawn straight from his own experiences, although he’s not telling exactly which parts. There’s almost always an element of real, if exaggerated, lived experience to its humor that makes at least some of us laugh and wince at the same time. For instance, every suburban boy’s worst nightmare plays out when you try to buy a condom in the drugstore.

This gag also got recycled for Leisure Suit Larry, but there it’s something that happens at Larry’s expense; here it feels like it’s really happening to us. (Or is that just the childhood trauma speaking?)

And here we come to something that really surprised me: I found Softporn really, genuinely funny. Yes, it’s all very much guy humor, and not exactly sophisticated stuff… but (and much to my wife’s dismay) I still find Beavis and Butthead about the funniest thing ever, so that kind of humor suits me just fine.

Softporn as a whole is much better than I expected it to be. It’s actually very fair. There are no absurd puzzles here, no parser games, not even any mazes or tangled geography. Yes, it’s written in BASIC and uses a two-word parser, with all the limitations those things imply, but Softporn does a shockingly good job of playing within its limitations and delivering a good time regardless. The puzzles stay simple, never straining the technology beyond its breaking point, and wherever the limited parser does necessitate an unusual syntax, the game bends over backward to make the player aware of it, even at the risk of spoiling puzzles. While it is very possible to die, even the deaths are usually clued in a way that just wasn’t normally done in this era.

Even many years later Leisure Suit Larry would not be so kind in warning about this danger and others. Anyone designing an old-school text adventure today using a limited engine — and for better or for worse, I know you’re out there — could do worse than to have a look at Softporn. I’m amazed to be saying this, but at least in design terms it’s the most fair, modern-feeling text adventure I’ve looked at for these history posts. Yes, more so even than Zork. Partly this is likely due to the development process Benton used; he would let a few of his buddies play the game every weekend or so, collecting their feedback and asking which puzzles worked — and were solvable — and which did not, a seemingly commonsensical step that the majority of old-school developers neglected entirely. And partly it was just down to a forward-looking design philosophy that held “100 simple puzzles better than 1 killer.” The biggest complaint one might level against Softporn‘s design in the context of its time is its brevity. Even approached completely cold as I did, sans prior knowledge, hints, or walkthrough, one is unlikely to get more than two or three hours out of the game. Today that’s of course fine; in 1981, after having paid $30 for the experience, one might be a bit upset. As I’ve pointed out before, commercial concerns often pulled against good design.

So, yes, Softporn is a very likable game. Which isn’t to say that its mind isn’t in the gutter. It soon becomes clear that the goal is to score with three different women in one night (which sounds like quite a tax on a man’s stamina, but then I’m not in my twenties anymore), ascending in desirability from a rough hooker to a girl-next-door type who — fantasy or nightmare, take your pick — turns out to be a dominatrix to an exotic goddess. Thus Ken Williams’s choice to feature three women in his cover photo, although presumably they weren’t told which woman represented which from the game…

As you can see above, the actual sex is pretty much left to the imagination; staying period specific, Softporn is very much Porky’s rather than Debbie Does Dallas. Most of the offensiveness, such as it is, rather comes from dirty words and lots and lots of innuendo, leaving the actual moments of truth as anticlimaxes. We get Biblical for the final (anti)climax.

But at least the game ends before the rest of the story of Eve and the apple (and children and a mortgage) set in.

Ken Williams published Softporn knowing full well it was likely to provoke some controversy, and he wasn’t disappointed. Many of the more conservative residents of Coarsegold and Oakhurst, who had been suspicious of this gang of newcomers from the start, now found all of their initial prejudices amply confirmed. Other sensitive souls from around the country expressed their opinions in hate mail — according to Steven Levy “some of it full of Bible scripture and prophecy of the damnation ahead.” But for the most part the controversy worked as Ken had hoped it would, getting On-Line and entertainment software in general noticed outside of the still tiny ghetto of active Apple II gamers. People in general might not have really understood the burgeoning PC revolution yet, but they all understood what sex was. A story went out over the UPI wire, and, best of all, the game and its cover photo were featured in a Time magazine story on this new concept of selling “Software for the Masses.” (The magazine felt it had to start with the very basics: “The programs, which are mainly recorded on vinyl discs about the size of a 45 r.p.m. record, are instructions written in a mathematical code the machine can ingest.”) With publicity like this, Softporn sold. It sold very well.

At the same time as it was getting such welcome mainstream exposure, though, Softporn is oddly absent from the computer press of the period. Most computer magazines, which were widely read by teens and preteens and whose editors had nightmares of outraged letters from parents, mentioned Softporn cursorily if at all. Computer retailers were also spooked. From Hackers:

Computer stores that wanted it would be reluctant to order just that one program. So, like the teenager who goes to the drugstore and says, “I’d like a comb, toothpaste, aspirin, suntan oil, stationary, and, oh, while I’m here I might as well pick up this Playboy,” the store owners would order a whole sampling of On-Line products… and some Softporn too.

Of course, the same scenario played out again with the customers who frequented those stores; they would sandwich Softporn in amongst other games or more “serious” software before making their way to the checkout stand, another scenario ironically reminiscent of the drugstore scene from within the game itself. Ken estimated Softporn and all the associated sales of “toothpaste” software that it generated to have doubled On-Line’s sales for a time, and some sources estimate Softporn alone to have topped 50,000 in sales over its commercial lifetime, an absolutely huge number for this period. There’s probably a nice discussion of shifting social mores between then and now to be had in all this, but I’ll leave that as an exercise for the reader.

Chuck Benton, a very modest, unassuming sort of fellow, became a celebrity of sorts within Apple II circles, with people even flagging him down to ask for autographs. His mother was left aghast by the Time article in particular, but such is the life of a purveyor of naughty software. And there were plenty of upsides in addition to the big royalty checks On-Line was soon sending him. He started to have more luck with women as a result of the game; after all, he had asked for it.

But always in videogames, as in any creative industry, the question quickly becomes what will you do next. A fair amount of customers had actually written in asking for a female version, which if nothing else proves that at least some women as well as men were buying Apple IIs by this point. However, Benton, for obvious reasons, didn’t feel quite up to the task. He hunted about for a female collaborator to help him get the tone right, and even told Time that a female version was forthcoming when interviewed for their article, but Benton never found the right person and never really got the project started. Another idea, for more of a straight-up sequel that took place at a university and was inspired by Animal House, likewise went nowhere. Benton rather worked for On-Line for a few years as a programmer for hire rather than a designer, doing action games such as Frogger, B.C.’s Quest for Tires, and Micky Mouse’s Space Adventure. Yet Benton, very much a New England boy, never quite fit in with the laid-back California culture of On-Line. Having gotten into all of this as something of a lark, Benton was never hugely passionate about games as a long-term career choice in the first place, and as time went on and marketing budgets increased in relation to development budgets, he became increasingly dissatisfied with the game industry in general. He dropped out circa 1985 to found Technology Systems, Inc., which does research and development work, often for the military, to this day.

If you’d like to play Softporn yourself, I’ve got sort of a special treat for you: the original Blue Sky software release and its accompanying documentation. Thanks go to Howard Feldman’s amazing Museum of Computer Adventure Game History for the latter.

Oh, and before we leave Benton and Softporn, here’s a final piece of trivia for all techno-thriller fans. Long before he published The Hunt for Red October and went from mild-mannered insurance salesman to bestselling author, Tom Clancy was acquainted with Chuck Benton. Jones, the quirky sonar operator from that book, “knew a few people from college who drew up game programs for personal computers; one of them was making good money with Sierra On-Line Systems…” Well, that anecdote was inspired by none other than Chuck Benton.

But next we’ll leave all this sex stuff behind and get back into the dungeon where nerds like us feel most comfortable. No, not that kind of dungeon. Sheesh…

 
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Posted by on February 29, 2012 in Digital Antiquaria, Interactive Fiction

 

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Sex Comes to the Micros

If you asked the average man on the street circa 1981, he’d probably be hard put to imagine two nouns so divorced from one another as sex and computer. Most people still saw computers as dully esoteric tools maintained by a priesthood of little gnomes seeking refuge from the real world of playground bullies, gym teachers, and, most terrifying of all, women. Stereotypes generally being stereotypes for a reason, that description may arguably apply to plenty of folks we’ve met on this blog before, at least if we insist on casting these characters in their most unfavorable possible light. But still, gnomes have needs too — as do hackers. One had only to look at the chainmail bikinis on the covers of fantasy novels, Dungeons and Dragons boxes, and, soon enough, computer games to know that nerds were far from asexual, even if many of them weren’t actually getting much of it. Rather than being separate universes, sex and computers were at worst adjacent galaxies, which orbited into contact with one another more often than our man on the street would ever suspect.

During the mid-1960s, Ken Knowlton was working with computer graphics at the legendary Bell Labs, home of such diverse achievements as the development of the C programming language and the Unix operating system and the detection of the background radiation from the Big Bang among a thousand others. He had developed a primitive video digitizer, the forerunner of the digital cameras of today, which could scan a photograph, sorting it into a grid of light and dark pixels. However, Knowlton did not have access to a proper bitmapped display, only text-oriented teletypes. He therefore developed software to convert the scanned pixels into individual letters chosen for their relative brightness and similarity to the patterns in the photograph. One day in 1966 when their boss was away on holiday, Knowlton and a colleague, Leon Harmon, conspired to scan in a nude photo of dancer Deborah Hay, blow it up to truly mammoth proportions, and plaster their (apparently very easygoing) boss’s wall with it.

The picture was quickly retired after the boss’s return, but nevertheless propagated electronically through the computer industry. Finally it came to attention of The New York Times, who printed it along with an article on the bizarre new idea of “computer art” in October of 1967. It was allegedly the first nude image of any stripe that the famously decorous Gray Lady had ever printed. On the basis of that exposure, this elaborate practical joke found its way into The Machine as Seen at the End of the Mechanical Age, a 1968-69 exhibition at the Museum of Modern Art in New York that featured some of the first examples of computer art to appear in a gallery setting. For the show it was given the appropriately pretentious moniker Studies in Perception #1. Today it resides in the collection of the Victoria and Albert Museum in London. In demonstrating that ordinary letters could be, well, sexy, Knowlton and Harmon kickstarted the practice of ASCII art, a practice that still has devoted adherents today.

Knowlton tells a story typical of many artists and engineers working in new mediums:

We did make similar pictures — of a gargoyle, of seagulls, of people sitting at computers — which have appeared here and there. But it was our Nude who would dolphin again and again into public view in dozens of books and magazines.

The earliest artwork produced on microcomputers was ASCII art — the PET and TRS-80 in particular were capable of little else — and much of it likewise featured nudes. These tiny files, traded about over the ARPANET, on disks, and through the first computerized bulletin-board systems, represent some of the first digital pornographic images.

Anyone who studies the history of technology comes to understand quickly that just about any new technology that can conceivably be applied to sex will be in pretty short order. Many subjects of early photographers were featured sans clothing; many of the earliest movies were peepshows; many or most early VCRs were bought to watch porn movies at home without the discomfort and embarrassment of visiting a theater. And porn drove the early growth of the Internet to an extent few are comfortable acknowledging, dwarfing everything else in profitability during those heady early days of the mid-1990s. The microcomputer itself was no real exception to the rule, even if the mixing of computers and sex was initially awkward and, like all those ASCII images of naked women, of decidedly limited fidelity.

The first commercial program I know of that dealt explicitly in sex appeared in early 1980 and was called Interlude: The Ultimate Experience. You may have heard of it before; one of its marvelously kitschy advertisements made PC World‘s “25 Funniest Vintage Tech Ads” list a few years ago, and got some general Internet exposure as a result.

As indicated by the female models in its ads, Interlude was marketed toward the males who were much more likely to own computers and buy software, yet it was at least ostensibly for couples. The idea here is that each partner tells the program what sort of mood he or she is in, and the program then directs the couple to a section of an accompanying booklet that contains the perfect experience to satisfy them both, delivered in instructions to one or both. The experiences are fairly typical sex-manual fantasies. This being a family blog, here’s one of the least explicit:

Surprise your lady with roses… but not in the usual way. Buy several dozen roses. While your lady is taking a bath, scatter the rose petals over the sheets. When she comes from her bath, lay her down in a bed of roses and make love amid the fragrance.

For contrary sorts like me, some of the best fun is to be had by playing both male and female, telling the program they are in wildly incompatible moods, and watching it desperately struggle to come up with something — as in, saying the man wants to cuddle and talk and the woman wants to act out a rape fantasy. (“One of the most common female fantasies is rape — being taken by force against her will,” the booklet helpfully tells us. “She doesn’t really want to be raped,” it continues; good to know.) The dirty little secret about Interlude is that its simple computer component is not really doing anything a printed questionnaire couldn’t do. In the end, it’s an ordinary couple’s manual with an accompanying computer program that’s really just a convenience; the whole project could have been implemented using nothing more high-tech than print without too much difficulty.

A year or so after Interlude, Scott Adams’s Adventure International unveiled a pair of real sex games, at least of sorts: Strip Dice and Concentration. The catalog says that they “vaguely resemble the time-tested games on which they are based.” Actually there’s no “vaguely” about it; each is a simple BASIC implementation of an old party game which occasionally tells the loser(s) to remove articles of clothing. A prominent disclaimer on the package states, “NOTE: CONTAINS EXPLICIT SEXUAL DIALOGE [sic] WHICH MAY BE OFFENSIVE TO SOME USERS!!!!” That’s not really true either; I don’t think terms like “tush” were considered X-rated even in 1981. Again, one has to ask just what the computer really adds to the equation. Presumably most couples or libertine partygoers are capable of keeping track of what articles of clothing are still in play, as it were, and which should be removed next. Visual evidence alone should allow for that. Isn’t that sort of the whole point of the endeavor?

Another potential problem with both Interlude and the AI games is that they are aimed at couples who will presumably use them to have real sex. Plenty of computer owners inevitably lacked a better half, and were perhaps looking for more, shall we say, solo pursuits. Unfortunately, that was a problematic proposition. It was very difficult to portray an image even remotely arousing using the microcomputer display technology of the early 1980s; even ASCII art, for all the dedication of its practitioners, had its limitations. Thus visual representations of sex in gaming were limited to the most cartoonlike of portrayals that played for adolescent giggles rather than attempting the hopeless task of actually arousing anyone — stuff like the famously awful and utterly tasteless Atari 2600 game Custer’s Revenge, in which the player’s goal is to rape a Native American woman. (The company behind Custer’s Revenge, Mystique, actually published a whole line of “adult” games, each of which strives in its own way to be just as offensive.)

But what about text adventures? Certainly textual erotica had been a thriving literary genre for centuries. What looked promising on the surface was, however, much more problematic when examined in depth. Even presuming the existence of authors with the skill to make their subject matter come to life, the technology of 1981 did not permit anything like a realistic, erotic interactive sexual encounter. Sex after all involves people, and text adventures — even the very best ones, such as Zork — necessarily built deserted virtual worlds filled with inanimate objects and, perhaps here and there, people that behaved like inanimate objects. (Which does I guess give the phrase “objectification of women” a whole new meaning…) The author of the first widely distributed text adventure to deal in sex therefore wisely decided to play it for laughs. And even that, like so much else in the young industry, happened sort of by accident.

Chuck Benton was living in a small town near Boston and working as a field engineer for a New England flight-simulator manufacturer when he, like increasing numbers of other young tech-savvy people with disposable income, purchased an Apple II in 1980. Also like so many others, Benton quickly found himself entranced with his new toy. Amongst his favorite games were the Scott Adams adventures.

As he grew more familiar with his home computer’s capabilities, Benton started to notice how laborious many of the administrative processes at his job currently were, especially those used to schedule and track the field-engineering group of which he was a member. He began to evangelize the Apple II with his superiors as a way to save huge amounts of time and drudgery. In the end he perhaps got more than he bargained for: not only did management decide to buy their own Apple II for the business, but they offered Benton the chance to program a customized scheduling application to run on it. Being an ambitious sort, Benton agreed — and then wondered just what he had gotten himself into. He was an engineer by trade, with little background in programming. Now he needed to learn BASIC as quickly as possible. He decided that learning by doing is best, and that the best approach would therefore be to create a more modest learning program that would nevertheless require many of the skills his company’s application would require. After a bit more thought, he decided that a text adventure would be just about ideal. He would design it in such a way that it would require extensive file access, just like his company’s application, and make his design large enough to require him to write and structure quite a few lines of code without being so large as to be uncompletable in the few months he allocated for the project. Besides, he liked playing text adventures, and liked the idea of creating one of his own.

Benton was hardly unique in proceeding through this thought process to arrive at a text-adventure project. You may remember that Scott Adams, the reigning king of microcomputer adventure games at the time, had originally started on Adventureland as an exercise in learning BASIC and learning how to manipulate strings. A whole generation of books and articles that followed advertised text-adventure programming as a fun way to learn the art and science of programming in general. What was unique was the subject matter that Benton chose for his learning game. Instead of writing about dungeons and dragons or even rockets and rayguns, he decided to write about his own experiences as a single guy in his late 20s trying to navigate the Boston night life, have a good time, and, yes, hopefully get laid every once in a while. Why not? He was just writing the game for fun and for education. Maybe he would share it with a few buddies, but that was it.

After working on the game for a couple of months, though, Benton couldn’t help but notice that said buddies really, really liked the game. They found it hilarious, and were always asking how it was coming along and whether they could play the latest version. Benton was well aware of others, like the Williams and for that matter Scott Adams himself, who were making real money selling text adventures. And certainly he had a game with what could only be described as its own unique appeal. The wheels turned, until Benton made the decision to forget about the idea of the game as a modest training exercise and develop it into a complete, polished work he could try to sell. He abandoned the current, patched-together version and started over from scratch with a more rigorous approach.

As he cleaned up the game’s underlying technology, he also cleaned up the content somewhat in the realization that, while he might be able to market a risque game, as a self-described “conservative New Englander” there were limits to how far he wanted to push the envelope. Benton excised almost entirely one part of the plot, involving drugs and and a drug dealer; only a relatively innocuous magic mushroom was allowed to stay. And what had started out with the working title of Super Stud Adventure was given the gentler — and much more clever — title of Softporn Adventure. The former part of the title was a play on the habit of working “Soft” into the title of anything and everything computer-related in those days: Microsoft, DataSoft, CompuSoft, Applesoft, Softalk, Softline, etc. Why not Softporn? As for the Adventure, well, this was still a time when Benton’s major model, Scott Adams’s Adventure International, appended that word to every adventure game as a matter of course: Pirate Adventure, Mission Impossible Adventure, etc.

With this revised version of the game complete after about four or five months of work, it was now time to consider how to go about selling it. Benton guessed that few or no publishers would want to touch the game due to its content, so he decided to try to sell it himself, adopting for the purpose the company name Blue Sky Software. Like so many before him, he improvised packaging using Ziploc baggies, colored paper, and a mimeograph machine, and just like that he was in business. However, Benton’s efforts were not rewarded with the immediate success that had greeted Adams or the Williams. Part of his problem was unique to Softporn: the obvious way to advertise a new piece of software was to take out advertisements in magazines, but virtually all of them were too spooked by the content (not to mention the title) of Softporn to take Benton’s money. But in addition, the road Benton had chosen was becoming a much harder one by this point, early 1981. In establishing the first proper software distributor, Ken Williams had, even as he made it easier for established publishers to get their products into stores, made it much harder for lone wolves like Benton, who lacked connections and distribution agreements with the likes of Softsel, to get their software noticed and available in the rapidly expanding retail-computer ecosystem. Ken had in other words made it much harder for others to do what he had done with Mystery House; an historic window of opportunity was slowly closing as business-as-usual moved in. Luckily, it was also Ken that rode to Benton’s rescue.

On June 6, 1981, the first computer show devoted exclusively to Apple products, AppleFest, took place in Boston. Figuring that at least here no prudish press could get between him and potential customers, Benton rented space to try to drum up some attention and sales for Softporn. Also there, in much more prominent fashion, were Ken Williams and his rapidly growing company On-Line Systems. Wandering the show floor, Ken came across Benton’s little display, chatted briefly with its owner, and bought a copy of Softporn to take back to California with him. The game became a huge hit amongst Ken and his staffers; they thought it a “riot.” Ken of course knew that any attempt to market the game would lead to mass controversy, but he also understood well the old maxim that any publicity is good publicity, particularly when trying to get an empire off the ground. Besides, he thought the controversy would be “fun,” in a time when On-Line Systems was still young and freewheeling enough that that counted as a valid argument. And with major and growing clout in the software industry, Ken felt On-Line would be able to overcome the qualms of magazines and retailers where Benton had failed, and thereby get the game noticed and get it onto shelves. Within days Ken called Benton to ask him if he would let On-Line Systems publish his game. For Benton, just about ready to give up on the idea of making anything at all from Softporn, Ken’s call out of the blue was like an answered prayer. He of course said yes, and On-Line set to work to make it happen.

Ken toyed with the idea of revising the game to fit into On-Line’s Hi-Res Adventures line with the addition of graphics, but that would take considerable time, and would of course also open the whole new can of worms of trying to decide just what level of visual explicitness would be appropriate. So he shelved the idea of a graphical Softporn, although, as those familiar with later history know, never quite abandoned it. For now, he decided, the game was fine as-is.

Ken may have been happy with the game itself, but he wasn’t impressed with Benton’s simple homemade packaging. He felt it needed artwork that made a… bolder statement of intent. The endgame of Softporn involves a beautiful woman and a hot tub, and that gave the jacuzzi-loving Ken all the inspiration he needed. He convinced three women at the company to come to his house for a topless photo shoot in his hot tub. This being On-Line Systems, where nepotism ruled, all were married to men also working at the company. There was Dianne Siegel, a technician and eventual production manager who was married to head accountant Larry Bain; the wife of Bob Davis of Ulysses and the Golden Fleece fame, who worked in accounting; and, most famously, Roberta Williams herself. Ken hired to join them a waiter from the only decent restaurant in town, a steakhouse with a name ironically appropriate for the local economy On-Line was rapidly transforming: The Golden Bit. This fellow was flamboyantly gay and thus considered an acceptable risk to join the three topless wives in the hot tub. The final touch of kitsch came from an Apple II presumably acting as master of ceremonies to the sexy proceedings.

As a generation of teenage boys would soon discover, the photo promised much, much more than the actual game delivered. But then that was already becoming something of a tradition in computer-game packaging, where countless luridly drawn dragons battled knights in armor in scenes that showed little obvious connection to the sparsely rendered virtual worlds found inside the boxes. In the long run this particular picture became more famous than anything in the game it promoted, the enduring icon of this wild early era in On-Line’s history.

With the photo taken, Ken put it and Benton’s game out there within weeks of that initial phone call. He then settled back and waited for the controversy to ensue. We’ll get to that, and have a look at the contents of the game itself (something that oddly almost always goes undone in discussions of Softporn), next time.

(Along with John Williams and the gift that just keeps on giving, Steven Levy’s Hackers, Jason Scott’s interview with Chuck Benton for Get Lamp provided much of the material on Softporn for this article and the next.)

 
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Posted by on February 27, 2012 in Digital Antiquaria, Interactive Fiction

 

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Summer Camp

When we left Ken and Roberta they were flush with more money than they’d ever had thanks to the huge success of Mystery House and especially The Wizard and the Princess, and they’d decided to go all-in on a new industry. They pulled up stakes and moved with their two young sons from smoggy Los Angeles to a town of perhaps 1300 called Coarsegold, situated on the periphery of Yosemite National Park, close to the home of Roberta’s parents. They purchased on the outskirts of Coarsegold a wooden mountain cabin connected via a dirt driveway to a twisting mountain road and pronounced it the new “headquarters” of On-Line Systems. It’s about the unlikeliest location imaginable for a major software publisher; neither Coarsegold nor its only slightly less sleepy neighbor Oakhurst had a proper supermarket, restaurant, or even a traffic light when the Williams moved there.

In December of 1980 Ken and Roberta leased their first office space, a 10 foot by 10 foot room above a print shop in Oakhurst’s tiny downtown. They hired Ken’s little brother John as their first official employee to come work with them in it. Some of that work was the sort of thing you might expect. Ken helped Roberta to implement a third entry in the flagship line of “Hi-Res Adventures.” Mission Asteroid, a science-fiction scenario, was numbered Hi-Res Adventure #0 because it was for “beginners”; in other words, its puzzles were somewhat less flagrantly ridiculous than the norm. It hit the market just as the new year began, and turned into yet another solid hit.

Profitable as his and Roberta’s own programming efforts were, however, Ken had bigger ambitions. He saw an industry emerging, and he intended to grab a share of it. On-Line Systems began advertising almost as heavily to game programmers as it did to game players, as Ken worked to put together a stable of programmers to provide more, more, more for the company — more games, more software in general — to feed a rapidly growing microcomputer market that was positively starving for it. These advertisements promoted On-Line Systems as an alternative to the hassles of doing what Ken and Roberta had decided to do, going it alone. From the company’s first newsletter:

Should On-Line Systems market your product we will provide a tech-writer for the documentation, provide all packaging materials, copy protect the software, advertise the product, and help you find any hidden bugs. After you turn over a product to us you do nothing but wait for royalty checks.

Best of all, On-Line Systems offered what it claimed were the “highest royalties in the industry,” 16% of list price, and the chance for “financial independence! No need to ever work anyone else’s hours again…”

Ken also foraged around the trade-show circuit. At the West Coast Computer Faire in April of 1981, he found one of his stars, a gawky 19-year-old named John Harris with a love for Atari’s line of 8-bit machines equaled only by his loathing of all things Apple. (Platform jingoism was an even bigger deal in those days than it is today.) Ken may have had a burgeoning reputation as an Apple II wizard, but he was also a pragmatist. Eager to expand beyond the Apple II market, Ken asked John, “How would you like to program amongst the trees?” A few months later John delivered On-Line Systems’s first big hit on a platform other than the Apple II, Jawbreaker for the Atari 400 and 800. (Jawbreaker will also figure significantly in the story of On-Line Systems for another reason, but we’ll get to that down the road a bit.)

Ken tried to lure the best of his stable of freelancers out to Oakhurst to work for On-Line Systems full-time, even going so far as to purchase houses around the area which he rented out at cost to his programmers, who were often still in their teens, away from home for the first time, and not exactly savvy about basic life skills like negotiating a lease. A snowball effect began. As more money came in each month Ken signed more freelancers and hired more employees, whose work in turn brought in more revenue; only the real epics like Ultima, Zork, or Wizardry generally took more than a single programmer and two or three months in those days. This new revenue allowed him to sign yet more contracts. With the always aggressive Ken pushing hard all the time, On-Line Systems grew rapidly indeed. They absorbed the other offices on their floor one by one, then moved into a brand new building that the owner of the print shop built just for them. Oddly, the company retained Ken and Roberta’s house on Mudge Ranch Road as their official mailing address throughout these changes. The address had become synonymous with On-Line Systems, and in John Williams’s words created a certain image of the company as “a bunch of artisans living up in the woods — kind of a high tech artists commune — and in many ways that wasn’t far from wrong.”

While there were some stereotypically nerdy sorts to be found at On-Line Systems, not least among them the aforementioned John Harris, the company as a whole hewed to the standard set by its garrulous work-hard-play-hard founder Ken. Like any growing company On-Line Systems had to employ plenty of support personnel in addition to the technical staff: secretaries, warehouse workers, couriers, call-center personnel, etc. And anyway, this was the California of the early 1980s, a place where the embers of the hippie era were still being stoked by dedicated diehards who were rather disproportionately represented in the technology sector. There were plenty of parties (many hosted by Ken himself, and held in the On-Line Systems offices), and plenty of drinking and other forms of chemical indulgence. From Steven Levy’s Hackers:

Tuesday night was “Men’s Night,” with Ken out on a drinking excursion. Every Wednesday, most of the staff would take the day off to go skiing at Badger Pass in Yosemite. On Fridays at noon, On-Line would enact a ritual entitled “Breaking Out the Steel.” “Steel” was the clear but potent Steel’s peppermint schnapps which was On-Line Systems’s beverage of choice. In company vernacular, a lot of steel would get you “sledged.”

The townsfolk around them were not always so pleased by such carryings on. John Williams:

Our neighbors in this small town were not always so enthralled with us. We were young in a town of mostly retirees, and we were pretty prosperous in a town of fixed incomes. We drove sports cars not pick-up trucks, and didn’t have “real jobs like real people.” (Someone actually said that to me once.) Amongst the families that did live in town, we were seen as a corrupting influence.

With ever growing numbers of young employees of both sexes and few outside social opportunities, fraternization was not just permitted but the norm. At one point it was determined during a staff meeting that over 50% of the workforce was in a relationship with someone else at the company, a situation that could cause complications when the time came to let someone go. Even those inept in the ways of love were given hope; Hackers records in amusing detail the lengths Ken went to to get the shy and awkward John Harris laid, lengths that included arranging blind dates, taking him on a trip to Club Med, and finally, out of desperation, just paying a stripper to have sex with him already. (None of it — not even paying the stripper — worked). Levy calls this period of On-Line Systems’s history “summer camp,” a time when everyone loved what they were doing on and off the job and when the money just kept rolling in, in ever bigger amounts with each passing month.

At the head of it all, Ken seemed like he had been born for this moment. With the boundless energy and ambition that had always characterized him, he seemed to be involved in everything. In addition to all the day-to-day decisions involved in running a company, he continued to do much of the programming on the Hi-Res Adventure line that remained the company’s biggest moneymakers, while, as one of the most respected Apple II hackers in the industry, also serving as teacher and technical consultant to any and all of his stable of employees and freelancers. When advertising to prospective programmers, On-Line Systems even listed privileged access to Ken as one of its best perks: “I (Ken) will personally be available at any time for technical discussions, helping to debug, brainstorming, etc.”

Despite the reservations of the more conservative residents, Ken, head of a company that was becoming a bigger and bigger part of the economies of Coarsegold and Oakhurst, became an increasingly big man about town — soon enough, the big man. Ken threw himself into the role of “town father” with his usual abandon, splashing money liberally around town for causes such as the rebuilding of the needy local fire brigade. He also hired frequently from the local population, partly for the most practical of reasons: personnel like phone operators could be had for a third of what it would have cost in a big city. Still, he also offered ambitious locals the opportunity to build genuine careers for themselves. A boat sander eventually became a vice president in charge of product development; a hotel maid head of the accounting department; a plumber head of product acquisition. Ken hired Bob Davis out of a local liquor store. Soon Bob, a 27-year-old frustrated musician who had spent all of his previous working life as a cook or a cashier, had a Hi-Res Adventure of his own in stores, Ulysses and the Golden Fleece, built using the tools Ken had developed for Roberta’s early efforts.

Yet for all that, Ken made his most significant contributions outside of his own company and outside of the tiny society of Coarsegold and Oakhurst, to the industry at large. In fact, this figure, so known to a whole generation of gamers as the yin to Roberta’s adventure-gaming yang, is paradoxically under-credited for the role he played in shaping the software industry. Amongst the software industry at large, his contribution is perhaps exceeded only by that of Bill Gates, and when we talk about games… well, I’m not sure he has an equal. Faced with an emerging market of well-nigh limitless potential, this die-hard capitalist decided that a rising tide lifts all boats, and did much that aided his competitors as much as it did On-Line Systems.

I’ve already mentioned the most important of these initiatives: the founding of the first true software distributor, which Ken spun off to his friend Robert Leff for just $1300. Without a distribution network to get software easily and efficiently into stores across the country, publishers like On-Line Systems and its competitors could not have thrived as they did; nor, for that matter, could the computer industry as a whole. Distribution was in fact a constant obsession with Ken. During that hectic year of 1981 when he was building his own company from virtually nothing, he also found time to co-found Calsoft with an old colleague from his previous life as a computer consultant, Jay Sullivan. Calsoft was a mail-order software store, the first of its kind. While many early publishers, among them Adventure International and California Pacific, did much of their business via mail order, Calsoft became the first to offer a full selection of software from many different publishers, all sales-tax-free thanks to the peculiarities of interstate commerce in the U.S. and usually generously discounted from typical in-store prices. Calsoft was largely run by Sullivan out of Agoura, California, but On-Line Systems’s phone operators helped with order fulfillment and its art department with the design of the catalog and advertising materials. It was another way of giving buyers, especially those in rural areas or otherwise unable to make it into a brick-and-mortar store, easy access to the products of not only On-Line Systems but also their competitors. Soon the magazines were full of other mail-order firms that sprung up in Calsoft’s wake.

Moves like these were prompted by contrary currents moving through the computer industry in general. VisiCalc, along with other early business applications such as WordStar, had finally managed to establish microcomputers as tools possessed of real, practical usefulness. In general, that was of course a good thing, driving sales of both software and hardware and growing the industry. Problem was, most of the people buying Apple IIs and CP/M machines for their offices were not interested in superficial amusements like playing games or even hacking code. Many, in fact, wanted a machine of serious intent, one that did not want to play; being No Fun was an essential feature. Therefore many dealers, even of the Apple II, the machine that Steve Wozniak had partially designed around the features that would let it play a good game of Breakout, began to shy sharply away from any association with the gaming industry. ComputerLand, the largest computer retail chain and the place where Richard Garriott had begun his career by selling Akalabeth, tried to institute for a time a policy of not stocking games on its shelves. Even Apple themselves were ambivalent about games; they didn’t go out of their way to discourage them, and certainly played plenty of them internally, but preferred to promote the Apple II as a serious tool of business and education. (Ironically, and more foolishly, other manufacturers went in the opposite direction; Atari told companies that proposed developing business applications for its really very impressive computers that these machines were fundamentally “game machines,” and not a suitable market for such products.) Ken felt genuine fear that a new generation of be-suited bandwagon jumpers would succeed in squeezing games off of the Apple II and other machines, relegating them to much less capable game consoles like the Atari 2600. Thus initiatives like Calsoft, to bring his message directly to the people, as it were. He began another project, Softline magazine, for similar reasons.

In an effort to build customer loyalty as well as “build a base of gamers” in general, On-Line Systems had sent its first newsletter to every registered purchaser of their games in June of 1981. However, Ken, feeling far more threatened by those interests that would turn the Apple II into a boring business machine than by his own competitors in the games industry, dreamed of a way of reaching all gamers via a more generalized gaming and “casual computing” magazine. The need for such an organ seemed clear enough to Ken; even traditional hacker’s favorite Byte magazine was starting to focus more and more on business by this point. (I trust I need not belabor the irony of Ken, a guy who had founded On-Line Systems to create a FORTRAN compiler and who had been as dismissive of games as those ComputerLand executives barely a year before, becoming a computer-games evangelist.) Ken had already established a relationship with Margot and Al Tommervik, publishers of the most beloved of the early Apple II magazines, Softalk. Margot in particular was quite enamored with games. Even before founding Softalk, she had come to the attention of the Williams when she won a contest to become the first to solve Mystery House. Once Softalk had begun, Ken had supported it with generous ad buys, and encouraged others in the industry to do the same.

It was to Margot and Al that Ken turned with his idea for a new magazine that would concern itself mostly with games, that hidden driver of computer sales and dirty little secret of countless folks who ostensibly bought their machines for word processing or accounting. He felt the need for such a magazine so intensely that he was willing to underwrite it at a loss; the magazine would be entirely free, with the audacious if forlorn hope that it would at some point become self-sustaining through ad buys. Softline did not openly proclaim its association with On-Line Systems, appearing by all obvious evidence to be a spinoff of Softalk. Yet, and while Margot and Al served as editors and handled most of the day-to-day business, Ken’s fingerprints were everywhere. Ten of the 18 ads in the first issue — dated September 1981 — were from On-Line Systems, while the initial subscription roll consisted of the mailing list to which On-Line had been sending their in-house newsletter. On-Line Systems often penned reviews for the magazine, and Ken himself wrote a series of in-depth articles on graphics programming for the Apple II, the content of which was not too far removed from the lessons he gave inside On-Line Systems. Of course, even by the rather lackadaisical professional standards of modern videogame journalism it would be considered an outrage for a publisher to get so involved financially and editorially with an avowedly independent magazine today. However, as John Williams says: “Like a lot of things we did in the beginning, we did them because they needed to be done and stopped doing them when the industry grew up enough to develop the business.”

As it happened, some of Softline‘s thunder was stolen by another magazine that debuted a couple of months later, Computer Gaming World. CGW had links with wargame publisher Strategic Simulations that went almost as deep as those of Softline to On-Line Systems, leading to a somewhat stodgy publication that had a profound interest in military strategy games and often gave short shrift to just about everything else. Over time, however, its editorial interests broadened, and it went on to become a 25-year institution in gaming. With the success of CGW perhaps signalling that Softline no longer “needed to be done,” On-Line Systems gradually disentangled themselves from Softline, which in late 1982 went to a more traditional paid-subscription model like that of CGW. A couple of years later Softalk and Softline went out of business, but Softline‘s pioneering role should not be forgotten — nor Ken’s having been the one who got it all started.

One remarkable aspect of the early American software industry is how geographically dispersed it was. In 1981, Scott Adams was running Adventure International from a bedroom community near Miami; Muse had established their office and storefront in downtown Baltimore; Infocom was just leasing its first office space and beginning to look like a real company in Boston; Richard Garriott was coding his games from a bedroom in Houston and a dorm room in Austin; the folks working at The Computer Emporium in Des Moines had decided to stop just selling other people’s software and start making some of their own to sell; and from a suburb of Seattle Microsoft were adopting an earlier operating system called 86-DOS to suit the needs of IBM’s new PC, the project that would make the company, make history, and make just about everyone involved millionaires or billionaires. Still, a disproportionate part of the industry was concentrated, as you might expect, in California. In addition to companies we’ve already met — On-Line Systems, Edu-Ware, Automated Simulations, California Pacific, Personal Software — there were also plenty of others, such as Sirius Software, known for its series of fast-action games churned out by resident genius Nasir Gebelli on virtually a monthly basis. With all of his industry-wide initiatives and his outsized personality, Ken became the de facto leader and social guidance counselor of the entire California entertainment-software industry. With the market growing month-by-month, alleged competitors could, at least for the time being, afford to be friends.

Ken and Roberta hosted a Western-themed coming-out party of sorts for On-Line Systems on May 16, 1981, to celebrate the one-year anniversary of Mystery House‘s release. (What a difference a year had made!) Coarsegold and Oakhurst offered only a handful of hotel rooms at the time, so — shades of the California computer industry’s hippie heritage — some guests drove up with camper vans or trailers, while others sacked out on whatever couches Ken could find for them amongst On-Line Systems’s employees. In the photo below, that’s Ken in the center, with Phil Knopp of Sirius Software to his left.

Al Remmers of California Pacific, the man who introduced Lord British and Ultima to the world, came with his wife.

As did plenty of others; Sherwin Steffin of Edu-Ware peeks out from the back right corner of the table in the photo below.

A good time was had by all, and a precedent was set. On-Line Systems’s parties became “must-attend” events for the California industry. That summer Ken’s brother John, On-Line’s marketing director at the tender age of 19, organized a river rafting trip for a big chunk of the industry, among them David Mullich, creator of The Prisoner for Edu-Ware. An article from, naturally, the first issue of Softline describes the results wrought by this combination of water, sun, camaraderie, and of course alcohol:

The party got rowdy near the trip’s end as paddlers prepared for one final brawl. Ken Williams took the last rapid standing up on the front rail of his craft, and Randy Hyde followed suit. With Ken perched on the rail’s edge like a kamikaze waterskier, his crew rammed and boarded the unsuspecting craft, throwing half of the surprised occupants overboard. Bob Christiansen (Quality Software) got a chance to test out his underwater camera when it wound up in the drink with him. Rafters who wound up in the water struggled to pull others overboard, while those still on board fended off the attackers with paddles. Water from paddles and buckets flew over the ten rafts.

Market consultant Diane Ascher was also on the trip, and spoke a bit about how it felt to be alive in this historical moment:

“This is a group of people that is always looking for an excuse to party. The river just provided us with a scenic backdrop. Basically we have a lot in common. We sort of feel like we beat the system: we got to microcomputers before IBM did.”

That last sentence reads as almost chilling today. Summer camp can’t last forever; Big Blue was in fact about to arrive on the scene at last, along with plenty of other new pressures. Most of the companies represented on the trip, so flush with cash and success, would be out of business within a few years.

But we’ll come to that soon enough. For now, let’s enjoy the halcyon days a bit more. Next time: the most controversial computer game of 1981, and one of the most successful.

(My huge thanks to John Williams, whose detailed recollections of these days informed much of this post.)

 
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Posted by on February 19, 2012 in Digital Antiquaria, Interactive Fiction

 

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Ultima, Part 3

You may have noticed that I haven’t heretofore said much about what the ultimate goal of Ultima is, beyond collecting gems and statistics. That’s because for the most part the game hasn’t said much about it either; all we know is that it’s something to do with a time machine. After drinking in a pub, it all finally comes out in an infodump that is downright epic by this game’s standards, as well as amusing for the way that Garriott gradually drops the fiction of the bartender entirely to just tell us directly how it is.

BUB, YOU SHOULD KNOW THAT OVER 1000 YEARS AGO MONDAIN THE WIZARD CREATED AN EVIL GEM. WITH THIS GEM, HE IS IMMORTAL AND CANNOT BE DEFEATED. THE QUEST OF ULTIMA IS TO TRAVERSE THE LANDS IN SEARCH OF A TIME MACHINE. UPON FINDING SUCH A DEVICE, YOU SHOULD GO BACK IN TIME TO THE DAYS BEFORE MONDAIN CREATED THE EVIL GEM AND DESTROY HIM BEFORE IT’S [sic] CREATION. IF YOU DO THIS, YOU WILL SAVE THE UNIVERSE AND WIN THE GAME!!!

Doing this would of course introduce a veritable moebius strip of paradoxes. Nor does the land feel particularly oppressed at the moment. Granted, there are roving bands of monsters everywhere, but, hey, I’m in a CRPG, and anyway they’re mostly bears and giant squids and that sort of thing, not really your typical evil minions. I’ve yet to see Mondain or his minions at all, and the kings all seem benevolent enough if we are willing to overlook the princesses they have locked up in their dungeons. And hey, who hasn’t had a princess or two locked up in their dungeon at one time or another? Still, we have our quest. Time to get on with it.

We also learn some other things in the pub:

BUB, YOU SHOULD KNOW ABOUT SPACE TRAVEL! AND THAT YOU MUST DESTROY AT LEAST 20 ENEMY VESSELS TO BECOME AN ACE!

BUB, YOU SHOULD KNOW THAT THE PRINCESS WILL GIVE GREAT REWARD TO THE ONE WHO SAVES HER, AND AN EXTRA GIFT IF THE PLAYER IS 8TH LEVEL OR GREATER!

Reading between the lines here, we need to reach 8th level (already done), become a space ace (?), and then rescue yet another princess. So, what the hell… we buy a space shuttle, and park it next to the “air car” we’ve had for a while now, a vehicle that looks suspiciously like Luke Skywalker’s landspeeder.

Okay, what is going on here? In Garriott’s own words:

The earliest Ultimas really were an amalgamation of everything I thought was cool in the few books that I’d read, the many movies I’d seen, and the few other games that I’d played — all thrown into one game. It was pretty much anything goes.

So, D&D and fantasy in general were cool. In they went. Star Wars was cool. In it went. Garriott’s astronaut father was soon to fly into space again aboard the space shuttle, and that was really cool. In it went. In addition to all of the pop-culture influences, these early Ultima games are filled with Garriott’s family, friends, and acquaintances — and of course Garriott himself in the person of not only Lord British but also his normal SCA character, the more understated ranger Shamino. When some scholar of the future studying this pioneer of ludic narrative creates an Annotated Ultima, she’ll have a goldmine of references to illuminate.

But as for us, we’re going into space now to try to become a space ace. The space parts of Ultima introduce a whole new sub-game, added by Richard out of a self-proclaimed desire to pack as much onto its two disk sides as he possibly could. Obviously editing was not, at this stage at least, Garriott’s strong suit. That said, the space game is more complex and satisfying than one might expect, if as limited in its potential for fast action as one might expect given its BASIC implementation. Our first task is to safely dock our shuttle — which for some reason no longer looks quite so much like the NASA space shuttle as it did on the ground — to a space station.

With that accomplished, we can choose a more combat-appropriate vessel and begin to hyperjump from sector to sector on the trail of enemy ships. We do need to keep an eye on our fuel supplies whilst doing so, returning from time to time to a station to top off. And exactly how does this relate to Mondain? Sigh… I really don’t know. I suppose it’s possible that the enemy ships belong to his forces — although they look, inevitably, like TIE fighters.

So, we finally shoot down our 20th TIE fighter and return to Sosaria as a space ace, primed for the climax. We dutifully rescue our umpteenth princess. This time she tells us about a time machine “far to the northwest.”

We go there in our trusty landspeeder…

We activate the time machine, a process described with another unusually long string of text:

UPON ENTERING THE CRAFT, YOU FIND FOUR HOLES MARKED R, G, B, AND W. YOU PLACE THE PROPER GEMS IN EACH. YOU SEE A BUTTON MARKED LAUNCH. FURTHER EXAMINATION LEADS YOU TO NOTICE THAT YOU ARE LOCKED IN… NOTHING TO DO BUT LAUNCH?!?!

AFTER ONLY A FEW MOMENTS, YOU FEEL A STRONG MAGIC PULLING YOU FROM THE CRAFT. A MOMENT LATER…

…YOU FIND YOURSELF FACE TO FACE WITH MONDAIN HIMSELF. GOOD LUCK, THIS IS IT!

And the final showdown begins…

There’s actually a somewhat unfair trick to this final battle, the only such in the entire game. We can pound on Mondain endlessly — by this point he’s really not that dangerous to us — but he will keep coming back to life on us. We need to move over to that little ball sitting next to him, which represents his “EVIL GEM,” and pick it up using a command, G for “Get,” that we’ve never had occasion to use in the entire game to this point. This is all somewhat at odds with what Garriott — I mean, the bartender — told us was supposed to be happening here. We were supposed to be traveling back to a time before Mondain made the gem, not taking it from him and destroying it. Ah, well. We finally figure out what the game expects of us, and prevail at last. It all ends with a message that would become another of the Ultima series’s trademarks, albeit later games would ask us to report our victory to Lord British directly rather than his flunkies at California Pacific.

I’ve spent quite a lot of time in these posts poking fun at Ultima. At times it’s kind of hard not to; the game plays like exactly what it is, a catalog of one particularly bright nerd’s rather typically nerdy interests, circa 1981. Yet that’s also exactly what gives the game its charm as well as its time-capsule quality. I’m sure a few of us were similar kids once upon a time, and hopefully we won’t ever completely outgrow our sensawunda. There’s an openhearted quality about Ultima; it wouldn’t know irony if it walked up and bashed it for 1000 hit points. Yes, that makes it easy to make fun of, but that also makes it kind of lovable. And I’d be remiss not to point out that, in an era rife with horribly designed adventure games, Ultima is, that one misstep at the end aside, remarkably fair. If Zork hates its player, Ultima just wants us to have a good time, and it’s willing to throw in everything up to and including the proverbial kitchen sink to make sure that happens. “And hey, there’s a princess to rescue, and a spaceship to fly, and these really cool monsters to fight, and the dungeons are in, like, 3D…” God bless its innocence.

Ultima‘s charms were rewarded with some very impressive sales by the standards of the still small entertainment software market: 20,000 copies sold in its first year. Still, Garriott, who had led a charmed existence thus far, was about to run into his first real complications.

But next time: something a bit less innocent than Ultima.

 
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Posted by on February 15, 2012 in Digital Antiquaria, Interactive Fiction

 

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