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Microsoft Adventure

There’s a good chance that you’ve received a forwarded email at least once or twice during the past ten years or so with the photograph above and a snarky caption such as, “Would you have invested?” The picture shows eleven of the thirteen Microsoft employees as of December 7, 1978, just before the company decamped from its first home in Albuquerque, New Mexico (initially chosen because it was the home of Microsoft’s first customer, the now increasingly irrelevant MITS) for the big time in Seattle. The twelve-year-old at the bottom left is of course Bill Gates himself… and, believe it or not, he’s actually already 23 there.

Ah, what can I say about Bill? I suppose you don’t become a multi-billionaire without leaving some bruised egos in your wake, but old Bill has always had a special knack for pissing people off and generally coming off like the computer industry’s own version of Darth Vader. In the abstract, I’m not sure that he was really so much more evil than most of his peers. Even by the time this photo was taken, the digital utopianism of the People’s Computer Company and Creative Computing was beginning to take a beating from a whole lot of would-be titans of industry looking to get a piece of the new microcomputer action — people like Commodore head Jack Tramiel, who announced that “business is war” and then wondered why all of his business partners and employees were so surprised when he lied to them and betrayed them; or like Steve Jobs, who even before co-founding Apple swindled his best friend out of a $5000 bonus he had earned doing his job for him, disingenuously prattling on about hippie togetherness and Eastern philosophy all the while. Perhaps the closest to moral in this lot was the management of Tandy, who were so unimaginative and so out of touch with their competitors that they couldn’t really be bothered to actively try to wrong them.

The big difference with Gates was that he was so damned good at being evil. While everyone else wound up to one degree or another hoisted from their own petards for their misdeeds, Gates just prospered. He wasn’t so much immoral as amoral. Unlike Tramiel, who seemed to positively revel in his evil, or Jobs, who desperately wanted to be seen as the good guy whatever dirty tricks he was pulling behind the scenes, Gates seemed utterly indifferent to his image and utterly disinterested in the niceties of right and wrong. On a personal level, he seems to have inspired something between ambivalence and out-and-out dislike in everyone who wasn’t directly depending on him for their salary (or, perhaps, the latter group just couldn’t speak up about it). It wasn’t just that his personal hygiene left as much to be desired as his interpersonal skills. Nor was it just that he displayed all the arrogance of both a brilliant programmer and the Harvard scion of a prosperous family; that was to be expected, considering that he was both of these things. No, it was the sheer magnitude of Gates’s need to win and to dominate those around him that made him downright disturbing to be around for so many people. If Gates couldn’t win at something fairly, one never doubted that he would cheat. Hell, if he could win at something fairly but it was just easier to cheat, he’d probably choose the latter course there as well. But, here’s the thing: Gates always cheated smart. If ethics didn’t mean much to him, he was very aware of legalities, and always careful to make sure that even at his shadiest he stayed on the right side of that line. (Of course, he became increasingly less good at that in the 1990s, but that’s a story for another time…) Remember the blinkered MIT nerds that Joseph Weizenbaum railed against in Computers and Human Reason? Well, the young Gates fit that stereotype perfectly, with an added heaping measure of cold-blooded ruthlessness. His wasn’t a personality likely to win a lot of friends. As an investment opportunity, however…

The story of Microsoft Adventure provides a good early illustration of both the very real technical and marketing acumen of Gates’s company and its genius for ignoring ethical considerations while still staying on the right side of the law. It provides an early example of what was already becoming the company’s modus operandi, one guaranteed to piss off idealistic hackers as much as it would delight its financial backers. And, not incidentally, it also represents a very important moment in the continuing evolution of adventure games.

In 1979, fully two years before Gates’s genius stroke in partnering with IBM on the original IBM PC, Microsoft was already a very big fish in the still relatively small pond that was the microcomputer industry of the era, having built a strong business upon the solid foundation of that initial Altair BASIC. In fact, Microsoft was simply the company to go to for a microcomputer BASIC implementation; it provided not only the TRS-80 Level 2 BASIC, but also the BASICs in the Commodore PET and the just-released Apple II Plus. It had also already expanded into other high-level programming languages, producing the first implementations of FORTRAN and COBOL to appear on microcomputers. Microsoft Adventure was part of a new initiative for 1979, the Microsoft Consumer Products Division, which aimed to market games and less esoteric applications to everyday consumers. The division as a whole was arguably somewhat ahead of its time, and would not be a rousing success in the long term. (Microsoft gave up on it within a few years to focus almost exclusively on technical and business products, and, the long-lived oddity Flight Simulator aside, would not begin marketing games and applications directly to home users once again until the 1990s.) For now, though, Consumer Products was big at Microsoft. With adventure games becoming so big on the TRS-80, when an employee named Gordon Letwin said he could port the original Crowther and Woods Adventure, something of a semi-legendary holy grail to microcomputer adventurers, onto the little machine, the go-ahead wasn’t long in coming.

Gordon Letwin is the bearded, black-haired fellow at the far right of the second row in the picture above. Born in 1952 and thus three years older than Bill Gates himself, his character and background is not too far removed from that of other hackers we’ve already met on this blog. A withdrawn, almost disturbingly nonverbal personality, Letwin read non-fiction books by the dozen throughout his childhood and teen years. Upon entering Purdue University as a physics major (the same major Will Crowther had chosen a decade earlier), Letwin found his real calling in the university’s computer center. After university, he got a job with Heath Company, who were well known among electronics hobbyists of the time for their “Heathkits,” do-it-yourself kits that let hobbyists build test equipment, amplifiers, radios, even televisions. In 1977 the line was expanded to include a computer, the H8, for which Letwin designed a simple operating system called H-DOS. He also designed a BASIC of his own, but a young and aggressive Gates, much to Letwin’s chagrin, dropped in on Heath while making the rounds of microcomputer manufacturers to try to convince them to buy Microsoft’s version. Letwin did something interesting, something that few others would ever do: he stood up to Gates. In Gates’s own words:

“There are different ways to do this stuff. His had some advantages which he was pointing out to me. We ended up in this argument between two technical guys. There were about 15 people in the room and no one else could follow along. We’re talking all in terms of data structure, single representations, double scan, stuff like that… Like if you typed a bad line, his would immediately check the syntax, and mine wouldn’t. Which is one of the negative points of our design. Anyway, he was being very sarcastic about that, telling me how dumb that was.”

Deciding perhaps that the adage that no one ever got fired for buying Microsoft was true even in 1977, Heath’s management elected to replace Letwin’s in-house design with Microsoft’s BASIC. This left them with one very angry Letwin. Gates, who whatever his other failings knew talent when he saw it, poached him for Microsoft about nine months later, not too terribly long before the above photograph was taken.

Although Letwin and his wife lived very modestly even years after Microsoft had made them wealthy, he more so than most hackers always knew the value of a buck, and always wanted to get what was coming to him. A 1988 Seattle Times profile alleges that he was a major impetus behind the decision of Gates and Paul Allen to transform Microsoft from a partnership to a corporation in 1981, and to grant him and other early employees like him the shares that would make them very rich indeed by the end of the decade. I mention this here because it may explain something odd about Microsoft Adventure: it was published by Microsoft, but allegedly developed by an entity called Softwin Associates, a company that apparently consisted of only Letwin himself. It seems that Letwin developed Adventure as something of a moonlighting project, then licensed it back to his employer. Why do it that way? Well, doing so gave Letwin the ability to collect royalties on sales as an outside contractor, above and beyond his regular employee salary. That the very finances-focused Gates let him get away with such a scheme probably says a lot about his perceived value to the company.

As Microsoft claimed in the instruction manual, “With Microsoft Adventure, you have the complete version of the original Adventure. Nothing has been left out of the original DEC version.” That stands as quite a neat trick; remember that Scott Adams, himself an experienced programmer, had not even tried to do a direct port but had instead developed Adventureland as its own, much smaller game. How did Letwin manage it?

He first of all took advantage of Radio Shack’s expansion interface, which allowed the user both to expand memory beyond 16 K and to replace cassette-based storage with floppy disks. This was a bold choice in its way, dramatically limiting the potential buyers of Adventure; in its September, 1979, issue, SoftSide reported that “only a few” of its readers had yet bought Radio Shack’s $500 disk drive. Yet Adventure would have been impossible without it.

The benefits of expanded memory were obvious in allowing longer and more complex programs, but those of the floppy disk were both obvious and more subtle. On the obvious level, the floppy was superior to the cassette in every way, allowing users to store much more data on a single piece of media and to save and retrieve it many times faster and with many times the reliability. But another attribute of the floppy would be key to the implementation of major games like Adventure given the still tiny amount of memory 32 K actually is. Unlike the cassette, the floppy was a random-access storage device, meaning the TRS-80 could be programmed to load into memory chunks of data from all over the disk as a program ran. By comparison, reading from the cassette required that the user manually position the tape in the correct position using the player’s counter, then press play… and then, of course, wait, for up to 20 minutes just to load one of Scott Adams’s simple adventures. With a disk drive, then, Letwin could leave all of that text that was stored in an external file even in Crowther and Woods’s original on the disk, loading in only the bit and pieces that he needed as they were needed. He needed only pack the core code of the game itself into his 32 K — not that that was a trivial task in itself, requiring as it did that Letwin port the original FORTRAN code into Z80 assembly language while optimizing everywhere for speed and size. Letwin’s pioneering use of the disk drive as a sort of auxilliary memory would soon enough be everywhere, refined to something of an art by companies like Infocom. Countless classic games would have been simply impossible without it.

The arrival of disk drives also brought with them another, less welcome innovation: copy protection. Every computer has a standard format in which it arranges data on its disks. To simplify rather extremely, locations on the disk are broken down into track and sector numbers, with a master directory stored in some standard location that records all of the files stored on the disk and their location by track and sector; this allows the computer to locate and retrieve files as they are requested. Most early disk copying programs assumed that the disk being copied would be laid out in this standard format, and would simply attempt to copy each file they found in the master directory over to the new disk one by one. It was, however, relatively easy for a program like Adventure to replace the standard disk format with one of its own devising — one that it knew how to read, but which would completely flummox another program expecting a standard format. By later standards, Adventure‘s copy protection was relatively simple, just rearranging the numbering scheme used to identify the different sectors on the disk. It was also relatively kind in allowing at least those with two disk drives to make a single backup copy by entering a special command within the program itself. Later protection schemes would get much more sophisticated, and much less kind.

Microsoft Adventure also points toward the future in its packaging. It shipped in a real box with real, professionally produced artwork and a multi-page, glossy manual written by Dottie Hall. Contrast this with the packaging of the early Scott Adams games, constructed from a plastic sandwich bag, a business card, and a baby formula liner. In 1979, Microsoft was one of the few software companies with the resources to give its products a professional presentation. As the games industry grew more professional and profitable, however, packaging would become a huge part of the whole experience of adventuring, reaching glorious (some might say absurd) heights of lurid artwork, lengthy manuals, included novellas or even novels, elaborate maps (sometimes from cloth or parchment), and evocative physical props (“feelies”).

Microsoft Adventure also started another, related trend that became almost as prevalent: its artwork has almost nothing to do with the actual game it represents.

I certainly never imagined the jokey response to “KILL DRAGON” (“CONGRATULATIONS! YOU HAVE JUST VANQUISHED A DRAGON WITH YOUR BARE HANDS!”) playing out quite like that. Although, I guess with sufficient imagination…

Having dwelt on the original DEC versions at length, there’s not really that much to say about the actual playing experience of the version of Adventure that Letwin developed. It is exactly what Microsoft claimed it to be, a slavishly faithful port of the original, minus only such PDP-centric niceties as “cave hours.” I suspect that most of the in-game text is literally the same as that on the PDP original, being the original’s external data file simply copied over to a TRS-80 floppy. Interestingly, Letwin does make an effort to ease some of the original’s more nonsensical puzzles. In the original, for instance, one could earn the “last lousy point” only by dropping the Spelunker Today magazine at Witt’s End, a completely unmotivated action; in Letwin’s version, reading the magazine yields the vital clue that “ITS ADDRESSED TO WITTS END!” Even better, the richly described but previously useless “Breath-Taking View” now has a purpose of sorts, for Letwin adds a single line that helps out with another notorious puzzle: “WORDS OF FIRE, APPARENTLY HANGING IN AIR, SAY ‘PLOVER.'” What a guy!

Nudges like that aside, Letwin makes just one addition, the “Software Den.”

YOU ARE IN A STRANGE ROOM WHOSE ENTRANCE WAS HIDDEN BEHIND THE CURTAINS. THE FLOOR IS CARPETED, THE WALLS ARE RUBBER, THE ROOM IS STREWN WITH PAPERS, LISTINGS, BOOKS, AND HALF-EMPTY DR. PEPPER BOTTLES. THE DOOR IN THE SOUTH WALL IS ALMOST COVERED BY A LARGE COLOUR POSTER OF A NUDE CRAY-1 SUPERCOMPUTER.

A SIGN ON THE WALL SAYS, “SOFTWARE DEN.”

THE SOFTWARE WIZARD IS NOWHERE TO BE SEEN.

THERE ARE MANY COMPUTERS HERE, MICROS, MINIS, AND MAXIS.

Messing with any of the computers results in:

AS YOU REACH FOR THE ELECTRONIC GOODIES, AN ENRAGED BEARDED PROGRAMMER JUMPS OUT OF CONCEALMENT. “AHA!” HE CROWS, “I’VE FOUND THE SOB (THAT’S ‘SUBTRACT-ONE-AND-BRANCH’) THAT’S BEEN STEALING MY EQUIPMENT! HAVE YOU FORGOTTEN THAT MY WIZARDLY SPELLS HELP KEEP THIS CAVE TOGETHER? FIRST, I’LL REMOVE SOME OF THE TREASURES:

DESTROY (TREASURES);

THEN, I’LL REVOKE SOME MAGIC WORDS:

REVOKE (MAGICWORDS);

FINALLY, I’LL KICK YOU DEEP INTO THE MAZE!”

YOURLOC = DEEP.IN.MAZE;

YOU ARE IN A MAZE OF TWISTING LITTLE PASSAGES, ALL DIFFERENT.

Talk about your delusions of grandeur…

But now we come to the elephant in the room: the question of credit. At no place in the Microsoft Adventure program or its accompanying documentation do the names of Crowther and Woods appear. We are told only that “Adventure was originally written in FORTRAN for the DEC PDP-10 computer,” as if it were the result of a sort of software immaculate conception. Needless to say, Crowther and Woods were never contacted by Microsoft at all, and received no royalties whatsoever for a program that by all indications turned into quite a nice seller for the company; it was later ported to the Apple II, and was one of the programs IBM wanted available at day one for the launch of its new PC in 1981. Because Crowther and Woods, immersed in old-school hacker culture as they were, never even considered trying to assert ownership over their creation, Microsoft violated no laws in doing this. However, the ethics of cloning someone else’s game design and lifting all of their text literally verbatim, and then copy protecting it (the irony!) and selling it… well, I don’t think that calling it “ethically dubious” is going too far out on a limb. In his famous “Open Letter to Hobbyists” of 1976, Gates asserted the moral right of the creators of software to have control over their creations. How to reconcile that stance with Microsoft Adventure? Incidents of commercial co-option of free software like this one are what eventually led to the creation of licenses like the GPL, designed to make sure that free software stays free. If you’ve ever wondered why so many in the open-source communities are so obsessed with the vagaries of licenses, maybe stories like this one will give an idea.

Be that as it may, Gates now seems as dedicated to doing good in the world and giving away his money as he once was to crushing his business competition and amassing it, to which I give a big hooray. I’d say that saving a single child makes up for the dubious aspects of Microsoft Adventure many times over. Gordon Letwin, meanwhile, also stayed with Microsoft for many years, going on to head the ill-fated OS/2 project before retiring on all that stock in 1993. He now also devotes himself to charity, specifically to environmental causes. A second hooray there.

Ironically, Microsoft Adventure is such a perfect clone of the original that it is now the ideal choice of anyone who wants to experience said original in as authentic a form as possible without building a whole virtual PDP-10 of their own. I’ve made a TRS-80 disk image of it available here, which will stay up as long as Microsoft’s lawyers don’t come after me for pirating their stolen 32-year old software and talking bad about their “non-executive chairman,” but for an easier time of things you might want to hunt down the IBM PC version on an abandonware site. If you do go with the TRS-80, you’ll have to play it using the SDLTRS emulator rather than the MESS version, as, due to the on-disk copy protection mentioned earlier, the disk image has to be stored in the “DMK” format — a format that MESS unfortunately cannot read. Really sorry about that!

I’ll be looking at text adventures in 1980 — a very exciting year — soon. But next I want to make a little detour into some theory and then into another genre of story-oriented game.

 

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Two Adventuring Cultures

By the time that Adventureland had its first anniversary, adventure games on the TRS-80 were already amongst the platform’s most popular software offerings. And now, thanks to Scott Adams’s portable adventure engine and the fact that virtually all non-Adams adventures were still written in relatively standard BASIC, they had begun to pop up on other microcomputer platforms as well. A new art form was on the scene. As early as its June, 1979, issue, SoftSide published an “Engagement Announcement” between the TRS-80 and “Fantasy”:

The staff of SoftSide is eagerly anticipating the birth of a new art form as a result of this match. We feel that one of the most creative art forms of the future will be the participation novel, in which you assume the role of a character and alter the direction of the story by your own actions, instead of simply reading what the original author conceived and wrote.

Right now, creative people who’ve been writing elaborate simulation games are working on computer adaptations. The progress they’re making is exciting, with greater things to come! In our December issue, we presented Santa Paravia en Fiumaccio, breaking new ground in simulations on computer. [Written by Reverend George Blank, Paravia was an adaptation / expansion of Hamurabi, a resource management strategy game dating back to 1968 and eventually ported to BASIC by David Ahl, founder of Creative Computing magazine. As the first computer game to explicitly ask the player to play a role in a storyworld of sorts, Hamurabi is of great historical and theoretical significance in its own right.] In May we presented you with Dog Star, bringing us one step closer to the electronic novel. We foresee the time when elaborate simulations of high literary and artistic quality will captivate the leisure hours the way television does today, in much the same manner that television replaced radio drama, and radio drama led to a decline in reading for pleasure.

In March, SoftSide was contacted by the publisher of The Dungeoneer and Judges Guild Journal, two magazines specializing in the simulation game Dungeons and Dragons. In a copy of The Dungeoneer we were surprised to find a list of sixty-one other magazines also specializing in fantasy, war and simulation games. We also discovered that many of these people are starting to use the TRS-80. [I’ll be exploring this linkage between the nascent computer-game industry and the rapidly expanding world of tabletop role-playing games very soon.] Once the creative work they’re doing is suitably married to the computer, the electronic novel will be born! We’re certain the day is not far off, and we intend to be part of it!

Shortly afterward, SoftSide began using the rather awkward term “compunovels” to refer to these new works, the first of many attempts by writers, commentators, and players to get away from the somewhat limiting labels of “adventure games” or (a bit further on) “text adventures” to something reflective of more literary aspirations.

Of course, the idea of the “compunovel” was more aspirational than it was reflective of the reality of 1979, when the Scott Adams games with their childlike diction, “weirdly errant grammar” (in the words of Graham Nelson), and merest stubs of plots were the class of the adventuring field. Indeed, for many contemporaries these claims for literary grandeur must have seemed downright delusional given the reality of the time. It’s to the great credit of the writers at SoftSide that they could see the potential of the new form once freed of the technical constraints of 16 K of memory and cassette-based storage, and of the artistic constraints imposed by programmers attempting to get by as writers.

Still, there was another culture that was largely free of the first if not the second set of constraints: the institutional hacking culture that had birthed adventure games in the first place. By 1979 the big machines hosted quite a variety of them: Zork at MIT; Stuga, the first adventure game created outside of the United States and the first in a language other than English, at Stockholm Computer Central; Acheton at Cambridge University in England; Mystery Mansion at (of all places) the Naval Warfare Engineering Station in Keyport, Washington. Meanwhile others, free of the commercial considerations that were already coming to dominate the microcomputer software market, set about improving and expanding upon the original Crowther and Woods Adventure, creating a dizzying number of variations that have come to be referred to by their maximum possible score. The original game, which offered 350 potential points, is sometimes called Adventure 350, while its successors include Adventure 365, Adventure 550, and many others, finally many years on culminating in the inevitable Adventure 1000. Even Woods himself created an expanded 430-point version before leaving adventure creation behind for good.

The most immediately striking characteristic of all of these games today is their sheer size; they still remain some of the largest text adventures ever constructed in breadth if not depth, boasting hundreds of rooms each. Their scale was a byproduct of the culture that created them. In the hacker ethic, no program was ever considered truly finished; there was always room for more tweaking, more features, just more. Since these games were not commercial endeavors, there was no necessity to declare them done and ship them out the door at any given point. They therefore often remained in a sort of playable development stage for literally years, growing in fits and starts as the interest levels of various contributors waxed and waned. (Another thing which distinguished these games from their microcomputer counterparts, and indeed from most IF of today, is that they tended to be team efforts.) Zork, for instance, first appeared on MIT’s computer system in May of 1977, hot on the heels of the Adventure phenomenon, but was not finished until February of 1979. Even at that point, the game was not really done in any thematic or design sense. Its creators had simply managed to fill up even the cavernous one megabyte of memory on their DEC machine, and thus were physically unable to continue to build yet more new rooms.

If you’re thinking that such a development model might ultimately be as limiting to narrative possibilities as were the absurd hardware limitations of early home computers, well, you’re pretty much right. The team that created Zork, for instance, contained some genuinely talented writers, perhaps more so than anywhere else in the adventuring world of 1979. Yet their best efforts were continually undone by the “too many cooks in the kitchen” syndrome, with descriptions of real imagination and elegance juxtaposed with others of a Scott Adams-like terseness. And the design itself is similarly sprawling and unfocused, with great ideas layered upon less great ones in seemingly random fashion. Zork and other, possibly even larger games like Acheton are vast and chaotic almost to the point of incomprehensibility. In this light the technical constraints of microcomputers, which forced authors to create games that were thought-through, structured designs rather than random sprawls, don’t look quite so bad. Or, to put it another way: bigger is not always better. It’s telling to note that none of these games had a narrative arc anywhere near as tight and coherent as that of The Count.

Still, TRS-80 owners working their way through the constrained environments of Adventureland, Dog Star Adventure, and The Count might be forgiven for casting some jealous glances in the direction of all those rooms, all those objects, all that space for text. It was therefore kind of a big deal when the daddy of all those institutional extravaganzas, Adventure itself, first came home. If Adventure could be made to run on a TRS-80, it seemed reasonable to think that other larger, more ambitious games should soon be possible on microcomputers as well — which was of course exactly what ended up happening. Indeed, within a few years adventure-game development on the big machines would pretty much dry up entirely.

The name of the company that first brought Adventure home via the TRS-80 might just surprise you. More on that, and them, next time.

 
 

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The Count

The Count opens with a title screen that would become iconic and almost bizarrely long-lived, finding its way not only to all of the other games in the classic Scott Adams series on the TRS-80 but to all of those other platforms on which the line would eventually arrive as well. Even when the games were ported to the illustrated SAGA system, this screen was little changed.

The Count title screen

Looking at it, a few things are immediately striking. First there is Adams’s indelible, lackadaisically enthusiastic writing style that stamps all of his games better than could their maker’s signature. As near as I can tell, the interpreter is called simply ADVENTURE and is at version 8.2 already (!), while the game of The Count itself (“Adventure Number 5”) is at version 1.15. The plea which concludes the message shows that software piracy was already a significant problem in 1979, and not just a bugaboo of Bill Gates. As time went on, it would of course only become a bigger issue, as pirates formed sophisticated distribution networks and a whole fascinating if amoral subculture of their own; I’ll talk more about that when we get there. Still, Adams was himself not above stretching the truth a bit to get his point across; he obviously didn’t spend “over a year” developing The Count when he released five other games in 1979 alone. (Or perhaps he was referring to the system of ADVENTURE as a whole?)

But, you might be asking, why does the text look so funny? Well, you may remember my saying that the standard TRS-80 did not come equipped with support for lower-case letters. In a sense, that’s only partially true. The character ROM, which contained the glyphs for all displayable characters, did have glyphs for all lower-case as well as upper-case letters; presumably it was, like most components of the TRS-80, an off-the-shelf part that was easier to leave alone than it would have been to modify to remove the extra glyphs. What the TRS-80 really lacked was a way to input lower-case. The ever-inventive aftermarket soon addressed this with various modification kits, one of which Adams had obviously acquired by early 1979. Even with the kit, though, the TRS-80’s display, having been designed with only upper-case in mind, still lacked the concept of descenders. Thus letters like “y,” “p,” and “g” are perched on the line rather than dangling below, creating the decidedly odd appearance you see in the image above. Like everything that doesn’t kill you, you get used to it.

But now let me talk about The Count specifically, and what makes it such a unique and interesting entry in the Adams canon. While Mission Impossible had introduced the use of time in the direct service of plot in the form of a (literally) ticking time-bomb, The Count goes much, much further. As it begins, we wake up in a bedroom of a house that is being haunted by Dracula himself. We have been placed there by the frightened inhabitants of the local village, and given strict instructions to either kill Dracula or die — or, presumably, become a vampire ourselves — in the process. (Of course, thanks to the typically sparse text, lack of supporting documentation, and old-school design we infer all this only when we attempt to leave the house and get killed by an angry mob, all of which leaves one to wonder whether Dracula or the villagers are the more evil… but we’ll let all that go.) The plot unfolds over the next three — or, just possibly, four — afternoons and evenings, during which we must maneuver everything into position to finally administer the obligatory stake through the heart that ends Dracula’s reign.

Not only does time pass over the course of these days, with afternoon trailing into night (with the expected effect on the general lighting situation), but there are actual plot-related events that happen in the storyworld, in the form of a pair of deliveries on the first and second afternoon.

As always, we don’t want to go too far here; this still isn’t anything close to a serious, nuanced story, as the game remains firmly entrenched in the usual jokey Scott Adams style.

What we do have here, though, is a storyworld that is at least in some senses more dynamic than anything we’ve seen before; while Adventure could boast the independently moving dwarfs and pirate that were surprisingly sophisticated in their way, its world was otherwise static prior to the triggering of the endgame, and lacked any sense of time other than the expiring lantern. Notably, The Count adds a WAIT verb, a command that would have been superfluous in earlier games, as the player must plan her actions around the time of day and those all-important package deliveries.

In practice, the game plays out like a whole new type of systemic meta-puzzle, as the player maps out how events unfold and how everything works — dying countless times in the process — to come up with a final plan for victory. The Count introduces nothing less than a whole new paradigm of play for the text adventure, one focused not on geographic exploration (the map is very small and manageable for the era) but on dynamic, systemic thinking that feels much closer to engaging with a narrative. Its system is even sophisticated enough to support quite a number of different paths to victory; virtually every walkthrough for the game I was able to find has its own unique approach.

Still, at times the boundaries between the system of the storyworld and the system of the program are hazy, such that one is often left feeling one is playing the program rather than playing the story. For instance, one travels between floors using a dumbwaiter (the lack of a staircase is one of those sins against mimesis we can forgive in such an early, primitive game). If one passes out and is put to bed (presumably by Dracula) for the night while on another floor than the one containing the bedroom, the dumbwaiter is left on the former floor, locking one out of victory. This of course makes no sense in the storyworld — whoever heard of a dumbwaiter that can only be raised or lowered by someone riding on it? — but is a limitation of the program. Indeed, much about solving the game can be more tedious than fun; the learning-by-death syndrome is one that even Infocom would never entirely solve in its similarly dynamic mysteries. Frustrations like these make The Count perhaps less entertaining as a game than it is interesting as technology and as a concept; nor does its ending exactly pull out all the stops.

Adams himself didn’t do much to build on these concepts, largely retreating to treasure hunts and similarly static designs in subsequent games, leaving this approach to be taken up by Infocom three years later with the groundbreaking Deadline. But again, we’re getting ahead of ourselves…

If you’d like to play The Count in its original form yourself, here is a CMD file you can load into the MESS emulator using “Device –> Quickload” from the emulator menu.

 

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A Busy 1979

To say Scott Adams had a productive 1979 doesn’t begin to tell the half of it. For starters, he released a rather staggering six complete new games: Mission Impossible, Voodoo Castle, The Count, Strange Odyssey, Mystery Fun House, and Pyramid of Doom. Of these, four were the sole work of Adams himself.

Voodoo Castle and The Count advertisement

Mission Impossible advertisement

Mysert Fun House advertisement

Strange Odyssey advertisement

Pyramid of Doom advertisement

Voodoo Castle was credited to Adams’s then-wife, Alexis. Still, the real situation there is muddled, as Adams has tended to downplay her contribution in recent interviews, saying that she was responsible only for the broadest strokes, leaving him to do most of the writing and all of the programming. What with the passage of years and the difficult feelings that accompany any divorce, it’s probably not possible to know anymore whether Alexis Adams deserves to be credited as the first female adventure-game designer, beating Roberta Williams to the punch by more than a year.

More definite is the contribution of Alvin Files to Pyramid of Doom. Working independently, with no access to source code or design documents, Files reverse-engineered Adams’s adventure-game engine, created a game of his own using it, and sent the result to Adams himself, who tweaked it a bit and released it as Adventure #8, which he acknowledges to be “90 percent” Files’s original work. Pyramid of Doom was released around October of 1979, but an early sign of the budding relationship can be seen in that summer’s The Count, which is “dedicated to Alvin Files.”

Alvin Files dedication in The Count

In sorting out this chronology via magazines and other primary-source documents, I was quite surprised to realize that fully two-thirds of what has come to be regarded (somewhat arbitrarily) as the canonical dozen Scott Adams adventures were created before Adams’s company, Adventure International, was even founded. Said founding occurred just before the end of the year, by which time Adams was already involved in another important step: porting his adventure engine to run on other microcomputer platforms. The logical first target for these efforts was the Apple II, the second most popular machine in 1979, but within a few years the explosion of incompatible machines and Adams’s dedication to supporting as many of them as possible would bring the games to at least a dozen different platforms. While 1979 wasn’t yet the year that adventure games broke really big, it was the year that Adams laid the groundwork for their doing so, for the changing of the calendar left him poised with a new company, a portable adventure-game engine, and a nice catalog of already extant games in a wide variety of genres. He had even created a stripped-down “sampler” version of Adventureland for those looking to test these new waters.

Even on the good old TRS-80 Adams made major technical improvements. At the apparent urging of Lance Micklus, he reimplemented his interpreter using assembly language rather than BASIC between the release of Mission Impossible in the spring of 1979 and Voodoo Castle and The Count that summer, bringing enormous speed improvements. He also implemented a new display system that would become something of a trademark, with the current room description and contents always displayed in a separate, non-scrolling “window” in the upper half of the screen. Given the TRS-80’s 64-character by 16-line display and the attendant tendency for everything of interest to scroll away in no time, this amounted to a major convenience. The new interpreter even supported lower-case output, although prose style, grammar, and even spelling remained all too obviously not a big priority. With these improvements the new system, which was quickly retrofitted back into the first three games as well, made TRS-80 adventuring a much more pleasant experience.

But what of the content of the games themselves? Well, both their limited engine and the torrid pace at which Adams cranked them out acted as a necessary limit on their scope of possibility, but there are some new developments worth talking about. Chief among them is the element of time. Both the original Adventure and Adventureland had of course required close attention to time management thanks to their expiring light sources, but Mission Impossible introduced the element in a more plot-centric way, in the form of a ticking time-bomb that threatened to destroy a nuclear power plant. And two games on from that we have The Count, a game that is about as conceptually ambitious as Adams would ever get and a significant step forward for the text adventure as a storytelling medium. I’ll look at The Count, by far the most interesting of these six efforts, in some detail next time.

 

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A Few Questions for Lance Micklus

I recently was able to pass along a few questions to Lance Micklus, author of Dog Star Adventure, and I thought some of you might find his replies interesting.

Jimmy: Scott Adams mentioned in a couple of places that you convinced him he should recode his adventure engine using assembly language rather than BASIC. Do you happen to remember how this transpired?

Lance: I don’t recall talking with Scott about this but it was good advice. BASIC would have made these programs very portable – meaning they could easily be ported over from one system to another. But assembly language gave these programs speed and efficiency – and a better overall experience.

Jimmy: Anything at all you can tell me about the creation of Dog Star Adventure would be hugely helpful. As one of the first text adventures to appear after Scott Adams showed it was possible on the TRS-80 and the very first to have its source published in a magazine, Dog Star is quite historically significant, you see. As such, I just played through it yesterday, and I’m just starting to write a little piece about it for my blog.

Lance: In the mid 1970s I worked for Vermont’s public television station as a studio engineer. I also did some computer programming for our station. Since our station was part of the University of Vermont, we used their computers when we needed to. One of those computers had the original text adventure game installed on it. I believe this game was known as Get Lamp [actually, Adventure, of course] and that it was written in Fortran around 1972 [make that 1976 for Crowther’s original experiment, 1977 for the completed game]. It was very popular with the students. I began to play it when I had time, although I never really got into the game too deep.

Eventually, when the University upgraded their computer systems, we lost access to Get Lamp. It was about this time that I got my first personal computer – the TRS-80. I began writing programs to replace the ones I once played on the University of Vermont computers. Dog Star was my attempt to replace Get Lamp.

The story line for Dog Star was influenced by Star Wars. My story takes place on something similar to the Death Star. Star Wars had a Princess Leia. In Dog Star there was a Princess Leya.

One of the influences from Get Lamp that I carried over to Dog Star was the use of a common story telling device known as “the ticking bomb.” In Get Lamp the batteries in the flashlight go dead after a certain amount of game play. After that happens it is impossible to complete the adventure. In Dog Star it was a cheeseburger that got cold.

One of the techniques I used to write Dog Star was to give objects properties. There were actions and there were objects to perform actions on. Eating a cheeseburger was one action that caused something to happen – there was no more cheeseburger after you ate it. Talking to the cheeseburger was another possibility but it didn’t do anything.

Jimmy: This is even more open-ended, but: I wonder if you could talk a bit about what led you to buy a microcomputer at such an early date, and (especially) how you immediately started cranking out such a huge quantity of software. I understand from your web page that you worked in radio and television prior to the TRS-80. What kind of background (if any) did you have with computers?

Lance: I first became interested in computers in 1953 when I was 8 years old. One of my favorite TV programs was Superman starring George Reeves. One of the episodes from season 2 was called “The Machine That Could Plot Crimes.” It was about a machine named Mr. Kelso that was tricked by a bad guy to plot perfect bank robberies. I was fascinated by this machine. After watching the episode, I asked my mother if there really were such machines. When she told me that there were, I decided I had to have one.

Superman's computer

Mr. Kelso's computer from "The Machine That Could Plot Crimes"

In 1964 I got a summer job as a computer operator at IBM in Poughkeepsie. This gave me an opportunity to toy around with a 1401 computer in assembly language. Although computers fascinated me – and still do – I also wanted to pursue a career in broadcasting. Much of my life has been spent going back and forth between these two careers.

Purchasing the TRS-80 in the fall of 1977 was the fulfillment of the dream I had when I was 8 years old – which was to have my own computer. I enjoyed writing computer programs and did it just for fun. I got into publishing my work as a way to share my creations.


As seems to keep happening on this blog, this interview puts the lie to a couple of assertions I made in my previous post. Namely, Lance did have some exposure to the original Adventure, albeit apparently quite briefly given the very limited window of time between Adventure‘s widespread distribution in the spring of 1977 and the release of the TRS-80 that fall. Still, Dog Star is also markedly similar to Scott Adams’s early efforts, such that I can’t believe the similarity is coincidental. Also, Lance’s background with computers was a bit more extensive than I had described it. Ah, well, living and learning is part of what this blogging thing is all about, right?

Just for fun, here’s a picture of Lance from the glory days of the TRS-80:

Lance Micklus, circa 1980

And here’s him and his lovely wife Dianne today:

Lance and Dianne Micklus, 2011

These days Lance is hoping to produce a Christian-themed movie based on the legend of Santa Claus. He’s a very, very nice man.

Next time I really will get back to Scott Adams, and talk about (among other things) that switch to assembly language I asked Lance about.

 

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