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Emulating the TRS-80

As time permits for the next little while I’m going to be exploring some of the works produced for the TRS-80, the most popular platform of the very early home-computer era. For anyone whose interest is piqued by any of what will follow, I thought I’d offer some hints on getting your own TRS-80 up and running via emulation.

The most popular and publicized emulator as I write this seems to be TRS-32 by Matthew Reed. It’s certainly the slickest and most polished that I’ve come across. In addition to being Windows only, however, it also has some problems running under 64-bit Windows 7: it hangs for up to a full minute before displaying file dialogs. And since it’s a closed-source application, I can’t try to fix it.

I’ve therefore been using a much more obscure emulator, SDLTRS, which not only runs properly on my Windows machine but also has versions for the Mac and for Linux. The MESS project also includes an emulated TRS-80 that works very well, but getting that up and running will take a bit more effort. And there have been a number of other emulators released in years past, but I believe most of these are obsolete now in one way or another. David Keil’s emulators, for instance, want to bang the hardware of their host platform directly, and so are subject to some limitations when running on more recent Windows variants that disallow that sort of thing.

Whatever emulator you end up choosing, you’ll also need the TRS-80 ROMs. These are still under copyright to Radio Shack, and not distributed with most emulators. I’m going to take the chance that Radio Shack no longer thinks or cares about them and host them here. (If I learn otherwise, I’ll of course have to take them down.) Included in the zip file are ROMs for both the original BASIC authored by Steve Leininger (“level1.rom”) and the much more usable Microsoft BASIC that Radio Shack released in 1978 (“level2.rom”).

If you should have any problems getting an emulator working, feel free to contact me and I’ll try to help out.

Update, June 17, 2011:

Well, SDLTRS isn’t working out for me that well, and you guys apparently aren’t too thrilled with it either. Its cassette management seems hopelessly bugged, amongst quite a number of other small niggles. So, I’ve decided to do what I’d been hoping to avoid, and make The Official Digital Antiquarian TRS-80 Emulator the one that’s included in the MESS Project. This emulator can be a right bastard to get set up and running, and it’s certainly got its fair share of quirks, but it’s the most complete and usable TRS-80 emulator I’ve found. So, MESS it is. Bear with me and I’ll try to get you going as painlessly as possible.

Download the latest version of MESS from the Mess home page. Stick the whole thing in a single folder somewhere. (I believe Linux users will have to compile it to get an executable.)

Next, download this little TRS-80 add-on kit I’ve created for you. Unzip it into the same directory where you put the rest of MESS, making sure your decompression program unpacks the full folder structure. In addition to a “mess.ini” file, it will create two folders, “roms” and “sta.” The “roms” folder contains the TRS-80 Level 1 and Level 2 ROMs, which are stored under MESS in a somewhat different format than under most emulators. You won’t need to mess with this folder, unless you decide to emulate more systems using MESS in the future. The “sta” folder is where your saved states will go. More on that in just a moment.

To get your TRS-80 running, you need to open a command prompt in the root directory of your MESS installation and type “messpp trs80” for the Level 1 BASIC TRS-80, or “messpp trs80l2” for Level 2 BASIC. (All of the resources I provide on this blog will be for the latter.) Note that I’m running the Windows MESS; it’s possible that the executable will have a slightly different name under another OS.

When I look at a work for this blog, I’ll provide a way for you to also have a look on the emulator, should you wish. Mostly I’ll distribute state files, as this seems the simplest approach on this platform. However, MESS is a bit buggy in handling these — well, okay, quite buggy. If you try to “Save State As…” while running the emulator, you’ll probably crash it. Likewise if you try to load a state from the menu. You can only save a state by doing a simple “Save State” from the menu, which will place it under a default name in the “sta/trs80” or “sta/trs80l2” directory. And you can load a state only from the command line.

Let’s say you want to bring up the Eliza program I am currently nattering on about as of this writing. You would place the state file I provided on the blog, “eliza.sta,” in the “sta/trs80l2” directory. Then you would start the emulator with “messpp trs80l2 -state eliza.” (Note that you do not include the “.sta” suffix.)

Update, July 20, 2023:

The MESS project is no more. TRS-80 emulation is now incorporated into the MAME emulator. Unfortunately, I haven’t messed with MESS or MAME in many years now. If you’d like to follow the instructions above to the letter, you’ll need to acquire an old version of MESS, preferably from circa 2011. As of now, a repository is available at https://www.progettosnaps.net/mess/repository/. If any reader who stumbles across this post would like to update the instructions above to make use of the latest and greatest MAME, by all means, let me know.

 

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The Trash-80, Part 2

In the mid-1970s a fellow named Don French was working at Radio Shack’s corporate headquarters in Fort Worth, Texas. Unlike pretty much everyone else there, Don was himself an amateur electronics enthusiast, and so actually understood those strange displays at the back of the Radio Shack stores. And he was fascinated with the idea of computers, so much so that in mid-1974 he was one of the few who managed to put together a working version of Jonathan Titus’s Mark-8 computer after seeing it in an issue of Radio-Electronics magazine. Barely six months later, when the vastly more accessible MITS Altair 8800 arrived, hobbyists across the country began hacking together machines of their own, forming loose communities of interest such as the famous Homebrew Computer Club attended by Jobs and Wozniak among other current and future luminaries. The people involved with these new “microcomputers,” as they were then known, were mostly experienced solder-gun wielders who had cut their teeth on HAM radio or radio-controlled cars — the sort of do-it-yourselfers, in other words, who had been standing in the back of all those Radio Shacks digging through boxes and shelves of wires and diodes for years. Now that they worked with computers, they continued to use the Shack as their source for the non-specialized components they needed.

French understood the hunger so many people had for a computer of their own, because he had felt the same hunger himself. And he thought that Radio Shack could do very well if it began serving that hunger more directly, by offering computer equipment at its thousands of stores instead of leaving hobbyists to rely on the network of tiny, often dodgy companies that had jumped into the new market. His problem was convincing management, and that was a tough nut to crack indeed; few have ever accused Radio Shack’s management of vision, after all.

Still, even they eventually had to see that something was happening when an event like the March, 1976, World Altair Computer Convention could attract over 700 people from seven countries to Albuquerque, New Mexico, home of MITS. After that, management began to take French’s ideas a little bit more seriously, and about May of 1976 officially authorized him to start making a computer for them. But they certainly didn’t overdo their commitment; French got to hire exactly one engineer to work on the project. Fortunately, he made a good choice in Steve Leininger, a Homebrew Computer Club member whom he imported from Silicon Valley. Together they labored over the TRS-80 in a disused room inside Radio Shack’s speaker factory, with French taking the Jobs role of public relations-man, business manager, and general vision articulator, and Leininger taking the Wozniak role of technical designer.

A few months in something happened that changed the direction of the project dramatically. (This anecdote and many others is taken from Priming the Pump, a fun if rambling memoir of the TRS-80 scene by David and Theresa Walsh.)

The whole project almost died one day when a heavy package came in the mail to the engineers. It was an expensive digital clock kit that the customer had put together and sent back. The customer’s story was that he had followed all the instructions and the clock didn’t work; in fact it blew a fuse when he plugged it in. “We opened it up,” says Leininger, “and the thing had an eighth of an inch of solder all over the bottom. The instructions said, ‘Put all the parts on the board, turn the board over, and solder everything to the bottom of the board.'”

That, my friends, is why it was best for everyone concerned if Uncle Jerry confined himself to the front of the store. With visions of thousands of do-it-yourself computer kits coming back to them in a similar state, management almost killed the project. Instead, miraculously, French was able to convince them to do something else: to make the machine a complete, turnkey computer rather than a kit. It’s good that he did, because in January of 1977 a struggling calculator manufacturer called Commodore Business Machines announced the PET, an event which marked the beginning of the end of the Altair era of (literally) home-brewed computers. With little funding and turnkey systems by Commodore and Apple in the pipeline, French and Leininger did what they could with what resources and time management allowed them to have. The result, which was officially announced on August 3, 1977, and started shipping about a month later, was a solidly engineered core brocaded with a heap of questionable choices, the sort of thing that could only have come from Radio Shack.

Unlike the PET and Apple II, which used the MOS 6502 CPU, the TRS-80 used the Zilog Z80. (The first part of the name “TRS-80” stood for Tandy Radio Shack, the second for the Z80.) It was clocked at 1.78 MHz, 78% faster than the Commodore or Apple, and it would prove quite amenable to expansion and modification. Luckily so, because the version that Radio Shack put on sale that autumn was… limited.

TRS-80 Model 1

Inside its chunky plastic case was just 4 K of RAM, because that’s all Radio Shack would pay for. They also refused to pay the licensing fees to acquire BASIC from what was at that time the leading provider of microcomputer BASICs, a little company called Micro-Soft. Just as well, because they also weren’t going to pay for the 12 K of ROM needed to house it. So Leininger himself hacked together a limited subset of the language based on a standard known as Tiny BASIC, and squeezed it into the 4 K of ROM Radio Shack allowed him. This full-featured development environment came equipped with exactly three error messages: “HOW?” when some sort of logical error such as division by zero occurred; “SORRY” when out of memory (something that must have happened quite a bit); and “WHAT?” when it just didn’t understand you at all (something else that must have happened quite a bit).

At some point, Radio Shack had decided they wanted to sell the TRS-80 as a truly complete computing package, with a monitor and a permanent storage solution included. So, they grabbed the cheapest and smallest black-and-white television in their catalog (the TRS-80 had no color capabilities) and also the cheapest audio-cassette recorder and the turnkey package was complete. The computer itself was molded in what Radio Shack optimistically called “Mercedes silver” because that was the color of the already extant TV-cum-monitor. They didn’t even bother to remove the volume control from the tape recorder, which led to all sorts of fun. Here’s some contemporary advice on getting it calibrated to actually, you know, function, from an early issue of SoftSide magazine:

Get an AM radio and place it beside your computer keyboard (on the side opposite the tape recorder, so that it doesn’t get in the way). Tune it to a spot in between stations and turn the volume down low enough so that it isn’t too annoying. This will help you keep track of what is going on inside the computer when you are loading from tape. If there is little or no sound, you are either listening to a blank tape, or the volume is too low for the computer to pick up the information. If you get an interrupted buzzing, the volume is either too loud or too soft. Turn the volume (on the tape recorder, not the radio) so that there is a steady tone. Then rewind the tape and start over. If you get a steady tone, the volume is approximately (unfortunately, only approximately) correct.

Such tricks were only possible because of the truly epic levels of RF interference that the TRS-80 put out. Televisions were best placed at the other side of the house from it, and (hopefully false) rumors had it that a handful of well-placed machines could take out whole city blocks. In fact, the original TRS-80 design was finally discontinued in 1981 because it violated FCC standards for RF interference. (How it ever got approved in the first place is the real mystery…) TRS-80 loyalists darkly suggest to this day that the machine was ratted out to the FCC by Texas Instruments, who were about to enter the market with a machine of their own and wanted to trim the field a bit.

All in all, the TRS-80 reminds a bit of the old MG and Fiat sports cars my friends and I used to tinker with years ago. As we stalwartly intoned every time trying to run the engine, the windshield wipers, the headlights, and the radio off a single Lucas electrical system left us with a smoking hunk of melted plastic where the fuse panel used to be, its failings gave it personality, even made it lovable. But its lovable personality isn’t the reason that the TRS-80 became the most popular of the trio of 1977, and remained the leading system until perhaps 1980 or 1981. No, that was because (unlike the Apple II, which cost $1300 for a 4 K system without a monitor) it was relatively cheap at $600, and because (unlike the Commodore PET, which was bedeviled by supply issues throughout 1977 and 1978) it was, at least after the initial surge of interest had convinced Radio Shack to begin manufacturing it in numbers, readily available at thousands of stores all over the country.

Realizing at last that there was gold in these here hills, Radio Shack began to relent with some of the penny pinching, gradually transforming the TRS-80 into a usable little system. The standard 4 K of RAM soon became a much more reasonable 16 K, and Leininger’s primitive BASIC was replaced with a much better Microsoft-licensed variant. (Early adopters got the privilege of paying to have their machines retrofitted with these enhancements; Radio Shack never took its munificence too far.) By the time the TRS-80 had its first birthday, disk drives had appeared, as had the possibility of further expanding RAM to as much as 48 K. Such options, which had never been part of the original design plan, required the purchase of a bulky expansion box to house them and were certainly not cheap, but they did exist and were gradually adopted by those who stuck with the platform.

But we’re getting ahead of ourselves. Let’s say it’s late 1977 or early 1978, and you’ve just brought your shiny new Trash-80 home. What might you do with it? I’ll talk about that next time, and in the process also discuss a program that’s much older than any I’ve talked about so far, but that holds an important place in the history of interactive narrative.

 
 

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The Trash-80, Part 1

The conventional wisdom, as found in fictionalized accounts like Pirates of Silicon Valley and as regurgitated by lazy journalists everywhere, is that the personal computer was invented in a garage in Palo Alto by the charming rogue Steve Jobs and his sidekick Steve Wozniak, who was admittedly a bit weird and nerdy but acceptable in the role of second fiddle. Given his role and personality, it’s not really surprising that Jobs hasn’t done anything to divest the world of this founding myth. Somehow more disappointing, though, is the similar failure of Wozniak, who always struck me as the member of the pair I’d most like to have a beer with. Yet Woz, alas, went so far as to make part of the subtitle of his autobiography “How I Invented the Personal Computer,” when the hard facts are that the legendary Apple II was neither the first fully assembled PC available for purchase (that was the Commodore PET), nor the most successful of the formative era (that was the Tandy / Radio Shack TRS-80, the subject of my entry today). Granted, the Apple could make a pretty good claim for being the best of this dynamic trio of 1977, but that’s a whole other kettle of fish.

(Update: In the course of researching later posts I’ve come upon some new facts that rather muddy these waters. It is true that Commodore announced the first turnkey PC in the form of the PET at the Winter Consumer Electronics Show in January of 1977, and brought with them a rough prototype that, at least by the last day of the show, basically worked. However, Commodore did not finally start shipping finished PETs to customers until September of 1977, by which time the Apple II had been shipping for almost three months. So, Apple was the first to market with a turnkey PC, if not the first to begin development on one. (What was Commodore doing for so long? Well, if you have to ask you don’t know Commodore…) But I still think that Apple’s role in the first ten years of the PC era is, while very important, exaggerated by the “winners write the history” syndrome.)

The reasons for the conventional wisdom about the history of the PC aren’t hard to divine. It may be a cliché to say that history is written by the victors, but that makes it no less true — and with Commodore defunct for 17 years at this writing and Radio Shack, or “RadioShack” as they now prefer to be called, having given up on manufacturing computers almost as long ago, the winners in this case are obvious. Further, the story of Apple Computer, of these two plucky all-American visionaries inventing the future in their garage, is the sort that the mainstream media loves to write. How can Commodore, an ex-calculator and office furniture manufacturer led by an abrasive and petty middle-aged man, compete with the two Steves? How can the conservative, stodgy, very establishment Tandy Corporation, parent of the Radio Shack chain of electronics stores?

For those who are not American or who missed this corner of American retail culture, I’m going to try to describe Radio Shack, at least as they were up to a decade or so ago. That’s about how long it’s been since I had much real contact with any of their stores; it’s possible that the new millennium and the bold switch from “Radio Shack” to “RadioShack” has changed everything. But somehow I doubt it; Radio Shack strikes me as one of those seemingly eternal institutions like Montgomery Ward that can only be itself, until one day, poof, it’s suddenly gone altogether. I actually must admit to some surprise that Radio Shack is still around in 2011. It feels like something from another time, a musty piece of shopworn Americana that inexplicably still lives and breathes — and much as I’m about to make fun of them, that makes me feel kind of warm and happy inside.

There were two distinct kinds of Radio Shack customers.

The first was your uncle Jerry, who worked down at the lime mine, drank a twelve-pack of Bud every weekend, and tooled around in a Ford Granada. Jerry shopped at Radio Shack for the same reason that he bought the Granada: some vague sense of patriotic obligation. And like with the Granada, the stereos and televisions he bought at Radio Shack basically got the job done, even if knobs tended to fall off, inexplicable discolored patches tended to appear, and unexplained buzzes occasionally issued forth then disappeared again. Operating them always felt a little bit more awkward than it ought to, and as for the aesthetics of the things… well, let’s just say aesthetics weren’t a priority at the Shack and leave it at that.

And then there was your brother-in-law Don, the real-estate agent and frustrated inventor. Don had subscriptions to Popular Electronics and Radio-Electronics among others, and read every issue cover to cover. His garage no longer had room for the family cars, filled as it was with HAM-radio equipment, every television discarded in the neighborhood for the last ten years (he was sure they’d come in handy for something at some point), and that homemade soda fountain that hadn’t yet produced a swallow of drinkable soda but had exploded alarmingly on several occasions. When Don came to Radio Shack, he strode right past the Uncle Jerrys and the displays of “Realistic”-brand consumer electronics to the back of the store, where hung transistors, diodes, capacitors, and God knows what else — an area that was incomprehensible to anyone else, including the poor befuddled employees hanging about the place. These were all allegedly paid on commission, but seemed strangely unaware of that fact, and mostly confined themselves to trying to push batteries on everyone who walked through the door for reasons that were known only to Radio Shack management.

Occasionally a specimen from outside the normal Radio Shack milieu would wander in; there were lots and lots of Radio Shack stores, literally thousands spread all over the country, so they were occasionally selected by default, even if only for the purpose of buying batteries, in places where the alternatives were, shall we say, limited. Given the sales staff’s passion for batteries, one would think these people would be greeted with open arms, but this was not the case. Radio Shack in fact had in place a policy almost guaranteed to drive them from the store in abject frustration, one that would soon have them driving right past the convenient local Shack to get their batteries somewhere, anywhere, else.

When you made it to the sales counter with your $3.00 package of batteries, the heretofore apathetic salesperson would spring to life, asking in an excited tone whether you were on the mailing list. “No thank you,” you might answer, “I’d just like to buy the batteries, please,” optimistically attempting to hand over your $5.00 bill. What you failed to understand was that the salesperson had no more interest in your money at this point than he did in the racks of capacitors at the back of the store; what he wanted was to get you and your address “into the system” by whatever means necessary. Only after accomplishing that, a laborious process likely entailing a false start or two and lots of fiddling with a balky terminal, was he interested in taking your money and earning his freebie commission on this pack of batteries you had walked in and picked up off the shelf for yourself. This process was not optional; you could provide a name and address along with your cash or you could take your goddamn business elsewhere.

Given the priority Radio Shack placed on acquiring this information, one would think that they would treat it as a precious resource. Oddly, though, this didn’t seem to be the case. Even well into the 1990s, long after every other retail chain had networked its computer systems together, Radio Shack, the “technology store,” seemed to have no shared customer database whatsoever. Therefore every time you dropped into a different location of the 237 in your city to get some more batteries, you would have to go through this process again. Even more bizarrely, even a single store had only about a 50-50 chance of retaining your information from one visit to the next. Truly, Radio Shack refined customer aggravation to an art. Only Jerry was willing to put up with it, because it was his duty to “buy American,” and Don, because you just couldn’t get this shit anywhere else.

When we take all of these factors into consideration it becomes clear why Radio Shack had an image problem in 1977. That’s not an unusual state of affairs for the company; having an image problem is a part of what Radio Shack is, as fundamental to it as those mazes were to Adventure. Radio Shack has always been, and will always remain, the anti-Apple Store, the antithesis of hipster cool. When they decided to release their own computer that year, the awkward but lovable contraption that resulted left no doubt about its parentage.

 

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The Completed Adventure, Part 3

The PDP-10 system on which Don Woods completed Adventure was an expensive resource shared by many; Stanford did not purchase it to enable virtual spelunking. Perhaps to head off the inevitable complaints of his superiors, Woods built into the program the concept of “Cave Hours.” If someone tried to play during times of peak demand — by default from 8:00 am to 6:00 pm, excluding weekends and holidays — she was allowed only to take a “short exploration,” limited (by default) to 30 minutes and without the option to save her progress. Some design choices also seem calculated to encourage players to play in shorter sessions over a period of weeks or months rather than binging for hours at a time. For instance, during non-peak periods a player can save her progress, but she is forced to immediately quit the game upon doing so, and cannot restore her session and resume playing for 90 minutes. (Of course, things like this also served, in keeping with the philosophy described in my last post, just to make the game hard.)

These restrictions could be altered by an administrator by entering “MAGIC MODE” at an in-game prompt. If she responds correctly to what follows she becomes a sort of root user, able to change the program’s settings:

MAGIC MODE

ARE YOU A WIZARD?   

YES

PROVE IT!  SAY THE MAGIC WORD!

DWARF

THAT IS NOT WHAT I THOUGHT IT WAS.  DO YOU KNOW WHAT I THOUGHT IT WAS?

NO

NODDG

BMAFH

OH DEAR, YOU REALLY *ARE* A WIZARD!  SORRY TO HAVE BOTHERED YOU . . . 
DO YOU WISH TO SEE THE HOURS? 
YES

         Mon - Fri:  Open all day
         Sat - Sun:  Open all day
         Holidays:   Open all day
DO YOU WISH TO CHANGE THE HOURS?   
NO
DO YOU WISH TO (RE)SCHEDULE THE NEXT HOLIDAY?
NO
Length of short game (null to leave at 30):

NEW MAGIC WORD (NULL TO LEAVE UNCHANGED):    

NEW MAGIC NUMBER (NULL TO LEAVE UNCHANGED):  

Latency for restart (null to leave at 90):

DO YOU WISH TO CHANGE THE MESSAGE OF THE DAY?
NO
OKAY.  YOU CAN SAVE THIS VERSION NOW.   

BE SURE TO SAVE YOUR CORE-IMAGE... 
CPU time 0.01   Elapsed time 33.98

EXIT

The administrator must work out the proper response using a complex cipher algorithm based not only on the randomly chosen sequence of characters the game sends to her but also on the exact current system time. This portion of the source code is obfuscated as much as possible for obvious reasons, although I’m sure the sufficiently determined could work it out. Presumably the algorithm must have been passed secretly among administrators, but this is one aspect of Adventure I’ve never heard too much about. If anyone knows anything more about how this was generally handled, by all means leave a comment to tell us about it.

One interesting aspect of the cave hours system is the way that it treats Adventure not as a narrative or even as a game, but rather as a location — specifically, as a sort of virtual amusement park. The visitor who attempts to enter during peak hours is told, “I’M TERRIBLY SORRY, BUT COLOSSAL CAVE IS CLOSED,” followed by details of its “open hours.” This idea is echoed in the endgame, as the player suddenly finds herself dropped into the control room of this underground park. It all serves to emphasize again that Adventure is ultimately all about location, location, location — and that Don Woods apparently had a bit of an amusement-park fetish.

Whatever its other implications, system administrators would soon have reason to bless Woods for including cave hours, even as they probably cursed him for ever unleashing Adventure upon them in the first place. Because, you see, Adventure turned out to be popular — really, really popular. Solving it became the obsession of hackers across the country and, eventually, all over the world; legend has it that IT departments and university computer-science departments pretty much stopped doing much of anything else until they had won. Even disallowing play during business hours is after all of limited utility when all of the people who are supposed to be accomplishing useful things during said business hours are passed out at their desks after playing Adventure all night. One apocryphal quote claims that Adventure set the entire computing industry back by two weeks.

And once that crisis was passed, lots of hackers in lots of places promptly started trying to make their own versions. Adventure-like games became Adventure games became adventure games, and a genre was born. For several years the most complex examples of the new form continued to appear on larger institutional systems in places like MIT University, the Stockholm Computer Center, and Cambridge University. Jason Dyer has been doing a great job of covering that aspect of early adventure gaming, digging into some largely forgotten works as well as the heavy hitters like Zork. At least for now, though — and, as always, as time permits — I want to look at how the innovations of Crowther and Woods, not to mention those of Gregory Yob and Don Rawitsch and so many others, began to come home, on the first practical home computers that were appearing at the same time that Adventure was paralyzing the world of the institutional computer.

Before I say goodbye to Adventure, here’s a final tally of who created what.

Crowther:
basic concept of the text adventure
compass directions
the dwarves
“Maze of Twisty Little Passages, all alike”
geography and some puzzles up to the “Complex Junction”

Woods:
inventory limit
“Maze of Twisty Little Passages, all different”
cave hours
geography and puzzles from the “Complex Junction”
scoring system
save system
the pirate
limited lamp battery life

You have a lot to answer for, Don Woods! But we love you anyway… at least you didn’t implement any hunger timers.

 

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The Completed Adventure, Part 2

(Warning: spoilers galore in this one, folks.)

Woods replaced virtually none of Crowther’s original text in Adventure, but simply built upon it, by fleshing out Crowther’s minimalist help text and of course adding many more locations to explore. The contrast in the two men’s coding styles has no parallel in their prose, as Woods ably continues in Crowther’s terse but just-evocative-enough style. The player notices no obvious point where Crowther left off and Woods picked up, and, indeed, would probably never guess that the latter parts were written by a different person entirely.

If we insist on finding differences, we might point to Woods’s willingness to indulge in more fantastic and anachronistic elements, as well as a willingness to allow himself a bit more poetic license here and there. As an example in the former category, the vending machine selling batteries feels like something Crowther would never have added. (Of course, it’s also true that Crowther’s lamp never ran out of batteries in the first place, because it was almost certainly conceived by him as a carbide lamp of the sort he took with him on his caving expeditions rather than a battery-powered job; in this case the very different backgrounds of the two men do affect the finished work.) (Edit: Actually, it seems the lamp was electric in Crowther’s original. See the response to rub: “RUBBING THE ELECTRIC LAMP IS NOT PARTICULARLY REWARDING.” Lucky I qualified my “certainly” with an “almost…”) In the latter category, we have the most elaborate and extended room description in the entire game, for the “Breath-Taking View” located deep, deep within the cave complex:

YOU ARE ON THE EDGE OF A BREATH-TAKING VIEW.  FAR BELOW YOU IS AN
ACTIVE VOLCANO, FROM WHICH GREAT GOUTS OF MOLTEN LAVA COME SURGING    
OUT, CASCADING BACK DOWN INTO THE DEPTHS.  THE GLOWING ROCK FILLS THE 
FARTHEST REACHES OF THE CAVERN WITH A BLOOD-RED GLARE, GIVING EVERY-  
THING AN EERIE, MACABRE APPEARANCE.  THE AIR IS FILLED WITH FLICKERING
SPARKS OF ASH AND A HEAVY SMELL OF BRIMSTONE.  THE WALLS ARE HOT TO   
THE TOUCH, AND THE THUNDERING OF THE VOLCANO DROWNS OUT ALL OTHER
SOUNDS.  EMBEDDED IN THE JAGGED ROOF FAR OVERHEAD ARE MYRIAD TWISTED  
FORMATIONS COMPOSED OF PURE WHITE ALABASTER, WHICH SCATTER THE MURKY  
LIGHT INTO SINISTER APPARITIONS UPON THE WALLS.  TO ONE SIDE IS A DEEP
GORGE, FILLED WITH A BIZARRE CHAOS OF TORTURED ROCK WHICH SEEMS TO    
HAVE BEEN CRAFTED BY THE DEVIL HIMSELF.  AN IMMENSE RIVER OF FIRE
CRASHES OUT FROM THE DEPTHS OF THE VOLCANO, BURNS ITS WAY THROUGH THE 
GORGE, AND PLUMMETS INTO A BOTTOMLESS PIT FAR OFF TO YOUR LEFT.  TO   
THE RIGHT, AN IMMENSE GEYSER OF BLISTERING STEAM ERUPTS CONTINUOUSLY  
FROM A BARREN ISLAND IN THE CENTER OF A SULFUROUS LAKE, WHICH BUBBLES 
OMINOUSLY.  THE FAR RIGHT WALL IS AFLAME WITH AN INCANDESCENCE OF ITS 
OWN, WHICH LENDS AN ADDITIONAL INFERNAL SPLENDOR TO THE ALREADY  
HELLISH SCENE.  A DARK, FOREBODING PASSAGE EXITS TO THE SOUTH.


It’s somehow hard to imagine Crowther writing that; it’s a long way indeed from the humble wellhouse by the roadside in Kentucky at which the player began. It’s often been compared with the descriptions of Mount Doom found in The Return of the King, but Woods, while admitting he had read Tolkien before working on Adventure, has denied using him as a conscious inspiration. Oddly, this room has no practical function whatsoever. Perhaps Woods conceived of it as a reward of sorts for the persistent player who made it this far underground.

And what sort of challenges must a player who made it so far have overcome? Well, I divide them into three categories.

First there are the logistical challenges — or, if you prefer, the emergent challenges. These involve the practical difficulties of getting about in the 140 intricately interconnected rooms that make up Adventure‘s storyworld and returning all 15 treasures found therein to the wellhouse: managing the lamp’s limited power reserves, dealing with the limited carrying capacity of the player’s avatar, and, most of all, mapping, mapping, mapping. A player who wants to get anywhere in the game has to plan her underground expeditions much like one of Crowther’s caving teams would have. I’ve already stated my belief that, at least in Crowther the caver’s mind, this was the real heart of the game, its real challenge. If that seems a stretch, imagine playing Adventure for the first time in 1976 or 1977, with no knowledge about how text-adventure geographies are supposed to work; imagine trying to figure out how to map that maze when the old dropping-items-in-each-room trick wasn’t second nature. Modern IF may have largely rejected many of the tropes found under this category, but they are a fundamental part of what Adventure really is, and, I would argue, even an important part of the appeal it held for so many back in the days of yore.

Then there are the good puzzles. These are simple, straightforward challenges, solvable with a bit of basic logic and common sense. So, you must find another exit from the cave since you can’t carry the gold nugget (must be one hell of a nugget!) up the stairs; you must employ the trident to pry open the giant clam shell; etc. In contrast to the sort of conundrums Infocom and others would be offering up in just a few years, these are gentle indeed.

But then we come to the bad puzzles. There aren’t too many of them, but they’re a scary lot. There’s the dragon puzzle: when the player types, “KILL DRAGON,” the game responds, “WITH WHAT? YOUR BARE HANDS?” Whereupon she must type, “YES,” to get the reply, “CONGRATULATIONS! YOU HAVE JUST VANQUISHED A DRAGON WITH YOUR BARE HANDS! (UNBELIEVABLE, ISN’T IT?)” In presaging some of the ridiculous puzzles in the inexplicably delightful The Hitchhiker’s Guide to the Galaxy of many years later, this is almost amusing enough to be forgivable. Not so the climactic puzzle, in which the player is expected to intuit a heretofore nonexistent property of the black rod she’s been toting around almost since the game began. She’s expected to “BLAST” the control room of what has now been revealed to be a sort of amusement park rather than a natural cave complex. She can only “BLAST,” mind you. No “BLAST WITH ROD,” no “WAVE ROD.” Unless I’m missing something, this action and this phrasing of it are utterly unmotivated. It’s perhaps the most egregious example of guess the verb and just about the worst puzzle in general I’ve ever seen, playing like a satire of the worst of old-school text-adventure tropes.

Upon encountering such delights, one is left shaking one’s head and trying to figure out how we got from category-two to category-three puzzles, with no gradation in between. It’s particularly surprising to encounter puzzles like these in light of the fact that in some ways Adventure is surprisingly friendly and progressive; consider, for example, the automated hint system that dispenses clues here and there when the player has floundered long enough in one of its trickier sections.

We might find an answer if we consider the capabilities of the Adventure program itself. Woods was working with an extremely simplistic world model joined to a two-word parser. Such a system imposes a real limit on how intricate a puzzle an author can devise. Even some of Adventure‘s better puzzles are made more frustrating than they should be by parser limitations. Consider the case of the bear that the player can tame and lead around to scare away the troll. It’s kosher enough as a puzzle — except that the player must divine the syntax “TAKE BEAR” (presumably not quite what she’s actually doing) to accomplish it. Perhaps Adventure‘s underlying technology can really only support two kinds of puzzles: the extremely simple and the blatantly unfair. Guess the verb, after all, is always easy to code.

And of course we have to consider cultural differences. There seems to have been a real sense on everyone’s part that Adventure should be hard, that getting to the end of it should be a huge accomplishment. Thus all the emphasis the game places on scoring points. Like with the coin-op arcade games of the day, players would compare scores for sessions that resulted in eventual “defeat,” and would be satisfied with at least getting further than the rest of the office had managed. Less competitive types, meanwhile, could form teams to work on the game together, a natural result of the social environment in which PDP-10s were inevitably placed.

Finally, the enterprising could always turn to the freely distributed source code. Considering that most of the first people to play the game were hardcore hackers, I suspect that this was the way that the absurd “BLAST” puzzle first got solved. (EDIT: Or perhaps with a machine-language debugger. Tim Anderson states in Infocom’s “History of Zork” that this was the method used to figure out how to get the “last lousy point.” It does appear from anecdotes like these that Adventure was first distributed only in binary format, and that the source came afterward.)

I’ve gone on about these things at length because I think they will be relevant not just for understanding Adventure but also for understanding many of the games that would come afterward, many of which would be so infuriating that plenty of people even today can’t mention text adventures without cursing. Next time I’ll finish up this little miniseries on Adventure by talking about the game’s rapturous reception and legacy — and I’ll provide a final tally of exactly who was responsible for what parts of the final design, so you can know to whom to send your bouquets and your brickbats.

 

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