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The Dig

As you would imagine, a lot of the things you can do in a comedy game just don’t work when trying to remain serious. You can’t cover up a bad puzzle with a funny line of self-referential dialog. Er, not that I ever did that. But anyway, it was also a challenge to maintain the tone and some semblance of a dramatic arc. Another challenge was cultural — we were trying to build this game in an environment where everyone else was building funny games, telling jokes, and being pretty outlandish. It was like trying to cram for a physics final during a dorm party. It would have been a lot easier to join the party.

— Sean Clark, fifth (and last) project lead on The Dig

On October 17, 1989, the senior staff of LucasArts[1]LucasArts was known as Lucasfilm Games until the summer of 1992. To avoid confusion, I use the name “LucasArts” throughout this article. assembled in the Main House of Skywalker Ranch for one of their regular planning meetings. In the course of proceedings, Noah Falstein, a designer and programmer who had been with the studio almost from the beginning, learned that he was to be given stewardship of an exciting new project called The Dig, born from an idea for an adventure game that had been presented to LucasArts by none other than Steven Spielberg. Soon after that bit of business was taken care of, remembers Falstein, “we felt the room start to shake — not too unusual, we’d been through many earthquakes in California — but then suddenly it got much stronger, and we started to hear someone scream, and some glass crash to the floor somewhere, and most of us dived under the mahogany conference table to ride it out.” It was the Loma Prieta Earthquake, which would kill 63 people, seriously injure another 400, and do untold amounts of property damage all around Northern California.

Perhaps Falstein and his colleagues should have taken it as an omen. The Dig would turn into a slow-motion fiasco that crushed experienced game developers under its weight with the same assiduity with which the earthquake collapsed Oakland’s Nimitz Freeway. When a finished version of the game finally appeared on store shelves in late 1995, one rather ungenerous question would be hard to avoid asking: it took you six years to make this?



In order to tell the full story of The Dig, the most famously troubled project in the history of LucasArts, we have to wind the clock back yet further: all the way back to the mid-1980s, when Steven Spielberg was flying high on the strength of blockbusters like Raiders of the Lost Ark and E.T.: The Extra-Terrestrial. During this period, many years before the advent of Prestige TV, Spielberg approached NBC with a proposal for a new anthology series named Amazing Stories, after the pulp magazine that had been such an incubator of printed science fiction in the 1930s and 1940s. He would direct the occasional episode himself, he promised, but would mostly just throw out outlines which could be turned into reality by other screenwriters and directors. Among those willing to direct episodes were some of the most respected filmmakers in Hollywood: people like Martin Scorsese, Irvin Kershner, Robert Zemeckis, and Clint Eastwood. Naturally, NBC was all over it; nowhere else on the television of the 1980s could you hope to see a roster of big-screen talent anything like that. The new series debuted with much hype on September 29, 1985.

But somehow it just never came together for Amazing Stories; right from the first episodes, the dominant reaction from both critics and the public was one of vague disappointment. Part of the problem was each episode’s running time of just half an hour, or 22 minutes once commercials and credits were factored in; there wasn’t much scope for story or character development in that paltry span of time. But another, even bigger problem was that what story and characters were there weren’t often all that interesting or original. Spielberg kept his promise to serve as the show’s idea man, personally providing the genesis of some 80 percent of the 45 episodes that were completed, but the outlines he tossed off were too often retreads of things that others had already done better. When he had an idea he really liked — such as the one about a group of miniature aliens who help the residents of an earthbound apartment block with their very earthbound problems — he tended to shop it elsewhere. The aforementioned idea, for example, led to the film Batteries Not Included.

The episode idea that would become the computer game The Dig after many torturous twists and turns was less original than that one. It involved a team of futuristic archaeologists digging in the ruins of what the audience would be led to assume was a lost alien civilization. Until, that is, the final shot set up the big reveal: the strange statue the archaeologists had been uncovering would be shown to be Mickey Mouse, while the enormous building behind it was the Sleeping Beauty Castle. They were digging at Disneyland, right here on Planet Earth!

The problem here was that we had seen all of this before, most notably at the end of Planet of the Apes, whose own climax had come when its own trio of astronauts stranded on its own apparently alien world had discovered the Statue of Liberty half-buried in the sand. Thus it was no great loss to posterity when this particular idea was judged too expensive for Amazing Stories to produce. But the core concept of archaeology in the future got stuck in Spielberg’s craw, to be trotted out again later in a very different context.

In the meantime, the show’s ratings were falling off quickly. As soon as the initial contract for two seasons had been fulfilled, Amazing Stories quietly disappeared from the airwaves. It became an object lesson that nothing is guaranteed in commercial media, not even Steven Spielberg’s Midas touch.

Fast-forward a couple of years, to when Spielberg was in the post-production phase of his latest cinematic blockbuster, Indiana Jones and the Last Crusade, which he was making in partnership with his good friend George Lucas. Noah Falstein of the latter’s very own games studio had been drafted to design an adventure game of the movie. Despite his lack of a games studio of his own, Spielberg was ironically far more personally interested in computer games than Lucas; he followed Falstein’s project quite closely, to the point of serving as a sort of unofficial beta tester. Even after the movie and game were released, Spielberg would ring up LucasArts from time to time to beg for hints for their other adventures, or sometimes just to shoot the breeze; he was clearly intrigued by the rapidly evolving world of interactive media. During one of these conversations, he said he had a concept whose origins dated back to Amazing Stories, one which he believed might work well as a game. And then he asked if he could bring it over to Skywalker Ranch. He didn’t have to ask twice.

The story that Spielberg outlined retained futuristic archaeology as its core motif, but wisely abandoned the clichéd reveal of Mickey Mouse. Instead the archaeologists would be on an actual alien planet, discovering impossibly advanced technology in what Spielberg conceived as an homage to the 1950s science-fiction classic Forbidden Planet. Over time, the individual archaeologists would come to distrust and eventually go to war with one another; this part of the plot hearkened back to another film that Spielberg loved, the classic Western The Treasure of the Sierra Madre. Over to you, Noah Falstein — after the unpleasant business of the earthquake was behind everybody, that is.

Noah Falstein

The offices of LucasArts were filled with young men who had grown up worshiping at the shrines of Star Wars and Indiana Jones, and who now found themselves in the completely unexpected position of going to work every day at Skywalker Ranch, surrounded by the memorabilia of their gods and sometimes by the deities themselves. Their stories of divine contact are always entertaining, not least for the way that they tend to sound more like a plot from one of Spielberg’s films than any plausible reality; surely ordinary middle-class kids in the real world don’t just stumble into a job working for the mastermind of Star Wars, do they? Well, it turns out that in some cases they do. Dave Grossman, an aspiring LucasArts game designer at the time, was present at a follow-up meeting with Spielberg that also included Lucas, Falstein, and game designer Ron Gilbert of Maniac Mansion and Monkey Island fame. His account so magnificently captures what it was like to be a starstruck youngster in those circumstances that I want to quote it in full here.

The Main House at Skywalker is a pretty swanky place, and the meeting is in a boardroom with a table the size of a railroad car, made of oak or mahogany or some other sort of expensive wood. I’m a fidgety young kid with clothes that come pre-wrinkled, and this room makes me feel about as out of place as a cigarette butt in a soufflé. I’m a little on edge just being in here.

Then George and Steven show up and we all say hello. Now, I’ve been playing it cool like it’s no big deal, and I know they’re just people who sneeze and drop forks like everybody else, but… it’s Lucas and Spielberg! These guys are famous and powerful and rich and, although they don’t act like any of those things, I’m totally intimidated. (I should mention that although I’ve been working for George for a year or so at this point, this is only the second time I’ve met him.) I realize I’m really fairly nervous now.

George and Steven chit-chat with each other for a little bit. They’ve been friends a long time and it shows. George seems particularly excited to tell Steven about his new car, an Acura I think – they’re not even available to the public yet, but he’s managed to get the first one off the boat, and it’s parked conspicuously right in front of the building.

Pretty soon they start talking about ideas for The Dig, and they are Rapid-Fire Machine Guns of Creativity. Clearly they do this a lot. It’s all very high-concept and all over the map, and I have no idea how we’re going to make any of it into a game, but that’s kind of what brainstorming sessions are all about. Ron and Noah offer up a few thoughts. I have a few myself, but somehow I don’t feel worthy enough to break in with them. So I sit and listen, and gradually my nervousness is joined by embarrassment that I’m not saying anything.

A snack has been provided for the gathering, some sort of crumbly carbohydrate item, corn bread, if I remember correctly. So I take a piece – I’m kind of hungry, and it gives me something to do with my hands. I take a bite. Normally, the food at Skywalker Ranch is absolutely amazing, but this particular corn bread has been made extra dry. Chalk dry. My mouth is already parched from being nervous, so it takes me a while before I’m able to swallow the bite, and as I chomp and smack at it I’m sure I’m making more noise than a dozen weasels in a paper bag, even though everyone pretends not to notice. There are drinks in the room, but they have been placed out of the way, approximately a quarter-mile from where we’re sitting, and I can’t get up to get one without disrupting everything, and I’m sure by now George and Steven are wondering why I’m in the meeting in the first place.

I want to abandon the corn bread, but it’s begun falling apart, and I can’t put it down on my tiny napkin without making a huge mess. So I eat the whole piece. It takes about twenty minutes. I myself am covered with tiny crumbs, but at least there aren’t any on the gorgeous table.

By now the stakes are quite high. Because I’ve been quiet so long, the mere fact of my speaking up will be a noteworthy event, and anything I say has to measure up to that noteworthiness. You can’t break a long silence with a throwaway comment, it has to be a weighty, breathtaking observation that causes each person in the room to re-examine himself in its light. While I’m waiting for a thought that good, more time goes by and raises the bar even higher. I spend the rest of the meeting in a state of near-total paralysis, trying to figure out how I can get out of the room without anyone noticing, or, better yet, how I can go back in time and arrange not to be there in the first place.

So, yes, I did technically get to meet Steven Spielberg face-to-face once while we were working on The Dig. I actually talked to him later on, when he called to get hints on one of our other games (I think it was Day of the Tentacle), which he was playing with his son. (One of the lesser-known perks of being a famous filmmaker is that you can talk directly to the game designers for hints instead of calling the hint line.) Nice guy.

The broader world of computer gaming’s reaction to Spielberg’s involvement in The Dig would parallel the behavior of Dave Grossman at this meeting. At the same time that some bold industry scribes were beginning to call games a more exciting medium than cinema, destined for even more popularity thanks to the special sauce of interactivity, the press that surrounded The Dig would point out with merciless clarity just how shallow their bravado was, how deep gaming’s inferiority complex really ran: Spielberg’s name was guaranteed to show up in the first paragraph of every advertisement, preview, or, eventually, review. “Steven Spielberg is deigning to show an interest in little old us!” ran the implicit message.

It must be said that the hype was somewhat out of proportion to his actual contribution. After providing the initial idea for the game — an idea that would be transformed beyond all recognition by the time the game was released — Spielberg continued to make himself available for occasional consultations; he met with Falstein and his colleagues for four brainstorming sessions, two of which also included his buddy George Lucas, over the course of about eighteen months. (Thanks no doubt to the prompting of his friend, Lucas’s own involvement with The Dig was as hands-on as he ever got with one of his games studio’s creations.) Yet it’s rather less clear whether these conversations were of much real, practical use to the developers down in the trenches. Neither Spielberg nor Lucas was, to state the obvious, a game designer, and thus they tended to focus on things that might yield watchable movies but were less helpful for making a playable game. Noah Falstein soon discovered that heading a project which involved two such high-profile figures was a less enviable role than he had envisioned it to be; he has since circumspectly described a project where “everyone wanted to put their two cents in, and that can be extremely hard to manage.”

In his quest for a game that could be implemented within the strictures of SCUMM, LucasArts’s in-house point-and-click adventure engine, Falstein whittled away at Spielberg’s idea of two teams of archaeologists who enter into open war with one another. His final design document, last updated on January 30, 1991, takes place in “the future, nearly 80 years since the McKillip Drive made faster-than-light travel a possibility, and only 50 years since the first star colonies were founded.” In another nod back to Spielberg’s old Amazing Stories outline that got the ball rolling, an unmanned probe has recently discovered an immense statue towering amidst other alien ruins on the surface of a heretofore unexplored planet; in a nod to the most famous poem by Percy Shelley, the planet has been named Ozymandias. Three humans have now come to Ozymandias to investigate the probe’s findings — but they’re no longer proper archaeologists, only opportunistic treasure hunters, led by a sketchy character named Major Tom (presumably a nod to David Bowie). The player can choose either of Major Tom’s two subordinates as her avatar.

A series of unfortunate events ensues shortly after the humans make their landing, over the course of which Major Tom is killed and their spaceship damaged beyond any obvious possibility of repair. The two survivors have an argument and go their separate ways, but in this version of the script theirs is a cold rather than a hot war. As the game goes on, the player discovers that a primitive race of aliens living amidst the ruins are in fact the descendants of far more advanced ancestors, who long ago destroyed their civilization and almost wiped out their entire species with internecine germ warfare. But, the player goes on to learn, there are survivors of both factions who fought the apocalyptic final war suspended in cryogenic sleep beneath the surface of the planet. Her ultimate goal becomes to awaken these survivors and negotiate a peace between them, both because it’s simply the right thing to do and because these aliens should have the knowledge and tools she needs to repair her damaged spaceship.

This image by Ken Macklin is one of the few pieces of concept art to have survived from Noah Falstein’s version of The Dig.

For better or for worse, this pared-down but still ambitious vision for The Dig never developed much beyond that final design document and a considerable amount of accompanying concept art. “There was a little bit of SCUMM programming done on one of the more interesting puzzles, but not much [more],” says Falstein. He was pulled off the project very early in 1991, assigned instead to help Hal Barwood with Indiana Jones and the Fate of Atlantis. And when this, his second Indiana Jones game, was finished, he was laid off despite a long and largely exemplary track record.

Meanwhile The Dig spent a year or more in limbo, until it was passed to Brian Moriarty, the writer and designer of three games for the 1980s text-adventure giant Infocom and of LucasArts’s own lovely, lyrical Loom. Of late, he’d been drafting a plan for a game based on The Young Indiana Jones Chronicles, the franchise’s slightly disappointing foray into television, but a lack of personal enthusiasm for the project had led to a frustrating lack of progress. Moriarty was known as one of the most “literary” of game designers by temperament; his old colleagues at Infocom had called him “Professor Moriarty,” more as a nod to his general disposition than to the milieu of Sherlock Holmes. And indeed, his Trinity is as close as Infocom ever got to publishing a work of high literature, while his Loom possesses almost an equally haunting beauty. Seeing himself with some justification as a genuine interactive auteur, he demanded total control of every aspect of The Dig as a condition of taking it on. Bowing to his stellar reputation, LucasArts’s management agreed.

Brian Moriarty

Much of of what went on during the eighteen months that Moriarty spent working on The Dig remains obscure, but it plainly turned into a very troubled, acrimonious project. He got off on the wrong foot with many on his team by summarily binning Falstein’s vision — a vision which they had liked or even in some cases actively contributed to. Instead he devised an entirely new framing plot.

Rather than the far future, The Dig would now take place in 1998; in fact, its beginning would prominently feature the Atlantis, a Space Shuttle that was currently being flown by NASA. A massive asteroid is on a collision course with Earth. Humanity’s only hope is to meet it in space and plant a set of nuclear bombs on its surface. Once exploded, they will hopefully deflect the asteroid just enough to avoid the Earth. (The similarity with not one but two terrible 1998 movies is presumably coincidental.) You play Boston Low, the commander of the mission.

But carrying the mission out successfully and saving the Earth is only a prelude to the real plot. Once you have the leisure to explore the asteroid, you and your crew begin to discover a number of oddities about it, evidence that another form of intelligent being has been here before you. In the midst of your investigations, you set off a booby trap which whisks you and three other crew members light years away to a mysterious world littered with remnants of alien technology but bereft of any living specimens. Yet it’s certainly not bereft of danger: one crew member gets killed in gruesome fashion almost immediately when he bumbles into a rain of acid. Having thus established its bona fides as a serious story, a million light years away from the typical LucasArts cartoon comedy, the game now begins to show a closer resemblance to Falstein’s concept. You must explore this alien world, solve its puzzles, and ferret out the secrets of the civilization that once existed here if you ever hope to see Earth again. In doing so, you’re challenged not only by the environment itself but by bickering dissension in your own ranks.

This last element of the plot corresponded uncomfortably with the mood inside the project. LucasArts had now moved out of the idyllic environs of Skywalker Ranch and into a sprawling, anonymous office complex, where the designers and programmers working on The Dig found themselves in a completely separate building from the artists and administrators. Reading just slightly between the lines here, the root of the project’s troubles seems to have been a marked disconnect between the two buildings. Moriarty, who felt compelled to create meaningful, thematically ambitious games, became every accountant and project planner’s nightmare, piling on element after element, flying without a net (or a definitive design document). He imagined an interface where you would be able to carry ideas around with you like physical inventory items, a maze that would reconfigure itself every time you entered it, a Klein bottle your characters would pass through with strange metaphysical and audiovisual effects. To make all this happen, his programmers would need to create a whole new game engine of their own rather than relying on SCUMM. They named it StoryDroid.

A screenshot from Moriarty’s version of The Dig. Note the menu of verb icons at the bottom of the screen. These would disappear from later versions in favor of the more streamlined style of interface which LucasArts had begun to employ with Sam and Max Hit the Road.

There were some good days on Moriarty’s Dig, especially early on. Bill Tiller, an artist on the project, recalls their one in-person meeting with Steven Spielberg, in his office just behind the Universal Studios Theme Park. Moriarty brought a demo of the work-in-progress, along with a “portable” computer the size of a suitcase to run it. And he also brought a special treat for Spielberg, who continued to genuinely enjoy games in all the ways George Lucas didn’t. Tiller:

Brian brought an expansion disk for one of the aerial battle games Larry Holland was making. Spielberg was a big computer-game geek! He was waiting for this upgrade/mission expansion thing. He called his assistant in and just mentioned what it was. She immediately knew what he meant and said she’d send it home and tell someone to have it installed and running for him when he arrived. I decided at that moment I would have an assistant like that someday.

Anyway, when we were through we told him we had a few hours to kill and wondered what rides we should get on back at the theme park. He said the E.T. ride, since he helped design it. It was brand new at the time. His people said that he was really crazy about it and wanted to show it off to everyone. One of his assistants took us there on a back-lot golf cart. We didn’t have to get another taxi. We didn’t even have to stand in line! They took us straight to the ride and cut us in the line in front of everyone, like real V.I.P.s. Everyone had to stand back and watch, probably trying to figure out who we were. All I remember is Brian with the stupid giant suitcase going through the ride.

But the best part of the whole thing for me was [Spielberg’s] enthusiasm. He really likes games. This wasn’t work to him to have to hear us go on about The Dig.

Brian Moriarty’s version of The Dig was more violent than later versions, a quality which Steven Spielberg reportedly encouraged. Here an astronaut meets a gruesome end after being exposed to an alien acid rain.

But the bonhomie of the Universal Studios visit faded as the months wore on. Moriarty’s highfalutin aspirations began to strike others on the team — especially the artists who were trying to realize his ever-expanding vision — as prima-donna-ish; at the end of the day, after all, it was just a computer game they were making. “I used to tell Brian, when he got all excited about what people would think of our creation, that in ten years no one will even remember The Dig,” recalls Bill Eaken, the first head artist to work under him. He believes that Moriarty may even have imagined Spielberg giving him a screenwriting or directing job if The Dig sufficiently impressed him. Eaken:

I liked Brian. Brian is a smart and creative guy. I still have good memories of sitting in his office and just brainstorming. The sky was the limit. That’s how it should be. Those were good times. But I think as time went on he had stars in his eyes. I think he wanted to show Spielberg what he could do and it became too much pressure on him. After a while he just seemed to bog down under the pressure. When all the politics and Hollywood drama started to impede us, when it wasn’t even a Hollywood gig, I [got] temperamental.

The programming was a complete disaster. I had been working for several years at LucasArts at that time and had a very good feel for the programming. I taught programming in college, and though I wasn’t a programmer on any games, I understood programming enough to know something was amiss on The Dig. I went to one of my friends at the company who was a great programmer and told him my concerns. He went and tried to chat with the programmers about this or that to get a look at their code, but whenever he walked into the room they would shut off their monitors, things like that. What he could see confirmed my worries: the code was way too long, and mostly not working.

The project was “completely out of control and management wouldn’t listen to me about it,” Eaken claims today. So, he quit LucasArts, whereupon his role fell to his erstwhile second-in-command, the aforementioned Bill Tiller. The latter says that he “liked and disliked” Moriarty.

Brian was fun to talk with and was very energetic and was full of good ideas, but he and I started to rub each other the wrong way due to our disagreement over how the art should be done. I wanted the art organized in a tight budget and have it all planned out, just like in a typical animation production, and so did my boss, who mandated I push for an organized art schedule. Brian bristled at being restricted with his creativity. He felt that the creative process was hindered by art schedules and strict budgets. And he was right. But the days of just two or three people making a game were over, and the days of large productions and big budgets were dawning, and I feel Brian had a hard time adjusting to this new age.

Games were going through a transition at that time, from games done by a few programmers with little art, to becoming full-blown animated productions where the artists outnumber the programmers four to one. Add to the mix the enormous pressure of what a Spielberg/Lucas project should be like [and] internal jealousy about the hype, and you have a recipe for disaster.

He wanted to do as much of the game by himself as possible so that it was truly his vision, but I think he felt overwhelmed by the vastness of the game, which required so much graphics programming and asset creation. He was used to low-res graphics and a small intimate team of maybe four people or less. Then there is the pressure of doing the first Spielberg/Lucas game. I mean, come on! That is a tough, tough position for one guy to be in.

One of LucasArt’s longstanding traditions was the “pizza orgy,” in which everyone was invited to drop whatever they were doing, come to the main conference room, eat some pizza, and play a game that had reached a significant milestone in its development. The first Dig pizza orgy, which took place in the fall of 1993, was accompanied by an unusual amount of drama. As folks shuffled in to play the game for the very first time, they were told that Moriarty had quit that very morning.

We’re unlikely ever to know exactly what was going through Moriarty’s head at this juncture; he’s an intensely private individual, as it is of course his right to be, and is not at all given to baring his soul in public. What does seem clear, however, is that The Dig drained from him some fragile reservoir of heedless self-belief which every creative person needs in order to keep creating. Although he’s remained active in the games industry in various roles, those have tended to be managerial rather than creative; Brian Moriarty, one of the best pure writers ever to explore the potential of interactive narratives, never seriously attempted to write another one of them after The Dig. In an interview he did in 2006 for Jason Scott’s film Get Lamp, he mused vaguely during a pensive interlude that “I’m always looking for another Infocom. But sometimes I think we won’t give ourselves permission.” (Who precisely is the “we” here?) This statement may, I would suggest, reveal more than Moriarty intended, about more of his career than just his time at Infocom.

At any rate, Moriarty left LucasArts with one very unwieldy, confused, overambitious project to try to sort out. It struck someone there as wise to give The Dig to Hal Barwood, a former filmmaker himself who had been friends with Steven Spielberg for two decades. But Barwood proved less than enthusiastic about it — which was not terribly surprising in light of how badly The Dig had already derailed the careers of two of LucasArts’s other designers. Following one fluffy interview where he dutifully played up the involvement of Spielberg for all it was worth — “We’re doing our best to capture the essence of the experience he wants to create” — he finagled a way off the project.

At this point, the hot potato was passed to Dave Grossman, who had, as noted above, worked for a time with Noah Falstein on its first incarnation. “I was basically a hedge trimmer,” he says. “There was a general feeling, which I shared, that the design needed more work, and I was asked to fix it up while retaining as much as possible of what had been been done so far — starting over yet again would have been prohibitively expensive. So I went in with my editing scissors, snip snip snip, and held a lot of brainstorming meetings with the team to try to iron out the kinks.” But Grossman too found something better to do as quickly as possible, whereupon the game lay neglected for the better part of a year while much of Moriarty’s old team went to work on Tim Schafer’s Full Throttle: “a project that the company loved,” says Bill Tiller, drawing an implicit comparison with this other, unloved one.

In late 1994, The Dig was resurrected for the last time, being passed to Sean Clark, a long-serving LucasArts programmer who had moved up to become the producer and co-designer of Sam and Max Hit the Road, and who now saw becoming the man who finally shepherded this infamously vexed project to completion as a good way to continue his ascent. “My plan when I came in on the final incarnation was to take a game that was in production and finish it,” he says. “I didn’t get a lot of pressure or specific objectives from management. I think they were mainly interested in getting the project done so they could have a product plan that didn’t have The Dig listed on it.” Clark has admitted that, when he realized what a sorry state the game was actually in, he went to his bosses and recommended that they simply cancel it once and for all. “I got a lot of resistance, which surprised me,” he says. “It was hard to resist the potential [of having] a game out there with a name like Spielberg’s on it.” In a way, George Lucas was a bigger problem than Spielberg in this context: no one wanted to go to the boss of bosses at LucasArts and tell him they had just cancelled his close friend’s game.

Sean Clark with a hot slice. Pizza was a way of life at LucasArts, as at most games studios. Asked about the negative aspects of his job, one poor tester said that he was “getting really, really tired of pizza. I just can’t look at pizza anymore.”

So, Clark rolled up his sleeves and got to work instead. His first major decision was to ditch the half-finished StoryDroid engine and move the project back to SCUMM. He stuck to Brian Moriarty’s basic plot and characters, but excised without a trace of hesitation or regret anything that was too difficult to implement in SCUMM or too philosophically esoteric. His goal was not to create Art, not to stretch the boundaries of what adventure games could be, but just to get ‘er done. Bill Tiller and many others from the old team returned to the project with the same frame of reference. By now, LucasArts had moved offices yet again, to a chic new space where the programmers and artists could mingle: “Feedback was quick and all-encompassing,” says Tiller. If there still wasn’t a lot of love for the game in the air, there was at least a measure of esprit de corps. LucasArts even sprang for a couple more (reasonably) big names to add to The Dig‘s star-studded marque, hiring the science-fiction author Orson Scott Card, author of the much-admired Ender’s Game among other novels, to write the dialogue, and Robert Patrick, Arnold Schwarzenegger’s principal antagonist from Terminator 2, to head up the cast of voice actors. Remarkably in light of how long the project had gone on and how far it had strayed from his original vision, Steven Spielberg took several more meetings with the team. “He actually called me at home one evening as he was playing through a release candidate,” says Sean Clark. “He was all excited and having fun, but was frustrated because he had gotten stuck on a puzzle and needed a hint.”

Clark’s practicality and pragmatism won the day where the more rarefied visions of Falstein and Moriarty had failed: The Dig finally shipped just in time for the Christmas of 1995. LucasArts gave it the full-court press in terms of promotion, going so far as to call it their “highest-profile product yet.” They arranged for a licensed strategy guide, a novelization by the king of tie-in novelists Alan Dean Foster, an “audio drama” of his book, and even a CD version of Michael Land’s haunting soundtrack to be available within weeks of the game itself. And of course they hyped the Spielberg connection for all it was worth, despite the fact that the finished game betrayed only the slightest similarity to the proposal he had pitched six years before.

Composer Michael Land plays timpani for The Dig soundtrack. One can make a strong argument that his intensely atmospheric, almost avant-garde score is the best thing about the finished game. Much of it is built from heavily processed, sometimes even backwards-playing samples of Beethoven and Wagner. Sean Clark has described, accurately, how it sounds “strange and yet slightly familiar.”


But the reaction on the street proved somewhat less effusive than LucasArts might have wished. Reviews were surprisingly lukewarm, and gamers were less excited by the involvement of Steven Spielberg than the marketers had so confidently predicted. Bill Tiller feels that the Spielberg connection may have been more of a hindrance than a help in the end: “Spielberg’s name was a tough thing to have attached to this project because people have expectations associated with him. The general public thought this was going to be a live-action [and/or] 3D interactive movie, not an adventure game.” The game wasn’t a commercial disaster, but sold at less than a third the pace of Full Throttle, its immediate predecessor among LucasArts adventures. Within a few months, the marketers had moved on from their “highest-profile product yet” to redouble their focus on the Star Wars games that were accounting for more and more of LucasArts’s profits.

One can certainly chalk up some of the nonplussed reaction to The Dig to its rather comprehensive failure to match the public’s expectations of a LucasArts adventure game. In a catalog that consisted almost exclusively of cartoon comedies, it was a serious, even gloomy game. In a catalog of anarchically social, dialog-driven adventures that were seen by many gamers as the necessary antithesis to the sterile, solitary Myst-style adventure games that were now coming out by the handful, it forced you to spend most of its length all alone, solving mechanical puzzles that struck many as painfully reminiscent of Myst. Additionally, The Dig‘s graphics, although well-composed and well-drawn, reflected the extended saga of its creation; they ran in low-resolution VGA at a time when virtually the whole industry had moved to higher-resolution Super VGA, and they reflected as well the limitations of the paint programs and 3D-rendering software that had been used to create them, in many cases literally years before the game shipped. In the technology-obsessed gaming milieu of the mid-1990s, when flash meant a heck of a lot, such things could be ruinous to a new release’s prospects.

But today, we can presumably look past such concerns to the fundamentals of the game that lives underneath its surface technology. Unfortunately, The Dig proves far from a satisfying experience even on these terms.

An adventure game needs to be, if nothing else, reasonably good company, but The Dig fails this test. In an effort to create “dramatic” characters, it falls into the trap of merely making its leads unlikable. All of them are walking, talking clichés: the unflappable Chuck Yeager-type who’s in charge, the female overachiever with a chip on her shoulder who bickers with his every order, the arrogant German scientist who transforms into the villain of the piece. Orson Scott Card’s dialog is shockingly clunky, full of tired retreads of action-movie one-liners; one would never imagine that it comes from the pen of an award-winning novelist if it didn’t say so in the credits. And, even more unusually for LucasArts, the voice acting is little more inspired. All of which is to say that it comes as something of a relief when everyone else just goes away and leaves Boston Low alone to solve puzzles, although even then you still have to tolerate Robert Patrick’s portrayal of the stoic mission commander; he approaches an unknown alien civilization on the other side of the galaxy with all the enthusiasm of a gourmand with a full belly reading aloud from a McDonald’s menu.

Alas, one soon discovers that the puzzle design isn’t any better than the writing or acting. While the puzzles may have some of the flavor of Myst, they evince none of that game’s rigorous commitment to internal logic and environmental coherence. In contrast to the free exploration offered by Myst, The Dig turns out to be a quite rigidly linear game, with only a single path through its puzzles. Most of these require you just to poke at things rather than to truly enter into the logic of the world, meaning you frequently find yourself “solving” them without knowing how or why.

But this will definitely not happen in at least two grievous cases. At one point, you’re expected to piece together an alien skeleton from stray bones when you have no idea what said alien is even supposed to look like. And another puzzle, involving a cryptic alien control panel, is even more impossible to figure out absent hours of mind-numbing trial and error. “I had no clue that was such a hard puzzle,” says Bill Tiller. “We all thought it was simple. Boy, were we wrong.” And so we learn the ugly truth: despite the six years it spent in development, nobody ever tried to play The Dig cold before it was sent out the door. It was the second LucasArts game in a row of which this was true, indicative of a worrisome decline in quality control from a studio that had made a name for themselves by emphasizing good design.

At the end of The Dig, the resolution of the alien mystery is as banal as it is nonsensical, a 2001: A Space Odyssey with a lobotomy. It most definitely isn’t “an in-depth story in which the exploration of human emotion plays as important a role as the exploration of a game world,” as LucasArts breathlessly promised.

So, The Dig still manages to come across today as simultaneously overstuffed and threadbare. It broaches a lot of Big Ideas (a legacy of Falstein and Moriarty’s expansive visions), but few of them really go anywhere (a legacy of Grossman and Clark’s pragmatic trimming). It winds up just another extended exercise in object manipulation, but it doesn’t do even this particularly well. Although its audiovisuals can create an evocative atmosphere at times, even they come across too often as disjointed, being a hodgepodge of too many different technologies and aesthetics. Long experience has taught many of us to beware of creative expressions of any stripe that take too long to make and pass through too many hands in the process. The Dig only proves this rule: it’s no better than its tortured creation story makes you think it will be. Its neutered final version is put together competently, but not always well, and never with inspiration. And so it winds up being the one thing a game should never be: it’s just kind of… well, boring.

As regular readers of this site are doubtless well aware, I’m a big fan of LucasArts’s earlier adventures of the 1990s. The one complaint I’ve tended to ding them with is a certain failure of ambition — specifically, a failure to leave their designers’ wheelhouse of cartoon comedy. And yet The Dig, LucasArts’s one concerted attempt to break that mold, ironically winds up conveying the opposite message: that sometimes it’s best just to continue to do what you do best. The last of their charmingly pixelated “classic-look” adventure games, The Dig is sadly among the least satisfying of the lot, with a development history far more interesting than either its gameplay or its fiction. A number of people looked at it with stars in their eyes over the six years it remained on LucasArts’s list of ongoing projects, but it proved a stubbornly ill-starred proposition for all of them in the end.

(Sources: the book The Dig: Official Player’s Guide by Jo Ashburn; Computer Gaming World of March 1994, September 1994, September 1995, October 1995, December 1995, and February 1996; Starlog of October 1985; LucasArts’s customer newsletter The Adventurer of Spring 1993, Winter 1994, Summer 1994, Summer 1995, and Winter 1995. Online sources include Noah Falstein’s 2017 interview on Celebrity Interview, Falstein’s presentation on his history with Lucasfilm Games for Øredev 2017, the “secret history” of The Dig at International House of Mojo, the same site’s now-defunct Dig Museum,” ATMachine’s now-defunct pages on the game, Brian Moriarty’s 2006 interview for Adventure Classic Gaming, and Moriarty’s Loom postmortem at the 2015 Game Developers Conference. Finally, thank you to Jason Scott for sharing his full Get Lamp interview archives with me years ago.

The Dig is available for digital purchase on GOG.com.)

Footnotes

Footnotes
1 LucasArts was known as Lucasfilm Games until the summer of 1992. To avoid confusion, I use the name “LucasArts” throughout this article.
 

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The Dream of Flight

After Edison’s original phonograph came out, people said that they could not detect a difference between a phonograph and a real performance. Clearly the standard that they had for audio fidelity back in 1910 was radically different from the standard we have. They got the same enjoyment out of that Edison phonograph that we do out of [a] high-fidelity [stereo]. As audio fidelity has gotten better and better, our standards have gotten higher and higher; if we listen to a phonograph from 1910, it sounds horrible to our modern ears.

The same thing has obviously happened to flight simulators.

— Brand Fortner, 2010

It seems to me that vintage flight simulators have aged worse than just about any other genre of game. No, they weren’t the only games that required a large helping of imagination to overlook their underwhelming audiovisuals, that had sometimes to ask their players to see them as what they aspired to be rather than what they actually were. But they were perhaps the ones in which this requirement was most marked. When we look back on them today, we find ourselves shaking our heads and asking what the heck we were all thinking.

Growing up in the 1980s, I certainly wasn’t immune to the appeal of virtual flight; I spent many hours with subLogic’s Flight Simulator II and MicroProse’s Gunship on my Commodore 64, then hours more with F/A-18 Interceptor on my Commodore Amiga. Revisited today, however, all of those games strike me as absurdly, unplayably primitive. Therefore they and the many games like them have appeared in these histories only in the form of passing mentions.

The case of flight simulators thus serves to illustrate some of the natural tensions implicit in what I do here. On the one hand, I want to celebrate the games that still stand up today, maybe even get some of you to try them for the first time all these years later — and I’ve yet to find a vintage flight simulator which I can recommend on those terms. But on the other hand, I want to sketch an accurate, non-anachronistic picture of these bygone eras of gaming as they really were. In this latter sense, my efforts to date have been sadly inadequate in the case of flight simulators; the harsh fact is that these games which I’ve neglected so completely were in fact among the most popular of their time, accounting on occasion for as much as 25 percent of the computer-game industry’s total revenue. Microsoft Flight Simulator, the prototypical and perennial product of its type, was the most commercially successful single franchise in all of computer gaming between 1982 and 1995 — all despite having no goals other than the ones you set for yourself and for the most part no guns either. (Let that sink in for a moment!)

All of which is to say that a reckoning is long overdue here. This article, while it may not quite give Microsoft Flight Simulator and its siblings their due, will at least begin to redress the balance.



Many people assumed in the 1980s, as they still tend to do today, that the early microcomputer flight simulators were imperfect imitations of the bigger simulators that were used to train pilots for real-world flying. In point of fact, though, the relationship between the two was more subtle — even more symbiotic — than one might guess. To appreciate how this could be, we need to remember that the 3D-graphics techniques that were being used to power all flight simulators by the 1980s were a new technology at the time — new not just to microcomputers but to all computers. Until the 1980s, the “big” flight simulators made for training purposes were very different beasts from the ones that came later.

That said, the idea of flight simulation in general goes back a long, long way, almost all the way back to the dawn of powered flight itself. It took very little time at all after Orville and Wilbur Wright made their first flights in Kitty Hawk, North Carolina, for people to start asking how they might train new pilots in some more forgiving, less dangerous way than putting them behind the controls of a real airplane and hoping for the best. A 1910 issue of Flight magazine — the “first aero weekly in the world” — describes the “Sanders Teacher,” a mock-up of a real airplane mounted on a pivoting base so that it could sway with the wind in response to control inputs; unlike the fragile real aircraft of its era, this one was best “flown” when there was a stiff breeze.

The Sanders Teacher, one of the earliest attempts to simulate flight.

In 1929, Edwin Link of Binghamton, New York, created the Link Trainer, the first flight simulator that we might immediately recognize as such today. An electro-mechanical device driven by organ bellows in its prototype form, it looked like an amputated single-seater-airplane cockpit. The entire apparatus pitched and turned in response to a trainee’s movements of the controls therein, while an instructor sat next to the gadget to evaluate his performance. After an initially skeptical response from the market, usage of the Link Trainer around the world exploded with the various military buildups that began in the mid-1930s. It was used extensively, in both its official incarnation and in unlicensed knock-offs, by virtually every combatant nation in World War II; it was a rite of passage for tens of thousands of new pilots, marking the most widespread use of technology in the cause of simulation to that point in the history of the world.

An American student pilot in a Link Trainer, circa 1943.

The programmable digital computers which began to appear after the war held out the prospect of providing a more complete simulation of all aspects of flight than analog devices like the Link Trainer and its successors could hope to achieve. Already in 1950, the United States Navy funded a research effort in that direction at the University of Pennsylvania. Yet it wasn’t until ten years later that the first computerized flight simulators began to appear. Once again, Link Aviation Devices provided the breakthrough machine here, in the form of the Link Mark 1, whose three processors shared 10 K of memory to present the most credible imitation of real flight yet, with even wind and engine noise included if you bought the most advanced model. By 1970, virtually all flight simulators had gone digital.

But there was a persistent problem afflicting all of these efforts at flight simulation, even after the dawn of the digital age. Although the movements of cockpit instruments and even the physical motion of the aircraft itself could be practically implemented, the view out the window could not. What these machines thus wound up simulating was a totally blind form of flying, as in the heaviest of fogs or the darkest of nights, when the pilot has only her instruments to guide her. Flying-by-instruments was certainly a useful skill to have, but the inability of the simulators to portray even a ground and horizon for the pilot to sight on was a persistent source of frustration to those who dreamed of simulating flight as it more typically occurred in the real world.

Various schemes were devised to remedy the situation, some using reels of film that were projected on the “windows” of the cockpit, some even using a moving video camera which “flew” over model terrain. But snippets of static video are a crude tool indeed in an interactive context, and none of these solutions yielded anything close to the visual impression of real flight. What was needed was an out-the-window view that was generated on the fly in real time by the computer.

In 1973, McDonnell-Douglas introduced the VITAL II, a computerized visual display which could be added to existing flight simulators. Even its technology, however, was different in a fairly fundamental sense from that of the flight simulators that would appear later. The computers which ran the latter would use what’s known as raster-based or bitmap graphics: a grid of pixels stored in memory, which are painted to the monitor screen by the computer’s display circuitry without additional programming. VITAL II, by contrast, used something known as vector graphics, in which the computer’s processor directly controls the electron gun inside the display screen, telling it where to go and when to fire to produce an image on the screen. Although bitmap graphics are far easier for the programmer to work with and more flexible in countless ways, they do eat up memory, a commodity which most computers of the early 1970s had precious little of to spare. Therefore vector graphics were still being used for many applications, including this one.

Thanks to the limitations of its hardware, the VITAL II could only show white points of light on the surface of a black screen, and thus could only be used to depict a night flight. Indeed, it showed only lights — the lights of runways, airports, and to some extent their surrounding cities.


Such was the state of the art in flight simulation during the mid-1970s, when a young man named Bruce Artwick was attending the University of Illinois in Champaign.



Flight simulators aside, this university occupies an important place in the history of computing in that it was the home of PLATO, the pioneering computer network that anticipated much of the digital culture that would come two decades or more after it. A huge variety of games were developed for PLATO, including the first CRPGs and, most importantly for our purposes today, the first flight simulator to be intended for entertainment and casual exploration rather than professional pilot training. Brand Fortner’s game of Airfight wasn’t quite a real-time simulation as we think of it today — you had to hit the NEXT key over and over to update the screen — but it could almost feel like it ran in real time to those willing and able to pound their keyboards with sufficient gusto. Brian Dear described the experience in his book about the PLATO system:

By today’s standards, Airfight’s graphics and realism, like every other PLATO game, are hopelessly primitive. But in the 1970s Airfight was simply unbelievable. These rooms full of PLATO terminals weren’t “PLATO classrooms,” they were PLATO arcades, and they were free. If you were lucky enough to get in (there were always more people wanting to play than the game could handle), you joined the Circle or the Triangle teams, chose from a list of different airplane types to fly, and suddenly found yourself in a fighter plane, looking out of the cockpit window at the runway in front of you, with the control tower far down the runway… You’d hit “9” to set the throttle at maximum, “a” for afterburners, “w” a few times to pull the stick back, and then NEXT NEXT NEXT NEXT NEXT NEXT NEXT to update the screen as you rolled down the runway, lifted off, and shot up into the sky to join the fight. It might be seconds or minutes, depending on how far away the enemy airplanes were, before you saw dots in the sky, dots that as you flew closer and closer turned into little circles and triangles. (So they weren’t photorealistic airplanes — it didn’t matter. You didn’t notice. This was battle. This was Airfight.) As you got closer and closer to one of these planes, the circles and triangles got more defined — still small, still pathetically primitive by today’s standards — but you knew you were getting closer and that’s all that mattered. As you got closer and closer you hit “s” to put up your sights, to aim. Eventually, if you were good, lucky, or both, you would be so close that you’d see a little empty space, an opening, inside the little circle or triangle icon. That’s when you were close enough to see what players called “the whites of their eyes” and that’s when you let ’em have it: SHIFT-S to shoot. SHIFT-S again. And again. Until you’d run out of ammo and KABOOM! It was glorious.

And it was addictive. People stayed up all night playing Airfight. If you went to a room full of PLATO terminals, you’d hear the clack-clack-clack-clack-clack-CLACKETY-CLACK-CLACK-BAM-BAM!-WHAM!-CLACK-CLACK! of everyone’s keyboards, as the gamers pounded them, mostly NEXT-NEXT-NEXT’ing to update their view and their radar displays (another innovation of this game — in-cockpit radar displays, showing you where the enemy was).

The standard PLATO terminal at that time was an astonishingly advanced piece of hardware to place at the disposal of everyday university students: a monochrome bitmap display of no less than 512 X 512 pixels. Thus Airfight, in addition to being the first casual flight simulator, was the first flight simulator of any kind to use a bitmap display. This fact wasn’t lost on Bruce Artwick when he first saw the game in action — for Artwick already knew a little something about the state of the art in serious flight simulation.

The University of Illinois’s Institute of Aviation was one of the premiere aerospace programs in the country, training both engineers and pilots. Artwick happened to be pursuing a master’s degree in general electrical engineering, but he roomed with one of the university’s so-called “aviation jocks”: an accomplished pilot named Stu Moment, who was training to become a flight instructor at the same time that he pursued a degree in business. “We agreed that Stu would teach me to fly if I taught him about digital electronics,” Artwick remembers. Although Artwick’s electrical-engineering program would seemingly mark him as a designer of hardware, the technological disciplines were more fluid in the 1970s than they’ve become today. His real passion, indulged willingly enough by his professors, had turned out to be the nascent field of bitmap 3D graphics. So, he found himself with one foot in the world of 3D programming, the other in that of aviation: the perfect resumé for a maker of flight simulators.

Airfight hit Artwick like a revelation. In a flash, he understood that the PLATO terminal could become the display technology behind a flight simulator used for more serious purposes. He sought and received funding from the Office of Naval Research to make a prototype 3D display useful for that purpose as his master’s thesis. Taking advantage of his knowledge of hardware engineering, he managed to connect a PLATO terminal to one of the DEC PDP-11 minicomputers used at the Aviation Institute. He then employed this setup to create what his final thesis called “a versatile computer-generated flight display,” submitting his code and a 60-page description of its workings to his instructors and to the Office of Naval Research.

It’s hard to say whether Artwick’s thesis, which he completed in May of 1976, was at all remarked among the makers of flight simulators already in use for pilot training. Many technical experiments like it came out of the aerospace-industrial complex’s web of affiliated institutions, sometimes to languish in obscurity, sometimes to provide a good idea or two for others to carry forward, but seldom to be given much credit after the fact. We can say, however, that by the end of the 1970s the shift to bitmap graphics was finally beginning among makers of serious flight simulators. And once begun, it happened with amazing speed; by the mid-1980s, quite impressive out-the-cockpit views, depicting nighttime or daytime scenery in full color, had become the norm, making the likes of the VITAL II system look like the most primordial of dinosaurs.

This photo from a 1986 brochure by a flight-simulator maker known as Rediffusion Simulation shows how far the technology progressed in a remarkably short period of time after bitmap 3D graphics were first introduced on the big simulators. Although the graphical resolution and detail are vastly less than one would find in a simulator of today, the Rubicon has already been crossed. From now on, improvements will be a question of degree rather than kind.

Meanwhile the same technology was coming home as well, looking a bit less impressive than the state-of-the-art simulators in military and civilian flight schools but a heck of a lot better than VITAL II. And Artwick’s early work on that PLATO terminal most definitely was a pivotal building block toward these simulators, given that the most important person behind them was none other than Artwick himself.



After university, Artwick parlayed his thesis into a job with Hughes Aircraft in California, but found it difficult to develop his innovations further within such a large corporate bureaucracy. His now-former roommate Stu Moment started working as a flight instructor right there in Champaign, only to find that equally unsatisfying. In early 1977, the two decided to form a software company to serve the new breed of hobbyist-oriented microcomputers. It was an auspicious moment to be doing so; the Trinity of 1977 — the Apple II, Radio Shack TRS-80, and Commodore PET, constituting the first three pre-assembled personal computers — was on the near horizon, poised to democratize the hobby for those who weren’t overly proficient with a soldering iron. Artwick and Moment named their company subLogic, after a type of computer circuit. It would prove a typical tech-startup partnership in many ways: the reserved, retiring Artwick would be the visionary and the technician, while the more flamboyant, outgoing Moment would be the manager and the salesman.

Artwick and Moment didn’t initially conceive of their company as a specialist in flight simulators; they rather imagined their specialty to be 3D graphics in all of their potential applications. Accordingly, their first product was “The subLogic Three-Dimensional Micrographics Package,” a set of libraries to help one code one’s own 3D graphics in the do-it-yourself spirit of the age. Similar technical tools continued to occupy them for the first couple of years, even as both partners continued to work their day jobs, hoping that grander things might await them in the future, once the market for personal computers had had time to mature a bit more.

In June of 1979, they decided that moment had come. Artwick quit his job at Hughes and joined Moment back in Champaign, where he started to work on subLogic’s first piece of real consumer software. Every time he had attempted to tell neophytes in the past about what it was his little company really did, he had been greeted with the same blank stare and the same stated or implied question: “But what can you really do with all this 3D-graphics stuff?” And he had learned that one response in particular on his part could almost always make his interlocutors’ eyes light up with excitement: “Well, you could use it to make a flight simulator, for instance.” So, subLogic would indeed make a flight simulator for the new microcomputers. Being owned and operated by two pilots — one of them a licensed flight instructor and the other one having considerable experience in coding for flight simulators running on bigger computers — subLogic was certainly as qualified as anyone for the task.

They released a product entitled simply Flight Simulator for the Apple II in January of 1980. One can’t help but draw comparisons with Will Crowther and Don Woods’s game of Adventure at this point; like it, Flight Simulator was not only the first of its kind but would lend its name to the entire genre of games that followed in its footsteps.

Fearing that his rudimentary, goal-less simulation would quickly bore its users, Artwick at the last minute added a mode called “British Ace,” which featured guns and enemy aircraft to be shot down in an experience distinctly reminiscent of Airfight. But he soon discovered, rather to his surprise, that most people didn’t find those additional accoutrements to be the most exciting aspect of the program. They enjoyed simply flying around this tiny virtual world with its single runway and bridge and mountain — enjoyed it despite all the compromises that a host machine with six-color graphics, 32 K of memory, and a 1 MHz 8-bit CPU demanded. It turned out that a substantial portion of early microcomputer owners were to a greater or lesser degree frustrated pilots, kept from taking to the air by the costs and all of the other logistics involved with acquiring a pilot’s license and getting time behind the controls of a real airplane. They were so eager to believe in what Flight Simulator purported to be that their imaginations were able to bridge the Grand Canyon-sized gap between aspiration and reality. This would continue to be the case over the course of the many years it would take for the former to catch up to the latter.

Flight Simulator on the Apple II.

Still, subLogic didn’t immediately go all-in for flight simulation. They released a variety of other entertainment products, from strategy games to arcade games. They even managed one big hit in the latter category, one that for a time outsold all versions of Flight Simulator: Bruce Artwick’s Night Mission Pinball was a sensation in Apple II circles upon its release in the spring of 1982, widely acknowledged as the best game of its type prior to Bill Budge’s landmark Pinball Construction Set the following year. subLogic wouldn’t release their last non-flight simulator until 1986, when an attempt to get a sports line off the ground fizzled out with subLogic Football. In the long run, though, it was indeed flight simulation that would make subLogic one of the most profitable companies in their industry, all thanks to a little software publisher known as Microsoft.

In late 1981, Microsoft came to subLogic looking to make a deal. IBM had outsourced to the former the operating system of the new IBM PC, whilst also charging them with creating or acquiring a variety of other software for the machine, including games. So, they wanted Artwick to create a “second generation” of his Flight Simulator for the IBM PC, taking full advantage of its comparatively torrid 4.77 MHz 16-bit processor.

Artwick spent a year on the project, working sixteen hours or more per day during the last quarter of that period. The program he turned in at the end of the year was both a dramatic improvement on what had come before and a remarkably complete simulation of flight for its era. Its implementation of aeronautics had now progressed to the point that a specific airplane could be said to be modeled: a Cessna 182 Skylane, a beloved staple of private and recreational aviation that was first manufactured in 1956 and has remained in production to this day. Artwick replaced the wire-frame graphics of the Apple II version with solid-filled color, replaced its single airport with more than twenty of them from the metropolitan areas of New York, Chicago, Seattle, and Los Angeles. He added weather, as well as everything you needed to fly through the thickest fog or darkest night using instruments alone; you could use radio transponders to navigate from airport to airport. You could even expect to contend with random engine failures if you were brave enough to turn that setting on. And, in a move that would have important implications in the future, Artwick also designed and implemented a coordinate system capable of encompassing the greater portion of North America, from southern Canada down to the Caribbean, although it was all just empty green space at this point outside of the four metropolitan areas.

Microsoft Flight Simulator 1.0

This first Microsoft Flight Simulator was released in late 1982, and promptly became ubiquitous on a computer that was otherwise not known as much of a game machine. Many stodgy business-oriented users who wouldn’t be caught dead playing any other game seemed to believe that this one was acceptable; it was something to do with the label of “simulator,” something to do with its stately, cerebral personality. Microsoft’s own brief spasm of interest in games in general would soon peter out, such that Flight Simulator would spend half a decade or more as the only game in their entire product catalog. Yet it would consistently sell in such numbers that they would never dream of dropping it.

When the first wave of PC clones hit the market soon after Flight Simulator was released, the computer magazines took to using it as a compatibility litmus test. After all, it pushed the CPU to its absolute limit, even as its code was full of tricky optimizations that took advantage of seemingly every single quirk of IBM’s own Color Graphics Adapter. Therefore, went the logic, if a PC clone could run Flight Simulator, it could probably run just about anything written for a real IBM PC. Soon all of the clone makers were rushing to buy copies of the game, to make sure their machines could pass the stringent test it represented before they shipped them out to reviewers.

Meanwhile Artwick began to port Microsoft Flight Simulator‘s innovations into versions for most other popular computers, under the rather confusing title of Flight Simulator II. (There had never been a subLogic Flight Simulator I on most of the computers for which this Flight Simulator II was released.) Evincing at least a modest spirit of vive la différence, these versions chose to simulate a Piper Cherokee, another private-aviation mainstay, instead of the Cessna.

Although the inexpensive 8-bit computers for which Flight Simulator II was first released were far better suited than the IBM PC for running many types of games, this particular game was not among them. Consider the case of the Commodore 64, the heart of the mid-1980s computer-gaming market. The 64’s graphics system had been designed with 2D arcade games in mind, not 3D flight simulators; its sprites — small images that could be overlaid onto the screen and moved about quickly — were perfect for representing, say, Pac-Man in his maze, but useless in the context of a flight simulator. At the same time, the differences between an IBM PC and a Commodore 64 in overall processing throughput made themselves painfully evident. On the IBM, Flight Simulator could usually manage a relatively acceptable ten frames or so per second; on the 64, you were lucky to get two or three. “We gave it a try and did the best we could,” was Artwick’s own less-than-promising assessment of the 8-bit ports.

Nevertheless, the Commodore 64 version of Flight Simulator II is the one that I spent many hours earnestly attempting to play as a boy. Doing so entailed peering at a landscape of garish green under a sky of solid blue, struggling to derive meaning from a few jagged white lines that shifted and rearranged themselves with agonizing slowness, each frame giving way to the next with a skip and a jerk. Does that line there represent the runway I’m looking for, or is it a part of one of the handful of other landmarks the game has deigned to implement, such as the Empire State Building? It was damnably hard to know.

Flight Simulator II on the Commodore 64.

As many a real pilot who tried Flight Simulator II noted, a virtual Piper Cherokee was perversely more difficult to fly than the real thing, thanks to the lack of perspective provided by the crude graphics, the clunky keyboard-based controls — it was possible to use a joystick, but wasn’t really recommended because of the imprecision of the instrument — and the extreme degree of lag that came with trying to cram so much physics modeling through the narrow aperture of an 8-bit microprocessor. Let’s say you’re attempting a landing. You hit a key to move the elevators a little bit and begin your glide path, but nothing happens for several long seconds. So, getting nervous as you see the white line that you think probably represents the runway getting a bit longer, you hit the same key again, then perhaps once more for good measure. And suddenly you’re in a power dive, your view out the screen a uniform block of green. So you desperately pound the up-elevator key and cut the throttle — and ten or twenty seconds later, you find the sky filling your screen, your plane on the verge of stalling and crashing to earth tail-first. More frantic course corrections ensue. And so it continues, with you swaying and bobbling through the sky like a drunken sailor transported to the new ocean of the heavens. Who needed enemy airplanes to shoot at in the face of all these challenges? Just getting your plane up and then down again in one piece — thankfully, the simulator didn’t really care at the end of the day whether it was on a runway or not! — was an epic achievement.

Needless to say, Flight Simulator II‘s appeal is utterly lost on me today. And yet in its day the sheer will to believe, from me and hundreds of thousands of other would-be pilots like me, allowed it to soar comfortably over all of the objections raised by its practical implementation of our grand dream of flight.

At a time when books on computer games had yet to find a place on the shelves of bookstores, books on Flight Simulator became the great exception. It began in 1985, when a fellow named Charles Gulick published 40 Great Flight Simulator Adventures, a collection of setups with exciting-sounding titles — “Low Pass on the Pacific,” “Dead-Stick off San Clemente” — that required one-tenth Flight Simulator and nine-tenths committed imagination to live up to their names. Gulick became the king of the literary sub-genre he had founded, writing five more books of a similar ilk over the following years. But he was far from alone: the website Flight Sim Books has collected no less than twenty of its namesake, all published between the the mid-1980s and the mid-1990s, ranging from the hardcore likes of Realistic Commercial Flying with Flight Simulator to more whimsical fare like A Flight Simulator Odyssey. The fact that publishers kept churning them out indicates that there was a solid market for them, which in turn points to just how committed to the dream the community of virtual fliers really was.

Of course, the game that called itself simply Flight Simulator was by no means the only one in the genre it had spawned. While a few companies did try to sell their own civilian flight simulators, none managed to seriously challenge the ones from subLogic. But military flight simulators were a different matter; MicroProse Software in particular made their reputation with a string of these. Often designed and programmed by Sid Meier, MicroProse’s simulators were distinguished by their willingness to sacrifice a fair amount of realism to the cause of decent frame rates and general playability, with the added attraction of enemy aircraft to shoot down and cities to bomb. (While the old “British Ace” mode did remain a part of the subLogic Flight Simulator into the late 1980s, it never felt like more than the afterthought it was.) Meier’s F-15 Strike Eagle, the most successful of all the MicroProse simulators, sold almost as well as subLogic’s products for a time; some sources claim that its total sales during the ten years after its initial release in 1984 reached 1 million units.

subLogic as well did dip a toe into military flight simulation with Jet in 1985. Programmed by one Charles Guy rather than Bruce Artwick, this F-16 and F/A-18 simulator was a bit more relaxed and a bit more traditionally game-like than the flagship product, offering air-, land-, and sea-based targets for your guns and bombs that could and did shoot back. Still, its presentation remained distinctly dry in comparison to the more gung-ho personality of the MicroProse simulators. Although reasonably successful, it never had the impact of its older civilian sibling. Instead Spectrum Holobyte’s Falcon, which debuted in 1987 for 16-bit and better machines only, took up the banner of realism-above-all-else in the realm of jet fighters — almost notoriously so, in fact: it came with a small-print spiral-bound manual of almost 300 pages, and required weeks of dedication just to learn to fly reasonably well, much less to fly into battle. And yet it too sold in the hundreds of thousands.

In the meantime, Artwick was continuing to plug steadily away, making his Flight Simulator slowly better. A version 2.0 of the Microsoft release, with four times as many airports to fly from and many other improvements, appeared already in 1984, soon after the 8-bit Flight Simulator II; it was then ported to the new Apple Macintosh, the only computing platform beside their own which Microsoft had chosen to officially support. When the Atari ST and Commodore Amiga appeared in 1985, sporting unprecedented audiovisual capabilities, subLogic released versions of Flight Simulator II for those machines with dazzling graphical improvements; these versions even gave you the option of flying a sleek Learjet instead of a humble single-prop airborne econobox. Version 3.0 of Microsoft Flight Simulator arrived in 1988, coming complete with the Learjet, support for the latest VGA graphics cards, and an in-game flight instructor among other enhancements.

Microsoft Flight Simulator 3.0 included the first attempt at in-program flight instruction. It would continue to appear in all subsequent releases, being slowly refined all the while, much like the simulator itself.

Betwixt and between these major releases, subLogic took advantage of Artwick’s foresight in designing a huge potential world into Flight Simulator by releasing a series of “scenery disks” to fill in all of that empty space with accurately modeled natural features and airports, along with selected other human-made landmarks. The sufficiently dedicated — i.e., those who were willing to purchase a dozen scenery disks at $20 or $30 a pop — could eventually fly all over the continental United States and beyond, exploring a virtual world larger than any other in existence at the time.

Indeed, the scenery disks added a whole new layer of interest to Flight Simulator. Taking in their sights and ferreting out all of their secrets became a game in itself, overlaid upon that of flying the airplane. It could add a much-needed sense of purpose to one’s airborne ramblings; inevitably, the books embraced this aspect with gusto, becoming in effect tour guides to the scenery disks. When they made a scenery disk for Hawaii in 1989, subLogic even saw fit to include “the very first structured scenery adventure”:

Locating the hidden jewel of the goddess Pele isn’t easy. You’ll have to find and follow an intricate set of clues scattered about the islands that, with luck, will guide you to your goal. This treasure hunt will challenge all of your flying skills, but the reward is an experience you’ll never forget!



The sales racked up by all of these products are impossible to calculate precisely, but we can say with surety that they were impressive. An interview with Artwick in the July 1985 issue of Computer Entertainment magazine states that Flight Simulator in all its versions has already surpassed 800,000 copies sold. The other piece of hard data I’ve been able to dig up is found in a Microsoft press release from December of 1995, where it’s stated that Microsoft Flight Simulator alone has sold over 3 million copies by that point. Added to that figure must be the sales of Flight Simulator II for various platforms, which must surely have been in the hundreds of thousands in their own right. And then Jet as well did reasonably well, while all of those scenery disks sold well enough that subLogic completed the planned dozen and then went still further, making special disks for Western Europe, Japan, and the aforementioned Hawaii, along with an ultra-detailed one covering San Francisco alone.

When we start with all this, and then add in the fact that subLogic remained a consistently small operation with just a handful of employees, we wind up with two founders who did very well for themselves indeed. Unsurprisingly, then, Bruce Artwick and Stu Moment, those two college friends made good, were a popular subject for magazine profiles. They were a dashing pair of young entrepreneurs, with the full complement of bachelor toys at their disposal, including a Cessna company plane which they flew to trade shows and, so they claimed, used to do modeling for their simulations. When David Hunter from the Apple II magazine Softalk visited them for a profile in January of 1983, he went so far as to compare them to Butch Cassidy and the Sundance Kid. (Sadly, he didn’t clarify which was which…)

Speed is exhilarating. Uncontrolled growth is intoxicating. As long as youth can dream, life will never move fast enough.

Whether it’s motorcycles, cars, planes, skiing, volleyball, or assembly language, Bruce Artwick likes speed. He likes Winchester disk drives, BMWs, zooming through undergraduate and graduate school in four years, and tearing down the Angeles Crest Highway on a Suzuki at a dangerous clip. The president of subLogic, Artwick is a tall, quiet, 29-year-old bachelor. He possesses a remarkable mind, which has created several of the finest programs ever to grace the Apple’s RAM.

Contrast Artwick with Stu Moment. Outgoing, of medium height, and possessed of an exceptional love of flying, Moment is subLogic’s chairman of the board. A businessman, Moment has steered the company to its present course, complementing Artwick’s superior software-engineering talents with organizational and financial skills. He’s even picked up some modest programming skills, designing a system for logging flight hours at a fair-sized flying institute.

Redford and Newman. Lewis and Clark. Laurel and Hardy. Jobs and Wozniak. Artwick and Moment. The grand adventurers riding the hard trail, living and playing at lives larger than life. It’s an old story.

Stu Moment and Bruce Artwick with their Cessna on a cold morning for flying, 1982.

When the journalists weren’t around, however, the dynamic duo’s relationship was more fractious than the public realized. Artwick wanted only to pursue the extremely profitable niche which subLogic had carved out for themselves, while Moment’s natural impulse was to expand into other areas of gaming. Most of all, though, it was likely just a case of two headstrong personalities in too close a proximity to one another, with far too much money flying through the air around them. That, alas, is also an old story.

As early as 1981, the two spent some time working out of separate offices, so badly were they treading on one another’s toes in the one. In 1984, Artwick, clearly planning for a potential future without Moment, formed his own Bruce Artwick Organization and started providing his software to subLogic, which was now solely Moment’s company, on a contract basis.

The final split didn’t happen until 1989, but when it did, it was ugly. Lawsuits flew back and forth, disputing what code and other intellectual property belonged to subLogic and what belonged to Artwick’s organization. To this day, each man prefers not to say the other’s name if he can avoid it.

This breakup marked the end of the Flight Simulator II product line — which was perhaps just as well, as the platforms on which it ran were soon to run out of rope anyway in North America. Moment tried to keep subLogic going with 1990’s Flight Assignment: Airline Transport Pilot, a simulation of big commercial aircraft, but it didn’t do well. He then mothballed the company for several years, only to try again to revive it by hiring a team to make an easier flight simulator for beginners. He sold both the company and the product to Sierra in November of 1995, and Flight Light Plus shipped three months later. It too was a failure, and the subLogic name disappeared thereafter.

It was Artwick who walked away from the breakup with the real prize, in the form of the ongoing contract with Microsoft. So, Microsoft Flight Simulator continued its evolution under his steady hand. Version 4.0 shipped in 1989, version 5.0 in 1993. Artwick himself names the latter as the entire series’s watershed moment; running on a fast computer equipped with one of the latest high-resolution Super-VGA graphics cards, it finally provided the sort of experience he’d been dreaming of when he’d written his master’s thesis on the use of bitmap 3D graphics in flight simulation all those years before. Any further audiovisual improvements from here on out were just gravy as far as he was concerned.

Flying above San Francisco in Microsoft Flight Simulator 5.0.



Such a watershed strikes me as a good place to stop today. Having so belatedly broken my silence on the subject, I’ll try to do a better job now of keeping tabs on Flight Simulator as it goes on to become the most long-lived single franchise in the history of computer gaming. (As of this writing, a new version has just been released, spanning ten dual-layer DVDs in its physical-media version, some 85 GB of data — a marked contrast indeed to that first cassette-based Flight Simulator for the 16 K TRS-80.) Before I leave you today, though, we should perhaps take one more moment to appreciate the achievements of those 1980s versions.

It’s abundantly true that they’re not anything you’re likely to want to play today; time most definitely hasn’t been kind to them. In their day, though, they had a purity, even a nobility to them that we shouldn’t allow the passage of time to erase. They gave anyone who had ever looked up at an airplane passing overhead and dreamed of being behind its controls a way to live that dream, in however imperfect a way. Although it billed itself as a hardcore simulation, Flight Simulator was in reality as much an exercise in fantasy as any other game. It let kids like me soar into the heavens as someone else, someone leading a very different sort of life. Yes, its success was a tribute to its maker Bruce Artwick, but it was also, I would argue, a tribute to everyone who persevered with it in the face of a million reasons just to give up. The people who flew Flight Simulator religiously, who bought the books and worked through a pre-flight checklist before taking off each time and somehow managed to convince themselves that the crude pixelated screen in front of them actually showed a beautiful heavenly panorama, did so out of love of the idea of flight. For them, the blue-and-green world of Flight Simulator was a wonderland of Possibility. Far be it from me to look askance upon them from my perch in their future.

(Sources: the book The Friendly Orange Glow: The Untold Story of the Rise of Cyberculture by Brian Dear and Taking Flight: History, Fundamentals, and Applications of Flight Simulation by Christopher D. Watkins and Stephen R. Marenka; Flight of December 10 1910 and March 22 1913; Softalk of January 1983; Kilobaud of October 1977; Softalk IBM of February 1983; Data Processing of April 1968; Compute!’s Gazette of January 1985; Computer Gaming World of April 1987 and September 1990; Computer Entertainment of July 1985; PC Magazine of January 1983; Illinois CS Alumni News of spring 1996; the article “High-Power Graphic Computers for Visual Simulation: A Real-Time Rendering Revolution” by Mary K. Kaiser, presented to the 1996 symposium Supercomputer Applications in Psychology; Bruce Artwick’s Masters thesis “A Versatile Computer-Generated Dynamic Flight Display”; flight-simulator product brochures from Link and Rediffusion; documents from the Sierra archive housed at the Strong Museum of Play in Rochester, New York; a brochure from an exhibition on the Link Trainer at the Roberson Museum and Science Center in 2000. Online sources include a VITAL II product-demonstration video; an interview with Bruce Artwick by Robert Scoble; a panel discussion from the celebration of PLATO’s 50th anniversary at the Computer History Museum; “A Brief History of Aircraft Flight Simulation” by Kevin Moore; the books hosted at Flight Sim Books. My guiding light through this article has been Josef Havlik’s “History of Microsoft Flight Simulator.” He did at least half of the research so that I didn’t have to…)

 
 

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New Tricks for an Old Z-Machine, Part 3: A Renaissance is Nigh

In 1397, a Byzantine scholar named Manuel Chrysoloras arrived in Florence, Italy. He brought with him knowledge of Greek, along with many ancient manuscripts in Greek and Latin that had been lost to the West in the chaos following the collapse of the Roman Empire. This event is considered by many historians to mark the first stirrings of the Italian Renaissance, and with them the beginning of the epoch of scientific, material, and social Progress which has persisted right up to the present day.

In 1993, an Oxford graduate student named Graham Nelson released a text adventure called Curses that, among other things, functioned as an advertisement for a programming language he called Inform, which targeted Infocom’s old Z-Machine. This event is considered by most of us who have seriously thought about the history of text adventures in the post-Infocom era to mark the first stirrings of the Interactive Fiction Renaissance, and with them the beginning of an interactive-fiction community that remains as artistically vibrant as ever today.

Yes, I can see you rolling your eyes at the foregoing. On one level, it is indeed an unbearably pretentious formulation, this comparing of one of the most earthshaking events in human culture writ large with the activities of a small community of niche enthusiasts. Yet, if we can agree to set aside the differences in scale and importance for the moment, the analogy really is a surprisingly apt one. Like the greater Renaissance in Europe, the Interactive Fiction Renaissance prepared a group of people to begin moving forward again by resurfacing old things that had been presumed lost forever. Taking pride of place among those things, being inextricably bound up with everything that followed, was the Z-Machine, functioning first as a means of running Infocom’s classic games, as we saw in the first article in this series; and then as a means of running new games, as we began to see in the second article and will examine in still more detail today.


As Graham Nelson began to pursue the dream of writing new software to run on Infocom’s old virtual machine, he had no access to the refined tools Infocom had used for that task. Thus he was forced to start from nothing — from what amounted to a bare chunk of (virtual) computing hardware, with no compilers or any other software helpers to aid his efforts. He had to start, in other words, at the bare metal, working in assembly language.

Assembly language is the lowest level at which any computer, whether real or virtual, can be (semi-)practically programmed. Its statements correspond to the individual opcodes of the processor itself, which normally encompass only the most granular of commands: add, subtract, multiply, or divide these numbers together; grab the number from this local register and put it into that memory location; etc. Assembly language is the primordial language which underpins everything, the one which must be utilized first to write the compilers that allow programmers to develop software in less granular, more structured, more human-friendly languages such as C, Pascal, and BASIC.

Already at this level, however, the Z-Machine separates itself from an ordinary computer. Alongside the rudimentary, granular opcodes that are common to any Turing-complete computer, it implements other opcodes that are absurdly baroque. The “read” opcode, for example, does all of the work of accepting a full line of text from the keyboard, then separating out its individual words and “tokenizing” them: i.e., looking them up in a dictionary table stored at a defined location in the virtual machine’s memory and converting them into the codes listed there. Another opcode, “save,” simply orders the interpreter to save the current state of the machine to disk, however it prefers to go about it; ditto the “restore” opcode. These complex and highly specialized opcodes exist because the Z-Machine, while it is indeed a Turing-complete, fully programmable anything machine in the abstract, is nevertheless heavily optimized toward the practical needs of text adventures. Thus an object table meant to represent rooms and things in the world of a game is hard-coded right into its memory map, and there are other single opcodes which encapsulate relatively complex tasks like looking up or changing the properties of an object in the world, or moving one object into another object.

Strictly speaking, none of this is really necessary; the Z-Machine is far more complicated than it needs to be in abstract terms. Infocom could have created a robust virtual machine which implemented only traditional low-level opcodes, building everything else out in the form of software libraries running on said virtual machine. But they had a strong motivation for hard-coding so many of the needs of a text adventure right into the virtual hardware: efficiency. A baroque opcode like “read” meant that all of the many steps and stages which went into accepting the player’s command could take place at the interpreter level, running natively on the host computer. Implementing a virtual machine of any sort was a serious challenge on a 1 MHz 8-bit computer like an Apple II or Commodore 64; Infocom needed every advantage they could get.

By the time of Graham Nelson’s experimentation with the Z-Machine, most of the concerns that had led Infocom to design it in this way had already fallen by the wayside. The average computer of the early 1990s would have been perfectly capable of running text adventures through a simpler and more generic virtual machine where the vagaries of the specific application were implemented in software. Nevertheless, the Z-Machine was the technology Graham had inherited and the one he was determined to utilize. When he began to work on Inform, he tailored it to the assumptions and affordances of the Z-Machine. The result was a high-level programming language with an unusual degree of correspondence to its underlying (virtual) hardware. Most obviously, the earliest versions of Inform couldn’t make games whose total compiled size exceeded 128 K, the limit for the version 3 Z-Machine they targeted. (This figure would be raised to 256 K once Inform began to target the version 4 and 5 Z-Machine.)

Yet this limitation was only the tip of the iceberg. Each function in Inform was limited to a maximum of 15 local variables because that was all that the stack mechanism built into the Z-Machine allowed. Meanwhile only 240 global variables could exist because that was the maximum length of the table of same hard-coded into the Z-Machine’s memory map. Much of Inform came to revolve around the Z-Machine’s similarly hard-coded object table, which was limited to just 255 objects in version 3 of the virtual machine. (This limitation was raised to 65,535 objects in the version 4 and 5 Z-Machine, thereby becoming in practice a non-issue.) Further, each object could have just 32 attributes, or states of being — its weight, its open or closed status, its lit or unlit status, etc. — because that was all that was allowed by the Z-Machine’s standard object table. (Starting with version 4 of the Z-Machine, objects could have up to 48 attributes.) All of the dynamic data in a game — i.e., data that could change during play, as opposed to static data like code and text strings — had to fit into the first 64 K of the story file, an artifact of the Z-Machine’s implementation of virtual memory, which had allowed it to pack 128 K or more of game into computers with far less physical memory than that. This limitation too was inherited by Inform despite the fact that by the early 1990s the virtual-memory system had become superfluous, a mere phantom limb which Inform nevertheless had to accept as part of the bargain with the past which it had struck.

Indeed, having been confronted with so many undeniable disadvantages arising from the use of the Z-Machine, it’s natural for us to ask what actual advantages accrued from the use of a fifteen-year-old virtual machine designed around the restrictions of long-obsolete computers, as opposed to taking the TADS route of designing a brand new virtual machine better suited to the modern world. One obvious answer is portability. By the early 1990s, several different open-source Z-Machine interpreters already existed, which between them had already been ported to virtually every computing platform in the world with any active user base at all. Any Inform game that Graham Nelson or anyone else chose to write would become instantly playable on all of these computers, whose combined numbers far exceeded those to which Mike Roberts, working virtually alone on TADS, had so far managed to port his interpreter. (The only really robust platform for running TADS games at the time was MS-DOS; even the Macintosh interpreters were dogged by bugs and infelicities. And as for Graham’s favored platform, the British-to-the-core Acorn Archimedes… forget about it.)

In reality, though, Inform’s use of the Z-Machine appealed at least as much to the emotions as to technical or practical considerations. The idea of writing new games to run on Infocom’s old virtual machine had a romantic and symbolic allure that many found all but irresistible. What better place to build a Renaissance than on the very foundations left behind by the storied ancients? Many or most of the people who came to use Inform did so because they wanted to feel like the heirs to Infocom’s legacy. Poor TADS never had a chance against that appeal to naked sentimentality.

Even as Inform was first gaining traction, it was widely known that Infocom had had a programming language of their own for the Z-Machine, which they had called ZIL: the “Zork Implementation Language.” Yet no one outside of Infocom had ever seen any actual ZIL code. How closely did Inform, a language that, like ZIL, was designed around the affordances and constraints of the Z-Machine, resemble its older sibling? It wasn’t until some years after Inform had kick-started the Interactive Fiction Renaissance that enough ZIL code was recovered to give a reasonable basis for comparison. The answer, we now know, is that Inform resembles ZIL not at all in terms of syntax. Indeed, the two make for a fascinating case study in how different minds, working on the same problem and equipped with pretty much the same set of tools for doing so, can arrive at radically different solutions.

As I described in an article long ago, ZIL was essentially a subset of the general-purpose programming language MDL, which was used heavily during the 1970s by the Dynamic Modeling Group at MIT, the cradle from which Infocom sprang. (MDL was itself a variant of LISP, for many years the language of choice among artificial-intelligence researchers.) A bare-bones implementation of the famous brass lantern in Zork I looked like this in ZIL:

<OBJECT LANTERN 
           (LOC LIVING-ROOM) 
           (SYNONYM LAMP LANTERN LIGHT) 
           (ADJECTIVE BRASS) 
           (DESC "brass lantern") 
           (FLAGS TAKEBIT LIGHTBIT) 
           (ACTION LANTERN-F) 
           (FDESC "A battery-powered lantern is on the trophy 
             case.") 
           (LDESC "There is a brass lantern (battery-powered) 
             here.") 
           (SIZE 15)>


Inform has a fairly idiosyncratic syntax, but most resembles C, a language which was initially most popular among Unix systems programmers, but which was becoming by the early 1990s the language of choice for serious software of many stripes running under many different operating systems. The same lantern would look something like this in a bare-bones Inform implementation:

Object -> lantern "brass lantern"
  with name 'lamp' 'lantern' 'light' 'brass',
    initial
      "A battery-powered lantern is on the trophy case.",
    description
      "There is a brass lantern (battery-powered) here.",
  after [;
    SwitchOn:
      give self light;
      StartDaemon(self);
    SwitchOff:
      give self ~light;
  ],
  size 15,
  has switchable;


After enough information about ZIL finally emerged to allow comparisons like the above, many Infocom zealots couldn’t help but feel a little disappointed about how poorly Infocom’s language actually fared in contrast to Graham Nelson’s. Having been designed when the gospel of object-oriented programming was still in its infancy, ZIL, while remarkable for embracing object-oriented principles to the extent it does, utilizes them in a slightly sketchy way, via pointers to functions which have to be defined elsewhere in the code. (This is the purpose of the “ACTION LANTERN-F” statement in the ZIL code above — to serve as a pointer to the routine that should run when the player tries to light the lantern.) Inform, on the other hand, allows all of the code and data associated with an object such as the brass lantern to be neatly encapsulated into its description. (The “SwitchOn” and “SwitchOff” statements in the Inform excerpt above explain what should happen when the player tries to light or extinguish the lantern.) A complete implementation of the Zork I lantern in Inform would probably fill a dozen or more lines than what we see above, monitoring the charge of the battery, allowing the player to swap in a new battery, etc. — all neatly organized in one chunk of code. In ZIL, it would be scattered all over the place, wired together via a confusing network of pointers. In terms of readability alone, then, Inform excels in comparison to ZIL.

Most shockingly of all given the Infocom principals’ strong grounding in computer science, they never developed a standard library for ZIL — i.e., a standardized body of code to take care of the details that most text adventures have in common, such as rooms and compass directions, inventory and light sources, as well as the vagaries of parsing the player’s commands and keeping score. Instead the author of each new game began by cannibalizing some of the code to do these things from whatever previous game was deemed to be most like this latest one. From there, the author simply improvised. The Inform standard library, by contrast, was full-featured, rigorous, and exacting by the time the language reached maturity — in many ways a more impressive achievement than the actual programming language which undergirded it.

Because it was coded so much more efficiently than Infocom’s ad-hoc efforts, this standard library allowed an Inform game to pack notably more content into a given number of kilobytes. The early versions of Curses, for example, were already sprawling games by most standards, yet fit inside the 128 K Z-Machine. Later versions did move to, and eventually all but fill, the version 5 Z-Machine with its 256 K memory map. Still, the final Curses offers vastly more content than anything Infocom ever released, with the possible exception only of Zork Zero (a game which was itself designed for a version 6 Z-Machine that took the ceiling to 512 K). Certainly any comparison of A Mind Forever Voyaging and Trinity — both famously big games with a story-file size pegged to the version 4 and 5 limit of 256 K — to the final version of Curses — story-file size: 253 K — must reveal the last to be an even more complex, even more expansive experience.

So, the Inform development system could hold its head up proudly next to ZIL; in fact, it was so well-thought-through that ZIL would thoroughly disappoint by comparison once hobbyists finally learned more about it. But what of Curses itself, the game with which Inform was so indelibly linked during the first few years of its existence? Was it also up to the Infocom standard?



Before delving into that question in earnest, I should perhaps elaborate a bit on Graham Nelson’s own description of Curses from the previous article.

In the game, then, you play the role of a rather hapless scion of a faded aristocratic family. Aristocratic life not being what it once was, you’ve long since been forced to register the familial mansion with the National Trust and open it up to visitors on the weekends in order to pay the bills. As the game proper begins, your family is about to take a jaunt to Paris, and you’ve come up to the attic — a place in as shabby a state as the rest of the house — to look for a tourist map you just know is lying around up here somewhere.

It's become a matter of pride now not to give up. That tourist map of Paris must be up here somewhere in all this clutter, even if it has been five years since your last trip. And it's your own fault. It looks as if your great-grandfather was the last person to tidy up these lofts...

Attic
The attics, full of low beams and awkward angles, begin here in a relatively tidy area which extends north, south and east. The wooden floorboards seem fairly sound, just as well considering how heavy all these teachests are. But the old wiring went years ago, and there's no electric light.


A hinged trapdoor in the floor stands open, and light streams in from below.

In the best tradition of shaggy-dog stories, your search for the map turns into an extended adventure through space and time. You just keep finding more and more secret areas and secret things in the attics and the grounds surrounding the house, including a disconcerting number of portals to other times and places. The whole thing eventually comes to revolve around an ancient familial curse reaching back to the time of Stonehenge. If you manage to get to the end of the game — no small feat, believe me! — you can finally lift the curse. And, yes, you can finally find the bloody Paris tourist map.

It’s hard to know where to start or end any discussion of Curses. It’s one of those works that sends one off on many tangents: its technology, its historical importance, its literary worth as a writing exercise or its ludic worth as an exercise in design. Faced with this confusion, we might as well start with what Curses has meant to me.

For Curses is indeed a game which carries a lot of personal importance for me. I first discovered it about four or five years after its original release, when I was working a painfully dull job as a night-shift system administrator — a job which paid not so much for what I did each night as for my just being there if something should go wrong. I had, in other words, copious amounts of free time on my hands. I used some of it playing a bunch of post-Infocom text adventures which I hadn’t previously realized existed. Because they looked — or could be made to look — like just another scrolling terminal window, they suited my purposes perfectly. Thus my memory of many a 1990s classic is bound up with those nights in a deserted data center — with the strange rhythm of being awake when everyone else is asleep, and vice versa.

Of all the games I played during that time, Curses made one of the greatest impressions on me. I was still young enough then to be profoundly impressionable in general, and I found its casual erudition, its willingness to blend science with poetry, mathematics with history, to be absolutely entrancing. Having been a hopeless Anglophile ever since I first heard a Beatles record at circa six years old, I was well-primed to fall in love with Graham Nelson’s dryly ironic and oh-so-English diction. In fact, as I began to write more seriously and extensively myself in the years that followed, I shamelessly co-opted some of his style as my own. I like to think that I’ve become my own writer in the time since that formative period, but some piece of Graham is undoubtedly still hiding out down there somewhere in the mishmash of little ticks and techniques that constitute my writer’s voice.

For all that Curses entranced me, however, I never came close to completing it. At some point I’d get bogged down by its combinatorial explosion of puzzles and places, by its long chains of dependencies where a single missed or misplaced link would lock me out of victory without my realizing it, and I’d drift away to something else. Eventually, I just stopped coming back altogether.

I was therefore curious and maybe even slightly trepiditious to revisit Curses for this article some two decades after I last attempted to play it. How would it hold up? The answer is, better than I feared but somewhat worse than I might have hoped.

The design certainly shows its age. I have less patience than ever today for walking-dead scenarios that are as easy to stumble into as they are here. I wholeheartedly agree with Graham’s own statement that “Curses is by any reasonable standard too hard.”

So far, so expected. But I was somewhat more surprised by my crotchety middle-aged take on the writing. Mind you, some aspects of it still bring a smile to my face; I still can’t resist saying, “It’s a wrench, but I’ll take it,” every time I pick up a wrench in real life, much to my wife’s disgust. (Luckily, as she’d be the first to point out, I’m not much of a handyman, so I don’t tend to pick up too many of them.) In other places, though, what used to strike me as delightful now seems just a little bit too precious for its own good. I can still recognize the influence it had over me and my own writing, but it does feel at times like an influence I’ve ever so slightly outgrown. Today, things like the game’s quotation of the lovely Dorothy Parker poem “Inventory” — “Four be the things I’d been better without: Love, curiosity, freckles, and doubt.” — when you first type the command of the same name can feel just a little bit facile. Curses is constantly making cultural cross-connections like these, but they’re ultimately more clever than they are profound. It’s a game packed with a lot of cultural stuff, but not one with much to really say about any of it. It instead treats its cultural name-dropping as an end unto itself.

Curses strikes me as a young man’s game, in spite of its showy erudition — or perhaps because of it. It was written by a prodigious young man in that wonderful time of life when the whole world of the intellect — all of it — is fresh and new and exciting, when unexpected pathways of intellectual discovery seem to be opening up everywhere one looks. In this light, Emily Short’s description of it as a game about the sheer joy of cultural discovery rings decidedly true. Graham himself recognizes that he could never hope to write a game like it today; thus his wise decision not to return to the well for a sequel.

But to fairly evaluate Curses, we need to understand its place in the timeline of interactive fiction as well as in the life of the man who created it. It’s often billed — not least by myself, in this very article’s introduction — as the game which kicked off the Interactive Fiction Renaissance, the first of a new breed which didn’t have to settle for being the next best thing to more Infocom games. It was the first hobbyist game which could stand proudly shoulder to shoulder with the best works of Infocom in terms of both technical and literary quality.

On the face of it, this is a fair evaluation — which is, after all, the reason I’ve deployed it. Yet the fact remains that Curses‘s mode of production and overall design aesthetic mark it as a distinctly different beast from the best later works of the Renaissance it heralded. While the games of Infocom certainly were an influence on it, they weren’t the only influence. Indeed, their influence was perhaps less marked in reality than one might imagine from the game’s intimate connection to the Z-Machine, or from its borrowing of some fairly superficial aesthetic elements from Infocom, such as the letterboxed literary quotations which were first employed to such good effect by Trinity. While Curses‘s technology and its prose were unquestionably up to the Infocom standard, in spirit it verged on something else entirely.

In the beginning — the very beginning — text adventures were written on big institutional computers by unabashed eggheads for a very small audience of other eggheads. Games of this type were expected to be hard; questions of fairness rarely even entered the conversation. For these games weren’t just designed for single eggheads to play and conquer — they were rather designed for entire teams of same; adventure gaming in these early days was regarded as a group activity. These games were made publicly available while still works-in-progress; their mode of production bore an ironic resemblance to modern attitudes about “software as a service,” as manifested in modern gaming in things like the Steam Early Access program. In fact, these text-adventures-as-a-service tended not to ever really get finished by their designers; they simply stopped growing one day when their designers left the institution where they lived or simply got bored with them. Graham Nelson was exposed to this tradition early on, via his first encounters with the Crowther and Woods Adventure. (Remember his telling reminiscence: “It seemed like something you were exploring, not something you were trying to win.”) When he came to Cambridge in 1987, he was immersed in a sustained late flowering of this design aesthetic, in the form of the text adventures made for the Phoenix mainframe there.

This attitude cut against the one which Infocom had long since come to embrace by the time Graham arrived at Cambridge: the notion that text adventures should be interactive fictions, soluble by any single player of reasonable intelligence in a reasonable amount of time. As the name “interactive fiction” would imply, Infocom adopted a fundamentally literary mode of production: a game was written, went through lots of internal testing to arrive at some consciously complete state, and then and only then was sent out into the world as the final, definitive work. Infocom might release subsequent versions to fix bugs and incongruities that had slipped through testing, just as the text of a book might receive some additional correcting and polishing between print runs, but Infocom’s games were never dramatically expanded or overhauled after their release. Post-Curses, the hobbyist interactive-fiction community would embrace this Infocom model of production almost exclusively. In fact, a game released “before its time,” still riddled with bugs and sketchily written and implemented, would attract the most scathing of rebukes, and could damage the reputation of its author to the point that she would have a hard time getting anyone to even look at a subsequent game.

Yet Curses was anything but an exemplar of this allegedly enlightened interactive-fiction production function. Graham Nelson’s game grew up in public like the institutional games of yore, being expanded and improved in six major stages, with more than two years elapsing from its first release to its last. Betwixt and between them, Graham shared yet more versions on a more private basis, both among his local peer group and among the burgeoning community of Curses superfans on the Internet. As each new version appeared, these armies of players would jump into it to find the new puzzles and give their feedback on what else might be added to or improved, just as an army of MIT students once did every time the people who would eventually found Infocom put up a new build of the PDP-10 Zork. There are, for example, seven separate ways to solve an early puzzle involving the opening of a stubborn medicine bottle in the final version of Curses, most of them the result of player suggestions.

So, Curses should be understood as an ongoing creative effort — almost, one might say, a collaboration between Graham Nelson and his players — that grew as big as it could and then stopped. A scrupulous commitment to fairness just wasn’t ever in the cards, any more than a rigorously pre-planned plot line. In a telling anecdote, Graham once let slip that he was surprised how many people had finished Curses at all over the years. It was designed, like his beloved Crowther and Woods Adventure, to be a place which you came back to again and again, exploring new nooks and crannies as the fancy took you. If you actually wanted to solve the thing… well, you’d probably need to get yourself a group for that. Even the hint system, grudgingly added in one of the later versions, is oblique; many of the hints come from a devil who tells you the exact opposite of what you ought to be doing. And all of the hints are obscure, and you’re only allowed three of them in any given session.

All of which is to say that, even as it heralded a new era in interactive fiction which would prove every bit as exciting as what had come before, Curses became the last great public world implemented as a single-player text adventure. It’s an archetypal Renaissance work, perched happily on the crossroads between past and future. Its shared debt to the institutional tradition that had stamped so much of interactive fiction’s past and to the Infocom approach that would dictate its future is made most explicit in the name of the language which Graham developed alongside the game. As he told us in the previous article in this series, the first syllable of “Inform” does indeed refer to Infocom, but the second syllable reflects the habit among users of the Cambridge Phoenix mainframe of appending the suffix “-form” to the name of any compiler.

Speaking of Inform: Curses also needs to be understood in light of its most obvious practical purpose at the time of its creation. Most new text-adventure creation systems, reaching all the way back to the time of Scott Adams, have been developed alongside the first game to be written using them. As we’ve seen at some length now in this article and the previous one, Inform was no exception. As Graham would add new features to his language, he would finds ways to utilize them in Curses in order to test them out for himself and demonstrate them to the public. So, just as Inform reflects the Z-Machine’s core capabilities, Curses reflects Inform’s — all of them. And because Inform was designed to be a powerful, complete system capable of producing games equal in technical quality to those of Infocom or anyone else, the puzzles which found their way into Curses became dizzying in their sheer multifariousness. Anything ZIL could do, Graham was not so subtly implying, Inform could do as well or better.

Here, then, the Infocom influence on Curses is much more pronounced. You can almost go through the Infocom catalog game by game, looking at the unique new interactive possibilities each release implemented and then finding a demonstration somewhere in Curses of Inform’s ability to do the same thing. Zork II introduced a robot to which the player’s avatar could issue verbal commands, so Curses does the same thing with a robot mouse; Enchanter had an underground maze whose interconnections the player could alter dynamically, so Curses has a hedge maze which let its player do the same thing; Infidel drew hieroglyphic symbols on the screen using groups of ASCII characters, so Curses has to demonstrate the same capability; etc., etc. (One of the few Infocom affordances that doesn’t show up anywhere in Curses is a detailed spell-casting system, the linchpin of the beloved Enchanter trilogy — but never fear, Graham wrote an entirely separate game just to demonstrate Inform’s capabilities in that area.) If all this doesn’t always do much for the game’s internal coherence, so be it: there were other motivations at work.



Graham Nelson’s own story of the first release of Curses is stamped with the unassuming personality of the man. On May 9, 1993, he uploaded it to an FTP site connected with the Gesellschaft für Mathematik und Datenverarbeitung — a research institute in Bonn, Germany, where a friendly system administrator named Volker Blasius had started an archive for all things interactive fiction. He then wrote up a modest announcement, and posted it to the Usenet newsgroup rec.arts.int-fiction — a group originally set up by stuffy academic hypertext enthusiasts of the Eastgate stripe, which had since been rudely invaded and repurposed by unwashed masses of text-adventure enthusiasts. After doing these things, Graham heard…nothing. Feeling a little disappointed, but realizing that he had after all written a game in a genre whose best days seemed to be behind it, he went about his business — only to discover some days later that his incoming Usenet feed was bollixed. When he got it fixed, he found that his little game had in fact prompted a deluge of excitement. No one had ever seen anything like it. Just where had this mysterious new game that somehow ran on Infocom’s own Z-Machine come from? And where on earth had its equally mysterious author gone to after releasing it?

It really is hard to overstate the impact which Curses, and shortly after it Inform, had on the interactive-fiction community of 1993. Text adventures at that time were largely an exercise in nostalgia; even all of the work that had been done to understand the Z-Machine and make new interpreters for it, which had been such a necessary prerequisite for Graham’s own work, had been done strictly to let people play the old games. While some people were still making new games, none of them could comprehensively stand up next to Infocom at their best. Yes, some of them evinced considerable creativity, even a degree of real literary ambition, but these were held back by the limitations of AGT, the most popular text-adventure development system at the time. Meanwhile Adventions, the makers of the most polished games of this period, who were wise enough to use the technically excellent TADS rather than the more ramshackle AGT, were more competent than inspired in churning out slavish homages to Zork. All of the absolute best text adventures, the ones which combined literary excellence and technical quality, were still those of Infocom, and were all more than half a decade old.

And then along came Curses as a bolt out of the blue. Even if we wish to argue that some aspects of it haven’t aged terribly well, we cannot deny how amazing it was in 1993, with its robust determination to do everything Infocom had done and more, with its distinct and confident literary sensibility, and not least — the appeal this held really cannot be emphasized enough — the fact that it ran on Infocom’s own virtual machine. It dominated all online discussion of text adventures throughout the two years Graham spent continuing to improve and expand it in public. The gravitational pull of Curses was such that when Mike Roberts, the creator of TADS, released an epic of his own later in 1993, it went oddly unremarked — this despite the fact that Perdition’s Flames was progressive in many ways that Curses distinctly wasn’t, making it impossible to lock yourself out of victory, prioritizing fairness above all other considerations. It stands today as the better game in mechanical terms at least, recommendable without the caveats that must accompany Graham’s effort. Yet it never stood a chance in 1993 against the allure of Curses.

And so it was that the quiet, thoughtful Englishman Graham Nelson — hardly the most likely leader of a cultural movement — used Curses and Inform to sculpt a new community of creation in his own image.

Graham’s technological choices became the community’s standards to a well-nigh shocking extent. The version 5 Z-Machine, the last and most advanced of its text-only iterations to come out of Infocom, had only been used by a few late Infocom games, none of them hugely beloved. Thus its implementation had tended to be a somewhat low priority among interpreter writers. But when Curses outgrew the 128 K memory space of the version 3 Z-Machine fairly early in its release cycle, and Graham stepped up to the 256 K version 5 Z-Machine, that decision drove interpreter writers to add support for it; after all, any Z-Machine interpreter worth its salt simply had to be able to play Curses, the sensation of the text-adventure world. Thus the version 5 Z-Machine became the new standard for the hobbyist games that followed, thanks not only to its expanded memory space but also to its more advanced typography and presentation options. (Graham would later define two new versions of the Z-Machine for really big games: an experimental and seldom-used version 7 and a version 8 which did come into common use. Both would allow story files of up to 512 K, just like Infocom’s graphical version 6 Z-Machine.)

Graham was utterly disinterested in making money from his projects. He made Inform entirely free, destroying the shareware model of AGT and TADS. David Malmberg, the longtime steward of AGT, stepped down from that role and released that system as well as freeware in 1994, signalling the end of its active development. Mike Roberts did continue to maintain and improve TADS, but soon bowed to the new world order ushered in by Inform and made it free as well. Not coincidentally, the end of the era of shareware text adventures as well as shareware text-adventure development systems coincided with Graham’s arrival on the scene; from now on, people would almost universally release their games for free. It’s also of more than symbolic significance that, unlike earlier hotbeds of text-adventure fandom which had coalesced around private commercial online services such as CompuServe and GEnie, this latest and most enduring community found its home on the free-and-open Internet.

It’s important to note that Graham’s disinterest in making money in no way implied a lack of seriousness. He approached everything he did in interactive fiction with the attitude that it was worth doing, and worth doing well. In the long run, his careful attention to detail and belief in the medium as something worthy of serious effort and serious study left as pronounced a stamp on the culture of interactive fiction as Inform or Curses themselves.

In 1995, he produced “The Z-Machine Standards Document,” which replaced years of speculation, experimentation, and received hacker wisdom with a codified specification for all extant versions of the Z-Machine. At the same time that he worked on that project, he embarked on The Inform Designer’s Manual, which not only explained the nuts and bolts of coding in the language but also delved deep into questions of design. “The Craft of Adventure,” its included essay on the subject, remains to this day the classic work of its type. Working with what was by now an enthusiastic hobbyist community which tempered its nostalgia for the medium’s commercial past with a belief in its possibilities for the present and future, Graham even saw The Inform Designer’s Manual — all 500-plus pages of it — printed as a physical book, at a time when self-publishing was a much more fraught endeavor than it is today.

But the most amusing tribute to the man’s sheer, well-earned ubiquity may be the way that his personality kept peeking through the cracks of every game made with Inform, unless its author went to truly heroic lengths to prevent it. His wryly ironic standard responses to various commands, as coded into the Inform standard library — “As good-looking as ever” when you examined yourself; “Violence isn’t the answer to this one” when you gave in to frustration and started trying to beat on something; “You are always self-possessed” when you attempted to take yourself — proved damnably difficult to comprehensively stamp out. Thus you’d see such distinctly non-Nelsonian efforts as zombie apocalypses or hardcore erotica suddenly lapsing from time to time into the persona of the bemused Oxford don wandering about behind the scenes, wondering what the heck he’d gotten himself into this time.



Seen with the hindsight of the historian, the necessary prerequisites to an Interactive Fiction Renaissance aren’t hard to identify. The Internet gave text-adventure fans a place to gather and discuss the games of the past, as well as to distribute new ones, all unbeholden to any commercial entity. Free Z-Machine interpreters made it easy to play Infocom’s games, widely recognized as the best of their type ever made, in convenient ways on virtually every computer in existence. Activision’s two Lost Treasures of Infocom collections made the complete Infocom canon easy to acquire, placing all text-adventure fans on an even footing in the course of providing them with their equivalent of The Complete Works of William Shakespeare. And then Graham Nelson came along and gave so much: a superb programming language in Inform, a superb demonstration of where interactive fiction could go in the post-Infocom era in Curses, documentation that exceeded the standard of most professional efforts, and, perhaps most of all, a living example of how interactive fiction was worth taking seriously in all its aspects, worth doing completely and well — and forget worrying about making money out of it. So, my next statement is as cringe-worthy as it is inevitable: Graham Nelson became interactive fiction’s Renaissance Man.

Now, it was just a matter of time before all of these forces forged something rather extraordinary. The year after Graham arrived on the scene in such exciting fashion was actually one of the quietest in the history of text adventures in terms of new releases; AGT was dying, while Inform was just beginning to pick up steam as an entity separate from Curses. But the following year, 1995, would see an embarrassment of worthy releases, large and small, trying all sorts of things, even as the cultural capstone to the new edifice of post-Infocom interactive fiction — an annual Interactive Fiction Competition — arrived to complete the construction process. The events of 1993 had been the harbinger; 1995 would become the true Year One of the Interactive Fiction Renaissance.

(Sources: the book The Inform Designer’s Manual by Graham Nelson; Stephen Granade’s timeline of interactive fiction on Brass Lantern; archives of rec.arts.int-fiction and rec.games.int-fiction, available on the IF Archive. My warmest thanks go once again to Graham Nelson for sharing so much of his story for these articles.

Curses remains available for free. It can of course be played on any Z-Machine interpreter.)

 
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Posted by on November 22, 2019 in Digital Antiquaria, Interactive Fiction

 

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New Tricks for an Old Z-Machine, Part 2: Hacking Deeper (or, Follies of Graham Nelson’s Youth)

Earlier this year, I reached out to Graham Nelson, the most important single technical architect of interactive fiction’s last three decades, to open a dialog about his early life and work. I was rewarded with a rich and enjoyable correspondence. But when the time came to write this article based on it, I found myself on the horns of a dilemma. The problem was not, as it too often is, that I lacked for material to flesh out his personal story. It was rather that Graham had told his own story so well that I didn’t know what I could possibly add to it. I saw little point in paraphrasing what Graham wrote in my own words, trampling all over his spry English irony with my clumsy Americanisms. In the end, I decided not to try.

So, today I present to you Graham Nelson’s story, told as only he can tell it. It’s a rare treat given that Graham is, like so many people of real accomplishment, usually reluctant to speak at any length about himself. I’ll just offer a couple of contextual notes before he begins. The “Inform” to which Graham eventually refers is a specialized text-adventure programming language by that name targeting the Z-Machine (and much later a newer virtual machine known as Glulx which has finally come to supersede Infocom’s venerable creation); Inform has been the most popular tool of its type through the last quarter-century. And Curses is the first full-fledged game ever written with Inform, a puzzly yet eminently literary time-traveling epic which took the huddled, beleaguered text-adventure diehards by storm upon its release in 1993, giving them new hope for their beloved form’s future and inspiring many of them to think of making their own games — using Inform more often than not. In the third and final article of this series on the roots of the Interactive Fiction Renaissance, I’ll examine both of these seminal artifacts in depth with the detachment of a third party, trying to place them in their proper historical context for you. For today, though, I give you Graham Nelson unfiltered to tell you his story of how they — and he — came to be…


Great Baddow, the quiet Essex village where Graham Nelson grew up.

I was born in 1968, so I’m coeval with The White Album and Apollo 8. I was born in Chelmsford, in Essex, and grew up mainly in Great Baddow, a quiet suburban village. There were arable farms on one side, where in those days the stubble of the wheat would still be burned off once a year. (In fact, I see that the Wikipedia page for “stubble burning” features a photo from the flat countryside of Essex, taken in 1986. The practice is banned now.) My street, Hollywood Close, had been built in the early 1960s on what used to be Rothman’s Farm. The last trees were still being cut down when I was young, though that was mainly because of Dutch Elm Disease. The houses having been sold all at once, to young families of a similar age, my street was full of seven-year olds when I was seven, and full of fifteen-year olds when I was fifteen. I went to local schools, never more than walking distance away. My primary school, Rothman’s Junior, was built on another field of the same farm, in fact.

My father Peter was an electronics engineer at English Electric Valve. My mother Christine — always “Chris” — was a clerical civil servant before she had me, at the National Assistance Board, which we would call social security today. In those days, women left work when they had a child, which is exactly what she did when she had me and my brother. But later on she trained as a personal assistant, learning Pitman shorthand, which I never picked up, and also typing, which I sort of did: I am a two-fingered typist to this day, but unusually fast at it. I did try the proper technique, but on our home typewriter, my little finger just wasn’t strong enough to strike an “A”. Or perhaps I saw no reason to learn how other people did things.

My parents had met in school in Gosport, a naval village opposite Portsmouth, on the south coast of England. As a result, both sides of my family were in the same town; indeed, we were the eccentric ones, having moved away to Essex. My many aunts, uncles, second cousins, and so on were almost all still in Portsmouth, and we would stay there for every holiday or school break. In effect, it was a second home. Though I didn’t know him for long, a formative influence was my mother’s father Albert, a navy regular who became a postman in civilian life. He was ship’s cook on HMS Belfast during the Second World War; my one successful poem (in the sense of being reprinted, which is the acid test for poems) is in his memory.

None of these people had any higher education at all. I would be the first to go to a university, though my father did the correspondence-course Open University degree in the 1970s, and my mother went to any number of evening classes. (She ended up with a ridiculous number of O-levels, rather the way that some Scouts go on collecting badges until their arms are completely covered.) They both came from genuinely poor backgrounds, where you grew a lot of your own food, and had to make and mend. You didn’t buy books, you borrowed them from the library — though my grandmother did have the Pears Cyclopaedia for 1938 and a dictionary for crosswords. But I didn’t grow up in any way that could be called deprived. My father made a solid middle-class income at a time when that could keep a family of four in a house of their own and run a car. He wasn’t a top-bracket professional, able to sign passport applications as a character reference, like a doctor or a lawyer, but he was definitely white-collar staff, not blue-collar. Yes, he worked in a factory, but in the R&D lab at one end. This is not a Bruce Springsteen song. He would not have known what to do with a six pack of beer.

My brother Toby, who later became a professional computer programmer working at Electronic Arts and other places, was two years younger than me, which meant he passed through school with teachers expecting him to be like me, which he both is and isn’t. He’s my only sibling, though I now also have a brother-in-law and sister-in-law. “Graham” and “Toby” are both definitely unusual names in England in our generation, which is the sort of thing that annoys you as a child, but is then usefully distinctive in later life. At least “Graham” is unabbreviable, for which I have always been grateful.

The local education authority would have expected me to pass the eleven-plus exam, and move up the social ladder to King Edward VI Grammar School, the best in the area by far. But my parents, who believed in universal education, chose not to enter me. So at eleven and a half, I began at Great Baddow Comprehensive School. I didn’t regret this then, and don’t now. I had some fine teachers, and though I was an oddity there, I would have been an oddity anywhere. Besides, I had plenty of friends; it wasn’t the social snake-pit which American high schools always seem to be on television.

Until around 1980, there were no commercial home computers in the UK, which was consistently a couple of years behind the United States in that respect. But my father Peter was also an electronics hobbyist. Practical Electronics magazine tended to be around the house, and even American magazines like Byte, on occasion; I had a copy of the legendary Smalltalk number of Byte, with its famous hot-air-balloon cover. But the gap between these magazines — and the book in my school library about Unix — and reality was enormous. All we had in the house was a breadboard and some TTL chips. Remarkably, my father nevertheless built a computer the size of a typewriter. It had no persistent storage; you had to key in opcodes in hex with a numeric keypad. But it worked. It was a mechanism with no moving parts. It’s hard to explain now how almost alchemical that seemed. He would give a little my-team-has-won-again cheer from his armchair whenever the BBC show Tomorrow’s World used the words “integrated circuits”. (I think this was a little before the term “microchips” came into common usage, or possibly the BBC simply thought it a vulgar colloquialism. They were more old-school back then.)

Until I was twelve years old, then, computing was something done on mainframes – or at any rate “minis” like the DEC VAX, running payroll for medium-sized companies. Schools never had these, or anything else for that matter. In the ordinary way of things, I would never have seen or touched a real computer. But I did, on just a few tantalising occasions.

Great Baddow was not really a tech town, but it was where Marconi had set up, and so there were avionics businesses, such as the one my father worked for, English Electric Valve. Because of that, a rising industry figure named Ian Young lived in our street. His two boys were just about the same age as me and my brother, and he and his wife Gill were good friends of my parents — I caught up with them at my parents’ sixtieth wedding anniversary only a few weeks ago. Ian soon relocated to Reading as an executive climbing the ranks of Digital Equipment Corporation, then the world’s number two computer company after IBM, but our families kept in touch. A couple of times each year my brother and I would go off to spend a week with the Youngs during the school holidays. This is beginning to sound like a Narnia book, and in a way it was a little like that. Ian would sportingly take us four boys to DEC’s headquarters — in particular, to the darkened rooms where the programmers worked, in an industrial space shared with a biscuit factory. (Another fun thing about the Youngs was that they always had plenty of chocolate-coated Club biscuits from factory surplus.) We would sit at a VT-220 terminal with a fluorescent green screen and play the DECUS user group’s collection of games for the VAX. These were entirely textual, though a few, like chess or Star Trek, rendered a board using ASCII art. Most of these games were flimsy nothings: a boxing simulator, I remember, a Towers of Hanoi demo, and so on. But the exception was Crowther and Woods’s Adventure, which I played less than a year after Don Woods’s canonical first version was circulated by DECUS. Adventure was like nothing else, and had a depth and an ability to entrance which is hard to overstate. There was no such thing as saving the game — or if there was, we didn’t know about it. We simply remembered that you had to unlock the grating, and that the rusty iron rod would… and so on. Our sessions almost invariably ended in one of the two unforgiving mazes. But that was somehow not an unsatisfying thing. It seemed like something you were exploring, not something you were trying to win.

It was, of course, maddening to be hooked on a game you could play perhaps once every six months. I got my first actual computer in 1980, for my twelfth birthday: an Acorn Atom. I had the circuit diagram on my wall; it was the first and last computer I’ve ever owned which I understood the physical workings of. My father assembled it from the kit form. This was £50 cheaper — not a trivial sum in those days — and was also rather satisfying for him, both because it was a lovely bit of craftsmanship to put together (involving two weekends of non-stop soldering), and also because he was never such a hero to his son as when we finally plugged it in and it worked flawlessly. Curious how much of this story appears to be about fathers and sons…

At any rate, I began thinking about implementing “adventures” very early on. This was close to impossible on a computer with 12 K of RAM (and even that only after I slowly expanded it, buying 0.5 K memory chips one at a time from a local hardware store). And yet… I can still remember the epiphany when I realised that you could model the location of an object by storing this in a byte which was either a room number or a special value to mean “being carried”. I think the most feasible creation I came up with was a procedurally-generated game on a squared grid, ten rooms wide by infinity rooms long, where certain rooms were overridden with names and puzzles. It had no title, but was known in my family as “the adventure of Igneous the Dwarf”, after its only real character. My first published game was an imitation of the arcade game Frogger for the Acorn Atom. I made something like £70 in royalties from it, but it really had no interactive-fiction content of any kind.

My first experience of commercial interactive fiction came for the BBC Micro, the big brother of the Acorn Atom; my father being my big brother in this instance, since he bought one in 1981. The Scott Adams line made it onto the BBC Micro, and so did ports of the Cambridge mainframe games, marketed first by Acornsoft and then by Topologika. I thus played some of the canonical Cambridge games quite a while before going to Cambridge. (Cambridge was then the lodestone of the UK computing industry; things like the BBC Micro and the ARM chip are easily overlooked in Cambridge’s history, given the university’s work with gravity, evolution, the electron, etc., but this was not a small deal at the time.) In particular, the most ambitious of the Cambridge games, Acheton, came out from Acornsoft on a disk release, and I played it. This was an extraordinary thing; in the United Kingdom, few computer owners had disk drives, and no more than a handful of BBC Micro games were ever released in that format.

I made something fractionally like a graphical adventure, called Crystal Castle, for the BBC Micro. (In 2000, Toby helpfully, if that’s the word, found the last existing cassette tape of this, digitised it to a WAV file, signal-processed the result, and ended up with about 22 K of program and data. To our astonishment, it ran.) It was written in binary machine code, which thus had no source code. Crystal Castle was nearly published, but the deal ultimately fell through. Superior Software, then the best marque for BBC Micro stuff, exchanged friendly letters with me, and for a while it really did look like it would happen. But I really needed an artist, and a bit more design skill. So, they passed. I imagine they had quite a large slush pile of games on cassette sent in by aspiring coders back then. You should not think of me as a teenage entrepreneur; I was mostly unsuccessful.

I did get two BBC Micro games published in 1984 by a cottage-industry sort of software house somewhere in Essex, run by a local teacher. Anybody who could arrange to duplicate cassette tapes and print inlay cards could be a “software house” in those days, and quite a lot of firms with improvised names (“Aardvark Software”, etc.) were actually people running a mail-order business out of their front rooms. They sold my two games as one, in that they were side A and side B of the same cassette. The games had the somewhat Asimovian names Galaxy’s Edge and Escape from Solaris. I honestly remember little about them, except that Escape from Solaris was a two-handed game. To play, you had to connect two BBC Micros back-to-back with an RS-423 cable, and then you had to type alternate commands. One program would stall while the other was active, but the thing worked. I cannot imagine that these games were any good, but the milieu was that of alien science being indistinguishable from magic. The role-playing game Traveller may have been an influence, I suppose, but my local library had also stocked a great deal of golden-age science fiction, and I had read every last dreg of it. (I hadn’t, at that time, played Starcross, though I’d probably seen Level 9’s Snowball.) I do not still have copies, and I am therefore spared the moral dilemma of whether I should make them publicly available. I did get a piece of fan mail, I remember, by someone who asked if I was a chemist. From this memory, I infer that there were some science-based puzzles.

The Quill-written games weren’t any influence on me, nor really the Magnetic Scrolls ones. The Quill was a ZX Spectrum phenomenon — and the Spectrum came from Acorn’s arch-enemy Sinclair. I think my father regarded it as unsound. It certainly did not have a keyboard designed to the requirement that it survive having a cup of coffee poured through it, as the BBC Micro did. But it did have an enormous amount of RAM — or rather, it didn’t consume all of that precious RAM on screen memory. The way that it avoided this was a distasteful hack, but also a stroke of genius, making the Spectrum a perfect games machine. As a result, those of my friends whose fathers knew anything about computers had BBC Micros, and the rest had Spectrums. It is somehow very English of us to have invented a new class distinction in the 1980s, but I rather think we did. Magnetic Scrolls were a different case, since they were adopting an Infocom-like strategy of releasing for multiple platforms, but they came along later, and always seemed to me to be more style than substance. The Pawn was heavily promoted, but I didn’t care for it.

I really must mention Level 9, though. They wrote 200-room cave adventures – albeit sometimes the cave was a starship – and by dint of some ingenious compression were able to get them out on tape. In particular, I played through to completion all three of the original Level 9 fantasy trilogy: the first being an extended version of the Crowther and Woods Adventure, the second and third being new but in the same style. I still think these good, in some relative sense. Level 9’s version of the Crowther and Woods Adventure, Colossal Adventure, was the first version which I fully explored, so that it still half seems to me like the definitive version. Ironically, none of Level 9’s games had levels in the normal gaming sense.

I didn’t play any of Infocom’s games until, I think, 1987. I bought a handful, one at a time, from Harrod’s in Knightsbridge — a department store for the rich and, it would like to imagine, the socially elite. I was neither of those things, but I knew what I wanted. Infocom’s wares were luxury goods, and luxury goods tend to stay on the shelves until they sell. Harrod’s had a modest stock, which almost nobody else in the UK did, though you could find a handful of early Infocom titles such as Suspended for the Commodore 64 if you trawled the more plebeian electronics shops of Tottenham Court Road. The ones I bought were CP/M editions of some of the classic titles of 1983 to 1985: Enchanter, I remember, being the first. These we were able to run on my brother’s computer, which was an Amstrad, a British machine built for word processing, but which — thanks to the cheapness of Alan Sugar, Amstrad’s proprietor, a sort of British version of Commodore’s Jack Tramiel — ran CP/M rather than MS-DOS.

That was just after I had begun as an undergraduate at Cambridge and joined the mainframe there, Phoenix, as a user. Each user had an allocation of “shares”, which governed how much computing time you could have. As the newest kid to arrive, I had ten shares. There were legends of a man in computational chemistry, modelling the Schrödinger equation for polythene, who had something like 10,000. At any rate, ten shares was only just enough to read your email in daytime. To run anything like Dungeon, the IBM port of Zork, you had to sit up at night — which we did, a little. I think Dungeon was the only externally-written game playable on Phoenix; the others were all homegrown, using TSAL, the game assembler written by David Seal and Jonathan Thackray. As I wrote long ago, to me and others who played them those games “are as redolent of late nights in the User Area as the soapy taste of Nestlé’s vending-machine chocolate or floppy, rapidly-yellowing line printer paper.” As I noted earlier, most of them ultimately migrated to Acornsoft and Topologika releases.

But there were other social aspects to Phoenix as well. There was a rudimentary bulletin board called GROGGS (the “General Reverse-Ordered Gossip-Gathering System”) and it was tacitly encouraged by the Phoenix administrators because it stopped people abusing the Suggest program as a noticeboard. (We did not then have access to Usenet.) GROGGS was unusually egalitarian — students and faculty somewhat mingled, which was not typical of Cambridge then. Its undoubted king was Jonathan Partington (JRP1), a young professor who had a generous, playful wit. The Phoenix administrators dreaded his parodies of their official announcements. In his presence, GROGGS was a little like the salon in which the hangers-on of Oscar Wilde would attempt to keep up. Numerous people had a schtick; mine was to mutate my user-name to some version of the Prufrockian “I am not Prince Hamlet”. Commenting on the new Dire Straits album, I would post as “I am not Mark Knopfler”. That sort of thing. Jonathan wrote some of the Cambridge mainframe games. He taught me for a few second-year options.

There was also a form of direct messaging, the “notify” command, and you had the ability to link your filespace to somebody else’s, in effect giving them shared access. At some point Mark Owen and Matthew Richards, inseparable friends at Trinity College, observed that these links turned the users of Phoenix into a directed graph — what we would now call a social network. Mark and Matthew converted the whole mainframe into a sort of adventure game on this basis, in which user filespaces were the rooms, and links were map connections between them. You could store a little text file in your filespace as your own room description. Mark and Matthew’s system was called MEGA, a name chosen as an anagram of GAME. Mark went on to take a PhD in neural networks, back in the days when they didn’t work and were considered a dead end; he eventually wrote a book on signal processing. Matthew, a gifted algebraist and one of the nicest people I have ever known, died of Hodgkin’s disease only a couple of years into his own PhD — the first shock of death close up that most of us had known. The doctors tried everything to keep him alive. There’s no length they won’t go to with a young, strong patient, however cruel.

At any rate, back in the days of MEGA, it occurred to me that more could be done. Rather than storing just a single room description, each user could store a larger blob of content, and we would then have a form of MUD. This system, jointly coded by myself and a CS student called John Croft, was called TERA (I forget why we didn’t go up from MEGA to GIGA — perhaps there already was one?) and its compiler was “teraform”. This is the origin of the “-form” suffix in Inform’s name.

Cambridge mathematics degrees were in four parts: IA, IB, II, and III. Part III was an optional fourth year, which now earns you a master’s, but which for arcane funding reasons didn’t in my day. The Part III people were the aspiring professionals, hoping for a PhD grant at the end of it. Only seven or eight were available, which lent a competitive edge to a social group which was all too competitive already. I was thoroughly settled in Cambridge, living in an old Victorian house off Trumpington Street with four close friends, down by the river meadows. It was a very happy time in my life, and I had absolutely no intention of giving it up. As a geometer, I was hoping to be a research student of Frank Adams, a legendary topologist but a man with an awkward, stand-offish character. I’m now rather glad that this didn’t happen, though I’m sorry about the reason, which was that he died in a car crash. The only possible alternative, the affable Ray Lickorish, was just going on sabbatical. And so I found myself obliged to apply to Oxford instead. I was very fortunate to become the student of Simon Donaldson, only the fifth British mathematician to win the Fields Medal. (He is warmly remembered at St Anne’s College, where I now am, not for the Fields, or the Crafoord Prize, or for being knighted, or winning a $3 million award — not for any of that, but for having been a good Nursery Fellow, looking after the college crèche.) Having opened up a new and, almost at once, a rapidly-moving field of study, Simon was over-extended with collaborators, and I wasn’t often a good use of his time. Picture me as one of those plodding Viennese students Beethoven was obliged to give piano lessons to. But it was a privilege even to be present at an important moment in the history of modern geometry, and in his quietly kind way, Simon was an inspirational leader.

So, although I did find myself a doctoral perch, I had time on my hands — not work time, as I had plenty to do on that front, but social time, since everyone I knew was back in Cambridge. I read a great many books, buying up remaindered Faber literary paperbacks from the Henry Pordes bookshop in Charing Cross Road, London, whenever I was passing through. The plays of Tom Stoppard, Alan Bennett, David Hare; the poems of Philip Larkin, Seamus Heaney, Auden, Eliot, and so forth. I wrote a novel, which had to do with two people who worked in a research lab doing unethical things attempting to control chimpanzees. He took the work at face value, she didn’t, or perhaps it was the other way around. By the time I finished, I knew enough to know that it wasn’t any good, but in so far as you become a writer simply by writing, I had become a writer. I then wrote four short stories, and a one-act play called A Church by Daylight (a title which is a tag borrowed from Much Ado About Nothing). This play was thin on plot but had to do with loss. I wasn’t much good at dialogue, and in some way I boiled the play down to its essence, which was eventually published as a twelve-line poem called “Requiem”.

It was during my second year as a DPhil student that The Lost Treasures of Infocom came out. At this time my computer was an Acorn Archimedes with a 20 MB hard drive. I bought the MS-DOS box because I could read the story files from the MS-DOS disks, even if I couldn’t run the MS-DOS interpreter. I had no modem or network access from my house, and could only get files on or off by taking a floppy disk to the computing-service building right across town. I used the InfoTaskforce interpreter to actually play the games on my Archimedes.

So, I would say that the existence of a community-written interpreter was an essential precondition for Inform. In the period from 1990 to 1992, there were two significant Infocom-archaeology projects going on independently, though they were certainly aware of each other: the InfoTaskforce interpreter, and a disassembler called “txd” by Mark Howell. The InfoTaskforce people were based in Australia, and I had no contact with them, but I saw their code. Mark, however, I did exchange emails with. I remember emailing him to ask if anyone had written an assembler to make new games for the Z-Machine, and he replied with some wording close to: “Many people have had many dreams”. I set myself the task of faking a story file just well enough to allow it to execute on the InfoTaskforce interpreter.

I recall that my first self-made story file computed a prime factorisation and then printed the result. Except that it didn’t. I would double-click on the story file, and nothing would happen. I would assume that this was because there was some further table in the story file which I needed to fake: that the interpreter was refusing my file because it lacked this table, let’s say. As a result, I got into a cycle of making more and more elaborate fakes, always with negative results. Eventually I found that these faux story files had been correct all along; it was just that the user interface for the Acorn Archimedes port of the InfoTaskforce interpreter displayed nothing onscreen until the first moment when a game’s output hit the bottom of its virtual display and caused a scroll event. My story files, uniquely in the history of the Z-Machine, simply printed a few lines and then quit. They didn’t produce enough output to scroll, so nothing ever showed up onscreen. (This is why, for several years, the first thing that an Inform-written game did was to print a run of newlines.) So, when I finally managed to make a story file which factorised the numbers 2 to 100, and found that it worked correctly, I had a fairly elaborate assembler. This was called “zass”, and eventually became Inform 1.

The project might have gone no further except for the arrival of Usenet and the rec.arts.int-fiction newsgroup. Suddenly my email address was one which people could contact, and my posts were replied to. I was no longer on GROGGS, talking to a handful of people I knew in real life; I was on Usenet, talking to those I would likely never meet. People didn’t really use Inform much until around Inform 3, but still, there was feedback. An appetite seemed to exist.

A curious echo of the fascination the Z-machine held is that a couple of tiny story files produced by me in the course of these experiments — I remember one with two rooms in it and a few sample objects, one of them a football — themselves started to be collected by people. Of course there were soon to be lots of story files, an unending supply of them. But for just a brief period, even the output of Inform had a sort of second-hand glory reflected onto it.

Inform 1 was the result of my experiments to synthesise a story file, so it preceded Curses; it’s not that I set out to create both. Still, I did once write that Inform and Curses were Siamese twins, though the expression makes me flinch now. It’s not a comedic thing to be born conjoined. That aside, was it true, or did it simply sound clever? It’s true in part. I steadily improved Inform as I was building up Curses in size, and Curses undeniably played a role as a proof of concept. Numerous half-finished interactive-fiction systems had been abandoned with no notable games to their credit, but TADS, especially, shone by having been used for full-scale works. Yet this linkage is only part of the story.

In retrospect, the decision to write Curses fits with the pattern of imitation which you tend to find in the juvenilia of writers. I had read some novels, I wrote a novel; I had read some plays, I wrote a play; and so on. Lost Treasures may have played the same role for me, in computer-game terms, that those 1980s Faber & Faber paperbacks played in literary terms. But I also wrote Curses as an entertainment for my friends back in Cambridge, who attacked it without mercy. A very early version caused hilarity not so much for its intrinsic qualities as because the command “unlock fish” crashed it right out.

The title alludes to the recurring ancestral curses of the Meldrew family, each generation doomed never quite to achieve anything. (Read into that what you will, but it caused my father to raise an amused eyebrow.) The name was actually a hindrance for a while. In the days of Archie and Veronica and other pre-Web systems for searching FTP sites, “curses” was a name already taken by the software library for text windows on Unix.

What is Curses about? A few years ago Emily Short and I were interviewed, one after another, at the Seattle Museum of Pop Culture. Emily described Curses as being about the richness of culture and the excitement of discovering it. This may be an overly generous verdict, but I see what she means. Curses has a kind of exuberance to it. The ferment of what I was reading infuses the game, and although most people saw it as a faithful homage to Infocom, it was also a work of Modernism, assembled from the juxtaposed fragments of other texts. At Meldrew Hall, I could connect everything with everything.

There were four main strands here. Most apparent is the many-volume Oxford History of England, an old-school reference work, which lined up on my shelf in pale blue dust jackets. I had collected them by scouring second-hand book shops with the same assiduity as a kid completing an album of football stickers. Something of each went into Curses, from Roman England (Vol. I) through to society paintings by Sir Joshua Reynolds, and so on. The second strand was Eliot and The Waste Land, not solely for its content but also for its permissive style, as if it had authorised me to throw everything together. The third strand was classics: I was reading a lot of those “Cambridge Companion to Ancient Greek Philosophy” type of books, and I liked to grab the picturesque parts. Lastly, of course, the fourth strand is Infocom. Some of the puzzle design is lovingly imitative of Lebling, especially. The hieroglyphics from Infidel make a direct appearance. I also took affectionate swipes at the conventions, as with the infamous “You have missed the point entirely” death incurred simply by going down from the opening room, or the part where the narrator awards some points and then, a few turns later, takes them back again. Or the devil, who gives hints, all of which are lies. People actually filed bug reports over that. But really, I don’t think I did anything so transgressive that Infocom might not have done the same itself.

Those four strands are the main ingredients, but I should also acknowledge the indirect influence of the 1980s turn towards magical realism in fantasy novels, where it became possible to marry the fantastical with the merely historical. I had certainly read John Crowley’s Little, Big, for example. You could, at a stretch, say that Curses lies in the same genre.

The art of the Modernist collage is to somehow provide some cement which will hold the whole thing together. In the case of Curses, that cement is provided by the continuity of the Meldrew family and of the house – to which, and this is crucial, the player is always returning, and which ramifies with endless secret rooms. Moreover, you always experience the house through its behind-the-scenes places, joined in a skeletal way around the public areas which you never get to visit. The game is at its best when this cement is strongest, with the puzzles directly related to family members or to the house’s nooks and crannies. It loses coherence when it goes further afield, and this is why a final proposed addition, to do with the subway systems of various world cities all being joined up, was dropped. It didn’t feel like Curses any more. The weakest parts of Curses are the last parts added, and I suspect that the penultimate release is probably a better experience than the final one.

I am sometimes asked if Curses was autobiographical. As the above makes clear, in one sense yes, in that it’s a logbook of my reading. And in another obvious sense, no: I never actually teleported to ancient Alexandria. Nor have I ever lived in a grand house. My family home was built around 1960. It had seven rooms, none of them secret, and its map was an acyclic graph. There were early players who imagined that I might really be from some cadet branch of the landed gentry, with spacious grounds out of my window. This was not the case. Our estate consisted of one apple tree and two gooseberry bushes. All the same, England is not like America in this respect. Because of the Second World War, and because of inheritance tax, the great stately homes of England had essentially all become public places by the time I was a child. A routine way to entertain visiting grandparents was to take them around, say, the Jacobean manor house at Hatfield, where the Cecils had lived since the reign of James I. You didn’t have to be at all rich to do this.

The Attic area of Curses, where the game begins, does also contain just a little of my real family. The most intriguing place in my childhood home was, for sure, the attic, because it was so seldom accessible to me: a windowless but large space, properly floored, but never converted into a living area. My father would develop photographs up there, pouring chemicals into a tray, under a red lamp with a pull-cord switch. He would allow me to pull this cord. The house also had an airing cupboard — that is, a space around the hot-water boiler where towels could be dried. In this cupboard, my mother at one time made home-brew wine, in a sort of slow chemistry experiment with evil-looking demijohns. My brother doesn’t really make an appearance in Curses, which I’m sad about now, but it’s essential that the protagonist has ancestors rather than contemporaries. Though the protagonist has a spouse and children, mentioned right up front, they never appear, which I think is worth noting in a game where almost everything else that is foreshadowed eventually comes to pass.

Curses is by any reasonable standard too hard. In its first releases, I would update it with new material each time I made bug fixes, so that the game evolved and grew. Some players would play each version as it came out, and this enabled them to get further in, because they had prior experience from earlier builds. A dedicated fan base sent in bug reports, my favourite being that the brass key could not be picked up by the robot mouse, because brass is non-magnetic. The reward for any bug reported was that the reporter could nominate a new song to be added to the radio’s playlist, provided that it was both catchy and objectively dreadful. It would be interesting to extract that playlist now and put it on Spotify.

Feedback from players gave Curses a certain polish, but it wasn’t the only thing. I think it’s noteworthy that, just as Infocom had an editor as well as play-testers, so too I had an editor for at least part of the process: Gareth Rees, a Cambridge friend, author of the very wonderful Christminster. Richard Tucker also weighed in. I have the impression that before 1992 works of interactive fiction didn’t have much quality control, not so much because people didn’t want it, but because networking conditions didn’t allow for it.

To my great regret, the source code for Curses is now lost. It was for a while on a disk promisingly labelled “Curses source code”, but that disk is unreadable, and not for want of trying. Somewhere in my many changes of address and computer, I lost the necessary tech, or damaged it. (And Jigsaw too, alas.) It wouldn’t be hard to resurrect something, by working from a disassembly of the story file: there’s actually a tool to turn story files into Inform 6 out there somewhere. I occasionally think of asking if anyone would like to do that, and perhaps produce a faithful Inform 7 implementation.

Today, people play Curses with a walkthrough by their sides. But the game never quite goes away. Mike Spivey told me recently that he introduced himself to modern interactive fiction – “modern” interactive fiction – by playing Curses in 2017. A few people, at least, still tread Meldrew Hall. I remain fond of the place, as you can probably gather from the length of this reminiscence. Once in a blue moon I am tempted to write a sequel, Curses Foiled. But no. Sometimes you really can’t go back.

 
 

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New Tricks for an Old Z-Machine, Part 1: Digging the Trenches

One of the most oddly inspiring stories I know of in all computing history is that of the resurrection and re-purposing of the Z-Machine, Infocom’s virtual machine of the 1980s, to serve a whole new community of interactive-fiction enthusiasts in the 1990s and well beyond. Even as the simple 8-bit computers for which it had originally been designed became obsolete, and then became veritable antiques, the Z-Machine just kept soldiering on, continuing to act as the delivery system for hundreds of brand new games that post-dated the company that had created it by years and eventually decades. The community of hobbyist practitioners who spawned the Interactive Fiction Renaissance of the mid-1990s made the Z-Machine one of their technological bedrocks for reasons more sentimental than practical: most of them worshiped Infocom, and loved the way that distributing their games via Infocom’s venerable virtual machine made them feel like the anointed heirs to that legacy. The Z-Machine was reborn, in other words, largely out of nostalgia. Very soon, though, the hobbyists’ restless creativity pushed and twisted the Z-Machine, and the genre of games it hosted, in all sorts of ways of which even Infocom at their most experimental could never have dreamed. Thus a regressive became a progressive impulse.

In the end, then, a design which Joel Berez and Marc Blank first sketched out hurriedly at their kitchen tables in 1979, in response to the urgently immediate problem of how to move their DEC PDP-10 game of Zork out of the MIT computer lab and onto microcomputers, didn’t fall out of general use as a delivery medium for new games until after 2010. And even today it still remains in active use as a legacy technology, the delivery medium for half or more of the best text adventures in the historical canon. In terms of the sheer number of platforms on which it runs, it must have a strong claim to being the most successful virtual machine in history; it runs on everything from e-readers to game consoles, from mobile phones to mainframes, from personal computers to electronic personal assistants. (To paraphrase an old joke, it really wouldn’t surprise me to learn that someone is running it on her toaster…) Its longevity is both a tribute to the fundamental soundness of its original design and to the enduring hold which Infocom’s pioneering interactive fiction of the 1980s has had upon more recent practitioners of the form. Like so many technology stories, in other words, the story of the Z-Machine is really about people.

One of the more ironic aspects of the Z-Machine story is the fact that it was never designed to be promulgated in this way. It was never intended to be a community software project; it was no Linux, no Mozilla, no Java. The ideological framework that would lead to such projects didn’t even exist apart from a handful of closeted university campuses at the time Berez and Blank were drawing it up. The Z-Machine was a closed, proprietary technology, closely guarded by Infocom during their heyday as one of their greatest competitive advantages over their rivals.

The first order of business for anyone outside of Infocom who wished to do anything with it, then, was to figure it out — because Infocom certainly wasn’t telling. This first article in a series of three is the story of those first intrepid Z-Machine archaeologists, who came to it knowing nothing and began, bit by bit, to puzzle it out. Little did they know that they were laying the foundation of an artistic movement. Graham Nelson, the most important single technical and creative architect of the Interactive Fiction Renaissance of the 1990s (and thus the eventual subject of my second and third articles), said it most cogently: “If I have hacked deeper than them, it is because I stand in their trenches.”



Although the Z-Machine was decidedly not intended as a community project, Infocom in their heyday made no particular attempt to hide the abstract fact that they were the proud possessors of some unusual technology. The early- and mid-1980s, Infocom’s commercial peak, was still the Wild West era of personal computing in the United States, with dozens of incompatible models jockeying for space on store shelves. Almost every published profile of Infocom — and there were many of them — made mention of the unique technology which somehow allowed them to write a game on a big DEC PDP-10 of the sort usually found only in universities and research laboratories, then move it onto as many as 25 normally incompatible microcomputers all at once. This was, perhaps even more so than their superb parser and general commitment to good writing and design, their secret weapon, allowing them to make games for the whole of the market, including parts of it that were served by virtually no other publishers.

So, even if highfalutin phrases like “virtual machine” weren’t yet tripping off the tongue of the average bedroom hacker, it wasn’t hard to divine what Infocom must be doing in the broad strokes. The specifics, however, were another matter. For, while Infocom didn’t hide the existence of a Z-Machine in the abstract, they had no vested interest in advertising how it worked.

The very first outsiders to begin to explore the vagaries of the Z-Machine actually had no real awareness of doing so. They were simply trying to devise ways of copying Infocom’s games — most charitably, so that they could make personal backups of them; most likely, so that they could trade them with their friends. They published their findings in organs like The Computist, an underground magazine for Apple II owners which focused mainly on defeating copy protection, hacking games, and otherwise doing things that the software publishers would prefer you didn’t. By 1984, you could learn how Infocom’s (unimpressive) copy-protection scheme worked from the magazine; by 1986, you could type in a program listing from it that would dump most of the text in a game for cheating purposes.

But plumbing the depths of a virtual machine whose very existence was only implicit was hard work, especially when one was forced to carry it out on such a basic computer as the Apple II. People tended to really dive in only when they had some compelling, practical reason. Thus users of the Apple II and other popular, well-supported platforms mostly contented themselves with fairly shallow explorations such as those just described. Users of some other platforms, however, weren’t fortunate enough to enjoy the ongoing support of the company that had made their computer and a large quantity of software on the shelves at their local computer store; they had a stronger motivation for going deeper.

Over the course of the 1980s, the American computing scene became steadily more monolithic, as an industry that had once boasted dozens of incompatible systems collapsed toward the uniformity that would mark most of the 1990s, when MS-DOS, Microsoft Windows, and (to rather a lesser extent) the Apple Macintosh would be the only viable options for anyone wishing to run the latest shrink-wrapped commercial software. This gradual change was reflected in Infocom’s product catalog. After peaking at 25 or so machines in 1984, they released their final few games in 1988 and 1989 on just four of them. The realities of the market by then were such that it just didn’t make sense to support more platforms than that.

But technical transitions like these always come with their fair share of friction. In this case, plenty of people who had been unlucky or unwise enough to purchase one of the orphaned machines were left to consider their options. Some of them gave up on computing altogether, while others sucked it up and bought another model. But some of these folks either couldn’t afford to buy something else, or had fallen hopelessly in love with their first computer, or were just too stubborn to give it up. This state of affairs led directly to the world’s first full-fledged Z-Machine interpreter to be born outside of Infocom.

The orphaned machine at the heart of this story is the Texas Instruments 99/4A, a sturdy, thoughtfully designed little computer in many respects which enjoyed a spectacular Christmas of 1982, only to be buried by Jack Tramiel under an avalanche of Commodore VIC/20s and 64s the following year. On October 28, 1983, Texas Instruments announced they were pulling out of the home-computer market entirely, thus marking the end of one of the more frantic boom-and-bust cycles in computing history. It left in its wake hundreds of thousands of people with 99/4As on their desks or in their closets — both those who had bought the machine when it was still a going proposition and many more who snatched up some of the unsold inventory which Texas Instruments dumped onto the market afterward, at street prices of $50 or less. The number of active 99/4A users would inevitably decrease sharply as time went on, but some clung to their machines like the first loves they often were, for all of the reasons cited above.

This little 99/4A fraternity would prove sufficiently loyal to the platform to support an under-the-radar commercial- software ecosystem of their own into the 1990s. For many users, the platform was appealing not least in that it never lost the homegrown charm of the very earliest days of personal computing, when every user was a programmer to one degree or another, when the magazines were full of do-it-yourself hardware projects and type-in program listings, and when one kid working from his bedroom could change the accepted best practices of everyone else almost overnight. The Z-Machine interpreter that interests us today was a reflection of this can-do spirit.

Infocom’s first taste of major success had corresponded with the 99/4A’s one great Christmas. Naturally, they had made sure their games were available on one of the hottest computers in the country. Even after Texas Instruments officially abandoned the 99/4A, there was no immediate reason to ignore its many owners. Thus Infocom continued to make versions of their games for the machine through The Hitchhiker’s Guide to the Galaxy in September of 1984. In all, they released fourteen 99/4A games.

But continuing to support any given machine eventually tended to become a more complicated proposition than simply continuing to use an already-extant interpreter. The Z-Machine in reality was more of a moving target than the abstract idea behind it might suggest. Infocom’s games got steadily bigger and richer as time went on, with more text, better parsers, and more ambitious world models. The original Z-Machine, as designed in 1979, had a theoretical maximum story-file size of 128 K, but the practical limitations of the machines running the interpreters kept the early games from reaching anything close to this size. (The original Zork, for example, Infocom’s very first game, was just 77 K.) As story files pushed ever closer to their theoretical maximum size in the years that followed, they began to exceed the practical limitations of some existing interpreters. When that happened, Infocom had to decide whether reworking the interpreter to support a larger story file was possible at all, and, if so, whether it was worth the effort in light of a platform’s sales figures. Following Hitchhiker’s (story-file size: 110 K), their fourteenth game, but before Suspect (story-file size: 120 K), their fifteenth, Infocom judged the answer to one or both of those questions to be no in the case of the 99/4A.

Barry Boone, the first person outside of Infocom to create a full-fledged Z-Machine interpreter.

As one might expect, this decision left a number of 99/4A users sorely disappointed. Among them was Barry Boone, a clever young man just out of high school who was already one of the leading lights of 99/4A hackery. Having read enough about Infocom to understand that their game format must be in some sense portable, he started doggedly digging into the details of its implementation. Soon he was able to make a clear delineation between the interpreter running natively on his machine and the story file it executed — a delineation the Apple II crowd writing for The Computist had yet to manage. And then he uncovered the big secret: that the interpreter packaged with one game could actually run the story file from another — even if said story file originated on a platform other than the 99/4A! Boone:

Having worked out the file format, I wrote a program to crunch the non-TI files and build the TI files. The resulting files appeared to work, but I quickly discovered [a] problem. If I converted an older game that already existed in TI format, everything worked perfectly. But with the newer games, there was a big problem.

The problem was that the interpreter software written for the TI had a number of bugs, many of which did not show up with the original set of games, but became all too apparent with the newer ones and made them unplayable. So I began a process of reverse-engineering the Z-Code interpreter for the TI. Once I reached a point of having recreated the source code, I began working on making the code more efficient, and fixing numerous bugs in the implementation. The largest bug I encountered was a vocabulary-table bug. Basically, the original TI interpreter would hit an overflow bug if the vocabulary table was too large, and the binary-search algorithm would start searching the wrong area of memory to look up words. This had the effect of making the last portion of the vocabulary inaccessible, and made the game impossible to play.

I also added a number of enhancements that allowed the games to load about twenty times faster, and modifications to play the games on TI systems equipped with 80-column displays. Finally, I had to make a second variation of the interpreter so that persons who had an extra 8 K of RAM (known as a Super Cart, or Super Space module) could play some of the games that required a larger memory footprint than 24 K of memory buffer. These games included Leather Goddesses.

Boone estimates that he finished his interpreter around 1986, whereupon he promptly began sharing it with his network of friends and fellow 99/4A enthusiasts, who used it to play many of the newer Infocom story files, transferring them from disks for other platforms. Boone was stymied only by the games from Infocom’s Interactive Fiction Plus line, such as A Mind Forever Voyaging and Trinity. Those games used an expanded version of the Z-Machine, known internally as version 4 — the mature version of the original virtual machine was version 3 — which expanded the available memory space to 256 K, far beyond what the 99/4A could possibly manage. Even without them, however, Boone gave himself and his mates ten new Infocom games to play — i.e., all of those released for the 128 K Z-Machine between October of 1984 and July of 1987, when this original incarnation of the virtual machine made its last bow in Infocom packaging.

But even that wasn’t quite the end of the story. An obscure footnote to Infocom’s history took shape in late 1988 or early 1989, when Chris Bobbitt, founder of a company called Asgard, the 99/4A software publisher that most resembled a real business as opposed to a hobbyist project, had the idea of contacting Infocom themselves to ask permission to market the newer games, running under Boone’s interpreter, as legitimate commercial products. Although Bobbitt doubtless didn’t realize it at the time, Infocom was by then on the verge of being shut down, and Mediagenic, their less-than-doting parent company, were also beginning to feel the financial stresses that would force them into bankruptcy in 1990. They saw Bobbitt’s proposal as a handy way to clear their warehouse of old stock and make some desperately needed cash. Jim Fetzner, who worked with Asgard at the time, remembers how the deal went down:

[Bobbitt] contacted Infocom to ask for permission to release the later Infocom releases, and was given permission to do so on one condition: that the packaging and disks had to be originals for other systems, relabeled (the packaging) and reformatted (the disks) for use with the TI. Infocom scoured their warehouse and sent Chris two very large boxes of the titles he was asking to reproduce—and noted on the invoice that these boxes included every single copy of the relevant titles that Infocom still had in their possession. Some of the titles were relatively plentiful, but others were included in much lower numbers. The boxes only contained four copies of Leather Goddesses of Phobos, for example. All other titles had at least ten copies each, and some had a lot more. He was permitted to buy more copies from remainders in the retail channels, though, so it is possible there are more properly badged Asgard copies of the titles that were harder to find. All of the stock he received from Infocom was gone in a matter of months.

These games, which Bobbitt bought for $5 apiece and sold on for several times that, thereby became the last new Infocom games ever sold in their original packaging — out-of-print games from a dead company sold to owners of an orphaned computer.

Asgard prepared their own platform-specific reference card after the Infocom example and inserted it into the box.

Well before Asgard entered the scene, however, another, more structured and sustainable project had led to a Z-Machine interpreter much more amenable to being ported and built upon than Boone’s incarnation of same for an idiosyncratic, bare-bones, orphaned platform. Not long after Boone first started sharing his 99/4A interpreter with friends, a few students at the University of Sydney in far-off Australia started disassembling another of Infocom’s own interpreters — in this case one for Zilog Z80-based computers running the operating system CP/M. The group included in their ranks David Beazley, George Janczuk, Peter Lisle, Russell Hoare, and Chris Tham. They gave themselves the rather grandiose name of the InfoTaskforce, but they initially regarded the project, said Janczuk to me recently, strictly as “a form of mental calisthenics”: “This was never meant to be a public exercise.”

Still, the group had several advantages which Boone had lacked — in addition, that is, to the advantage of sheer numbers. Boone had been a bedroom hacker working on fairly primitive hardware, where cryptic assembly language, highly specific to the computer on which it was running, was the only viable option. The InfoTaskforce, on the other hand, had more advanced hardware at their disposal, and were steeped in the culture of institutional hacking, where portable C was the most popular programming language and software was typically distributed as source code, ready to be analyzed, ported, and expanded upon by people other than its creators, quite possibly working on platforms of which said creators had never dreamed. And then, thanks to their university, the InfoTaskforce was connected to the Internet, long before most people had even heard of such a thing; this gave them a way to share their work quickly with others across a wide, international swath of computing. The contrast with the segregated ghetto that was the world of the 99/4A is telling.

David Beazley, who did almost all of the actual coding for the InfoTaskforce interpreter — the others had their hands full enough with reverse-engineering the Z-Machine architecture — did so in C on a first-generation Apple Macintosh. On May 25, 1987, he used this machine to compile the first truly portable Z-Machine interpreter in history. Within a week, he and his mates had also gotten it compiled and running on an MS-DOS machine and a big DEC VAX. (Ironically, the latter was the successor to the PDP-10 line so famously employed by Infocom themselves; thus one might say that the Z-Machine had already come full-circle.)

As Janczuk remembers it, the first version of the interpreter to reach the Internet actually did so accidentally. He gave it to a friend of his at university, who, as so many friends have done over the years, uploaded it without permission on June 2, 1987. There followed an immediate outpouring of interest from all over the world, which greatly surprised the interpreter’s own creators. It prompted them to release an official version 1.0, capable of playing any story file for the standard — i.e., 128 K — Z-Machine on August 1, 1987. Already by this time, the Commodore Amiga personal computer and several more big machines had been added to the list of confirmed-compatible host platforms. It was a milestone day in the history of interactive fiction; Infocom’s games had been freed from the tyranny of the hardware for which they’d originally shipped. And they could remain free of the vicissitudes and fashions of hardware forevermore, as long as there was an enterprising hacker ready to tweak an existing interpreter’s source code to suit the latest gadget to come down the pipe. (So far, there has been no shortage of such hackers…)

With their university days coming to an end, the InfoTaskforce boys worked on their interpreter only in fits and starts over the years that followed. Not until 1990 did they finish adding support for the Interactive Fiction Plus line; not until 1992, in a final burst of activity, did they add support for Infocom’s last few text-only games, which ran under what was known internally as the version 5 Z-Machine. This last release of the InfoTaskforce interpreter actually attracted a bit of scoffing for its inefficiency, and for generally lagging behind what other hackers had done by that point in other interpreters.

In reality, information and inspiration rather than the software itself were the most important legacies of the InfoTaskForce interpreter. Beazley’s C source told you almost all of what you really needed to know about the Z-Machine, so long as you were sufficiently motivated to dig out the information you needed; doing so was certainly a fair sight more pleasant than poring over eye-watering printouts of cryptic disassembled Z80 machine language, as Beazley and his pals had been forced to do before coming up with it. The InfoTaskforce interpreter thus became the gateway through which the Z-Machine burst into the public domain, even as Infocom was soon to collapse and abandon their virtual machine. This was a role which Boone’s interpreter, for all its naïve brilliance, just wasn’t equipped to play, for all of the reasons we’ve already explored.

An enterprising American hacker named Mark Howell did perhaps the most to build upon the foundation of the InfoTaskforce interpreter during the half-decade after its initial appearance. His own interpreter bore the name of ZIP (for “Z-Machine Implementation Program”), a name it shared with the popular compression format, to enormous confusion all the way around — although, to be fair, this was also the name by which Infocom knew their own interpreters. ZIP was faster and less buggy than the InfoTaskforce interpreter, and for this reason it soon surpassed its older sibling in popularity. But Howell also delved further into the architecture of the Z-Machine than anyone before him, analyzing its design like a computer scientist might rather than as a hacker simply trying to write a quick-and-dirty clone of Infocom’s existing interpreters. When he came up for air, he uploaded his set of “ZTools” — programs for probing story files in all sorts of ways, including a disassembler for the actual code they contained. These tools did much to set the stage for the next phase of the Z-Machine’s resurrection and liberation.

In 1992, another building block fell into place when Activision shipped their Lost Treasures of Infocom collection to unexpected success. It and its sequel collected all of the Infocom games together in one place at a reasonable price, stored as neatly discrete story files ready to be fed into either the original Infocom interpreters included on the disks or an alternative of one’s choice. Lost Treasures shipped only in versions for MS-DOS, the Apple Macintosh, and the Commodore Amiga — the last three commercially viable personal-computing platforms left in North America by that time (and the Amiga wouldn’t enjoy that status much longer). But users of orphaned and non-North American platforms were soon passing around the tip that, if you could just get the story files off of the original Lost Treasures disks, they could be run on their own platforms as well with one of the interpreters that had by now spread far and wide. For example, our old friends at The Computist, still carrying the 8-bit torch in these twilight days of the Apple II, published instructions on how to do just that — a fitting end point to their earliest explorations of the Infocom format.

Across the Atlantic, meanwhile, the magazine Acorn User published a similar article for users of the Acorn Archimedes, a machine that was virtually unknown outside of Britain, a few parts of mainland Europe, and Australasia. (“It’s hard to conceive of videogame nostalgia,” they wrote of the Lost Treasures collections, “but this is as close as it gets.” Little did they know…) It so happened that an Oxford doctoral candidate in mathematics named Graham Nelson was a stalwart Acorn loyalist and a regular reader of that magazine. By the time the article in question appeared, the window opened by the InfoTaskforce interpreter and all the software that had followed it, combined with the Lost Treasures collections, had already led him to begin sliding the next couple of building blocks of the Interactive Fiction Renaissance into place.

Infocom’s The Hitchhiker’s Guide to the Galaxy running on an Acorn Archimedes — a platform for which it was never officially released — under a third-party Z-Machine interpreter by Edouard Poor.

(Sources: The Computist 5, 7, 34, 41, 47, 57, 58, 63, and 86; Acorn User of July 1993; Asgard Software’s newsletters from 1989 and 1990. Online sources include Barry Boone’s memories of writing his Z-Machine interpreter at The Museum of Computer Adventure Game History and his bio for the TI99ers Hall of Fame. The original source for the InfoTaskforce interpreter can be found in various file archives. My huge thanks go to Barry Boone, Jim Fetzner, and George Janczuk for talking to me about their pioneering early work in Z-Machine archaeology.)

 
 

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