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A New Force in Games, Part 3: SCUMM

Maniac Mansion

As part of a general rearranging of the deck chairs at Lucasfilm in late 1985, the Games Group got moved from their nondescript offices in San Rafael to nearby Skywalker Ranch, the “filmmaker’s retreat” at the very heart of George Lucas’s empire. They were housed in an ornate structure of Victorian brick called the Stable House, with crackling fireplaces in almost every room. Later, old-timers would tell newcomers stories of the Games Group’s time at Skywalker Ranch, which would last for just a few years, like legends from before the Fall: catching a sneak preview of a new David Lynch film in the company of Lynch himself in the Ranch’s beautiful 300-seat art-deco theater; hanging out on a regular basis with Steven Spielberg, who wanted to play everything the Games Group had in development every time he stopped by, sometimes for hours at a stretch; playing softball on the Ranch’s gorgeously manicured field with rock star Huey Lewis; hiking up to the observatory after a long day at the office to do another sort of stargazing; eating gourmet lunches every day at the Ranch’s restaurant for $5 a pop. They might not have been able to make Star Wars games, but they could surround themselves with its trappings: when first moving in, they were given a chance to rummage through an enormous warehouse full of old props and concept art for office decorations. It’s questionable whether any other game studio, ever, has worked in quite such a nerd Elysium.

Continuing to blow through Skywalker Ranch as they had San Rafael, however, were winds of change that had been steadily altering Lucasfilm’s expectations of their little Games Group. As the middle years of the decade wore on, the company was becoming a very different place from what it had been during the free-and-easy early 1980s, when money seemed to flow like water. Lucasfilm’s financial outlook had changed almost overnight in 1983 when, even as Return of the Jedi was doing the expected huge numbers in theaters, George Lucas announced that he and his wife Marcia were getting a divorce. An accomplished film editor in her own right, Marcia had been a huge contributor to the Star Wars movies, especially the first, for which she’d won an Oscar — something her ex-husband has never managed — for her editing work. Now her divorce settlement would cost Lucasfilm big, to the tune of $50 to $100 million (precise estimates vary). Lucasfilm’s financial advisers were able to convince her to take her settlement as a series of payments spread over years rather than the lump sum the initial agreement demanded, but those payments nevertheless put a tremendous drain on the company’s finances.

And soon the other side of the ledger, that of incoming earnings, also began to diminish. George Lucas had long since declared that Star Wars was to be but a single trilogy of films, that there would be no more after Return of the Jedi. The lack of new films inevitably meant not just the loss of box-office receipts but also diminished sales of the toys and other merchandise that had always been the franchise’s biggest cash cow. Meanwhile the Indiana Jones series, which had turned into almost as successful a franchise as Star Wars, fell into a five-year hiatus after 1984’s Indiana Jones and the Temple of Doom. Filling that gap for Lucasfilm were a series of middling disappointments — Labyrinth, Tucker: The Man and His Dream, Willow, some almost perversely low-stakes Star Wars television programs featuring R2-D2 and C-3PO and, God help us, the Ewoks — and at least one outright bomb big enough to have become a punchline for the ages in Howard the Duck. It seemed that Lucas, who could do no wrong in the eleven years between American Graffiti and Indiana Jones and the Temple of Doom, had suddenly seen his Midas Touch desert him.

Never much of a manager and certainly not a numbers guy, Lucas hired a no-nonsense sort named Doug Norby to become Lucasfilm’s president in 1985. “Do what you have to do,” he told him, “and I’m just going to stay out of it.” Norby declared that there needed to be a culture change. Every division would now be expected to justify their existence by earning money for the company rather than costing it money. Those who couldn’t see a way to do so would get the axe. Ditto individual personnel within departments that had become too bloated; Norby orchestrated the first significant wave of layoffs ever to sweep over Lucasfilm. As the conflict-averse Lucas had likely intended, Norby was blamed for all of the pain and chaos, became for some time the most hated name at Lucasfilm, while Lucas himself was largely given a pass, as if he somehow didn’t know about the changes underway in his own namesake company.

As part of the restructuring, it was decided that Lucasfilm would now engage in only two specific lines of business: providing production services to the film industry (Industrial Light and Magic, Skywalker Sound) and making mass-market entertainments. The old Computer Graphics Group that had awkwardly spawned the Games Group still hadn’t really proved themselves to belong in the former category, while the Games Group, at least if you squinted just right, pretty much did belong in the latter. Thus, while the Games Group got to remain at Lucasfilm, the Graphics Group in February of 1986 was spun off to a collection of investors that included many of their own current personnel as well as, as ringmaster of the whole proceeding, Steve Jobs, recently exiled from Apple. The old Graphics Group was now known as Pixar, selling a $135,000 graphics workstation which they had developed during their years with Lucasfilm. Most of the rest of Lucasfilm’s computer-oriented research was either cancelled outright or similarly packaged up and sold off. (Most notably, Lucasfim’s EditDroid digital-editing project became an independent company called Droid Works.)

Soon the old Games Group represented the only significant hacker presence left at Lucasfilm. It was during this period of colossal change that George Lucas took rare personal notice of Games for long enough to deliver his most oft-quoted piece of advice to Steve Arnold: “Stay small, be the best, don’t lose any money.” This commandment has often been taken to represent a sort of creative carte blanche for Arnold and his charges. Taken in the context in which it was uttered, however, it’s probably better seen as a warning. The Games Group was free to continue to trade on the Lucasfilm name and enjoy their gourmet lunches at the company cafeteria, but they’d have to start paying their own way from here on. Should they fail at that, their rope would not be a long one, for Lucas had little personal investment in their work.

Given this situation, when Lucasfilm’s brass decided to throw the Games Group a bone in the form of an actual piece of intellectual property with which to work Arnold certainly didn’t turn up his nose at the prospect. It wasn’t Star Wars or even Indiana Jones, but it was a much-anticipated film called Labyrinth, a fantasy adventure directed by Jim Henson and starring David Bowie that was to be released in the summer of 1986. Beginning in November of 1985, Arnold poured most of his resources into the project, Lucasfilm Games’s first adventure game. The Henson connection secured the involvement of Christopher Cerf, a Sesame Street stalwart and all-around Renaissance man of the arts who seemed to know everyone and be involved with everything in the world of entertainment. Cerf was a good friend of Douglas Adams, a frequent guest at his legendary gala dinner parties; it had in fact been Cerf who had largely brokered the deal with Infocom that had led to the Hitchhiker’s Guide to the Galaxy computer game. In January much of the Games Group flew to London for an intense week of consultation with Henson, Cerf, and their buddy Adams.

Labyrinth

Labyrinth had been conceived from the beginning as a graphic adventure, a genre that was just beginning to emerge from the primordial muck thanks largely to the work of Sierra and ICOM Simulations. It was Adams who suggested the game’s brilliant cold open: it begins as an ordinary text adventure, and not a very good one at that, until you arrive at a cinema and get sucked into the movie playing there by a pixelated David Bowie. It’s a ludic version of that iconic moment in The Wizard of Oz when the film suddenly shifts from black and white to color. Some of his other subversive touches, playing as he loved to do with the artificiality of the medium itself, weren’t so easily implemented. The team particularly lamented that they wouldn’t be able to use Adams’s idea for a film-editing room found in the game. He suggested that you should be able to view the scraps of film to see snippets of your own previous adventures, maybe even forgotten tributaries down which you’d wandered before restoring the game to its current state. Alas, something like that just wasn’t going to happen on the likes of a Commodore 64.

Not really a bad game but also not quite a fully baked one, Labyrinth would prove to be something of a steppingstone on the way to a grand tradition of Lucasfilm adventure games still to come. Your character can be moved about using the joystick, but other commands must be constructed rather awkwardly, by using the arrow keys to cycle through two separate lists, one of available verbs and one of nouns. Notably, when a verb is selected the list of nouns is limited to only those which logically apply, thus making it at least theoretically impossible to construct a completely nonsensical “sentence.” Driving much of the design was a philosophy that adventure games should be friendlier, less tedious, and much less deadly than was the norm from competitors like Sierra. It is, for instance, almost impossible to get yourself killed in Labyrinth, and David Fox noted in contemporaneous interviews how he had strained to “eliminate the dead-end or ‘insoluble’ situation.” In years to come Lucasfilm Games would virtually define themselves in opposition to what they saw as the Bad Old Way of doing adventure games, as particularly personified by the games of Sierra. It’s an idea that would take some experience and some technology upgrades to reach complete fruition, but it’s interesting to note that it was present right from the beginning.

Note the "slot-machine" verb-noun selector at the bottom of the screen.

Labyrinth. Note the “slot-machine” verb-noun selector at the bottom of the screen.

Released in June of 1986, the movie version of Labyrinth thoroughly underwhelmed by the standards of an expensive would-be blockbuster, spending just one week inside the top ten in the United States and garnering mixed (at best) reviews. The odor of a flop inevitably clung to the game as well when it was released two months later. Despite lots of advertising and the usual free publicity garnered from journalists eager to come out to Skywalker Ranch and bask in the aura of Star Wars, it became on the whole a commercial disappointment. This was now becoming a depressingly common theme for the Games Group. They were perilously close to violating that last and most important of Lucas’s commandments.

Their savior would come from a much smaller, quieter project than the big Labyrinth tie-in — indeed, a project from which Steve Arnold seemed to have no real expectations at all. Its father had himself been heretofore one of the less noticeable employees of the Games Group, a friendly, unassuming fellow with a wry sense of humor and a great aptitude for programming. His name was Ron Gilbert, and he was motivated by that most compelling of all workplace impulses: he was just trying not to get fired.

Born in 1964 in the rural Oregon town of La Grande, Gilbert had been programming since 1977, when his father brought home the family’s first Texas Instruments programmable calculator. Soon after starting at his hometown Eastern Oregon State College in 1982, he bought his first Commodore 64, and immediately discovered one of that machine’s most conspicuous weaknesses: its BASIC interpreter had no support whatsoever for the very graphics and sound capabilities that made the 64 so special. Working with a buddy named Tom McFarlane, he developed a BASIC extension called Graphics BASIC to change all that, adding over a hundred new commands to the language. It was impressive enough that they were able to sell it to HESWare, one of the biggest publishers in software at the time. In fact, HESWare was so impressed with Gilbert personally that they offered him a full-time job as an in-house programmer. So, he dropped out of university to move to Brisbane, California.

It didn’t work out. HESWare turned out to be a flash in the pan that had made a ton of unwise financial decisions in their eagerness to rule the software roost. Within months of Gilbert’s arrival the company collapsed, well before releasing anything he had worked on. He was forced to return sheepishly to La Grande to contemplate re-enrolling at Eastern Oregon — luckily, his dad was the president there — and getting back to the real world of adult employment; maybe he could get a job as a programmer at a bank or something. Then, one day in October of 1984, the telephone rang just as he was leaving the house. Prompted by he wasn’t quite sure what, he decided to rush back inside and answer it. It was Steve Arnold from Lucasfilm Games. He and his colleagues had seen Graphics BASIC and heard about Gilbert’s talents through the grapevine, Arnold explained. They needed someone to help port their games, which had been originally developed for Atari 8-bit machines, to the Commodore 64. Would he be willing to come down to San Rafael to talk about a possible contract? Like most prospective employees Arnold spoke to, Gilbert didn’t have to think twice when the company behind Star Wars came calling. It was just an interview, and for a contract position at that, but he nevertheless packed all of his possessions into his 280Z and took off for California. He had no intention of coming back.

He didn’t need to; he got the job. Still, as a contractor rather than a regular employee he was left perpetually uncertain about how long he’d get to live the dream. His anxiety only increased after the Commodore 64 versions of the Games Group’s modest early catalog of four action games were all pretty much complete and nobody seemed to be giving him any clear information about what he was expected to do next. Working with a couple of the other guys, he came up with a fanciful game proposal for Arnold’s bulging ideas file: I Was a Teenage Lobot, a “science-fiction role-playing strategy adventure game.” (Better check again, guys; I think you may have missed a genre or two.) But then the big Labyrinth project came along, depriving him of his would-be partners. Ominously, Gilbert was one of the few people in the Games Group not earmarked to that game.

Whether Steve Arnold was really snubbing him or whether he saw something special in him and wanted to give him his own space to figure out for himself what that was is still an open question. What is clear is that Gilbert started toying with another idea to justify his existence there at Skywalker Ranch, involving a group of kids sent, Scooby-Doo-style, to explore a creepy old mansion.

Gilbert claims that he didn’t originally conceive of Maniac Mansion as an adventure game at all, perhaps because one of its central conceits had rarely been done in an adventure game before. From the beginning, he was determined that you should be able to control several kids rather than just one, each of whom would have her own personality and abilities. Much of the gameplay would hinge on coordinating the kids’ actions to achieve things none of them could manage on her own. And that was pretty much the whole idea; just about everything else about the design seemed to be up in the air. But then, visiting home for the Christmas of 1985, he saw his eight-year-old cousin obsessively playing Sierra’s King’s Quest. Gilbert loved the graphics, but didn’t care for Roberta Williams’s death-heavy philosophy of game design any more than he did for Sierra’s primitive parser, which made a particularly poor fit with a game that was otherwise so graphics-oriented. He decided that he wanted to do an adventure game “because I hate adventure games,” because he wanted to show the world how they could be so much better.

I hated that you died all the time. You’d be walking along and you would step somewhere and out of the blue you would die. That just seemed frustrating to me. I think a lot of designers must think that’s fun. But it’s not. It’s horrible.

And too often the game devolved into what Gilbert calls “second-guess the parser”:

You would see a bush on the screen, and you’d type, “Pick up bush,” and it would say, “I don’t know what a ‘bush’ is.” Then you’d type, “Pick up plant,” and it would say, “I don’t know what a ‘plant’ is.” Then you’d type, “Pick up shrubbery,” and it would say, “I don’t know what a ‘shrubbery’ is.” Pretty soon you’d type, “Fuck you,” and it would say, “I don’t understand what ‘fuck’ is.”

So, I’m looking at this bush or plant or shrub and I cannot figure out the word that the game designer is using for it. That’s very frustrating because I can see it right on the screen. Why can’t I just click on it?

And the next logical step is: if I can just click on objects on the screen, why can’t I just click on verbs as well? Really, despite what the marketing departments and the backs of the boxes were telling us, these games only understood a very small number of verbs.

Beginning from textual lists of verbs and nouns much like the interface of Labyrinth, Maniac Mansion evolved into a much more intuitive experience: a clickable list of verbs at the bottom of the screen, which can be combined with hotspots in the pictures proper to build commands. In its day it was simply the best, most elegant interface for graphical adventuring yet devised. One might call it a combination of the best traits of the two most prominent systems for graphic adventuring already extant at the time: Sierra’s AGI games that debuted with King’s Quest and the ICOM Simulations line of adventures that began with Déjà Vu. Like the former, you can see your avatar (or avatars in this case) and move them about onscreen, but like the latter you don’t have to wrestle with a parser, being able instead to simply click on verbs and objects in your inventory or in the environment proper to construct commands. It’s afflicted with neither the perpetual disconnect between textual parser and graphical worldview that can make the AGI games so frustrating nor the cluttered, cramped feel of ICOM’s overly baroque interface. Maniac Mansion would prove to be by far the most graphical graphical adventure of its time, willing to do most of its storytelling through visuals and the occasional well-chosen sound effect rather than the big text dumps that mark the Sierra and ICOM games. Tellingly, it devotes exactly one line of the screen to text messages.

On the job in Maniac Mansion. Note the selectable list of verbs (including the immortal "New Kid") and the character's inventory below.

On the job in Maniac Mansion. Note the selectable list of verbs (including the immortal “New Kid”) and the character’s inventory below.

Gilbert found a great supporter of his budding adventure game in Gary Winnick, the Games Group’s indefatigable visual artist. In between contributing much of the art found in both Labyrinth and Habitat, Winnick found time to brainstorm Maniac Mansion and to create heaps of sample art. Yet progress was painfully slow. Gilbert was trying to build Maniac Mansion in the same way that Labyrinth was being built, by coding it from scratch in pure assembly language. Problem was, he was trying to do it alone. As 1986’s midpoint approached, Steve Arnold was getting noticeably annoyed at his apparent lack of productivity and Gilbert was surer than ever that he would be sent back to La Grande any day now.

It was at this juncture that Chip Morningstar made the suggestion that would change the direction of Lucasfilm Games forever. Why didn’t he devise a high-level scripting language that could be compiled on the Games Group’s big Unix workstations, then run on the Commodore 64 itself via an interpreter? Morningstar even took the time to help him design the language, a sort of cut-down version of some of the tools he and Randall Farmer were using to build the virtual world of Habitat, and to write the first compiler. SCUMM — the Script Creation Utility for Maniac Mansion — was born.

It wasn’t precisely a new idea, but it was vastly complicated by the need a graphic adventure like Maniac Mansion had to do many things concurrently, in real time. Many different “scripts” would need to run at the same time, forcing Gilbert to code what amounted to a multitasking kernel for the whole system on the little Commodore 64. Even with Morningstar’s help, it took Gilbert a full six months to get the SCUMM system up and running. Meanwhile Gary Winnick’s art continued to pile up, looking for a home, and Gilbert continued to tremble every time Steve Arnold looked his way. At last at the end of 1986 SCUMM was complete enough that he could return to the game proper. Arnold, evidently beginning to feel that his work had real potential, allowed David Fox to join him as a SCUMM scripter. Winnick as well was now working virtually full-time on the project, contributing not only all of the art but also major swathes of design and story.

Gilbert credits SCUMM and the relative ease with which it let the programmer script interactions for making the world of the finished Maniac Mansion much more interactive and alive than it could otherwise have been. Not least amongst the little gags and Easter eggs SCUMM facilitated was a certain soon-to-be-infamous hamster-in-a-microwave bit. Gilbert insists that it was actually Fox and Winnick who came up with and implemented this particular piece of tasteless humor, so angry missives should be directed their way rather than to him.


Winnick drew the kids you control and the other characters that inhabit the mansion like bobblehead dolls, heads out of all proportion to their bodies, to make sure their personalities came across despite the low screen resolution of the Commodore 64. He had already used the same technique in both Labyrinth and Habitat and would continue to do so for some time to come; it would become the most instantly recognizable graphical trait of early Lucasfilm adventure games. Gilbert’s original plan had called for the kids to literally be kids — children. Realizing, however, that no one wanted to see children endangered and potentially dispatched in gruesome ways, Gilbert and Winnick decided to make the kids teenagers, which made a better demographic fit anyway with the teenage players who were the biggest audience for computer games. They form a group of seven broad high-school archetypes, sketched with just a hint of a satirical edge, from amongst which you choose three to see you through the game. Bernard is an electronics buff, physics champion, and all-around nerd; Wendy is a prim and proper “aspiring novelist” who seems to have been born at age 40; Michael is Yearbook Guy at the school, an ace photographer; Jeff is a surfer dude who seems to have wandered into Maniac Mansion whilst looking for California Games; and, betraying perhaps a slight flagging of the creative muscles, both Sid and Razor are would-be rock stars (Sid’s a new waver, Razor a punk, for whatever that’s worth). And finally there’s Dave, a Good Kid of the sort who runs for Class President. He’s the leader of the group and the one kid you have to play with. It’s his girlfriend Sandy — a cheerleader, naturally — who’s been kidnapped by Dr. Fred, the creepy owner of the mansion, to feed to aliens. Some real people found themselves immortalized inside these archetypical shells: Razor’s look was based on Winnick’s girlfriend, Wendy on an accountant (what else?) at the office, Dave on Ron Gilbert himself. All of the kids have unique talents, some expected, some less so; clueless Jeff’s inexplicable hidden talent for fixing telephones is actually one of the funniest gags in the game. The idea was that any combination of kids should be capable of solving the game.

The kids. From left: Dave, Sid, Michael, Wendy, Bernard, Razor, and Jeff.

The kids. From left: Dave, Sid, Michael, Wendy, Bernard, Razor, and Jeff.

It was an idea that would cause Gilbert and Winnick no small amount of angst. Neither had ever designed an adventure game before, much less a knotty tapestry like this with its combinatorial explosion of protagonists, and their design document consisted of little more than a map of the mansion and a list of objects and the puzzles to which they applied. They desperately wanted to create an adventure game that would be more friendly and forgiving than the typical Sierra effort, but, inevitably, their lack of experience and planning and time, not to mention play-testing — the Games Group’s testing department consisted of exactly one guy sitting in front of a Commodore 64 with a pad of paper — led to a game fairly riddled with potential dead ends and unwinnable situations despite its designers’ best intentions. Gilbert, a great and much-needed advocate for fairness in adventure design, still castigates himself for that to this day.

Both Gilbert and Winnick were fans of knowingly schlocky B-grade horror movies like the then-recent Re-AnimatorManiac Mansion was conceived very much as an homage to the genre. The actual plot, of the mad scientist who owns the mansion attempting to tap the power of a mysterious meteorite that fell on his property, was inspired by one of the vignettes in Creepshow, an anthology of short horror films. Other references, like the man-eating plant lifted whole cloth from Little Shop of Horrors, are even more obvious. Still, it was going to have to be a much more family-friendly affair if it was to bear the Lucasfilm name. When Arnold demanded that all traces of swearing be removed from the game, Gilbert and Winnick did so only under duress, and to the tune of plenty of grumbling about “artistic vision” and the like. If you can tell me exactly why Dave has to call Bernard a “shithead” at the outset of the night, said Arnold, you can keep it. No one could. Gilbert says that the lesson thus imparted about the pointlessness of gratuitous profanity has stuck with him to this day.

Maniac Mansion

Better a tuna head than a shithead…

For the mansion itself, they found a fecund source of inspiration very close to home indeed: the big neo-Victorian “Main House” at Skywalker Ranch. The spiral staircase inside the library in Maniac Mansion is lifted straight from the “filmmaker’s research library” in the Main House. In the game, the staircase has an “out of order” sign on it and cannot be climbed under any circumstances. This was a subtle inside joke: George Lucas’s personal office was on the balcony at the top of those stairs in the real house, and nobody was allowed to go up there without an invitation.

Skywalker Ranch

Maniac Mansion

Given that it was a game inspired largely by movies that was being developed at a movie studio, Gilbert wanted to give Maniac Mansion a cinematic flavor. He imagined little episodes that would “cut away” from the player’s current actions to advance the plot and show what the captive Sally, her captor Dr. Fred, and the other creepy inhabitants of the mansion were up to. He asked Arnold if there was a filmmaking term for this technique that he could employ. Arnold said that “cut scene” sounded more than good enough to him. Thus did a new term enter the gaming lexicon. Maniac Mansion was hardly the first game to employ them — there was Jordan Mechner’s 1984 classic Karateka and Sierra adventure games like Space Quest and even the old Ms. Pac-Man game in the arcades — but it had been left to Lucasfilm to finally give them a name. The concept was baked right into the SCUMM language, with a special kind of script called simply “cut-scene” that when triggered would automatically save the player’s state, play the cut scene as a little animated movie all its own, and then restore the player to control.


One ironic consequence of the cut scenes is to make the game harder in just the ways that Gilbert would have preferred to avoid. Most of them are triggered by simple timers. While some are just there for atmosphere or to convey information, others directly affect the state of the world, such as when a postman arrives with a package. There are often things you must do to react or to prepare for these dynamic events; failing to do so can lock you out of victory. Had anyone been paying attention, Infocom’s Ballyhoo had already pioneered a better way to advance the plot inside an adventure game, by tying events to the player’s progress rather than hard-coded timers. Like many such lessons, it would be learned only slowly by game designers, and largely by a process of reinventing the wheel at that. As it is, Maniac Mansion has some of the feel of the earlier Infocom mysteries, of needing to learn how to steer events just right over the course of multiple restores.

Shortly before the release of Labyrinth, Lucasfilm Games had severed their relationship with Epyx and moved on to Activision. It was thus under that company’s banner that Maniac Mansion made its public debut at the June 1987 Summer Consumer Electronics Show, host to so much of the last great wave of Commodore 64 software. Before Maniac Mansion could actually be released, however, Arnold made the huge decision to self-publish it under Lucasfilm’s own banner. Lucasfilm Games changed from being a mere developer to being an “affiliated publisher” of Activision, a status that gave them more independence and put their own name alone on their boxes but still gave them access to the larger company’s distribution network and other logistical support. Even with Activision’s support, publishing entailed engaging with entire facets of the software industry from which they’d always been happily insulated before. They learned a harsh lesson about the sensitivities of some Americans when Toys ‘R’ Us, one of the biggest Commodore 64 game retailers in the country, abruptly pulled the game off their shelves in response to a customer complaint. It seemed some old biddy had seen the tongue-in-cheek copy on the back of the box, which declared Maniac Mansion to be (amongst other things) a story of “love, lust, and power,” and had objected in no uncertain terms. Lucasfilm was forced to hurriedly redesign the box in order not to lose Toy ‘R’ Us forever.

Lucasfilm Games's Maniac Mansion advertisements took aim at "most story game designers" who "seem to think people love to get clobbered." Here's looking at you, Sierra.

Lucasfilm Games’s advertisements took aim at “most story game designers” who “seem to think people love to get clobbered.” I wonder which designers they’re talking about…

But it all worked out in the end. Coming out as it did with the Lucasfilm Games logo — and only the Lucasfilm Games logo — all over its box, Maniac Mansion proved a pivotal release for this little concern that, despite brilliant personnel and a name to die for, had struggled for years now to come up with a definitive commercial identity. One of the huge advantages of the SCUMM system was that it made porting games to new platforms relatively easy, just a matter of writing a new interpreter. Thus by 1988 Maniac Mansion could be bought in versions for the Amiga, Atari ST, Apple II, and MS-DOS in addition to the Commodore 64 original. In time it would even make its way to the Nintendo Entertainment System. (See Doug Crockford’s “The Expurgation of Maniac Mansion to learn of the hilarious lengths the Games Group had to go through to get it accepted by Nintendo’s censorious management regime, who made the Toys “R” Us lady look like a libertine.) While it never topped many sales charts, Maniac Mansion turned into a perennial back-catalog star, selling far more units when all was said and done than any game the Games Group had released before. Its continuing popularity was such that in 1990 it spawned a successful children’s television series, a claim to fame that very few games can boast. Such success enabled Lucasfilm Games at last to firmly plant their feet and adhere to Lucas’s dictum to “not lose any money” while they built upon the reputation it engendered for them. They were now known first and foremost as a maker of graphic adventure games, the yin to Sierra’s yang. They had traveled a long and winding road to get here, but it seemed they had finally found a calling.

Maniac Mansion’s intrinsic value as a game is often dismissed today in favor of its historical role as the urtext for the many much-loved SCUMM games that followed it. That, however, is a shame, for its charms as the best graphic adventure ever made for the Commodore 64 are real, varied, and considerable. Yes, it’s a bit of shaggy beast in contrast to those later Lucasfilm classics, but it’s also in many ways the most complex and interesting of any of them; no other SCUMM game boasts anything like its seven different playable characters, with all of the alternate storylines and solutions they bring with them.

Yet the most winning thing about Maniac Mansion is its personality, which is in turn a tribute to the personalities who created it. Gilbert and Winnick, one senses, want you to have a good time, want you to solve the game and then come back for more, trying on new combinations of characters for size. Thanks largely to the essential good faith and sense of fair play with which its authors approached it, Maniac Mansion is a game that’s hard to dislike, despite its occasional sins in the form of a puzzle or two that could have been clued slightly better and one really egregious example of hunt-the-hotspot (hint: check the library very carefully). Its puzzles are varied, usually logical in their wacky way, and always entertaining, and are given a wonderful added dimension by the need to coordinate two or sometimes even all three kids in far-flung corners of the mansion to solve some of the more intricate problems. (Interestingly, Level 9 in Britain was doing much the same thing during the same time period in the realm of text adventures.) One other thing that helps immeasurably is that the mansion is a relatively constrained environment, limiting the scope of possibility enough to keep things manageable. And of course it also helps that the game manages to evoke the sylvan atmosphere of a long teenage summer night so beautifully using the blunt instrument of 8-bit graphics and sound. Likeability, good faith, and good intentions will get you a long way, in games as in life, and talent doesn’t hurt one bit either. Thankfully, Ron Gilbert, Gary Winnick, and their colleagues were possessed of all of the above in spades.

(Sources: the book Droidmaker by Michael Rubin; The Transactor of July 1986; The LucasArts Adventurer of Spring 1991; Commodore Magazine of June 1987 and November 1988; Computer and Video Games of December 1986; Retro Gamer 94 and 116. Ron Gilbert has a wealth of material on his own history on his website and his “Making of Maniac Mansion” presentation was also invaluable.

Feel free to download the Commodore 64 version of Maniac Mansion from here.)

 

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A New Force in Games, Part 1: Fractal Dreamers

Lucasfilm Logo

There are at least two stories to tell about the way that George Lucas’s Star Wars movies changed the world. One is the tale of the impact the films themselves had on the culture of movie-making and movie-going. For better or for worse, the first Star Wars film ushered out the brief New Hollywood era of auteur-driven American film-making that had followed the collapse of the old studio system in the 1960s, whilst ushering in, with a strong assist from Lucas’s buddy Steven Spielberg’s Jaws, the era of the action-packed, escapist blockbuster that still persists to this day. And of course for the nerdier culture of 1980s gaming Star Wars became nothing less than a third great holy text to join Star Trek and The Lord of the Rings, which does much to explain why it keeps showing up around these parts.

Yet there’s also another Star Wars story that’s less appreciated. During the production of the first film and especially when the millions began to pour in after its release, Lucasfilm, Lucas’s production company, forever changed many of the technologies behind media creation and consumption. To say they did so “quietly” would be overstating the case. Some of the names associated with the technological side of Lucasfilm — Industrial Light and Magic, THX, Pixar, Skywalker Sound — are well known to just about everyone. But the actual nuts and bolts of the new developments, even of those pieces that hide behind one of those big names, can be difficult to appreciate for anyone who isn’t a professional working in one of the industries whose practices they revolutionized. I don’t propose to tell the full story of Lucasfilm the technology incubator here. (That’s actually already been done, and much better than I possibly could at that, in Michael Rubin’s Droidmaker.) I do, however, want to tell you about what it meant to the world of computer games. Like a surprising number of things at Lucasfilm, game development just seemed to happen of its own accord, as something the guy who made Star Wars just really ought to be involved in. It wasn’t initiated by Lucas or any of his cronies, but rather by Atari, who came for a visit in 1982, just as both companies were at the peak of their power, wealth, and influence.

That meeting would mark the beginning of Lucasfilm’s direct association with computer games, but their association with computers in general stretches back considerably farther, to the immediate aftermath of Star Wars‘s release and massive success. Made using traditional mechanical, analog techniques — scale models, stop-motion photography, blue-screening, etc. — Star Wars had been an exhausting film to shoot and edit, so much so that it had sent Lucas to the hospital on one occasion with a stress-induced panic attack. With plans already afoot to make many more films in the series, he was naturally eager to find ways of easing the burden of unglamorous, mind-numbing labor that still was film-making of any stripe — much less a special-effects-driven science-fiction epic — in the 1970s. He started collecting talented computer people to help with that process. This collecting was made much easier by the fact that Lucas, who had evinced a visceral loathing for the Hollywood machine since the days when their trade unions had denied him work as a camera operator whilst he was still a student, had chosen to center his film-making operation in Northern rather than Southern California, much closer to Silicon Valley than to Hollywood. He wasn’t much interested in computer-generated graphics in the beginning. For a guy like Lucas, who had never darkened the door of a computer-science department in his life, the notion barely existed. What he really wanted was a way to do optical printing — the overlaying of separate shots onto one piece of film — more easily and without the degradation that resulted from analog techniques; a replacement for the huge, hot, noisy machines that editors had to use in conjunction with razor blades, glue, and thousand-page notebooks to — literally in those days — cut movies; an easier way to mix sound; even a good accounting system to keep track of all his millions. The people he found to help with all that and much more would set the world on the path to a digital revolution in filmmaking, creating amongst other things the predecessors to modern digital-compositing software and video-editing programs.

More relevantly to our purposes today, however, his dragnet also scooped up some of the best pure computer-graphics minds in the country — people like Ed Catmull and Alvy Ray Smith, the eventual co-founders of Pixar. Soon joining them was one of the pioneers of fractal graphics, Loren Carpenter, whom they lured away from of all places Boeing after he brought down the house at the 1980 SIGGRAPH computer-graphics conference with the short film you see below.


Brilliant as they were, the little Lucasfilm Graphics Group that coalesced around Catmull, Smith, and Carpenter didn’t often have a lot to actually do in those earliest years. The second Star Wars movie, 1980’s The Empire Strikes Back, made no use of computer-generated imagery. Raised on traditional film-making techniques, Lucas could see the value of other new computer-based technologies that made things like editing and compositing easier, but wasn’t quite sure what to make of images that were born inside a computer. And so, like a number of research groups at Lucasfilm, Graphics tinkered away in benign neglect, refining their techniques and waiting for their big break, showing up at the occasional conference with something amazing, which prompted a steady buzz in magazines like Byte about the groundbreaking things that were apparently happening somewhere within the secret bowels of George Lucas’s Star Wars empire.

Their big break ironically came not from Star Wars but from that other big science-fiction franchise Star Trek. Industrial Light and Magic had been hired by the producers of Star Trek II: The Wrath of Khan to do many of the special-effects shots for that movie. This they mostly accomplished using their traditional models, composites, and stop-motion photography. But there was one big effect, an animation illustrating a terraforming “Genesis device” on an in-film computer screen, that stumped them.  The script read simply, “And then the planet transforms… EFX sequence here.” It amounted to a creative blank slate for the Graphics Group to show the world what they could do — or perhaps to show just one man. “This is a sixty-second commercial to George Lucas,” Alvy Smith declared, “to show him what he’s got.” They threw it all in: fractals, 3D modeling, texture mapping, fluid animation. Steven Spielberg, who tended to drop by the Graphics Group far more often than Lucas, loved it, saying it was a “great time to be alive” in a world that had such wonders; Star Trek II producer Harve Bennett was elated; Lucas himself called it a “great camera shot,” which by his laconic standards was gushing praise. Released in June of 1982, Star Trek II became in a sense Pixar’s public debut, thirteen years before Toy Story. Lucas was impressed enough to give Graphics some work to do on the third Star Wars film, 1983’s Return of the Jedi, although they weren’t given the opportunity to make any showstoppers like their Genesis sequence. Undaunted, a prescient Catmull insisted, “We’re going to be making entire films this way someday. We’ll create whole worlds. We’ll generate characters, monsters, aliens. Everything but the human actors will come out of computers.”


In the meantime, there were suddenly games. It was when the Graphics Group had just finished the Genesis sequence that Atari came to their nondescript offices in San Rafael, California, for a visit. Flush with even more cash than Lucasfilm at the time, Atari had quite a variety of research projects in progress, even if they would prove remarkably awful at turning them into finished products to supersede the aged Atari VCS games console. Thus it was natural for them to want to visit another company’s cutting-edge graphics research facility and see what they were up to. The two companies were hardly strangers; Atari had just released a licensed VCS game based on Raiders of the Lost Ark, Lucas’s hit cinematic collaboration with Spielberg.

What Atari saw in San Rafael blew them away. The delegation bombarded the bemused Catmull, Smith, and Carpenter with a million questions about how their stuff worked and, most importantly, how it might be adapted to videogames. Only Carpenter showed any real interest at all in such an endeavor. They were used to working on big workstations and minicomputers, not primitive micros, which they viewed with a certain contempt, dubbing their programmers mere “bit twiddlers.” They had high standards for their visuals: their graphics had to be good enough not to look out of place projected on a huge movie screen surrounded by other imagery shot on pristine 35-millimeter film. Their greatest enemies were what they called the “jaggies,” visibly blocky, pixelated areas that tended to lurk at the margins of what should be smooth, flowing curves. While the jaggies could be held at bay using the state-of-the-art, processing-intensive anti-aliasing techniques that the Graphics folks had spent years developing at Lucasfilm and elsewhere, those techniques weren’t much applicable to an 8-bit games console. Catmull and Smith at least wanted no part of that action; Carpenter was intrigued but also ambivalent, certainly not willing to entirely give up his film work for a game project.

Yet Atari persisted. Even Manny Gerard, the Warner Brothers executive who had orchestrated that company’s purchase of Atari, got involved, saying that “we ought to be in business” with Lucasfilm’s Graphics Group. Finally Atari offered to flat-out give Lucasfilm $1 million to set up a Games Group, for the products of which Atari would receive “right of first refusal” as publisher. An offer like that was hard to refuse. The deal was announced at the Summer Consumer Electronics Show in June of 1982. “We’ll be developing new forms of electronic entertainment,” said an excited Atari, “and the term ‘electronic entertainment’ is carefully chosen.” Don’t, in other words, just call them yet more videogames. Lucasfilm and Atari would continue to work hard to cultivate this rarefied image of Lucasfilm Games as artists of interactivity rather than mere game programmers over the months and years to come.

Had Atari not so aggressively forced their hand, one might be tempted to characterize the whole undertaking as something of a bait and switch on the part of Lucasfilm; no one currently in that Graphics Group whose work had so impressed Atari was earmarked to start working full-time on games. Still, the initial organization of an entirely new Games Group was tossed into the lap of the Graphics Group’s Ed Catmull, who found a fellow named Peter Langston at a Wall Street law firm to head it. Langston was a Unix hacker from way, way back who in 1971 had written Empire, an elaborate multiplayer strategy game played on a global scale, a forerunner to Civilization and other games of its ilk. (A later offshoot of the original game was even named Civilization.) An accomplished musician, he was very interested in the application of music theory to computers and vice versa and was, in the judgment of Catmull, just a visionary “star” in general, the perfect guy to take Games off his hands. When Langston, who was quite happy in New York, proved reluctant, Catmull continued to sweeten the deal, going so far as to offer to fly him back to New York for a couple of weeks out of every month if he liked. It was, once again, an offer that was hard to refuse. Catmull got his guy, and with a sigh of relief turned his attention back to film graphics.

Peter Langston surrounded by typically artsy trappings in his office.

Peter Langston surrounded by typically artsy trappings in his office.

Langston was an unusual choice for leader and administrator, a conceptual rather than an altogether practical thinker with a somewhat dreamy disposition. Working at the unhurried pace that would be typical of the young Games Group, he put a little team together to join him. He held the zap-em blast-em world of typical videogames in little more regard than did his colleagues in Graphics, and thus purposely avoided programmers with a lot of experience in the industry; he was after people like him, people who were “a little bit visionary.” He hired one David Fox because he admired Computer Animation Primer, a book Fox had recently written for which he had actually met and interviewed many members of the Graphics Group. It took him weeks more to settle on a very eager David Levine as a third team member. His biggest claim to fame was having designed the first add-on graphics board for the original Altair kit computer, which Langston thought was great. However, he’d also already done quite a lot of videogame programming, which maybe wasn’t so great. In the end Langston decided to give him a shot in spite of his surfeit of experience. A fourth employee, Charlie Kellner, late of the Apple Macintosh development team (another musician, he had programmed the pleasant little beep the Mac made at startup), would arrive still later. Like Graphics and many other teams benefiting from the Star Wars millions inside Lucasfilm at the time, Games walked a shadowy, largely unsupervised line somewhere on the intersection of a pure research group and a commercial proposition expected to deliver actual, tangible products. Certainly Games was nothing like the quickie projects being started by many other big companies to cash in on the videogame fad. Nor would they try to trade on the Star Wars name. In fact, they wouldn’t even be allowed to make Star Wars games.

Whilst negotiating with 20th Century Fox the deal that would lead to Star Wars, George Lucas had agreed to license the right to make Star Wars “toys and games” to Kenner Products. At a time when videogames still largely meant Pong, everyone interpreted “games” in this context to mean board games, which would be issued by Kenner’s subsidiary Parker Brothers, whose stable already included family perennials like Monopoly, Risk, and Clue. When videogames exploded a year or two later in the wake of Space Invaders (whose popularity was itself fed by Star Wars and the craze for all things science fiction that it engendered), Parker Brothers found themselves gifted with a golden goose for the ages, as was amply proved when they released an Atari VCS cartridge based on The Empire Strikes Back that spent many months in the top ten. The Star Wars videogame-licensing rights would be tied up in knots for years to come, the interested parties including not only Lucasfilm and Parker Brothers but also Atari, whom the latter agreed to allow to make standup arcade games and eventually console and computer games of their own under the name. (One way or another, everything involving videogames in the early 1980s always seemed to come back to Atari.) The end result was a circular tangle the likes of which only corporate America could create. Lucasfilm, the owner of Star Wars, had a games division that wasn’t allowed to make Star Wars games, while Atari had such a license thanks to kicking some money back to board-game manufacturer Parker Brothers, but chose to create those games in-house, even though they’d just paid Lucasfilm $1 million to set up the aforementioned games division for the purpose of making games for them. The upshot, however, was simple: no Star Wars for Langston, Fox, and Levine, nor for that matter for any of the others that would join them over the course of the rest of the decade. Many who were at Lucasfilm Games during this period have since remarked on what a blessing in disguise this really was, forcing the developers as it did to come up with original game concepts, original game fictions.

Even if they were barred from working directly with the Star Wars intellectual property, it was a damn good gig just to work for Lucasfilm, flush with cash, with all of the best equipment, with few or no hard deadlines, and right there on the close periphery of where the movie magic happened. If George Lucas himself seldom poked his head in the door, there was every day the possibility that he would. And there were other famous faces who were a more common sight, like Steven Spielberg, who spent quite some hours in between Industrial Light and Magic effects shots for Indiana Jones and the Temple of Doom camped out in the Games Group’s offices playing the Star Wars standup arcade machine Atari had been kind enough to send them. One day Spielberg recruited the team to become the screams of dying bad guys in Temple of Doom. Whatever else competing games studios might offer, they couldn’t offer experiences like these.

Of course, being constantly in the shadow of Star Wars and Indiana Jones could also be exhausting in its own way. David Fox tells the story of attending an early trade convention where a showgoer, excited by the games on offer, for once failed to make the connection, asking what else Lucasfilm had made: “I said, ‘We made the Star Wars films.’ Watching the look on his face was hilarious as he made the connection. And it was nice for once to not be in the shadow of the films!”

As for what they were actually working on in those early days… well, that wasn’t always entirely clear, at least for those looking in from the outside. They had unilaterally decided quite quickly not to develop their first games for the technologically antiquated Atari VCS games console, as Atari had anticipated, but rather to target the Atari 8-bit line of home computers and the new, more advanced Atari 5200 console that had largely the same internals as those computers — this even though neither platform was selling in anything like the quantities of the old VCS. Langston pronounced himself “amazed” when his research into the ways that games were typically made for home computers revealed most developers to be working “in a basement on a system with too little memory, too few floppy disks, no reasonable way to make a backup, and few if any debugging tools.” Determined to change all that, the trio spent months on an elaborate development system which ran on their big DEC VAX minicomputer. Conceptualized largely by Langston himself, it allowed them to write code in a LISP-like script, compile it, download it to an Atari 8-bit machine, and debug it as it ran there from their terminals. Similar systems, eventually capable of compiling down to a whole range of other microcomputers, would remain the core of the Games Group’s development methodology for years to come.

Ballblazer

Ballblazer

Their efforts to create actual games slowly coalesced around two projects, both of which had started as “throwaways,” learning exercises to work the kinks out of their development system and help the team gel. (That very description says much about Peter Langston’s academic style of management, and why Lucasfilm’s own management would in time start to find it kind of infuriating.) David Levine’s baby Ballblazer was the more artsy of the pair, a surreal 3D soccer game played between opposing spacecraft, with realistic if otherworldly physics and, most impressively, jazzy generative music provided by Langston that’s sometimes been compared to that of John Coltrane. The music was created using fractal algorithms pioneered by the Graphics Group that just seemed to be in the air in those San Rafael offices. Speaking of which: David Fox’s Rebel Rescue got a huge assist from Loren Carpenter, the only real games fan in the Graphics Group, who helped him to implement an admittedly jaggies-replete fractal landscape for his more grounded game that cast the player as a futuristic search-and-rescue pilot, trying to rescue downed pilots from a planet’s surface and bring them back to the mothership whilst fighting off hordes of invading aliens that are still swarming the atmosphere. Deciding they might as well have a sense of humor about the thing, they decided to call these aliens the Jaggies. Rebel Rescue would actually have made a darn good Star Wars game; its inspirations, including not only the name itself but also the X-Wing-like spacecraft you fly and the pilots you rescue in their distinctive orange flightsuits, are pretty hard to deny.

George Lucas, for whom games held little personal appeal, sat down with his Games Group exactly once during their first couple of years of existence. And yet his single visit had a huge impact on Rebel Rescue. The little team, idealistic as they were, took pride in the fact that both of their games were basically nonviolent. In Rebel Rescue you could avoid the enemy aliens or, if you were skilled, trick them into flying into mountains, but you couldn’t shoot at them. “Where’s the fire button?” Lucas asked. Fox explained. “Is there no shooting because of gameplay reasons or philosophical reasons?” Philosophical. “Great. Put in a fire button. I want to shoot at things.” It was also Lucas who suggested what would prove to be Rebel Rescue‘s second most memorable feature after the fractal terrain itself: some of the downed pilots are aliens in disguise, whom you have a split-second to zap before they kill you. This was deliberately left out of the game’s manual, thus nearly giving many players a heart attack when it first happened a few levels in.

Even as the team tinkered away with Ballblazer and Rebel Rescue, the Great Videogame Crash of 1983 was happening outside their ivory tower. Nevertheless, at year’s end the Games Group at last delivered working prototypes of both games to an Atari who had declared themselves bloodied but determined to fight on, who were “going to reignite the consumer’s love of videogames.” Just weeks later the Games Group was horrified to see their babies spreading like wildfire across the worldwide network of pirate BBS systems. It seemed that someone at Atari hadn’t been able to resist sharing these cool new games with a friend or two, and the thing had just exploded from there. Soon copies of the games started to show up for sale in flea markets and the less scrupulous software shops, decked out in homemade packaging invented by enterprising quick-buck artists. A still buggy Rebel Rescue in particular seemed to be in the collection of every Atari 8-bit owner on the planet, one of the most popular games on the system. Lucasfilm and Atari had a hit on their hands, but it was a hit they weren’t getting paid for. It was questionable whether Langston and his idealistic cohorts were more upset about the potential purchasers it was costing them or the fact that the games everyone was playing weren’t finished yet.

Most of the Lucasfilm Games Group, mid-1984: Charlie Kellner, David Levine, Peter Langston, David Fox, Loren Carpenter (visiting from Graphics), Gary Winnick

Most of the Lucasfilm Games Group, mid-1984: Charlie Kellner, David Levine (seated), Peter Langston, David Fox, Loren Carpenter (visiting from Graphics), Gary Winnick

Lucasfilm was understandably less than thrilled at Atari’s failure to protect their games. Atari, however, was also less than thrilled with Lucasfilm. It had now been eighteen months since their $1 million investment and, especially in light of their straitening financial circumstances, they wanted to see some finished, polished games in return. They were particularly unhappy that the Games Group had failed to deliver on a promise to give them something ready to show at the 1984 Winter CES. By now Lucasfilm management as well had decided that something had to give. In January of 1984, they hired one Steve Arnold to join Peter Langston as an awkward sort of co-manager. Arnold came from Atari, where he had been responsible for the Atarisoft line of ports of standup-arcade games to home computers, one of the few financial bright spots at the company during 1983. He’d rolled out an astonishing 49 separate conversions in five months as head of Atarisoft, so he certainly knew how to ship product. But a few Lucasfilm higher-ups wryly noted that his best qualification could be his PhD in psychology, or perhaps the time he’d spent years before as program director at a boy’s camp. Hopefully he could find a way to make the unruly Games Group toe the line without spoiling what made them unique in the first place. Also coming aboard around this time were two more team members. One was Noah Falstein, an established videogame designer and programmer late of Williams Electronics, where he’d worked on standup arcade games like SinistarThe other was the Games Group’s first full-time visual artist, a veteran commercial artist named Gary Winnick.

Rescue on Fractalus

With these new, somewhat more practical-minded additions, the Games Group did indeed start making progress more quickly; the new can’t-miss-it deadline promised to a still skeptical Atari was now Summer CES in June. Rebel Rescue was renamed Rescue on Fractalus! largely for legal reasons, to make it clear that it was not (officially) a Star Wars game despite the Lucasfilm logo on its box. The folks at Industrial Light and Magic built and photographed model spacecraft for the boxes, designed and built a cockpit model for the “Valkyrie” fighter the player flew in Rescue on Fractalus!, and even made flightsuits for the entire development team to wear in a grand photo spread. David Fox got to play the starring role, as a weary pilot trying to straggle home in his battered Valkyrie on the back of the Rescue on Fractalus! box. The whole effort cost at least $30,000. Yes, working for the company that made Star Wars did have its perks.

Final versions of both games, complete with packaging, were delivered to Atari well before the latest deadline. Lucasfilm held a lavish press conference to unveil them in May, presenting the games via slick videos created with the aid of professional voice actors and Lucasfilm’s general movie-making know-how.


A beleaguered Atari determined to press on (or still in denial) came to Summer CES with a new slogan: “The Day the Future Began.” The “Atari-Lucasfilm” games got a very positive response from press and public alike, and the partners put on the final touches for a July release. Yet practical questions still surrounded them. The Atari 5200 console had proved to be a flop, had already been discontinued, while Atari’s line of 8-bit home computers was still on the market but overshadowed by the cheaper Commodore 64. Meanwhile Atari themselves were still in financial free fall. And then, overnight, everything changed once again.

On July 3, 1984, Warner Communications announced that Jack Tramiel, late of Commodore, was buying Atari’s home-videogame-console and home-computer operations, surprising no one more than the people inside Atari who suddenly had their company sold out from under them. Looking on from the outside as Tramiel axed employees by the thousands in the weeks that followed, the Games Group wondered if July 3 should be called “The Day the Future Ended.” No one seemed to quite know in the midst of all the chaos where it left the Lucasfilm/Atari partnership. Tramiel himself didn’t seem to know much about their companies’ agreement and didn’t much seem to care. And so Steve Arnold set off to try to free the games from Atari’s exclusive clutches. He returned from his one and only meeting with Tramiel with a less than positive personal impression, saying that the latter reminded him of no one so much as Jabba the Hutt of Return of the Jedi fame. Sure enough, pictures of the two were soon hanging up around the offices of a very frustrated Games Group: “The Hutt Brothers: Jabba, Jack.” (Poor Jack just couldn’t win; the common comparison inside Atari itself was to Darth Vader.) But in this one case at least Tramiel’s bark was worse than his bite. Busy with other legal battles and the travails of rebooting Atari, he let Lucasfilm move on.

Arnold settled on Epyx as publisher out of a crowded field of suitors, signing a four-game deal that was announced with considerable fanfare at Winter CES in January of 1985. Ballblazer and Rescue on Fractalus! became widely available for purchase at last shortly thereafter. These, the Games Group’s first actual products, had taken two-and-a-half years to come to fruition, an eternity in an era when most videogames were still churned out in a matter of a few months.

Thankfully for the Lucasfilm brass, it looked likely that the next games wouldn’t be so long in coming. Peter Langston had bowed out at last in the fall of 1984, taking with him his rather abstract approach to game development and freeing Arnold to continue to refine the Games Group’s operations along more practical lines. And there was suddenly plenty of practical work to do. No longer beholden to Atari, they were now free to port Ballblazer and Rescue on Fractalus! from the fading Atari 8-bit line, every owner of which seemed to already have them anyway thanks to the leaked demo versions, to stronger platforms like the Commodore 64, where they ended up selling far more copies. Rescue on Fractalus! in particular became a hit, not a blockbuster and certainly not enough to justify the time and money poured into it absent Atari’s initial $1 million beneficence, but a solid piece of groundwork that established Lucasfilm Games as a maker of classy but accessible action fare. If it seemed just slightly underwhelming in light of the years it had been in production and all of the flashy promotion that surrounded it — seemingly every magazine in the industry published a big Lucasfilm Games feature article around this time; such was the cachet of the house that Star Wars had built — well, just about any game realizable on an 8-bit computer would have. It didn’t help that the year that had passed between the leak of those demo versions and the arrival of the finished games on store shelves had allowed lots of other programmers to start experimenting with fractal graphics, making Rescue on Fractalus! look far less revolutionary than it otherwise would have.

The next two games were very much designed to build on the technical as well as the commercial groundwork laid by the first two; both started with the graphics engine from Rescue on Fractalus!. Designed by Charlie Kellner, a newcomer who had been hired just before Langston left, The Eidolon had the player piloting a machine through networks of underground tunnels inside the protagonist’s own mind — fractally generated, naturally — full of dangerous “guardians of the id.” Koronis Rift hewed still closer to Rescue on Fractalus!: this time you were flying above an alien-infested, fractally-generated planet trying to collect technological relics rather than downed pilots. Both were once again well-reviewed when released in late 1985 after comparatively reasonable one-year development cycles, going on to sell modestly well, if not to match the sales of Rescue on Fractalus!. In the span of 1985 the Games Group had increased their catalog from zero to four solid action games, one of them a genuine hit, and were now largely self-sustaining.

At the same time, though, a slight sense of underachievement clung to the Games Group, who had failed to completely deliver either the revolutionary gameplay experiences for which Peter Langston had been hired or the blockbuster sales figures one might expect from the company of Star Wars. They were still something of an odd duck in the industry, their huge cachet still largely based on that name on their boxes rather than the actual contents of the disks therein. Yet, even after Peter Langston’s departure, the sense of artistic idealism he’d worked so hard to engender remained alongside Steve Arnold’s determination to actually ship games on a semi-regular basis. “I think in general we’ll be moving away from the concept of games,” said Kellner shortly after the release of The Eidolon and Koronis Rift, echoing some of the verbiage Atari and Lucasfilm had used when first announcing the new venture three-and-a-half years before. “We’re trying to produce an experience that’s like being part of a film, rather than just being part of a game.” The fact that they were still having to promise to move beyond mere “game” in the future could be read as an admission that visionary software had proved to be a bit more difficult to develop than expected. On the bright side, their next project would be by far their most audacious and, yes, visionary yet.

(Sources: the book Droidmaker by Michael Rubin; Byte of March 1984; A.N.A.L.O.G. of August 1984, April 1985, August 1985, March 1986; Antic of August 1984, December 1985; Commodore Power Play of August/September 1986, October/November 1986; Compute!’s Gazette of August 1985; Compute! of August 1982, November 1982; Creative Computing of March 1982; Enter of September 1984; Family Computing of August 1986; Game Developer of December 1994; K-Power of September/October 1984; Zzap! of February 1986, March 1986; Retro Gamer 27, 44, 116; the website LucasFans, now available only via the Wayback Machine; Peter Langston’s paper on the early Games Group’s development system, available from his website.)

 

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Accolade Gets Distinctive

Only a few publishers managed to build a reputation to rival that of Epyx as masters of Commodore 64 graphics and sound. Foremost amongst this select group by 1987 was Accolade, riding high on hits like Dam Busters and Ace of Aces. Both of those games were created by Canadian developers Artech, who in 1987 would deliver to Accolade two more of their appealing “aesthetic simulations” of history. Chosen this time were the glory days of NASA for Apollo 18 and of the French Resistance for The Train. Yet Accolade’s big hit of the year would come not from Artech but from another group of Canadians who called themselves Distinctive Software.

Don Mattrick and Jeff Sember, the founders of Distinctive, were barely into their twenties in 1987, but were already has-beens in a sense, veterans of the peculiar form of celebrity the home-computer boom had briefly engendered for a lucky few. The two first met in their high school in late 1981 in the Vancouver suburb of Burnaby, bonding quickly over the Apple II computers that both had at home. During their summer break, Mattrick suggested to Sember that they should design their own game and try to sell it. Thus, while Mattrick worked at a local computer store to raise money for the endeavor, Sember wrote a simple little collection of action games called Evolution in all of three weeks. Its theme was an oddly popular one in 1980s gaming, a chronicle of the evolution of life through six rather arbitrary phases: amoeba, tadpole, rodent, beaver (a tribute to the duo’s home country), gorilla, and human. They took the game to the Vancouver-based Sydney Development Corporation, a finger-in-every-pie would-be mainstay of Canadian computing whom we’ve met before in connection with Artech. Sydney liked Evolution enough to buy it, giving it its public debut in October of 1982 at a Vancouver trade show. With this software thing taking off so nicely, Mattrick and Sember soon incorporated themselves under the name Distinctive Software.

A very young Don Mattrick and Jeff Sember on CBC's Front Page Challenge, March 20, 1983.

A very young Don Mattrick and Jeff Sember on CBC’s Front Page Challenge, March 20, 1983.

They had arrived on the scene at the perfect zeitgeist moment, just as Canada was waking up to the supposed home-computer revolution burgeoning to its south and was beginning to ask where Canadians were to be found amongst all the excitement. These two young Vancouverites, personable, good-looking, and, according at least to Sydney, the first Canadians ever to write a popular computer game that was sold in the United States as well as its home country, were the perfect answer. They became modest media celebrities over the months that followed, working their way up from the human-interest sections of newspapers to glossy lifestyle magazines and finally to television, where they appeared before a panel of tedious old fuddy-duddies on CBC television’s game-show/journalism hybrid Front Page Challenge. The comparisons here come easily, perhaps almost too easily when we think back to the other software partnerships I’ve already chronicled. It’s particularly hard not to think of David Braben and Ian Bell, who would soon be receiving mainstream coverage of much the same character in Britain. Mattrick was the Braben of this pair, personable, ambitious, and focused on the bottom line; it was he who had gotten the ball rolling in the first place and who would largely continue to drive their business. Sember was the Bell, two years younger, quieter, more technically proficient, and more idealistic about games as a creative medium.

It’s not clear to what extent all of the hype around Mattrick and Sember translated into sales of Evolution. On the one hand, it apparently did well enough on the Apple II for Sydney to fund ports to a number of other platforms and to advertise them fairly heavily across Canada and the United States. And most of the big trade magazines, prompted to some extent no doubt by Sydney’s advertising dollars, saw it as a big enough deal to be worthy of a review. On the other hand, most of those reviews were fairly lukewarm. Typical of them was Electronic Games‘s conclusion that it was okay, but “not really one of the world’s great games.” Nor is it all that well-remembered — whether fondly or otherwise — amongst gaming nostalgics today.

Regardless, after the hype died down Sydney ran into huge problems as the home-computer market in general took a dive. Looking to simplify things and reduce their overhead in response, they elected to get out of the notoriously volatile games-publishing business. Thus the follow-up to Evolution, promised by Mattrick and Sember in many an interview during 1983, never arrived. Their fifteen minutes now apparently passed, it seemed that they would become just one more amongst many historical footnotes to the abortive home-computer revolution.

But then in 1985 Distinctive unexpectedly resurfaced. Alan Miller and Bob Whitehead, having recently founded Accolade, released their own first in-house-developed games, and begun a fruitful developer/publisher partnership with Artech, were looking for more outside developers. They were very receptive to the idea of continuing to work with Canadian developers, believing that they had begun to tap into a well of talent heretofore ignored by the other big publishers. Not the least of their considerations was the Canadian dollar, which was now reaching historic lows in comparison to the American; this meant that that talent came very cheap. When Distinctive’s old connections with Sydney and by extension Artech brought them to Accolade’s attention, they soon had a contract as well.

That said, in the beginning Distinctive was clearly the second-string team in comparison to the more established Artech, hired not to make original games but rather to port Accolade’s established catalog to new platforms. But after some months of doing good work in that capacity, Mattrick, whose sales skills had been evident even in that first summer job working at the computer store — his first boss once declared that he could “sell a refrigerator to an Eskimo” — convinced Miller and Whitehead to let his company tackle an original project of their own.

Over the course of a long career still to come in games, Mattrick would earn himself a reputation as a very mainstream sort of fellow, a fan of the proven bet who would be one of the architects of Electronic Arts’s transformation following Trip Hawkins’s departure in 1991 from a literal band of “electronic artists” to the risk-averse corporate behemoth we know today. Seen in that light, this first game for Accolade, as ambitious as it is boldly innovative, seems doubly anomalous. Given what I know of the two, I suspect that it represents more of Sember’s design sensibility than Mattrick’s, although both are co-credited as its designers and I have no hard facts to back up my suspicion. The game in question is called simply Comics — or, to make it sound a bit less generic, Accolade’s Comics. It is, the box proclaims, the “first living comic book.” “First” anything is often a problematic claim, particularly when it appears in promotional copy, but in this case the claim was justified. While a few earlier games like the licensed Dan Dare: Pilot of the Future had dabbled in a comic-book-style presentation, none had tried to actually be an interactive comic book like this one.

Accolade's Comics. Notice the arrow sticking out of Steve Keene in the top left panel. If you think that's so stupid it's funny, you'll probably enjoy this game. If you think it's just stupid, probably not.

Accolade’s Comics. Notice the arrow sticking out of Steve Keene in the top left panel (“I got your message…”). If you think that’s so stupid it’s funny, you’ll probably enjoy this game. If you think it’s just stupid, probably not. In the same spirit: your boss runs a “Pet Alterations” shop, which is the reason for the poster of the fish with legs at top right.

At its heart, then, Comics is a choice-based narrative which is presented not in text but in comic form, an under- if not completely unexplored approach even today. You make choices every few panels for Steve Keene, a likable but not entirely competent secret-agent sort of fellow who trots the globe on the trail of a kidnapped cable-television inventor or reproducing fire hydrants — no, this isn’t a very serious game. Every once in a while the story will dump you into a little action game which you must get through successfully — you have five lives in total, which you expend by failing at the action games or making choices that result in death — to continue. Like the rest of Comics, these are fun but not too taxing. The look was retro even in its time, drawn to evoke Archie Comics during their 1960s heyday; the price of 20 cents on the virtual front cover that opens the story is a dead giveaway. There’s even a gag based on those perennial old back-of-the-comic-book advertisements for remedies for bullies kicking sand in one’s face and making off with one’s girl. Indeed, there are lots and lots of gags here, most really stupid but in a really clever sort of way. Mileages are notoriously variable when it comes to humor, but personally I find it thoroughly charming.

It’s very difficult to convey the real spirit of the game through words or even through still screenshots, so here’s a movie clip that shows it off to better effect. Old Steve Keene looks a bit like an orangutan in the beginning because I’ve just completed an action game that had him swinging across bars above a pool of water containing something best described as a sharktopus (don’t ask!).

 

There are a couple of things I’d like you to pay attention to in the clip above, starting with the high production values of the thing (by which I mean the game, sadly not the clip). Note that the music plays while the disk drive loads the next panel, a tricky feat that you simply wouldn’t have seen in an earlier Commodore 64 game. Note how the art, despite the low resolution and the limitation of 16 colors, manages to ooze personality; you’ll never mistake this game for any other. Note the aesthetic professionalism of the whole, as seen in the way each new panel is drawn in with a transition effect rather than just popping into place, the page-flipping animation that introduces a new chapter of the story in lieu of a jarringly abrupt screen-blanking, and the way the music themes also fade out and in during transitions rather than cutting out abruptly.

And then there’s another great gag in the sequence above, one of my favorites in the game. The portrayal of the all too typical American abroad displays a lot more cultural knowingness than one might expect from a couple of sheltered Canadian kids barely out of their teens — as does, for that matter, the decision to reach back so far into comics heritage for inspiration. Comics is filled with dumb jokes, but they don’t really feel like dumb teenage jokes. As someone who’s been exposed to all too much in-game teenage humor in researching this blog over the past years, that may just be the best compliment I can give it.

By the standards of a Commodore 64 game, Comics is an absolutely massive production, spilling across six disk sides and containing almost 400 unique panel illustrations (many with spot animations), a couple of dozen different musical themes, and eight arcade games that each had to be coded from scratch. The team that made it was correspondingly huge for the times, including five artists, a composer, and four programmers in addition to Sember — quite a logistical and financial achievement for a still tiny company run by a 22- and a 20-year-old. For all that, though, Comics hardly feels epic when you play it. It is by design a casual trifle to be enjoyed over the course of just a couple of evenings — one for each of its two completely separate stories that branch off from the very first decision point in the game. That’s fair enough from the perspective of today, but, not for the first time, it was almost untenable in light of the way that commercial software was actually distributed in the 1980s. Upon its release in February of 1987, reviewers noted that Comics had lots of charm, but also noted, reasonably enough, that its price of $35 or more was awfully steep for a couple of evenings’ light entertainment. Many adventure-game purists, not always the most tolerant bunch, complained as well about the action games and the casual nature of the whole endeavor. Shay Addams of the respected Questbusters newsletter, for instance, pronounced that what it really needed was fewer action games and “more puzzles,” proof of the way that genres were already beginning to calcify to a rather depressing degree. Comics had been built with a view to turning it into a series, but, especially in light of how expensive it had been to make, it proved to be a commercial disappointment and thus a one-off in a market that just didn’t quite have a place for it. It nevertheless remains one of my favorite forgotten Commodore 64 gems, and, despite all of its silliness, an interesting experiment in interactive narrative in its own right.

With Comics having failed to set the world alight, the indefatigable Don Mattrick buckled down to try to deliver to Accolade a guaranteed, can’t-miss hit that would establish the Distinctive brand once and for all. At the same time, he began the process of easing Sember out of the company; the latter’s name begins to disappear from Distinctive’s credits at this time, and Mattrick would soon buy him out entirely to take complete control. For his part, Sember would continue to work independently for more than a decade with Accolade as a designer and programmer, most notably of their long-running Hardball series of baseball simulations, before dropping out of the industry around the millennium. As for Mattrick, his first game as a solo designer would be a blueprint for his long future career, evolutionary rather than revolutionary, extrapolating on known trends rather than leaping into the blue. While perhaps not as interesting to revisit via emulator today as its predecessor, it would prove to be much more important in the context of the commercial history of the games industry and, indeed, of Distinctive and Mattrick’s own futures. It would be called Test Drive.

On the road in Test Drive. Note the police in my rear-view mirror.

On the road in Test Drive. Note the police in my rear-view mirror.

Commercially calculated as it was, Test Drive was also an oddly personal game for Mattrick, very much inspired by his own obsessions. It becomes almost uncomfortably clear on the first page of the manual that you’re living his own personal fantasy: “Your lifelong quest has been to drive one of the world’s most exotic sports cars. Now’s your chance. You just made your first million going public with your software company.”

Don Mattrick has always loved fast cars. One can practically chart the progress of his career merely by looking to what he had in his garage during any given year. He used his first royalty check from Evolution for the down payment on a Toyota Supra; the scenario of Test Drive, of driving as quickly as possible up a twisty mountain road whilst avoiding or outrunning the fuzz, was inspired by his own early adventures therein. By 1987 Distinctive’s success as an Accolade porting house had enabled him to step up to a Porsche 944. But already, as Test Drive‘s manual attests, he was dreaming of an IPO and of leaving his poor man’s Porsche behind to get behind the wheel of a real supercar. I hope I’m not spoiling the story if I reveal that he would indeed soon have a Ferrari in his garage. Decades later, when he was head of Microsoft’s Xbox division and thus one of the most powerful and well-compensated people in gaming, he would reportedly have a ten-car garage stuffed with exotic European metal. If Test Drive represents the dream of every young man, Mattrick would be one of the few to get to actually live it.

Yes, the genius of Test Drive — or, if you like, the luck of the thing — was that Don Mattrick’s personal fantasy was also an almost universal one of young men all over the world. In retrospect, perhaps the most surprising thing about it is that no one had done it before. Driving games of various stripes had been a staple of the arcades for years; Outrun, for instance, arguably the biggest arcade hit of the year prior to Test Drive, had prominently featured a Ferrari Testarossa. Yet virtually no one had created even an alleged simulation of driving, a state of affairs that seems doubly odd when one considers how crazily popular aircraft simulations were, with two of them of 1980s vintage, SubLogic’s Flight Simulator and MicroProse’s F-15 Strike Eagle, eventually exceeding one-million copies in sales in an era when such numbers were all but unimaginable. A car simulation was low-hanging fruit by comparison. As Mattrick himself once said, “A car still has more controls than you’ll find on a joystick, but the components of movement and your choices are fewer.” And yet it just never seemed to occur to anyone to make one.

Test Drive

Test Drive would correct that oversight, resoundingly and for all time. At the same time, however, Mattrick and his small team at Distinctive lavished at least as much attention on the lifestyle fantasy as they did on the mechanics of the game. Each of the five featured supercars — the Porsche 911 Turbo, Ferrari Testarossa, Lotus Esprit Turbo, Lamborghini Countach, and Chevrolet Corvette — gets its own loving literal and statistical portrait like the one above, while the dash and interior layouts in the game proper also change to reflect the model you’ve chosen to drive. Test Drive is pure, unabashed car porn. As such, it was tremendously appealing to the demographic that tended to buy computer games.

Still, some reviewers couldn’t help but notice that there just wasn’t really that much to the game. Despite the aspirations to simulationism, it’s hard not to notice that, say, the heavy Corvette with its big, torquey American iron in the front doesn’t drive quite as differently as one might expect from the lighter, notoriously spin-prone Porsche 911 with its buzzy little high-revving engine in the rear. In fact, all of the cars handle rather disconcertingly like they’re on rails, until they suddenly derail and you fall off the side of the mountain. And then there’s the fact that there’s just not that much to really do in Test Drive; you just get to drive up the same mountain over and over again, avoiding the same cops and presumably trying to improve your personal time, with no multiplayer options and no other challenges to add interest. And yet for hundreds of thousands of car-mad kids it just didn’t matter. Test Drive in its day was peculiarly immune to such practical complaints, proof just as much as the works of Cinemaware of just how much the experiential side of a game — the fantasy — can trump the nuts and bolts of gameplay.

Previewed at that same 1987 Summer Consumer Electronics Show to which we’ve been paying so much attention lately and released in plenty of time for Christmas, Test Drive became a hit. More than a hit, it spawned a franchise that is still at least ostensibly alive to this day (the last game to bear the title was released in 2012). More than a franchise, it became the urtext of an entire genre, the automotive-simulation equivalent to Adventure. After going public, buying that first Ferrari, and making his own personal Test Drive fantasy come true, Mattrick sold out to Electronic Arts in 1991, where he morphed Test Drive, whose intellectual property he had left behind with Accolade, into the even more successful Need for Speed series, another franchise that seems destined to continue eternally. At the core of Need for Speed and the several showrooms’ worth of contenders and pretenders that have joined it over the years is that same lifestyle fantasy that Test Drive first tapped into, of having access to a garage full of really sexy cars to inspect and drool over and drive really, really fast. As long as there are young and not-so-young people whose dreams are redolent of well-weathered leather, hot metal and oil, and sunlight on chrome, their continuing popularity seems assured.

(Sources: Questbusters of June 1987; Retro Gamer 59; Computer Gaming World of March 1987, June/July 1987, and February 1988; Compute!’s Gazette of October 1983 and March 1989; Electronic Games of December 1983; Kilobaud of June 1983; The Montreal Gazette of December 15 1982. See also The Escapist’s online article on Mattrick and Distinctive.

Most of the copies of Comics floating around the Internet have one or more muddy disk images. I’ve assembled a set that seems to be 100 percent correct; you’re welcome to download it. It still makes for a very unique and enjoyable experience if you can see fit to install a Commodore 64 emulator to run it. Test Drive, on the other hand, is probably best left to history. Given that, and given that it’s an entry in a still-active franchise, I’m going to leave you on your own to find that one if you want it.)

 

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On S.D.I. (Just a Little) and King of Chicago (Quite a Lot)

In addition to Defender of the Crown, Bob Jacob and Cinemaware were able to deliver two more of their planned four launch titles to Mindscape before the end of 1986. Only Bill Williams’s Sinbad and the Throne of the Falcon fell hopelessly behind schedule, getting pushed well into the following year. Of the games that did make it, Sculptured Software’s Atari ST game S.D.I. is mildly interesting as a time capsule of its era, Doug Sharp’s Macintosh game King of Chicago much more so as an important experiment in interactive narrative. Today I’ll endeavor to give each game its just deserts.

S.D.I.

The scenario of S.D.I. is almost hilariously of its time, a weird stew of science fiction and contemporary geopolitics that quotes Ronald Reagan’s speeches in its manual and could never have emerged more than a year or so earlier or later. It’s 2017, the Cold War has gone on business-as-usual for another thirty years, and Ronald Reagan’s vaunted Strategic Defense Initiative is approaching completion at last. In response, a large group of hardliners in the Soviet military have seized control of many of their country’s ICBM sites to launch a preemptive first strike, while also — this being 2017 and all — flooding Earth orbit with fighter planes to blow up those S.D.I. satellites that are already online. This being a computer game and all, the nascent trillion-dollar S.D.I. program comes down to one guy with the square-jawed name of Sloan McCormick, who’s expected to jump into his spaceship to shoot down the rebel fighters in between manually shooting rogue ICBMs out of the sky using the S.D.I. satellites. He’s of course played by you. If you succeed in holding the hardliners’ attacks at bay for long enough, you’ll get a distress call from the legitimate Soviet government’s central command station, whereupon — just in case anyone was thinking you hadn’t done enough for the cause already — you’ll have to singlehandedly enter the station and rescue it from a final assault by the hardliners. Succeed and you’ll get your trademark Cinemaware reward in the form of Natalya, the sultry commander of the station who’s inexplicably in love/lust with you. Who said glasnost was dead?

S.D.I.

Like Defender of the Crown, S.D.I. very nearly missed its planned launch. It took John Cutter stepping in and riding herd over a Sculptured Software that seemed to be just a little out of their depth to push the project along to completion. It isn’t a terrible game, but it is the Cinemaware game that feels least like a Cinemaware game, well earning its status as the forgotten black sheep of the family. Natalya aside, its cinematic influences are minimal. The manual tries heroically to draw a line of concordance through heroes like Flash Gordon and Han Solo to end up at Sloan McCormick, but even it must admit to an important difference: “This time the danger comes, not from an alien invasion, but from a force here on Earth.” Likewise, S.D.I. doesn’t conform to the normal Cinemaware ethos of (in Jacob’s words) “no typing, get you right into the game, no manual.” Flying around in space blasting rebels requires memorizing a number of keyboard commands that can be found nowhere other than the ideally unnecessary manual. What with its demanding, non-stop action broken down into distinct stages, S.D.I. reminds me of nothing so much as Access Software’s successful line of Commodore 64 action games that included Beach-Head and Raid Over Moscow; S.D.I. also shares something of a theme with the latter game, although it didn’t provoke anything like the same controversy. Unfortunately, Cinemaware’s take on the concept just isn’t executed as well. The “flight simulator” where you spend the majority of your time is a particular disappointment; your enemies follow a few distressingly predictable flight patterns, while your control over your own ship is nonsensically limited to gentle turns, climbs, and dives. And the Elite-inspired docking mini-game you have to go through every time you return to your base is just infuriating. But perhaps most distressing, especially to the Amiga owners who finally got their hands on the game when it was ported to their platform almost a year later, were the workmanlike graphics, created in-house by Sculptured Software. One could normally count on great graphics even from Cinemaware games whose gameplay was a bit questionable, but not so much this time. Even Natalya, well-endowed as she was, couldn’t compete with those fetching Saxon lasses from Defender of the Crown.

King of Chicago

King of Chicago is a far more innovative game. This interactive gangster flick stars you as Pinky Callahan, an ambitious young hoodlum in 1931 Chicago. Al Capone has just been sent away for tax evasion, creating an opening for you and your North Side gang of Irishmen, principal rivals of Capone’s Chicago Outfit. But to unite the Chicago underworld under your personal leadership you’ll first have to oust the Old Man who currently runs your own gang. Only then you can start on the Chicago Outfit — or, as the game calls them, the “South Siders.” Swap out medieval England for Prohibition-era Chicago and the scenario isn’t all that far removed from Defender of the Crown: conquer all of the territory on the map that’s held by your ethnic rivals. The experience of playing the two games, however, could hardly be more different.

Like Defender of the Crown, King of Chicago isn’t so interested in the actual history it references as it is in movie history. It doesn’t even bother to get the dates right; the game begins months before the real Capone was sentenced and sent away. Victory in King of Chicago must mean the North Siders rising again to take over the whole city, a scenario as ahistorical as the Saxons defeating the Normans to regain control of England. (Cinemaware did seem to have a thing for historical lost causes, didn’t they?) Prohibition-era Chicago is just a stage set for King of Chicago, Al Capone just a name to drop. The only place where the game notably departs from gangster-movie clichés is in making you and your gang a bunch of Irishmen rather than Italians — and if you don’t pay attention to one or two last names it’s easy to miss even that, given that there’s no voice acting and thus no accents to spot. Otherwise all of the expected tropes are there, from Pinky’s weeping mother who gives all the money he sends her to the church to his devious, high-maintenance girlfriend Lola. But then, as Bob Jacob so memorably put it, all Cinemaware really had to do was “rise to the level of copycat, and we’d be considered a breakthrough.” Fair enough. As homages go — and you’ll find very few computer-game fictions of the 1980s that aren’t an homage to more established media of one sort of another — King of Chicago is one of the better of its era.

Indeed, some may find it a bit too true to its inspirations. King of Chicago is notable for just how hardcore a take on the gangster genre it is. Pinky is a punk. You can play him as a devious sneak or a violent, impulsive psychopath, but he remains a punk. There’s no redemption to be found amongst King of Chicago‘s many possible story arcs, just crime and bloody murder and revenge and, if all goes well, control of the whole of Chicago. While the ledger quietly omits the brothels that provided so much of the real Chicago mob’s income, that’s about the only place where the game soft-pedals. Even Pinky’s interactions with Lola are peppered with crude remarks about how her skills in bed make up for her other failings. Bob Jacob’s original conception of Cinemaware as games for adults finds its fullest expression here, at least if what constitutes “adult” in your view is jaded sex and casual violence.

King of Chicago

More interestingly, King of Chicago represents one of Cinemaware’s most earnest and ambitious attempt at creating an interactive narrative with at least a modicum of depth. You could convert a play-through into a screenplay and have it read as, if not precisely a good screenplay, at least one that wasn’t totally ridiculous. Not coincidentally, King of Chicago contains far more text than the average Cinemaware game. Its formal approach is also unique: it’s essentially a hypertext narrative, years before that term came into common usage. You control Pinky through a bewildering thicket of story branches by clicking on multiple-choice thought bubbles above his head. Occasionally a little action game emerges to provide a change of pace, but these are relatively deemphasized in comparison with most Cinemaware games. If S.D.I. stands at the purely reactive, action-oriented end of the Cinemaware scale, King of Chicago stands at the opposite pole of cerebral storymaking. It has a certain — and I know Bob Jacob would hate this description — literary quality about it in comparison to its stablemates. You can see its unusual narrative sophistication not least in its female cast. While not exactly what you’d call progressive in its handling of women, King of Chicago does give them actual personalities and roles to enact in the drama, rather than regarding them strictly as prizes for a job well done. In this respect it once again stands out as almost unique in the Cinemaware catalog.

Doug Sharp dressed as a gangster for a King of Chicago promotional shoot.

Doug Sharp dressed as a gangster for a King of Chicago promotional photo shoot.

King of Chicago was the creation of a thirty-something former fifth-grade teacher named Doug Sharp, another of Jacob’s old contacts from his days as a software agent that were serving him so well now as a software entrepreneur in his own right. Sharp had first been exposed to microcomputers during the late 1970s, when he was teaching school in the educational-computing hotbed of Minnesota, home of the Minnesota Educational Computing Consortium and their seminal edutainment game The Oregon Trail amongst other innovations. His habit of taking his school’s Apple IIs home with him on weekends soon led to a job writing educational software for Control Data and Science Research Associates. In 1984 he and a partner, Mike Johnson, started working on a spiritual successor to Silas Warner’s Robot War that they called ChipWits. Programmable robots remained the theme, but they were now programmed using a visual, icon-based language instead of Robot War‘s cryptic assembly-language-style code. ChipWits represented a kindler, gentler approach to recreational robot programming all the way around. Instead of focusing on free-form robot-against-robot combat, the game was built as a series of missions, a collection of discrete challenges that the player’s cute little robot had to overcome in the course of a grand and non-violent adventure. Written initially for the Commodore 64, ChipWits became one of the breakout stars of the January 1985 Winter Consumer Electronics Show, and did moderately well once released by Epyx shortly thereafter. The agent who brokered that publishing deal was, you guessed it, Bob Jacob, while Kellyn Beeck, soon to become Cinemaware’s most prolific game designer but then in charge of software acquisitions at Epyx, was the latter company’s signatory to the contract.

Sharp’s next game King of Chicago became the first of the eventual Cinemaware titles to go into development, several months before Jacob would even officially form his company. Sharp threw himself into the project with a will. He “collected all the classic gangster films. I picked apart what I enjoyed most about them and used this information to come up with my characters and storyline.” He worked with a graduate student in the University of Toronto’s drama department named Paul Walsh to learn the subtle nuances of pacing and dialog that make a good play or movie. Walsh became quite taken with the project for a while there in his own right. He had a blast coming up with new episodes for Sharp to sort through, chop up, and, truth be told, often discard. “When you work on a play,” Walsh said, “you have to cut out so much good stuff. With this, all your good ideas get thrown in.” True as ever to Cinemaware’s theme, Jacob would wind up giving Walsh a credit as “Dialog Coach” in the finished product. (Walsh would go on to a long and still-ongoing career as a professor, playwright, dramaturg, and translator of Ibsen.)

King of ChicagoApart from Walsh and some music contributed by Eric Rosser, that original Macintosh King of Chicago was the work of Doug Sharp alone. When the coding and writing got to be too much, he would retreat into his workshop to mold the heads of his various characters out of clay. Once crudely digitized and imported into the game, their grotesque shapes — some of the gangsters seem to have been afflicted with whatever strange illness led to Elephant Man Joseph Merrick — certainly gave the game a unique look, if one perhaps more appropriate to a horror movie than a gangster flick.

But no matter. What’s most interesting about King of Chicago is what’s going on beneath its surface. What might first appear to be a simple branching narrative in the tradition of Choose Your Own Adventure turns out to be something much more sophisticated. It is in fact a hugely innovative leap into uncharted waters in the fraught field of ludic narrative. I want to take some time here to talk about what King of Chicago does and how it does it because these qualities make it, so much less splashy than Defender of the Crown though its surface appearance and commercial debut may have been, of equal importance in its own way. More hypertext narrative than traditional adventure game, King of Chicago does its level best to make a story with you rather than merely tell you a story. This distinction is a very important one.

The story in a storytelling game lies waiting to be discovered — but not written — by you as you make your way through the game. Storytelling games can offer strong, interesting stories, but do so at the expense of player freedom. You generally have local agency only, meaning that you may have some options about the order in which you explore the storyworld and even how you cause events to progress, but you’re nevertheless tightly bound to the overall plot created by the game’s designer. The canonical example of a storytelling game, a perpetual touchstone of scholars from Janet Murray to Chris Crawford, is Infocom’s Planetfall, particularly the death therein of your poor little robot companion Floyd. Every player who completes Planetfall will have experienced the same basic story. She may have seen that story in a slightly different order than another player and even solved its problems in slightly different ways, but Floyd will always sacrifice himself at the climactic moment, and all of the other major plot events will always play out in the same way. Storytelling games are Calvinist in philosophy: free will is just an illusion, your destiny foreordained before you even get started. Still, fixed as their overall plots may be, they allow plenty of space for puzzle solving, independent investigation of the environment, and all those other things we tend to wrap up under the convenient term of “gameplay.” I’m of the opinion that experiencing a story through the eyes of a person who represents you the player, whom you control, can do wonders to immerse you in that story and deepen the impact it has on you. Some folks, however, take the Infocom style of interactive fiction’s explicit promise of an interactivity that turns out to exist only at the most granular level as a betrayal of the medium’s potential. This has led them to chase after an alternative in the form of the storymaking game.

The idealized storymaking game is one that turns you loose in a robustly simulated storyworld and allows you to create your own story in conjunction with the inhabitants of that world. [1]I should note at this point that the terms “storytelling game” and “storymaking game” are hardly set in stone. Some prefer to talk of “canned narratives” and “emergent narratives.” Some, such as Brian Moriarty, have even flipped the terms around, considering the stories in storymaking games to be stories made beforehand by a human designer, and the stories in storytelling games to be stories made up and told on the fly by the computer. Doug Sharp himself seems to favor Moriarty’s usage, but I find my approach more intuitive. Regardless, it’s best not to get too hung-up on ever-shifting terminology in this area, and just try to understand the concepts. Unfortunately, it remains an unsolved and possibly unsolvable problem, for we lack a computerized intelligence capable of responding to the player when the scope of action allowed to her includes literally anything she can dream of doing. Since an infinite number of possibilities cannot be anticipated and coded for by a human, the computer would need to be able to improvise on the fly, and that’s not something computers are notably good at doing. If we somehow could find a way around this problem, we’d just ram up against another: stories of any depth almost universally require words to tell, and computers are terrible at generating natural language. In a presentation on King of Chicago for the 1989 Game Developers Conference, Sharp guessed that artificial intelligence would reach a point around 2030 where what he calls “fat and deep,” AI-driven storymaking games would become possible. As of today, though, it doesn’t look like we’ll get there within the next fifteen years. We may never get there at all. Strong AI remains, at it always has, a chimera lurking a few decades out there in some murky future.

That said, there’s a large middle ground between the fixed, unalterable story arc of a Planetfall and the complete freedom of our idealized storymaking game. Somewhere inside that middle ground rests the field of choice-based or hypertext literature, which generally gives the player a great deal of control over where the story goes in comparison to a traditional adventure game of the Infocom stripe, if nothing close to the freedom promised by a true storymaking game. The hypertext author figures out all of the different ways that she is willing to allow the story to go beforehand and then hand-crafts lots and lots of text to correspond with all of her various narrative tributaries. The player still isn’t really making her own story, since she can’t possibly do anything that hasn’t been anticipated by the story’s author. Yet if the choices are varied and interesting enough it almost doesn’t matter.

The adventure game and the hypertext are two very distinct forms; fans of one are by no means guaranteed to be fans of the other. Each is in some sense an exploration of story, but in very different ways. If the adventure game is concerned with the immersive experience of story, the hypertext is concerned with possibilities, with that question we all ask ourselves all the time, even when we know we should know better: what would have happened if I had done something else? The natures of the two forms dictate the ways that we approach them. Most adventure games are long-form works which players are expected to experience just once. Most hypertexts by contrast are written under the assumption that the player will want to engage with them multiple times, making different choices and exploring the different possible outcomes. This makes up for the fact that the average playthrough of the average hypertext, with its bird’s-eye view of the story, takes a small fraction of the time of the average playthrough of the average adventure game, with its worm’s-eye view. It also, not incidentally for Doug Sharp’s purposes, dovetails nicely with the Cinemaware concept of games that play out in no more time than it takes to watch a film, but that, unlike (most) films, can be revisited many times.

Narrative-oriented computer games in the early days hewed almost uniformly to the adventure-game model. Partly this was a matter of tradition; parsers and puzzles had become so established in the wake of Adventure and Scott Adams that it was seemingly hard for many authors to even conceive of alternative models of interaction (witness Nine Princes in Amber, a game that founders on the rocks between text adventure and hypertext). And partly this was a matter of technical constraints; those early machines were so starved for memory that the idea of a complex branching narrative, most of which the player would never see in any given playthrough, was a luxury authors could barely even conceive of affording. Thus during the early 1980s hypertexts were commonly found not on computers but in the hugely popular Choose Your Own Adventure line of children’s books and the many spin-offs and competitors it spawned.

The firewall began to come down at last in 1986, after designers began to realize that it was okay to dump parsers and puzzles if their design goals leaned in another direction, and after microcomputers had progressed enough from the days of 16 K and cassette tapes to crack open the door to more narrative experimentation. We’ve already looked closely at a couple of the works that resulted. Portal and Alter Ego each had the courage to abandon the parser, but neither takes full advantage of the new possibilities that come with placing a computer program — a real simulated storyworld — behind the multiple choices of Choose Your Own AdventurePortal is an exploration of a fixed, immutable story that has already happened rather than an exercise in making a new one. Alter Ego is more ambitious in its way, being an interactive story of a life that keeps track of your alter ego’s level of psychological, interpersonal, and economic achievement. Still, it doesn’t adapt the story it tells all that well to either your evolving personality or your evolving life situation, forcing you to power through largely the same set of vignettes every single time you play. King of Chicago, on the other hand, pushes the envelope of narratological possibility harder than any game that had yet appeared on a PC at the time of its release.

Here’s how Sharp describes his conception of his interactive movie:

A guy in a projection booth with hours and hours of film about a group of gangsters. The film is not on reels but in short clips of from a few seconds to a few minutes long. The clips hang all over the walls of the projection room. The projectionist knows exactly what’s on each clip and can grab a new one and thread it into the projector instantly. The audience is out there in the theater shouting out suggestions and the projectionist is listening and taking the suggestions into account but also factoring in what clips he’s already shown, because he wants to put together a real story with a beginning, middle, and end, subplots, introduction and development of characters and the whole narrative works. I wanted to minimize hard branches, to keep the cuts between clips as unpredictable as possible. Yet the story had to make sense, guys couldn’t die and reappear later, you couldn’t treat the gangster’s moll like dirt and expect her to cover your back later.

The second-to-last sentence is key. Hypertexts prior to King of Chicago had almost all been built out of predictable hard branches: “If you decide to do A, turn to page X; if you decide to do B, turn to page Y.” Such an approach all too often devolves after a play or two into a process of methodically lawn-mowering through the branches, looking for the path not yet taken until branches or patience is exhausted. Sharp, however, wanted a story that could feel fresh and surprising over many plays. In short, he wanted to deliver an exciting new gangster movie to his player each time. To do so, he would have to avoid the predictability of hard branches. He dubbed the system he came up with to do so Dramaton.

Like real life, Dramaton deals in probabilities and happenstance as much as cause and effect. The game as a whole can be thought of as a big bag of potential scenes, each described and “shot” much like a single scene from a movie, with the important difference that each offers Pinky one or more choices to make as it plays out. These choices can lead to a limited amount of the dreaded hard branching within each scene. Where Dramaton mixes things up, though, is in the way it chooses the next scene. Rather than inflexibly dictating what comes next via a hard branch, each episode alters a variety of variables reflecting the state of the storyworld and Pinky’s place within it. Some of these are true/false flags. (Has Pinky bumped off the Old Man to assume control of the gang? Has the eminently bribeable Alderman Burke been elected mayor?) Others are numeric measurements. (How happy is Pinky’s girl Lola with her beau? How does the rest of the gang feel about him? How well are the North Siders doing in Chicago at large? How agitated are the police by the gangsters’ activities?)

After an episode is complete, a narrative generator — what Sharp calls the Narraton — looks at all of these factors, then adds a healthy dose of good old randomness to choose an appropriate next episode that fits with what has come before. The player’s specific choices in an episode can also have a direct impact on what happens next, but with rare exceptions such choices are used more to whittle down the field of possibilities than to force a single, pre-determined follow-up episode. For example, if the player has just decided it might be a good idea to go see what’s up with Lola, the following episode will be restricted to those involving her.

To facilitate choosing an appropriate episode, each is assigned “keys,” amounting to the state of affairs in the storyworld that would ideally hold sway for it to fit perfectly into the overall context of the current story. For instance, an episode in which Lola goads Pinky, Lady Macbeth-style, for his failings and lack of ambition might require a low “Lola Happiness” number and a low “Pinky Reputation” score. An episode in which Pinky hears some other gangsters grumbling about the Old Man and must decide how to respond might require a relatively low “Old Man Reputation” number but a high “Gang Confidence” score (thus leading them to feel empowered to speak up). The closer the current reality of the storyworld corresponds with a given episode’s indexes, the more likely that episode is to be chosen.

This method of weaving scenes together had some interesting implications for Sharp himself as he wrote the game, turning the process into something more akin to guiding a child’s growth than constructing a dead piece of technology. He could “improvise” as an author: “If I got a great idea for a new episode, I could set it up in its own sequence, assign it keys, and trust that it would be selected appropriately.” Thus he was actually approaching the storymaking ideal despite being forced to work with fixed chunks of story rather than being able to cause the computer to improvise its own story; he was creating a narrative capable of surprising even him, the author. He notes that there are quite likely episodes in King of Chicago that have never been seen by any player ever because the indexes assigned to them can never be matched closely enough to trigger them — dead ends left behind as the storyworld organically grew and evolved under his careful stewardship.

For the ordinary player of the finished product, there must obviously come a point where episodes begin to repeat themselves and King of Chicago loses its interest. Sharp did his best, however, to delay that point as long as possible. He estimates that all of the episodes in the game played one after another would take about eight hours to get through, while the player is likely to see no more than 20 percent of them in any given playthrough. For a while anyway each of the gangster movies you and King of Chicago generate together really does feel unique. Even the opening scene that kicks off the movie varies with the vicissitudes of the random-number generator. The storyworld of King of Chicago, where your actions have an effect on your own fate and that of those around you but aren’t the whole of the story, can feel shockingly real in contrast to both the canned fictions of adventure games and the hard branches of those less ambitious hypertext narratives that still dominate the genre even today.

Managing a criminal empire by the twenty-question method.

Managing a criminal empire by the twenty-question method.

Unfortunately less effective is the simple economic strategy game that’s grafted onto the interpersonal stories. Here you control how much effort you put into your various criminal endeavors — speakeasies, gambling, and rackets — as well as how much you pay your right-hand man and bean counter Ben, the various officials you bribe, the foot soldiers in the gang, Lola, and of course yourself. In the original Macintosh version of the game this process is almost unbelievably tedious. You’re forced to learn about and control your empire via a question-and-answer session with Ben that takes absolutely forever and that has to be repeated over and over as the months pass. You can easily end up spending more total time having these inane dialogs with Ben then you do with the entire rest of the game.

King of Chicago on the Amiga.

King of Chicago on the Amiga.

Thankfully, the Macintosh version is not the final or definitive one. Over a year after the original release the game finally appeared on the Amiga in a version that isn’t so much a port as a complete remake. While Sharp still acted as programmer and narratologist, Cinemaware’s in-house team completely redid the graphics, ditching Sharp’s Potato Heads in favor of hand-drawn portraits of tough mugs and pouting dames that could be dropped easily into any vintage James Cagney flick. Sharp, meanwhile, took the opportunity to tighten up the narrative, removing some wordy exposition and pointless scenes, rewriting others. The occasional action games were also vastly improved to reflect the Amiga’s capabilities. Best of all, the endless question-and-answer sessions with Ben were replaced with a simple interactive ledger giving an easily adjustable overview of the state of your criminal empire. The strategy angle is still a bit undercooked — the numbers never quite add up from month to month, and cause and effect is far from consistently clear — but it goes from being a tedious time sink to an occasional distraction. The Amiga version plays out in about half the time of the original, with a corresponding additional dramatic thrust.

The Amiga's much-improved economic interface.

The Amiga version’s much-improved economic interface.

Of S.D.I. and King of Chicago, the latter would turn out to be the more successful in the long run, managing to sell more than 50,000 copies — albeit most of them in its vastly improved version for the Amiga and (eventually) the Atari ST, Apple IIGS, and IBM PC rather than its original Macintosh incarnation. Despite its relative commercial success, it’s always been amongst the most polarizing of the Cinemaware games, dismissed by some — unfairly in my opinion, for all the reasons I’ve just so copiously documented — as little more than a computerized Choose Your Own Adventure book. Future Cinemaware games would take their cue from Defender of the Crown rather than its companions on the label’s debut marquee. I wish I could say I expect to be revisiting the ideas behind Doug Sharp’s Dramaton soon, whether via a game from Cinemaware or anyone else, but such bold experiments in interactive narrative have been much less common than one might wish in the history of computer gaming. This just makes it all the more important to credit them when we find them.

(The sources listed in the previous article apply to this one as well. In addition: Commodore Power Play of August/September 1985; Doug Sharp’s blog; and two presentations given by Sharp, one from the 1989 Game Developers Conference and the other from the 1995 American Association of Artificial Intelligence Symposium on Interactive Story Systems.)

Footnotes

Footnotes
1 I should note at this point that the terms “storytelling game” and “storymaking game” are hardly set in stone. Some prefer to talk of “canned narratives” and “emergent narratives.” Some, such as Brian Moriarty, have even flipped the terms around, considering the stories in storymaking games to be stories made beforehand by a human designer, and the stories in storytelling games to be stories made up and told on the fly by the computer. Doug Sharp himself seems to favor Moriarty’s usage, but I find my approach more intuitive. Regardless, it’s best not to get too hung-up on ever-shifting terminology in this area, and just try to understand the concepts.
 
 

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Defender of the Crown

Defender of the Crown

If you rushed out excitedly to buy an Amiga in the early days because it looked about to revolutionize gaming, you could be excused if you felt just a little bit disappointed and underwhelmed as the platform neared its first anniversary in shops. There was a reasonable amount of entertainment software available — much of it from the Amiga’s staunchest supporter, Electronic Arts — but nothing that felt quite as groundbreaking as EA’s early rhetoric about the Amiga would imply. Even the games from EA were mostly ports of popular 8-bit titles, modestly enhanced but hardly transformed. More disappointing in their way were the smattering of original titles. Games like Arcticfox and Marble Madness had their charms, but there was nothing conceptually new about them. Degrade the graphics and sound just slightly and they too could easily pass for 8-bit games. But then, timed to neatly correspond with that one-year anniversary, along came Defender of the Crown, the Amiga’s first blockbuster and to this day the game many old-timers think of first when you mention the platform.

Digital gaming in general was a medium in flux in the mid-1980s, still trying to understand what it was and where it fit on the cultural landscape. The preferred metaphor for pundits and developers alike immediately before the Amiga era was the book; the bookware movement brought with it Interactive Fiction, Electronic Novels, Living Literature, and many other forthrightly literary branded appellations. Yet in the big picture bookware had proved to be something of a commercial dud. Defender of the Crown gave the world a new metaphorical frame, one that seemed much better suited to the spectacular audiovisual capabilities of the Amiga. Cinemaware, the company that made it, had done just what their name would imply: replaced the interactive book with the interactive movie. In the process, they blew the doors of possibility wide open. In its way Defender of the Crown was as revolutionary as the Amiga itself — or, if you like, it was the long-awaited proof of concept for the Amiga as a revolutionary technology for gaming. All this, and it wasn’t even a very good game.

The Cinemaware story begins with Bob Jacob, a serial entrepreneur and lifelong movie buff who fulfilled a dream in 1982 by selling his business in Chicago and moving along with his wife Phyllis to Los Angeles, cradle of Hollywood. With time to kill while he figured out his next move, he became fascinated with another, newer form of media: arcade and computer games. He was soon immersing himself in the thriving Southern California hacker scene. Entrepreneur that he was, he smelled opportunity there. Most of the programmers writing games around him were “not very articulate” and clueless about business. Jacob realized that he could become a go-between, a bridge between hackers and publishers who assured that the former didn’t get ripped off and that the latter had ready access to talent. He could become, in other words, a classic Hollywood agent transplanted to the brave new world of software. Jacob did indeed became a modest behind-the-scenes player over the next couple of years, brokering deals with the big players like Epyx, Activision, Spinnaker, and Mindscape for individuals and small development houses like Ultrasoft, Synergistic, Interactive Arts, and Sculptured Software. And then came the day when he saw the Amiga for the first time.

Jacob had gotten a call from a developer called Island Graphics, who had been contracted by Commodore to write a paint program to be available on Day One for the Amiga. But the two companies had had a falling out. Now Island wanted Jacob to see if he could place the project with another publisher. This he succeeded in doing, signing Island with a new would-be Amiga publisher called Aegis; Island’s program would be released as Aegis Images. (Commodore would commission R.J. Mical to write an alternate paint program in-house; it hit the shelves under Commodore’s own imprint as GraphiCraft.) Much more important to Jacob’s future, however, was his visit to Island’s tiny office and his first glimpse of the prototype Amigas they had there. Like Trip Hawkins and a handful of others, Jacob immediately understood what the Amiga could mean for the future of gaming. He understood so well, in fact, that he made a life-changing decision. He decided he wanted to be more than just an agent. Rather than ride shotgun for the revolution, he wanted to drive it. He therefore wound down his little agency practice in favor of spearheading a new gaming concept he dubbed “Cinemaware.”

Jacob has recounted on a number of occasions the deductions that led him to the Cinemaware concept. A complete Amiga system was projected to cost in the neighborhood of $2000. Few of the teenagers who currently dominated amongst gamers could be expected to have parents indulgent enough to spend that kind of money on them. Jacob therefore expected the demographic that purchased Amigas to skew upward in age — toward people like him, a comfortably well-off professional in his mid-thirties. And people like him would not only want, as EA would soon be putting it, “the visual and aural quality our sophisticated eyes and ears demand,” but also more varied and nuanced fictional experiences. They would, in other words, like to get beyond Dungeons and Dragons, The Lord of the Rings, Star Wars, and Star Trek as the sum total of their games’ cultural antecedents. At the same time, though, their preference for more varied and interesting ludic fictions didn’t necessarily imply that they wanted games that were all that demanding on their time or even their brainpower. This is the point where Jacob diverged radically from Infocom, the most prominent extant purveyor of sophisticated interactive fictions. The very first computer game that Jacob had ever bought had been Infocom’s Deadline. He hadn’t been all that taken with the experience even at the time. Now, what with its parser-based interface and all the typing that that entailed, its complete lack of audiovisual flash, its extensive manual and evidence reports that the player was expected to read before even putting the disk in the drive, and the huge demands it placed on the player hoping to actually solve its case, it served as a veritable model for what Jacob didn’t want his games to be. Other forms of entertainment favored by busy adults weren’t so demanding. Quite the opposite, in fact. His conception of adult gaming would have it be as easy-going and accessible as television. Thus one might characterize Jacob’s vision as essentially Trip Hawkins’s old dictum of “simple, hot, and deep,” albeit with a bit more emphasis on the “hot” and a bit less on the “deep.” The next important question was where to find those more varied and nuanced fictional experiences. For a movie buff living on the very doorstep of Tinsel Town, the answer must have all but announced itself of its own accord.

Bookware aside, the game industry had to some extent been aping the older, more established art form of film for a while already. The first attempt that I’m aware of to portray a computer game as an interactive movie came with Sierra’s 1982 text-adventure epic Time Zone, the advertising for which was drawn as a movie poster, complete with “Starring: You,” “Admission: $99.95,” and a rating of “UA” for “Ultimate Adventure.” It was also the first game that I’m aware of to give a credit for “Producer” and “Executive Producer.” Once adopted and popularized by Electronic Arts the following year, such movie-making terminology spread quickly all over the game industry. Now Bob Jacob was about to drive the association home with a jackhammer.

Each Cinemaware game would be an interactive version of some genre of movies, drawn from the rich Hollywood past that Jacob knew so well. If nothing else, Hollywood provided the perfect remedy for writer’s block: “Creatively it was great because we had all kinds of genres of movies to shoot for.” Many of the movie genres in which Cinemaware would work felt long-since played-out creatively by the mid-1980s, but most gaming fictions were still so crude by comparison with even the most hackneyed Hollywood productions that it really didn’t matter: “I was smart enough and cynical enough to realize that all we had to do was reach the level of copycat, and we’d be considered a breakthrough.”

Cynicism notwithstanding, the real, obvious love that Jacob and a number of his eventual collaborators had for the movies they so self-consciously evoked would always remain one of the purest, most appealing things about Cinemaware. Their manuals, scant and often almost unnecessary as they would be, would always make room for an affectionate retrospective on each game’s celluloid inspirations. At the same time, though, we should understand something else about the person Jacob was and is. He’s not an idealist or an artist, and certainly not someone who spends a lot of time fretting over games in terms of anything other than commercial entertainment. He’s someone for whom phrases like “mass-market appeal” — and such phrases tend to come up frequently in his discourse — hold nary a hint of irony or condescension. Even his love of movies, genuine as it may be, reflects his orientation toward mainstream entertainment. You’ll not find him waiting for the latest Criterion Collection release of Bergman or Truffaut. No, he favors big popcorn flicks with, well, mass-market appeal. Like so much else about Jacob, this sensibility would be reflected in Cinemaware.

Financing for a new developer wasn’t an easy thing to secure in the uncertain industry of 1985. Perhaps in response, Jacob initially conceived of his venture as a very minimalist operation, employing only himself and his wife Phyllis on a full-time basis. The other founding member of the inner circle was Kellyn Beeck, a friend, software acquisitions manager at Epyx, fellow movie buff, and frustrated game designer. The plan was to give him a chance to exorcise the latter demon with Cinemaware. Often working from Jacob’s initial inspiration, he would provide outside developers with design briefs for Cinemaware games, written in greater or lesser detail depending on the creativity and competency of said developers. When the games were finished, Jacob would pass them on to Mindscape for publication as part of the Cinemaware line. One might say that it wasn’t conceptually all that far removed from the sort of facilitation Jacob had been doing for a couple of years already as a software agent. It would keep the non-technical Jacob well-removed from the uninteresting (to him) nuts and bolts of software development. Jacob initially called his company Master Designer Software, reflecting both an attempt to “appeal to the ego of game designers” and a hope that, should the Cinemaware stuff turn out well, he might eventually launch other themed lines. Cinemaware would, however, become such a strong brand in its own right in the next year or two that Jacob would end up making it the name of his company. I’ll just call Jacob’s operation “Cinemaware” from now on, as that’s the popular name everyone would quickly come to know it under even well before the official name change.

After nearly a year of preparation, Jacob pulled the trigger on Cinemaware at last in January of 1986, when in a matter of a few days he legally formed his new company, signed a distribution contract with Mindscape, and signed contracts with outsiders to develop the first four Cinemaware games, to be delivered by October 15, 1986 — just in time for Christmas. Two quite detailed design briefs went to Sculptured Software of Salt Lake City, a programming house that had made a name for themselves as a porter of games between platforms. Of Sculptured’s Cinemaware projects, Defender of the Crown, the title about which Jacob and Beeck were most excited, was inspired by costume epics of yesteryear featuring legendary heroes like Ivanhoe and Robin Hood, while SDI was to be a game involving Ronald Reagan’s favorite defense program and drawing its more tenuous cinematic inspiration from science-fiction classics ranging from the Flash Gordon serials of the 1930s to the recent blockbuster Star Trek II: The Wrath of Khan. The other two games went to proven lone-wolf designer/programmers, last of a slowly dying breed, and were outlined in much broader strokes. King of Chicago, given to a programmer named Doug Sharp who had earlier written a game called ChipWits, an interesting spiritual successor to Silas Warner’s classic Robot War, was to be an homage to gangster movies. And Sinbad and the Throne of the Falcon was given to one Bill Williams, who had earlier written such Atari 8-bit hits as Necromancer and Alley Cat and had just finished the first commercial game ever released for the Amiga, Mind Walker. His game would be an homage to Hollywood’s various takes on the Arabian Nights. Excited though he was by the Amiga, Jacob hedged his bets on his platforms just as he did on his developers, planning to get at least one title onto every antagonist in the 68000 Wars before 1986 was out. Only Defender of the Crown and Sinbad were to be developed and released first on the Amiga; King of Chicago would be written on the Macintosh, SDI on the Atari ST. If all went well, ports could follow.

All of this first wave of Cinemaware games as well as the ones that would follow will get their greater or lesser due around here in articles to come. Today, though, I want to concentrate on the most historically important if certainly not the best of Cinemaware’s works, Defender of the Crown.

Our noble Saxon hero on the job

Our noble Saxon hero on the job.

Defender of the Crown, then, takes place in a version of medieval England that owes far more to cinema than it does to history. As in romantic depictions of Merry Olde England dating back at least to Walter Scott’s Ivanhoe, the stolid English Saxons are the heroes here, the effete French Normans — despite being the historical victors in the struggle for control of England — the villains. Thus you play a brave Saxon lord struggling against his Norman oppressors. Defender of the Crown really doesn’t make a whole lot of sense as history, fiction, or legend. A number of its characters are drawn from Ivanhoe, which might lead one to conclude that it’s meant to be a sequel to that book, taking place after Richard I’s death has thrown his kingdom into turmoil once again. But if that’s the case then why is Reginald Front-de-Boeuf, who was killed in Ivanhoe, running around alive and well again? Should you win Defender of the Crown, you’ll be creating what amounts to an alternate history in which the Saxons throw off the Norman yoke and regain control of England. Suffice to say that the only history that Defender of the Crown is really interested in is the history of Hollywood. What it wants to evoke is not the England of myth or reality, but the England of the movies so lovingly described in its manual. It has no idea where it stands in relation to Ivanhoe or much of anything else beyond the confines of a Hollywood sound stage, nor does it care. Given that, why should we? So, let’s agree to just go with it.

The core of Defender of the Crown: Risk in Merry Olde England

The core of Defender of the Crown: Risk played in Merry Olde England

Defender of the Crown is essentially Risk played on a map of England. The other players in the game include three of the hated Normans and two other Saxon lords, who generally try to avoid attacking their ethnic fellows unless space starts getting really tight. Your goal is of course to wipe the Normans from the map and make of England a Saxon kingdom again. Woven into the simple Risk-like strategy game are a handful of action-oriented minigames that can be triggered by your own actions or those of the other lords: a grand jousting tournament, a midnight raid on an enemy castle, a full-on siege complete with a catapult that you use to knock down a beleaguered castle’s walls. In keeping with Jacob’s vision of Cinemaware games as engaging but light entertainments, a full game usually takes well under an hour to play, and there is no provision for saving or restoring.

From the beginning, it was Jacob’s intention to really pull out all the stops for Defender of the Crown in particular amongst his launch titles, to make of it an audiovisual showcase the likes of which had never been seen before. Shortly after signing Sculptured Software to do the programming, he therefore signed Jim Sachs to work with them, giving him a title familiar to Hollywood but new to the world of games: Art Director.

A Jim Sachs self-portrait

A Jim Sachs self-portrait, one of his early Amiga pictures that won him the job of Art Director for Defender of the Crown.

A self-taught artist from childhood and a programmer since he’d purchased a Commodore 64 just a few years before, Sachs had made quite a name for himself in quite a short time in Commodore circles. He’d written and released a game of his own for the Commodore 64, Saucer Attack, that mixed spectacular graphics with questionable gameplay (an accusation soon to be leveled against Defender of the Crown as well). He’d then spent a year working on another game, to be called Time Crystal, that never got beyond a jawdropping demo that made the rounds of Commodore 64 BBSs for years. He’d been able to use this demo and Saucer Attack to convince Commodore to give him developer’s status for the Amiga, allowing him access to pre-release hardware. Sachs’s lovely early pictures were amongst the first to be widely distributed amongst Amiga users, making him the most well-known of the Amiga’s early hacker artists prior to Eric Graham flooring everyone with his Juggler animation in mid-1986. Indeed, Sachs was quite possibly the best Amiga painter in the world when Jacob signed him up to do Defender of the Crown — Andy Warhol included. He would become the most important single individual to work on the game. If it was unusual for an artist to become the key figure behind a game, that itself was an illustration of what made Cinemaware — and particularly Defender of the Crown — so different from what had come before. As he himself was always quick to point out, Sachs by no means personally drew every single one of the many lush scenes that make up the game. At least seven others contributed art, an absolutely huge number by the standards of the time, and another sign of what made Defender of the Crown so different from everything that had come before. It is fair to say, however, that Sachs’s virtual brush swept over every single one of the game’s scenes, tweaking a shadow here, harmonizing differing styles there. His title of Art Director was very well-earned.

This knight, first distributed by Jim Sachs as a picture file, would find his way into Defender of the Crown almost unaltered.

This knight, first distributed by Jim Sachs as a standalone picture, would find his way into Defender of the Crown almost unaltered.

By June of 1986 Sachs and company had provided Sculptured Software with a big pile of mouth-watering art, but Sculptured had yet to demonstrate to Jacob even the smallest piece of a game incorporating any of it. Growing concerned, Jacob flew out to Salt Lake City to check on their progress. What he found was a disaster: “Those guys were like nowhere. Literally nowhere.” Their other game for Cinemaware, SDI, was relatively speaking further along, but also far behind schedule. It seemed that this new generation of 68000-based computers had proved to be more than Sculptured had bargained for.

Desperate to meet his deadline with Mindscape, Jacob took the first steps toward his eventual abandonment of his original concept of Cinemaware as little more than a creative director and broker between developer and publisher. He hired his first actual employee beyond himself and Phyllis, a fellow named John Cutter who had just been laid off following Activision’s acquisition of his previous employer Gamestar, a specialist in sports games. Cutter, more technical and more analytical than Jacob, would become his right-hand man and organizer-in-chief for Cinemaware’s many projects to come. His first task was to remove Sculptured Software entirely from Defender of the CrownS.D.I. they were allowed to keep, but from now on they’d work on it under close supervision from Cutter. Realizing he needed someone who knew the Amiga intimately to have a prayer of completing Defender of the Crown by October 15, Jacob called up none other than R.J. Mical, developer of Intuition and GraphiCraft, and made him an offer: $26,000 if he could take Sachs’s pile of art and Jacob and Beeck’s design, plus a bunch of music Jacob had commissioned from a composer named Jim Cuomo, and turn it all into a finished game within three months. Mical simply said — according to Jacob — “I’m your man.”

Defender of the Crown

He got it done, even if it did nearly kill him. Mical insists to this day that Jacob wasn’t straight with him about the project, that the amount of work it ended up demanding of him was far greater than what he had been led to expect when he agreed to do the job. He was left so unhappy by his rushed final product that he purged his own name from the in-game credits. Sachs also is left with what he calls a “bitter taste,” feeling Jacob ended up demanding far, far more work from him than was really fair for the money he was paid. Many extra graphical flourishes and entire additional scenes that Mical simply didn’t have time or space to incorporate into the finished product were left on the cutting-room floor. Countless 20-hour days put in by Sachs and his artists thus went to infuriating waste in the name of meeting an arbitrary deadline. Sachs claims that five man-weeks work worth of graphics were thrown out for the jousting scenes alone. Neither Sachs nor Mical would ever work with Cinemaware again.

Jousting, otherwise known as occasionally knocking the other guy off his horse but mostly getting unhorsed yourself for no discernible reason

Jousting, otherwise known as occasionally knocking the other guy off his horse for no discernible reason but mostly getting unhorsed yourself.

Many gameplay elements were also cut, while even much of what did make it in has an unfinished feel about it. Defender of the Crown manages the neat trick of being both too hard and too easy. What happens on the screen in the various action minigames feels peculiarly disconnected from what you actually do with the mouse. I’m not sure anyone has ever entirely figured out how the jousting or swordfighting games are even supposed to work; random mouse twiddling and praying would seem to be the only viable tactics. And yet the Risk-style strategic game is almost absurdly easy. Most players win it — and thus Defender of the Crown as a whole — on their second if not their first try, and then never lose again.

Given this, it would be very easy to dismiss Defender of the Crown entirely. And indeed, plenty of critics have done just that, whilst often tossing the rest of Cinemaware’s considerable catalog into the trash can of history alongside it. But, as the length of this article would imply, I’m not quite willing to do that. I recognize that Defender of the Crown isn’t really up to much as a piece of game design, yet even today that doesn’t seem to matter quite as much as it ought to. Simplistic and kind of broken as it is, it’s still a more entertaining experience today than it ought to be — certainly enough so to be worth a play or two. And back in 1986… well, I united England under the Saxon banner a ridiculous number of times as a kid, long after doing so became rote. In thinking about Defender of the Crown‘s appeal, I’ve come to see it as representing an important shift not just in the way that games are made but also in the way that we experience them. To explain what I mean I need to get a bit theoretical with you, just for a moment.

Whilst indulging in a bit of theory in an earlier article, I broke down a game into three component parts: its system of rules and mechanics, its “surface” or user interface, and its fictional context. I want to set aside the middle entry in that trio and just think about rules and context today. As I also wrote in that earlier article, the rise in earnest of what I call “experiential games” from the 1950s onward is marked by an increased interest in the latter in comparison to the former, as games became coherent fictional experiences to be lived rather than mere abstract systems to be manipulated in pursuit of a favorable outcome. I see Defender of the Crown and the other Cinemaware games as the logical endpoint of that tendency. In designing the game, Bob Jacob and Kellyn Beeck started not with a mechanical concept — grand strategy, text adventure, arcade action, etc. — but with a fictional context: a recreation of those swashbuckling Hollywood epics of yore. That the mechanical system they came up with to underlie that fiction — a simplified game of Risk peppered by equally simplistic action games — is loaded with imperfections is too bad but also almost ancillary to Defender of the Crown the experience. The mechanics do the job just well enough to make themselves irrelevant. No one comes to Defender of the Crown to play a great strategy game. They come to immerse themselves in the Merry Olde England of bygone Hollywood.

For many years now there have been voices stridently opposed to the emphasis a game like Defender of the Crown places on its fictional context, with the accompanying emphasis on foreground aesthetics necessary to bring that context to life. Chris Crawford, for instance, dismisses not just this game but Cinemaware as a whole in one paragraph in On Game Design as “lots of pretty pictures and animated sequences” coupled to “weak” gameplay. Gameplay is king, we’re told, and graphics and music and all the rest don’t — or shouldn’t — matter a whit. Crawford all but critically ranks games based entirely on what he calls their “process intensity”: their ratio of dynamic, interactive code — i.e., gameplay —  to static art, sound, music, even text. If one accepts this point of view in whole or in part, as many of the more prominent voices in game design and criticism tend to do, it does indeed become very easy to dismiss the entire oeuvre of Cinemaware as a fundamentally flawed concept and, worse, a dangerous one, a harbinger of further design degradations to come.

Speaking here as someone with an unusual tolerance for ugly graphics — how else could I have written for years now about all those ugly 8-bit games? — I find that point of view needlessly reductive and rather unfair. Leaving aside that beauty for its own sake, whether found in a game or in an art museum, is hardly worthy of our scorn, the reality is that very few modern games are strictly about their mechanics. Many have joined Defender of the Crown as embodied fictional experiences. This is the main reason that many people play them today. If beautiful graphics help us to feel embodied in a ludic world, bully for them. I’d argue that the rich graphics in Defender of the Crown carry much the same water as the rich prose in, say, Mindwheel or Trinity. Personally — and I understand that mileages vary here — I’m more interested in becoming someone else or experiencing — there’s that word again! — something new to me for a while than I am in puzzles, strategy, or reflex responses in the abstract. I’d venture to guess that most gamers are similar. In some sense modern games have transcended games — i.e., a system of rules and mechanics — as we used to know them. Commercial and kind of crass as it sometimes is, we can see Defender of the Crown straining toward becoming an embodied, interactive, moving, beautiful, fictional experience rather than being just the really bad take on Risk it unquestionably also is.

A fetching lass. Those partial to redheads or brunettes have other options.

A fetching lass gives you the old come-hither stare. Those partial to redheads or brunettes also have options.

A good illustration of Defender of the Crown‘s appeal as an experiential fiction as well as perhaps a bit of that aforementioned crassness is provided by the game’s much-discussed romantic angle. No Hollywood epic being complete without a love interest for the dashing hero, you’ll likely at some point during your personal epic get the opportunity to rescue a Saxon damsel in distress from the clutches of a dastardly Norman. We all know what’s bound to happen next: “During the weeks that follow, gratitude turns to love. Then, late one night…”

Consummating the affair. Those shadows around waist-level are... unfortunate. I don't actually think they're supposed to look like what they look like...

Consummating the affair. Those shadows around waist-level are… unfortunate. I don’t think they’re actually supposed to look like what they look like, although they do give a new perspective to the name of “Geoffrey Longsword.”

After the affair is consummated, your new gal accompanies you through the rest of the game. It’s important to note here that she has no effect one way or the other on your actual success in reconquering England, and that rescuing her is actually one of the more difficult things to do in Defender of the Crown, as it requires that you engage with the pretty terrible swordfighting game; I can only pull it off if I pick as my character Geoffrey Longsword, appropriately enough the hero with “Strong” swordfighting skills. Yet your game — your story — somehow feels incomplete if you don’t manage it. What good is a hero without a damsel to walk off into the sunset with him? There are several different versions of the virgin (sorry!) that show up, just to add a bit of replay value for the lovelorn.

As I’ve written earlier, 1986 was something of a banner year for sex in videogames. The love scene in Defender of the Crown, being much more, um, graphic than the others, attracted particular attention. Many a youngster over the years to come would have his dreams delightfully haunted by those damsels. Shortly after the game’s release, Amazing Computing published an unconfirmed report from an “insider” that the love scene was originally intended to be interactive, requiring “certain mouse actions to coax the fair woman, who reacted accordingly. After consulting with game designers and project management, the programmer supposedly destroyed all copies of the source code to that scene.” Take that with what grains of salt you will. At any rate, a sultry love interest would soon become a staple of Cinemaware games, for the very good reason that the customers loved them. And anyway, Jacob himself, as he later admitted in a revelation bordering on Too Much Information, “always liked chesty women.” It was all horribly sexist, of course, something Amazing Computing pointed out by declaring Defender of the Crown the “most anti-woman game of the year.” On the other hand, it really wasn’t any more sexist than its cinematic inspirations, so I suppose it’s fair enough when taken in the spirit of homage.

Defender of the Crown

Cinemaware wasn’t shy about highlighting one of Defender of the Crown‘s core appeals. Did someone mention sexism?

The buzz about Defender of the Crown started inside Amiga circles even before the game was done. An early build was demonstrated publicly for the first time at the Los Angeles Commodore Show in September of 1986; it attracted a huge, rapt crowd. Released right on schedule that November through Mindscape, Defender of the Crown caused a sensation. Amiga owners treated it as something like a prophecy fulfilled; this was the game they’d all known the Amiga was capable of, the one they’d been waiting for, tangible proof of their chosen platform’s superiority over all others. And it became an object of lust — literally, when the gorgeously rendered Saxon maidens showed up — for those who weren’t lucky enough to own Commodore’s wunderkind.  You could spend lots of time talking about all of the Amiga’s revolutionary capabilities — or you could just pop Defender of the Crown in the drive, sit back, and watch the jaws drop. The game sold 20,000 copies before the end of 1986 alone, astounding numbers considering that the total pool of Amiga owners at that point probably didn’t number much more than 100,000. I feel pretty confident in saying that just about every one of those 80,000 or so Amiga owners who didn’t buy the game right away probably had a pirated copy soon enough. It would go on to sell 250,000 copies, the “gift that kept on giving” for Jacob and Cinemaware for years to come. While later Cinemaware games would be almost as beautiful and usually much better designed — not to mention having the virtue of actually being finished — no other would come close to matching Defender of the Crown‘s sales numbers or its public impact.

Laying seige to a castle. The Greek fire lying to the left of the catapault can't be used. It was cut from the game but not the graphics, only to be added back in in later ports.

Laying siege to a castle. The Greek fire lying to the left of the catapult can’t be used. It was cut from the game but not the graphics, only to be added back in in later ports.

Cinemaware ported Defender of the Crown to a plethora of other platforms over the next couple of years. Ironically, virtually all of the ports were much better game games than the Amiga version, fixing the minigames to make them comprehensible and reasonably entertaining and tightening up the design to make it at least somewhat more difficult to sleepwalk to victory. In a sense, it was Atari ST users who got the last laugh. That, anyway, is the version that some aficionados name as the best overall: the graphics and sound aren’t quite as good, but the game behind them has been reworked with considerable aplomb. Even so, it remained and remains the Amiga version that most people find most alluring. Without those beautiful graphics, there just doesn’t seem to be all that much point to Defender of the Crown. Does this make it a gorgeous atmospheric experience that transcends its game mechanics or just a broken, shallow game gussied up with lots of pretty pictures? Perhaps it’s both, or neither. Artistic truth is always in the eye of the beholder. But one thing is clear: we’ll be having these sorts of discussions a lot as we look at games to come. That’s the real legacy of Defender of the Crown — for better or for worse.

Defender of the Crown

(Sources: On the Edge by Brian Bagnall; Computer Gaming World of January/February 1985, March 1987 and August/September 1987; Amazing Computing #1.9, February 1987, April 1987, and July 1987; Commodore Magazine of October 1987 and November 1988; AmigaWorld of November/December 1986. Jim Sachs has been interviewed in more recent years by Kamil Niescioruk and The Personal Computer Museum. Matt Barton and Tristan Donovan have each interviewed Bob Jacob for Gamasutra.

Defender of the Crown is available for purchase for Windows and Mac from GOG.com and in the Apple Store for iOSfor those of you wanting to visit Merry Olde England for yourselves. All emulate the historically definitive if somewhat broken Amiga version, featuring the original Amiga graphics and sound.)

 
 

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