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Essex and Brimstone

The next two entrants in the Electronic Novel line trickled out of Synapse/Brøderbund some eight months after Mindwheel and with vastly less fanfare. Both are flawed efforts that together serve to take a lot of the shine off Synapse’s boldly literary take on the text adventure.

Essex

The premise of Essex is The Love Boat meets Star Trek. You play one of an array of disparate passengers who come together for a cruise on the Essex, the sleekest and most luxurious star liner in the galaxy. Before all is said and done, you’ll have unmasked one of your fellow travelers as a spy and another as a thief, rescued a “Klangorn” warrior from unjust captivity, beamed down to a planet to collect some fresh “trilithium crystals” to power the Essex, and — the real crux of the matter — rescued from another unjust captivity on another planet the only scientist capable of closing an inter-dimensional wormhole and thus preventing an alien invasion. Whew! Whatever else you can say about it, Essex doesn’t lack for ambition.

Unlike the other Electronic Novels, for which Synapse turned to outside writers, Essex author Bill Darrah was also a programmer at Synapse. He doesn’t manage to transcend his other calling; we’re back pretty firmly in the realm of programmer writing here, which comes as a particular letdown after the likes of Mindwheel. Like many unpracticed writers straining to sound “literary,” Darrah frequently confuses elegant language with stilted language. Tortured passive-voice constructions abound: “A newspaper is picked up and pocketed,” the game tells us after we “GET NEWSPAPER” as our first command of the game. More fundamentally, Essex doesn’t seem to know exactly what it wants to be, staking out some shaky territory somewhere between Star Trek parody and homage, with a bit of Douglas Adams at his “zaniest” and least compelling, without ever really committing to anything. So we end up with a fairly serious space-adventure premise which nevertheless has the aforementioned “Klangorn” and “trilithium crystals” along with a Chief Engineer McKinley who hangs pictures of the Highlands in his office and speaks in a bizarre faux-Scottish diction that suggests that the only Scottish accent Darrah has ever heard is James Doohan’s. Even more bizarre combinations of drama and comedy have worked in the hands of talented writers, but suffice to say that Darrah is not one of these writers.

Taken as a game — or, if you like, a systemEssex is more interesting. In fact, it’s by far the most complex piece of programming of all the Electronic Novels. If we take classic adventures as almost all formed in the Adventure mold (the vast majority), being relatively static environments that change only at the prompting of you the player, or the Deadline mold, being dynamic, living story systems in which not just what but also when becomes a factor, Essex is firmly in the dynamic camp. Life is happening around you constantly. Not only does the Essex itself suffer a series of crises, but a cast of a dozen or so others is all constantly moving about, pursuing their own agendas and (ideally) reacting to your own actions in believable ways. It’s impressive — except when it doesn’t quite work right, which is often. Making a believable world/simulation of this sort is still one of the hardest things to do in an adventure game, which does much to explain the form’s still-strong love for deserted environments and straitjacketed, linear plotting. In Essex mimesis is constantly shattered. You can beat one of your fellow passengers to a pulp in front of others while they just continue chatting about the vacation they’re having; use an energy bomb to free a dangerous prisoner from the brig while the guard just yawns and looks on. At points the various daemons controlling plot developments seem to get out of whack, so that a landing party can beam down to a planet before the ship has actually arrived there. Essex needed a lot more testing than it apparently received, serving as yet another example of how the process at Infocom just as much as the vision of their writers led to their own unrivaled catalog of games. This was something that Synapse like so many others, whatever vows they may have made about doing “everything Infocom does plus one,” couldn’t duplicate.

Another thing was Infocom’s parser. Synapse made much out of the BTZ parser, bragging about its ability to understand some 1500 words, over twice that of a typical Infocom game. But word counts alone aren’t enough; ever-present concerns about disk and memory usage aside, they are in fact the easy part of the problem. It’s the grammatical patterns used to deduce meaning from those words that are the hard part. Here Synapse took the same wrong-headed approach as Telarium and many others, doing simple pattern matching as often as real parsing and trying to guess at the meanings of commands which couldn’t be interpreted by more rigorous methods. The BTZ parser is a “lying parser,” in other words, which tries to pretend it knows more than it does. Mindwheel had of course used the same parser, but there it oddly seemed to work at least some of the time, aided by that game’s surreal atmosphere and general disinterest in grubby materialism; witness the Oedipal interaction that so delighted Robert Pinsky. In Essex, full of more traditional object-oriented puzzles, it’s much less successful. Conversations are particularly prone to non sequiturs: asking another crewman, “WHERE IS CAPTAIN DEE?” results in, “At the same time Dee was building the Essex, the economies of three major planets collapsed.” Good to know… I guess. Infuriatingly, solving Essex requires beating your head against the conversation system; one or two other people on the ship have essential information that you can gather only by asking about random things until you stumble across it.

Indeed, Essex is a very difficult game, requiring like so many others of its dynamic stripe many restarts and restores to solve. In the end, I must admit I judged it not worth the effort. Which was a particular disappointment because the big hardcover book, while still having a surfeit of blank pages, is actually used pretty well here to introduce your fellow passengers and set everything up. Thanks to it, I was actually excited to get started. Alas, that initial excitement wasn’t enough to sustain me.

Brimstone

Even more initially promising is Brimstone: The Dream of Gawain, written by another up-and-coming poet living in the San Francisco area named James Paul, who wouldn’t go on to quite the same heights as Robert Pinsky but has continued to write poetry and prose and teach creative writing at Hunter College. In Brimstone you take the role of Sir Gawain, a Knight of the Round Table best known as the main character of “Sir Gawain and the Green Knight,” a recurrent tale of the Arthurian mythos that is most often read today in its translation by J.R.R. Tolkien (it also likely had a little something to do with inspiring one of the more beloved set-pieces in Monty Python and the Holy Grail). The game is in fact exactly what its subtitle says it is: as it begins Gawain is drifting off to sleep after a day of relaxation at Camelot. Brimstone is what he experiences within the nocturnal, infernal landscape of his dream.

Paul, owner of a PhD in Medieval English literature, isn’t much interested in the King Arthur of flashing swords and chivalric derring-do. He rather connects with the murkier, more mystical aspects of the tradition which you can practically breathe in with the mists during an autumn walk around Glastonbury. Nor does he restrict himself to the Arthurian mythos. Brimstone owes much to — where have we heard this before? — Dante. Like Mindwheel, there’s little in the way of straightforward plotting or concrete theme here, but lots of evocative suggestions and a whole pile of deftly rendered references that hover on the edge of the unconscious — not only to Dante and King Arthur but also to the Book of Genesis, to The Pilgrim’s Progress, to the Greek myths (Charon makes an inevitable cameo), even to Kafka (Morgan Le Fay is the star witness in an absurdist trial in which Gawain is the accused). Presiding over much of the affair as Paul’s version of Dante’s Virgil is none other than William Blake. There’s also an homage to a more modern celebrated work by another Medievalist (among many other things), Umberto Eco, whose The Name of the Rose had reached American shores in translation just the year before Paul set to work on Brimstone. The frame story of Brimstone, as presented in the accompanying hardcover, is a dead ringer for that of The Name of the Rose: fussily pretentious academic discovers a heretofore unknown manuscript behind the Iron Curtain. It’s pretty funny — the academic in question has the perfect name of “Jeremy Diddler” — if not quite as drolly perfect as Eco’s.

Much of the imagery in Brimstone proper concerns sin and redemption; much also Greatness versus Goodness. Here’s a bit I particularly like, a forest of frozen hypocrites:

The knight found himself at the northern end of the Vale of the Titans. To the south, Gawain saw what appeared to be figures of men, standing still in the ice.

The figures were men, or their shapes, in any case. Here a multitude of statues of ice crowded a small valley to the south of the knight. Each statue was twice as large as Gawain, each was intricately carved, and each wore what seemed at first to be expressions of virtue, dignity, honesty and courage. Here the track turned, running north and west.

> s

Each figure was labeled with a name: Agamemnon, Bonaparte, Bowdler, Burr, and so on. The knight's heart sank as he walked on. Alphabetical orders always weighed heavily upon him. It was a cold place, and the hills bristled with statues.

> s

The knight felt worse and worse as he walked through this forest of hypocrites. He could look at the statues no longer, though they ran on and on, both men and women, most of whom the knight did not know. The knight came to a marshy area.

Here the ground oozed a gray substance, and wide-leafed plants burst through the mud, their leaves bearing white designs like those the knight had seen on the backs of spiders. A single firm path bore many tracks of a single creature east, and a path also ran south. What next? thought the knight, noting the sign.

> read sign

There in the rock above the well were some words, written by hand. "Expect poison from standing water," it read.

The excerpt above, of course, also shows the most immediately striking aspect of Brimstone: all of its text is rendered in the third-person past tense. Given the sheer quantity of text adventures that precede it, I wouldn’t want to claim absolutely that it’s the first to experiment with this alternative. It is, however, the first of which I’m aware; virtually all previous games had used either the first-person present (as popularized by Scott Adams) or the second-person present (as popularized by Adventure and later Infocom). In the hands of a lesser writer, it might come off as just a gimmick, but here it suits Paul’s oft-lovely prose and the somewhat removed, dreamlike temper of the whole experience perfectly.

I wish I could leave it at that, leave Brimstone as a piece of interactive poetry almost the equal of Mindwheel. But sadly, commercial considerations do much to undo the experience. Until quite late in the day, Brimstone seems like a kind game which is not puzzleless but not all that interested in its puzzles either, using them largely to provide direction and impetus to explore its enchanted dreamscape. Some of the puzzles are actually pretty good: there’s a free-association exercise that’s almost the equal of any of Mindwheel‘s poetic puzzles. But this version of Brimstone would have been a lovely experience lasting perhaps two or three hours — unacceptable for a game that people would be spending $30 or more on. So, you’ll eventually come to the realization that, starting in the mid-game, Brimstone had begun layering on increasingly obscure puzzles, many of which you probably never recognized as puzzles at all. The ultimate goal turns out to be to collect five magic words needed to defeat Gawain’s nemesis the Green Knight. At least three of these are extremely difficult to find; you’re all but guaranteed to end the game having been locked out of victory long ago. The most absurd word-acquisition strategy of all requires you to start talking to a flower who’s given no prior sign of sentience. To make matters worse, once you collect the words you have to figure out their correct order largely by trial and error and type them really, really fast thanks to one of the more pointless innovations of the BTZ system: the games play in a sort of pseudo-real time, with turns passing as if in response to a “WAIT” command if you don’t type something quickly enough. Mostly that’s just an occasional annoyance, but here it’s enough to make you want to pull out the (virtual) disk and throw it across the room. So, having ended my last article with an elegiac to the dream of a commercial marketplace for literary interactive fiction, let me end this one by noting how wonderful it is that many later experiments with interactive literature were allowed to be their best selves without such dull metrics as dollars spent and hours of gameplay provided getting in the way.

It’s unfortunately a bit more complicated to play Essex and Brimstone today than it is to play Mindwheel. All of the Apple II disk images of both that I could find floating around the Internet have corruptions that, cruelly, don’t show up until well into the game. Your best bet for a decent — read, 80-column — experience is to go for the MS-DOS versions, which you can run through DOSBox. I’m providing a download of each of them here; each zip also contains the manual and a configuration file for DOSBox that should work for you. There’s just one tricky thing you need to know: when you enter the name of a file to save or restore, you need to hit CTRL-ENTER to conclude your input. While Essex is probably best left to the truly hardcore, I’m tempted to recommend Brimstone in spite of its issues. Just keep a walkthrough handy, and don’t be ashamed to use it.

There was one final Electronic Novel, but we’ll save that for later. Instead we’ll pull the camera back next time to take a wider view of the American software industry in 1985 — one hell of a year, as Synapse amongst many others would agree.

(Update: Peter Ferrie has just put together a working version of Brimstone for the Apple II. If you’d prefer to play that version, feel free to download it. Note that you will still need the manual from the original zip file above.

Second Update: And now he’s done the same for Essex. Thanks, Peter!)

 
 

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Mindwheel (or, The Poet and the Hackers)

Mindwheel

Excepting only Adventure and a handful of works by Infocom, Robert Pinsky’s Mindwheel has received far more academic attention than any other work of interactive fiction’s commercial era. If you’re of a practical — not to say cynical — turn, you can posit a pretty good theory as to why that should be without ever looking to the game itself. Pinsky, you see, is by far the most respectable and respected literary figure ever to turn his hand to the humble text adventure. His resume is impressive to say the least: United States Poet Laureate from 1997 to 2000; author of nineteen books, nine of them full of poems; translator of Dante; professor of literature at Berkeley and Boston University amongst other places; editor of literary magazines and anthologies; scholar of the Biblical David and Shakespeare. For any graduate student looking to justify a thesis or article about interactive fiction, Pinsky is a riposte to die for when colleagues and advisers ask whether text adventures are really all that significant as literary works. If they were good enough for Pinsky, they should be good enough for anyone.

Mindwheel is the product of a strange historical moment; it’s hard to imagine it appearing more than a year before or after its February 1985 release date. This was the era of bookware, when interactive fiction was seen as the future of the book and the future of computerized entertainment all rolled into one; when action games were seen as relics of the recently passed age of the Atari VCS; when a company called Synapse Software, known already as the makers of some of the slickest and most graphically impressive action games on the Atari 8-bit line, could decide to stake much of their future on textual interactive fiction not out of some suicidal artistic impulse but because doing so seemed a perfectly reasonable commercial calculation. Strange, strange times.

Ihor Wolosenko

Ihor Wolosenko

The story of Synapse Software is largely the story of Ihor Wolosenko, whose family had immigrated to the United States from Ukraine when he was still a toddler and who had filled the nearly forty years that elapsed in his life before Synapse with a bewildering array of activities and avocations. He had studied drama at the City University of New York; been a professional photographer; worked as a physical therapist; counseled and conducted personal workshops using a combination of Tibetan Buddhism and the controversial branch of psychology known as neuro-linguistic programming; delved deeply into linguistics and hypnosis. By 1980, the year he bought an Atari 800, he had ended up like so many other drifting dreamers in Berkeley, California. He chose the Atari because it could play Star Raiders and the Apple II couldn’t.

Wolosenko soon made a more technical friend, a vice president in charge of data processing at the San Francisco Federal Reserve Bank named Ken Grant who had been toying with an Atari 800 database application in his spare time. The two worked on it together for nearly a year, then founded Synapse out of Wolosenko’s apartment to release it in August of 1981. It wasn’t an auspicious start; the first hundred or so copies of FileManager 800 that they shipped were so buggy that they had to recall the whole production run. But by the end of the year Synapse was truly up and running at last, with not just FileManager but a game or two as well.

Wolosenko was already putting together the team of crack programmers whose games would make Synapse’s reputation. Games like Shamus, Blue Max, The Pharaoh’s Curse, and their most beloved title of all Alley Cat mixed superb graphics with addictive playability and a welcome sense of whimsy. Little extra touches distinguished Synapse’s games from the competition. In Alley Cat, for instance, if you don’t do anything for a few seconds your avatar will start to move around on his own and meow impatiently to you, decades before such “juicy” touches would become a widely accepted requirement for casual games.

It wouldn’t be out of line to compare Synapse’s mystique in North America with that of Ultimate Play the Game in Britain. Both developed all of their games in-house, insuring that they all shared a similar look and design sensibility. Both were absolute masters of their chosen platforms (the Spectrum for Ultimate, the Atari 8-bits for Synapse) and consistently delivered games that were far slicker than virtually anything the competition had to offer. Synapse, like Ultimate, did write for other platforms, but their core competency and core loyalty remained with the Atari machines. Atari users in turn loved them. Because Synapse’s games were born on Ataris, they could take full advantage of the best graphics and sound in the industry, capabilities matched only (and if you listen to Atari loyalists only arguably) by those of the Commodore 64.

While Wolosenko usually refused formal credit on his programmers’ designs, much of the character of Synapse’s games was down to him. His company may have been making relatively simple action games, but he nevertheless thought seriously about the nature of the medium, the relationship between player and avatar, the standard approach of graduated difficulty levels (bad) and the alternative of adaptive gameplay (good). He shepherded every game and every programmer through the process of development, giving a little nudge here, a little tweak there to make the end result that much better. Synapse programmer Steve Hales called Wolosenko the Steve Jobs of games: “Every product that Synapse produced had Ihor’s touch. I believe that because of Ihor our quality was better, the designs were more unique, and I was pushed beyond what I thought was possible.”

According to Hales, it was he and another of Wolosenko’s favorite programmers, William Mataga, who planted the idea of doing adventure games in Wolosenko’s head in late 1983. (William Mataga now lives as Cathryn Mataga. I refer to her by her previous name and gender in this article only to avoid historical anachronisms.) Hales and Mataga believed that Infocom had “old technology,” and Synapse could do better. Wolosenko didn’t take much convincing. Showing his usual enthusiasm, he laid out an ambitious if not entirely cogent manifesto for Synapse’s engine, which would be the work largely of Mataga.

The problem with these adventure games thus far, even the more interactive ones, is that you have the feeling of being in a corral. You go this way and someone says, “You can’t go that way.” If I say, “Toss something,” and it says, “I don’t understand that word,” when it just used that word in a description it drives me up the wall. It totally stops the experience for me. We’re going to have to work with some of those obstructions until we can solve some of the problems: not processing time, just putting the computer’s power to better use.

The most intricate puzzle is not a Rubik’s Cube, it’s a person. And it’s a character that changes. When you read bad fiction, the character comes in, he interacts with a lot of people, and he goes out exactly the way he came in. When you read a Tolstoy novel, the character is totally different at the end of the novel than when he came in at the beginning. And that’s what we’re trying to do. There is no reason why you have to be the same person during a game either. You could have a changeling-type game, where you’re a person at one point, you’re a dog at another, a bat at another.

Mataga dubbed his system BTZ — “Better than Zork” — to keep the end goal inescapable for everyone. Crucially, the vision was for pure text from the outset. Whereas rivals like Telarium sought to one-up Infocom by adding graphics and sound and even occasional action games to the mix to hopefully distract from their less than Infocom-quality parsers, prose, and world models, Synapse would go against them head to head, strength against strength. The games themselves Wolosenko first wanted to call “Microworlds” in light of the freedom and sense of realism they would offer. That soon changed, however, when he had his next brain storm: to hire the best outside writers he could find — real writers — to craft the worlds and write the text. His Microworlds thus became Electronic Novels.

There is some evidence that the poet Robert Pinsky was far from Wolosenko’s first choice to craft the first Electronic Novel. In an interview published in the February 1984 issue of Ahoy! magazine, he claimed that, while the contracts were not yet all signed, Synapse hoped to be employing the services of “top, top novelists [emphasis mine].” But Telarium and many others, some with pockets and connections much deeper than Synapse’s, were already trolling these waters. Wolosenko apparently soon decided that, if he couldn’t sign “top” writers in terms of sales and commercial appeal, he could hire the most prestigious, thereby underscoring the literary credibility of Synapse’s line. Somehow he jumped to the inspired choice of targeting not novelists but poets; perhaps he figured that, what with the term “popular poet” having been largely an oxymoron for decades already, they’d be more likely to jump at the chance for any sort of recognition. Surveying the possibilities, he came across the name of Robert Pinsky, who was teaching at UC Berkeley and thus an easy mark logistically. The resume of Pinsky, then about the same age as Wolosenko, was nowhere near as impressive as it is today, but he nevertheless had a burgeoning literary reputation, with two well-received books of poetry already published and a third in the galley stage. (Wolosenko would soon also tap another respected young poet, Jim Paul, for another game in the line.)

Robert Pinsky

Robert Pinsky

One day as Pinsky was sitting in his office in Berkeley’s English department having spent the last several hours dealing with some of the more tedious administrative details that come with being a professor, his phone rang. It was Ihor Wolosenko on the line.

He said, “Are you familiar with computer text adventures?”

I said, “No.”

He asked whether I owned a computer.

I said, “No.”

Had I ever heard of Zork?

“No.”

Would I be interested in writing the text for an interactive computer work?

I said, “Yes, I might be.”

Pinsky drove out to visit Synapse’s offices. Wolosenko introduced him to some of his programmers and also to the concept of text adventures.

I liked it. My romantic idea was that it was like those first guys figuring out what movies were going to be on Long Island — playing with movie cameras. I didn’t see any reason that you couldn’t make a work of art. Art is alternate realities — realities that are in some ways like the reality we experience and in some ways quite unlike it. This was that. And it was clear to me from my small experience of adventures — the description of Zork, the stuff I saw on those monochrome monitors — that this was largely about the quest plot, one of the basic plots of great works. The Gilgamesh epic is a quest for the nature of immortality — or the nature of death, the nature of mortality. “KILL DWARF,” “GET SWORD,” etc., was completely in that line. Indeed, the imagery was very traditional.

It was agreed that Pinsky would come up with five or six ideas for possible games. Then Synapse would decide which one might be the most intriguing and realizable. The one that Pinsky himself considered the “silliest” sent the player on a journey through four minds: an assassinated rock star with a messiah complex, clearly modeled on John Lennon; a bloody dictator inspired by Hitler and Stalin and the rest of the twentieth century’s sad litany; a brilliant scientist reminiscent of Marie Curie; and a poet, a nod to the game’s creator himself. Much to Pinsky’s surprise, this treatment was the one that Wolosenko and company opted for.

One of the loveliest aspects of the Mindwheel project is the genuinely warm, respectful relationship that developed between Pinsky and the young hackers at Synapse, these men who normally inhabited what might as well have been separate planets. Pinsky worked most closely with Steve Hales, who did the actual coding for the game in Mataga’s BTZ language. Hales, who had never voluntarily read a line of verse in his life, slowly discovered through the soft-spoken, thoughtful Pinsky a new respect for the written word and the power of literature: “He changed the way I read and write words forever.” For his part, Pinsky found the youthful can-do spirit at Synapse a relief from the “oppressive” corridors of academia; he was soon “making up excuses” to visit Synapse and “hang out.” Hales endeared himself to Pinsky from his first words: “I’d like to talk to you about your world,” a turn of phrase Pinsky found almost inexpressibly fresh and exciting. He took to using — and often charmingly misusing — the fascinating jargon, a delight to his poet’s soul, that was always flying through the air at Synapse. He accepted what he wryly refers to as his “assignments” from Hales and company with cheerful equanimity: write a “dialog table” for a given character for queries involving a given set of topics; write responses in which each of these fifty verbs is used successfully and unsuccessfully. The terms attached to even the framework of the game took a poetic turn under Pinsky’s influence, with “drivel” coming to mean amusing incidental messages that were essentially random, not germane to the plot or puzzles, and “weather” those that were.

While the experience of actually developing Mindwheel was by everyone’s account an almost entirely positive one, its story is also one of crossed purposes between Pinsky and Wolosenko. Wolosenko clearly wanted to create a work of art that transcended the notion of a mere computer game. Thus the involvement of Pinsky in the first place, as well as the term “Computer Novel” and his plan to package each title in the line inside a hardcover book of at least a hundred pages. (This latter was also, of course, a challenge to Infocom’s superb packaging, yet another reflection of a determination to do “everything that Infocom does, plus one.”) Pinsky, meanwhile, took the project as a chance to let his hair down and maybe reach the sort of popular readership that had inevitably eluded him thus far despite his stellar reputation inside the ivory tower. He was teaching a class about Shakespeare at the time, and thinking a lot about how the Bard had become the greatest writer in the history of the English language not by appealing to the highbrows but by writing popular entertainments for the masses. (Pinsky still remains admirably free of literary snobbery today, listing for example South Park as one of the “tremendous works of our time,” its creators amongst our “leading moralizers.”)

The idea of making the package for Mindwheel into a hardcover book was very much Ihor Wolosenko’s idea. I didn’t like it; I resisted it. I happened to refer to what we were doing as “the game.” To me, that was fresh and exciting. The guys at Synapse who were promoting it wanted to call it an “Electronic Novel,” because from their viewpoint that was fresh and interesting.

I was disappointed that the package would be a book. They wanted me to write the stuff for the book. I declined. It was produced by committee; I wound up sort of editing it. The book was the least interesting part for me. I’ve written books; I’ve published lots of books; I wasn’t particularly excited by the romance of having a book. Ihor’s marketing idea was that this would be somehow “highbrow.” I liked the idea that it was an entertainment, that it was a game. I wanted to get away from the “literary” genre. I wanted to write a really exciting, artistic game.

Pinsky noted in a contemporary interview that he didn’t particularly care if Mindwheel got a writeup in The Paris Review because his name had already appeared there many times. Wolosenko, of course, would have killed for such a marker of literary status.

The book, which is credited to BTZ project manager Richard Stanford, is a rather labored piece; it’s quite clear that Synapse struggled to come up with material to fill its pages, resorting to leaving dozens of pages entirely blank in the name of an “Adventurer’s Diary” for note taking. Those pages which are filled strain to set up a believable science-fictional reason for the mind-delving you do in the game proper. It seems that the social order on Earth is about to collapse thanks to humankind’s ongoing irresponsibility and the sheer inertia of thousands of years of petty human history. The only hope for salvation rests, for reasons poorly defined at best, in the science of “neuro-electronic matrix research” (the terminological similarity to Wolosenko’s personal interest of neuro-linguistic programming is interesting), which will allow a traveler to visit “four minds of unusual power” whose echoes still persist in the very atmosphere — shades of Carl Jung’s ideas about a collective unconscious. The four minds will eventually lead you to the “Cave Master,” “the mysterious prehistoric, apelike being who apparently invented the lever, the flint blade, cave paintings, and the rhythmical group chant” and who holds the “Wheel of Wisdom” that can save humankind. The winning passage of Mindwheel, after the Wheel has been retrieved, indicates about how seriously Pinsky took this earnest frame.

"This formula," says Virgil through happy tears, "can disable every weapon of mass destruction on the planet! And that is only the first benefit. Your courage and brains have given us a glorious new chance!

"Already, the planet's magnetic field is changed, so that any politician who lies on television will be afflicted with instant, debilitating diarrhea, and immediate, spectacular skin blemishes!"

He beams and detaches your electrodes.

Exalted but a little drained, you wish only to rest a while, and then unwind, maybe by playing some harmless game.

No, Mindwheel is more electronic poem than electronic novel. The world of the four minds is a surrealistic, impressionistic riot of emotional imagery. The premise and that very description raise immediate warning flags to a jaded old IFer like me; the history of amateur interactive fiction is strewn with surrealistic explorations of the inner consciousness, generally from younger writers with a wide streak of overwrought self-indulgence. They’re almost uniformly awful. But — to state the obvious — the authors of these works are (presumably) not future Poet Laureates. Pinsky’s prose is bracing, his imagery consistently surprising and consistently as right as it is bizarre. To play Mindwheel is an overwhelming sensory experience — even as all of its sensations are evoked through pure text.

The Concert

The first mind you enter is that of Bobby Clemons, the rock star.

You stand on an immense stage. In front of you, a crowd roars like thunder. Someone has thrown a rose and a Baby Ruth candy bar onto the stage. High overhead, a huge video screen displays, over and over, the film of Bobby Clemons' assassination. In tight, sequined costumes, a chorus of singers writhes, imitating the gestures of the fatally wounded figure on the screen.

A ramp juts south into the crowd that pleads for you to come forward. A keyboard is on the east part of the stage, while to the west, some thugs seem about to overpower your bodyguard. They have clubs, and you hold only your harmonica; your pockets are empty. While the crowd screams for more, one of the singers beckons you to come offstage by the door northward behind you.

The scene is vaguely hilarious and vaguely disturbing. As you stalk the stage panties are flying, dancers are grinding, bodyguards and thugs are brawling, and the crowd is baying for your love or your blood, or more likely both. It’s rock and roll in all its Dionysian danger and splendor. The other minds are only slightly less crowded and just as evocative: the poet’s full of more wistful imagery of sex and love and life and death; the dictator’s, a barren, ugly place of stunted growth and pathetic posturing; the scientist’s, an immense chess board of cool, classical beauty.

The obvious literary antecedent of the whole endeavor is Dante’s The Divine Comedy, particularly its first part The Inferno. Pinsky makes his homage about as explicit as homages can be by naming the scientist who sends you on your journey into the minds Doctor Virgil, a reference to the Roman poet who served as Dante’s guide to humanity in all its facets. Other more subtle references are sprinkled throughout Mindwheel. More importantly, the feel of the environment is similar. Dante has been a long-term fixation of Pinsky, resulting most notably in the popular translation of The Inferno which he published a decade after Mindwheel, and which has led Nick Montfort to cheekily note Mindwheel as “the first work of interactive fiction to have influenced The Inferno.”

Like The Divine Comedy, Mindwheel manages to be personal as well as epic. Amidst all the other imagery you’ll find within it a brief homage to Pinsky’s early mentor, the iconoclastic poet Yvor Winters, as well as a more extended one to the Brooklyn Dodgers of the 1950s, those “boys of summer” who are the subject of the best book ever written about baseball. Indeed, the final puzzle of the game is a technically unfair one which requires you to do a bit of outside research into the only Brooklyn team to win the World Series. But go ahead and do the research; it’s good for you, and it’s trivial in the age of the Internet. Pinsky, who grew up in neighboring New Jersey, obviously followed the Brooklyn Bums and loved them dearly, obviously was as heartbroken as the rest of their fans when the team upped and moved to Los Angeles.

But the most personal of all parts of Mindwheel is, as you might expect, your excursion into the mind of the poet. Pinsky has since noted that one of the few sources of occasional tension between him and Hales stemmed from the former’s desire to just keep piling on more crazy world to explore while the latter insisted that there needed to be puzzles, pacing, the structure that would result in a real game with a score of sorts — presented as a summarized list of your achievements rather than a numerical value — and the possibility for victory. (Yes, this would seem to suddenly put Pinsky and Synapse on the opposite sides of the positions they had already staked in the novel/game dialectic. What can I say, other than that few philosophical positions survive contact with practicality.) Still, and for all that they were apparently a somewhat grudging addition on Pinsky’s part, Mindwheel‘s puzzles are mostly pretty good, managing to serve the themes with an emphasis on poetics, dialog, and symbolism rather than a bunch of mechanistic operations. Occasionally they’re more than pretty good, as in the case of the most intricate, rewarding, and personal puzzle of all: the completion of a sonnet using words gathered from the environment around you. The sonnet in question originated with the Renaissance poet Fulke Greville. The lines were, however, too long to fit on the 40-column screens used by many of Synapse’s customers, so Pinsky converted the poem from pentameter to tetrameter. The puzzle is brilliant because it so perfectly connects with the daily labors of the mind you’re exploring. You’re counting beats, looking at the rhyme scheme, seeking that word that fits mechanically and also just, well, fits. Pinsky, who labored always to find ways to make poetry relevant in people’s lives, was delighted when he saw a group of playtesting high-school kids “just trying to figure them [the sonnet and some other poetry-related puzzles] out because they’re having fun and want to do it.”

The Wheel

The central image of the Mindwheel itself is one that also appears in “The Figured Wheel,” a poem Pinsky published almost contemporaneously with the game. It’s another element that has continued to recur in Pinsky’s later work.

Imagine a wheel — a colossal, rotating wheel into which is drawn all of the images of a culture: every experience, every event, every object, every person’s mind and body. This wheel is a vortex which you must try to manipulate and understand.

It involves the idea of striving for control and mastery, and the world being so complicated that every time you strive you’re creating another system that becomes part of this big whirling thing which is everything everybody’s ever known or thought or dreamed up to amuse themselves. Jokes and technologies and mythologies and religions and roads and… just everything.

Such heady concepts aside, the question of what Mindwheel ultimately all means is a fraught one. There’s a telling moment near the end of the game where in order to progress you have to cold-bloodedly sacrifice a certain frog who’s been your loyal companion through most of the game. Trinity, Brian Moriarty’s masterpiece which we’ll be getting to in a future article, has a similar moment which is among its most moving and important, serving as a critique of the whole atomic doctrine of mutually assured destruction and the idea of sacrificing the few for the needs of the many which led to the atomic bombings of Hiroshima and Nagasaki. (Before you rush to comment, do know that the decision to drop those bombs is one with which I must unhappily agree.) But then Trinity is a work with some very clear messages to impart. In Mindwheel the sacrifice is played almost for laughs; the frog returns in the finale as a happy zombie.

Does this make Mindwheel a lesser work than Trinity? Well, it certainly takes itself less seriously, but we need not condemn it for that. There was a time when poets would compete to do their patrons proud by taking a well-known vignette out of the Bible or mythology and embellishing it over hundreds or thousands of lines of verse, adding layer after layer of pathos and sensuality and imaginative gilding, like a literary version of a guitar-shredding contest; see Shakespeare’s “Venus and Adonis” and “The Rape of Lucrece” for spectacular examples of the genre. There’s some of that same spirit to Mindwheel. Pinsky is having fun here. Poetry should be, whatever else it is, fun.

Pinsky was never more delighted by Mindwheel than when it managed to surprise him, which it did more often than you might expect thanks to the rather loosy-goosy and free-association-inclined BTZ parser.

I was playing the game with my fifteen-year-old son, and we got up a tree. There was a lizard at the base of the tree that would repeatedly kill us. I knew that it was random, but we were on a bad run. We also had our friend the frog with us in the tree. So we gave the disk to the frog and said, “Frog, go down and kill the lizard.” By God, he did it. And the message appeared that the lizard died spewing blood and pus. The creators of the game didn’t know what was going to happen.

One of his favorite anecdotes is that of the beautiful lady to which a friend typed, “You look like my mother.” “I will look the way you want me to” was her alleged reply. (Unfortunately, the published version of the game yields the far less satisfying “Okay, I’ll look.” The problem with a parser like Synapse’s is that it might deliver something unexpected and brilliant from time to time in response to some unusual input, but nine times out of ten it just delivers gibberish or takes your command as meaning something that you really, really didn’t want to do.)

The period of Mindwheel‘s development was a happy and fulfilling one for Pinsky, but a difficult one for Synapse. In addition to the Electronic Novel line, the company had just launched another bold new initiative: to develop a line of business applications — SynFile, SynCalc, and SynTrend — to be marketed and distributed by Atari themselves. In July of 1984, however, Jack Tramiel bought Atari (a story we’ll be getting to in detail in a future article), and promptly told Synapse that he didn’t want their applications and didn’t intend to pay for them. Synapse, who had invested heavily in the work, became just the latest of a long line of Tramiel suppliers to be double-crossed and financially destroyed by the old business warrior. Meanwhile the rest of the Atari 8-bit market, still Synapse’s bread and butter, was in increasingly dire straits, being pummeled by the Commodore 64. Flying high barely six months before, Synapse suddenly faced bankruptcy before they could release a single one of the Electronic Novels that they hoped would stake out for them a new place in the industry. A savior appeared in the form of Brøderbund, who agreed to buy Synapse and take them under their wing in October. The Carlstons knew and liked Wolosenko and the rest of the Synapse folks, and wanted their expertise in action-game programming as well as the promising Electronic Novel line; it was still the era of bookware, after all, with Infocom’s The Hitchhiker’s Guide to the Galaxy the talk of the industry.

Mindwheel

The release date for Mindwheel slipped a bit amidst all the chaos, from the planned late 1984 to February of 1985. It generated the last big wave of the already dying bookware storm, with some images that can seem as surreal today as anything in the game proper: Pinsky blinking amidst the strobe lights at the Winter Consumer Electronics Show; Pinsky waxing philosophical in those noted literary magazines Compute!’s Gazette and A.N.A.L.O.G. (“The #1 Magazine for Atari Computer Owners!”). It’s questionable, though, to what degree the press buzz translated into sales, although Mindwheel undoubtedly became by far the best selling of the Electronic Novel line as a whole — not, alas, a high bar to clear.

I’ve long since made my peace with the fact that traditional parser-driven interactive fiction is, due to various irresistible forces, just an intriguing blip in the histories of literature and/or gaming (take your pick) that will quite likely die entirely with my generation. In general, I think that’s fine; Shakespeare is still as beautiful and relevant as ever despite the fact that modern theater has as little in common with the Elizabethan stage as does textual interactive fiction with a modern graphical game. Certainly elaborate counter-factuals, whether in life or in history, are seldom all that productive. Yet it’s hard not to feel just a little bit wistful reading those old interviews with Pinsky where he throws out ideas of what he’d like to try in his next game whenever someone “asks me to do another of these”; wistful for that world, widely accepted as inevitable for a brief instant in the mid-1980s, when major writers — good writers — would be routinely asked whether their next work would be interactive or non-interactive.

Ah, well, at least we have Mindwheel. The Apple II version I’m providing for download here is probably your best bet, being very playable and also quite easy to get up and running in any number of slick Apple II emulators like AppleWin; be sure to answer “yes” to 80 columns and to turn on faster disk-drive emulation. It’s worth the effort. (Edit: Steve Hales has now made a web page that hosts Mindwheel for play online in a browser. You unfortunately can’t save, but this is by far the easiest way to get a taste of the experience.) Whatever the reasons for Mindwheel‘s academic reputation today, it’s definitely not undeserved.

(This article draws heavily from Jason Scott’s interview with the ever thoughtful and articulate Robert Pinsky for Get Lamp. Magazine sources this time were: A.N.T.I.C. of April 1983, November 1984, and July 1985; Ahoy! of February 1984; Compute!’s Gazette of June 1985; Analog of December 1985; QuestBusters of March 1985. There’s an interesting discussion of Mindwheel in Nick Montfort’s Twisty Little Passages and also in an article Pinsky himself wrote for the Autumn 1987 New England Review. Finally, Steve Hales’s brief recollections of working with Pinsky can be found in two places online.)

 
 

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Macware

Macware

In the Macintosh software artists confronted that rarest of things, a completely new canvas. It wasn’t just a case of the Mac being better than the PCs that had come before; they’d had plenty of experience already dealing with that. No, the Mac was not so much better as fundamentally different. For all the possibilities opened up by the Mac’s mouse, its toolbox of GUI widgets accessible by any program, its crisp high-resolution screen, and its ability to make practical use of sampled sound recorded from the real world, there were also lots of caveats and restrictions. The black-and-white display and the lack of handy joysticks, not to mention the lack of obvious ways to get out of the windows-and-mouse paradigm, meant that many or most existing games would make little sense on the Mac. All Mac software, games included, would have to strike off in entirely new directions rather than building on the stuff that was already out there. That, of course, was very much how Steve Jobs and company had intended things to be on their paradigm-shifting creation. The original Mac team has mentioned almost to a person how excited they were at the launch to see what people would make with Macintosh, what they could do with this new set of tools. Game programmers were as eager as anyone to take up the challenge.

And some of them were to be found right there at Apple. Indeed, the Mac’s first great game far predates the launch. Like so much else on the Mac, it was born on the Lisa.

Through the Looking Glass, née Alice

Through the Looking Glass, née Alice

At some point in the middle stages of the Lisa’s long gestation, a programmer specializing in printer interfacing named Steve Capps started tinkering in his spare time with Alice, a game inspired by the chess motif running through Lewis Carroll’s Through the Looking Glass. The player moved a piece representing Alice in real time around a chess board which was laid out in a striking 3D perspective, trying to stomp on all of the opposing pieces before they stomped on her. It was a simple concept, but, what with the player being subject to the normal movement rules of whatever chess piece she chose to play as in the beginning, one admitting of surprising depth. None other than the Lisa team’s head of systems programming, Bruce Daniels, introduced the Mac people to Alice. With the affable Daniels acting as intermediary, Capps soon received a Mac prototype along with the Mac team’s heartfelt request that he port Alice to it, a request to which he quickly acceded. It made a better fit to the Lisa’s more playful younger brother anyway, and, thanks to the Mac’s 3 extra MHz of clock speed, even ran more smoothly.

Alice became an obsession of the Mac team, with marketer Joanna Hoffman a particular devotee. She complained constantly that the game was too easy, prompting the obliging Capps to tweak it to increase the challenge. As Capps himself has since acknowledged, this probably wasn’t all to the good; the game that would eventually see commercial release is extremely challenging. Other suggestions, like the one from Steve Wozniak that the mouse cursor should shrink as it moved “deeper” into the board to emphasize the 3D perspective, were perhaps more productive. Steve Jobs showed little interest in the game itself (one of the many constants running through his career is an almost complete disinterest in games), but was very intrigued by the programming talent it demonstrated. Alice became Capps’s ticket to the Mac team in January of 1983, where he did stellar work on the Finder and other critical parts of the first version of MacOS.

As the big launch approached, Capps was understandably eager to explore the commercial potential of this game that had entranced so many of his colleagues. Trip Hawkins, who had continued to stay in touch with goings-on inside Apple even after resigning from the Lisa team, was sniffing around with proposals to release Alice under the Electronic Arts aegis, with whose accessible-but-arty early lineup it would have made an excellent fit. Steve Jobs, however, had other ideas. Feeling that the game should come out under Apple’s own imprint, he delivered a classically Jobsian carrot — that Apple would do an excellent job packaging and promoting the game — and stick — that, since Alice had been created by an Apple employee on the Apple campus using prototype Apple hardware and proprietary Apple software, it was far from clear that the game belonged to said employee in the first place, and legal trouble might just be the result if Capps decided to assume it did. And so Capps agreed to allow his game to become the first and only such that Apple themselves would ever release for the Mac.

The Through the Looking Glass package

The Through the Looking Glass package

The discovery of a database application already trading under the name of “Alice” necessitated a name change to the less satisfactory Through the Looking Glass. But otherwise Apple’s packaging of the game, made to look like an original edition of the novel that had inspired it — albeit one sporting a hidden Dead Kennedys logo, a tribute to Capps’s favorite band — was beautiful and perfect. EA couldn’t have done any better.

The marketing, though, was another story. Through the Looking Glass became a victim of Apple’s determination in the wake of the Lisa’s failure to reposition the Mac as their serious business computer, to shove the fun aspects of the machine under the carpet as something shameful and dangerous. Thus Capps’s game got nary a mention in Apple’s voluminous advertising that first year, and mostly languished as a dusty curiosity on dealers’ shelves. The game has gone on to become something of a cult classic as well as a treasured piece of Macintosh lore, but Trip Hawkins would doubtless have done a much better job of actually selling the thing.

Others also had good reason to be frustrated with Apple’s fear of fun. Infocom received a visit from Guy Kawasaki, today the most famous of all Apple’s early “Mac evangelists,” well before the Mac’s launch. In the words of Dan Horn, head of Infocom’s Micro Group, Kawasaki “begged” Infocom to get their games onto the Mac, and delivered several prototypes to make it happen. It turned out to be unexpectedly challenging. The pre-release version of MacOS that Infocom received with the prototypes was so buggy that they finally decided to throw it out altogether. They wrote their own simple window and menu manager instead, packaging it onto self-booting disks that dumped the player straight into the game. When the Mac debuted, Infocom’s catalog of ten games represented something like 50% of the machine’s extant software base. But by now the winds of change had blown at Apple, and Infocom couldn’t get Kawasaki or anyone else to even return their phone calls. No matter; Mac early adopters were a more accepting lot than much of Apple’s executive wing. Infocom did quite well on the Macintosh, especially in those earliest days when, Through the Looking Glass and a bare few others excepted, their games were the only ones in town.

Ultima III on the Mac

Ultima III on the Mac

Still, Infocom was hardly the only gaming veteran to test the Macintosh waters. Sierra and Origin Systems demonstrated how pointless it could be to try to force old paradigms into new via their ports of, respectively, Ultima II and III to the Mac. The latter is a particular lowlight, with Ultima‘s traditional alphabet soup of single-letter commands just jumbled into a couple of long menus helpfully labeled “A-M” and “N-Z.” Thankfully, most either did original work or took a lot more care to make their ports feel like native-born citizens of the Macintosh.

Sargon III on the Mac

Sargon III on the Mac

Dan and Kathleen Spracklen, creators of the long-lived Sargon line of chess programs, ported the latest iteration Sargon III to the Mac complete with a new mouse-based interface and absolutely loads of learning aids and convenience features hanging from its menus. None other than Bill Atkinson, architect of QuickDraw and MacPaint, paused to note how the Mac version of Sargon III changed his very concept of what a chess program was, from an opponent to be cowed to something more positive and friendly, like the Mac itself.

I have to set Sargon III on the easy level. The challenge used to be seeing if the computer could beat you. The challenge now is for the computer to teach you, by leading you, giving you hints, letting you take back moves.

Bill Budge ported Pinball Construction Set, the program whose GUI interface presaged a largely Mac-inspired revolution in games when it appeared on the Apple II, to the Mac itself. As he himself noted, however, what was revolutionary on the Apple II was “just another program” on the Mac. Still, the Mac Pinball Construction Set did let you load your MacPaint pictures in as fodder for your custom pinball tables, a demonstration of one of the less immediately obvious parts of the new Mac Way: its emphasis on crafting applications that cooperate and complement rather than compete with one another.

Bill Atkinson's MacPaint

Bill Atkinson’s MacPaint

Bill Budge's MousePaint

Bill Budge’s MousePaint

Budge also went the other way, creating what amounted to an Apple II port of MacPaint called MousePaint that copied the original right down to the little Apple logo in the upper left of the menu bar. Packaged with Apple’s first mouse for the II line, MousePaint is one of the more obvious examples of the impact the Mac was already having on more modest platforms. (Budge also claimed to be working on a space simulation, but, like his vaunted Construction Set Construction Set and so much else during his years in the wilderness, it would never see the light of day.)

Much other early Mac entertainment also evinced the Pinball Construction Set approach of giving you ways to make your own fun, an ethos very much in keeping with that of the machine itself. MasterPieces, for instance, let you carve your MacPaint drawings up into jigsaw puzzles, while MacMatch let you use them to create matched-pair puzzles like the old game show Concentration. Still other programs weren’t technically games at all, but no less entertaining for it: things like Animation Toolkit; MusicWorks, which made the first spectacular use of the Mac’s four-voice sound capabilities; HumanForms, which let you make people, Mr. Potato Head-style, out of assorted body parts. Defender clones may have been in short supply on the Mac, but this heady, intellectual stripe of playfulness was everywhere by the time the machine entered its troubled second year. Thus Balance of Power felt like a perfect fit when it arrived that summer.

A magazine-published screenshot of the lost original Balance of Power

A magazine-published screenshot of the lost original Balance of Power

A creation of programmer, designer, writer, theorist, and industry gadfly Chris Crawford, Balance of Power is an ambitious geopolitical simulation of the contemporary world circa 1985. It places you in charge of either the United States or the Soviet Union, seeking to extend your sphere of influence over as many as possible of the sixty other countries in the game in a high-stakes game of Cold War brinksmanship. It’s a grandiose concept indeed, and becomes even more so when you consider the sheer amount of information Crawford has packed in — stuff such as number of physicians per million people, average daily caloric intake, and average school enrollment for each country. Not only would earlier machines have drowned under such a tsunami of data, but making it accessible and relatable would also have been nearly impossible. In Balance of Power, it’s all organized into neat menus and windows, as fine an example of the Mac’s ability to make information visually immediate and relevant as anything that came out those first couple of years. Before too long all grand strategy games would be like this.

Significant as it is as a waystation on the road to Civilization, Balance of Power is also a huge landmark of the serious-games movement. Simply put, this game has a rhetorical agenda. Boy, does it have an agenda. Pushing your opponent too far results in nuclear war, and the most famous piece of text Crawford has ever written.

You have ignited a nuclear war. And no, there is no animated display of a mushroom cloud with parts of bodies flying through the air. We do not reward failure.

It’s as powerful a statement now as then on not only the foolishness of jingoist brinksmanship but also on the seemingly perpetual adolescence of much of the mainstream games industry. Yet, and speaking here as someone who is quite sympathetic to Crawford’s agenda on both counts, it’s also kind of disingenuous and unfair and, well, just kind of cheap.

The problem here is that the game simply assumes bad faith on my part, that I’ve touched off a nuclear war so I can see body parts and mushroom clouds. In actuality, however, the body-parts-and-mushroom-clouds crowd is highly unlikely to have ever gotten this far with the cerebral exercise that is Balance of Power. It’s more likely that I’ve tried to play the game within the rules Crawford has given me and simply failed, simply pushed a bit too hard. It’s important to note here that playing within Crawford’s rules requires that I engage in brinksmanship; I can win only by pushing my luck, aggressively trying to spread my political agenda through as much of the world as possible at my fellow superpower’s expense so that I can end up with more “prestige points” than them. There is neither a reward nor any real mechanism for engendering détente and with it a safer world. Given that vacuum, I don’t really like being scolded for playing the game the only way that gives me any hope of success on the game’s own terms. To compound the problem, it’s often all but impossible to figure out how close your opponent actually is to the proverbial big red button, hard to know whether, say, Indonesia is really considered worth going to war over or not. Nuclear war, when it comes, can seem almost random, arising from a seemingly innocuous exchange after half a dozen computerized Cuban Missile Crises have passed harmlessly. There may arguably be a certain amount of rhetorical truth to that, but it hardly makes for a satisfying game. Perhaps more attention paid to presenting a real picture of the state of mind of your opponent and less to that mountain of 95% useless statistics could have helped — an ironic complaint to make about a game by Chris Crawford, coiner of the term “process intensity” and perpetual complainer about the prevalence of static data as opposed to interactive code in modern games.

I don’t want to belabor this too much more lest our real purpose here get entirely derailed, but will just note that Balance of Power falls into the trap of too many serious games to come as well as too many of Crawford’s own games in simply being not much fun to play. Crawford would doubtless simultaneously agree with and dismiss my complaints as a product of a body-parts-and-mushroom-clouds sensibility while noting that he aspires to something higher than mere fun. Which is fair enough, but I tend to feel that for a game to achieve any other rhetorical goal it must be engrossing in a way that Balance of Power just isn’t. Anyway, everything of ultimate note that it has to tell us about geopolitics is contained in the quote above. If like in the movie War Games the only way to win is not to play, why charge people $50 for the non-experience? Suffice to say that, like plenty of other works I’ve written about on this blog, Balance of Power garners historical importance and even a certain nobility simply for existing when it did and trying the things it did.

I want to end this little survey today with a less rarefied game that’s of at least equal historical importance. It’s the product of a small Chicago-area company called ICOM Simulations which had already been kicking around the industry for a few years under the name of TMQ Software. Formed by Tod Zipnick in 1981, TMQ’s most ambitious pre-Mac product had been File-Fax, a database manager for the Apple II that garnered a positive review or two but few sales. Other than that, they’d mostly specialized in doing action-game ports to various platforms for the likes of Atarisoft, Coleco, and even EA. When the Mac arrived, they figured their odds of making a splash with original games in that new ecosystem were far better than they were on the congested likes of the Apple II.

Déjà Vu. Note the multiple layers of containment.

Déjà Vu. Note the multiple layers of containment.

ICOM’s big idea was to translate the traditional parser-driven adventure game into the new visual paradigm of the Mac. The goal was essentially to do for the adventure what MacOS had done for the command-line-driven operating systems that preceded it, in pretty much exactly the same ways. The underlying world model of the MacVenture engine is that of a text adventure, divided into discrete interconnected rooms which can contain other objects with their own unique properties, including the one representing you the player. In a MacVenture, however, you interact with objects not by typing sentences but by constructing them visually, tapping one of eight verbs and an object to go with it — whether something in the room that you see represented graphically before you, something in your inventory (also represented as a set of draggable pictographs), an exit, or just your “Self.” You can add an indirect object by “OPERATING” one object (first click) on another (second click). You can pick up an object in the room just by dragging it to your inventory; drop it by dragging it back into the room. Objects can and often do contain other objects: you can “OPEN” the trench coat in your inventory to open a window showing you what’s in its pockets, “OPEN” the wallet you find there to open still another window with its contents, and so on down the hierarchy tree.

In the fall of 1985, when the first MacVenture debuted in the form of a two-fisted private-eye caper called Déjà Vu, it was an absolute stunner, the sort of thing that could stop people in their tracks when they stumbled across it running on an in-store computer. And it’s still a fine interface, very intuitive and, a few quibbles about clutter resulting from the small screens of its era aside, very practical and enjoyable today.

It’s all too typical in the industry for a game with the shiny technical innovations of Déjà Vu to coast on them, for the actual design inside the engine to be little more than a tech demo. Nor is ICOM’s pedigree as a collection of hardcore programmer’s programmers all that comforting. I thus didn’t expect to think too much of Déjà Vu as a game when I played it for this article. I must say, though, that ICOM surprised me there.

Déjà Vu begins on December 7, 1941(!), when you wake up in a bathroom stall inside a deserted bar with no memory of who you are or how you got there or who or what you emptied three shots from your revolver into or why you seem to have a veritable cocktail of drugs flowing through your veins. Yes, amnesia is a cliché premise in adventure games, not least because it’s so damn convenient for a genre that’s really good at exploration and backstory but usually not so good at here-and-now plotting. Yet it can also be a compelling premise, in mystery fiction as well as games, and it works here. The mystery of who you are and how you got to that bathroom stall is intriguing, its unraveling compelling, with complications like the dead mobster that you soon also find in the bar (with three of your bullets in him, naturally) coming thick and fast. In contrast to so many games of its era, Déjà Vu is also pretty solvable. Oh, it’s very old school, with an unforgiving time limit — the drugs in your system will eventually kill you if you can’t find the antidote — and the occasional random death. You’ll need to save early and often and plan your forays carefully. Yet if you’re willing to do that you’ll find you can probably crack the case pretty much unassisted, and have a pretty good time doing it.

Déjà Vu doesn’t take itself all that seriously, but it doesn’t treat its whole premise as just a breeding ground for jokes either. As a relatively coherent work of fiction, it stands amongst the top tier of 1980s adventure games. The jokes that are there mostly fit to the setting and are, shocker of shockers, genuinely funny as often as not. Much of the humor pokes fun at the protagonist, hardly unusual for early adventure games, but it doesn’t feel so personally insulting here because the game does a good enough job with characterization that you actually feel it to be sneering at the character you’re playing rather than you personally. About the only unfortunate aspect is an ugly series of juvenile jokes about an overweight woman, the sort of thing that can trigger a mild epiphany today about just how much certain social mores have changed — and, mind you, very much for the better — in the last thirty years.

Credit for Déjà Vu‘s surprisingly satisfying design largely goes to Craig Erickson. The story behind it was written by Kurt Nelson, Mark Waterman did the visuals, and Darin Adler, Steve Hays, and Todd Squires were the technical architects of the engine itself. Like Balance of Power, Déjà Vu was published by Mindscape, a company dating like EA from the big second wave of publishers and which, also like EA, was publishing some of the most interesting and audacious games in the industry during the mid-1980s. (That said, ICOM fell in with Mindscape largely out of convenience, because they were literally right down the road in an adjacent suburb of Chicago.) And also like Balance of Power, Déjà Vu was a hit by the modest standards of the early Macintosh software market, the big breakthrough that ICOM had been seeking for years. Tod Zipnick soon put his programmers to good use porting the MacVenture engine to other platforms, including not only the Mac’s mice-and-windows-and-68000-based competitors the Atari ST and Commodore Amiga but also the likes of the IBM PC, the Commodore 64, eventually even (in ports done by the Japanese company Kemco) the Nintendo Entertainment System — yet another sign of the importance of the Mac not just as a platform but as a concept and an engine of innovation.

ICOM has tended to be overlooked in histories of the graphic adventure, which mostly dwell on Sierra (whose King’s Quest debuted the year before Déjà Vu) and LucasArts (whose Maniac Mansion debuted two years after). In truth, however, the MacVenture engine is at least as important as Sierra’s AGI or LucasArts’s SCUMM engines. While King’s Quest is a deserved landmark simply for mixing interactive graphics with adventure at all, the AGI engine is also something of an evolutionary dead end with some fairly intractable problems, most notably that of trying to translate the objects you see graphically on the screen into words the parser will understand. LucasArts’s innovations, meanwhile, are more formal than technical, a declaration that it is possible to write challenging, enjoyable graphic adventures without random deaths, unforeseeable dead ends, and incomprehensible puzzles. The actual interface mechanics of the early LucasArts games are essentially a hybrid of AGI and MacVenture that is more playable than the former but not quite so slick as the latter. Déjà Vu gave its players in 1985 a preview of what virtually all commercial adventure games would be like in five or seven years. For a fan of prose and parsers like me and presumably many of you, that makes its debut something of a bittersweet moment, representing as it does one more huge nail in the slowly building coffin of the commercial text adventure. But such is progress.

Three more MacVenture games followed Déjà Vu, one of them a direct sequel. We’ll revisit ICOM at some future date to talk more about them, as we also will the ongoing cottage industry that was Mac software in general. In the meantime, you can play Déjà Vu and all of the other MacVentures online courtesy of Sean Kasun.

Their days may be numbered, but there’s still plenty to be written about the prose-and-parser people as well. We’ll take up that thread again next time, when we start to look at yet another of Infocom’s would-be challengers.

(Significant magazine sources: Electronic Games of March 1985; Byte of March 1986; Family Computing of April 1986. Jason Scott’s interviews with Steve Meretzky and Dan Horn for Get Lamp were invaluable as always; thanks, Jason! See a retrospective by Tom Chick for another take on Balance of Power. The picture that opens this article was taken from the March 1985 Electronic Games, who I wish had lasted longer; in addition to great art that I love to steal, the magazine had an unusually thoughtful editorial voice.)

 
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Posted by on February 28, 2014 in Digital Antiquaria, Interactive Fiction

 

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Macintosh

The Apple Macintosh followed a long and winding road to join Steve Jobs onstage in front of a cheering throng at De Anza College’s Flint Auditorium on January 24, 1984. It was never even a particular priority of its parent company until, all other options being exhausted, it suddenly had to be. But once it finally was let out of its bag it became, just as its father predicted, the computer that changed everything.

Jobs wasn’t even the first father the Mac knew. It had originally been conceived almost five years earlier by another dreamer, digital utopianist, and early Apple employee named Jef Raskin who believed he could save the world — or at least make it a better place — if he could just build the Dynabook.

The brain child of still another dreamer and visionary named Alan Kay, who first began to write and speak of it in the very early days of Xerox PARC, the Dynabook was more thought experiment than realistic proposal — a conception, an aspirational vision of what could one day be. Kay called it “a dynamic media for creative thought”:

Imagine having your own self-contained knowledge manipulator in a portable package the size and shape of an ordinary notebook. Suppose it had enough power to outrace your senses of sight and hearing, enough capacity to store for later retrieval thousands of page-equivalents of reference materials, poems, letters, recipes, records, drawings, animations, musical scores, waveforms, dynamic simulations, and anything else you would like to remember and change.

The Dynabook was a tall order in light of the realities of 1970s computer technology. Indeed, nothing that came remotely close would actually appear for another two decades at least. As Kay himself once put it, thinkers generally fall into two categories: the da Vincis who sketch away like mad and spin out a dozen impractical ideas before breakfast upon which later generations can build careers and obsessions; and the Michelangelos who tackle huge but ultimately practical projects and get them done. Kay was a da Vinci to the bone. The PARC researchers dubbed the less fanciful workstation they built to be their primary engine of innovation for the time being, the Alto, the “interim Dynabook.”

Michael Scott, Steve Jobs, Jef Raskin, Chris Espinosa, and Steve Wozniak circa 1977

Michael Scott, Steve Jobs, Jef Raskin, Chris Espinosa, and Steve Wozniak circa 1977

Much later in the decade, Raskin thought he might advance the cause a bit more with an interim Dynabook of his own. He thought even the much-loved Apple II was too complicated, too difficult and fiddly, too aesthetically unpleasant, too big to ever play an important role in anyone’s life who was more interested in what she could do with a computer than the computer as an end in itself. He therefore pitched to the executives at Apple his idea for a relatively cheap (about $1000) and portable computer that, far from being the hardware hacker’s playground that was the Apple II, would be a sealed, finished piece — the only one you had to buy to start expressing yourself digitally. Even all the software you’d need would come built right in. Believing that the standard industry practice of naming prototypes after women (as often as not the prettiest secretary in the office) was sexist, he decided to call his idea Macintosh, after his favorite type of (edible) apples, the McIntosh.

In many ways Raskin’s idea cut directly against the grain of Apple’s corporate strategy, which was to further penetrate the business market, in the short term via the Apple III and in the long via the Lisa; both projects were already underway, although the latter was in nothing like the form it would eventually assume. While Apple was trying to trade in their bellbottoms for three-piece suits, Raskin was still living the hippie dream of bringing power to the people. “If I wanted to work for a business company, I’d join IBM,” he told Apple’s president Mike Scott. Still, the company was booming and an IPO was already visible on the horizon. There was enough money and enough hippie utopianism still hanging about the place to let Raskin and a few others tinker with his project.

The Macintosh project during its first eighteen months rarely had a staff of more than four, and often less than that; Raskin had to fight for scraps. Sometimes that worked out just as well; a key acquisition was Burrell Smith, a talented hardware engineer he rescued from a job as a lowly service technician, testing and repairing Apple IIs that had come back to the company under warranty. Smith became the Mac’s hardware guru, a position he would continue to hold right up through the launch and some time beyond, giving him by far the longest tenure of any member of the original team. Given his price window, Smith couldn’t afford to design anything that would be much more powerful than the Apple II; the first prototype was built around an 8-bit Motorola 6809 no more powerful than the Apple II’s 6502, and had just 64 K of memory. It did, however, use a relatively high-resolution bitmapped display in lieu of the Apple II’s text. Although he was oddly unenamored with mice and windows, this part at least of the Xerox PARC gospel had reached Raskin loud and clear.

With Raskin himself often not seeming sure what he wanted and what was doable and many of his staff not seeming overly interested in buckling down to work on his schemes, the project languished through most of 1980. On one or two occasions it was actually cancelled, only to be revived in response to Raskin’s impassioned pleas. Yet practical progress was hard to see. Raskin mostly busied himself with The Book of Macintosh, a sort of aspirational bible hardly more practical than Kay’s original dream of the Dynabook. Then Steve Jobs read The Book of Macintosh and promptly came in and took his computer away from him.

Jobs was a huge headache for Michael Scott, Mike Markkula, and the rest of Apple’s senior leadership, who received memos almost daily complaining about his temper, his dismissive attitude toward the Apple II platform that was the only thing supporting the company, and his refusal to listen to reason when one of his sacred precepts was threatened. Jobs’s headstrong authoritarianism had been a big contributor to the debacle that was the Apple III launch. (Traditional wisdom, as well as an earlier version of this article, would have it that Jobs’s insistence that the Apple III ship without a cooling fan led directly to the hardware problems that left Apple IIIs dying on buyers’ desks by the thousands. It does, however, appear that this version of events is at least questionable; see the comments section for more about that. Be that as it may, everyone involved would agree that Jobs did an already muddled project no favors.) The Apple III never recovered, and would pass into history as Apple’s first flop. Now he was sowing the same chaos within the Lisa project, a computer the company simply couldn’t afford to let go the same way as the Apple III. Scott and Markkula forcibly removed him from Lisa in late 1980. They would have liked for him to just content himself with enjoying his post-IPO millions and accepting the occasional medal at the White House as a symbol of the American entrepreneurial spirit while they got on with actually running his company for him. They would have liked, in other words, for Jobs to be like Wozniak, who dipped in and out of the occasional engineering project but mostly was happy to spend his time organizing rock festivals and finishing his education and learning to fly an airplane and generally having all the good times he’d missed during a youth spent with his head buried in circuit boards. Jobs, alas, was not so pliable. He wanted an active role at what was after all still in some moral sense his company. Trouble was, every time he took an active role in anything at all anger and failure followed. Thus his forcible eviction from Lisa while it still looked salvageable. But at the same time Apple certainly couldn’t afford an ugly break with their founder and entrepreneurial golden boy. When a hurt Jobs started to lick his wounds from Lisa not through ugly public recriminations but by interesting himself in Raskin’s strictly small-time Macintosh project, the executives therefore took it as very good news. Let him tinker and meddle to his heart’s content with that little vanity project.

But Jobs’s interest was very bad news for one Jef Raskin. Never really technical himself, Jobs nevertheless knew very well how technical people thought. He innocently suggested to Burrell Smith that he might dump the plebeian old Motorola 6809 in favor of the sexy new 68000 that the Lisa people were using, and double the Mac’s memory to 128 K while he was at it. That was an offer no hardware hacker could resist. With Smith successfully subverted, it was just a matter of time. Raskin wrote furious memos to upper management about Jobs’s unauthorized takeover of his project, but they fell on predictably deaf ears. Instead, in early 1981 the takeover was made official. Jobs condescendingly offered Raskin the opportunity to stay with the Macintosh in the role of technical writer. Raskin, who by all indications had an ego almost as big as Jobs’s own, refused indignantly and walked out. He never forgave Jobs for co-opting his vision and stealing his project, remaining convinced until his death in 2005 that his Macintosh would have been better for Apple and better for the world than Jobs’s.

For all that the project had been in existence for over eighteen months already, there was very little really to Macintosh at the time of the takeover — just Raskin’s voluminous writings and some crude hardware based on an obsolete chip that resoundingly failed to live up to the visions expressed in The Book of Macintosh. Thus one could say that the real story of the Macintosh, the story of the machine that Jobs would finally unveil in January of 1984, begins here. Which is not to say that Jobs discarded Raskin’s vision entirely; he had after all been originally drawn to the project by the ideas inside The Book of Macintosh. Although the $1000 goal would be quietly dropped in fairly short order, the new machine should nevertheless be inexpensive at least in comparison to the Lisa, should stress elegance and simplicity and the needs of everyday non-computer people above all else. Jobs, however, shared none of Raskin’s skepticism about mice and menus. He had bought the GUI religion hook, line, and sinker, and intended the graphical user interface to be every bit as integral to the Macintosh as it was to the Lisa. Hell, if he could find a way to make it more so he’d do that too.

Much of the original Mac team: Bill Atkinson, Andy Hertzfeld, Chris Espinosa, George Crow, Joanna Hoffman, Burrell Smith, and Jerry Manock. Taking a leaf from Electronic Arts's playbook, Apple photographed them often in artful poses like this one during the Mac's initial promotional push.

Much of the original Mac team: Bill Atkinson, Andy Hertzfeld, Chris Espinosa, George Crow, Joanna Hoffman, Burrell Smith, and Jerry Manock. Taking a leaf from Electronic Arts’s playbook, Apple photographed them often in artful poses like this one during the Mac’s initial promotional push.

Still with pull within Apple the likes of which Raskin could only dream of, Jobs began assembling a group of stars to start over and make his version of Macintosh. Joining Smith the hardware guru were additional hardware engineer George Crow; programmers Andy Hertzfeld, Larry Kenyon, Chris Espinosa, Bruce Horn, Steve Capps, Bud Tribble, and Bill Atkinson; industrial designer Jerry Manock to shape the external look and feel of the machine; Susan Kare to shape the internal look and feel as designer of graphics, icons, and fonts; and Joanna Hoffman as writer, marketer, and the team’s face to the outside world, the first “Mac evangelist.” Jobs even briefly recruited Wozniak, but the latter found it hard to stay focused on the Mac, as he would just about every other project after his Apple II masterpieces, and soon wandered off again. Others would come and go, but the names listed above were the core of the team that would, just as Jobs so often promised them was inevitable, change the world.

Jobs deliberately fostered an “us against the world” mentality, with the world in this case apparently including the rest of Apple — particularly the much larger and more bureaucratic Lisa team. His dictum that “It’s better to be pirates than to join the Navy” shaped the Mac team’s conception of itself as a brilliant little band of rebels out to make a better world for everyone. They even took to flying a skull-and-crossbones flag outside their offices on the Apple campus. They were united by a sincere belief that the work they were doing mattered. “We all felt as though we had missed the civil-rights movement,” said one later. “We had missed Vietnam. What we had was Macintosh.” Their pranks and adventures have become computer-industry folklore (literally; Andy Hertzfeld’s longstanding website Folklore.org is full of them, and makes great reading).

Of course, one person’s genius at work is another’s self-entitled jerk. A joke was soon making the rounds at Apple:

How many Macintosh Division employees do you need to change a light bulb?

One. He holds the bulb up and lets the universe revolve around him.

Perhaps the people with the most justification for feeling aggrieved were those poor plodding pedants — in Jobs’s view, anyway — of the Lisa team. As Steve Capps would later put it, “A lot of people think we ripped off Xerox. But really we ripped off Lisa.”

To say that the Mac could not have existed without Lisa is in no way an overstatement. Mac was quite literally built on Lisa; for a long time the only way to program it was via one of the prototype Lisas installed in the team’s office. The Mac people watched everything the Lisa people did carefully, then reaped the fruit of whatever labor seemed useful to them. They happily digested the conclusions of the Lisa team’s exhaustive user testing of various designs and interfaces and built them into the Mac. They took Bill Atkinson’s QuickDraw, the core rendering layer at the base of the Lisa’s bitmapped display, for the Mac. Later, Jobs managed to take its programmer as well; in addition to QuickDraw, Atkinson became the author of the MacPaint application. Yes, Jobs proved surprisingly willing to borrow from the work of a team he dismissed as unimaginative plodders. The brilliance of the people involved is one answer to the question of how Macintosh was created by so few. Lisa, however, is another.

The Mac people regarded their leader with a combination of awe and bemused tolerance. It was team member Bud Tribble who coined perhaps the most famous of all descriptions for Jobs’s unique charisma, that of the “reality distortion field.” “In his presence,” noted Tribble, “reality is malleable. He can convince anyone of practically anything.” Tribble elaborated further on Jobs’s unique style:

Just because he tells you that something is awful or great, it doesn’t necessarily mean he’ll feel that way tomorrow. You have to low-pass filter his input. And then, he’s really funny about ideas. If you tell him a new idea, he’ll usually tell you that he thinks it’s stupid. But then, if he actually likes it, exactly one week later he’ll come back to you and propose your idea to you, as if he thought of it.

The aforementioned reality distortion field kept this sort of behavior from seeming as obnoxious as it would have from just about anyone else. Anyway, everyone was well aware that it was only because of Jobs’s patronage that the Mac project was tolerated at all at Apple. This little group of pirates, convinced that what they were doing was indeed (to choose another of Jobs’s catchphrases) “insanely great,” something that would change the world, knew that they owed the vision and the opportunity for Macintosh to Jobs. Atkinson later noted that “You only get one chance to change the world. Nothing else matters as much — you’ll have another chance to have vacations, have kids.” Most people, of course, don’t ever even get one chance. He and the rest of them owed theirs to Jobs.

Thankful as they were, they were hardly mindless disciples. They did their best to redirect his course when he got details as wrong as he got the big-picture vision right. When their reasoning failed, as it usually did with the imperious Jobs, they did their best to subvert him and/or to minimize the damage.

The list of bad decisions Jobs made about Macintosh is long, easily long enough to torpedo virtually any other computer. He insisted that the Mac use the same horrifically unreliable in-house-designed “Twiggy” disk drives as the Lisa, an example of borrowing a bit too much from Mac’s older sister. He rejected categorically pleas that the Mac at least have the option of memory expansion beyond 128 K, insisting that doing so would just encourage programming inefficiency and turn the Macintosh into a bloated monster like Lisa; his team’s arguments that a bitmapped, GUI-driven operating system running under a 16-bit processor required by its very nature vastly more memory than something like the Apple II got them nowhere. He rejected an internal hard drive because it would require that most hated of all pieces of technology, a noisy fan. He rejected a second internal floppy drive because there wouldn’t be room in Jerry Manock’s sleekly elegant case, plus bloat and all that. He tried to kill the Apple LaserWriter, a product that would prove almost as significant for the company as the Mac itself and without which the Mac may very well have not survived beyond its first couple of years. He cut short all discussion of networking by pulling out a floppy disk and pronouncing, “Here’s your network!” (The laser printer and Ethernet, those two other parts of the PARC gospel, had most resoundingly not reached Jobs during his famous visit.) He even refused to permit cursor keys on the keyboard, saying that the mouse was the only proper way to move the cursor in this new paradigm of computing.

The original Mac keyboard, complete with no cursor keys

The original Mac keyboard, complete with no cursor keys

People did what they could in the face of this litany. Burrell Smith made sure the Mac was capable of accommodating 3.5-inch floppy drives, the emerging industry standard soon to replace the older 5.25-inch floppies, as well as the Twiggy. When Lisa debuted a year ahead of the Mac and the Twiggy drives proved a disaster, the Mac manufacturing team was able to easily slot the 3.5-inch drives in in their place. (Taking the fall for Twiggy was another great service Lisa did Macintosh.) Everyone also made sure that the Mac was ready to accommodate more memory on both the hardware and software side, for when the realization finally dawned that 128 K just wasn’t going to cut it. (That realization began to dawn quite early even for Jobs; the machine he unveiled to press and public on January 24, 1984, had in fact been hacked to have 512 K. Otherwise the presentation would have been a less impressive one altogether, with a lot more time spent waiting for the Mac to deign to do something and none of the cool synthesized speech.) For most of the rest, there wasn’t much for it but to hope the machine did well enough with the early adopters that they could go back and fix the problems later. Cooler heads in management did at least prevail to save the LaserWriter.

On the hardware side, the Macintosh was smartly but minimalistically designed by Burrell Smith, a huge admirer of Steve Wozniak who strained to craft the same sort of elegant circuitry for the Mac that Woz had for the Apple II. For all that it was clean and compact, however, the Mac wasn’t terribly interesting or impressive as a piece of hardware. Jobs, from a contemporary interview in Byte magazine:

By paying a little more for the microprocessor, not only were we able to give the customer an infinitely more powerful chip than, say, an 8-bit chip or one of Intel’s baby micros, but we were able to pick up this amazing software [referring here to Bill Atkinson’s QuickDraw layer sourced from the Lisa project], and that allowed us to throw tons of chips out of this thing. We didn’t have to get special custom text or graphics chips. We just simplified the system down to where it’s just a bitmap on the screen, just Bill’s amazing software and Burrell’s amazing hardware, then in between that the other amazing software that we have. We tried to do this in every single way, with the disk and with the I/O…

The Macintosh, in other words, asks a heck of a lot of its 68000 CPU, something it could get away with because, well, it was a 68000, the most powerful reasonably priced chip in the industry of the time. A person reading that Byte interview might have asked what the 68000 could do with a bit more support in the hardware around it. That question would be answered in fairly resounding form by later 68000-based machines, most notably the Amiga, which could run rings around the Mac.

But of course that line of argument is a touch unfair, given that the Mac was the first PC in the world to be principally defined not by its hardware but by its software. The newly minted MacOS was a brilliant creation, one that went in many ways far beyond what its legendary predecessors at Xerox PARC had managed. Incredible as the Xerox Alto was, much of what what we have come to expect in our GUIs as a matter of course dates not from the Xerox of the 1970s but from the Apple of the early 1980s. Amongst these are such basic building blocks as pull-down menus and even the idea of windows as draggable entities that can overlap and be stacked atop one another; on the Alto they were non-overlapping tiles fixed in place (as they also were, incidentally, in the earliest versions of Microsoft Windows). One of Jobs’s favorite aphorisms during the final frantic year of Mac development was “Real Artists Ship!” This was something the tinkerers and theorists at PARC never quite managed to do. As anyone who’s ever finished a big creative project knows, the work of polishing and perfecting usually absorbs far more time and effort — and tedious, difficult effort at that — than hammering out the rough concept ever does. Apple did this heavy lifting, thus enshrining Xerox PARC as well as the Mac itself forever in computing legend. And they did it well — phenomenally well. I have my problems with Apple then and now, but this should never be forgotten.

As the Mac began to assume concrete form at the beginning of 1983, Jobs’s star at Apple was again in the ascendent. After years of muddled leadership from Michael Scott and Mike Markkula, the company had finally decided that a more dynamic leader was needed. Scott and Markkula had been Silicon Valley insiders steeped in engineering detail; Markkula had personally contributed code, testing, and documentation to the company’s early projects. To bring to fruition Jobs’s vision for Apple as a great mainstream company, known and loved by the masses, a very different sort of leader would be needed. Ideally, of course, that leader would be him, but Apple’s board wasn’t that crazy. As a second-best alternative, Jobs became enamored with a very unconventional choice indeed: a marketing expert and polished East Coast blue blood who was currently running the Pepsi brand. His name was John Sculley, and it was doubtful whether he even would know how to turn on one of Apple’s computers.

Steve Jobs and John Sculley at the Mac's public introduction on January 24, 1984.

Steve Jobs and John Sculley at the Mac’s public introduction on January 24, 1984.

Even had he never hooked up with Apple, Sculley’s name would be enshrined in business lore and MBA syllabi. Not yet 45 when Jobs’s courtship began, Sculley was already a decorated general of the Cola Wars. He had been one of the pioneers of what would come to be called “lifestyle advertising.” You know the sort of thing: all those advertisements that show cool, pretty people doing interesting things whilst listening to the hippest music and, oh, yes, just happening to enjoy a Pepsi while they’re about it. (“Come alive — you’re in the Pepsi Generation!”) “Boy,” thinks the consumer, “I’d like to be like those people.” And next time she’s at the grocery store, she picks up a six-pack of Pepsi. It sounds absurd, but, as one look at your television screen will tell you, it’s very, very effective. Very few of us are immune; I must sheepishly admit that I once bought a Volkswagen thanks largely to a certain advertisement featuring a certain Nick Drake song. As Mad Men has since taught all of us and Sculley grasped decades ago, the cleverest advertising doesn’t sell us a product; it sells us possibility. The best examples of the lifestyle form, like that Volkswagen spot, can be compelling and inspired and even beautiful.

If that wasn’t enough, Sculley was later instrumental to the most legendary Cola Wars campaign of all time, the Pepsi Challenge, which cleverly combined the lifestyle approach with the more conventional hard sell. The advertisements showed that it just happened to be the cool, attractive people — many of them hip young celebrities and athletes — who preferred the taste of Pepsi to that of Coke. The ads were everywhere, an inescapable part of the cultural landscape of the late 1970s and early 1980s. And, judging by the relative sales trends of Coke and Pepsi, they were very, very effective; for the root cause of the “New Coke” fiasco of the mid-1980s, look no further.

Now Jobs wanted Sculley to do the same thing for Apple, to craft for the company an identity that transcended the specifications sheets and price comparisons that sullied their competitors. To some extent Apple already enjoyed a special status; their compelling origin story and the charisma of their two young founders along with the engaging personality of their signature creation the Apple II gave them a cachet of which drabber, more conventional companies, executives, and computers could only dream. Now Jobs believed he and Sculley together could leverage that image to make an Apple computer the hippest lifestyle accessory of the 1980s. There was more than a little bit of utopian fervor to Jobs’s vision, part and parcel of that strange intermingling of hardheaded business ambition and counterculture idealism that has always seen Jobs and the company he founded selling a better world for a rather steep price. Jobs’s deal-closing pitch to Sculley, which may never have actually passed his lips in such pithy form, has nevertheless gone down into Apple lore: “Do you want to sell sugar water for the rest of your life, or do you want to come with me and change the world?” How could anyone refuse?

It became increasingly clear as 1983 wore on and Sculley settled into his new West Coast digs that the specific Apple computer that would be doing the world-changing must be the Macintosh. The Lisa was a flop, done in by intrinsic failings, like the unreliable Twiggy drives and its beautiful but molasses-slow GUI, and some extrinsic ones, like its high price and the uncertainty of big business — the only people who could realistically buy the thing — over what it really was good for. Nor did Jobs’s persistent whispers to reporters to just wait, that something cheaper and even better was coming soon, do the Lisa any favors.

Still, by many measures the Mac was not only cheaper but better than Lisa. Its 68000 architecture may have been unexceptional, but so was the Lisa’s — and the Mac’s 68000 was clocked at 8 MHz, a full 3 MHz faster than the Lisa’s. The Mac’s operating system was slim and lightweight, written in pure 68000 assembly language, as opposed to the Lisa’s bigger and more ambitious (overambitious?) operating system which was mostly written in Pascal. There was a price to be paid for the Mac’s slim efficiency; in some areas like multitasking and memory protection MacOS wouldn’t fully equal LisaOS until the arrival of OS X in 2001. But an average user just trying to get stuff done will make lots of compromises to have a snappy, usable interface — something which, at least in contrast to the Lisa, the Mac had in spades.

Condemned as a backwater project with little relevance to Apple’s business-centric corporate direction for years, as Macintosh geared up for the big launch Jobs and his band of pirates now found themselves taking center stage. Macintosh was now the future of Apple; Macintosh simply had to succeed. The last five years at Apple had been marked by the ever-greater success of the Apple II almost in spite of its parent company and two colossal and expensive failures to develop a viable successor to that beloved platform. Apple was still a major force in the PC industry, with yearly revenues approaching $1 billion. Yet they were also in a desperately precarious position, dependent as they still were on the archaic Apple II technology and their absurdly high profit margins on same. At some point people had to stop buying the Apple II, which was now thoroughly outclassed in some areas (notably graphics and sound) by competition like the Commodore 64 that cost a fraction of the price. With the Apple III and the Lisa lost causes, the Macintosh by default represented Apple’s last chance to field a viable bridge to the Apple II-less future that had to come one of these days. Given the age of the Apple II, it was highly doubtful whether they would have time to go back to the drawing board and create yet another new machine for yet another kick at the can. The Mac represented their third strike; it was Mac or bust. Steve Jobs and his team reveled in it and prepared to change the world.

The Macintosh was announced to the world on January 22, 1984. Early in the third quarter of Super Bowl XVIII and not long after one of IBM’s Charlie Chaplin spots for the ill-fated PCjr, an audience bloated with chips and beer and bored with a rather lackluster football game saw this, the most famous Super Bowl advertisement of all time.

Most people had no idea whatsoever what Apple was on about, had no idea that Big Brother represented the hated IBM who had taken the lead in business computing that Apple felt was rightfully theirs. The commercial was the talk of the media for the next few days, as everyone speculated about just what this “Macintosh” thing was and what it had to do with hammer-hurling freedom fighters. The advertisement, which it soon emerged had been directed by none other than that master of dystopia Ridley Scott of Alien and Blade Runner fame, would never darken a television screen again. No need; it had done its job, and would go down into history alongside Lyndon Johnson’s “Daisy” ad as one of the two most famous one-and-done commercials of all time.

The “1984” spot was an overheated, rather adolescent piece of rhetoric, coming off almost like a caricature of Apple’s exaggerated self-importance. It was by no means beloved by everyone even within Apple. The Mac’s moving up to become the company’s biggest priority hadn’t changed the determination of most of their executive wing to make it not as a maker of home and hobbyist computers, a competitor to Commodore and Atari and Radio Shack, but as a player in the much more lucrative field of business computing, where IBM (and, increasingly, IBM clones, a story for another time) ruled. Meanwhile Jobs still saw the Macintosh as he always had, as a way of changing not just the business world but the world full stop — which didn’t quite mean that he wanted to get down in the trenches with the likes of Commodore either, mind you, but also funneled his ambitions for the platform in a very different direction. Caught somewhere in the middle was John Sculley, a man who had been brought in thanks to his prowess as a consumer marketer but was nevertheless beholden to both factions. The constant push and pull between them, and the mixed messaging that resulted, would very nearly sink the Mac. Just before the Mac’s introduction, the business faction pushed through a rise in the list price from $2000 to a more businesslike $2500. But then came the “1984” commercial, whose lurid tone was all but guaranteed to repulse exactly the corporate leaders the business interests wanted to attract; these folks identified more with Big Brother than with the hammer-wielding freedom fighter. It would go on like that for a long time.

At the official launch on January 24, Jobs publicly committed Apple to the goal of selling 50,000 Macs in the first hundred days. It was dangerously ambitious; to miss the goal would be embarrassing and momentum-killing. In the end they managed it and then some; sales reached some 70,000, and they might have sold even more if not for teething problems at the factory typical of a new computer. Virtually all of the machines they sold, however, went not to corporations but to forward-thinking individuals of a certain technological bent and disposable income who rightly recognized in the Mac a new future paradigm. Douglas Adams, who saw his first Mac in Infocom’s offices and promptly fell in love, was archetypical of the demographic.

All of which was fine as far as it went — Apple was happy to sell to individuals too if they had the money to buy — but didn’t do a lot to further the dream of the Mac as a rival to the IBM PC on the desks of corporate America. Equally frustrating was much of the software that appeared that first year, which often tended toward games and other frivolous stuff frowned upon by corporations. By year’s end the early adopters with disposable income were already looking exhausted and corporations still weren’t buying. The result was tens of thousands of Macs piling up in warehouses and cancelled production orders. At year end total sales amounted to 250,000, about half of Jobs’s projections at launch time. And sales were getting worse every month, not better. It was beginning to look disconcertingly like Strike 3 — Apple III and Lisa all over again. The only thing keeping the company in the black was still the inexplicably evergreen Apple II, which in 1984, that supposed Year of the Macintosh, enjoyed its best sales yet. Revenue from the Apple II amounted to 2.5 times that from the Mac. Apple II loyalists, who despite Apple’s official claims of “Apple II Forever!” could see where the company’s real priorities lay, took no small delight in this reality.

Joanna Hoffman, the marketer who was with the Mac project almost from the beginning, frankly admitted later that the sales results were, at least in retrospect, unsurprising.

It’s a miracle that it sold anything at all. This was a computer with a single disk drive, no memory capacity, and almost no applications. People who bought it did so on seduction. It was not a rational buy. It was astonishing that Macintosh sold as many as it did.

Or, as Douglas Adams put it:

What I (and I think everybody else who bought the machine in the early days) fell in love with was not the machine itself, which was ridiculously slow and underpowered, but a romantic idea of the machine. And that romantic idea had to sustain me through the realities of actually working on the 128 K Mac€.

Those realities could be hellish. The single floppy drive combined with the inadequate memory could make the original Mac as excruciating to actually use as it was fun to wax poetic about, with the process of just copying a single disk requiring more than fifty disk swaps and twenty minutes. MacWrite, the Mac’s flagship version of that bedrock of business applications the word processor, was so starved for memory that you could only create a document of about eight pages. Determined Mac zealots swapped tips on how to chain files together to craft their Great American Novels, while the business world just shrugged and turned back to their ugly but functional WordStar screens. The Mac was a toy, at best an interesting curiosity; IBM was still the choice for real work.

"Test Drive" ad campaign

Sculley did his best to apply his Pepsi marketing genius to the Mac, but found it tough sledding. That Christmas Apple began the “Test Drive a Macintosh” campaign, which — shades of the Pepsi Challenge — let prospective buyers take a machine home for free to play with for 24 hours. Some 200,000 did so, but very few actually bought afterward, leaving stores with nothing but a bunch of used Macs to show for their trouble. For the 1985 Super Bowl, Apple attempted to recapture some of the Mac’s launch buzz with another high-concept commercial, this one depicting IBM users as mindless lemmings trudging off the side of a cliff. Ridley Scott’s brother Tony did the directing honors this time between pre-production work on Top Gun. But by now it all just felt kind of trite and childish, not to mention insulting to the very businesspeople Apple was trying to win over. Reaction from corporate America was so negative that Apple briefly considered taking out a full-page apology in the Wall Street Journal.

Apple’s summer of discontent, the rock-bottom point for the Mac, came in 1985. Not only were Mac sales still moribund, but by then another terrifying reality was becoming clear: Apple II sales were also slowing. The previous year had at last been the top of the bell curve. The day they had dreaded loomed, the day when they would have no viable next-generation machine and no faithful Apple II to fall back on. Apple closed three of their six factories and laid off 20 percent of their workforce, some 1450 people, that bleak summer.

Shortly after, Steve Jobs finally walked away from Apple following an acrimonious split with his erstwhile best mate John Sculley and a clumsy failed coup in the Apple boardroom. Jobs had proved psychologically incapable of accepting or addressing the Mac’s failings as both a piece of computer hardware and as a marketplace proposition. Jay Elliott, Apple’s head of human resources, summed up his situation beautifully:

[Jobs] could see that horizon out there, a thousand miles out. But he could never see the details of each little mile that had to be covered to get there. That was his genius and his downfall.

The Macintosh, like Apple itself, needed a practical repairman in 1985, not a bold visionary. This was a role Jobs was, at least at this phase of his life, eminently unqualified to play. And so he had made life intolerable for everyone, until the ugly public split that several generations of previous Apple management had only just found ways to avoid had come at last. The famed Apple mojo seemed all but gone, lost along with their charismatic founder.

But, as happens often (if not quite often enough) in business as in life, that summer proved to be the darkness before the dawn. Apple’s engineers had not been idle while the Mac struggled through its difficult first year, but had rather set doggedly to work to correct the worst of its failings. An external floppy drive became available a few months after launch, greatly alleviating the hell of disk swapping. The so-called “Fat Mac” with 512 K of memory, the amount most of the development team not named Jobs had agreed was appropriate from the start, appeared late in 1984. A hard disk and even cursor keys — their lack had been one of the more loathed aspects of the original machine if also a boon for makers of add-on keypads — were in the offing, as was, slowly and painfully, a workable networking system. The loss of Jobs only made such alleged dilutions of his vision easier to accomplish. The buggy original systems software was slowly tweaked and upgraded, while a third-party software ecosystem steadily grew on the backs of enthusiastic early adopters with money to spend. It didn’t come as quickly as Apple would have liked, and much of it wasn’t initially as businesslike as they might have liked, but the software — and with it a burgeoning community of famously loyal users — did come. Indeed, it was a third-party developer who arguably saved the Macintosh in tandem with another product of Apple’s busy engineering staff.

Paul Brainerd was a techie with a background in publishing who had for some time dreamed of finding a way to revolutionize the complicated and expensive process of traditional typesetting — pasteboards, huge industrial printers, and all the rest — through microcomputer technology. He had been stymied by two sore lacks: a computer with a high-resolution graphics display capable of showing what a document would look like on the printed page, pictures and all; and a printer capable of producing said document on paper. When he saw the Mac for the first time, he recognized that one of these needs had been met at last. When he reached out to Apple, they let him in on a secret: they had a solution for the other in the works as well, in the form of the LaserWriter, an affordable — in publishing terms; it would cost about $7000 — laser printer. The combination of the Mac, the LaserWriter, and the software Brainerd would eventually produce to make use of them, Aldus PageMaker, would invent the field of desktop publishing and change everything for the Mac and for Apple.

Like so much else about the Mac, it wasn’t an entirely original concept. Way back in circa 1975, Ginn & Co., a textbook publisher and Xerox subsidiary out of Boston, were gifted by the researchers at PARC with some Altos and a custom interface to hook them up to a big Dover laser printer. Ginn became the first all-digital publisher in the world. “Initially the reaction to the concept was, ‘You’re going to have to drag me kicking and screaming,'” said Tim Mott, one of the PARC people chiefly responsible for the project. “But everyone who sat in front of that system and used it, to a person, was a convert within an hour.” It was in fact Ginn’s editors who coined the ubiquitous terms “cut” and “paste,” a reference to the old manual process of cutting out manuscripts and photographs and pasting them onto pasteboard for typesetting. Now, a decade later, the rest of the world would finally get the opportunity to follow Ginn’s lead. The Mac had its killer app for business at last.

In retrospect it should have been obvious. It had been obvious to Xerox, hardly a company revered for vision; their big attempt to package PARC’s innovations into commercial form had come with the Xerox Star, a “document-processing workstation” that was essentially a sneak preview of desktop publishing before the term existed. But Apple, and especially Jobs, had been so focused on the Macintosh as a revolutionary force of nature in all aspects of the human condition that they’d had trouble thinking in terms of the concrete, practical applications that made corporations buy computers.

Publishers loved PageMaker. It turned what had been an all-night, all-hands-on-deck process, a hot, dirty nightmare of paste and print and paper for countless small periodicals and corporate publishing departments into something almost painless, something downright fun. Apple came to call PageMaker and its competitors, which were soon springing up like toadstools after a rain, their Trojan Horses. A brave purchasing manager would buy a couple of Macs and a LaserWriter as an experiment, and six months later the same company would be coming back for fifty or a hundred more. Publishing would become the first of several creative niche industries that the Mac would absolutely own, even as IBM continued to dominate the mainstream of business. It wasn’t quite the grand head-to-head challenge that Jobs had dreamed of, but, combined with sales of the Apple II that would remain on the descendent but surprisingly strong for the rest of the decade, it was a pretty good living.

Apple had been very, very lucky; they and the Mac had blundered through somehow. David Bunnell, longtime publisher of MacWorld magazine, summarized the Mac’s formative years bluntly:

To hold up the Macintosh experience as an example of how to create a great product, launch an industry, or spark a revolution is a cruel joke. Anyone who models their business startup on the Macintosh startup is doomed to failure. Miracles like the Macintosh can only happen once.

If the bargain with practicality represented by the Macintosh as desktop-publishing specialist seems disheartening, consider how genuinely empowering just this application was to countless people. For it wasn’t just big or medium-sized companies who bought Macs for this purpose. Especially as the prices of software and hardware came down, the small printers, the neighborhood associations, the church groups could also get in on the act. It’s astonishing how ugly the average fanzine or newsletter of 1980 is compared to that of 1995. The difference is almost entirely down to the Macintosh, which let people get their messages out there in a form of which no one need be embarrassed. Many, like a young man named Eliot Cohen who used his Mac to start a popular newsletter focusing on his obsession of New York Mets baseball and soon found himself in the locker room interviewing his heroes as the slick magazines called to beg for his insights, credited the Mac with literally changing their lives. This democratizing of the means of production is one of the most inspiring outcomes of the PC revolution and, much as I’m ambivalent about some aspects of the platform and its parent company, of the Mac itself. Indeed, I have a special reason for giving credit where it’s due: the logical successors to the Mac-enabled fanzines that were everywhere by the early 1990s are blogs like this one. We’re still riding that same continuum of change.

Consider also how immense was the Mac’s soft power. People — even people who rejected the Mac itself as an overpriced boondoggle — somehow recognized that this was the way computers really ought to work. It became an ideal, striven for if seldom reached for years. No matter; other computers were better for the striving. Even machines like the lowly Commodore 64 soon housed their own valiant attempts at replicating MacOS. To really get the scope of the changes wrought by the Mac, one need only compare the average Commodore 64 or Apple II game of, say, 1983 and 1986. A friendly GUI interface, of the sort which felt revolutionary when it appeared in the landmark Pinball Construction Set in 1983, was practically the baseline norm by 1986. The hardware hadn’t changed a whit; the vision of what could be done with it had. So, the Macintosh really did end up changing the world. Steve Jobs, wrong about so many nitpicky things, was breathtakingly right about that.

(The Macintosh story has been told so often and by so many that the biggest problem in writing an article like this one is sorting through it all and trying to inject some grounding into the more evangelistic accounts. My primary book sources were Insanely Great by Steven Levy; West of Eden by Frank Rose; Apple Confidential by Owen Linzmayer; and Dealers of Lightning by Michael A. Hiltzik. Andy Hertzfeld’s Folklore.org is also a goldmine. The Byte quote given above is from the February 1984 issue, part of a series of features greeting the Mac’s arrival. Various episodes of Computer Chronicles, archived by the dedicated folks at archive.org, also informed the article. See in particular “Mainframes to Minis to Micros”; “Integrated Software”; “Printers”; “Computer Ergonomics”; “The Macintosh Computer”; “Computer Graphics”; “Slowdown in the Silicon Valley” Parts One and Two; “Printers and Business Graphics”; and “Desktop Publishing” Parts One and Two. The photos sprinkled through the article are from Apple Confidential, except for the picture of the original Mac keyboard, which was taken from the aforementioned issue of Byte.)

 
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Posted by on February 20, 2014 in Digital Antiquaria, Interactive Fiction

 

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QL Pawn

Clive Sinclair and Anita Sinclair

Clive Sinclair and Anita Sinclair

Flop though it was in the big picture, the Sinclair QL still managed to attract some tens of thousands of loyal users during its brief commercial lifespan, some of whom still persist with the flawed but oddly endearing little machine to this day. The user base was big enough to support a small commercial software market which included some games on offer. Because the supposedly business-focused QL wasn’t up to all that much graphically, a good proportion of the games were text adventures. Among this group was by far the most remembered piece of software born on the QL — indeed, for a certain group of enthusiasts the only reason the QL is remembered at all. I’m referring of course to The Pawn, the first game from the last of the great 1980s text-adventure houses to emerge, Magnetic Scrolls. Like so many other stories I’ve already told, theirs begins with a few young friends with a shared love of computers and Dungeons and Dragons.

Ken Gordon, Hugh Steers, and Rob Steggles all grew up together in the London suburb of Woolwich. Gordon and Steers were both dedicated hackers. Steggles was less technical, the “tag-along” member of the trio. He did, however, possess another talent which made Gordon and Steers value his company: he had a knack for devising clever scenarios for D&D, which he employed to good effect as Dungeon Master of their little role-playing group. All three were also avid players of adventure games on the computer. They played all the usual suspects in the Britain of the early 1980s, but, crucially, also had exposure to the works of Infocom thanks to the exotic and expensive Apple II the Gordon family owned in preference to the more typical Speccy or BBC Micro. The lives and works of these young men would be shadowed and to some extent guided by the work of that other great adventure-game house across the ocean for years to come. Gordon and Steers spent much time analyzing the Infocom games and tinkering with adventure-game engines and parsers, dreaming of their own games that could live up to the standards of Infocom.

Their hobby would almost certainly have come to nothing more had Gordon not had another friend just a couple of years older, an ambitious and driven young woman named Anita Sinclair who possessed technical talents of her own to go with charm and a flair for business and marketing. Although she was of no relation to Sir Clive, she nevertheless had the perfect name to work at his company. That’s exactly what she did for a time, becoming Sir Clive’s personal aide and one of his firm favorites in the process; their friendship would persist for years, outliving the heydays of both Sinclair Research and Magnetic Scrolls.

Ken, Hugh, and Anita all met in her flat on the evening before Ken and Hugh were to take their A-Levels. There they talked code and business and Hugh demonstrated a parser he had written. The three decided to go into business together writing games for a new platform from which Anita’s keenly honed nose detected the smell of opportunity: the Sinclair QL.

The QL may have been conceived as Sinclair Research’s “professional” machine, but even businesspeople would presumably want to have fun sometimes. Anita initially wanted to make arcade games; they could be finished and released relatively cheaply and quickly. Ken and Hugh, however, had grander ambitions: to form a company and develop the technology to make adventure games that could compete head to head with Infocom. Hugely popular though they were, British adventure games had so far been limited by the more limited British hardware: 48 K or even as little as 32 K of memory rather than the more customary 64 K of North America, and no disk drive to use for virtual memory. Companies like Level 9 had pushed that hardware to incredible places, but there were inevitable limits. The QL, though, came with a full 128 K, a figure which coincidentally was also the maximum size of a game written using Infocom’s Z-Machine virtual machine. Thus the trio could be the first developers in Britain to meet Infocom on a level playing field.

In time Ken and Hugh infected Anita with their bug as well. She thus proposed to Sir Clive that she and her friends deliver a platform-exclusive next-generation adventure game for the QL, to be published by Sinclair themselves to give the game an official blessing of sorts. He agreed. Financing the venture largely through a certain amount of familial wealth that Anita had at her disposal, the trio of friends started Magnetic Scrolls — wonderful name, isn’t it? — in a tiny office in the district of Eltham, southeastern London, in the spring of 1984.

In their technical approach to game-writing as in so much else, they were determined to follow Infocom’s lead as much as possible. In lieu of Infocom’s famous DEC minicomputer, they built a network of four Apple IIs linked to a central hard drive. They used this to write in a subset of 68000 assembly language, which they named ELTHAM: “Extra Low-Tech Highly Ambiguous Metacode,” thus showing if nothing else that they had a sense of humor about the whole endeavor. A cross-compiler translated the ELTHAM code into a form suitable for running on the QL. Over long hours in the cramped office they applied all of the lessons they had learned as hobbyists and Infocom fanatics to an adventure-game engine with a complicated world model and a full-sentence parser the likes of which had never yet been seen from a British developer.

Still, a great adventure is not the result of its technical underpinnings alone. They also needed a game to put in there. Gordon and Steers thought of their old Dungeon Master Rob Steggles, who had just come back home for his first summer break from university (non-technical to the end, he was studying philosophy). Steggles:

They called me up and asked me to write a scenario to run on the system before I went off to university in the autumn. The scenario was The Pawn. What we did with The Pawn was get together as a group and talk for hours until we came up with a whole bunch of disparate, bizarre ideas. We wrote them all on several A1 sheets, put them on the wall, and looked at them for a while. Then I sat down and wrote a story around them.

Steggles then returned to university, where he “thought no more about it.” The others, however, went to work translating his notes into a game. What they had originally conceived as a six-month project turned into a long, hard slog for this group of clever but largely self-taught hackers venturing far into unfamiliar territory without the benefit of Infocom’s grounding in computer science from MIT. They continued to spend at least as much time on their recalcitrant toolchain as the actual game. Anita Sinclair (translated from the German original in Happy Computer magazine by me):

When The Pawn was more or less finished, we began debugging — looking for problems. To help us with that we had another program, a debugger, which worked similarly to a machine-language monitor. Our debugger told us that we had a failure in such and such a place. But no matter how much we pored over the code we couldn’t find the mistake. At last somebody figured out that the debugger itself had a bug.

It took more than a year after Steggles’s involvement ended for the final game to appear under Sinclair’s trademark gray livery in late 1985.

The Pawn, QL version

The Pawn on the QL

The Pawn on the QL

The Pawn is sadly not a game that stands up terribly well almost thirty years later, nor one for which I can muster much affection even after applying the requisite gauzy haze of nostalgia. It received its name late in development from a friend who played it named Tony Lambert, who noted that the player is kept in a constant state of bewilderment and is constantly being used and manipulated by those around him, like a high-fantasy version of The Band’s “The Weight.” And, indeed, The Pawn is a nasty, nihilistic little game with a mean streak unusually wide even for its era. This is a game which delights in breaking certain objects — like, inexplicably, a wooden bowl — when you DROP them without bothering to tell you about it until you try to use them dozens or hundreds of moves later; a game which expects you to commit cold-blooded murder at one point; a game which can’t even be bothered to render up a proper victory screen at the end, but instead lets you spend eternity wandering its landscape as a helplessly homeless ghost. It also has literally some of the worst puzzles I’ve ever seen — and, as you’ve probably gathered by now, I’ve seen a lot of puzzles.

A classic face-palm, almost so bad it’s good, comes in a secret room you discover inside a tree.

>enter door
Tree Trunk Room
You are in a small, cramped room inside the tree trunk. The floor is covered with varnished wooden planks and light filters through the various knots and holes further up the trunk.

There are some boards here. One of the floorboards seems quite loose.

>examine floorboards
The boards are large and very solid.

>examine loose floorboard
I don't understand loose

>lift floorboard
The boards are too heavy to lift.

>get floorboards
The boards are too heavy to lift.

>pull floorboard
You cannot get a grip on the boards

>touch floorboard
The boards are slippery

>slide floorboard
The boards are too heavy to lift.

>pry floorboard with hoe
I don't understand pry

>lever floorboard with hoe
Nothing happens.

>pull floorboard with hoe
You cannot get a grip on the boards

>examine door
The door is heavily camouflaged to make it look like part of the tree.

It is open

>look under door
You find nothing of interest

>close door
The door is now closed.

>lift floorboard
A dark forbidding opening is revealed leading down...

This sequence could almost stand in for the rest of this review, as it so nicely illustrates everything that’s wrong with The Pawn: the parser that’s superficially smart but doesn’t understand basic synonyms like “PRY” (or the more British “PRISE”) for “LEVER”; the world model that doesn’t distinguish between the loose floorboard and the rest of them; the refusal to just tell you what the hell you’re seeing so you can apply some sort of human logic to solving the puzzles. What’s apparently really going on above, if you haven’t gathered it already (and no shame in that), is that the open door was covering the loose board, preventing you from raising it. I must say “apparently,” of course, because the game refuses to tell you a word about something that would be completely obvious to you if you were actually standing there — this even though I’m desperately trying to give it the benefit of the doubt, looking hard at the door for some obscure message. This and some of The Pawn‘s other puzzles deserve to join the worst of Roberta Williams deep, deep down in adventuring hell.

I do want to say a little bit more about the parser because in its own way it’s as wrong-headed as many of the puzzles. Magnetic Scrolls loved to trumpet its ability to handle thorny constructions like “USE THE TROWEL TO PLANT THE POT PLANT IN THE PLANT POT”; in fact, I suspect that the very reason those items exist in the game is to show off the parser. And it worked — reviewers would dutifully type in such sequences when prompted by their press materials and write the requisite amazed copy. The Pawn‘s parser is, however, an absurdly brittle creation. If you know the exact formulations it expects, you can indeed use it in impressive ways. You can, for instance, “TIE THE HOE AND THE RAKE TOGETHER WITH THE TEE-SHIRT.” (This is another puzzle solution that makes no sense to anyone who’s ever seen the real-world analogues of The Pawn‘s hoe, rake, and tee-shirt, but never mind, I’m complaining about something else now.) But what if you try to “TIE SHIRT TO HOE AND RAKE”? Not only does the parser not understand — it misunderstands, leaving you with the shirt tied to the hoe and the last of the command blissfully ignored. Players don’t need a parser that gets all dressed up in its little sailor suit to do fancy tricks for the journalists, then collapses into a tantrum when asked to do a practical job. No, they need one that understands a wide variety of simple, commonsense constructions, and one that when it doesn’t understand doesn’t pretend it does but rather — and this is critical — gives good feedback on exactly what confused it so you can try again forewarned and forearmed. For all its fun with potted plants, The Pawn‘s parser still has a long way to go to match Infocom’s. It can at times be even more challenging to get sense out of than a two-word job because of the combinatorial explosion inherent in finding the exact, idiosyncratic phraseology it expects.

Formally, The Pawn is much more in the mold of Zork than any of Infocom’s later titles: a diverse, nonlinear grab-bag of disparate gags and puzzles and geography held together by little in the way of plot coherence. Some of the humor is kind of dumb but amusing; you play a stoner with a “green design of a plant that has seven jagged-edged leaves” on your tee-shirt, and further references to your love for pot abound (see the “pot plant”) without the game ever just coming out and saying it. (In retrospect I’m surprised that the guardians of adolescent virtue never caught onto this and condemned the game. Perhaps — incredibly! — it was too subtle…) Much of it, though, is just dumb full stop, such as the horse you meet who talks like Mister Ed. (“Get on up. Heyyy, you’re good. D’you ever star in a cowboy movie?”) And the less said about the cameo by Jerry Lee Lewis of all people the better…

As far as I can make out the game wants to be a cutting satire of adventure-game clichés, but its most amusing riffs are themselves lifted from other, smarter commentaries, such as the adventurer from Enchanter (“A tall, handsome man dressed in gleaming armour. He occasionally says things like ‘go north’, ‘get sword,’ and ‘unlight lamp.'”) and the meta-revelations sprinkled throughout the game that it really does all take place inside a computer, a trope that dates back at least to Microsoft’s 1979 version of the Crowther and Woods Adventure. The more original stabs at satire, such as the useless and inescapable maze with a sign outside labeling it “totally irrelevant to the adventure,” cut like a butter knife.

Maybe the kindest thing I can say about The Pawn is that it gave Magnetic Scrolls a suitably low baseline upon which to improve markedly and rapidly in games to come. That they had the opportunity to make more games is largely down to the talent shown by the core trio, particularly Anita Sinclair, for sensing which way the winds were blowing and planning accordingly. As work on the QL version of The Pawn proceeded, it was becoming more and more obvious that that platform was not likely to recover from its disastrous launch sufficiently to support a dedicated adventure-game developer. Luckily, new 68000-based machines were appearing in the form of the Atari ST and the Commodore Amiga; both offered more memory, spectacular graphics capabilities, and much better prospects for commercial success. By the time The Pawn appeared on the QL to predictably underwhelming sales, Anita and company had already initiated the process of porting the game to other machines, a task greatly eased by the development system they had spent so much time building. Soon gamers would look at the company’s early days as a QL-exclusive developer as little more than prehistory, a footnote to the real story.

That’s a story that I’ll be continuing in the course of time. But now it’s time to leave British shores and return Stateside, where an elephant in the room in the form of a certain paradigm-shifting platform introduction has been awaiting his due patiently for a long time now.

(The definitive source for information about Magnetic Scrolls on the Web is the Magnetic Scrolls Memorial, full of contemporary articles and even some memories from Rob Steggles. You can also find the game files themselves and interpreters to run them there. Francesco Cordella’s L’avventura è l’avventura hosts an excellent interview with Steggles. Useful magazine sources: Commodore User of December 1986; Happy Computer of January 1987; ZX Computing of August 1986; Popular Computing Weekly of October 10 1985; Computer and Video Games of October 1987; Home Computing Weekly of May 3 1983; Your Computer of January 1988. The picture at the beginning of this article is from the August 1986 ZX Computing.)

 
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Posted by on February 11, 2014 in Digital Antiquaria, Interactive Fiction

 

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