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The Unmaking and Remaking of Sierra On-Line

King's Quest

What happened for Ken and Roberta Williams in less than three years would have gone to anyone’s head. As the 1980s dawned, their lives were utterly ordinary. Ken was a business programmer putting in long hours every day in Los Angeles, Roberta his pretty, quiet, vaguely dissatisfied stay-at-home wife. Six months later she was a published game designer (to the extent that description meant anything in 1980), and the couple was sitting at their kitchen table opening the mail in disbelief as orders poured in for their little homemade adventure game. A year later, Ken was head of a burgeoning software house in their dream setting, nestled in the heart of the California Redwoods, and Roberta was his star designer. A year after that, they and the company they had built were software superstars. Glossy magazines and television shows begged for access and interviews; entertainment moguls flew them to New York to wine and dine them at 21 Club; venture capitalists lined up to offer money and advice, telling them they were at the forefront of the next big thing in media; big corporations offered to buy their whole operation, with starting offers of $20 million or more. Big franchises approached to talk about licensing deals: Jim Henson Associates, Disney, the Family Circus comic strip. For Ken, two of whose greatest heroes were Jim Henson and Walt Disney, such offers were flabbergasting. Late in 1982 IBM, by at least some measures the biggest, most powerful company in the world, humbly came knocking at the Williams’ door to ask if they’d be willing to work with them to develop software for their new home computer.

Yes, it would have gone to anyone’s head. Ken said yes to just about everyone, with the exception only of the outright buyout offers; he was having far too much fun to entertain them. The pundits, advisers, and investors that surrounded Ken were all telling him that the new low-cost home computers were the wave of the future, destined to replace the old Atari VCS game console and its competitors in the hearts and minds of consumers. This was the new gravy train, and the key to riding it was to get lots and lots of product out there to feed customers hungry for games for their new Commodore VIC-20s, Texas Instruments 99/4As, and Coleco Adams. Don’t stress too much about any given title, they said; just get lots of them out there. Simpler games were actually better, because then you could port them more quickly from platform to platform and pack them onto cartridges for all those ultra-low-end users without even a cassette drive. Ken, with these words ringing in his ears, dutifully made plans to push out 100 separate products in 1983 alone. He amassed a fleet of programmers to churn out action games which could be easily ported from platform to platform. Sierra spelled out this new approach in their “strategy outline” for 1983:

We believe the home-computer market to be so explosive that “title saturation” is impossible. The number of new machines competing for the Apple/Atari segment in 1983 will create a perpetually new market hungry for winning 1982 titles. We will exploit this opportunity.

Mr. Cool advertisement VIC-20 advertisements

Housing his growing fleet of salaried, workaday programmers — Ken had decided that dealing with artistically-tempered programmers like John Harris of Jawbreaker fame just wasn’t worth the trouble, that programming really shouldn’t be considered a creative endeavor at all — was soon becoming a problem. Growing technical, clerical, marketing, and warehouse staffs were also pushing the company’s total head count rapidly toward 100. Thus when the developer who owned Sierra’s office facilities offered to build a brand new building to house the company, a lovely place which perfectly suited the company’s image (if not, increasingly, its reality) as a clan of computer artisans living in the woods, Ken happily acquiesced, accepting rent in the vicinity of $25,000 per month.

The Sierra "redwood" building, custom-built for them in 1982

The Sierra “redwood” building, custom-built for them in 1982

The new offices weren’t the only building contract Ken signed around this time. Figuring that if they were going to be entertainment moguls they needed to live the part, Ken and Roberta hired an architect to design a sprawling 10,000 square-foot, $800,000 house — huge money in this rural area — on the Fresno River, complete with racquetball and volleyball courts, full-length wet bar, and a mini-arcade with all the latest games.

But by the time Ken and Roberta moved on Labor Day weekend, 1983, the fantasy of their lavish housewarming party, which included a professional comedy troupe brought in from San Francisco for the occasion, was undercut by some slowly dawning realities. Sierra’s first big partnership with Big Media, on the Dark Crystal game, had been a major artistic and commercial disappointment, done in by the tired old Hi-Res Adventure engine that powered it and a rote design by a Roberta Williams who seemed determined not to grow past what she had done for Mystery House. Their one real hit of the year, meanwhile, had not been any of the titles from Ken’s new programmers, but rather John Harris’s loving, officially licensed port of the arcade game Frogger, a port done so well that some said it surpassed its inspiration. Alas, Frogger was the last game Harris did for Sierra; he had left some time before, having signed on with Synapse Software, whom he considered more quality-oriented. It was already beginning to dawn at that party that they might actually make less this year than they had the last even as the new building and growing staff had increased their expenses enormously. Soon after, things really started to go south.

Much of the software that Sierra was now producing was on cartridges, which were both more expensive to produce than disks or tapes and took much longer to duplicate. With much of the industry following Sierra’s plan of churning out new games practically by the dozen, production capacity at the relatively limited number of facilities capable of making cartridges was at a premium. Sierra was forced to place huge orders in June or July for the games they hoped to be selling huge numbers of come Christmas. But a funny thing happened during the six months in between: the market for the VIC-20, the TI 99/4A, and the Coleco Adam, the machines for which most of these cartridges were produced, collapsed. Jack Tramiel, you see, had won the Home Computer Wars of 1983 by then, driving TI right out of the market. In the process, he had just about killed his own VIC-20 as well; the price of the vastly more desirable and capable Commodore 64 had dropped so low that there was little point in buying a VIC-20 instead. As for the Adam… well, it never had a chance; by the time it arrived the war was largely over and the victor already determined. The Commodore 64 rocketed out of that Christmas the new center of the gaming universe, a position it would hold for the next several years. Yet all Sierra had to sell Commodore 64 owners were a few simple games ported from the VIC-20. And they had tens of thousands of cartridges, millions of dollars of inventory which they couldn’t move for ten cents on the dollar, sitting in warehouses. Meanwhile their shiny licensing deals were also turning out to be of little benefit to the bottom line. Sierra felt that they were doing all the work on these and all the profits — what little there sometimes were — were going to the licensees. As 1984 ground on, it became clear that the company was in the most dire of straits, unable to even make their mortgage payments on their fancy new office building.

The only thing to do was to start cutting. In a matter of days the company shed the extra skin it had built up, going from 100 employees to an absolutely essential core of about 20. A desperate Ken went to Sierra’s landlord and offered him a 10% share in the company if he would just forgive them the rent for a few months, while they got back on their feet. Figuring that 10% of a dead company was worth less than the rent he might be able to get out of them now, he said no thanks. In the end Ken was able to negotiate only to give back some of the building for other tenants. He and Roberta and their closest associates paid some of the remaining rent for a while using second mortgages and personal credit cards. It looked like this dream they had been living was about to end less than four years after it had begun, that soon they might end up right back where they had started in the suburbs of Los Angeles. They might have packed it in but for one remaining hope: that contract they had signed with IBM back in the halcyon days.

Sierra’s relationship with IBM actually went back even further than that contract. IBM first partnered with Sierra during the run-up to the original IBM PC’s launch in 1981, when they hired them to port The Wizard and the Princess, one of the biggest Apple II titles of that year, to their new machine. Sierra first experienced the legendary IBM secrecy then. Prototypes would arrive in X-ray-resistant lead chests sealed with solder, and were expected to be stored and used in windowless rooms that were to be kept locked at all times. Despite being a relatively minor part of the PC’s launch, Sierra, and Ken in particular, got on well with IBM. For all the party-hearty persona Ken could put on (as well described in Hackers and elsewhere on this blog), he had spent his previous life working for big technology companies like IBM. He understood how they worked, knew what it meant to shake down a new computer system and find the bugs and flaws while also obeying the rules of corporate hierarchy. IBM likely found him a refreshing change from both the un-technical MBAs and the technically masterful but socially unsophisticated hackers that were most of his peers. At any rate, they came back to Sierra soon after initiating the PCjr project.

IBM flew Ken and Jeff Stephenson, the man who was quickly assuming Ken’s role as hacker in chief at Sierra as Ken got more and more absorbed with the business side, out to their offices in Boca Raton, Florida. After the NDAs and other legal niceties that were part and parcel of dealing with IBM, they explained what the PCjr was to be and asked them to pitch some software that might make a good fit. Ken and Jeff made a number of proposals that were accepted, including HomeWord, an easy-to-use, casual word processor with an early graphical user interface of sorts which Ken and Jeff were already working on; it would wind up IBM’s official word processor for the PCjr. But the most important proposal, the biggest in the history of Sierra On-Line and one which would change adventure gaming forever, was made up on the fly, drawn up on the back of a napkin during a pause in the proceedings.

Sierra was still known most of all for their Hi-Res Adventure line of illustrated adventure games. Unsurprisingly, IBM very much wanted something along those lines for the PCjr. But they had some specific requests for changes from Sierra’s traditional approach, which if nothing else proved that not everyone at IBM was as blissfully ignorant of gaming as legend would have it. They asked for a game that could be replayable, that would be more dynamic and complex in its world modeling, sort of like Ultima and Wizardry (adventures and CRPGs were not yet clearly defined separate genres at this point). They specifically asked that puzzles have multiple solutions, that there be many different possible paths through the game.

Ken and Jeff sensed that they really wanted Sierra to push themselves, to get beyond the tried-and-true Hi-Res Adventure model. And with good reason: as the sales for The Dark Crystal were about to show, Sierra desperately needed to raise their game if they wanted to keep their hand in adventures at all. Next to the games that Infocom was putting out, the Hi-Res Adventure games were painfully primitive. Yet how should they try to compete? Most other publishers, witnessing Infocom’s success with pure text, were beginning to shift their emphasis back to the parsers and the writing, de-emphasizing their pictures or removing them entirely. Infocom, in other words, was replacing Sierra as the model to be emulated. Ken instinctively sensed that this was not the right bandwagon for Sierra to leap aboard, much as they respected the technical accomplishment in Infocom’s games. They were movie people rather than book people; as Ken later said, Sierra had a “mass-market” sensibility which contrasted with Infocom’s “cerebral” approach. Rather than try to ape Infocom like other publishers, why not zig while everyone else zagged, double down on graphics while de-emphasizing text? Besides, one of the main selling features of the PCjr was to be its bright 16-color graphics. Shouldn’t its showcase adventure take advantage of them?

King's Quest

When IBM joined them again in the conference room, Ken and Jeff made their pitch for a new type of adventure game. Most of the screen would be given over to the graphics, like in the Hi-Res Adventures, but the interactivity would now also extend to this part of the display. The player’s avatar would be visible onscreen, with the player able to move him around within each room using a joystick or the arrow keys. The player would still have to type non-movement commands, but now positioning within each room would play an important role: you would have to move right up next to that old tree stump to peer inside, walk up to the kindly forest elf to talk to him, etc. Some text would still have to remain to explain some of what happened, but much of the experience would be entirely visual, more movie than book. Action sequences requiring precise timing and coordination could be introduced. The system also promised to introduce the kind of dynamism that IBM desired in other ways. Other characters and creatures could wander the world, to be dodged, fought, or befriended. What we would today call emergent behavior might arise: the player might hide behind a handy tree when the wicked witch suddenly popped onto the scene. It would be a showstopper, conforming to Ken’s ten-foot rule for software marketing while also introducing whole new tactical layers that had never been seen in adventure games before. IBM signed on happily.

The reaction in Oakhurst was not quite so enthusiastic. Some felt that Ken and Jeff had promised IBM the moon, that this was simply a leap too far. Perhaps remembering Sierra’s last two adventure games, both of which had gone through long, painful development cycles for little commercial reward, they pointedly suggested that Ken go back to IBM and explain that Sierra had bitten off more than they could chew, cut the proposal down dramatically to something more realistically achievable, and try to get IBM to accept it. Ken, realizing that any such action would destroy his credibility with IBM forever, absolutely refused. He pointed out that they had 128 K of memory to work with for this project, a huge figure in comparison to the 48 K they’d had for the Hi-Res Adventure games. He found a critical ally in Roberta, the person who would have to actually design for the system. She simply asked questions until she felt she understood the system and what it would and would not be capable of, digested IBM’s desires for a more dynamic game than was her previous wont, then went to work. Eventually the grumbling mostly ceased and the rest of the staff followed her example.

What with Ken having a company to run, the heavy lifting of turning the proposal into a game engine largely fell to Jeff Stephenson. Just like the Hi-Res Adventure engine, this one was designed to be reusable and extendible from the start. It was initially known as the Game Adaptation Language, or GAL. Ken, however, loathed the cutesiness of that acronym, and it was eventually renamed to the Adventure Game Interpreter, or AGI. (I’ll refer to the system as AGI from here on for the sake of consistency.) Soon the trucks bearing the familiar lead-lined crates began arriving in Oakhurst again, and development began in earnest on both the engine and the game it would run. The team chosen for the task consisted of Roberta and about half a dozen programmers and artists. The PCjr projects as a whole, which included the adventure game, HomeWord, and several other pieces of software, were given a top-secret code-name: Project Siesta. Still, it’s hard to keep anything a secret in a city as small as Oakhurst. Word quickly spread: “The big fucking company is in town again.”

Some of the process of developing the first AGI game, eventually to be named King’s Quest, was not that far removed from the days of Hi-Res Adventure. The artists still drew each scene on paper using colored pencils. These drawings were then traced using a graphics tablet connected to a computer, where they were stored using the vector-graphics techniques Ken had developed back in the days of Mystery House and The Wizard and the Princess. (When playing King’s Quest on older, slower hardware you can see each new room being drawn in line by line. Fascinatingly, what you are actually seeing there are the motions of the stylus being guided by the person who first traced the image all those years ago. Early King’s Quest versions let you see the process more clearly via an undocumented “slow draw” mode that can be activated by pressing Control-V.) Thanks to this evergreen technique, the image of each room occupies only .5 to 2.5 K. The same data also tells the interpreter where Sir Graham, [1]In the very early versions of King’s Quest, Sir Graham’s name was spelled as “Grahame.” the game’s protagonist, can and cannot walk. Boundaries, such as the castle walls you see in the screenshot above, were traced with a special flag activated and incorporated right into the image itself.

Perhaps the trickiest problem that Jeff Stephenson had to wrestle with stems from the fact that we view each room in the game from a parallel perspective. Thus the game needs to account for the z-axis in addition to the x- and y-axes to maintain the illusion of depth. Each object in each room is therefore given something Jeff called its “priority,” essentially its position on the Z-axis. An object’s priority can range from 1 to 15, and increases as it gets closer to the “back” of the room. In drawing a scene, the interpreter draws objects of lower priority after those of higher priority. Say that a tree is positioned on the screen at priority 9. If Graham moves vertically, “deeper” into the screen, to, say, priority 11, then moves horizontally “behind” the tree, the tree will conceal him as expected. Up to four moving characters can be in a single room, the interpreter constantly adjusting the onscreen image to account for their movements.

King's Quest

The game logic is described using a simple scripting language which is once again descended from the system Ken had developed for the Hi-Res Adventure line. Let’s take a look at one small piece of the scene shown above. In addition to our alter ego Graham, it shows a goat — “object” number 14 — who wanders back and forth in his corral, which in turn spans two rooms, numbers 10 and 11; the room shown above, the leftmost, is room 10. The goat continues to wander unless and until he is tempted to join Graham by a scrumptious-looking carrot. Here’s how the goat’s logic in room 10 is described in AGI:

IF HAS-GOAT 0 AND OBJHIT-EDGE 14 AND EDGE-OBJ-HIT 1 AND GOAT-GONE 0 AND SHOW-CARROT 0 THEN ASSIGN GOAT-ROOM 11, ERASE 10

So, and without getting too lost in the weeds here, if we do not “have” the goat and are not showing him the carrot, and the goat has hit the edge of the screen in his wanderings, remove (“erase”) him from room 10 and put him in room 11. Room 10 alone has 180 such lines of script to describe all of its interactive possibilities. Like most software, an AGI game is more complex than it looks. This is true from the standpoint of both the engine programmers and the scripters. In the context of its time, AGI is nothing less than a stunning technological tour de force — one which, like all the best software, looks easy.

The technical virtuosity on display here made it rather easy for reviewers of the time to lose sight of the actual game it enabled, a painfully common phenomenon in the field of videogames. Indeed, I was anticipating reviewing King’s Quest more as a piece of technology than an adventure game, particularly given that I frankly don’t think very highly of Roberta’s work on the Hi-Res Adventure line. I was, however, pleasantly surprised by her work here. King’s Quest‘s plot is almost as basic as that of the original Adventure: the kingdom of Daventry is in some sort of vaguely defined trouble, and the aging King Edward needs you, the brave knight Sir Graham, to find three magic items that can save it. Since he conveniently has no heirs, do that and “the throne will be yours.” King’s Quest is another treasure hunt, nothing more or less.

Still, and making allowances for the newness of the technology, Roberta does a pretty good job with it. Many of the characters and situations you encounter as you roam Daventry are drawn, and not without a certain charm, from classic fairy tales: Hansel and Gretel, Jack and the Beanstalk, Rumpelstiltskin. The latter is at the core of the one howlingly awful puzzle in the game, which starts out dodgy and just keeps layering on the complications until it’s well-nigh impossible.

King's Quest

(For the record: you meet an old gnome-looking sort of fellow who gives you three chances to guess his name. If you’re familiar with your Brothers Grimm, you might divine that he’s Rumpelstiltskin given the fairy-tale characters everywhere else in the game. But, no, “That is very close but not quite right.” Okay, you do have a note you found elsewhere which says, “Sometimes it is wise to think backwards.” So, “nikstlitslepmur.” No — “You have the right idea, but your thinking is just a little bit off.” It turns out you have to write the name using a backwards alphabet.)

But even here the IBM design brief saves Roberta from her worst instincts. There is, thank God, an alternate way to proceed without solving this puzzle, even if it does cost you some points. And most of the other puzzles are… not that bad, actually. Some are even pretty clever. That may sound like damning with faint praise, but given some of the absurdities of Time Zone it’s nevertheless praise indeed. There are a huge number of ways to go through King’s Quest, what with all of the alternate solutions on offer, and the game feels consciously designed in a holistic sense in a way that no previous Roberta Williams game did.

King’s Quest also makes use of most of the new possibilities afforded by the AGI system. There are enemies to be dodged and eventually dispatched — the witch out of Hansel and Gretel is particularly harrowing — and tricky action sequences to be navigated. King’s Quest is mostly a competent, enjoyable game even when divorced from its place in history as the first use of the revolutionary technology that powers it. It’s also reasonably solvable, at least if you aren’t too fixated on getting the maximum possible points. Realistically, it needed to be no more than a technological proof of concept to be a bestseller, but it manages to be considerably more than that. It acquits itself very well overall as the herald of a new paradigm for adventure gaming.

As development continued and Sierra’s financial position began to look more precarious, stress began to mount. Ken’s wish to just find average and uncreative but reliable programmers was perhaps amplified more than ever by some of the characters he ended up having to assign to the King’s Quest project. Whether because of its location near the old hippie meccas of northern California or just something in the water, Sierra always seemed to be filled with eccentrics despite Ken’s best efforts to run a more buttoned-down operation. One fellow was particularly noted for his acid consumption and his fascination with Fozzy Bear, and looked freakish enough that (in John Williams’s words) “when he went into a restaurant, everyone looked at him.” Another, similarly “off” programmer acted like a cross between a mad scientist and Zaphod Beeblebrox of Hitchhiker’s Guide to the Galaxy fame. Near the end of the project one developer, angry at the long hours he had been working, held a critical piece of code ransom until Sierra paid him for dozens of hours of overtime to which he felt entitled. They agreed to pay, got the code, and promptly reneged, citing a clause in American contract law which says that a contract is null and void if one of the parties signs under duress.

When IBM officially unveiled the PCjr and its horrid Chiclet keyboard in November of 1983, Sierra was as surprised as anyone. For all their involvement in the machine’s development, they never had access to a real production model. Ken had to go down to ComputerLand and buy his own, just like everyone else, when the PCjr shipped at last in March of 1984. His first machine didn’t remain in his possession for very long. He went to the movies on his way home, leaving it in his car, only to find it stolen when he returned. That must have seemed like a bad omen coming to fruition as it became more and more clear that the PCjr, seemingly Sierra’s last hope, was flopping in the marketplace.

King's Quest

And that must have seemed a double shame because — and I know I may seem to be belaboring the point, but I can hardly emphasize this enough — King’s Quest was amazing in its time. Even magazines devoted to other platforms felt compelled to talk about it; it was just that revolutionary. King’s Quest, marketed under IBM’s official imprint with cover art apparently drawn by someone who had never seen the game, did sell pretty well by the standards of IBM PCjr software, but there just weren’t enough PCjrs being sold to save Sierra. Similarly, a version for the PCjr’s bigger brother, the IBM PC, sold well by the standards of games for that platform, but the entertainment market for such a business-computing stalwart wasn’t up to much. Although the AGI system had been designed to be portable, it had also been designed to run in 128 K of memory. This locked it out of the typical unexpanded Apple IIe (64 K) and the biggest gaming platform in the country, the Commodore 64. Sierra had exactly the right game on exactly the wrong platform. It seemed Ken had backed the wrong horse, a final bad decision that looked to have doomed his company. The situation just got more and more desperate. John Williams, Sierra’s marketing director, recalls placing media buys around this time with no idea how he was going to pay for them when the invoices came due: “This is either going to help, in which case we can deal with the cost of these and maybe negotiate payment on it — or it won’t work and we’ll be gone” anyway.

Two new machines played a big role in saving Sierra. Just a month after the PCjr finally shipped to stores, Apple announced and shipped the fourth incarnation of the Apple II, the IIc. We’ll talk a bit more about it in a future article, but for now suffice to say that the IIc was designed to be a semi-portable, closed appliance computer, in contrast to the hacker’s laboratories that had been previous Apple II models. Most critically for our purposes today, the IIc shipped with 128 K of memory. Its commercial performance would ultimately be rather lukewarm, but it did prompt many users of the older IIe model to upgrade to (at least) 128 K to match its capabilities. In time there were enough 128 K Apple IIs to justify porting the AGI interpreter to the platform.

But it was the Tandy 1000 that really saved Sierra in the most immediate sense, that gave that critical mass of 128 K Apple II users time to amass. It was introduced just as 1984, the most difficult year in Sierra’s history, was winding down. In many ways it was what the PCjr should have been, with the same graphics and sound capabilities and IBM PC compatibility in a smarter, more usable and expandable package. And it was sold in Radio Shack stores all over the country. In some areas the local Radio Shack was the only place within 200 miles to buy a computer. Sierra smartly developed a strong relationship with Radio Shack in the wake of the Tandy 1000’s announcement. Few other software publishers bothered, meaning that King’s Quest and other Sierra games stood almost alone on the shelves in many of these captive markets. The Tandy 1000, combined with the slowly increasing user base of expanded Apple IIs, gave King’s Quest the opportunity to slowly pull Sierra back from the edge of the abyss, particularly since much of the game’s $850,000 development cost had been funded by IBM. It would take time, but by the end of 1985, with King’s Quest II now already out and doing very well, the company was paying off debts and beginning to grow again.

Ken, Roberta, John, Jeff, and their closest associates had, much to their credit, stuck to their guns and not made the perfectly reasonable decision to pack it in. But they had also, as Ken well realized, gotten very, very lucky. Without the Tandy 1000 and few other lucky breaks, Sierra could easily have gone the way of Adventure International, Muse, and other big software houses who were flying high in 1982 and dead in 1985. As he recently said, it had all been “fun and games” for the first few years. Now he understood how quickly things could go bad with a few wrong decisions, understood what a fragile entity Sierra really was. Most of all, he never wanted to go through another year like 1984 again. The Ken Williams that emerged from that period was, like his company, changed. From now on he would do a remarkable job of balancing ambition with caution. This capacity to change and learn from his mistakes, much rarer than it seems it ought to be, was perhaps ultimately the most important quality he brought to Sierra. He reoriented his company to stop chasing fast bucks and to focus on a smaller number of quality titles for a modest number of proven platforms, and accumulated a stable of designers, programmers, and artists whom he treated with respect. They in turn did good, occasionally great work for him. Sierra Mark II, leaner, humbler, and wiser, was off and running.

(My huge thanks once again go to John Williams for contributing so many of his memories to this article. Hackers by Steven Levy was also invaluable for what I believe will be the last time at last, as we’ve now moved beyond the period it covers. An article in the February 1985 Compute! breaks down the AGI system in unusual detail for a contemporary source. If you want to know more about its technical side, it’s been documented in exhaustive detail since. If you just would like to play King’s Quest, it’s available in a pack with King’s Quest II and III at Good Old Games.)

Footnotes

Footnotes
1 In the very early versions of King’s Quest, Sir Graham’s name was spelled as “Grahame.”
 

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Popcorn and Peanuts

IBM PCjr

By the time the IBM PC was a year old in late 1982, it was clear that the machine was a huge success. IBM had sold some 150,000 PCs during that first year, and demand continued to increase almost exponentially. As the PC blew right through sales forecast after sales forecast, IBM scrambled desperately just to meet demand. An interview with Don Estridge, head of IBM’s Entry Systems Division that was responsible for the PC, in the November 1983 Byte describes the chaos of those heady first couple of years:

Each quarter, IBM asks everyone who is selling the PC for a projection of purchases for two periods: the next quarter and the three quarters following it. In October 1982, for example, the division asked customers how many systems they expected to buy for the period from January through March 1983. Then IBM asked these customers what they expected to buy for April through December 1983.

When customers returned in January of this year [1983], ostensibly to talk about their system needs for April 1983 and beyond, they wanted to talk about January through March all over again. They doubled their orders for that first quarter.

“Then the same darn thing happened again in March, when we were talking about July through September. We can only handle so many factors of two,” Estridge says. “We’ve upped our production rate three times this year; production is very high. We’re extremely pleased that we can build a quality product at that rate, but it’s not enough. If the demand keeps on going at these rates,” Estridge warns, “at some point there won’t be any more parts.”

The IBM PC wasn’t just a commercial success; it was a transformative landmark for the PC industry as a whole. The vast majority were purchased not by the hackers, hobbyists, and early adopters who had heretofore driven the PC industry, but rather by the mainstream of corporate America, conservative businesses who were as nonplussed by its relatively high price as they were soothed by the legitimizing imprimatur of IBM. Both were taken as signs that the IBM PC was a serious machine, qualitatively different from the scruffy likes of Commodore, Atari, Radio Shack, and even Apple. Big Business placed huge orders that could reach into the multi-millions at a single pop. Merrill Lynch, for instance, went overnight from being dismissive of computerized trading to ordering a machine for the desk of every single broker in the company — 12,000 computers. Such was the power and mystique of IBM, the number-one company in the world in after-tax profits, a company whose gross sales exceeded the budget of the state of California.

And all of that was starting to happen even before the IBM PC got its killer app, the second such to hit the PC industry as a whole: Lotus 1-2-3. Introduced in January of 1983, 1-2-3 was, like the first killer app VisiCalc, a spreadsheet program. But 1-2-3 was clearly better in just about every possible way, to the extent that it made VisiCalc a has-been virtually overnight. Mitch Kapor, head of Lotus, had made the decision to throw in his lot entirely with relative newcomer IBM, not bothering to make a version of 1-2-3 for the Apple II or the CP/M machines or anything other than the IBM PC running Microsoft’s MS-DOS. Just as the Apple II had gotten a huge boost from being the first machine to run VisiCalc, that first clearly useful piece of PC software for the everyday businessperson, the IBM PC soared on the back of Lotus 1-2-3. For CP/M and the vendors still supporting it with hardware and software, meanwhile, Kapor’s decision marked the definitive beginning of the end. By 1985 CP/M would effectively be a dead operating system. Businesspeople simply had no use for a computer that couldn’t run 1-2-3.

An interesting and too little remarked aspect of the transformation wrought by the IBM PC is that IBM themselves never planned it or saw it coming. They themselves, in what amounted to a rare display of corporate humility, underestimated the impact that the IBM name would have on the industry. Instead of arrogantly going their own way and defining their own standards, which had always been their wont with their bigger computer systems, with the PC they made an apparently sincere effort to fit into the existing ecosystem. They even dutifully tried to license and adopt CP/M as their standard operating system until losing faith in Gary Kildall and Digital Research and going with Microsoft’s CP/M lookalike MS-DOS. A quick glance at a sales brochure for the original IBM PC reveals a plethora of features that had little relevance to the workaday world of business computing: an optional color graphics card (not a great one, but notable for existing at all); sound (ditto); a joystick interface card; a BASIC environment built into ROM, which could be used in lieu of a disk-based operating system; a cassette-drive port; the possibility of connecting the machine to an ordinary television in lieu of a monitor; and the possibility of buying it configured with as little as 16 K of memory. Far from being a honed weapon for business-computing domination, the IBM PC was designed to be generalized and flexible, adaptable to many different roles in the same way as, say, the Apple II. When Big Business jumped all over it, it seems to have surprised IBM as much as anyone.

Which is of course not to say that they were complaining about it when it happened. As it became clear how the IBM PC was perceived and where it fit, IBM initiated development of a next model that excised many of the aforementioned phantom limbs while giving business users more of what they had liked about the original. The PC/XT, introduced in March of 1983, came with a still slightly exotic (and expensive) 10 MB hard drive as standard equipment, and was an all-around bigger, beefier contraption with eight expansion slots rather than five, more standard memory, and a larger power supply to fuel it all. Another model in development, code-named “Popcorn” and due to be introduced early in 1984, was a portable — today we would say (at best) “luggable” — version for the businessperson on the road. Having served Big Business’s computing needs for years with their larger machines, IBM was in their element here as well, at least once they figured out what was happening and where their machines fit.

And yet, despite all of this success, the failure of the PC to really make a dent in other areas did rankle a bit. While the IBM PC had created a whole new market category for microcomputers, said category wasn’t the only new one. Shortly before the PC arrived, Commodore had introduced the VIC-20, an inexpensive machine pushed not as a tool for hackers or hobbyists but as a friendly machine to be used in the home by casual users for education, light productivity applications, and of course entertainment. The VIC-20 was a huge success, redefining Commodore’s corporate image forever (both for better and for worse in the long run), and opening the category of the “home computer” as a mass-market phenomenon. This in turn brought the venture capitalists and the would-be computer-entertainment moguls, not to mention a torrent of competitors and the Home Computer Wars of 1983. Suddenly the base of hackers and early adopters who had both built and been the customers of the microcomputer industry prior to 1982 or so were a minor factor, almost irrelevant, as everyone raced either upward to the business PC (where the big winner was of course IBM) or downward to the home computer (where the big winner was Commodore). Only Apple was left perched, not entirely comfortably, somewhere in the middle; the Apple II intersected the high end of the home-computer sector along with the low end of the business market, while also remaining the computer of choice in schools and a great favorite of the hackers who had built the industry.

The home-computer market was both much more price sensitive and much more crowded than the business market, and thus couldn’t hope to match the business market in sheer moneymaking potential. Commodore sold many more machines than even IBM in 1983, but didn’t make more than a fraction as much from the effort despite edging out Apple in total earnings for what would turn out to be the last time in their history. (This disparity in earning potential explains why Apple was so desperate to find a way to fully penetrate the business market with the Apple III, the Lisa, and finally the Macintosh.) Given this reality, it may seem odd that IBM concerned themselves with home computers at all. I believe we can point to a couple of factors here. First of all, home computers were simply an opportunity — perhaps not as big or juicy an opportunity as business computers, but who said a huge company like IBM couldn’t own both markets? All of the pundits were predicting that the home-computer market was only going to continue to grow, that in just a few years a computer would be as much a fixture in every home as a television and a stereo. That led directly to what we might call the public-relations motivation. If at all possible, all of those kids who would be growing up with computers in their homes should grow up with IBM computers. That way they would be inculcated into “the IBM way,” would be comfortable with IBM technology when they grew up and entered the business world, would seek it out when they got still older and were placed in charge of purchasing at their companies. One hand, as they say, would wash the other, realizing the goal of making IBM as synonymous with little computers as they were with the big ones.

This, then, was the reasoning that led to the machine code-named “Peanut,” IBM’s dedicated home computer. Development was well underway by the time of the PC/XT’s launch, and the project’s existence was, intentionally or unintentionally, something of an open secret with the press throughout 1983. The specter of IBM’s eventual arrival loomed over the chaos of the Home Computer Wars, over annual reports and long-term planning throughout the industry. Why shouldn’t the Peanut come to dominate the low end, said the conventional wisdom, just as its bigger siblings did the high end? Apple and Commodore and everyone else breathed a sigh of relief when the rumor mill revealed that Peanut, originally scheduled to appear just in time for Christmas, had been pushed back to early in the following year. At least they would get one more Christmas sales season — one which would actually turn out to be the biggest of all for some time to come, although they certainly didn’t know that — free of the IBM juggernaut. Then, in November of 1983, the Peanut was officially announced at last and prototypes shown to the press, in the hopes, some suspected, of making some of those would-be Christmas buyers hold off until they could have an IBM the following year. Journalists weren’t quite sure what to write about the machine they flocked to see at a special reception inside IBM’s Manhattan headquarters.

Much about the Peanut, now officially named the PCjr, was about what everyone had expected (feared?). While definitely, as its name would imply, a scaled-back version of IBM’s business machines, its available configurations of 64 K or 128 K of memory and 16-bit processor made it more than competitive with the Commodore 64 or Apple II in terms of sheer horsepower. It could boot to BASIC or, if you bought the optional floppy drive, MS-DOS, in which mode it could run a subset of IBM PC software that wasn’t too memory hungry. It offered 16-color graphics that were comparable to the Commodore 64 in some ways, although it lacked that machine’s sprites. It also had a pretty good three-voice sound chip, although, once again, not quite the equal of the Commodore 64’s SID. On the flip side, it could, like the newer Apple II models, display 80 columns of text compared to the 64’s 40, a feature that made it much more suitable than the 64 for word processing and other productive tasks. And it had one feature that really was ahead of its time: a wireless keyboard that let you kick back or sit wherever you wanted when you played the games that IBM hoped would soon be flooding the market. All in all, it all looked like a pretty reasonable effort, with the fit and finish and utility of the Apple II and most if not all of the audiovisual panache of the Commodore 64. It even had two — two! — cartridge ports for easy gaming. Coupled with the reputation and marketing resources of IBM, it looked like a very dangerous machine. And then you tried to actually type on the thing.

The PCjr's infamous original "Chiclet" keyboard

The PCjr’s infamous original “Chiclet” keyboard

IBM, you see, had gone with a rubber “Chiclet” keyboard, like that of a cheap calculator — or the sub-$200 Radio Shack Color Computer. Its presence was all but incomprehensible. Contrary to what Apple zealots then and now might prefer to believe, IBM was not normally oblivious to ergonomics or aesthetics. While their machines were not sexy, they were generally functional and comfortable over many hours of use, and always had that reassuring feeling of “IBM quality.” IBM put considerable thought and research into what they called “human factors” when putting together the original PC. Indeed, they maintained in Boca Raton an entire laboratory devoted to ergonomics.

He [Estridge] points out that various human-factors considerations are reflected in the overall PC design that he says make the machine comfortable to use. The keyboard can be tilted, for example, to assume a flat-surface angle or a tilted-up angle. Estridge says both are standard angles that make users feel comfortable.

He also cites studies of eye-pupil dilation that influenced the PC’s design. He says these studies have shown that there’s a direct relationship between pupil dilation and fatigue; the more a user’s pupil dilates, the more fatigued he may become.

“If you can cut down on contrast changes as people use the equipment, you reduce the likelihood of frequent pupil dilation.”

How has this principle been applied to the IBM PC? Estridge explains it this way: “Imagine that the center of the machine is a high-contrast area and the outside of the machine — the background — is a low-contrast area. The machine has grades of contrast as you move from the screen outward. Its highest contrast is on the display tube. Immediately around the tube is a lower-contrast border, and then the cabinet curls round to form an even lower-contrast frame.

“The eye then progresses from seeing dark gray to light gray to medium white, and, beyond that, essentially a noise background. As the eye moves across those boundaries, it doesn’t experience much contrast change, and the viewer doesn’t get tired.”

Much about the PCjr has that same sense of attention to detail and quality. The cartridges, for example, have a foam lining that lets them slide gently but snugly into place with a feel that is, as one YouTube commentator puts it, “awesome.” IBM also added special tabs to the keyboard to lock an overlay into place. Their idea was that many — most? — PCjr programs would ship with one of these little cardboard cheat sheets that explained the purpose of every key on the keyboard, right above the key itself.

And yet, inexplicably, there were those dead rubber keys that seemed to invalidate all positive impressions and make the PCjr feel like a toy. Typing on the machine was, as one journalist put it, “a hateful experience.”

The other obvious concern was the price. The 64 K model with cassette drive would cost you almost $700; the far more useful and desirable 128 K model with floppy-disk drive $1250. Everyone agreed that IBM could likely get a surcharge for their name, but would their reputation stretch that far considering that a Commodore 64 with disk drive would set you back less than $500 with a bit of shopping around?

Even as they questioned the keyboard, the press’s answer to this question was an almost universal “yes.” Such was the mystique of the IBM name that they seemed to have a hard time even conceiving of the PCjr as anything but a spectacular success. Compute!, the biggest, fastest growing, and arguably most influential magazine catering to the home-computer market, was so confident that they prepared the first three issues of their second platform-specific spin-off magazine (after one for the Commodore VIC-20 and 64) before the PCjr itself was even available for purchase. Two other new magazines were also in the offing; Spinnaker, reigning kings of educational software, had a warehouse full of cartridges; Sierra On-Line had games and productivity software of their own ready to go; publishers scrambled to sign authors to write shelves full of PCjr books. When IBM kicked off the PCjr’s advertising campaign with another of their award-winning “Charlie Chaplin” television spots during Super Bowl XVIII, it attracted at least as much attention amongst the low-end crowd as Apple’s now famous 1984 advertisement for the new Macintosh which aired a few commercial breaks later. The conventional wisdom held that the PCjr couldn’t help but succeed, and few had the fortitude to buck it. Only the sober-minded Byte sounded an ominous note of caution: “Should the PCjr fail to attract a market, a lot of folks will be crushed by the resulting fall.”

A couple of months after the Super Bowl, PCjrs started shipping at last. And then… crickets. Stores that had pre-ordered dozens of units in anticipation of mad rushes and shortages watched them languish on the shelves. IBM couldn’t seem to escape their reputation as the makers of tools for big business. It turned out that many of the most interested customers were not computer neophytes looking to take the plunge for the first time, but rather businesspeople looking for something compatible with the machine on their desk at work, only smaller and cheaper, something they could use to get a bit of work done at home. They kicked the tires, but once they touched the horrid keyboard and learned that much business software — including, critically, Lotus 1-2-3 — wouldn’t run on this cut-down edition of the PC, their interest quickly faded. As for everyone else… well, they seemed perfectly happy to buy Apples and Commodores, both of which ran a hell of a lot more and better games. Compute!‘s new PCjr magazine was gone after just half a dozen issues.

Never known for giving up easily on a product, IBM bowed to the criticisms at last in the summer of 1984 and replaced the Chiclet keyboard with a proper model. In one of those moves that made IBM IBM, they offered one of the new keyboards to every single person who had already bought a PCjr. (Skeptics couldn’t help but note that, while generous, this policy wasn’t really all that expensive, since IBM had sold so few of the things in the first place.) They offered a new memory expansion that could take the machine to 256 K and, combined with the new keyboard, make it a practical possibility for the businessperson looking for a cheaper, simpler home version of her office PC. They even convinced Lotus to make a version of 1-2-3 that could run in 128 K on the PCjr. It seemed that IBM was now listening to what their potential customers said they wanted from the PCjr rather than dictating who was allowed to buy the machine and how they were allowed to use it.

A PCjr in a typical home-office configuration

Best of all, IBM started slashing the price. By the 1984 Christmas season you could buy the 128 K PCjr with floppy drive and monitor for $750. It was now very competitive with its most obvious point of comparison, the Apple II line; Consumer Reports pronounced it a “slightly better” buy than the new Apple IIc in their November issue. And — and this is the part of the PCjr story that always seems to go forgotten in articles that pronounce it “one of the biggest flops in the history of computing” or “the Edsel of the computer industry” — it actually started to sell pretty well, and had a pretty good Christmas. As the new year dawned the PCjr seemed to be gaining momentum and carving a niche for itself, even if it wasn’t quite the niche that IBM had anticipated.

IBM PCjr

It was therefore doubly surprising when IBM suddenly pulled the plug in March, cancelling the whole line with no ceremony or concrete explanation other than saying their expectations had been “overly optimistic.” It was a very un-IBM-like move from a company normally known and feared for their steady, Borg-like inexorability, their willingness to methodically iterate through failure after failure until they got a thing right — a luxury allowed them by their enormous corporate resources but denied to most of their competitors. With the Christmas sales over and the PCjr now pushing past $1000 again for a basic system, sales had once again begun to flatline. IBM apparently realized that they couldn’t make a profit on the PCjr by selling it at the only prices the market would bear. They decided the home-computer market wasn’t worth the trouble after all, not when their new $5000-plus PC/AT was again selling beyond expectations to their bread-and-butter customers in Big Business.

In an important sense, however, the PCjr didn’t die with IBM’s cancellation announcement. Radio Shack, uncertain as ever exactly what to do with their fading line of TRS-80 computers, decided in 1984 that the thing to do was to effectively give up on the Trash 80 and hitch their wagon to the IBM train. In November they released the Tandy 1000, a rather nice, robust reimagining — saying simply “clone” may be too unkind — of the PCjr that had the same graphics and sound capabilities. It became popular enough that the Tandy 1000, together with the not inconsiderable installed base of “real” PCjrs, prompted some publishers to build improved graphics and sounds into their games for these computers, thus offering some relief to an MS-DOS world that would otherwise remain a depressingly ugly place to play games for several more years.

The PCjr, then, while certainly a failure in any big-picture reckoning, wasn’t quite the hopeless case it’s so often portrayed to be. This is borne out by the sales figures, which ended up in the vicinity of 325,000 units between March 1984 and March 1985, with another 100,000 or so likely being sold during the post-cancellation fire sale. (To put those figures in perspective, consider that the admittedly much more expensive Apple Macintosh sold 275,000 units during its first year.) That said, the PCjr is significant as the first moment that IBM, who had looked infallible and inexorable from the moment they first deigned to enter the microcomputer game, got their nose bloodied. True, their ego suffered more than their bottom line; the huge profits they were continuing to rake in from their business machines dwarfed what they might have made from the PCjr even had it been a raging success. If they were going to fail somewhere, this was the place to do it. Still, this failure was a warning, or, if you like, a sign that things wouldn’t always be as easy as they had been thus far.

I’m no MBA, but the business lessons we can take away from the PCjr story seem fairly obvious. IBM ignored reasonable concerns raised when their product was still at the prototype stage, then tried to dictate to their customers rather than listen to their needs once the PCjr was on the market. They also arrogantly assumed that they could ignore their competition, that their name and reputation alone would ensure success — in other words, they took exactly the opposite approach to the one they had taken with the original IBM PC. They did, to their credit, change course eventually, but by then it was, at least in the apparent view of some powerful people in management, not worth the trouble to see the turnaround through.

Yet there is also one more element that shouldn’t go unremarked here: that of timing. Had the PCjr been introduced early in 1983 rather than 1984 its story may have been very different. While 1983 was a year of unrestrained growth and unrestrained optimism for the potential of the new home-computer industry, 1984 was a much more uncertain year, a year of failures and half-successes and uncertainty and no small amount of blowback after the ebullient promises made the previous year. The PCjr was only one part of the story of that important year. I’ll get to the rest soon. But first we have to talk about one last enduring legacy of the PCjr. We’ll do next time.

(Byte dedicated its November 1983 issue to IBM and the PC line, and explored the PCjr in depth in the March 1984 issue. Computer Entertainment published a great postmortem of the PCjr in the July 1985 issue. Also very useful were the books Hard Drive, West of Eden, and Apple Confidential. The great pictures I’ve used here are from that July 1985 Computer Entertainment.)

 

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The Quill

The Quill

Let’s begin today by stepping back in time to the dawn of the PC era (and the early days of this blog): 1978. The debut of Scott Adams’s Adventureland that year also marked the debut of the world’s first reuseable adventure-gaming engine, in which a single interpreter program runs a variety of different games by being fed different databases. And reuse the system Adams did, to the tune of six titles released in 1979 alone, while the rest of the computing world set to work figuring out how the system was put together. Two TRS-80 hackers, Allan Moluf and Bruce Hanson, were particularly dedicated. By January of 1980 they were distributing to select buddies a text file which described Adams’s database format in careful detail along with a set of utilities for examining existing games. By 1981 they had written the Adventure Executor, a new interpreter capable of playing any of Adams’s games; just provide it with the database file. And their efforts culminated at the end of that year in The Adventure System, a complete authoring package that let you create new games in the Scott Adams database format as well as dissect existing ones to your heart’s content for the low, low price of $40.

The Adventure System as advertised in the March 1982 80 Microcomputing

The Adventure System as advertised in the March 1982 80 Microcomputing

For various reasons, starting with the TRS-80 platform on which it ran being rather isolated from the rest of the computing world and ending with the small print that demanded a $200 license fee to use The Adventure System to create commercial adventures, it never caught on. Moluf and Hanson, however, were not alone in their inquisitiveness. Others across the pond were also looking hard at the Scott Adams games. Their efforts would have much more lasting repercussions.

During the earliest days of personal computing in Britain, when practitioners consisted of just a few tens of thousands of soldering-iron-wielding dreamers, one Ken Reed managed to get hold of an imported TRS-80 along with some of the Scott Adams games. Like Moluf and Hanson, Reed was as interested in figuring out how they worked as he was in playing them. He doggedly pulled the system apart, and published his findings in the August 1980 Practical Computing magazine, the nearest equivalent British hobbyists had to the American hackers’ favorite Byte. Reed’s article wasn’t so obviously practical as the work of Moluf and Hanson. It didn’t provide exact specifications of the Scott Adams database format, nor tools for hacking on the games, nor even a complete original game or a complete interpreter for running a game. No, it provided something that in the long run would prove to be much more empowering: a detailed proposal for making an engine similar to Adams’s for yourself, complete with pseudo-code listings that could be applied to virtually any platform you had handy and knew how to program.

The impact the article had on British gaming over the following decade can hardly be overstated. Richard Turner and Chris Thornton, two university students, formed Artic Computing and used the article as the basis for their own line of Adams-like adventures that began with Planet of Death, likely the first commercial text adventure written in Britain, in June of 1981. Many variations on the article’s approach were soon appearing in other games. But its most important descendent was not a standalone game at all but a complete adventure-writing system similar in spirit to The Adventure System. This system, however, got several things right that the older system had gotten so wrong. It was called The Quill, and it was the brainchild of a Welshman in his late twenties named Graeme Yeandle.

When Yeandle analyzed those early Artic games and found them to be put together in a way suspiciously similar to Reed’s system, his first reaction was to think that he could do that just as well as Turner and Thornton. He went so far as to write to Artic to offer his services, but never got a reply to his letter. Whilst messing about with adventure-game databases and interpreters on his new Spectrum, he noticed an advertisement for a local publisher called Gilsoft, located just twelve miles from his Cardiff home — in fact, in the town where he had been born, Barry. He decided to pay their office a visit. On doing so, he learned that “they” were a single teenager named Tim Gilberts, and the “office” was Gilberts’s bedroom in the family home. Still, Gilberts was bright and ambitious, and the two hit it off. (Gilberts thought Yeandle “looked just like Clive Sinclair.”) When Yeandle told him about his adventure-game experiments, Gilberts encouraged him to make a real game for him to market. He ended up writing two, Time-Line and Magic Castle, which Gilberts sold through modest classified ads in the magazines for £5 each (the former, the smaller and simpler of the pair, as the companion to another game on the same tape).

About this time Yeandle realized, like many a programmer before him, that he could save a great deal of time in the long run if he spent some time now improving his development tools. While he was using a variation of the design scheme from Reed’s article, he was still constructing the database files laboriously by hand. He discussed with Gilberts his idea for a menu-driven data-entry system to automate the process. If it worked out it could become a sort of house adventure-authoring system which Gilberts could share with other prospective authors. Gilberts enthusiastically agreed, and Yeandle spent most of his nights and weekends during 1983 — this was still very much a sideline; he was employed full-time as a systems analyst — working on what would become The Quill. As the program grew more refined, Gilberts made a new proposal: instead of just using it in-house to make more adventures, why not sell it as a product in its own right, and open adventure authorship to anyone with a Speccy? And so was the adventure-game scene in Britain changed forever.

The Quill was greeted rapturously when it debuted just in time for the 1983 Christmas season. Micro-Adventurer magazine, which appropriately enough debuted at almost the same instant, called it a “revolution” in their very first issue: “Once in a while, a product comes along to revolutionize the whole microcomputer scene. The Quill is one such, and will change the face of the microcomputer adventure.” The Quill sold for just £15, and — and this is absolutely key to everything that followed — Gilsoft asked for no cash royalty for commercial works created with it, only that you insert a little “Made with The Quill!” blurb somewhere in the final work. Most other commercial systems for creating adventure and CRPG games, both before and after The Quill, didn’t offer such convenient terms, sharply limiting their appeal.

Sales were so brisk that Gilsoft soon gave up bothering to sell much of anything else; Gilberts was more than content to run the house that The Quill had built. Within weeks of its release so-called “Quilled adventures” were everywhere. By a year or so after that at least half of the adventures on the British market were Quilled — and that’s not even considering all of the less ambitious creators who just toyed around making games for family and friends, or released their games for free into public-domain channels.

About a year after The Quill, Gilsoft released The Illustrator, which let users add graphics to their games. It ended up selling almost as well as The Quill itself, and soon the requisite illustrated Quilled games were flooding the market. Gilsoft also funded ports of the system to most of the other viable British platforms, although sadly there was no easy way of moving an adventure database created on, say, a Spectrum to the BBC Micro or Commodore 64 short of reentering the whole by hand. As the system spread across Europe, now catching onto the PC revolution at last, countless souls used it to create games in their native languages.

Quilled games in Swedish, Italian, Spanish, and Czech

Quilled games in Swedish, Italian, Spanish, and Slovenian

Many of the earliest adventures in German, French, Dutch, Spanish, Italian, and the Scandinavian and Eastern European languages were Quilled. An attempt was also made to market The Quill in North America as The Adventure Writer, but without much success. It was entrusted there to a tiny company called Codewriter who lacked the resources to make it known and widely distributed in that more intimidating and elitist marketplace. And so, like so much else in the bifurcated computing culture of the 1980s, The Quill remained an exclusively European phenomenon.

The Quill's menu system, where thousands of adventure authors spent thousands of hours

The Quill’s menu system, where thousands of adventure authors spent thousands of hours

Given the sorts of tools available to adventure writers today, The Quill is bound to seem underwhelming when we load it up on our Speccy emulator. One doesn’t really program a game at all using The Quill; one simply enters its data, menu by menu, filling in its rooms, its objects, its text. The logic available to the author is hard-coded into the interpreter, and not very complex at that. Nor is the process of creation a very intuitive one. It’s very difficult to get any sense of the big picture from all of these granular menu views. One is best served by planning one’s game out entirely on paper, using The Quill itself very much as the simple data-entry front-end it was originally conceived as. Even on those terms many trivial tasks are painfully tedious. The parser doesn’t really parse at all. There’s just a simple pattern matcher, which the author must micro-manage to the finest detail. One cannot simply define an object as takeable, for example, but must hand-enter the command that will allow it to be taken and dropped — and must do this separately for every single takeable object in the game. (Much of this tedium was removed in later versions of The Quill. See John Elliott’s comment below.)

Amidst all of the excitement following the system’s debut, some did voice a concern that it would lead to a rash of games that were not only primitive but all primitive in the same idiosyncratic way. Such fears were by no means entirely baseless. To some extent this is a problem with any authoring system; I wouldn’t be the first to note that Graham Nelson’s droll English diction has become the voice of contemporary interactive fiction thanks to the default messages of Inform, the most widely used development system today. The Quill’s limitations and lack of flexibility merely make it even more immediately obvious to any experienced adventurer that she is playing a Quilled game. That said, The Quill’s relatively long life gave plenty of people plenty of time to dig deep, to learn to push it and to learn to hack it. Much better, more complex works could be created with it than you might expect after a few minutes of fiddling around in its menus. Given the limitations of the 48 K Spectrum on which it runs, The Quill is put together in a very smart way. The average Quilled game is not only easier to create but more pleasant to play than (at the least) the average BASIC game. Tellingly, no one managed to come up with a system notably better for the Spectrum and equivalent machines despite the obvious commercial potential of such a beast.

Until Yeandle himself, that is: in late 1986 Gilsoft released his second-generation system, the Professional Adventure Writer (PAW). Arriving fairly late in the day for text adventures as a mainstream gaming staple, at least in Britain, it didn’t become quite the phenomenon that The Quill had been, but did power many more games throughout Europe well into the 1990s.

Indeed, it’s for that legacy of empowerment that PAW and (especially) The Quill deserve to be remembered today. It’s not that established software houses didn’t use The Quill; they did, to a surprising degree. Even Artic Computing, who had ignored Yeandle earlier, started using the Quill to create some of their new adventures. So did no less a light than Melbourne House of The Hobbit fame. But it’s mostly for all the little guys that The Quill seemed a minor miracle. North America had nothing comparable, and, presumably in consequence, far fewer independent voices making and selling text adventures. Europe, by contrast, was blessed in having not only The Quill but a marketplace willing to accept and buy works by the inspired amateurs who used it. Gilberts himself was well aware of the democratizing effect of The Quill:

Anyone who wants to write can produce a novel without technical knowledge. You may not create great art but there’s nothing to stop you trying. The Quill has opened up the same kind of opportunity to those who enjoy adventuring. We’ve tried to provide the computer equivalent of pen and paper.

No, most Quilled adventures are not great art or even great games, and they’re not likely to get as much attention on this blog as they may deserve given that I have so many other titles that qualify at least as the latter to sort through. Yet many are personal, idiosyncratic works of the sort gaming could always use more of. The best of them have a real writerly personality, another thing always in short supply in gaming fictions. Some of the most fun, and arguably the most culturally useful, Quilled adventures are the ones that satirize the solemn pretensions (especially of the high-fantasy stripe) of mainstream gaming culture then and now — titles like Bored of the Rings, The Boggit, Loads of Midnight, The Big Sleaze, or the immortal Dildo and the Dark Lord (did I mention that Quilled adventures were also more liable to traffic in sex than the titles from bigger publishers?).

The person with the most amazing Quill story of all might just be John Wilson, the founder of Zenobi Software. After publishing a few of his own Quilled games on the label in the mid-1980s and seeing them do fairly well, Wilson began soliciting games from outside authors. Even as the bigger publishers gradually got out of text adventures, Wilson built a successful if modest business out of selling the games via mail order, communicating with customers via a newsletter and whatever magazine advertising he could afford that month. Zenobi alone published almost 250 games, the vast majority of them created with The Quill or PAW, before hanging it up at last in the shockingly late year of 1997, by which time Gilsoft and the rest of the gaming milieu that had birthed Zenobi were long gone. All of which is enough to qualify Zenobi as the most prolific of commercial text-adventure publishers, the most long-lived, and the last to give it up, and all by a wide margin.

As you’ve probably gathered by now, The Quill and PAW were easily the most widely used adventure-creation systems of the 1980s. In the whole of computing history they’re rivaled only by Graham Nelson’s various Inform incarnations, which may have powered a comparable number of games by now but have taken some twenty years to do it. The architect of this creative explosion, Graeme Yeandle, never gave up his day job and never made as much money from it as you might expect. He recalls that in the wake of The Quill’s first gush of popularity in 1984 his royalty checks from Gilsoft actually amounted to more than his regular pay check — but “that didn’t last long.” The Quill was, even more so than most software, widely pirated. It’s safe to say that many of those Quilled games being sold in magazine adverts were themselves made with pirated copies; Gilsoft didn’t have any practical way to keep tabs on who had bought and who hadn’t. Even their modest request that users include a mention of The Quill in their Quilled games also went unenforced and widely ignored. And consumers will always outnumber creators in any time and place, meaning that even an insanely popular engine of creation like The Quill will never sell more than a fraction of the copies of a hit game. Gilsoft and Yeandle could probably have made considerably more money from The Quill by pricing it higher and being more aggressive about asserting their rights in various areas. But Gilsoft wasn’t Microsoft and young Gilberts was no Bill Gates; he was happy if the business just paid for “my beer and a car.” Anyway, The Quill was so successful precisely because it was so cheap and easy; changes to Gilsoft’s business model could likely only have diminished its impact.

As a consolation prize for fame and fortune, Yeandle and Gilberts got to see their creation getting used all around them, the most satisfying validation any programmer or engineer (or artist?) can enjoy. And they got to know that their work was allowing people to be creative in a medium that would otherwise have been inaccessible to them. At least in retrospect, that seems like more than enough.

(Much of this article was sourced from an old interview with Yeandle from The Solution Archive. Yeandle’s now-defunct home page was also invaluable. And see also the Gilsoft features in Sinclair User #28 and #37. I discovered much of Moluf and Hanson’s work while digging through old TRS-80 file archives, an often productive if exhausting way of researching.)

 

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Snowball

Mike and Pete Austin, Level 9's first two full-time employees

Mike and Pete Austin, Level 9’s first two full-time employees

The first weeks of 1983 brought the last gasp of Level 9 as a publisher of generalized software in the form of an implementation of the Forth programming language (a Great White Hope for programming in the early 1980s that never quite caught on as anticipated) for the BBC Micro. The disappointing sales of that product, contrasted with the ever-quickening sales of their three adventures, guaranteed that Level 9 would live or die by their adventure games from here on. Thus, over the course of 1983 the Austin family transformed Level 9 from a hobby into the company that has gone down in history as the “British Infocom,” the most long-lived, dedicated, and arguably most important British publisher of the text adventure’s relatively brief lifespan as a viable commercial proposition.

Unable to keep up with rising demand by duplicating each cassette by hand, they signed contracts to begin churning out their games in bulk, the way the pros did it. At the same time they replaced their Ziploc baggies and mimeographed cassette inserts with real boxes which included real instruction manuals. With their beloved Nascoms fading in importance in a computing milieu now dominated by the likes of Sinclair and Acorn, the brothers began doing their development work on the BBC Micro. However, the two younger Austin brothers, Mike and Nick, continued to develop A-Code interpreters for many other platforms, bringing Level 9’s games to an ever-widening slice of the British microcomputer market. By fall their games were available for the Nascom, the BBC Micro, the Sinclair Spectrum, the Atari 8-bit line, the Commodore 64, the Camputers Lynx, and the Oric-1, with yet more platforms soon to follow. Meanwhile the lone Austin sister, Margaret, took over marketing. With sales now substantial enough to pay for them, full-page spreads began appearing around this time in the major magazines in lieu of the little classified ads with which Level 9 had made do in earlier years.

At the center of this web of activity was the eldest brother, Pete, who quit his day job in June of 1983 to become Level 9’s first full-time employee, soon to be joined by the youngest Austin, Mike, who took a year off from his education before starting university to help with the company. It was Pete who actually designed the games, as well as being the de facto leader and day-to-day manager of the family business. What with being so busy with the logistics of getting Level 9 up and running in earnest, Pete found time to design just one game for Level 9 in 1983, which in turn became the company’s only new adventure of the year. Still, that game, an exercise in hard science fiction which he called Snowball, was an important one, first fruit of a deepening determination to create adventures that were coherent fictional experiences. That determination would set Level 9 apart from most of their peers in the time to come, and would provide, even more so than their reliance on a cross-platform virtual machine or their impressive technical standards, a good reason to call them the British Infocom.

Snowball advertisement

A comparison of Snowball to Peter Killworth’s science-fiction game of the same year, Countdown to Doom, might help to illustrate how Level 9 was now diverging from the Cambridge/Acornsoft nexus. The planet of Doomawangara makes absolutely no sense as a piece of world-building. Glaciers sit next to deserts next to jungles; it’s enough to make even a Star Trek writer blush. The game’s fictional context, like the world, like the conceit of needing to finish your work and get away before your ship disappears in 215 turns, exists merely as a frame for the devious, clever, surreal, inspiring, occasionally infuriating puzzles (including, of course, the meta-puzzle of solving all of those other puzzles within the time limit). There’s nothing wrong with such an approach; Countdown to Doom can provide quite a compelling experience for hardcore puzzle fans. Still, Pete Austin was aiming at something quite different in Snowball, something more demanding and perhaps ultimately more rewarding.

Level 9’s first trilogy of games had made occasional nods in the direction Snowball would now travel with determination. All three otherwise traditional fantasy puzzlefests are occasionally interrupted by odd, lumpy bits of exposition and plot that seem dropped in from some other creative endeavor entirely, as in the climax of Colossal Adventure when Crowther and Woods’s Adventure suddenly turns into a desperate mission to rescue 300 elves being held prisoner by a nation of evil dwarfs that apparently lives below Kentucky. But with Snowball the world-building really comes to the fore. A fan of the intellectual rigorousness of hard science fiction like that of Larry Niven (he listed The Mote in God’s Eye as a particular inspiration), Pete Austin strove with Snowball to craft a fictional environment that actually makes sense, that could make a coherent setting for a novel. As described in a detailed background section in the manual (shades of Infocom yet again), the game takes place aboard the eponymous Snowball 9, a massive colony ship carrying 1.8 million people, all in cryogenic sleep, on a journey of over a hundred years to the planet of Eden. The ship gets its name from the shell of ice which is constructed around it at the beginning of the voyage:

The chain of accelerators beyond Pluto burst erratically into life throughout the following three years, firing ten-tonne blocks of ammonia ice at precise speeds after the receding craft. Once reeled in by the Snowball’s skyhooks, the ice was built into a huge hollow shell around the linked passenger disks. When complete, this shielded the disks during the voyage, until the ice was finally needed as fuel for the ravening fusion drives.

As the above excerpt may illustrate, Snowball offers Big Ideas, and can inspire in the player the awe-inspiring, almost religious epiphany of coming face to face with wonders on a scale bigger than we as individual 21st-century humans can entirely fathom. And, as the above excerpt should also illustrate, the environment of Snowball is worked out with impressive care. In addition to its descriptions of the Snowball itself, the manual also includes the circumstances of her birth in the form of a history of humanity until the launch of Snowball and her 49 sister colony ships in the 2190s. None of this history bears all that directly on the game itself, but it does do much to make Snowball a holistic fictional experience, in a way that really only Infocom was also attempting to do at this date.

Surprisingly, all of this emphasis on coherence and (science-fictional) realism leads quite naturally to the most remembered, most mocked, and perhaps most misunderstood attribute of the game today: its geography of “over 7000 locations.”

Snowball

When it comes up today, this data point is always followed by the same punch line: the fact that over 6800 of these rooms are essentially identical. Snowball is used in this context as the ultimate illustration of the absurdities of old-school adventures, with their mazes and sprawling geographies full of corridors and empty rooms. Still, it’s not really a fair portrayal of Snowball. Let’s remember that Pete Austin was trying to present a realistic depiction of this massive colony ship. Let’s further remember that such a ship will inevitably consist of endless identical rooms and corridors full of the 1.8 million sleeping colonists and the apparatus to maintain them. Snowball doesn’t indulge in mazes for the sake of them, and doesn’t ever demand that we map or visit any but the barest fraction of these rooms. Instead, a central puzzle is that of learning to use the ship’s manifest to identify and find the couple of rooms amongst this menagerie that you do need to visit. In this sense Snowball is anti-old-school: someone who tries to dutifully visit and map every single room in classic adventurer fashion, ignoring her role as a fictional actor in this world, is simply playing with the wrong mindset entirely. (That said, less defensible was Level 9’s decision to use the “over 7000 rooms” tagline as their centerpiece for marketing this “massive adventure.” For that they were roundly mocked even in the computer press of the time, and with good reason.)

In trying to make the leap from text adventure to interactive fiction, Pete Austin faced many of the same questions with which the Infocom authors were wrestling. In particular: to what extent could or should the author define the protagonist? Would players insist on playing “themselves” in adventure games, or would they be willing to play a role assigned to them, as it were, by the needs of the fiction? Pete created a detailed profile of the protagonist, Kim Kimberly, and included it in the manual. Kim’s gender, however, he left unspecified. When asked about his reasons for doing so, he often noted that as many as one-third of the people who played Level 9 games regularly were female. In deference to them, he made the decision to try to make all of his games “non-sexist.” It’s of course problematic in the extreme to assert that a game which merely features a male — or female, for that matter — protagonist is automatically sexist. Nor is it entirely clear that players, male or female, otherwise willing to accept inhabiting a role very different from themselves would determine that playing someone of the opposite sex would be the deal-breaker. In an interview for Micro-Adventurer, Pete went on to make the more straighforwardly sexist — or at least condescending — assertion that “adventure games offer many women, trapped at home by children, a more intellectual alternative to Mills and Boon.” Ah, well, at least the fellow was trying, which is more than could be said for most of his peers.

Progressive as it is in so many ways, Snowball still has its full share of problems and questionable elements. Like the three fantasy games that preceded it, it’s just much too hard, and too often for the wrong reasons. The most infamously awful puzzle involves a computer screen which is operated by looking at desired entries in a menu and then BLINKing, a completely unclued combination of the design sin of read-the-author’s-mind with just a dash of guess-the-verb. Just to really salt the wound, the first entry you read after — let’s be honest — looking the answer up in a walkthrough is… instructions on how to operate the computer. Grr…

Snowball

The parser, while it does understand phrases of more than two words to an extent, is very unrefined compared to that of Infocom. You see, the parser here lies — or, if you like, cheats. When it encounters a phrase it doesn’t entirely understand, it attempts to guess the meaning from those words it does. This is a fraught approach, with huge potential to result in misunderstandings. You’re thus likely to see a lot of weird non-sequitur responses in your time with Snowball.

And then the actual plot that develops in the game itself, involving a hijacker who is attempting to crash the Snowball into the Eden system’s star for reasons that are never really explained just as it will soon be time to begin reviving the colonists and sending them down to their new lives at last, is oddly sparse in comparison to the meticulous back story.

All of these weaknesses can largely be attributed to the draconian technical constraints of the 32 K, cassette-based machines that represented the lowest common denominator for which Level 9 had to develop. I mention them here only so you won’t think that Snowball is possessed of quite the same sophistication and polish of a contemporaneous Infocom game. By comparison Infocom, with the luxuries of an extra 16 K of memory and floppy-disk-enabled virtual memory, had it easy. Still, Snowball packs a staggering amount of content into 32 K, and is in that light if anything even more technically impressive than Infocom’s games.

Indeed, when compared with the most obviously similar game in the Infocom canon, Starcross, Snowball acquits itself pretty darn well. While Starcross owes a hell of a debt to Arthur C. Clarke’s Rendezvous with Rama, Snowball is braver, more audacious in proposing a more original science-fictional concept and working it out so carefully. If its plot is ultimately a bit slight, well, plenty of science-fiction novels are also more interesting for their worldbuilding than their plot. I would even say that Snowball gets the sense of wonder of the best science fiction across better than Starcross. There are a few moments, such as when you exit the ship proper to the interior of the globe of snow and see this huge man-made wonder stretching out around you, that approach the transcendent even given the bare few sentences Pete Austin can spare to describe the scene. Anyone playing along at the time had to recognize the audacity that was lacking in most of Level 9’s peers, and had to be excited to see where it would take them. That’s a journey I’ll be continuing to follow here with relish.

For anyone playing along with these articles, I’ve prepared a zip file which includes Snowball in its BBC Micro disk incarnation as well as the original manual and a hints sheet, which, once again, you’re likely to need. Next time we’ll wrap up 1983 in Britain with the most important adventuring development of the year — which wasn’t even a game per se.

 

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Peter Killworth’s 1983

Peter Killworth always found time for a wide array of hobbies and activities, ranging from anthropology to stage magic, to supplement his significant career in oceanographic research, but one suspects that he must have been even busier than usual during 1983. Inspired by the unexpected success of Philosopher’s Quest, he published two original games that year with Acornsoft, and ported a third to the BBC Micro for them.

The two originals were Castle of Riddles and Countdown to Doom. The former feels very much like Philosopher’s Quest II, although it is a completely original effort and not, as is sometimes reported, derived à la Zork II and III from yet-unused sections of Philosopher’s Quest‘s mainframe source, Brand X. The plot, such as it is, casts you as a down-on-your-luck adventurer who is hired by a wizard to recover a certain Ring of Power (where have we heard of that before?) from an evil warlock with a penchant for riddle games. Acornsoft had a good reason to want Castle of Riddles to be particularly difficult even by the rather heartless standards of the time: they made solving it into a national contest. Working in conjunction with Your Computer magazine, the company collected orders during the first weeks of 1983, then shipped out copies to all would-be participants on February 15. First to solve it would get a voucher good for £1500 worth of Acorn hardware and software of his choice, along with a magnificently nerdy “£700 hallmarked silver ring-shaped trophy mounted on a presentation plinth and inscribed ‘King of the Ring.'”

Castle of Riddles contest announcement

When several weeks went by without a winner, there was some concern that Killworth had made the game too difficult, that no one would manage to solve it before the contest’s expiry date of March 31. Thus a 34-year-old businessman named Colin Bignell thought he had an excellent chance when he finished the game at last late one night in March. He immediately dashed to his car and drove through the dawn from his home in Littlehampton, Sussex, to Your Computer‘s offices in London to deliver the code word that the game reveals upon completion. But alas, as he pulled up outside one Peter Voke was already inside doing the same thing; Bignell had to settle for runner-up status.

Contest winner Peter Voke stands third from left; runner-up Colin Bignell first from left.

Contest winner Peter Voke stands third from left; runner-up Colin Bignell first from left.

The Castle of Riddles contest was something of a landmark. Many other publishers would launch similar efforts in the years to come. It proved to be an excellent way to build buzz around a new title in the British software industry, which much more than the American thrived on just this kind of hype and excitement. Perhaps less fortunate was the effect it had on the designs involved. They simply had to be damnably, absurdly difficult to prevent a stampede of players beating down the publishers’ doors hours after release. Thus what could already be a stubbornly intractable genre had some of its worst tendencies elevated to the realm of virtual necessity. Indeed, Castle of Riddles itself is the least of Killworth’s games. Even he regarded it with little fondness; it’s the only one of his Acornsoft games that he did not choose to revive for the company with which he later became associated, Topologika.

Much more impressive, and a significant step forward for Killworth as a designer, is Countdown to Doom, a science-fiction scenario. Your spaceship has just crash-landed on the planet of Doomawangara. You have all of about 215 turns to repair your ship — accomplished by gathering the spare parts that are conveniently lying about the planet and dropping them into the ship’s hold — and escape, after which the ship “collapses” for reasons that aren’t entirely clear (beyond the wish for an in-game turn limit, that is). As that tight turn limit suggests, Doom is an extremely difficult game laced with the usual sudden, blameless player deaths that are such a staple of the Cambridge approach to adventure games. This game, like its stablemates, sends the dial smashing right through the top of the Zarfian Cruelty Scale and just keeps on going. With only 215 turns to hand, getting everything done makes for quite an exercise in planning even once you know the solution to each individual puzzle. Yet its puzzles, while hard as nails, mostly stay just on the right side of fairness, only dipping a toe or two occasionally over the line. They reward intellectual leaps as much or more than dogged persistence (not that the latter isn’t required as well). Let me give a quick example of how heartless yet kind of magical these puzzles are.

In your initial explorations you come upon a bunch of gibberish written on a wall.

Countdown to Doom

Anyone who’s ever played an adventure game can guess that this must be an encoded message, but how to crack it? Well, later in the game you come upon another strange message on a wall.

Countdown to Doom

This is all the information the game provides for cracking the code. Want to have a go at it? Go ahead; I’ll wait…

So, the solution is to take every fifth letter after the first, cycling around and around until every letter is used. This yields “Say ‘flezz’ to disable the robot.” Sure enough, there’s an annoying little thief of a robot elsewhere in the game.

Even if you cracked the code, don’t feel too smug; you had an advantage. In the actual game there is nothing to connect these two messages together, nothing to indicate the second provides the key for the first. I needed a nudge to make that connection myself when I played, but thereafter doing the rest myself was so satisfying that I kind of love the game for it.

Countdown to Doom is easier to love than many games of the Cambridge tradition. For all its cruelty, it does display some hints of mercy. You’re expected to gather six needed spare parts to solve the most pressing problem, that of escape, but a full score also requires satisfying your greedy inner adventurer by gathering six treasures. These, which are generally the more challenging to collect, are actually optional; it’s possible to escape and thus ostensibly win the game (apart from a chiding message telling you you could have done even better) without collecting a single one. This choice adds a welcome dose of positive reinforcement. It’s more satisfying to win the game with a less-than-optimal score and then go back in to improve it than it is to simply fail over and over.

In contrast to Castle of Riddles, Countdown to Doom remained always one of Killworth’s favorite children. Its design is tight and perfect in its own uncompromising way, its puzzles often brilliant. Games from this tradition will always be a minority taste even amongst the minority that can still stomach old-school text adventures in this day and age, but Countdown to Doom is just about as perfect an exemplar as you’ll find of said tradition.

Killworth’s final effort for 1983 was another minor landmark. Kingdom of Hamil was a loving port of the Phoenix game Hamil, the first to be solely authored by Phoenix stalwart Jonathan Partington, to the BBC Micro. Thus it became the first Phoenix game not authored by Killworth to make it into homes, and the first to retain its original title and to remain basically complete in its new form. The story, embellished a bit over the original on the Acornsoft box copy, has you the displaced heir to the throne of Hamil, needing to prove your worth to prove your identity. This being an old-school adventure game, “worth” is meant literally here: you must collect valuable treasures and drop them in the castle vault. As usual, none of this makes a whole lot of sense. No one would ever accuse the Phoenix games of even storybook realism.

But then you don’t play these games for their stories, and Hamil has some wonderful elements. Partington always had a certain fondness for large-scale, dynamic puzzles that often span multiple rooms while requiring precise timing, the sort of thing that demands to be worked out carefully with pen and paper. His talents are much in evidence here. There’s a chase scene with a dinosaur that spans more than 30 turns yet has to be planned and executed perfectly down to the last move, and a similar sequence in which the terrain literally explodes behind you. Much of Hamil is so fun to solve that you can almost forgive it its few puzzles that cross the line. The last of these, however, does a good job of crushing any spirit of generosity you might still have. It’s one of the classic what-the-fuck moments in adventure gaming, reading like a caricature of the brainy, mathematical Phoenix tradition.

Early in Hamil, you find yet another encoded message on a wall.

Kingdom of Hamil

This is actually easier than the similar puzzle in Countdown to Doom. When a certain locked door starts asking you for a password, it’s not too difficult to figure out that it must be a simple transcription cypher, with the first three words representing “The password is…” By the time you get to the climax of the game, then, you feel pretty confident in deciphering the messages that appear.

Kingdom of Hamil

Cracking the code yields:

WHAT ARE THEIR ORDERS?
WHAT WAS THE PHRASE?
WHAT IS THE SET, SORTED?

But your difficulties are only beginning. I’ve actually now given you everything the game does, so have at it if you like.

Ready to continue? Okay! In the words of the anonymous writer of a walkthrough from long ago:

You must obtain the set of letters from THE PASSWORD IS, which is THEPASWORDI. Then you must sort the letters, resulting in ADEHIOPRSTW. Finally you must encode this string. You do this in the opposite way in which you decoded messages. Thus, if, for example TPM was decoded to THE, THE is encoded as TPM. ADEHIOPRSTW encodes to NYMPHSWALTZ. To finish the game you must type NYMPHS WALTZ. (SAY NYMPHS WALTZ or NYMPHSWALTZ do not work.)

Really, what could be more clear? Again, solving this here and now, while ridiculously difficult, is actually much easier than it would be for someone encountering it in the game. There you are given no more indication than what you see of what “the phrase” is referring to amongst a big game full of phrases (it’s a text adventure, after all). Thus we come to the hate in my love-hate relationship with Phoenix.

But you don’t have to take my word for it. I’ve prepared a zip file for those of you interested in exploring Killworth’s 1983 for yourselves. It includes each of the three games as a BBC Micro tape image, the way they were first distributed. (To start one of the games on a BBC Micro emulator, mount the tape image, then type *TAPE followed by CH.””. Note also that at least some of the disk images of these games floating around ROM archives and abandonware sites are corrupted and uncompleteable.) I’ve also included some hint sheets, which you’ll likely need. For what it’s worth, when I play I give myself unfettered access to the first level of hints. This usually provides the sort of little nudges that the games so painfully lack, the likes of which Infocom would have provided within the games themselves as a matter of course by this time. I find this lets me appreciate the games’ qualities and enjoy solving them without the whole thing devolving into an exercise in masochism.

Next time we’ll check in with our other special friends in British adventuring, Level 9, to see how 1983 treated them.

 

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