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Level 9

Before the likes of the Sinclair ZX80 and ZX81 and the Acorn Atom which I discussed in a previous post on British computing, there were the solder-them-yourself kits which began to arrive in 1978. The most long-lived and successful of these were the products of a small company called Nascom. The obvious American counterpart to the Nascom was the original kit PC, the Altair. That said, the Nascom was actually a much more complete and capable machine once you got it put together (no easy feat). It came, for example, with a real keyboard in lieu of toggle switches, and with video output in lieu of blinking lights. Like the Altair, the Nascom was open and flexible and eminently hackable, a blank canvas just waiting to be painted upon. (How could it not be open when every would-be user had to literally build her machine for herself?) In the case of the Altair, those qualities led to the so-called S-100 bus standard that, in combination with the CP/M operating system, came to dominate business computing in the years prior to the arrival of the IBM PC. In case of the Nascom, they spawned the 80-Bus architecture that could eventually also run CP/M, thanks to the Nascom’s use of the Zilog Z-80 processor that was also found in most of the American CP/M machines. A hardcore of committed users would cling to their Nascoms and other 80-Bus machines well into the 1980s even in the face of slicker, friendlier mass-market machines that would soon be selling in the millions.

One of the Nascom buyers was a 25-year-old named Pete Austin. He had finished a psychology degree at Cambridge when, “looking for an excuse to stay there for an extra year” before facing the real world of work and responsibility, he signed up for a one-year course in computing. He discovered he was very, very good at it. After finishing the course, he began a career as a programmer, mostly coding applications in COBOL on big-iron machines for banks and other big institutions. He quickly found that he wasn’t as excited by the world of business computing as he had been by the more freewheeling blue-sky research at Cambridge. But while programming accounting packages and the like may not have been exciting, it did pay the bills nicely enough. At least he earned enough to buy a Nascom for some real hacking.

After buying and building the Nascom, he spent a lot of time tinkering on it with his younger brothers Mike and Nicolas, both of whom were if anything even more technically inclined than Pete himself. Together the brothers developed a number of programming tools, initially for their own use, like a set of extensions to the Nascom’s standard BASIC and an assembler for writing Z-80 machine language. In 1981 they decided to try selling some of these utilities in the nascent British software market. They took out advertisements in a magazine or two under the name Level 9 Computing, a generic but catchy name that could refer to anything from an academic qualification to the lowest circle of Dante’s Inferno to a level in a videogame to a Dungeons and Dragons dungeon or character level. They were rewarded with a modest number of orders. Encouraged, they added some simple games to their lineup, mostly the usual clones of current arcade hits. More indicative of their future direction, however, was Fantasy, a sort of proto-text adventure written by Pete. Some earlier experiences had influenced its creation.

Already a dedicated wargamer, the young Pete had been introduced to Dungeons and Dragons while at Cambridge. He promptly became obsessed with D&D and another early tabletop RPG, Empire of the Petal Throne. He later said, “In the evening we either played D&D or went down to the pub… and played Petal Throne.” Still, it took him a surprisingly long time to connect his interest in computers to his interest in RPGs. Cambridge was the premier computing university of Britain, the atmosphere within its computer science department perhaps not terribly far removed from that at MIT. As such, there were plenty of games to be had, including some early proto-CRPGs obviously inspired by tabletop D&D. Pete toyed with them, but found them too primitive, underwhelming in comparison to playing with friends. (Ironically, Pete left the university just before the rise of the Phoenix mainframe text adventure boom, about which more in a future article.) The spark that would guide his future career wasn’t kindled until he was working in business computing, and had left D&D behind along with his old gaming buddies in Cambridge. On one of his employers’ systems, he stumbled across an installation of Adventure. Yes, now follows the story I’ve told you so many times before: long story short, he was entranced. Fantasy was the first product of his fascination. But Pete wanted to do more than create a stripped-down shadow of Adventure on the Nascom. He wanted to port the whole thing.

This was an audacious proposition to say the least. When Scott Adams had been similarly inspired, he had been wise enough not to try to recreate Adventure itself on his 16 K TRS-80, but rather to write a smaller, simpler game of his own design. A year after Adams’s Adventureland, Gordon Letwin of Microsoft ported the full game onto a 32 K TRS-80. The Austins also had 32 K to work with, but they lacked one crucial advantage that Letwin had been able to employ: a disk drive to fetch text off of disk and into memory as it was needed during play. With only a cassette drive on their Nascom, they would have to pack the entire game — program, data, and text — into 32 K. It looked an impossible task.

Meanwhile the Austins were mulling another problem that will be familiar to readers of this blog. The burgeoning British PC industry was in a state of uncertain flux. In yet another piece of evidence that hackers don’t always make the best businessmen, Nascom the company had suddenly collapsed during 1981. They were rescued by Lucas Industries, famed manufacturers of the worst electronic systems ever to be installed into automobiles (“Lucas, the Prince of Darkness”; “If Lucas made guns, wars would not start”; “Why do the British drink warm beer? Because Lucas makes their refrigerators!”), but their future still looked mighty uncertain in the face of the newer, cheaper computers from Sinclair, Acorn, and Commodore that you didn’t have to solder together for yourself. Wouldn’t it be great if the Austins could devise a system to let them run their game on any computer that met some minimal specification like having 32 K of memory? And what if said system could be designed so that games written using it would actually consume less memory than they would if coded natively? We’ve already met the P-Machine and the Z-Machine. Now, it’s time to meet the A-Machine (“A” stands for Austin, naturally).

In some ways Level 9’s A-Code system is even more impressive than Infocom’s technology. Although Level 9’s development tools would never quite reach the same level of sophistication as Infocom’s with their minicomputer-based ZIL programming language, the A-Machine itself is a minor technical miracle. While Infocom also targeted 32 K machines with their earliest games, they always required a disk drive for storage. The Austins lacked this luxury, meaning they had to develop unbelievably efficient text-compression routines. They were understandably tight-lipped about this technology that as much as anything represented the key to their success during their heyday, but they did let some details slip out in an interview with Sinclair User in 1985:

Pete’s text compressor has been a feature of all Level 9’s mammoth adventures. It works by running through all the messages and searching for common strings.

For example, “ing” might occur frequently. The compressor replaces “ing” with a single code wherever it occurs. That done, it goes through again, and again, each time saving more space. “It doesn’t always pick up what you’d expect it to,” explains Pete. In the phrase “in the room” the compressor might decide that it was more efficient to use a code for “n th” and “e r” rather than pick out “in” and “the.” That is not something which occurs to the human mind.

The Austins used a similar technique in their actual A-Machine program code, condensing frequently used sequences of instructions into a single virtual-machine “opcode” that could be defined in one place and called again and again for minimal memory overhead.

Having started with a comparison to Infocom’s technology, I do want to remind you that the Austins developed the A-Code system without the same pool of experience and technology to draw upon that Infocom had — no DEC minicomputers for development work, no deep bench of computer-science graduate-degree-holders. The youngest brother, Michael, was not even yet of university age. Yet, incredibly, they pulled it off. After some months they had an accurate if not quite word-for-word rendering of the original Adventure running in A-Code on their faithful Nascom.

But now Pete realized they had a problem. Level 9 had taken out some advertisements for the game describing its “over 200 individually described locations.” It sounded pretty good as ad copy. Unfortunately, they had neglected to actually confirm that figure. When they sat down and counted at last, they came up with just 139. So, determined to be true to their word, they decided to start squeezing in more rooms. They replaced the original’s simple (if profoundly unfair) endgame in the adventuring repository with an extended 70-room sequence in which the player must escape a flood and rescue 300 Elvish prisoners. Just like that Level 9 had their 200-room game, and they continued to trumpet it happily, the first sign of a persistent obsession they would have with room counts in the years to come. (The obsession would reach comical heights in 1983 with the infamous 7000-room Snowball and its 6800 rooms of identical empty spaceship corridors.)

The Austins released Colossal Adventure on the Nascom in early 1982, selling it by mail order through magazine advertisements. They copied each order by hand onto a store-bought TDK cassette tape. Into the TDK case they shoved a tiny mimeographed square of paper telling how to load the game. Scott Adams’s original Ziploc-bag-and-baby-formula-liner packaging was sophisticated by comparison. But they sold several hundred games in the first few months. And, with the work of tools development behind them, they were able to follow up with two more equally lengthy, entirely original sequels — Adventure Quest and Dungeon Adventure — before the end of 1982.

Colossal Adventure in particular makes for an interesting experience today. Prior to the endgame, it’s mostly faithful to its inspiration, but there are just enough changes to keep you on your toes. To create a context for the endgame, Pete grafted a plot onto the original game. You are now exploring the caverns at the behest of an elvish warrior. The axe-throwing dwarfs that haunt the caverns are not just annoying, but Evil; it is they who are holding the elf’s people prisoner. Certain areas are re-purposed to fit the new plot. The Hall of the Mountain King, in the original a faithful reconstruction of a cavern Will Crowther knew from his journeys into Bedquilt Cave, becomes here a sinister monument to the dwarfs’ conquests; Spelunker Today becomes a dwarven propaganda rag.

Pete did tinker here and there with the structure of the game as well. The outdoors are fleshed out quite a bit, with additional locations and (naturally) an additional maze, and a few familiar items are found in different — usually less accessible — places. Whether out of a sense of mercy or because his game engine wouldn’t support it, he also eliminates the need to respond “YES” to solve the dragon “puzzle.” Much less mercifully, he inexplicably reduces the inventory limit to just four objects, which makes everything much, much more difficult than it ought to be, and makes finishing the game without buying more batteries for the lantern (and thus getting the full score) well-nigh impossible. The inventory limit also makes mapping the several mazes even more painful.

For its part, the endgame is absurdly difficult, but it also has a sense of onrushing momentum that was still rare in this era. Literally onrushing, actually; you are trying to escape a massive flood that fills the complex room by room. It’s impressive both from a storytelling and a technical perspective. For all their old-school tendencies, Level 9 would always show a strong interest in making their games narrative experiences. Dungeon Adventure and, especially, Adventure Quest show a similar determination to present an actual plot. The latter takes place decades after the events of Colossal Adventure, but begins on the same patch of forest. It does a surprisingly good, almost moving job of showing the passage of time.

It soon evolves into a classic quest narrative that could be torn from Greek mythology, with the player needing to make her way through a series of relatively self-contained lands to arrive at “the Black Tower of the Demon Lord.”

Sprinkled increasingly liberally through the three games are references to Tolkien’s Middle Earth — Black Towers, balrogs, High Councils, Minas Tirith. Still, they never feel so much like an earnest attempt to play in Tolkien’s world as a grab bag of cool fantasy tropes. It almost feels like Pete kind of wandered into Middle Earth accidentally in his quest for Cool Stuff to put in his games. As he later said, “Middle Earth was a convenient fantasy setting. It was a way of telling people the type of world they were getting.” Where another milieu offers something equally cool, he uses that; Adventure Quest, for example, features a sandworm straight out of Dune. All of this was, of course, completely unauthorized. After not mentioning the Tolkien references in early promotion, Level 9 actually advertised the games for a while as the Middle Earth Trilogy. Then, presumably in response to some very unhappy Tolkien-estate lawyers, they went the other way, excising all of the references and renaming the games the Jewels of Darkness trilogy.

Before I leave you, I just want to emphasize again what an extraordinary achievement it was to get these games into 32 K. Not only are they large games by any standards, brimming with dozens of puzzles, but — unlike, say, the Scott Adams games — the text also reads grammatically, absent that strangled quality that marks an author trying to save every possible character. Better yet, Pete knows how to create a sense of atmosphere. His prose is blessedly competent.

That’s not, however, to say that I can really recommend them to players today. In addition to quality prose, they’re also loaded with old-school annoyances: a two-word parser (in their original incarnation; the parser at least was updated in later releases); mazes every time you turn around; endless rinse-and-repeat learning by death; and always that brutal four-item inventory limit. They were damn impressive games in their time, but they don’t quite manage to transcend it. Fortunately, there were lots more adventures still to come from Level 9.

In which spirit: by the end of 1982, Level 9 had, thanks to the magic of A-Code, leaped from the Nascom onto the Sinclair Spectrum and the BBC Micro, ready to ride a full-on adventuring craze that would sweep Britain over the next few years. We’ll start to talk about the new machines that would enable that — including the latter two in the list above — next time.

 
 

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Playing Ultima II, Part 2

Despite allegedly taking place mostly on our Earth and sometimes even in (basically) our time, very little about Ultima II has much in common with the world that we know. One of the more interesting exceptions is the town of New San Antonio, which is right where you’d expect to find it in 1990. Oh, there are still unanswered questions; it wouldn’t be Ultima II without them. For instance, why is it called New San Antonio? Still, the town hosts an airport where we can steal the second coolest vehicle in the game: an airplane, an obvious nod to the San Antonio of our own world, which hosts two major Air Force bases. Having grown up in Houston and attended university in Austin, Richard Garriott would have been very familiar with San Antonio’s personality. One of the bases, Lackland, houses a huge training center that has earned it, and by extension San Antonio, the nickname of “Gateway to the Air Force.” Wandering the River Walk and other tourist areas around the time of one of the various graduation ceremonies is like strolling through a Norman Rockwell painting — a sea of earnest, clean-cut young men and women in uniform accompanied by proud, doting parents and siblings.

I’ve spent a lot of time already pointing out the cognitive dissonance and design failures that dog Ultima II. Never fear, I’ll get back to doing more of that in a moment. But the airplane affords an opportunity to note what Ultima II, and the Ultima series in general, do so right. As nonsensical as its world is, it consistently entices us to explore it, to find out what lies behind this locked door or at the bottom of that dungeon. Most of the time — actually, always in the case of the dungeon — the answer is “nothing.” But we find something really neat just often enough that our sense of wonder never entirely deserts us. In this case we come upon an actual, functioning airplane. Nothing in the manual or anywhere else has prepared us for this, but here it is. We look to our reference chart of one-key commands to see what seems to fit best, experiment a bit, and we’re off into the wild blue yonder. The airplane is kind of hard to control, and we can only land on grass, but we can fly through time doors to range over any of the time zones in the game, even buzz the monsters that guard Minax’s lair in the heart of the Time of Legends. We made this crazy, undocumented discovery for ourselves, so we own the experience fully. When we take flight for the first time, it’s kind of magic.

That feeling can be hard for modern players, who have every detail about every aspect of the game at their fingertips thanks to a myriad of FAQs, Wikis, and walkthroughs, to capture. Yet it’s at the heart of what made the Ultima games so entrancing in their day. Games like Wizardry gave us a more rigorous strategic challenge, but Ultima gave us a world to explore. This likely goes a long way toward reconciling the rave reviews Ultima II received upon its release (not to mention the fond memories some of you have expressed in the comments) with the contemporary consensus of bloggers, reviewers, and FAQ-writers who revisit the game today, who generally hold it a boring, poorly designed misfire and by far the worst of the 1980s Ultimas. I don’t so much want to disagree with the latter sentiment as I want to also remember that even here in their worst incarnation there was just something special about the Ultima games. They speak to a different part of our nature than most CRPGs — I’m tempted to say a better part. The joy of exploration and discovery can make us overlook much of the weirdness of not only the world and the story but also of the core game systems, some of which (like the need to buy hit points as you would food) I’ve mentioned, but many others of which (like the fact that earning experience points and leveling up confer absolutely no benefits other than bragging rights, or that the gold and experience you earn from monsters has no relation to their strength) I haven’t.

What could be cooler than an airplane, you ask? The answer, of course, is a spaceship. We find a few in the one town in 2111, Pirate’s Harbor, located approximately where we might expect Moscow to be. (Apparently the Soviet Union won World War III.) We steal one and we’re off into space, in what must already be the hundredth videogame tribute to Star Wars‘s warp-drive sequences.

It’s possible to visit all nine planets of the solar system. (In 1982 Pluto was still considered a full-fledged planet.) As with Earth itself, however, Ultima II‘s version of the solar system doesn’t have much in common with reality as we know it. Here Mercury’s terrain consists of “water and swamp”; Jupiter of “water and grass”; Uranus of “forest and grass.” Owen Garriott, Richard’s scientist/astronaut father, must have been outraged. The rest of us can marvel instead that not one of these planets contains anything to make it worth visiting. Indeed, Ultima II can feel like a box of spinning gears that often don’t connect to anything else. In addition to the planets, there are the similarly pointless dungeons, which waste a new dungeon-delving engine that marks as big an advance over Ultima I‘s dungeons as Ultima II‘s town engine is over Ultima I‘s generic towns. For some reasons spells only work in the (pointless) dungeons, meaning that there’s absolutely no reason to make one’s character a cleric or wizard, unless one feels like playing a hugely underpowered fighter. In space again, it’s actually possible — albeit pointless — to dive and climb and turn our spaceship, implying that Garriott originally intended to include a space-combat section like that of Ultima I but never got around to it. Thus, while Ultima II is an impressive machine, it feels like a half-assembled one. A couple of those meta-textual dialogs that are everywhere perhaps offer a clue why: “Isn’t Ultima II finished yet?” asks Howie the Pest; “Tomorrow — for sure!” says Richard Garriott. The only possible riposte to this complaint is that a contemporary player wouldn’t know that planets, dungeons, and so much else were superfluous. She’d presumably explore them thoroughly and get much the same thrill she’d get if her explorations were actually, you know, necessary. I’ll let you decide whether that argument works for you, or whether Ultima II plays a rather cheap game of bait and switch.

In addition to all the unconnected bits and bobs, there are also problems with pieces that are important. The most famous of the glitches is the ship-duplication bug. We can make a new ship by boarding an existing enemy ship and sailing one square away; we’re left with a ship under our control and the original enemy, which we can continue to board again and again to crank out an endless supply of ships. It can be so much fun to make bridges of ships between islands and continents that it’s almost tempting to label this error a feature, one more of those juicy moments of discovery that make the Ultima games so unique. Other bugs, though, such as certain squares on the map where we simply cannot land a blow against a monster, are more annoying. And there’s one bug that is truly unforgivable. Flying into space requires a certain strength score. There is only one place in the game where we can raise our statistics: the clerk at the Hotel California (don’t ask!) in New San Antonio will sometimes randomly raise one when bribed appropriately. In the original release of the game, however, he will never raise our strength, thus making the game unwinnable for anyone who didn’t choose a fighter as her character class and put a lot of extra points into strength. Sierra did release a patch that at least corrected this problem — one of the first patches ever released for a game.

But, you might be asking, why should not being able to go into space make the game unwinnable if there’s nothing there to find anyway? Well, there actually is one thing we need there, but not on any of the familiar planets. Sifting through all of the jokes and non-sequiturs spouted by characters in the towns has revealed hints that a tenth planet, “Planet X,” exists. There we can pick up a blessing from one Father Antos, which in turn will let us buy a ring from a fellow back in New San Antonio on Earth. All we actually need to beat the Ultima II endgame is: the blessing; the ring; a special sword (“Enilno” — “On-Line” backward; the meta-textual fun just never stops!) that we also can buy in New San Antonio; and of course a character with good enough equipment and statistics to survive the final battle with Minax. She’s tricky, constantly teleporting from one end of her lair to the other, but in the end we finish her.

Like so much else in the game, the final message doesn’t really make sense. The optimistic reviewer for Computer Gaming World took it to suggest that Sierra might release new scenario disks to utilize some of those uselessly spinning gears. But that was not to be. Instead Ultima II is seen in its best light as a sort of technology demonstration, or a preview of the possibilities held out by Garriott’s approach to the CRPG. A better tighter, finished design, combined with another slate of technology upgrades, would let him do the job right next time.

 
 

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Playing Ultima II, Part 1

I thought we’d take a trip together into Ultima II today. I’m not going to overdo the exercise, as that wouldn’t be much fun for you or me; there’s a lot of sameness and even a fair amount of outright tedium involved in winning the game. I will, however, try to hit most of the highlights and give you a fair picture of what sort of experience the game has on offer. As always, feel free to jump in and play for yourself if you like. Ultima II is available for sale at Good Old Games in combination with Ultima I and III. As we’ll see, it has plenty of issues, but there are certainly worse ways to spend six bucks.

When we first create our character and start Ultima II proper, we might wonder just what Richard Garriott spent eighteen months working on. Aside from some animation that has been added to the water, everything looks just as it did in the last game. All of the graphics tiles appear to be exactly the same as those used last time around. As soon as we start to interact with the game, however, we have reason to bless Garriott’s move to assembly-language programming; everything is much, much snappier.

The map over which we wander is also different: this time we’re adventuring on Earth rather than Garriott’s old Dungeons and Dragons world of Sosaria. Moving over such familiar continents brings out the really weird scaling of the Ultima maps in a way that the previous game never did. Here London is exactly nine steps away from the southern tip of Italy, Africa eighteen steps from north to south. Ultima I presumably represented similarly immense distances with each tile, but because it was a fantasy creation I never really thought about it that way. I suppose there’s nothing absolutely prohibiting each step of our journey over the world map from representing days of travel. Yet Ultima II just doesn’t feel like it’s playing out over such an immense time scale; if it is, then the process of winning the game must involve decades (or more) of game time. And even that doesn’t explain why it’s possible to construct a bridge between North America and Europe by lining up a handful of ships. It makes a constant reminder that this is a highly constructed, highly artificial computer landscape we’re wandering through. That’s fine, I suppose… weird at first, but fine.

Speaking of weird: Ultima II may just have the most nonsensical fictional context I’ve ever seen in a CRPG — and that, my friends, is really saying something. Let me do my best to explain it. The screenshot below shows us passing one of the “time doors” that blink in and out of existence at various places on the landscape; charting them is the whole point of the ornate cloth map that was such a priority for Garriott. Through them we can journey to primordial history, when the Earth still contained just the single über-continent Pangea; to “B.C.,” a time “just before the dawn of civilization as history records it” where we begin the game; to 1990; or to the “Aftermath” of 2111, when the Earth is a post-apocalyptic wasteland. It’s also possible to go to the “Time of Legends,” a “time before time, peopled by creatures of myth and lore.” Along with the time doors themselves, Legends is the most obvious direct lift from Time Bandits in the game. The same place existed with the same name in the movie, and, there as here, was the scene of the final showdown between good and evil.

It seems that after we defeated the evil Mondain to win Ultima I, his protege Minax, “enchantress of evil,” took up his cause, albeit using a subtler approach:

For Minax is not content to spread evil among the good, causing misery and pain. She prefers to sow seeds of evil in the good and thus set the good against the good, leaving no person untouched. Destruction abounds — and those horrors known only to the once good, guilt and horror and self-hatred, taint the Earth.

The climax was the holocaust of 2111, Minax’s greatest triumph to date, in which ancient civilizations born of love of beauty and wisdom and thought turned upon one another and, in their vicious anger and hate, destroyed almost all of the very Earth that had nurtured them.

What makes no sense about all this is that Ultima I, you’ll remember, took place on Sosaria. Now we’re suddenly fighting the legacy of Mondain on Earth for reasons that, despite furious retconing by fans in later years, go completely unexplained in the game itself. Garriott said later that he chose to set Ultima II on Earth because “time travel needs context.” In other words, we need a familiar historical frame of reference on which to hang everything to get the contrast between, say, prehistoric times and contemporary society. Hopscotching through the timeline of a fictional world whose history means nothing to us just isn’t all that interesting. All of that makes perfect sense — except that the version of history depicted in the game has little to do with our Earth’s. Why are orcs wandering about contemporary Earth attacking people? Assuming Garriott didn’t have big plans for world domination in his immediate future, why does Lord British apparently rule the world of 1990 from his castle? Why can we buy phasers and power armor from merchants in prehistoric times? It feels like two (or more) games that smashed together, with everything that made sense about either spinning off into oblivion. Put less charitably, it all just seems really, really dumb, especially considering that Garriott could have had his time doors without at least the most obvious of the anachronisms just by setting his game on Sosaria. Better yet, he could have just made his time doors the moon gates of later Ultimas; there is absolutely no concept here of actions in one time affecting the others. Garriott gains nothing from time travel but a sop to his Time Bandits fixation and a whole lot of stupid.

Anyway, we make our way to “Towne Linda,” located on the southern tip of Italy in B.C. When we enter we see one of the most obvious demonstrations of the work Garriott has been doing on his game engine since Ultima I: towns are now portrayed using the same tile graphics as the wilderness areas, filling many screens. Every city and village is now a unique creation, with its own geography and personality and its own selection of shops and services. There aren’t a lot of towns, just a few per time period (another thing that seems weird in the context of wandering a map of the Earth), but they do much to highlight the primacy of exploration over combat that has always made the Ultima experience unique. In the same spirit, it’s now possible to talk with anyone and everyone in the towns. In fact, it’s necessary to do so to pick up vital clues and information.

As Garriott has noted many times, walking around in the early Ultima can be a bit like wandering through the psyche of the young Richard, meeting the people, places, and interests that filled his time. Towne Linda, for instance, is named after his little sister, with whom he was very close. In a way this is kind of a fascinating concept — the videogame as intellectual landscape. As I’ve said before, one can picture an Annotated Ultima of a (fictional?) future where videogames are accepted as a form of literature. In it some hyper-dedicated scholar has laboriously run down all of the references and shout-outs in the same way that some have written books about Ulysses‘s allusions that are longer than Ulysses. And anyway, who can fault a guy for adoring his little sister? The problem comes when Garriott decides to get witty on us.

Now, Garriott is many things, with adjectival superlatives like “brilliant” very possibly among them. However, he’s not really a funny guy, and when he tries to be one here the results can be painful. Perhaps most grating, just because we have to see them over and over, are the generic phrases spouted by those for whom Garriott hasn’t written anything specific to say: like the guards who say, “Pay your taxes!” (why would a guard say that?), or the wizards with their immortal “Hex-E-Poo-Hex-On-You!” But even those with something unique to say are equally tedious, a jumble of obvious pop-culture references that isn’t exactly Gilmore Girls in its sophistication along with plenty of pointless non sequiturs. It feels like a teenage boy trying to ape Monty Python, which is just about the surest route to the profoundly unfunny I know of. Pity poor Richard; most of us left the humor of our teenage years in the past, but Garriott made the mistake of gifting his to the world. Reading some of the worst of this stuff brings on a sort of contact embarrassment for the guy.

Time Bandits: you have a lot to answer for. I’m sure Garriott imagined Ultima II as a manic, eccentric thrill ride like the movie, but, as he definitively demonstrates here, that tone is harder than it looks to pull off. At worst, it comes off like one of those amateur IF Competition entries in which the (usually young) author, realizing he’s written a game that makes no sense, tries to compensate by making it into an extended meta-comedy about the absurdities of text adventures — an exercise that fools exactly no one.

Like in Ultima I, saving the world from the forces of Evil in Ultima II requires that we not get too hung up on being Good. If we try to buy all of our equipment, food, and hit points (Ultima II persists with the bizarre mechanic of its two predecessors of making hit points a purchasable commodity), we find ourselves in a Sisyphus-like cycle of being able to earn just enough from killing monsters to keep ourselves in food and hit points, but not enough to buy better equipment or for doing any of a number of necessary things, like giving bribes to certain townspeople. To get ahead we need to, at a minimum, steal our food. Further, getting into a number of special areas requires keys that we can acquire only by attacking and killing town guards in cold blood.

Getting from continent to continent requires a ship. In the screenshot at above right we’ve used some of our ill-gotten keys to steal one from the village of Port Boniface. Once we deal with this sea monster that apparently lives in the harbor, we’ll be home free. Since towns reset themselves every time you leave and bloody murder has no other consequences, you eventually start feeling sort of like the CRPG Addict did when he played:

As far as I can tell (and I admit I didn’t keep a careful log), the only recurring characters are Lord British, Iolo, and Gwenno. The latter two are encased in a grassy area in…I don’t know. One of the towns. Remembering how I killed Gwenno for her key in Ultima I and having by now fully internalized my role as a serial killer, I landed a bi-plane in the grassy area and hacked them both to death.

For my part, I found that — gameplay tip here! — I could earn gold fastest by attacking this one townsperson who is always right at the entrance of the town of Le Jester in prehistoric Africa. I must have killed him and run out of town before the guards could get to me 500 times. Yes, Ultima II makes serial killers of us all.

Next time we’ll penetrate all the way into Minax’s lair in the Time of Legends. The assortment of monsters that greet us when we step through a time door to go there is a pretty good sign that we’re in the right place…

 
 

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The Wizardry and Ultima Sequels

By far the two biggest CRPGs of 1981 — bigger in fact than any that had come before by an order of magnitude or two — were Wizardry and Ultima. So, it was natural enough that the two biggest CRPGs of 1982 were a pair of sequels to those games. Some things never change.

Wizardry: Knight of Diamonds appeared in March of 1982, barely six months after its predecessor. It was more what we would today call an expansion than a full-fledged sequel, requiring that the player transfer in her characters — of 13th level or above — from the previous game. Still, in 1982 as today, putting out a solid expansion with new content for a bestselling game was a perfectly justifiable move, whether viewed as a fan wanting more to do or just in the cold light of economics. After all, Wizardry I was selling like crazy and causing a minor sensation in the computer press, and customers were clamoring for more.

Given the short time Robert Woodhead and Andrew Greenberg had to prepare Knight of Diamonds, major improvements to the game system could hardly be expected. Yet they did a very good job of leveraging the engine and the construction tools they had built for the first game, offering six more dungeon levels for high-level characters who had presumably already vanquished the evil wizard Werdna in Wizardry I. If it lacked the shock of the new that had accompanied that game, Knight is in many ways a better, tighter design. The player’s quest this time is to assemble the magical paraphernalia of a legendary knight in order to rescue the kingdom of Llylgamyn from something or other — the usual CRPG drill. The six pieces are each housed on a separate level of the dungeon. This gives a welcome motivation to thoroughly explore each level which is largely absent from Wizardry I, whose dungeon levels 5 through 9 literally contain nothing of interest other than monsters to fight to build up the party’s strength. Woodhead and Greenberg also slightly tweaked the game balance by making it impossible for a side that surprises another to use magic spells during that first, free attack round they get as a result. This has the welcome result of excising a scenario Wizardry I players had come to know all too well: getting surprised by a group of high-level magic users who proceed to take out the entire party with area-effect spells before anyone can do anything in response. It’s still possible to get into similar trouble in Knight of Diamonds when encountering monsters with non-magical special attacks, but the occurrence becomes blessedly much less common. Other oddities that almost smack of being bugs in the original, such as the strange ineffectiveness of some spells against all but the lowest level enemies, are also fixed, and of course there are also plenty of new, high-level monsters to learn about and develop counter-strategies against. For anyone who enjoyed the first game, Knight of Diamonds delivers plenty of the same sort of fun, with even more strategic depth and an even better sense of design.

Woodhead and Greenberg, then, did the safe, conservative thing with their sequel, leveraging their existing tools to give the gaming public more of what they had loved before, and very quickly and with minimal drama at that. It was a commercially astute move, one of the last that the pair and Sir-Tech would make for a franchise that they would soon mismanage to the brink of oblivion. The story of Ultima II, by contrast, is much longer and messier, spanning eighteen months rather than six and involving major technical changes, business failures, and some minor crises in the life of the young Richard Garriott. The game that finally emerged is also longer, messier, and much more problematic than Knight of Diamonds, but in its gonzo way more inspiring.

After finishing Ultima I, one thing was absolutely clear to Garriott: he had ridden BASIC as far as it would take him. As impressive as his game was technically, it was also painfully slow to play, even with the addition of a handful of assembly-language routines provided by a friend from his old job at Computerland, Ken Arnold. BASIC was also inherently less memory-efficient, an important factor to consider as Garriott’s design ideas got ever more grandiose. He therefore decided that, rather than get started immediately on Ultima II, he would learn assembly language first. He called his publisher, California Pacific, to see if they could help him out. They put him in touch with their star action-game programmer, Tom Luhrs, currently riding high on his game Apple-oids, an Asteroids clone that replaced asteroids with apples. In Garriott’s own words, Luhrs “held his hand” through an intense, self-imposed assembly-language boot camp that lasted about a month during his summer break from university. Without further ado, Garriott then started coding on the project that would become Ultima II.

He returned to Austin in the fall of 1981 to begin his junior year at the University of Texas, even as his studies there increasingly took a back seat to computer games and his deep involvement with his SCA friends. One particular course that semester would serve as a catalyst which made him choose once and for all between committing wholeheartedly to a career in games or getting a degree.

The story of Garriott’s class in 6809 assembly-language programming is one that he’s told many times over the years to various interviewers, who have nevertheless tended to report it slightly differently. The outline is clear enough. The Motorola 6809 was the successor to the older 6800. Like its predecessor, the 6809 never became a tremendously common choice of microcomputer manufacturers, perhaps due to its relatively high price. It did, however, find a home in Radio Shack’s Color Computer line. More important to our purposes is to recall the relationship of the earlier Motorola 6800 to the MOS 6502. Chuck Peddle had worked on the 6800 at Motorola, then left to join MOS, where he designed the 6502 as the cost-reduced version of the 6800 that Motorola had not been interested in building; the 6502 used a subset of the 6800’s instruction set. When Garriott started in his assembly-language class, he therefore found he could do all of the assignments by simply writing 6502 code, an instruction set with which he was by now very familiar. Problem was, students were graded not just on whether their programs worked, but also on whether they were properly written, taking maximum advantage of the more efficient instruction set of the 6809. Suddenly Garriott found himself failing the class, even though his programs all worked perfectly well.

That’s the story that’s always told, anyway, a story that conveniently casts the professor teaching the course as a sort of rigid, establishment ogre shaking his finger in the face of the original, freethinking Garriott and his practical hacker ethic. One version of the story, however, found in the book Dungeons and Dreamers, paints a less than flattering picture of Garriott as well:

He refused to learn what the new processor could do. Why should he? He completed his assignments, but he refused to include the latest features of the new processor in his work. His professor wasn’t amused and knocked points off Richard’s grade for each successive sign of intractability. With each dropped point, Richard’s motivation waned until he finally hit bottom: an F in the class, and a determination to get out. He just couldn’t take the demands of the professor seriously.

What seems pretty clear, at least from this version, is that young Richard by this stage could already be a difficult person to deal with, arrogant and uninterested in compromise. There’s no reason we should really blame him for that today. Barely 20 years old, he was already featuring in glossy magazines under his nom de plume Lord British, selling many thousands of games and making a lot of money. (Although, as we’ll see shortly, exactly how much is another of those details that are still somewhat in question.) How many young men wouldn’t become a bit arrogant under those circumstances, uninterested in sitting through boring classes offering knowledge they didn’t feel they needed? Suffice to say that it’s worth remembering that there was a prickly side to Garriott as we continue his story in this post and later ones.

With the decision made to drop not only the class but also university entirely, Richard was faced with the daunting prospect of telling his family about it. Said family was, in his own words, “painfully overeducated.” With an astronaut father, he had been raised in a culture of extreme achievement, in which graduate degrees were not so much an achievement as a baseline expectation; both of his parents and, eventually, all three of his siblings would have one or more. Now Richard had to tell his father, a man very skeptical of this whole games thing anyway, that he was going to drop out well short of his undergraduate degree to pursue them full time. “We were pretty sure he was going to kill Richard,” remembered his brother Robert. The conversation first ended in an uneasy compromise, in which Richard would come back to Houston to devote most of his time to his game, but would take part-time classes at the University of Houston. This he did, albeit in somewhat desultory fashion, for about a year, until his father finally accepted that the games industry offered more opportunity than university for Richard at this moment. “When this ends,” said his father, “you’ll go back to school and get a real job.” That day, of course, would never come.

In the midst of the crisis of the 6809 class, another was also unfolding in Garriott’s life. California Pacific, the publisher who had discovered Akalabeth and whose head Al Remmers had named Ultima, hit the financial skids. At first blush it’s hard to understand how CP could be in trouble; Akalabeth and Ultima had both been big hits. They had other bestsellers in their stable as well, such as the aforementioned Apple-oids, in an era when profit margins were absolutely astronomical in comparison to anything that would come later. Garriott has claimed from time to time that Remmers and the others at CP all had huge drug habits, that they literally smoked up all of their profits (and then some) and ran their company out of business. While this is suitably dramatic, it should be remembered that Garriott was in Texas while CP was based in California, and that they rarely met personally. I asked around a bit, but could find no smoking gun, no one who remembered drugs to be any more of a factor at CP than at many of the other California publishers, where they sometimes hovered around the edges of corporate social lives but rarely (the sad story of Bob Davis aside) took center stage. It seems at least as likely that CP, like so many other companies in this era run by ex-hobbyists and hackers, simply lacked anything in the way of practical business sense. To Richard, raised in the straitlaced bosom of the Johnson Space Center, a joint or two on the weekend might not have been readily distinguishable from hardcore drug addiction.

Regardless of the cause, CP went under in late 1981 owing Garriott a substantial amount of money. When we ask how substantial, however, the picture immediately becomes unclear again. In places Garriott has claimed that he literally received nothing from CP for Ultima, that they paid him only for Akalabeth. Yet Dungeons and Dreamers claims that by the time he enrolled in that 6809 course he had made “hundreds of thousands of dollars,” a figure that seems difficult to attribute to Akalabeth alone. In an interview with Warren Spector, he stated that he was making “many times more” than his astronaut father by that time, and that Ultima had been “five to ten times” as lucrative as Akalabeth. Further complicating all of this are the chronological errors that are rife in accounts of Garriott’s early career, which I’ve written about before. Some accounts, for instance, have Garriott quitting university in the aftermath of Ultima II, which is clearly incorrect, and perhaps reflects a conflation of his stay at the University of Texas with that at the University of Houston. So all we can confidently say is that CP went out of business owing Garriott something, and that he is still rather angry about it to this day, referring to CP as “dumb” and “bozos” in that Warren Spector interview. (All of which seems rather harsh language to employ against the folks that discovered him, named the franchise that made him famous, and largely created the whole legend of his alter ego Lord British, but so be it.) He briefly brought in his older brother Robert, who was pursuing an MBA at MIT, to try to collect from the failed company, but found that the old adage about blood and turnips definitely applied in this case.

Garriott may have suddenly been without a publisher, but he was also one of the most well-known personalities in adventure gaming. Other companies immediately started calling. Richard, as we already noted, was feeling his oats a bit by this time. He proved to be a very demanding signee, wanting a very high royalty rate. But the real sticking point was his demand that his game be packaged with an elaborate cloth map. That odd demand — remember, this was still before Infocom revolutionized computer-game packaging with Deadline — was yet another legacy of that busy fall of 1981, when he’d first seen a new movie called Time Bandits.

A production of George Harrison’s Handmade Films which involved many alumni of Monty Python, Time Bandits is the slightly manic story of a group of rogue dwarfs who go hopscotching through space and time with the aid of a map which charts gates or rips in the fabric of space-time that blink regularly in and out of existence. Garriott was of the perfect age and personality to fall for Monty Python’s brand of zany irreverence. What really fascinated him about the movie, though, and to an almost bizarre degree, was that map. He and his friends saw the movie again and again at the $1.00 matinee, trying to sketch as much of the map as they could from the brief glimpses of it they got during the movie. Richard, you see, thought that this mechanic would be perfect for his new game; he wanted to know how the map really worked. Eventually he came to the disillusioning realization that there was no logic to it, that it was a pretty prop and nothing more. Still, he wanted to put time gates in his game, and he wanted to include an ornate cloth map to chart them. As publishers soon learned to their chagrin, this was as un-negotiable as his royalty demands; Richard was willing to give up games and return to university for a “real” career if he couldn’t find someone willing to meet them. Luckily, in the end he did — and none other than On-Line Systems. Richard may have been difficult, but Ken Williams knew a software star when he saw one. By the time Ultima II was previewed in the March 1982 issue of Softline, the basics of its insanely ambitious design were all in place, including time travel to five different eras and space travel to all of the planets of the solar system. Also in place was the deal with On-Line.

Without the distractions of a full-time university course-load, Garriott could now work full-time on his new game. Yet progress proved slower than expected. He had jumped in at the deep end in attempting to code something as ambitious as this as literally his first assembly-language project, ever. Ken tried to be as patient and encouraging as possible, keeping his in-house programming staff available as a sort of technical-support hotline for Richard. When Richard truly looked to be foundering about mid-year, he invited him to stay in Oakhurst for a time in one of the flats he had bought up around town, to work in On-Line’s offices and enjoy the feedback and camaraderie of the group. It seems to be here that the relationship really began to deteriorate.

On-Line wasn’t exactly Animal House, but they did like to party and have their fun on occasion. Richard, who for all his early success and fame had nevertheless lived a very sheltered life, didn’t fit in at all. “I’m not sure they liked me,” he later said. I recently asked John Williams about Garriott’s time in Oakhurst. He stated that everyone did their best to welcome Richard. For his part, however, Richard showed no interest in attending parties or in any of the outdoor activities that just about everyone at On-Line enjoyed. Still, John stated:

On a personal level, I really liked Richard and I think most at Sierra did. He was scary smart, knew what he wanted and did what needed to be done to make it happen, and in general was just an impressive person. He was quite young then – but you could tell he was going places. I had no idea how far he would go then. Certainly I never would have guessed outer space – but if he had said he planned to go, I’d have believed him.

Perhaps the strains on Richard’s relationship with Ken arose from that very “impressiveness.” As John told me, “There are very few people as smart and driven as Ken — and Richard was one of them.” Both were accustomed to being the center of their social universes; after all, it’s not every kid who can convince his friends to spend hours in a movie theater watching the same film over and over, trying to copy an esoteric map onto paper from the most occasional onscreen glimpses. Ken could be gruff and even confrontational, particularly so with people he thought were really good but whom he also thought needed that extra push to reach their full potential. He may have thought Richard needed just this sort of pressure to finish a game On-Line had originally projected to release in April. Yet Richard, with two hit games under his belt and a big contract from Ken himself proving his worth, was unwilling to be treated as a junior partner in anything. Serious tension was the inevitable result.

At the end of it all Richard may have been heartily glad to return to the familiarity of suburban Houston, but his sojourn in California does seem to have accomplished Ken’s purpose of getting him onto some sort of track to just finish his game already. Ultima II finally appeared, complete with the cloth map and deluxe packaging Garriott had demanded, just in time for Christmas, and just as On-Line Systems changed their name to Sierra Online. (The original packaging uses the latter name, but the actual program still refers to the former.) For the game’s big debut on the all-important trade-show circuit, Garriott dutifully appeared in Sierra’s booth at that December’s San Francisco AppleFest as Lord British, dressed in his full SCA regalia.

The game he was promoting had taken a full eighteen months to create, an unprecedentedly long time even in comparison to previous monster efforts like Sierra’s own Time Zone. Like that game, Ultima II proved to be a deeply flawed design, whose internal messiness echoed much of the stress and confusion that had marked its maker’s life over the months of development. At the same time, however, it may have been a necessary step on the way to the later, more celebrated Ultimas. We’ll talk about both aspects next time.

 
 

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Transylvania

One day in 1979 Antonio Antiochia visited Eastern Michigan University with his father, who taught classes there on statistics and computers. Dad had some meetings to take, so he left Antonio in an empty computer lab, one of the few at the university equipped with real video terminals in lieu of the more common teletypes. The terminals were cool, but this was otherwise not an unusual scenario. Antonio had been hanging out at his father’s workplace for the past five years now, tinkering with the various big computers there. Now 13 years old, he could already program fairly well in FORTRAN and operate a keypunch machine. Indeed, he was all too familiar with the traditional method of mainframe programming — deliver a stack of cards to a friendly computer operator, then wait for the printed results. He had even spent many months working on a game. Called Terroron, it was an homage to the Japanese monster movies he loved; the player got to control a monster rampaging through a city. (From the great-minds-think-alike department: this is also the theme of Crush, Crumble, and Chomp!, arguably the most inspired use of the Automated Simulations DunjonQuest engine, as well as the later, more refined The Movie Monster Game.)

So, Antonio knew pretty well what he was doing as he started poking at one of the terminals to see what was what. He didn’t have an account on this system, but found that as Guest he had access to games. Not bad! Inside he found mostly the usual suspects, from Tic Tac Toe to The Oregon Trail. But wait, here was something new… something called ADVENT. He started the program, and was greeted with the text that launched a thousand careers and a million obsessions:

YOU ARE STANDING AT THE END OF A ROAD BEFORE A SMALL BRICK BUILDING. AROUND YOU IS A FOREST. A SMALL STREAM FLOWS OUT OF THE BUILDING AND DOWN A GULLY.

Antonio didn’t know quite what he was supposed to do next; for some reason this build of the game was missing the usual offer of instructions at the beginning. He flailed at it for a while and gave up. But it continued to tickle at the back of his mind, and a month or so later he tried again. This time he managed to find his way underground, and from there he was hooked. Terroron was quickly forgotten.

But when he finished Adventure at last, he had no more adventure games to play. It was the only one of its type on the university’s computers, and his family had no computer at home as yet. And he lacked the skill to make one of his own; working with text in FORTRAN was notoriously difficult. So, he used his imagination:

I came up with dozens of adventure plots in my spare time (and a few other games), drawing their outlines, their maps, etc., based on a wide variety of themes (a bit heavy on the fantasy genre) — simply out of the joy of creativity and discovery. It was cool.

Antonio had a particular reason to want to retreat into fantasy at this stage of his life. His mother, with whom he had been very close, had just died of cancer, leaving him and his father alone. The world inside his imaginary adventure games often felt much more welcoming than the real one.

One day Antonio mentioned Adventure to a friend of his from school, who in turn delivered the shocking news that there were a number of such games available on microcomputers, written by a guy named Scott Adams. The same friend told him about the Ann Arbor Community High School Computer Club, which had a collection of PCs available for use by the public for a small fee. Antonio became a regular there, playing the Scott Adams games and, eventually, starting to work on a real one of his own at last, a fantasy game called The Land of Ghaja; his adventure-gaming friend did him the final service of helping him to figure out how to parse text in BASIC. When the club was closed, he fed his addiction by visiting local computer stores and using their machines for as long as they would let him.

Antonio had of course been pestering his father for a computer of his own for months, and at last Dad could resist no longer. He brought home a new Apple II Plus, with the condition that the two would share it. Antonio quickly finished Land of Ghaja. “It was a little bit primitive,” he admits today. Still, he passed the game around his local circle of friends and fellow computer-club members, to a pretty good reception.

With time and privacy for his projects at last thanks to his father’s purchase, he started on another game that would benefit from what he had learned from the first. It would not only be more technically advanced, but would have a more unique setting. He was a big fan of Halloween and of classic movie horror of the Boris Karloff / Bela Lugosi / Lon Chaney, Jr. era. His new game would be horror — but a fun, retro, slightly campy sort of horror, more The Wolfman than the horror sensation of the moment, The Shining. Like one of his favorite movies, Abbot and Costello Meet Frankenstein, Antonio threw it all in: a werewolf, a vampire, even an alien and his UFO. He eventually named the game Transylvania. Not that he had ever been there or knew much of anything about the real place. His Transylvania was the land of old horror movies and tales and, of course, imagination.

Antonio’s father helped out as editor and coach. An Italian immigrant who spoke English with a strong accent, he nevertheless had an excellent command of English grammar and style, and was a steadfast source of encouragement. Antonio honed the game over a period of several months. Satisfied at last, he passed it among his friends and made plans to start another; the thought of doing anything else with it had yet to enter his mind. His father, meanwhile, had started ordering computer supplies from Mark Pelczarski’s post-SoftSide, pre-Penguin venture Micro Co-op. One day while placing an order over the phone he mentioned that his son had written a really impressive adventure game. Mark said that he was starting a publishing company (“Co-op Software”) to go along with the mail-order business. “Send it to us. We’d like to see it.” From that chance exchange was born the eventual Penguin Software’s first adventure game.

Mark immediately liked the game, but he was also aware that it was getting harder to sell pure text adventures on the Apple II in the wake of On-Line’s Hi-Res Adventure line. And there was something a little bit off about “the leader in Apple II graphics” releasing a game with no graphics. Could Antonio add some pictures? To help him, he was willing to give him all of his latest graphics software, including programs that would eventually become a part of The Graphics Magician, but that hadn’t yet been released at this point (summer 1981). Antonio wasn’t an artist and had no experience with computer graphics, but he was a trouper. While Penguin Software established and consolidated their position as “the graphics people,” Antonio sat at home laboriously drawing picture after picture using the software Mark had provided and the standard pair of paddles that came with every Apple II. Doing so ended up taking much more time than actually writing the game had — some nine months. His patient labor yielded some of the best graphics of the “hi-res adventure” era. (I’ve added a blurring effect to the image below and all of those that follow to try to convey what they would have looked like on a contemporary monitor, where the dithering would have smeared the pixels together to create many more apparent colors than the Apple II’s standard six. Our pixel-perfect digital screens otherwise just can’t do them justice.)

With the graphics done at last, Mark and the others at Penguin stepped in to do the final polishing. They cleaned up the original BASIC code, adding in some assembly-language routines to handle the graphics. And they put the game through considerable playtesting, adding responses to various actions that Antonio hadn’t anticipated. They also had some fun. “Werewolves of London,” the one hit single of the great Warren Zevon, was in heavy rotation at the Penguin offices as they worked on the game. Soon more and more of the song was finding its way into the game. Zevon’s caustic wit would have made an interesting contrast with Antonio’s more innocent monster-movie fixations, but in the end most of the former was edited out again. Messages like “He ripped your lungs out, Jim” just prompted too much confusion (“Who the heck is Jim?”) from people who didn’t know the song. Only one fragment remains in the released version.

The game that finally emerged from Penguin that summer of 1982 is one of the most charming of its genre and era. Yes, its parser and world model are extremely primitive in comparison to the contemporary games of Infocom. Yet it plays within its formal limitations beautifully. In fact, it’s an almost uniquely playable example of its type, thanks both to a lots of addition by subtraction — no maze, no guess-the-verb puzzles — and, well, lots of addition by addition: a collection of simple object-based puzzles that are commonsensical and play smartly within the strict limits set by the game’s technical underpinnings. The design as a whole is unusually open, crafted in a way that usually gives you lots of puzzles to work on in whatever order you choose. As Mark Pelczarski wrote in an email to me:

With Transylvania you could wander from puzzle to puzzle and see much of the Transylvania universe without getting stuck. At most points in the game there were maybe 3-5 or more open puzzles to solve. Each led you further into the game, but seldom was one single puzzle a sticking point or roadblock (until you solved all the others).

Given this level of non-linearity and the limited amount of text in the game, Transylvania is inevitably more of a pastiche of fragments taken from other fictions than a coherent narrative experience of its own. Early on we find a note which tells us in all of four words everything we need to know about the plot: that a Princess Sabrina is going to be killed at dawn (Ach! A time limit!) and that it’s up to us to rescue her.

A pastiche it may be, but Transylvania absolutely nails the half Gothic, half campy atmosphere of a classic Universal monster movie. And anyway, by the time they got to the 1940s and the likes of Frankenstein Meets the Wolfman or Abbot and Costello Meet Frankenstein, the Universal films were themselves little more than mix-and-match pastiches.

Like those movies, Transylvania has its chills, especially in the wandering werewolf and vampire who can creep up on you at any time, but there’s something almost comfortingly innocent about it all. This is safe horror that never trangresses certain well-understood boundaries.

Still, and just to remind us that it was after all written some 30 years after its inspirations went out of fashion, Antonio also threw in a UFO right out of Steven Spielberg.

Antonio told me recently that he had quite a twist on the classic monster movie in mind: that the vampire had actually come on the UFO, was actually an alien. He was “quite proud of myself and thought this was original” in this era before vampires were absolutely everywhere in pop culture, although it’s not something that can really be gleaned from the finished game. He describes the game today as “unsophisticated” but with a “simple playfulness” that makes it “likable.” I couldn’t agree more. Transylvania charmed me in a way akin to Ultima, the issue of another bright, precocious kid who wanted to pack as much cool stuff into his game as possible in the hope that you would like it all as much as he did.

Some time after Transylvania‘s release, and as Antonio was going through the surreal experience of coming home from school to find royalty checks for thousands of dollars in his mailbox, Penguin received a rather unusual package that came from an entire grade-school class in Australia. Its ostensible purpose was to ask for a hint book, but each kid in the class also contributed a crayon drawing inspired by the game. Antonio has kept and cherished the package to this day: “When I go through sad or frustrating times, I will sometimes read through those old letters to cheer myself up.” Indeed, making a class of schoolchildren happy is about as worthy an achievement as there is in life. I spend a lot of time on this blog talking about the progress of the art of ludic narrative and all that, but adventure games are most of all supposed to be fun, and are supposed to make people happy. And Transylvania delivers.

If you want to have some fun of your own, here’s an Apple II disk image of Transylvania. Or those of you with iOS devices can buy a port.

(My sincere thanks to Antonio Antiochia and, once again, to Mark Pelczarski for lending their memories and perspectives to this article.)

 
 

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