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Dungeon Master, Part 1: The Making of

FTL

After the first Ultima and Wizardry games debuted within months of one another in 1981, dizzying formal or technical leaps were few and far between in the realm of the CRPG for the next half-decade. Richard Garriott steadily expanded on Ultima I‘s decidedly limited scope of possibility with each new iteration of his series, but never came close to abandoning the basic structure that made an Ultima an Ultima. In terms of technology and interface — theme and content were a different matter — the Ultima series was all evolution, not revolution; anyone who’s played any of Ultima II through Ultima V will immediately recognize Ultima I as an earlier, rougher swathe cut from the same cloth. Sir-Tech, meanwhile, did far less work than Garriott on their own defining classic Wizardry, content to simply pump out iteration after iteration of the same game.

If Sir-Tech’s particular brand of sloth was almost incomprehensible, in the broader strokes the Ultima and Wizardry developers’ decision to stick with their provably enjoyable, commercially successful approaches is hardly surprising. What’s much more so is how slavishly most other CRPGs chose to model themselves after one or the other. One only had to glance at mid-1980s hits like Questron or The Bard’s Tale to know where their ideas were coming from (for the record, Ultima and Wizardry respectively). Those games that did try to go their own way, like Shadowkeep with its unholy union of Wizardry-style dungeon delving to a Zork-style parser interface, made you wonder why they bothered, served only to make you appreciate the two proven CRPG templates all the more. It was as if those two pivotal early efforts had gotten so much right that there just wasn’t much innovation left to be done beyond tinkering at the margins. Questron and The Bard’s Tale were better games in some ways than their inspirations, offering better graphics and more to see and do, but they were, once again, evolutions, not revolutions. Where were the really bold and exciting new ideas?

They began to arrive only in the latter half of the decade, firstly in the form of The Faery Tale Adventure, the game I wrote about in my last article, and shortly thereafter in that of Dungeon Master, the one I want to write about today. Even in them, one can still see the old templates in the broad strokes. The Faery Tale Adventure, a free-roaming game of open-world exploration, quite clearly draws from the Ultima games with its selection of magical gems and totems, its overhead perspective, and its system of magical gates for traveling around its sprawling world. But just as much about it is entirely new: its day-to-night cycles (a year before Garriott nicked the idea for his own Ultima V); its free-scrolling movement; its action-based combat. Likewise, Dungeon Master is very much a tactical dungeon crawl in the best tradition of Wizardry.

But what a dungeon crawl it is! Having agreed to work from that very traditional premise, its developers gave themselves permission to innovate wildly within it and to question every assumption of its forefather. The result is as dramatic a leap beyond Wizardry as that game had been beyond the earliest proto-CRPGs like Temple of Apshai. Wizardry had brought with it a feeling that its developers had finally figured something out that the rest of the software world had been groping toward for some time — had gotten something fundamentally right at last. More than six years later, Dungeon Master arrived carrying much the same aura.

Indeed, Dungeon Master would prove to be almost too good at what it did, would have the same almost stultifying effect as earlier had Wizardry on the dungeon crawls that followed. It would seldom if ever be even equaled in the years immediately following its release, and wouldn’t be clearly bettered until something called Ultima Underworld dropped five long years further on. The dungeon crawl, it seemed, was just a quantum sort of genre.

Dungeon Master is such an important game that I feel I need two articles to do it justice. This first one will tell the story of its long gestation and birth and the huge rewards its parents finally reaped for their efforts. The second will delve into the game itself, to properly explain why it’s such an important entry in its field and why I consider it one of the most remarkable feats of its era.


 

The road to Dungeon Master begins more than six years before its eventual release, with, appropriately enough, those original Ultima and Wizardry games. Doug Bell and Andy Jaros were already good friends as well as undergraduates in chemistry at the University of California, Irvine, when Jaros was given an Apple II by his parents just in time for those seminal releases. The pair played them obsessively, and soon decided, much like thousands of others, that they could create a dungeon crawl just as good as Wizardry for themselves. They decided to call it Crystal Dragon; in a move that must have seemed hilariously clever to a couple of young chemists, they named the company they would form “PVC Dragon” to match. Bell would be the programmer, Jaros the artist, and they would share the role of designer.

The pair had big ambitions, incorporating themselves from the beginning and even managing to attract some investors. Emulating their hero, Wizardry programmer Robert Woodhead, they programmed their would-be Wizardry killer in Apple Pascal. They worked doggedly on it through their mutual graduation in 1983 and beyond. But, as Jaros puts it, “the money was always running out.” The pair had to accept that they couldn’t make the game all by themselves. “We sent six letters out to some software companies in the Los Angeles and San Diego areas,” remembers Jaros. “One of them got us in touch with Wayne Holder at FTL Games. The rest, as they say, is history.” In short, Bell and Jaros found themselves in Software Heaven.

Software Heaven was the name of the little company of several years standing that was owned and operated by Holder, a programmer a generation removed from the PVC Dragon boys. Holder and his company, known in its earliest years as Oasis Systems, had made their first money in the young software industry in 1981 through a program he called simply The Word, a spellchecker he had first developed to help his wife Nancy, an author of romantic fantasy and horror novels and an ever-helpful supporter of his own projects, in her work. Oasis/Software Heaven made quite a number of similar tools for writers in the years that followed. But already in 1982 conversations with an old college buddy named Bruce Webster, a dedicated player and amateur designer of games of both the analog and digital varieties, led Holder to diversify, to start a new division of his company to make games under Webster’s guidance. He named it “FTL Games” — FTL for “Faster Than Light.” It would, as we’ll soon see, prove to be a very ironic title.

The first and, as it would transpire, last game that Webster wrote for the new FTL has become something of a cult classic in its own right. Inspired by Webster’s Mormon faith, Sundog: Frozen Legacy is the story of a small group of space colonists adrift on the galactic frontier, whom you, a pilot with a little star freighter, must succor by trading for the goods they need to survive and expand. It was released in March of 1984 on the Apple II, whereupon its mixture of trading, space combat, and CRPG-type character mechanics yielded stellar reviews and respectable sales. Webster, however, had found the process of coding 80 to 90 percent of such a complex game all by himself unbelievably draining. Unable to face the prospect of another such project, he left FTL that fall, shortly after completing a version 2.0 of Sundog that fixed some bugs and added some new features.

Webster’s abrupt departure left Holder high and dry, with a successful game but no programmers to make a follow-up. Meanwhile the writing seemed to be on the wall for the other part of his business. His writing aids had done very well for him for a couple of years, but the serious productivity market was getting to be a tougher and tougher one for a small company, dominated as it now was by big names like Microsoft, Ashton-Tate, and Lotus, with big marketing budgets to match. While he would keep his hand in as a spellchecking expert for several years to come, often by writing pieces of the firmware for dedicated hardware word processors from companies like Magnavox, he was already coming to see his company’s long-term future as necessarily a games-oriented one if it was to have a long-term future at all. It was for this reason that he found these two bright young sparks Doug Bell and Andy Jaros, along with their CRPG in progress, so appealing. Their game was even coded in Pascal, the same language as Sundog. He signed PVC Dragon to not so much a development as a devouring deal, bringing Bell and Jaros in-house to become the nucleus of a new version of FTL. The initial plan was to finish up Crystal Dragon and get it out as quickly as possible, then move on to the next game. But very, very few things at FTL ever happened in quite such a tidy — or timely — way as that.

Crystal Dragon almost immediately proved a more complicated proposition than Holder had anticipated. Bell and Jaros had lots of ideas, but not all of them were practical on the little Apple II. For all the cockiness with which they had embarked on their Wizardry killer, they found themselves facing a problem well known to all too many other 8-bit CRPG developers: it just wasn’t clear how to dramatically improve on the Wizardry formula on such limited hardware.

When Jack Tramiel, newly installed owner of the post-videogame-crash Atari Computer, announced the 68000-based Atari ST line in dramatic fashion at the January 1985 Winter Consumer Electronics Show, Holder decided that they might just be able to dispense with said limited hardware. Like plenty of other pundits and industry figures, he felt sure that the ST, which in the terms of 1985 offered a staggering amount of computing power for the price, must become the mass-market successor to Tramiel’s earlier masterstroke the Commodore 64. Sundog had done quite well in the crowded, uncertain Apple II market. How well might the same game, with improved graphics and sound and a mousefied interface, do in the virgin territory of the ST? Determined to find out, Holder pulled Bell and Jaros off of their game and set them to work porting Sundog to the ST just as soon as he could get his hands on actual ST hardware.

Released in time for Christmas 1985 thanks to herculean efforts on everyone’s part, the re-imagined Sundog arrived to a still tiny base of ST users, but one that was absolutely starving for quality games for their new toys. It did very well, even better than the Apple II version despite the tiny fraction of potential customers the ST offered in comparison. The small-pond theory had worked brilliantly, cementing a loyalty to the ST that would lead them to create this oft-overlooked platform’s best-selling game of all time.

FTL turned back to Crystal Dragon, which they soon renamed to Dungeon Master — a name so obvious it was amazing that no one had yet claimed it. Now, however, it was to be rewritten from scratch on the ST. Thanks to the power of the ST, FTL should at last be able to explode the old Wizardry template without being slowly pulled back to the status quo by the limitations of the hardware. Key to the re-imagined Crystal Dragon from the beginning was that it should be a real-time experience, giving it a very different personality from the cool tactical challenge that is Wizardry. “The games at that point had all been turn-based and you could take as long as you wanted to think about what you were going to do next,” says Bell. “We knew we wanted to put the player under the pressure of time.” Wizardry‘s tiny window on its dungeons would be blown up to a view that filled at least half the screen. The player would no longer be isolated from the environment; she would be able to click directly on the world view to interact with the things — and creatures — in it. These new ideas, and the many more that would continue to spiral out from them for months to come, were part of an overarching determination to create an embodied CRPG experience. “How do you go from being a player to being ‘in’ a game?” asked Nancy Holder. Almost every new aspect of Dungeon Master exists as an answer to that question.

Dungeon Master the embodied experience: I've just reached directly into the world to hit the button and lower the door, which is no crushing the Blue Meanies beneath it.

Dungeon Master the embodied experience: I’ve just reached directly into the world to hit the button and lower the door, which is now crushing the Blue Meanies beneath it as it tries to close.

Dungeon Master on the ST first came to life before the ST Sundog had even made it into shops, as a proof of concept created by Bell to see whether the large pseudo-3D, first-person view would be possible. Bell used what’s known in graphics theory as a “painter’s algorithm” to draw each screen. The background was first pieced together jigsaw-style from separate sprites depicting walls, floor, ceiling, doors, etc. Objects and monsters that should appear over it were then sorted in order from farthest to nearest, and finally drawn in one by one, thus ensuring that those closer obscured those farther away. It worked, but the performance of the demo, which was still coded in Pascal, left something to be desired, even on the mighty ST. Bell therefore “spent three weeks learning C,” the native language of the ST’s operating system. The performance of the re-coded demo proved “better than expected.” Dungeon Master was a go.

Most of the FTL crew. The men are, from left: Mike Newton,

Some of the FTL crew. From left: Joe Holt, Deirdre Poelter, Mike Newton, Russ Boelhauf, Wayne Holder, Andy Jaros, and Sylvia Esposito.

With its founder and head himself a fine programmer, FTL was nothing if not a classic example of a purely technology-driven company. That can create a danger in the form of a tendency to continue iterating endlessly over the same project instead of just getting things finished and out the door. FTL would hardly be immune to that danger — in some fourteen years of existence they would manage to release exactly three original games and two sequels — but their obsessive perfectionism in executing all of their bold new ideas would nevertheless come to define Dungeon Master almost as much as the ideas themselves. Bell had chafed at the way that Sundog had been coded on the Apple II, and the form in which, pressed for time, he’d had to recreate it on the ST: as a big pile of hand-crafted, machine-specific code. Resources at FTL being limited, this approach would prevent them from ever porting it beyond those two platforms, despite the success it enjoyed there. Better, thought Bell and Wayne Holder alike, to first write a set of tools for writing Dungeon Master, along with an engine that could run the tools’ output on both current computers and those still to come. They could be loyal to the ST, but not to the point of stupidity. And the same tools could later, of course, be used to make more games as well as ports. “We knew,” says Wayne Holder, “that there was absolutely no chance of getting our money back with just one version of Dungeon Master. We had to set up a system that would serve as a foundation for later games.”

It was far from a new idea in game development, but few others of FTL’s era would take it quite as far as they did. A new programmer, Mike Newton, was hired just to work on the design tools. Applications like the Dungeon Construction Set, which let one design and populate an entire dungeon level from a unified GUI interface, grew into impressive feats in their own right. Equally impressive was the compression technology that FTL developed from scratch, which allowed them not only to run the game on Atari’s low-end 512 K 520 ST model but to ship it on a single single-sided disk; the entire game, code and graphics included, consumed less than 400 K on disk. Helping the cause greatly was the fact that the game, being virtually story-less until you arrive at the final showdown, needed contain very little text, a greedy eater of disk space.

The Dungeon Editor

The Dungeon Construction Set

If you’re a regular reader of this blog, you may have already remarked certain parallels between the approach of Infocom and that of FTL — namely, the idea that the best tools are necessary to craft the best games. The comparison was not at all lost on Wayne Holder, who set out with the explicit goal of making his company the Infocom of the CRPG world, a comparison that also extended to heavily emphasizing testing and player feedback.

We set a high goal. We want to become in the field of role-playing games the counterpart to what Infocom has achieved in the field of text adventures: the best technically, who also have the best game designs and — contrary to Infocom — also the best graphics. Therefore we spent several months just working on polishing and improving/detailing the interaction for Dungeon Master. We let dozens of folks playtest, from complete pros to people who had never seen a computer nor dungeon before. We listened to every proposal and modified the user interface several times. We did think about things that do not appear in Dungeon Master at all, which we however will need in other RPGs, and have programmed them along the line, too. Now we have a complex development system that enables us to program relatively quickly RPGs with a user interface similar to Dungeon Master’s. And it won’t stop at fantasy titles alone. We are thinking about science-fiction games, detective stories, and about a couple of new things nobody has yet done.

The tricky, performance-sensitive code of the engine itself was created by Bell and another new hire, Dennis Walker, while Jaros continued in the role of artist, drawing his images on the ST using Activision’s Paintworks. Rounding out the little team was Wayne Holder, who oversaw the whole thing and also served as the de facto sound programmer, coaxing out of the machine’s limited sound chip some of the first examples of sampled audio to appear in an ST game. Far from a typical executive, he remained always intimately involved with the process of creation. “I think some of the biggest conceptual contributions were made by Wayne,” notes Bell, “particularly with regard to the user interface.” Nancy Holder was also on-hand to offer occasional insight and to write the accompanying fiction, something about a Grey Lord and a Firestaff that can be safely ignored until the climax, when you suddenly have to ask yourself what the hell just happened. To offer more story would have been to go against one of the guiding philosophies of the game. “I wanted people to have a lot of tall tales to tell when they’d finished the game,” says Wayne Holder. “And I wanted those tales to be unique. We are working toward the point where the story is scripted entirely by the player. We take you to the starting point, but from then on it’s up to you.” Perhaps more valuable than Nancy Holder’s story-making were her insights into the psychology of horror that lent the game tension and texture: “We tried to make it scary so that the player could feel engaged. We tried with background noises and all kinds of other things to make it creepy.”

FTL's greatest trade secret: Dungeon Master's C source code

FTL’s greatest trade secret: Dungeon Master‘s C source code.

The further the design progressed, the further it moved away from the structure of Wizardry, and with it from Wizardry‘s own inspiration of tabletop Dungeons and Dragons. Instead of having a set class, characters can advance simultaneously in all four disciplines of fighter, wizard, ninja, and priest. Experience is earned not through killing monsters or accomplishing goals, but simply by practicing the skills in each discipline and thus getting better at them. Combat, taking place now in real time, is a much more frenzied, hectic affair, dependent as much on the player’s reflexes as the characters’ skills. I’ll have much more to say about these new ideas and many others in my next article, but suffice for now to say that, if Wizardry is Dungeons and Dragons adapted to the computer, Dungeon Master is a clean-slate re-imagining that takes only a handful of fundamental concepts — a dungeon to be delved, monsters to be fought, treasure to be collected, characters to be improved — as sacrosanct. Everything else is up for renegotiation. Bell sets great store by the fact that, while he and Jaros were hardcore aficionados of Dungeons and Dragons and previous CRPGs, the others at FTL had little to no experience with the genre. They continually asked why their game needed to abide by this or that more or less arbitrary tradition; such constant questioning “saved the game from being an extension of what had already been done.” Dungeon Master is a computer game through and through, its tabletop roots left far behind. Tellingly, it’s just as obviously a progenitor of Doom as it is a successor to Wizardry.


Of course, innovation on such a scale would take time even without FTL’s perfectionist tendencies. Dungeon Master was first discussed publicly at the Summer CES in June of 1986, to which FTL brought a very limited, non-interactive demo that’s mostly devoted to a lengthy text scroll full of purple prose. The brief glimpse we get of the game itself in action shows that, while the basic concept is in place, much of what’s been done needs further refinement. And there’s still more that would be seen in the finished game that’s yet to be even begun. The interface, for instance, is more cluttered than what we’d seen in the final game, the mouse pointer that in the shape of a disembodied hand would be your means of poking and prodding at the environment not there at all. And there’s not a single actual monster to be seen.

FTL’s original plan to make the game available in time for Christmas 1986 slipped and slipped. To keep the buzz alive, they regularly demonstrated the work in progress for ST user groups. “That was my method of knowing we were on the right track,” says Wayne Holder. “When we started showing the game, it was always invariably quiet, then the users would ask a ton of questions.” Dungeon Master was the most hotly anticipated piece of vaporware in ST circles for months on end.

Andy Jaros at his drafting table making art for Dungeon Master.

Andy Jaros at his drafting table making art for Dungeon Master.

In the end, Dungeon Master spent more than two years in active development. All that time was spent doing many of the things you might expect, adding features and puzzles and new types of monsters, but much was also spent paring back the design, honing in on what really mattered. Like most elegant designs, Dungeon Master is marked as much or more by the surface complexities it lacks as those it contains. For good reason has it long been a truism in software design that the best programs are usually those that appear the simplest on the surface. Wayne Holder proved to be the group’s Steve Jobs, with a knack for slicing through the cruft to arrive at what mattered. He demanded a game as easy and instinctive to use as a “screwdriver.” Doug Bell:

I was working on this complex system where you could look down at the floor and you could pick up things around you, and Wayne says, “Well, it’s right there, why can’t I just reach in and pick it up?” That was sort of a “well, yeah” moment. And Wayne was actually responsible for a lot of those moments. He would just come in and say, “Why don’t you do it that way?”

With Sundog out and doing well, FTL had a sustaining source of income through all the experimentation and refinement. The fourteen dungeon levels that make up the game, whose design was a joint effort on the part of the entire team, were refined just as obsessively as the technology and user interface. Dungeon Master got played constantly for months, first by the team themselves and their close friends, and then, near the end of the process, through a serious outside beta test, all in the name of getting that elusive balance between fun and frustration just right. (That said, you can never please everybody: one tester reportedly sent back a broken disk accompanied by the message, “Take this aggravating piece of shit and shove it up your ass.”)

The work paid off. As impressive as Dungeon Master is for its technical and formal innovations, it’s at least as impressive as a piece of pure design craft. It is, simply put, one superbly crafted CRPG, rivaled only by the first couple of Wizardry games among its predecessors in its sheer attention to detail. I will, once again, have much more to say on this front in my next article, but it’s important to note even here how rare it is to see such attention to design in a technical game-changer like Dungeon Master. Normally bold new gaming concepts are attached to somewhat wonky designs, to be shaped and refined by succeeding efforts; even Infocom’s early games had their share of lousy puzzles. But FTL, like Sir-Tech before them, hit a home run in their first at-bat.

David Darrow's Dungeon Master cover art became one of the most iconic of the 1980s. It was painted from photographics he took in his studio, with his wife playing the candelabra-holding spellcaster, Andy Jaros the thiefy character pulling on the torch, and a "really huge guy" from a local gym the barbarian fighter. It wasn't necessary to find a model for the fourth member of this party, whose bones lie neatly stacked at front left.

David Darrow’s Dungeon Master cover art has become some of the most iconic of its era. It was painted from photographs he took in his studio, with his wife playing the candelabra-holding spellcaster, Andy Jaros the squirrely fellow pulling on the torch, and a “really huge guy” from a local gym the barbarian fighter.

Dungeon Master slipped quietly into American stores on December 15, 1987, far too late to take advantage of the Christmas rush. Nor was it all that lavishly advertised. FTL seemed to have a certain sense of austerity baked into their very DNA, reflected equally by the modest advertising campaign as it was by the aesthetic minimalism of the game itself, which offered no music or other extraneous flashiness, just those things that really needed to be there.

But it didn’t matter. If ever a game was sellable by word of mouth, it was this one. Already in the February 1988 issue, the Michigan Atari Magazine was noting that “messages asking question and giving playing hints are appearing in unprecedented numbers on CompuServe and other information services, as well as local BBS systems.” Dungeon Master did staggeringly well right out of the gate, especially considering how small the installed base of STs really was. That same magazine noted that “Dungeon Master has become so popular, it took me several weeks to locate it in stock anywhere” — and this just two months after a very quiet release. FTL was positively overwhelmed by the demand, fighting for months a losing battle to ship games fast enough. They printed a sign to send to software dealers, saying “Yes! We have Dungeon Master!,” which they could hang in the window during those usually brief periods when that was indeed the case.

Wayne Holder personally copies Dungeon Master disks. FTL's state-of-the-art disk duplicator was key to their state-of-the-art copy protection...

Wayne Holder personally copies Dungeon Master disks. FTL’s state-of-the-art in-house disk duplicator, capable of copying 100 disks at a time, was key to their state-of-the-art copy protection.

Yes, the ST community went crazy for Dungeon Master, first in North America, soon enough in Europe, where it was packaged and distributed by the big British publisher Mirrorsoft. With the ST itself so much more popular overseas, more than two-thirds of Dungeon Master‘s eventual sales would be made through Mirrorsoft. To help them along, FTL funded full translations into German and French, still a relative rarity in the industry at that time. Doug Bell would have it that Dungeon Master sales at at least one point reached more than 50 percent of the total installed base of Atari STs — in other words, that more than one out of every two people with an ST had purchased Dungeon Master to play on it. While that seems a little unbelievable — especially given that, thanks to Jack Tramiels’s tight-lipped business practices, no one was ever quite sure how many STs were actually out there anyway — it’s a marker of Dungeon Master‘s insane popularity that it is indeed only a little unbelievable. During 1988 it really did seem that everyone who owned or had access to an ST was playing Dungeon Master. Its effect on their ranks can perhaps be compared only to the original Adventure, the game that famously stopped the institutional world of the PDP-10 dead for two weeks while everyone tried to solve it.

Helping Dungeon Master‘s commercial cause greatly was the game’s copy protection, which like just about everything else about it was innovative and technically state of the art, such that it would take months rather than the usual hours for a completely cracked version to emerge — an eternity on the calendar of the most notorious piracy demographic, the adolescent boy. Throughout those long months, the only way to play Dungeon Master was to buy a copy. A Dungeon Master original therefore became the only original game in quite a number of otherwise ill-gotten collections. The release of Dungeon Master marks one of the few occasions in the history of the software industry when copy protection clearly and incontrovertibly did do its job, generating tens if not hundreds of thousands of sales that wouldn’t have been there otherwise.

The 68000 Wars hadn’t been going all that well for the ST following the release of the Commodore Amiga 500, superior in most technical respects to a similarly low-end ST and for the first time much too close for comfort in price. Amiga owners loved to taunt ST owners about the latter platform’s inferior graphics and sound and lack of multitasking and, now, its inferior sales as well. Hard as it may seem to believe that a single game could serve as a viable riposte to such comprehensive taunts, this one was so impressive that it made exactly that: “Yes, well, we have Dungeon Master!” There wasn’t much to be said by Amiga owners in response; everyone knew they wanted it, lusted after it, were jealous as hell.

But, soon enough, they got it, and ST owners lost their bragging rights again. FTL had designed their game engine to be portable from the beginning, and the Amiga, by far the computer most technically similar to the ST, was the obvious first target. The biggest stumbling block proved to be memory. The vast majority of Amigas out there at the time still had only 512 K, the same as the low-end ST for which Dungeon Master had originally been designed, but thanks to a more memory-hungry operating system FTL just couldn’t find a way to get the game running in that space. They made the painful decision to require a full 1 MB of memory, becoming the first prominent Amiga game to do so. The decision doubtless hurt sales to some extent, but such was Dungeon Master‘s burgeoning cult that it likely did just as much to drive sales of Amiga memory expansions. Just as Commodore’s own European subsidiaries had taken to packaging Amiga 500s with the latest hit games, at least one maker of RAM expansions, Tecno, acknowledged why their customers were really interested in their product by selling a sort of Dungeon Master playing kit that included the game in the same box as the memory expansion needed to play it. Many more games began to follow Dungeon Master‘s lead in demanding 1 MB, and by 1990 it had become the effective standard minimum.

Tecno AmiRAM

In return for their patience and their indulgence in expanded memory, Amiga owners were rewarded with bragging rights of their own over their ST rivals. While the graphics in the Amiga Dungeon Master remained unchanged, FTL had taken advantage of the Amiga’s superior sound hardware to enhance the experience: monsters moving about the rooms and corridors near your party were now heard in realistic stereo. Far from just a gimmick, the subtle stereo soundscape was a real boon to situational awareness, making Dungeon Master the first of the great headphone games.

Additional ports to the Apple IIGS and MS-DOS followed. Ever the tech-driven company, FTL designed their own “sound adapter” to package with Dungeon Master on the latter platform; it replaced the beeps and squeaks that were the only noises that PC clones could normally make with sampled digital sound effects, just like all the other platforms got to enjoy.

Dungeon Master

An entire cottage industry sprang up around this single game and its single fourteen-level dungeon that’s perhaps comparable only to the one that came to surround the original Wizardry. Companies sprouted like weeds out of garages and back offices to offer character editors, map editors, and, most of all, information: tactical hints on how best to combat the various monsters, maps of the dungeon levels and solutions to the many puzzles and traps found therein. At one time there were a dozen or so alternative hint books and hint disks duking it out with FTL’s own official volume. FTL themselves released the ultimate Dungeon Master lifestyle accessory, a CD — Dungeon Master: The Album — containing tunes inspired by the game, with tracks bearing titles like “Hall of Champions,” “The Adventure Begins,” and “Riddle Room.” The music had originated as embellishments to yet more ports, this time to various Japanese consoles and computers. Dungeon Master soon became a big hit in the Land of the Rising Sun as well, making it as close to a truly global phenomenon as it was realistically possible for a computer game to be in those days.

All this success prompted the inevitable legion of copycats hoping to get a piece of the same action. Some of them, like Westwood Associates’s Eye of the Beholder and Lands of Lore series, did indeed do very well for themselves, and are still remembered with considerable fondness today. To my mind, though, none ever quite matched the taut, minimalist elegance of the original. The first game of its kind, Dungeon Master is also probably the last that a student of gaming history really needs to play, until we get to Ultima Underworld, which replaces Dungeon Master‘s step-wise movement and pseudo-3D with a smoothly scrolling truly three-dimensional view and thereby revolutionizes the genre yet again. As Wayne Holder said a few years after Dungeon Master‘s release:

I haven’t really seen anything where they have done much more than follow in our footsteps. We expected to be imitated, and we figured that people would advance the state of the art, but it was amazing how many of the things we did got completely borrowed. The movement arrows on the screen, for example. We must have experimented with dozens of different combinations before arranging them the way we did. That’s really where your investment of time is, working out what works and what doesn’t. It’s amazing how many games I look at and see those same movement arrows.

Unfortunately, FTL proved to be like their competitors in that their own later efforts also pale in comparison to the first Dungeon Master. Making the game had been an exhilarating experience, but as draining as any other difficult artistic birthing. Comparisons to the world of film abound among the FTL alumni. Nancy Holder learned a new sympathy for movie directors, who, after finishing a movie, “sometimes take years before they direct another,” while Wayne Holder recalls “Robert Rodriguez’s comment that all he wanted to do when he made El Mariachi was to make enough money to make another film. He was not prepared for it to be successful, and I felt exactly like that.” Given FTL’s focus on technology almost for its own sake, and given that they already had a proven, hugely successful design on their hands, it was easy — perhaps a little too easy — to just focus on making all of the ports as good as they could be, on engineering gadgety distractions like that MS-DOS sound adapter. Wayne Holder’s claim in 1988 that the technology they’d developed for Dungeon Master would soon allow FTL to pump out four to six games every year sounded hugely overoptimistic even then, but FTL’s failure to serve up anything new at all for long, long stretches of time is nevertheless a little shocking. He often claimed that FTL had “several” titles in development using the Dungeon Master technology, among them an intriguing-sounding horror game that comes up in a number of interviews; it might just have marked the beginning of the survival-horror genre several years before Alone in the Dark. We also heard regularly of a science-fiction scenario, possibly a sequel to Sundog. Neither ever materialized; it appears there was quite a lot of wheel-spinning going on at FTL. Wayne Holder’s dream of making FTL the Infocom of CRPGs petered out in the face of their failure to actually, you know, make games. FTL became an Infocom that could never quite get past Zork.

Doug Bell notes the failure to build on Dungeon Master in a timely way as his greatest regret from his days with FTL: “We got so busy doing ports of the game that we didn’t end up creating enough scenarios.” Wayne Holder believes FTL’s single biggest mistake to have been not to have sold their in-house Dungeon Construction Set, quite a polished creation in its own right, and “let people create their own stuff. I was afraid it would dilute the whole cachet, and people would come up with tacky stuff, but people like to author stuff.” One can imagine an alternate timeline where FTL did what they so obviously most loved to do — work on technology — and let others make games with it. Ironically, some of the more ambitious Dungeon Master obsessives reverse engineered the data format and essentially did just that; as already mentioned, a number of dungeon editors of various degrees of utility were among the products of the third-party cottage industry spawned by Dungeon Master. None, however, had anything like the polish or clout to create a community for entirely new games running in the Dungeon Master engine. An official FTL Dungeon Construction Set might just have had both.

When it did arrive on the Atari ST two years after the original, the first semi-sequel felt a little anticlimactic and a little disappointing. Originally planned as a mere expansion pack and turned into a standalone game only at the last minute, Chaos Strikes Back ran under almost exactly the same engine as its predecessor, yet was considerably smaller. Even its box art featured the same picture as the original, cementing a difficult-to-avoid impression that FTL hadn’t exactly gone all-out to make it everything it could be. Perhaps worse, Chaos Strikes Back catered strictly to hardcore Dungeon Master veterans. It implemented nothing like the masterful learning curve of its predecessor, and stands today alongside Wizardry IV as one of the toughest, most nasty-for-the-sake-of-it CRPGs of its era. There are hardcore players that love it; I’ve seen the original Dungeon Master gleefully described as nothing more than an extended training ground for the real fun of Chaos Strikes Back. But, while making a hard-as-nails game may not be an illegitimate design choice on its own terms, it was a commercially problematic one. In being so off-putting to newcomers who might wish to jump aboard midstream, FTL was all but ensuring that every successive title in the series would sell worse than its predecessors. This marks the one unfortunate place where FTL blindly followed the lead of Sir-Tech and Wizardry instead of blazing their own trail.

What FTL themselves came to consider the first proper sequel, Dungeon Master II: The Legend of Skullkeep, arrived only in 1994, almost seven years after the original. By now the Dungeon Master mania had long since died away, and FTL, for all those years a one-product company, was in increasingly dire straits as a result. The situation gave this belated release something of the feel of a final Hail Mary. And like most such, it didn’t work out. Rather astonishingly for a company that had built its reputation around technical innovation, Dungeon Master II was painfully outdated, still wedded to the old step-wise movement long after everyone else had gone to smooth-scrolling 3D environments in the wake of Ultima Underworld and Doom, the very titles the original Dungeon Master had done so much to inspire. It garnered lukewarm reviews and worse sales, and FTL went out of business in 1996.

The sun sets on FTL...

The sun sets on Software Heaven…

That, then, is that for the commercial history of FTL and Dungeon Master. Yet it doesn’t begin to do justice to the game itself as a work of enormous technical innovation, and as a great piece of game design on anyone’s terms. We’ll try to correct that failing next time, when we’ll do a little real-time dungeon delving together to hopefully see why everyone was making such a fuss back in 1988 — and, for that matter, why I’m continuing to do so today.

(Sources: Michigan Atari Magazine of February 1988;  Retro Gamer 10, 34, and 105; Power Play of April 1988 and March 1990; ST Action of November 1989 and June 1990; ACE of April 1990; Byte of November 1981 and July 1982; interview with Wayne Holder in Dungeon Master II: The Official Strategy Guide by Zach Meston and J. Douglas Arnold. The go-to place on the Internet for all things Dungeon Master is The Dungeon Master Encyclopedia, a rather staggering assemblage of technical and historical information, while Maury Markowitz’s interview with Bruce Webster fills in the story of FTL before Dungeon Master.)

 
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Posted by on December 11, 2015 in Digital Antiquaria, Interactive Fiction

 

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The Faery Tale Life of MicroIllusions

MicroIllusions

With the notable exception of Electronic Arts, the established American software industry was uncertain what to make of the Amiga in the wake of its initial release. Impressive as the machine was, it was also an expensive proposition from a parent company best known for much cheaper computers — and a parent company that was in a financial freefall to boot. Thus most publishers confined their support to inexpensive ports of existing titles that wouldn’t break the bank if, as so many expected, neither Commodore nor their Amiga were still around in a year or so.

Disappointing as this situation was to many early Amiga adopters, it spelled Opportunity for many an ambitious would-be Amiga entrepreneur. Just as early issues of Amazing Computing, the Amiga’s most respected technical magazine, carry with them some of the spirit of the original Byte magazine, of smart people joining together to figure out what this new thing is and what they can do with it, the early Amiga software scene represents the last great flowering of the Spirit of ’76 that had birthed the modern software industry. Like their peers of a decade before, the early Amiga developers were motivated more by love and passion than by money, and often operated more as a collective of friends and colleagues working toward a shared purpose than as competitors — i.e., as what Doug Carlston had once dubbed a “brotherhood” of software. Cinemaware became the breakout star of this group who committed themselves to the Amiga quickly and completely; that company was soon known to plenty of people who had never actually touched an Amiga for themselves. But there were plenty of others whose distinctly non-focus-group-tested names speak to their scruffy origins: companies like Aegis, Byte by Byte, and the one destined to be the great survivor of this pioneering era, NewTek. That NewTek would be just about the only one of these companies still in business in six or seven years does say something about the trajectory of the Amiga in North America, but perhaps says just as much about the nature of the companies themselves. Once again like their peers in the early 8-bit software industry, these early Amiga publishers carried along with their commitment to relentless innovation an often shocking ineptitude at executing fundamentals of running a business like writing marketing copy, keeping books, drawing up contracts, and paying taxes.

The story of our company of choice for today, MicroIllusions, is typical enough to almost stand in for that of the early Amiga software industry as a whole. At the same time, though, “typical” in this time of rampant innovation meant some extraordinarily original software. That’s particularly true of the works of MicroIllusions’s highest-profile programmer, David Joiner (or, as he was better known by his friends then and still today, “Talin,” his online handle). Joiner, who describes his view of the universe as of “some giant art project,” has dedicated his life to being “compulsively creative,” in both the digital and analog worlds. His vacuum-forming costumes, which transform him into alien space-bugs or knights in armor, have been the hit of many a science-fiction convention. He’s also an enthusiastic painter — “for a long time I thought my career was going to be in art” — as well as a musician and composer.

Joiner was first exposed to computers during the four years he spent at the end of the 1970s in the Air Force, programming the big mainframes of the Strategic Air Command in Omaha. He spent the several years following his discharge kicking around the margins of the burgeoning PC industry, writing amateur and semi-professional games for the Radio Shack Color Computer among other models and working briefly for DataSoft before they went bankrupt in the industry’s great mid-decade shakeout. That left him in the state in which a Los Angeles-area computer-store owner named Jim Steinert first met him: 27 years old, sleeping on friends’ couches, picking up contract programming work when he could get it, and spending much of the rest of his time hanging out at Steinert’s store — KJ Computer, located in the suburb of Granada Hills — drooling over their new Amigas.

The seeds of MicroIllusions were planted during one day’s idle conversation when Steinert complained to Joiner that, while the Amiga supposedly had speech synthesis built into its operating system, he had never actually heard his machines talk; in the first releases of AmigaOS, the ability was hidden within the operating system’s libraries, accessible only to programmers who knew how to make the right system calls. Seeing an interesting challenge, not to mention a chance to get more time in front of one of Steinert’s precious Amigas, Joiner said that he could easily write a program to make the Amiga talk for anyone. He proved as good as his word within a few hours. Impressed, Steinert asked if he could sell the new program in his store for a straight 50/50 split. Given his circumstances, Joiner was hardly in a position to quibble. When the program sold well, Steinert decided to get into Amiga software development in earnest with the help of his wunderkind.

He leased an office for his new venture MicroIllusions a few blocks from his store, and also picked up the lease on a small house to form a little software-development commune consisting of Joiner and three of his friends, talented artists and/or programmers all. Joiner describes the first year or two he spent creating inside that little house as “probably the best time of my life. We really felt like we were building the future.”

In these heady days when the Amiga was fondly imagined by its zealots as likely to become the new face of mainstream family-friendly computing, Steinert pushed Joiner to make as his first project an edutainment title similar to a Commodore 64 hit called Cave of the Word Wizard, in which the player must explore a cave whilst answering occasional spelling questions to proceed. Joiner’s response was Discovery, which replaced the cave with a spaceship and allowed for the creation of many additional data disks covering subjects from math to history to science to simple trivia for adult players. Setting a pattern that would hold for the remainder of his time with MicroIllusions, Joiner brought all his creative skills to bear on the one-man project, drawing all of the art himself in Deluxe Paint and also writing a music soundtrack in addition to the game’s code — and all in just four months. Because the Amiga would never quite conquer North America as Steinert had anticipated, the market for the Discovery line would always be a limited one, but it would prove a consistent if modest seller for MicroIllusions for years to come.

Having proved himself with Discovery, Joiner was allowed to embark on his dream project: a hybrid game — part action, part adventure, part CRPG — that would harness the Amiga’s capabilities in the service of something different from anything that had come before. He wanted to incorporate two key ideas, one involving the game’s fiction, the other its presentation. In the case of the former, he wanted to push past the oh-so-earnest high-fantasy pastiches typical of CRPG fictions in favor of something more whimsical, more Brothers Grimm than J.R.R. Tolkien. This territory was hardly completely unexplored in gaming — Roberta Williams in particular had built a career around her love of fairy tales — but it was unusual to see in a game that owed as much to action games and CRPGs as it did to the adventure games for which she was known. Joiner’s other big idea, meanwhile, really was something entirely new under the sun: he wanted to create a world that the player would traverse not in discrete steps or even screens but as a single scrolling, contiguous landscape of open-ended, real-time possibility.

The Faery Tale Adventure

The Faery Tale Adventure is the story of three brothers who set out to save their village of Tambry from an evil necromancer. Their quest will require one or more of them — if you get one of them killed, you automatically take the reins of another — to traverse the vast world of Holm from end to end, a process that by itself could take you the player hours of real time if journeying entirely on foot. Whilst traveling, you must also fight monsters and assemble the clues necessary to complete your quest.

It’s difficult to convey using words just how lovely and lyrical your journeys around Holm can be. Even screenshots don’t do The Faery Tale Adventure justice; this is a game that really must be seen and heard in action. Here, then, is just a little taste, in which I take a magical ride on the back of a giant turtle to visit a sorceress in her crystalline lair.


If it’s difficult to fully describe the experience of playing The Faery Tale Adventure using words, it’s doubly difficult to explain just how stunning it was in its day. Note the depth-giving isometric perspective, still a rarity in games of the mid-1980s. Note the way that characters and things cast subtle shadows. And note how the entirety of the world is presented at the same scale. Gone is the wilderness/town dichotomy of the Ultima games, in which the latter blow up from tiny spots on the map to self-contained worlds of their own when you step into them. In The Faery Tale Adventure, if it’s small (or big) on the outside, it’s small (or big) on the inside. I’d also tell you to note the wonderful music, except that I’m quite sure you already have (assuming you have the sound turned on, of course). Seldom has music made a game what it is to quite the extent it does this one.

Leaving aside the goal of actually solving the game, which is kind of hopeless — we’ll get to that in a moment — The Faery Tale Adventure is all about the rhythm of wandering, following roadways and peeking into hidden corners as the music plays and day turns to night and back again. Like another early Amiga landmark, Defender of the Crown, and unlike far too many other games on this platform and others, it has a textured aesthetic all its own that’s much more memorable than the bloody action-movie pyrotechnics so typical of games then and now. Play it just a little, and you’ll never, ever forget it.

That every bit of this vast world and all that makes it up — code, art, and music alike — was created virtually unaided by David Joiner in about seven months never ceases to amaze me. This Leonardo had found his niche at last:

It’s ironic because when I was growing up I was never able to focus on one single creative outlet and ignore the others — and this was considered a disadvantage. People would tell me that I had to learn to focus on one thing. Otherwise I would never be successful, just be a dilettante. I struggled to find a profession which would use all of my skills, not just some of them.

Still, stunning technical and aesthetic achievement that it is, there’s no denying that The Faery Tale Adventure is kind of a mess as a piece of game design. Its problems are all too typical of a game designed and implemented by a single idiosyncratic individual with, at best, limited external input. Some of the mechanical wonkiness I can live with. For instance, I’m not too bothered by the fact that, if you don’t get killed in one of the first few extremely difficult fights, you level up enough inside of an hour or so to the point that fighting becomes little more than a trivial annoyance for the rest of the game. The broken character-building aspect is forgivable in light of the fact that that doesn’t feel like what the game really wants to be about anyway. (That said, CRPG addicts should certainly approach this one with caution.)

But we can’t so easily wave aside the broken main spine of the game, the fact that it’s all but insoluble on its own terms. The Faery Tale Adventure presents itself as a breadcrumb-following game like the Ultimas, but its breadcrumbs are so scattered at some stages, so literally nonexistent at others, that it’s all but impossible to piece together where to go or what to do. After exploring Holm for a while, the charm of the music and the colorful graphics begins to fade and you begin to realize what a dismayingly empty place it really is. Almost every building is vacant, virtually every hotly anticipated new voyage of discovery proves ultimately underwhelming. Moments of wonder, like the first time you hitch a ride on that turtle you see above — or, even better, on a majestic swan — do crop up from time to time, but far too infrequently. The final impression is of nothing so much as a beautiful world running inside a marvelous engine that’s now just waiting for a designer to come along and, you know, write an actual game for it all. You can see contemporaneous reviewers struggling with this impression whilst giving the game the benefit of every possible doubt; The Faery Tale Adventure is nothing if not a game that makes you want to love it. Computer Gaming World‘s Roy Wagner, for instance, felt compelled to attach a rough walkthrough to try to make it actually playable to his very positive critical take on the game. Later, when the game was ported to the Sega Genesis, Sega found its design so intractable that they demanded that a similar walkthrough be included in the very manual. (One could wish that they had demanded that the design be properly fixed instead.) Joiner notes that his approach was to “start with a basic engine and then add detail like crazy,” which does rather sound like code for “write a game engine and then try to shoehorn an actual semblance of game in there at the last minute, when you realize your deadline is looming.”

David Joiner all dressed up in his armor for the Faery Tale Adventure package.

David Joiner all dressed up in his armor for the Faery Tale Adventure package.

Yet the fact remains that technical game-changers and audiovisual charmers like The Fairy Tale Adventure can usually get away with a multitude of design sins in the face of the gaming public’s insatiable appetite for the new. Knowing he had a potential hit on his hands, Steinert determined to make a veritable Electronic Arts-style rock star out of its creator. Joiner strapped himself into his knightly armor for an inadvertently hilarious photo shoot; the end results look tacky and painfully nerdy in exactly the way that the game itself doesn’t. But no matter: The Faery Tale Adventure became a hit on the Amiga after its release in early 1987 — just in time for a new influx of unabashed Amiga gamers in the form of new Amiga 500 owners — whereupon Steinert took advantage of his favored platform’s halo effect by selling less compelling ports for the Commodore 64 and MS-DOS and, years later, that rather more impressive Sega Genesis translation. The game’s success led to Activision signing MicroIllusions on as an “affiliated publisher,” a real shot at the big time.

For better or for worse, though, Steinert just couldn’t bring himself to leave behind his scruffy roots in the Amiga hacking community. Games remained only one aspect of MicroIllusions, who also developed and published such only-Amiga-makes-it-possible software as Photon Paint, the first program to let one draw and edit pictures directly in the Amiga’s 4096-color HAM mode, and Cel Animator, a classical animation package crafted with the aid of Heidi Turnipseed, a veteran of Disney and Don Bluth Productions. The high-water point for MicroIllusions unsurprisingly corresponded with that of the Amiga itself in North America: 1988, when sales were trending upward and the big breakthrough seemed just around the corner. MicroIllusions was known during this period for their lavish trade-show displays — in truth, probably more lavish than they could realistically afford even then — that made them among the most prominent of the Amiga-centric software houses not named Cinemaware. That summer MicroIllusions products took up almost half of a Computer Chronicles television feature on the Amiga scene.

The MicroIllusions booth at the January 1988 AmiExpo show in Los Angeles, which filled half on one wall inside the Westin Bonaventure's convention space.

The MicroIllusions booth at the January 1988 AmiExpo show in Los Angeles, which filled half of one wall inside the Westin Bonaventure’s convention space.

David Joiner demonstrated his latest project-in-progress on-air on that program: Music-X, a MIDI music sequencer that he’d created largely out of concern that the hated Atari ST was getting ahead of the Amiga when it came to music software (never underestimate the motivation provided by good old platform jingoism). By the time that Music-X appeared at last to rave reviews at the tail end of 1989, MicroIllusions was already in dire straits, their phones perpetually coming on- and off-line and rumors swirling about their alleged demise. That situation would remain largely unchanged for another two desperate years. Their plight must to some extent be linked to that of the Amiga itself, which had failed to ever take off as Steinert had confidently expected when purchasing all that lavish trade-show floor space. It also didn’t help that, while they released a number of other modestly well-reviewed games, they never managed another transformative hit to come close to The Faery Tale Adventure. Thanks to that failure, Activision humiliatingly dropped them as an affiliated publisher barely a year after signing them up, citing the low sales of their latest games as just not making it worth anyone’s while anymore. Even an unexpected high-profile deal with Hanna-Barbera to produce games based on cartoon franchises like Scooby Doo, The Flintstones, and The Jetsons — truly a lifeline if ever there was one — collapsed amid allegations of breached contracts and botched schedules.

One suspects that the real cause behind these failures and so many others was a nemesis of MicroIllusions’s own making that also plagued many others in the Amiga’s home-grown software industry: a simple lack of business acumen, and with it an associated tendency to place dreams before ethics. Rather than belabor the point too much more personally, I’ll deliver David Joiner’s take on Jim Steinert’s idea of running a business:

My financial relationship with MicroIllusions was long and complicated. Jim wasn’t a good businessman. That was not unusual for the software industry at the time, but there was so much wide-open opportunity that any half-competent person could start a software business and be moderately successful.

Jim and I also differed in our approach to business ethics. He imagined himself to be a sharp dealer, and once boasted to me how he “saved money” in dealing with disk-duplication companies. You see, at the time there were companies which would do all the duplication work — that is, make copies of the floppy disks, print the packaging, and assemble the boxes. And many of these companies offered ninety-day terms — that is, you didn’t have to pay for ninety days, so you could use the money you made selling the product to pay back the duplicators. This made it possible to be an entrepreneur with very little startup capital, other than the sweat equity of writing software.

Well, Jim’s idea was that when the ninety days come up you simply refuse to pay — and then, eight months later when the duplicators eventually get around to suing you, you settle out of court for like one-third of the money. This same kind of playing fast and loose with the rules is what caused him to lose the Hasbro [sic. — I believe he means Hanna-Barbera] contract, which up to that point had been an incredibly valuable asset to the company.

Many years later, I went over all the royalty statements I had gotten from MicroIllusions, and discovered that there were lots of basic arithmetic errors in them — and not always in Jim’s favor.

The story of MicroIllusions is hardly unique among the companies we’ve encountered in this history, having much in common with that of many of the immediately preceding generation of software pioneers: companies like California Pacific, Muse, and Adventure International. Enthusiasm and programming talent can only make up for a lack of basic business acumen for so long. Despite it all, MicroIllusions somehow survived, at least nominally, through 1991, when their remaining assets, including The Faery Tale Adventure, were acquired by a new company called HollyWare who used the contracts they had purchased to launch a fruitless $10 million lawsuit against a now sorely ailing Activision for allegedly mishandling that old distribution deal. As an Amazing columnist wrote as the suit went into discovery, “The really interesting thing to discover is how MicroIllusions expects to get ten megabucks out of a company with a negative net worth.” HollyWare, needless to say, didn’t last very long.

By then Joiner had long since moved on to greener pastures in games and other forms of software development, although he would never again helm quite so impactful a project as The Faery Tale Adventure. The writing had been on the wall for software Leonardos even as he was creating his masterwork. Working with a new development team who called themselves The Dreamer’s Guild, he did belatedly create Halls of the Dead: The Faery Tale Adventure II in 1997. In the tradition of its predecessor, it looked and initially seemed to play great, but showed itself over time to be half-finished and well-nigh uncompleteable.

In the end, then, the business legacy of MicroIllusions is a bit of a tawdry one, one more example of a phenomenon that would always plague the Amiga: the platform seemed to attract idealists and shysters in equal numbers — and, somehow, often in the same individual. Yet it’s because its story is both so groundbreaking and so typical that the company makes such a worthwhile case study for anyone wishing to understand the oft-dirty life and times of the Amiga in its heyday. During MicroIllusion’s brief existence they produced some visionary software that, like so much else that came out of the Amiga scene, gave the world an imperfect glimpse of its multimedia future. That’s as true of Photon Paint, the progenitor of photographic-quality visual editors like PhotoShop, as it is of Music-X, a forerunner of easy-to-use music packages like GarageBand. And, most importantly for our purposes, it’s true of The Faery Tale Adventure, a rough draft of what games might come to be in the future. It’s a game that’s perhaps best appreciated in the context of its time, as I’m so able to do thanks to all of the research — okay, playing of old games — I do for this blog. It stands out so dramatically from its contemporaries that it gave me a catch in my throat when I first saw it again that wasn’t that different from the one I felt when I saw it for the first time back in 1987. That’s a feeling that may be hard for you to entirely duplicate if you’re not a really — I mean, really — dedicated reader who’s playing all these games right along with me. But no matter. If you have an hour or two to kill, give it a download, [1]The music at the beginning of the game is a distorted mess in this version, the only otherwise working one I could find. This is down to one of the few differences between the Amiga 1000, for which the game was originally designed, and later Amiga models — a sound pointer doesn’t get automatically set in the latter. If you just give it a moment, the music will resolve from dissonance to consonance and will play as it should henceforward. I think it’s kind of a cool effect, actually — but then I occasionally blast Sonic Youth, much to my wife’s chagrin, so take that with a grain of salt.

Note that you will need to answer a few copy-protection questions at the beginning by using the map included in the zip.

For those of you who are hopeless completionists, I’ve also included with this zip the Computer Gaming World review that gives much valuable guidance on how to pursue your (otherwise almost certainly futile) quest.

By far the easiest way to get started in Amiga emulation and to play this game and the other Amiga games I’ll be featuring in this blog for quite some time to come is by purchasing Cloanto’s Amiga Forever package. It makes the whole process pretty painless.
fire up an Amiga emulator, and just have a little wander through Holm. Never did a bad game feel — and sound — so good.

(Sources: Computer Gaming World of February 1988 and October 1991; Commodore Magazine of September 1989; Amazing Computing of August 1987, April 1988, June 1988, August 1989, October 1989, March 1990, April 1990, October 1991, December 1991, and April 1992; Info of April 1992. The home page of David Joiner (Talin) hasn’t been updated since 2000, but was nevertheless very useful. Still more useful was an interview with Joiner done by Amiga Lore.)

Footnotes

Footnotes
1 The music at the beginning of the game is a distorted mess in this version, the only otherwise working one I could find. This is down to one of the few differences between the Amiga 1000, for which the game was originally designed, and later Amiga models — a sound pointer doesn’t get automatically set in the latter. If you just give it a moment, the music will resolve from dissonance to consonance and will play as it should henceforward. I think it’s kind of a cool effect, actually — but then I occasionally blast Sonic Youth, much to my wife’s chagrin, so take that with a grain of salt.

Note that you will need to answer a few copy-protection questions at the beginning by using the map included in the zip.

For those of you who are hopeless completionists, I’ve also included with this zip the Computer Gaming World review that gives much valuable guidance on how to pursue your (otherwise almost certainly futile) quest.

By far the easiest way to get started in Amiga emulation and to play this game and the other Amiga games I’ll be featuring in this blog for quite some time to come is by purchasing Cloanto’s Amiga Forever package. It makes the whole process pretty painless.

 
 

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The 68000 Wars, Part 4: Rock Lobster

In the years following Jack Tramiel’s departure, Commodore suffered from a severe leadership deficit. The succession of men who came and went from the company’s executive suites with dizzying regularity often meant well, were often likable enough in their way. Yet they were also weak-willed men who offered only timid, conventional ideas whilst living in perpetual terror of the real boss of the show, Commodore’s dilettantish chairman of the board and interfering largest stockholder Irving Gould.

The exception that proves the rule of atrocious management is Thomas Rattigan, the man who during his brief tenure saved Commodore and in the process the Commodore Amiga from an early death. Rattigan wasn’t, mind you, a visionary; he never got the time to demonstrate such qualities even if he did happen to possess them. His wasn’t any great technical mind, nor was he an intrinsic fan of computers as an end unto themselves; in common with a rather distressing number of industry executives of the time, Rattigan, like Apple’s John Sculley a veteran of Pepsi Cola, seemed to take a perverse pride in his computer illiteracy, saying he “never got beyond the slide rule” and not even bothering to place a computer on his desk. He may not have even been a terribly nice guy; the thousands of employees he laid off, among them virtually the entire team that had once been Amiga, Incorporated, certainly aren’t likely to invite him to dinner anytime soon. No, Rattigan was simply competent, and carried along with that competence a certain courage of his own convictions. That was more than enough to make him stand out from his immediate predecessor and his many successors like the Beatles at a battle of the bands.

Thomas Rattigan

Thomas Rattigan

Rattigan was appointed President and Chief Operating Officer of Commodore International on December 2, 1985, and Chief Executive Officer on April 1, 1986, succeeding the feckless former steel executive Marshall Smith, whose own hapless tenure would serve as a blueprint for most of the Commodore leaders not named Rattigan who would follow. After replacing Tramiel in February of 1984, Smith had fiddled while Commodore burned, going from the billion-dollar face of home computing in North America to the business pages’ favorite source of schadenfreude, hemorrhaging money and living under the shadow of a gleeful deathwatch. The stock had dropped from almost $65 per share at the peak of Tramiel’s reign to less than $5 per share at the nadir of Smith’s. It was Rattigan, in one of his last acts before assuming the mantle of CEO as well as president, who negotiated the last-ditch $135 million loan package that gave Commodore — in other words, Rattigan himself — a lease on life of about one year to turn things around.

Some of the changes that Rattigan enacted to effect that turnaround were as inevitable as they were distressing: the waves of layoffs and cutbacks that had already begun under Smith’s reign continued for some time. Unlike Smith, however, Rattigan understood that he couldn’t cost-reduce Commodore back to profitablity.

The methods that Rattigan used to implement triage on the profit side of the ledger sheet were unsexy but surprisingly effective. One was entry into the burgeoning market for commodity-priced PC clones, hardware that could be thrown together quickly using off-the-shelf components and sold at a reasonable profit. Commodore’s line of PC clones would never do much of anything in North America — the nameplate was too associated with cheap, chirpy home computers for any corporate purchasing manager to glance at it twice — but it did do quite well in Europe; in some European countries, especially West Germany, the Commodore brand remained as respectable as any other.

Rattigan’s other revenue-boosting move was even more simple and even more effective. Commodore’s engineers had been working on a new version of the 64. Dubbed internally the 64CR, for “Cost Reduced,” it was built around a redesigned circuit board that better integrated many of the chips and circuitry using the latest production processes, resulting in a substantial reduction in the cost of production. The chassis and case were also simplified — for example, to use only two instead of many different types of screws. While they were at it, Commodore dramatically changed the look of the machine and most of its common peripherals to match that of the newer Commodore 128, thus creating a uniform appearance across their 8-bit line. As Rattigan said, “I think you’ve got to give people the opportunity not to have a black monitor, a green CPU, and a red disk drive.”

Commodore 64C

Commodore 64C

All of which was very practical and commonsensical. Looking at the new machine, however, Rattigan saw an opportunity to do something Commodore had never done before: to raise its price, and thereby to recoup some desperately needed profit margin. This really was a revolutionary thought for Commodore. Ever since releasing their VIC-20 model that had created the home-computer segment in North America, Commodore had competed almost entirely on the basis of offering more machine for less money than the other folks — an approach that did much to create the low-rent image that would dog the brand for the rest of the company’s life. Commodore had always kept their profit margins razor thin in comparison to the rest of the industry, trusting that they would, as the old saying/joke goes, “make it up in volume.” Now, though, Rattigan realized that the 64 had much more than price alone going for it. Almost everyone buying a 64 in 1986 was motivated largely by the platform’s peerless selection of games. Most, he theorized, would be willing to pay a little more than what Commodore was currently charging to gain access to that library. Thus when Commodore announced the facelifted 64 — now rechristened simply the 64C for obvious reasons — they also announced a 20 percent bump in its wholesale price. To ease some of the pain, they would bundle with it something called GEOS, an independently developed graphically-oriented operating environment that claimed to turn the humble 64 into a mini-Macintosh. (It didn’t really, of course, but it was a noble, impressive effort for a machine with a 1 MHz 8-bit processor and 64 K of memory.) Anyone who’s been around manufacturing at all will understand just what a huge difference a price increase of that magnitude, combined with a substantial reduction in manufacturing cost, would mean to Commodore’s bottom line if customers did indeed prove willing to continue buying the new model in roughly the same numbers as the old. Thankfully, Rattigan’s instincts proved correct. The 64C picked up right where the older model had left off, a brisk — and vastly more profitable — seller.

Sometimes, then, the simplest fixes really are the most effective. Taken together with the cost-cutting, these two measures returned Commodore to modest profitability well before Rattigan’s one-year deadline expired. Entering 1987, the company looked to be in relatively good shape for the short term. Yet questions still swirled around its long-term future. If Commodore didn’t want to accept the depressing fate of becoming strictly a maker of PC clones for the European market, they needed a successful platform of their own that could become the successor to the 64, which was proving longer lived than anyone had ever predicted but couldn’t go on forever. That successor had to be the Amiga. And therein lay problems.

The Amiga was in a sadly moribund state by the beginning of 1987. The gala Lincoln Center debut was now eighteen months in the past, but it felt like an eternity. The excitement with which the press had first greeted the new machine had long since been replaced by narratives of failure and marketing ineptitude. Commodore had stopped production of the Amiga in mid-1986 after making just 140,000 machines, yet was still able to fill the trickle of new orders from warehouse stock. Sure, some pretty good games had been made for the Amiga, at least one of which was genuinely groundbreaking, but with numbers like those how long would that continue? Already Electronic Arts had quietly sidled away from their early declarations that together they and the Amiga would “revolutionize the home-computer industry,” turning their focus back to other, more plebeian platforms where they could actually sell enough games to make it worth their while. Ditto big players in business and productivity software like Borland, Ashton-Tate, and WordPerfect. The industry at large, it seemed, was just about ready to put a fork in Commodore’s erstwhile dream machine.

The Amiga’s most obvious failing was one of marketplace positioning. Really, just who was this machine for? There were two obvious markets: homes, where it would make the best games machine the world had yet seen; and the offices of creative professionals who could make use of its unprecedented multimedia capabilities. Yet the original Amiga model had managed to miss both targets in some fairly fundamental ways. Svelte and sexy as it was, it lacked the internal expansion slots and big power supply necessary to easily outfit it with the hard drives, memory expansions, accelerator cards, and genlocks demanded by the professionals. Meanwhile its price of almost $2000 for a reasonably complete, usable system was far too high for the home market that had so embraced the Commodore 64. Throw in horrid Commodore marketing that ignored both applications in favor of positioning the Amiga as some sort of challenger to the PC-clone business standard, and it was remarkable that the Amiga had sold as well as it had.

If there was a bright spot, it was that the Amiga’s obvious failing had an equally obvious solution: not one but two new models, each perfectly suited for — and, hopefully, marketed toward — one of its two logical customer bases. Rattigan, industry neophyte though he was, saw this reasoning as clearly as anyone, and pushed his engineers to deliver both new machines as quickly as possible. They were officially announced via a low-key, closed-door presentation to select members of the press at the January 1987 Winter Consumer Electronics Show. The two new models would entirely replace the original, which had always been officially called the Amiga 1000 but had seldom been referred to by that name heretofore. The Amiga 2000 would be the big, professional-level machine, with a full 1MB of memory standard — four times that of the 1000 — and all the slots and expansion possibilities a programmer, artist, or video-production specialist — or, for that matter, a game developer — could possibly want.

Amiga 2000

Amiga 2000

But it was the Amiga 500 that would become the most successful Amiga model ever released, as well as the heart of its legacy as a gaming platform. Designed primarily by George Robbins and Bob Welland at Commodore’s West Chester, Pennsylvania, headquarters — the slowly evaporating original Los Gatos Amiga team had little to do with either of the new models — the 500 was code-named “Rock Lobster” during development after the B-52’s song (reason enough to love it right there if you ask me). Key to the work was a re-engineering of Agnus, the most complex of the Amiga’s custom chips, to make it smaller, simpler, and cheaper to manufacture; the end result was known as “Fat Agnus.” That accomplished, Robbins and Welland managed to stuff the contents of the 1000’s case into an all-in-one design that looked like a bulbous, overgrown Commodore 128.

Amiga 500

Amiga 500

The Amiga 500 wasn’t, especially in contrast to the 1000, going to win any beauty contests, but it got the job done. There was a disk drive built into the side of the case, a “trap door” underneath to easily increase memory from the standard 512 K to 1 MB, and an expansion port in lieu of the Amiga 2000’s slots that let the user add peripherals the old-fashioned Commodore way, by daisy-chaining them across the desktop. Best of all, a usable system could be had for around $1000, still a stratum or two above the likes of a 64 or 128 but nowhere near so out of the reach of the enthusiastic gamer or home hacker as had been the first Amiga. Compromised in some ways though it may have been from an engineering standpoint, enough to prompt a chorus of criticism from the old Los Gatos Amigans, the Amiga 500 was a brilliant little machine from a strategic standpoint, the smartest single move the post-Tramiel Commodore would ever make outside of electing to buy Amiga, Incorporated, in the first place.

But unfortunately, this was still Irving Gould’s Commodore, a company that seldom failed to follow every good decision with several bad ones. Amiga circles and the trade press at large were buzzing with anticipation for the not-yet-released new models, which were justifiably expected to change everything, when word hit the business press on April 23 that Thomas Rattigan had been unceremoniously fired. Like the firing of Jack Tramiel three years before when things were going so very well, it made and makes little sense. Gould would later say that Rattigan had been fired for “disobeying the chairman of the board” — i.e., him — and for “gross disregard of his duties,” but refused to get any more specific. Insiders muttered that Rattigan’s chief sin was that of being too good at his job, that the good press his decisions had been receiving had left Gould jealous. Just a couple of weeks before Rattigan’s firing, Commodore’s official magazine had published a lengthy interview with him, complete with his photo on the cover. To this Gould was reported to have taken grave exception. Yet Rattigan hardly comes across as a prima donna or a self-aggrandizer therein. On the contrary, he sounds serious, thoughtful, grounded, and very candid, explicitly rejecting the role of “media celebrity” enjoyed by Apple’s John Sculley, his former colleague at Pepsi: “When you have lost something in the range of $270 million in five quarters, I don’t think it’s time to be a media celebrity. I think it’s time to get back to your knitting and figure out how you’re going to get the company making money.” Nor does he overstate the extent of Commodore’s turnaround, much less take full credit for it, characterizing it as “tremendous improvement, but not an acceptable performance.” It seems hard to believe that Gould could be petty enough to object to such an interview as this one. But at least one more piece of circumstantial evidence exists that he did: Commodore Magazine‘s longtime editor Diane LeBold was forced out of the company on Rattigan’s heels, along with other real or perceived Rattigan loyalists. It made for one hell of a way to run a company.

True to form of being less of a pushover than Gould’s other executive lapdogs, Rattigan soon filed suit against Commodore for $9 million, for terminating his five-year employment contract four years early for no good reason. Commodore promptly counter-sued for $24 million, the whole ugly episode overshadowing the actual arrival of the Amiga 500 and 2000 in stores. After some five years of court battles, Rattigan would finally be awarded his $9 million — yes, every bit of it — just at a time when everything was starting to go sideways for Commodore and they could least afford to pay him.

With Rattigan now out of the picture — Gould had had him escorted off the campus by security guards, no less — Gould announced that he would be taking personal charge of day-to-day operations, a move that filled no one at the company other than his hand-picked circle of sycophants with any joy. But then, for Gould day-to-day oversight meant something different than it did for most people. He continued to live the lifestyle of the jet-setting super-rich, traveling the world — reportedly largely to dodge taxes — and conducting business, to whatever extent he did, by phone. Thus Commodore was not only under a cloud of rumor and gossip at this critical moment when these two critical new machines were being introduced, but they were also leaderless, their executive wings gutted and reeling from Gould’s purge and their ostensible new master who knew where. There was, needless to say, not much in the way of concerted promotion or messaging as the months marched on toward Christmas 1987, the big test of the Amiga 500.

While it didn’t abjectly fail that test, it didn’t really skate through with honors either. On the one hand, Amigas were selling again, and in better numbers than ever before. The narrative of the Amiga as a flop that was soon to be an orphan began to fade, and companies like Electronic Arts began to return to the platform, if not always as a target for first-run games at least as a consistent target for ports. WordPerfect even ported their industry-standard word processor to the Amiga. But on the other hand, the Amiga certainly wasn’t going to become a household name like the 64 anytime soon at this rate. In addition to the nearly complete lack of Commodore advertising, distribution remained a huge problem. Many people who might have found the Amiga very interesting literally never knew it existed, never saw an advertisement and never saw it in a store. Jack Tramiel’s decision to dump the 64 into mass-market channels like Sears and Toys “R” Us had been a breaking of his own word and a flagrant betrayal of his loyal dealers from which Commodore’s reputation had never entirely recovered. Yet it had also been key to the machine’s success; the 64 was available absolutely everywhere during its heyday, an inescapable presence to tempt plenty of people who would never think to walk into a dedicated computer store. Now, though, having laboriously and with very mixed results struggled to rebuild the dealer network that Tramiel had demolished, Commodore refused to do the same with the Amiga 500, even after some of those dealers had started to whisper through back channels that, really, it might be okay to offer some 500s through the mass market in the name of increasing brand awareness and corralling some new users who would quite likely end up coming to them for further hardware, software, and support anyway. But it didn’t happen, not in 1987, 1988, or the bulk of 1989.

The Amiga thus came to occupy an odd position on the American computing scene of the late 1980s, not quite a failure but never quite a full-fledged success either. Always the bridesmaid, never the bride; the talented actor never quite able to find her breakout role; pick your metaphor. Commodore blundered along, going through more of Irving Gould’s sock-puppet executives in the process. Max Toy, unfortunately named in light of the image that Commodore was still trying to shake, took over in October of 1987, to be replaced by Harold Copperman in July of 1989. Meanwhile the two Amiga models settled fairly comfortably into their roles.

Video production became the 2000’s particular strong suit. Amigas were soon regular workhorses on television series like Amazing Stories, Max Headroom, Lingo; on films like Prince of Darkness, Not Quite Human, Into the Homeland; on lots of commercials. If most of this stuff wasn’t exactly the pinnacle of cinematic art, it was certainly more Hollywood work than any other consumer-grade PC was getting. More important, and more inspiring, were the 2000s that found homes in small local newsrooms, on cable-access shows, and in small one- or two-person video-production studios. Just as the Macintosh had helped to democratize the means of production on paper via desktop publishing, the Amiga was now doing the same for the medium of video, complete with a new buzzword for the age: “desktop video.”

The strong suit of the Amiga 500, of course, was games. At first blush, the Amiga might seem a hard sell to game publishers. Even in 1988, after the 500 and 2000 had had some time to turn things around for the platform, a hit Amiga game might sell only 20,000 copies; a major blockbuster by the platform’s terms, 50,000. The installed base still wasn’t big enough to support much bigger numbers than these. An only modestly successful MS-DOS game, by contrast, might sell 50,000 copies, while some titles had reportedly hit 500,000 copies on the Commodore 64 alone. Yet, despite the raw numbers, many publishers discovered that the Amiga carried with it a sort of halo effect. Everyone seriously into computer games knew which platform had the best graphics and sound, which platform had the best games, even if some were reluctant to admit it openly. Publishers found that an Amiga game down-ported to other platforms carried with it a certain cachet inherited from its original version. Cinemaware, the premiere Amiga game developer and later publisher in North America, used the Amiga’s halo effect to particularly good commercial effect. All of their big releases were born, bred, and released first on the Amiga. They found that it made good commercial sense to do so, even if they ultimately sold far more copies to MS-DOS and Commodore 64 owners. While it’s true that Cinemaware could never have survived if the Amiga had been the only platform for which they made games, neither could they have made a name for themselves in the first place if the Amiga versions of their games hadn’t existed. Some of the same triangulations held sway, albeit to a lesser extent, among other publishers.

All told, the last three years of the 1980s were, relatively speaking, the best the Amiga would ever enjoy in North America. By the end of that period, with the 64 at last fading into obsolescence, the Amiga could boast of being the number two platform, behind only MS-DOS, for computer games in North America — a distant second, granted, but second nevertheless — while Commodore stood as the number three maker of PCs in North America in terms of units sold, behind only IBM and Apple. And Commodore was actually making money for most of this period, which was by no means always such a sure thing in other periods. But perhaps more important than numbers and marketshare was the sense of optimism. Every month seemed to bring some breakthrough program or technology, while every Christmas brought the hope that this would be the one where the Amiga finally broke into the public consciousness in a big way. To continue to be an Amiga loyalist in later years would require one to embrace Murphy’s Law as a life’s creed if one didn’t want to be positively smothered under all of the constant disappointments and broken promises that could make the platform seem cursed by some malicious higher power. But in these early, innocent times everything still seemed so possible, if only there would come the right advertising campaign, the right change in management at Commodore, the right hardware improvements.

But, ah, Commodore’s management… there lay the rub, even during these good years. Amiga owners watched with concern and then alarm as Apple and the makers of MS-DOS machines alike steadily improved their offerings whilst Commodore did nothing. In 1987, Apple debuted the Macintosh II, their first color model, with a palette of millions of colors to the Amiga’s 4096 and a hot new 16 MHz 68020 CPU inside. Yes, it cost several times the price of even the professional-grade Amiga 2000, and yes, 68020 or no, the Amiga could still smoke it for many animation tasks thanks to its custom chips. But then, even Apple’s prices always came down over time, and everyone knew that their hardware would only continue to improve. That same year, IBM introduced their new PS/2 line, and with it the new VGA graphics standard with about 262,000 colors on offer. More caveats applied, as Amiga fans were all too quick to point out, but the fact remained that the competition was improving by leaps and bounds while Commodore remained wedded to the same core chipset that they had purchased back in 1984. The Amiga 1000 had been a generation ahead of anything else on the market at the time of its release, but, unfortunately, generations aren’t so long in the world of computers. Gould and his cronies seemed unconcerned about or, still more damningly, blissfully unaware of the competition that was beginning to match and surpass the Amiga in various ways. In 1989, IBM spent 10.9 percent of their gross revenue on R&D, Apple 6.7 percent. And Commodore? 1.7 percent. The one area where Commodore did rank among the biggest spenders in the industry was in executive compensation, particularly the salary of one Irving Gould.


For the 1989 Christmas season, Commodore launched what would prove to be their first and last major mainstream advertising campaign for the Amiga 500. The $20 million campaign featured television spots produced by no less leading lights than Steven Spielberg’s Amblin Entertainment and George Lucas’s Lucasfilm. The slogan was “Amiga: The Computer for the Creative Mind.” The most lavish of the spots featured cameos by a baffling grab bag of minor celebrities, including Tommy Lasorda, Tip O’Neill, the Pointer Sisters, Burt Bacharach, Little Richard, and astronauts Buzz Aldrin, Gordon Cooper, and Scott Carpenter. Commodore’s advertising agency announced confidently that 92 percent of Americans would see an Amiga commercial an average of twenty times during November and December. Commodore would even begin selling 500s through mass-market merchandisers at last, albeit in a limited way, going through Sears and Service Merchandise alone. The campaign was hyped in the Amiga press as a last all-out effort to make that ever-elusive big breakthrough in North America. Sure, it was something they really needed to have done back in 1987, when the 500 first debuted, but at least they were doing it now. That was something, right? Right? In the end, it proved a heartbreaker of the sort with which Amiga fans would grow all too familiar over the years to come: it had no appreciable effect whatsoever. And with that Commodore slipped out of the mainstream American consciousness along with the decade with which their computers would always be identified.

The next year the first of a new generation of unprecedentedly ambitious games arrived — games like Wing Commander, Ultima VI, Railroad Tycoon — that looked, sounded, and played better on MS-DOS machines than they did on Amigas, thanks to the ever-improving graphics cards, sound cards, and new 32-bit 80386 processors in those heretofore bland beige boxes. Cinemaware that same year released Wings, the last of their big Amiga showcases, and then quietly died. The Amiga’s halo effect was no more. Just like that, an era ended.

And yet… well, here’s where things get a little confusing. As the Amiga was drying up as a gaming platform in North America, it was in many ways just getting started in Europe, with most of the classics still to come. Let’s rewind and try to understand how this parallel history came to be.

Commodore had always been extremely strong in Europe, going all the way back to their days as a maker of calculators. Their first full-fledged computer, the PET, had been little more than a blip on the radar in North America in comparison to its competitors the Radio Shack TRS-80 and the Apple II, yet it had fostered a successful and respected line of business computers across the pond. Commodore’s most consistently strong markets then would also prove the strongest of their twilight years: Britain and, especially, West Germany. Both operations were granted much more autonomy than the North American operation, and were staffed by smart people who were much better at selling Commodore’s American computers than Commodore’s Americans were. Germans in particular developed a special affinity for the Commodore brand, one that was virtually free of the home-computer/business-computer dichotomy that Commodore twisted themselves into knots trying to navigate in the United States. In Germany a good home computer was simply a good home computer, and if the same company happened to offer a good business computer, well, that was fine too.

batmanpack

When Commodore’s European leadership looked to the new Amiga 500, they saw a machine sufficient to make the traditional videogame demographic of teenage boys, who were currently snatching up Commodore 64s and Sinclair Spectrums, positively salivate. They unapologetically marketed it on that basis. Knowing what their buyers really wanted the machine for, they quite early on took to bundling together special packages, usually just in time for Christmas, that combined a 500 with a few of the latest hot games. A particular home run was 1989’s so-called “Batman Pack,” which included the game based on the hit Batman movie, a fresh new arcade conversion called The New Zealand Story, the graphically stunning casual flight simulator F/A-18 Interceptor, and, since this was an Amiga after all, the platform’s signature application, Deluxe Paint II. Deluxe Paint aside, there was no talk of video production or productivity of any other stripe, no mention of the Amiga’s groundbreaking multitasking operating system, no navel-gazing discussions of the platform’s place in the multimedia zeitgeist. Teenage boys didn’t want any of that. What they wanted was great games with great graphics, and that’s exactly what Commodore’s European operations gave them. You were just buying a fun computer, a game machine, so you didn’t need to go through a dealer. From the beginning, the Amiga 500 was widely available at all of the glossy electronics stores on European High Streets. The West German operation went even further: they started selling Amigas through grocery stores. Buy an Amiga 500, hook it up to a television, pop in a disk, turn it on, and start playing.

The British and especially the Germans took to the Amiga 500 in numbers that Commodore’s North American executives could only dream of. By early 1988, Commodore could announce that they had sold 500,000 Amigas worldwide, a strong turnaround for a marque that had been all but left for dead a year before. A rather astonishing 200,000 of those machines, 40 percent of the total, had been sold in West Germany alone; Britain accounted for another 70,000. Even now, with the Christmas season behind them, Commodore West Germany was selling a steady 4000 Amiga 500s every week. A few months later came the simultaneously impressive and depressing news that the total market for Amiga hardware and software in West Germany (population 60 million) was now worth more than that for the United States (population 240 million). And where Germany led, the rest of Europe followed. Eighteen months later, with worldwide Amiga sales closing in on 1.5 million, it was the number one gaming computer in Europe, a position it would continue to enjoy for several years to come. Just about to begin its fade from prominence as a game machine in the United States, in Europe the Amiga’s best years and best games were still in front of it, as bedroom coders learned to coax performance out of the hardware of which its designers could hardly have conceived. The old Boing demo, once so stunning that crowds of trade-show attendees had peeked suspiciously under tables looking for the workstation-class machine that was really generating that animation, already looked singularly unimpressive. The story of the Amiga 500 in Europe was, in other words, the story of the Commodore 64 happening all over again. Commodore was now making the vast majority of their money in Europe, the North American operation a perpetual weak sister.

When journalists for the Amiga trade press in North America visited Europe, they were astounded. Here was the mainstream saturation that they had only been able to fantasize about back home. A report from a correspondent visiting a typical department store in Cologne must have read to American readers like a dispatch from Wonderland.

I came across a computerized book listing that was running on an Amiga 500. As I approached the computer department, I was greeted by a stack of Amiga 500s. I could not believe the assortment of Amiga titles on the book rack (hardcover ones, too!). I found two aisles full of Amiga software, consisting mostly of games. The Amiga selection was more than that of any other computer.

In a sense, it was just a reversion to the status quo. After all, prior to the introduction of the VIC-20 in 1981, Commodore’s income had been similarly unevenly distributed between the continents. Seen in this light, it’s the high times of the 1980s that are the anomaly, when American buyers flocked to the VIC-20 and the 64 and for a time made what had always been fundamentally a European brand — although, paradoxically, a European brand engineered and steered from the United States — into an intercontinental phenomenon. Not that that was of much comfort to the succession of executives who came and went from Irving Gould’s hotseat, fired one after another for their failure to make North American sales look as good as European sales.

But I did promise you 68000 Wars in the title of this article, didn’t I? So where, you might well be wondering, was the Amiga’s arch-rival the Atari ST in all this? Well, in North America it was a fairly negligible factor, although Atari would continue to sell their machine there almost as long as Commodore would the Amiga. The hype around the ST had dissipated quickly with the revelation in late 1986 that Atari really wasn’t selling anywhere near as many of them as Jack Tramiel liked to let on, and the Amiga 500, so obviously audiovisually superior and now much closer in price, soon proved a deadly foe indeed. The ST retained its small legion of loyal users: desktop publishers unwilling to splurge on a Macintosh, who took full advantage of its rock-solid monochrome high-resolution screen and Atari’s inexpensive laser printer, thereby truly making the ST live up to its old “Jackintosh” nickname; musicians, both amateur and professional, who loved its built-in MIDI port; programmers and hardware hackers who favored its simple, straightforward design over the Amiga’s more baroque approach; people who needed lots and lots of memory for one reason for another, on which terms Atari always offered the best deal in town (they released 2 MB and 4 MB ST models as early as 1987, when figures like that were all but inconceivable); inveterate Commodore haters and/or Atari lovers who bought it for the badge on its front. Still, there was little doubt which platform had won the 68000 Wars in North America. In the wake of the Amiga 500’s release, Atari began increasingly to turn to other ways of making money: buying the Federated chain of consumer-electronics stores; capitalizing on nostalgia for the glory days of the Atari VCS by continuing to sell both the old hardware and the cartridges to run on it; wresting away from Epyx a handheld gaming machine, the first of its kind, that was ironically designed by members of the old Amiga, Incorporated, team. When all else failed, there was always Jack Tramiel’s old hobby of lawsuits, of which he launched quite a few, most notably against the former owners of Federated for overstating their company’s value and against the new kid on the block in console gaming, Nintendo, for their alleged anti-competitive practices.

In Europe, the ST also came out second best to the Amiga, but the race was a much closer one for a while. Along with their love for all things Commodore, Germans found that they could also make room in their hearts for the Atari ST. It found a home in many German markets it never came close to cracking in the United States, being regarded as a perfectly respectable business computer there for quite some time. It also continued to do fairly well with gamers, thanks to Atari’s pricing strategies that always seemed to keep its low-end model just that little bit cheaper than the Amiga 500, enough to be a difference-maker for some buyers. When the Amiga became the biggest gaming computer in Europe, it was the Atari ST that slipped into the second spot. It would take the much more expensive MS-DOS machines some years yet to overtake these two 68000-based rivals. The economic chaos brought on by the reunification of West and East Germany, which caused many consumers there to tighten their wallets, only helped their cause, as did the millions of new price-conscious buyers who were suddenly scrambling for a piece of that Western computing action following the fall of the Iron Curtain.

The story of the Amiga, and to some extent also that of the ST, is often framed as a narrative of frustration, of brilliance that never got its due. There are some good reasons for that, but it can also be a myopic, America-centric view, ignoring as it does a veritable generation of youngsters on the other side of the Atlantic who grew up knowing these two platforms very well indeed. When I was writing my book about the Amiga, I couldn’t help but note the markedly different responses I got from friends in Europe and the United States when I told them about the project. Most Americans have no idea what an Amiga is (“Omega?”); most Europeans of a certain age remember it all too well, flashing me smiles redolent of nostalgia for afternoons spent before the television with their mates, when the summer seemed endless and the possibilities limitless. Instead of lamenting might-have-beens too much more, I expect to spend quite some articles over the next few years talking about the Amiga’s innovations and successes — and, yes, I’ll also have more to say about the Amiga’s perpetually overlooked little frenemy the Atari ST as well. Whether you grew up with one of these machines or you too aren’t quite sure yet what to make of this whole “Omega” thing, I hope you’ll stick around. Some amazing stuff is in store.

(Sources: Invaluable as always for these articles was Brian Bagnall’s book On the Edge: The Spectacular Rise and Fall of Commodore. I can’t wait for the better, longer version. The long-running “Roomers” column in Amazing Computing is my go-to source for a month-by-month chronology of developments on the Amiga scene, and the source of most of the nit-picky factoids in this article. The issues of Amazing used include: March 1987, June 1987, July 1987, August 1987, October 1987, November 1987, December 1987, February 1988, April 1988, May 1988, June 1988, July 1988, August 1988, September 1988, November 1988, December 1988, January 1989, February 1989, March 1989, April 1989, May 1989, June 1989, July 1989, August 1989, September 1989, October 1989, November 1989, December 1989, January 1990, April 1990, May 1990, June 1990, February 1991, March 1991, April 1991, May 1991, December 1991. Commodore Magazine‘s fateful interview with Thomas Rattigan appeared in the May 1987 issue. Other sources include Retro Gamer 39 and of course my own book The Future Was Here. Hey, it’s not every day a writer gets to cite himself…)

 
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Posted by on November 27, 2015 in Digital Antiquaria, Interactive Fiction

 

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Defender of the Crown

Defender of the Crown

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

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

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

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

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

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

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

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

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

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

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

Our noble Saxon hero on the job

Our noble Saxon hero on the job.

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

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

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

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

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

A Jim Sachs self-portrait

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

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

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

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

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

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

Defender of the Crown

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Defender of the Crown

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

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

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

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

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

Defender of the Crown

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

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

 
 

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The 68000 Wars, Part 3: We Made Amiga, They Fucked It Up

Amiga 1000

The Commodore/Amiga honeymoon could hardly have been more idyllic. Honoring the wishes of everyone at Amiga to not get shipped off to Commodore’s headquarters in West Chester, Pennsylvania, Commodore instead moved them just ten miles from their cramped offices in Santa Clara, California, to a spacious new facility in Los Gatos, surrounded by greenery and well-tended walking paths that gave it something of the atmosphere of a university campus. The equipment at their disposal was correspondingly upgraded; instead of fighting one another for the use of a handful of aging Sage IV workstations, everyone in a significant technical role now got a brand new Sun workstation of his own. Best of all, Commodore knew when to back off. With their charges now relocated and properly equipped, they left them to it. “Commodore,” says R.J. Mical, “did the best thing they possibly could have done to make sure the product they bought was successful. They left us alone.” They were all “vastly in love with Commodore” in those early days. After all they’d just been through, how could they not be?

With Jay Miner’s chipset, the heart of their project, largely complete before the acquisition, Amiga’s focus now shifted to all of the stuff that would need to surround those chips to finish their computer, now to be called not the Amiga Lorraine but the Commodore Amiga. The need for an operating system becoming urgent, the software folks now came to the fore. The three most prominent systems programmers at Amiga each authored one layer of the software stack that would become the soul of the machine. Carl Sassenrath wrote the Exec, the kernel of a new operating system that borrowed many ideas from bigger institutional operating systems like Unix, not least among them the revolutionary capability of true preemptive multitasking. Atop that Dale Luck layered the Graphics Library, a collection of software hooks to let programmers unlock the potential of Miner’s chipset in a multitasking-friendly way, without having to bang on the hardware itself. And atop that R.J. Mical layered Intuition, a toolbox of widgets, icons, menus, windows, and dialogs to let programmers build GUI applications with a consistent look and feel.

But even as the rest of the system was coming together around it, Miner continued to tinker with his chipset. Out of these late experiments arose one of the most important capabilities of the Amiga, one absolutely key to its status as the world’s first multimedia PC. In the Amiga’s low-resolution modes of 320 X 200 and 320 X 400, Denise was normally capable of displaying up to 32 colors chosen from a palette of 4096. Miner now came up with a way of displaying any or all 4096 at once, using a technique he called “hold and modify” whereby Denise could create the color of each pixel by modifying only the red, green, or blue component of the previous pixel. He hoped it would allow programmers to create photorealistic environments for flight simulators, a special interest of his. When he realized that HAM mode updated too slowly to offer a decent frame rate for such applications, he actually requested that it be removed again from the chipset. But the chip fabricators said it would cost precious time and money to do so, and since it wasn’t hurting anything they might as well leave it in. Thank God for those bean counters. While it would indeed prove of limited utility for flight simulators and other games, HAM would allow the Amiga to display captured photographs of the real world. As advertisements for Digi-View, the first practical photorealistic digitizer to reach everyday computers, would soon put it, “Digi-View brings the world into your Amiga!” It’s that very blending of the analog world around us with the digital world inside the computer that is the key to the multimedia experience that the Amiga was first to provide. HAM mode stands as a classic object lesson in unintended consequences of technological innovation. The Amiga’s claim to historical importance would have been much shakier without it.

As 1984 turned into 1985, Commodore’s patience with the sort of endless tinkering that had led to HAM mode began to decrease; they wanted Los Gatos to just get the Amiga done already. The splashy debut the Atari ST made at the Winter Consumer Electronics Show in January spooked the brass back in West Chester. And by the spring of 1985, with the home-computer market clearly on the downturn, Commodore’s financial position was beginning to look downright precarious. They needed the Amiga, and soon.

A new hire named Howard Stolz, young and inexperienced like so many of the others, became the project’s unsung hero by crafting the external appearance for the new computer. His sleek, trim case still looks great today; whatever else you can say about that first Amiga model, it remains to this day by far the best looking Amiga ever released. Then and now, one is first struck upon seeing it by how small it is; even Apple’s contemporaneous machines look chunky and clunky next to it. And it’s full of thoughtful little touches, like the “garage” below the system unit into which one can slide the keyboard when not in use. Imprinted on the inside cover of the system unit are the signatures of the core Amiga team, an idea borrowed from the original Apple Macintosh. Amongst them is the paw print of Jay Miner’s beloved Mitchie.

The Amiga made its public debut at last on July 23, 1985, in the most surreal event in the long history of Commodore. Obviously hoping to duplicate the sort of excitement Apple had become so adept at evoking, Commodore rented New York’s Lincoln Center to put on a show the likes of which they never had before and never would again. The black-tie event sported an open bar stocked to the nines, waiters wandering through the crowd with plates of hors d’oeuvres, a laser show, a three-piece classical-music trio, and — no, really — a ballerina twirling across the stage. The Los Gatos team were all there, crammed awkwardly into rented tuxedos. Bob Pariseau, the traditional master of ceremonies of Amiga demos since the days when the Amiga Lorraine was just a tangled mass of wires and breadboards, once again narrated the proceedings, looking like a stage magician in his tux and long ponytail. The rabbit he pulled out of his hat for the occasion was perhaps the only computer in the world at that time that could have managed not to be overshadowed by all the pomp and circumstance. The crowd erupted into spontaneous applause on several occasions: when, thanks to HAM mode, the Amiga showed all 4096 colors onscreen at once; when the Amiga played a bit of “Smoke on the Water” in an appropriately distorted electric-guitar tone; when it talked in male and female voices; when that old favorite, Boing, showed up yet again. The evening concluded with Andy Warhol coming onstage to digitize and manipulate the image of Debbie Harry of Blondie fame, creating an end result reminiscent of his famous Marilyn Diptych of 1962. The Amiga, everyone had to agree, made for one hell of a show.

The Amiga enjoyed the best press of its career in the immediate aftermath of that Lincoln Center premiere, ironically well before anyone could actually buy one. Byte magazine, whose editorial voice was easily the most respected in the industry, devoted a luxurious 13 pages to a detailed technical preview of the machine, pronouncing it “the most advanced and innovative personal computer today.” Creative Computing, the industry’s most venerable and (often) most visionary publication, was even more effusive in its praise. The Amiga was not just a new computer but “a new communications medium — a dream machine, a new medium of expression” that the reviewer pronounced literally indescribable in print. Writing for Computer Gaming World, Jon Freeman pronounced that “anything your favorite computer can do, the Amiga can do better. And faster. And in stereo.”

Freeman published his games through Electronic Arts, and in writing his article on the machine was very much toeing his publisher’s line. By far the new computer’s most enthusiastic and stalwart supporter, who had followed it with interest since well before the Commodore acquisition, was EA. Trip Hawkins, still nursing his dream of EA software titles lined up on the shelf of every hipster aesthete alongside the music albums they were consciously packaged to evoke, just got right away what the Amiga could mean for computerized entertainment. For him it was the Great White Hope for an industry suffering through its first real downturn ever and struggling to understand just what had gone wrong. Receiving their first prototypes many months before the Lincoln Center premiere, EA had worked hand-in-hand with Los Gatos to refine the machine and get a jump start on writing software for it.

Thus much of the earliest software available for the Amiga came from EA, including ports of old favorites like Archon and Seven Cities of Gold as well as new titles destined to become Amiga icons: DeluxePaint, Arcticfox, Marble Madness. In the immediate wake of the Amiga’s release, while most publishers were adopting a wait-and-see position on the new machine, EA offered full-throated support via splashy multi-page editorials that ran in just about every publication in the industry.

The Amiga will revolutionize the home-computer industry. It’s the first home machine that has everything you want and need for all the major uses of a home computer, including entertainment, education, and productivity. The software we’re developing for the Amiga will blow your socks off. We think the Amiga, with its incomparable power, sound, and graphics, will give Electronic Arts and the entire industry a very bright future.

We believe that one day soon the home computer will be as important as radio, stereo, and television are today.

But so far, the computer’s promise has been hard to see. Software has been severely limited by the abstract, blocky shapes and rinky-dink sound reproduction of most home computers. Only a handful of pioneers have been able to appreciate the possibilities. But then, popular opinion once held that television was only useful for civil-defense communications.

The Amiga is advancing our medium on all fronts. For the first time, a personal computer is providing the visual and aural quality our sophisticated eyes and ears demand. Compared to the Amiga, using some other home computers is like watching black-and-white television with the sound turned off.

For the first time, software developers have the tools they need to fulfill the promise of home computing.

Two years ago, we said, “We See Farther.” Now Farther is here.

With praise like that, how could anything go wrong?

Well, anything could, and for a while there it seemed like just about everything did. After the premiere and the rapturous press it generated, much momentum was squandered as Commodore struggled to put the finishing touches on the Amiga and get the machine, so much more complicated than anything the company had built or supported before, into production. It wasn’t until November that one could hope to walk into a store and walk out with a new Amiga. Commodore’s advertising campaign that started up then was as unfocused as a confetti cannon. In lieu of a coherent argument for what the Amiga represented and why it mattered, Commodore gave the public black-and-white footage of the Baby Boom Generation and tired rhetoric about keeping up with the Joneses. Commodore had somehow decided that the best way to sell the most futuristic, technologically advanced computer on the market was to evoke… nostalgia.

Just why did EA seem to understand what the Amiga represented so much better than Commodore themselves? Why was EA so much better at selling Commodore’s computer than Commodore? EA unhesitatingly and unreservedly laid out a compelling case for the Amiga as a revolutionary technology for home entertainment. Meanwhile Commodore hedged their bets everywhere — except in the Amiga’s most obvious application as a game machine, from which they ran terrified.

Then, within weeks of the Amiga’s arrival in stores, Commodore’s advertising disappeared completely. The reason was a pretty basic one: Commodore simply couldn’t afford to pay for it anymore. The previous year had been so disastrous that they were suddenly teetering on the verge of bankruptcy.

After that magical year of 1983, when Commodore had briefly become a billion-dollar company and briefly been even bigger than Apple, there had been little but bad news on the financial front. 1984 had marked a gradual cooling of the excitement surrounding home computers. That was a problem for many companies, but few more so than Commodore: Commodore represented fully 60 percent of the home-computer hardware market by that point, and had long since axed all of their more expensive machines. For them 1984 brought the failure of the eminently fail-worthy Plus/4, an alarming buildup of Commodore 64 inventories, and a disappointing Christmas that failed to come close to the previous one. And yet their troubles were only just beginning.

In 1985 a slowing home-computer market turned into a collapsing home-computer market. Suddenly Commodore was posting massive losses, to the tune of almost $200 million in 1985 alone. Their mounting debt amounted to about the same figure. By the beginning of 1986 their unsold inventory amounted to almost half a billion dollars, and layoffs had halved their workforce from 7000 to 3500. Not only was Commodore forced to effectively give up on advertising the Amiga in the mainstream media, but they didn’t even go to the biggest party in their own industry, Winter CES, in January of 1986; they simply couldn’t afford to. Ahoy! magazine pronounced Commodore’s absence akin to “Russia resigning from the Soviet Bloc, Sly leaving the Family Stone.”

Most of the people who bought home computers in 1982 and 1983 had bailed out quickly once they realized how limited their machines really were, while the remainder already had their Commodores 64s, thank you very much. And the rest of the population, the ones who were supposed to keep buying and buying for years to come, simply weren’t interested anymore. What was Commodore supposed to do, saddled as they were with bloat like the massive West Chester campus that Jack Tramiel had bought for them at the height of 1983’s success, which they hadn’t been able to even begin to fill even then?

That was a question that lots of bankers were now asking themselves because Commodore had now fallen into default of their debt obligations. The financial community wasn’t inclined to take very much on faith when it to came to this company to which an air of the fly-by-night had always clung even in its glory years. Thus it came down to a hard-headed calculus. Was their best bet to demand their payments, forcing Commodore into bankruptcy and liquidation and giving the loaners a chance to recoup what they could? Or would it be better to wait and see if things looked likely to turn around? For agonizing weeks they held Commodore’s future in their hands while the Wall Street Journal and business pages around the world speculated on the over-under of the company being forced to fold. At last, in March of 1986, a deal was reached: Commodore would get another loan package worth $135 million with which to service their existing debt and fund their efforts to turn things around. It amounted to a lease on life of about one year.

The doors would stay open for the time being, but Commodore was now known far and wide — not least to potential Amiga buyers — as a company teetering on the edge of a financial cliff. And even if you decided it was worth risking such a major purchase from a company that looked very likely to leave the Amiga an orphan, you still had to find someplace to actually buy one. Therein lies a tale in itself.

There were two entirely separate distribution channels for computers in the mid-1980s: the network of specialized dealers, who offered service, advice, and support along with computers to their customers; and the mass merchants, big-box stores like Sears and Toys ‘R’ Us and the big consumer-electronics chains, who sold computers alongside televisions and washing machines and offered little to nothing in the way of support, competing instead almost entirely on the basis of price. Commodore under Jack Tramiel had pioneered the latter form of distribution with the VIC-20, the first truly mass-market home computer. Most people were happy to buy a relatively cheap machine, especially one meant for casual home use, through a big-box store. Those spending more money, and especially those buying a machine for use in business, preferred to safeguard their investment by going through a dealer. Thus Apple, IBM, and the many makers of IBM clones like Compaq continued to sell their more expensive machines through dealers. Commodore and Atari, makers of cheaper, home-oriented machines, sold theirs through the mass market.

Now, however, Commodore found themselves with a more expensive machine and no dealer network through which to sell it, a last little poison pill left to them by Jack Tramiel. One might say that Commodore was forced to start again from scratch — except that it was actually worse than that. In late 1982 Tramiel had destroyed what was left of Commodore’s dealer network when he dumped the successor to the VIC-20, the Commodore 64, into the mass-market channel as well, just weeks after promising his long-suffering dealers that he would do no such thing. That betrayal had put many of his dealers out of business, leaving the rest to sign on with other brands whilst saying, “Never again.” New Commodore CEO Marshall Smith was honestly trying in his stolid, conservative, steel-industry way to remove the whiff of disreputability that had always clung to the company under Tramiel. But the memories of most potential dealers were still too long, no matter how impressive the machine Commodore now had to offer them. The result was that many major American cities now sported, at best, just one or two places where you could walk in and buy an Amiga. It was a crippling disadvantage.

And so the Amiga’s early customers would largely come down to the hacker hardcore, who saw the Amiga for the revolutionary technology that it was and just couldn’t not have one, in spite of it all. The early issues of Amazing Computing, the first techie magazine to devote itself to the Amiga, have some of the flavor of the early issues of Byte. Hackers probed at the machine’s many mysteries — like this unexplained “HAM mode” that was supposed to allow one to do magical things — and published their findings for others to build upon. Given by Commodore no way to expand the Amiga beyond 512 K, they figured out how to roll their own memory expansions; ditto for hard drives. Faced with a dearth of commercial software, a fellow named Fred Fish started curating disks full of the best free software and distributing them at cost to dealers to pass on to customers; the Fred Fish Collection would eventually reach over 1100 disks. A fellow named Tim Jenison devised a digitizer and started distributing disks full of incredible full-color photographs. A fellow named Eric Graham wrote a 3-D modeller and ray tracer and started passing around a jaw-dropping animation called The Juggler that, when played in computer-shop windows, quite possibly sold more Amigas than all of Commodore’s own promotional efforts combined. User groups were formed all over the country, congregations of the Amiga faithful meeting in churches and the back rooms of public libraries. It was the last great flowering of the spirit of ’75 that had spawned the PC industry in the first place. Indeed, legendary Homebrew Computer Club member John Draper, the “Captain Crunch” who had taught Steve Wozniak and Steve Jobs how to phone phreak and wrote the first practical Apple II word processor amongst other achievements, was a prominent early Amiga user. He figured out the vagaries of Intuition long before Commodore’s official documentation arrived, publishing code samples and technical tutorials, some of which were included on Fred Fish Disk #1. If the Amiga was destined to remain a cult computer, it was going to be one heck of an interesting cult.

Still, hackers with the requisite pioneering spirit and $2000 worth of disposable income weren’t in infinite supply. Sales were sluggish, if perhaps better than one might expect in light of the perfect storm of problems against which the Amiga struggled. Commodore sold about 140,000 Amigas in the first eighteen months — most in North America, some in Europe, where the machine was introduced at last only in June of 1986. As Britain’s Commodore User wryly put it, “the Amiga didn’t exactly blow the world away.”

While Commodore would have much preferred to compare the Amiga to the Macintosh, their image as a maker of low-end home computers was hard to shake. Thus the most common point of comparison in the press became Jack Tramiel’s new Atari ST line, whose earliest days in North America were far from perfect in their own right. The vast majority of the early STs shipped to Europe; of the 50,000 STs sold during the first three months, only about 10,000 were sold in North America. Like the Amiga, the ST was hobbled in North America by a sparse and shabby dealer network; even fewer dealers wanted anything to do with Jack Tramiel’s new Atari than were willing to get onboard again with the now Tramiel-less Commodore. In January Tramiel, true to his old Commodore 64 playbook, dumped the ST into the mass market. But even then distribution continued to be a problem. Most of the retailers who had filled their warehouses with Commodore 64s a couple of years ago were very skeptical of any new machines, no matter how impressive, given the moribund state of home computers in general.

Despite it all, Atari’s marketers proved to be very adept at conjuring a sense of excitement out of all proportion to the ST’s actual sales. For months it was conventional wisdom that the ST was trouncing the Amiga, outselling it by a margin of about three to one. But in September of 1986 the game was suddenly up. Preparatory to making a first IPO of 15 percent of their stock, Atari was forced to publish a prospectus detailing their actual sales numbers. They had, it turned out, sold only about 150,000 STs to that date, 90,000 of them in Europe. It seemed the Amiga was actually slightly outselling the ST in North America, although neither platform’s numbers were exactly breathtaking. Certainly the ST’s sales were a far cry from the millions per year Jack Tramiel had confidently predicted just before its launch. The much-vaunted return of the new, lean-and-mean Atari to slim profitability in 1986 was down at least as much to a modest nostalgia-driven revival of their videogame consoles, which sold cheap but could be made even cheaper, as it was to the new ST line. Likewise, Commodore’s new 8-bit 128 model was outselling the Amiga and ST combined by a factor of at least four to one, while the old 64 was continuing to sell even better than the 128.

Yet perception, as a wise someone once said, is often reality. Nowhere is that more clearly illustrated than in the way software publishers responded to the Amiga and the ST. Makers of games and other home-oriented software were already supporting quite a number of platforms. Many were understandably reluctant to add two more. Better to choose the likely winner of the 68000 Wars and support only that one. Buying into the conventional wisdom just like everyone else, most — with Electronic Arts the glaring exception — hitched their wagon to the Atari ST, which seemed to many of them the most logical likely successor to the Commodore 64. The relative positions of Commodore and Atari seemed to have neatly reversed themselves. A few years ago Atari had offered Jay Miner’s 8-bit line of computers, more technologically impressive than anything else in the industry but a bit on the expensive side and dogged by poor or nonexistent marketing. Commodore under Jack Tramiel had come along to  trounce the Ataris with the Commodore 64, simple in design where the Ataris were baroque and in consequence much cheaper to make and sell. Now, with Tramiel in charge of Atari and Miner working with Commodore, history looked about to repeat itself in mirror image. The ST’s cause was helped by its being a more immediately accessible, understandable machine; the paradigm shift represented by the Amiga with its complex multitasking operating system placed many new demands on programmers, while the ST could pretty much be programmed like a super-Commodore 64.

Thus during 1986 many major game projects were begun on the ST rather than the Amiga, many older games ported to the ST but not the Amiga. The Amiga, despite the slim sales advantage it enjoyed at the moment, was threatened with a runaway chain reaction. As the industry was finally coming to understand, software availability was the single most important factor in most customers’ decision of which platform to buy into. These early commitments to the ST by so many publishers would result in more games and applications on the shop shelves for the ST, which would in turn result in more ST buyers, which would in turn encourage yet more software publishers to cast their lot with the ST, which would… you get the picture. Thus by the end of 1986 the mounting frustration and anger the Amiga faithful felt toward Commodore was mixed with more than a tinge of outright fear. How could Commodore, owners not only of the superior machine but the better-selling machine, have passively allowed Atari to control the narrative for so long? Nowhere was that frustration, anger, and fear more keenly felt than amongst the remnants of the old Amiga, Incorporated, in Los Gatos.

The team that had built the Amiga was gradually dispersing. David Morse, the man who had co-founded the company and so brilliantly jinked and weaved his way around Atari to bring it to a safe harbor at Commodore, was gone even before the Lincoln Center show, judging his work with Amiga essentially done and finding the life of a mere administrator to be less than enticing. Commodore installed a manager of their own at Los Gatos. Friction between the East and West Coast branches began to build from there. In December of 1985 R.J. Mical and Carl Sassenrath both left. Many others threatened to do so. They had to be begged and cajoled to stay at least long enough to properly finish the Amiga’s operating system, which had been released in a very imperfect state.

As the months passed and it became clear that the Amiga wasn’t becoming the mass-market sensation they’d so confidently expected, the folks at Los Gatos knew exactly who to blame. They regarded Commodore’s mishandling of the Amiga as nothing less than a personal betrayal. Someone printed up tee-shirts that they claimed to have found at Commodore’s marketing department: “Ready? Fire! Aim!” was printed on them. West Chester in turn saw Los Gatos as an arrogant bunch of youngsters who thought they were too cool for school. For evidence of just how far relations between Commodore and the Amiga old guard had deteriorated already by the spring of 1986, we need only look to the third revision of the operating system (version 1.2), which was being finished at that time. The Amiga folks had a habit of embedding secret messages into their software, little Easter eggs activated via obscure key sequences. Mostly these were the sort of things you might expect from talented young men a bit full of themselves: “INTUITION by =RJ Mical= Software Artist Deluxe”; “Carl  EXEC Sassenrath reminds: All things are in Flux!”; “Brought to you by not a mere Wizard, but the Wizard Extraordinaire: Dale Luck.” In the aftermath of version 1.2’s release, however, word quickly spread through the Amiga community of an uglier message: “We made Amiga, They f−−−−− it up.” It didn’t take long for word to get back to West Chester; nor was it hard for them to guess who the “they” represented. It only hardened West Chester’s perception of Los Gatos as an undisciplined romper room full of immature and ungrateful prima donnas. In June of 1986 West Chester, apparently judging the operating system to be good enough for now, brought the axe down. A whole swathe of people were cut, including Bob Pariseau, the very face of Amiga at so many presentations and trade shows.

By year’s end Los Gatos was down from a high of 80 people to just 13, Jay Miner and Dale Luck the only leftovers among the core figures we’ve met in the course of these articles. Attending a developer’s conference at about that time, Amazing Computing reported that the hostility between the Los Gatos and West Chester people was now “almost palpable,” even in this public setting. This could only end one way. In March of 1987, with the lease running out on that wonderful Los Gatos campus, Commodore’s brief-lived West Coast branch was shuttered, the few remaining employees given predictably unenticing offers to move to West Chester, which they predictably refused.

The old guard held an “Amiga Wake” to mark the end of their part in the Amiga story. It was almost exactly five years to the day after Larry Kaplan had called up Jay Miner to ask if he knew any lawyers, and just days after Commodore and Atari had finally settled their long legal battle brought on by the events that followed. The theme of the party, complete with a casket at the center of the room, might easily convince one that this was a requiem not just for the team that had built the Amiga but for the dream of the Amiga itself. Given the Amiga’s commercial fortunes at that instant, it’s very possible that many who attended  believed that to be exactly what it was. In actuality, though, the Amiga was just about to get a new lease on life in the form of two new models much more intelligently packaged, marketed, and, most of all, priced. The Atari ST also had brighter days ahead of it. Ironically, both platforms were destined to enjoy the best of their glory days not in North America, the continent they’d been built to conquer, but rather an ocean away in Europe. While the 68000 Wars had so far turned out to be more a slap-fight between two commercial pygmies than the titanic battle anticipated in the press, both of the principal combatants were just getting started.

(Sources: On the Edge by Brian Bagnall; Compute! of August 1985, September 1985, December 1985, and January 1987; Byte of August 1985, October 1985, and January 1987; Compute!’s Gazette of September 1985, November 1985, December 1985, and October 1986; InfoWorld of August 5 1985; Ahoy! of September 1985 and April 1986; Computer Gaming World of September/October 1985; Info of September/October 1985 and December/January 1986; Creative Computing of September 1985; New York Magazine of May 13 1985; New York Times of August 22 1985; Commodore User of June 1986; Amazing Computing of June 1986, January 1987, March 1987, and June 1987; Fortune of January 6 1986; PC Magazine of January 14, 1986; Commodore Magazine of May 1987; Atari ST User of November 1986. Whew!)

 
 

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