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Level 9

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

 
 

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Snowball

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

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

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

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

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

Snowball advertisement

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

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

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

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

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

Snowball

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

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

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

Snowball

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

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

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

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

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

 

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This Tormented Business, Part 1

An advertisement for Imagine's never-released Bandersnatch

As 1983 transitioned into 1984, the British games industry’s fortunes were soaring alongside those of its star platform, the Sinclair Spectrum. Mainstream press coverage soared right along with sales. Having not experienced the arcade- and console-videogame boom and crash to the extent of the United States, the press in Britain lacked a certain ennui that infected coverage of computer entertainment in that country. Thus picking up a tabloid newspaper really could make you think that games and their makers had arrived as mainstream entertainment, while several specialized weekly newsletters devoted to casual computing could be found at any newsstand, full of all the latest gossip. Trip Hawkins and Electronic Arts, who were earnestly trying to manufacture just this kind of mass-market buzz around their games and their “electronic artists” in the U.S. and largely failing, must have been green with envy. Of course, Britain’s homegrown electronic artists were also garnering a whole lot of money as well as a whole lot of press attention, giving Britons their first real exposure to the software superstar, generally in the form of a skinny, socially awkward young man rather incongruously sporting a Ferrari and a designer suit.

Imagine Software was the very personification of all this hype and excess. Founded by a few bright young sparks in Liverpool in 1982, Imagine burst to prominence and crazy profitability on the back of a slick action game called Arcadia, one of the early Speccy showcases which first made that machine the most popular gaming platform in the country. Thus when Imagine suddenly collapsed in about the most dramatic fashion imaginable in June of 1984 — employees returned from lunch to find the doors barred and their offices occupied by bailiffs working on behalf of Imagine’s creditors, with the whole thing being filmed for national television — it was tempting indeed to conflate their fate with the prospects of the industry as a whole. In truth, Imagine had worked hard to deserve their fate by being richly, conspicuously stupid. They invested in vanity projects like a misbegotten would-be advertising agency called Studio Sing; they refused to hire a single proper, professional accountant (perhaps because they didn’t want to hear what she might say); they twice moved into bigger, flashier offices before the lease on the previous had expired, thus paying double or triple rents for months at a stretch when they couldn’t begin to fill even one of their properties; they threw huge piles of cash into a never-released “mega-game” to be called Bandersnatch which they planned to sell for £40 (the typical going rate for a game at the time was about £5 or £6) and about which nobody was quite sure what it was supposed to be; they allowed their staff of artists and programmers complete “creative freedom,” which translated into many of them not really doing much of anything at all. Against all this, the Ferraris and racing motorcycles everyone at the company seemed to own represented a fairly modest problem.

It was also true, however, that the British software industry as a whole was bound for a stern reckoning with reality, just as was the American. Unlike the American, the British industry was also forced to contend with what they claimed was a booming trade in not just pirating (that was something the Americans knew all too much about) but commercial counterfeiting, a byproduct of the fact that most software was still distributed on cassettes in Britain. These were easy and cheap to duplicate in large quantities, and the simplistic packaging still common in the industry was also quite easy to copy well enough to get the job done. Counterfeiters, industry insiders claimed, could be found selling their wares at every flea market and village festival in Britain. Some even started their own little mail-order operations, selling through advertisements in newspapers. The industry claimed counterfeiters and pirates were costing them at least £100 million every year.

It’s difficult to assess the veracity of such claims. Certainly the games industry in Britain as well as elsewhere has a long history of overheated, overly alarmist rhetoric on the subject, which can perhaps make one more dismissive than one should be of legitimate concerns. What is clear is that, whatever the cause, the software industry didn’t grow in 1984 like it had in 1983. There were now simply too many publishers competing for the same customers. The prudent professionals like Alfred Milgrom of Melbourne House and David Ward of Ocean survived; the muddle-minded amateurs like the boys at Imagine were left with only their memories of one hell of a ride. The shakeout was inevitably wrenching, enough so that the more heatedly apocalyptic predictions for, as it was dubbed in a trade paper, “this tormented industry of ours” can be forgiven. Roger Kean offered a more balanced take in an editorial in Crash magazine:

There is nothing new in this; it seems inevitable that all “new” industries must start in back bedrooms and move to the conglomerate boardroom. If an industry is worth it, big money will move in. Competition increases, tougher marketing emerges, and the under-capitalized pioneer suffers. The benefits of programmers marketing their games through the larger software houses shouldn’t be overlooked though. The programmer is free to concentrate on what he does best while being linked to sufficient finance to market the game well, and at the same time is freed from the real headache of all companies — financial controls.

Melbourne House aside, most of the biggest of the big boys weren’t heavily invested in adventure games. Britain would never have another adventure phenomenon quite like The Hobbit. What it got instead was something that is in its way more inspiring. To program a sellable arcade game on even a simple machine like the Spectrum required quite a depth of knowledge in assembly language and the quirks of the Speccy itself. However, an adventure game was a less daunting prospect, especially with the aid of a tool like The Quill. Accordingly, new adventure games appeared by the handful virtually every week, sometimes from established publishers but also from plenty of teenagers possessed of an entrepreneurial bent, blank cassettes, and Ziploc baggies. This output dwarfed that of the U.S. in quantity if not in quality; World of Spectrum currently has archived 2217 commercial text adventures for the Speccy alone, and I’d venture to guess that at least that many more have been lost to history. Few of them would ever threaten to crack the software top ten, but they nevertheless fueled a thriving cult of eager players.

To sort through this flood in any rigorous way would require more time and dedication than I can muster. Having already looked at Sherlock, the biggest adventure of the year, we’ll just dip in another toe or two before moving on, checking in on a couple of other friends we already met in earlier articles. Being part of the less roller-coastery adventure scene, both Peter Killworth and the Austin family who ran Level 9 weathered the year’s storms quite comfortably.

The connection between Cambridge University’s Phoenix mainframe culture and Acornsoft continued to hold strong in 1984, with Peter Killworth continuing to serve as the conduit. Having ported the Phoenix game Hamil to the BBC Micro the previous year, Killworth did two more direct ports this year. One, of Rod Underwood’s 1980 game Quondam, is of particular value for Phoenix historians: the original, you see, is one of at least two Phoenix games to have been lost entirely in their original incarnations, and thus Killworth’s version represents our only way to play it today. (Sadly, the other — Xerb by Andrew Lipson — would seem to truly be lost forever.) Killworth’s other port was a technical tour de force that consumed most of a year: he managed to cram all of the monumental Acheton onto two BBC Micro disks, using one as a database to fetch text into memory as needed. That dependence on disk storage cut into sales severely; disk drives were still a relative rarity on British home computers, even on the fairly expensive BBC Micro line. But if nothing else Killworth and Acornsoft had bragging rights as purveyors of easily the biggest adventure game yet to appear on a microcomputer, on either side of the Atlantic. Acheton and Quondam otherwise remain the same sort of exercise in mathematics and masochism as the Phoenix/Acornsoft titles I’ve already discussed, so I won’t belabor them any more here. By now we know what we’re getting into with these games.

Level 9 celebrated the New Year with a new game — literally; they started selling it to mail-order customers on January 1. Lords of Time is unusual in being one of very few Level 9 games not solely designed by Pete Austin. Its germ was a proposal sent to the company by a fan named Sue Gazzard, “mother of two boys and reluctant housewife.” The Austins liked her idea for a time-traveling adventure inspired by a certain long-running British science-fiction series so much that they asked her to design it for them, with Pete in the role of programmer and occasional co-designer. Before release Gazzard’s original title of Time Lords became Lords of Time and the more overt Doctor Who references were smoothed away. Yes, the days when Level 9 could innocently release a trio of games that amounted to Lord of the Rings fan fiction were behind them; they would soon be scrubbing those games similarly clean of their inspiration, yet another sign of a maturing industry.

Lords of Time marked the end of an era in another sense: it was the last Level 9 game without pictures. In the eyes of Level 9, the success of The Hobbit had made them a veritable commercial necessity. Most other publishers seemed to agree. Absent an Infocom to fly the pure-text standard proudly, almost every high-profile British adventure game from here on would have to have pictures, despite the resource drain they represented on little computers already being pushed to their limit. (The Acornsoft adventures were among the few exceptions — but they were already becoming something of a specialized taste anyway.)

Having decided to take the plunge, the Austin brothers managed using their usual technical wizardry to pack an absurd number of pictures into a tiny amount of memory. Pete claimed that they could fit 300 pictures into 6 or 7 K of memory using an ultra-compressed version of the vector-graphics techniques Ken Williams had first employed for Mystery House and The Wizard and the Princess in the U.S. The end result was not aesthetically masterful, but there was something to be said for giving the people what they wanted. The first Level 9 game to include graphics was Return to Eden, second in the Silicon Dreams trilogy they had begun with Snowball.

Return to Eden Erik the Viking

They rounded out the year with a third game, which appeared under the imprint of Mosaic Publishing rather than their own. The British equivalent to the American Telarium, Mosaic was busy pushing out an ambitious lineup of bookware, including titles based on books by Harry Harrison, Dick Francis, and Michael Moorcock. Level 9’s contribution was The Saga of Erik the Viking, a ludic sequel to the very popular 1983 children’s book by the improbably versatile Terry Jones of Monty Python fame.

Before I started writing this blog, I didn’t know nearly as much about Level 9’s games as a person who already years ago presumed to write a history of interactive fiction probably should have. Given their popular reputation as “the British Infocom” (admittedly, a title also sometimes ascribed to their later rivals Magnetic Scrolls), I dearly wanted to enjoy their games in the course of remedying that. But I must confess I’m finding that easier said than done. Snowball gave me hope that Level 9 was maturing, both with its more coherent fictional context and its fairer — albeit by no means entirely fair — puzzles, but this trio of games represents if anything a step backward. While I can overlook a lot of parser limitations and some strangled prose in light of the games needing to run on a 48 K machine with no recourse to disk-based virtual memory and now the added requirement of pictures, the unsolvable puzzles and the unnecessary cruelties are harder to forgive. There’s a locked door in Lords of Time that can be opened only by typing the magic word “EUREKA.” The only hint given for this is the fact that the door happens to be in an inventor’s laboratory. Otherwise, zilch — not even a nudge that you’re expected to use a secret word at all as opposed to opening the door by some more physical means. No wonder that programs to list the parsing vocabulary of Level 9 games were such a hot item in the magazines of this period. This sort of puzzle always frustrates me because it’s so… well, somehow dishonest. It’s easy and cheap to make a puzzle, or a game, that’s impossible to solve. The art and the craft come in making one that’s interesting, challenging, and solvable.

Return to Eden and Erik the Viking don’t feature any one puzzle quite so absurd, but in the aggregate are just about as impossible to solve and equally rife with annoyances and boring things required just for the hell of it. Eden, for instance, features a helicopter which constantly patrols overhead looking for you. You must “HIDE” every time it appears, which sometimes seems like every other turn. This goes on for literally most of the game; miss an appearance and it’s instant death. In no universe is this sort of thing remotely fun. Meanwhile the carefully worked-out setting of Eden‘s predecessor has been largely replaced with one more typical of adventure games — i.e., one a bit more on the absurd side.

That said, Level 9’s stellar contemporary reputation isn’t hard to understand. Thanks to their compression wizardry, they offered far more to do in every game than virtually anyone else, while their prose was generally a cut or two above the average and even their parser, while limited, was less limited than most. But I’m afraid their games — or at least those of this era — haven’t aged as well as one might wish. In the defense of Level 9 and others working the British market, I should note again that they were contending with horribly restrictive hardware in comparison to their American counterparts. The fact that they got as much game and as much text and graphics as they did into 48 K or (absent the graphics) even as little as 32 K of memory is remarkable in itself.

Still, the most remarkable and inspiring of all aspects of the British scene were all those amateur and semi-amateur creators making games for themselves with The Quill and other tools. They would become — and far sooner than the bigger publishers dreamed — the eventual face of interactive fiction. I probably haven’t quite given them their due, and probably won’t in the future, but I want to at least give them one more round of resounding lip service here.

Yet text adventures were not the most important games to come out of Britain in 1984. Indeed, for all its commercial uncertainty 1984 was an artistic year for the ages, one full of iconic titles and stone-cold classics, arguably the gaming year of the decade in Britain. I’d be truly remiss to not look at this creative explosion in other genres for which the British computers were, truth be told, probably better suited than displaying streams of hand-crafted text. So, next time we’ll jump into the first of a few of the most important and interesting titles from one hell of a crowded field.

(Paul Anderson and Bruce Everiss, respectively the maker and one of the stars of the BBC’s 1984 documentary on the British games industry that captured Imagine’s downfall, were reunited in 2011 at BAFTA for an interesting discussion. Other useful sources for this article: the Your Computer of November 1984; Crash of July 1985; Computer and Video Games of May 1984; and Micro Adventurer of July 1984. Oh, and feel free to download Peter Killworth’s two games of 1984 as well as Level 9’s three in versions for, depending on the game, the BBC Micro or Commodore 64.)

 
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Posted by on December 17, 2013 in Digital Antiquaria, Interactive Fiction

 

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KAOS

In a hole in a mound there lived an orc. Not a clear, dry, sandy hole with only spiders to catch and eat, nor yet a comfortable hobbit hole. It was an orc hole, and that means a dirty, clammy, wet hole filled with bits of worms and a putrid smell.

It had a perfectly round garbage heap, blocking the doorway, with a slimy yellow blob in the exact middle for spitting practice. The doorway opened onto a sewer-shaped hall — a deeply unpleasant tunnel filled with smoke, with secret panels, and floors snared and pitted, provided with treacherous chairs and lots and lots of booby traps — the orc was fond of visitors.

But what is an orc? Orcs are not seen much nowadays, since they are shy of human beings. They are a pungent people, little bigger than overweight elves, with the charisma of blow flies and the appetite of gannets. Orcs have little or no magic, except a rudimentary skill with knives and strangling cords and, in short, they are evil little pits.

This orc was unusually ugly, even for an orc. His name was Grindleguts.

Grindleguts had lived in the neighborhood of The Mountain for about a year and most people considered him two steps lower than a tapeworm, not only because of the smell and the plague, but because he kept eating their household pets.

— Knight Orc

Level 9 signs with Rainbird. From left: Nick Austin, Tony Rainbird, Paul Byrne, Pete and Mike Austin.

Level 9 signs with Rainbird. From left: Nick Austin, Tony Rainbird, Paula Byrne, Pete and Mike Austin.

The Austin family who ran Level 9, suddenly Britain’s other great adventure house, would have had to have been almost incomprehensibly magnanimous not to have resented just a little bit Magnetic Scrolls’s breathtaking ascent to prominence on the back of The Pawn. By the time they too signed with Rainbird in 1986 Level 9 had been selling adventure games for four years, amassing a stellar reputation for their ability to pack a staggering amount of text and gameplay into the likes of a little 48 K cassette-based Spectrum. Their games had their problems in terms of puzzles that really needed more thought or at least more hints, but that was such par for the course at the time that British gamers barely seemed to notice whilst marveling over their expansive worlds and the pictures the Austins were soon managing to shoehorn in on top of everything else.

What the Austins couldn’t seem to manage, however, was that single breakout hit that would separate itself from their catalog. This wasn’t hugely surprising in itself; the British adventure market was largely a niche market. Only once every year or two did an adventure like The Hobbit or Sherlock become a force to be reckoned with outside of the magazines’ specialized “Adventure” chart listings. Level 9’s best-selling single game to date had been their least typical. Published by Mosaic rather than Level 9 themselves at the height of the British bookware boom, The Secret Diary of Adrian Mole Aged 13 3/4 was essentially a Choose Your Own Adventure version of Sue Townsend’s comic epistolary novel of the same name, which was a popular literary sensation in Britain at the time. The ludic version consisted of episodes lifted directly from the novel glued together with unsightly globs of Pete Austin text trying rather too hard to recreate the voice of Townsend’s fussy hypochondriac of a teenage boy. No matter — the license alone was strong enough to push sales well past 150,000 and prompt a second, somewhat less successful game based on the next book in the burgeoning series.

When Level 9 opted to forgo publishing their own parser-driven adventures and signed a contract with Rainbird in early 1986, it was with some hope that the latter could foster the big hit that had so far eluded them and make a name for them in the fabled land of milk and honey known as North America, where money rained from the sky and punters picked it up and plunked it down to buy computer games costing $40 or more. Tony Rainbird’s right-hand woman Paula Byrne whilst working for Melbourne House had brokered the deal that had brought The Hobbit to North America in a deluxe package under the Addison-Wesley imprint, where it had done almost as well as it had in Britain. Thus the Austins could feel reasonably hopeful that she might be able to do something similar for their next game. How disappointing, then, when Rainbird’s big transatlantic hit of an adventure game turned out to be one from a company no one had ever heard of before the launch. To be fair, it was awfully hard for Level 9’s crude vector graphics to compete with the beautiful hand-drawn pictures in The Pawn, and equally hard for the three boffinish Austin brothers to win any attention from the mostly young male trade press when the alluring Anita Sinclair was available for questions somewhere else on the same show floor.

Jewels of Darkness on the Amiga. The graphics didn't compare too favorably to those of The Pawn.

Jewels of Darkness on the Amiga. The graphics didn’t compare too favorably to those of The Pawn.

It also didn’t help that Level 9’s first game for Rainbird was a retread. Jewels of Darkness packaged together their first three games, their so-called “Middle Earth” trilogy, with the Tolkien fan-fiction serial numbers filed away; it was actually something of a small miracle that Level 9 hadn’t been sued by the Tolkien estate already. Level 9 added vector graphics to the text-only originals and, this being a Rainbird game, a novella to set the scene. While it was politely received by reviewers in Britain, sales were doubtless impacted by the fact that many of the hardcore adventurers most likely to buy the somewhat pricy collection already owned one or more of these games in the original. In North America, where Jewels of Darkness became the first ever Level 9 game to be sold, the reception was less polite. Without the historical context or the requisite warm haze of nostalgia in which to view these fairly primitive games, reviewers were left to nitpick the collection’s shortcomings and dwell on the fact that the first game of the trilogy, Colossal Adventure, was essentially an uncredited ripoff of the original Adventure. It was by no means the first version of Adventure to be sold without permission from or reparation to Crowther and Woods, mind you, but its being sold at this late date and under another name fueled a belated sense of outrage on the part of many. When not accusing the Austins of plagiarism, reviewers just talked about how bad the pictures were in comparison to those in The Pawn.

Level 9’s second game for Rainbird, Silicon Dreams, was another collection, this time of their “Eden” trilogy of science-fiction titles that had begun with Snowball, still perhaps their most innovative and interesting game to date. But few took the time to notice the charms of Snowball or either of the other included games. Without controversy to win it even a modicum of attention, Silicon Dreams just vanished.

The underwhelming performance of the two trilogies is understandable, but I’d be doing Level 9 a disservice to join so many contemporary reviewers and gamers in dismissing them completely. As primitive as the games themselves are, you see, the interpreters in which they run on the bigger, newer machines like the Atari ST and Amiga are anything but. Level 9 took advantage of the acres and acres of unused memory available to them on those platforms to implement a number of conveniences that go beyond even what Magnetic Scrolls was doing at the same time. Rather than constantly blocking your machine, pictures load and draw as background tasks whilst you continue to interact at the command line, even on machines that don’t normally support multitasking. You can save a game quickly in memory instead of on disk to come back to it later by using the “ramsave” and “ramload” commands. You can scroll backward and forward through your command history using the arrow keys. And, most impressive of all, you can undo up to about a dozen turns by simply typing “oops.” When you enjoy these sorts of features on a modern interactive-fiction interpreter, you’re enjoying ideas pioneered by Level 9. To take the time to credit Level 9 for them here can feel a bit like celebrating the guy who devised a new bolt to hold your car together, but these sorts of innovations are important in their own right in making text adventures more enjoyable and accessible. So, credit where it’s due. These are conveniences the like of which Infocom and Magnetic Scrolls would never implement to anything like the same degree; neither, for instance, would ever offer more than single-level undo, and even that would be long in coming.

Indeed, Magnetic Scrolls, sexy pictures or no, can feel like quite the hidebound traditionalists in relationship to the late works of Level 9. Nowhere is the difference starker than when we get to Level 9’s third game for Rainbird, an original work at last. Boy, was it original. While Magnetic Scrolls was polishing up a more perfect Zork in the form of Guild of Thieves, Level 9 was seemingly trying to blow up just about every assumption ever held about the genre with Knight Orc.

Knight Orc

Released in July of 1987, Knight Orc is a glorious hot mess of a game that introduced Level 9’s newest adventure engine: KAOS, the Knight Orc Adventure System. No, the acronym doesn’t quite match the name, but I think we can forgive them a bit of fudging because never has an acronym better fit to a game’s personality. Rather than the static worlds that were still the norm in adventure games, KAOS worlds were to be filled with active characters — potentially dozens of them — moving about following agendas of their own. Each is effectively your equal, able to do anything you can instruct your own avatar to do. In fact, learning to use these characters as alternatives to the character you directly control is key. Once you bring a character under your sway, whether through bribery or coercion or plain old kindness, you can issue commands to that character through the mouth of your own, get that character to do just about anything your own can do — and sometimes a bit more, if she has abilities your own does not. You can issue long strings of commands to your minions that might take ten turns or more to carry out. The more complex problems you encounter can require using this capability to orchestrate the actions of several non-player characters working in carefully plotted concert with your own.

Level 9 also announced that beginning with Knight Orc they were just so over mapping, quite a reversal indeed from this company that had previously felt obligated to put at least 200 locations into each of their games. KAOS games would still consist of a grid of discrete rooms, but the right-thinking player would use a handy in-game map or list of notable landmarks to get around by using “go to” in lieu of tedious compass directions.

It all added up to the most radical single reimagining of the text adventure of the genre’s commercial era. Infocom had played with more dynamic, responsive storyworlds of their own, particularly in their first trilogy of mystery games, but never on a scale like this. Perhaps the only games that really compare are Melbourne House’s The Hobbit and Sherlock, which offer much the same Looney Tunes, even-the-programmer-has-lost-control-of-this-thing experience as Knight Orc. Pete Austin actually called Knight Orc Level 9’s “Hobbit basher” before its release. Yet, impossibly, Knight Orc is even stranger. Not even The Hobbit let you orchestrate the activities of multiple minions, like a strategist sitting at the center of a web of action and reaction. What the hell was Level 9 thinking?

Well, whatever they were thinking, it was something of a thoroughgoing theme by this period in their history. The Austins had spent much of their time during 1985 and 1986 on a quixotic project to create a multiplayer text adventure similar to but much more advanced than Richard Bartle’s M.U.D. This was a fairly logical leap to make from single-player text adventures, one Level 9 was hardly alone in contemplating; Infocom, for instance, also spent considerable energy on a proposed online version of their interactive fiction during their salad days. Level 9’s plans, however, were unusually grandiose by anyone’s standards. Avalon was to be based on the Arthurian legends, and was to play in a virtual world consisting of 10,000 locations and 1000 non-player characters — all the standard cast like Arthur, Merlin, and Morgana included — in addition to the many real humans who would also be logged in and wandering about. It would offer an “incredible number of puzzles” for them to solve in traditional text-adventure fashion in the beginning, but Level 9 anticipated that as a player grew in wealth and power her experience would gradually transform, as in some high-level Dungeons and Dragons campaigns, into one of strategy, politics, and resource management. The whole thing would run on a network of souped-up Amigas and/or Atari STs attached to banks of modems.

It was all hopeless, of course. Level 9, still a tiny family company, didn’t have anything like the resources to pull it off, even assuming they could answer the million practical questions raised by even the quick summary I’ve just given. (What happens when all those puzzles have been solved by eager players? What happens to this Arthurian mythos when some enterprising player kills Arthur? Etc., etc.) Avalon was quietly abandoned by the end of 1986.

KAOS was not, as one might initially suspect, a single-player consolation prize that went into development after Level 9 realized that Avalon just wasn’t going to work. The two projects were actually in development in parallel for some time. Indeed, both were manifestations of deeper predilections that had been with Level 9 for a very long time now. Their very first attempt at an adventure game, written in BASIC for the Nascom kit computer well before Colossal Adventure, had been called simply Fantasy. The game itself seems to have been lost to time, but its description reads like a dry run for Knight Orc. Pete Austin:

It was a game with about thirty locations. It had people wandering about and essentially it was one of the few games where the other characters were exactly the same as the player and they were all after the gold as well. What made it amusing was that they had quite interesting characters, each had a table of attributes, some of them were cowardly, some of them were strong — that kind of thing and we gave them names. There was one called Ronald Reagan and one called Maggie Thatcher and so on, so you could wipe out your least favourite person!

This desire to find a way to let you share your adventure with others, whether in the form of dynamic non-player characters or other flesh-and-blood humans, had obviously never left Level 9.

Level 9’s seemingly sudden abandonment of mapping and traditional navigation was similarly not quite so sudden as it appeared. As early as Snowball with its 7000 rooms set inside a vast generation ship in interstellar space, they had begun to show an interest in more organic, realistic storyworlds where success didn’t depend on methodically visiting every location and plotting it all on paper but rather going where the situation — the plot — led.

And what a plot and situation Knight Orc had to offer! If the quote that opened this article makes you laugh half as much as it does me, you’re on this game’s wavelength. Now consider this: you play the benighted orc Grindleguts. Much of the credit for the… um, unique atmosphere of Knight Orc must go to one Peter McBride, a talented writer who sparked up a friendship and, soon, a working relationship with Pete Austin circa 1984 that would turn him into the most significant single contributor to Level 9’s games without the last name of Austin. A computer hobbyist and self-taught programmer in his own right, McBride already had quite some experience combining computers and writing before meeting the other Pete, authoring books and many a simple BASIC program for the Spectrum. His first major job for Level 9 was to write the novellas, almost 50 pages each, that accompanied Jewels of Darkness and Silicon Dreams. After that he wrote the novella for Knight Orc, of which the introduction above is just the beginning. It’s been described by Robb Sherwin as “the finest piece of authorized fiction ever to accompany a game,” and offhand I certainly can’t think of a better to use in disagreement. Just as importantly, McBride played a big role in crafting the game itself, writing or rewriting much of its text.

Knight Orc

Knight Orc on the Amiga.

Where to start with the walking, talking collection of lowest common denominators who inhabit Knight Orc, all squabbling after the treasures lying about the place and inflicting their petty little cruelties on poor little… well, okay, Grindleguts is equally loathsome. Maybe with the jousting horse who looks like “a flatulent barrel.” Or with the fighter who looks like “a butcher’s shop on two legs.” Or the ant-warrior Kris who looks like “an ogre-sized fried roach.” Or the town layabout, “a lanky, twitchy-fingered nicotine addict.” The most cutting statement of real-world politics comes with the village priest:

He is a sweaty paedophile, quite happy to swarm on about the meek inheriting the Earth, turning the other cheek and the love of you know who... until you mention liberation theology, disarmament, or anyone other than male humans becoming ministers.

And then there’s the knight. God, I love the knight in all his sub-Chaucerian splendor.

>examine knight
"A handsome, parfait knight, great-muscled, fit and slim.
Almost a giant in height, and long and straight of limb.
Clad all in green is he, and green his skin and hair.
His eyebrows are mossy, bright emerald his stare.
No shield, helm or plastron, nor bright chain mail has he.
Of armour has he none. Just, in one hand, holly.
Storm-like and strong, he seems. And swift to strike and stun.
Dreadful his blows, one deems. Once dealt, true death has come."

In other words, he is a bully of the worst type.

The green knight puffs himself up and stares down scornfully from the back of his overgrown pony.

"If thee be brave, not coward base,
Then thee must now my challenge face.
With this, my axe, strike blow for blow.
I'll let thee strike first. Have a go!"

He indicates his mighty axe.

>hit horse with axe
With a surprisingly dextrous stroke you behead the horse. The green knight shouts in surprise, but, before he can retaliate, the massive steed has fallen on him!

That’s such a delicious scene, pretty much exactly what I want to see someone do every time the battle improbably stops around Aragorn in the Lord of the Rings movies so he can make another speech about Courage and Honor. Cheaters always win and karma doesn’t exist in Knight Orc. This combined with the focus on dynamic characters makes the game an experience all its own. There are some set-piece puzzles that could have been dropped into almost any adventure game, but they’re in the minority. The majority of the problems you face must be solved by interacting with the others — often, as in the case above, treacherously and to their considerable detriment.

When you die you’re taken to Orc Heaven, revived, and spit back out into the game. The same goes for all of the various other characters, whether killed by you or by each other. This only adds to the Bizarro World personality of the game. If Level 9 had imagined that their active characters would make the game more realistic, would advance them toward that ultimate dream of making the player feel she had (to paraphrase Infocom) “woke up inside a story,” their efforts can only be judged a failure. For one thing, you can’t really talk to any of your minions at all beyond saying “hello”; you can only order them about, using them like automatons at your beck and call. Level 9 themselves would come to talk about their “characters on rails,” a phrase which gives a pretty good sense of the experience of playing Knight Orc. I don’t really say this to criticize, merely to try to describe just what a deeply weird experience it is.

Knight Orc is really, really funny, but it’s also really, really broken. Let me give an example, involving the most low-rent possible version of an English gentleman hunter. Every time you come to a certain crossroads, he bursts out of hiding to harass you:

A mounted hunter bursts through the trees and spurs his nag towards you. Repeated shouts of "Yoiks! Tally ho!", together with his choice of red as camouflage, demonstrate his hunting skill. The fool is waving his lasso and clinging on for dear life.

Not surprisingly, the hunter gets hopelessly entangled in his lasso and misses you completely. Unfortunately, his horse has better luck when it lashes out with one huge hoof.

Woops! That hoof sends you to Orc Heaven.

My eventual solution to this dilemma was to get the hunter to kill someone called Denzyl in my stead, “a right gullible and stupid-looking person” who’s just gullible enough to take me as his friend.

>denzyl, kill hunter
Denzyl says, "No sooner said than done."

The hunter strikes out wildly with his whip. As is traditional when orcs or their allies are attacked by humans, his blow is deadly. Odin enters from the southwest. Not surprisingly, the hunter gets hopelessly tangled in his lasso and misses you completely. Unfortunately, his horse has better luck when it lashes out with its huge hoof.

In spite of that last sentence which would seem to imply the contrary, I’m still alive at this point, standing there with a suddenly passive hunter and his horse who’s now willing to trade me his lasso — the real point of this whole exercise — for a bit of treasure. Problem solved, right? Well, yes, except that this whole solution was dependent on some combination of emergent behavior and simple bugginess; as best I can tell, the game seems to have been confused by the fortuitous arrival of Odin (don’t ask!) just as the hunter’s horse was about to kill me. The “official” solution to this puzzle is to tie a rope to some signposts, thereby tripping the hunter’s horse and sending him sprawling along with his lasso. I like to think that this little example illustrates everything that’s so good and so infuriating about Knight Orc. I got lucky this time in that “solving” the puzzle in this way didn’t break anything elsewhere. Break one of the middle links in a longer chain of causality in such a way, though, and you might not be so lucky, leaving the game in an unwinnable state that will be all but impossible to track down and correct. Building a dynamic, simulation-oriented game in lieu of just a set of set-piece puzzles is a tremendously demanding endeavor in that everything in that world — even things the programmer has never anticipated — has to work right. Knight Orc too often fails that test. It’s a complicated, difficult game that you can’t trust as a player — a fatal situation.

Unlike Magnetic Scrolls, who chose to demand a disk drive on the 8-bit machines and thus had recourse to virtual memory, Level 9 chose or felt compelled to continue to support the little 48 K cassette-based machines on which they’d built their reputation. Thus Knight Orc is artfully split into three smaller games that each load into memory separately. The first of these revolves around making a long rope to get Grindleguts back into the orc stronghold outside of which he’s been trapped by a long string of very amusing happenstance detailed in McBride’s accompanying novella. He does this by tying together every vaguely ropelike thing he can find, including the aforementioned lasso and even Goldilocks’s hair, which, in one of the most amusing bits of the game, he rudely hacks off like the sniveling little reprobate he is. This first part of the game is fairly manageable, one dodgy puzzle involving a thorny hedge and a welcome mat aside. Once you get to the stronghold, however, the complexity ramps up dramatically. Amongst other things, you need to collect and use no fewer than 21 spells, many found in the most improbable of places. As always, Level 9’s ability to squash a crazy amount of game into 48 K is impressive — maybe a little too impressive. Combined with all of the bugs, it’s enough to make the game as a whole all but unsolvable even if playing straight from a walkthrough, what with all of the wandering characters constantly mucking with everything, never being where you want them, and always stealing items from you just when you were about to use them for something. I’m told that the whole thing is eventually revealed to have taken place in a simulacrum of a fantasy world, similar to the ending of Adventure. Ah, well… Level 9 had ignored that original ending in Colossal Adventure in favor of grafting a bunch more gameplay onto the end, so I suppose they earned the right to use it here.

Knight Orc received a notably cool reception in British adventuring circles, with reviewers dwelling at some length on how all but impossible it was to actually get anywhere with it. Others seemed put off by the sheer bloody-mindedness of it all, apparently preferring their fantasy fantastic and their heroes heroic, while plenty more just wanted the sort of traditional adventure game that Knight Orc most definitively was not. Even the pictures that were included with the 16-bit versions sparked a surprising amount of vitriol. Rather than resorting to vector graphics again or drawing directly on the computer, Level 9 digitized a set of watercolor paintings provided by Godfrey Dowson. The end results have a soothing, almost Impressionistic quality that clashes with the carnal tone of the game itself, but they hardly strike me as worth getting so upset over. They’re rather nice pictures really.

Knight Orc

Nor was Knight Orc destined to be the big break Level 9 dreamed of in North America. A milquetoast Computer Gaming World review made the very cogent observation that the puzzles “are too uneven” — “When random bad luck can spoil a well-thought-out solution, it’s hard to be sure if you’re on the right trail.” — and damned the game with the faint praise of “above average.” Most of the other magazines didn’t even notice Knight Orc, which like its two predecessors vanished quickly from the store shelves.

And so now all of Level 9’s games for Rainbird had proved to be commercial disappointments, while the British gaming press was now indulging in unabashed schadenfreude, saying that Level 9 had lost their mojo to their intra-label rivals Magnetic Scrolls. The Rainbird/Level 9 relationship collapsed under mutual recriminations. Level 9 said with some degree of truth that Rainbird had always favored Magnetic Scrolls, had given their games exactly the sort of promotional push, especially in North America, that Level 9 had never received. They claimed that any enthusiasm Rainbird had had for adventure games not from Magnetic Scrolls had ended with the departure of Tony Rainbird. Rainbird could reply with an equal degree of truth that Level 9 hadn’t given them all that much to promote: just two musty classics collections and one radical departure from their past that was wildly original but also kind of unplayable. A middle ground between retread and innovation would have been welcome at some point. By mutual decision, the two parted ways. Level 9 was now fully on their own again, forced to publish and market their next game for themselves. By 1987 that was a fairly uncomfortable place for a little family shop like theirs to find themselves in, but needs must. They would never regain the commercial mojo they had lost — or had stolen from them — in 1986.

Their best games, however, were actually still in front of them.

I’ve had a difficult relationship with Level 9 since starting this history. As the major interactive-publisher I knew least, they were the one I was most excited to learn more about, but they’ve left me feeling again and again like Charlie Brown on the football field, as their big ideas and interesting fictional concepts proved again and again to be riddled with nonsensical puzzles and fundamental issues of playability. I was ready to give them one final article today and be done with them. But then some of you encouraged me to have another look, I noticed that the games that followed Knight Orc were substantially better reviewed, and I came across this welcome statement from Pete Austin in a late interview:

It is worth saying that in the later ones when it is finished we play through it and we now have about a month’s play testing and we do take the results of the play testing quite seriously. This is from Gnome Ranger [the game that followed Knight Orc] onward. We also, where people find puzzles hard, put hints around the place or make them easier.

It seems that Knight Orc‘s obvious failings finally prompted changes at Level 9. I’ve investigated some of their games still to come, and found works that incorporate many of Knight Orc‘s innovations into more sober, accessible, solvable designs. I’m thus happy to say that there are still articles worth writing about Level 9.

In the meantime, I do encourage you to have a look at Knight Orc. It’s still one of the most unique text adventures I’ve ever played, and you can experience that uniqueness more than well enough in the reasonably playable first part. Whatever else you can say about it, it’s good for one hell of a laugh.

(Sources: Retro Gamer 6, 7, and 57; Amtix of June 1986; Page 6 of July/August 1988; Your Computer of October 1987; Questbusters of November 1987; Sinclair User of May 1985; ZX Computing of September 1986; Crash of February 1988; Amstrad Action of May 1986; Computer and Video Games of July 1986; ACE of December 1987; Computer Gaming World of April 1988.

Feel free to download Knight Orc to give it a try. The zip file contains two versions of the game: as a disk image for use with an Amiga emulator, or, in the “game” folder, as data ready for use with a Level 9 interpreter that’s available for many platforms. Open “gamedat1.dat” in the interpreter and everything should Just Work from there.)

 

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Tales of the Gnome Ranger

Nick, Pete, and Mike Austin of Level 9 pose with Ingrid the Gnome Ranger.

Nick, Pete, and Mike Austin of Level 9 pose with Ingrid the Gnome Ranger.

Of all the creators I’ve written about so far on this blog, the Austin brothers of Level 9 have frustrated me the most, purely on account of their immense unrealized potential. They could have been great, I tell you. They could have been contenders. But timing and circumstances kept it all from ever quite coming together for them.

At first glance, that may seem an odd statement. Certainly one could hardly say that Level 9’s life was cut unduly short. On the contrary, the Austin brothers got a good long kick at the can as such things go, releasing their first text adventures in 1982 and their last fully seven years later. While hardly a huge stretch of time in the grand scheme of things, that stretch does correspond exactly with the beginning and end of the period in which it was practically possible to earn a living selling text adventures in Britain. Level 9, in other words, had all the time at their disposal that, barring sweeping games-industry counterfactuals, they could possibly have been allowed. During those years, they released more text adventures than any developer this side of Infocom.

Compare this with the sharply abbreviated career of Magnetic Scrolls, their rival for the title of “the British Infocom.” Arriving on the scene in earnest only in 1986, Magnetic Scrolls had just barely enough time to cause a brief splash before getting to enjoying their chosen genre’s steady, painful decline into commercial obsolescence.

Look a little harder, however, and we can see that Magnetic Scrolls also enjoyed some advantages that rather offset the sheer brevity of their window of opportunity. Never more than a very small company though they were, in comparison to Level 9 Magnetic Scrolls was very well-capitalized, thanks to the considerable amount of familial wealth that co-founder Anita Sinclair had on-hand to put into her company. It’s doubtful whether Magnetic Scrolls even during their best years of 1986 and 1987 made more than a very modest profit, and that must have been more than wiped away by the unusually long technological run-up to those years of prominence — and of course by the painful years of decline that followed them. Like that of Infocom, the final balance sheet for Magnetic Scrolls must show a company that lost far, far more money than it earned, an abject failure by the harsh capitalistic logic of pounds and pence.

But Level 9 didn’t have the luxury of being able to lose money for years on end. Founded on a shoestring by a family of modest means, they needed to consistently earn at least as much money as they spent in order to keep the doors open. And with text adventures a relative niche market in Britain even at their commercial peak, the only way to do so was to pump out a lot of games quickly.

And so we come to the crux of Level 9’s problems, and the root of my own frustration with them. Forced to make three, four, even five games each year, the little trio of brothers couldn’t possibly test and polish each of them as they ought. The same relentless financial pressure forced them — so they believed, at any rate — to make their games available on the widest possible range of platforms, including the tape-based machines that Magnetic Scrolls (and Infocom) eschewed. Level 9’s compression techniques were truly masterful, the envy of any of their rivals, but even with them to hand there was only so much complexity and polish they could pack into 48 K of memory.

It should be noted that the judgments I make on Level 9’s games today are indeed contemporary judgments. In their day, most of them were very well-received. Used to short, primitive games created with the likes of The Quill, reviewers readily forgave dodgy puzzles, occasional parsing problems, and bugs and glitches galore to be able to wander in such comparatively huge and complicated worlds as those provided by Level 9. Some of their games contained as many as 200 locations, and their parser, while falling far short of Infocom’s standards, was certainly the best available from a British company prior to the arrival of Magnetic Scrolls. Yet, anachronistic as the judgement may be, Level 9’s games just haven’t aged very well in comparison to the games of Infocom and even Magnetic Scrolls, and we do need to acknowledge the failings that had to be there from the beginning to bring that about.

The situation is doubly infuriating in light of how good — how innovative — Level 9’s abstract design instincts were. In 1983’s Snowball, they endeavored to tell a consistent story in a coherent world, constructing a grand space opera with a premise worthy of Asimov or Niven at a time when virtually no one else in Britain was thinking of text adventures in those terms, before even Infocom had started referring to their works as “interactive fiction.” In 1985’s Red Moon, they combined a system of magic with combat and CRPG-like emergent mechanics, more than two years before Infocom’s text-adventure/CRPG hybrid Beyond Zork. In 1987’s Knight Orc, they pushed further into the realms of simulation and emergence, debuting their KAOS system of autonomous non-player characters, active inhabitants of an active world who can be not just fought but also befriended and ordered about by you, letting you become the director of your own little play.

Next to such innovations, the text adventures of Magnetic Scrolls, all very derivative of Infocom’s first handful of games, seem rather safe and, well, unadventurous. Some of Level 9’s ideas would still be regarded as innovative in a modern game. How heartbreaking, then, that all of the Level 9 games I’ve just mentioned, and so many more besides, are largely undone by some combination of bugs and playability issues. The situation is so frustrating that I often feel an urge to fix it, to go back through the Level 9 catalog and re-implement each game as it ought to have been the first time around, to bring all the good ideas to the fore where they can be appreciated at last. But that won’t be happening any time soon; maybe in my retirement years, when I’ve grown rich from blogging (a man can dream, can’t he?).

In the meantime, we must take Level 9 as we find them. How welcome, then, that not quite every game in their substantial catalog falls down before reaching the finish line. I’ve finally found my personal Holy Grail of a Level 9 game that doesn’t wind up infuriating me before it’s over. And I found it in a very unlikely candidate, in a game that’s far from being one of their more celebrated.

Gnome Ranger was created during 1987, a difficult period for Level 9. The contract they had signed with Rainbird the previous year, seen at the time as their big shot to take things to the next level (Level 10?), had instead left them playing second fiddle to Magnetic Scrolls; all of their own efforts for Rainbird wound up being overshadowed by those of their stablemate. Rainbird wasn’t thrilled with Jewels of Darkness or Silicon Dreams, Level 9’s reworkings of past glories. They were still less thrilled with Knight Orc, which the perpetually overworked Austin brothers delivered very late and riddled with bugs. With sales of all the Level 9 games lagging far behind those of Magnetic Scrolls, Rainbird saw little reason to retain a second British text-adventure house on the label. This parting was deeply disappointing for the Austin brothers, not least in that it dashed their fondest dream, that of breaking through in the United States; the three Rainbird releases had been the first Level 9 games ever to be made available to Americans.

But there was nothing for it but to soldier on alone. Gnome Ranger, the next game in the pipeline, would have been a Rainbird release if all had gone well. Instead they would just release it themselves, like they had done in the old days. They did, however, take some lessons from the split with Rainbird, making an effort to improve their quality control by instituting a real play-testing cycle of one month’s duration. One month wasn’t, needless to say, anywhere near enough to bring a Level 9 game up to the level of polish enjoyed by Infocom’s players, but it was a much-needed step in the right direction. The benefits are immediately apparent in the finished game, rough around the edges though it does indeed still feel in comparison to Infocom.

Like Knight Orc, Gnome Ranger is on the surface at least a comedy, a genre Level 9 had rarely explored in their many earlier games. And also like Knight Orc, Gnome Ranger is named after the character you play, this time a little busybody of a gnome named Ingrid Bottomlow who’s irritated her entire village so badly that they’ve contrived to teleport her far, far away just to get her out of their hair. As Ingrid the clueless perpetual innocent, who assumes the whole incident was just an unfortunate mishap, you have to make your way back home on foot. Adventure, naturally, ensues.

Like Knight Orc, Gnome Ranger uses scanned pencil drawings for illustrations. They were very polarizing at the time. I like their Impressionistic quality myself, and certainly think they suit this game much better than they did Knight Orc.

Like Knight Orc, Gnome Ranger uses scanned colored-pencil drawings for illustrations. They were very polarizing at the time. I like their Impressionistic quality myself, and certainly think they suit this game much better than they did Knight Orc.

Gnome Ranger resembles Knight Orc in many other particulars, among them a fun novella to set the stage, written by regular Level 9 collaborator Peter McBride, and the KAOS system of active non-player characters and the many puzzles revolving around giving orders to and coordinating the actions of same. Yet its tone is much, much gentler. Replacing the savage humor of Knight Orc is a more whimsical spirit one might even describe as “cute” — certainly an adjective you’re very unlikely to apply to anything about the earlier game. For instance, in a move you’ll either find hilarious or unbearably twee, every single word that starts with “n” in standard English starts with “gn” in Gnome Ranger: “Gnow what?” it asks when it’s ready for your first command. I find it unaccountably funny myself, and somehow even funnier that Level 9 is so dedicated to the joke that they seldom miss a word. (No, you don’t have to enter your commands using the alternative spellings, although you can if you really want to get into the spirit of the thing.)

Once again like Knight Orc and the other late Level 9 games, Gnome Ranger is divided into three separate acts, each a small, self-contained game in its own right. This division permitted the whole to run on the modest likes of a tape-based Sinclair Spectrum, and, more to our contemporary benefit, kept the design of each section compact and manageable. The three stages of Ingrid’s journey home each have a theme: animal, vegetable, and mineral. My favorite is the second, a series of brilliant little puzzles involving the assembling and use of a series of magic potions, culminating in a recipe for the ultimate cup of tea. Yes, this is a very English game, feeling much more naturally so than the sometimes strained attempts by Magnetic Scrolls to evoke the spirits of Monty Python and Douglas Adams for the American players they were hoping to reach. In contrast to the London-based Magnetic Scrolls, Level 9’s offices remained always in quiet villages and suburbs, in the real bosom of England’s green and pleasant land. The detailed descriptions of the flora in particular evince the love of gardening that was shared by the Austins and Peter McBride, who wrote much of the in-game text as well as the accompanying novella. Like so many other writers and readers who belatedly realize that small stories are usually more compelling than epic ones, the Austins are perhaps growing up here, deliberately eschewing the nerdy bombast of something like Snowball. Like the English countryside they so dearly loved, the pleasures of Gnome Ranger are modest in scale, but no less entrancing for it when you give the game a chance.

Gnome Ranger and most of the other late Level 9 games are among the few text adventures written in the third-person past tense.

Gnome Ranger and most of the other late Level 9 games are among the few text adventures written in the third-person past tense. The tense was presumably chosen to enhance the narrative qualities. In my judgment, it really doesn’t, but it doesn’t distract unduly either.

The KAOS system is still present in Gnome Ranger, the ordering about of a whole squad of helpers still the solution to many puzzles, but it’s toned down considerably here in comparison to the exercise in unhinged chaos (KAOS?) that is Knight Orc. Having developed a new set of tools, Level 9 is now learning how to use them. With most of the weirdness excised, what remains is a compelling set of puzzle mechanics that allows lots of alternate solutions to the problems you encounter, that gives solving the puzzles less of a feeling of stumbling onto the one arbitrary correct command and more of a feeling of taking advantage of emergent circumstance, of strategizing your way to success. Soluble but not trivial, gently funny without trying too hard to be, Gnome Ranger is wonderful to experience as crossword and narrative alike. It’s by far my favorite of Level 9’s games.

It seems that little Ingrid Bottomlow was also a favorite of the Austin brothers, for they chose to revisit her in a sequel, titled Ingrid’s Back!, in 1988. She’s arrived back home again only to find her village in danger of being steamrolled by one Jasper Quickbuck, a greedy real-estate developer whose presence provides a dash of political commentary about the ongoing gentrification of so many British towns and villages. Suddenly there’s need in her village for a busybody like Ingrid; it’s up to her — that is to say, to you — to save it.

The other inhabitants of the village are described with delightful wit.

He was a dwarf from the gnorth, who measured for pleasure with his pole in a hole and his theodolite on the right.


He was the local fishergnome, gnow doubling as the ferrygnome since the Dribble Bridge collapsed. He gnever did much ferrying because he was always busy fishing to supply the Green Gnome, which was crowded with stranded travellers who were waiting for the ferry.


He was a travelling leprechaun, who spent his days peddling his charms to housewives everywhere. He was very small, but very jolly, and given to saying that size wasn’t everything.


He was the family rabbit-herd. He couldn’t decide if he was keeping rabbits for their meat, milk, or fur, but it didn’t matter anyway because the rabbits wouldn’t let him have any of them.

For Ingrid's Back!, Level 9 switched to more traditional computer-drawn graphics, although theirs were never quite as good as those of Magnetic Scrolls.

For Ingrid’s Back!, Level 9 switched to more traditional computer-drawn pictures, although theirs were never quite as good as those of Magnetic Scrolls.

Once again, the second act is my favorite here. It deals with an assault on the village by a demolition crew of trolls. You have to dash about dealing with them one after another through tricks and booby traps. The presence of a harsh time limit makes the experience more stressful than anything in Gnome Ranger, but it’s great fun to dispatch the trolls one by one through ever more hilarious means.

I should take a moment to note that by “dispatch” I don’t mean kill; no one ever has to die in either of the Gnome Ranger games, something else I like about them. The Austin brothers regarded violent games with a certain contempt, calling them “vomit games” after the squelching sounds of blood and guts. Pete Austin:

Most advertising seems to emphasize the violent aspect of games, and, while nobody wants things like My Little Pony prancing about, it would be better to point out that computer programs can be interesting, informative, and broaden the mind. Unfortunately, violence does succeed in selling. If you have an essentially boring concept, the best way to jazz it up is to add some blood. This is what Hollywood has been doing successfully for years, but what you really need is a good script.

But sadly, Ingrid’s Back! itself lacks a good script — or, at any rate, a good puzzle structure — in its first and third acts. There’s precious little to really do at all during the last act in particular; with only a few exceptions, you just have to wander around and collect things. It’s as if in their newfound zeal for solubility the Austins have decided to remove the puzzles entirely. It makes a sad contrast to the compelling puzzles of Gnome Ranger, one almost certainly attributable to the time pressures that were now becoming even more acute as text adventures faded in popularity and each successive game Level 9 released sold fewer copies.

Many of the same old issues of bugs and playability began to creep back into Ingrid’s Back! and Level 9’s other late games. The experience of properly testing Gnome Ranger, while certainly resulting in a better game, provided a mixed lesson on the whole. Many of the outside testers, the Austins believed, decided to share the game with their friends; Pete Austin claimed that some of the problems he saw people writing to the magazines about existed only in the beta versions. Subsequent games were thus not tested as extensively — or possibly, given the state of some of them, not tested at all. “We have to walk this tightrope,” Pete said, “and make these compromises in getting it tested enough to get the bugs out but not enough to get too much piracy.” Such a “compromise” could have only a negative effect on the end result.

Also not doing much to cement Level 9’s commitment to quality control was the fact that they received little obvious reward for it either critically or commercially. Many reviewers, apparently poorly equipped by disposition to appreciate Gnome Ranger‘s pastoral pleasures, were nonplussed by Level 9’s eschewing of the epic for the intimate. There was considerable grumbling, considerable nostalgia for the good old days of sprawling maps with 200 locations — for, ironically, the very attributes Level 9 themselves had used as their primary selling points in the early days. It was all part of a general turning away from Level 9 on the part of the British gaming press, who had always feted them as the undisputed kings of adventure gaming in earlier years but were now hopelessly enamored with Magnetic Scrolls. For the Austins, who in contrast to Anita Sinclair and her band of upstarts had been on the scene since the beginning, it must have felt like a betrayal by old friends.

The Austins were reported to have a third Gnome Ranger game, the conclusion of what had always been planned as a trilogy, designed and ready for implementation by early 1989, but wound up retiring from the text-adventure scene before getting a chance to do so. Ah, well, at least we have the first two — and especially the first. Unloved and largely unremarked even in its own day though it was, its discovery marks the fulfillment of a personal quest I’ve been on for a long time now: the quest for at least one Level 9 game I can unreservedly enjoy and tell you to play. I can, and you should.

To make that as easy as possible for you, I’ve prepared a zip file containing Gnome Ranger and its sequel in two formats. The first, which is strictly for the hardcore or the purist, is the disk images of the original Amiga versions, playable in an Amiga emulator. The other, more accessible format will work under Glen Summer’s Level 9 interpreter, which is available for many platforms. Once you’ve downloaded the correct version of the interpreter for your computer, just fire it up and open the file “gamedata1.dat” from either game’s directory to play.

Soon it will be time to put a bow on the tale of the 1980s British text adventure in general and Level 9 in particular, but before we do so I want to take you on one final detour back to earlier years. My next story is not about a computer game at all, but it is a story some of you have asked for specifically, and one we’ve already met tangentially several times. And it’s most definitely a story that’s worthy of more than mentions in passing. So, next time we’ll finally do proper justice to Kit Williams and his golden hare.

(Sources: Retro Gamer 7; Crash of February 1988; Page 6 of July/August 1988 and June/July 1989; ACE of December 1987; Amstrad Action of September 1988 and October 1988; Games Machine of December 1988; Zzap! of January 1989.)

 

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