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Time Zone: Tackling the Monster

As a kid, I absolutely loved time-travel stories. I devoured Quantum Leap and Poul Anderson’s Time Patrol, and later in adulthood was very enamored with Connie Willis’s more sophisticated takes on the tropes. As cool science-fictional concepts go, time travel is pretty hard to top. By comparison every other genre of story is limited, bound to whatever milieu the author has chosen or invented. But time travel lets you go hopscotching through the universe — or a multiplicity of them — within the bounds of a single volume.

It also makes a pretty darn appealing premise for an adventure game, maybe even more so than for traditional fiction, what with setting being the literary element adventures do best. And indeed, time travel forms its own lively adventure sub-genre which just happens to include some of my very favorites. Time Zone does not make that list, but it is the first major text adventure to really explore the genre. Considering what a natural fit it is for an adventure game, I’m only surprised that a game like Time Zone took this long to appear. (And yes, I know I’m opening myself up to long lists of obscure or amateur titles that did time travel before Time Zone. By all means, post ’em if you got ’em. But as a professional adventure with a full-fledged time-hopping premise, I’d say Time Zone is probably worthy of recognition as the first text adventure to really go all in for time-travel fiction of the sort I knew as a kid.)

Time-travel stories may be written out of fascination with the intrinsic coolness of time travel itself, but they do often need some sort of framing premise and conflict to motivate their heroes. Time Zone goes with a B-movie riff on 2001: A Space Odyssey. It is the “dawn of man,” echoes the Time Zone manual, and mankind is being observed with interest by an advanced alien race, the Neburites. Here, however, the aliens are evil, and get pissed off as the centuries go by and mankind’s essential badassitude asserts itself:

The year is 4081. The Earth is a fast-paced, highly technological society. The advancement of Earth in the last 2000 years is an amazement to Earth historians and a constant source of pride to Earth scientists. The Neburites, though, feel quite the opposite.

In the 2000 years since our last glimpse of the extraterrestrials they have advanced little, and their jealousy for the Earth’s advancement has grown to a mad fervor. The evil Neburite ruler Ramadu fears that the Earth will very soon become the superior race in the galaxy. This must not happen. His plan is to strike now, before the Earth is advanced enough to defend itself against an attack. So Ramadu has built an awesome ray gun, and aimed it directly at the distant Earth.

It seems that unless something is done, if Ramadu is not stopped and his weapons destroyed, Earth will never see the year 4082.

Stopping him is, of course, a job for you, an everyday Earthling living in 1982, given to you along with a time machine by “a terrestrial guardian or keeper.”

It’s never explained just why you were chosen rather than someone from, you know, the year 4081 who might consider the Earth’s pending destruction a more urgent problem, nor why this mission needs to involve all this time travel at all. You must visit dozens of times and places to collect the equipment you’ll need to confront Ramadu on his home planet in 4081 — exotic stuff like a hammer, a knife, a rope, and a damn rock(!). It would be a lot easier and faster to pop into your house — the time machine just appeared in your back yard, after all — or at worst down the street to the local hardware store to collect these trinkets and be on your way directly to Ramadu.

To some extent these absurdities are part and parcel of adventure gaming even today. (If you somehow lose the walking stick that is key to many puzzles in my own game The King of Shreds and Patches, why can’t you just go to a shop and buy another one?) Even today games often drag and contort their stories, not without split seams and shrieks of pain, into shape to accommodate their technical affordances. As a collection of smaller adventures bound together with bailing wire and duct tape, Time Zone has no notion of global state other than through the objects the player is carrying with her, which she obtained by solving various zones, just as Wizardry has no way of controlling for winning other than by looking to see whether the party is carrying the amulet they could only obtain by taking out Werdna. The necessary suspension of disbelief just seems somehow more extreme in Time Zone, as, for example, when I park my time machine on a city street in the middle of downtown London without anyone seeming to notice or care.

But, yes, you can say I’m just anachronistically poking holes in a game running on very limited technology — except that Infocom released a game at the same time that showed that a reasonably consistent, believable premise and setting was very possible even with 1982 technology. (More on that in a future post.)

It’s not really surprising given the simplistic story and world model, but it is interesting to note the lack of many traditional time-travel tropes and concerns in Time Zone, the questions and paradoxes that do almost as much as the multiplicity of settings time travel offers to make it such a fun premise for a story (or a game). For instance, there’s no thought at all given to what happens if you change history. I suppose thought is not really needed, first of all because many zones have nothing interesting really going on anyway. For those that do, alteration of history is prevented by what Carl Muckenhoupt (whose own posts on Time Zone I highly recommend as companions to this one) calls “the poverty of the game engine.” The parser understands very little beyond what you have to do to solve the game, meaning that if you try to do something to mess with history — like, say, kill Christopher Columbus — you’re not going to be able to communicate your idea anyway.

The one place where Time Zone does nod toward traditional time-travel concerns is in not letting you carry objects back in time to a point before they were invented; if you try it, the anachronistic objects are destroyed. This of course provides Roberta Williams with a way of gating her puzzle design, preventing the player from using an obviously applicable item from solving this or that puzzle. It can also be very annoying, not only because it’s all too easy to be careless and lose track of what you’re carrying where, but also because it’s not always clear to the player — or, I strongly suspect given the countless historical gaffes in the game, to Roberta either — just when an item was invented, and thus just where the (time)line of demarcation really lies. In the small blessings department, the game does at least tell you when objects are destroyed this way. Given the era and the designer, one could easily imagine it keeping mum and letting you go quite a long way before figuring out you’ve made your game unwinnable.

But I should outline the general structure of the game before we go any further. From your home base that is literally your contemporary home, you can travel to each of the seven continents in any of five times — 50 BC, 1000 AD, 1400 AD, 1700 AD, 2082 AD — to collect what you need for the climax on Neburon in 4082 AD. (The manual says 4081, but it seems to have been written back when the game was still expected to ship in 1981 — thus the neat 2100-year gap.) Oh, and you can also visit 400 million BC, but only in one location. It’s explained as being thus limited because this was before the continents as we know them came into being. The same is also claimed to be true, bizarrely, of 10,000 BC (obviously there were no geologists around On-Line). Not all of the zones need to be visited; some serve only as red herrings. In what is, depending on your point of view, either a ripoff or the funniest joke in the game (or both), Antarctica in every single time consists of just a single location. You can only get out of your time machine, say, “Gee, it’s too cold here,” and climb back inside.

Some of the zones contain historical characters drawn straight from grade-school history books, giving the game (like so much of Roberta Williams’s work) a feel of children’s literature.

If you’ve been paying attention, you’ll note that Time Zone is not exactly rigorous about putting these characters precisely when they belong. It’s kind of tough to know to what extent Roberta messes with chronology just to be able to fit in all the cool stuff she wants to given just five time periods in which to put it all — Columbus certainly seems like a must-have, even if he is displaced by 92 years — and to what extent it’s all down to sloppy or nonexistent research. In her interview with Computer Gaming World to promote Time Zone, Roberta mentions an error she made, placing a rhea bird in Australia rather than South America. She explains the error away more disingenuously (or is this supposed to be funny?) in the manual:

To make a more interesting and challenging adventure, we have made some minor changes. For example, at one point in the game (I won’t say where) we have placed a rhea egg where you will never find a rhea bird. Anyone knowledgeable in ornithology knows that a rhea bird belong in South America (which is not where it is). This type of thing happens from time to time in Time Zone.

Worrying so much over such a minor point leaves one thinking that Time Zone‘s history must be rigorous indeed. Um, no. In addition to thinking that Pangaea still existed in 10,000 BC, the game also thinks that man invented fire in 10,000 BC. (In fact, it lets you be the one who invents fire, creating all sorts of timeline repercussions — if the game was more interested in such things, that is).

And it places brontosauruses (from the Jurassic period) and tyrannosauruses (from the Cretaceous) together in 400 million BC, hundreds of millennia too early for either. And then there’s Napoleon ruling in 1700 AD.

It’s hard for me to attribute this to the need to have cool stuff, because Louis XIV’s France was a pretty interesting historical moment in its own right. And your mission in this zone is to collect a comb and some perfume, which fits better with the Sun King’s effete court than with the more martial Napoleon. So, I must reluctantly conclude that Roberta doesn’t know her Louis XIV from her Napoleon. She also thinks that Saint Petersburg is in Asia, and that Peter the Great was the husband of Catherine the Great. “History books aren’t a lot of fun,” she asserts in the manual. Which kind of begs one to wonder why someone who doesn’t like history books is writing a game about history.

Time Zone has always had a reputation as a fearsomely unfair and difficult game. That’s true enough, but it’s not universally true when you look at it in a granular way. Many — probably most — of the puzzles break down into a few repeated archetypes, such as trading one fairly obvious item for another item.

There’s even a limited but surprising amount of kindness (or “user friendliness,” as the manual says over and over; presumably that term had just come into vogue). In addition to the game’s being kind enough to tell you when you lose an item in the timestream, the inventory limit, while present, is a very generous 16 items or so. And there is only one maze, if we restrict the term to rooms that are not laid out so that going north after going south gets you back where you started.

There are, however, large, tedious-to-map grids of empty rooms in virtually every zone you visit, and the game never tells you which exits from a location are available, forcing you to rely on trial and error. (Thank God the Hi-Res engine doesn’t support diagonal exits.) Indeed, Time Zone may have the shabbiest ratio of rooms to things to actually do in them in adventure-game history. By my count there are 57 items in the game, about the same as each of the first two Zork games — but spread over more than 1300 rooms. If anything the ratio feels even worse than that, as you wander through endless “pastures,” “meadows,” “fields,” and “city streets.” Actually playing Time Zone feels not like a grand journey through history, but rather a long slog through a whole bunch of nothing. No wonder poor Terry Pierce was reduced to tears at having to draw this monotony.

To relieve the boredom, entering some of these otherwise meaningless locations leads to instant death. The only way to solve many of these “puzzles” is to learn from the deaths and not enter that location again.

Some of the pictures are pretty nice, up to the standard of the earlier Hi-Res Adventures. Others show the strain of drawing 1400 pictures in eight months; they look pretty bad.

Something that’s often overlooked about the Hi-Res Adventures today is that they are not simply text adventures with illustrations, after the style of, say, the Magnetic Scrolls games of the later 1980s. Right from Mystery House there was an element of interactivity to their graphics: drop an item in an area and you would see it there; open a door and you would see it open onscreen; etc. That’s quite impressive. However, occasionally, just occasionally, Roberta decides to put essential information into the picture rather than bothering to describe it in text. Because this happens relatively seldom, and because there’s so much else in those pictures that isn’t implemented in the game, these occasions are devilishly easy to miss entirely.

In the picture below, that little green thing at the bottom right that looks like an air vent is an essential oxygen mask — apparently for a person with a very weirdly shaped head, but that’s another issue — that’s going to get destroyed if we go back in time with it in the time machine with us.

Nothing in the picture below is implemented except one of the drawers, which contains a knife that you need.

Only the cabinet is implemented below, which… you know the drill.

And the tusks of the elephant skeleton are implemented as separate objects that can be pried out and taken, something I’d never suspect in a million years.

All of this is frustrating in the extreme, but none of it is really that different from the other Hi-Res Adventures. What makes Time Zone so untenable, and leads to its reputation for difficulty and cruelty, is the combinatorial-explosion factor. There’s a pretty fixed order in which you need to work your way through the zones, using items found in one to solve puzzles in the next. Yet the game gives no clue whatsoever what that order must be, leaving you hopelessly at sea about where to go next or what to work on. (And then of course if you miss something like one of the above…) By late in the game you’ll have a full inventory plus a whole collection of extra objects piled outside your time machine, and won’t even know what to take with you from zone to zone.

Throw in all of the other annoyances — the pointless sudden deaths; the huge empty maps; the items and entire zones that serve only as red herrings; the uncertainty about what you can and can’t interact with; the obstinate parser; and just a few howlingly bad puzzles to top it all off — and the result is just excruciating. Theoretically this game could be solved, but really, why would you want to? Anyone willing to put this amount of methodical, tedious work in for so little positive feedback might be better off doing something that benefits mankind, or at least earns her a paycheck.

Or maybe it can’t be solved. It wouldn’t be a Roberta Williams game without a couple of really terrible puzzles. One of those is found in Asia (should be Europe, but why quibble?) in 1700 AD, where you have to wait outside Catherine the Great’s castle for five turns for no apparent reason for her to emerge with hubby Peter the Great and drop a hat pin.

This is made especially annoying by the fact that the game doesn’t even have a WAIT verb; you have to fiddle around with endless LOOKs and the like to get the turns to pass. (If you construed from the lack of WAIT that there would be no puzzle mechanics involving time, the joke’s on you.)

The other crowning jewel is the mountainside in the Asia of 1000 AD where you must type a totally unmotivated OPEN SESAME.

Puzzles aside, Time Zone just feels a bit amateurish and sloppy most of the time. Like a piece of fiction from a beginning writer, one senses that no one is in control of its tone or message, which veer about wildly. Nowhere is this more painful than in its depictions of the non-white natives of the zones, which come off as hilariously racist — but, I’m sure, unintentionally so.

There are also weird occasions when the “children’s book” tone suddenly gives way to thoughtless violence.

So, no, Time Zone is not a very good game. The climax on Neburon, which takes two disk sides by itself, is actually the strongest part, full of sudden deaths and empty rooms but also possessed of a forward narrative drive and sense of tension that was still rare in this era, as you penetrate deeper and deeper into the alien base. If released on its own, it would have stood up as possibly the best of the Hi-Res line. As it is, though, it comes at the end of such an exhausting slog that it’s hard to really appreciate. By the time you see the victory screen — which, incidentally, makes no sense; why are the people in your home town of 1982 celebrating a victory you won in 4082? — you’re just glad it’s over, just like the team who made it were when they finally got it out the door.

Sometimes, as The Prisoner taught us, the best way to win is not to play. Time Zone is perhaps doubly disappointing because the premise has so much potential. But neither the technology nor the designer were really equipped to realize such an ambitious idea, and certainly not in the time allowed. Still, Time Zone is of undeniable historical significance, so I have the Apple II disk images and the manual for those of you who’d like to dive in.

Next time: a bit about the aftermath of Time Zone before we move on to something else.

 

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Time Zone

In January of 1981, as On-Line Systems were settling into their first office in Coarsegold, California, Roberta Williams already had three Hi-Res Adventures to her credit: Mystery House, The Wizard and the Princess, and the introductory adventure Mission: Asteroid. For her next game, she wanted to do something bold and big. Really big. She envisioned the ultimate treasure hunt, through time as well as space, in which the player would have to visit every continent at five different meticulously recreated historical moments, en route to a climax set on an alien planet in the far future that would by itself be larger than most standalone adventures.

When not working with Ken to get On-Line properly off the ground as a real business over the next six months, Roberta developed her idea, deciding exactly when and where should be included and sketching out maps and a puzzle structure as well as a simple framing story to justify it all. She had been so fascinated when first playing the original Adventure that she had “never wanted it to end.” Now, she seemed determined to get as close as possible to that ideal of infinite adventure. Time Zone just kept growing; by the time Roberta set the complete design document before Ken that summer, it had grown from an estimated five or six to twelve disk sides. This at a time when the biggest epics like Ultima and Wizardry were just spilling onto a second side for the first time.

Ken and Roberta had worked closely together on her first three games, with Roberta doing the writing and design and drawing the graphics and Ken coding it all on the computer. Now, however, Ken was busy running the full-fledged company that On-Line Systems had become. Anyway, Time Zone was far too ambitious a project for just two people to tackle. So Ken assembled a team of about ten people for Time Zone, who would spend months working full-time or part-time on the game. The formation of what Ken dubbed “the Time Zone task force” marks a significant moment in the history of game development.

Previously games had been created by one or at most two or three people, each a jack-of-all-trades doing the art, design, and programming as needed. This was after all an era when much game design revolved around exploiting some technical quirk or capability of the hosting hardware, leaving precious little space between the abstracts of design and the details of implementation. Roberta Williams, who as a non-programmer as well as a female was very much the odd woman out in early 1980s game development, felt the need in a contemporary interview for Computer Gaming World to defend her contribution as a pure designer: “Sometimes I feel that people don’t think that I’m as much a part of the creative process as I claim, due to the fact that I don’t program. The designing of the game is the most important and creative part of the project (and also the most fun).” In explicitly separating programmers from artists from designers for the Time Zone project, Ken and Roberta began the march toward the modern model of big-studio development, in which the jack-of-all-trades mastermind has been superseded by teams of hundreds of specialists weaving ever more granular fragments of the whole tapestry. It seems safe to say that Time Zone‘s team was the largest ever assembled to that point to create a computer game — fittingly, as Time Zone was the closest game development got in 1981 to a modern AAA title.

Time Zone was of course to be a Hi-Res Adventure, meaning its appeal would be rooted in the pictures that would illustrate each of its locations. Arguably the most important person on the team after Roberta herself therefore became Terry Pierce, an 18-year old hired straight out of the local high school to draw 1400 pictures for the game in pencil on graph paper. Two others then laboriously traced the pictures on Apple’s Graphics Tablet, filled them in with color, and stored them on disk in a highly compressed format, all accomplished with the tools Ken had originally developed for The Wizard and the Princess. The other side of the operation was the “logistics team,” a few scripters who translated Roberta’s descriptions of geography and puzzles into Ken’s ADL (Adventure Design Language). They created each of Roberta’s “time zones” as a small, self-contained adventure game in its own right. In ostensible charge of the whole was Bob Davis, the personable fellow Ken had hired out of a local liquor store. Yes, in a career trajectory that could only have happened in 1981 and possibly only in the Oakhurst area, Davis had gone from liquor-store clerk to designer of his own game (Ulysses and the Golden Fleece, Hi-Res Adventure #4) to manager of the most ambitious game-development effort in computer history, all in a matter of months. In between finishing up his own game, he now tinkered with ADL for Time Zone and loosely supervised the other coders and artists.

As you might imagine, the whole project started to go off the rails pretty quickly. Davis was well liked by everyone — he was a guy with “a huge heart and a ton of enthusiasm” in John Williams’s words — but lacked the experience or temperament to be a project manager. And while he was adept enough with simple ADL scripting, he lacked the technical acumen needed to even come up with a plan for pulling together all of these little games his coders were creating into the monstrous whole that would be Time Zone. Meanwhile Ken, the one guy at On-Line with the technical know-how and organizational smarts to really manage the project, was kept so busy by other concerns that he could spare little attention. Still, he expected Davis and his team to deliver a completed Time Zone before Christmas — an impossible deadline even without all of the partying and other distractions that accompanied life at On-Line.

Then a savior of sorts walked through the door, in the form of one Jeff Stephenson. At 30 years old, Stephenson already had considerable experience in the computer industry, as well as the sort of rigorous understanding of the technology and the organizational skills that most of the self-taught hackers and kids around On-Line lacked. His last employer had been none other than Software Arts, developers of the most important microcomputer application in the world, VisiCalc. Upon moving from Cambridge, Massachusetts, to the mountains of northern California, Stephenson decided to drop in on On-Line, the closest technology company, to see if they needed a programmer. From Hackers:

He put on cord jeans and a sport shirt for the interview; his wife suggested he dress up more. “This is the mountains,” Jeff reminded her, and drove down Deadwood Mountain to On-Line Systems. When he arrived, Ken told him, “I don’t know if you’re going to fit in here — you look kind of conservative.” He hired Jeff anyway, for $18,000 a year — $11,000 less than he’d been making at Software Arts.

Stephenson’s first assignment was to join Davis as co-head of the Time Zone project, to cut through the chaos and get the project back on track. His “conservatism” turned out to be exactly what Time Zone needed. He set everyone firmly and clearly about their appointed tasks, like would have been expected within the more businesslike confines of Software Arts. He himself made modifications to Ken’s Hi-Res Adventure engine to let them tie all of the regions in the game together, at least loosely, letting the player move her avatar from mini-adventure to mini-adventure via the time machine and to carry items with her. And he convinced another On-Line programmer, an action-game maestro named Warren Schwader, to dramatically speed up the rendering of the graphics as the player moved through this huge world. That made a game that would be, as we’ll see in my next post, very painful to play at least a modicum less painful.

By this point the focus for everyone had long ago shifted from Roberta’s original starry-eyed dream of an adventure game for (literally!) the ages to just getting the damn thing done in some reasonably acceptable form. Roberta would later say in the CGW interview, “Once we got into it and saw how big of a job it was, we were almost sorry we started it in the first place.” It’s probably safe to say that most of her team would have happily removed the “almost” from that statement. What with the time constraints, they created essentially a skeleton of Roberta’s vision, with the historical vignettes given little more atmosphere or detail than were needed to support the simple overarching puzzle structure.

Still, all those pictures remained to be drawn, bringing an unbelievable burden of work down on Terry Pierce’s thin shoulders. Almost as burdensome as the quantity of work was the sheer tedium of the subject matter: hundreds and hundreds of uninteresting “fields,” “forests,” and “city streets” to accompany the few locations with something to actually do or look at in each region. In what seems a case of bizarrely misplaced priorities today, the Hi-Res Adventure brand demanded that every single one of Time Zone‘s more than 1300 locations be given its own unique picture, even if the location itself consisted of only “You are in a forest.” Ken and Roberta knew perfectly well where their bread was buttered. Hi-Res Adventures didn’t sell so well because of deathless prose or intricate world-modeling; they advanced little beyond the Scott Adams games in these areas. No, they sold so well because of all those colorful pictures that made them some of the most visually arresting software you could run on an Apple II. And so Pierce worked furiously to crank the pictures out; John Williams remembers the poor kid “almost in tears” from the stress, but still frantically sketching away.

Even with such heroic efforts, there was no way Time Zone was going to be ready for Christmas. The project slipped into 1982, finally shipping (with a big sigh of relief from all concerned) about the beginning of March. Taking into account the sheer quantity of locations, On-Line decided the game was worth a premium price: in fact, a rather staggering list price of $99.95, about twice what anyone had dared to charge for even the most ambitious of computer games before. (Indeed, when accounting for inflation Time Zone is still quite possibly the most expensive videogame ever released.) For an advertisement, they created a mock movie poster, making the most explicit link yet between games and movies. It’s an interesting moment in this fraught relationship, a step on the way to the “interactive movies” On-Line and others would be touting a decade down the road.

Roberta also compared Time Zone to an “epic movie in the tradition of Cecil B. DeMille” in her CGW interview.

The introduction to the manual touts the size and scope of the project proudly, reminding one of the similar introduction to Wizardry‘s manual: “Time Zone has been over a year in the making”; “Roberta Williams spent over six months writing and designing the game before the first line of code for the game was actually written”; “it was the biggest project that On-Line Systems has ever embarked upon”; “it required a complete restructuring of our adventure programming procedures”; “Time Zone is by far the largest and most complex game ever written for any microcomputer.” An article in Softline stated, “This game took more than fourteen months to complete and it has been estimated that it will take people a year to solve due to its extreme complexity.” Predictably enough, an adventure fanatic named Roe Adams III finished it in just about a week, and promptly called On-Line to tell them about it. (I suspect Adams must have hacked — not because the amount of actual content in Time Zone really amounts to all that much but because of its handful of completely absurd puzzles. But I suppose a sufficiently methodical and patient man who went without sleep theoretically could solve the game in a week…)

None of the promotion helped very much. Time Zone became a notorious, high-profile flop, the first such that On-Line had ever released — and a fate it richly deserved. As John Williams wrote to me to open our discussion about the game, “It frankly wasn’t that good.” Indeed, Time Zone is something of a nadir in the annals of adventure-game design, the logical culmination of several ugly trends that I’ve been harping on about for quite some time now in this blog. It plays like a caricature of an old-school text adventure, with all of the annoyances of the form and too few of the delights, and with its rushed development peeking through from every crack and seam. More on that next time.

(Thanks for much in this post goes again to John Williams, whose memories are always invaluable to me.)

 

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This Game Is Over

Before the famous Videogame Crash of 1983 there was the Videogame Crash of 1976. By that year Atari’s Pong had been in arcades for four years, along with countless ball-bouncing variants: Handball, Hockey, Pin Pong, Dr. Pong, and of course Breakout. The public was already growing bored of all of them, as well as with the equally simplistic driving and shooting games that made up the rest of arcade fare. As videogame revenues declined, pinball, the form they were supposed to have superseded, started to make a comeback. Even Atari themselves started a pinball division, as manufacturers began applying some of the techniques they’d learned in videogames to a new generation of electromechanical pinball tables that rewarded players with lots of sounds, flashing lights, and high-score leaderboards. When Atari introduced its VCS home-game console in October of 1977, sales were predictably sluggish. Then, exactly one year later, Space Invaders arrived.

Developed by the Japanese company Taito and manufactured and sold in North America under license by Midway, Space Invaders had the perfect theme for a generation of kids entranced with Star Wars and Close Encounters. Its constant, frenetic action and, yes, the violence of its scenario also made it stand out markedly from comparatively placid games like Pong and Breakout. Space Invaders became the exemplar of videogames in general, the first game the general public thought of when one mentioned the form. With coin-operated arcade games suddenly experiencing a dramatic revival, sales of the Atari VCS also began to steadily increase. Thanks to a very good holiday season, sales for 1979 hit 1 million.

However, the real tipping point that would eventually result in Atari VCSs in more than 15% of U.S. homes came when Manny Gerard and Ray Kassar, Atari’s vice president and president respectively, negotiated a deal with their ostensible rivals Taito and Midway to make a version of Space Invaders for the VCS. Kassar is known today as the man who stifled innovation at Atari and mistreated his programmers so badly that the best of them decided to form their own company, Activision. Still, his marketing instinct at this moment was perfect. Kassar predicted that Space Invaders would not only be a huge hit with the VCS’s existing owners, but that it would actually sell consoles to people who wanted to play their arcade favorite at home. He was proven exactly right upon the VCS Space Invaders‘s release in January of 1980. The VCS, dragged along in the wake of the game, doubled its sales in 1980, to 2 million units.

Atari took the lesson of Space Invaders to heart. Instead of investing energy into original games with innocuously descriptive titles like Basketball, Combat, and Air Sea Battle, as they had done for the first few years of the VCS, they now concentrated on licensing all of the big arcade hits. Atari had learned an important lesson: that the quantity and quality of available software is more important to a platform than the technical specifications of the platform itself. This fact would allow the Atari VCS to dominate the console field for years despite being absurdly primitive in comparison to competition like the Intellivision and the Vectrex.

Apple was learning a similar lesson at this time in the wake of the fortuitous decision that Dan Bricklin and Bob Frankston made to first implement VisiCalc on the Apple II. Indeed, one could argue that the survivors from the early PC industry — companies like Apple and, most notably, Microsoft — were the ones that got the supreme importance of software, while those who didn’t — companies like Commodore, Radio Shack’s computer division, and eventually Atari itself — were the ones ultimately destined for the proverbial dustbin of history. Software like VisiCalc provided an answer to the question that had been tripping up computer hobbyists for years when issued from the mouths of wives, girlfriends, and parents: “But what can you really do with it?” A computer that didn’t have a good base of software, no matter how impressive its hardware, wasn’t much use to the vast majority of the public who weren’t interested in writing their own programs.

With all this in mind, let’s talk about computer games (as opposed to console games) again. We can divide entertainment software in these early years into two broad categories, only one of which I’ve so far concerned myself with in this blog. I’ve been writing about the cerebral branch of computer gaming, slow-paced works inspired by the tabletop-gaming and fiction traditions. These are the purest of computer games, in that they existed only on PCs and, indeed, would have been impossible on the game consoles of their day. They depend on a relatively large memory to hold their relatively sophisticated world models (and, increasingly, disk storage to increase the scope of possibility thanks to virtual memory); a keyboard to provide a wide range of input possibilities; and the ability to display text easily on the screen to communicate in relatively nuanced ways with their players.

The other category consists of arcade-style gameplay brought onto the PC. With the exception of the Atari 400 and 800, none of the earliest PCs were terribly suited to this style of game, lacking sprites and other fast-animation technologies and often even appropriate game controllers. Yet with the arcade craze in full bloom, these games became very, very popular. Even the Commodore PET, which lacked any bitmapped graphics mode at all, had a version of Breakout implemented entirely in “text” using the machine’s extended ASCII character set.

On a machine like the Apple II, which did have bitmapped graphics, such games were even more popular. Nasir Gebelli and Bill Budge were the kings of the Apple II action game, and as such were known by virtually every Apple II hobbyist. Even Richard Garriott, programmer of a very different sort of game, was so excited upon receiving that first call from California Pacific about Akalabeth because CP was, as everyone knew, the home of Budge. If Computer Gaming World is to be believed, it was not Zork or Temple of Apshai or Wizardry that was the bestselling Apple II game of all time in mid-1982, but rather K-Razy Shootout, a clone of the arcade game Berzerk. They may have sold in minuscule numbers compared to their console counterparts and may not have always looked or played quite as nicely, but arcade-style games were a big deal on PCs right from the start. When the Commodore VIC-20 arrived, perched as it was in some tenuous place between PC and game console, the trend only accelerated.

You may have noticed a theme in my discussion of these games in this post and in a previous post: many of these games were, um, heavily inspired by popular coin-operated arcade games. In the earliest days, when the PC-software industry was truly minuscule and copyright still a foreign concept to many programmers, many aspired to make unabashed clones of the latest arcade hits, down to the name itself. By 1980, however, this approach was being replaced by something at least a little more subtle, in which programmers duplicated the gameplay but changed the title and (sometimes, to some extent) the presentation. It should be noted that not all PC action-game programmers were cloners; Gebelli and Budge, for instance, generally wrote original games, and perhaps therein lies much of their reputation. Still, clones were more the rule than the exception, and by 1981 the PC software industry had grown enough for Atari to start to notice — and to get pissed off about it. They took out full-page advertisements in many of the big computer magazines announcing “PIRACY: THIS GAME IS OVER.”

Some companies and individuals have copied Atari games in an attempt to reap undeserved profits from games that they did not develop. Atari must protect its investment so that we can continue to invest in new and better games. According, Atari gives warning to both the intentional pirate and to the individuals simply unaware of the copyright laws that Atari registers the audiovisual works associated with its games with the Library of Congress and considers its game proprietary. Atari will protect its rights by vigorously enforcing these copyrights and by taking the appropriate action against unauthorized entities who reproduce or adapt substantial copies of Atari games, regardless of what computer or other apparatus is used in their performance.

In referring to cloning as “piracy,” Atari is conflating two very separate issues, but they aren’t doing so thoughtlessly — there’s a legal strategy at work here.

Literally from the dawn of the PC era, when Bill Gates wrote his famous “Open Letter to Hobbyists,” software piracy was recognized by many in the industry as a major problem, a problem that some even claimed could kill the whole industry before it got properly started. Gates considered his letter necessary because the very concept of commercial software was a new thing, as new as the microcomputer itself. Previously, programs had been included with hardware and support contracts taken out with companies like IBM and DEC, or traded about freely amongst students, hackers, and scientists on the big machines. In fact, it wasn’t at all clear that software even could be copyrighted. The 1909 Copyright Act that was still in effect when Gates wrote his letter in January of 1976 states that to be copyrightable a work must be “fixed in a tangible medium of expression.” One interpretation of this requirement holds that an executable computer program, since it lives only electronically within the computer’s memory, fails the tangibility test. The Copyright Act of 1976, a major amendment, failed to really clarify the situation. Astonishingly, it was only with the Computer Software Copyright Act of 1980 that it was made unambiguously clear that software was copyrightable in the same way as books and movies and that, yes, all those pirates were actually doing something illegal as well as immoral.

But there was still some confusion about exactly what aspect of a computer program was copyrightable. When we’re talking about copyright on a book, we’re obviously concerned with the printed words on the page. When we’re talking about copyright on a film, we’re concerned with the images that the viewer sees unspooling on the screen and the sounds that accompany them. A computer program, however, has both of these aspects. There’s the “literary” side, the code to be run by the computer, which in many cases takes two forms, the source code written by the programmer and the binary code that the computer actually executes after the source has been fed through an assembler or compiler. And then there’s the “filmic” side, the images that the viewer sees on the screen before her and the sounds she hears. The 1980 law defines a computer program as a “set of statements or instructions to be used directly or indirectly in a computer in order to bring about a certain result.” Thus, it would seem to extend protection to source and executable code, but not to the end experience of the user.

Such protection was not quite enough for Atari. They therefore turned to a court case of 1980, Midway vs. Dirkschneider. Dirkschneider was a small company who essentially did in hardware what many PC programmers were doing in software, stamping out unauthorized clones of games from the big boys like Atari and Midway, then selling them to arcade operators at a substantial discount on the genuine article. When they started making their own version of Galaxian, one of Midway’s most popular games, under the name Galactic Invader, Midway sued them in a Nebraska court. The judge in that case ruled in favor of the plaintiff, on the basis of a new concept that quickly became known as the “ten-foot rule”: “If a reasonable person could not, at ten feet, tell the difference between two competitive products, then there was cause to believe an infringement was occurring.”

So, in conflating pirates who illegally copied and traded software with cloners who merely copied the ideas and appearance of others’ games, implementing them using entirely original code, Atari was attempting to dramatically expand the legal protections afforded to software. The advertisement is also, of course, a masterful piece of rhetoric meant to tar said cloners with the same brush of disrepute used for the pirates, who were criticized in countless hand-wringing editorials in the exact same magazines in which Atari’s advertisement appeared. All of this grandstanding moved out of the magazines and into the courts in late 1981, via the saga of Jawbreaker.

The big arcade hit of 1981 was Pac-Man. In fact, calling Pac-Man merely “big” is considerably underestimating the matter. The game was a full-fledged craze, dwarfing the popularity of even Space Invaders. Recent studies have shown Pac-Man to still be the most recognizable videogame character in the world, which by extension makes Pac-Man easily the most famous videogame ever created. Like Space Invaders, Pac-Man was an import from Japan, created there by Namco and distributed, again like Space Invaders, by Atari’s arch-rival of the standup-arcade world, Midway. Said rivalry did not, however, prevent the companies from working out a deal to get Pac-Man onto the Atari VCS. It was to be released just in time for Christmas 1981, and promised to be the huge VCS hit of the season. Kassar and his cronies rubbed their hands in anticipation, imagining the numbers it would sell — and the number of VCSs it would also move as those who had been resistant so far finally got on the bandwagon.

Yet long before the big release day came, John Harris, Ken Williams’s star Atari 400 and 800 programmer at On-Line Systems, had already written a virtually pixel-perfect clone of the game after obsessively studying it in action at the local arcade. Ken took one look and knew he didn’t dare release it. Even leaving aside Atari’s aggressive attempts to expand the definition of software “piracy,” the Pac-Man character himself was trademarked. Releasing the game as-is risked lawsuits from multiple quarters, all much larger and richer in lawyers than On-Line Systems. The result could very well be the destruction of everything he had built. Yet, the game was just so damn good. After discussing the problem with others, Ken told Harris to go home and redo the game’s graphics to preserve the gameplay but change the theme and appearance. Harris ended up delivering a bizarre tribute to the seemingly antithetical joys of candy and good dental hygiene. Pac-Man became a set of chomping teeth; the dots Life Savers; the ghosts jawbreakers. Every time the player finished a level, an animated toothbrush came out to brush her avatar’s teeth. None of it made a lot of sense, but then the original Pac-Man made if anything even less. Ken put it out there. It actually became On-Line’s second Pac-Man clone; another one called Gobbler was already available for the Apple II.

Meanwhile Atari, just as they had promised in that advertisement, started coming down hard on Pac-Man cloners. They “persuaded” Brøderbund Software to pull Snoggle for the Apple II off the market. They “convinced” a tiny publisher called Stoneware not to even release theirs, despite having already invested money in packaging and advertising. And they started calling Ken.

The situation between On-Line and Atari was more complicated than the others. Jawbreaker ran on Atari’s own 400 and 800 computers rather than the Apple II. On the one hand, this made Atari even more eager to stamp it out of existence, because they themselves had belatedly begun releasing many of their bestselling VCS titles (a group sure to include Pac-Man) in versions for the 400 and 800. On the other hand, though, this represented an opportunity. You see, Harris had naively given away some copies of his game back when it was still an unadulterated Pac-Man. Some of these (shades of Richard Garriott’s experience with California Pacific) had made it all the way to Atari’s headquarters. Thus their goals were twofold: to stamp out Jawbreaker, but also if possible to buy this superb version of Pac-Man to release under their own imprint. Unfortunately, Harris didn’t want to sell it to them. He loved the Atari computers, but he hated the company, famous by this time for their lack of respect for the programmers and engineers who actually built their products. (This lack of respect was such that the entire visionary team that had made the 400 and 800 had left the company by the time the machines made it into stores.)

At the center of all this was Ken, the very picture of a torn man. He wasn’t the sort who accepts being pushed around, and Atari were trying to do just that, threatening him with all kinds of legal hellfire. Yet he also knew that, well, they kind of had a point; if someone did to one of his games what On-Line was doing to Pac-Man, he’d be mad as hell. Whatever the remnants of the hippie lifestyle that hung around On-Line along with the occasional telltale whiff of marijuana smoke, Ken didn’t so much dream of overthrowing the man as joining him, of building On-Line into a publisher to rival Atari. He wasn’t sure he could get there by peddling knockoffs of other people’s designs, no matter how polished they were.

Thanks largely to Ken’s ambivalence, the final outcome of all this was, as tends to happen in real life, somewhat anticlimactic. On-Line defied Atari long enough to get dragged into court for a deposition, at which Atari tried to convince the judge to grant a preliminary injunction forcing On-Line to pull Jawbreaker off the market pending a full trial. The judge applied the legal precedent of the ten-foot rule, and, surprisingly, decided that Jawbreaker looked different enough from Pac-Man to refuse Atari’s motion. You can judge for yourself: below is a screenshot of the original arcade Pac-Man pair with one of Jawbreaker.

Atari’s lawyers were reportedly stunned at the rejection, but still, Ken had no real stomach for this fight. He walked out of the courtroom far from triumphant: “If this opens the door to other programmers ripping off my software, what happened here was a bad thing.” Shortly after, he called Atari to see if they couldn’t work something out to keep Jawbreaker on the market but share the wealth.

Right on schedule, Atari’s own infamously slapdash implementation of Pac-Man appeared just in time for Christmas. It moved well over 7 million units to consumers who didn’t seem to care a bit that the ghosts flickered horribly and the colors were all wrong. The following year, On-Line and Harris developed a version of the now authorized Jawbreaker for the Atari VCS, publishing it through a company called Tigervision. It didn’t sell a fraction of what its inferior predecessor had sold, of course, but it did represent a change in the mentality of Ken and his company. Much of the fun and craziness continued, but they were also becoming a “real” company ready to play with the big boys like Atari — with all the good and bad that entails.

Similar changes were coming to the industry as a whole. Thanks to Atari’s legal muscling, blatant clones of popular arcade games dried up. The industry was now big enough to attract attention from outside its own ranks, with the result that intellectual property was starting to become a big deal. Around this time Edu-Ware got sued for its Space games that were a little bit too inspired by Game Designers’ Workshop’s Traveller tabletop RPG; they replaced them with a new series in the same spirit called Empire. Scott Adams got threatened with a lawsuit of his own over Mission Impossible Adventure, and in response changed the name to Secret Mission.

Indeed, 1981 was the year when the microcomputer industry as a whole went fully and irrevocably professional, as punctuated by soaring sales of VisiCalc and the momentous if belated arrival of IBM on the scene. That’s another story we really have to talk about, but later. Next time, we’ll see how the two broad styles of computer gaming met one another in a single game for the first time.

(My most useful sources in writing this post were an article by Al Tommervik in the January 1982 Softline and Steven Levy’s Hackers.)

 

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Softporn

As I mentioned at the end of my last post, Softporn has to be among the most discussed and least played games of all time. The idea of it — and of course that iconic cover photo, and the stories behind that — is such an interesting jumping-off point that one can easily forget to even boot the simple text adventure at the root of it all. But I strive to give you more here at The Digital Antiquarian, so I played through the game in all its raunchy entirety. I expected that to be a bit of a chore, but turned out to be rather pleasantly surprised — and no, it wasn’t all down to the sex.

The game begins, as any good sex romp should, in a sleazy bar.

The screenshot above, with the screen divided into a window for the room description and a window for all other text, plainly shows Softporn‘s main influence, the Scott Adams adventures. The prose likewise trends more toward Adams’s lazy exuberance than, say, Infocom’s comparative polish. Still, Benton had the luxury of working with 48 K of memory to Adams’s 16 K, and also had a disk drive to fetch text from a file during play. These factors let him include far more text than Adams could ever manage, and thus to surpass his influence in crafting a more full-bodied (if still very comedic) virtual world.

As long as we’re making comparisons: if you’re familiar with the original Leisure Suit Larry, this scene, along with much else, will look somewhat familiar, what with Larry having been loosely modeled on Softporn. I don’t want to read Softporn entirely through the lens of Larry, but some comparison feels unavoidable. Larry was a very strongly characterized protagonist, a (lovable?) loser who couldn’t seem to unstick himself from the Age of Disco. Softporn is different, and not just because, in keeping with its era and inspirations, its hero is only cursorily characterized as the player’s “puppet” (a word lifted straight from Scott Adams). Softporn, you see, is itself a product of nightclub culture at the tail-end of the disco era. It does state in the manual that “the year is 2020 A.D.,” and the game makes the occasional halfhearted stab at reflecting a futuristic dystopia, most notably via a series of ultra-violent programs available for viewing on a television. But still, the milieu that is in Larry a cheesy obsession of the hopelessly unhip protagonist is here just everyday life. There was after all a time when the hip and beautiful people really did wear polyester leisure suits. Softporn is from that time, and something of a time capsule of the late disco era, best experienced with a little Chic playing in the background.

Chuck Benton says today that parts of the game were drawn straight from his own experiences, although he’s not telling exactly which parts. There’s almost always an element of real, if exaggerated, lived experience to its humor that makes at least some of us laugh and wince at the same time. For instance, every suburban boy’s worst nightmare plays out when you try to buy a condom in the drugstore.

This gag also got recycled for Leisure Suit Larry, but there it’s something that happens at Larry’s expense; here it feels like it’s really happening to us. (Or is that just the childhood trauma speaking?)

And here we come to something that really surprised me: I found Softporn really, genuinely funny. Yes, it’s all very much guy humor, and not exactly sophisticated stuff… but (and much to my wife’s dismay) I still find Beavis and Butthead about the funniest thing ever, so that kind of humor suits me just fine.

Softporn as a whole is much better than I expected it to be. It’s actually very fair. There are no absurd puzzles here, no parser games, not even any mazes or tangled geography. Yes, it’s written in BASIC and uses a two-word parser, with all the limitations those things imply, but Softporn does a shockingly good job of playing within its limitations and delivering a good time regardless. The puzzles stay simple, never straining the technology beyond its breaking point, and wherever the limited parser does necessitate an unusual syntax, the game bends over backward to make the player aware of it, even at the risk of spoiling puzzles. While it is very possible to die, even the deaths are usually clued in a way that just wasn’t normally done in this era.

Even many years later Leisure Suit Larry would not be so kind in warning about this danger and others. Anyone designing an old-school text adventure today using a limited engine — and for better or for worse, I know you’re out there — could do worse than to have a look at Softporn. I’m amazed to be saying this, but at least in design terms it’s the most fair, modern-feeling text adventure I’ve looked at for these history posts. Yes, more so even than Zork. Partly this is likely due to the development process Benton used; he would let a few of his buddies play the game every weekend or so, collecting their feedback and asking which puzzles worked — and were solvable — and which did not, a seemingly commonsensical step that the majority of old-school developers neglected entirely. And partly it was just down to a forward-looking design philosophy that held “100 simple puzzles better than 1 killer.” The biggest complaint one might level against Softporn‘s design in the context of its time is its brevity. Even approached completely cold as I did, sans prior knowledge, hints, or walkthrough, one is unlikely to get more than two or three hours out of the game. Today that’s of course fine; in 1981, after having paid $30 for the experience, one might be a bit upset. As I’ve pointed out before, commercial concerns often pulled against good design.

So, yes, Softporn is a very likable game. Which isn’t to say that its mind isn’t in the gutter. It soon becomes clear that the goal is to score with three different women in one night (which sounds like quite a tax on a man’s stamina, but then I’m not in my twenties anymore), ascending in desirability from a rough hooker to a girl-next-door type who — fantasy or nightmare, take your pick — turns out to be a dominatrix to an exotic goddess. Thus Ken Williams’s choice to feature three women in his cover photo, although presumably they weren’t told which woman represented which from the game…

As you can see above, the actual sex is pretty much left to the imagination; staying period specific, Softporn is very much Porky’s rather than Debbie Does Dallas. Most of the offensiveness, such as it is, rather comes from dirty words and lots and lots of innuendo, leaving the actual moments of truth as anticlimaxes. We get Biblical for the final (anti)climax.

But at least the game ends before the rest of the story of Eve and the apple (and children and a mortgage) set in.

Ken Williams published Softporn knowing full well it was likely to provoke some controversy, and he wasn’t disappointed. Many of the more conservative residents of Coarsegold and Oakhurst, who had been suspicious of this gang of newcomers from the start, now found all of their initial prejudices amply confirmed. Other sensitive souls from around the country expressed their opinions in hate mail — according to Steven Levy “some of it full of Bible scripture and prophecy of the damnation ahead.” But for the most part the controversy worked as Ken had hoped it would, getting On-Line and entertainment software in general noticed outside of the still tiny ghetto of active Apple II gamers. People in general might not have really understood the burgeoning PC revolution yet, but they all understood what sex was. A story went out over the UPI wire, and, best of all, the game and its cover photo were featured in a Time magazine story on this new concept of selling “Software for the Masses.” (The magazine felt it had to start with the very basics: “The programs, which are mainly recorded on vinyl discs about the size of a 45 r.p.m. record, are instructions written in a mathematical code the machine can ingest.”) With publicity like this, Softporn sold. It sold very well.

At the same time as it was getting such welcome mainstream exposure, though, Softporn is oddly absent from the computer press of the period. Most computer magazines, which were widely read by teens and preteens and whose editors had nightmares of outraged letters from parents, mentioned Softporn cursorily if at all. Computer retailers were also spooked. From Hackers:

Computer stores that wanted it would be reluctant to order just that one program. So, like the teenager who goes to the drugstore and says, “I’d like a comb, toothpaste, aspirin, suntan oil, stationary, and, oh, while I’m here I might as well pick up this Playboy,” the store owners would order a whole sampling of On-Line products… and some Softporn too.

Of course, the same scenario played out again with the customers who frequented those stores; they would sandwich Softporn in amongst other games or more “serious” software before making their way to the checkout stand, another scenario ironically reminiscent of the drugstore scene from within the game itself. Ken estimated Softporn and all the associated sales of “toothpaste” software that it generated to have doubled On-Line’s sales for a time, and some sources estimate Softporn alone to have topped 50,000 in sales over its commercial lifetime, an absolutely huge number for this period. There’s probably a nice discussion of shifting social mores between then and now to be had in all this, but I’ll leave that as an exercise for the reader.

Chuck Benton, a very modest, unassuming sort of fellow, became a celebrity of sorts within Apple II circles, with people even flagging him down to ask for autographs. His mother was left aghast by the Time article in particular, but such is the life of a purveyor of naughty software. And there were plenty of upsides in addition to the big royalty checks On-Line was soon sending him. He started to have more luck with women as a result of the game; after all, he had asked for it.

But always in videogames, as in any creative industry, the question quickly becomes what will you do next. A fair amount of customers had actually written in asking for a female version, which if nothing else proves that at least some women as well as men were buying Apple IIs by this point. However, Benton, for obvious reasons, didn’t feel quite up to the task. He hunted about for a female collaborator to help him get the tone right, and even told Time that a female version was forthcoming when interviewed for their article, but Benton never found the right person and never really got the project started. Another idea, for more of a straight-up sequel that took place at a university and was inspired by Animal House, likewise went nowhere. Benton rather worked for On-Line for a few years as a programmer for hire rather than a designer, doing action games such as Frogger, B.C.’s Quest for Tires, and Micky Mouse’s Space Adventure. Yet Benton, very much a New England boy, never quite fit in with the laid-back California culture of On-Line. Having gotten into all of this as something of a lark, Benton was never hugely passionate about games as a long-term career choice in the first place, and as time went on and marketing budgets increased in relation to development budgets, he became increasingly dissatisfied with the game industry in general. He dropped out circa 1985 to found Technology Systems, Inc., which does research and development work, often for the military, to this day.

If you’d like to play Softporn yourself, I’ve got sort of a special treat for you: the original Blue Sky software release and its accompanying documentation. Thanks go to Howard Feldman’s amazing Museum of Computer Adventure Game History for the latter.

Oh, and before we leave Benton and Softporn, here’s a final piece of trivia for all techno-thriller fans. Long before he published The Hunt for Red October and went from mild-mannered insurance salesman to bestselling author, Tom Clancy was acquainted with Chuck Benton. Jones, the quirky sonar operator from that book, “knew a few people from college who drew up game programs for personal computers; one of them was making good money with Sierra On-Line Systems…” Well, that anecdote was inspired by none other than Chuck Benton.

But next we’ll leave all this sex stuff behind and get back into the dungeon where nerds like us feel most comfortable. No, not that kind of dungeon. Sheesh…

 
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Posted by on February 29, 2012 in Digital Antiquaria, Interactive Fiction

 

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Sex Comes to the Micros

If you asked the average man on the street circa 1981, he’d probably be hard put to imagine two nouns so divorced from one another as sex and computer. Most people still saw computers as dully esoteric tools maintained by a priesthood of little gnomes seeking refuge from the real world of playground bullies, gym teachers, and, most terrifying of all, women. Stereotypes generally being stereotypes for a reason, that description may arguably apply to plenty of folks we’ve met on this blog before, at least if we insist on casting these characters in their most unfavorable possible light. But still, gnomes have needs too — as do hackers. One had only to look at the chainmail bikinis on the covers of fantasy novels, Dungeons and Dragons boxes, and, soon enough, computer games to know that nerds were far from asexual, even if many of them weren’t actually getting much of it. Rather than being separate universes, sex and computers were at worst adjacent galaxies, which orbited into contact with one another more often than our man on the street would ever suspect.

During the mid-1960s, Ken Knowlton was working with computer graphics at the legendary Bell Labs, home of such diverse achievements as the development of the C programming language and the Unix operating system and the detection of the background radiation from the Big Bang among a thousand others. He had developed a primitive video digitizer, the forerunner of the digital cameras of today, which could scan a photograph, sorting it into a grid of light and dark pixels. However, Knowlton did not have access to a proper bitmapped display, only text-oriented teletypes. He therefore developed software to convert the scanned pixels into individual letters chosen for their relative brightness and similarity to the patterns in the photograph. One day in 1966 when their boss was away on holiday, Knowlton and a colleague, Leon Harmon, conspired to scan in a nude photo of dancer Deborah Hay, blow it up to truly mammoth proportions, and plaster their (apparently very easygoing) boss’s wall with it.

The picture was quickly retired after the boss’s return, but nevertheless propagated electronically through the computer industry. Finally it came to attention of The New York Times, who printed it along with an article on the bizarre new idea of “computer art” in October of 1967. It was allegedly the first nude image of any stripe that the famously decorous Gray Lady had ever printed. On the basis of that exposure, this elaborate practical joke found its way into The Machine as Seen at the End of the Mechanical Age, a 1968-69 exhibition at the Museum of Modern Art in New York that featured some of the first examples of computer art to appear in a gallery setting. For the show it was given the appropriately pretentious moniker Studies in Perception #1. Today it resides in the collection of the Victoria and Albert Museum in London. In demonstrating that ordinary letters could be, well, sexy, Knowlton and Harmon kickstarted the practice of ASCII art, a practice that still has devoted adherents today.

Knowlton tells a story typical of many artists and engineers working in new mediums:

We did make similar pictures — of a gargoyle, of seagulls, of people sitting at computers — which have appeared here and there. But it was our Nude who would dolphin again and again into public view in dozens of books and magazines.

The earliest artwork produced on microcomputers was ASCII art — the PET and TRS-80 in particular were capable of little else — and much of it likewise featured nudes. These tiny files, traded about over the ARPANET, on disks, and through the first computerized bulletin-board systems, represent some of the first digital pornographic images.

Anyone who studies the history of technology comes to understand quickly that just about any new technology that can conceivably be applied to sex will be in pretty short order. Many subjects of early photographers were featured sans clothing; many of the earliest movies were peepshows; many or most early VCRs were bought to watch porn movies at home without the discomfort and embarrassment of visiting a theater. And porn drove the early growth of the Internet to an extent few are comfortable acknowledging, dwarfing everything else in profitability during those heady early days of the mid-1990s. The microcomputer itself was no real exception to the rule, even if the mixing of computers and sex was initially awkward and, like all those ASCII images of naked women, of decidedly limited fidelity.

The first commercial program I know of that dealt explicitly in sex appeared in early 1980 and was called Interlude: The Ultimate Experience. You may have heard of it before; one of its marvelously kitschy advertisements made PC World‘s “25 Funniest Vintage Tech Ads” list a few years ago, and got some general Internet exposure as a result.

As indicated by the female models in its ads, Interlude was marketed toward the males who were much more likely to own computers and buy software, yet it was at least ostensibly for couples. The idea here is that each partner tells the program what sort of mood he or she is in, and the program then directs the couple to a section of an accompanying booklet that contains the perfect experience to satisfy them both, delivered in instructions to one or both. The experiences are fairly typical sex-manual fantasies. This being a family blog, here’s one of the least explicit:

Surprise your lady with roses… but not in the usual way. Buy several dozen roses. While your lady is taking a bath, scatter the rose petals over the sheets. When she comes from her bath, lay her down in a bed of roses and make love amid the fragrance.

For contrary sorts like me, some of the best fun is to be had by playing both male and female, telling the program they are in wildly incompatible moods, and watching it desperately struggle to come up with something — as in, saying the man wants to cuddle and talk and the woman wants to act out a rape fantasy. (“One of the most common female fantasies is rape — being taken by force against her will,” the booklet helpfully tells us. “She doesn’t really want to be raped,” it continues; good to know.) The dirty little secret about Interlude is that its simple computer component is not really doing anything a printed questionnaire couldn’t do. In the end, it’s an ordinary couple’s manual with an accompanying computer program that’s really just a convenience; the whole project could have been implemented using nothing more high-tech than print without too much difficulty.

A year or so after Interlude, Scott Adams’s Adventure International unveiled a pair of real sex games, at least of sorts: Strip Dice and Concentration. The catalog says that they “vaguely resemble the time-tested games on which they are based.” Actually there’s no “vaguely” about it; each is a simple BASIC implementation of an old party game which occasionally tells the loser(s) to remove articles of clothing. A prominent disclaimer on the package states, “NOTE: CONTAINS EXPLICIT SEXUAL DIALOGE [sic] WHICH MAY BE OFFENSIVE TO SOME USERS!!!!” That’s not really true either; I don’t think terms like “tush” were considered X-rated even in 1981. Again, one has to ask just what the computer really adds to the equation. Presumably most couples or libertine partygoers are capable of keeping track of what articles of clothing are still in play, as it were, and which should be removed next. Visual evidence alone should allow for that. Isn’t that sort of the whole point of the endeavor?

Another potential problem with both Interlude and the AI games is that they are aimed at couples who will presumably use them to have real sex. Plenty of computer owners inevitably lacked a better half, and were perhaps looking for more, shall we say, solo pursuits. Unfortunately, that was a problematic proposition. It was very difficult to portray an image even remotely arousing using the microcomputer display technology of the early 1980s; even ASCII art, for all the dedication of its practitioners, had its limitations. Thus visual representations of sex in gaming were limited to the most cartoonlike of portrayals that played for adolescent giggles rather than attempting the hopeless task of actually arousing anyone — stuff like the famously awful and utterly tasteless Atari 2600 game Custer’s Revenge, in which the player’s goal is to rape a Native American woman. (The company behind Custer’s Revenge, Mystique, actually published a whole line of “adult” games, each of which strives in its own way to be just as offensive.)

But what about text adventures? Certainly textual erotica had been a thriving literary genre for centuries. What looked promising on the surface was, however, much more problematic when examined in depth. Even presuming the existence of authors with the skill to make their subject matter come to life, the technology of 1981 did not permit anything like a realistic, erotic interactive sexual encounter. Sex after all involves people, and text adventures — even the very best ones, such as Zork — necessarily built deserted virtual worlds filled with inanimate objects and, perhaps here and there, people that behaved like inanimate objects. (Which does I guess give the phrase “objectification of women” a whole new meaning…) The author of the first widely distributed text adventure to deal in sex therefore wisely decided to play it for laughs. And even that, like so much else in the young industry, happened sort of by accident.

Chuck Benton was living in a small town near Boston and working as a field engineer for a New England flight-simulator manufacturer when he, like increasing numbers of other young tech-savvy people with disposable income, purchased an Apple II in 1980. Also like so many others, Benton quickly found himself entranced with his new toy. Amongst his favorite games were the Scott Adams adventures.

As he grew more familiar with his home computer’s capabilities, Benton started to notice how laborious many of the administrative processes at his job currently were, especially those used to schedule and track the field-engineering group of which he was a member. He began to evangelize the Apple II with his superiors as a way to save huge amounts of time and drudgery. In the end he perhaps got more than he bargained for: not only did management decide to buy their own Apple II for the business, but they offered Benton the chance to program a customized scheduling application to run on it. Being an ambitious sort, Benton agreed — and then wondered just what he had gotten himself into. He was an engineer by trade, with little background in programming. Now he needed to learn BASIC as quickly as possible. He decided that learning by doing is best, and that the best approach would therefore be to create a more modest learning program that would nevertheless require many of the skills his company’s application would require. After a bit more thought, he decided that a text adventure would be just about ideal. He would design it in such a way that it would require extensive file access, just like his company’s application, and make his design large enough to require him to write and structure quite a few lines of code without being so large as to be uncompletable in the few months he allocated for the project. Besides, he liked playing text adventures, and liked the idea of creating one of his own.

Benton was hardly unique in proceeding through this thought process to arrive at a text-adventure project. You may remember that Scott Adams, the reigning king of microcomputer adventure games at the time, had originally started on Adventureland as an exercise in learning BASIC and learning how to manipulate strings. A whole generation of books and articles that followed advertised text-adventure programming as a fun way to learn the art and science of programming in general. What was unique was the subject matter that Benton chose for his learning game. Instead of writing about dungeons and dragons or even rockets and rayguns, he decided to write about his own experiences as a single guy in his late 20s trying to navigate the Boston night life, have a good time, and, yes, hopefully get laid every once in a while. Why not? He was just writing the game for fun and for education. Maybe he would share it with a few buddies, but that was it.

After working on the game for a couple of months, though, Benton couldn’t help but notice that said buddies really, really liked the game. They found it hilarious, and were always asking how it was coming along and whether they could play the latest version. Benton was well aware of others, like the Williams and for that matter Scott Adams himself, who were making real money selling text adventures. And certainly he had a game with what could only be described as its own unique appeal. The wheels turned, until Benton made the decision to forget about the idea of the game as a modest training exercise and develop it into a complete, polished work he could try to sell. He abandoned the current, patched-together version and started over from scratch with a more rigorous approach.

As he cleaned up the game’s underlying technology, he also cleaned up the content somewhat in the realization that, while he might be able to market a risque game, as a self-described “conservative New Englander” there were limits to how far he wanted to push the envelope. Benton excised almost entirely one part of the plot, involving drugs and and a drug dealer; only a relatively innocuous magic mushroom was allowed to stay. And what had started out with the working title of Super Stud Adventure was given the gentler — and much more clever — title of Softporn Adventure. The former part of the title was a play on the habit of working “Soft” into the title of anything and everything computer-related in those days: Microsoft, DataSoft, CompuSoft, Applesoft, Softalk, Softline, etc. Why not Softporn? As for the Adventure, well, this was still a time when Benton’s major model, Scott Adams’s Adventure International, appended that word to every adventure game as a matter of course: Pirate Adventure, Mission Impossible Adventure, etc.

With this revised version of the game complete after about four or five months of work, it was now time to consider how to go about selling it. Benton guessed that few or no publishers would want to touch the game due to its content, so he decided to try to sell it himself, adopting for the purpose the company name Blue Sky Software. Like so many before him, he improvised packaging using Ziploc baggies, colored paper, and a mimeograph machine, and just like that he was in business. However, Benton’s efforts were not rewarded with the immediate success that had greeted Adams or the Williams. Part of his problem was unique to Softporn: the obvious way to advertise a new piece of software was to take out advertisements in magazines, but virtually all of them were too spooked by the content (not to mention the title) of Softporn to take Benton’s money. But in addition, the road Benton had chosen was becoming a much harder one by this point, early 1981. In establishing the first proper software distributor, Ken Williams had, even as he made it easier for established publishers to get their products into stores, made it much harder for lone wolves like Benton, who lacked connections and distribution agreements with the likes of Softsel, to get their software noticed and available in the rapidly expanding retail-computer ecosystem. Ken had in other words made it much harder for others to do what he had done with Mystery House; an historic window of opportunity was slowly closing as business-as-usual moved in. Luckily, it was also Ken that rode to Benton’s rescue.

On June 6, 1981, the first computer show devoted exclusively to Apple products, AppleFest, took place in Boston. Figuring that at least here no prudish press could get between him and potential customers, Benton rented space to try to drum up some attention and sales for Softporn. Also there, in much more prominent fashion, were Ken Williams and his rapidly growing company On-Line Systems. Wandering the show floor, Ken came across Benton’s little display, chatted briefly with its owner, and bought a copy of Softporn to take back to California with him. The game became a huge hit amongst Ken and his staffers; they thought it a “riot.” Ken of course knew that any attempt to market the game would lead to mass controversy, but he also understood well the old maxim that any publicity is good publicity, particularly when trying to get an empire off the ground. Besides, he thought the controversy would be “fun,” in a time when On-Line Systems was still young and freewheeling enough that that counted as a valid argument. And with major and growing clout in the software industry, Ken felt On-Line would be able to overcome the qualms of magazines and retailers where Benton had failed, and thereby get the game noticed and get it onto shelves. Within days Ken called Benton to ask him if he would let On-Line Systems publish his game. For Benton, just about ready to give up on the idea of making anything at all from Softporn, Ken’s call out of the blue was like an answered prayer. He of course said yes, and On-Line set to work to make it happen.

Ken toyed with the idea of revising the game to fit into On-Line’s Hi-Res Adventures line with the addition of graphics, but that would take considerable time, and would of course also open the whole new can of worms of trying to decide just what level of visual explicitness would be appropriate. So he shelved the idea of a graphical Softporn, although, as those familiar with later history know, never quite abandoned it. For now, he decided, the game was fine as-is.

Ken may have been happy with the game itself, but he wasn’t impressed with Benton’s simple homemade packaging. He felt it needed artwork that made a… bolder statement of intent. The endgame of Softporn involves a beautiful woman and a hot tub, and that gave the jacuzzi-loving Ken all the inspiration he needed. He convinced three women at the company to come to his house for a topless photo shoot in his hot tub. This being On-Line Systems, where nepotism ruled, all were married to men also working at the company. There was Dianne Siegel, a technician and eventual production manager who was married to head accountant Larry Bain; the wife of Bob Davis of Ulysses and the Golden Fleece fame, who worked in accounting; and, most famously, Roberta Williams herself. Ken hired to join them a waiter from the only decent restaurant in town, a steakhouse with a name ironically appropriate for the local economy On-Line was rapidly transforming: The Golden Bit. This fellow was flamboyantly gay and thus considered an acceptable risk to join the three topless wives in the hot tub. The final touch of kitsch came from an Apple II presumably acting as master of ceremonies to the sexy proceedings.

As a generation of teenage boys would soon discover, the photo promised much, much more than the actual game delivered. But then that was already becoming something of a tradition in computer-game packaging, where countless luridly drawn dragons battled knights in armor in scenes that showed little obvious connection to the sparsely rendered virtual worlds found inside the boxes. In the long run this particular picture became more famous than anything in the game it promoted, the enduring icon of this wild early era in On-Line’s history.

With the photo taken, Ken put it and Benton’s game out there within weeks of that initial phone call. He then settled back and waited for the controversy to ensue. We’ll get to that, and have a look at the contents of the game itself (something that oddly almost always goes undone in discussions of Softporn), next time.

(Along with John Williams and the gift that just keeps on giving, Steven Levy’s Hackers, Jason Scott’s interview with Chuck Benton for Get Lamp provided much of the material on Softporn for this article and the next.)

 
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Posted by on February 27, 2012 in Digital Antiquaria, Interactive Fiction

 

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