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Michael Crichton

Michael Crichton

It’s easy to dismiss Michael Crichton. Following his shocking 2008 death from throat cancer at age 66 (few had even been aware he was ill), virtually all of the obituaries and memorials took a tack similar to that of Charles McGrath in The New York Times: “No one — except possibly Mr. Crichton himself — ever confused them [his novels] with great literature, but very few readers who started a Crichton novel ever put it down.” One somehow feels the need to qualify that, yes, one understands he’s not great literature or anything before one admits to enjoying a Michael Crichton book. That’s kind of odd when you think about it. Readers of J.K. Rowling or Stephen King don’t seem to wax defensive quite so quickly or in quite such quantities.

If we take the relatively accepted and non-controversial definition of hard science fiction as a story that begins with the words “What if…” and then proceeds to try to rationally work through the consequences of that opening proposition, many of Crichton’s stories are virtual textbook examples of the genre. His breakout novel, The Andromeda Strain, asked what if a satellite returned to earth bearing a deadly extraterrestrial microbe; his most successful of all, Jurassic Park, asked what if dinosaur DNA could be recovered and cloned. Yet he was never really embraced by hardcore science-fiction readers. Something about Crichton was just too slick, too commercially calculated, too darn ubiquitous to be embraced by scruffy fan communities. He just wasn’t one of them. Instead he became the king of that genre unto itself of airport fiction, his latest bestseller — everything he released after The Andromeda Strain was a bestseller — to be found clutched under the arms of business travelers, as much a part of that strange artificial environment as X-ray machines, processed air, and canned announcements saying something about baggage left unattended. These folks wanted something to read that was neither embarrassing nor aggressively stupid but also not too taxing while they hurried up and waited. Crichton knew exactly where that perfect median lay, and he delivered every time.

All of which can make it a little bit hard to get really excited about Michael Crichton. I have a theory that, for all his ubiquity, relatively few people would claim him as their favorite writer — and those who do probably in all honesty don’t read a whole lot of books. Still, his achievements are kind of amazing. Educated as a doctor but never actually licensed to practice medicine, he was seemingly interested in everything and pretty good at a fair number of those things. And, like Steve Jobs and Byron Preiss, Crichton had looks and charm on his side as well. (People magazine named him one of their “50 Most Beautiful People” in the world in 1992, a rare honor indeed for a writer and general behind-the-camera type.) In 1970, in the aftermath of The Andromeda Strain‘s success, he abandoned his medical fellowship and set out to conquer the world of film. Despite having no background whatsoever in filmmaking, he convinced MGM to let him direct his own screenplay of Westworld in 1973. From there Crichton maintained parallel careers in the worlds of letters and film. It’s difficult to say which was more successful, especially since the latter so obviously fed off the former; every one of his first ten novels became a film, often with Crichton himself screenwriting, directing, and/or producing. And then, from the realm of Things Completely Different, let’s not forget that Crichton also created one of the most long-running and popular television dramas in history, E.R.

Clearly Crichton’s commercial instincts were well-honed. He always seemed to have the right book for the times, jumping on the newest trends and fears in popular science and the zeitgeist in general: the Hong Kong Flu (The Andromeda Strain, 1969); the first widespread discussion of cloning and its implications (Jurassic Park, 1990); workplace sexual harassment in the wake of the Clarence Thomas confirmation hearings (Disclosure, 1994); the global-warming debate (State of Fear, 2004). If he was still with us, I’m sure Crichton would have a book for the latest pop-science fad for all things neuroscience.

So, yes, there was a certain amount of calculation to Michael Crichton — but that’s not all there was. Yes, sometimes he oversimplified, and sometimes he got things just plain wrong, but most of Crichton’s books evidence more research than their sensational thriller plots — not to mention the feckless Hollywood blockbusters based on them — might suggest. Crichton was genuinely curious about the world around him, and genuinely worked to inform as well as entertain. Or, perhaps better stated, to entertain by informing, because the subjects he tackled are often genuinely fascinating. His peculiar genius was really composed of three parts: a deep sense of the current zeitgeist in science, technology, politics; a flair for explaining complicated ideas in an understandable, readable way (he could have been one heck of a “pure” pop-science writer if he’d wanted to); and the ability to tie the aforementioned talents to breakneck plots guaranteed to keep you turning the pages. We can see all of these elements at work in 1980’s Congo, generally regarded as one of his better books if also one that demonstrates some of his failings.

In typical Crichton fashion, Congo begins with an attack: an expedition encamped next to a heretofore undiscovered ancient city deep in the Congo Rainforest is ambushed and massacred by gorillas, or at least some somethings that are distinctly gorilla-like. The expedition had come there not for the sake of archaeology but to search for diamonds — special diamonds, meant to serve not as ornamentation but as the heart of a new generation of computers to be built using optical circuits instead of electric, made out of diamonds instead of silicon. Current computers, Crichton eventually explains, have gotten just as small and fast as they can with silicon chips. Like many specific predictions and extrapolations in Crichton novels, this is spectacularly wrong, as a quick comparison between, say, an Apple II and an iPad, both based on good old silicon, will demonstrate. But hey, where would a thriller writer (or pop-science writer, for that matter) be without a bit of hyperbole?

More prescient and interesting is the nature of the company that sent the unfortunate team into the field. Earth Resources Technology Services is like the Google of geology, scouring the planet on behalf of their clients to find mineral deposits of all stripes and stake claim to them. They are, to use a modern term, a data-driven organization, at least by the standards of 1980; ERTS stores “two million images” on their central computer, with new ones coming in at the staggering rate of “thirty images an hour.” They must inevitably send teams of people out to investigate promising sites in person, but the teams do their best to maintain satellite connections with ERTS headquarters in Houston. It’s thanks to this that ERTS gets to watch their team get killed in real-time. Not being idealistic sorts, they judge that this site is just too juicy to let a few killer apes and dead employees stand in their way. They mount a new expedition, which becomes the subject of the book. It’s led by one Karen Ross, who looks “the very flower of virile Texas womanhood” but entered MIT at age 13. For reasons that are rather tenuous at best, she decides to bring along a sign-language-using gorilla named Amy and her trainer, the diffident scientist Peter Elliot. The cast is rounded out by a grizzled ex-mercenary with a shady past named Munro and a jolly but mysterious group of native porters whom you just know are going to be the first to die. With our adventure-novel archetypes all in place, we’re off.

The structure of what follows is lumpy and kind of odd, but very typical of Crichton. About half of the text is devoted to a thrill-a-minute adventure story as the team penetrates deeper and deeper into the heart of the Dark Continent and into ever greater peril. Crichton meant it to be, besides being a crackerjack thriller in its own right, an homage to classic adventure fiction like The Lost World and King Solomon’s Mines; Crichton’s Lost City of Zinj and its diamond mines are in fact sourced from the same legends as the latter book. But Crichton, to his credit, doesn’t just try to ape adventure fiction of earlier generations. His heroes are thoroughly up to date, with all the latest gadgets. Thus they may be wandering through the jungle dodging cannibals, rampaging army troops, and strange hostile gorillas, but they’re also using their portable computer to link up with ERTS for all manner of assistance as they try to beat a rival high-tech consortium to the prize. (Admittedly, this assistance can sometimes be a bit too helpful, leaving Crichton with something of the classic Star Trek transporter dilemma: i.e., how can we have real drama when Captain Kirk can just shout “Beam me up, Scotty!” into his communicator as soon as things start to get hairy? Like the Star Trek writers, Crichton must often contrive circumstances — a freak solar flare, etc. — to cut off his heroes from their lifeline.)

Crichton, as even his worst detractors will admit, is good at constructing the skeleton of compelling suspense fiction. He knows how to build a roller coaster of a plot and let it run, knows how to keep you turning the pages to find out how they’re gonna get out of this one — even if he does wrap things up in this case via a classic deus ex machina of a volcano that’s been dormant for thousands of years suddenly deciding to erupt the very week our heroes visit.

But intertwined with the thriller is the pop-science book. Crichton loves his research, and loves to share what he’s learned with us. So we get often pages-long digressions on all sorts of things: the state of computing circa 1980 (lots of this, delving into lots of sub-topics); primates’ capacities for language learning (ditto); satellite-imaging technology; volcanoes; the strange customs of African cannibal tribes; the race among China, the Soviet Union, and the United States to exploit Africa’s vast mineral wealth; the hippopotamus in nature and in human culture; the vanishing rain forests; etc, etc. The pattern is always the same: during the story part of the novel some character, or Crichton the narrator himself, will make reference to some scientist, some event, some technology. Then it’s time to put the story on hold and start with the infodump.

By all rights this structure ought to be infuriating — but somehow Crichton makes it work. Perhaps it’s partly because most of the topics he writes about are genuinely interesting. Certainly it’s largely down to the fact that Crichton is a good writer within his sphere, able to make his factual material as engaging as his fiction. But maybe it’s also caught up with something else about Crichton, something I don’t even know whether I should label a flaw precisely because I think it’s actually a big part of his appeal as an author of airport fiction: the peculiar sense of distance about the whole exercise.

By the final chapters of Congo the situation is truly desperate. Our hardy band of heroes camped on the outskirts of Zinj are enduring nightly attacks by hundreds of remorseless killer gorillas. Already almost half their party — all native porters naturally; can’t start killing the heroes too soon — have been killed. Supplies are dwindling, ammunition almost exhausted. Worst of all, they can’t even try to escape back out into the jungle and take their chances with the roving bands of cannibals; the gorillas wait in ambush at the choke point which is the only way out of the valley in which they’ve encamped. And now, to top it all off, the volcano just above them is rumbling ominously. The horror of the situation should be palpable. Yet Crichton continues merrily along in the mode he established from the beginning, ticking off events as they occur and infodumping in between about gorilla behavior, gorilla populations, the cause and frequency of solar flares, the nature of language. He doesn’t do our imaginations any favors; any palpable fear or sense of real identification with the party will have to come from ourselves alone. Even his heroes seem oddly oblivious to their situation. No one seems to care all that much when the porters start getting killed. They’re much more concerned about their satellite connection and where those diamonds might be buried.

This strangely disembodied quality infects the whole book. Instead of giving us a tactile sense of the still primordial continent of Africa, inspiration for so many truly great books (Heart of Darkness; Out of Africa; The Green Hills of Africa), he infodumps statistics at us: that each tree has a trunk 40 feet in diameter and rises 200 feet, that there are four times as many species of animal life here as in a typical forest ecosystem. Add in Crichton’s less than engaging characters, who are if anything even more wooden than Arthur C. Clarke’s, and we’re left feeling, shall we say, somewhat removed from the action. We’re interested to find out what’s going to happen, but almost as an intellectual exercise rather than out of any sense of empathy. Nobody’s going to lose a lot of sleep if such refugees from Hollywood central casting as Karen Ross the Frigid Beauty or Munro the Shady Former Mercenary should buy it. By far the most memorable and endearing character in the book is Amy the signing gorilla.

Despite all of his research, there’s a certain facile quality to Crichton’s writing even when he sticks to facts. He is indeed shockingly prescient in imagining a company like ERTS, who deal only in hard data and seek to quantify absolutely everything, including the percentage chance their team has for finding diamonds and for getting themselves killed, which they coldly use to balance corporate risk and reward; diamonds are obviously worth some lives and the associated bad press and insurance payments. Yet he’s content to present ERTS’s corporate philosophy as just a neat new thing and move on. He never asks whether ERTS’s calculations and probabilities can replace more innate forms of human wisdom, or what it means that ERTS seem to think they can. Similarly, he mentions that Peter Elliot, trainer of Amy the gorilla, is being targeted by animal-rights groups, but he’s content to use this situation largely as a plot device to get Peter and Amy to Africa. Once that’s accomplished, it’s never mentioned again; he never addresses the legitimate ethical questions raised by inculcating an intelligent, empathetic animal into a human society in which it can never truly have a place beyond age seven or eight (the age at which a gorilla becomes too large, strong, and dangerous to safely interact with one-on-one). No, Crichton is happy to just label Elliot’s oppressors kooks and move on.

Like the wonks at ERTS, Crichton throws lots of facts at us and even comes to lots of conclusions, but never digs all that far beneath the surface. I think it’s this very facileness, this unwillingness to ever really make his reader — or, perhaps more importantly, himself — uncomfortable, that many people are subconsciously connecting with when they rush to make the disclaimer that Crichton certainly isn’t great literature or anything. Yet it also may be just what made him so popular. When all is said and done, and despite all the chaos and death and violence and potentially world-ending threats his books contain, he’s a comfort read. You’ll emerge from reading one of his books feeling pleasantly distracted and even a bit more educated about various esoteric subjects, but with worldview intact and bedrock assumptions unchallenged (assuming, of course, that said worldview and assumptions are comfortably Middle American like Crichton’s in the first place).

All of which probably reads more harshly than I really intend it. After I reread Congo for this blog for the first time in many years, my reaction may have been typical: “I enjoyed that… but I don’t need to read anything else by this author again.” On the other hand, if I was trapped alone in an airport somewhere with time on my hands, and Jurassic Park or Sphere or The Andromeda Strain was in the display window of the bookstore… well, I might just take the plunge. What else can I say? Crichton knew exactly what he was doing and did it well. If that makes him a craftsman rather than an artist, well, many other bestselling authors are neither.

Amongst his other accomplishments, Crichton was also the most famous name ever to actively work in the medium of interactive fiction. (His only rival would be Stephen King — but while King’s story The Mist was adapted to interactive fiction, it was purely an exercise in licensing; thus the “actively.”) We’ll talk about how that happened and the game that resulted next time.

(The photo was taken from the February 1985 issue of Compute!.)

 
 

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From Congo to Amazon

There are new ways of presenting information other than the traditional ways in which the reader or viewer is required to be passive. A few years ago, I realized that I didn’t know about these things, and that I’d better find out about them. The only way I could learn was to actually go and do one. So I said, “Well, I’ll just make a game and then I’ll learn.” And I certainly did.

— Michael Crichton, 1984

Anyone who had been reading Michael Crichton’s novels prior to the founding of the Telarium brand had to know of his interest in computers. The plot of 1972’s The Terminal Man, of a man who has a computer implanted in his brain, is the sort of thing that would become commonplace in science fiction only with the rise of cyberpunk more than a decade later. And of course computers are also all over 1980’s Congo; indeed, they’re the only reason the heroes are out there in the jungle in the first place. Crichton’s personal history with computers also stretches back surprisingly far. Always an inveterate gadget freak, he bought his first computer-like machine in the form of an Olivetti word processor almost as soon as his earnings from his first hit novel, The Andromeda Strain, made it possible. He wrote his books for years on the Olivetti. When the trinity of 1977 arrived, he quickly jumped aboard the PC revolution with an Apple II, first of a stable that within a few years would also include Commodores, Radio Shacks, and IBMs.

Never shy about sharing his interests in print, Crichton became a semi-regular contributor to Creative Computing magazine, who were thrilled to have a byline of his prominence under any terms. Thus they gave him free rein to opine in the abstract:

I would argue that it [computer technology] is a force of human evolution, opening new possibilities for our minds, simultaneously freeing us from drudgery while presenting us with a parody of our own rational sides. Computers actually show us both the benefits and the limits of rationality with wonderful precision. What could be more rational than that pedantic little box that keeps saying SYNTAX ERROR over and over? And what does our frustration suggest to us, in terms of other things to do and other ways to be?

But Crichton was more than the mere dabbler that poeticisms like the above might suggest. He took the time to learn how to program his toys, publishing fairly intricate program listings in BASIC for applications such as casting the I Ching (a byproduct of his seldom remarked interest in mysticism; see his nonfiction memoir Travels, which might just be the most interesting thing he ever wrote); identifying users based on their typing characteristics (inspired by his recent short story “Mousetrap”); and creating onscreen art mirroring that of abstract painter Josef Albers (Crichton’s interest in and patronship of the visual arts also tends to go unremarked). In 1983 he published the book Electronic Life: How to Think About Computers, a breezy introduction for the layman which nevertheless shared some real wisdom on topics such as the absurdity of the drive for “computer literacy” which insisted that every schoolchild in the country needed to know how to program in BASIC to have a prayer of success in later life. It also offered a spirited defense of computers as tools for entertainment and creativity as well as business and other practical matters.

Which isn’t to say that he didn’t find plenty of such practical applications for his computers. During this part of his life Crichton was immersed in planning for a movie called Runaway, which was to star Tom Selleck and Gene Simmons of Magnum P.I. and Kiss fame respectively. He hoped it would be one of the major blockbusters of 1984, although it would ultimately be overshadowed by a glut of other high-profile science-fiction films that year (The Terminator, Star Trek III, 2010). He hired a team to create a financial-modeling package which he claimed would allow a prospective filmmaker to input a bunch of parameters and have a shooting budget for any movie in “about a minute.” It was soon circulating amongst his peers in Hollywood.

Thus when the folks at Telarium started thinking about authors who might be interested in licensing their books and maybe even working with them on the resulting adaptations, Crichton was a natural. Seth Godin approached him in late 1983. He returned with extraordinary news: not only was Crichton interested, but he already had a largely completed game for them, based on his most recent novel, Congo.

Crichton had first started thinking he might like to write a game as long as two years before Godin’s inquiry. He’d grown frustrated with the limitations of the adventure games he’d played, limitations which seemed to spring not just from the technology but also from the lack of dramatic chops of their programmers.

I simply didn’t understand the mentality that informed them. It was not until I began programming myself that I realized it was a debugger’s mentality. They could make you sit outside a door until you said exactly the right words. Sometimes you had to say, “I quit,” and then it would let you through.

Well, that’s life in the programming world. It’s not life in any other world. It’s not an accepted dramatic convention in any other arena of entertainment. It’s something you learn to do when you’re trying to make the computer work.

Here’s what I found out early on: you can’t have extremely varied choices that don’t seem to matter. I can go north, south, east, or west, and who cares? You can only do that for a while, and then if you don’t start to have an expectation of what will happen, you’ll stop playing the game. You’d better get right going and you’d better start to have something happen.

If I play a game for a half-hour and it doesn’t make any sense to me, I’ll just quit and never go back. Say I’m locked in this house and I don’t know what the point of the house is and why I can’t get out and there’s no sort of hint to me about the mentality that would assist me in getting out — I don’t know. I could say “Shazam!” or I could burn the house down or — give me a break. I just stop.

Crichton started to sketch out his own adventure game based on Congo, whose simple quest plot structure made it a relatively good choice for conversion to the new format. Realizing that his programming skills weren’t up to the task of implementing his ideas, he hired programmer Stephen Warady to write the game in Apple II assembly language. The little team was eventually completed by David Durand, an artist who normally worked in film graphics. The game as it evolved was as much a mixed-media experience as text adventure, incorporating illustrations, simple action games, and other occasional graphical interludes that almost qualify as cut scenes, perfectly befitting this most cinematic of writers (and, not incidentally, making the game a perfect match with Telarium’s other games once they finally came calling). Crichton would sometimes program these sequences himself in BASIC, then turn them over to Warady to redo in much faster assembly language. Given Crichton’s other commitments, work on Congo the game proceeded in fits and starts for some eighteen months. They were just getting to the point of thinking about a publisher when Godin arrived to relieve them of that stress.

When Spinnaker started their due diligence on the deal, however, a huge problem quickly presented itself: Crichton, as was typical for him by this time, had already sold the media rights to Congo to Hollywood. (After they languished there for many years, the success of the Jurassic Park film would finally prompt Paramount Pictures to pick them up and make a Congo movie at last in 1995. Opinions are divided over whether that movie was just bad or so cosmically bad that it became good again.) Those rights unfortunately included all adaptations, including computer games, something the usually business-savvy Crichton had totally failed to realize. Spinnaker may have been a big wheel in home computers, but they didn’t have much clout in Hollywood. So, they came up with another solution: they excised the specifics of the novel from the game, leaving just the plot framework. The Congo became the Amazon; Amy the signing gorilla became Paco the talking parrot; Earth Resources Technology Services became National Satellite Resources Technology; a diamond mine became an emerald mine; African cannibals and roving, massacring army troops became South American cannibals and roving, massacring army troops. It may not have said much for Crichton and Spinnaker’s appreciation for cultural diversity, but it solved their legal problems.

Amazon was written for the Apple II in native assembly language. Spinnaker, however, took advantage of the rare luxury of time — the game was in an almost completed state when Crichton signed in late 1983, fully one year before the Telarium line’s launch — to turn it over to Byron Preiss Video Productions to make a version in SAL for the all-important Commodore 64 platform. The result wasn’t quite as nice an experience as the original, but it was acceptable. And it was certainly a wise move: Amazon became by all indications the most successful of all the Telarium games. Some reports have it selling as many as 100,000 copies, very good numbers for a member of a line whose overall commercial performance was quite disappointing. The majority of those were most likely the Commodore 64 version, if sales patterns for Amazon matched those for the industry as a whole.

I do want to talk about Amazon in more detail; it’s an historically important game thanks if nothing else to Crichton’s involvement and also a very interesting one, with some genuinely new approaches. But we’ll save that discussion for next time. In the meantime, feel free to download the Apple II version from here if you’d like to get a head start. Note that disk 3 is the boot disk.

(All of the references I listed in my first article on bookware still apply. Useful interviews with Crichton appeared in the February 1985 Creative Computing and February 1985 Compute!. Other articles and programs by Crichton appeared in Creative Computing‘s March 1983, June 1984, and November 1984 issues.)

 
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Posted by on October 11, 2013 in Digital Antiquaria, Interactive Fiction

 

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Amazon in Pictures

Amazon

I thought we’d look at Amazon a little differently from the other Telarium games because it is, even more so than the others, very much a visual as well as textual experience. I therefore thought I could best convey the experience of playing it with lots and lots of pictures. It also marks one of the last of the classic Apple II “hi-res adventures,” which whatever their other failings had a unique aesthetic of their own. With the Commodore 64 so eclipsing other gaming platforms by 1984 — remember, Amazon with its long gestation period is in a sense much older than its eventual publication date of late that year — we won’t be seeing a whole lot more of this look. So, let this be our goodbye to one era even as it also represents a prime example of the newer, more sophisticated era of bookware. And anyway things have been kind of dry around here visually for a while now. This blog could use some pictures!

Uniquely for the Telarium line, Amazon lets you choose one of three difficulty levels. I’m playing on the highest difficulty of “Expedition Leader” here, which gives the most to see but is also pretty brutal; death lurks literally everywhere, and comes often (usually?) with no warning whatsoever.


Amazon

Shay Addams referred to Amazon as an “interactive movie” in his Questbusters review, one of the earlier applications of that term to a computer game. And indeed, the opening sequence is very cinematic, and suitably dramatic. After tuning a receiver to catch the satellite transmission, we watch as the camera pans around the smoking, demolished remnants of the previous Amazon expedition’s campground. It ends with a shot of a member of the cannibal tribe that replaces the killer gorillas of the novel as the architects of all this destruction.


Amazon

Replacing Amy the signing gorilla is Paco the talking parrot, shown here in this lovely illustration by David Durand. I find him kind of hilarious, but I’m not entirely sure if he was written that way intentionally or not; Crichton, whatever his other strengths, isn’t normally what you’d call a funny writer. Paco at first appears to be a classic adventure-game sidekick/hint system, giving advice constantly throughout the game. In a departure from the norm, however, his advice is, at least on Expedition Leader level, disastrously misguided at least 50% of the time, getting you killed or stranded in all sorts of creative ways. Crichton often stated that he wanted to make a more believable, realistic adventure game. In that spirit, I suppose taking everything said by a talking parrot as gospel might not get you very far in the real world. But then if we’re debating realism we have to also recognize that Paco is basically a cartoon character, even more so than Amy the ridiculously intelligent, loyal, and empathetic gorilla of the novel. Foghorn Leghorn’s got nothing on this guy.


Amazon

Like in the book, we can use our field computer to link up with NSRT headquarters for regular updates. The above shows the situation just after we’ve parachuted with Paco into the Amazon rain forest. Looks like other than the cannibals and the rampaging government troops and that volcano that’s about to erupt there’s nothing to worry about.


Amazon Amazon

 

Amazon

Have I mentioned that it’s easy to die at Expedition Leader level? One wrong move leads to one of a rogue’s gallery of gleefully described death scenes to rival one of the Phoenix games.


Amazon

Crichton’s opinion of Peru’s military seems to be no higher than was his opinion of Zaire’s in the novel.


Amazon

In another strikingly cinematic scene, we use our handy night-vision goggles and an assist from Paco to sneak away from the troops who captured us.


Amazon

With the “corrupt government troops” behind us, we now get to deal with the Kemani tribesman. Luckily, they like cigarettes and we happen to have a pack.


Amazon

We climb the volcanic Mount Macuma, which separates us from our objective and will soon give us problems in another way.


Amazon

NSRT airlifts some desperately needed supplies to us. (Why do I want to hear Paco saying “De plane! De plane!” when I see this screenshot?)


Amazon Amazon

Crichton may have been trying to make a new type of adventure game, but he couldn’t resist including a very old-school maze which we have to navigate to reach the airdropped supplies. This is actually the only part of the game which requires mapping. Normally it’s much more interested in forward plot momentum than the details of geography.


Amazon Amazon

Getting across the river is even more difficult than was getting over the mountain. Once again our night-vision goggles come in handy.


Amazon Amazon

Next morning we find that mischievous monkeys have stolen our supplies. A merry chase follows, implemented as one of Amazon‘s two action games. These were not likely to make arcade owners nervous, but at least they aren’t embarrassingly bad like the action games in Telarium’s other titles. They’re actually kind of engaging in their way; a nice change of pace. Indeed, Amazon‘s way of constantly throwing different stuff at you is one of the most impressive things about it. The screen is constantly changing. “Whatever works for this part of the story” seems to have been Crichton’s philosophy.


Amazon Amazon

One more obstacle to cross, and we come to the outskirts of the lost city of Chak. It doesn’t exactly look welcoming.


Amazon

The cannibals attack that night and, in increasing numbers, every night we remain in Chak. The attack is presented as another action game, this time a Space Invaders-like affair which, while not as original or entertaining as the monkey chase, is at least competently executed.


Amazon Amazon

We have about five days in Chak before the volcano erupts. If that sounds generous, know that it’s really not; time passes devilishly quickly. Our main objective is to find the secret staircase that will take us to the endgame.


Amazon Amazon

The endgame requires us to open a series of doors in the correct order using clues found onscreen — one of the few classically adventure-gamey puzzles you’ll find in Amazon. The correct sequence for the above, for example, is 1-3-2. I assume this is because there are 9 marks on the first door, 13 on the second, and 11 on the third. At any rate my first instinct was to arrange them in numerical sequence, and it worked.


Amazon

The final sequence is, to say the least, a bit more tricky. Now we have nine doors to contend with. This puzzle, which appears only at Expedition Leader level, stumped me entirely and forced me to a walkthrough. If you can solve it, or even just give the methodology for solving it given the correct answer, I’d love to hear about it. To see the answer, highlight the empty space that follows: 3-4-8-1-5-9-2-6-7.


Amazon

Get past the last of the doors and we come to enough emeralds to warm any greedy adventurer’s heart. And after that, to quote Neal Stephenson, “It’s just a chase scene,” as we rush to get away from the erupting volcano.


Crichton wouldn’t return to computer games until some fifteen years after Amazon. It’s not hard to understand why. Even if Amazon sold 100,000 copies, his earnings from it would have been a drop in the bucket compared to what he earned from his books and movie licenses. Yet Amazon is good enough that it makes me wish he had done more work in interactive mediums.

Which is not to say that it doesn’t have its problems. The parser is no better than you might expect from such a one-off effort; on at least one or two occasions I knew exactly what to do but had to turn to the walkthrough to figure out how to say it to the game. And the story logic often has little to do with real-world logic. If you don’t do everything just right in the opening stages of the game, for instance, your flight to Peru will get hijacked and you’ll end up dead after the game toys with you a bit — this despite there being no logical reason why your previous failings should have led to your flight getting hijacked.

Still, Amazon is a unique experience, as I hope the pictures above convey. Especially if played on one of the less masochistic levels, it’s a fast-moving rush of a game that’s constantly throwing something new and interesting at you. And it really is relentlessly cinematic, replete with stylish little touches. Even when it’s working with just text, words often stutter onto the screen in clumps to mimic conversation, or are pecked out character by character when they’re coming through your satellite computer hookup. There’s a sense that things could go in any direction, that anything could be asked of you next, rules of computer-game genres be damned. If that sounds appealing, by all means download it, fire up your Apple II emulator, and give it a go.

 
 

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Shadowkeep

Shadowkeep

The story of Shadowkeep, even more so than Amazon the odd duck in the Telarium lineup, begins with Sigma Distributing, one of the first big microcomputer hardware distributors in the Seattle area. In 1981 Christopher Anson, a Sigma vice president, sought and received permission to start a new subsidiary to develop original games to serve the growing demand for software for the computers Sigma was selling. Anson’s first two acts were to name the company Ultrasoft and hire a programmer named Alan Clark away from Boeing. Clark became the technical architect of the set of tools and approaches that would define Ultrasoft during their brief existence.

Anson had decided that the best place for Ultrasoft to make a splash was in the field of illustrated adventure games, a nexus of excitement in the wake of Mystery House and The Wizard and the Princess. Like Scott Adams, Ken Williams, and Marc Blank before him, Clark realized that it would be more efficient in the long run to write an adventure-game engine and language that could give designers a bit of distance from the technical details of implementation as well as let Ultrasoft deploy their games to multiple platforms relatively painlessly. Deciding that a little corporate branding is always in order, they named their adventure programming language simply Ultra; the interpreter for each targeted platform UltraCode; their graphics system UltraVision. From the standpoint of the end user, Ultrasoft’s most obvious innovation — or, if you like, gimmick — involved this last. UltraVision could display not just static pictures but also brief animations, which could be used to, say, show the player’s avatar actually walking from room to room. Less obvious but no less significant, however, was the parser, one of the first developed outside of Infocom that allowed more than two words — although, it should be said, it was nowhere near as impressive a creation overall (more on that shortly).

Ultrasoft developed two adventures using the system, The Mask of the Sun (1982) and Serpent’s Star (1983). Both are interesting in their way, more carefully crafted, atmospheric, and thoughtful than was the norm of the time. Serpent’s Star in particular does a surprisingly good job of matching its puzzles to its theme of Buddhist philosophy. But both — and particularly Mask of the Sun — are also riddled with the sorts of unfair elements that were all too typical of their era. And both are fairly excruciating to play under any conditions. Whatever its other merits, you see, the Ultra system is slow. A quick look at the games’ technical underpinnings gives a clue as to why: the Ultra program logic doesn’t appear to be compiled at all, merely interpreted in place. The only blessing of that approach was that it enabled some frustrated adventurers to find the solutions to the more incomprehensible puzzles by code diving.

Ultrasoft first tried to market and distribute Mask of the Sun and Serpent’s Star on their own, but found it tough sledding for a tiny company with mainly regional connections in the professionalizing software industry of 1983. They soon accepted the role of developer only, licensing both games to Brøderbund for publication. After spending most of 1983 working on an ambitious new game, an adventure-game/CRPG hybrid called Shadowkeep written in a new version of their system which they dubbed Ultra II, they found a publisher for it in Spinnaker, who took the largely completed game as a future member of their planned Telarium line.

Looking to find some way to make the game fit with the bookware theme of the line as a whole, Spinnaker came up with the idea of reversing the usual process, of hiring a name writer to adapt the game into a book rather than the opposite. Luckily, they had substantial time to get the novelization done; they signed the contract with Ultrasoft in late 1983, a year before they planned to launch the Telarium line. Spinnaker approached Warner Books, who hooked them up with the reigning king of media tie-in novels, Alan Dean Foster. After making his reputation within the industry ghost-writing the Star Wars novelization for George Lucas, Foster had gone on to do The Black Hole, Clash of the Titans, The Last Starfighter, and Alien among many others. Virtually any big science-fiction or fantasy movie released seemed to arrive with an accompanying Alan Dean Foster novelization. (That’s still true today; his most recent novelization as of this writing is of Star Trek into Darkness.)

Spinnaker furnished Foster with design documents and a copy of the Shadowkeep source code and let him have at it. Those were all he had to go on; he doesn’t recall ever meeting or speaking with anyone from the design team, nor ever actually playing the game. He does, however, recall it as a very challenging project indeed. Being a party-based CRPG in the mold of Wizardry, Shadowkeep has no actual protagonist to speak of — no characters at all, really, outside of the fellow who sells you equipment and the evil demon Dal’Brad who shows up for the final showdown on the last of the dungeon levels. He was thus forced to invent the vast majority of the novel himself, whilst struggling to strike a balance between writing some recognizable analogue to the experience of the game and giving away all of its challenges. He did his usual workmanlike job, handing in a readable little genre exercise for simultaneous release with the game. Tellingly, it’s not until halfway through the book that the heroes enter the Shadowkeep — i.e., reach the beginning of the game.

Shadowkeep

Said game is… well, it’s really strange. Imagine Wizardry played with a text parser, and you’ve pretty well summed up Shadowkeep. You make a party of up to nine(!) characters. Most of the usual is here: attribute scores, classes and races to choose from, ever better equipment and spells to collect. Oddly missing, however, are character levels and any concept of experience; getting more powerful in this game is strictly a matter of finding or buying better stuff. The dungeon levels are the usual 16 X 16 grids full of traps, monsters, and assorted cartographic challenges. There are some original ideas here. For instance, the positions of the monsters that attack you and those of the members of your party are taken account of to a degree not found in Wizardry, adding some strategic depth to the experience. You likewise have more combat options than in Wizardry; in each round you can choose to forget defense and attack twice, or to just parry, or to attack once while not totally neglecting defense. And certainly the full-color graphics, which feature occasional examples of Ultrasoft’s trademark animations, are much better than Wizardry‘s wire frames.

Shadowkeep

Shadowkeep

Still, Shadowkeep mostly just makes you appreciate all the more how well Wizardry does the dungeon crawl. The game replaces Wizardry‘s hot-key interface with, yes, a text-adventure parser. You literally just type what you want to do: “OPEN DOOR,” “GET THE TORCH,” “CAST THE LUMINANCE SPELL,” “LIGHT THE TORCH AND PREPARE THE SWORD,” “PUT THE WAND OF TRAVEL IN THE CHEST.” Sounds fine, right? Well, what sounds fine in the abstract doesn’t work so well in practice. You must now type “F <RETURN>” (for “FORWARD”) instead of just “F” every time you want to walk forward a square in the dungeon. This may seem a minor thing, but consider that you’ll be entering this command thousands and thousands of times in the course of playing the game. That extra keystroke thus means thousands and thousands of extra keystrokes. And that’s the tip of the iceberg; this game is death by a hundred such small cuts. Commands by default are carried out by the leader of your party, who is not even a character you select but merely the one with the highest Leadership attribute score. Having someone else do something requires that you prepend her name to the command (“NAOMI GET THE TORCH AND GIVE IT TO REB”) — yet more tedious typing.

And the parser, that focal point of the whole interface, is at least as exasperating as the mainline Telarium parser. Like Byron Preiss Video Productions and many others at this time, Ultrasoft chose to take a profoundly misguided approach to this most critical piece of their engine. As described in an article in Softline magazine:

Ultrasoft’s parser is based on concepts in artificial intelligence. In any given message, it eliminates words that don’t make sense and attempts to make sense out of words that are relevant to the situation. This method frees the player from the verb-noun format of the typical adventure’s input.

In other words, the parser pretends to be smarter than it is by simply throwing out anything it doesn’t understand and doing what it can with the rest. This approach may “free the player from the verb-noun format,” but it also guarantees that complex (and often not so complex) inputs will be not just rejected — which combined with a proper error message is at least a form of useful feedback — but misunderstood. Far from making the parser seem smarter, this just makes it seem that much dumber and that much more infuriating. It leads to situations like that in the Byron Preiss games where any input containing the word “LOOK” anywhere within it causes the parser to dump everything else and print a room description. In Shadowkeep, typing “NAOMI CAST CURE SPELL ON REB” leads her to cast it away into the ether — that “ON REB” was a bridge too far, and thus ignored. Such a system fails to recognize that at least 95% of the time those extra words are not just stuff the player tacked on for the hell of it (who wants to type more than necessary under any circumstances?) but essential information about what she really wants to do.

To play Shadowkeep is to constantly wrestle with the interface. After playing several hours there are basic tasks I still haven’t figured out how to do — like how to cast a cure spell on someone outside of combat, or how to just get a list of the spells a certain character knows. And, like Ultrasoft’s earlier games, Shadowkeep is slow. Every step in the dungeon seems to take an eternity, and as for more complex action… forget about it. Playing is like wading through molasses with shackled feet.

The rewards for all the parsing pain are relatively slight: a handful of logic- or object-oriented puzzles on each level that can perhaps be a bit more complex than they could be under the Wizardry engine. Needless to say, they aren’t worth the rest of the trouble, making Shadowkeep something of a lowlight in the long, chequered history of adventure/CRPG hybrids. Which is a shame, because Shadowkeep‘s dungeon levels do show evidence of some careful craftsmanship and, as noted above, there are some good, original ideas on display here. Shadowkeep is a perfect example of a potentially worthy game destroyed by horrid interface choices. And I mean that literally: if the game isn’t outright unplayable (some patient souls have apparently played and even enjoyed it), it’s closer than I ever need to come to that adjective.

Ultrasoft was already in the process of fading quietly away by the time of Shadowkeep‘s late 1984 release. They never managed to port the Ultra II engine beyond the Apple II, leaving Shadowkeep without that all-critical Commodore 64 version. Spinnaker toyed with doing the port themselves, even announcing it as coming soon on various occasions, but I see no reason to believe that ever happened. (A Commodore 64 version has been a semi-mythical White Whale in collecting circles for many years now, but, despite some anecdotal claims and remembrances, no one has ever produced an actual working version to my knowledge.) The lack of a Commodore 64 version and the underwhelming nature of the game itself combined to make Shadowkeep the least successful — and, today, rarest — of all the Telarium games. Alan Dean Foster’s book, while no bestseller itself, appears to have sold far more copies on the author’s name recognition and its $3 (as opposed to $35) price tag.

Shadowkeep consists, like most of the Telarium games, of four disk sides. In this case, however, all four sides are written to during play to preserve the current state of the dungeon levels; the player is expected to copy her originals before beginning. Most of the copies floating around the Internet contain the residue of the previous players in their dungeons. Thankfully, however, reader Peter Ferrie has provided me (and thus you) with a completely pristine set just waiting for you and only you to leave your marks upon them. If whilst playing Wizardry or Bard’s Tale you thought to yourself that this game would be even better if it played a lot slower and had a parser, you’ve just found your dream CRPG. All others should consider this one a subject for historical research only.

And on that less than stellar note we’ll be moving on from Telarium for a while. My final reckoning of their first five releases is: two worthy efforts (Dragonworld and Amazon); one could-have-been-a-contender (Fahrenheit 451); and two total misfires (Rendezvous with Rama and Shadowkeep). Not a horrible track record on the whole. We’ll see if they learned any lessons in time for their last few games down the road a ways. But next it’s time to get back to the big boys in the field, and tell the rest of the story of Infocom’s very eventful 1984.

(In addition to the sources listed in my first article on bookware and Telarium, I also referenced for this article a feature on Ultrasoft in the May/June 1983 Softline. And thanks to Alan Dean Foster for taking the time to share his memories of the Shadowkeep project with me.)

 
 

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Perry Mason: The Case of the Mandarin Murder

Perry Mason: The Case of the Mandarin Murder

When they announced the first Telarium games to considerable press fanfare in 1984, Spinnaker Software promised that they would represent not just a new line of adventure games but a whole new approach to interactive fiction that would take the form beyond what even Infocom had so far achieved. The new Telarium philosophy was expressed in interviews by PR mastermind Seth Godin:

The adventure-game market has been pretty much the same since 1976, when the first adventure game came out. That is, they’ve been puzzle-based games, be they text or graphics — they’ve always been based on a series of logic puzzles.

We’re trying to make a game that is based on plot and characterization, not puzzles — the way a book is. If you read Fahrenheit 451, you don’t get stuck on page 50. And if you play the game, you don’t get stuck on frame 50, because the whole idea is that you’re interested in the game because of the characters and the plot and what’s happening. You care about what’s going on.

In short, Telarium promised to “replace puzzles with character-oriented situations.”

Anyone who had been working with adventure games for a while and thus knew what a difficult proposition that was had their skepticism amply justified when the first slate of Telarium games actually appeared near the end of the year. Rendezvous with Rama was, predictably enough given its almost bizarrely adventure-game-like source novel, exactly the “collection of logic puzzles” set in a deserted landscape that Godin had said Telarium wasn’t interested in making. Fahrenheit 451, Dragonworld, and Amazon all played out in more populated worlds, but used their non-player characters as window dressing or, at best, puzzle solutions and password vending machines. And thanks largely to a parser that was truculent even by the standards of the era, Fahrenheit 451 in particular was full of exactly the sort of opportunities to get infuriatingly “stuck on frame 50” that Godin had promised wouldn’t be there. The games just didn’t live up to the hype.

All of which made the next two releases in the line, which trickled out almost a year after that initial glut, doubly surprising. Both Perry Mason: The Case of the Mandarin Murder and Nine Princes in Amber try much more earnestly to do the sorts of things that Godin had been talking about all along. Indeed, their character-interaction ambitions and determination to turn the adventure game into genuine interactive fiction exceed even Infocom’s farthest voyages into those fraught realms. Mind you, their ambitions don’t reach anything close to fulfillment, and can be read as an object lesson in the reasons that Infocom chose to shy away from similar projects in the name of crafting playable games. Still, their determination to push the boundaries make them if nothing else some of the most interesting games of their era.

These games can also serve as an object lesson in just how quickly the times can change. By the time they appeared ominous warning signs had turned into a full-blown home-computer-industry slump from which nothing suffered more than the nascent phenomenon of bookware. Perhaps due to the disappointing sales of that initial slate of games (from which, only and oddly, Michael Crichton’s Amazon was excepted), Byron Preiss and his team of talented young writers and illustrators had parted company with Spinnaker, taking with them an apparently all but complete game based on Robert Heinlein’s Starman Jones as well as deals in the works with the likes of Philip José Farmer and Alfred Bester. Undaunted, Spinnaker took creative as well as technical ownership of Perry Mason and Nine Princes in Amber in-house; both games are products of committees, including in the case of Perry Mason no fewer than four people — among them the irrepressible Mr. Godin — writing the “scripts.” Whatever the usual merits of such an approach, in this case it results in no noticeable drop-off in quality or ambition. Whatever else you can say about them, these games are no camels.

Erle Stanley Gardner

The original creator of Perry Mason, Erle Stanley Gardner, can stand proudly alongside Dennis Wheatley as one of the great bad writers of the twentieth century, his life story a monument to sheer dogged persistence more so than any innate talent. A rather abrasive personality cut in the classic can-do American mold, he passed the bar and became a lawyer in 1911 without ever darkening the door of a law school. He turned to writing action, adventure, detective, and science fiction with the arrival of the pulps in the 1920s. Showing the commitment with which he approached everything he attempted, he forced himself to churn out 4000 words per night, 1.2 million per year. He was unashamed of his motivations: “I write to make money, and I write to give the reader sheer fun.” When questioned why his heroes always seemed to finish off the bad guy at last with the last bullet in their guns, Gardner said, “At three cents a word, every time I say ‘Bang’ in the story I get three cents. If you think I’m going to finish the gun battle while my hero still has fifteen cents worth of unexploded ammunition in his gun, you’re nuts.”

Once his finances allowed, Gardner further refined his approach to writing, hiring as many as six secretaries to whom he dictated outlines of his stories for completion and polishing; this literary assembly line earned him the sobriquet “the Henry Ford of detective fiction.” By the time of his death in 1970 his oeuvre was so huge and published in such diverse and often ephemeral places as to be virtually uncatalogable. It includes at least 150 novels, at least 500 short stories, a significant body of nonfiction writing (largely on travel and history) for the glossy magazines, radio and television scripts. His sales in his heyday were equally enormous: at one time the Guinness Book of World’s Records could name him nothing less than the best selling writer of all time.

For all that productivity, Gardner would be regarded, like Wheatley, as little more than an historical curiosity today were it not for a single member of his large stable of lawyers, private eyes, and adventurers: Perry Mason. The redoubtable lawyer first appeared in 1933 as the star of the novel The Case of the Velvet Claws. That version of Mason was created in the hard-boiled image of Sam Spade: a two-fisted brawler who’s all about the money his services will earn him and isn’t afraid to resort to blackmail to achieve his ends. But as time passed and Gardner and Mason made the transition from the rough-and-tumble world of the pulps to the more genteel environs of the Saturday Evening Post, Gardner’s Mason gradually softened into something in at least the same zip code as the glibly savvy do-gooder soon to become a fixture of American television.

In the years before that star-making turn by Raymond Burr, Perry Mason was adapted many times into other media, including a string of low-budget movies and a long-running radio serial. Like the novels themselves, all are largely forgotten today, along with the many actors who portrayed Mason in them. But when Gardner saw Burr audition for the television version in 1957, he just knew he’d found his man at last: “Raymond Burr is Perry Mason!” he declared. Aside from a brief, ill-considered stab at the role by Monte Markham in 1973, no one but Burr would ever dare play Perry Mason again.

Burr’s Mason became one of the most enduring characters in the history of television, lasting through not only the original series’s staggering 9-year, 271-episode run (they cranked ’em out quick in those days) but also a series of 26 well-received television specials broadcast between 1985 and Burr’s death in 1993. He remains a fixture of daytime syndication schedules today, his theme song still immediately identifiable as soon as it comes over the airwaves (or cable line, or Internet…). The televised version of Mason came to entirely supersede his print counterpart, to the extent that even many loyal viewers of the television series then and now don’t realize that there ever was a Perry Mason before Raymond Burr.

Which brings us back to Telarium’s adaptation. Telarium was of course supposed to be a line of book adaptations. Spinnaker had already demonstrated what contortions they would go through to uphold the bookware concept with Shadowkeep, for which they hired Alan Dean Foster to write an inconveniently absent source novel. Still, no one in 1985 was interested in playing a game based on Gardner’s Perry Mason novels, which had largely fallen out of print and into obscurity following his death in 1970. So what we have is a hybrid that duly plays homage to the bookware concept by featuring the name of Erle Stanley Gardner prominently on the cover along with a nice “about the author” blurb to describe him, but which is otherwise an unabashed re-creation of the television version. This Mason is clearly Burr’s Mason. Not only does he feature on the package cover, but his colleagues and opponents in the in-game illustrations are perfect likenesses of the actors who portrayed them on television. The game even opens with a computerized rendering of that iconic theme song.

For obvious reasons, the polite fiction that the authors of the Telarium source materials were all intimately involved with their adaptations is here quietly but definitively dispensed with. This is a licensing deal, pure and simple, with the Gardner estate’s Paisano Productions holding company also getting its name on the box, albeit in the copyright fine print. The timing must have seemed perfect to both Spinnaker and Paisano: Perry Mason’s star was suddenly rising in the wider culture, thanks to the first of that series of television revivals that brought him back to prime time for the first time in many years just as the game was being published.

The game’s case could have fit easily into either the television show or one of Gardner’s books. Your client, one Laura Kapp, was apprehended by the police in an insentient state in her apartment with a gun lying just a few feet away — the same gun, in fact, that killed her husband Victor, who was found lying across the room. It seems that Laura was just released from a mental hospital and was extremely jealous as well as unstable, and for good reason: it appears that Victor was conducting at least one affair in her absence. Open-and-shut case, right? Anyone who says yes has never seen an episode of Perry Mason; the fellow amassed a final record of 268 to 3 (with one defeat later overturned on appeal) on television getting clients out of equally tough spots.

But if The Case of the Mandarin Murder is a fairly typical episode of Perry Mason, it’s a very atypical adventure game, minimizing or dispensing entirely with some of the most established conventions of the genre, among them object-oriented puzzles, mapping and (geographical) exploration, even compass directions. The first part of the game, during which you search the Kapp apartment for clues under the watchful eyes of the police, is the most traditional. But that is only a prelude to the real meat of the experience, which plays out as a series of examinations and cross-examinations in the courtroom. Just as in the television show, you’ll need to direct your faithful colleagues Paul Drake and Della Street to follow up the leads that emerge in the apartment and over the course of the trial; they’ll often be running in to give you vital information in the very nick of time. Also present are Mason’s usual long-suffering foils, Police Lieutenant Arthur Tragg and District Attorney Hamilton Burger (one can’t help but wonder, given his record against Mason alone in the most open-and-shut of cases, how the latter in particular manages to keep his job). And then there are of course this episode’s guest stars and potential suspects, in the form of Laura herself along with the mysterious femme fatale with whom Victor was supposedly conducting his affair, Victor’s business partner and said partner’s wife, a restaurant critic with a grudge, and a doorman with a shady past. The trial can go in many different directions, with various final outcomes possible. It’s not that hard to amass enough evidence and cast doubt on enough testimony to gain a hung jury or even an acquittal for Laura. But to unmask the real culprit and force a patented Perry Mason confession amidst a hail of tears and recriminations… aye, there’s the rub, for both the right and the wrong reasons.

If you read my articles about the earlier Telarium games (or, better yet, if you’ve played any of them), you may be wondering how Telarium’s problematic parser fares in a production as dependent on character interaction as this one. The answer is, slightly better than you might think, but still nowhere near well enough. It’s not that the folks at Spinnaker, perhaps still stinging from criticisms of the parsing in those earlier games, weren’t aware of the challenge. Why else would they include in the package an elaborate and really quite clever “Mandarin Menu” which includes not only a vocabulary list but also a sentence-building chart for phrasing your interrogations?

Perry Mason's sentence-building menu

Still, it doesn’t work out all that well. Many queries, including plenty that seem to comply perfectly well with the chart, fall flat. It’s just way too hard to figure out how the game wants you to phrase things, what keywords — and remember we’re dealing here with lots of abstract subjects like feelings and affairs and alibis — it wants from you to trigger a response in a witness. Combine that with the stubborn lack of feedback typical of the Telarium parser, and you end up with a feeling all too common in interactive fiction, that of never being sure whether a given line of questioning is really unproductive or whether you’re just not phrasing things correctly. In other words, is this witness shaking his head at you for diegetic reasons, because his answer is really no, or is he doing it because the extra-diegetic parser doesn’t understand you? To further complicate matters, you’re constantly being graded by the jury on your competence, confidence and flair for courtroom drama. As soon as you start to bumble and stumble around up there the game is up. Thus playing becomes a matter of experimenting on each witness to figure out what she can understand and what you can get from her, then restoring to play the polished and all but omniscient Mr. Mason we know from television.

Perry Mason: The Case of the Mandarin Murder

Another problem is more subtle than the war with the parser. The solution to the case, when it finally emerges, is convoluted and, well, pretty much ridiculous — hardly an anomaly in the world of Perry Mason. The problem in the context of a Perry Mason game, however, is that it’s effectively impossible for you to ever arrive at it until the guilty party breaks down and confesses. With no real hard evidence pointing to that guilty party, you’re largely left to just hammer on everyone until somebody finally cracks. You’re rather left in the position of the would-be know-it-all detective in Simon Christiansen’s modern interactive fiction Death Off the Cuff. Yet whereas that game knows what it’s doing and, indeed, is meant as a send-up of absurdly omniscient detectives just like Perry Mason, this game is not so knowing. Believe me when I say that the solution totally comes out of left field — and is totally stupid at that.

Another thing about the case, not so much annoying as just strange: while Victor was a prominent restauranter, nothing “Mandarin” has any real bearing on the case. The subtitle is apparently a reference to the restaurant Victor was planning to open next, but said restaurant isn’t germane to much of anything about the actual murder. About the best thing you can say about it is that it allows for that neat “Mandarin Menu” of sentence composition, a sort of backdoor homage to the hacker’s traditional love for Chinese food. (The subtitle could also be taken as an advertent or inadvertent homage to Gardner himself, who built his early law practice defending the rights of Chinese immigrants. He remained fascinated by China throughout his life, visiting the country several times and allegedly building up a passable proficiency in Cantonese, no mean feat for a Westerner.)

So, no, The Case of the Mandarin Murder doesn’t entirely work as game or as courtroom drama. Yet it’s nonetheless kind of fascinating for what it tries to do as well as for the way it tries to do it. Although it sprawls across the four disk sides typical of all the Telarium games, a single playthrough is unlikely to take much more than two hours (or maybe three if you play the Commodore 64 version I’m making available for download here, what with that machine’s painfully slow disk access). It’s implemented in depth rather than breadth, loaded with details to be uncovered and secrets to be discovered. Sure, some of the Easter eggs are just silly; the dumbest plays on the fact that one of the characters is named Julian, same as a character in Telarium’s contemporaneous Nine Princes in Amber game.

Perry Mason: The Case of the Mandarin Murder

But that sort of silliness is more the exception than the norm. Better are the moments here and there when the parser does understand you for a few turns at a stretch and you really do feel like Perry Mason up there jabbing and feinting at the witness and playing it up for the jury. Those moments, if not quite enough to make it worthy of an unabashed recommendation, are more than enough to make me toast its ludic dreams and ambitions nobly striven after if ultimately unfulfilled.

(Sorry for the long delay between posts, as well as this site’s going offline for a day or two recently. My mother suddenly and unexpectedly died, which led to lots of emotional turbulence and a frenzied trip back to America. In the midst of all that I neglected to renew my domain registration. Things will hopefully now be settling back into a normal rhythm.

Sources on Telarium this time out were pretty much the usual referenced in previous articles, especially the December 1984 Compute!’s Gazette and the June/July 1985 Commodore Power Play. A couple of interesting summaries among many of Erle Stanley Gardner’s life and career can be found at Thrilling Detective and at the website of his long-term home town of Temecula, California. And thanks as always to C. David Seuss for sharing some of his memories and some valuable resources from the glory days of Spinnaker Software.)

 

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