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A Time of Endings, Part 2: Epyx

On a beautiful May day in 1987, Epyx held a party behind their offices to celebrate the completion of California Games, the fifth and latest in their hugely popular Games line of sports titles. To whatever extent their skills allowed, employees and their families tried to imitate the athletes portrayed in the new game, riding skateboards, throwing Frisbees, or kicking around a Hacky Sack. Meanwhile a professional BMX freestyler and a professional skateboarder did tricks to show them how it was really done. The partiers dressed in the most outrageous beachwear they could muster — typically for this hyper-competitive company, their outfits were judged for prizes — while the sound of the Beach Boys and the smell of grilling hamburgers and hotdogs filled the air. Folks from the other offices around Epyx’s came out to look on a little wistfully, doubtless wishing their company was as fun as this one. A good time was had by all, a memory made of one of those special golden days which come along from time to time to be carried along with us for the rest of our lives.

Although no one realized it at the time, that day marked the high-water point of Epyx. By 1990, their story would for all practical purposes be over, the company having gone from a leading light of its industry to a bankrupt shell at the speed of business.

In the spring of 1987, Epyx was the American games industry’s great survivor, the oldest company still standing this side of Atari and the one which had gone through the most changes over its long — by the standards of a very young industry, that is — lifespan. Epyx had been founded by John Connelly and Jon Freeman, a couple of tabletop role-players and wargaming grognards interested in computerizing their hobbies, way back in 1978 under the considerably less exciting name of Automated Simulations. They hit paydirt the following year with Temple of Apshai, the most popular CRPG of the genre’s primordial period. Automated Simulations did well for a while on the back of that game and a bevy of spinoffs and sequels created using the same engine, but after the arrival of the more advanced Wizardry and Ultima their cruder games found it difficult to compete. In 1983, a major management shakeup came to the moribund company at the behest of a consortium of investors, who put in charge the hard-driving Michael Katz, a veteran of the cutthroat business of toys. Katz acquired a company called Starpath, populated by young and highly skilled assembly-language programmers, to complete the transformation of the stodgy Automated Simulations into the commercially aggressive Epyx. In 1984, with the release of the huge hits Summer Games and Impossible Mission, the company’s new identity as purveyors of slick action-based entertainments for the Commodore 64, the most popular gaming platform of the time, was cemented. One Gilbert Freeman (no relation to Jon Freeman) replaced Katz as Epyx’s president and CEO shortly thereafter, but the successful template his predecessor had established remained unchanged right through 1987.

By 1987, however, Freeman was beginning to view his company’s future with some trepidation despite the commercial success they were still enjoying. The new California Games, destined for yet more commercial success though it was, was ironically emblematic of the long-term problems with Epyx’s current business model. California Games pushed the five-year-old Commodore 64’s audiovisual hardware farther than had any previous Epyx game — which is to say, given Epyx’s reputation as the absolute masters of Commodore 64 graphics and sound, farther than virtually any other game ever released for the platform, period. This was of course wonderful in terms of this particular game’s commercial prospects, but it carried with it the implicit question of what Epyx could do next, for even their most technically creative programmers were increasingly of the opinion that they were reaching an end point where they had used every possible trick and simply couldn’t find any new ways to dazzle. For a company so dependent on audiovisual dazzle as Epyx, this was a potentially deadly endgame.

Very much in tandem with the question of how much longer it would be possible to continue pushing the audiovisual envelope on the Commodore 64 ran concerns about the longevity of the platform in general. Jack Tramiel’s little computer for the masses had sold more and longer than anyone could ever have predicted, but the ride couldn’t go on forever. While Epyx released their games for other platforms as well, they remained as closely identified with the Commodore 64 as, say, Cinemaware was with the Commodore Amiga, with the 64 accounting for well over half of their sales most quarters. When that market finally took the dive many had been predicting for it for years now, where would that leave Epyx?

Dave Morse

It was for these big-picture reasons that Freeman brought a man with a reputation for big-picture vision onto Epyx’s board in January of 1987. All but unknown though he was to the general public, among those working in the field of home computers Dave Morse had the reputation of a veritable miracle worker. Just a few years before, he had found ways to let the brilliant engineering team at Amiga, Incorporated, create a computer as revolutionary in its way as the Apple Macintosh on a budget that would barely have paid Steve Jobs’s annual salary. And then, in a coup worthy of The Sting, he’d proceeded to fleece Atari of the prize and sail the ship of Amiga into the (comparatively) safe harbor of Commodore Business Machines. If, as Freeman was starting to suspect, it was going to become necessary to completely remake and remodel Epyx for a second time in the near future, Morse ought to be a darn good man to have on his team.

And indeed, Morse didn’t fail to impress at his first Epyx board meetings. In fact, he impressed so much that Freeman soon decided to cede much of his own power to him. He brought Morse on full-time as CEO to help run the company as an equal partner in May of 1987, the very month of the California Games cookout. But California Games on the Commodore 64 was the present, likely all too soon to be the past. For Freeman, Morse represented Epyx’s future.

Morse had a vision for that future that was as audacious as Freeman could possibly have wished. In the months before coming to Epyx, he had been talking a lot with RJ Mical and Dave Needle, two of his star engineers from Amiga, Incorporated, in the fields of software and hardware respectively. Specifically, they’d been discussing the prospects for a handheld videogame console. Handheld videogames of a sort had enjoyed a brief bloom of popularity in the very early 1980s, at the height of the first great videogame boom when anything that beeped or squawked was en vogue with the country’s youth. Those gadgets, however, had been single-purpose devices capable of playing only one game — and, because it was difficult to pack much oomph into such a small form factor, said game usually wasn’t all that compelling anyway. But chip design and fabrication had come a long way in the past five years or so. Mical and Needle believed that the time was ripe for a handheld device that would be a gaming platform in its own right, capable of playing many titles published on cartridges, just like the living-room-based consoles that had boomed and then busted so spectacularly in 1983. For that reason alone, Morse faced an uphill climb with the venture capitalists; this was still the pre-Nintendo era when the conventional wisdom held videogame consoles to be dead. Yet when he joined the Epyx board he found a very sympathetic ear for his scheme in none other than Epyx President Gilbert Freeman.

In fact, Freeman was so excited by the idea that he was willing to bet the company on it; thus Morse’s elevation to CEO. The plan was to continue to sell traditional computer games while Mical and Needle, both of whom Morse hired immediately after his own appointment, got down to the business of making what everybody hoped would be their second revolutionary machine of the decade. It would all happen in secret, while Morse dropped only the vaguest public hints that “it is important to be able to think in new directions.” This was by any measure a very new direction for Epyx. Unlike most game publishers, they weren’t totally inexperienced making hardware: a line of high-end joysticks, advertised as the perfect complement to their games, had done well for them. Still, it was a long way from making joysticks to making an entirely new game console in such a radically new form factor. They would have to lean very heavily on Morse’s two star engineers, who couldn’t help but notice a certain ironic convergence about their latest situation: Amiga, Incorporated, had also sold joysticks among other gaming peripherals in an effort to fund the development of the Amiga computer.

RJ Mical and Dave Needle in a very… disturbing picture. Really, perhaps it’s best if we don’t know any more about what’s going on here.

RJ Mical and Dave Needle were a pair of willfully eccentric peas in a pod; one journalist called them the Laurel and Hardy of Silicon Valley. While they had worked together at Amiga for quite some time by June of 1984, the two dated the real genesis of their bond to that relatively late date. When Amiga was showing their Lorraine prototype that month at the Summer Consumer Electronics Show in Chicago, they found themselves working together really closely for the first time, doing some jerry-rigging to get everything working for the demonstrations. They discovered that they understood each other in a way that “software guys” and “hardware guys” usually do not. “He was the first software guy I ever met,” remembered Needle in a joint 1989 interview, “who had more than an inkling of the real purpose of my work, which is building hardware platforms that you can launch software from.” “I could never get hardware guys to understand what I was doing,” interrupted Mical at this point in the same interview. “Dave couldn’t get software guys to understand what the guts could handle. We found ourselves a great match.” From that point forward, they were inseparable, as noted for their practical jokes and wacky antics as for their engineering brilliance. It was a true meeting of the minds, the funny bones, and, one might even say, the hearts. As illustrated by the exchange I’ve just quoted, they became the kind of friends who freely complete each other’s thoughts without pissing each other off.

The design they sketched for what they liked to call the “Potato” — for that was envisioned as its rough size and shape — bore much the same philosophical stamp as their work with Amiga. To keep the size and power consumption down, the Potato was to be built around the aged 8-bit 6502, the chip at the heart of the Commodore 64, rather than a newer CPU like the Amiga’s 68000. But, as in the Amiga, the chip at the Potato’s core was surrounded with custom hardware designed to alleviate as much of the processing burden as possible, including a blitter for fast animation and a four-channel sound chip that came complete with digital-to-analog converters for playing back sampled sounds and voices. (In the old Amiga tradition, the two custom chips were given the names “Suzy” and “Mikey.”) The 3.5-inch LCD display, with a palette of 4096 colors (the same as the Amiga) and a resolution of 160 X 102, was the most technologically cutting-edge and thus for many months the most problematic feature of the design; Epyx would wind up buying the technology to make it from the Japanese watchmaker Citizen, who had created it as the basis for a handheld television but had yet to use it in one of their own products. Still, perhaps the Potato’s most innovative and impressive feature of all was the port that let you link it up with your mates’ machines for multiplayer gaming. (Another visionary proposed feature was an accelerometer that would have let you play games by tilting the entire unit rather than manipulating the controls, but it would ultimately prove just too costly to include. Ditto a port to let you connect the Potato to your television.)

While few would question the raw talent of Mical and Needle and the small team they assembled to help them make the Potato, this sort of high-wire engineering is always expensive. Freeman and Morse estimated that they would need about two years and $4 million to bring the Potato from a sketch to a finished product ready to market in consumer-electronics stores. Investing this much in the project, it seemed to Freeman and Morse, should be manageable based on Epyx’s current revenue stream, and should be a very wise investment at that. Licking their chops over the anticipated worldwide mobile-gaming domination to come, they publicly declared that Epyx, whose total sales had amounted to $27 million in 1987, would be a $100 million company by 1990.

At first, everything went according to plan. Upon its release in the early summer of 1987, California Games became the hit everyone had been so confidently anticipating. Indeed, it sold more than 300,000 copies in its first nine months and then just kept on selling, becoming Epyx’s biggest hit ever. But after that nothing else ever went quite right for Epyx’s core business. Few inside or outside of the company could have guessed that California Games, Epyx’s biggest hit, would also mark the end of the company’s golden age.

From the time of their name change and associated remaking up through California Games, Epyx had been almost uniquely in touch with the teenage boys who bought the vast majority of Commodore 64 games. “We don’t simply invent games that we like and hope for the best,” said Morse, parroting Epyx’s official company line shortly after his arrival there. “Instead, we pay attention to current trends that are of interest to teenagers. It’s similar to consumer research carried out by other companies, except we’re aiming for a very specific group.” After California Games, though — in fact, even as Morse was making this statement — Epyx lost the plot of what had made the Games line so successful. Like an aging rock star grown fat and complacent, they decided to join the Establishment.

When they had come up with the idea of making Summer Games to capitalize on the 1984 Summer Olympics, Epyx had been in no position to pay for an official Olympic license, even had Atari not already scooped that up. Instead they winged it, producing what amounted to an Olympics with the serial numbers filed away. Summer Games had all the trappings — opening and closing ceremonies; torches; national anthems; medals of gold, silver, and bronze — alongside the Olympic events themselves. What very few players likely noticed, though, was that it had all these things without ever actually using the word “Olympics” or the famous (and zealously guarded) five-ring Olympic logo.

Far from being a detriment, the lack of an official license had a freeing effect on Epyx. Whilst hewing to the basic templates of the sports in question, they produced more rough-and-ready versions of same — more the way the teenage boys who dominated among their customers would have liked the events to be than the somewhat more staid Olympic realities. Even that original Summer Games, which looked itself a little staid and graphically crude in contrast to what would follow, found room for flashes of wit and whimsy. Players soon learned to delight in an athlete — hopefully not the one they were controlling — landing on her head after a gymnastics vault, or falling backward and cracking up spectacularly instead of clearing the pole vault. Atari, who had the official Olympic license, produced more respectful — read, boring — implementations of the Olympics that didn’t sell particularly well, while Summer Games blew up huge.

Seeing how positively their players responded to this sort of thing, Epyx pushed ever further into the realm of the fanciful in their later Games iterations. World Games and California Games, the fourth and fifth title in the line respectively, abandoned the Olympics conceit entirely in favor of gathering up a bunch of weird and wild sports that the designers just thought would be fun to try on a computer. In a final act of Olympics sacrilege, California Games even dropped the national anthems in favor of having you play for the likes of Ocean Pacific or Kawasaki. As California Games so amply demonstrated, the Games series as a whole had never had as much to do with the Olympics or even sports in general as it did with contemporary teenage culture.

But now Epyx saw another Olympics year fast approaching (during this period, the Winter and Summer Olympics were still held during the same year rather than being staggered two years apart as they are today) and decided to come full circle and then some, to make a pair of Games games shrouded in the legitimacy that the original Summer Games had lacked. Epyx, in other words, would become the 1988 Olympics’s version of Atari. In October of 1987, they signed a final contract of over 40 pages with the United States Olympic Committee (if ever a gold medal were to be awarded in legalese and bureaucratic nitpicking, the Olympic Games themselves would have to be prime contenders). Not only would Epyx have to pay a 10 percent royalty to the Olympic Committee for every copy of The Games: Winter Edition and The Games: Summer Edition that they sold, but the same Committee would have veto rights over every aspect of the finished product. Giving such authority to such a famously non-whimsical body inevitably spelled the death of the series’s heretofore trademark sense of whimsy. While working on the luge event a developer came up with the idea of sending the luger hurling out of the trough and into outer space after a major crash. The old Epyx would have been all over it with gusto. But no, said the stubbornly humorless Committee in their usual literal-minded fashion, lugers don’t ever exit the trough when they crash, they only spill over inside it, and that’s how the computer game has to be as well.

When The Games: Winter Edition appeared right on schedule along with the Winter Olympics themselves in February of 1988, it did very well out of the gate, just like any other Games game. Yet in time the word spread through the adolescent grapevine that this latest Games just wasn’t as much fun as the older ones. In addition to the stifling effect of the Olympic Committee’s bureaucracy, its development had been rushed; because of the need to release the Winter Edition to coincide with the real Winter Olympics, it had had to go from nothing to boxed finished product in just five months. The Summer Edition, which appeared later in the year to coincide with the Summer Olympics, was in some ways a better outing, what with Epyx having had a bit more time to work on it. But something was still missing. California Games, a title Epyx’s core teenage demographic loved for all the reasons they didn’t love the two stodgy new officially licensed Games, easily outsold both of them despite being in its second year on the market. That was, of course, good in its way. But would the same buyers turn out to buy the next big Games title in the wake of the betrayal so many of them had come to see the two most recent efforts to represent? It wasn’t clear that they would.

The disappointing reception of these latest Games, then, was a big cause of concern for Epyx as 1988 wore on. Their other major cause for worry was more generalized, more typical of their industry as a whole. As we’ve seen in an earlier article, 1988 was the year that the Nintendo Entertainment System went from being a gathering storm on the horizon to a full-blown cyclone sweeping across the American gaming landscape. Epyx was hardly alone among publishers in feeling the Nintendo’s effect, but they were all too well positioned to get the absolute worst of it. While they had, generally with mixed results, made occasional forays into other genres, the bulk of their sales since the name change had always come from their action-oriented games for the Commodore 64 — the industry’s low-end platform, one whose demographics skewed even younger than the norm. The sorts of teenage and pre-teen boys who had once played on the Commodore 64 were exactly the ones who now flocked to the Nintendo in droves. The Christmas of 1988 marked the tipping point; it was at this point that the Nintendo essentially destroyed the Commodore 64 as a viable platform. “Games can be done better on the 64 than on a Nintendo,” insisted Morse, but fewer and fewer people were buying his argument. By this point, many American publishers and developers had begun to come to Nintendo, hat in hand, asking for permission to publish on the platform, but this Epyx refused to do, being determined to hold out for their own handheld console.

It’s not as if the Commodore 64’s collapse entirely sneaked up on Epyx. As I noted earlier, Gilbert Freeman had been aware it might be in the offing even before he had hired Dave Morse as CEO. Over the course of 1987 and 1988, Epyx had set up a bulwark of sorts on the higher-end platforms with a so-called “Masters Collection” of more high-toned and cerebral titles, similar to the ones that were continuing to sell quite well for some other publishers despite the Nintendo onslaught. (The line included a submarine simulator, an elaborate CRPG, etc.) They also started a line of personal-creativity software similar to Electronic Arts’s “Deluxe” line, and began importing ever more European action games to sell as budget titles to low-end customers. All told, their total revenues for 1988 actually increased robustly over that of the year before, from $27 million to $36 million. Yet such figures can be deceiving. Because this total was generated from many more products, with all the extra expenses that implied, the ultimate arbiter of net profits on computer software plunged instead of rising commensurately. Other ventures were truly misguided by any standard. Like a number of other publishers, Epyx launched forays into the interactive VCR-based systems that were briefly all the rage as substitutes for Philips’s long-promised but still undelivered CD-I system. They might as well have just set fire to that money. The Epyx of earlier years had had a recognizable identity, which the Epyx of 1988 had somehow lost. There was no thematic glue binding their latest products together.

RJ Mical with a work-in-progress version of the Handy.

Meanwhile Epyx was investing hugely in games for the Potato — investing just about as much money in Potato software, in fact, as they were pouring into the hardware. Accounts of just how much the Potato’s development ended up costing Epyx vary, ranging from $4 million to $8 million and up. I suspect that, when viewed in terms of both hardware and software development, the figure quite likely skews into the double digits.

Whatever the exact numbers, as the curtain came up on 1989 Dave Morse, RJ Mical, and Dave Needle found themselves in a position all too familiar from the old days with Amiga, Incorporated. They had another nascent revolution in silicon in the form of the Potato, which had reached the prototype stage and was to be publicly known as the Epyx Handy. Yet their company’s finances were hopelessly askew. If the Handy was to become an actual product, it looked like Morse would need to pull off another miracle.

So, he did what he had done for the Amiga Lorraine. In a tiny private auditorium behind Epyx’s public booth at the January 1989 Winter Consumer Electronics Show, the inventors of the Handy showed it off to a select group of representatives from other companies, all of whom were required to sign a strict non-disclosure agreement before seeing what was still officially a top-secret project, even though rumors of the Handy’s existence had been spreading like wildfire for months now. The objective was to find a partner to help manufacture and market the Handy — or, perhaps better, a buyer for the entire troubled company. Nintendo had a look, but passed; they had a handheld console of their own in the works which would emerge later in the year as the Nintendo Game Boy. Sega also passed. In fact, just about everyone passed, as they had on the Amiga Lorraine, until Morse was left with just one suitor. And, incredibly, it was the very same suitor as last time: Atari. Déjà vu all over again.

On the positive side, this Atari was a very different company from the 800-pound gorilla that had tried to seize the Lorraine and carve it up into its component parts five years before. On the negative, this Atari was run by Jack Tramiel, Mr. “Business is War” himself, the man who had tied up Commodore in court for years after Atari’s would-be acquisition of the Amiga Lorraine had become Commodore’s. From Tramiel’s perspective, getting a stake in a potential winner like the Handy made a lot of sense; his Atari really didn’t have that much going for it at all at that point beyond a fairly robust market for their ST line in Europe and an ongoing trickle of nostalgia-fueled sales of their vintage game consoles in North America. Atari had missed out almost entirely on the great second wave of videogame consoles, losing the market they had once owned to Nintendo and Sega. If mobile gaming was destined to be the next big thing, this was the perfect way to get into that space without having to invest money Atari didn’t have into research and development.

For his part, Morse certainly knew even as he pulled the trigger on the deal that he was getting into bed with the most devious man in consumer electronics, but he didn’t see that he had much choice. He could only shoot from the hip, as he had five years before, and hope it would all work out in the end. The deal he struck from a position of extreme weakness — nobody could smell blood in the water quite like Jack Tramiel — would see the Handy become an Atari product in the eyes of the marketplace. Atari would buy the Handy hardware design from Epyx, put their logo on it, and would take over responsibility for its manufacturing, distribution, and marketing. Epyx would remain the “software partner” only, responsible for delivering an initial suite of launch titles and a steady stream of desirable games thereafter. No one at Epyx was thrilled at the prospect of giving away their baby this way, but, again, the situation was what it was.

At this point in our history, it becomes my sad duty as your historian to acknowledge that I simply don’t know precisely what went down next between Atari and Epyx. The source I’ve been able to find that dates closest to the events in question is the “Roomers” column of the December 1989 issue of the magazine Amazing Computing. According to it, the deal was structured at Tramiel’s demand as a series of ongoing milestone payments from Atari to Epyx as the latter met their obligations to deliver to the former the finished Handy in production-ready form. Epyx, the column claims, was unable to deliver the cable used for linking two Handys together for play in the time frame specified in the contract, whereupon Atari cancelled a desperately needed $2 million payment as well as all the ones that were to follow. The Handy, Atari said, was now theirs thanks to Epyx’s breach of contract; Epyx would just have to wait for the royalties on the Handy games they were still under contract to deliver to get more money out of Atari. In no condition to engage Atari in a protracted legal battle, Epyx felt they had no choice but to concede and continue to play along with the company that had just stolen their proudest achievement from them.

Dave Needle, who admittedly had plenty of axes to grind with Atari, told a slight variation of this tale many years later, saying that the crisis hinged on Epyx’s software rather than hardware efforts. It seems that Epyx had sixty days to fix any bugs that were discovered after the initial delivery of each game to Atari. But, according to Needle, “Atari routinely waited until the end of the time period to comment on the Epyx fixes. There was then inadequate time for Epyx to make the fixes.” Within a few months of inking the deal, Atari used a petty violation like this to withhold payment from Epyx, who, of course, needed that money now. At last, Atari offered them a classic Jack Tramiel ultimatum: accept one more lump-sum payout — Needle didn’t reveal the amount — or die on the vine.

A music programmer who went by the name of “Lx Rudis” is perhaps the closest thing to an unbiased source we can hope to find; he worked for Epyx while the Handy was under development, then accepted a job with Atari, where he says he was “close” with Jack Tramiel’s sons Sam and Leonard, both of whom played important roles within their father’s company. “The terms [of the contract] were quite strict,” he says. “Epyx was unable to meet all points, and Atari was able to withhold a desperately needed milestone payment. In the chaos that ensued, everyone got laid off and I guess Atari’s lawyers and Epyx’s lawyers worked out a ‘compromise’ where Atari got the Handy.”

No smoking gun in the form of any actual paperwork has ever surfaced to my knowledge, leaving us with only anecdotal accounts like these from people who weren’t the ones signing the contracts and making the deals. What we do know is that Epyx by the end of 1989 was bankrupt, while Atari owned the Handy outright — or at least acted as if they did. Although it’s possible that Tramiel was guilty of nothing more than driving a hard bargain, his well-earned reputation as a dirty dealer does make it rather difficult to give him the benefit of too much doubt. Certainly lots of people at Epyx were left feeling very ill-served indeed. Dave Morse had tried to tweak the tiger’s tail a second time, and this time he had gotten mauled. As should have been part of the core curriculum at every business school by this point: don’t sign any deal, ever, with Jack Tramiel.

Dave Morse, RJ Mical and Dave Needle walked away from the whole affair disgusted and disillusioned, having seen their baby kidnapped by the man they had come to regard as Evil incarnated in an ill-fitting pinstriped suit. Their one bitter consolation was that the Handy development system they’d built could run only on an Amiga. Thus Atari would have to buy dozens of specimens of the arch-rival platform for internal use, and suffer the indignity of telling their development licensees that they too would need to buy Amigas to make their games. It wasn’t much, but, hey, at least it was something to hold onto.

The erstwhile Epyx Handy made its public debut at the Summer Consumer Electronics Show in June of 1989 as the Atari Portable Entertainment System. But when someone pointed out that that name would inevitably get abbreviated to “APES,” Atari moved on from it, finally settling on the name of “Lynx,” a sly reference to the ability to link the machines together via cable for multiplayer action. Thus christened, the handheld console shipped on September 1, 1989. Recent unpleasantness aside, Mical and Needle had good cause to be proud of their work. One far-seeing Atari executive said that the Lynx had the potential to become a revolutionary hit on the level of the Sony Walkman of 1979, the product which largely created the idea of personal portable electronics as we think of them today. Now it was up to Atari to realize that potential.

The Nintendo Game Boy and the Atari Lynx

That part of the equation, alas, didn’t go as well as Atari had hoped. Just one month before the Lynx, Nintendo of America had released the Game Boy, their own handheld console. Purely as a piece of kit, the black-and-white-only Game Boy wasn’t a patch on the Lynx. But then, Nintendo has always thrived by transcending technical specifications, and the Game Boy proved no exception to that rule. Like all of their products, it was laser-targeted to the needs and desires of the burgeoning Generation Nintendo, with a price tag of just $90, battery life long enough to get you through an entire school week of illicit playing under the desk, a size small enough to slip into a coat pocket, and a selection of well-honed launch games designed to maximize its strengths. Best of all, every Game Boy came bundled with a copy of Tetris, an insanely addictive little puzzle game that became a veritable worldwide obsession, the urtext of casual mobile gaming as we’ve come to know it today; many a child’s shiny new Game Boy ended up being monopolized by a Tetris-addled parent.

The Lynx, by contrast, was twice as expensive as the Game Boy, ate its AA batteries at a prodigious rate, was bigger and chunkier than the Game Boy, and offered just three less-than-stellar games to buy beyond the rather brilliant Epyx port of California Games that came included in the box. Weirdly, its overall fit and finish also lagged far behind the cheap but rugged little Game Boy. Atari struggled mightily to find suppliers who could deliver the Lynx’s components on time and on budget with acceptable quality control. According to RJ Mical — again, not the most unbiased of sources — this was largely a case of Jack Tramiel’s chickens coming home to roost. “The new ownership of the Lynx had really bad reputations with hardware manufacturers in Asia and with software developers all over the world,” says Mical. “Suddenly all those sweet deals we’d made for low-cost parts for the Lynx dried up on them. They’d be like, ‘We remember you from five years ago. Guess what — the price just doubled!'” Mical claims that a “magnificent library” of Lynx games, the result of many deals Epyx had made with outside developers, fell by the wayside as soon as the developers in question learned that they’d have to deal from now on with Jack Tramiel instead of Dave Morse.

California Games on the Lynx’s (tiny) screen.

In the face of these disadvantages, the Lynx wasn’t the complete failure one could so easily imagine it becoming. It remained in production for more than five years, over the course of which it sold nearly 3 million units to buyers who wanted a little more from their mobile games than what the Game Boy could offer. By most measures, the Atari Lynx was a fairly successful product. It suffers only by comparison with the Game Boy, which spent an astonishing total of almost fifteen years in production and sold an even more astonishing 118.69 million units, becoming in the process Nintendo’s biggest single success story of all; in the end, Nintendo sold nearly twice as many Game Boys as they did of the original Nintendo Entertainment System that had done such a number on Epyx’s software business. So, a handheld game console did become worthy of mention in the same breath as the Sony Walkman, but it wasn’t the Atari Lynx; it was the Nintendo Game Boy.

Needless to say, Dave Morse’s old plan to make Epyx a $100 million company by 1990 didn’t come to fruition. In addition to all their travails with Atari, the Commodore 64 market, the old heart of their strength, had imploded like a pricked balloon. After peaking at 145 employees in 1988, when work on the Handy as well as games for it was buzzing, frantic layoffs brought Epyx’s total down to less than 20 by the end of 1989, at which point the firm, vowing to soldier on in spite of it all, went through a Chapter 11 bankruptcy. Just to add insult to the mortal injury Jack Tramiel had done them, they came out of the bankruptcy still under contract to deliver games for the Lynx. Indeed, doing so offered their only realistic hope of survival, slim though it was, and so they told the world they were through developing for computers and turned what meager resources they had left entirely to the Lynx. They wouldn’t even be a publisher in their own right anymore, relying instead on Atari to sell and distribute their games for them. Tramiel had, as the kids say today, thoroughly pwned them.

This zombie version of Epyx shambled on for a disconcertingly long time, plotting always for ways to become relevant to someone again without ever quite managing it. It finally lay down for the last time in 1993, when the remnants of the company were bought up by Bridgestone Media Group, a Christian advocacy organization with ties to one of Epyx’s few remaining employees. By this time, the real “end of the Epyx era,” as Computer Gaming World editor Johnny Wilson put it, had come long ago. In 1993, the name “Epyx” felt as much like an anachronism as the Commodore 64.

What, then, shall we say in closing about Epyx? If Cinemaware, the subject of my last article, was the prototypical Amiga developer, Epyx has a solid claim to the same title in the case of the Commodore 64. As with Cinemaware, manifold and multifarious mistakes were made at Epyx that led directly to the company’s death, mistakes so obvious in hindsight that there seems little point in belaboring them any further here. (Don’t try to design, manufacture, and launch an entirely new gaming platform if you don’t have deep pockets and a rock-solid revenue stream, kids!) They bit off far more than they could chew with the Handy. Combined with their failure to create a coherent identity for themselves in the post-Commodore 64 computer-games industry, it spelled their undoing.

And yet, earnest autopsying aside, when all is said and done it does feel somehow appropriate that Epyx should have for all intents and purposes died along with their favored platform. For a generation of teenage boys, the Epyx years were those between 1984 and 1988, corresponding with the four or five dominant years which the Commodore 64 enjoyed as the most popular gaming platform in North America. It seems safe to say that as long as any of that generation remain on the planet, the name of Epyx will always bring back memories of halcyon summer days of yore spent gathered with mates around the television, joysticks in hand. Summer Games indeed.

(Sources: Questbusters of November 1989; ACE of May 1990; Retro Gamer 18 and 129; Commodore Magazine of July 1988 and August 1989; Small Business Report of February 1988; San Francisco Business Times of July 25 1988; Amazing Computing of June 1988, November 1988, March 1989, April 1989, June 1989, August 1989, November 1989, December 1989, January 1990, and February 1990; Info of November/December 1989; Games Machine of March 1989 and January 1990; Compute!’s Gazette of April 1988; Compute! of November 1987 and September 1988; Computer Gaming World of November 1989, December 1989, and November 1991; Electronic Gaming Monthly of September 1989. Online sources include articles on US Gamer, Now Gamer, Wired, and The Atari Times. My huge thanks to Alex Smith, who shared his take on Epyx’s collapse with me along with some of the sources listed above.)

 
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Posted by on December 22, 2016 in Digital Antiquaria, Interactive Fiction

 

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The Evolution of the (Epyx) Games

The American home-computer industry entered 1987 feeling more optimistic than it had in several years. With the bloodletting of 1985 now firmly in the past, there was a sense amongst the survivors that they had proved themselves the fittest and smartest. If the ebullient a-computer-for-every-home predictions of 1983 weren’t likely to be repeated anytime soon, it was also true that the question on everybody’s lips back in 1985, of whether there would even still be a home-computer industry come 1987, felt equally passé. No, the home-computer industry wasn’t going anywhere. It was just too much an established thing now. Perhaps it wasn’t quite as mainstream as television, but it had built a base of loyal customers and a whole infrastructure to serve them. And with so many companies having dropped by the wayside, there was now again the potential to make a pretty good living there. The economic correction to a new middle way was just about complete. The industry, in other words, was beginning to grow up — and thank God for it. Even Atari and Commodore, the two most critical hardware players in the field of low-cost computing, had seemingly gotten their act together after being all but left for dead a couple of years ago; both were beginning to post modest profits again.

The mood of the industry was, as usual, reflected by the trade shows. The second of the two big shows that served as the linchpin of every year on the circuit, the Summer Consumer Electronics Show in Chicago in June, was a particularly exciting place to be, with more and more elaborate displays than had been seen there in a long, long time. Compute! magazine couldn’t help but compare it to “the go-go days of 1983,” but also was quick to note that “introductions are positioned to avoid any repeat of the downturn.” “Excited but wiser” could have served as the slogan of the show. But an even better slogan for entertainment-software publishers in particular might have been, “The more things change, the more they stay the same.”

I’ve been writing quite a lot in recent articles about the new generation of 68000-based machines that were causing so much excitement. Yet the fact is that the Apple Macintosh, Atari ST, and Commodore Amiga were little more than aspirational dreams for the majority of the mostly young people actually buying games. The heart of that market remained the cheaper, tried-and-true 8-bit machines which continued to outsell their flashier younger brothers by factors of five or ten to one. And the most popular 8-bit machine had remained the same since 1983: the Commodore 64. A chart published in the December 1986 Compute! gives a sense of the state of the industry at the time.

U.S. Home Computer Market -- 1986

If anything, this chart undersells the importance of the Commodore 64 and its parent company to the games industry. Plenty of those IBMs and Apples, as well as the “Other” category, made up mostly of PC clones, were being used in home offices and the like, playing games if at all only as an occasional sideline. The vast majority of Commodore 64s, however, were being used primarily or exclusively as games machines. Many a publisher that dutifully ported their titles to each of the six or seven commercially viable platforms found that well over half of their sales were racked up by the Commodore 64 versions alone. No wonder so many made it their first and sometimes only target. Not all were thrilled about this state of affairs; with its antiquated BASIC, chunky 40-column text, and molasses-slow disk drives the Commodore 64 was far from a favorite of many programmers, so much so that a surprising number developed elaborate cross-compiler setups to let them write their 64 programs anywhere else but on an actual 64. Many others who had had personal dealings with Commodore, particularly in the double-crossing bad old days of Jack Tramiel, simply hated the company and by extension its products on principle. Yet you couldn’t hate them too much: fact was that the 64 was the main reason there still was any games industry to speak of in 1987.

Already the best-selling microcomputer in history well before 1987, the Commodore 64 just kept on selling, with sales hitting 7 million that year. Meanwhile sales of the newer Commodore 128 that could also play 64 games cruised past 1 million. This continued success was a tribute to the huge catalog of available games. As Bing Gordon of Electronic Arts put it, “The Commodore 64 is the IBM of home computing; no one thinks you’re dumb if you buy it.” Of course, this aberrational era when a full-fledged computer rather than a games console was the most popular way to play games in the country couldn’t last forever. Anyone sufficiently prescient could already see the writing on the wall by wandering to other areas of that Summer CES show floor, where an upstart console from Japan called the Nintendo Entertainment System was coming on strong, defying the conventional wisdom of just a year or two before that consoles were dead and buried. But for now, for just a little while longer, the Commodore 64 was still king, and Summer CES reflected also that reality with a final great flowering of games. Love it or hate it, programmers knew the 64 more intimately by 1987 than they possibly can the complex systems of today. They knew its every nook and cranny, its every quirk and glitch, and exploited all of them in the course of pushing the little breadbox to places that would have been literally unimaginable when it had made its debut five years before; plenty of games and other software stole ideas from the bigger, newer machines that simply didn’t yet exist to steal in 1982.

Starting today, I want to devote a few articles to chronicling the Commodore 64 at its peak, as represented by the games and companies on display at that 1987 Summer CES. We’ll start with Epyx, whose display was amongst the most elaborate on the show floor, an ersatz beach complete with sand, surfboards, Frisbees, and even a living palm tree. It was all in service of something called California Games, the fifth and newest entry in a series that would go down in history as the most sustainedly popular in the long life of the Commodore 64. If we were to try to name a peak moment for Epyx and their Games series, it would have to be the same as that for the platform with which they were so closely identified: Summer CES, June 1987.

You can get a pretty good sense of the advancement of Commodore 64 graphics and sound during its years as the king of North American gaming just by looking at the Games series. In fact, that’s exactly what we’re going to do today. We’re going to take a little tour of four of the five Games, hitting on just a couple of events from each that will hopefully give us a good overview of just how much Commodore 64 graphics and sound, along with gamer expectations of same, evolved during the years of the platform’s ascendency. These titles were so popular, so identified with the Commodore 64, that they strike me as the perfect choice for the purpose. And they also occupy a soft spot in my heart as games designed to be played with others; they’re really not that much fun played alone, but they can still be ridiculously entertaining today if you can gather one to seven friends in your living room. Any game that encourages you to get together in the real world with real people already has a huge leg up in my critical judgment. I just wish there were more of them.

Let’s start by taking another look at the original 1984 Summer Games, a game I already covered in considerable technical detail in an earlier article. Its graphics — particularly the fluid and realistic movements of the athletes themselves — were quite impressive in their day, but look decidedly minimalist in light of what would come later. Also notable is the complete lack of humor or whimsy or, one might even say, personality. Those qualities, allowed as they to a large extent are by better and richer audiovisuals, would arrive only in later iterations.

 
Few concepts in the history of gaming have lent themselves as well to almost endless iteration as the basic Games concept of a themed collection of sporting minigames. Thus after Summer Games turned into a huge hit more Games were inevitable, even if they wouldn’t be able to piggyback on an Olympics as Summer Games had so adroitly managed despite the lack of an official license. The first thought of Epyx’s programmers was, naturally enough, to follow Summer Games with a similar knock-off version of the Winter Olympics. By this time, however, it was late 1984, and Epyx’s marketing honcho Robert Botch said, probably correctly — he tended to be correct in most things — that a winter-sports game would be a hard sell when they finished it up in six or eight months; at that time, you see, it would be high summer. So they instead turned their attention to Summer Games II, consisting of eight more events, many of which had been proposed for the original collection but rejected for one reason or another. It proved to be if anything a better collection than its predecessor, with more variety and without the cheat of inserting two swimming events that were exactly the same but for their differing lengths. Graphics and sound were also modestly improved.

But the first really dramatic leap forward in those areas came with the next iteration, the long-awaited Winter Olympics-themed Winter Games that followed hot on the heels of Summer Games II. With Epyx’s in-house programmers and artists still busy with the latter, Winter Games was outsourced along with detailed specifications provided by Epyx’s own designers to another developer called Action Graphics. The partnership between the Silicon Valley-based Epyx and the Chicago-based Action Graphics was apparently a somewhat troubled one, with delays caused by poor communication threatening to scupper the planned Christmas 1985 launch. The project’s savior proved to be one Matt Householder, a recently arrived refugee from Atari who would play a huge role in the series going forward. Upon his hiring in July of 1985, his first role became that of Epyx’s official liaison to Action Graphics; he spent many weeks in Chicago pushing the game along to completion. A programmer himself with much experience with videogames, Householder suggested lots of extra little touches, sometimes helped out with technical problems, and, with the deadline ever looming, occasionally advanced the timetable via some artful deletion.

The bobsled was a particularly problem-plagued event. The original conception would have had the riders pushing the sled to get it started, just like in the real thing, but no one could quite figure out how to make it work. Householder made an executive decision to just excise that element entirely in favor of making the rest of the event as good as possible. Note in the video below how the clouds in the sky also move when the bobsled goes through a curve. This late Householder-prompted addition is a classic example of a little touch of the realistic whose presence might not be noticed but whose absence almost certainly would — perhaps not consciously, but only as a feeling that something is somehow “off” with the experience. Note also the music that now plays before this and all of the other Winter Games events to leaven the somewhat sterile feel of the original Summer Games.


The bobsled is actually quite graphically spare in contrast to some of the other events in Winter Games. See for example the biathlon, the most time-consuming single event to appear in any of the Games games and one of the most strategic. The speed of the targeting cursor in the shooting sections — and thus the difficulty of each shot — is determined by your heart rate when you arrive. Success is all about pacing yourself, setting up a manageable rhythm that keeps you moving along reasonably well but that also lets you make your shots. According to Householder, “It was put in there to make something completely different. It breaks up the pace of the other events, which are more tense, action/reaction type of things. You have to learn a different set of skills.” Barely a week before the deadline, Householder, bothered that the shooting just somehow didn’t feel right, suddenly suggested adding a requirement to eject the spent round and cock a new one before firing. They managed to shoehorn it in, and it does go a long way in adding verisimilitude to the experience. It’s not so important to make a game like this realistic per se, but to make the player feel like she’s really there, to capture the spirit of the event, if you will.


The original plan for the graphic depictions of this event was, as with the bobsled, somewhat more ambitious than the final version. The skier was to be shown from different angles on every screen, a scheme that Householder quickly excised in favor of a consistent if less graphically interesting side view. The lush backgrounds were inspired by photos of the actual event taken at the 1984 Winter Olympics in Sarajevo, recreated freehand by artist Steve Johnson. I must say that I love the winter-wonderland atmosphere this event and, indeed, much of Winter Games conjures up. Like the opening and closing ceremonies, the bobsled, and a couple of other events in Winter Games that clearly take inspiration from the Sarajevo Olympics, the biathlon is made bittersweet today by the knowledge of what was in store for so many of those sites and, more importantly, for the people who lived near them.

Having now covered most of the Olympics events that seemed practical to implement on a Commodore 64, there was some debate within Epyx on the best way to consider the series after Winter Games; it had turned into such a cash cow that no one was eager to bring it to a close. Marketing director Robert Botch suggested that Epyx effectively create their own version of the Olympics using interesting non-Olympic sports from all over the world, under the title of World Games. Householder ran with the idea, proposing turning the game into a sort of globe-trotting travelogue that would not only let the player participate in the unique sports of many nations but also get a taste of their cultures.

World Games

You’ll notice in the World Games screenshot above an advertisement for Continental Airlines, perhaps the first of its kind in a game that wasn’t itself blatant ad-ware and yet another example of Botch’s prescience as a marketer. If the times were changing, though, they were still changing slowly: Continental was able to buy this exposure in a game that would end up selling hundreds of thousands of copies by providing Epyx with nothing more than a handful of free tickets to Disney World for use in contests. On the other hand, perhaps Continental paid a fair price when one starts to consider demographic realities; the young people who made up the vast majority of Epyx’s customers generally weren’t much in the market for airline tickets quite yet.

Much as the documentary tone of the travelogue-style descriptions might lead you to believe otherwise, the Epyx design team was made up of a bunch of young American males who weren’t exactly well-traveled themselves, nor much versed in global sporting culture. They chose the majority of the sports in World Games by flipping through books and magazines, looking for things that seemed interesting and implementable. They then designed the events without ever having actually seen them in real life. This led to some bizarre decisions and outright mistakes, like their choice of barrel-jumping (on ice skates!) as the supposed national sport of Germany; absolutely no one in Germany had any idea what they were on about when the game came out. Their original plan to make soccer penalty kicks Germany’s national sport would have hit closer to home, even if a love for soccer is hardly confined to that country. But it proved to be technically infeasible.

With Epyx’s in-house programming team once again too busy with other projects to take it up, World Games was again contracted to outside programmers. This time a company called K-Byte did the honors, albeit under much closer supervision, with the art and music supplied by Epyx’s own people. Freed as they were from the rigid strictures of traditional Olympic disciplines and a certain fuddy-duddy air of solemnity that always accompanies them, the designers, artists, and programmers were able to inject much more creative whimsy, even humor. See for example what happens when you screw up badly in Scotland’s caber toss.


Speaking of screwing up: Epyx’s designers managed to completely miss the point of the caber toss. Athletes participating in the real sport are judged on aesthetics, on how cleanly and straightly they toss the caber. The objective is not, as in World Games, to simply chunk the bloody thing as far as possible.

The music tries its best — if, again, only within the limits of Epyx’s international awareness —  to echo the “national music” of each country represented. The bagpipe sound is quite impressive in its way; listen for the initial “squawk” each time the instrument changes pitch, so like the real thing.

But Mexico’s cliff-diving provides perhaps the best illustration of how far Epyx had come already by the time of World Games. It’s superficially similar to the diving event from Summer Games, as seen in my very first video above, but the difference is night and day. I speak not just of the heightened drama inherent in jumping off a rocky cliffside as opposed to a diving board, although that’s certainly part of it. Look also at the improved graphics, the addition of music, all of the little juicy touches that add personality and interest: the way the diver fidgets nervously as he waits to take the plunge, the way you can send him careening off the rocks in various viscerally painful ways, the seagull at the bottom of the cliff who will turn and fly off if you wait long enough. (Rumor has it that it’s possible to hit the seagull somehow if you botch a dive badly enough, but I’ve never succeeded in doing so.)


California Games, the fifth entry in the series and the culmination of the audiovisual progression we’ve been charting, was done completely in-house at Epyx. Indeed, it was also inspired much closer to home than any of the games that had come before. Walking through Golden Gate Park one weekend, watching bicyclists and skateboarders doing tricks for the crowds, Matt Householder’s wife Candi suggested that Epyx should use those sorts of sports in their next Games game.

But there’s a bit more than that to be said about California Games‘s origins, in terms of both universals and the specific context of the mid-1980s. In the case of the former, there’s the eternal promised land of California itself that’s been a part of the collective mythical landscape of Americans and non-Americans alike almost from the moment that California itself existed as a term of geography: Hollywood, Route 66, Disneyland, the Sunset Strip, the Beach Boys, palm trees, hot rods, surfboards, and of course bikinis and the sun-kissed beach bunnies who fill them out so fetchingly. (Botch wouldn’t be shy about incorporating the latter elements in particular into his marketing campaign.) “Go west, young man!” indeed. California Games combined this eternal California with a burgeoning interest amongst the young in what would come to be called “extreme sports” that saw many a teenager picking up BMX or half-pipe skateboarding. The first proposal that Householder submitted actually skewed much more extreme than the eventual finished product, including wind-surfing, hang-gliding, and parachuting events that were all excised in favor of some more sedate pursuits like Frisbee and Hacky Sack. He also proposed for the collection the almost instantly dating appellation of Rad Games; thankfully, Botch soon settled on the timeless California Games instead.

Which is not to say that California Games itself is exactly “timeless”; this is about as clearly a product of 1987 as it’s possible for a game to be. At that time the endlessly renewable California Dream was particularly hot. Even the name California Games, timeless or no, also managed to evoke the zeitgeist of 1987, when California Coolers and the California Raisins were all the rage. The manual includes a helpful dictionary of now painfully dated surfer and valley-girl slang.

LIKE (lik) prep. Insert anywhere you like, like, in any sentence, in, like, any context. Used most effectively when upset: “it’s, like, geez…” Or the coolest way to use “like” is with “all” (for more description). “It’s, like — I’m all — duuude, you’ve got sand in your jams.”

Replacing the chance to represent a country, Olympics-style, that had persisted through World Games are a bunch of prominent 1987 brands, some of which have survived (Costa Del Mar, Kawasaki, Ocean Pacific, Casio), some of which have apparently not (Auzzie Surfboards and Ray-D-O BMX, my favorite for its sheer stupidity). All paid Epyx to feature their logos in the game, with those willing to invest a bit more getting more prominent placement. Yes, Botch was figuring out this in-game-advertising thing fast. See for instance the logos plastered behind the skateboarding half pipe.


California Games was the first title in the series for which Epyx could draw on a fair amount of direct personal experience. Enthusiasts of the various sports inside the company demonstrated their skills for the cameras, the resulting video used as models for their onscreen versions. Some of the less athletic programmers and designers also had a go by way of getting into the spirit of the thing. Householder notes that “I nearly broke my skull a couple of times” on a skateboard in the Epyx parking lot.

To see how far Commodore 64 games came in less than four years, look at the colorful-in-both-senses-of-the-word surfing video below, with its gags like the shark. (A cute dolphin also shows up from time to time, albeit not so often as the shark and never, alas, when you’re trying to make a video.) Notice how the music, a rock song this time, plays during the action now to elevate the whole experience. The bagpipes and the like may have been impressive, but rock and roll was to be the sound of California Games, with Botch even managing to officially license “Louie Louie” for the title screen. And notice how the little surfer dude is an individual with his own look and, one might even say, personality, in comparison to the faceless (literally!) papier-mâché silhouettes of Summer Games.


California Games became an even bigger international hit than the previous four games in the series, one more symbol of the power of the California Dream. Epyx now had 200 employees, and was possessed of an almost unblemished record of commercial success that made them the envy of the industry, their catalog including not only hit games but also their Fast Load cartridge that many Commodore 64 owners considered indispensable and a very popular “competition-quality” joystick. But California Games would mark the end of an era. The downfall of this company and series that had been able to do no wrong for years would happen with stunning speed.

Nor could the Commodore 64 itself keep going forever. Having reached its peak at last in mid-1987, with programmers beginning to get a sense that it just wasn’t possible to push this little machine, extraordinarily flexible as it had proved to be, much further, the downward slope loomed. We, however, will stay perched here a little longer, to appreciate in future articles some more of the most impressive outpouring of games ever to grace the platform.

(Sources: Family Computing of September 1987; Commodore Magazine of July 1988 and August 1989; Commodore User of February 1986; Compute!’s Gazette of December 1986; Compute! of December 1986 and August 1987; Retro Gamer 46 and 49.

Such was the popularity of the first five of the Games that the property still holds some nostalgia value to this day, seeing periodic re-releases and revivals. The latest of these is from the German publisher Magnussoft, who have versions available for Windows, Macintosh, and Android. I must say, however, that there’s little left of the original feel in such efforts. I prefer to just play them in an emulator on the old Commodore 64. An intrepid fan who calls himself “John64” has packaged all five titles onto a cartridge image who loads and plays almost instantly in an emulator like VICE. I take the liberty of providing the cartridge here as well along with all of the manuals.)

 

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From Automated Simulations to Epyx

When Robert Botch joined Automated Simulations as director of marketing just as 1982 expired, it wasn’t exactly the sexiest company in the industry. They were still flogging their Dunjonquest line, which now consisted of no less than eleven sequels, spinoffs, and expansions to Temple of Apshai. More than a year after co-founder Jon Freeman had left in frustration over partner Jim Connelley’s refusal to update Automated’s technology, the entire line was still derived from the same BASIC-based engine that had first been designed to run on a 16 K TRS-80 back in 1979. It was hard for anyone to articulate why someone would choose to play a Dunjonquest game in a world that contained Ultima and Wizardry. And, indeed, Automated’s sales numbers were not looking very good, and the company had stopped making money almost from the moment that the Ultima and Wizardry series debuted. Still, that hadn’t prevented them from benefiting from the torrents of venture capital that entered the young industry in 1982, courtesy of the pundits who were billing home computers as the next big thing to succeed the game consoles. But now the investors were getting worried, wondering if this stodgy company and their somewhat pedantic approach to gaming had really been such a good risk after all. Thus Botch, whom Connelley hired under pressure to remake Automated’s image.

Botch’s first assignment was to visit the Winter Consumer Electronics Show in Las Vegas that January, with Dunjonquest titles in tow to display to the crowd on a big-screen television rented for the occasion. Botch, who knew nothing about computers or computer games, didn’t much understand the Dunjonquest concept. He could hardly be blamed, for just trying to figure out which one you could play was confusing as hell: you needed to already have Temple of Apshai to play these additional games, but needed Hellfire Warrior to play those, etc. He was therefore relieved when another employee handed him a disk containing a straightforward, standalone action/puzzle game for the Atari home-computer line called Jumpman, a sort of massively expanded version of the arcade classic Donkey Kong with thirty levels to explore. Unusually for Automated, who usually developed games in-house, its presence was the result of an unsolicited third-party submission from a hacker named Randy Glover.

Randy Glover, developer of Jumpman

Randy Glover, developer of Jumpman

Botch was such a computer novice that he couldn’t figure out how to boot the game; his colleague had to tell him to “put it in that little slot over by the computer.” But when he finally got it working he fell in love. The rest of the show turned into an extended battle of wills between Botch and Connelley. The latter, who was determined to showcase the Dunjonquest games, would “come over, yell a lot, and tell me to take the disk out. Whenever he left the room, I’d load the program in again.” The crowd seemed to agree with Botch: he left CES with a notebook full of orders for the as yet unreleased Jumpman, convinced that in it he had seen the only viable future for his new employers.

The embattled Connelley saw his power further eroded the following month, when the investors brought in Michael Katz, an unsentimental, hard-driving businessman with an eye for mainstream appeal. He had spent the past four years at Coleco, where he had masterminded the launch of some very successful handheld electronic games as well as the ColecoVision console, which had just sold more than 500,000 units in its first Christmas on the market. It was first agreed that Connelley and Katz would co-lead the company, but this was obviously impractical and untenable. In a scenario that could have easily happened to Ken Williams at Sierra if he had been less strong-willed and business-savvy, Connelley was being eased out of his own company by the monied interests he had welcomed with open arms. Seeing which way the wind was blowing, he left within months, taking a number of his loyalists with him to form a development studio he named The Connelley Group, which would release a couple of games through Automated before becoming free agents and eventually fading away quietly.

Katz, Botch, and the other newcomers were thus left alone to literally transform Automated Simulations into a new company. Automated had for some time now been branding many of their games with the label of “Epyx,” arrived at because their first choice, “Epic,” was already taken by a record label. No matter; “Epyx” was a better name anyway, proof that even a blind-to-PR squirrel like Connelley could find a nut every now and again. Katz and Botch now made it the official name of the reborn company, excising all trace of the stodgy old “Automated Simulations” name. Gone also would be the nerdy old Dunjonquest line which positively reeked of Dungeons and Dragons sessions in parents’ basements. They would instead strive to make Epyx synonymous with colorful, accessible games like Jumpman, aimed straight at the heart of the mass market. The old slogan of “Computer Games Thinkers Play” now became “Strategy Games for the Action-Game Player,” and they hired Chiat Day, Apple’s PR firm and the hottest such in Silicon Valley, to remake Epyx’s image entirely.

Epyx

Jumpman itself made a good start toward that goal. It was a huge hit, especially once ported to the Commodore 64. One of the first games to really take proper advantage of the 64’s audiovisual capabilities, it hit that platform like a nova at mid-year, topping the sales charts for months and probably becoming the bestselling single Commodore 64 game of 1983. It alone was enough to return Epyx to profitability. Unsurprisingly given commercial returns like that, from now on Epyx would develop first and most for the 64. They also hired Glover to work in-house. Before the end of the year he had already delivered a cartridge-based pseudo-sequel, Jumpman Junior, to reach ultra-low-end systems without a disk drive.

But now Katz had a problem. Other than Glover, he lacked the technical staff to make the Jumpmans of the future. Most of them had left with Connelley — and anyway games like their old Dunjonquests were exactly what the new Epyx didn’t want to be making. Then Starpath caught Katz’s eye.

Back in 1981, two former Atari engineers, Bob Brown and Craig Nelson, had founded Arcadia, Inc., eventually to be renamed Starpath after the release of the Arcadia 2001, an ill-conceived and short-lived games console from Emerson Radio Corporation. Drawing from friends, family, and former colleagues, Brown and Nelson put together a crack team of hardware and software hackers to make their mark in the Atari VCS market. Their flagship product was the marvelously Rube Goldberg-esque Supercharger, which plugged into the VCS’s cartridge port and added 6 K of memory (which may not sound like much until you remember that the VCS shipped with all of 128 bytes), new graphics routines in ROM, and a cable to connect the console to a cassette player. Starpath developed and released half a dozen games on cassette for use with the Supercharger, most of them apparently quite impressive indeed. But problems dogged Starpath. The company lived in constant fear of legal action by Atari, whom Brown and Nelson had not left on particularly good terms, in response to their unauthorized expansion. It did eventually become clear that Starpath had little to fear from Atari, but for the worst possible reason: the videogame market was collapsing, and Atari had far bigger problems than little Starpath. By late 1983 Starpath was floundering. Katz swooped, buying the entire company for a song and moving them lock, stock, and barrel from Santa Clara, California, into Epyx’s headquarters in nearby Sunnyvale.

Katz had no interest in any of Starpath’s extant products for a dead Atari VCS market. No, he wanted the programming talent and creative flair that had led to the Supercharger and its games in the first place. If they could do work like that on the Atari VCS, imagine what they could do with a Commodore 64. The Starpath folks would prove to be the final, most essential piece in his remaking of Epyx.

One of Starpath’s programmers, Dennis Caswell, had been playing around with ideas for a platforming action-adventure game before the acquisition. Indeed, he was already at work trying to animate the running man who would be the star. It was decided to let Caswell, who had three Supercharger games under his belt, run with his idea on the Commodore 64. He says his elation at the platform change was so great that “I unplugged my [Atari] 2600 and threw it out of my office and into the hall.” Working essentially alone, Caswell crafted one of the iconic Commodore 64 games and one of the bestselling in the history of Epyx: Impossible Mission.

Starpath had also been working on a decathlon simulation. In fact, it was far enough along to be basically playable. They discussed porting it to the 64, but the capabilities of that machine quickly led them to think about something more than just a simulation of track and field. Why not use the luxury of 64 K of memory and disk-based storage to simulate a broader cross-section of Summer Olympic events? With the 1984 Summer Olympics coming to Los Angeles, it seemed the perfect game for the zeitgeist, with exactly the sort of mass-market appeal Katz wanted from his new titles. He thought it a brilliant idea, and even went so far as to approach the Olympic Committee about making it an officially licensed product. He found, however, that Atari had long before sewn up the rights, back when they had been the fastest growing company in America. Epyx therefore decided to do everything possible to associate the game with the Olympics without outright declaring it to be an official Olympics simulation. They pushed the envelope pretty far: the game would be called Summer Games, would begin with an opening ceremony and a runner lighting a flame to the strains of “Bugler’s Dream,” would offer medals, would (as its advertising copy proclaimed) let you “go for the gold!” representing the country of your choice. Such legal boundary-pushing became something of a habit; witness Impossible Mission, which plainly hoped to benefit from an association with Mission: Impossible. (This in spite of the fact that Scott Adams had already been forced by the lawyers to change the name of his third adventure from Mission Impossible to Secret Mission.) In the case of Summer Games, Epyx likely got away with it because Atari was in no financial shape to press the issue and the Olympic Committee, never the most progressive institution, was barely aware of home-computer games’ existence. To this day many people are shocked to realize that Summer Games is not actually an official Olympics game. It all speaks to Katz’s determination to create games that felt up-to-date and relevant to the times. Yes, sometimes that could backfire, leading to trying-way-too-hard titles like Break Dance. Much of the time, however, it was commercial gold.

The original design brief for Summer Games called for ten events. The team also very much wished to include head-to-head, real-time competition wherever the nature of the sport being simulated allowed it. Beyond that, they would pretty much make it up on the fly; even the events themselves were largely chosen in the moment. The Starpath programmers’ talents were augmented by Randy Glover of Jumpman fame and Epyx’s first full-time artist, Erin Murphy. They were all under the gun from the start, for Katz wanted them to have something ready to show at the 1984 Winter CES, barely six weeks away when the project was officially green-lit. They worked through the holidays to deliver. Epyx arrived at CES with a very impressive albeit non-interactive opening-ceremonies sequence, fairly playable 4 X 400-meter relay and 100-meter dash races (both partially adapted from Starpath’s old decathlon project), and a diving event. At the show they learned that they had more competition in the (pseudo-)Olympics genre beyond Atari. HESWare, an aggressive up-and-comer not that dissimilar to Epyx who were about to sign Leonard Nimoy as their spokesman, showed HES Games. The prospect pushed Epyx to make sure Summer Games both met its planned pre-Summer Olympics release date and was as good as they could make it. To help with the former, the original plan for ten events was reduced to eight, principally via the sacrifice of weight lifting (fans of which sport would have to wait until 1986’s World Games to get their due). To help with the latter, more resources and personnel were poured into the project.

Even as this happened, attrition, a constant at Epyx, also became a concern. Katz’s new Epyx could be a rewarding place, but also an unrelentingly intense and competitive one, full of mathematical athletes convinced they were the smartest people in the room and all too happy to demonstrate it at their rivals’ expense. The spirit of competition extended beyond working hours; hundreds of dollars changed hands weekly in epic games of poker. Even some of Epyx’s brightest stars eventually found the company’s testosterone- and brainpower-fueled culture too much to take. Thus Starpath co-founder Bob Brown, finding Starpath’s new masters not to his liking, left quite soon after the acquisition, and Randy Glover, who had been assigned to the swimming events, abruptly left not long after CES. The swimming events were taken up by Stephen Landrum, the biggest single contributor to the project as a whole, who also did the opening ceremonies and the diving and pole-vaulting events.

It had been decided early on that Summer Games would let you compete as the representative of any of a variety of nations, complete with flags and national anthems to play during the medal ceremonies. Since it obviously would not be possible to include all of the 140 countries who would participate in the real Olympics, Epyx was left with the question of which ones should make the cut. Beyond the big, obvious powerhouses of the United States, the Soviet Union, and China, commercial considerations once again reigned supreme here. Katz had begun signing deals with foreign distributors, pushing hard to get Epyx’s games into the vibrant British and steadily emerging Western European software markets. Epyx reasoned that players in these countries would want the opportunity to represent their own nation. Thus relative Summer-Olympic non-factors like Norway and Denmark were included in the game, while potent teams from parts of the world that didn’t buy computer games, like East Germany, Romania, and Yugoslavia, were omitted. Most of the countries included had never been visited by anyone at Epyx. They sourced the flag designs from a world atlas, and called consulates and sales connections in Europe to drum up sheet music for the various anthems. Many of those anthems had never been heard by anyone working on the game; if some sound a bit “off” in tone or tempo, perhaps that’s the reason. For the coup de grâce, Epyx couldn’t resist including their own company as one of the “nations,” complete with a national anthem that was actually the Jumpman theme.

Summer Games was nearing the final crunch time on May 8, 1984, when the Soviet Union initiated a boycott of the Los Angeles Games in a rather petty quid pro quo for the West’s boycott of the 1980 Moscow Games. (The people who were really hurt by both gestures were not the governments of the boycottees but a generation of athletes on both sides of the political divide, who lost what was for many literally a once-in-a-lifetime opportunity to compete against the true best of their peers on the biggest stage their sports could offer them.) Epyx quickly decided to leave the Soviet Union in their version of the Olympics. After the game’s release, they reached out a bit cheekily to the Soviets in real life. Botch:

We sent the Russian [read: Soviet] embassy (in Washington, D.C.) several copies of Summer Games for the Commodore 64. An enclosed letter stated since they would not be competing in the regular Olympics, at least they could participate in our version of the Games. This package was eventually returned to us with a thank-you note, because they only had access to Atari home computers. Our marketing people quickly replaced the Commodore software with Atari material and sent it back. I always wondered if they enjoyed the game, because we never heard from them again.

Epyx’s bigger concern was the same as that of everyone involved with the Los Angeles Games, whether directly or tangentially: what commercial impact would the boycott have? It seemed it must inevitably tarnish the Games’ luster somewhat. In the case of both Summer Games and the Olympic Games themselves, the impact would turn out to be less than expected. The latter has gone down in history as the most financially successful Olympics of modern times, while Summer Games would become — and this probably comes as anything but a spoiler to most of you — one of the bestselling computer games of the year, and the first entry of the bestselling series in the history of the Commodore 64.

Katz was determined to get Summer Games out in June, to beat HES Games to the market and to derive maximum advantage from the pre-Olympics media buildup. The team worked frantically to finish the final two events (gymnastics and skeet shooting) and swat bugs. They worked all but straight through the final 72 hours. Disks went into production right on schedule, the morning after the code they contained had been finalized.

Summer Games

Summer Games went on to sell in the hundreds of thousands across North America and Europe, thoroughly overshadowing the less impressive Olympian efforts of HESWare and Atari, the latter of whose games were at any rate only available on their own faltering lines of game consoles and home computers. It would be ported to a variety of platforms, although it would always remain at its best on the Commodore 64. Together with Impossible Mission and a racing game developed by the indefatigable Landrum and Caswell called Pitstop II, both also huge worldwide smashes, Summer Games completed the remaking of Epyx’s image and made of them a worldwide commercial powerhouse. Being for the most part conceptually simple games without much dependence on text, most of Epyx’s games were ideally suited to do well in non-English-speaking countries. Combined with Katz’s aggressive distributional push, this was key to making Epyx one of the first big entertainment-software publishers that could be said to be truly international. With so many potential customers to serve in emerging new markets and several new hits in addition to the still popular Jumpman, sales in 1984 soared as Epyx enjoyed almost exponential growth in earnings as the months passed.

We’ll continue the story of Epyx later, but for now I’m not quite done with Summer Games. Next time I’d like to do something I haven’t done in a while: dig into the technology a bit and explain how some of the magic that wowed so many back in 1984 actually works. It will also give us a chance to get to know the Commodore 64, a computer whose importance to gaming during the middle years of the 1980s can hardly be overstated, just a little bit better.

(The bulk of this article is drawn from two lengthy retrospectives published in the July 1988 and August 1989 issues of Commodore Magazine. The pictures of Randy Glover comes from the April 1984 K-Power.)

 
 

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Going Rogue

When a beleaguered Netscape announced in January of 1998 that it would release the source code to its browser for everyone to tinker with and improve upon, the news shook the worlds of technology and business to their foundations. This open-source “revolution,” as even many in the mainstream press took to calling it, had sprung up seemingly out of nowhere to challenge the conventional wisdom and perhaps the very livelihood of traditional tech giants like Microsoft. For the next several years, you couldn’t open a trade journal or a newspaper’s business section without seeing some mention of the open-source movement and its leading exemplar, the robust and yet totally free — in all senses of the word — operating system Linux. Linux and other software like it was, an eye-opening number of people said, destined to destroy Microsoft’s vaunted Windows monopoly any day now.

The movement’s Little Red Book came in the form of Eric S. Raymond’s 1997 essay “The Cathedral and the Bazaar.” Originally presented as a comparison of a top-down versus a bottom-up methodology in the context of open-source projects, the central metaphor quickly got blurred in the minds of the public into a broader comparison of closed source versus open source, with Raymond’s tacit acquiescence. In this telling, the cathedral was Microsoft’s software-development model, in which a closeted priesthood bestowed programs upon a grateful populace on its own terms and on its own schedule. The bazaar was the hacker way, in which the people came together in a spirit of delightfully chaotic egalitarianism to make software for themselves, sharing their source code in the name of the greater good. “No closed-source developer can match the pool of talent the Linux community can bring to bear on a problem,” wrote Raymond. “The closed-source world cannot win an evolutionary arms race with open-source communities that can put orders of magnitude more skilled time into a problem.” Thanks to Linux and the other open-source tools it enabled, he predicted elsewhere, Microsoft’s eagerly anticipated Windows 2000, the latest incarnation of its server-grade NT operating system, would “be either cancelled or dead on arrival. Either way, it will turn into a horrendous train wreck, the worst strategic disaster in Microsoft’s history.”

Alas, Raymond proved a less effective prophet than pundit. Not only was it not a failure upon its eventual release, but Windows 2000 evolved in 2001 into the consumer-grade Windows XP, by many standards the most successful single version of Windows in history.

Like that of all revolutions that have passed their heyday of strident ideology, the most extreme rhetoric of the late 1990s open-source movement can seem overheated if not downright silly today, the blinkered product of a tiny strata of metaphorical inside cats who have concluded, rather conveniently for themselves, that the most important social-justice campaign of their age is one that can be waged from behind their keyboards and monitors, just the place where they happen to feel most comfortable. As for the ideas they introduced into the public discourse: they were real, valid, and in many ways incredibly valuable, but in the end they would be woven into the fabric of existing corporate-software production practices rather than burning down the old ways wholesale.

For rigid ideology seldom makes a good fit with the real world; pragmatically mixed national economies, for example, succeed vastly better than dogmatically capitalist or communist ones. Similarly, instead of continuing to sort itself into two opposing camps at eternal loggerheads, the modern software ecosystem has learned to take the best from both sides to wind up with a sort of mixed economy of its own. The cleverest actors have learned to combine the cathedral and the bazaar in ways that maximize the strengths of each: Google builds its proprietary Web browser Chrome atop an open-source engine known as Chromium; Apple constructed the OS X desktop on the solid foundation of an open-source operating system known as Darwin; Android mobile phones and tablets have Linux at their core. Even Microsoft now embeds an optional “Linux subsystem” into Windows, as the cats lie down with the dogs.

The reasons for open source’s failure to more comprehensively conquer the world aren’t that hard to divine; they’re actually front and center in some of the movement’s founding principles. The editors of the grandiosely titled 1999 anthology Open Sources: Voices from the Revolution — one of those books whose very name clues you into the window of time in which it was published — wrote that “most open-source projects began with frustration: looking for a tool to do a job and finding none, or finding one that was broken or poorly maintained. Eric Raymond began fetchmail this way; Larry Wall began Perl this way; Linus Torvalds began Linux this way.” The latter two of these projects at least have remained among the most essential of the workhorses that make the Internet function, strong arguments for the superiority of the open-source model for developing some types of software.

But it appears that the same is not true for all types of software. A model in which programmers create only the programs that they most want to have threatens to yield a universe of software which is interesting and attractive only to programmers. Even Eric Raymond had to acknowledge that the production of software with mass appeal is only partially a “technical problem.”

It’s [also] a problem in ergonomic design and interface psychology, and hackers have historically been poor at it. That is, while hackers can be very good at designing interfaces for other hackers, they tend to be poor at modeling the thought processes of the other 95 percent of the population well enough to write interfaces that J. Random End-User and his Aunt Tillie will pay to buy. Computers are tools for human beings. Ultimately, therefore, the challenges of designing hardware and software must come back to designing for human beings — all human beings.

Open source has never entirely made this leap. It’s for this reason that its biggest success stories have come in the realm of back-end software rather than user-facing applications. Witness the long, frustrating history of “Linux on the desktop,” which, in an echo of the old hacker joke about strong artificial intelligence, has been perpetually just a few years away from world domination ever since the late 1990s. There is no theoretical bar to visual designers and experts in ergonomic psychology joining open-source projects, and in some times and places this has even happened. And yet the broad field of open source is still dominated by programmers writing software for themselves and for one another.

Game development joins graphical user interfaces as another notable area where the bazaar model doesn’t quite seem to do the trick. The open-source methodology excels at solving purely technical problems, but the making of a great game is a technical problem only in part — usually, not even the most important part. Consider the case of one of the most critically lauded games of the late 1990s, Valve’s Half-Life. It was a triumph of design and aesthetics, not of technology; its engine was borrowed from id Software’s two-and-a-half-year-old Quake, a technological showstopper in its day which has aged far less gracefully. It would seem that the best way — or perhaps the only way – to create a great game from whole cloth is through a priesthood with a strong and distinctive design and aesthetic vision.

Those open-source games which have become relatively popular have tended to build upon previous game designers’ visions in much the same way that Chrome is built on Chromium: think FreeCiv or Open Transport Tycoon Deluxe, worthy projects that are nevertheless more interested in making workmanlike technical improvements to their inspirations than bold fundamental leaps in design. The open-source movement has had the most pronounced impact on gaming in the form of tools, both for making games and for playing them. I could never have embarked with you on this journey through history that we’ve been on for over a decade now without the likes of DOSBox, ScummVM, UAE, VICE, and many, many other open-source emulators and utilities of all descriptions. I am deeply grateful to the many talented programmers who have given their time to them in order to keep our digital past accessible. Still, they do remain purely technical projects, not creative ones in the sense of the games which they enable to run on modern hardware.

The one ghetto of gaming where open-source projects have been able to forge a strong design and aesthetic sensibility all their own — a sensibility with no obvious antecedents in commercial, closed-source games — turns out upon examination to be not quite the anomaly it might first appear. The “roguelike” sub-genre of the CRPG dates all the way back to 1980, well before the modern open-source movement came to be. But, like that movement, it was a product of an institutional-computing hacker culture that had been around since the 1950s, in which proprietary software was regarded as not so much immoral as simply unheard of. It stands today as a fine example of open source at its best — and equally of what it does less well. Call it the exception that proves the rule.



In Hackers: Heroes of the Computer Revolution, his classic chronicle of the first few decades of institutional hackerdom, Steven Levy writes about the appeal that Adventure, a game that would lend its name to an entire genre, held for the first people to play it on the big multi-user DEC computers of the late 1970s.

In a sense, Adventure was a metaphor for computer programming itself — the deep recesses you explored in the Adventure world were akin to the basic, most obscure levels of the machine that you’d be traveling in when you hacked assembly code. You could get dizzy trying to remember where you were in both activities. Indeed, Adventure proved as addicting as programming…

Rogue, a game which would lend its name to a sub-genre that had even more appeal to the programming mindset, was itself a direct outgrowth of Adventure, with a couple of key elements added to the mix.

Michael Toy and Glenn Wichman were undergraduates at the University of California, Santa Cruz when they first encountered Adventure. Like so many others, they were absolutely entranced. The only drawback was that, once they finally beat the game for the first time, there wasn’t much more to be done; the puzzles were always the same, meaning that beating it again became a rote exercise. And there weren’t yet any other games like it. So, the pair started to talk about creating a game of their own, one that would play a little bit differently. What if, rather than building their game around a collection of pre-crafted set-piece puzzles, they made one that would offer up a new world to the player every single time through the magic of random procedural generation? That way, you could keep playing it forever, even after beating it once or twice or a dozen times. Even Toy and Wichman themselves would be able to have fun with it, given that they too would never know what sort of world they would be entering next.

But what exactly might such a game look like in practice? It wasn’t at all clear; the problem of describing a procedurally generated world in English prose like that used by Adventure was effectively insoluble in the context of the time. Then Toy stumbled upon a new programming library for the Unix operating system (the predecessor to and inspiration of Linux). The brainchild of a University of California, Berkeley student named Ken Arnold, “curses” let you arrange text however you wanted on a terminal screen, letting you change the contents of any one of the 1920 cells that made up a typical 80-character by 24-line display any time you wanted to; this made it possible to reserve different regions of the display for different sorts of information. Earlier games which hadn’t had access to curses, such as Adventure, had had to content themselves with teletype-like interactions: a continuous scrolling stream of text which, once fired at the screen, could only be forgotten. But curses changed all that at a stroke. You could use it to put up menus, maps, charts, and just about anything else you could write or draw using the ASCII character set, updating them all independently of one another.

It gave Toy and Wichman a viable path forward with their fondly imagined infinitely replayable game. For, while textual descriptions of a procedurally generated world were a nonstarter, showing a symbolic, visual representation of one using curses was another matter.

Avid players of tabletop Dungeons & Dragons, Toy and Wichman tried to recreate on the computer the dungeon-delving expeditions they enjoyed with their friends, exploring a network of rooms and tunnels filled with monsters to fight, traps and other hindrances to defuse, and treasures to collect. Whereas the main dish of Adventure had been set-piece puzzles, with only a side dish of dynamic logistical challenges — an expiring light source, an inventory limit, a pesky wandering thief with a sharp sword — the nature of their game meant that it would have to be all logistics. In making this switch, they half-accidentally invented not just the first roguelike but one of the first CRPGs, full stop. We cannot give them complete credit for that genre, mind you: other proto-CRPGs were being created at the same time on the PLATO system at the University of Illinois and on the earliest home microcomputers as well, as other Dungeons & Dragons fanatics also tried to bring the tabletop experience to the computer. Still, by all indications Toy and Wichman made the leap without knowing what anyone else was up to.

It was Wichman who came up with the name of Rogue:

I think the name just came to me. Names needed to be short because you invoked a program by typing its name in a command line. I liked the idea of a rogue. We were coming from a Dungeons & Dragons background, but we were creating a single-player game. You weren’t going down into the dungeon with a party. The idea was that this is a person going off on his or her own. It captured the theme very succinctly.

To depict their world, Toy and Wichman invented the iconography (textography?) that has remained the standard for roguelikes to this day. The walls of rooms were made from horizontal and vertical dashes (“-” and “|”), the tunnels between them from hash marks (“#”), doors from plus signs (“+”), treasure from dollar signs (“$”), monsters of varius types from any and all letters and symbols that weren’t already being used for something else. The focus of it all was your titular rogue, depicted as a forlorn little at-sign (“@”) adrift in this sea of promise and danger. The textual austerity of it all could become weirdly atmospheric. “You’d see a letter ‘T’ on the screen and it would startle you, because you knew it was a troll,” says Wichman.

Rogue

The goal of the game was to find a MacGuffin called the Amulet of Yendor, hidden 25 dungeon levels or so deep, and return it to the surface. Doing so would require fighting ever more dangerous monsters, building up your character as you did so in classic RPG fashion, both through the experience points you gained from killing them and the equipment you collected. From the first, Rogue was intended to be hard — hard enough to challenge the very people who had made it. This is another quality that has remained a core value of the sub-genre which Rogue invented.

You didn’t know what the stuff you found actually did. Would that yellow potion restore your health, or would it kill you instantly? The safest way to know for sure was to use an “identification” scroll on your new finds, but such things were rare and precious, and ironically had to be themselves identified first. In a pinch, you might just have to try on that new ring or armor and see what happened, praying as you did so that it wasn’t cursed.

Food was the most essential resource of all; while you could eat the corpses of many monsters, some of them would make you sick and some of them would get their posthumous revenge by outright killing you. (Roguelikes are a bit like the old saw about the Australian Outback: everything in them seems to be able to kill you.) The only way to have a chance of winning was to play the game over and over again, slowly ferreting out its secrets and devising optimal strategies in the course of dying again and again and again. Even once you got really good, the difference between success and failure could still come down to sheer dumb luck, as “CRPG Addict” Chet Bolingbroke noted in his articles about the game: “Sometimes you might find a two-handed sword +1 on the first level; other times, you’ll find three poison potions and a cursed dagger.” Rogue‘s own co-creator Glenn Wichman admits that he has never legitimately won it.

Rogue, in other words, flagrantly violated almost all of the modern rules of progressive game design: it was unfair in countless ways and about as unwelcoming to newcomers as a game can be. It was a comedian telling jokes at the poor player’s expense, its later levels stocked with rust monsters that instantly destroyed her hard-won magical armor (until she learned to take it off before fighting them) and rattlesnakes that poisoned her (until she learned that the only practical way to combat them was to chuck whatever junk was to hand at them from a distance). And death was an irrevocable state. Although you could save a game of Rogue and come back to it later, this was intended only for the purpose of resuming an interrupted session: the save file was deleted as soon as you restored it. There were no second chances in Rogue; a single ill-considered move, or a single errant key press, or just a simple stroke of random bad luck, could and usually did erase hours of careful, steady progress.

And yet people found it strangely compelling. This was doubtless partially down to the times; there weren’t a lot of games available to play, which meant that the amount of time and energy required to get good at this one could seem more like an advantage than a disadvantage. But there was also more to it than that, as is indicated by the survival of the roguelike sub-genre right down to the present day, with all of its legendary difficulty intact. Rogue seemed to scratch a different itch than most games, a rash from which hackers seemed particularly prone to suffer. Very few successfully retrieved the Amulet of Yendor, but that only made the prospect of doing so that much more tempting. In the hyper-competitive culture of hackerdom, beating Rogue became a badge of honor almost on a par with writing some super-useful, super-elegant program that made everyone else jealous.

All of this didn’t happen instantly. Like most games on the big institutional computers, Rogue was a work in progress for years after the first version of it went up at UC Santa Cruz, probably in 1980. In 1982, Michael Toy got kicked out of the university for spending too much time tinkering with Rogue and not enough keeping up with his classwork. He took a job in UC Berkeley’s computer lab instead, splintering the partnership that had taken Rogue this far. Wichman now dropped off the scene, to be replaced at Berkeley by, of all people, Ken Arnold, the very hacker whose curses library had inspired the initial creation of Rogue. Toy and Arnold continued to expand and refine the game until they left Berkeley in 1984.

It was during this period that Rogue got really popular, spreading far and wide with the Unix operating system on which it ran, by now the overwhelming hacker favorite. Rogue became an almost equivalent touchstone of hacker culture, being played obsessively everywhere from Bell Labs to the Nevada Test Site. The game’s creators were thrilled when they learned that both Ken Thompson and Dennis Ritchie — living gods among hackers, the creators of Unix itself — were major fans of the game; Ritchie jokingly called it the biggest single waster of CPU cycles in computing history. When Toy attempted to commercialize Rogue in 1984 by releasing an MS-DOS port through the publisher Epyx, he felt justified in advertising it as “the most popular game running on Unix” and “the most popular game on college campuses.”

By the time Rogue hit microcomputers, its partial inspiration Adventure had spawned its own thriving corner of the home-computer-games market, where companies like Infocom sold hundreds of thousands of slickly packaged parser-driven text adventures. But home users proved markedly less receptive to Rogue after its belated arrival. Even after Wichman came back on the scene to help Toy make prettier, semi-graphical versions of the game for the Apple Macintosh, Atari ST, and Commodore Amiga, Rogue didn’t sell all that many copies. Wichman could only conclude that the audience that had made it such a hit on the big computers “wasn’t the audience that was looking for games in software stores.” It was a fair assessment: roguelikes would remain staples of hacker culture, but would never make inroads into the flashier commercial-games market.

Epyx’s Rogue was one of the last artifacts of that company’s original, cerebral “Automated Simulations” identity, appearing the same year that Summer Games and Impossible Mission cemented its new image as a purveyor of slick, audiovisually polished, action-oriented titles. Small wonder that Rogue seemed to get lost in the marketing shuffle.

The Amiga Rogue was a graphical affair, but that didn’t do much for its sales.

In this as in so many other respects, Rogue laid down the template for all of the roguelikes to come as thoroughly as Adventure did for its progeny. But there was one important exception, albeit one external to the game itself: Toy, Wichman, and Arnold didn’t release their source code to the public, clinging to the role of the high priests of a cathedral rather than embracing the bazaar model of software development. “In retrospect, it would have been better to share,” admits Arnold. Yet it isn’t that surprising that they didn’t. Open source had yet to become an ideological movement, even among the hardcore hacker contingent to which Rogue‘s fathers belonged. And they did, after all, have hopes of commercializing the game, even if those hopes ultimately failed to come to complete fruition.

As it was, the lack of source code meant that those who dreamed of building a better Rogue had no choice but to start from scratch. Among the first to do so was a group of boys who hung out together in the computer lab at Lincoln-Sudbury High School in Sudbury, Massachusetts, at the dawn of the 1980s. The school’s single modest DEC PDP-11 minicomputer wasn’t wired to the Internet, but the gang nevertheless encountered Rogue early in its history: in the summer of 1981, when their mentor, a young teacher named Brian Harvey, finagled an invitation for them to go out to Berkeley for a few weeks, to see what life was like in the big leagues of institutional computing. One of the kids who went was named Jay Fenlason. He fell in love with Rogue at first sight, managing to play it for about eight hours by his own estimate during the visit. He returned to Massachusetts determined to make a game just like it. He corralled his buddies into an unlikely game-development team, and over the course of the next year they made Hack, working strictly from their memories of the game they had seen at Berkeley.

That initial version of Hack has been lost, leaving behind only scattered anecdotes. However, all indications are that it wasn’t any remarkable advance over Rogue in itself. What made it important — indeed, what changed everything for the nascent roguelike sub-genre — was the decision Fenlason and his friends made to give away not just their executable but their source code as well.

To celebrate their graduation in 1982, the computer-lab gang packaged up the source code to all of the programs they had written, Hack among them, and sent it to an organization called USENIX, a computing-research nonprofit that maintained a file archive for its members. The source bore a simple notice at the top, saying that anyone who wished to was free to make improvements to the software and distribute them, as long as due credit was given to the original creators as well and as long as they shared the updated source. Having done that, the youngsters who had made Hack went their separate ways, having no idea what the game they had loosed upon the world would someday grow into.

At first, their lack of expectations seemed more than justified; while Rogue went everywhere in hackerdom, Hack went nowhere. Then, in early 1984, a thirty-something Dutch mathematician and programmer named Andries Brouwer, who worked at the Amsterdam research center Mathematisch Centrum, chanced to troll through USENIX’s file archive, looking for interesting software. Just as Don Woods had rescued Will Crowther’s incomplete game of Adventure from oblivion back in 1977, Brouwer now stumbled across Hack and did it the same service. He tightened up the code and the gameplay, and then started adding new features, which he tested on his colleagues at Mathematisch Centrum, most of whom became certifiable Hack addicts. Beginning on December 17, 1984, he uploaded each new version to the Internet as well.

Brouwer added the concept of character classes to the game, introducing six of them; no rogue was to be found among them, but they did include the likes of a tourist and an archeologist, evidence of a quirky sense of humor that would continue to mark the game forevermore. He added shops in the dungeon for buying and selling equipment, and made the dungeon deeper; it now went down 40 levels, the last ten a special region called Hell that demanded magical protection from fire and a teleport spell to even enter. No longer did you find the Amulet of Yendor just lying around somewhere down there in the depths; now you had to defeat a Wizard of Yendor to get your mitts on it. To these big enhancements he added a wealth of smaller details that were likewise destined to remain indelible parts of the game, such as a dog or cat companion to accompany you on your expedition and the ability to write messages on the floor for various purposes.

For years, players of Rogue had been sharing their tips and travails on the Usenet group net.games.rogue. It was here that Brouwer now announced his new roguelike. The community there pounced upon Hack, which, if not clearly better than Rogue, did have the virtue of being subtly different from a game which most of them had already played to death. The volume of Hack-related traffic grew so extreme that, just one month after Brouwer had uploaded his game for the first time, the group net.games.hack came into being to accommodate it. “Please stop posting articles about Hack to net.games.rogue and use this new group instead,” wrote a Usenet administrator pointedly.

Brouwer kept his fire hose of additions and improvements spurting until July of 1985, when he pronounced himself satisfied with the game and moved on to other things. But, thanks to the fact that he had honored the wishes of Jay Fenlason and company and publicly released his source code, Hack could continue to morph and grow after his departure in a way that Rogue had not been able to after Michael Toy and Ken Arnold left Berkeley. Ports and modified versions were soon popping up everywhere. It was exciting in a way, but it became a bit too much like the babble of a bazaar. Three hackers, by the names of Mike Stephenson, Izchak Miller, and Janet Walz, decided that a little bureaucracy wouldn’t be amiss. They decided to create a sort of curated version of the game, incorporating changes from anyone who wished to contribute to the project, as long as they were well-coded, worthwhile, and not game-breaking. Because their home base was net.games.hack, they named their version of the game NetHack. Its first official release came in July of 1987; its most recent one as of this writing came out in February of 2023. I suspect that there will be many, many more before NetHack‘s full history can be written.

NetHack is an answer for every player of traditional adventure games who has ever asked why she can’t just bash a door open instead of searching hither and yon for the key.

The semi-anonymous wizards behind the NetHack curtain are known simply as the DevTeam. For 36 years, this rotating cast of characters has maintained and added to the game, making it one of if not the most systemically complex ever created, even as it retains in its canonical version an entirely textual display focused around a little wandering at-sign. Experienced players delight in ferreting out the emergent possibilities provided by the sheer depth of NetHack‘s systems. “The DevTeam thinks of everything,” goes a saying among players.

To wit: use a pair of gloves to pick up a dead cockatrice, a creature which turns any living thing it touches to stone, then bash your enemies with it to turn them to stone. (This technique is known among the NetHack cognoscenti as “wielding the rubber chicken.”) Of course, you’ll need to use a pick axe afterward to separate the statues of your enemies that are left behind from the loot they were carrying…

Or combine a Wand of Polymorph with a Ring of Polymorph Control to eliminate the middleman, as it were, turning yourself into a cockatrice. You can lay eggs in this form, which you can pick up and carry around once you revert to your natural form, throwing them at your enemies like grenades while you gleefully sing “Rainy Day Women #12 and 35.”

The possibilities are endless. NetHack even keeps track of the phases of the moon in the real world and uses them to influence your luck; this leads to devotees clearing their calendars once per month in order to maximize their chances when the moon is full.

NetHack has become an institution of old-school hacker culture, and with it an icon of the open-source movement. None other than Eric Raymond was the first to create an optional graphical skin for the game (a move that prompted considerable controversy). And well before he wrote The Cathedral and the Bazaar, he wrote the first manual for NetHack. Small wonder that it joined Rogue and Adventure as one of the very few games memorialized in 1996’s New Hacker’s Dictionary — edited by, you guessed it, Eric S. Raymond. DevTeam founding member Mike Stephenson has no doubts about NetHack‘s importance, not only as a standalone game but as a model for software development: “We predated open source [as a movement], but I do think we helped to promote the idea of making software available for public use without cost. I think the other thing that really contributed to the concept of open source is that NetHack has, and still does, accept bug reports and feature ideas from anyone.”

NetHack became the standard bearer of the roguelike sub-genre almost from the moment of its first release, and has never had its status in this regard seriously challenged. That said, hundreds of other roguelikes were made after it, and some even before it. The most important among them are arguably Moria and Angband. The former arrived at a complete form already in 1983, when it became the first game of this type to offer an above-ground town to serve as a base for your dungeon expeditions; this gave it a significantly different feel, more like, to put things in the terms of Dungeons & Dragons, an ongoing campaign than a single adventure module. Moria directly inspired 1990’s Angband, a much more complex implementation of the same approach, which, like NetHack, is still in active development today. Some players prefer NetHack‘s relentlessly escalating challenge, others Angband‘s somewhat more relaxed pacing and more free-form structure — but make no mistake, Angband too will kill you in a heartbeat if you let your guard down. And in it as well, dead is dead, permanently.

This roguelike “family tree” shows how the most historically and currently popular games in the sub-genre relate to one another.

This brings us back around to a statement I made at the outset: that roguelikes are the exception that proves the rule of open-source game development — and just possibly of open-source software development in general. The cast of thousands who contribute to them do so in order to make exactly the games that they want to play, which in the abstract is the best of all possible reasons to make a game. The experience they end up with is, unsurprisingly, much like high-wire programming at its most advanced, presenting players with an immense, multi-faceted system to be explored and mastered. And there is absolutely nothing wrong with this.

Still, it does seem to me that roguelikes tend to bring out some of the worst as well as the best of the hacker ethic, what with their insistence that they’re only for the “hardcore” and their lack of empathy for the newcomer. Few things in this world are less attractive than a nerd beating his chest. Robert Koeneke, the creator of Moria, admits that while he was working on it, “if anyone managed to win, I immediately found out how, and ‘enhanced’ the game to make it harder.” Likewise, for every cool interaction to be discovered in NetHack, there’s a cheap, heartless death in store, like stumbling down a staircase whilst carrying a cockatrice and turning yourself to stone, or missing a stirrup whilst trying to mount a horse and breaking your neck, or incinerating yourself by firing off your Wand of Lightning too close to a wall, or getting killed by your own pet dog when you attempt to use your Ring of Conflict to get that nearby band of orcs fighting one another. NetHack is the sort of game that likes to give you a fake Amulet of Yendor, then laugh at you when you scurry all the way back to the surface with it and think you’re about to win.

As with so much in life, one’s relationship to roguelikes comes down to questions of priorities. As someone who likes to play a variety of games, I’ve never done more than dabble in these ones. For the time required to get even minimally competent at them is more than I’m willing to invest in any single game — or that I can invest, if I want to keep doing what I do on this site.

Meanwhile the amount of time and effort required to get good at a game like NetHack is staggering, even if you’re far smarter and more diligent than I am. It took Chet Bolingbroke 262 hours of trying to win at NetHack for the first time — and that was playing in a fashion that many purists would consider illegitimate, by looking up spoilers on the game’s many interconnected components rather than learning strictly through experience, not to mention playing an old version that is much less complex than the current ones. Was it worth the time investment? He has his doubts. “Permadeath just sucks,” he concludes. Even Eric Raymond feels today that NetHack may have gone too far: “There was a natural tendency for the devs to see the game from the point of view of someone who played it constantly and obsessively. Thus, over time, their notion of not making it ‘too easy’ gradually ratcheted up the difficulty level to the point where you really couldn’t enjoy it casually anymore.” NetHack displays, in other words, open-source software’s usual Achilles heel, its developers’ inability to put themselves in the shoes of people who aren’t just like them.

Then again, it isn’t as if this represents some deep moral failing; there’s nothing wrong with being niche. Many or most lovers of NetHack and other roguelikes have never won them and quite probably never will, finding satisfaction merely in the trying, in hoping to get a little further than last time and walk away with some entertaining stories to share. Far be it from me to begrudge them their pleasures. Although I doubt that I will ever become a big fan of roguelikes, I do derive a quiet sort of satisfaction from knowing that things so implacably committed to being their own idiosyncratic selves exist in this world.

And if roguelikes will never go mainstream, that doesn’t mean they haven’t influenced the mainstream. Next time, we’ll learn how one of the most popular of all the slick commercial games of the late 1990s grew out of this odd little corner of hackerdom…



Did you enjoy this article? If so, please think about pitching in to help me make many more like it. You can pledge any amount you like.


(Sources: I highly recommend David L. Craddock’s book Dungeon H@acks: How NetHack, Angband, and Other Roguelikes Changed the Course of Video Games, a treasure trove of information that I have only touched upon here. The CRPG Addict blog is full of stories about what it’s like to actually play Rogue, Hack, 1987-vintage NetHack, 1989-vintage NetHackMoria, and Angband among other roguelikes, along with some more historical notes. I’m immensely indebted to David for all of his original research and to Chet for spending the hundreds of hours on these games that I couldn’t spare.

Other print sources include the books Hackers: Heroes of the Computer Revolution by Steven Levy, The Cathedral and the Bazaar: Musings on Linux and Open Source by an Accidental Revolutionary by Eric S. Raymond, and Open Sources: Voices from the Revolution edited by Chris DiBona, Sam Ockman, and Mark Stone; Byte of March 1984 and February 1987; Acorn User of February 1997; Computer Power User of March 2008. Other online sources include Glenn Wichman’s “Brief History of Rogue,” “The Best Game Ever” by Wagner James Au at Salon, “Playing the Open Source Game” by Shawn Hargreaves, “Freeing an Old Game” by Ben Asselstine at Free Software Magazine, and a retrospective on NetHack by Dave “Fargo” Kosak of GameSpy.

Much more information about all of the games mentioned in this article, and roguelikes in general, can be found at RogueBasin, as can download links for all of them.)

 

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The Shareware Scene, Part 3: The id Boys

On December 14, 1990, Scott Miller of Apogee Software uploaded the free first installment of his company’s latest episodic game. He knew as he did so that this release would be, if you’ll pardon the pun, a game changer for Apogee. To signal that this was truly a next-generation Apogee game, he doubled his standard paid-episode asking price from $7.50 to $15.

Rather than relying on the character graphics or blocky visual abstractions of Apogee’s previous games, Commander Keen 1: Marooned on Mars was an animated feast of bouncy color. Rather than looking like a typical boxed game of five to ten years earlier, it looked quite literally like nothing that had ever been seen on an MS-DOS-based computer before. In terms of presentation at least, it was nothing less than computer gaming’s answer to Super Mario Bros., the iconic franchise that had done so much to help Nintendo sell more than 30 million of their videogame consoles in the United States alone.

Yet even Miller, who has been so often and justly lauded for his vision in recognizing that many computer owners were craving something markedly different from what the big game publishers were offering them, could hardly have conceived of the full historical importance of this particular moment. For it introduced to the world a small group of scruffy misfits with bad attitudes and some serious technical chops, who were living and working together at the time in a rundown riverfront house in Shreveport, Louisiana. Within a few months, they would begin to call themselves id Software, and under that name they would remake the face of mainstream gaming during the 1990s.



I must admit that I find it a little strange to be writing about humble Shreveport for the second time in the course of two articles. It’s certainly not the first place one would look for a band of technological revolutionaries. The perpetually struggling city of 200,000 people has long been a microcosm of the problems dogging the whole of Louisiana, one of the poorest states in the nation. It’s a raggedly anonymous place of run-down strip malls and falling-down houses, with all of the crime and poverty of New Orleans but none of that city’s rich cultural stew to serve as compensation.

Life in Shreveport has always been defined by the Red River which flows through town. As its name would imply, the city was founded to serve as a port in the time before the nation’s rivers were superseded by its railroads and highways. When that time ended, Shreveport had to find other uses for its river: thanks to a quirk of Louisiana law that makes casinos legal on waterways but not on dry land, residents of northeastern Texas and southern Arkansas have long known it primarily as the most convenient place to go for legal gambling. The shabbily-dressed interstate gamblers who climb out of the casino-funded buses every day are anything but the high rollers of Vegas lore. They’re just ordinary working-class folks who really, really should find something more healthy to do with their time and money than sitting behind a one-armed bandit in a riverboat casino, dropping token after token into the slot and staring with glazed eyes at the wheels as they spin around and around. This image rather symbolizes the social and economic condition of Shreveport in general.

By 1989, Al Vekovius of Shreveport’s Softdisk Publications was starting to fear that the same image might stand in for the state of his business. After expanding so dramatically for much of the decade, Softdisk was now struggling just to hold onto its current base of subscribers, much less to grow their numbers. The original Softdisk and Loadstar, their two earliest disk magazines, catered to aged 8-bit computers that were now at the end of their run, while Big Blue Disk and Diskworld, for MS-DOS computers and the Apple Macintosh respectively, were failing to take up all of their slack. Everything seemed to be turning against Softdisk. In the summer of 1989, IBM, whose longstanding corporate nickname of “Big Blue” had been the source of the name Big Blue Disk, threatened a lawsuit if Softdisk continued to market a disk magazine under that name. Knowing better than to defy a company a thousand times their size, Softdisk felt compelled to rename Big Blue Disk to the less catchy On Disk Monthly.

While the loss of hard-won brand recognition always hurts, Softdisk’s real problems were much bigger and more potentially intractable than that of one corporate behemoth with an overgrown legal department. The fact was, the relationship which people had with the newer computers Softdisk was now catering to tended to be different from the one they had enjoyed with their friendly little Apple II or Commodore 64. Being a computer user in the era of Microsoft’s ascendancy was no longer a hobby for most of them, much less a lifestyle. People had less of a craving for the ramshackle but easily hackable utilities and coding samples which Softdisk’s magazines had traditionally published. People were no longer interested in rolling up their sleeves to work with software in order to make it work for them; they demanded more polished programs that Just Worked right off the disk. But this was a hard field for Softdisk to compete on. Programmers with really good software had little motivation to license their stuff to a disk magazine for a relative pittance when they could instead be talking to a boxed-software publisher or testing the exploding shareware market.

With high-quality submissions from outside drying up just as he needed them most, Vekovius hired more and more internal staff to create the software for On Disk. Yet even here he ran up against many of the same barriers. The programmers whom he could find locally or convince to move to a place like Shreveport at the salaries which Softdisk could afford to pay were generally not the first ones he might have chosen in an ideal world. For all that some of them would prove themselves to be unexpectedly brilliant, as we’ll see shortly, virtually every one of them had some flaw or collection thereof that prevented him from finding gainful employment elsewhere. And the demand that they churn out multiple programs every month in order to fill up the latest issue was, to say the least, rather inimical to the production of quality software. Vekovius was spinning his wheels in his little programming sweatshop with all the energy of those Shreveport riverboat gamblers, but it wasn’t at all clear that it was getting him any further than it was getting them.

Thus he was receptive on the day in early 1990 when one of his most productive if headstrong programmers, a strapping young metalhead named John Romero, suggested that Softdisk start a new MS-DOS disk magazine, dedicated solely to games — the one place where, what with Apogee’s success being still in its early stages, shareware had not yet clearly cut into Softdisk’s business model. After some back-and-forth, the two agreed to a bi-monthly publication known as Gamer’s Edge, featuring at least one — preferably two — original games in each issue. To make it happen, Romero would be allowed to gather together a few others who were willing to work a staggering number of hours cranking out games at an insane pace with no resources beyond themselves for very little money at all. Who could possibly refuse an offer like that?


The id boys: John Carmack, Kevin Cloud, Adrian Carmack, John Romero, Tom Hall, and Jay Wilbur.

The team that eventually coalesced around Romero included programmer Tom Hall, artist Adrian Carmack, and business manager and token adult-in-the-room Jay Wilbur. But their secret weapon, lured by Wilbur to Shreveport from Kansas City, Missouri, was a phenomenal young programmer named John Carmack. (In a proof that anyone who says things like “I don’t believe in coincidences” is full of it, John is actually unrelated to Adrian Carmack despite having the same not-hugely-common last name.) John Carmack would prove himself to be such a brilliant programmer that Romero and Hall, no slouches themselves in that department by most people’s standards, would learn to leave the heavy lifting to his genius, coding themselves only the less important parts of the games along with the utilities that they used to build them — and they would also design the games, for Carmack was in reality vastly more interested in the mathematical abstraction of code as an end unto itself than the games it enabled.

But all of these young men, whom I’ll call the id boys from here on out just because the name suited them so well even before they started id Software, will be more or less important to our story. So, we should briefly meet each of them.

Jay Wilbur was by far the most approachable, least intimidating member of the group. Having already reached the wise old age of 30, he brought with him a more varied set of life experiences that left him willing and able to talk to more varied sorts of people. Indeed, Wilbur’s schmoozing skills were rather legendary. While attending university in his home state of Rhode Island, he’d run the bar at his local TGI Friday’s, where his ability to mix drinks with acrobatic “flair” made him one of those selected to teach Tom Cruise the tricks of the trade for the movie Cocktail. But his love for the Apple II he’d purchased with an insurance settlement following a motorcycle accident finally overcame his love for the nightlife, and he accepted a job for a Rhode Island-based disk magazine called UpTime. When that company was bought out by Softdisk in 1988, he wound up in Shreveport, working as an editor there. The people skills he’d picked up tending bar would never desert him; certainly his new charges at Gamer’s Edge had sore need of them, for they were an abrasive collection of characters even by hacker standards.

These others loved heavy metal and action movies, and aimed a well-sharpened lance of contempt at anything outside their narrow range of cultural and technical interests. Their laser focus on their small collection of obsessions would prove one of their greatest strengths, if perhaps problematic for gaming writ large in the long run, in the way that it diminished the scope of what games could do and be.

Yet even this band of four, the ones who actually made the games for Gamer’s Edge under Wilbur’s benevolent stewardship, was not a monolith. Once one begins to look at them as individuals, the shades of difference quickly emerge.

Like Wilbur, the 25-year-old Wisconsinite Tom Hall was a middle-class kid with a university degree, but he had none of his friend and colleague’s casual bonhomie with the masses. He lived in a fantasy world drawn from the Star Wars movies, the first of which he’d seen in theaters 33 times, and the Hitchhiker’s Guide to the Galaxy novels, which he could all but recite from heart. At Softdisk, to which he’d come after deciding that he couldn’t stand the idea of a job in corporate data processing, he ran around talking in a cutsey made-up alien language: “Bleh! Bleh! Bleh!” He was the kind of guy you either found hilarious or were irritated out of your mind by.

The 21-year-old Adrian Carmack also lived in a world of fantasy, but his fantasies had a darker hue. Growing up right there in Shreveport, he had spent many hours at arcades, attracted not so much by the games themselves as by the lurid art on their cabinets. He worked for a time as an aide at a hospital, then went home to sketch gunshot wounds, severed limbs, and festering bedsores with meticulous accuracy. Instead of a cat or a dog, he chose a scorpion as a pet. He’d come to Softdisk on a university internship after telling his advisor he wanted to work in “fine art” someday.

Still, and with all due respect to these others, the id boys would come to be defined most of all by their two Johns. The 22-year-old John Romero was pure id, a kettle of addled energy that was perpetually spilling over, sending F-bombs spewing every which way; David Kushner, author of the seminal history Masters of Doom, memorably describes him as “a human exclamation point.” The not-quite-20-year-old John Carmack was as quiet and affectless as Romero was raucous, often disturbingly so; Sandy Petersen, a game designer who will come to work with him later in our story, remembers musing to himself after first meeting Carmack that “he doesn’t know anything about how humans think or feel.”

Yet for all their surface differences, the two Johns had much in common. Both were brought up in broken homes: Romero was physically abused by his stepfather while growing up in the Sacramento area, while Carmack suffered under the corporeal and psychological rigors of a strict private Catholic school in Kansas. Both rebelled by committing petty crimes among other things; Carmack was sentenced to a year in a boys’ detention center at age 14 after breaking into his school using a homemade bomb. (The case notes of the police officer who interviewed him echo the later impressions of Sandy Petersen: “Boy behaves like a walking brain… no empathy for other human beings.”)

Both found escape from their circumstances through digital means: first via videogames at the local arcades, then via the Apple II computers they acquired by hook or by crook. (Carmack’s first computer was a stolen one, bought off the proverbial back of a truck.) They soon taught themselves to program well enough to put professionals to shame.

Romero got his games published regularly by print magazines as type-in listings, then parlayed that into a job with the disk magazine UpTime, where he became friends with Jay Wilbur. After that, he got a job as a game porter for Origin Systems of Ultima fame. Meanwhile Wilbur moved on to Softdisk while Romero was at Origin. When Romero found himself bored by the life of a porter, he came to Shreveport as well to join his friend.

John Carmack, being more than two years younger than Romero and much more socially challenged, brought a shorter résumé with him to Shreveport when he became the only id boy to be hired specifically to work on Gamer’s Edge rather than being transferred there from another part of Softdisk. He had mostly sold his games for $1000 apiece to a little mom-and-pop company near his home called Nite Owl Productions, who had made them a sideline to their main business of supplying replacement batteries for Apple II motherboards. But he had also sold one or two games to Jay Wilbur at Softdisk. Finding these to be very impressive, the id boys asked Wilbur to deploy his considerable charm to recruit the new kid for Gamer’s Edge. After a concerted effort, he succeeded.

Gamer’s Edge was far more than just a new job or a workplace transfer for the young men involved. It was a calling; they spent virtually all day every day in one another’s company. Pooling all of their meager salaries, Wilbur rented them a rambling old four-bedroom house on the Red River, complete with a Jacuzzi and a swimming pool and a boat deck which he soon complemented with a battered motorboat. It was an Animal House lifestyle of barbecuing, water skiing, and beer drinking in between marathon hacking sessions, fueled by pizza and soda. Wilbur — in many ways the unsung hero of this story — acted as their doting den mother, keeping the lights on, the basement beer keg filled, the refrigerator stocked with soda and junk food, and the pizza deliveries coming at all hours of the day and night.


Inside the riverfront house in Shreveport. John Carmack sits near center frame, while John Romero is to his left, mostly hidden behind a pillar.

For the first issue of Gamer’s Edge, the two Johns agreed to each port one of their old Apple II games to MS-DOS. Romero chose a platformer called Dangerous Dave, while Carmack chose a top-down action-adventure called Catacomb. They raced one another to see who could finish first; it was after losing rather definitively that Romero realized he couldn’t hope to compete with Carmack as a pure programmer, and should probably leave the most complicated, math-intensive aspects of coding to his friend while he concentrated on all the other things that make a good game. For the second issue, the two Johns pooled their talents with that of the others to make a completely original shoot-em-up called Slordax: The Unknown Enemy. So far, so good.

And then came John Carmack’s first great technical miracle — the first of many that would be continually upending everything the id boys were working on in the best possible way. To fully explain this first miracle, a bit of background is necessary.

Although they were making games for MS-DOS, the id boys had little use for the high-concept themes of most other games that were being made for that platform in 1990; neither complicated simulations nor elaborate interactive movies did anything for them. They preferred games that were simple and visceral, fast-paced and above all action-packed. Tellingly, most of the games they preferred to play these days lived on the Nintendo Entertainment System rather than a personal computer.

Much of the difference between the two platforms’ design aesthetics was cultural, but there was also more to it than that. As I’ve often taken pains to point out in these articles, the nature of games on any given platform is always strongly guided by that platform’s technical strengths and weaknesses.

When first looking at the NES and an MS-DOS personal computer of 1990 vintage, one might assume that the latter so thoroughly outclasses the former as to make further comparison pointless. The NES was built around a version of the MOS 6502, an 8-bit CPU dating back to the 1970s, running at a clock speed of less than 2 MHz; a state-of-the-art PC had a 32-bit CPU running at 25 MHz or more. The NES had just 2 K of writable general-purpose memory; the PC might have 4 MB or more, plus a big hard drive. The NES could display up to 25 colors from a palette of 48, at a resolution of 256 X 240; a PC with a VGA graphics card could display up to 256 colors from a palette of over 262,000, at a resolution of 320 X 200. Surely the PC could effortlessly do anything the NES could do. Right?

Well, no, actually. The VGA graphics standard for PCs had been created by IBM in 1987 with an eye to presenting crisp general-purpose displays rather than games. In the hands of a talented team of pixel artists, it could present mouth-watering static illustrations, as adventure-game studios like Sierra, LucasArts, and Legend were proving. But it included absolutely no aids for fast animation, no form of graphical acceleration whatsoever. It just gave the programmer a big chunk of memory to work with, whose bytes represented the pixels on the screen. When she wanted to change said pixels, she had to sling all those bytes around by main force, using nothing but the brute power of the CPU. All animation on a PC was essentially page-flipping animation, requiring the CPU to redraw every pixel of every frame in memory, at the 20 or 30 frames per second that were necessary to create an impression of relatively fluid motion, and all while also finding cycles for all of the other aspects of the game.

The graphics system of the NES, on the other hand, had been designed for the sole purpose of presenting videogames — and in electrical engineering, specialization almost always breeds efficiency. Rather than storing the contents of the screen in memory as a linear array of pixels, it operated on the level of tiles, each of which was 8 X 8 or 8 X 16 pixels in size. After defining the look of each of a set of tiles, the programmer could mix and match them on the screen as she wished, at a fairly blazing speed thanks to the console’s custom display circuitry; this enabled the smooth scrolling of the Super Mario Bros. games among many others. She also had up to 64 sprites to work with; these were little 8 X 8 or 8 X 16 images that were overlaid on the tiled background by the display hardware, and could be moved about almost instantaneously, just by changing a couple of numbers in a couple of registers. They were, in other words, perfect for showing Super Mario bouncing around on a scrolling background, at almost no cost in CPU cycles. Freed from the heavy lifting of managing the display, the little 6502 could concentrate almost entirely on the game logic.

The conventional wisdom of 1990 held that the PC, despite all its advantages in raw horsepower, simply couldn’t do a game like Super Mario Bros. The problem rankled John Carmack and his friends particularly, given how much more in tune their design aesthetic was with the NES than with the current crop of computer games. And so Carmack turned the full force of his giant brain on the problem, and soon devised a solution.

As so often happens in programming, said solution turned out to be deceptively simple. It hinged on the fact that one could define a virtual screen in memory that was wider and/or taller than the physical screen. In this case, Carmack made his virtual screen just eight pixels wider than the physical screen. This meant that he could scroll the background with silky smoothness through eight “frames” by changing just two registers on the computer — the ones telling the display hardware where the top left corner of the screen started in the computer’s memory. And this in turn meant that he only had to draw the display anew from scratch every eighth frame, which was a manageable task. Once he had the scrolling background working, he added some highly optimized code to draw and erase in software alone bouncing sprites to represent his pseudo-Mario and enemies. And that was that. His technique didn’t even demand VGA graphics; it could present a dead ringer for the NES Super Mario Bros. 3 — the latest installment in the franchise — using the older MS-DOS graphics standard of EGA.

I should note at this point that the scrolling technique which John Carmack “invented” was by no means entirely new in the abstract; programmers on computers like the Commodore 64 and Commodore Amiga had in fact been using it for years. (I point readers to my article on the techniques used by the Commodore 64 sports games of Epyx and particularly to my book-length study of the Amiga for more detailed explanations of it than the one I’ve provided here.) A big part of the reason that no one had ever done it before on an MS-DOS computer was that no one had ever been hugely motivated to try, in light of the types of games that were generally accepted as “appropriate” for that platform; technological determinism is a potent force in game development, but it’s never the only force. And I should also note a certain irony that clings to all this. As we’ll see, John Carmack would soon toll the death knell for the era of bouncing sprites superimposed over scrolling 2D backgrounds. How odd that his first great eureka moment should have come in imitation of just that classic videogame style.

Carmack first showed his innovation to Tom Hall, the biggest Super Mario fan of all among the id boys, late in the afternoon of September 20, 1990. Hall recognized its significance immediately, and suggested that he and Carmack recreate some of the first level of Super Mario Bros. 3 right then and there as a proof of concept. They finally stumbled off to bed at 5:30 the following morning.

A few hours later, John Romero woke up to find a floppy disk sitting on his keyboard. He popped it into the drive, and his jaw hit the floor when he saw a Nintendo game playing there on his computer monitor. He went off to find Jay Wilbur and Adrian Carmack. They all agreed that this was big — way too big for the likes of Softdisk.

In one 72-hour marathon, the id boys recreated all of the first level of Super Mario Bros. 3, along with bits and pieces of those that followed. Then Wilbur typed up a letter to Nintendo of America and dropped it in the mail along with the disk; it said that the id boys were ready and willing to license their PC port of Super Mario Bros. 3 back to the Nintendo mother ship. This was a profoundly naïve thing to do; virtually anyone in the industry could have told them that Nintendo never let any of their intellectual property escape from the walled garden of their own console. And sure enough, the id boys would eventually receive a politely worded response saying no thank you. Given Nintendo’s infamous ruthlessness when it came to matters of intellectual property, they were probably lucky that a rejection letter was all they received, rather than a lawsuit.

At any rate, the id boys weren’t noted for their patience. Long before Nintendo’s response arrived, they would be on to the next thing: an original game using John Carmack’s scrolling technique.



For some time now, John Romero had been receiving fawning fan mail care of Softdisk, not a usual phenomenon at all. His gratification was lessened somewhat, however, by the fact that the letters all came from the same address near Dallas, Texas, all asked him to call the fan in question at the same phone number, and were all signed with suspiciously similar names: “Byron Muller,” “Scott Mulliere,” etc.

It was in fact our old friend Scott Miller. His attention had been captured by Romero’s games for On Disk and Gamer’s Edge; they would be perfect for Apogee, he thought. But how to get in touch? The only contact information he had was that of Softdisk’s main office. He could hardly write them a letter asking if he could poach one of their programmers. His solution was this barrage of seemingly innocent fan mail. Maybe, just maybe, Romero really would call him…

Romero didn’t call, but he did write back, and included his own phone number. Miller rang it up immediately. “Fuck those letters!” he said when Romero started to ask what kind of prank he thought he was pulling. “We can make a ton of money together selling your games as shareware.”

“Dude, those old games are garbage compared to the stuff we can make now,” said Romero, with John Carmack’s new scrolling technique firmly in mind. They struck a deal: Miller would send the id boys an advance of $2000, and they would send him a brand-new three-part game as soon as possible.

The Gamer’s Edge magazine, which just six months ago had seemed like the perfect job, now fell to the back burner in light of the riches Miller was promising them. Since they were making a Nintendo-like game in terms of action, it seemed logical to copy Nintendo’s bright and cheerful approach in the new game’s graphics and fiction as well. This was Tom Hall’s moment to shine; he already seemed to live every day in just such a primary-colored cartoon fantasy. Now, he created an outline for Commander Keen, blending Nintendo with The Hitchhiker’s Guide to the Galaxy and old science-fiction serials — the last being perfect for an episodic game.

Billy Blaze, eight-year-old genius, working diligently in his backyard clubhouse, has created an interstellar spaceship from old soup cans, rubber cement, and plastic tubing. While his folks are out on the town and the babysitter is asleep, Billy sneaks out to his backyard workshop, dons his brother’s football helmet, and transforms into… Commander Keen, Defender of Justice! In his ship, the Bean with Bacon Megarocket, Keen dispenses justice with an iron hand!

In this episode, aliens from the planet Vorticon VI find out about the eight-year-old genius and plan his destruction. While Keen is out exploring the mountains of Mars, the Vorticons steal his ship and leave pieces around the galaxy! Can Keen recover all the pieces of his ship and repel the Vorticon invasion? Will he make it back before his parents get home? Stay tuned!

Commander Keen

When Miller received the first Commander Keen trilogy in the post barely two months later, he was thrilled beyond his wildest dreams. He had known that the id boys were talented, but this… he had never imagined this. This wasn’t a throwback to the boxed games of yore, wasn’t even on a par with the boxed games of current times. It was something entirely different, something never seen on an MS-DOS computer at all before, as visually striking and technically innovative within its chosen sphere as any of the latest boxed games were within theirs. Just like that, shareware games had come of age.

All of Apogee’s games together had been earning about $7000 per month. Commander Keen alone made $20,000 in the first month of its availability. It caused such a stir online that the established industry took a casual notice for the first time of this new entity called Apogee with this odd new way of selling games. Computer Gaming World magazine even deigned to give Commander Keen a blurb in the new-releases section. It was “of true commercial quality,” they noted, only slightly condescendingly.

Despite their success in shareware and the big checks that started coming in the mail from Apogee as a result, the id boys continued to make games for Gamer’s Edge throughout 1991. Betwixt and between, they provided Miller with a second Commander Keen trilogy, which did every bit as well as the first. No one could ever accuse them of being lazy.



But making a metaphorical name for themselves outside of Softdisk meant that they needed a literal name for the world to know them by. When they had sent their Super Mario Bros. 3 clone to Nintendo, they had called themselves “Ideas from the Deep.” Deciding that was too long-winded, they became “ID” when they started releasing games with Apogee — short for “In Demand.” The only one of their number who cottoned onto the Freudian implications of the acronym was Jay Wilbur; none of the other id boys knew Sigmund Freud from Siegmund the Norse hero. But when Wilbur explained to them how Freud’s id was the seat of a person’s most basic, impulsive desires, they were delighted. By this happenstance, then, id Software got a name which a thousand branding experts could never have bettered. It encapsulated perfectly their mission to deconstruct computer gaming, to break it down into a raw essence of action and reaction. The only ingredient still missing from the eventual id Software formula was copious violence.

And that too was already in the offing: Tom Hall’s cheerful cartoon aesthetic had started to wear thin with John Romero and Adrian Carmack long before they sent the first Commander Keen games to Scott Miller. Playing around one day with some graphics for the latest Gamer’s Edge production, Adrian drew a zombie clawing out the eyes of the player’s avatar, sending blood and gore flying everywhere. Romero loved it: “Blood! In a game! How fucking awesome is that?”

Adrian’s reply was weirdly pensive. “Maybe one day,” he said in a dreamy voice, “we’ll be able to put in as much blood as we want.”

In September of 1991, the id boys’ lease on their riverside frat house expired, and they decided that it was time to leave the depressing environs of Shreveport, with its crime, its poverty, and its homeless population who clustered disturbingly around the Softdisk offices. Their contract stipulated that they still owed Gamer’s Edge a few more games, but Al Vekovius had long since given up on trying to control them. The id boys decamped for Madison, Wisconsin, at the suggestion of Tom Hall, who had attended university there. He promised them with all of his usual enthusiasm that it was the best place ever. Instead they found the Wisconsin winter to be miserable. Cooped up inside their individual apartments, missing keenly their big old communal house and their motorboat, they threw themselves more completely than ever into making games. Everyone, with the exception only of Tom Hall, was now heartily sick and tired of Commander Keen. It was time for something new.

Whilst working at Origin Systems in the late 1980s, John Romero had met Paul Neurath, who had since gone on to start his own studio known as Blue Sky Productions. During their occasional phone calls, Neurath kept dropping hints to his friend about the game his people were working on: an immersive first-person CRPG, rendered using texture-mapped 3D graphics. When Romero mentioned it to John Carmack, his reply was short, as so many of them tended to be: “Yeah, I can do that.”

Real-time 3D graphics in general were hardly a new development. Academic research in the field stretched back to well before the era of the microchip. Bruce Artwick had employed them in the original Radio Shack TRS-80 Flight Simulator in 1980, and Ian Bell and David Braben had used them in Elite in 1984; both games were among the best sellers of their decade. Indeed, the genre of vehicular simulations, one of the most popular of them all by the late 1980s, relied on 3D graphics almost exclusively. All of which is to say that you didn’t have to look very hard in your local software store to find a 3D game of some stripe.

And yet, according at least to the conventional wisdom, the limitations of 3D graphics made them unsuitable for the sort of visceral, ultra-fast-paced experience which the id boys preferred. All of the extra affordances built into gaming-oriented platforms like the NES to enable 2D sprite-based graphics were useless for 3D graphics. 3D required radical compromises in speed or appearance, or both: those early versions of Flight Simulator were so slow that it could take the program a full second or two to respond to your inputs, which made flying their virtual airplanes perversely more difficult than flying the real thing; Elite managed to be more responsive, but only by drawing its 3D world using wire-frame outlines instead of filled surfaces. The games-industry consensus was that 3D graphics had a lot of potential for many types of games beyond those they were currently being used for, but that computer hardware was probably five to ten years away from being able to realize most of it.

John Carmack wasn’t that patient. If he couldn’t make true 3D graphics run at an acceptable speed in the here and now, he believed that he could fake it in a fairly convincing way. He devised a technique of presenting a fundamentally 2D world from a first-person perspective. Said world was a weirdly circumscribed place to inhabit: all angles had to be right angles; all walls had to stretch uniformly from floor to ceiling; all floors and ceilings had to be colored in the same uniform gray. Only interior scenes were possible, and no stairways, no jumping, no height differences of any kind were allowed; in this egalitarian world, everything and everyone had to stay permanently on the same level. You weren’t even allowed to look up or down. But, limited though it was, it was like nothing anyone had ever seen.

“You know,” said John Romero one day when they were all sitting around discussing what to do with the new technology, “it’d be really fucking cool if we made a remake of Castle Wolfenstein and did it in 3D.” With those words, id’s next game was born, one that would make all the success of Commander Keen look like nothing.


The original Castle Wolfenstein.

Written by Silas Warner, one of the Apple II scene’s early superstar programmers, and published by the long-defunct Muse Software, Castle Wolfenstein was an established classic from 1981, a top-down action-adventure that cast you as a prisoner of the Nazis who must escape, preferably taking his captors’ secret war plans with him. It remains historically notable today for incorporating a significant stealth component; ammunition was scarce and your enemies tough, which often made avoidance a better strategy than confrontation.

But avoidance wasn’t the id boys’ style. Very early on, they jettisoned everything beyond the core theme of the original Castle Wolfenstein. Wolfenstein 3D was to be, as Romero put it, “a totally shocking game. There should be blood, lots of blood, blood like you never see in games. When the player gets really low in health, at like 10 percent, he could run over the bloody guts of a dead Nazi soldier and suck those up for extra energy. It’s like human giblets. You can eat up their gibs!” In other words, Tom Hall’s aesthetic vision was out; John Romero and Adrian Carmack’s was in. “Hey, you know what we should have in here? Pissing! We should make it so you can fucking stop and piss on the Nazi after you mow him down! That would be fucking awesome!”

In early 1992, the id boys came face to face with the gaming establishment for the first time thanks to Wolfenstein 3D. They sent an early demo of the game to Sierra, and that company’s founder and CEO Ken Williams invited them to fly out to California and have a chat. Sierra was one of the three biggest computer-game publishers in the world, and was at the forefront of the interactive-movie trend which the id boys loathed. King’s Quest VI, the upcoming new installment in Sierra’s flagship series, would be so weighted down with multimedia that most reviewers, hopelessly dazzled, could spare only a few sentences for the rather rote little adventure game underneath it all. Williams himself was widely recognized as one of the foremost visionaries of the new era, proclaiming that by the end of the decade much or most of the Hollywood machine would have embraced interactivity. A meeting between two more disparate visions of gaming than his and that of the id boys can scarcely be imagined.

And yet the meeting was a cordial one on the whole. Williams had been quick to recognize when he saw Wolfenstein 3D that id had some remarkable technology, while the id boys remembered the older Apple II games of Sierra fondly. Williams took them on a tour of the offices where many of those games had come from, and then, after lunch, offered to buy id Software for $2.5 million in Sierra stock. The boys discussed it for a bit, then asked for an additional $100,000 in cash. Williams refused; he was willing to move stock around to pay for the Wolfenstein 3D technology, but he wasn’t willing to put his cash on the table. So, the negotiation ended. Instead Williams bought Bright Star Technologies, a specialist in educational software, for $1 million in cash later that year — for educational software, he believed, would soon be bigger than games. Time would prove him to be as wrong about that as he was about the future of Hollywood.

Not long after the Sierra meeting, the id boys left frigid Wisconsin in favor of Dallas, Texas, home of Scott Miller, who had been telling them about the warm weather, huge lakes, splendid barbecue, and nonexistent state income tax of the place for more than eighteen months now. One Kevin Cloud, who had held the oft-thankless role of being the id boys’ liaison with Softdisk but also happened to be a talented artist, joined them in Dallas as a sixth member of their little collective, thereby to relieve some of the burden on Adrian Carmack.

After making the move, they broke the news to Softdisk that they wouldn’t be doing Gamer’s Edge anymore. Al Vekovius was disappointed but not devastated. Oddly given how popular Commander Keen had become, the gaming disk magazine had never really taken off; it still only had about 3000 subscribers.

And so Softdisk Publications of Shreveport, Louisiana, that unlikely tech success story in that most unlikely of locales, finally exits our story permanently at this point. Nothing if not a survivor, Vekovius would keep the company alive through the 1990s and beyond by transitioning into the next big thing in computing: he turned it into an Internet service provider. He was bought out circa 2005 by a larger regional provider.


Wolfenstein 3D

This screenshot of the Wolfenstein 3D map editor illustrates why the game’s name is a misnomer: the environment is really a 2D maze much like that of the original game, albeit shown from a first-person perspective. At bottom, the engine understands just two dimensions rather than three.

If the id boys were worried about how Scott Miller would react to the ultra-violence of Wolfenstein 3D, they needn’t have been. Apogee had already been moving in this direction with considerable success; their only game to rival Commander Keen in sales during 1991 had been Duke Nukum by Todd Replogle, whose titular protagonist was a cigar-chomping Arnold Schwarzenegger facsimile with a machine gun almost as big around as his biceps. When Miller saw Wolfenstein 3D for the first time, he loved the violence as much as he did John Carmack’s pseudo-3D graphics engine. He knew what his customers craved, and he knew that they would swoon over this. He convinced the id boys to make enough levels to release a free episode followed by five paid ones rather than the usual two. On May 5, 1992 — the very same day on which the boys had handed the final version to Miller — the free installment appeared on Software Creations, Apogee’s new online service.

As it happened, Paul Neurath’s Blue Sky Productions had released their own immersive first-person 3D game, which had spent roughly five times as long in production as Wolfenstein 3D, just two months before. It was called Ultima Underworld, and was published as a boxed product by Origin Systems. It boasted a far more complete implementation of a 3D world than did id’s creation. You could look up, down, and all around; could jump and climb ledges; could sneak around corners and hide in shadows; could swim in rivers or fly through the air by means of a levitation spell. But Ultima Underworld was cerebral, old school — dull, as the id boys and many of their fan base saw it. Combat was only a part of its challenge. You also had to spend your time piecing together clues, collecting spells, solving puzzles, annotating maps, leveling up and assigning statistics and skills to your character. Even the combat happened at a speed most kindly described as “stately” if you didn’t have a cutting-edge computer.

Wolfenstein 3D, by contrast, ran like greased lightning on just about any computer, thanks to John Carmack’s willingness to excise any element from his graphics engine that he couldn’t render quickly. After all, the id boys really only wanted to watch the blood spurt as they mowed down Nazis; “just run over everything and destroy” was their stated design philosophy. And many others, it seemed, agreed with their point of view.

For, while Ultima Underworld became a substantial hit, Wolfenstein 3D became a phenomenon. It made $200,000 in the first month, then kept selling at that pace for the next eighteen months. It was, as Scott Miller would later put it, a “paradigm shift” in shareware games. Whatever that elusive “it” was that so many gamers found to be missing in the big boxed offerings — immediacy? simplicity? violence? id in the Freudian sense? all of the above? — Wolfenstein 3D had it in spades.

The shareware barbarians were truly at the gates now; they could no longer be ignored by the complacent organs of the establishment. This time out, id got a feature review in Computer Gaming World to go along with the full-page color advertisements which Apogee was now able to pay for. “I can’t remember a game making such effective use of perspective and sound and thereby evoking such intense physiological responses from its player,” the review concluded. “I recommend gamers take a look at this one, if only for a cheap peek at part of interactive entertainment’s potential for a sensory-immersed ‘virtual’ future.”

Yet, as that “if only” qualifier intimates, the same magazine was clearly bothered by all of the gleefully gory violence of the game. An editorial by editor-in-chief Johnny Wilson, the former pastor who had built Computer Gaming World into the most thoughtful and mature journal in the industry, drove the point home: “What are we saying when we depict lifelike carnage in a game where the design is geared for you to kill nearly everyone you encounter?”

If Wilson thought id’s first 3D shooter was disturbing, he hadn’t seen anything yet. Their next game would up the ante on the violence and gore even as their first competitors jumped into the act, starting a contest to see who could be most extreme. Everyone working in games or playing them would soon have to reckon with the changes — distributional, technical, and cultural — which a burgeoning new genre, born on the streets instead of in the halls of power, was wreaking.

Crashing the halls of power: Tom Hall, Jay Wilbur, and John Romero in black tie for the Shareware Industry Awards of 1992.

(Sources: the books Masters of Doom by David Kushner, Game Engine Black Book: Wolfenstein 3D by Fabien Sanglard, Principles of Three-Dimensional Computer Animation by Michael O’Rourke, Sophistication & Simplicity: The Life and Times of the Apple II Computer by Steven Weyhrich, and I Am Error by Nathan Altice; PC Magazine of September 12 1989; InfoWorld of June 12 1989; Retro Gamer 75; Game Developer premiere issue and issues of June 1994 and February/March 1995; Computer Gaming World of August 1991, January 1992, August 1992, and September 1992; The Computist 88; inCider of November 1989. Online sources include “Apogee: Where Wolfenstein Got Its Start” by Chris Plante at Polygon, “Rocket Jump: Quake and the Golden Era of First-Person Shooters” by David L. Craddock at Shack News, Samuel Stoddard’s Apogee FAQ, Benj Edwards’s interview with Scott Miller for Game Developer, Jeremy Peels’s interview with John Romero for PC Games N, Lode Vandevenne’s explanation of the Wolfenstein 3D rendering engine, and Jay Wilbur’s old Usenet posts, which can now be accessed via Google Groups.

The company once known as Apogee, which is now known as 3D Realms, has released many of their old shareware games for free on their website, including Commander Keen. All of the Wolfenstein 3D installments are available as digital purchases at GOG.com.)

 

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