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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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Wasteland

Wasteland

We can mark the formal beginning of the Wasteland project to the day in December of 1985 when Brian Fargo, head of Interplay, flew out to Arizona with his employee Alan Pavlish to meet with Michael Stackpole. If all went well at the meeting, Pavlish was to join Stackpole and Ken St. Andre as the third member of the core trio who would guide the game to release. His role, however, would be very different from that of his two colleagues.

A hotshot programmer’s programmer, Pavlish, though barely twenty years old, had been kicking around the industry for several years already. Before Interplay existed, he’d done freelance work on Commodore VIC-20 games for their earlier incarnation as Boone Corporation, and done ports of games like Murder on the Zinderneuf to the Apple II and Commodore 64 for another little company called Designer Software. When Pavlish came to work for Interplay full-time, Fargo had first assigned him to similar work: he had ported the non-Interplay game Hacker to the Apple II for Activision. (In those pre-Bard’s Tale days, Fargo was still forced to accept such unglamorous work to make ends meet.) But Fargo had huge respect for Pavlish’s abilities. When the Wasteland idea started to take off while his usual go-to programming ace Bill Heineman [1]Bill Heineman now lives as Rebecca Heineman. As per my usual editorial policy on these matters, I refer to her as “he” and by her original name only to avoid historical anachronisms and to stay true to the context of the times. was still swamped with the Bard’s Tale games and Interplay’s line of illustrated text adventures, Fargo didn’t hesitate to throw Pavlish in at the deep end: he planned to make him responsible for bringing the huge idea that was Wasteland to life on the little 64 K 8-bit Apple II and Commodore 64.

However, when Fargo and Pavlish got out of their airplane that day it was far from certain that there would be a Wasteland project for Pavlish to work on at all. In contrast to St. Andre, Stackpole was decidedly skeptical, and for very understandable reasons. His experiences with computer-game development to date hadn’t been happy ones. Over the past several years, he’d been recruited to three different projects and put considerable work into each, only to see each come to naught in one way or another. Thanks largely to the influence of Paul Jaquays, [2]Paul Jaquays now lives as Jennell Jaquays. another tabletop veteran who headed Coleco’s videogame-design group during the first half of the 1980s, he’d worked on two games for the Coleco Adam, a would-be challenger in the home-computer wars. The more intriguing of the two, a Tunnels & Trolls adaptation, got cancelled before release. The other, an adaptation of the film 2010: Odyssey Two, was released only after the Adam had flopped miserably and been written off by Coleco; you can imagine how well that game sold. He’d then accepted a commission from science-fiction author cum game developer Fred Saberhagen to design a computer game that took place in the world of the latter’s Book of Swords trilogy. (Stackpole had already worked with Flying Buffalo on a board game set in the world of Saberhagen’s Berserker series.) The computerized Book of Swords had gone into stasis when it became clear that Berserker Works, the development company Saberhagen had founded, just didn’t have the resources to finish it.

So, yes, Stackpole needed some convincing to jump into the breach again with tiny Interplay, a company he’d never heard of. [3]Interestingly, Stackpole did have one connection to Interplay, through Bard’s Tale designer Michael Cranford. Cranford sent Flying Buffalo a Tunnels & Trolls solo adventure of his own devising around 1983. Stackpole thought it showed promise, but that it wasn’t quite there yet, so he sent it back with some suggestions for improvement and a promise to look at it again if Cranford followed through on them. But he never heard another word from him; presumably it was right about this time that Cranford got busy making The Bard’s Tale. Luckily for Interplay, he, Fargo, and Pavlish all got along like a house on fire on that December day. Fargo and Pavlish persuaded Stackpole that they shared — or at least were willing to accommodate — his own emerging vision for Wasteland, for a computer game that would be a game and a world first, a program second. Stackpole:

Programmers design beautiful programs, programs that work easily and simply; game designers design games that are fun to play. If a programmer has to make a choice between an elegant program and a fun game element, you’ll have an elegant program. You need a game designer there to say, “Forget how elegant the program is — we want this to make sense, we want it to be fun.”

I was at a symposium where there were about a dozen people. When asked to tell what we were doing, what I kept hearing over and over from programmer/game designers was something like “I’ve got this neat routine for packing graphics, so I’m going to do a fantasy role-playing game where I can use this routine.” Or a routine for something else, or “I’ve got a neat disk sort,” or this or that. And all of them were putting these into fantasy role-playing games. Not to denigrate their skills as programmers — but that’s sort of like saying, “Gee, I know something about petrochemicals, therefore I’m going to design a car that will run my gasoline.” Well, if you’re not a mechanical engineer, you don’t design cars. You can be the greatest chemist in the world, but you’ve got no business designing a car. I’d like to hope that Wasteland establishes that if you want a game, get game designers to work with programmers.

This vision, cutting as it does so much against the way that games were commonly made in the mid-1980s, would have much to do with both where the eventual finished Wasteland succeeds and where it falls down.

Ditto the game’s tabletop heritage. As had been Fargo’s plan from the beginning, Wasteland‘s rules would be a fairly faithful translation of Stackpole’s Mercenaries, Spies, and Private Eyes tabletop RPG, which was in turn built on the foundation of Ken St. Andre’s Tunnels & Trolls. A clear evolutionary line thus stretched from the work that St. Andre did back in 1975 to Wasteland more than a decade later. No CRPG to date had tried quite as earnestly as Wasteland would to bring the full tabletop experience to the computer.

You explore the world of Wasteland from a top-down perspective rather than the first-person view of The Bard's Tale. This screenshot and the ones that follow come from the slightly later MS-DOS port rather than the 8-bit original.

You explore the world of Wasteland from a top-down perspective instead of the first-person view of The Bard’s Tale. Note that this screenshot and the ones that follow come from the slightly later (and vastly more pleasant to play) MS-DOS port rather than the 8-bit original.

Early in the new year, Stackpole and St. Andre visited Interplay’s California offices for a week to get the process of making Wasteland rolling. St. Andre arrived with a plot already dreamed up. Drawing heavily from the recent ultra-violent action flick Red Dawn, it posited a world where mutually-assured destruction hadn’t proved so mutual after all: the Soviet Union had won the war, and was now occupying the United States. The player would control a group of American freedom fighters skulking around the farmlands of Iowa, trying to build a resistance network. St. Andre and Stackpole spent a month or more after their visit to California drawing maps of cornfields and trying to find ways to make an awful lot of farmers seem different from one another. (Some of this work can be seen in the Agricultural Center in the finished Wasteland.) But finally the pair had to accept the painful truth: the game they were designing was boring. “I said it will be the dullest game you ever saw,” remembers St. Andre, “because the Russians would be there in strength, and your characters start weak and can’t do anything but skulk and hide and slowly, slowly build up.”

St. Andre suggested moving the setting to the desert of the American Southwest, an area with which he, being born and raised in Arizona, was all too familiar. The region also had a certain thematic resonance, being intimately connected with the history of the atomic bomb. The player’s party might even visit Las Vegas, where folks had once sat on their balconies and watched the mushroom clouds bloom. St. Andre suggested nixing the Soviets as well, replacing them with “ravening monsters stalking through a radioactive wasteland, a few tattered humans struggling to survive against an overwhelming threat.” It meant chucking a fair amount of work, but Fargo agreed that it sounded too good to pass up. They might as well all get used to these sorts of false starts. Little would go smoothly or according to plan on this project.

After that first week at Interplay, St. Andre and Stackpole worked from home strictly in a design role, coming up with the plans for the game that were then left to Pavlish in California to implement in code — still an unusual way of working in the mid-1980s, when even many of the great designers, like Dan Bunten [4]In what must be a record for footnotes of this type, I have to also note that Dan Bunten later became Danielle Bunten Berry, and lived until her death in 1998 under that name. and Sid Meier, tended to also be great programmers. But St. Andre and Stackpole used their computers — a Commodore 64 in the case of the former, a battered old Osborne luggable in that of the latter — to do nothing more complex than run a word processor. Bundle after bundle of paper was shipped from Arizona to California, in the form of both computer printouts and reams of hand-drawn maps. St. Andre and Stackpole worked, in other words, largely the same way they would have had Wasteland been planned as a new tabletop adventure module.

Wasteland must be, however, one hell of a big adventure module. It soon became clear that the map-design process, entailing as it did the plotting of every single square with detailed descriptions of what it contained and what the party should be able to do there, was overwhelming the two. St. Andre:

I hadn’t thought a great deal about what was going to be in any of these places. I just had this nebulous story in my mind: our heroes will start in A, they’ll visit every worthwhile place on the map and eventually wind up in Z — and if they’re good enough, they’ll win the game. Certain things will be happening in different locations — monsters of different types, people who are hard to get along with, lots of comic references to life before the war. I figured that when the time came for me to design an area, the Indian Village, for example, I would sit down and figure out what would be in it and that would be it. Except that it started taking a long time. Every map had 1024 squares on it, and each one could do something. Even if I just drew all the buildings, I had to go back and say, “These are all square nine: wall, wall, wall, wall, wall. And if you bump into a wall you’ll get this message: ‘The Indians are laughing at you for walking into a wall.'” Whatever — a map that I thought I could toss off in one or two days was taking two weeks, and the project was falling further and further behind.

Fargo agreed to let St. Andre and Stackpole bring in their old Flying Buffalo buddies Liz Danforth and Dan Carver to do maps as well, and the design team just continued to grow from there. “The guys who were helping code the maps, correcting what we sent in, wanted to do some maps,” remembers Stackpole. “Everyone wanted to have his own map, his own thumbprint on the game.”

Even Fargo himself, who could never quite resist the urge to get his own hands dirty with the creations of this company he was supposed to be running from on high, begged for a map. “I want to do a map. Let me have Needles,” St. Andre remembers him saying. “So I said, ‘You’re the boss, Brian, you’ve got Needles.'” But eventually Fargo had to accept that he simply didn’t have the time to design a game and run a company, and the city of Needles fell to another Interplay employee named Bruce Balfour. In all, the Wasteland manual credits no fewer than eight people other than St. Andre and Stackpole with “scenario design.” Even Pavlish, in between trying to turn this deluge of paper into code, managed to make a map or two of his own.

Wasteland is one of the few computer games in history in which those who worked on the softer arts of writing and design outnumbered those who wrote the code and drew the pictures. The ratio isn’t even close: the Wasteland team included exactly one programmer (Pavlish) and one artist (Todd J. Camasta) to go with ten people who only contributed to the writing and design. One overlooked figure in the design process, who goes wholly uncredited in the game’s manual, was Joe Ybarra, Interplay’s liaison with their publisher Electronic Arts. As he did with so many other classic games, Ybarra offered tactful advice and generally did his gentle best to keep the game on course, even going so far as to fly out to Arizona to meet personally with St. Andre and Stackpole.

Those two found themselves spending as much time coordinating their small army of map designers as they did doing maps of their own. Stackpole:

Work fell into a normal pattern. Alan and I would work details out, I’d pass it down the line to the folks designing maps. If they had problems, they’d tell me, Alan and I would discuss things, and they’d get an answer. In this way the practical problems of scenario design directly influenced the game system and vice versa. Map designers even talked amongst themselves, sharing strategies and some of these became standard routines we all later used.

Stackpole wound up taking personal responsibility for the last third or so of the maps, where the open world begins funneling down toward the climax. St. Andre:

I’m fairly strong at making up stories, but not at inventing intricate puzzles. In the last analysis, I’m a hack-and-slash gamer with only a little thought and strategy thrown in. Interplay and Electronic Arts wanted lots of puzzles in the game. Mike, on the other hand, is much more devious, so I gave him the maps with difficult puzzles and I did the ones that involved walking around, talking to people, and shooting things.

The relationship between these two veteran tabletop designers and Pavlish, the man responsible for actually implementing all of their schemes, wasn’t always smooth. “We’d write up a map with all the things on it and then Alan would say, ‘I can’t do that,'” says St. Andre. There would then follow some fraught discussions, doubtless made still more fraught by amateur programmer St. Andre’s habit of declaring that he could easily implement what was being asked in BASIC on his Commodore 64. (Stackpole: “It’s like a duffer coming up to Arnold Palmer at an average golf course and saying, ‘What do you mean you can’t make that 20-foot putt? I can make a 20-foot putt on a miniature golf course.'”) One extended battle was over the question of grenades and other “area-effect” weapons: St. Andre and Stackpole wanted them, Pavlish said they were just too difficult to code and unnecessary anyway. Unsung hero Joe Ybarra solved that one by quietly lobbying Fargo to make sure they went in.

One aspect of Wasteland that really demonstrates St. Andre and Stackpole’s determination to divorce the design from the technology is the general absence of the usual numbers that programmers favor — i.e., the powers of two that fit so neatly into the limited memories of the Apple II and Commodore 64. Pavlish instinctively wanted to make the two types of pistols capable of holding 16 or 32 bullets. But St. Andre and Stackpole insisted that they hold 7 or 18, just like their real-world inspirations. As demonstrated by the 1024-square maps, the two did occasionally let Pavlish get away with the numbers he favored, but they mostly stuck to their guns (ha!). “It’s going to be inelegant in terms of space,” admits Stackpole, “but that’s reality.”

Logic like this drove Pavlish crazy, striving as he was to stuff an unprecedentedly complex world into an absurdly tiny space. Small wonder that there were occasional blowups. Slowly he learned to give every idea that came from the designers his very best try, and the designers learned to accept that not everything was possible. With that tacit agreement in place, the relationship improved. In the latter stages of the project, St. Andre and Stackpole came to understand the technology well enough to start providing their design specifications in code rather than text. “Then we could put in the multiple saving throws, the skill and attribute checks,” says St. Andre. “Everything we do in a [Tunnels & Trolls] solitaire dungeon suddenly pops up in the last few maps we did for Wasteland because Mike and I were doing the actual coding.”

When not working on the maps, St. Andre and Stackpole — especially the latter, who came more and more to the fore as time went on — were working on the paragraph book that would contain much of Wasteland‘s story and flavor text. The paragraph book wasn’t so much a new idea as a revival of a very old one. Back in 1979, Jon Freeman’s Temple of Apshai, one of the first CRPGs to arrive on microcomputers, had included a booklet of “room descriptions” laid out much like a Dungeons & Dragons adventure module. This approach was necessitated by the almost unbelievably constrained system for which Temple of Apshai was written: a Radio Shack TRS-80 with just 16 K of memory and cassette-based storage. Moving into the late 1980s, the twilight years of the 8-bit CRPG, designers were finding the likes of the Apple II and Commodore 64 as restrictive as Freeman had the TRS-80 for the simple reason that, while the former platforms may have had four times as much memory as the latter, CRPG design ambitions had grown by at least the same multiple. Moving text, a hugely expensive commodity in terms of 8-bit storage, back into an accompanying booklet was a natural remedy. Think of it as one final measure to wring just a little bit more out of the Apple II and Commodore 64, those two stalwart old warhorses that had already survived far longer than anyone had ever expected. And it didn’t hurt, of course, that a paragraph book made for great copy protection.

While the existence of a Wasteland paragraph book in itself doesn’t make the game unique, St. Andre and Stackpole were almost uniquely prepared to use theirs well, for both had lots of experience crafting Tunnels & Trolls solo adventures. They knew how to construct an interactive story out of little snippets of static text as well as just about anyone, and how to scramble it in such a way as to stymie the cheater who just starts reading straight through. Stackpole, following a tradition that began at Flying Buffalo, constructed for the booklet one of the more elaborate red herrings in gaming history, a whole alternate plot easily as convoluted as that in the game proper involving, of all things, a Martian invasion. All told, the Wasteland paragraph book would appear to have easily as many fake entries as real ones.

You fight some strange foes in Wasteland. Combat shifts back to something very reminiescent of The Bard's Tale, with the added tactical dimension of a map showing everyone's location that you can access by tapping the space bar.

For combat, the display shifts back to something very reminiscent of The Bard’s Tale, with the added tactical dimension of a map showing everyone’s location that you can access by tapping the space bar. And yes, you fight some strange foes in Wasteland

Wasteland‘s screen layout often resembles that of The Bard’s Tale, and one suspects that there has to be at least a little of the same code hidden under its hood. In the end, though, the resemblance is largely superficial. There’s just no comparison in terms of sophistication. While it’s not quite a game I can love — I’ll try to explain why momentarily — Wasteland does unquestionably represent the bleeding edge of CRPG design as of its 1988 release date. CRPGs on the Apple II and Commodore 64 in particular wouldn’t ever get more sophisticated than this. Given the constraints of those platforms, it’s honestly hard to imagine how they could.

Key to Wasteland‘s unprecedented sophistication is its menu of skills. Just like in Mercenaries, Spies, and Private Eyes, you can tailor each of the up to four characters in your party as you will, free from the restrictive class archetypes of Dungeons & Dragons (or for that matter Tunnels & Trolls). Skills range from the obviously useful (Clip Pistol, Pick Lock, Medic) to the downright esoteric (Metallurgy, Bureaucracy, Sleight of Hand). And of course career librarian St. Andre made sure that a Librarian skill was included, and of course made it vital to winning the game.

Also as in Mercenaries, Spies, and Private Eyes, a character’s chance of succeeding at just about anything is determined by adding her level in a relevant skill, if any, to a relevant core attribute. For example, to determine a character’s chance of climbing something using her Climb skill the game will also look to her Agility. The system allows a range of solutions to most of the problems you encounter. Say you come to a locked door. You might have a character with the Pick Lock skill try getting in that way. Failing that, a character with the Demolition skill and a little handy plastic explosives could try blasting her way in. Or a strong character might dispense with skills altogether and just try to bash the door down using her Strength attribute. Although a leveling mechanism does exist that lets you assign points to characters’ skills and attributes, skills also improve naturally with use, a mechanism not seen in any previous CRPG other than Dungeon Master (a game that’s otherwise about as different from Wasteland as a game can be and still be called a CRPG).

The skills system makes Wasteland a very different gameplay experience from Ultima V, its only real rival in terms of 8-bit CRPG sophistication at the time of its release. For all its impressive world-building, Ultima V remains bound to Richard Garriott’s standard breadcrumb-trail philosophy of design; beating it depends on ferreting out a long string of clues telling you exactly where to go and exactly what to do. Wasteland, by contrast, can be beaten many ways. If you can’t find the password the guard wants to let you past that locked gate, you can try an entirely different approach: shoot your way in, blow the gate open, pick the lock on the back door and sneak in. It’s perhaps the first CRPG ever that’s really willing to let you develop your own playing personality. You can approach it as essentially a post-apocalyptic Bard’s Tale, making a frontal assault on every map and trying to blow away every living creature you find there, without concerning yourself overmuch about whether it be good or evil, friend or foe. Or you can play it — relatively speaking — cerebrally, trying to use negotiations, stealth, and perhaps a little swindling to get what you need. Or you can be like most players and do a bit of both, as the mood and opportunity strikes you. It’s very difficult if not impossible to get yourself irretrievably stuck in Wasteland. There are always options, always possibilities. While it’s far less thematically ambitious than Ultima V —  unlike the Ultima games, Wasteland was never intended to be anything more or less than pure escapist entertainment — Wasteland‘s more flexible, player-friendly design pointed the way forward while Ultima V was still glancing back.

Indeed, a big part of the enduring appeal of Wasteland to those who love it is the sheer number of different ways to play it. Interplay picked up on this early, and built an unusual feature into the game: it’s possible to reset the entire world to its beginning state while keeping the same group of lovingly developed characters. Characters can advance to ridiculous heights if you do this enough, taking on some equally ridiculous “ranks”: “1st Class Fargo,” “Photon Stud,” etc., culminating in the ultimate achievement of the level 183 “Supreme Jerk.” This feature lets veteran players challenge themselves by, say, trying to complete the game with just one character, and gives an out to anyone who screws up her initial character creation too badly and finds herself overmatched; she can just start over again and replay the easy bits with the same party to hopefully gain enough experience to correct their failings. It takes some of the edge off one of the game’s most obvious design flaws: it’s all but impossible to know which skills are actually useful until you’ve made your way fairly deep into the game.

The very fact that re-playing Wasteland requires you to reset its world at all points to what a huge advance it represents over the likes of The Bard’s Tale. The first CRPG I know of that has a truly, comprehensively persistent world, one in which the state of absolutely everything is saved, is 1986’s Starflight (a game that admittedly is arguably not even a CRPG at all). But that game runs on a “big” machine in 1980s terms, an IBM PC or clone with at least 256 K of memory. Wasteland does it in 64 K, rewriting every single map on the fly as you play to reflect what you’ve done there. Level half of the town of Needles with explosives early in the game, and it will still be leveled when you return many days later. Contrast with The Bard’s Tale, which remembers nothing but the state of your characters when you exit one of its dungeon levels, which lets you fight the same big boss battles over and over and over again if you like. The persistence allows you the player to really affect the world of Wasteland in big-picture ways that were well-nigh unheard-of at the time of its release, as Brian Fargo notes:

Wasteland let you do anything you wanted in any order you wanted, and you could get ripple effects that might happen one minute later or thirty minutes later, a lot like [the much later] Grand Theft Auto series. The Ultima games were open, but things tended to be very compartmentalized, they didn’t ripple out like in Wasteland.

Wasteland is a stunning piece of programming, a resounding justification for all of the faith Fargo placed in the young Alan Pavlish. Immersed in the design rather than the technical end of things as they were — which is itself a tribute to Pavlish, whose own work allowed them to be — St. Andre and Stackpole may still not fully appreciate how amazing it is that Wasteland does what it does on the hardware it does it on.

All of which rather raises the question of why I don’t enjoy actually playing Wasteland a little more than I do. I do want to be careful here in trying to separate what feel like more objective faults from my personal issues with the game. In the interest of fairness and full disclosure, let me put the latter right out there first.

Put simply, the writing of Wasteland just isn’t to my taste. I get the tone that St. Andre and Stackpole are trying to achieve: one of over-the-top comic ultra-violence, like such contemporary teenage-boy cinematic favorites as the Evil Dead films. And they do a pretty good job of hitting that mark. Your characters don’t just hit their enemies in Wasteland, they “brutalize” them. When they die, enemies “explode like a blood sausage,” are “reduced to a thin red paste,” are “spun into a dance of death,” or are “reduced to ground round.” And then there’s some of the imagery, like the blood-splattered doctor in the infirmary.

Wasteland

The personal appeal you find in those quotes and that image, some of the most beloved among Wasteland‘s loyal fandom, says much about whether you’ll enjoy Wasteland as a whole. In his video review of the game, Matt Barton says that “you will be disgusted or find it hilarious.” Well, I must say that my own feelings rather contradict that dichotomy. I can’t quite manage to feel disgusted or outraged at this kind of stuff, especially since, in blessed contrast to so many later games, it’s almost all described rather than illustrated. I do, however, find the entire aesthetic unfunny and boring, whether it’s found in Wasteland or Duke Nukem. In general, I just don’t find humor that’s based on transgression rather than wit to be all that humorous.

I am me, you are you, and mileages certainly vary. Still, even if we take it on its own terms it seems to me that there are other problems with the writing. As CRPG Addict Chester Bolingbroke has noted, Wasteland can’t be much bothered with consistency or coherency. The nuclear apocalypse that led to the situation your characters find themselves in is described as having taken place in 1998, only ten years on from the date of Wasteland‘s release. Yet when the writers find it convenient they litter the game with absurdly advanced technology, from human clones to telepathic mind links. And the tone of the writing veers about as well, perhaps as a result of the sheer number of designers who contributed to the game. Most of the time Wasteland is content with the comic ultra-violence of The Evil Dead, but occasionally it suddenly reaches toward a jarring epic profundity it hasn’t earned. The main storyline, which doesn’t kick in in earnest until about halfway through the game, is so silly and nonsensical that few of even the most hardcore Wasteland fans remember much about it, no matter how many times they’ve played through it.

Wasteland‘s ropey plotting may be ironic in light of Stackpole’s later career as a novelist, but it isn’t a fatal flaw in itself. Games are not the sum of their stories; many a great game has a poor or nonexistent story to tell. To whatever extent it’s a triumph, Wasteland must be a triumph of game design rather than writing, one last hurrah for Michael Stackpole the designer before Michael Stackpole the novelist took over. The story, like the stories in many or most allegedly story-driven games, is just an excuse to explore Wasteland‘s possibility space.

And that possibility space is a very impressive one, for reasons I’ve tried to explain already. Yet it’s also undone, at least a bit, by some practical implementation issues. St. Andre and Stackpole’s determination to make an elegant game design rather than an elegant program comes back to bite them here. The things going on behind the scenes in Wasteland are often kind of miraculous in the context of their time, but those things are hidden behind a clunky and inelegant interface. In my book, a truly great game should feel almost effortless to control, but Wasteland feels anything but. Virtually every task requires multiple keystrokes and the navigation of a labyrinth of menus. It’s a far cry from even the old-school simplicity of Ultima‘s alphabet soup of single-keystroke commands, much less the intuitive ease of Dungeon Master‘s mouse-driven interface.

Some of Wasteland‘s more pernicious playability issues perhaps stem from an overly literal translation of the tabletop experience to the computer.  The magnificent simplicity of the Mercenaries, Spies, and Private Eyes system is much more clunky and frustrating on the computer. As you explore the maps, you’re expected to guess where a skill and/or attribute might be of use, then to try manually invoking it. If you’re not constantly thinking on this level, and always aware of just what skills every member of your party has that might apply, it’s very easy to miss things. For example, the very first map you’re likely to visit contains a mysterious machine. You’re expected to not just dismiss that as scenery, or to assume it’s something you’ll learn more about later, but rather to use someone’s Intelligence to learn that it’s a water purifier you might be able to fix. Meanwhile other squares on other maps contain similar descriptions that are just scenery. In a tabletop game, where there is a constant active repartee between referee and players, where everything in the world can be fully “implemented” thanks to the referee’s imagination, and where every player controls just one character whom she knows intimately instead of a whole party of four, the Mercenaries, Spies, and Private Eyes system works a treat. In Wasteland, it can feel like a tedious, mechanistic process of trial and error.

Other parts of Wasteland are equally heroic but arguably misguided attempts to translate things that are simple and intuitive on the tabletop but extremely difficult on the computer to the digital realm at all costs, full speed ahead and damn the torpedoes. There is, for instance, a convoluted and confusing process for splitting your party into separate groups that can be on entirely separate maps at the same time. It’s impressive in its way, and gives Wasteland claim to yet another first in CRPG history to boot, but one has to question whether the time and effort put into it might have been better spent making a cleaner, more playable computer game. Ditto the parser-based conversation engine that occasionally pops up. An obvious attempt to bring the sort of free-form conversations that are possible with a human referee to the computer, in practice it’s just a tedious game of guess-the-word that makes it far too easy to miss stuff. While I applaud the effort St. Andre and Stackpole and their colleagues at Interplay made to bring more complexity to the CRPG, the fact remains that computer games are not tabletop games, and vice versa.

And then there’s the combat. The Bard’s Tale is still lurking down at the foundation of Wasteland‘s combat engine, but Interplay did take some steps to make it more interesting. Unlike in The Bard’s Tale, the position of your party and their enemies are tracked on a graphical map during combat. In addition to the old Bard’s Tale menu of actions — “attack,” “defend,” etc. — you can move around to find cover, or for that matter charge up to some baddies and stave their heads in with your crowbars in lieu of guns.

Yet somehow combat still isn’t much fun. This groundbreaking and much beloved post-apocalyptic CRPG also serves as an ironic argument for why the vast majority of CRPG designers and players still favor fantasy settings. Something that feels important, maybe even essential, feels lost without the ability to cast spells. Not only do you lose the thrill of seeing a magic-using character level up and trying out a new slate of spells, but you also lose the strategic dimension of managing your mana reserves, a huge part of the challenge of the likes of Wizardry and The Bard’s Tale. In theory, the acquiring of ever more powerful guns and the need to manage your ammunition stores in Wasteland ought to take the place of spells and the mana reserves needed to cast them, but in practice it doesn’t quite work out like that. New guns just aren’t as interesting as new spells, especially considering that there really aren’t all that many of the former to be found in Wasteland. And you’re never very far from a store selling bullets, and you can carry so many with you anyway that it’s almost a moot point.

Most of all, there’s just too much fighting. One place where St. Andre and Stackpole regrettably didn’t depart from CRPG tradition was in their fondness for the wandering monster. Much of Wasteland is a dull slog through endless low-stakes battles with “leather jerks” and “ozoners,” an experience sadly divorced from the game’s more interesting and innovative aspects but one that ends up being at least as time-consuming.

For all these reasons, then, I’m a bit less high on Wasteland than many others. It strikes me as more historically important than a timeless classic, more interesting than playable. There’s of course no shame in that. We need games that push the envelope, and that’s something that Wasteland most assuredly did. The immense nostalgic regard in which it’s still held today says much about how amazing its innovations really were back in 1988.

As the gap between that year of Wasteland‘s release and Fargo, Pavlish, and Stackpole’s December 1985 meeting will attest, this was a game that was in development an insanely long time by the standards of the 1980s. And as you have probably guessed, it was never intended to take anything like this long. Interplay first talked publicly about the Wasteland project as early as the Summer Consumer Electronics Show in June of 1986, giving the impression it might be available as early as that Christmas. Instead it took fully two more years.

Thanks to Wasteland‘s long gestation, 1987 proved a very quiet year for the usually prolific Interplay. While ports of older titles continued to appear, the company released not a single original new game that year. The Bard’s Tale III, turned over to Bill Heineman following Michael Cranford’s decision to return to university, went into development early in 1987, but like Wasteland its gestation would stretch well into 1988. (Stackpole, who was apparently starting to like this computer-game development stuff, wrote the storyline and the text for The Bard’s Tale III to accompany Heineman’s design.) Thankfully, the first two Bard’s Tale games were continuing to sell very well, making Interplay’s momentary lack of productivity less of a problem than it might otherwise have been.

Shortly before Wasteland‘s belated release, St. Andre, Stackpole, and Pavlish, along with a grab bag of the others who had worked with them, headed out to the Sonoran Desert for a photo shoot. Everyone scoured the oddities in the backs of their closets and the local leather shops for their costumes, and a professional makeup team was recruited to help turn them all into warriors straight out of Mad Max. Bill Heineman, an avid gun collector, provided much of the weaponry they carried. The final picture, featured on the inside cover of Wasteland‘s package, has since become far more iconic than the art that appeared on its front, a fitting tribute to this unique team and their unique vision.

Some of the Wasteland team. Ken St. Andre, Michael A. Stackpole, Bill Dugan, Nishan Hossepian, Chris Christensen, Alan Pavlish, Bruce Schlickbernd.

Some of the Wasteland team. From left: Ken St. Andre, Michael Stackpole, Bill Dugan, Nishan Hossepian, Chris Christensen, Alan Pavlish, Bruce Schlickbernd.

Both Wasteland and The Bard’s Tale III were finished almost simultaneously after many months of separate labor. When Fargo informed Electronic Arts of the good news, they insisted on shipping the two overdue games within two months of each other — May of 1988 in the case of Wasteland, July in that of The Bard’s Tale III — over his strident objections. He had good grounds for concern: these two big new CRPGs were bound to appeal largely to the same group of players, and could hardly help but cannibalize one another’s sales. To Interplay, this small company that had gone so long without any new product at all, the decision felt not just unwise but downright dangerous to their future.

Fargo had been growing increasingly unhappy with Electronic Arts, feeling Interplay just wasn’t earning enough from their development contracts for the hit games they had made for their publisher. Now this move was the last straw. Wasteland and The Bard’s Tale III would be the last games Interplay would publish through Electronic Arts, as Fargo decided to carry out an idea he’d been mulling over for some time: to turn Interplay into a full-fledged publisher as well as developer, with their own name — and only their own name — on their game boxes.

Following a pattern that was already all too typical, The Bard’s Tale III — the more traditional game, the less innovative, and the sequel — became by far the better selling of the pairing. Wasteland didn’t flop, but it didn’t become an out-and-out hit either. Doubtless for this reason, neither Interplay nor Electronic Arts were willing to invest in the extensive porting to other platforms that marked the Bard’s Tale games. After the original Apple II and Commodore 64 releases, the only Wasteland port was an MS-DOS version that appeared nine months later, in March of 1989. Programmed by Interplay’s Michael Quarles, it sports modestly improved graphics and an interface that makes halfhearted use of a mouse. While most original players of Wasteland knew it in its 8-bit incarnations, it’s this version that almost everyone who has played it in the years since knows, and for good reason: it’s a far less painful experience than the vintage 8-bit one of juggling disks and waiting, waiting, waiting for all of those painstakingly detailed maps to load and save.

Wasteland‘s place in history, and in the mind of Brian Fargo, would always loom larger than its sales figures might suggest. Unfortunately, his ability to build on its legacy was immediately hampered by the split with Electronic Arts: the terms of the two companies’ contract signed all rights to the  Wasteland name as well as The Bard’s Tale over to Interplay’s publisher. Thus both series, one potential and one very much ongoing, were abruptly stopped in their tracks. Electronic Arts toyed with making a Bard’s Tale IV on their own from time to time without ever seeing the idea all the way through. Oddly given the relative sales numbers, Electronic Arts did bring a sequel of sorts to Wasteland to fruition, although they didn’t go so far as to dare to put the Wasteland name on the box. Given the contents of said box, it’s not hard to guess why. Fountain of Dreams (1990) uses Michael Quarles’s MS-DOS Wasteland engine, but it’s a far less audacious affair. Slipped out with little fanfare — Electronic Arts could spot a turkey as well as anyone — it garnered poor reviews, sold poorly, and is unloved and largely forgotten today.

In the absence of rights to the Wasteland name, Fargo initially planned to leverage his development team and the tools and game engine they had spent so long creating to make more games in other settings that would play much like Wasteland but wouldn’t be actual sequels. The first of these was to have been called Meantime, and was to have been written and designed by Stackpole with the help of many of the usual Wasteland suspects. Its premise was at least as intriguing as Wasteland‘s: a game of time travel in which you’d get to meet (and sometimes battle) historical figures from Cyrano de Bergerac to P.T. Barnum, Albert Einstein to Amelia Earhart. At the Winter CES in January of 1989, Fargo said that Meantime would be out that summer: “I am personally testing the maps right now.” But it never appeared, thanks to a lot of design questions that were never quite solved and, most of all, thanks to the relentless march of technology. All of the Wasteland development tools ran on the Apple II and Commodore 64, platforms whose sales finally collapsed in 1989. Interplay tinkered with trying to move the tool chain to MS-DOS for several years, but the project finally expired from neglect. There just always seemed to be something more pressing to do.

Somewhat surprisingly given the enthusiasm with which they’d worked on Wasteland, neither St. Andre nor Stackpole remained for very long in the field of computer-game design. St. Andre returned to his librarian gig and his occasional sideline as a tabletop-RPG designer, not working on another computer game until recruited for Brian Fargo’s Wasteland 2 project many years later. Stackpole continued to take work from Interplay for the next few years, on Meantime and other projects, often working with his old Flying Buffalo and Wasteland colleague Liz Danforth. But his name too gradually disappeared from game credits in direct proportion to its appearance on the covers of more and more franchise novels. (His first such book, set in the universe of FASA’s BattleTech game, was published almost simultaneously with Wasteland and The Bard’s Tale III.)

Fargo himself never forgot the game that had always been first and foremost his own passion project. He would eventually revive it, first via the “spiritual sequels” Fallout (1997) and Fallout 2 (1998), then with the belated Kickstarter-funded sequel-in-name-as-well-as-spirit Wasteland 2 (2014).

But those are stories for much later times. Wasteland was destined to stand alone for many years. And yet it wouldn’t be the only lesson 1988 brought in the perils and possibilities of bringing tabletop rules to the computer. Another, much higher-profile tabletop adaptation, the result of a blockbuster licensing deal given to the most unexpected of developers, was still to come before the year was out. Next time we’ll begin to trace the story behind this third and final landmark CRPG of 1988, the biggest selling of the whole lot.

(Sources: PC Player of August 1989; Questbusters of July 1986, March 1988, April 1988, May 1988, July 1988, August 1988, October 1988, November 1988, January 1989, March 1989. On YouTube, Rebecca Heineman and Jennell Jaquays at the 2013 Portland Retro Gaming Expo; Matt Barton’s interview with Brian Fargo; Brian Fargo at Unity 2012. Other online sources include a Michael Stackpole article on RockPaperShotgun; Matt Barton’s interview with Rebecca Heineman on Gamasutra; GTW64’s page on Meantime.

Wasteland is available for purchase from GOG.com.)

Footnotes

Footnotes
1 Bill Heineman now lives as Rebecca Heineman. As per my usual editorial policy on these matters, I refer to her as “he” and by her original name only to avoid historical anachronisms and to stay true to the context of the times.
2 Paul Jaquays now lives as Jennell Jaquays.
3 Interestingly, Stackpole did have one connection to Interplay, through Bard’s Tale designer Michael Cranford. Cranford sent Flying Buffalo a Tunnels & Trolls solo adventure of his own devising around 1983. Stackpole thought it showed promise, but that it wasn’t quite there yet, so he sent it back with some suggestions for improvement and a promise to look at it again if Cranford followed through on them. But he never heard another word from him; presumably it was right about this time that Cranford got busy making The Bard’s Tale.
4 In what must be a record for footnotes of this type, I have to also note that Dan Bunten later became Danielle Bunten Berry, and lived until her death in 1998 under that name.
 
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Posted by on February 26, 2016 in Digital Antiquaria, Interactive Fiction

 

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Beyond Zork

Beyond Zork

For a company that’s long since gone down into history as the foremost proponent of the all-text adventure game, Infocom sure spent a lot of years fretting over graphics. As early as 1982, well before starting their iconic text-only advertising campaign, they entered into discussions with Mark Pelczarski of Penguin Software about a possible partnership that would have seen Antonio Antiochia, writer and illustrator of Penguin’s hit adventure Transylvania, drawing pictures for Infocom games using Penguin’s The Graphics Magician. When that combination of Penguin’s graphics technology with Infocom’s text-only Z-Machine was judged impractical, the all-text advertising campaign went forward, but still Infocom refused to rule out graphics internally. On the contrary, they used some of the revenue from 1983, their first really big year, to start a graphics research group of their own under the stewardship of Mike Berlyn. But that attempt at a cross-platform graphics system, a sort of Z-Machine for graphical games, petered out almost as quietly as the Penguin deal, resulting only in Berlyn’s unique but ultimately underwhelming computerized board game Fooblitzky. Specifying a single set of graphics capabilities achievable by all of the diverse computers on the market meant that those graphics had to be very primitive, and, thanks to the fact that they were running through an interpreter, slow to boot. In the end Fooblitzky made it only to the Apple II, the Atari 8-bits, and the PC clones, and even that was a struggle. Certainly trying to combine this already problematic system with the sort of adventure game that was Infocom’s bread and butter seemed hopeless. Thus the graphics group was quietly dispersed amid all the other downsizing of 1985. Strike two.

After completing Trinity in 1986, Brian Moriarty decided to see if he could make the third time the charm. The fundamental problem which had dogged Infocom’s efforts to date had been the big DEC PDP-10 that remained at the heart of their development system — the same big mainframe that, once lauded as the key to Infocom’s success, was now beginning to seem more and more like a millstone around their necks. Bitmap graphics on the DEC, while possible through the likes of a VT-125 terminal, were slow, awkward, and very limited, as Fooblitzky had demonstrated all too well. Worse, mixing conventional scrolling text, of the sort needed by an Infocom adventure game, with those graphics on the same screen was all but impossible. Moriarty therefore decided to approach the question from the other side. What graphic or graphic-like things could they accomplish on the PDP-10 without losing the ability to easily display text as well?

That turned out to be, if far from the state of the art, nevertheless more than one might expect, and also much more than was possible at the time that they’d first installed their PDP-10. DEC’s very popular new VT-220 line of text-oriented terminals couldn’t display bitmap graphics, but they could change the color of the screen background and individual characters at will, selecting from a modest palette of a dozen or so possibilities. Even better, they could download up to 96 graphics primitives into an alternate character set, allowing the drawing of simple lines, boxes, and frames, in color if one wished. By duplicating these primitives in the microcomputer interpreters, Infocom could duplicate what they saw on their DEC-connected dumb terminals on the computer monitors of their customers. Like much of the game that would gradually evolve from Moriarty’s thought experiment, this approach marked as much a glance backward as a step forward. Character graphics had been a feature of microcomputers from the beginning — in fact, they had been the only way to get graphics out of two of the Trinity of 1977, the Radio Shack TRS-80 and the Commodore PET — but had long since become passé on the micros in light of ever-improving bitmap-graphic capabilities. Once, at the height of their success and the arrogance it engendered, Infocom had declared publicly that they wouldn’t do graphics until they were confident that they could do them better than anyone else. But maybe such thinking was misguided. Given the commercial pressure they were now under, maybe primitive graphics were better than no graphics at all.

Thus color and character graphics became the centerpieces of a new version of the Z-Machine that Dave Lebling, Chris Reeve, and Tim Anderson, Infocom’s chief technical architects, began putting together for Moriarty’s “experimental” project. This version 5 of the Z-Machine, the last to be designed for Infocom’s PDP-10-based development system, gradually came to also sport a host of other new features, including limited mouse support, real-time support, and the ability, previously hacked rather rudely into the old version 3 Z-Machine for The Lurking Horror, to play sampled sound files. The most welcome feature of all was one of the least flashy: an undo command that could take back your last turn, even after dying. Game size was still capped at the 256 K of the version 4 Z-Machine, a concession to two 8-bitters that still made up a big chunk of Infocom’s sales, the Commodore 128 and the Apple II. For the first time, however, this version of the Z-Machine was designed to query the hardware on which it ran about its capabilities, degrading as gracefully as possible on platforms that couldn’t manage to provide its more advanced features. The graphically primitive Apple II, for instance, didn’t offer color and replaced the unique character-graphic glyphs with rough approximations in simple ASCII text, while both 8-bitters lacked the undo feature. Mouse input and sound were similarly only made available on machines that were up to it. Infocom took to calling the version 5 games, of which Moriarty’s nascent project would be the first, “XZIPs,” the “X” standing for “experimental.” (Even after Moriarty’s game was released and the format was obviously no longer so experimental, the name would stick.)

Moriarty's new interface running on an Amiga. Note the non-scrolling status window at top left that currently displays the room description, and the auto-map at top right. You can move around by clicking on the map.

Moriarty’s new interface running on an Amiga. Note the non-scrolling status window at top left that currently displays the room description, and the auto-map at top right. You can move around by clicking on the map as well as by typing the usual compass directions.

The interface gracefully (?) degraded on the Apple II.

The same interface gracefully (?) degraded on the Apple II.

Of course, it was still up to Moriarty to decide how to use the new toolkit. He asked himself, “What can I do within the constraints of our technology to make the adventuring experience a little easier?” He considered trying to do away with the parser entirely, but decided that that still wasn’t practical. Instead he designed an interface for what he liked to call “an illuminated text adventure.” Once again, in looking forward he found himself to a surprising extent looking back.

In watching myself play, I found the command I typed most was “look.” So I said this is silly, why can’t the room description always be visible? After all, that’s what Scott Adams did in his original twelve adventures, with a split-screen showing the room description, exits, and your inventory at the top, while you type in the bottom. So I said, let’s take a giant step backward. The screen is split in half in most versions. On the left side of the top half is a programmable window. It can contain either the room description or your inventory. So as you walk from room to room, instead of the description coming in-line with your commands, as it does now in our games, this window is updated. If you say, “inventory,” the window changes to show your possessions.

Another thing I liked about the old Scott Adams games was the list of room exits at the top of the screen. That’s a part of writing room descriptions that has always bugged me: we have to have at least one sentence telling where the exits are. That takes up a lot of space, and there are only so many interesting ways to do that. So I said, let’s have a list of exits at the top. Now, that’s not such a revolutionary idea. I thought of putting in a compass rose and all this other stuff, but finally I came up with an onscreen map that draws a typical Infocom map — little boxes with lines and arrows connecting them. The right side of the upper screen has a little graphics map that draws itself and updates as you walk around. It shows rooms as boxes and lines as their connections. If you open a door, a line appears to the next room. Dark rooms have question marks in them. The one you’re in is highlighted, while the others are outlined.

This onscreen map won’t replace the one you draw yourself, but it does make it much easier to draw. It won’t show rooms you haven’t been to yet, but shows exits of your current room and all the exits of the adjoining rooms that you’ve visited.

There’s even more to this re-imagining of the text adventure. On machines equipped with mice, it’s possible to move about the world by simply clicking on the auto-map; function keys are now programmable to become command shortcuts; colors can be customized to your liking; even objects in the game can be renamed if you don’t like the name they came with. And, aware that plenty of customers had a strong traditionalist streak, Moriarty also made it possible to cut the whole thing off at the knees and go back to a bog-standard text-adventure interface at any time by typing “mode” — although, with exits now absent from room descriptions, it might be a bit more confusing than usual to play that way.

Remapping the function keys.

Remapping the function keys, just one of many useful bells and whistles.

But really, it’s hard to imagine any but the most hardcore Luddites choosing to do so. The new interface is smart and playable and hugely convenient, enough to make you miss it as soon as you return to a more typical text adventure, to wish that it had made it into more than the single Infocom game that would ultimately feature it, and to wonder why more designers haven’t elected to build on it in the many years since Infocom’s demise. Infocom wrote about the new interface in their Status Line newsletter that, “never a company to jump into the marketplace with gaudy or ill-conceived bells and whistles, we have always sought to develop an intelligently measured style, like any evolving author would.” It does indeed feel like a natural, elegant evolution, and one designed by an experienced player rather than a marketeer.

With the new interface design and the technology that enabled it now well underway, Moriarty still needed an actual game to use it all. Here he made another bold step of the sort that was rapidly turning his erstwhile thought experiment into the most ambitious game in Infocom’s history. It began with another open-ended question: “What kind of game would go well with this interface?” He settled on another first for Infocom: still a text adventure, but a text adventure “with very strong role-playing elements,” in which you would have to create a character and then build up her stats whilst collecting equipment and fighting monsters.

I spent a lot of time playing fantasy games like Ultima and Wizardry and, one that I particularly liked a lot, Xyphus for the Macintosh. And I realized it was fun to be able to name your character and have all these attributes instead of having just one number — a score — that says how well you’re doing. I thought it would be nice to adopt some of the conventions from this kind of game, so you don’t have one score, you have six or seven: endurance, strength, compassion, armor class, and so on. Your job in the game is, very much like in role-playing games, to raise these statistics. And your character grows as you progress through the puzzles, some of which cannot be solved unless you’ve achieved certain statistics. You can somewhat control the types of statistics you “grow” in order to control the type of character you have.

Viewing the state of your character

Viewing the state of your character.

In conflating the CRPG with the text adventure, Moriarty was, yet again, looking backward as much as forward. In the earliest days of the entertainment-software industry, no distinction was made between adventure games and CRPGs — small wonder, as text adventures in the beginning were almost as intimately connected with the budding tabletop RPG scene as were CRPGs themselves. Will Crowther, creator of the original Adventure, was inspired to do so as much by his experience of playing Dungeons and Dragons as he was by that of spelunking in Kentucky’s Mammoth Cave. Dave Lebling was a similarly avid Dungeons and Dragons player at the time that he, along with three partners, created the original mainframe Zork, the progenitor of everything that would follow for Infocom. It was Lebling who inserted Dungeons and Dragons-style randomized combat into that game, which survived as the battles with a certain troll and thief that served as many players’ introductions to the perils of life in the Great Underground Empire in Zork I on microcomputers. About the same time, Donald Brown was creating Eamon, the world’s first publicly available text-adventure creation system that also happened to be the first publicly available CRPG-creation system. When Byte magazine made the theme of its December 1980 issue “Adventure,” no editorial distinction was made between games where you wandered around solving puzzles and those where you wandered around killing monsters. Years before Infocom would adopt the term “interactive fiction” as their preferred name for their creations, Lebling described Zork for that issue as a “computerized fantasy simulation,” a term which today smacks much more of the CRPG than the text adventure. In the same issue Jon Freeman, creator of Temple of Apshai and many of its sequels, spent quite some pages laboriously describing his approach to adventuring, which offered “character variation” that “affects the game in many ways.” He struggles, with mixed results, to clarify how this is markedly different from the approach of Zork and Scott Adams. In retrospect, it’s obvious: he’s simply describing the difference between a CRPG and a text adventure. Over time this difference became clearer, even intuitive, but for years to come the two forms would remain linked in gamers’ minds as representing separate sub-genres more so than categories onto themselves. “Adventure-game columnists” like Computer Gaming World‘s Scorpia, for instance, continued to cover both into the 1990s and beyond.

That’s by no means inexplicable. The two forms shared plenty in common, like a story, a love of fantasy settings, and the need to explore a computer-simulated world and (usually) to map it. The forms were also connected in being one-shot games, long experiences that you played through once and then put aside rather than shorter experiences that you might play again and again, as with most action and strategy games of the period. And then there was the simple fact that neither would likely have existed in anything like the form we know them if it hadn’t been for Dungeons and Dragons. Yet such similarities can blind us, as it did so many contemporary players, to some fairly glaring differences. We’ll soon be seeing some of the consequences of those differences play out in Moriarty’s hybrid.

By the time that Moriarty’s plans had reached this stage, it was the fall of 1986, and Infocom was busily lining up their biggest slate of new games ever for the following year. It had long since been decided that one of those games should bear the Zork name, the artistic fickleness that had led the Imps to reject Infocom’s most recognizable brand for years now seeming silly in the face of the company’s pressing need for hits. Steve Meretzky, who loved worldbuilding in general, also loved the lore of Zork to a degree not matched even by the series’s original creators. While working on Sorcerer, he had assembled a bible containing every scrap of information then “known” — more often than not in the form of off-hand asides delivered strictly for comedic effect — about the Flathead dynasty, the Great Underground Empire, and all the rest of it, attracting in the process a fair amount of ridicule from other Imps who thought he was taking it all far, far too seriously. (One shudders to think what they would say about The Zork Compendium.) Now Meretzky was more than eager to do the next Zork game. Whirling dervish of creativity that he was, he even had a plot outline to hand for a prequel, which would explain just how the Great Underground Empire got into the sorry state in which you first find it in Zork I. But there was a feeling among management that the long-awaited next Zork game ought to really pull out all the stops, ought to push Infocom’s technology just as far as it would go. That, of course, was exactly what Moriarty was already planning to do. His plan to add CRPG elements would make a fine fit with the fantasy milieu of Zork as well. Moriarty agreed to make his game a Zork, and Meretzky, always the good sport, gave Moriarty his bible and proceeded to take up Stationfall, another long-awaited sequel, instead.

It was decided to call the new Zork game Beyond Zork, a reference more to its new interface and many technical advancements than to the content of the game proper. Having agreed to make his game a Zork, Moriarty really made it a Zork, stuffing it with every piece of trivia he could find in Meretzky’s bible or anywhere else, whilst recreating many of the settings from the original Zork trilogy as well as the Enchanter trilogy. Beyond Zork thus proclaimed to the world something that had always been understood internally by Infocom: that the Enchanter trilogy in a different reality — a better reality according to marketing director Mike Dornbrook’s lights — could have just as easily shipped as Zork IV through VI. But Moriarty didn’t stop there. He also stuffed Beyond Zork with subtler callbacks to almost the entire Infocom catalog to date, like the platypus, horseshoe, and whistle from Wishbringer and the magical umbrella from Trinity. Mr. Prosser, Arthur Dent’s hapless nemesis from The Hitchhiker’s Guide to the Galaxy, shows up as the name of a spell, and Buck Palace, the statuesque B-movie star from Hollywood Hijinx, is the default name for your character if you don’t give him another. There are so many references that upon the game’s release Infocom sponsored a contest to see who could spot the most of them. Especially in retrospect, knowing as we do that we are now coming close to the end of the line for Infocom, all of the backward glances can take on an elegiac quality, can make Beyond Zork feel like something of a victory lap for an entire era of adventure gaming.

I’m less pleased with the actual plot premise of Beyond Zork, which, as unplanned sequels so often tend to do, rather clumsily undermines the message of its predecessor. Moriarty’s game builds on Spellbreaker, which saw you destroying magic in the name of saving the world. The ending of Spellbreaker:

You find yourself back in Belwit Square, all the Guildmasters and even Belboz crowding around you. "A new age begins today," says Belboz after hearing your story. "The age of magic is ended, as it must, for as magic can confer absolute power, so it can also produce absolute evil. We may defeat this evil when it appears, but if wizardry builds it anew, we can never ultimately win. The new world will be strange, but in time it will serve us better."

Strange as it may sound, I judge that jarring last sentence to be nothing less than Dave Lebling’s finest moment as a writer. It’s an ending that can be read to mean many things, from an allegory of growing up and leaving childish things behind to a narrative of human progress as a whole — the replacing of a “God of the gaps” with real knowledge, simultaneously empowering and depressing in the way it can leach the glorious mystery out of life.

But still more depressing is the way that Beyond Zork now comes along to muck it up. You play a novice enchanter (where have we heard that before?) who, even as the wise and powerful hero of Spellbreaker sets about destroying magic, is dispatched by the Guild to retrieve the “Coconut of Quendor” that can safeguard it for a return at some point in the future. Why couldn’t Moriarty just leave well enough alone, find some other premise for his game of generic fantasy adventure? About the best thing I can say about the plot is that you hardly know it’s there when you’re actually playing the game; until the last few turns Beyond Zork is largely a plot-free exercise in puzzles, self-improvement (in the form of easily quantifiable statistics and equipment), and monster bashing.

On those terms, Beyond Zork seems to acquit itself quite well in the early going. Brian Moriarty remains the most gifted prose stylist among the Imps, crafting elegant sentences that must make this game, if nothing else, among the best written generic fantasies ever. Zork always had a bipolar personality, sometimes indulging in unabashed comedy and at others evoking majestic, windy desolation. Perhaps surprisingly in that it comes from the author of the doom-laden Trinity, Beyond Zork leans more toward the former than the latter. But then anyone who’s played Wishbringer knows that Moriarty can do comedy — and the juxtaposition of comedy with darker elements — very well indeed. I particularly like the group of Implementors you meet; this sort of meta-comedy was rapidly becoming another Zork tradition, dating back to the appearance of the adventurer from the original trilogy in Enchanter or, depending on how you interpret the ending of Zork III, possibly even earlier. Moriarty lampoons the reputation the Imps had within Infocom, usually expressed jokingly but not always without an edgy undercurrent, of being the privileged kids who always got all the free lunches and other perks, not to mention the public recognition, while the rest of the company, who rightfully considered themselves also very important to Infocom’s success, toiled away neglected and anonymous.

Ethereal Plane Of Atrii, Above Fields
The thunderclouds are compressed into a flat optical plane, stretching away below your feet in every direction.

A group of Implementors is seated around a food-laden table, playing catch with a coconut.

One of the Implementors notices your arrival. "Company," he remarks with his mouth full.

A few of the others glance down at you.

>x coconut
It's hard to see what all the fuss is about.

A tall, bearded Implementor pitches the coconut across the table. "Isn't this the feeb who used the word 'child' a few moves ago?" he mutters, apparently referring to you. "Gimme another thunderbolt."

>get coconut
The Implementors won't let you near.

A cheerful-looking Implementor catches the coconut and glares down at you with silent contempt.

"Catch!" cries the cheerful-looking Implementor, lobbing the coconut high into the air.

"Got it." A loud-mouthed Implementor jumps out of his seat, steps backwards to grab the falling coconut... and plows directly into you.

Plop. The coconut skitters across the plane.

>get coconut
As you reach towards the coconut, a vortex of laughing darkness boils up from underfoot!

"More company," sighs the cheerful-looking Implementor.

You back away from the zone of darkness as it spreads across the Plane, reaching out with long black fingers, searching, searching...

Slurp! The coconut falls into the eye of the vortex and disappears, along with a stack of lunch meat and bits of cutlery from the Implementors' table. Then, with a final chortle, the vortex draws itself together, turns sideways and flickers out of existence.

"Ur-grue?" asks the only woman Implementor.

"Ur-grue," nods another.

>ask implementors about ur-grue
"I think I just heard something insignificant," remarks an Implementor.

"How dull," replies another, stifling a yawn.

"This is awkward," remarks a loudmouthed Implementor. "No telling what the ur-grue might do with the Coconut. He could crumble the foundations of reality. Plunge the world into a thousand years of darkness. We might even have to buy our own lunch!" The other Implementors gasp. "And it's all her fault," he adds, pointing at you with a drumstick.

"So," sighs another Implementor, toying with his sunglasses. "The Coconut is gone. Stolen. Any volunteers to get it back?"

One by one, the Implementors turn to look at you.

"I'd say it's unanimous," smiles the cheerful-looking Implementor.

A mild-mannered Implementor empties his goblet of nectar with a gulp. "Here," he says, holding it out for you. "Carry this. It'll keep the thunderbolts off your back."

>get goblet
The Implementor smiles kindly as you take the goblet. "And now you will excuse us. My fellow Implementors and I must prepare for something too awesome to reveal to one as insignificant as you."

At first, the CRPG elements seem to work better than one might expect. Randomized combat in particular has for many, many years had a checkered reputation among interactive-fiction fans. It’s very difficult to devise a model for combat in text adventures that makes the player feel involved and empowered rather than just being at the mercy of the game’s random-number generator. There weren’t many fans of the combat in Zork I even back in the day, prompting Infocom to abandon it in all of their future games; only the usually pointless “diagnose” command remained as a phantom limb to remind one of Zork‘s heritage in Dungeons and Dragons. Even Eamon as time went by moved further and further away from its original incarnation as a sort of text-only simulation of Dungeons and Dragons, its scenarios beginning to focus more on story, setting, and puzzles than killing monsters.

Battling a rat-ant (say, is that a Starcross reference?) in Beyond Zork.

Battling a rat-ant (say, is that a Starcross reference?) in Beyond Zork.

Beyond Zork doesn’t entirely solve any of the problems that led to those developments, but it does smartly make the process of preparing for the combats more compelling than the combats themselves can possibly be. As you explore the world and solve puzzles, you level up and improve your ability scores. Among other things, this lets you fight better. You can also sell treasure for money, a nice twist on the treasure-hunt model of old-school text adventuring, and use it to buy better weapons, armor, and magic items. As you improve yourself through these means and others, you find that you can challenge tougher monsters. Thus, while the combat is still not all that interesting in itself — it still comes down to the same old “monster hits you for X points of damage, you hit monster for Y points of damage,”  rinse and repeat until somebody is done for — the sudden ability to win a battle in which you previously didn’t have a chance can feel surprisingly rewarding. Many of the monsters take the place of locked doors in more conventional text adventures, keeping you out of places you aren’t yet ready for. It feels about as satisfying to defeat one of these as it does to finally come across the key for a particularly stubborn lock in another game. Indeed, I wish that Moriarty had placed the monsters more carefully in order to guide you through the game in the right order and keep you from locking yourself out of victory by doing the right things in the wrong order, as I’ll describe in more detail shortly.

It also helps that the combats are usually quite low-stakes. While undo is disabled in combat — how ironic that Infocom introduced undo in their first game ever with a good reason not to allow it! — it’s always obvious very quickly when you’re over-matched, and usually fairly trivial to back away and go explore somewhere else before you get killed. One other subtle touch, much appreciated by a big old softie like me who can even start to feel bad for the monsters he kills in Wizardry, is that you rarely actually kill anything in Beyond Zork. Monsters usually “retreat into the darkness” or something similar rather than expiring — or at least before expiring. While I suspect Moriarty did this more to avoid implementing dead monster bodies than to make a statement, I’ll take my instances of mercy wherever I can find them.

Beyond Zork blessedly doesn’t take itself all that seriously, whether as a CRPG or as anything else. Instead of the painfully earnest orcs and dragons that populate most CRPGs, Beyond Zork‘s monsters are almost uniformly ridiculous: Christmas tree monsters singing dreadful carols (anyone who’s ever visited a shopping mall on Black Friday can probably relate), cruel puppets who attack by mocking you (they “recite your nightly personal habits in excruciating detail” among other attacks), dust bunnies (got any lemony-fresh Pledge handy?). In a sense Beyond Zork is just another genre exercise for Infocom, albeit in a ludic rather than a literary genre this time, and as usual for them it can sometimes feel as much parody as homage. There are alternate, puzzlely solutions that can be used to defeat many monsters in lieu of brute strength, and usually in more entertaining fashion at that. In fact, in many cases cleverness is the only way forward. Vital clues to the various monsters’ weaknesses are found in the game’s version of Dungeons and Dragons‘s Monster Manual, the accompanying feelie “The Lore and Legends of Quendor”; if only other companies offered such entertaining and clever copy protection! And if fighting fair and square or puzzling your way around the monsters aren’t enough alternatives for you, you can just use your Wand of Annihilation or other magic. Not just monsters but also many other problems can similarly be defeated in various ways. Beyond Zork is surprisingly flexible.

But, sadly, it’s often dangerously flexible. Which brings us to the part of this article where I have to tell you why, despite its many innovations, despite Moriarty’s usual fine writing, and despite some fine puzzles, Beyond Zork in my opinion just doesn’t add up to all that great of a game.  I think I can best explain how things go wrong by dissecting one particularly dismaying sequence in some detail.

Fair warning: heavy spoilers begin here!

So, I come upon a mother and baby hungus — “part sheep, part hippopotamus,” as “The Legends and Lore of Quendor” helpfully tells us — caught in a bad situation.

Quicksand
A strip of dry path winds alongside a pool of quicksand. You see a baby hungus stuck into the wet, gritty surface.

A mother hungus is standing nearby, gazing anxiously at her baby.

Luckily, I happen to have found a Stave of Levitation. What I need to do seems pretty obvious.

>point stave at baby
The baby hungus bellows with surprise as he rises out of the quicksand! Sweat breaks out on your forehead as you guide the heavy burden over the mud and safely down to the ground.

[Your strength just went down.]

The ungainly creature nuzzles you with his muddy snout, and bats his eyelashes with joy and gratitude. Then he ambles away into the jungle to find his mother, pausing for a final bellow of farewell.

[Your compassion just went up.]

Heartwarming, isn’t it? But you know what’s less heartwarming? The fact that I’ve just locked myself out of victory, that’s what. I needed to do something else, which we’ll get to in a moment, before rescuing the little fellow. It will, needless to say, likely be a long, long time before I realize that, especially given that the game actually rewards me by increasing my Compassion score. (As for the Strength loss, never fear, I’ll recover that automatically in a few turns.) This is terrible design, of the sort I expect from early Sierra, not late Infocom. I wrote in an earlier article that “we should reserve a special layer of Hell for those designs whose dead ends feel not just like byproducts of their puzzles and other interactive possibilities but rather intentional traps.” See you down below, Beyond Zork.

Beyond Zork is absolutely riddled with these sorts of traps, forcing you to restart many, many times to get through it, wondering all the while whether you didn’t render this latest puzzle you’re wrestling with insoluble a long time ago by some innocent, apparently correct action like the one above. What makes this even more baffling is that in other ways Beyond Zork is presented as an emergent, replayable experience, the sort of game where you take your lumps and move on until you either win or lose rather than constantly restoring and/or restarting to optimize your play. Taking a cue from the roguelike genre, large chunks of Beyond Zork‘s geography are randomly generated anew every time you play, as are the placement of most magic items and their descriptions; that Stave of Levitation I just used may be a Stave of Annihilation in another playthrough, forcing me to make sure I make good use of the various shops’ ability to identify stuff for me. As the manual tells you, “No two games of Beyond Zork are exactly alike!” But what’s the point of that approach when most of those divergent games leave you fruitlessly wandering about, blocked at every turn, wondering where you went wrong? Even an infamously difficult roguelike like NetHack at least puts you out of your misery when you screw up. By the time you do figure out how to tiptoe through this minefield of dead ends, you’ve internalized the whole game to such an extent that the randomness is just a huge annoyance.

The deterministic text adventure and the emergent CRPG end up rubbing each other raw almost every time they touch. When you discover a cool new magic wand or spell, you’re afraid to use it to vanquish that pesky monster you’ve been struggling with for fear that you’ll need to use it to solve some deterministic puzzle somewhere else. Yes, resource management was always a huge part of old-school dungeon crawls like Wizardry and The Bard’s Tale — arguably the hugest part, given that their actual combat engines were often little more sophisticated than that of Beyond Zork — but there was always a clear distinction between things you might need to solve puzzles and things for managing combat. The lack of same here is devastating; the CRPG aspects are really hard to enjoy when you’re constantly terrified to actually use any of the neat equipment you collect.

And just as the text adventure undermines the CRPG, the CRPG also undermines the text adventure. Near the hungi — never fear, we’ll return to that problem shortly! — I find this, yet another callback to Spellbreaker:

>w
Idol
A stone idol, carved in the likeness of a giant crocodile, stands in a clearing.

You see a tear-shaped jewel in its gaping maw.

You see a tear-shaped jewel on the idol's maw.

>x idol
This monstrous idol is approximately the size and shape of a subway train, not counting the limbs and tail. The maw hangs wide open, its lower jaw touching the ground to form an inclined walkway lined with rows of stone teeth. A tear-shaped jewel adorns the idol's face, just below one eye.


>enter idol
You climb up into the idol's maw.

The stone jaw lurches underfoot, and you struggle to keep your balance. It's like standing on a seesaw.

>get jewel
The idol's maw tilts dangerously as you reach upward!
Slowly, slowly, you draw your hand away from the tear-shaped jewel, and the jaw settles back to the ground.

>u
You edge a bit further into the open maw.

Creak! The bottom of the jaw tilts backward, pitching you helplessly forward...

This sequence begins a veritable perfect storm of problems, starting with the text itself, which contradicts itself and thus makes it hard to figure out what the situation really is. Is the jewel in the idol’s maw, on the idol’s maw (the weird doubled text is present in the original), or stuck to the idol’s face? Or are there two jewels, one stuck on his face and one in (on?) his maw? I’m still not sure. But let’s continue a bit further.

>turn on lantern
Click. The lantern emits a brilliant glow.

Inside Idol
This long, low chamber is shaped much like the gizzard of a crocodile. Trickles of fetid moisture feed the moss crusting the walls and ceiling.

>squeeze moss
The moss seems soft and pliant.

The moss is “Moss of Mareilon.” As described in “The Lore and Legends of Quendor,” squeezing it as I’ve just done will lead to a dexterity increase a few turns from now. And so we come to one of the most subtly nasty bits in Beyond Zork. To fully explain, I need to back up just a little.

Earlier in the game, in a cellar, I needed to climb a “stairlike spiral” of crates to get something on top of them. Alas, I wasn’t up to it thanks to a low dexterity: “You teeter uncertainly on the lowest crates, lose your balance, and sprawl to the ground. Not very coordinated, are you?” Luckily, some Moss of Mareilon was growing right nearby; I could squeeze it to raise my dexterity enough to get the job done.

So, when I come to the idol, and find more Moss of Mareilon growing conveniently just inside it, that combined with the description of my somewhat clumsy effort to grab the jewel leads to a very natural thought: that I need to squeeze the moss inside the idol to increase my dexterity enough to grab the jewel. I do so, then use a handy magic item to teleport out, then do indeed try again to grab the jewel. But it doesn’t work; I still can’t retrieve the jewel, still get pitched down the idol’s throat every time. After struggling fruitlessly with this poorly described and poorly implemented puzzle — more on that in a moment — I finally start thinking that maybe it can’t be solved because I didn’t give my character enough dexterity at the very beginning of the game. This can actually happen; Beyond Zork is quite possibly the only text adventure ever written in which you can lock yourself out of victory before you even enter your first command. (“The attributes of the ‘default’ [pre-created] characters are all sufficient to complete the story,” says the manual, which at least lets you know some of what you’re in for if you decide to create your own.) So, I create a brand new character with very good dexterity, and spend an hour or so, cursing all of the randomizations all the while, to get back to the idol puzzle. But I still can’t fetch the diamond, not even after squeezing the moss.

It does seem that the game has, once again, actively chosen to mislead me and generally screw me over here. But, intentionality aside, a more subtle but more fundamental problem is the constant confusion between player skill, the focus of a text adventure, and character skill, the focus of a CRPG. Let me explain.

A text adventure is a much more embodied experience than a CRPG. There’s a real sense that it’s you — or, increasingly in later games, a character that you are inhabiting — whom you are guiding through the simulated world. Despite the name, meanwhile, a CRPG is a more removed experience. You play a sort of life coach guiding the development of one or more others. Put another way, one genre emphasizes player skill, the other character skill. Think about what you spend the most time doing in these games. The most common activity in a text adventure is puzzle-solving, the most common in a CRPG combat. The former relies entirely on the wit of the player; the latter, if it’s done well, will involve plenty of player strategy, but it’s also heavily dependent on the abilities of the characters you guide. After all, no amount of strategy is going to let you win Wizardry or The Bard’s Tale with a level 1 party. CRPGs are process-intense simulations to a greater degree than text adventures, which rely heavily on hand-crafted content, often — usually in these early years — in the form of puzzles of one stripe or another. This led Jon Freeman in his Byte article to call text adventures, admittedly rather reductively, not simulations or even games at all but elaborate puzzle boxes built out of smaller puzzles: “It can be quite challenging to find the right key, the right moment, and the right command to insert it in the right lock; but once you do, the door will open — always.” In a CRPG, on the other hand, opening that lock might depend on a random number and some combination of a character’s lock-picking ability, the availability of a Knock spell, and/or the quality of the lock picks in her pack. More likely, the locked door won’t be there at all, replaced with some monster to fight. Sure things aren’t quite so common.

Of course, these distinctions are hardly absolute. CRPGs, for example, contained occasional player-skill-reliant puzzles to break up their combat almost from the very beginning. Muddying up the player-skill/character-skill dichotomy too much or too thoughtlessly can, however, be very dangerous, as Beyond Zork has just so amply demonstrated. While one hardly need demand an absolutely pure approach, one does need to know where the boundaries lie, which problems you can solve by solving a puzzle for yourself and to which you need to apply some character ability or other. Those boundaries are never entirely clear in Beyond Zork, and the results can be pretty ugly.

All that said, I still haven’t actually solved the idol puzzle. I guessed quite quickly that the description of standing on the idol’s maw as “like standing on a seesaw” was a vital clue. The solution, then, might be to place a counterweight at the front of the maw to keep it from pitching up and pitching me in. Yet the whole thing is so sketchily described and implemented that I remain unsure what’s actually happening. If I start piling things up inside the maw, they do fall down into the idol’s stomach along with me when I reach for the jewel — apparently, anyway; they’re not described as falling with me, but they do show up in the stomach with me once I get there. But if those things fall through, why not the jewel? If it’s sitting on the idol’s tongue, it’s hard to imagine why it wouldn’t. Or is it actually stuck to the idol’s face, and the stuff about it being in the maw is all a big mistake? Yes, we’re back to that question again. It’s worth noting that the quicksand area and the hungi therein are similarly subtly bugged. If I rescue the baby before doing something with the mother, he’s described as “ambling away into the jungle to find his mother” even though she’s right there, and, since I’ve just hopelessly screwed up, will now remain there forevermore.

The solution to the idol puzzle is clued in “The Lore and Legends of Quendor.” A hungus, it says, “will instantly charge at anything that dares to threaten its kin.” I have to attack the baby hungus and make use of the mother’s rage before rescuing her son.

>attack baby
[with the battleaxe]
Your battleaxe misses the baby hungus. It's just beyond your reach.

A sound like a snorting bull turns your attention to the mother hungus. It looks as if she's about to attack!

The mother hungus charges you. Ooof!

[Your endurance just went down.]

The baby hungus bellows helplessly, and its mother responds.

>ne
The baby hungus bellows mournfully as you walk away.


Birdcries
The unnerving cries of exotic birds echo in the treetops.

>z
Time passes.

The mother hungus storms into view!

>s
Idol
A stone idol, carved in the likeness of a giant crocodile, stands in a clearing.

You see a tear-shaped jewel in its gaping maw.

You see a tear-shaped jewel on the idol's maw.

>z

Time passes.

The mother hungus storms into view!

[Your endurance is back to normal.]

>enter maw
You climb up into the idol's maw.

The stone jaw lurches underfoot, and you struggle to keep your balance. It's like standing on a seesaw.

The mother hungus clambers onto the bottom of the idol's maw, snorting with rage!

>get jewel
The idol's maw tilts dangerously as you reach upward, standing on tiptoe to grasp the sparkling treasure...

Got it! The jewel pops off the idol's face, slips from your grasp and rolls down to the mother hungus's feet, where she promptly eats it, turns and lumbers off the jaw.

Creak! The bottom of the jaw tilts backward, pitching you helplessly forward...

Getting the jewel out of the hungus is another puzzle, but a much better one, so I won’t spoil it here. (No, it doesn’t involve a laxative…)

Spoilers end.

The sequence I’ve just described is probably the ugliest in the game, but other parts suffer to a greater or lesser degree from many of the same problems. Many of the bugs and textual confusions can doubtless be laid at the feet of an overambitious release schedule, while some of the sketchy implementation is likely down to the space limitations of even the 256 K Z-Machine. In recent correspondence with another Infocom aficionado, we talked about how Trinity, another 256 K game, really doesn’t feel all that huge, how much of the extra space was used to offer depth in the form of a larger vocabulary, richer text, and more player possibility rather than breadth in the form of more rooms and puzzles. Beyond Zork, by contrast, does feel quite huge, marks the most overstuffed game that Infocom had yet released. Considering that it must also support a full-fledged, if simplistic, CRPG engine, depth was quite obviously sacrificed in places.

But Beyond Zork‘s most fundamental failing is that of just not knowing what it wants to be. In an effort to make a game that would be all things to all people, the guaranteed hit that Infocom so desperately needed, Moriarty forgot that sometimes a game designer needs to say, no, let’s save that idea for the next project. Cognitive dissonance besets Beyond Zork from every angle. The deterministic, puzzle-oriented text adventure cuts against the dynamic, emergent CRPG. The cavalcade of in-jokes and references to earlier games, catnip for the Infocom hardcore, cuts against appealing to a newer, possibly slightly younger demographic who are fonder of CRPGs than traditional text adventures. The friendly, approachable interface cuts against a design that’s brutally cruel — sometimes apparently deliberately so, sometimes one senses (and this is in its way more damning to Brian Moriarty as a designer) accidentally so. Beyond Zork stands as an object lesson in the perils of mixing ludic genres willy-nilly without carefully analyzing the consequences. I want it to work, love many of the ideas it tries to implement. But sadly, it just doesn’t. It’s a bit of a mess really, not just difficult, which is fine, but difficult in all the wrong, unfun ways. Spellbreaker is a perfect example of how to do a nails-hard text adventure right. Beyond Zork, its parallel in the Zorkian chronology, shows how to do it all wrong. I expect more from Infocom, as, based on Wishbringer and Trinity, I do from Brian Moriarty as well.

Despite receiving plenty of favorable reviews on the basis of its considerable surface appeal, Beyond Zork didn’t turn into the hit that Infocom needed it to become. Released in October of 1987, it sold a little over 45,000 copies. Those numbers were far better than those of any of the other Infocom games of 1987, proof that the Zork name did indeed still have some commercial pull, but paled beside the best sellers of previous years, which had routinely topped 100,000 copies. Enough, combined with the uptick in sales of their other games for the Christmas season, to nudge Infocom into the black for the last quarter of 1987, Beyond Zork wasn’t enough to reverse the long-term trends that were slowly strangling them. Moriarty himself left Infocom soon after finishing Beyond Zork, tempted away by Lucasfilm Games, whose own adventure-gaming star was rising as Infocom’s fell, and where he would at last be able to fulfill his ambition to dump the parser entirely. We’ll be catching up with him again over there in due time.

(Sources: As usual with my Infocom articles, much of this one is drawn from the full Get Lamp interview archives which Jason Scott so kindly shared with me. Other sources include the book Game Design Theory and Practice by Richard Rouse III; Byte of December 1980; Questbusters of August 1987 and January 1988; Commodore Magazine of March 1988.

Beyond Zork is available for purchase as part of The Zork Anthology on GOG.com.)

 
 

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

Amiga 1000

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

With praise like that, how could anything go wrong?

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

 
 

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Bookware’s Sunset

(I was never happy with this article in its original form, so I’ve added coverage of The Scoop to that of Breakers and moved it to here in the blog’s chronology, where I feel it makes a better fit. Don’t worry, Nate, I’ve preserved your comments. Patreon subscribers: you of course won’t be charged for this one.)

As we push now into 1986 in this blog’s chronology, we’re moving into an era of retrenchment but also of relative stability, as the battered survivors of the home-computer boom and bust come to realize that, if they’re unlikely (at least in the short term) to revolutionize mainstream art and entertainment in the way they had expected, home computers and the games a relatively small proportion of the population enjoy playing on them are also not going to go away. A modest but profitable computer-games industry still remained following the exit of the pundits, would-be visionaries, and venture capitalists, one that would neither grow nor shrink notably for the rest of the decade. No longer fixated on changing the world, developers — even the would-be rock stars at Electronic Arts — just focused on making fun games again for a core audience that loved Dungeons and Dragons, Star Wars and Star Trek, and ships and airplanes with lots of guns on them. While publishers would continue to take a chance on more outré titles than you might expect, much that didn’t fit with this core demographic that stuck with gaming after the hype died began now to get discarded.

Amongst the victims of this more conservative approach were bookware and the associated dreams for a new era of interactive popular fiction. Bookware had, to say the least, failed to live up to the hype; the number of commercially successful bookware titles from companies not named Infocom could be counted on one hand and likely still leave plenty of fingers free. Small wonder, as the games themselves were, if often audacious and interesting in conception, usually deeply flawed in execution, done in by a poor grasp of design fundamentals, poor parsers and game engines, rushed development, and an associated tendency to undervalue the importance of playtesting and polishing for any interactive work. One could say with no hyperbole whatsoever that Infocom was the only company of the 1980s that knew how to consistently put out playable, enjoyable, fair text adventures — meaning I’ve spent a great deal of time and energy in the years I’ve been writing this blog merely confirming this conventional wisdom, but so be it.

Thus bookware faded quietly away, done in both by gamers who were not terribly invested in games as literature and its own consistently inconsistent  quality control. Whether better works could have brought the former around, or found a new audience entirely, remains a somewhat open question. But as it was, one by one the bookware lines came to an end. Bantam’s Living Literature line stopped after just two titles; the Mindscape/Angelsoft line made it all the way to eight; other publishers like Activision, Epyx, and Electronic Arts abandoned the genre after one or two experiments failed to bear commercial fruit. And the most notable of all the bookware lines and certainly the ones we’ve spent the most time with, the Brøderbund/Synapse Electronic Novels and the Telarium games, were also not long for this world.

Breakers

Breakers, written by a friend of the Synapse boys named Rod Smith, was the fourth and last of the Electronic Novels to be released. It’s also the largest, most complex, and most difficult — albeit mostly not in a good way. Breakers places you aboard a ramshackle space station in orbit around a planet called, I kid you not, Borg, proof that there’s a limited supply of foreboding names in the universe. It’s somewhat unusual as both science fiction and interactive fiction in being told from the point of view of an alien who’s not just your typical Star Trek-style human with different skin pigmentation or unusually formed ears. The Lau, the race to which you belong, are residents of Borg whose culture is mystical rather than technological, who communicate via telepathy. They’re now being punished for their disinterest in warfare by being rounded up and sold off as exotic slaves to customers all over the galaxy by many of the unsavory characters who inhabit the station. Meanwhile a cosmic apocalypse is in the offing which only the Lau can prevent by assembling four elements and performing a ritual. By happenstance, you’ve ended up loose on the station. You must assemble the elements to save your race and avert the catastrophe; even a text adventure that fancies itself an electronic novel often winds up a treasure hunt.

That said, the Electronic Novels seldom lacked for literary ambition, and Breakers is no exception. Smith does a pretty good job of showing the crazy cast-offs, pirates, and rogues — some with the proverbial hearts of gold, most responding to overtures only with laser blasts — from the standpoint of an apparently asexual and very alien alien. If not quite up to the standard of Lynnea Glasser’s recent, lovely interactive fiction Coloratura, it is interesting to view Breakers‘s stock-science-fiction tropes from this other, exotic point of view. The opening scene in a seedy bar filled with thumping music and humans and aliens of every description is unexpectedly compelling when viewed from the perspective of this protagonist despite being thoroughly derivative of a certain 1977 blockbuster.

All sorts of issues of technology and fundamental design, however, cut against the prospect of enjoying this world. The opening section of the game, inside that seedy bar, is so baffling that a magazine like Questbusters, one of the few with enough remaining interest in the Electronic Novel line to write about Breakers at all, dispensed with any semblance of graduated hints and just printed a walkthrough of the opening sequence — one that, tellingly, appears to rely on a bug, or at least a complete plotting non sequitur, to see it through. Smith had wanted to make Breakers rely heavily upon character interaction, a noble if daunting goal. In practice and in light of the problematic Synapse parser, however, that just leads to a series of impossible dialog puzzles that require you to say the exact right sequence of things to get anywhere. While the plot is unusually intricate, it’s essentially — if as-advertised in light of the “Electronic Novel” label — a novel’s plot, a series of linear hoops that require you to just slavishly recreate a series of dramatic beats, even when doing so requires that you deliberately get yourself captured and beat up. But, unlike in most linear games, you never know what the game expects next from you, leading to an infuriating exercise not so much in saving Borg as in figuring out what Smith wants to have happen next and how you can force it to take place.

Breakers was released by Brøderbund in a much smaller, much less lavish package than its predecessor, complete with cheesy art that looked cut out of an Ed Wood production. The Synapse name, which studio Brøderbund was now in the process of winding down as an altogether disappointing acquisition, is entirely absent from the package, as is even the old “Electronic Novel” franchise name, although it remains all over the manual from which it would presumably have been harder to excise. The game is now just a “text adventure” again, a circle closed in ironic and very telling fashion.

So, Breakers would mark the end of the line for this interesting but frustrating collection. Reports from former Synapse insiders have it that a fifth Electronic Novel, a samurai adventure called Ronin, was effectively complete by the end of 1986. But it was never released. Two more with the intriguing titles of Deadly Summer and House of Changes also had at least some work done on them before Brøderbund pulled the plug on the whole affair. My inner idealist wishes he’d had a chance to play these games; my inner cynic knows they’d likely have been undone by the same litany of flaws that make all of the released Electronic Novels after Mindwheel disappointing to one degree or another.

The only extant image I know of of The Scoop in its original planned Telarium incarnation.

The only extant image I know of The Scoop in its original Telarium incarnation.

The final game in Spinnaker’s Telarium line, The Scoop, stands along with Shadowkeep as one of the two oddballs of that bunch. Its choice of source material alone is a rather strange one. As you can see from the box image above, Telarium did their best to portray The Scoop as a product of Agatha Christie. However, the original The Scoop isn’t actually an Agatha Christie novel. It’s rather an artifact of the Detection Club, a sort of casual social club of cozy mystery writers that still persists to this day. Six writers — Christie, Dorothy L. Sayers, E.C. Bentley, Anthony Berkeley, Freeman Wills Crofts, and Clemence Dane — passed the manuscript in progress among themselves by post. It came to each twice, whereupon he or she added a chapter to the unfolding story and sent it on to another. Later each read their chapters live on BBC Radio, the organization that had commissioned the whole project in the first place. The installments also appeared in the BBC’s magazine, The Listener, before being eventually published in book form. Interesting as it is as an early experiment in collaborative narrative, the final product reads pretty much exactly like the patchwork creation it is, with a plot that zigs and zags in wildly divergent directions according to each writer’s whim. It’s remained only sporadically in print since its original publication in 1931, a curious piece of ephemera for hardcore Christie fans and aficionados of golden-age mystery.

The Scoop

The game engine of Telarium’s version of The Scoop makes it stand out from its peers as much as its unusually obscure literary inspiration. Like Shadowkeep, The Scoop was developed by an outside developer rather than in-house, and thus doesn’t use the SAL engine that powers most of the other games. Said developer was Dale Disharoon, Inc., a tiny collective founded by the eponymous former grade-school teacher in 1983 to produce more polished versions of the educational software he had started writing for his class a couple of years earlier. Disharoon enjoyed a close relationship with Spinnaker for quite some time, one that led most notably to the gentle adventures Below the Root (1984) and Alice in Wonderland (1985). Both were largely designed and programmed by Disharoon himself and published through Windham Classics, Spinnaker’s other bookware label for children’s literature adaptations targeting a slightly younger age group than the Telarium games. Thus it must have seemed a good idea to give him a crack at making The Scoop using a superficially similar engine to the one behind Below the Root and Alice, which replaced the SAL parser with a menu-driven command system. Busy with other projects, Disharoon turned The Scoop over to writer and designer Jonathan Merritt, programmer Vince Mills, and artist Bill Groetzinger. To give them extra space to play, Spinnaker agreed to leave behind the lucrative Commodore 64 platform and release The Scoop only for machines with at least 128 K.

Alas, though, the idea sounded a lot better than it would end up playing. The mid-1980s were an era marked by widespread interface experimentation in adventure-game design, as developers tried to figure out what the logical successor to the parser should be. To its credit, The Scoop doesn’t really feel, as do many of its contemporary peers, like a traditional text adventure with a menu system grafted on. It actually sports a pretty good interface, with a reasonable selection of verbs always easily accessible at the tap of a space bar. Unfortunately, the game to which it’s grafted is just kind of baffling, and not in a good way. This is one of only two Telarium games that settles for simply recreating its source material’s plot, rather than finding some way to do an end run around the problem of player advance knowledge like most of its peers. Perhaps the developers figured its source material was obscure enough that few players would be familiar with it anyway. And indeed, in the end it doesn’t much matter; I dutifully read the novel to prepare myself for the game, and I still didn’t get much of anywhere with the latter. For one thing, the rather thin plot of the novel has been greatly expanded, with lots of new characters and evidence and several new sub-plots, although the big picture at the end is the same. But that wasn’t the real source of my frustrations.

You see, an expanded plot would have been welcome if the game was actually fun, but it really isn’t. This is one of those mystery games that hinges on timing. A cast of literally dozens wanders all over an expansive map of London and nearby environs over the five days or so that the game gives you to solve it. You have to dog each and every one of them relentlessly, eavesdropping on conversations and searching every locale as soon as they leave it, to get anywhere. Once you’ve collected all the individual jigsaw pieces, you can presumably restart one last time and unspool “The Mystery of the Mindreading Detective.” I don’t mind this sort of thing in some other games, but here there’s some secret sauce missing. All of the waiting around and the fiddly searching is just tedious, the writing flat and the characters bland. And the feedback loop is badly untethered at one end. You never really know where you stand with the game, never know if it knows you know what you think you know — a problem that’s admittedly all too common in ludic mysteries. Nor is it clear what you’re supposed to do to tell the game about it once you think you’ve solved the case. With little idea of whether what I was doing and learning meant anything or not, with the constant well-justified paranoia that I was missing something important somewhere else, I spent my time in The Scoop in a discombobulated haze. Finally I just gave up.

Which as it happens is exactly what Spinnaker was doing with the Telarium line in 1986. By that year the company was in serious trouble, having bet big like so many others on a home-computer revolution that never quite arrived and lost badly. Spinnaker had had a negative bank balance for the last two years, and one of its co-founders, Bill Bowman, had already bailed, leaving C. David Seuss struggling to make payroll by exercising stock options. The company was, as Seuss puts it, “flat broke.” Then, looking around the market, Seuss spotted what he calls a “point of discontinuity”: a new generation of IBM PC clones like the Tandy 1000 that were for the first time packaged and priced to be attractive to buyers outside corporate America. With little else going for Spinnaker, Seuss elected to “bet the company” on that emerging market. Managing to pull together some capital by calling on Harvard University connections, he applied Spinnaker’s remaining staff to creating a new line of home-office and small-business productivity software. Spinnaker 2.0 would be, like Activision 2.0, a shadow of its old self for some time, but sales would eventually rebound from a low of $8 million in 1987 to $65 million in 1994, the year Seuss sold the company to The Learning Company.

The Telarium and Windham Classics lines were among the inevitable casualties of Seuss’s new strategy. They were quietly cancelled, the remaining stock sold off at fire-sale prices. The Scoop was already complete, with packaging created and promotion efforts already begun, when the fateful decision came down. It was thus never actually released… until, that is, 1989, when a somewhat rejuvenated Spinnaker decided to give it a go after all under their own imprint for the Apple II and MS-DOS (a Commodore 128 version that had been announced back in 1986 never did arrive). A less than spectacular game now three years behind the times in the graphics and interface departments, The Scoop attracted little notice and quickly fell out of print again, the last gasp of this line of often botched but frequently fascinating games. Ah, well… the anticlimax that was The Scoop‘s belated release does at least let us reassure ourselves that it wasn’t a cancelled masterpiece. We don’t know for sure, on the other hand, what would have come from other ongoing or proposed Telarium projects based on novels by Robert A. Heinlein, Philip Jose Farmer, and Harry Harrison — although, as with the Synapse games, it seems unrealistic to imagine that they wouldn’t have suffered from Telarium’s usual litany of problems.

The fate of completed titles like The Scoop and Ronin, which their publishers judged not capable of recouping the additional expense of actually releasing them, tells you just about all you need to know about the commercial state of bookware by 1986. And it only takes a good look at Breakers and The Scoop to understand much about the fundamental issues of design and technology that plagued the vast majority of the bookware releases. They serve as good examples of a format that went out much like it came in, full of big notions but also a bit half-baked. In the interest of history if nothing else, feel free to download The Scoop and Breakers and give them a try. The former is in the Apple II version; the latter in the MS-DOS version, and includes a DOSBox configuration that should work very well.

(My thanks go to C. David Seuss for sharing memories and documents relating to Spinnaker’s history. Dale Desharone, né Dale Disharoon, died in 2008. He was interviewed by Hardcore Gaming 101 shortly before his passing. A much older profile can be found in the November 1983 Compute!’s Gazette.)

 
 

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