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Access Software

Bruce and Roger Carver, 1985

Bruce and Roger Carver, 1985

The canon of Access Software is crazily varied in light of its relatively modest size. It begins with a utility and then proceeds through a series of frenetic action games of sometimes questionable taste, only to do an abrupt about-face and embrace that most staid of sports, golf. That long line of simulations is then joined by a series of gloriously cheesy full-motion-video adventure games. The variety is even more remarkable when you consider that the output of this modest company is largely derived from the minds of just three men: brothers Bruce and Roger Carver and one Chris Jones, instantly recognizable to adventure-game fans as the trench-coated future-noir detective Tex Murphy. The Access story begins in 1982, long before the technology that enabled Tex was more than a dream, when Bruce Carver took home one of the first Commodore 64s to be sold in Salt Lake City.

Bruce was hardly your stereotypical computer whiz kid. Reared in the conservative bosom of Mormonism, he was a settled 34-year-old family man, more than ten years into a career in industrial engineering, when he bought his 64. He’d been introduced to programming some fifteen years earlier at university, then gotten a baptism by fire in his first job after, in the San Francisco offices of the Pacific Fruit Express Company.

They had a computer that no one knew how to work. One day the boss dropped a pile of manuals on my desk and, “Learn how to work this thing — I see you’ve taken Fortran in college.”

I dug through the books until I figured out how it worked and programmed a lot of it myself. By that time, I was working in machine language, something I had never done before — I was used to working with high-level languages. At that point, I fell in love with computers.

After “talking his wife into” the idea years later, he bought a Commodore 64 system from Steve Witzel, owner of a local store called Computers Plus. Bruce found the 64 captivating, rediscovering a passion for hacking that had been lying dormant all these years. Soon he was devoting all the time he could spare to figuring out how the little machine in his basement worked.

That could be a more difficult proposition than you might think. In years to come the 64 would see its humble innards plumbed and charted and exploited to a degree matched by few other platforms in computing history. Those first machines, however, preceded the foundation for most of the vast literature to follow, Commodore’s official Programmer’s Reference Guide, by almost a year. The only source early buyers had for understanding the machine was the sketchy outline provided in the manual in the form of yet another BASIC programming primer. And the 64 was an unusually inscrutable machine at that. Its BASIC was of little use for divining or exploiting the 64’s true capabilities, given that it was the exact same BASIC that Jack Tramiel had purchased from Bill Gates for the Commodore PET back in 1977. It thus lacked any support whatsoever for most of what made the 64 special, like colors and sprites and the SID sound chip. The only way to access these capabilities in BASIC was to POKE values into memory locations and to PEEK at others to see what was inside. Problem was, you had to know what these memory locations were in the first place, for which the manual was of only limited help at best. And so thousands of early adopters like Bruce Carver set out to divine them for themselves, to construct a map of the machine and its capabilities, by methodically POKEing each of the 65,535 addresses and seeing what happened. It was madness, but it was a delightful sort of madness for the right sort of mind.

Bruce’s personal obsession became the 64’s sprite system, particularly a little-understood, semi-mythical something called a “multicolor” sprite that was mentioned in passing in two tables inside the manual but otherwise went completely unremarked. As I wrote in an earlier article about the 64’s technical capabilities, and as Bruce now discovered after a “long systematic search” just to find the video chip, a multicolored sprite let you use up to three colors rather than just one to construct it, at the expense of half the object’s horizontal detail. Bruce’s discoveries led to his first real Commodore 64 project, an editor which let him design single- or multicolor sprites interactively, then save them in a format easy to incorporate into either BASIC or assembly-language. He took it to Computers Plus to show Witzel, who told him that, if he applied just a bit more polish and wrote a manual for it, he’d have a perfectly salable product. This encouragement led to the founding of Access Software just four feverish months after Bruce had first set up his Commodore 64. Witzel, who would become a lifelong friend, knew very well how software distribution and sales worked, and was thus able to help Bruce get a foot in the door of the software industry.

The box art for Spritemaster 64, Access Software’s very first product, featured Bruce Carver and his children.

Spritemaster Spritemaster

Both Access’s first product and the first 64 product of its type, Spritemaster proved to be quite successful. It also led to an unexpected windfall of another sort. Bruce:

In December of 1982, I decided to attend a small Commodore dealer show in San Francisco. It was the perfect stage to introduce my new program to the public. The Commodore representative who was running the show came over and asked me if that was multicolored sprites I was displaying on the screen. I replied, yes, it was. He was so impressed with my work that he offered me a Xerox of a Commodore folder containing 64 technical information. He also warned me not to tell anyone else that I had it. So I returned home with a valuable prize that would save me many long hours of playing around with the computer.

Neutral Zone

The first Access game, Neutral Zone, arose directly out of Bruce’s latest technical explorations. It placed the player in charge of a missile battery defending a space station from hordes of aliens. The big gimmick was the way that the player could pan her weapon — and with it the screen — horizontally through a full 360 degrees to target aliens who flew in from everywhere. This was accomplished by taking advantage of scrolling registers that were not even hinted at by the Commodore 64’s manual and whose existence was thus completely unknown to most programmers. Aided by that precious notebook, Bruce was developing a reputation as one of the machine’s programming gurus. While he himself would later admit that Neutral Zone “isn’t a terrific game,” it was one hell of a technical tour de force for early 1983. At another trade show, this time in Florida, the same Commodore representative approached Bruce again to praise it, apparently without recognizing the fellow for whom his own help had been so instrumental.

Neutral Zone did well enough that Bruce decided to quit his day job at Redd Engineering, managing the neat trick of convincing some of Redd’s owners to invest in Access in the process; he would soon set up Access’s first office on the top floor of Redd’s own building. At this point Chris Jones enters the stage, in the uniform not of a roguish detective but rather a mild-mannered accountant — specifically, the Redd Engineering colleague Bruce had hired to do Access’s taxes. In the midst of that, Chris became entranced with the work Bruce was doing. Never of a technical bent himself, Chris was full of creative ideas for the application of Bruce’s ever-growing mastery of Commodore 64 graphics and sound. The two now agreed to do a game together, the first “real game” from Access that had been “planned in depth ahead of time, before any programming.”

Beach-Head Beach-Head

Beach-Head was inspired by the pair’s love for old World War II movies of the gung-ho John Wayne stripe. It charges you with recapturing an island that has been occupied by an enemy known only as “the Dictator.” Doing so requires the successful completion of no less than five individual action games. You must guide the invasion fleet toward the island whilst avoiding mines and torpedo attacks; fend off an enemy air attack on your fleet, followed by a surface attack; and finally storm the beaches and complete the final assault on the island’s central fortress. While hardly a cerebral exercise, it’s interesting for the amount of narrative it grafts onto its action-game template, and for being more sophisticated in some ways than you might expect. Far from being just five separate games packaged together, actions and, most importantly, casualties sustained in earlier phases actually affect later ones, leaving you with a tidy, unique little story at the end about your invasion (or invasion attempt).

Geoff Brown

Geoff Brown

Soon after Beach-Head‘s late 1983 American release, opportunity walked through the door in the form of the slick and stylish Englishman Geoff Brown, a former rock musician who owned and ran a major British software distributor called Centresoft. (In an interesting coincidence, “Center Soft” was one of the names Bruce had rejected for what became Access Software.) Brown now had the idea of starting his own software line called U.S. Gold, which would, as the name would imply, license the best games from the United States, repackage them for Europe — which would generally involve adapting them to work on cassette — and promote the living hell out of them; if there was one thing Brown was good at, it was promotion. For American publishers, U.S. Gold would be a cheap, painless way to maximize their markets, while for Geoff Brown it would turn into gold of another stripe; he would soon be driving one of only twenty Ferrari Testarossas on the roads of Britain. U.S. Gold’s client list would soon include a major swathe of the American games industry: Adventure International, Microprose, Epyx, Datasoft, SSI, Accolade, Sierra On-Line. Within a year they would own 25 percent of the British games industry, while Brown collected plenty of hate from domestic publishers for his blunt claim that American software was just better than European software as well as for an advertising budget that ran to five times the size of his nearest competitor. Yet it all started when Brown convinced Bruce Carver and his tiny company Access to let him bring Beach-Head to Europe as the very first U.S. Gold game.

Beach-Head was a perfect template for Brown’s vision for U.S. Gold: flashy, fast-paced, not very dependent on text, and thanks to its modular design very playable off cassette. “I couldn’t believe how fantastic it looked, with smooth animation and very realistic graphics,” Brown would later say. “The gameplay was like nothing I had ever seen in the UK, streets ahead of the competing UK product.” With Brown’s promotional savvy behind it, it became huge in Europe, selling in the vicinity of 150,000 units in its first year there and making of Bruce Carver a programming hero for countless European kids. Brown claims that it prompted home-grown British developers to “scrap everything they were working on” and start over to try to reach the bar set by Beach-Head. He also claims today that he shipped 1 million copies of Beach-Head through U.S. Gold, but it should be said that he is a bit prone to hyperbole and this number sounds extreme. Regardless, the game went on to become not just the most successful by far of Access’s early efforts but one of the seminal Commodore 64 titles, one that absolutely every kid with a 64 knew, owned, and played, whether legally or (as was much more the norm) illegally acquired.

Raid Over Moscow Raid Over Moscow

Bruce came up with the title of Access’s next game, Raid Over Moscow, whilst driving home from the Winter Consumer Electronics Show in January of 1984 with some friends. The game, another multi-stage “arcade adventure,” was designed around the name. But this time Bruce and Chris walked, by their account naively, into controversy. In place of the abstractly fictional Dictator of Beach-Head, Raid Over Moscow posits a sneak nuclear attack by the very real Soviet Union, which you must defend against using an SDI-like system. It climaxes with the eponymous assault on Moscow itself; if you succeed here you leave behind a smoking nuclear crater. In questionable taste though it was, the game attracted little concern in the United States, where its jingoism felt sadly in step with those times when Ronald Reagan’s “Evil Empire” rhetoric was reaching a peak, the real SDI program was all over the news, and the superpowers were closer to the brink of nuclear war than they had been since the Cuban Missile Crisis.

In Europe, much closer to Moscow and much more aware of the horrors of war thanks to recent history, it was a different story: Raid Over Moscow caused the proverbial shitstorm upon its release through U.S. Gold. The magazine letter pages in Britain erupted with condemnations: “nuclear war is not a subject for fantasy”; “another sick episode of this American hang-up with the people of Russia”; “provocative, insulting, and harmful”; “a nasty little number”; “vicious propaganda”; “a load of American rubbish.” Others were equally strident in declaring Raid Over Moscow harmless, “just a game,” as the controversy spread from gaming circles to television newscasts, radio shows, and of course the always overheated London tabloids. In France and West Germany the game was released as simply Raid!!!, but that didn’t help in the latter country, whose government promptly banned it — and Beach-Head for good measure — from being advertised, sold to minors at all, or even displayed on store shelves. But the most extreme reaction of all happened in Finland, where the controversy made it to the halls of Parliament and prompted an official protest from the Soviet Union to the Finnish Foreign Ministry, calling the game “military propaganda” amongst other choice epithets. Naturally, Raid Over Moscow spent the several months that followed as the top-selling Commodore 64 game in Finland.

Even as he publicly dismissed the controversy by taking the “just a game” angle, Geoff Brown rubbed his hands in glee in deference to the old maxim that no press is bad press. Bruce Carver and Chris Jones, who whatever their personal politics did seem genuinely bewildered and at least somewhat bothered by it all, later claimed that Brown deliberately sparked the flames by contacting known “hawks” and “doves” in London political circles to tell them about the game and get them squawking at each other before it even came out. Later Brown supposedly stoked them by paying people to picket the Soviet Embassy in Raid Over Moscow tee-shirts, until Bruce finally told him to please just cool it.

Meanwhile back in Nevada, the last piece of the Access puzzle had fallen into place in the form of Bruce’s younger brother Roger, who had spent the last nine years in the Navy programming mainframe-based flight simulators. Intrigued by his brother’s programming exploits, he bought a Commodore 64 of his own, and quickly made a poker game that was quite playable. Impressed, Bruce convinced Roger not to reenlist but rather to come work with him instead in June of 1984; by this time Access was turning at last into a real company, with real offices and real employees. The two brothers worked along with Chris Jones on the inevitable Beach-Head II: The Dictator Strikes Back, yet another episodic military action game but one which did stretch the formula considerably by making it possible for two players to play against each other, one in the role of the Dictator and the other in that of the hero.

Beach-Head II Beach-Head II

Beach-Head II‘s other obvious innovation marked the onset of another of the Carvers’ longstanding technical obsessions. Inspired by the digitized speech snippet in Epyx’s Impossible Mission, they started looking for a way to incorporate speech into their own game. They caught up with Doug Mosser, whose company Electronic Speech Systems had been responsible for that snippet, at the January 1985 CES. Together the two companies were able to shoehorn quite a variety of spoken exclamations — all performed by Access’s package artist, Doug Vandergrift — into Beach-Head II, no mean feat given the limited speed and memory of the Commodore 64; just playing back one of these samples required about half of the 6502 CPU’s cycles, leaving precious little for everything else going on. While they didn’t come up with anything quite as indelible as Impossible Mission‘s “Stay a while! Stay forever!,” wounded soldiers in Beach-Head II scream for a “Medic!”; hostages whine, “Hey, don’t shoot me!”; the Dictator himself cackles and issues appropriate Evil Mastermindish threats. The Carvers would continue to relentlessly push the (often rudimentary) sound capabilities of the computers on which they worked, culminating in a patented system, which they dubbed RealSound, for getting, well, real sound and speech out of the IBM PC’s primitive bleeper of a speaker. It would be licensed to a number of other companies, until the arrival of ubiquitous sound cards made it moot.

Beach-Head II foreshadowed Access’s future in still another way. The opening sequence sees your forces parachuting into the Dictator’s stronghold from helicopters, then mounting an initial assault on the defensive perimeter. Trying to make the soldiers’ movements as realistic as possible, the three Access principals went out to a local park and filmed themselves running and scaling walls on a new video camera Roger had recently acquired. They then traced still frames of their figures to make the sprites in the game. This interest in the incorporation of live-action video footage — Roger and Chris were both to one degree or another frustrated filmmakers — would mark virtually every project Access would undertake for the next fifteen years.

For all its small-scale innovations, Beach-Head II, Access’s third episodic military action game, could be read as too much of a good thing. Sales certainly bore that out: Beach-Head had been a massive hit, Raid Over Moscow, despite all of the controversy and the attendant publicity, slightly less of one, while Beach-Head II sold yet worse. Access thus decided on a major change in direction: to make a multi-event sports simulation, a genre in which their developing motion-capture techniques might give them a big edge over the competition. From a commercial standpoint if nothing else, it made a lot of sense; Summer Games I and II from Epyx were absolutely huge in both North America and Europe (where they were released, naturally, under the U.S. Gold imprint).

The original conception for what would become Leader Board hewed very closely indeed to the Epyx model. Access imagined a game that consisted of four separate events: a baseball home-run derby, a soccer penalty kick, a “closest to the pin” golf challenge (meaning each player got three shots to get as close to a single hole as possible), and something else to be determined in the fullness of time. Roger being an excellent golfer, with a handicap that had been known to get as low as 3, they decided to make the golf challenge first. By the time they were done, it seemed obvious that they had something special, worthy of being expanded into a full-fledged 18-hole golf simulation. The other three events were forgotten, and Leader Board was born.

(The longest and most detailed accounts of Access’s early history are found in the July 1987 and August 1987 Commodore Magazine, the June/July 1985 Commodore Power Play, and Retro Gamer #120. Geoff Brown and U.S. Gold are profiled in the June 1985 ZZap!, the July 1986 Commodore User, and the October 1986 Your Computer. A sampling of reactions to Raid Over Moscow can be found in the October 1984, December 1984, February 1985, and March 1985 Computer and Video Games, and the April 1985 Sinclair User. And finally, not reading Finnish, I must admit that I sourced the Raid Over Moscow controversy in Finland straight from good old Wikipedia.)

 
 

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Human Engineered Software (or, The Software Icarus)

Jay Balakrishnan

Jay Balakrishnan

Narayana Pillai Balakrishnan was a native of Cherthala, India, who, after traveling the world for years as a player of traditional Indian music, came to Hollywood in the early 1950s to teach the trendy new practice of Hatha Yoga to the stars. The software company founded by Jay — an Americanized shortening of “Sanjay” — Balakrishnan, the son he and his American wife raised there, would evince through its short, chaotic life a similar blending of idealism with commercialism.

Like many American children of Indian parents, Jay Balakrishnan kept one foot planted in each culture, spending much of his childhood and adolescence in schools in India’s Kerala region. During a summer break from the University of Southern Florida, he discovered computers while working at the Naval Electronics System Command in Charleston; he describes the discovery as a “religious experience.” When he went back to university, he “loaded up on computer-science courses.” After graduation, he worked as a programmer for GTE and later Hughes Helicopter. Meanwhile, in 1978 he bought his first Commodore PET, intending to use it only to do calculations for a course in piloting. But he soon found the PET every bit as entrancing as the big machines he worked with on his day job. He wrote an assembler, initially planning to submit it to a magazine as a type-in listing. However, his friends told him it was good enough to sell commercially, and so Balakrishnan founded Human Engineered Software (HES, or HESWare), out of his apartment on his 25th birthday in June of 1980.

Unlike the other early software companies I’ve profiled on this blog, HES got its start on the relatively unpopular — in North America, that is — Commodore PET. Otherwise, though, this story begins similarly. Balakrishnan wrote all of the early software himself, packaged it himself, shipped it himself when orders came in from the tiny advertisements he took out in magazines and newsletters like Kilobaud, Compute!, and The Midnite Software Gazette. Running on a PET with as little as 8 K of memory, those early products were, like the assembler that got the ball rolling — literally; he named it HESBal — mostly programming tools: a file editor called HESEdit, a BASIC program lister called HESLister.

HES was soon doing well enough for Balakrishnan to quit his job at Hughes. Still, running a one-man software company got exhausting quickly. He had elected to offer the ultimate in customer support in the form of a 24-hour help line; this kept him captive in his apartment waiting for the next ring, his sleep interrupted constantly. Thus when a manufacturer of monitors and other hardware called Universal Supply came to him with an offer to buy the company but let him continue to manage it, he was receptive. Balakrishnan and HESWare moved north to Brisbane, California, where he found a partner in running the operation in the form of an ex-Xerox manager named Ted Morgan. He also now had the funding to reach out to other platforms and other authors. Seeing Britain as a potential untapped source of software for the briefly but hugely popular Commodore VIC-20, he traveled to London to attend a computer show and do some networking in June of 1982. It was here that he met the man whose games would dramatically raise HES’s profile and enrich its bank account: Jeff Minter.

I could easily write several feature articles on Minter and the surrealistic action games which he continues to write to this very day; his distinctive style and psychedelic flair make him both one of gaming’s first auteurs and its most long-lived. But, at least for today, we’ll confine ourselves to his connection with HES. When Balakrishnan met him, he had just founded his long-lived British software house, Llamasoft, on the strength of a Defender clone called Andes Attack. It lacked the skewed originality of Minter’s later games, but Balakrishnan was nevertheless impressed with the fast graphics. He worked out a licensing deal, renamed it Aggressor, and moved it from cassette to a VIC-20 cartridge for the American market. Later that year came the much more original Gridrunner, Minter’s — and HES’s — first big hit. More lovably bizarre VIC-20 and Commodore 64 hits poured out of Minter at the rate of a new game every few months, many showing an odd fixation on ruminants: Attack of the Mutant Camels (probably his best-remembered game), Revenge of the Mutant Camels, Advance of the Megacamel, Metagalactic Llamas: Battle at the Edge of Time. HES’s sales jumped from $1.4 million to $13 million between 1982 and 1983, largely on the strength of cheap and cheerful VIC-20 and 64 cartridges — although Balakrishnan did try to keep his hand in other fields as well, releasing hardware expansions for the VIC-20 and a word processor called, inevitably, HESWriter for the 64.

That year the HES story took another unexpected twist. Parent company Universal Supply had been building equipment largely for Atari and Mattel. That suddenly became a very bad business to be in as the Great Videogame Crash of 1983 became a reality. Balakrishnan and Morgan managed to extricate HES from the collapsing Universal Supply, reincorporating it as an independent entity once again. With stars in their eyes, with everyone telling them their industry represented the next big wave in home entertainment, they now embarked on one of the most spectacular boom-and-busts of the home-computer era.

The first step in any good software flameout is to collect lots and lots of investment capital from folks as entranced as you are by the hype about your industry, but who are nevertheless guaranteed to want their money back when the hype doesn’t pan out. HES accepted huge cash injections from the major Silicon Valley venture-capitalist Tech Venture and from a company called Action Industries, a manufacturer of household knickknacks (!) based in Pennsylvania. Most interestingly, Microsoft also came on board. Their participation led to HES releasing a Commodore 64 version of Multiplan, Microsoft’s first attempt at a spreadsheet program in those years before the Office hegemony. Multiplan represents the only piece of software Microsoft would ever develop for the 64.

The next step is to overextend your distribution network. HES aggressively pushed their software into mass merchandisers like K-Mart and Toys “R” Us, opening the way for other publishers to do the same but paying dearly for the privilege of being first. By 1984 Balakrishan estimated that HES’s games were available through 8000 different outlets, while most competitors were only in 3000. This was good in its way, perhaps, but also meant that HES had to make a lot of copies right from the launch of each new title to have it available in so many places. And that in turn meant that when a new title turned out to be a flop — as did for example HESGames, an Olympic-themed effort that was roundly pummeled in the marketplace by Epyx’s Summer Games — they were left stuck with huge amounts of unsold inventory.

Jay Balakrishnan with Leonard Nimoy

Jay Balakrishnan with Leonard Nimoy

Finally, you have to spend hugely on advertising and promotion in comparison to the amount you spend on actually, you know, writing software. The remade HES made their first big promotional splash at Steve Wozniak’s second (and final) US Festival on Memorial Day Weekend 1983, where they had a big spread inside the tech expo. (At a press conference there HES’s spokesman inexplicably spilled the beans at considerable length about IBM’s still-secret PCjr project, to which HES, like a number of software companies, was privy. IBM was, needless to say, livid. An insider with whom I’m in occasional contact who was there claims the spokesman “might have been stoned — there were lots of drugs at that concert.”) They then rented a sort of permanent floating software exhibition on the retired aircraft carrier and newly minted museum ship Intrepid on Manhattan’s West Side. In early 1984 they made their biggest splash when they acquired the services of Leonard Nimoy as spokesman; if Commodore had used Captain Kirk to make the VIC-20 a raging success, they would use Mr. Spock to do the same for HES. Unfortunately, Nimoy seemed to know even less about computers than William Shatner; when asked what kind of computer he had at home, he said he didn’t know. (Nimoy was making a lot of strange career choices at this time, including driving a car for the Bangles in an incomprehensible music video for an admittedly pretty great song and plugging “erasable programmable logic devices” — Mr. Spock! get it? — something he presumably knew even less about than home computers, for Altera Corporation. InfoWorld magazine shruggingly concluded that he was maybe just “hard up for cash.”)

The somewhat, well, intellectual thrust of these promotional efforts, of using Mr. Spock as spokesman and hawking wares inside a museum, points to an interesting dichotomy about HES. They may have been rushing to hit the center of the mass market, but at the same time they weren’t dumbing down their products to do it. Far from it. HES was pushing hard to define themselves as a maker primarily of “edutainment” products. In a 1984 interview with InfoWorld, Balakrishnan describes an intriguing mix of upcoming high-concept titles, most of which would never see the light of day.

We’ve got a game called Cell Defense, in which you are in charge of your body’s immunological system, and viruses attack you. There are various levels. These affect how fast your cells reproduce and whether you are a sick or healthy organism. You are learning a lot about the body as you play the game.

Then we have another game called Reflections, that’s based on physics, with all kinds of lights and bouncing reflections. Then there’s Life Force, in which you essentially learn about genes and genetics. It has eight levels. In the first one, you create an amoeba, then you get into multi-celled organisms. Man is the seventh level. The eighth is the mystery one in which you create an unknown organism by taking ribosomes and nuclei and putting them together.

Our fourth game is called Ocean Quest, in which you go and look for sunken treasure. As you do that, you learn about undersea life. There are different scenarios that affect the game, such as whether you are in the Pacific or the Atlantic. Of course, undersea life and fish differ according to the region.

Following the videogame crash and burn, conventional wisdom held that the simple action games which had defined digital entertainment for the masses prior to that point were now passé — dangerously so, in fact. Tellingly, in that same InfoWorld interview Balakrishnan manages to never mention Jeff Minter or his games in describing HES’s rise to prominence. HES’s 1984 portfolio, like the bookware phenomenon, can be read as a sign of a home-computer software industry wanting to differentiate itself from videogames for very practical commercial reasons. Yet, just as most of the people producing bookware really, deeply believed in it as a potential revolution in reading, HES had plenty of idealism to accompany their excess. If they oversold how much the computers for which they produced software could actually do, well, that was down at least as much to their own dreamy technological utopianism as a simple need to move product. It was a strange, heady time in computer games.

Of course, it also couldn’t last, and for the overextended, over-expanded HES least of all. As these things so often do, the downfall came amazingly quickly. Leonard Nimoy debuted as HES’s spokesman in March of 1984. InfoWorld published the aforequoted ebullient profile of HES and Balakrishnan in their September 3, 1984, issue. Six weeks later the same magazine announced that “HES nears bankruptcy,” that they were casting about desperately for a buyer from amidst their erstwhile competitors while the investors bayed in outrage and flatly refused to throw good money after bad and the axe fell on two-thirds of their 90-person workforce. Days later they filed Chapter 11 bankruptcy. When asked what had happened, Morgan didn’t have a whole lot of insight to offer: “People stopped buying products.”

The remnants of HES were eventually acquired by Avant-Garde Publishing of Eugene, Oregon, a company which dated from the same year as HES and had its own fleet of eager venture capitalists behind it. Avant-Garde kept the HES name alive for a while; the original plan for the merger had the HES name being used for lower-end, mass-market software, the Avant-Garde name for higher-end IBM and Apple software to be sold through dealers. But, while Avant-Garde did keep a number of older HES titles in circulation for a time, they released just one new one under the label. Within a couple of years Avant-Garde too would be gone, justifiably so in light of cheesy efforts like Joe Theismann’s Pro Football, Dave Winfield’s Batter Up!, and Slugfest: Chris Evert-Lloyd Tennis, which purported to teach you or your kids how to play their respective sports with the help of their respective athlete endorsers.

Jay Balakrishnan continued undeterred as a serial entrepreneur. By the January 1985 Consumer Electronics Show he had already started a new outfit called Solid State Software to develop a new line of productivity software for the trusty old Commodore 64. The circumstances were, mind you, quite a bit different from the glory days of HES. At the January 1984 CES you couldn’t get behind the facade of HES’s grandiose exhibit to see him unless you were a VIP. In January 1985 Info magazine found him sitting behind “a card table in an 8′ X 8′ booth with a stack of 2-color brochures. How times change.”

(Print sources include: the January 1985 Creative Computing; the May 19 1983 Popular Computing Weekly; the September 3 1984, October 15 1984, October 29 1984, and November 19 1984 InfoWorld; Info #6; the October 11 1985 MicroTimes; the February 1981 and April 1986 Compute!. Online sources include articles in The New Indian Express and Rick Melick’s site. The photographs come from InfoWorld. And my anonymous source for the US Festival anecdote shall remain anonymous…)

 

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Elite (or, The Universe on 32 K Per Day)

BBC Micro Elite

Sometimes great works go unappreciated during their time. Other times their time knows exactly what they’re on about. The latter was the good fortune of Elite, Ian Bell and David Braben’s epic game of space combat, trading, and exploration. Arriving at a confused and confusing time in the British games industry, Elite caused a rush of excitement the likes of which had never been seen before even in an industry that seemed to live and die on hype, becoming a bestseller several times over despite being initially released on a platform, the BBC Micro, that was not generally considered much of a gaming machine. Bell and Braben became recognizable stars, their names tripping off the tongues of a generation of British gamers the way that those of Lennon and McCartney had their parents’. It was about as close as the industry would ever get to Trip Hawkins’s dream of game designers as the rock stars of the 1980s. As for the game they created… well, that’s gone down into history as just possibly the most remembered and respected single computer game of the 1980s. But we’re beginning with the ending, which isn’t our usual way around here. Let’s go back to the beginning and see how it all began.

Bell and Braben first met one another during the autumn of 1982, when both arrived at Cambridge University as first-year undergraduates. Bell was to read math, Braben physics. More importantly, both were avid hackers. Bell brought a BBC Micro to university with him, Braben an example of that machine’s predecessor, the Atom, which he had expanded and soldered on and generally hacked at enough to make Dr. Frankenstein proud. Bell had real professional programming experience, at least of a sort: he’d gotten his version of Reversi published by a tiny company called Program Power, and would soon see an original action game, Freefall, published by Acornsoft, software arm of the company that made the computers on his and Braben’s desks. Braben had just passion and aptitude. The two bonded quickly.

Not that they became precisely bosom buddies. As their later story would demonstrate to anyone’s satisfaction, they were very different personalities. If I may strain an analogy just one more time, Bell was the John Lennon of the pair, pessimistic, introverted, and perhaps just a little bit tortured, while Braben was the Paul McCartney, an optimistic charmer with one eye on the market to go with one eye on his art. If not for their passion for Acorn computers, they would have likely had little to say to one another. Both, however, had programming talent to burn, along with a less obvious but at least as important instinct for visionary game design.

But then in the era of Elite even more so than today technological innovation and design innovation were often inextricably linked, with the latter most often flowing from the former. Thus the design that would become Elite stemmed directly from a routine Braben wrote in June of 1983 which could draw four different static 3D spaceships using wire-frame graphics. To understand what made those spaceships so different, and so fraught with potential, we should look to the state of game graphics in general circa 1983.

Defender Pac-Man

Almost all action games of 1983 or earlier show their world from either directly overhead or sideways (like Defender) or some odd hybrid of the two that doesn’t quite make sense in the real world (like Pac-Man). They employ a third-person perspective; you see and control an onscreen avatar from a distance, rather than viewing the world through his eyes. He, his enemies, and perhaps some other elements like laser fire move over a relatively static background image. This approach makes life much easier for programmers in at least a couple of ways. Updating big chunks of screen is very expensive in terms of the computing power available to early PCs and stand-up arcade games. Therefore many of them implemented hardware sprites, little movable chunks of graphics that exist separately from the rest of the screen inside the computer, to be overlaid onto it by the video hardware at no cost to the CPU only on the physical monitor screen. A game like Defender or Pac-Man is an ideal fit for such technology; I trust it won’t be difficult to figure out which parts of the screens above are implemented as sprites and which as background graphics. (In the early days all of the work could be left to sprites: a few early games, such as Boot Hill, consist of only sprites which are sometimes projected over a painted background image.)

There’s also another, more subtle advantage to the traditional arcade-game perspective. If you think about it for a moment, you’ll realize that the worlds shown on the screens above don’t correspond to any recognizable version of our reality even postulating that it could contain invading aliens or munching heads being pursued through a maze of food pellets by ghosts. These worlds are strictly 2D; they lack any notion of depth. Pac-Man and his friends are living in a computerized version of Edwin Abbott’s Flatland; if we were to see this world through his perspective, it would be a very strange one indeed. Similarly, your spaceship in Defender can go up and down and left and right, but not in and out. This is very convenient for the programmer because the computer screen also happens to be flat, possessed of an X- and a Y-dimension but no Z-dimension. Thus the coordinates of any object in this flat world being simulated correspond nicely to its coordinates on the physical screen.

But what if you aren’t satisfied with a Flatland-esque world shown from a locked vertical or horizontal perspective? What if you want to immerse your player in your world good and proper, and to make it one that corresponds to our own of three dimensions while you’re at it? Well, now your job just got a whole lot more difficult. As it happened, however, that was exactly what Bell and Braben were soon trying to do. The crux of the problem, the crux of a huge body of 3D graphics theory as well as lots and lots of specialized hardware that is probably a part of the computer you’re using to read this and for which if you’re a hardcore gamer you may have paid hundreds of dollars, is disarmingly simple: how to translate the X, Y, and Z of a world that lives inside the computer to the X and Y of the computer screen. The starting point must be the rules of visual perspective, well understood by artists since at least the Renaissance. But that well-trodden path opens into a thicket of complications when applied to the computer. Lacking as it does an artist’s intuitive understanding of the real world, a computer has to be laboriously instructed on how not to draw objects that are behind other objects on top of them, how to figure out which surfaces of an object are visible and which are not, etc. Just to make the challenges even greater, sprites aren’t of any real use for 3D graphics: the entire screen is necessarily changing all the time when moving a first-person perspective through a 3D world.

Bell and Braben were hardly the first to enter into this territory. Indeed, the field of 3D graphics isn’t all that much younger than the field of computer graphics itself. Academic researchers during the 1960s and especially the 1970s laid down much of the work that still grounds the field today. One minor contributor to this growing body of work was a graphics researcher and aviation enthusiast named Bruce Artwick, who finished a Master’s degree at the University of Illinois (home of PLATO) in 1976. For his thesis project, he combined his two interests. “A Versatile Computer-Generated Dynamic Flight Display” described a flight simulator featuring a first-person, out-the-cockpit view of a 3D world. In 1980, Artwick with his new company SubLogic brought to market the aptly titled Flight Simulator for the Apple II and TRS-80. Running in as little as 16 K of memory, it marked microcomputer gamers’ first encounter with the format that now dominates the industry: interactive, animated 3D graphics. The Flight Simulator line, whether sold under the imprint of SubLogic or Microsoft, went on to become a computing institution spanning some three decades.

SubLogic Flight Simulator on the Apple II (1980)

Groundbreaking as they were, however, the early versions of Flight Simulator were also, as their name would imply, much more simulator than game. They provided no story, no goals, no sense of progression — just an empty world to fly through. Yes, they did include a mode called “British Ace 30 Aerial Battle,” which transformed your little Cessna into a World War I biplane and let you fly around trying to shoot other planes out of the sky, but, well, let’s just say that it was always clear when playing it that Artwick’s real priorities lay elsewhere. Mostly you were expected to make your own fun refining your piloting technique and, of course, marveling that this 3D world could exist at all on a 16 K 8-bit microcomputer.

Battlezone

A more traditionally gamelike application of 3D came to arcades that same year in the form of Atari’s Battlezone. In it you control a tank in battle against other tanks. You view the action from a first-person perspective, through a screen made to resemble the periscope of a real tank. Battlezone eventually made it to home computers and consoles as well, albeit not until 1983. While their awareness of Flight Simulator is questionable (it was an American product made for American platforms in a very bifurcated computing world), Bell and Braben were aware of and had played Battlezone in the arcades. It was the impetus for Braben’s rotating 3D spaceships and for the combat game Bell and Braben would soon be designing around them.

They were determined to bring 3D to a 2 MHz 8-bit computer with 32 K of memory, and to do it in the context of a real game with real things to do. At least they didn’t have to bemoan the uselessness of sprites to this new paradigm: having been created with educational and “practical” uses in mind rather than gaming, the BBC Micro didn’t have any anyway. Programming, like politics, being the art of the possible, compromises would be needed if they were to have a prayer. Braben had already made the wise choice to set his 3D demo in space. Space is full of, well, space. It’s almost entirely empty, thus dramatically reducing the amount of stuff their game would have to draw. One other obvious decision was to perform only the first part of the full two-part rendering process, drawing in the outlines of objects in their 3D world but not going back and filling in their surfaces, an even more complicated and expensive process. (As the screens above illustrate, Artwick and Atari had already made the same compromise in their own initial implementations of 3D.)

BBC Micro Elite. Note that the rendering is far from perfect, with lots of line breakage. Luckily, this isn't so obvious when the ships are in motion.

BBC Micro Elite. Note that the rendering is far from perfect, with lots of line breakage. Luckily, this isn’t so obvious when the ships are in motion.

Thus Braben made his first spaceships as simple as possible, with just enough lines and points to make of each a recognizable shape. This turned out to be wise for another reason: complex designs shown in wireframe tend to turn into a confusing mishmash of lines. To simplify rendering, all objects were also made convex, meaning that any given line will only pass in and out of the object once; as Braben himself put it in a talk at a recent Game Designers Conference, a block of cheddar cheese is convex but a block of Swiss is not. Later in the game’s development, when Bell and Braben had managed to considerably accelerate the original rendering code, more complex ships, like Bell’s Transporter, were added.

Another area of concern must be your control of your own spaceship, the one through whose cockpit you would be viewing this 3D universe. A spaceship, like an airplane, can change its orientation in six ways, being able to yaw, pitch, or roll in either direction. Yet a joystick can be moved in only four cardinal directions — perfect for a 2D world but problematic for their 3D world. Bell and Braben soon realized, however, that being in space saved them. With no ground, and thus no real notion of up and down with which to contend, turns could be accomplished by simply rolling to the desired orientation and pitching up or down; no need for a yaw control at all. While they took full advantage of the good parts of being in space, they also wisely decided not to try to make the game a remotely realistic simulation of spaceflight. Like Star Wars, their game would be one of dogfights in space, with ships inexplicably subject to a law of inertia that should have been left planetside. Anything else would just feel too disorienting, they judged. Most people would prefer to be Luke Skywalker rather than David Bowman anyway.

So, yes, this would be a game of space combat. That was always a given. But what should it be beyond that? How should that combat be structured, framed? With a workable 3D engine running at last after some months of concerted effort, it was time to ask these questions seriously. One alternative would be to make a traditional arcade-style game, complete with three lives, a score, and ever-escalating waves of enemy ships to gun down. To make, in other words, Battlezone with spaceships. Certainly what they already had was more than impressive enough to sell lots of copies.

Instead, Bell and Braben made their next visionary decision, to make their game something much more than just an arcade-style shooter. They would embed the shooting within a long-form experience that would give it a context, a purpose beyond high-score bragging rights. This was not, as effervescent popular histories of Elite‘s birth have often implied, completely unprecedented. Long-form experiences were not hard to find in computer games years before Bell and Braben — in adventures, in CRPGs, in strategy and war games. It was, however, rather more unusual to see this approach combined with action elements. Taken on their own, the action elements of Bell and Braben’s game were groundbreaking enough to go down as an important moment in gaming history. By refusing to stop there, they would ensure that their game would break ground in multiple directions, and go down as not just important but one of the most important ever.

The inspiration came from tabletop RPGs, a pastime both Bell and Braben indulged in from time to time, although, perhaps tellingly, usually not together. They liked the way an RPG campaign could span many, many sessions, could turn into an ongoing long-form narrative. And they liked the process of building up a character from a low-level nothing to a veritable god over weeks, months, or years. Of course, your “character” in their game was really your spaceship. Fair enough; your goal would be to upgrade that with ever better weapons and defenses that not coincidentally bore a strong resemblance to those in Bell’s favorite RPG: Traveller, the first popular tabletop RPG to replace swords and sorcery with rockets and rayguns. From here the rest of the design seemed to unspool almost of its own accord.

BBC Micro Elite BBC Micro Elite

They needed a mechanism for upgrading the ship, something more interesting than just adding the next piece to the ship automatically every time a certain score threshold was reached. The natural choice was money; every option would have a cost, letting players prioritize and truly make their spaceships their own.

Okay, but how to earn money? Drawing again from Traveller (a game whose imprint would be all over the finished Elite not just in mechanics but in its overall feel), you could be a trader plying the spaceways, buying low in one system in the hopes of selling high in another — a whole new strategic dimension.

But then how would that involve combat? Well, the ships attacking you could be pirates. This would also go a long way to explain why they were so chaotic and kind of random in their behavior, an inevitable result of limited memory and horsepower to devote to their artificial intelligence. Pirates, after all, were chaotic and kind of random by their very nature.

But actually landing on all those trading planets obviously wasn’t going to be workable; avoiding those complications was the reason for setting the game in space in the first place. No problem; you could just dock at space stations in orbit around them. Bell and Braben came up with a new challenge to make this more interesting: in a bit inspired by 2001: A Space Odyssey, you would have to carefully guide your spaceship into the rotating station’s docking bay at the end of every voyage. Of course, over time this could get tedious as well as frustrating (a botched approach generally means instant death). No problem; for a mere 1000 credits, you could buy a docking computer to do it for you. Other non-combat-oriented ship upgrades were also added to the catalog, like a fuel scoop to gather fuel by skimming the surface of a sun instead of buying it at a station.

If those spaceships attacking you really were pirates, thought Bell and Braben, the authorities would probably be quite pleased with you for shooting them down. Why not put bounties on them, so you could make your living as a bounty hunter if you got bored with trading? Now the possibilities really started rolling. If you could shoot pirates for money, you could also attack peaceful traders — become a pirate yourself, in other words, if you felt you could outduel the police Vipers that would attack you from time to time once your reputation became known. They came up with an alternative use for the fuel scoop: use it to scoop up the cargo of ships you’d destroyed to sell on the stations. The fuel scoop also became key to yet another way of making money: buy a special mining laser, break up asteroids with it, and scoop up the alloys they contained to sell stationside. If only they’d had more than 32 K of memory, they could have gone on like this forever.

But 32 K was all they had, and that was a constant challenge to their growing ambitions. For this grand game of trading to work, there had to be a big, varied galaxy to explore. There should be planets with a variety of economies and governments, from safe, established democracies for the conservative, peaceful trader to visit to anarchies home to hordes of pirates for the brave or foolhardy looking to make a big score. They came up with a scheme to let them pack all of the vital information about a star system with a single inhabited planet — its location, its economy, its type of government, its technology level, its population, its dominant species, its GDP, its size, even its name and a bit of flavor text — into just six bytes. Even so, a modest galaxy of 100 star systems would still require 600 bytes that they just couldn’t seem to find. Now came their most storied stroke of inspiration.

In 1202 an Italian mathematician named Fibonacci described a simple construct that became known as the Fibonacci sequence. In its classic form, you begin with two numbers, either 1 and 1 or 0 and 1. To get the third number in the sequence, you add the first two together. You then add the second and third number together to get the fourth. Etc., etc. A common and very useful variation is to drop all but the least significant digit of each number that is generated. It’s also common to begin the sequence not with 1 and 1 or 0 and 1 but some other, arbitrary pair. So, a sequence that begins with 2 and 7 would look like this:

2 7 9 6 5 1 6 7 3 0 3 3 6 9 5 4 9 3 …

The sequence appears random, but is actually entirely predictable for any given starting pair. This variation, however, is only a starting point. You can apply any rules you care to specify to a sequence of numbers with entirely predictable results, as long as you are consistent about it. Bell and Braben realized that they could seed their galaxy with any sequence they wished of six hexadecimal numbers to represent the starting system. Then they could manipulate those numbers in a predetermined way to generate the next; manipulate those to generate the next; etc. They decided that 256 systems was a good size for their galaxy. They needed just those initial six bytes to “store” all 256 planets. In addition to the memory savings, this method of generating their galaxy also saved Bell and Braben many hours spent designing it from scratch. Indeed, growing new galaxies from different starting seeds soon became a game of its own for them. They went through many iterations before finding the one that made it into the final game. Some they had to throw out right away for obvious reasons, such as the one with a system called “Arse” and the ones that had unreachable systems, outside of the player’s ship’s seven-light-year range from any other stars. Others just didn’t feel right.

After a few months of steady work, the basics of what would become Elite were all in place in their heads if not entirely in their code. They decided it was time to see if anyone would be interested in publishing it. Braben believed they should try to find the biggest publisher possible, one with the reach to properly support and promote this game like no other. He accordingly secured them an appointment at the London offices of Thorn EMI, the recently instantiated software division of one of the largest media conglomerates in the world. Very much a sign of this heady period in British computing, Thorn EMI had been founded in the expectation that computer games were destined to be the next big thing in media. Like their colleagues over in EMI’s music division looking for the next big hit single, they weren’t looking for deathless art or niche audiences; they were looking for big, mainstream hits. They had developed a checklist of sorts, a list of what they thought would appeal to the general public that wasn’t all that far removed from Trip Hawkins’s guidelines for American “consumer software.” Their games should be simple, intuitive, colorful, and not too demanding. Bell and Braben’s complicated game — while it was a technical wonder; anyone could see that — was none of these things. They said it was nothing for them, although Bell and Braben were welcome to come back any time to show a reworked — i.e., simplified — version. (In the end, Thorn EMI would find that technology wasn’t ready for casual consumer software, and wouldn’t be for years. The hardcore was all they had to sell to. Unwilling or unable to adapt to this reality as Hawkins’s Electronic Arts eventually did, they faded away quietly without ever managing to find the breakout mainstream hit they sought.)

Bell suggested they try Acornsoft, who had already published his game Freefall. In many ways Acornsoft should have been the logical choice from the start. Bell already had connections there, they knew the BBC Micro better than anyone, and they were located right there in Cambridge practically next door to the university proper, an institution with which they had deep and abiding links. (Regular readers will remember that it was Acornsoft and Cambridge oceanography professor Peter Killworth who provided a commercial outlet for the adventure games created on Cambridge’s Phoenix mainframe.) Yet Braben was reluctant. Always the more commercially minded of the pair, he knew that Acornsoft was hardly at the forefront of the British games industry. Their modest lineup of adventure games, educational software, and utilities had some very worthy members, yet the operation as a whole, like most software adjuncts to hardware companies, always felt like a bit of an afterthought. With their limited advertising and doughtily minimalist packaging, no Acornsoft title had ever sold more than a few tens of thousands of copies, and most never cracked 5000 — a far cry from the numbers Braben fondly imagined for their game. Acornsoft’s association with Acorn also concerned him in that it would necessarily limit the game to only Acorn computers. He and Bell weren’t hugely fond of the Commodore 64 or especially the Sinclair Spectrum, but he knew that their game would have to be ported to those more prominent gaming platforms at some point if it was to realize its commercial potential. In short, Acornsoft was… provincial.

Still, he agreed to accompany Bell to Acornsoft’s offices. It was, to say the least, a place very different from Thorn EMI’s posh digs in central London. From Francis Spufford’s Backroom Boys:

[Acornsoft] operated from one room of a warren of offices above the marketplace. You got there by sidling around the dustbins next to the Eastern Electricity showroom. Past the window display of cookers and fridge-freezers, up a steep little staircase, and into a cramped maze that would remind one employee, looking back, of a level from Doom. “Very back bedroom,” remembered David Braben, approvingly. In Acornsoft’s office they found a rat’s nest of desks and cables, and four people not much older than themselves.

Two of those four people, managing director David Johnson-Davies and chief editor Chris Jordan, would become the unsung heroes of Elite. Both got the game immediately, grasping not just its technical wizardry but also Bell and Braben’s larger vision for the whole experience. They both realized that this thing had the potential to be huge, bigger by an order of magnitude than anything Acornsoft had done before. Of course, it also represented a risk. Bell and Braben looked and acted like the couple of headstrong kids they still were. What if they flaked out? Nor was Acornsoft accustomed to issuing contracts and advances on unfinished software. Acornsoft had been conceived as an outlet for moonlighters and hobbyists, who sold them their homegrown software only once it was finished. Their normal policy was to not even look at programs that weren’t done; Bell and Braben were there at all only as a favor to Bell, a fellow with whom Acornsoft had a history and whom they liked personally. Still, Acorn as a whole was doing well; there was enough money to try something new, and this was too big a chance to pass up. They offered Bell and Braben a contract and an advance.

Now Braben made a move that would be as critical to Elite‘s success as anything in the game itself. Still concerned about Acornsoft’s provinciality, he negotiated a non-exclusive license which would allow them to develop and market versions for other machines after the versions for the Acorn machines were finished. Not quite sure what he was on about, Johnson-Davies agreed. With his share of the advance, Braben bought his own BBC Micro, retiring his hacked and abused old Atom at last.

As Bell and Braben worked to finish their game, Acornsoft provided essential playtesting while Johnson-Davies and Jordan served as an invaluable source of guidance and a certain adult wisdom. Sometimes the latter was needed to keep their ambitions in check, as when Bell and Braben burst into the Acornsoft office one day having had an epiphany. They had realized that, if all they needed to grow a galaxy was a starting seed of six numbers, they could have an infinite number of them — well, okay, about 282 trillion of them — in the game. They could let the player buy a “galactic hyperdrive” to jump between them, whereupon they would just generate a new random seed and let it rip. Johnson-Davis now showed a sharp design instinct of his own in walking them back a bit. Having more galaxies sounds like a great idea, he said, but having so many will actually spoil the illusion of a real persistent universe you’ve worked so hard to create. It will all just start to feel like what it really is: random. Nor will many of these new galaxies be pleasing places to explore, since you won’t be able to look at them and reject the ones with unreachable systems and the like. Bell and Braben agreed to settle for just eight galaxies, with a total of 2048 star systems to visit. That should be more than enough for anyone. Perhaps too many for Bell and Braben and Acornsoft’s testers: a planet Arse sneaked into one of these later galaxies and made it into the released version of the game.

Even as they gently squashed some of Bell and Braben’s more outlandish ideas, Johnson-Davies and Jordan still felt like something was missing. For all its technical and formal innovations, for all its scope of possibility, the game lacked any sort of real goal. Now, to some extent that was just the nature of the beast Bell and Braben had created. They would have dearly loved to have a real story to give context, had even planned on it at some stage (Braben says that “trading was originally going to be a very minor aspect”), but they now had to accept the fact that they weren’t going to be able to wedge some elaborate plot along with everything else into 32 K. Still, suggested Johnson-Davies and Jordan, maybe they could add something simple, something to mark progress and give bragging rights. Thus was born the system of ranks, based on the number of kills you’ve achieved. You start Harmless. After notching eight kills you become Mostly Harmless (a nod to The Hitchhiker’s Guide to the Galaxy). Each rank thereafter is exponentially more difficult to achieve, until, after some 6400 kills, you become Elite. There was the goal, one that should keep players playing a good long time.

It was also in a backhanded sort of way a political statement. Cambridge University was awash with indignation over the policies of Margaret Thatcher; a major coal-miner’s strike which would become the battlefield for Thatcher’s final vanquishing of organized labor had the university’s liberal-arts wings all in a tumult from March of 1984. Bell and Braben bucked the university conventional wisdom to side with Thatcher. The player’s goal of becoming Elite was meant as a subtle nod toward the libertarian ideal of the self-made man, and a little poke in the eye of their leftist acquaintances. It also emphasized their view of their game as fundamentally about space combat, not trading. It gave players a compelling motivation to engage with what Bell and Braben still regarded as the most compelling part of the experience. You can make a lot of money as a peaceful, law-abiding trader who prudently runs from pirates when they show up, but you’ll never make Elite that way.

In finding an overarching goal they also found the title they’d been searching for for some time. They first planned to call the game The Elite, a name to celebrate the group that much of Cambridge was railing against. But the filenames used for the game just said “Elite.” In time, they dropped the article from the official title as well. Elite it became — shorter, punchier, and with fewer political ramifications for Acornsoft to deal with.

Similarly subtle swipes at Cambridge’s liberal-arts students, whom in the long tradition of hard-science students Bell and Braben regarded as mushy-minded prima donnas, made it into the text tables that Bell developed to describe the planets in the game. After the Fibonacci sequence had done its work, some were populated by “edible poets”; others by “carnivorous arts graduates.” Ah, youth.

Bell and Braben had disk drives on their BBC Micros. After compressing their code as much as they possibly could, they finally began to make use of their capabilities within the game. They split the game into two parts: the trading program, loaded in when you docked at a station, and the program handling travel and combat, loaded as soon as you left one. This concerned Acornsoft greatly because most BBC Micro owners still had only cassette drives, which didn’t allow such loading on the fly. What good was the game of the decade if most people couldn’t play it? So they convinced the two to fork the game three ways. One version, the definitive one with all the goodies, would indeed require a BBC Micro with a disk drive. Another, for a tape-equipped BBC Micro, would be similar but would offer a smaller variety of ships to encounter along with simplified trading and a bit less detail to planets you visited and to the overall experience. Finally, Acorn convinced them to create a third version, stripped down even more, for the BBC Micro’s little brother, the Acorn Electron, an attempt to compete with the cheap Sinclair Spectrum that Acorn had introduced the previous year.

Bell and Braben were naturally most excited about the disk-based version, particularly when they realized they had enough space still to add a little something extra. They made a couple of hand-crafted “missions” that pop up when you’ve been playing for a while: one to hunt down and destroy a stolen prototype of a new warship, another to courier some secret documents from one end of the galaxy to the other. These gave at least a taste of the more prominent story elements they wished they had space for.

Elite's packaging

While Bell and Braben finished up the coding, Johnson-Davies and Jordan worked to give the game the packaging and the launch it deserved. Acornsoft figured they needed to do all they could to justify the price they’d chosen to charge for the thing: from £12.95 to £17.65 depending on version, well over twice the typical going rate for a hot new game. They prepared a box of goodies the likes of which had never been seen before, not just from bland little Acornsoft but from anyone in the British games industry. Only some of the more lavish American packages, like those for the Ultimas and various Infocom games, could even begin to compare, and even by their standards Elite was grandiose. To a 63-page instruction manual Johnson-Davies and Jordan added The Dark Wheel, a separate scene-setting novella they commissioned from Robert Holdstock, an author just about to come into his own with the publication of his novel Mythago Wood. And they still weren’t done. They also added a ship-identification poster, a quick-reference guide, a keyboard overlay, some stickers, and a postcard to send to Acornsoft to tell them about it and get your certificate of achievement when you achieved the rank of Competent (an onscreen code revealed at that point would serve as proof).

Acornsoft stepped in and froze further development during the summer of 1984. The packaging was just about ready, and work on the game, while it would never be truly finished in the eyes of Bell and Braben, struck Acornsoft as about to reach a point of diminishing returns. And everyone was a little bit paranoid that something similar to Elite, even if it was nowhere near as good, might come out and steal their thunder. Bell and Braben grudgingly agreed that the time for release had come. But then, just as Acornsoft was about to send the master disk for duplication, Braben called Chris Jordan in a frenzy. They’d solved a niggling problem that had been bothering everyone for months, that of a “radar” scope to show where enemy ships are in relation to your own. The problem was, again, that of trying to map three dimensions onto two. Bell and Braben had done the best they could by providing two complementary scanners that had to be read in conjunction to get the full picture, but it always felt, in contrast to just about everything else about the game, kind of clunky and un-ideal. Now they had come up with a way to pack everything onto a single screen. It was beautiful. Showing a commitment few publishers then or now could match, Acornsoft agreed to take the new version of the game, which brought with it the painful task of having the manual edited and re-typeset to describe the new radar scope. Now, two years after Braben had first started playing with 3D spaceship models, they were done.

Buzz about Acornsoft’s secret “Project Bell” had been high for months. Acornsoft rented for launch day Thorpe Park, a small amusement park (nowadays a much bigger one) near London. In a darkened room, with suitably portentous music playing, the world got its first glimpse of Elite — and of its two creators, who for the next few years would be the face of the young British games industry. In their picture from the launch party they look much as the British public would come to know them: Braben in the foreground, glib and personable; Bell a bit more uncertain and stereotypically nerdy and, much to Acornsoft’s occasional chagrin, more liable to go off-script.

David Braben and Ian Bell

Elite itself, needless to say, became a hit. Acorn and Acornsoft were making a big play for the home-computer market that Christmas, trying to challenge Sinclair and Commodore on their own turf, and Elite became a big part of that push. Advertising was shockingly frequent and grandiose for anyone who remembered the Acornsoft of old. The £50,000 campaign even included some television spots. Acornsoft Elite eventually sold almost 150,000 units between the BBC Micro and the Electron, a huge number for an absurdly expensive game on platforms not particularly popular with gamers. And most of those customers seemed to play Elite with an enthusiasm bordering on the obsessive. The first person known to become Elite was one Hal Bertram, on November 3, 1984, about five weeks after the game’s release. By the end of the year he had many companions in glory, while Acornsoft was positively flooded with postcards sent in by those attaining at least Competent status; they could barely make the badges they sent back to these folks fast enough. Many were doubtless aided by a bug in the ship-equipping code that had slipped through testing and was soon making the rounds amongst players: you could make infinite cash by trying to buy a laser you already had, whereupon the game would reward you with a generous cash credit in addition to the expected refusal. Undeterred, Acornsoft fixed the bug and sponsored a series of live monthly contests culminating in a grand showdown at the Acorn Users Show.

Still, it was clear to Braben that the really big numbers would come only when Elite came to the Speccy and the Commodore 64. The game was the talk of the industry, with owners of those more popular platforms, who had not even been aware of Acornsoft’s existence a few months ago, clamoring to play it after it — along with its creators — began appearing in places like Channel 4 News.

And now we see the significance of that non-exclusive license Braben had negotiated. He heard through the grapevine about a former literary agent named Jacquie Lyons, who had recently become the first agent representing game developers in Britain. Lyons:

A friend rang up and told me about Ian Bell and David Braben. Elite had just happened and Ian and David had retained all rights other than for the BBC, which was extremely bright of them. They wanted me to represent the rest of those rights.

With virtually every publisher in Britain dying to publish Elite for the other, more popular gaming platforms, Lyons decided that there was one foolproof way to find out who really wanted it, and to make sure her new clients got served as well as possible in the process — i.e., paid as well as possible. At the beginning of December she held an auction, which, in her own words, “caused a lot of trouble in the industry — I was told this was an appalling way to go about it.” Lyons responded that such an approach was common in the publishing world from which she hailed. And what better way to ensure that your publisher would put everything they had into a game than to make them pay as dearly as possible for it? The deep pockets of British Telecom won the day amidst a flurry of media interest. Having just entered the software market with a new imprint called Firebird and eager to make a big splash with the highest-profile game in the industry, BT paid an undisclosed but “substantial” sum — Bell and Braben each got six figures up-front — for publishing rights to Elite on all platforms other than the Acorn machines. Suddenly Bell and Braben, who had yet to receive their first royalty checks from Acornsoft, were very wealthy young men.

For their part, Acornsoft allowed Bell and Braben to move on without fighting at all to retain Elite as a desperately needed platform exclusive. Indeed, they handled Bell and Braben’s departure with almost incomprehensibly good grace, even working out agreements to allow Firebird to reuse most of the wonderful supplemental materials they had stuffed into that bursting box. Perhaps they just had bigger fish to fry. Elite, you see, was the sole bright spot in a disastrous Christmas for Acorn as a whole, one rife with miscalculations which effectively wrecked the company. A desperate Acorn was purchased by the Italian firm Olivetti in 1985, and became thereafter a very different sort of place. The Acornsoft label was retired barely a year after the Elite launch, with Johnson-Davies and Jordan and all of their colleagues going on to other things.

But the game they had introduced to the world was just getting started. Bell and Braben themselves ported it to the Commodore 64. That version is not quite as fast and smooth as the BBC version — the 64’s 6502 is clocked at just 1 MHz instead of the BBC’s 2 MHz — but took advantage of the 64’s better graphics and its positively cavernous 64 K of memory to add in compensation more color and a welcome touch of whimsy to undercut its otherwise uncompromisingly dog-eat-dog world. There’s a third special mission, this one a bit of silliness drawn from the beloved Star Trek episode “The Trouble with Tribbles.” When the tribble — excuse me, “trumble” — population aboard your ship has mushroomed to the point that the little buggers start crawling around the screen in front of you, it’s laugh-out-loud funny, even if it is just about impossible to figure out how to get rid of them absent spoilers. But best of all is the new music which plays during the automated docking sequence: Johann Strauss’s “The Blue Danube,” a tribute to everyone’s favorite part of 2001: A Space Odyssey. It comes as a complete surprise (if you haven’t read an article like this, that is…) when you first flip the switch to try out your hard-won docking computer and are greeted with this unexpected note of easy beauty. Soon your travels assume an addictive rhythm: the calculus of buying and selling, followed by the tension and occasional excitement of the voyage itself, followed by the grace notes of “The Blue Danube,” when you know you’ve survived another voyage and can sit back and enjoy a few minutes of peace before starting the process over again. Life in a microcosm?


The Commodore 64 Elite established a tradition of each port being largely hand-coded all over again; this gives each its own feel. Scottish developers Torus took on the challenging task of converting Elite to the Spectrum, which is built around a Z80 rather than the 6502 microprocessor at the heart of the BBC Micro and Commodore 64. Speccy Elite arrived several months after the Commodore 64 version and about a year after the original, touching off another huge wave of sales. Amidst the usual slate of added and lost features, it added yet more special missions, for a total of five. Missions became the most obvious way for the many individual developers who worked on Elite over the years to put their own creative stamp on the game, a trend actively encouraged by Bell and Braben; “just have your own fun” with the missions was always their response to requested advice. About the same time as the Spectrum Elite arrived in Britain, Firebird brought the Commodore 64 Elite to the United States, where it — stop me if you’ve heard this before — became a huge hit, one of relatively few games of the 1980s to make a major impact in both the European and North American markets. It served to establish Firebird as an important publisher in the U.S., the first such to be based in Britain and one which would give many other British games deserved exposure in that bigger market.

The ball was now well and truly rolling. For almost a decade the existing versions just kept on selling and the ports just kept on coming: to big players of the era like the IBM PC, the Apple II, the Atari ST, the Commodore Amiga, and the Amstrad CPC as well as occasional also-rans like the Tatung Einstein. Even the Nintendo Entertainment System got a surprisingly faithful and enjoyable version in 1991. In the end Elite made it to 17 separate platforms. Ian Bell has guessed in one place that it sold about 600,000 copies. David Braben claims that Elite surpassed 1 million copies worldwide, but this claim is much more dubious. Regardless of the final tally, Elite was certainly amongst the most commercially successful born-on-a-PC games of the 1980s.

Bell and Braben’s mainstream fame proved to be almost as enduring — in September of 1991 The One magazine could still write about the latter as “the most famous developer in Britain” — but their partnership less so. The two tried for some time to make Elite II for the BBC Micro and the Commodore 64, but never got close to completing it for reasons which vary with the teller. In Bell’s version, the game was just too ambitious for the hardware; in Braben’s, Bell was more interested in enjoying his new wealth and practicing his new hobby of martial arts than buckling down to work. Braben alone finally made and released Frontier: Elite II, a hugely polarizing sequel, in 1993. The erstwhile partners then spent the rest of the decade in ugly squabbles and petty lawsuits. To the best of my knowledge, the two still refuse to speak to one another. While both agreed to give talks upon the game’s 25th anniversary at the GameCity Festival in Nottingham in 2009, they agreed to do so only if they didn’t have to share a stage together. Like most people who have studied their history, I have my opinions about who is the more difficult partner and who is more at fault. In truth, though, neither one comes out looking very good.

Bell retired quietly to the country many years ago to tinker with mathematics, martial arts, and mysticism. He hasn’t released a game since the original Elite. Braben, in contrast, has built himself a prominent career as a designer and executive in the modern games industry. If he’s no longer quite the most famous developer in Britain, he’s certainly not all that far out of the running. He recently Kickstarted a new iteration of the Elite concept called Elite: Dangerous to the tune of more than £1.5 million, proof of the game’s enduring place in even the contemporary gaming zeitgeist and its enduring appeal as well as the cachet Braben’s name still carries.

And what is the source of that appeal? As with any great game for which it all just seemed to come together somehow, that can be a difficult question to fully answer. I could talk about how it was one of the first games to show the immersive potential of even the most primitive of 3D graphics, prefiguring the direction the entire industry would go a decade later. I could talk about how it was one of the first to graft a larger context to its core action-based gameplay, giving players a reason to care beyond wanting to run up a high score. I could talk about how perfectly realized its universe is, how it absolutely nails atmosphere; its cold beauty is just that, beautiful. Those minimalist wireframe spaceships are key here. I never quite felt that later iterations for more advanced platforms, which fill in the spaceships with color, felt quite like Elite. But then I suspect that for most folks the definitive version of Elite is the one they played first…

Maybe the most impressive thing that Elite evokes is a sense of possibility. You really do feel when you start playing, even today, even when you’ve read articles like this one and know most of its tricks, that you can go anywhere (as, given time and patience, you can), and that anything might happen there (okay, not so much). Yes, over time, especially over these jaded times, that sense fades, this Fibonacci universe starts to lose some of its verisimilitude, and it all starts to feel kind of samey. I must confess that when I played again recently for this article that point came for me long before I got anywhere close to becoming Elite. I think for the game to last longer for me I’d need some more of those story elements Bell and Braben originally hoped to include. But just the fact that that feeling is there, even for a little while, is amazing, the sort of amazing that makes Elite one of the most important computer games ever released. In addition to being a great play in its own right, it represents a fundamental building block of the virtual worlds of today and those still to come.

(In addition to being such a huge hit and such a seminal game historically, Elite comes equipped with a very compelling origin story. Together these factors have caused it to be written and talked about to a degree to which almost no other game of its era compares. Thus my challenge with this article was not so much finding information as sorting through it all and trying to decide which of various versions of events were most likely to be correct.

The lengthiest and most detailed print chronicle of all is that in the book Backroom Boys by Francis Spufford. More cursory histories have been published by Edge Online and IGN. Vintage sources used for this article include: Your Computer of December 1984; The One of January 1991 and September 1991; Micro Adventurer of January 1985; Home Computing Weekly of December 11, 1984; Personal Computing Weekly of August 23, 1984. David Braben’s talk at the 2011 Game Developers Conference was a goldmine, while Ian Bell’s home page has a lot of information in its archives. Other useful fan pages included FrontierAstro and The Acorn Elite Pages. And when you get bored with serious research, check out the Elite episode of Brits Who Made the Modern World, which in its first ten seconds credits the game with starting the British games industry and goes on to indulge in several other howlers before it’s a minute old. It makes a great example of the hilariously hyperbolic press coverage that always clings to Elite.

Finally, rather than provide a playable version of Elite here I’ll just point you once again to Ian Bell’s pages, where you’ll find versions for many, many platforms.

Updated June 14, 2014 and July 14, 2014: I heard from Chris Jordan, who set me straight on more than a few facts and figures found in the original version of this article. Edits made.)

 
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Posted by on December 26, 2013 in Digital Antiquaria, Interactive Fiction

 

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How Things Work: Commodore 64 and Summer Games Edition

I’m always trying to convey a sense of the audacity and creativity of hackers of the early PC era, who made so much out of so little. I include amongst this group both the hardware hackers who created the machines themselves and the software hackers who took them to places even their creators never imagined. In that spirit, I thought today we’d look at how the Commodore 64’s hardware team managed to make it do some of what it could given the technical constraints under which they labored, and how the software team who created Summer Games at Epyx found ways to make it do even more than they had fully considered. So, much of this article is for the gearheads among you, or at least those of you who’d like to understand a bit more of what the gearheads are on about. If you’re a less technical sort, perhaps you’ll be consoled by learning about some of the softer factors that went into the Summer Games design as well. And if that’s not interesting, hey, you can still watch my wife and I (mostly I) fail horribly at various Summer Games events via the movie clips.

This is, by the way, my first attempt to make use of WordPress 3.6’s integrated video capabilities. You’ll need an up-to-date browser with good HTML 5 support to see the clips. Hopefully my site won’t choke on the bandwidth demands. We’ll see how we go.

While you’re waiting (hopefully not too long) for the videos to load, let’s consider the basic visual capabilities of the Commodore 64: a palette of 16 colors at a resolution of 320 X 200. Those capabilities are, to say the least, modest by modern standards, but they actually present a huge problem when paired with another key specification: the 64 has just 64 K of RAM memory. This is all there is to work with; there is no separate bank of video memory, as on a modern computer. Everything — programs, data, the contents of the screen, and miscellaneous other things like buffers for the disk drive — must draw from this pool.

Now, a modern programmer wishing to represent a 320 X 200 screen with 16 colors in memory would probably just store it as a series of pixels, with one byte devoted to each pixel and storing a value of between 0 and 15 to represent that pixel’s color. This approach, known as bitmap graphics, is straightforward and eminently flexible, but there’s a problem. Consider: a 320 X 200 screen has exactly 64,000 pixels. In other words, by devoting one byte to each pixel we’ve just filled our entire 64 K of memory with a single screen.

Let’s consider then. Even a modern programmer, if she’s a more efficient sort, might note that we only actually need four bits to store a number between 0 and 15, and could therefore, at the cost of a bit more confusing layout, pack two pixels into every byte. That reduces consumption to a little under 32 K — better, but it’s still untenable to devote half of our precious memory to the screen.

It’s because bitmap graphics are so demanding that only high-end machines like the Apple Lisa and Macintosh used them by default at the time of Summer Games‘s release. And, notably, even those 68000-powered machines only displayed black and white, which reduced the requirement from four bits per pixel to one — a simple on-off, black-or-white toggle. Let’s consider the alternative that the 64’s designers, as well as those of many other machines, employed in various ways: character graphics.

Commodore 64 startup screen

In its default mode, the 64 subdivides its screen into a grid of character cells, each 8 X 8 pixels. Thus there are 40 of them across and 25 down, corresponding to the machine’s standard text display. Elsewhere in memory are a set of up to 256 tiles that can be copied into these cells. A default set, containing the glyph for each letter, number, and mark of punctuation in addition to symbols and simple line-drawing figures, lives in ROM. The programmer can, however, swap this set out for her own set of tiles. This system is conceptually the same as the tile-graphics system which Richard Garriott used in the Ultima games, but these tiles are smaller (only the size of a single character) and monochrome, just a set of bits in which 1 represents a pixel in the foreground color, 0 a pixel in the background color. The latter color is set globally, for the whole screen. The former is specified individually for each cell, via a table stored elsewhere in memory.

So, let’s look at what all this means in terms of memory. Each cell on the screen consumes one byte, representing the number (0 to 255) of the tile that is placed there. There are 1000 character cells on a 40 X 25 display, so that’s about 1 K consumed. We need 8 bytes to store each tile as an 8 X 8 grid of on-off pixels. If we use all 256, that’s 2 K. Finally, the color table with the foreground color for each cell fills another 1 K. We’ve just reduced 32 K to 4 K, or just 2 K if we use the default set of character glyphs in ROM. Not bad. Of course, we’ve also introduced a lot of limitations. We now have to build our display, jigsaw-puzzle style, from our collection of tiles. And each cell can only use two of our total of 16 colors, one of which can be unique to that cell but the other of which must be the same for the entire screen. For someone wishing to make a colorful game, this last restriction in particular may just be too much to accept.

Enter multicolor character mode. Here, we tell the 64 that we want each tile to be not monochrome but drawn in four colors. Rather than using one bit per pixel within the tile, we now use two, which allows us to represent any number from 0 to 3. One of these colors is still set individually for each cell; the other three are set globally, for the screen as a whole. And there’s another, bigger catch: because we still only devote eight bytes to each tile, we must correspondingly reduce its resolution, and that of the screen as a whole. Each tile is now 4 X 8 (horizontally elongated) pixels, the screen as a whole 160 X 200. Even so, this is easily the most widely used mode in Commodore 64 games. It’s also the mode that Scott Nelson (little brother of Starpath co-founder Craig Nelson) chose for Summer Games‘s flag selection screen.

Summer Games country selection screen

But… wait, you might be saying. Surely the colorful screen shown above doesn’t always use the same three of the four colors within each tile. In fact, it doesn’t, and this introduces us to one of the keys to getting the most out of the Commodore 64: raster interrupts.

The picture on a cathode-ray-tube television or monitor is generated by an electron gun which moves across and down behind the screen, firing charged electrons at phosphors that coat the back of the screen glass. This causes them to briefly glow — so briefly, in fact, that the gun must paint the screen 60 times per second for televisions using the North American NTSC standard, or 50 times for the European PAL standard, in order to display a stable image without flicker. After painting each line of the screen from left to right, the gun must move back to the left to paint the next. This split second’s delay can be exploited by the Commodore 64 programmer. She can ask the machine to generate what’s known as a raster interrupt when the gun finishes painting a given line. She then has a few microseconds to make changes to the display configuration before the gun starts painting the next line. She can, for example, change one or more of the three supposedly fixed colors, as Scott Nelson does to generate the screen shown above.

But let’s say we don’t want to deal with trying to create a picture using tiles. The Commodore 64 actually does also offer a bitmap mode of sorts, albeit one with restrictions of its own that allow it to reduce the memory footprint from an untenable 32 K to a more reasonable if still painful 9 K. Here an 8 K chunk of memory is allocated to the bitmap, with each bit representing the status (on or off) of a single pixel. The foreground color represented by an “on” pixel is once again determined by a 1 K color table, with the colors still sorted into 8 X 8 pixel blocks. This leads to the most obvious oddity of the 64’s bitmap mode: the bitmap does not run all the way across the screen and then down, but rather across and down through each 8 X 8 cell that is assigned a given foreground color.

Bitmap mode on the Commodore 64

For those willing to trade resolution for colors, there is also a multicolor bitmap mode, which, like the multicolor character mode, treats each two bits as representing a single pixel of one of four possible colors. Horizontal resolution is accordingly reduced to 160 pixels. This mode is, however, more flexible than multicolor character mode in its choice of colors. Another area of memory, of 1 K, is allocated to a collection of color pairs for each cell, each pair packed into a single byte. Thus we can freely choose three of the four colors found within each cell without resorting to raster interrupts or other tricks. Total memory devoted to the display in multicolor bitmap mode amounts to 10 K.

That may not look like much at first glance, but for a programmer trying to shoehorn a complex game into 64 K it’s quite a sacrifice indeed. For this reason, and because its other restrictions could make it almost as challenging to work with as character mode, bitmap mode is not used as often as you might expect in Commodore 64 games. Summer Games is, however, a partial exception, employing bitmap mode in quite a number of places. For instance, Stephen Landrum’s opening-ceremonies sequence uses a multicolor bitmap. This sequence also demonstrates another critical part of the 64’s display hardware: sprites.


Doing animation by changing the contents of screen memory is very taxing on a little 8-bit CPU like the 64’s 6502, not to mention tricky to time so that changes are not made in the middle of screen paints, which would result in ugly jerking and tearing effects. Sprites come to the rescue. Indeed, their presence or absence is a good indication of whether a given machine from this era is pretty good at playing graphically intense games (the 64, the Atari 8-bit lines) or not (the Apple II, the IBM PC). A sprite is a relatively small graphical element which is overlaid onto the physical screen, but independent of the bitmap or tile map stored in memory. It can be moved about quickly at minimal cost, just by changing a couple of registers. The display circuitry does the rest.

The 64 offers eight sprites to the programmer, each exactly 24 pixels wide by 21 tall. The image for each is stored in memory as the usual grid of on/off bits, for the modest total of 64 bytes used per sprite. An on bit represents the sprite’s color, of which each has exactly one; an off bit represents transparency, so that whatever is on the screen behind shows through. This means that the 24 X 21 pixel size is not so arbitrary as it may first appear; a smaller sprite can be displayed simply by turning off the unneeded pixels.

There is also the inevitable multicolor sprite, which gives us three foreground colors to work with at the expense of half of our horizontal resolution. In this mode, the sprite is effectively just 12 X 21 pixels, but each pixel is now twice as wide as before, resulting in the same physical width on the screen. As in multicolor character mode, the second and third colors are fixed across all sprites in this mode.

A sprite can be pointed to different addresses in memory for its image between screen paints, creating the possibility of making animated sprites which cycle through a sequence of frames, page-flip style. Likewise, single- and multicolor sprites can be placed together and moved in lockstep to create larger or more complex onscreen figures. In the sequence above, the runner is made from three single-color sprites, each of which cycles through 14 frames of animation. (If you’ve played Impossible Mission, he may look familiar to you: he is in fact the same sprite as your avatar in that game, which Dennis Caswell happily shared with his colleagues.) The flames are four multicolor sprites, each with four frames of animation. And each of the eight doves is a single single-color sprite of eight animation frames.

But… again, wait. That’s far more than eight sprites in total, isn’t it? As you may have guessed, Landrum uses raster interrupts to reconfigure and thus reuse sprites as each screen paint proceeds. With the addition of such tricks the 64’s effective limit becomes not eight sprites in total but no more than eight sprites horizontally parallel with one another.

Let’s take another example, this time one showing an actual, interactive event in action: Stephen Landrum’s pole vault. I have my usual mediocre performance in the clip that follows, but my wife Dorte kicks some ass and actually demolishes our old world record.


The screen you see here is another multicolor bitmap. The vaulter is made up of three single-color sprites, which cycle through seven frames of animation as he runs and are then changed appropriately to reflect his state after he goes airborne. The pole is three single-colored sprites and the crossbar is a single multicolored sprite, as is, surprisingly and cleverly, the stationary top of the nearer (right-hand) upright. To understand this last, we have to understand the 64’s concept of sprite priority. Sprites are numbered from 0 to 7. If two sprites overlap one another, the sprite with the lower number is drawn on top of the one with the higher number. Landrum uses this property to easily create the illusion of the jumper passing behind the nearer upright as he soars through the air.

You might have noticed that the pole, the crossbar, and the upright are all quite large. This is down to yet another feature of the 64’s sprite system. It’s possible to expand a sprite vertically or horizontally or both, doubling its size (but not its resolution).

The pole vault is not quite as polished as most of the events, which may be a sign that, as one of the later events completed, it was a bit rushed. There’s some odd artifacting in the pole, for instance. And there’s a wonderful bug that lets you vault under the crossbar on its highest setting, creating a world record for the ages.


The two swimming events, which were started by Randy Glover but finished by Landrum following the former’s abrupt resignation, are the most complex in Summer Games. They’re largely an exercise in rhythm; you have to press the joystick button as your swimmer’s arms enters the water, then release it when they emerge. I’m awful at it, but Dorte is pretty good.


The clock at top right is formed from six single-color sprites, each swimmer from four. The rest of what you see here may begin to illustrate how crazy you can get with raster interrupts. Each paint begins with the 64 in single-color bitmap mode. This allows the text (“Ready… Set… Go!”), which is drawn and erased directly into the bitmap, to be rendered in the higher resolution. But then, just as the electron gun reaches the top of the stands, the screen is changed to a multicolor bitmap.

Glover and Landrum use a technique known as double buffering to make the scrolling as smooth as possible. There are actually two bitmaps in memory, one of which is always being displayed and the other of which is being updated by the CPU for the next step in the scroll. When the time comes, the two are swapped, as the 64’s VIC-II graphics chip is pointed to the other in the pair. Well, it’s almost that simple. Complications arise because the poor 6502 just doesn’t have time to completely redraw a screen in memory for every pixel of scroll. Luckily, it doesn’t have to. The VIC-II also has what are known as horizontal and vertical fine-scrolling registers. They allow the programmer to shift the bitmap that appears onscreen by from 1 to 7 bits to the right (as in the swimming events) or down. Since this will create an ugly empty zone at the edges of the display for which the computer has no pixel data to display, another register lets the programmer expand the size of the border slightly to cover these cells — the width of the screen is reduced from 40 to 38 columns, or the height from 25 to 24 lines. Now it’s possible for Glover and Landrum to scroll the screen eight pixels before having to swap to the alternate bitmap, giving the CPU time to make said bitmap. Double buffering is rather unusual to find on the 64, as it’s horrendously expensive in memory. And indeed, the swimming events use virtually every last byte.

But that’s probably enough tech talk for today. Just for fun — and because if you got through all that you’ve earned it — let’s look at the other events in somewhat less exhaustive (exhausting?) detail.

The two running events have their origin in Starpath’s old Supercharger decathlon project, but were brought to the 64 and completed by Brian McGhie. Like virtually everyone at Epyx, he had no particular knowledge of or burning interest in Olympic sports. He therefore relied on a stack of old Sports Illustrateds to try to get the look of his runners and the stadium right. The events are very similar in appearance, but unlike the swimming events very different in execution. The 100 meter dash is a notorious joystick killer. You have to move the stick back and forth as quickly as possible — nothing more, nothing less. The 4 X 400 meter relay, by contrast, is the most cerebral of the events, a game of energy conservation and chicken. I’m unaccountably good at both, much to Dorte’s frustration.


Interestingly, the scrolling in these events is implemented in an entirely different way from that in the swimming, illustrating how very much Summer Games is really a collection of individual efforts brought together under one banner. McGhie uses a multicolor character screen, and rather than using double buffering updates the hidden border areas on the fly to… but I promised to stop with the tech talk, didn’t I?

The diving event is yet another of Landrum’s. The diver here rather disconcertingly never surfaces after entering the water, simply because Landrum ran out of time.


Skeet shooting was a joint project of John Leupp, Steve Mudry, and Randy Glover prior to his departure. They originally planned to show the shooter on the screen, as in all of the other events, but found it difficult to work out a practical way of implementing the event from that perspective. So skeet shooting received the only first-person perspective in Summer Games, and the poor shooter was left out entirely.


Finally, there’s the gymnastics event — really just a vault — by Mudry. In an example of the, shall we say, casual approach to box art that was so rife in this era, the Summer Games box shows someone doing a handstand.


If nothing else, this article has hopefully conveyed what a tricksy machine the Commodore 64 is, full of hidden capabilities and exploitable quirks. Learning to make it dance for you requires considerable time even if you have examples to follow. If you don’t… well, small wonder that its games were just beginning to come into their own in 1984, the year it had its second birthday. And Epyx and companies like it were barely scratching the surface. In a couple of years Summer Games would look downright quaint.

You can download the original Commodore 64 Summer Games and its manual from here if you like, for use in the emulator of your choice (I recommend VICE). Unlike most of the disk images floating around the Internet, this one is pristine, with the original set of world records, so you and your friends and/or family can make your own records — which is about 20% of the fun of playing Summer Games — rather than be shamed by the performances of obsessed teenagers from two or three decades ago.

We’ll continue to observe the Commodore 64 scene with interest in future articles. But next we’ll check in with a group of Atari 8-bit loyalists: the backwoods savants of Ozark Softscape.

(This article draws again from the Epyx retrospectives in the July 1988 and August 1989 issues of Commodore Magazine. Technical details of Summer Games were drawn from the Commodore 64 design case study which appeared in the March 1985 IEEE Spectrum. I also lifted the diagram showing the 64’s unusual bitmap mode from there. For what it’s worth, my favorite 64 technical reference is Mapping the Commodore 64 by Sheldon Leemon. And if I may be forgiven a blatant plug, do check out my book on the Amiga if you’re interested in the sort of technical details I’ve delved into in this post. Some of what I go into in the book actually apply equally to the 64, and I explain basic concepts, starting with what a bit and byte actually are, much more fully there.)

 
 

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From Automated Simulations to Epyx

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

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

Randy Glover, developer of Jumpman

Randy Glover, developer of Jumpman

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

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

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

Epyx

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

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

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

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

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

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

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

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

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

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

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

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

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

Summer Games

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

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

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

 
 

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