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Suspended

Mike Berlyn

Mike Berlyn

As earlier posts have hopefully made clear, conventions played a pivotal role for many years in the PC industry. In the early years that meant places like the West Coast Computer Faire and the AppleFests, where hackers and hobbyists would gather to talk about their machines and trade tips along with manufacturers, publishers, and developers; indeed, in this early period the groups could be all but indistinguishable. But 1982 is generally remembered by old-timers as the last year when the likes of Applefest could attract the movers and shakers. Afterward, as the moneyed interests entered en masse and the community of computer users (or even Apple users) grew too large to retain that clubby feeling, such gatherings faded in importance in comparison with the glitzier Consumer Electronics Show and its rivals, where you needed a press badge just to get in. Whatever form the shows took, they were as important for what took place behind the scenes, in back rooms, bars, and hotels, as what was shown on their floors. In gathering people from all over the industry together in one location, they provided essential opportunities for negotiations, deal making, maybe even a bit of intrigue.

Thus it was at the Boston Applefest in May of 1982 that Marc Blank of Infocom had a long talk with Mike Berlyn of Sentient Software, to whom he had been introduced by a mutual acquaintance. As it turned out, each was looking for something the other could offer him. It didn’t take long to make a deal.

Berlyn was by a wide margin the more frustrated of the pair. As you may recall, he had embraced the idea of adventure games as a new form of literary expression very early, and put it into practice as well as his resources allowed in two games he released through Sentient, Oo-Topos and Cyborg. Yet despite an absolutely rapturous review of the latter in the influential Softalk, the two games made nary a dent commercially. Berlyn, a demanding personality who throughout his career would change business relationships almost as often as he churned out games, felt muzzled by partners he felt weren’t as committed as he was and the accompanying lack of promotion and investment. Still, he also realized that in a real sense his best just wasn’t good enough. Both games were written in BASIC, with the two-word parser, simplistic world model, and all the other limitations that implied. Berlyn was a clever self-taught Apple II hacker, but lacked the experience or technical vision to create something more advanced — like, say, Infocom’s state-of-the-art ZIL system.

Blank, meanwhile, had ZIL but wasn’t sure he could take full advantage of it. Since starting to work on the landmark Deadline the previous year, he had started to see Infocom’s games in much the same light as Berlyn — as dynamic, playable stories. Blank, who was rather insecure about his own writerly chops (albeit largely unnecessarily), now viewed Deadline almost as a tech demo, a chance to get tools worked out and to demonstrate some shadow of what might be possible in the hands of a real writer. Berlyn, it must be admitted, was not exactly Norman Mailer or even Arthur C. Clarke. He had just three straight-to-the-dimestore-paperback-rack science fiction novels to his credit, none of which had sold all that well. Still, that was enough to qualify him for the title of “published author,” and was also three more novels than anyone else currently writing adventure games had published. Signing Berlyn would mark a big step toward Blank’s crystallizing vision of Infocom as publishers of interactive fiction rather than mere text adventures, even if it would still be a couple of years before the company would stumble upon that term to describe what they were really about.

The first plan had Berlyn working on a game for Infocom under contract from his home in Colorado. However, what with the complexities of the ZIL system and the state of telecommunications in 1982, that quickly proved impractical. So, within weeks of the Applefest meeting, Berlyn and his wife packed up and moved to Boston, where he became one of the first full-time employees to be hired by Infocom, as well as the first Implementor to be drawn from outside the immediate orbit of MIT’s Laboratory for Computer Science. What Infocom got for a first project was perhaps not quite what they had expected. Berlyn, Infocom’s supposed literary star, always combined a headstrong creativity with a certain flair for the perverse. He now started in earnest on Suspended, arguably the least literary parser-driven game Infocom would ever release, more a strategy game implemented in text than an interactive fiction.

The premise of Suspended reflects a longstanding obsession of Berlyn with disembodied consciousness; this had already been at the heart of his novel The Integrated Man and his earlier adventure Cyborg. In Suspended, you take the role of, yes, another disembodied consciousness, whose body has been placed in “cryogenic suspension” while her mind takes a 500-year shift as the emergency backup to an automated system which makes life possible on a planet of the future, controlling the weather, food production, and the transportation network. Normally your mind sleeps alongside your body, but you’re to be woken in the case of an emergency which the automated systems are not equipped to handle. As you’ve probably guessed, just such an emergency occurs as the game begins.

With no body of your own, you have six robots to whom you can issue orders and through whose senses you can experience the game’s available geography, which is restricted to a planetary control complex located far underground. Each robot is somewhat, um, specialized in its capabilities. Iris is the only one who can see. Auda can hear. Sensa can detect “vibrational activity, photon emission sources, and ionic discharges.” Poet seems to have no clear purpose, other than to spout bits of poetry that must be deciphered like a code to figure out what is really going on with him. (“All life’s a stage, so just consider me a player,” he says when asked to go somewhere; “It hops and skips and leaves a bit, and can’t decide if it should quit,” when asked to describe his surroundings inside a power station.) The most obviously practical robots are Whiz, who can interface with various computer systems, and Waldo, a general-purpose repair robot.

Over the course of the game a series of escalating crises strike the planet, to which you must respond by making use of all of your robots. There are fairly conventional object-based puzzles to solve, but even once you figure out how to do everything you still face a daunting challenge in scheduling and logistics to juggle all of your robots efficiently and minimize the casualties on the surface. If you succeed in saving the planet at all — no easy task in itself; it will likely take dozens of plays just to get that far — you next can concentrate on doing it without leaving half the population dead. (It’s rather deflating when you “win” for the first time, only to be told that the survivors want to burn you in effigy.) Winning “a home in the country and an unlimited bank account” will likely take at least a few dozen more attempts.

Played today, Suspended feels oddly like a genre of cooperative board games that have become fairly common in recent years. In games like Pandemic, Red November, and Flash Point, players struggle together to maintain a system against a series of shocks, whether they come in the form of waves of global disease, leaks and explosions aboard a very unseaworthy submarine, or a hungry house fire. Further cementing the board-game connection in my mind are the uniquely practical feelies that came with Suspended: a map of the complex in the form of a game board, with a set of counters representing each of the robots. As you get deeper into the game and begin playing to win you’ll soon have multiple robots moving simultaneously about the complex doing various things. Thus the board quickly becomes an essential tool for keeping track of the whole situation, along with some careful notes.

In one sense, Suspended feels visionary, or at least wholly unique in the Infocom canon. The standard text-adventure paradigm of play has been thrown overboard almost entirely. Gone, for example, is the need to map, along with the connection to a single in-game protagonist and any semblance of conventional storytelling. Further emphasizing the strategy-game feeling, Suspended is explicitly designed to be replayable. It has an “advanced” difficulty level you can attempt if you finally manage a good score on the standard, or you can choose the custom starting option, where you can choose the starting location of each robot and control when the various disasters are triggered. The manual suggests that you and friends could use this to “challenge each other” with new scenarios.

Unfortunately, the flexibility Suspended has can rather make us expect more from it than it can deliver. It would be nice if, like those board games I mentioned, Suspended could truly become a different experience every time it’s played by parceling out fortune and misfortune from a randomized deck of virtual cards. But alas, the same events will always occur even in custom mode; the only question is when, and even that is predetermined by the person entering the new parameters. Suspended upends the traditional Infocom approach enough that you wish it could have gone even further, dispensing with fixed puzzles and events entirely in favor of something completely dynamic and replayable. Maybe there’s a project in there somewhere for some modern author…

Visionary as it can feel, Suspended can also paradoxically feel like a bit of a throwback even in the context of its day. When we think of games in text today, we generally leap immediately to Adventure, Infocom, and all of their peers and antecedents. However, it’s important to remember that through the 1970s lots and lots of other sorts of games were implemented in text, simply because that was the only possibility. This included card games, strategy games, simulations, even action games. By the time of Suspended, the two text-only members of the trinity of 1977 (the TRS-80 and the Commodore PET) were fading away, and games other than adventures were expected to have graphics. One is almost tempted to look at Suspended as a text game that really wants to be in pictures, to imagine how cool it might be if the map board was included in the game itself as a graphical playing field. But then you realize that the very premise of having only one robot who can actually, you know, see is dependent on the proverbial magic of text, and a new appreciation for Berlyn’s creativity asserts itself. At any rate, it’s perhaps worth remembering again in light of Suspended‘s unusual mode of play that Infocom were not at this stage calling themselves makers of interactive fiction or even adventure games. They were just making games in text which were (they claimed) smarter and more sophisticated than those of anybody working in graphics.

Being such a departure from anything Infocom had done before (or, for that matter, would do later), Suspended pushed and stretched the ZIL system in unexpected new directions, turning development into quite a challenge. To make things harder, Berlyn, while he knew his way pretty well around an Apple II, had none of the grounding in programming and theory of the Infocom founders. Just getting him up to speed on ZIL took some time, and getting this extremely ambitious first project going took more. Yes, some of what was needed had been done already: Dave Lebling had first put together a system for passing orders to other characters for his own robot in Zork II, and Blank had made great strides toward a more dynamic model of adventuring in Deadline. Still, Blank had to work quite extensively with Berlyn to give him the tools he needed. A game of Suspended can have many, many balls in the air, with six robots all moving about following orders, disasters and events happening (or being averted) on the surface, and the player hopping about amidst all the chaos, taking in the scene through this robot’s senses, then issuing orders to that one. Further, the parser had to be substantially reworked to support it all; it’s now possible to issue orders to multiple robots at once, or even to tell two or more robots to work on something together, such as moving something neither one is strong enough to budge on its own. Taken just as a functioning virtual world, Suspended is damn impressive — amongst the most technically impressive worlds that Infocom would ever create.

It’s also damn difficult to penetrate. With its tersely sterile robotic diction, its ironclad adherence to the sensory limitations of each robot, and the time pressures of its cavalcade of disasters, there isn’t an ounce of compromise or compassion in the game. We can only take comfort in knowing that even in its cruelty it’s eminently fair, as uninterested in playing guess the verb or foisting illogical puzzles on us as it is in coddling us. There’s none of the sense here of a design that got away from its designer that plagues, say, the work of Scott Adams or the early work of Roberta Williams. Suspended is hard because it wants to be hard, and it’s hard in exactly the way it wants to be. Which isn’t to say that most players, myself included, are exactly disappointed that Infocom never ventured further down the trail it blazed. I suspect that Suspended is the Infocom game farthest away from the ideal of interactive fiction as it’s perceived and (in Infocom’s case) remembered today.

Suspended Suspended

 

 

 

 

 

 

 

 

Suspended was released in March of 1983 in a huge and elaborate box (better to house that big laminated game board) that featured a recessed three-dimensional face mask for a lid. Surprisingly in light of the game’s difficulty and unabashedly experimental mode of play, it was yet another solid hit, selling some 55,000 copies in 1983 alone and eventually flirting with sales of 100,000 over its commercial lifetime. It really did seem that, at least for now, people were willing to follow Infocom wherever they led them. And Suspended was only the first release of 1983, the happiest, most financially successful year in the company’s history. I’ll have much more to tell about that year and the games it produced in the next posts.

(I’m thrilled to be able to say that since my last post on Infocom Activision has rereleased many of their games, including Suspended, for iPhone and iPad. If you don’t have an iDevice, you can certainly find the story file elsewhere on the Internet, but as usual I won’t be hosting it here. Just in case it’s helpful to anyone, here’s a very rough module for the VASSAL board-gaming engine with the Suspended map and counters. Load the save to position the robots as they are at the start of the standard game. If someone more familiar with VASSAL wants to clean it up and upload it to the official module repository, by all means feel free.

I should also note here that Marc Blank’s attitude toward the eternal game vs. story question that always hangs about Infocom and interactive fiction in general seems to have changed over the years. In an interview for Jason Scott’s Get Lamp documentary, he states that he always viewed Infocom’s works as fundamentally games rather than fiction or literature. In contemporary interviews, however, he often expresses the belief that Infocom was creating works that were different from — or, if you like, transcended — games. I believe his current thinking may be somewhat colored by the pain and frustration of Infocom’s later years, and his inability to really move the genre forward in a way that felt right to him.)

 

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Starcross

For whatever reason, it seems that the Infocom guys just weren’t interested in laughing it up during 1982. Like its simultaneously released companion Zork III, Dave Lebling’s Starcross is amongst the most austere of Infocom’s efforts. Their first science-fiction game, it’s also the hardest science fiction they would ever produce, in the mold of technically and scientifically rigorous authors like Larry Niven, Poul Anderson, and Arthur C. Clarke, whose classic 1972 novel Rendezvous with Rama is Starcross‘s most obvious direct inspiration. Like the novel, Starcross tells the story of a mysterious alien generation ship that enters the Solar System, to be met and explored by a very unlikely ship from Earth. The heart of the Rama scenario, of exploring a strange, largely deserted environment and puzzling out the wonders of alien technology, seems tailor made for an adventure game. It’s thus no surprise that games had used it before Starcross, and would continue to do so afterward, including two officially licensed direct adaptations of the novel. Typically enough, however, Infocom approached the scenario in a more rigorous way than anyone had before.

It’s the year 2186, and we are a prospector for quantum black holes that can be harvested as energy sources. (The technology is “based on theories that began as early as the 1970s,” the manual tells us, a reference to Stephen Hawking’s pioneering work.) A sort of wildcatter of the future, we live a lonely life aboard our one-man vessel, the eponymous Starcross, scouring the vast reaches of the Solar System for that lucky gusher that will make us rich for life. Then, one day…

You are sound asleep in your bunk aboard the deep-space black hole prospecting ship "Starcross," operating out of Ceres. Just as your sleep becomes deep and comfortable, an alarm bell begins ringing! It's the mass detector! Instantly you awake. This hasn't been a profitable trip so far, and you don't even have the cash for repairs. This could be the break you've been waiting for.

Our first task is to navigate to the mass, which we accomplish using a map of nearby space included in the game’s box. Working out how to read the map to determine the correct “range, theta, and phi” values to enter into the ship’s computer serves as a unique and interesting puzzle in its own right, one sadly lost in later, cheaper repackagings in such collections as The Lost Treasures of Infocom, which reduced the map to a simple list of destinations and values. Still, the map also represents Infocom’s most obvious attempt yet to use feelies not just to enhance the experience of their interactive worlds but also to combat piracy. The destination is determined randomly from more than a dozen possibilities, which makes simply writing the necessary numbers down and passing them along with a copied disk at least a bit more complicated.

The mass, of course, turns out not to be a quantum black hole but rather something even more spectacular. This whole opening sequence has a dramatic urgency that is new, not only to Infocom but to text adventures in general. We feel caught up in an onrush of events, like we’re really living out a story rather than just exploring a static environment (Zork) or ducking in and out of someone else’s story (Deadline). For the climax, Lebling takes his time, using a number of turns to introduce us to the massive, awe-inspiring spaceship that proceeds to effortlessly capture our pitiful little vessel. Even the fact that there’s nothing for us to really do here works for the scene, which functions as a sort of preview of some of the things we’ll encounter when we actually start exploring inside and outside the ship. What else would you do in this situation but sit and hold your breath and stare?

>wait
Time passes...
Time passes as you journey towards your destination.
Filling space before you is an enormous artifact, more than 5 km long and about a kilometer in diameter. Regularly spaced around its waist are bumps and other odd protrusions. You cannot see the aft end but the fore end sports a glass or crystal dome almost 100 meters across. This dome is brightly lit.
There is a brief burn as the ship matches course with the artifact. You are hanging in space about one kilometer away from the waist of the object. The Starcross's engines shut down. The computer speaks: "Program completed. We are being scanned by low level radiation at various frequencies. Waiting for instructions."

>wait
Time passes...
As the object rotates beneath you, the surface features of a different area are visible through the viewport.
There is an area with a blue dome below. Near the dome is a spherical object which just might be a spaceship. It is held down by silvery ropes.

>wait
Time passes...
As the object rotates beneath you, the surface features of a different area are visible through the viewport.
The area here has a yellow dome. The surface of the object here looks damaged and scorched, and is littered with tangled debris.

>wait
Time passes...
As the object rotates beneath you, the surface features of a different area are visible through the viewport.
This area has a green dome and a long, silvery spaceship tethered nearby.

>wait
Time passes...
As the object rotates beneath you, the surface features of a different area are visible through the viewport.
Below is an area with a red dome which has no ship near it.
Suddenly an odd protrusion near the red dome splits open and a huge articulated metal tentacle issues from it at great speed. It approaches the ship and delicately wraps itself around the hull. You are slammed against your seat as the tentacle accelerates the Starcross to the speed of rotation of the object. Inexorably, your ship is drawn toward the dome. When you are a few tens of meters away, three smaller tentacles issue forth and grapple the ship solidly to the surface of the artifact. The large tentacle retreats into its housing, which closes.

From here — and inevitably given the restrictions in the allowable amount of text under which Lebling labored — things get more traditional. Once we solve the next few puzzles to get inside, it becomes clear that the ship is another large, static environment to be explored and gradually conquered. To his credit, however, Lebling refuses to make Starcross into Zork in Space. In keeping with the game’s hard science-fiction roots, the alien ship is a carefully worked-out environment which, at least as far as such advanced technology can be expected to, makes sense. The ship rotates to provide gravity. Inside it consists of a network of corridors and rooms spanning the underside of its outside hull and a large open cavern in its center, whose outside walls/floor are planted with trees and grass. As one would expect, gravity gets weaker as we get closer to the center by, for instance, climbing one of the taller trees. In fact, this is the key factor in a fairly brilliant climactic puzzle that finds us floating in the very center of the cavern and requires us to devise the most unlikely means of propulsion if we don’t want to be left stuck there permanently.

So, the ship always feels, at least conceptually, like a real and believably alien place, give or take the occasional slip-up like the damaged computer that flashes — in English — “Fault” when we try to turn it on. Again in keeping with the game’s influences, the puzzles mostly involve practical, real-world science and technology, a marked departure from those of Zork. Often we find ourselves needing to translate alien symbology into universal scientific principles, as when we must use our knowledge of basic chemistry and our decided preference for breathing oxygen over methane or ammonia to figure out which button to press to reactivate the ship’s life-support systems.

Repair Room
This is a bright room taken up by two large pieces of machinery. On the leftmost one is a symbol depicting the emission of rays and beside it a yellow slot. The other machine bears a symbol in three parts: the first two parts, in black, are a solid block and a fluid level. The third, in red, is a series of parallel wavy lines. Beside it are three diagrams; under each one is a red slot. The first diagram shows four single dots equally spaced around a six-dot cluster. The second shows two eight-dot clusters in close proximity. The third has three single dots equally spaced around a seven-dot cluster. The only exit is up some stairs.

Starcross is by no means a trivial game; it has a fairly big map and a lot to keep track of, and, as usual for even Infocom games of this era, it’s very easy to lock yourself out of victory by doing things in the wrong order. Still, its puzzles require careful experimentation and practical thought rather than leaps of intuition. We always feel grounded in Starcross; it’s by far the most solvable game Infocom had yet produced, a prime reason I’m declining to spoil it heavily here.

Surprisingly, the ship is not the deserted environment you might expect. In fact, in a marked departure from Rendezvous with Rama, it’s well-nigh teeming with intelligent or semi-intelligent alien life, all captured and held here over the centuries in the same way that we are. There are small creatures who look like “crosses between a rat and an ant”; a hyper-intelligent giant spider who’s been learning English via radio broadcasts from the planet; and some human-sized weasels who have regressed into a primitive and superstitious tribal culture since their ship was stranded here generations ago. And even though Starcross largely transcends being Zork in Space, there are nevertheless grues here, a fact which was doubtless helpful to Infocom in not making them rewrite their standard code for darkness. We even learn through their existence here that the Zork games apparently took place on an alien planet; even hard science-fiction authors have to have a little fun sometimes.

Broken Cage
This cage was apparently forced by its inhabitants before the general deterioration of the zoo equipment. The force projectors are ripped out of their mountings and smashed against the bulkhead, and the whole cage is scratched and dented as though many enraged creatures pounded on it violently for many weeks. There is a somewhat chewed sign to one side of the cage.

>read sign
The sign is a liquid crystal display, and even more oddly, is in English:

" Common Grues (Grue Vulgaris)

The common grue, an inhabitant of the dark underground passages of a forgotten planet, is here exhibited for your pleasure in a typical family group. Note particularly the slavering fangs which reach such impressive size in the adults. Feeding the grues is not recommended."

Inevitably given the sheer quantity of stuff packed into Starcross‘s 83 K story file, our scope for interaction with any of this life is decidedly limited. They’re all classic vending-machine NPCs, each possessing some vital object to be coaxed away, traded for, or taken by force.

Indeed, if Starcross really falls down somewhere it’s in failing to adequately convey the grandeur of the experience we’re allegedly having. It comes the closest to evoking a sense of wonder during the introductory sequence I quoted above. After that, however, the text is usually flatly practical and to the point. It gets the job done, mind you, describing some very intricate puzzles, devices, and situations with careful precision. But it hardly feels like it even tries to inspire. That’s particularly surprising given that the game was written by Dave Lebling, who had the reputation of being the most self-consciously “literary” of the original Zork team, and who took his share of ribbing for his purplish prose — and with some justification. (The more wordy and elaborate descriptions in Zork, such as the jeweled egg found in the forest, tend to be Lebling’s.) Perhaps he just didn’t have the space to indulge his literary sensibilities here. Still, Zork III managed to do much more with similarly terse prose. Starcross is a fun, well-crafted adventure in an interesting, meticulously worked-out setting, but it never manages to be more than that, never touches that ineffable something that makes Zork III resonate so.

Our goal in Starcross, we slowly realize, is to repair this ancient and rather battered ship enough to fly it triumphantly back to Earth. It’s only when we’ve finally done so that we realize that the whole exercise has been a test, an experiment conducted by the hyper-advanced aliens who built the ship to see which species is ingenious enough to succeed in this task before the ship leaves their system forever.

The artifact, under your assured control, moves serenely toward Earth, where the knowledge it contains will immeasureably benefit mankind. Within a few years, there could be human ships flying out to the stars, and all because of your daring and cunning...

A holographic projection of a humanoid figure appears before you. The being is tall, thin, and swathed in shimmering robes. It speaks perfectly but expressionlessly in your own language. "Congratulations, you who have passed our test. You have succeeded where others failed. Your race shall benefit thereby." He smiles. "I expect to see you in person, someday." The projection fades.

The idea of the game as a sort of diegetic test for the player’s avatar was one that Infocom fell back on quite a lot in these early years; Zork III, and by extension its prequels, were built on essentially the same premise. It worked there, but it’s not very compelling here. In fact, it undercuts almost everything that came before. Suddenly this believable ship we’ve been exploring, with its battle scars and its aged and malfunctioning systems we’ve lovingly repaired, is revealed as nothing more than an elaborate prop in a game of interstellar eugenics. It feels like Lebling, having so carefully worked out all of the engineering details of the ship’s design and its history of collecting more and more aliens, suddenly didn’t know how to justify its existence in the first place, didn’t know how to answer the Big Question (“Why?”) and end the game. This is the disappointing result. Luckily, Infocom — and Lebling — would get more sure-handed and confident in their storytelling in later efforts.

Infocom’s advertising firm, G/R Copy, once again played a vital role in presenting Starcross to the world in the most memorable possible light. As they had for Deadline, G/R came up with Starcross‘s short, catchy name, a huge improvement over the original title of A Gift from Space. And in Starcross‘s packaging Infocom and G/R really outdid themselves, packing it all inside a big plastic flying saucer.

Granted, there were no actual flying saucers in the game, but it was certainly unique. Maybe too unique — retailers quickly came to loathe the things, which tended to literally roll away when shelved on racks designed for normal, rectangular boxes. Many ended up hanging the games from the ceiling using string, as a) the most practical solution and b) one that looked pretty cool in its own right. Today the original saucer Starcross is one of the most sought-after bits of Infocom memorabilia. (The plastic used to form the saucer doesn’t tend to age all that well, making a copy in good condition a rare find indeed.) Infocom and G/R didn’t stuff as much inside the box as they had for Deadline, just the aforementioned foldout star map and a fairly terse manual. (For the “gray box” re-release a couple of years later, they added a rather jocular diary painting the protagonist as something of a loser. They should have left well enough alone; it’s one of the least effective of such inserts, jarring with the fairly serious tone of the actual game rather than complimenting it. It feels more suited for Planetfall — or, hell, Space Quest.)

Both Starcross and Zork III –more minimalistically packaged in a blister-pack with only a short manual — were solid hits for Infocom, selling more than 10,000 copies each during the 1982 holiday season alone. Already more games were in the pipeline, including one from a talented new author about which they were very excited. And, on what is in retrospect a more ominous note, they were now established enough to start another project, one completely unrelated to games — a little thing called Cornerstone.

 
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Posted by on September 19, 2012 in Digital Antiquaria, Interactive Fiction

 

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Zork III, Part 2

Last time we explored the area west of the Junction. Today let’s head east.

There we find the Royal Museum, which houses a time machine that lies at the heart of the last of the intricate new puzzles that Blank crafted just for Zork III. It’s interesting to compare the rigorousness of Zork III‘s approach to time travel with that of Time Zone, which despite having time travel as its overarching theme swept most of its ramifications under the rug as just not worth wrestling with. Indeed, and despite the challenges that time travel presents even to authors of static fiction, temporal puzzles would continue to be something of a favorite with Infocom in the years to come.

They acquit themselves pretty well in this first effort; there’s no way to really “break” the simulation, thanks both to some surprisingly complex modeling and to some very clever restrictions on the player that straiten the scope of possibilities. In a bit of broad comedy that does somewhat lighten the generally oppressive tone of the game, we can even come face to face (albeit briefly) with Lord Dimwit Flathead the Excessive himself, a fellow who’s been an ongoing gag throughout the series thus far:

>push button
You experience a brief period of disorientation. When your vision returns, you find yourself in the middle of some kind of ceremony, with a strange flat-headed man wearing royal vestments about to break a bottle on the bars of an iron cage containing magnificent jewels. He appears somewhat pleased by your presence. He speaks very loudly, nearly deafening the poor civil servant whose duty it is to see that his wishes are carried out. "Aha! A thief! Didn't I tell you that we needed more security! But, no! You all said my idea to build the museum under two miles of mountain and surrounded by five hundred feet of steel was impractical! Now, what to do with this ... intruder? I have it! We'll build a tremendous fortress on the highest mountain peak, with one narrow ladder stretching thousands of feet to the pinnacle. There he will stay for the rest of his life!" His brow-beaten assistant hesitates. "Don't you think, Your Lordship, that your plan is a bit, well, a bit much?" Flathead gives it a second's thought. "No, not really." he says, and you are led away. A few years later, your prison is finished. You are taken there, and spend the rest of your life in misery.

** You have died **

Everything that I discuss from here on has been lifted, pretty much whole cloth, from the PDP-10 Zork. First, just south of the museum, is the Royal Puzzle, an elaborate set-piece logic game that might just be the first of the soon-to-be infamous genre of sliding-block puzzles to appear in an adventure game. This one, however, is more interesting than most of those that would follow. We must push sandstone walls around a grid to discover an important book hidden inside (easy) and make our escape with it (hard). Although one of the later puzzles to be added to the PDP-10 Zork, the Royal Puzzle was geographically located relatively early in the finished game, lying adjacent to the big maze and the thief’s lair. It was primarily the work of the most unheralded of the original Zork team, Bruce Daniels. It was cut out of Zork I for reasons of space, but Infocom obviously decided it was too good to exclude from the PC games, and so placed it here as an adjunct to the Royal Museum.

And it is a good puzzle, requiring some careful planning and even sketching, but eminently solvable. Most importantly, the process of doing so is thoroughly enjoyable. I’ve never quite understood its reputation for extreme difficulty. (An old walkthrough’s sentiment is typical: “Take a deep breath here, because you’re about to enter one of the toughest puzzles in Zork III…”). In reality, the Royal Puzzle requires only patience, careful planning, and, yes, a willingness to restore many times; one wrong push on a wall usually means rendering the puzzle insolvable. It’s not trivial, but much less daunting than some of the other puzzles scattered throughout both the PDP-10 Zork and the first two PC games that rely entirely on, shall we say, intuitive leaps. The Royal Puzzle is even very appealing as a game of its own, divorced from the context of Zork. Some at MIT treated it this way, and competed to see not just who could solve it but who could do so in the fewest number of moves.

With the Royal Puzzle behind us, we’ve now explored and exhausted all of the initially available rooms on the map. In one of its perhaps more questionable design decisions, the game now leaves us to wander about looking for something, anything new to do. Eventually we wander into the Engravings Room and stumble across a sleeping old man, who gives us access to the endgame in return for a bit of bread. Now it all comes down to working our way through a linear series of puzzles lifted from the PDP-10 Zork endgame, designed largely by Dave Lebling. The puzzles here are appropriately challenging, but, like the Royal Puzzle, mostly challenging for the right reasons. The centerpiece is a sort of weird vehicle that we must figure out how to direct. As Jason Dyer noted in his own excellent write-up of the PDP-10 Zork, we find ourselves straining here to visualize an elaborate device described solely in text — described, in fact, in what is likely the longest contiguous infodump to be found anywhere in the trilogy.

Inside Mirror
You are inside a rectangular box of wood whose structure is rather complicated. Four sides and the roof are filled in, and the floor is open.

As you face the side opposite the entrance, two short sides of carved and polished wood are to your left and right. The left panel is mahogany, the right pine. The wall you face is red on its left half and black on its right. On the entrance side, the wall is white opposite the red part of the wall it faces, and yellow opposite the black section. The painted walls are at least twice the length of the unpainted ones. The ceiling is painted blue.

In the floor is a stone channel about six inches wide and a foot deep. The channel is oriented in a north-south direction. In the exact center of the room the channel widens into a circular depression perhaps two feet wide. Incised in the stone around this area is a compass rose.

Running from one short wall to the other at about waist height is a wooden bar, carefully carved and drilled. This bar is pierced in two places. The first hole is in the center of the bar (and thus the center of the room). The second is at the left end of the room (as you face opposite the entrance). Through each hole runs a wooden pole.

The pole at the left end of the bar is short, extending about a foot above the bar, and ends in a hand grip. The pole has been dropped into a hole carved in the stone floor.

The long pole at the center of the bar extends from the ceiling through the bar to the circular area in the stone channel. This bottom end of the pole has a T-bar a bit less than two feet long attached to it, and on the T-bar is carved an arrow. The arrow and T-bar are pointing west.

Dyer describes this puzzle, appropriately if anachronistically, as Myst-like. But of course the elaborate mechanisms of Myst are shown and manipulated graphically. And indeed, one is left just wishing for a picture after reading that mess, even as meticulously described as it is. Already Infocom, the gaming world’s foremost proponents of the power of pure text, were brushing against some of its limitations. (Notably, Bruce Daniels chose to represent the Royal Puzzle with simple ASCII diagrams rather than even trying to describe it in prose.)

Moving on, we meet the Dungeon Master at last. Zork III thankfully omits the Zork trivia quiz that the PDP-10 version requires us to pass to gain access to his inner sanctum, the final area of the game.

"I am the Master of the Dungeon!" he booms. "I have been watching you closely during your journey through the Great Underground Empire. Yes!," he says, as if recalling some almost forgotten time, "we have met before, although I may not appear as I did then." You look closely into his deeply lined face and see the faces of the old man by the secret door, your "friend" at the cliff, and the hooded figure. "You have shown kindness to the old man, and compassion toward the hooded one. I have seen you display patience in the puzzle and trust at the cliff. You have demonstrated strength, ingenuity, and valor. However, one final test awaits you. Now! Command me as you will, and complete your quest!"

The Dungeon Master becomes our partner; we must order him about to solve the final puzzle. Played after Zork II‘s similar puzzle involving the robot, one is chiefly struck by how much easier and cleaner it now is to communicate with others, thanks to the new conversation system Infocom developed for Deadline and incorporated here.

Given the description of the Dungeon Master shown above and the fact that we’ve been collecting equipment to “become” him throughout the game — not to mention the brooding, weighty tone of everything so far — the final subversive twist of the game and the trilogy don’t come completely by surprise. Still, when we take our place as the Dungeon Master it brings a chill. We’re a long way from jocular treasure hunts now.

On a desk at the far end of the room may be found stock certificates representing a controlling interest in FrobozzCo International, the multinational conglomerate and parent company of the Frobozz Magic Boat Co., etc.

As you gleefully examine your new-found riches, the Dungeon Master materializes beside you, and says, "Now that you have solved all the mysteries of the Dungeon, it is time for you to assume your rightly-earned place in the scheme of things. Long have I waited for one capable of releasing me from my burden!" He taps you lightly on the head with his staff, mumbling a few well-chosen spells, and you feel yourself changing, growing older and more stooped. For a moment there are two identical mages standing among the treasure, then your counterpart dissolves into a mist and disappears, a sardonic grin on his face.

For a moment you are relieved, safe in the knowledge that you have at last completed your quest in ZORK. You begin to feel the vast powers and lore at your command and thirst for an opportunity to use them.

Much of what’s just happened is still very vague, with, as was so typical of adventure games of this era, the details all left to the imagination. Yet in this case, rather than seeming an artifact of technical constraints or just a lack of talent for fiction, the vagueness works. One senses that careful explanation would only spoil it. Given how powerful this ending is, one has to feel happy that Infocom decided not to cheapen it with a Zork IV. And, as Jason Dyer also noted, it’s hard not to want to read this ending meta-textually: “Here is a new art form, one raw and unrefined, with the potential to be serious and profound.” The last paragraph, which is not found in the original version but only in Zork III, adds to the impression. The last sentence might even apply to the way that Infocom themselves were feeling at just about this moment. And justifiably — they had a remarkable next few years in store.

That, then, is Zork III. As many remarked at the time, sometimes disapprovingly, it’s considerably shorter than either of its predecessors, with a total number of real puzzles that could probably be counted on your fingers. Yet it occupies roughly the same space as the earlier games on disk. In place of sprawl and “cheap” puzzles like mazes and riddles, Blank implemented a smaller number of more intricate, satisfying interactions. He implemented, in other words, deeply rather than widely, beginning a trend that has persisted in interactive fiction right to the present day. This, combined with that pensive, fraught atmosphere that seems to affect everyone who plays it and its subversive thematic focus, make Zork III feel like a leap toward not only a more satisfying approach to adventure gaming but also that ineffable thing called Art.

 
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Posted by on September 17, 2012 in Digital Antiquaria, Interactive Fiction

 

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Zork III, Part 1

In September of 1982 Infocom released their fourth and fifth games, and their second and third of that year, simultaneously. Starcross, by Dave Lebling, was an outer-space adventure in the mold of Arthur C. Clarke’s Rendezvous with Rama. We’ll get to that shortly. But today I want to talk about Zork III: The Dungeon Master, the next installment in Infocom’s flagship series.

Although its endgame and one rather elaborate puzzle are borrowed from the PDP-10 Zork, the rest of Zork III is an original work of the indefatigable Marc Blank, a fellow whom I’m coming more and more to recognize as perhaps the key influence behind the Infocom Way. This is after all the guy who co-authored the original PDP-10 Zork, who worked tirelessly to make the parser better, who designed the Z-Machine, who expanded the very definition of an adventure game via Deadline. Zork III isn’t so obviously groundbreaking as Deadline, but it’s a better, more mature piece of work — better than anything that had come before, not only from Infocom, but from anyone. That’s not to say that it’s an easy game. No, it’s hard as nails. Yet it’s difficult for all the right reasons. Here you’ll find no mazes or useless geography, no riddles, no parser games, no hunger or light-source timers or inventory limits (that matter, anyway). No bullshit. You’ll just find a small assortment of puzzles that are more intricate and satisfying than anything we’ve seen before, couched in the most evocative of atmospheres.

As I’ve mentioned before, Zork has always had a schizophrenic personality. The series has never quite decided whether it wants to be goofy, mildly satirical comedies full of the over-the-top excesses of the Flathead clan or mournful tragedies played out amidst the faded grandeur of the erstwhile Great Underground Empire. The PDP-10 game and the first PC game vacillated wildly between both extremes, while Zork II, largely the work of Dave Lebling, played up the light comedy. Zork III is not without some well-placed Flathead jokes, but its main atmosphere is one of windy austerity, with a distinct twinge of sadness for better times gone by. It begins thus:

As in a dream, you see yourself tumbling down a great, dark staircase. All about you are shadowy images of struggles against fierce opponents and diabolical traps. These give way to another round of images: of imposing stone figures, a cool, clear lake, and, now, of an old, yet oddly youthful man. He turns toward you slowly, his long, silver hair dancing about him in a fresh breeze. "You have reached the final test, my friend! You are proved clever and powerful, but this is not yet enough! Seek me when you feel yourself worthy!" The dream dissolves around you as his last words echo through the void....

“Your old friend, the brass lantern, lies at your feet,” we are soon told, a sentence that well-nigh drips with Zork III‘s new-found world-weariness. And indeed, we’re a long way from the famous white house. If Zork I, with its points-for-treasures plot, is almost the prototypical adventure game, Zork III, just as much as the Prisoner games, is all about subverting our expectations of what makes an adventure game. Its most remarkable, peculiar achievement is to simultaneously be a damn good play within the confines of the genre it happily subverts.

But, onward. Here’s a map of the geography, in case you’d like to follow along as I explore, or (better yet) play along. I’m going to make a real effort not to spoil Zork III as thoroughly as I traditionally have in these analyses; it’s eminently worth struggling with a bit for yourself. My nudges, plus the map and the list of objects to be discovered in each room thereon, will hopefully blunt some of the edges of difficulty while leaving the heart of the experience intact.

From the Endless Stair where we began, we move south into the Junction. Another old friend, our sword, is embedded in a stone here, but there’s no way to pull it out. This “puzzle” is not really a puzzle at all; the sword will come to us, unbidden, when the time comes.

So, we move westward. We climb down a cliff to discover just the thing for an adventurer like us: a treasure chest — albeit a locked one. As we’re fiddling with it:

At the edge of the cliff above you, a man appears. He looks down at you and speaks. "Hello, down there! You seem to have a problem. Maybe I can help you." He chuckles in an unsettling sort of way. "Perhaps if you tied that chest to the end of the rope I might be able to drag it up for you. Then, I'll be more than happy to help you up!" He laughs again.

Every instinct tells us not to trust this guy; Zork I and Zork II have taught us that pretty much everyone in the Great Underground Empire is against us. Surely this fellow just wants to make off with our loot. And what else is an adventure game about if not collecting loot? Sure enough, if we take a chance and do as he asks we learn our suspicions were correct.

The man starts to heave on the rope and within a few moments you arrive at the top of the cliff. The man removes the last few valuables from the chest and prepares to leave. "You've been a good sport! Here, take this, for whatever good it is! I can't see that I'll be needing one!" He hands you a plain wooden staff from the bottom of the chest and begins examining his valuables.

Yet — and here’s where the subversion comes in — the treasure doesn’t matter. The old staff is what we need.

By this point we’ve already noticed something else very strange about Zork III: its scoring system seems completely out of whack. There are just 7 points to be scored, not the hundreds which we’ve come to expect from the earlier games. Further, points are awarded for such innocuous actions as just wandering into a certain completely accessible room, while major breakthroughs go unremarked. It’s possible to have 6 or 7 points and still be completely at sea, nowhere close to actually, you know, solving the game. Once again it seems that Zork III is playing by new rules that we don’t quite understand.

Yet Zork III is a finely crafted adventure as well as a subversive one, the first from Infocom without any howlingly bad design choices. We see this demonstrated in a rather surprising way on the Flathead Ocean. If we stand around here for a randomly determined number of turns, a ship will show up. Then we have one turn to say “Hello, sailor” to receive a potion of invisibility. “Hello, sailor” was a running joke throughout the first two Zork games; thus its appearance here, where it’s finally good for something. For the real oldtimers, there’s also a bit of even more meta meta-humor here: there’s a trivia quiz in the endgame of the original PDP-10 Zork about Zork itself. One of the possible questions is, “In which room is ‘Hello, Sailor’ useful?” The correct answer, in that game, is “None.”

Meta-humor aside, this business on the Flathead Ocean is on the face of it a staggeringly awful puzzle. First we must magically divine that we need to wait around in an otherwise uninteresting location (shades of Catherine the Great’s hairpin from Time Zone); then we must type the One True Thing from a multitude of choices. None of which, of course, would have stopped On-Line or perhaps even an earlier incarnation of Infocom from shoving it in there and being done with it. It’s exactly the sort of puzzle early adventure implementers loved, being trivial to code yet vastly extending the playing time of the game with its sheer obtuseness. Here, however, it’s not actually necessary. The potion only provides an alternate solution to a puzzle in the endgame. Thus the puzzle stands as an Easter egg only for the hardcore who like to plumb every depth and ferret out every secret. I don’t know of a better example of Infocom’s fast-evolving design sensibility than the decision not to make solving this bad puzzle necessary to winning the game.

But there are other, positive rather than negative examples of said sensibility. West of the lake we find what may just be my favorite puzzle in the game, a puzzle which is everything the arbitrary seaside puzzle is not. A magic portal can transport us momentarily not only to another location within this game, but also to locations from Zork I and Zork II. We need to plan for the next phase of our explorations by leaving a light source at a critical location using the portal. This is, at least by some criteria, unfair, as we have to do some learning by death a little later in the game to figure out that we need to do this. Yet it’s also a complex puzzle that grows organically from the sort of intricate, believably modeled storyworld that no one other than Infocom was crafting at this time. Puzzles like this feel shockingly modern in comparison to those of Infocom’s contemporaries.

Interestingly, the portal can also transport us to a fourth Zork game, a preview/advertisement for a work that was obviously already gestating in Blank’s mind. Zork IV, of course, never appeared (at least under that title). It came to me as something of a surprise to realize that Zork on PCs was never conceived by Infocom as a neat trilogy, a reality that seems at odds with the air of doomed finality that becomes more and more prevalent as we get deeper into Zork III. But at this stage Infocom still considered Zork, their flagship series and ongoing cash cow, very much an indefinitely ongoing series. Some players must have wondered just where it was going; the scene from the planned Zork IV is one of the most violent and disturbing in the Infocom canon.

Sacrificial Altar
This is the interior of a huge temple of primitive construction. A few flickering torches cast a sallow illumination over the altar, which is still drenched with the blood of human sacrifice. Behind the altar is an enormous statue of a demon which seems to reach towards you with dripping fangs and razor-sharp talons. A low noise begins behind you, and you turn to see hundreds of hunched and hairy shapes. A guttural chant issues from their throats. Near you stands a figure draped in a robe of deepest black, brandishing a huge sword. The chant grows louder as the robed figure approaches the altar. The large figure spots you and approaches menacingly. He reaches into his cloak and pulls out a great, glowing dagger. He pulls you onto the altar, and with a murmur of approval from the throng, he slices you neatly across your abdomen.

**** You have died ****

This scene would eventually appear, violence intact, in Blank’s next game, where it would jar with the tone of the rest of the game even more dramatically than it does here. However, that game, which did indeed start life as Zork IV, would be wisely retitled Enchanter, situated as its own entity and the first of a new fantasy trilogy.

Zork III is nowhere near so dynamic a system as Deadline. In the ongoing tradition of many adventure games even today, its world is a largely empty, static one. There is, however, one exception. At a randomly determined point of approximately 100 to 150 turns in, an earthquake causes the High Arch above the Aqueduct to collapse. I mention this now because making our escape through the area south of the lake depends on this arch still being intact, as well as the aforementioned light source having been properly placed. (Relatively static it may be, but Zork III nevertheless requires almost as much planning and learning by death as Deadline.) Lest I be accused of praising too much, let me just also note that the aqueduct area contains one of the few stumbles in this otherwise elegantly written game, when Blank suddenly tells us how to feel rather than letting the scenery speak for itself: “You feel a sense of loss and sadness as you ponder this once-proud structure and the failure of the Empire which created this and other engineering marvels.”

At this point we have only one more area west of the Junction to explore: the Land of Shadow. Just as the sailor on the Flathead Ocean feels like a puzzle Blank thought better of, turning it into an Easter egg and alternate solution instead, the Land of Shadow feels like it started life as a maze. Within it we meet a strange, apparently hostile figure. The sword we last saw stuck in the stone suddenly appears in our hand, and we are treated for the last time in the Infocom canon to the randomized combat system Dave Lebling developed for the PDP-10 Zork back in the day. Subversion is still the order of the day, however, so we can’t really die. Nor do we really want to kill. Playing the situation the right way results in an unnerving scene that recalls, among other possibilities, the climactic moment of the Prisoner television series.

>get hood
You slowly remove the hood from your badly wounded opponent and recoil in horror at the sight of your own face, weary and wounded. A faint smile comes to his lips and then his face starts to change, very slowly, into that of an old, wizened man. The image fades and with it the body of your hooded opponent. His cloak remains on the ground.

What is going on here will become more clear — at least a little bit more clear — later. But we’ll wrap things up for today on that ominous note. Next time we’ll tackle the area east of the Junction, and the endgame.

 
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Posted by on September 14, 2012 in Digital Antiquaria, Interactive Fiction

 

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The Zork Users Group

In an earlier post I described how the Zork Users Group was founded when Mike Dornbrook left Infocom’s Boston home for an MBA program at the University of Chicago, taking what essentially amounted to the company’s customer-relations division with him. ZUG was not alone. An entire aftermarket of companies dedicated to lending aid and comfort to players of other companies’ games was springing up around the same time, a sign of the health of the growing entertainment-software market even in the midst of an ugly recession. ZUG was unique, however, in having such a cozy relationship with Infocom. Many other publishers saw this burgeoning aftermarket as little better than parasites. Some of these attitudes were likely down to economic considerations; who wants to watch someone else sell hints you could be selling yourself? Others seem more down to control-freak tendencies and sheer bloody-mindedness. Luckily, ZUG didn’t have to deal with any of it.

Indeed, to say that ZUG had a privileged relationship with Infocom hardly begins to tell the story. Each Infocom game came with a card that the purchaser could send in to join ZUG. And not only did ZUG sell their own merchandise, but they also became official retailers of the Infocom games themselves, which they distributed through their catalogs along with all the other stuff. But, lest we get ahead of ourselves, let’s pick up the ZUG story from near the beginning.

Dornbrook’s initial plan for ZUG was to continue business as usual, sending out maps and hints from his new apartment in Chicago. However, without his erstwhile partner Steve Meretzky and with all the pressures of graduate school, that promised to be quite a challenge. Then, between leaving Boston and beginning his program in Chicago, Dornbrook spent a week with his parents at their home in Milwaukee. His father had just recently retired, and, seeing the problem, made a proposal: he could handle order fulfillment from the basement of the family home, leaving Mike free to answer hints and work on preparing new products from Chicago. Mike happily accepted, and so ZUG was officially established as a Milwaukee business. Mike’s mother also got involved as the mailing-list maintainer, which consisted at this time of about 1000 names and addresses on paper; as was still typical of these times, nothing about ZUG was computerized.

Once settled in Chicago, Dornbrook enlisted Meretzky to draw up a map for Zork II for sale alongside the existing Zork I map, and once again got his artist friend Dave Ardito to do the illustrations. In early 1982 Meretzky accepted an official job with Infocom as their first full-time play-tester. It was a perfect fit for his other gig as ZUG’s cartographer; he could know everything about the games’ geographies long before they were released. For the Deadline map, Meretzky drew upon his training as a construction manager, departing from the standard matrix of lines and rectangles to present the Robner estate as a set of architectural blueprints.

With a growing, hungry, and loyal Infocom fanbase to feed, ZUG also began branching out into unabashed novelty products. By the end of 1982 they were peddling not just games, maps, and hints, but also posters, tee-shirt iron-ons, bumper stickers, and buttons. In addition to sending out the order forms for their merchandise, they began a roughly quarterly newsletter to reach the fans and tell them about all the latest happenings in the worlds of ZUG and Infocom: The New Zork Times. I noted in an earlier post that much of what people remember as Infocom was really the work of their advertising firm, G/R Copy. Similarly, another big chunk of their public image was forged not in-house but rather by Dornbrook and friends through the auspices of ZUG.

Even as ZUG branched out in other directions, hints remained a constant thorn in Dornbrook’s side. As ZUG’s membership roles increased rapidly, he found it more and more difficult to keep delivering personalized responses to requests for hints on top of his studies and his other ZUG activities. He also found it increasingly dull, since most questions centered on the same handful of trouble spots. The obvious solution was to prepare some sort of standard hint booklet for sale, but he was loathe to do this, fearing it would be too easy for a player to spoil large swathes of the game for herself while looking for the answer to just one or two puzzles. Another, less idealistic concern was the knowledge that someone was certain to photocopy the hint booklets — or type them into their computer — and start passing them around as soon as he began to sell them. Yet it was also clear that manually dealing with hint requests would soon be not just impractical but impossible; if one thing looked obvious, it was that Infocom and ZUG were just beginning to take off. So, Dornbrook started looking for alternatives to a simple printed list of puzzle answers.

He considered using scratch-offs like are used for lottery tickets; offset-printed answers that could only be properly read through a pair of 3-D glasses; a little window that slid up and down the page, allowing the reader to only see a line or two at a time. Nothing proved practical. Then (from the extras DVD of Get Lamp):

I was at a party back in my home town with some friends of mine from high-school days. One of them had gone to pharmacy school at the University of Wisconsin. I was describing that I was trying to create these booklets, trying to come up with an answer. He said, “Why don’t you use invisible ink?”

One of the friend’s professors had used invisible ink for tests; students who didn’t know an answer right away could develop “invisible” hints by running a special marker over the appropriate part of the page, at a cost to their overall score. Dornbrook had actually worked in printing on and off over the years, but had never heard of such a thing. After calling everywhere he could think of to ask about the technology, only to have people think him “nuts,” he finally called the professor’s office directly. An assistant found the name of the company from which the professor sourced the stuff: A.B. Dick. They in turn put him in touch with a printer who had the technology, and InvisiClues were born. The first, written by Dornbrook for Zork I and illustrated as usual by Ardito, arrived in the spring of 1982.

Each InvisiClues booklet contained many questions about the game it covered. The user found the one that pertained to her, then developed the solution by running a special marker over the “invisible” answer. Each answer was itself presented as a series of graduated steps to be developed one at a time, from gentle nudge to the complete solution. Each booklet also included a fair number of dummy questions to further discourage readers from just developing and devouring random answers, as well as to obfuscate what was and was not in the game and thus prevent the reader from spoiling the experience just by reading the questions. If developed, these dummy questions chided the reader appropriately (and sarcastically).

InvisiClues was a ridiculously clever idea, although there were a couple of caveats. They were expensive to make and thus quite expensive to buy; while Adventure International was selling a “Book of Hints” for all twelve of the Scott Adams adventures for $8, an InvisiClues booklet for a single Infocom game would cost you considerably more than that. And, developed hints would begin to fade after about six months. Still, in spite of these disadvantages, InvisiClues were a tremendous hit. They were just fun in a way that the ciphers and look-up tables other companies used to disguise their own hints were not.

Infocom and ZUG’s commercial fortunes skyrocketed hand in hand. Infocom sold 100,000 games in 1982, up from 12,000 the year before. ZUG’s membership rolls, meanwhile, increased from 1000 at the start of the year to 4000 at its mid-point to over 10,000 by its end. Midway through the next year, they had 20,000 members. By this time they had finally computerized the operation (via an IBM PC with a then-exotic 10 MB hard drive), and had three other part-time employees in addition to Mike and his parents. Amusingly, other than Mike not a single one of them had ever played an Infocom game or had any interest in doing so.

There’s much more to say about Infocom’s 1982, but next we’ll travel half a world away to look at another, very different computing culture.

 
 

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