Today sees the return of the tapemag T&D Subscription Software, which we last saw with the game Killer Mansion. The tapemag was started in 1982 by Tom Dykema to distribute Tandy Color Computer tapes monthly and was successful enough to last until 1991.
Tom wrote a great deal of the software himself (“at the rate of about four programs a week”) but had a “programming genius down the street” help him and accepted contributions otherwise. A Facebook post by Youngstown Ken talks about several games of his taken in on the tapemag, including a clone of Trek that was published in the September 1983 issue.
The publication as a whole lands on CASA as having 77 adventure games (!!) so we’ll eventually be seeing a lot more of them. Just to be thorough I checked the T & D catalog for anything they described as in the “adventure” genre after Killer Mansion. There are two tagged from 1982, Quest for Lenore (Issue 2)…
…and Terrestrial Adventure (Issue 4).
Neither quite fits what I’m calling an adventure, although Terrestrial Adventure is sort of a top-down “choose your own adventure” style game with mild action elements; you control a little green dot and if you run into anything on the map you die. (This almost feels like it is meant to parody the gameplay of the Atari 2600 game E.T. with the infamous pits, but Issue 4 was in October 1982 which is before the Atari game came out.)
The controls make a room like this perilous.
After that, there’s a long gap until the next adventure, which the listing guide calls College Adventure but the game itself calls University Adventure. Confusingly, the file is called COLLADV/BAS.
YOU MUST TREK ACROSS THE COLLEGE CAMPUS IN SEARCH OF YOUR GOAL, with no clarity what that goal might be.
The verb list is unusual in that only the first three letters from the applicable verbs can be used. That is, from the starting room…
…and you can type GET NOTE just fine, in order to read it you must type REA NOTE, not READ NOTE. I’ve never seen this particular piece of jank before, indicating this is an author we haven’t met yet.
I’m so unused to the “shortened verbs only” setup that I accidentally typed READ in full twice.
As the note indicates, someone is being held captive in the computer center. With the beer, you can DRI (not DRINK) it until you finally end up drink.
We’re definitely on a University Adventure now! This moment where you could keep hitting Y made me laugh out loud.
If you pick up the beer and take it to the west, a resident assistant will stop you and end your adventure prematurely.
The trick is to not pick up the beer, walk on past, slip into another dorm and grab a key, avoid meeting the gang of girls down the south hall…
…and then unlock a closed door across your own dorm room…
…and pick up a pizza. While the pizza and beer are held, there is a different gang (presumably of men) who will let you pass.
Go east for long enough and you’ll find a random piece of wood.
From here the only way to go is outside, and I’m going to switch to isometric mode!
I’ve left items off as the remainder of the map is mostly a red herring. There is, for instance, a cafeteria.
None of these items are useful except technically the I.D. card, where if you go south you’ll run into a safety official who will cause a game over.
However, this encounter isn’t necessary at all, because you can just avoid that spot on the map! (Not like it matters too much — the game has no inventory limit so you can scoop up everything. The only moment where this causes a problem is with the beer.)
The important item is instead down in a classroom where you can find a computer card in a classroom.
Scooping up the pencil too, because why not.
This can be taken over to the east where there’s a river that you need to USE WOOD in order to pass over…
…followed by the computer card which gets applied to a security door.
Head south and you’ll win, with no further plot explanation of who needed rescuing or if the note was just some kind of prank.
I get the impression the author was aiming for something a little more dense. The opening made me hopeful we were going to get a “my university” satire with lots of obscure references; that’s not a bad thing in this context because it means the author would be aiming at a particular target and trying to say something, even if that something is an observation on the overzealousness of campus patrol. However, they clearly gave up by the end and the red herrings start to feel more like parts of the game the author never finished with (potentially due to lack of memory space). The opening spiel to the T&D newsletter for this issue even says
WOW! The programs on this month’s tape are so long that we could barely put two copies of each on the tape…
…indicating the game couldn’t have been longer even if the author wanted it to be. At least “every verb must be written in three letters” is an odd enough aspect it will be clear if they pop up again.
Coming up: assuming I get the tech issues resolved, an early hybrid action/text adventure game in Japanese.
House Adventure first appeared in the “tape magazine” Chromasette, the January 1983 issue. We’ve seen Chromasette before with games like Williamsburg Adventure that were republished by Microdeal in the UK for the Dragon; this game was not given a similar treatment.
The Chromasette team, on the back page of the January 1983 letter.
What’s unusual about the distribution history of this game is that it is now better-known for its port to the Tandy 100, the “first commercially successful notebook computer”.
CASA has the game but does not mention the origins in Chromasette; the year is listed as “unknown” because the version in archives (from “Club 100”) has no date. Jim Gerrie then ported the game to TRS-80 MC-10, meaning he essentially took a game for Tandy CoCo that was ported to Tandy 100 and ported it back to Tandy CoCo without realizing that was the original platform. (The MC-10 technically predates the CoCo, but: close enough.) Gerrie included a number of bug fixes which is worrying but I started out by playing the original and hoping these aforementioned bugs slipped into the portable version of the game.
From the newsletter:
“Remember, the imposter is last”. Yes, that is a clue to solving House Adventure. And no, won’t tell you anymore. It took us a few times to figure out what the clue meant (we still haven’t solved the adventure, though). For you new adventurers, you are searching for 20 items located in the house.
“20 items” literally just means everything you can pick up. There are no “treasures” specifically (even though some items are valuable); your goal is: grab everything that isn’t nailed down.
The “we still haven’t solved the adventure” implies both a.) this was not done in-house, but via outside submission and b.) they were willing to publish the game without bug-testing all the way through. (Again, worrying!)
I do like the enigmatic aura of “the imposter is last” being given without further instructions, though.
Despite the game previously having no author — the Model 100 copy took out the credit — it exists in the CoCo version. The game is by Drew Haines of Brooksville, Florida. He has another adventure coming for 1983 (also published in Chromasette) with over 1500 rooms. This game is not nearly as large.
Could a Tandy CoCo maven explain how this is done? If you start listing from 1 you won’t see the credit.
You start inside the house, in a foyer at a “locked door”. (In a haunted house game it’d typically start you on the porch and then have the door slam locked as you walk in; this isn’t really a haunted house as much as a fantasy-adjacent one.) Since the objective is to get objects out of the house you need to unlock the door first before getting any points.
In addition to the placement and wording of screens being a “signature” of sorts, the parser itself can be distinctive. In this case, if you type SEARCH BOX you’ll get the message YOU CAN’T GO THAT WAY! Any verb that starts with N, S, E, W, U, or D is counted as a direction. I’ve never seen this exact behavior before, and it certainly can be deceptive in practice.
This is really trying to go EAST.
At first glance, the house of the adventure is divided into four floors, that you can hop between via an elevator. (You might notice a phone booth on the map. There’s a booth on some of the floors, and they’ll be important later. Additionally the “at first glance” is there because there’s a secret fifth floor.)
Rooms are otherwise straightforward (YOU ARE IN A DINING ROOM, YOU ARE IN A FAMILY ROOM, YOU ARE IN A BEDROOM)…
This does have the advantage of giving the right amount of text for a Model 100 screen.
…with only a few items “in the open” to grab right away. Floor 1 you can get a wooden box and a flashlight, but you cannot get the carving knife on the same floor due to a pesky vampire.
In general, the other floors are similar. While the second floor has some diamonds out in the open…
…as well as a hairbrush and a banjo, those are the only items you can take easily, as the ming vase that you undoubtedly need is being guarded by an insane monk.
The monk is unimpressed by banjo music. The blank link response is because the feedback response to PLAY BANJO is audio.
There are also “100’s” [sic] of gold coins, which is too many to take unless you are holding the wooden box from the starting room.
For the top floor…
…there’s even less to look at, as a sorcerer’s handbook is guarded by a leopard, and a room just to the south of the leopard has batteries and another hairbrush. In case you are wondering why there’s a second hairbrush, that’s the “imposter”:
Finally there’s the basement. You need both the flashlight from the starting floor and the batteries from the top floor to explore; while holding both you can then use the syntax LIGHT ON or LIGHT OFF. (I tried INSERT BATTERIES, FIX BATTERIES, etc. first; they just need to be held along with the flashlight.)
The dirt floor east of the freezer will come into play later.
While there’s a BAG OF GOLD down at a TORTURE ROOM with a SET OF STOCKS, the other two objects (wrinkled parchment, can of bug spray) are both guarded.
to summarize, we have…
A vampire guarding a knife
An insane monk guarding a ming vase
A leopard guarding a sorcerer’s handbook
A protoplasmic blob guarding a parchment
A savage beast guarding a can of bug spray
…with a banjo, a flashlight with batteries, and a hairbrush as our only real tools. All three of them have pairings with the foes listed. Two of the pairings kind of make sense, one of them ramps up to nonsense.
The book left behind provides some magic words.
We’ll worry about those momentarily. For the second pairing, the banjo is enough to calm the “savage beast” (which at least is explicitly described that way to get the cliche phrase; I’m not used to thinking at the level of individual word choice with a tapemag game, that’d be more expected in something pun-heavy like Quondam).
That bug spray you get from the beast then goes to the protoplasmic blob. The parchment then left behind is the second part of the book (letting you know the magic words get used in the telephone booth, living room, and dining room).
Again, we’ll save dealing with the magic words for a little bit later, as let’s take out the last obstacles (the vampire and monk). The vampire takedown is the one that doesn’t make sense.
I guess it’s a sunlight-providing flashlight? Or maybe the vampire has some alternate lore? (The problem with using the “fan fiction shortcut” as I’ve called it is that there’s enough fan fiction universes it can be hard to tell which one the game is in.) You can then KILL MONK while holding the knife at the monk.
The monk reappeared for me in the basement elevator. It’s random, and it’s only a problem if he reappears somewhere where there’s an item, and then like ADV.CAVES — which had a kitten that scared a dragon — you have to re-do a puzzle solve.
Now it’s time for the magic! The words were ABRACADABRA, SHAZAAM, SEERSUCKER, and UGABOON, and the locations were TELEPHONE BOOTH, LIVING ROOM, and DINING ROOM. There is no particular logic which goes where; if you get one wrong you will be “disoriented” and get teleported to a different room, but it won’t end the game or anything like that.
There might be some random assignment, but for me, SEERSUCKER in the living room gave me a dime…
…and from there I was not able to get anything else to happen in any of the telephone booths or in the dining room. I started to get worried enough to check the walkthrough by Dale Dobson in case the bugs were not just in the Tandy 100 port.
The walkthrough mentions getting a leather glove in the basement phone booth somehow. I tried on a different save state and it worked (SEERSUCKER again); it seems to work and not work at random. Dale’s next step is to hack the inventory to give himself a shovel, and after enough fiddling I am able to report that the folks at Chromasette really should have tested the game to the end before publishing it. Dale’s playthrough is pure chaos and arguably is the buggiest I’ve ever seen in a published game. For example, holding the dime is supposed to cause teleportation with the telephone booths (I think I got it to happen once by accident, but otherwise I never got anything to trigger). Letting Dale take over:
What’s going on with the telephone booth rooms? They seem a lot more stable since I restarted. Do they react to having the dime in inventory? Yes! Now they start teleporting us randomly around again. But while the design intends for it to be possible to reach a “secret” fourth telephone booth in a separate section of the third floor we can’t otherwise reach, it’s nearly impossible for this to happen given the random number algorithm used in line 7. This can be patched imperfectly by changing the code to randomly pick a number between 0 and 5, instead of 0 and 4; the odds of it being greater than or equal to 4 are much better now. (After the fact, I realize that multiplying the random number by 4.999 would prevent a bad value of 5 from coming up without substantially altering the odds of it being 4.)
The whole thing is worth a read, but for my purposes I swerved over to Jim Gerrie’s version of the game. I also swapped my screen colors to be white on black just to change things up (and to be able to tell the two versions of the game apart).
I proceeded to try to speedrun up to the point I was, although I got foiled a little by a.) the map being slightly different (Gerrie removed some of the “wraparound” exits) and b.) the presence of the glove on the first floor, the one I previously got via magic word.
This is how I found out “the imposter” can be something other than a hairbrush. The idea is that some item in the house chosen at random has a duplicate somewhere, and that item is the imposter; since I already had the game mapped out I could simply note down if an item was in a place where it wasn’t supposed to be, but that wouldn’t have been as doable the first time around. (That is, I could map everything and find the duplicate, but as far as I can tell there’s no intrinsic way to tell which one of the duplicates isn’t real!)
On a reboot I found the wooden box here, when the regular wooden box is in the starting room with the locked door.
Proceeding through again, I got the dime, and tried taking it to the telephone booth, where this time I was teleported to a new area. (This is dark, so you need the flashlight again.)
The dry ice needs the glove (the one appearing from magic word, not the imposter-glove that kills you); a werewolf guards a pillow…
The werewolf really needs that 800 thread count.
…and you can nab a shovel in a room with a mainframe.
The mainframe is oddly specific and possibly a clue about the author’s background; I haven’t found anything more than the name and address.
I wasn’t sure how to deal with the werewolf, but I figured the shovel needed to go back to the basement and the dirt floor.
You have to dig twice (as is the grand old tradition), unearthing a rusty key and some garlic. This took care of my last two obstacles, the front door of the house and the werewolf. (I mean, I normally would use garlic on the vampire, but the vampire already was driven away by a flashlight.)
It’s not quite trivial to get to the end; the logistics are irritating, and there’s enough random aspects it’s not hard to end up having your flashlight run out of power. (This is true even though Jim Gerrie bumped up the number of turns it lasted!) I mentioned earlier how the monk moved around; I later found myself wanting to get the leather glove (magic word in the basement phonebooth, same as before, but a random magic word) and found two of the house’s critters now had moved in.
I had to get the banjo and the hairbrush in order to get the glove. What makes this even “better” is that if you drop an item outside, it disappears, so it is quite easy to have your game softlocked at this point.
While dealing with these annoyances, I had taken what I thought were all the objects, but I guess not, because I grabbed the “imposter” box and died!
I gave it all one more try from the top, this time trying to avoid disturbing any of the enemies until I absolutely had to (you can use the magic words without finding the book/parchment first) but still found myself teleporting from a lit telephone booth into a dark one and–
Now the 3rd floor phone booth will always transfer you to another phone booth, even without having the dime, so you can’t get trapped on the 3rd floor before getting the dime. This can happen if you get there by discovering and testing out the magical words, which can zap you to random rooms. Text adventures shouldn’t just be about meticulously recreating movement patterns learned after continuous arbitrary failures. They should be about figuring out clues and solving puzzles while exploring.
Coming up: what is hopefully a less buggy CoCo game. At least this one the editor didn’t make the grand announcement they didn’t beat the game before publishing it.
The review that mentions PRISM (Creative Computing, May 1983) only lists the game for Apple II, and PRISM barely got any mentions later, so I didn’t even think about a second port until Atarimania asked in the comments about it. To be fair, that version is rare enough it gets a perfect 10 from its Atarimania listing. Given there are three eBay listings of the Apple II version right now as of this writing (one, two, three) I think it likely the Atari version didn’t sell as well.
After some emulator issues I did get the game to work, and there are enough differences it’s worth downloading the set if you’re trying to work out PRISM in earnest. For now, I’m going to put all the art-screenshots (but not the text-screenshots, which you can find in the file if you want to delve for cryptograms or whatnot).
Just to make clear what I mean by differences, here’s the first screen of the Apple version…
…and the first of the Atari version.
PIMS are a different color than the R, which is not the case for the Apple II version. I had been thinking of the exact colors of the letters as highly significant, but maybe not. (Or the puzzle is broken on one platform but not the other!)
Here’s the remainder of the images, including a brand-new image for Atari (you’ll know it when you see it).
One last observation is the sound is different. The opening of the Atari version has a better melody, and there’s no “random music” going on at the XXXVI picture.
If nothing else, this clears up the squinting I was doing at some of the Apple II screens trying to see if the “noise” meant anything (that doesn’t even appear in the Atari shots). I don’t know what to think about the color changes. Look at the tree: it’s TRE + T now! If you consider just the blue letters, you get T from that page plus UNA from the last page. The only time red appears is the “R” at the start.
Coming up: some TRS-80 Color Computer games which should hopefully be less trouble!
This is my last post on PRISM for now; just like with Alkemstone, if something comes up worth posting about I may return.
Some things to get out of the way first: I have a set of screenshots downloadable here and a video here (I’ve also embedded it below). This is for anyone who wants to check the actual letters of the text or check frames of the color cycling as suggested in the comments. I haven’t had luck with either but I also haven’t pushed that hard.
There is sound but most of it is irritating. The one interesting part (in a treasure hunt sense) starts at 3:06 in the video where there is “music” which seems to be generated completely at random. That could of course signal some kind of coded information. (More on this later.)
I also had the question (brought up by Arthur O’Dwyer) what I thought the chances are the game is “broken”. I certainly don’t think it is intentionally so (this is a business software company that had four people make the game, they’d be risk-adverse about making a complete ruse) but it is still possible unfortunate typos slipped in which wreck something. For example, from the packaging that I quoted at the very start:
PRISM is an ISM Storydisk which tells the wonderous tale of the theft of the three ancient Keys of Color, and the adventures of the young boy who must seek them in the monstrous kingdom of Yolsva, Plane of Darkness. All is chaos, and the story contains many levels of hidden meaning through which the Keys may be found and reunited with the prism. When this occurs, and only then, can the mysterious and magical ending of PRISM unfold.
Yolsva is spelled Yolvsa in the game! This worries me both at a general level (if that’s a mistake, what else might be?) but also at the level of this specific name being odd enough it might be part of a clue. (Alkemstone had a typo in a clue where Jo was spelled Joe, so there’s precedent at least.)
I tried focusing my efforts on one page in particular, which feels quite central to the puzzle.
shamhat pointed out in the comments the part of the tree next to the double-fire symbol looks like a phoenix.
I spent a while researching the I Ching, or more specifically, the I Ching as understood by the authors in New York in 1982. There were a lot of “new age” style books from the 1970s so they could have been drawing from them.
From the 1970 book Secrets of the I Ching by Joseph Murphy, “one of the world’s best known authorities on helping people with mystic methods.”
The reason I say the particular slide I highlighted is central is that it has the double-fire symbol, also known (in the 1927 translation by Wilhelm) as The Clinging.
This hexagram is another double sign. The trigram Li means “to cling to something,” and also “brightness.” A dark line clings to two light lines, one above and one below— the image of an empty space between two strong lines, whereby the two strong lines are made bright. The trigram represents the middle daughter. The Creative has incorporated the central line of the Receptive, and thus Li develops. As an image, it is fire. Fire has no definite form but clings to the burning object and thus is bright. As water pours down from heaven, so fire flames up from the earth. While K’an means the soul shut within the body, Li stands for nature in its radiance.
Later Wilhelm writes:
What is dark clings to what is light and so enhances the brightness of the latter. A luminous thing giving out light must have within itself something that perseveres; otherwise it will in time burn itself out. Everything that gives light is dependent on something to which it clings, in order that it may continue to shine.
A more scholarly breakdown from 1979 by Iulian K. Shchutskii (Researches on the I Ching, Princeton University Press) mentions a translation of “Supreme Success”. Many books vary — which is unfortunate for getting into the heads of our authors, who may have been referring to some lost hippie zine — but both “success” and “perseverance” seem fairly universal.
Another common interpretation I found (not universal, but common enough it’s a safe assumption the authors were thinking of it) is that I Ching symbols refer both to directions and to times of year.
Unfortunately, interpretations again vary, but it generally seems to be earth is east and fire is south (earth I’ve seen northeast, also, or even at “center”); the important part also is that north/south/east/west are simultaneously associated with the various equinoxes. That means we can use the shadow method to find a digging spot. While I could see getting lucky with hiding one item by using some very distinct landscape clue (like a particular rock at a cave over a patch of dirt) with three items I find “dig where the shadow’s tip is at the _____ equinox” to be much more likely.
Going back to that fallen tree, my guess for NOT A ROCK / NEVER HOT / NOT FRUIT / NEVER LOCKED is that the answers are drawn from I Ching elements.
Heaven, the Creative
Lake, the Joyous
Fire, the Clinging
Thunder, the Arousing
Wind, the Gentle (Wood)
Water, the Abysmal
Mountain, Keeping Still
Earth, the Receptive
1 THRU 3 OF EIGHT could also be referring to these eight in particular (it may be the I Ching elements are associated in the game with a color as well).
I tried fitting the mysterious letters CGKFKEA as well. I had less luck (even looking at Chinese transliteration). It could refer to the composer Cage, who was very much into the I Ching, and the “random music” I referenced earlier could actually be a clue to him. His Book of Changes (1951) was formed via aleatory methods directly from the Chinese text.
Special thanks to everyone who contributed theories; and of course you are welcome to continue! I did manage to do multiple updates on Alkemstone after I “finished” so it quite easily can happen here as well. Additional thanks to Jeremy Salkeld for advice on I Ching translations.
Nobody is easy. Almost nobody, that’s the tricky part.
On the night of August 7th, 1979, I set off with Bamber Gascoigne, who was chosen to witness the burial. Once at the right spot, I cut a turf about ten inches square with my knife, then dug down until I’d made a hole to the depth of my elbow. There was a moment of panic when my trowel hit rock, but it turned out to be just a small stone. In went the pot with the gold, then the earth and the turf. I watered the spot to encourage the grass to grow again. As Bamber and I shook hands over the burial ground, the moon came out from behind a cloud and, I like to think, shone down a blessing on us.
The grand “thousands (or or tens of thousands, or more) participants / only one winner” treasure hunt seems particularly daunting to manage if it is meant to go over a large chunk of time. It is unclear if Masquerade’s multi-year span was accidental or intentional. Certainly, when Williams designed the puzzles and hid his hare, he fretted over the puzzle being too simple, as explained by the witness Bamber Gascoigne:
Kit had explained to me the basis of his puzzle, but even with that privileged information I was unable to make it work out. The cause of my growing uneasiness was the thought that if it was in fact impossibly difficult, then I was the only person in the world in a position to form that opinion. Kit considered it very possible, even perhaps dangerously easy, because he had invented it.
The game had the right density of red herrings to baffle the public; more than “he had invented it”, I think the reason Williams thought the puzzle was easy is he knew exactly which elements were red herrings. The excess of extra text and riddles (including hiding a hare in every picture) made it easy to project almost any answer whatsoever.
They are far more complex than anything I had imagined, yet they fit the book. It’s a scientific principle that if you want something to work badly enough, you organize the facts so that it does. I watch people allowing themselves to be twisted round and round. In the long run, solving the book is a matter of trial and error.
— Kit Williams quoted in The New York Times, The Legend of the Golden Hare, November 15, 1981, while the hare was still buried
One issue (which applies also to Alkemstone and PRISM) is that the puzzle requires indicating an exact spot. This was long before public GPS use. Even getting somewhere in the ballpark isn’t good enough; a small field is too hard to dig without more information. Williams managed this (possibly with incorrect measurements) by using a particular day and a particular time and the exact position of a shadow. Based on what we know about Alkemstone, I’m guessing a similar idea. With PRISM, I’m not sure; PRISM’s job is made more onerous by having to give the location of three items.
People have been using clues to guess states (and I’ll get to that) but somewhere, somehow, there has to be something at a numerical level. Perhaps it is the shadow trick again (given the product’s theme of light). Is there some other way to do it?
Or it could be the puzzle is broken by unclear directions, like the stereotypical pirate map “forward 50 paces, then right 60 paces” which isn’t very exact at all. I had at least vague concern that this screen might be like that, although there’s a theory from the comments I’ll get to later that treats the puzzle as wordplay.
All this relates to another issue: how close are the keys to each other? There is no rule that says they need to be spread out across different states, and in the review I referenced last week the author asked specifically that question (with no answer received). I could see some particular landmark being marked which then gets re-used three times for three different shadow points, for instance.
I think part of the reason Pimania had a superior puzzle from what we’ve seen so far is it did not require an exact location; it was able to use fairly general symbolic language without getting into the nitty gritty of exactly how many meters forward from spot X to get.
I bring all this up not just because theorizing is part of the point of this blog, but also because it may help in forming a solution. Thinking backwards, we know three exact locations have to be clued somehow. (Maybe in a flawed way, but even the most self-deluded of puzzle-setters would know they can’t just indicate a particular park somewhere.) There’s not a lot of emphasis on time of year (like there was on Alkemstone — which is why I suspect that game was using the shadow method); if a game was not using the shadow method, is there some other compact way to represent three entirely different digging spots?
I note that the majority of the “twisted round and round” answers that I’ve seen referenced for Masquerade fail the criterion of giving an actual spot to dig. (From the NYT article: “Among the most common ‘solutions’ Williams receives are: Stonehenge, the Greenwich Observatory and the Hill of Tara in County Meath, Ireland.” I suppose you could claim you meant the “high spot” of a hill but even that would tend to be ambiguous. To be fair, some of these were sent to the author trying to go “fishing” for information with the hope they’d get feedback that they had the right area, just they needed to refine down to an exact spot.
Swerving back to looking at the actual content, we had various theories trying to interpret the different side messages. Regarding that “In at 7…” message, John Myers had a promising theory:
The word “rerouting” has “out” at position 4, “in” at 7 and means “forward” (as in to forward mail) and is slightly more than 8 letters. No idea how this fits into the puzzle if it is correct though.
That is, the word being built is _ _ _ O U T I N _ like a cryptic crossword clue. I’m not sure where to go with this information, though; it might suggest US map routes, but not what to do with them. Syracuse is incidentally at the intersection of I81 and I90:
Aula and Aspeon tried to interpret messages as US states:
Also, “TWO OF ONE” comes before “ONE OF TWO” because the only always-sensible reading order is left/top/right/bottom. This makes the text rhyme at the halfway point and end (here TWO/BLUE) with the only exception on the page with “1 THRU 3 / OF EIGHT”. There are several states with eight-letter names, but only in “Oklahoma” all of the first three letters can point to other states; O for Ohio, K for Kansas (34th state, so XXXIV) and L for Louisiana.
“IN AT 7 / OUT AT FOUR / FORWARD 8 / AND SLIGHTLY MORE” is probably cluing South Carolina in a similar way: letters 6-7 of Carolina are IN, letters 2-4 of South are OUT, letters 6-8 of the full name is CAR, and there are a few leftover letters. (S/H/OL/A)
In more expansion of the “maybe some clues indicate states” idea, Rob suggested that “Up north / Lines meet / Down south / Fates greet” was in reference to some kind of state lines (like the “four corners” area around Arizona/New Mexico/Colorado/Utah) and Matt W. though perhaps “Fates greet” could be Truth and Consequences, New Mexico.
Morpheus Kitami tried to organize the letters based on color (using, as Aula points out, the proper order of starting left and going clockwise):
Red: PIMSRNESUHRTTENAREGVIXXX
Blue: RLACENONESRNENUR
Green: GCKFKAEUASVYOLA
Purple: APOLARTFLIE
With anagrams of
Red: PRISM HUES GRANE XXXVI (NRTTE extra)
Blue: CLEAR ONE RUNNERS (N extra)
Green: YOLSVA
Purple: POLAR LIFE
(The green is excluding the “GCKFKEA” text.)
He also highlighted what he calls an “elevator”…
…although I admit I just thought of it as a door with the text over it. Intuitively, I do think there’s a fair chance this is a real clue, perhaps indicating whatever we find will have “west” amount indicated first and then “north” amount after. Or perhaps the up-arrow can be interpreted as a mountain, because there’s a few I Ching symbols scattered throughout, all of them referring to Gen (Mountain).
There’s a similar symbol at the fallen-tree picture. (It could be two versions of Li or Fire stacked on top of each other.)
There’s enough mountain references in the art I got suspicious, but other than my guesswork going nowhere, it was failing the basic question of how do you indicate three exact spots? One could imagine very expensive surveying gear somehow being placed at particular heights but it seems like you’d need to still convey a large amount of information in order to mark where X is.
Even the “mystery anagram” page which is fairly sparse has part of a mountain in the picture.
I’m definitely going to be making at least one more post — I am determined to organize the information into some sort of (likely spectacularly wrong) theory so I can at least encapsulate what the authors may have been up to. More ideas in general are of course welcome.
In the meantime, anyone with a theory on NOT A ROCK, NEVER HOT, NOT FRUIT, NEVER LOCKED? I might throw this one out to social media because it seems plausibly standalone. It doesn’t work like a “riddle” since there are plenty of things that fulfill all four categories, but is there something themed around the contents of PRISM that would work best? Or maybe a set of five things (or more), where four out of the things are excluded neatly by the “rock/hot/fruit/locked” phrases?
The colored letters have different kinds of colors. Maybe instead of one word per page, it’s one sentence from all the differently colored letters. All the purple, blue, green, etc. This could be for each key, maybe this connects to the words on-screen?
…
There are some pictures in real world locations, perhaps this is intended to be a clue? Is there a building that looks like the two pillar building in Syracuse?
Morpheus is referring specifically to this one:
From ern2150:
33 letters? 3 keys, is that enough to spell city/state abbreviations?
From Alastair:
Up north / Lines meet / Down south / Fates greet.
Is there a northern US state (or state or town) where lines of some sort (roads, railway lines, whatever) meet, and for a southern state where “fates greet” makes sense?
I think a good approach is to think of “small” mysteries, individual questions that might be answered or theorized about even if we don’t have a good approach to finding keys yet.
a.) What are the green letters KFGCEAK from the third image used for?
Most of the pages easily anagram. This one doesn’t, and another page you’ll see today doesn’t.
b.) What does 1 THRU 3 / OF EIGHT refer to?
I would guess the “standard” Venn diagram with red, green, and yellow circles overlapping. (Especially given the packaging says “each represents a primary color” in regard to the keys.) This makes seven colors, eight if you include black. The list (red, blue, yellow, green, magenta, orange, white, black) does seem to represent the full color spectrum of the game.
Perhaps something that’s colored in green (like the mystery-anagram) refers to blue and yellow keys specifically, but not red?
c) What does ONE OF TWO / TWO OF ONE / COLORS RED / WHITE AND BLUE refer to specifically?
Maybe the magenta part of the Venn diagram?
I want to do some big-picture analysis in my next post, so rather than waiting I’m giving the entire rest of the story. Get ready:
Yolvsa, Plane of Darkness. A hot, silent wind blew over the desolate landscape, and colors more hideous than the boy had ever imagined painted the cruel specter.
Rising from the bleak surroundings, Hubert discerned a reptilian tangle resembling nothing in his experience except a grotesquely upturned tree. Waving above its misshapen body, he beheld a vision of wildly twisting purple tentacles… monstrously flashing green teeth… yellow tongues flapping wordlessly in an impossible world of terror.
YOLVSA.
Now, Hubert’s only contact with his familiar, secure world was the PRISM he had so hastily thrust into his pocket. Sensing more than feeling the heat now emanating from it, he pulled it out and held it in his hand. From the mysterious crystal now came a pale, pulsating light.
Instinctively, Hubert knew that he was nearing his goal, and that the PRISM was guiding him inexorably toward it. Determined now to meet with success or accept his fate, the lad prepared to follow the all-compelling crystal wherever it led.
At that instant, the parched torrid wind arose with a roar, sweeping before it every pebble, jot of earth, and the hapless Hubert. Desperate, with no other shelter visible, he reached out to grasp a limb lashing in the tempest. He had found concealment behind the torturously twisted limbs of a mutant tree where he made himself as small as possible and inwardly quaked as he waited.
TRET? This is the other one that fails to anagram. The side text also doesn’t match the story or picture at all, suggesting a stand-alone riddle.
Huberts efforts were to no avail. A creature of unfathomable deformity, grotesque in feature and limb, materialized at his side and cast him to the ground. Grane, prince of Yolvsa, keeper of the thousand names of horror, gazed redly at the small, prone human.
With a malignant sound that the boy could only compare to laughter, the creature stared down at Hubert and, at last, spoke. ‘The Protectors send a mere child to do their bidding. O, powerless being, we of the darkness will teach you to confront the forces of Yolvsa. Away to my stronghold, where you will meet your inescapable destiny.’
The entrance to the stronghold of evil; a seething, snarling mass of unspeakable forms crying out for a share of the treat. Hubert could not mistake the fact that he was to form the basis of a savage ceremony. How they howled in the throes of unwholesome ecstacy!
(Note: “Huberts”, “gazed redly”, and “ecstacy” are transcribed correctly. Gazing redly could of course be a clue.)
GRANE, the name of the prince. Again the side text is more irregular than normal.
With monstrous majesty, Grane led the boy through a labyrinth of chambers and corridors into a vast, cold space. In it stood a twisted throne of immense magnitude upon which Grane seated himself. His red eyes stared down from his sinister face.
‘Resign yourself, whelp. Although you are an insignificant figure, you may yet furnish an interesting tidbit for my extremely large fangkat. Come, my lovely. . .
From the recesses of the darkest corner of the chamber slinked an indescribable apparition, a being of incredible hideousness and all too apparent appetite. Brave as Hubert was determined to appear, he quavered under the malicious stare of the creature.
With little hope of escape, Hubert’s glance darted wildly about the throne room, alert to any means of salvation. Transfixed with terror, he was still aware of the PRISM, now burning in his pocket. Its ancient purpose aroused at the nearness of the keys. Like a thing alive, it demanded to be set free! Hubert drew it forth, and like an extension of himself, flourished it in the faces of the Yolvsa horde.
XXXVI, that is, the number 36. (Or 34!)
As if with a will of its own, the PRISM whirred above their heads in the hands of the intrepid lad. The Keys were near, and Hubert would have them whatever! As swiftly as the thought had come, a glint of bright metal struck his eye.
‘A mere talisman — that trinket — will avail you not,’ raged Grane, ‘and we taunt you as you stand before us. Behold! The Keys are here in my hand — your first and last sight of them.’ He raised the keys in his twisted hand, daring the boy to marshall his last spark of courage and make a futile attempt to defend himself.
Hubert knew not what he did, but the PRISM guided his hand in a flashing arc. As he brandished it in Grane’s face, it glowed with a white-hot force which seemed to be drawn from the Keys the monster held. Enraged in the face of the burning crystal, Grane gave a mighty roar. . . and an eruption of color — the brilliance of the spectrum — burst upon the assemblage. Half blinded by the intensity, Hubert nonetheless heard the clatter of metal tinkling at his feet as Grane swayed on his throne of terror.
Hubert, his hands sprawled along the floor, felt desperately around him for the keys, trying to retain the direction of their ringing in his ears. After what seemed an eternity, his groping fingers felt a small metal object and, suddenly, Hubert had the magic keys of color grasped firmly in his trembling hands.
I still find interesting the notable lack of yellow.
Driven only by instinct, the boy crawled around the chamber, seeking the great iron doors which meant a passage to freedom. The PRISM, its colors shining with brutal intensity, masked his intent as he made his hurried way through the anarchy of Grane’s throne room.
Hubert reached the doors shakily, drawing great gulps of the fetid air into his aching chest. Quickly realizing he needed his sight, he pocketed the PRISM, extinguishing its blinding brilliance. As his eyes adjusted to the relative darkness, he hastily scanned the maze of corridors confronting him, struggling to recall Grane’s course when they entered. The awful sound of naked claws scraping and clattering on stone, spurred him to action.
He ran! He ran with a speed as great as his terror. First left, then right, then right again and miraculously, the great doors of the stronghold loomed up before him.
Out the door he flew, eyes wild and lungs burning from the noxious air. From within the loathsome building came the sound of a mighty bell, sounding the alarm to the minions of Yolvsa. Hubert jumped from the path and skittered down the embankment just as the pursuing creatures burst through the gates howling their terrible curses.
RUNNERS?
His forward motion carrying him, Hubert lunged–but in the same instant was pulled back sharply. Around his ankle wound a hot, purple tentacle dragging him relentlessly, remorselessly, back into the Plane of Darkness!
LIFE.
With his overtired mind and body reaching their utter limits, Hubert made the most important decision of his young life: If he could not survive, he would, at least, cheat Grane and his malignant forces of their victory.
Drawing back his arm, he hurled the Keys and the PRISM together, with all his might, through the rapidly narrowing space. The world he, himself, would never again behold would yet have its beauty restored.
Even as he swooned, a mightily sinewed arm reached through the prortal and pulled the boy across the threshold. A rush of cool, sweet air, and the darkness closed about him…
(Note: “prortal” correct.)
In the quiet of his own room, in his parent’s humble home, Hubert awoke as from a dream. There were no Keys, no sign of the glowing PRISM. Was it, then, a dream, or had he really seen and done the fantastic deeds he remembered now? And yet, as he roused himself wearily from his bed and silently pulled on his shoes — a single blade of grass, colored in a loathsome shade of purple, dropped from a shoelace. Hubert acknowledged his playful puppy’s kisses and, his face set in a mask of determination, finished dressing and headed out the door, Uanna barking and following close behind.
In a sequestered cavern, beyond mortal reckoning of time and space, a PRISM still glows quietly in the semi-dark.
Color of an uncertain brightness has returned to the world, but the rich tints and intense hues of a bygone time are only the stuff of legends, living in the memories of the very old.
Is the quest unfinished? Does the PRISM still burn to be reunited with the Keys of the spectrum, lost by Hubert’s heroic throw? You and I know, that somewhere on this terrestrial plane, the answer lies hidden. Will you follow the fearless Hubert and complete the task? To the Protectors of the PRISM falls the duty and honor of reuniting the keys with the PRISM and reaping their colorful reward.
With a little animating on the letters.
Hopefully there’s enough to chew on now! If nothing else the pages with “non-sequitur” phrases could really use some speculation. I’ll get into wild-analysis mode next time and try to sort things; one big question is “are the three keys all hidden by the same code, or are they clued in three entirely different ways?”
(OK, if you combine the two “unanagrams” you get KFGCEAKTRET which can make “keg fact trek” or “tack fret keg”. I don’t think either of those are intended.)
I was unable to wrest any hints from ISM. Are the keys more than one hundred miles apart? Five hundred? No comment. Are the clues in the pictures only, in the pictures and inscriptions, or in the text, pictures and inscriptions? No comment. The only help I got, which I pass on to you, is that the keys are in the 48 contiguous states… somewhere.
I did think it possible, given the office in England, that this might be a cross-continental game (enabled by having three keys!) Apparently not.
My commenters last time (ern2150, Voltgloss, Gus Brasil, arcanetrivia, matt w) noted that two of the graphics screens seem to involve anagrams; the letters of PRISM in the first and CLEAR in the second. The third, mystifyingly, seems to have no equivalent (I even checked the rest of the story in case of a proper name that matched).
I’ve added connections to the letters in case the idea is to make a shape that spells something out or keep an eye on what parts of the picture the “lines meet” at. In addition to this being open to interpretation, if the line idea is right, it isn’t clear what point each vertex should be touching (the center of a letter? right on the edge of the frame?) Perhaps the third non-anagram page is supposed to be more of a code?
One other major point to mention is that the three keys are given as Blue, Red, and Yellow, yet the colors of the screens are Red, Blue, and Green. Colors after are Red, Blue, Purple, Green, Red, Red, Orange, Blue, Purple, and Multicolor. While I’m not officially up to Multicolor yet, I wanted to share that screen early just because it is so notable.
The colors have their usual Apple II muddy effects going on so I can’t be certain, but I think the “A” on the page bottom is the only place a letter is colored yellow. (The anagram here, by the way, is Uanna, the name of the dog. The name is so unusual surely it is a significant clue? The review I mentioned earlier thought the dog’s name was Vanna, but cross checking a word starting with “V” later indicates the game definitely meant Uanna.)
In addition to maybe suggesting “up”, “advance”, “north”, “north”, “advance”, the presence of UAANNA here is notable in that it means this hunt is not exactly like Masquerade. (Again, no solution was published 1982, so there’s no way ISM could have copied the solution part, just the words and colored letters on the border.) The text in Masquerade was completely a red herring. (There were some riddles, but they led nowhere.) Here, the text seems to have at least a little relation to one of the images.
I’m going to pick up the story now all the way up to where Hubert enters the “other world” and the player is requested to swap disks.
Suddenly, Hubert found that he was standing in a vaulted cavern bathed in an eerie, muted light. Bewildered, Hubert glanced about for a familiar sign or friendly face. As his vision cleared, he beheld the figure who had brought him to this strange place, standing alongside a similarly dressed companion.
‘Why have I been brought here? Where am I, and who are you?’, asked Hubert of the steadfast guardians. Nothing met Hubert’s ears but the most profound silence. Then, suddenly. . .
‘You are the True Protector of the PRISM,’ pronounced a voice from the vastness. ‘You alone can retrieve the Keys and restore the powers of the PRISM to your world.
Even as the voice reverberated, the last vestiges of color were draining from sight. Boldly, the lad raised his eyes to the space above and asked again, ‘Where is this place, and why am I here?’.
From the void came the reply, ‘The location is of no matter. Only the fact that you are here, and you are the chosen Protector. Unto you has been given the task of restoring the keys to their hallowed resting place. Only then will color return to the world. Behold the PRISM, Lad, and see its despair.
As though his sight were guided, Hubert looked upon a pedestal in the center of the cavern. On it lay a translucent object of great beauty, as colorless as a tear. Above it on a shelf were three empty keyholes.
Animated rays like the sun was animated.
‘Find the keys, my boy, and return them to the Cavern of Color. Only then can the joy and beauty of color be restored.
Accepting the disembodied voice, brave Hubert asked, ‘Where have the Keys gone, and why am I chosen to search for them?’.
‘You are the chosen of the PRISM, for only the small and pure of heart can pass through the portal. Among your people, age brings wisdom of a sort, but with it a loss of the magic born into every child. No one of full growth, therefore, can slip through the walls of the world and bring back the beauty that has been taken from you. Ask no more questions, for even now the access narrows and further delay would mean all would be lost.
Red, White, and Blue are the colors mentioned here. White = yellow somehow?
‘You must summon all of your courage for this journey’, the voice continued. ‘Dark forces of great power will be arrayed against you. Grane, prince of Yolvsa, has breached the portal and stolen the keys to add color to his evil wastelands. Yet, he foolishly left the prism behind, not knowing its power of focus. Take the PRISM, Hubert. Go and be swift! For even as I speak, your moment is quickly departing. Behold, the portal!’
Piercing the darkness, Hubert beheld an aperture of odd configuration, rapidly diminishing, even as he stared. Clutching the PRISM tightly, he plunged into the darkness.
The anagrams HUES and PORTAL are there; other than that I’m going to keep any analysis for now in the comments.
PRISM is an ISM Storydisk which tells the wonderous tale of the theft of the three ancient Keys of Color, and the adventures of the young boy who must seek them in the monstrous kingdom of Yolsva, Plane of Darkness. All is chaos, and the story contains many levels of hidden meaning through which the Keys may be found and reunited with the prism. When this occurs, and only then, can the mysterious and magical ending of PRISM unfold.
— From the instructions for PRISM
Six years ago this blog tackled the game Alkemstone (1981), a contest leading to a buried treasure with clues in an Apple II game (the Alkemstone itself did not have value, but you could win money from the company for finding it). A year after Alkemstone there was another Apple II program, but this time hiding real buried treasure. As far as anyone knows this treasure is still buried.
In 1980, Stephen Brightbill founded International Software Marketing, Inc. in Syracuse, New York. They launched with the product MatheMagic in 1981, software that “harnesses the power of your Microcomputer to perform simple arithmetic to sophisticated mathematics.” It had versions for DOS, CP/M and Apple II and sold for $89.99.
Where this put them on their main product line was a 1982 extension, Graph Magic, which allowed for “figures in graphic form and full color”. From there they followed with Color Magic and essentially pivoted to graphic presentation software for the duration of their lifetime (folding in 1992, according to Brightbill, due to “competition” and the “rise of Windows”; they were DOS-only by this time).
The “International” part of the name is significant as while it might have been a little aspirational, they did list a UK office branch in their ads. This connection means they likely had strong familiarity with the book Masquerade which was still being a smash hit at the time.
I bet you can do something with books that no one has ever done before.
I’m not giving a history of Masquerade but rather deferring to Jimmy Maher; the important points are that it was a real-life treasure hunt for a buried hare designed by a real jeweler, and the hints to find it were inside the pages of a lavishly illustrated “children’s” book.
We’ve already encountered several “contest games” on this blog, including the previously mentioned Alkemstone, but also Krakit and Pimania. While it is almost certain they happened because of Masquerade-mania, none of them tried to match the form factor. Alkemstone had clues hidden in a first-person maze, Krakit just had a series of puzzles on ZX81 (and no buried treasure!), and Pimania was an adventure game where the clues suggested a particular time and place to go (but again, nothing buried).
That’s not the case for PRISM. PRISM has not just one buried treasure, but three: keys designed by the Syracuse Jewelry Manufacturing Co.
Blue: 18K gold key with 3/4 carat Blue/White Diamond
The people involved (besides presumably the CEO) are all listed. Mark Capella and Ronald Roberts are “co-designers”, Mike Sullivan did art, and Carol Keller did editing. We’ve seen Mark Capella here before; Mike Sullivan of Microstar Graphics later did the disk magazine PC Life. Relevant for today, here’s Sullivan’s “Musical Christmas Disk” called ‘Twas the Night Before Christmas disk from 1987 (if it embeds correctly, it is interactive and you can try it right in the browser):
If you’re wondering how a business-software company got involved with making a game, in some sense, it isn’t a game at all. The software is merely a “Storydisk” for Apple II which is a “slideshow” much like the ones people could make with their own software. It presents a book that bears strong similarity to Masquerade and hence PRISM represents the closest thing Masquerade had to an actual clone.
Now, a huge disclaimer: just like Alkemstone, it is quite possible the contest landed somewhere too ambiguous to solve (explaining why they never announced a winner, even though the company lasted for ten more years). On the other hand, we discovered things out of Alkemstone nobody had seen before, and there’s three locations rather than just one, so it is still faintly possible something of real money value may come from this exploration. I cannot prevent anyone searching on the basis of information here. I will state myself outright if I find anything myself personally I will be donating it to a gaming museum like The Strong. I cannot speak for anyone else. You can assume anything posted here is public.
The pages that do have art have some animations, so while I’m going to be showing pages from the “book”, there’s going to be a little more going on than with Masquerade; it’s even possible there’s “hidden keypresses” or the like which are part of the game. At least in general the only options are “left arrow” and “right arrow” to move between pages.
Not including the start and end, there’s forty pages total. I’m going to just give the first seven for now, but I’ll give out later sections in larger chunks. I expect to make at least six posts and possibly a few more; feel free to chime in with theories in the comments about what’s going on.
For the text-only pages I’m going to give text rather than screenshots, although I did want to show the first page off as an example.
Hubert stretched luxuriously in his comfortable bed, rubbed his eyes and met the brilliant colors of the morning with a smile. His first thought, as always, was of his favorite little puppy, Uanna. A whistle, a clap of his hands, and she was there on the coverlet, her playful green eyes urging him to get up and about for their morning frolic. Like any hearty lad, Hubert dressed without losing a moment… looking forward to the fun and sport he knew lay ahead. Calling the pup to his heel, he strode happily through the door.
It was a glorious day in spring, and the sun shone down on the myriad and beautiful colors of the world. The brightly clad people of Hubert’s town seemed to bloom with the splendor of the flowers around them. In the golden sunlight, the gentlefolk exchanged pleasantries and basked in the splendor of Nature.
I find the transcription much easier to read!
The rays do some color cycling.
The first graphical page; notice the words along the border as well as colored letters. These are both clones of Masquerade, although there is no implication they get used in the exact same way (the solution hadn’t been released yet of the original book!) Hence we have the curious situation of someone copying what a puzzle looks like but quite possibly doing something very different with it.
Hubert, a small but sturdy lad, smiled as he watched the congenial fellowship of his townspeople. Around them, the festively colored birds chatted as they built their nests, and the animals lazily stretched their muscles after a satisfying winter’s nap. With Uanna following close behind, the boy whistled as he strode down the road, with not a care in his mind.
And it was then that. . . A sudden hush descended upon the street. Hubert cast an anxious glance about, then started in disbelief. Around him, HIS WORLD WAS CHANGING !!!
Two more text pages (page 5 and page 6), and then I’ll give the image after, and that’ll be enough for today.
Where the warm golden sun had beamed, only a white blaze appeared. The gaily clad people looked down at themselves in disbelief as the colors slowly drained from their brilliant clothes. Before their eyes, their splendid world was turning black and white and every shade of grey in between!
Young Hubert felt a chill run through him as he witnessed this stupendous horror. ‘How can this be?’ he wondered. Even the animals seemed to sense the transformation as they scampered back into their burrows. The townsfolk silently dispersed, shaking their heads in wonderment.
Suddenly, Hubert found himself alone on the stark, black pavement, his puppy pressed up against his leg in her anxiety. The once, and so recently colorful world was rapidly beginning to resemble the pallid grey images on one of his grandmother’s old photographs. As he turned the corner in the direction of his home, he found himself confronting the gigantic figure of a strangely garbed individual. The apparition wordlessly reached for Hubert and as he lifted, they both seemed to fade into nothingness.
The above images animates with the two figures disappearing:
I’m stopping here (page 7) to give people time to comment and will continue on page 8 next time.
(Continued from a post from a year ago. You should probably read that post before this one.)
While I occasionally reach a videogame in the All the Adventures project which is famous enough to have existing interviews and memoirs to pull from (like The Hobbit and The Dark Crystal) oftentimes I have very little to start with. Even when an author gets some attention from later work they may never talk about their adventure game output (like with Stuart Marks’s biography pretending that Pillage Village didn’t exist).
Hence I was gratified when the author of The Colonel’s House (Rob Davis, 14 when he wrote the game) contacted me and not only was he willing to do an interview, he remembered this era well.
The first computer I experienced was a ZX-81 that my Maths teacher showed in the school staff room. I was immediately massively inspired by seeing it, and requested one for my birthday. I learnt to program BASIC on the ZX-81, and very quickly outgrew it and bought a VIC-20 where I continued to program BASIC and learnt Assembler.
Rob Davis first had contact with adventure games via a visit to a friend’s house; they had an Apple II and were playing Mission: Asteroid, “a really early graphic adventure that I remember involving a spaceship, and you had to work out which buttons to press on a very simple spaceship control panel, and it was a text adventure, but it was graphics, and I found that really exciting.”
He also had exposure to Mystery House (more on that in a moment) but otherwise this brief visit was his only exposure to adventure games (he played lots of games, “especially Jeff Minter ones”, but not adventures); that was enough to make him want to write his own.
I was just doing it in my own from my own inspiration it was just really that one game and really just one hour with that game that was the starting point for me.
He had no exposure to Crowther/Woods Adventure, or Scott Adams, or any of the VIC-20 adventure games coming out at this time.
I did it from scratch. I had read books about coding, but no, I had no guide to making adventure games or anything. I just started and I worked out how to build the engine for the adventure game, which was an engine that was able to kind of store room state, store player state, parse language, render rooms and react to your movements across the rooms and react to the objects changing state and all those kinds of things. So I wrote the engine for that from scratch from my own understanding of coding.
His VIC-20 had memory expansion; he wrote one game as a proof of concept (“a small map and was set on a desert island”) before writing The Colonel’s House.
More than games, I was inspired by the Omen movies on TV at that time, which had a set of seven daggers forged to kill the Antichrist.
He’s referring to The Seven Daggers of Megiddo. They are named after the seven churches from Revelation, and each one needs to be placed at a different point of the body to kill the Antichrist.
The Colonel’s House was a “private game” to just share with friends. Sometime after this, he had gone to a computer game show in London, where he found Rabbit Software, and the topic of his game came up:
I got talking to them, and they asked me to send them a tape of my game. I wasn’t going to send it, but a school friend persuaded me that I should, and Rabbit immediately offered to publish it.
They were “chaotic” and actually released the game without telling Davis; a school friend had said they’d seen it at a game store. Rob didn’t believe him but his friend offered to buy a copy.
That was also the first time I saw the cover art, which I didn’t approve at the time, though in hindsight it was OK.
I was able to discuss the content of the game a bit; he had a scene (which I didn’t hit while playing) where you can fall out a window; you’ll be alive, get picked up by an ambulance, but then the ambulance will get in a wreck on the way to the hospital and you’ll die. This comes directly from a death in Mystery House (when you leave the attic). Regarding the amount of the death the game has in general:
I mean, I’m casting myself back now to when I was 14, but I’m not sure that I would know mechanically how I wanted to treat players who had done something unwanted and kind of you know failed in one of the puzzles; like probably death was the only way to handle that. How do you cover the cases of the different failures of the puzzle? That might have been a complexity that I wasn’t sure what to do with … therefore game over seems like quite a kind of neat way to wrap up whatever kind of sequences of actions that haven’t got them (the player) to the right solution.
He did indeed have a grand plan for seven games total:
I had planned to make 7 adventure games, each to recover a different one of the 7 Knives of Eternity. The lore was that the knives were extremely powerful and when joined together, gave the holder ultimate powers. They had been hidden distributed throughout time and space for safety, but their locations had been compromised and others were seeking them. You were an agent who had to recover them and destroy them for good. I did complete the 2nd game, Escape from Detra Five, which had a knife hidden in an alien space station. Unfortunately it was never released because Rabbit went out of business.
He remembers Detra Five being at a computer show once so it is still faintly possible a copy escaped to the wild; he doesn’t have one he can find.
Rob Davis did eventually go on to be a full-time game developer, and there’s even an interview in The Guardian with him back when he was in charge of Solaris Media (“worked with Macromedia Flash for five years to build websites, online games and digital art installations”).
Again, deep thanks to Rob Davis for his time, and of course (if he is the one reading these very words) feel free to drop any additional thoughts in the comments.
I’ve finished the game; this continues directly from my previous post.
Covers of the last three issues of the magazine (ending in August 1983).
I received warning on the puzzle I was stuck on from gschmidl that: “I have no idea how you’re supposed to figure it out.” The puzzle is so baffling I am coining a new term, supermoon logic.
The term moon logic has not come up as often on this blog as you might think; as I’ve mentioned before, I think the term gets applied far too widely to any kind of puzzle difficulty without any kind of care taken to if a puzzle is illogical or just difficult. Quoting myself on the game Katakombs:
I still think the term is useful, but I tend to narrow down to circumstances were cause and effect seem to be nearly at random; perhaps you understand from the animation why the bubble gum made the goat move, but the connection is one that could almost never have been predicted. There is a disjoint between action and result. Oddly, in text adventures, this shows up less than you might think, just because the requirement of a verb adds specificity to an action; you can’t just USE BUBBLEGUM ON GOAT and have the animation happen, but rather need to specify to (for sake of example) FEED BUBBLEGUM TO GOAT. The puzzle is still perhaps a bad one, but there’s at least a suspicion that something interesting might happen.
This puzzle is worse than that. Not only do cause and effect seem to be random, but even after seeing the result the sequence makes no sense. Put another way, if a game asks me to “guess what the author is thinking”, usually afterwards I can see how the author made the decision they did (even if it went spectacularly awry). Here, even knowing the particulars and combing the source code I can’t even begin to reconstruct what was going on. Perhaps you, the reader, can help demystify this, but for now I’m slotting this as the rare supermoon logic, where moon logic doesn’t even make sense after the fact.
Last time I was stuck with water in a jar (from a pond), a key (extracted from the bottom of the pond), a gold leaf, and a staff. I had dead-ended at a castle with a pit that you could use a staff to fly over and a wizard in a room with a cryptic sign.
The pit turned out to be a complete red herring; I am unclear why the flying scene was in the game. Only the wizard room is important:
? E
YOU ARE IN THE CASTLE ENTRY.
VISIBLE ITEMS:
NOTHING
? E
YOU ARE IN THE WIZARD’S ROOM.
THE WIZARD IS IN THIS ROOM.
A SIGN IS NEARBY.
VISIBLE ITEMS:
WIZARD
SIGN
? READ SIGN
IT SAYS, ‘I AM CLUTON. THROW A PIE AND YOU WILL DIE.’
? TAKE SIGN
THE WIZARD SAYS, ”LEAVE MY SHINGLE ALONE.”’
The hint that I needed to do an action I had already done was enough to get by, but only because I looked at my previous screenshots and saw an action that could be done in any room.
? DRINK WATER
O.K.
EVERYTHING BEGINS TO SPIN AROUND AND…
YOU ARE ON THE HEATH OF ORIONE’S MANOR.
TO THE NORTH IS A HOUSE, TO THE EAST, A DUMP.
VISIBLE ITEMS:
NOTHING
Anyone with an idea? I tried doing anagrams of “I AM CLUTON”; I tried poking the word (and the “throw a pie” phrase) into search engines to see if I had missed some obscure cultural reference. I tried checking the source code to see if I had missed a way of getting a hint. Drinking the water elsewhere gets the message “BOY THAT REALLY HIT THE SPOT!!!” which suggests nothing magical.
The other lesson from this is that magic is very dangerous for a game designer; it can be done to make arbitrary effects, but if a part of the game is based on that effect, it is almost certainly going to be frustrating for the player.
Moving on, as we aren’t too far from the end:
You can go south to loop back to the forest with the oak tree if for some reason you missed something; if you go east you end up at a DUMP with a RAT. This room serves only to kill you if you try to mess about with the rat.
Heading north instead into the house, there’s a series of locations that are room-name-only (YOU ARE IN THE ENTRY HALL, YOU ARE IN THE BACK ROOM, YOU ARE IN THE BACK PORCH). One side room is a kitchen with a pie, and at the end of the sequence is a ghost.
Given the sign earlier, it was impossible not to resist trying to THROW PIE while at the ghost.
YOU HIT THE GHOST WITH A PIE.
HE GETS MAD AND PUNCHES YOU, THE FORCE OF THE BLOW
IS SO GREAT THAT IT KILLS YOU.
I know people are still sore about the pie/yeti combo from one of the King’s Quest games; finally, the ghost gets revenge.
Thinking outside the box, I looped back around to the wizard Cluton and tried throwing the pie at him instead…
…the end result being that THROW PIE still somehow throws it at the ghost, even when you are nowhere nearby. OK, yes, the source code is a bit fragile. (I checked the late issues — see top of this post — for corrections, but couldn’t find any, but maybe the magazine ended too quickly for that.)
I tried EAT PIE instead and found a diamond. Knowing GIVE was on my verb list, I tried GIVE DIAMOND while at the ghost and it worked.
This isn’t supermoon level logic since “enemy accepts something valuable” makes retrospective sense (sort of), but I certainly didn’t use regular logic to solve; it’s just the game limits so heavily what options are available I didn’t have many choices to go through.
The ending had no puzzle at all because I had already found the key (if you didn’t find it earlier, you can go back and get it; you can even refill your water and do the DRINK WATER trick again).
My apologies to the author if he’s here Googling himself. I did indeed hit a puzzle so baffling I had to coin a new word to describe it. I did at least appreciate the “pure” feel of the game even with the bugs and puzzle illogic, and even with minimal description I did get the scent of another world.
It was also useful to see what sort of game H & E Computronics printed (and the fact they likely did not test the game for bugs at all); as I mentioned in my last post, we’ll visit them again sometime at least once more (I have not skimmed the complete catalog to be sure nothing else is missing).
Coming up: an interview with an author giving a snapshot of the chaotic UK game publishing scene, followed by an Apple II “contest game” with buried treasure.