Anson says that the company has defined 115 distinct tasks involved in putting out an adventure, and many of those tasks involve creating and refining a story. Everything is planned; frequent meetings are integral to every step of the production. Ideas for the plot of the game, the characters, the puzzles— all are tossed around at these bull sessions.
The manual for Mask of the Sun from the later Brøderbund printing, via the Internet Archive.
So before getting back into the gameplay, I wanted to discuss the game’s parser, which I hinted last time left something to be desired. The Softline article I quoted last time certainly tries to pump it up:
Ultrasoft’s parser is based on concepts of artificial intelligence. In any given message, it eliminates words that don’t make sense and attempts to make sense out of words that are relevant to the situation. This method frees the player from the verb-noun format of the typical adventure’s input. Consider: If you’re in a room with two men, one old and one young, in an adventure with a two-word parser, you might have to make several tries before finding the correct verb-and-noun combination that expresses your wish {as to what is correct, the arbitrary decision of the programmer is final).
In Serpent’s Star, there is just such a situation. But with the Ultrasoft parser, you can type, “Co sit with the old man at the table,” and the parser extracts the operative words “sit” and “old man” and sits you down next to him. Once you’re familiar with what the operative words are, you can just type “old man” and know the parser will understand. Many of the verbal “puzzles” of the two-word parsers are really only hindrances to realistic game play. After all, you can only put up for so long with messages like “I don’t know how to OLD something.”
I can’t comment on Serpent’s Star (Ultrasoft’s second game which we’ll visit in ’83). I will say this game’s parser has serious issues, and their handling of the issue cited above is terrible.
For example, there is a scene early with a jade bowl. You can GET BOWL and the game will react like you’d expect. However, immediately after, trying to EXAMINE BOWL gets:
I don’t recognize an object in “EXAMINE BOWL”.
??? I was seriously baffled for a while until I realized EXAMINE JADE BOWL was what worked. So not only do most actions require the adjective, the game inconsistently requires it, so one scene you can refer to the bowl as a bowl while the next you can’t.
As another example, let me pull up my verb-testing list for the game.
This represents me going through the list and typing each word alone. Sometimes the word genuinely works alone (DIG: “DIG doesn’t work here.”) but usually the response on one of the green-marked words is something like:
I don’t recognize a noun in “CLIMB”.
Fair enough, although I should point out using grammar terms isn’t the greatest way to do this; “you need to say what you want to climb” would be better. It’s better to explain why something went wrong in a game from the perspective of what the player needs to fix rather than from the perspective of what caused the computer to be confused. That isn’t what the main issue is, though. Take USE:
I don’t recognize a noun in “USE”.
This made me think USE OBJECT might be useful in some circumstances, but here’s the response to USE ROPE:
I don’t recognize a verb in “USE ROPE”.
Which straight up comes across as a bug. I’m still not sure what to make of it. Does this mean that USE will work somewhere, but only in a very specific place, just like you can refer to the “jade bowl” as just a “bowl” but only when taking it? This wild inconsistency is far, far, worse than dealing with a two-word parser.
At least two-word parser give you their restrictions up front. Here I’m paranoid about guess-the-phrase showing up, and it isn’t like removing “excess words” like THE is that big a deal (another thing the manual touts).
Enough grumping, let’s move on. Last time I entered a ruin and was cut off in darkness, lacking a match to light my lantern. I missed possibly the most obvious thing to try, which was to check my inventory in case I had something helpful to start.
So we get a box of matches, knife, bottle of pills, ancient amulet, and loaded revolver in our inventory as the adventure begins, added onto immediately by the shovel, lantern, food, rope, and map from the jeep. We’re actually well equipped! (Like you would expect to be true on a real adventure!) I’ve observed before getting a lot of tools to start is pretty rare, even though in a verisimilitude sense it would match better with the situation. I’m wondering if this is a positive effect of the “strategic planning” element of Ultrasoft; that is, they thought about adventures at a “meta level” and wondered themselves why so many of the games start you with nothing.
Of course, because this is the Ultrasoft parser, trying to refer to a the match box is futile, and I mean totally futile.
I don’t recognize a noun in “OPEN BOX”.
I don’t recognize a verb in “OPEN MATCH BOX”.
I don’t recognize a verb in “OPEN MATCHBOX”.
I don’t recognize a noun in “OPEN”.
(Just like USE, yes.) I eventually puzzled out I could just LIGHT MATCH straight up, so even though you don’t see individual matches in your inventory, you can still refer to them. Look, this sort of thing is a nice quality-of-life feature to jump straight to pulling out a match, but that doesn’t mean you get to skip the player being able to refer to the box itself. What if there’s a limit to the number of matches? Maybe there is, I don’t even know.
(Incidentally, back to the inventory, those pills are “your lifegiving pills” and you start with 97 of them. I assume you have moments where your curse-illness strikes, so they’re for lasting a little bit longer. Good atmosphere, that.)
With the lantern lit I was able to enter the first ruin properly, and see what was hissing. What you’re about to see is a series of animation screens, and the animation keeps going as you type. If you wait long enough you’ll die.
The final screen immediately triggers after typing SHOOT; you don’t even hit enter. (Bespoke! So much for their advanced parser. But this time it worked out in practice.)
This leads to a room with a pedestal and a left and right passage. Compass directions are now out. You have to type LEFT or RIGHT or FORWARD or BACKWARD to move, and sometimes the directions are relative (that is, if you enter from the east, going right will be north) and sometimes they’re not and just based on the image that you see on the screen (so the passage on the RIGHT will always be oriented that way in a particular room, no matter how you arrived at the room).
RIGHT and LEFT are both dead ends.
Your companion will lower a rope you can climb, so this is a “cinematic set piece” rather than a puzzle.
If you try to EXAMINE the pedestal the game says you should search further, so SEARCH PEDESTAL instead gets a secret door you can open:
Further in is the jade bowl I was complaining about earlier.
If you pick it a trap triggers and the room brings you down to another level.
In one direction is a teetering boulder, and it is honestly atmospheric as the boulder is animated teetering in real time. I haven’t managed to get it to trigger even on purpose for an amusing death message.
In another direction are some sarcophagi. You can get Raoul to help you open one, revealing a spirit.
Just waiting long enough seems to cause the spirit to go away, leaving a gold bowl.
In a third direction is another branching area. Moving a heavy urn from one pedestal to another opens a passage to the outside, so you can go back to the jeep.
Going to the “right” leads to some skeletons guarding a silver bowl (remember I already have jade and gold). However, the skeletons wake up and defend this one, Harryhausen-style, and even animate kind of like Harryhausen.
This animates as you are typing, just like the snake.
Again, waiting too long kills you, and this time (admittedly as expected) the gun doesn’t work. I’m still not sure how to deal with the skeletons; I don’t know if I’m supposed to be yet. I kind of want the boulder to kill the skeletons but I can’t get it to trigger and based on the map I don’t think it’s a straight shot. (If you run away, the skeletons just resume guarding position, so you can’t lead them over.)
The reason I feel like I should deal with them now is the game has been structured so far more like a gamebook than a standard text adventure. By which I mean: lots of self-contained set pieces, left or right branches that sometimes lead to nothing, and the general feel of “cinematic scenes” akin to Arabian Adventure more than a big looping puzzle-box. I’m not far enough in to be certain, though.
High Technology, Inc., is a company now almost entirely forgotten, were it not for the fact they — as one of the small number of initial distributors for Apple — produced the first television ad for an Apple product, in 1977.
A second former Apple distributor — the one that is our focus today — also flamed out in a 1980 lawsuit: Omega Northwest (although this one for, as Apple claimed, “unpaid indebtedness to the Company and for fraud”).
To back up a little, in the 60s the businessman Richard Lawrence founded Omega Northwest as a camera company in Washington state; they extended to hi-fi audio and then eventually computers, with multiple branches (Seattle, Bellevue, Lynwood). For Apple, they made a spin-off subsidiary, Sigma Distributors, who focused entirely on Apple and worked on distributing across the northwest United States.
In 1981, a vice president at the Sigma subsidiary in the software section — Larry Franks — decided to get into the adventure business, hiring a software analyst at Boeing (Christopher Anson) to lead the effort, who himself hired the programmer, Alan Clark. Clark made a BASIC program first as a proof of concept for an adventure system, then the two of them (Clark and Anson) turned that into a machine language interpreter. By the end of the year Anson went to work on the spinoff company, Ultrasoft.
All this is from a Softline article, and I want to quote a specific part:
The moment of conception for Ultrasoft can be traced to an observation by Clark that most adventures, and most entertainment software in general, were written by hand. He had an idea that, with the tool-using approach that Anson had brought from Boeing, he could write better adventures more efficiently
This is a little true. You can certainly find random adventure games for sale in 1981 written from scratch (like Oo-Topos) but the most prominent adventures — the Scott Adams games and On-Line Systems games — both used tools like Clark is speaking of. So the statement about “most adventures” being written by hand isn’t incorrect, per se, but almost is misleading.
The main thing to keep in mind is that unlike almost every other game we’ve seen for the Project, The Mask of the Sun came from a long-standing company that was large enough to tussle with Apple in a lawsuit. This is not a “bad thing” in that they have a sense of organization that some of our other companies have lacked, and that means (for instance) they hired a professional artist, Margaret Anson, who had a team that did storyboarding (rather than making a single 19-year old produce so much art they had a mental breakdown).
There are some other parts of the Softline article worth highlighting — the company was very proud of Ultracode, their generalized game-writing tool which got touted on the back of the box — but I’ll spread the details out over my multiple posts on this game.
Now it’s time for plot!
Via Mobygames.
We are Max Steele, archaeologist in the Indiana Jones vein, and while we recently found “the scrolls of the monks of Lhasa” they were stolen by our “colleague” Francisco Roboff. In retribution we nab an amulet from said colleague, and do research back in the United States to find out it is a “Pre-Columbian artifact from central Mexico that is surrounded by legend and folklore.”
However, the amulet has some sort of “curse” that lands us in the hospital with our body fading away, and we find out that a mysterious “Mask of the Sun” affiliated with the amulet might hold a cure.
You immediately send a telegram to everyone you can think of who may know about the amulet. Finally, you receive a message from Professor de Perez, of the University of Mexico in Sanchez. He has a map from the University that relates the amulet and the Mask to several Aztec ruins. With only this to go on, you depart for South-Central Mexico, to meet Professor de Perez at an airfield near one of the potential sites. The rest of the adventure is for you to discover!
I’m playing with the most updated version published by Brøderbund.
You start right as the plane has landed, with the Professor and his student Raoul outside. You get both a jeep and some supplies to go with it (a map, a lantern, food, a shovel, and some rope). The food is described as “tasty food” so despite the fancy underpinnings the game is still rooted in Crowther/Woods.
This is “animated” with the image getting closer and closer. One of the touted features of the Ultra system is a fast enough drawing system to have animations.
The map is a nice touch; rather than just randomly wandering out and finding out directions arbitrarily on the fly, there’s a sense of goals.
To go anywhere we need to hop in the jeep first, and driving has an “animation” showing multiple slides.
There’s a branch where you choose to drive either west or northwest. Picking northwest, as it seems to lead to the closest ruin:
There’s a “darkened doorway” at the top of the stairs. Going inside causes the door to shut and there to be a hissing sound in darkness. Unfortunately, the lantern requires matches to light, and the game did not give any at the start.
This seems like a good place to stop while I scout out the territory. Certainly I can say from what I’ve seen so far this is one of the most polished of the games I’ve played for the Project so far; the art has the feel of late-80s Apple II as opposed to the vector squiggles of this time. (Queen of Phobos had animation and some really good style where it leveraged the vector art for a terrific atmosphere; the games with Incrocci illustrations like Masquerade didn’t have them added in until after 1982.)
Mask of the Sun’s parser, on the other hand, does not seem as polished as the authors want to claim, but I want to get a little deeper in the game before I make any over-arching claims about it.
Not too long from a finish, and fortunately not quite so absurd as assuming the existence of an unmentioned item. Still, it is pretty odd.
I knew DIG worked already from testing it on the sand (you find nothing). I guess it sort of makes sense in a shallow pool, but it certainly isn’t the verb I would have used (and I already tried other searching verbs which I thought would have been equivalent).
The tiny graphic is a blue key. This can be taken up to the locked door you can arrive at via rope tied to anchor.
The problem is, going through the locked door takes you back to the strobe room! So it seemed nothing was gained at all from the exercise. However, you can pick up the rope and anchor again after using them, and there’s no way to jump down without them, meaning that the only way to re-use the rope and anchor is to find the blue key, and take the alternate exit after having reclaimed them from the railing.
Almost there. I was stuck on an endless hall, and this was more or less a verb issue again. I tried pushing and pull and some other things on the appropriately marked wall…
…but you’re instead supposed to just GO WALL.
The chest is a red herring. Something about the skull nagged me so I tried smashing it, and I couldn’t do it without using the anchor. This yields a “remote control” with a button, and the only thing left to do is try pushing the button in literally every room in the game while facing every direction. (Fortunately not that many rooms.) I hit paydirt back near the start, at a wall marked “Lost”.
This is the time bomb that has been threatening to blow us up for 30 minutes.
Roger Jonathan Schrag will return for us in 1982 (he wrote another adventure published in a two-pack, just the other half was a different author). I will say I find it fascinating he describes himself as a “hacker” type most interest in testing the limits of coding the system.
I was a kid at the time I did all of my work for Adventure International. I wasn’t doing it for the money. I wrote these programs for the intellectual challenge and for the novelty of seeing my name in full page color ads in the magazines. Checks sort of came in whenever they came in. Sometimes there were sales reports attached. Sometimes not. Since I wasn’t doing this for the money, I really didn’t care much.
He incidentally went on to port the Scott Adams adventure system to Color Computer on his own initiative. While he did get royalties, it seems to have been just for the challenge.
What we still haven’t had much of is a business-focused type, making a plan and assembling an organized team, which is what we’ll get to next time.
(And no, I’m not counting On-Line Systems as being very organized — it was a near-miracle Time Zone got finished. This is an entirely different company.)
It wasn’t that long ago this blog visited Toxic Dumpsite, published by Adventure International in a two-pack with Spook House by Roger Jonathan Schrag, another one of our teenaged auteurs.
Via Giant Bomb.
I didn’t have a great time with the first game but I was misunderstanding the initial setup (that you could look in four directions in each “room”) as well as some of the author tendencies (like the ability to LOOK BEHIND and LOOK UNDER things). There are enough quirks that I didn’t want to wait for too long until tackling game number 2. Yes, I could re-read my old blog post, but there’s an author’s vibe that transcends words that’s hard to cling on to. I hope I can give this game a fairer shake than the last one.
I do have a little historical info I lacked last time. Back in 2009 Dale Dobson interviewed the author. Regarding the inclusion of graphics and the ability to look in different directions:
I think I just saw it as a natural progression. I really enjoyed the Scott Adams Adventures, but I thought it was time to turn up the volume and inject a visual aspect. Facing different directions in a room was just part of adding a dimension to the experience.
This indicates we’re talking about a completely separate thread of development than the line started by Deathmaze 5000. This is quite believable to me as the method of movement is different and the light vs. heavy density makes for very different game types, even if both games are technically in the “first person adventure” genre. I never expected the obscure-and-on-a-different-platform game The Haunted Palace to have had any influence either.
Carl and Rebecca are the author’s brother and sister.
Mr. Schrag also explains that he had no “engine” and simply added code on the fly as he went:
I believe when I went to write Spook House I took the code from Toxic Dumpsite and tweaked it. So I did a lot of code reuse.
But I don’t think I actually wrote an engine per se, probably because I didn’t sit down beforehand and spec out the functionality for an engine. Rather, I just sat down and started writing an adventure. And when I discovered I needed a widget to do X, I coded a widget to do X.
Once again we have a hard time limit, once again 30 minutes done in real time. We are trapped in a spooky house and there’s a time bomb set to explode.
The sign is described as being nailed to the wall, which I immediately noted given the trauma I suffered through the last game.
This game has a much different feel from the previous one, which was mapped out in an “industrial” way; this map tries to be a bit more of a maze. The very first room from the start (to the east) flips around the player a bit, and I was able to explore for a while without solving any puzzles.
Passing through you can find a platform.
You can get to the platform in the distance easily, but I didn’t understand the graphic here at first. I’ll come back to this later.
You can turn north find a “fireman’s pole” to slide down, which lands you in some water.
You can swim around a bit for what seems to be just atmosphere…
Either our character is short or being overdramatic. I wasn’t able to die by just swimming around even though the “sinking” message keeps happening.
…but eventually end up on shore, where there’s an anchor and an exit leading up. This is followed by a “strobe room” which literally flashes.
Also, locked door here to the east.
South of that there’s a rotating room which spins around in real time.
If you drop an item in this game, you can’t pick it up again unless you’re facing the same direction you dropped it at. For this spinning room (if you drop an item, with, say, DROP ANCHOR) it means you have to hit the “enter” key at the correct time (having typed GET ANCHOR or whatnot) to pick it up again.
One exit here leads to a trapdoor dropping you back to the entrance, and another one leads to a ramp with a ledge. I was stuck for a while and looped back to that platform I previously mentioned, where I realized it was meant to be the sort of distance I could jump. One JUMP TO PLATFORM later and I found myself at a dead end with a mirror.
Being trained by the author’s previous game, I made sure to LOOK BEHIND the mirror, yielding a rope.
Since the only obstacle I had pending was a ledge at a ramp, and the only items I had were a rope and an anchor, I put them together to make a grappling hook.
This took me only a few beats to puzzle out, but I originally thought of the anchor as much heavier and not really plausible as a grappling hook.
Once up the rope I found a locked door and a “nail file”. Remembering the sign from the start, I tested out a few attempts at using the file before I came across PULL SIGN WITH FILE.
This file can then be used on the locked door by the beach to land in an endless corridor. I have not managed to get out of it.
That’s certainly an encouraging chunk of progress! The locked-door style gameplay endures here but with some more colorful traversal methods. Despite this having a less “grounded” plot than Toxic Dumpsite I’m having more fun with this one and the environment feels more tactile.
1.) figuring out, of the items I already found, which were part of the Key of Time
2.) finding the item on Peladon
3.) resolving the spider on Mutos
4.) finding the item on Mutos
For the first part, I brute forced things by making a beeline to a single object, picking it up, and quitting the game. That gave me a score.
As the above screenshot implies, the “Dr. Who specific” items (the jelly bears, the scarf, the sonic screwdriver) do not give any points and so are not part of the Key. The bananas from the slime world, the ray-gun from Skaro, the white crystal (not blue crystal) from the fog planet, and the large rock from the Moon all gave varying numbers of points.
This doesn’t mean all the other items are useless. If nothing else, you can give the jelly bears to the Time Lord at the very end who will eat it, just for a little role-playing. Some of the uses turn out to be very abstruse.
For example, I found out (rather too late to help) that typing READ RENTICULATOR will give a number, and that number matches the currently held number of key objects.
The main issue here is that the only information given is the item name; there’s no clue or concept of what the item looks like and it would even make some kind of sense to read the thing.
Moving on to the item on Peladon: I was very, very, close to resolving this one, even though it is a spectacularly unfair. I got lucky (?). Remember I had said sometimes the Peladonians are friendly, and sometimes they are not? They are friendly only right here:
By having this happen, in this location you can now go EAST (the only way to spot this is to LOOK or to return to the room).
I just happened to be lucky enough to hit the right moment to TALK but failed to capitalize on my luck, argh. Anyway: one sionated cumquat. Moving on to Mutos, where I need a walkthrough for both these parts…
…actually, let me back up a bit first and talk about beating the game as a whole. It turns out nearly every location can be handled without taking items from other places; that is, PELADON, SKARO, DIETHYLAMIDE, HIDAOUS, and DARK SIDE OF THE MOON can be visited in any order. You might think hitting Skaro (with the ray gun) is better to go to first, because of the ray gun, which blasts nearly anything into powder. However, you can just evade any creatures that appear without fighting, talking, or doing anything (except the Peladonians, as just mentioned).
If you get 40 TARDIS resets — as the Jim Gerrie version of this game gives you — it means you usually can beat the game in time. I ran a Monte Carlo simulation which failed essentially only once every 100 times. (That means you kept trying to reset making it to GALAFRY at the end and landed on SKARO repeatedly, or something like that.) If you go to the minimum the game’s source gave, 21 visits, you have more like a 25% chance of failure for no fault of your own. And that’s not accounting for the fact this probability is for someone who already has the game solved!
Ok, back to the main narrative. Finishing MUTOS is dependent on items from PELADON and DIETHYLAMIDE. The ray gun does not work on the blue spider; if you recall from last time, that’s where I was getting softlocked on Mutos. It turns out — more or less arbitrarily — that you need a blue crystal, and you need to GIVE SPIDER. I tried, on a different run, giving the crystal, and it didn’t work because I was using the wrong parser syntax.
There is no special item hidden here, and the blue spider is not blocking anything. It turns out the game needed another leap, and in another context I’d call this a clever puzzle, but here it was just infuriating.
Specifically, the “dig here” location lets you use the PICK from back on Peladon, and it digs a different route into the sewers than using the grate. However, there is another identical-looking room which is not marked as such, but digging also works here. Assuming you’ve already defeated the blue spider, you’ll find it here.
The dead blue spider is the last part of the Key.
The game presented what is generally pure exploration (with the weird meta-puzzle of finding key objects) but somehow felt the need to toss in two painful object-related puzzles at the end. Perhaps it is for the best.
As I’ve observed before, fan fiction can hit above its weight class in this era, given the space limitations on text; you don’t actually have to spend the time describing what a Dalek looks like. Unfortunately, I really had trouble feeling like I was ever “in the world” due to all the problems I’ve outlined so this will not satisfy a player who is mainly wanting to pretend they’re hopping around the Dr. Who universe. This is even more a pity in that Dr. Who seems wildly appropriate for adventure games (odd, convoluted solutions to things that don’t really involve violence); fortunately, there will be plenty of more such games to come in the future, including a licensed one in 1984.
But for now, we’re going to return back to the United States, for one piece of unfinished business, followed by a well-regarded Apple II game: The Mask of the Sun.