Archive for the ‘das-haus’ Tag

Das Geheimnisvolle Haus (1981)   30 comments

Germany got a jump start on computing early. The earliest “real computer”, arguably, was via Konrad Zuse with his Z3 in 1941; fortunately for Zuse’s modern reputation, it failed to drum up much enthusiasm with the Nazis, and while it got used for some minor aeronautical calculations, the monster application of the war — codebreaking — was left to the Allies.

The Z3, from the Computer History Museum.

After the Nazis were defeated, post-war restrictions meant aviation and nuclear research were banned. So, while Zuse met Turing in 1947 and later founded a company (Zuse KG) and IBM had a presence (their German spinoff Dehomag was redubbed IBM Deutschland GmbH in 1949) it still took a while for computing in Germany to really be established. (I’m referring now to West Germany; East Germany went to the Soviets and has its own story.)

In 1955 the Allied occupation ended and the Deutsche Forschungsgemeinschaft (German Research Council) was founded. Computers quickly started to occupy universities, with half of them having mainframes by 1960. Local private companies started to face off against IBM. Siemens got on board early (1954, before restrictions were lifted) and went after big industry. The radio and television company Telefunken (parent company AEG) made a mark with the TR-440, dominating the university market, but AEG’s lack of enthusiasm eventually led to their large computing operations being sold to Siemens; Siemens kept up with the industrial-scale computers, while AEG focused more on mid-range business operations. A few more companies like Triumph-Adler focused on office settings.

Ludwig Zagler posing with his chess program written with Siegfried Jahn for the TR-440: Daja (1974). It could only be run at night. Picture from Der Spiegel, April 1976.

Missing from all this is home computing. Referring to a May 1980 issue of Mikro + Kleincomputer, the Schweizer Computer Club had access to Apple, Pet, Sorcerer, Superbrain, and TRS-80: none of those are from German companies. The big locals were still focused on business and industry; Triumph-Adler, which started to try their hand at the personal market with their Alphatronic, was never a consumer hit. (According to one author, they originally tried to “sell them like typewriters” in batches.)

Alphatronic PC from late 83-early 84, via eBay.

The foreign companies of the Trinity, then, were the dominant force in 1980, although in a different order than the US: Commodore PET, Apple II, TRS-80. Commodore would eventually creep up to be dominant all the way to Amiga, but for the time of our story there was still a pitched battle. TRS-80 had a brief moment in the sun not in its original form imported from the US, but as a cheaper clone via a company from Hong Kong.

Hannover Messe was an “export fair” which had been running since 1947; in 1970 the fair added the Center for Office and Information Technology (Hall 1) which included computing devices.

In 1980, Fred Trommeschläger was at Hall 1. He had previously sold electronics (interrupted in the mid-70s by a foray into aviation), but he pivoted from electronics to computers when they became more profitable, forming Trommeschläger Computer GmbH. He sold imports of TRS-80s (via the Tandy headquarters in Belgium) but tried to undercut his competition on price. He was tipped off that there was a cheaper TRS-80 alternative showing. The machine was being sold was the Video Genie by EACA, a Hong Kong-based company that had been founded in 1970 by mechanical engineer Eric Chung (previously of Fairchild, the same company that eventually released the first home console that uses cartridges).

Trommeschläger sent his employees scouting, found the machine at the fair, and got an invite to a sales meeting. Negotiations happened in Holland with multiple companies vying for rights, and Trommeschläger managed to impress the representatives from Hong Kong — landing an exclusive deal — by arriving in his own plane (remember, he briefly had went into aviation!)

Sales blew up, with volume going by by a factor of five from 1980 to 1982. Volume went up in 1983 as well, but there was a catch: EACA imploded. Eric Chung was reported fleeing with a briefcase containing 10 million USD. One issue was simply Tandy themselves, which had brought up a lawsuit in 1981 for infringement; it was settled out of court, but it must have represented a significant financial hit. Additionally, while the Video Genie was a success EACA had also gone into other products like radios that were a failure, and then also decided to compound that with speculation on property (!).

This left Trommeschläger’s company in trouble, as they had already done more hiring and had already announced future product based on the EACA’s upcoming computers (now vaporware). They tried to adapt a different computer (the Ferranti PC) and re-dub it with the now-known-in-Germany Genie name, but it wasn’t enough, and his company went down in 1984.

The reason why all this is important is that it meant the Video Genie name became more well-known in Germany than the original TRS-80; while the US had magazines like 80 Micro supporting the TRS-80, Germany had Genie Data. Also, one of the copies of today’s selection (Das Geheimnisvolle Haus, The Mysterious House) is in a directory titled genie1.

I found this game while looking for another game, Geheim-agent XP-05, the existence of which had been sleuthed out by commenter Rob; it was thought to be lost. I dug around the far corners of the Internet and managed to find the secret agent game in a public German archive by checking every disk. XP-05 was on disk 5. From disk 7 I found this:

ELEPHANT is the CLOAD game Elephant Graveyard by John R. Olsen.

I had a copy of HAUS.BAS already, but variations can differ, so I opened the source code and hit paydirt:

21050 GESCHRIEBEN IM OKTOBER 81 VON UWE SCHUSTER

October 1981! My other copy mentioned Uwe Schuster, but not the date. This places it as the earliest German adventure game currently found. I will not give any guarantees there isn’t older; early German computer history still needs study. I can say that when Mikro+Kleincomputer did a review of Apple Adventure in February 1982, it was written as if adventures were a new idea. It explains that you communicate using commands of two words, and that you are searching for treasure, that there are “beinahe unendliche Labyrinthe” and you should make a map.

We have some clue as to Uwe Schuster’s influences, as while one copy contains a year and month, the other contains an author statement.

Dieses Programm erhielt seine Anregung von “Haunted-House”. Es erschien mir reizvoll, dieses Thema weiter auszubauen. Da mir die Abenteuer von Scott Adams gut gefallen, habe ich versucht, dessen Schema zu übernehmen, um ein lästiges Scrollen des Bildschirms zu vermeiden. Gewiss ließe sich das Programm noch weiter ausbauen, aber ich hoffe dass es trotzdem Spaß gemacht hat.
(Uwe Schuster)

The program was inspired by the game “Haunted House” and the author wanted to expand on the same idea, following the pattern of Scott Adams that avoided screen scrolling. While we’ve had multiple game titled Haunted House only one has been for TRS-80, the very early Robert Arnstein one sold by Radio Shack.

The instruction screen I gave earlier indicates shortcuts move around (N, S, W, O) take inventory (B) or redraw the screen (R). However, there’s also a full verb list, and following my procedure with Languages I Am Not Great At, I grabbed the list from the source code directly:

NEHME -> TAKE
NIMM -> TAKE
HOLE -> TAKE
GEBE -> GIVE (functionally DROP)
LASS -> LEAVE (DROP)
STELLE -> DROP
LAUFE -> RUN
GEHE -> GO
STEIGE -> CLIMB
SAGE -> SAY
SPRICH -> SPEAK
RUFE -> CALL
SIEH -> SEE
SCHAU -> LOOK
SUCHE -> SEARCH
FINDE -> FIND
BRICH -> BREAK
SCHLAGE -> HIT
BRECHE -> BREAK
SCHNEIDE -> CUT
TRINKE -> DRINK
GIESSE -> POUR
SCHUETTE -> SHUT
SCHLAFE -> SLEEP
WARTE -> WAIT
HILF -> HELP
OEFFNE -> OPEN
SCHALTE -> SWITCH

Despite being inspired by a haunted house game, this really is more of a “mysterious” house: there are no ghosts or other spooks to battle against. There is a little magic. Our goal is to escape with all the treasures (three of them).

The description follows the minimal format of “you are in a suchandsuch” and most of the rooms have one item in them, either takable or non-takable (above, a guest room, with a bed).

You’re in a living room, with a carpet. The carpet can be taken.

Balcony with railing, which can’t be taken.

Breakfast room with endless coffee cup, which can be taken, and mysteriously doesn’t count as a treasure.

The house is mostly wide open, and the starting approach should be something like Eno: break and smash and tear stuff looking for hidden objects.

For example, there’s a television set showing the Arabian Nights, and you can smash it into pieces with a hammer. You can also smash the coffee cup (not helpful) and a mirror (helpful, I’ll show that off shortly). A knife also gets use as you tear open an upholstered chair, revealing a diamond, and a coat, revealing a wallet.

That makes for 2 out of 3 treasures, suggesting this game will go quickly, but it turns out treasure 3 (which is needed to escape) was kind of hard to find. But let’s go back to smashing the mirror first:

The mirror breaks into thousands of pieces which immediately dissolve into nothing. Behind is a bottle of acid.

With the bottle of acid, and destruction still on my mind, my eye turned to the marble floor in the room immediately adjacent.

The acid dissolves the floor reveal a magic word: KERKY. Upon then doing SAY KERKY, I was teleported to the room shown above (“secret room”, with a “hole in the ceiling”) and was told that “all good things come in threes”. What this is hinting at is that the word only works three times to take you to the secret room, after which it will teleport you to random places, including a mid-air drop killing you.

I have fallen from the 13th floor! The adventure is over.

With my eye on the hole in the ceiling, I brought over a ladder from a nursery, and was able to climb to a roof.

I climb through the ceiling and get to the roof of the house. It’s very cold.

Going in a direction seems to randomly either kill you or land you in a room back in the house. It was here, at 2 out of 3 treasures, that I was very stuck. Just to list the inventory available:

key, cup of coffee, knife, bottle opener, jug of cognac, ladder, hammer, carpet, diamond, wallet

The jug of cognac is also auto-refilling and is essentially to opposite of the cup of coffee. I hadn’t found a use for the key but it turned out that I never would: it’s a red herring. Looking at the carpet, the game just states “a vacuum cleaner wouldn’t do any harm” so it took me poking inside the source code (it’s 10k, roughly the size of Raspion Adventure) to realize it could be transformed into a flying carpet.

But how? I tried various uses of the magic word, setting the carpet on the roof, plummeting off the edge while holding the carpet, whacking at the carpet really hard, and still no magic appeared. I finally broke down studied the relevant source portion rather than just glancing:

7100 IFX>23THEN7200:ELSEW1$=”B”:W0$=”A”:GOSUB12000:IFW0=1ANDCO=1ANDW1=1THENPRINT”DER BODEN LOESST SICH AUF UND EIN SCHILD WIRD SICHTBAR”:PRINT”DARAUF STEHT: MAGISCHES WORT “:D$(2)=”SCHILD MIT MAGISCHEM WORT”:M(2)=1:S$(3)=”SCHI”:S$(4)=”MAGI”:GOTO131
7110 W0$=”H”:W1$=”F”:GOSUB12000:IFCO=8ANDW0=1ANDW1=1THENPRINT”DER TEPPICH FAENGT AN ZU SCHWEBEN”:S$(11)=”FLIE”:D$(6)=”*FLIEGENDER TEPPICH*”:SC=SC+1:GOTO131

The first line 7100 is the result of pouring acid on the marble floor. I realized 7110 must also involve pouring a liquid of some sort.

The above depicts me on top of the roof pouring the jug of cognac while the carpet is sitting their waiting to absorb its precious energies. After this is done on the next turn (no matter what you type) you’ll fly off to safety.

The carpet floats up and away with me. I’m saved and have found all the treasures.

It is possible I am missing some subtle hint in German to this, or maybe there’s some mythology involving alcohol and flying carpets? The source code is here if someone would like to try a poke.

I found it interesting that while Mr. Schuster managed to pull off a two-word parser just fine, he stuck with a fairly grid-like map like the French Colditz game by Marcel Le Jeune. Most games from the US and UK insisted quite early on with having twisty maps, yet these two early examples of non-English adventure games eschewed cavelike-maze layout altogether. This may be because in both cases the influence came primarily from Scott Adams; while Adams had some mazes they were fairly small and didn’t really dominate in the same way the Crowther/Woods mazes did.

Or it could be that figuring out a parser from scratch (which both authors had to do) was complicated enough as it was, so they decided to keep the map aspect simple to keep track of.

Unfortunately I have not be able to unearth anything more about the author. His name shows up in a 1986 German magazine, but just in asking a question to the editors. While Marcel Le Jeune knows of the first-original-adventure-game-in-French status of his work, if this really is the first adventure game in German, I’m not clear if Uwe Schuster is even aware of it.

Posted November 11, 2024 by Jason Dyer in Interactive Fiction, Video Games

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