1970s mainframe RPGs we can no longer play
crpgaddict.blogspot.com
crpgaddict.blogspot.com
I was fortunate to have a parent who worked for Dr. Bitzer and we had a PLATO terminal at home, hardwired in to the university mainframe at 1200 Bd. Played most of the games mentioned in the article along with Empire, a Star Trek-inspired multiplayer team game. Great memories.
This one was standalone, so a later model. Also the screen was bluish-white as opposed to the orange ones that I see photos of. All of the software was on floppies and much of it of the educational/industrial ilk. How to Not Kill Yourself With Chemicals, and So, You're a Sociopath. That sort of thing.
It was awesome.
IBM had big flat panel plasma displays in the early 1980s.[1] Early in the history of AutoCAD, a driver was written for one of those things interfaced to a PC. The slow update rate was a big problem for the cursor. Orange plasma displays struggled along for decades, but the slow refresh rate limited their usefulness.
Like realtime chat with any other user, character by character updates (what, you have to press enter to send? primitive!)
Friday afternoon dogfights used a lot of resources, but were super cool. Tens and maybe 100 users all in the same real time flight space, duking it out...
Is that really good UX? I want to have a chance to fix my typos and other errors before sending.
A shared system that could survive being interrupted whenever any of its users pressed a key still was relatively rare.
So I guess this might ¿partly? Have been to show of the capabilities of the system. At 1200 or maybe even 300 baud, it may also be the better UX, but I wouldn’t know.
Empire was built around a 10 second replot mechanic and you frequently used the STOP button to stop the screen from drawing so you could get interactivity back quickly.
Realtime chat was amazing, especially with the ability to move characters around/erase characters with the pixel addressable 512x512 plasma screens; people would draw art by using characters, then moving the cursor back over them, and then erasing, or drawing in another character. O shift-space * shift-space ? would be O, * and ? on top of each other, which kind of looked like a smiley face. Fun times.
Thematically the school administration putting in what seemed like arbitrary rules just inspired us to work even harder to get access.
HISD also locked down "author" mode which was required to write new programs (called lessons) in PLATO's programming language named tutor.
Someone eventually cracked the account owners password, which is how some people ended up with accounts with author rights. We ended up replacing the login program on HSEP's PDP 11/34 so we always had super user privileges and I managed to socially engineer privileged access to our CDC mainframe. My flashhook dialing buddy figured out the system operators had buried end of file characters in the system docs on the CDC mainframe and we were able to find lots of interesting new commands to run after that. Again, telling us we couldn't do something just inspired us more. OK, upon reflection we were just hacking anything we could get our hands on.
Frankly I couldn't tell you exactly how I socially engineered it any more but I managed to track down an oil company here in town that not only had a PLATO terminal but a printer and gained access to both over the summer. Needless to say this was an amazing coup for a high school kid who just wanted to do a little coding and play a few games, if I say so myself.
I no longer have the long rolls of yellow paper from playing TREK and other games on an ASR 33 connected to the CDC mainframe or indeed anything else from high school, but the PLATO dot matrix screen print of Labyrinth's start screen remains a treasured possession to this day.
The other was called 'Wilder' and was done by Jon Sawyer. It stood for 'Wilderness' and was multi-player. You could Yell and Listen and communicate with other online players. Some kind of combat with monsters. I don't recall if you could fight P2P? Have to ask Jon about that.
Anyway there were quite a few 'mainframe' games written at about the same time at Iowa - a two-player war game WR12, a real-time Star Trek game labelled 'Begin' (because the login module was called 'Begin') with multiple fleets and three or four kinds of weapon. It still has a fan site! And smaller simple games like Trek3D, TREK1D (a joke), Combat, Patrol and several more.
It was a big deal, with students getting access to terminals for the first time and getting inventive.
Two school-kids are sitting there, tapping away, at something from a magazine. It looks immensely interesting, but they scowl at me as I get closer as if not to interrupt. So I go poke on an Atari, and immediately dislike its membrane.
The sales guy, probably only a few years beyond his teens, unlike me not yet begun, grins and nods over at another Apple II machine, newly set up. I have no idea what I'm doing, but I bang away at it "HELLO" this and "dO somehting" this and whatever, until the sales guy swoops in, wangs in a floppy, hits the reset combo and lets me play SABOTAGE for the rest of the afternoon.
The next day, after an interminably long day at school, I arrive with a freshly purloined magazine of my own. The same kids from before are there, just minutes before me probably but seemingly there all night, and are having a blast. They proudly, this time, beckon me over to 'have a go' at their game, TREK, wherein I am an "+" and there are "*"'s and . and #'s all over the place.
After witnessing me fail miserably, yet nevertheless programmatically successfully, these older kids chortle themselves out into the heat .. and I stick around to learn how to copy it to another floppy disk. The sales guy obliges, and gives me my first 5.4" floppy disk to save things on, "as long as you come back tomorrow and type a few more programs in, from those magazines you kids have..."
So, I did. What a summer it was.
I'll never forget those older nerds.
In my case, that guy gave me a raging passion for computers that has led, 40 years later, to ridiculous things happening.
The "Computer Age" place stuck around for only a few years afterwards .. the cognescenti of my hacker club at school discovered TANDY and Dick Smith as places to test new hilarious routines .. and, meanwhile, some of us got modems.
Good times. I think my Mum still had that floppy disk around in her memoirs, somewhere. Something about how she righteously retrieved it from an old, much loathed, school principle, who had zero idea what it was, or what it would ever mean for the world that a 10 year old kid had simulated galactic war games on his person, in lieu of math homework, or so.
Anyway, yeah. Great sales guy, would time-travel and witness again.
And re: the principal, here's a great quote from my grade 3 report card which I get a kick out of, and use to help my kids feel better about their report cards:
"XXX's work is very untidy. More work is needed in cursive writing. His journal entries are computer programs."
I wish I could find that teacher today and send her a copy of my job offer from Google from 10 years ago.
Not saying I didn't get chased out of the other computer shops of Perth in the 80's, but those are other tales of joyous mirth, for another time ..
Boy I played that for a long time. Glad I didn't get billed for the paper I used. So much matrix math. 8-)
it was interesting that the AI craft were just like player craft but had a different controller. It was possible to splice in keyboard input for that. Then I wrote some screen scraping software to send the commands remotely.
Here's the software project http://begin2.sourceforge.net/
Unfortunately the sourceforge matchmaking server has long gone offline, but you could connect direct to IP addresses too, so it should still be playable
https://www.oric.org/index.php?page=software
(Search for i.e. 'adventure')
The aesthetic is so pure, and in the context of oric.org, the titles are a testament to the spirit of an entirely different form of walled-garden/app-store.
I favour the Oric, and many of the great old architectures like it (Amstrad CPC6128!!) not for much more salient reason than it was my first 'real' computer, on which I first gained an immense amount of arcane knowledge that led me to an even more immense amount of arcana.
The adventure has been text since the very first day. A coders adventure game never STOP's.
*bonus edit: everything old is new again, and it is awesome:
The Oric world didn't get much love in 1982/83/84, before the company fell apart completely - so there are many of us who would've felt particularly left-out, in terms of what 'could have been done', back then, with very little software. An Oric OG user had to write their own programs, while all the other machines got great stuff on the market.
Well, this is now resolved in the 21st Century, with 21st Century releases - titles still being produced by fans - which really, seriously push the limits of what you might've thought the Oric can do.
Get loaded up with some blakes7, space1999, pulsoids, l33t, or check out some of the new stuff being discussed on defence-force.org like a Wolfenstein-like mazerunner [1], or maybe a proper Loderunner [2] - if you're an Oric guy, this is going to be FUN for you. Finally.
:)
[1] - https://forum.defence-force.org/viewtopic.php?f=20&t=2264 [2] - https://forum.defence-force.org/viewtopic.php?f=20&t=2282
--Chet Bolingbroke
In some ways it reminds me of Jon Peterson's "Playing at the World", which thoroughly documents the origins and early history of D&D, which started the genre.
Maybe I'll do that when I'm semi-retired.
(not mine, no affiliation)
Was this real? Does a copy still exist anywhere in the world? Andrew or Robert, are you out there?
"It was initially coded in Applesoft BASIC, but Greenberg and Woodhead rewrote it in UCSD Pascal after BASIC proved too slow to be playable."
https://en.wikipedia.org/wiki/Wizardry:_Proving_Grounds_of_t...
The earlier entries talk about some of the same stuff mentioned in this article.
Reading about these things, I dunno, it reminds me of the wild west or something.
All these university students and programmers writing illicit games like outlaws, hiding their games under simple file names that became almost memes for the ones in the know at the school.
It's really cool and those people are the reason why video games and computers became a thing.
Everytime I learn more about the early history of computers or even video games it always makes me happy. I dunno, to see how far it's all come, to have grown up watching a lot of it evolve.
It's just always great to read about.
Sadly it's still in copyright/IP lockdown, even though most of the system was presumably developed by the University of Illinois and the largely defunct CDC. As a result the software is unavailable for emulation or study.
https://emulation.gametechwiki.com/index.php/PLATO_Computer_...
On the other hand, having multiple users on the system makes it more realistic.
And you can play Moria.
I wonder whether some Illinois/PLATO alumni and/or the Computer History Museum might be interested in making them more widely available.
Other sites presumably have the tapes as well.
I'm writing a book about the experience of playing RuneScape - needless to say I'm fascinated by Why We Play.
As Drygulch was played well into the mid-1980s, I can't help but think that some photographs, if not screen shots, must still exist somewhere, but there don't seem to be any online. I don't know why Drygulch wasn't preserved by efforts like Cyber1, but I suspect it's because the game was owned by CDC and not the University of Illinois.
In case you run across something you're fairly certain is an image of this game, I'm sure he would appreciate the authentication. :)
Ah well. Some things are just gone.
> Recently an old text adventure game 'Castlequest' from 1980 was recovered (https://quuxplusone.github.io/blog/2021/03/09/castlequest/ ), and there are even some efforts to modernize it (https://gitlab.com/apthorpe/Castlequest).
It's interesting that, when you are so much ahead of your time, you end up as a kind of failure, without generating other generations downstream because, even though you were far ahead of everyone else, you were so far nobody would be able to follow your steps.
And Apple/Atari/… dominates and linux not unix …
To spread …
Buddhism says to be like this in its 5 cycles as well.
Oubliette looks interesting and so raw!
I have a soft spot for these old games that are very primitive in the graphics and sound department (if there even is sound) but make up for in complex gameplay.
Somehow, they're better than most modern RPGs. I can't explain it.
I like the storylines and somehow the visuals are great and it can all fit in a tiny amount of memory.
Completely offline, too, which is a rarity these days.
- Z Machine interpreter and Anchorhead, Vicyous Cycles, Enemies, All Thing Devours, Curses!, Jigsaw, and Heroine.
- BSD Games, ATC is addictive.
- Nethack/Slashem, DCSS. The first is lateral thinking oriented, the second one is combat oriented.
- Dopewars and it's fork Vaccinewars with, well, you guess which drugs are we using today.