An obscure game for Michael's birthday
It's Michael Klamerus' birthday, and they have issued a challenge: blog about an obscure game.
The first computer my family owned was a Commodore Vic-20. I think Commodore is a fascinating company in the history of computing, because Jack Tramiel was adamant that personal computers should be, above all else, cheap. “Computers for the masses, not the classes.” Well, it worked! When my older siblings scraped together enough pocket money to buy a computer, the one they could afford was the Vic-20.
Objectively, the Vic-20 was kind of a sad toy, an underpowered games console with pixels the size of your head, 5 kilobytes of RAM, and a truly awful keyboard. But I could take out books from the Bookmobile with BASIC games printed in them, type them in, save them to tape, and in doing so give myself new toys to play with, and this was entirely delightful to me.
The coolest of these games, the one that sticks in my head above all others, was printed in Usborne's “Weird Computer Games” – a complete text adventure implemented in 200 lines of dense BASIC, lavishly spread over five pages, called “Micropuzzle”.
I don't think I ever typed it into my Vic-20 – if you follow the link, you'll see a skeleton telling you that a RAM expansion is needed for the game to work, the Vic's 22 column text mode was never comfortable to read, and five pages of code was just too much to type at that age, at my level of typing speed and accuracy, on that fuck of a keyboard. I think I did eventually type it into an Apple II?
Instead, the way I played this game was by reading the text of the BASIC code like a jigsaw puzzle. All the room descriptions are in one spot, all the verbs and nouns in another, response text is scattered about the rest. It was clear from the final line that the goal was to be unminiaturized; the artwork of the cat and the text meant you clearly had to contend with a cat and mouse. It was not too hard to piece together what the elements of the game would be, but the response text was vague enough that it didn't completely give away the puzzles or their solutions.
There are apparently a handful of modern recreations, which I think is lovely.
I would go on to make text adventures in QBasic that were far less sophisticated – I never managed to decipher how the program was structured and why, even a little, so I failed to learn how to write even a very basic two-word parser. Looking at it now, it is a marvel of clean and compact design, doing exactly what is needed and nothing that is not, encoding various bits of game state as numbers both for efficiency and for obfuscation. No other type-in BASIC game I ever encountered was anything like it.
