Source:Huw Williams correspondence
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2012 – present
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18 January 2014:
Interesting to get your email after all these years.
In 1981 or 1982, I was around 13-14 years old and was a budding entrepreneur. I was looking around for a way to make a bit of extra spending money. I found the Eamon adventure games and thought they were kind of fun to play, but there was no real organization to them. (Reading Wikipedia today it says something different but I am giving you my perspective.) So I started collecting them and assigning numbers to them. If I recall, I ended up with over 120 that I would sell via mail order. I printed up a 8.5 x 11 and then an 8.5 x 14 inch sheet that listed everything and I would mail them out. Checks would arrive and I would copy the games on my Apple IIe. The price was a couple of dollars each but I would put together larger bundles that were a better value.
Then I created a subscription offer called AdventureDisk where I would make a monthly disk containing an Eamon game, and some other adventure game content. I probably made around 10-15 issues in all. I was working with a very talented programmer who was probably 14-16 years old at that time. He designed the interface (menu) and helped create some of the content. I can't remember his name, but I wouldn't be surprised if he went on to great things. I never met him in person.
Now it is 30+ years later and I don't think I have any of the old disks.
I don't remember how or where I advertised the games, but A+ Magazine sounds about right.
I do remember that in 1986, I placed a $30 classified ad in the back of Softalk Magazine advertising something I created called the Print Shop Users Club (public domain clip art for Broderbund's Print Shop program). I probably received back around $250 in orders and I thought I was on to something. Eventually I had 30,000+ "members" of the Print Shop Users Club and I sold related products via Mail Order.
Along the way things evolved from public domain clipart for Print Shop into my selling original and licensed clip art for a competitive product called Instant Artist (renamed Print Artist) that was first sold by Autodesk, then Maxis and then by Sierra Online. That put me in contact with Ken Williams in the early Leisure Suit Larry days.
I spent a lot of time in the mail order clip art business. We also started developing our own software products that helped people organize and use their clipart. (I know this is outside of your area of interest). Eventually the company (since renamed GraphicCorp) created clipart using 100+ artists around the world (India, Ukraine, Canada, US) and licensed it to various software publishers (Microsoft, Sierra, Broderbund, Corel, etc.) for use in their products.
My long ride in the clip art business ended in 1999 with my selling GraphicCorp to Corel.
24 June 2021
Q: Do you recall how you first learned about Eamon and what got you into the series?
A: So, I've been an Eamon user for quite some time. My dad had learned about it somehow, and was able to get a few copies of the first 10 adventures, probably around 1983 or so. At some point, he must have found out about the National Eamon User's Club and we received the first edition in the mail with a handwritten address when it was published in 1984. I was only eight years old at the time, but I was hooked. I loved playing the games and loved reading the newsletters as well. Seeing my interest, my dad helped me program a really basic game using the old DDD 5.0, sometime in the late 1980s. It was super crappy, but I had lots of fun going in and messing around with it from time to time. However, I always wanted to design my own game.
I had several aborted attempts over the years, largely because I wanted my first attempt to be a "good" game and I just couldn't think of a story line that worked. Finally, by 1998 I had a basic idea of a game and started laying it out on paper over the next few months into 1999. It then sat on the shelf until I figured out what to do next. Our Apple II+ hadn't been turned on in several years and I was mainly using emulators by then. Finally, while I was in law school in 2003, I found new ways of procrastinating. I started converting the old newsletters to the website and, once that was done, finally decided to start programming the game. I felt that programming it in AppleWin had something of a "ship in a bottle" feel, but I enjoyed working on it.
Once it was finished, I sent it to Tom Zuchowski, thinking that it was going to be Eamon 243, but alas, there were a few unknowns that had been published and it was assigned Eamon 246. I think it was the last game included on his CD-ROM.
Q: Could you describe how you went about building the adventure?
A: Well, first I laid out my story as how I envisioned it, and figured out a loose map of what the story would be. I then mapped out the rooms and put in the appropriate monsters, artifacts, etc. I had a basic idea of what the different effects would be, but as I went, I made notes to what new effects I might want to add, especially for a variety of situations. So, there are a lot of variables set as you go and the adventure will only let you proceed if certain variables are set. As I programmed it in, I tested it regularly, accounting for all of the situations that I thought could happen, and would try to add a logical effect. That took up a decent amount of time, just to make sure things work as expected.
There was a complaint that it was very linear and, well that's a valid complaint. I tried to make it appear to be larger than it is, with a lot of room directions that aren't really valid (you can't go very far down the street, although there is an illusion that you can). It's a smaller dungeon because of that, and Tom Zuchowski suggested I flesh it out a bit, so I added a few extra shops in the town.
Another complaint is that it's a bit "unforgiving" in that you have to have several things done correctly for you to have a successful outcome. My goal was that if you paid attention to everything, you should be able to make it all the way through the first time, and that you shouldn't need to learn by death (See also "Crimes Against Mimesis" by Roger Giner-Sorolla). What I probably should have done is something at the end like "Well, that was an unsatisfactory outcome — want to give it another try?" I've never seen that in Eamon, but I'd rather have a player give it another go than have to slog back to the Main Hall (although I used Fresh Sam extensively when testing, and know that a lot of others do as well.) The "advantage" of a small dungeon with a linear path is that it shouldn't take long to work back through it again. Mapping isn't really needed here.
I will say that using AppleWin and an emulator was very helpful though. GPLE works fine, I can set the emulator to super fast so disk loading speed isn't an issue, etc. CiderPress had just been released, so I was able to access the text files directly and run them through a spell checker on MS Word to catch spelling errors. I could make multiple saves of different versions so that it was easy to "undo" or revert if needed. If I were doing it again today, I would definitely use an emulator.
Q: What things do you remember most about making it, and what parts did you most enjoy or are most proud of? (I especially liked the airship drop-off, and the logic around properly using the alarm bell, scabbard, amulet, and cube.)
A: Thanks for the feedback on the different story elements. The airship drop off was based on the Banedon character from Joe Dever's Lone Wolf series who flew an airship called the Skyraider and would often drop off the hero to start the quest. I actually named him Banedon in the hope that one of those readers might recognize it.
- Inari is a beautiful city in northern Finland and is known as the "capital of Sámi culture"
- Nuorgam is the northernmost city in Finland.
- Tasavalta is the Finnish word for "republic", and the official name of Finland is Suomen Tasavalta.
- Tornio is a city in northern Finland
- Helsingin is the possessive form of Helsinki.
- Pietari is the Finnish name for the city of St. Petersburg, Russia
- The Inariin scabbard is the possessive form of Inari
Spoilers ahead: I thought the idea of a portable army was kind of neat, hence the cube. And I liked the way the variables worked to give various results (forgot the army? Forgot the sword? Forgot to activate the amulet? Forgot to put the sword in the scabbard? Killed Esher and wondered around the city?). Some of the best Eamon adventures are interesting because they have things that *do* things. With a larger adventure and better programming, I could certainly have done more, but I'm not Sam Ruby and this was my first attempt.
But I think my biggest enjoyment was finally getting it down. I had been wanting to design and publish an adventure for years, and I finally did it.
Q: Do you think you might ever write another?
A: For the Eamon system, no. There just aren't very many people using the platform compared to modern IF systems, and I just wouldn't want to put the time, effort, and energy into something that few people would ever see or play. On the other hand, I would definitely consider using something like Inform or Twine to do something as there many more people using those platforms. Perhaps enter something into the IFComp like Wade Clarke did back in 2010.
Q: Could you tell me a little about yourself — your background and interests?
A: Well, I'm an attorney working in the non-traditional path of non-profit fundraising, specializing in complex gifts and gifts through estate planning. I work at a large university and find my job to be very fulfilling as I see the students benefit from the generosity of our donors. I'm married and have two kids, ages 14 and 13, neither of whom have any interest in text adventures at all. In fact, neither has played my game. I have a broad array of interests, including travel, geography, flags, history, spaceflight, and enjoying science fiction and fantasy books and movies.
19 August 2019:
Q: How did you first get into computer gaming/programming, and into the Apple II? Do you recall how you first learned about Eamon?
A: It all started around 1979-80 when a high school friend let me borrow his Apple II+ over the weekend. He brought it over and we played a few games he had. He had Eamon and a few adventures. I was a big D&D and Traveller RPG player in school and this game really hooked me. I spent all weekend playing that game.
Unfortunately we had Commodore PETs in school so I was only able to play it when I visited my friend. But around 1982-83 I convinced my dad to buy an Apple IIe. His company had a purchase deal with Apple so got it at a significant discount. Eventually started making friends with local Apple users and attended computer clubs and was able to pick up more Eamon adventures.
Eventually that led to finding John Nelson's National Eamon User's Club. I subscribed to his newsletter and ordered tons of disks from them. Funny thing is they were based in Des Moines, Iowa and I was born in Ames, Iowa which is only about 45 minutes away. Sadly we never got to meet each other even though I used to spend summers in Ames.
At one point I probably had almost every adventure released. I had a big box full of the 5¼" disks. Sometime around the mid 1990's I gave away my 3 Apple IIgs computers along with thousands of disks of software. At that point I was working at Interplay Productions and had purchased a PC. We were no longer supporting Apple II computers. The last release we did was Out of This World for the Apple IIgs. I did work on Ultima I for the Apple IIgs with Rebecca Heineman. That's the last Apple game I officially worked on.
I probably should mention how I officially started working in the computer game industry. I graduated from Cal State Fullerton in 1991 with a degree in Radio/TV/Film. I briefly worked in Hollywood and wanted to work in the special effects field. After a stint as a Production Intern on MacGyver and some PA work on a few low budget movies, I found out that it wasn't quite as glamorous as I thought! I had several friends that worked at Interplay Productions (I worked at a software store part time and played D&D with them). They were looking for QA people to test various games so got a job there. Stayed there 13 years and worked on a large number of titles including Fallout, Fallout 2, Star Trek 25th Anniversary, Star Trek Judgment Rites, Planescape Torment, Icewind Dale, and Icewind Dale 2. Early 2000's and Interplay was in bad shape. I got an offer at Obsidian Entertainment to work on Star Wars: Knights of the Old Republic II. Left after that project to get some much needed time off and eventually returned to work on Neverwinter Nights 2. Been there ever since. As of this writing I'm working on The Outer Worlds.
Q: Could you talk a little about Shever Software? Was it a solo venture? What projects were published through Shever?
A: Shever Software was a solo venture. My first project was a character generator for the original classic Traveller RPG. I had started that years earlier on the Commodore PET. Then rewrote it for the Apple II. I worked on it for years refining it. In the mid 80's I decided to try to sell it so bought a pile of disks, made a brief instruction manual and title card. Borrowed a shrinkwrap machine and hand assembled a few dozen copies. I bought an ad in Space Gamer magazine. I checked my PO box almost every day for months. Not one order ever arrived. So I was out a few hundred bucks in ad and materials costs. My next idea was to rent a booth in the dealer's room of a local board game and RPG convention. I shared it with a guy making miniature landscape tiles. Again, not one sale. The guy I shared the table with didn't make any sales either so both of us were out a few hundred bucks again. Dejected I found a local distributor with a booth at the convention that agreed to buy all the copies I had for a big discount. So at least I recouped part of my investment. No idea if that product ever made it to any other stores, I've never seen any.
So I figured I should come up with another idea. I remember my love of Eamon and I was enjoying programming so though about doing an advanced version. A software utility company called Beagle Bros made an Applesoft compiler. One issue with running Eamon on an original Apple II was it was a bit slow. So thought it would be a great idea to rewrite it to easily support hard drives and use their Beagle Compiler to make it "lightning" fast. It was a lot of work with extending the Main Hall and getting everything to work under the compiler. Eventually I got the "Basic Set" with the enhanced Main Hall and Beginner's Cave. Then converted 4 adventures to work with it — Lair of the Minotaur, Dharmaquest, The Prince's Tavern, & Futurequest.
I didn't advertise this one. As I remember I went directly to the same distributor and asked if they wanted to pick it up. They bought a dozen or so copies of the Basic Set and adventures. They weren't happy it was in ziplock bags. My previous Traveller package was shrinkwrapped and they thought ziplock made it look old and cheap. Years later I found a few copies at a surplus software store back in a dusty corner with stacks of other Apple II games.
After that I gave up on Shever Software. I was focusing on college and after two failures it didn't seem prudent to keep working on projects. Also, it became less important to speed up Eamon. With the Apple IIgs and accelerator cards, you could run it fast already without the significant work required to convert the adventures.
Q: The Expanded Master added some fun new functionality to the Main Hall — when did you create/release it, and what do you remember most about it?
A: I don't remember much about the Expanded Master. I think I reworked the original Eamon Master using the code I added to Lightning Eamon so it would work with the original adventures. After the failure of Lightning Eamon I didn't want all that work to be lost. And I liked the additions to it. Gave you more uses for excess money that old adventure characters tended to let pile up. Not sure how much distribution it got. I can't remember if I sent copies to John Nelson or not. Maybe at that point he was not doing the club any longer. I probably uploaded it to some BBS's so it might be floating around. I'd love to know if it exists somewhere since I don't have a copy of that one.
Q: Lightning Eamon is something I heard about only recently and unfortunately never got to play, but I love the idea of a fast, compiled version of the game. Could you tell me more about how it worked?
A: Covered this mostly above. Only 4 adventures were converted and the basic set included the Main Hall (with enhancements) and Beginner's Cave. It used the Beagle Bros Beagle Compiler. It supported hard drives as an added bonus!
That's my memories of the project. If you have any other questions or want more details I'm happy to provide them. Though my memories are fuzzy on a lot of that stuff. Been quite a while since I thought about it but so glad to write this down so it doesn't all get lost in time!
20 August 2019:
As for release date, 1987 sounds about right. That’s the date of the copyright notice in the package manual. No idea when in 1987 though. The copies I sold to Weekend Warrior went out to local game stores I assume so not sure how widely available it was outside California.
15 August 2020:
My junior high school got a single Apple II for the gifted and talented program in the fall of 1978, when I was 8th grade. The first thing we did is play a lot of Star Trek and Breakout. It did not take long before I was digging into the language behind the games and writing some primitive ones of my own in AppleSoft. That Christmas I relentlessly harassed my parents to get me my own, an Apple II+. I continued to write games, cribbing some ideas and help out of a big red book called 100 BASIC Games or something like that. Paul and I were close friends and spent lots of afternoons and evenings in front of my TV with the RF adapter.
There must have been some local Apple club where we got the first two Eamon floppies, I suspect my father drove us to the meetings. I don't think Donald Brown was actually there, but obviously someone had obtained a copy of The Beginners Cave and Minotaur. We played them obsessively.
I think at a later meeting we got the next four and for a while that's all we knew about. That's why Treasure Island was numbered number 7. If I had to guess I'd say we started it the summer between 9th and 10th grades, but it could have been during our sophomore year. Obviously it was also before there were any real tools for developing your own, so that and our other two were crafted completely by hand. I don't remember who did what on that, honestly. I know we dissected the Lemonade Stand game to figure out how to do the music by POKEing the right addresses for the speaker; I have no idea even how we did the map.
Sometime after we delivered Treasure Island to the local club we got the next batch. I would guess it was three or four months after Treasure Island that we each started writing our own adventure. We each had our own vision we wanted to play with, but they were both done on my machine, and probably finished in mid to late 1981. I vaguely remember working on "saving" in Caverns because it was so long. In 1983 I took all 15 or 16 floppies to college and me and my college friends played Eamon pretty obsessively.
After Caverns I coded a lot less, as my high school life got much busier. Through a friend of my father's I got a summer job through college working on the minicomputer system for a local Denver distribution company. I had other interests in college though, and ended up with a BA in Political Science. However, after three years of law school and four years of law practice I went back to that distribution company and got my old job back as the "computer guy" full time. I eventually parlayed that into an actual software engineering career, and I'm currently a Principal Engineer at Comcast Cable, where I lead the team that collects (at the rate of 6 million events per second) and presents analytics data about Comcast IP Video.
Along the way I coded a very popular area on the 90s mud Realms (which is still sort of "up" at telnet realmsmud.org 1501), and developed a mostly complete framework for running text muds on the web: https://gitlab.com/avezel/lampost_mud.
Thanks for your interest and I appreciate you keeping this stuff alive!
16 August 2020:
Honestly I have no idea how Caverns of the Sphinx or Dracula's Chateau got into the larger world. For years I only had basically the first 15 or 16 disks and was totally ignorant of anything beyond those, presumably because I lost touch with the Apple community. My guess would be that we delivered them very early on to the local Apple computer club (or maybe it was just the "computer club", since Apples were pretty much the only realistic option at that time), and someone from the club kept copies that eventually got submitted.
On Realms as a Senior Wizard I created an area with the acknowledged best quest in the game, with some pretty wicked puzzles. I'd love to port it to a modern platform, but I must admit my current job is immensely demanding and I haven't had the energy for outside projects in the last couple of years.
8 November 2013:
I received your letter today about Eamon. Hadn't thought about Eamon in a long time. My Apple II+ died and the used IIc that I picked up as a replacement had the world's worst keyboard. So Eamon went by the wayside. I moved on to Macs and then PCs. But I still had a library binder of stuff from the old Eamon days gathering dust on my bookshelf. Right in front was a printed copy of the gazetteer.
Now before you get too excited, let me point out that it was printed on a dot matrix printer. Personal question — are you old enough to have used one? In any event it's not pretty. I should also say that Tom Zuchowski, although a really nice guy, tended to exaggerate a tad. It's a two-page list of stuff in my adventures, just fleshes out some of the background. It also promises more info as more adventures are added. But I didn't add more adventures so there isn't more to the gazetteer.
14 November 2013:
I had another adventure in the works when I lost my II+. It was set in the same area and tentatively titled Molgrest's Tower. It was my tribute to Monty Python, but never saw the light of day since it was never finished.
27 April 2020:
I don't remember much about it. I began with computers in 1981 and in 1987 went from teaching music in public schools to being the Technology Coordinator for a school district in Kansas. I did a little programming in the early years and recall having fun putting together The Plain of Srevi, adventure. The word Srevi is my name in reverse. I'm still in computers at 67 years of age. I'm retiring in June, and look forward to doing more with computers and my motorcycle. I'm a worship leader for a Methodist church and have spent more than 10 hours a week producing a worship video for online worship each week, since the quarantine began.
21 May 2020:
I became interested in computers while I was in high school (mid-1970's). A math teacher of mine had an early programmable calculator (it wasn't a hand-held, but a desktop) and I programmed a simple moon-landing program, and also a program to tell a blackjack player the best play given his/her hand, and the dealer's up card.
I also attended a workshop for aspiring engineers during my junior year of high school. It was at the University of Iowa, and one night we found our way into the computer lab, and a graduate student showed us how to call up and play games on the mainframe. I believe I did not attend another session at the workshop and spent all my waking time at the lab.
In 1977 I stumbled in to a store called Video Midwest in Des Moines. A guy named James "Red" Varnum was working there; they sold primarily video tape machines (they had Betamax as well as VHS machines) and Advent projection big-screen TV's, but in a corner of the store they had an Apple II computer. I spent several afternoons in the store toying with the computer and its BASIC programming language. I eventually bought one. An Apple II came standard with 4k of memory, but I spent extra and got 16k because there was a Star Trek game (similar to the one I played at U of Iowa) that would only work with the extra memory. Note that in 1977 an Apple II with 16k of memory cost $5,000 (in 1977 money!) The initial Apple II could only store/load programs from audio cassette tapes.
At the time many computer enthusiasts like me got computer programs from magazines…we had to type them in. There was very little software that was commercially available, and what was out there was generally garbage. There were a few other people with Apple II computers (and eventually Radio Shack TRS-80 computers and Commodore PETs) and we shared BASIC programs and ideas on a loose basis.
I brought several of my programs to Video Midwest, and eventually they hired me as a salesperson for computers. My brush with greatness came while I was working at Video Midwest; in 1978 there was a severe shortage of Apple II's (we had a large waiting list) and I was on the phone with Apple in Cupertino, waiting on hold, when behold, a person came on the line and said, "This is Steve Jobs." He assured me that our order was on the way.
Sometime during 1978-79 Apple released the floppy drive, which was a paradigm shift. You could store 138k on a floppy, and it could be accessed dynamically. It got rid of the cassette tape storage (which was an incredible nightmare) and shareware erupted for the Apple II.
At some point in 1979 Video Midwest fired most of its staff and tried to make me manager. I quit in protest, and ended up taking a job with a company in Ames, IA (home of Iowa State University) following Red Varnum there. The company sold Apple II's but was really focused on the Commodore PET computer. While there, I wrote a program for the PET to help a company that sold hog confinement buildings do estimates for hog farmers (exciting stuff.) Around 1978-79 Computer Emporium opened in Des Moines. They started an Apple II club, and we met on a regular basis to share programs and ideas. I met Donald Brown and John Nelson (John was a programmer for the state of Iowa) at Computer Emporium.
The company in Ames let me go (shortly before folding) and Computer Emporium hired me almost immediately (1979-80?) I believe Donald Brown was not an employee but just a "groupie" of the store. He was an actuarial student at Drake University in Des Moines and was by far the best programmer I had ever met. He could program in both BASIC and 6502 assembler and was an incredibly smart and witty person. I believe he hailed from Colorado but he came to Drake for actuarial science.
Sometime during 1980 Donald came in to the Computer Emporium with his new game, Eamon. All of us were floored. It was text-based (very few graphical games back then, and certainly none in the FRP genre) and was similar to the Colossal Cave adventure, but you had a (somewhat) unique character that could progress from adventure to adventure, carry weapons/artifacts with you, and grow/develop. When Donald first introduced Eamon, it had the Beginner's Cave and the Lair of the Minotaur.
Donald had a "developer's disk" that let you create a map and game, but the developer had to add some unique code to enable some capabilities in the adventure. I had had conversations in the past with Red Varnum about an adventure that happened in the adventurer's mind, rather than in a physical world. I created "Cave of the Mind" with that idea in mind, and I gave him co-credit for the adventure (even though I no longer worked for him.) I really consider that adventure pretty clumsy, but it was my first creative venture. I was very surprised at the excitement within the Apple user's group when I brought it in (even from Donald himself).
Computer Emporium of the time was a hotbed of Apple II development. Dick Skeie owned the company, and was somewhat of a "hippie." I believe he now serves as a holistic healer of some kind.
A couple of my major memories from my time at Computer Emporium were when Ronald Reagan was shot (we saw it live on TV) and when we received (via snail-mail) a cassette tape with a program for the Apple II called VisiCalc. It was the first spreadsheet program. I remember looking at it and thinking, "What is anyone going to use this for?" It's a good thing that I am not an advisor for what to invest in.
One "dud" that we saw was a microcomputer by Texas Instruments. It was horrible. The keyboard was buttons rather than keys; TI claimed that surveys said that people wanted their personal computer to be like a calculator. This was a classic example of people not knowing what they really wanted, and TI believed them. I have always credited Steve Jobs with having a feel for what people will want, but maybe they don't understand it yet.
31 July 2020:
I really do not remember a lot about my Eamon games. I pretty much left "gaming" in mid-1980' because I went into corporate computing.
I do remember one of my adventures was inspired by a Rockford Files episode (James Garner) where he was fighting people who ended up being his own government. (Donald Brown was completely perplexed by this adventure.) But generally I don't remember much about the adventures I created, other than the one with Red Varnum.
CE software was the creation of John Kirk, an accountant to rich people in Central Iowa and an entrepreneur. Richard (Dick) Skeie sold Computer Emporium/CE Software to him. Skeie was kind of a hippy and I think is now a holistic healer. Donald Brown stayed on and invented QuicKeys (?) for the early Mac, basically a macro program. I last saw Donald in early 2000 at a forum in Des Moines for technology.
Mission Escape was inspired by a game on (I believe) a Commodore PET. Remember, back then most computer programs were spread around in magazines and everyone had to type them in.
The only way I made it work was that a compiler for Applesoft BASIC came out in the early 80's. it converted the interpreted BASIC into machine code that ran much faster. It was a very fun game and I thought I added many fun variations (I especially liked the robots that purposely got close to you so they could get shot and explode.). I also had the final exit (if the player could get there) be the number for the starship Enterprise (we actually had a player get there, and awarded a prize).
Sorry I cannot be more specific on my Eamon adventures, but I just pretty much left that stuff behind in my life.
11 May 2020:
Q: How did you first learn about Eamon and what were your early experiences with the game like?
A: My parents got me an Apple IIe computer and I copied some public domain discs from my school, one of which contained Eamon. I was in the 5th grade. I recall staying up late trying to play through the various adventures! I would eventually begin writing my own (unfortunately those early efforts are lost to time) and learning BASIC.
A: After Frank released his Eamon port (Eamon Deluxe), the nostalgia hit me. His platform was a lot of fun and I wanted to contribute as well as re-live my fun experiences with Eamon. I found adventure authoring to be tremendous fun! I also wanted to see how far I could push the constraints of the environment to expand on the simplistic adventures of the past.
Q: Do you think you'll author any more adventures?
A: Yes! It is always a matter of time (I have many projects ongoing including some advanced Web MIDI software for my music studio) but my next effort will likely be for Keith Dechant's Eamon Remastered platform. I've got some ideas brewing... I'd like to do something set in Middle Earth but who knows...
Q: What is the status of Eamon Revolutions / EamonWeb?
A: Probably retired. Keith's Eamon Remastered system is effectively same thing and is much further developed so I don't feel like putting any more effort into it makes a lot of sense given limited time. The code is all open-source for anyone interested in continuing the development or using it to build their own system.
3 January 2021:
I love Eamon and my time spent playing around with it, so feel free to ask your questions.
In Spring 1977, I bought one of the first TRS-80s. I played several premade games on cassettes by Reverend Blank, input programs from books, and learned BASIC (thank you Dartmouth). I programmed some programs for my Dungeons & Dragons games to generate random numbers, encounters and resolve combat. I wrote about that in an early Dragon magazine article.
When I opened a game store (Gamer's Guild), I rented an Apple II to do bookwork and to display early computer games. I loved Sir Tech's Wizardry and Lord British's Ultima. Even Avalon Hill Game Company released a few "wargame" titles. Unfortunately, not a lot of people owned computers.
A friend had talked with Donald Brown about taking over the Eamon library and making some money for everyone. My friend ask me to make a couple adventures to evaluate the system. Flying Circus was fun, based on the popularity of Monty Python and Blood Feud was my effort to allow characters to gain levels.
I played "Sloth" MUD which was a great way to play text based games online.
Fortunately, the different folks working on transitioning Eamon to MS PC have given me access to their efforts and I love revisiting those 8-bit days. Gaming moving from Apple to MS was the end of the early days.
I've come a long way from my TRS-80 and Apple GS+ to my Nvidia 2080 RTX with a meg SSD 8-)
Thanks for allowing me to revisit some very pleasant memories. Good luck with your Eamon Wiki!
9 January 2021:
The Pozzis and Spanners theme was based off a comic book I composed based on the characters that visited my game store. The names are based off firefighting equipment terms. PSI pressure & spanners 8-)
I always enjoy the challenge of making games (I have a friend who always tells people, that I could be parachuted into a primitive society in a remote location and if you returned in a week I would have the people playing some form of new game) and Eamon was such a simple, versatile and complete game making tool.
The games were made probably in 1984. Flying Circus was first.
I think it was obvious to everyone that independent producers could make money off this new "computer thing", the question was how? And, computer gaming was growing and evolving at such a quick rate. Isn't it interesting, in retrospect, that an Apple computer, known for its graphics capability, was used for a text adventure game? BTW, I found an old Eamon binder of mine with the BASIC programming program printed on a dot matrix printer 8-)
My friend wanted something easy to generate cash and Eamon required more effort than he was willing to put into it, so that was when John Nelson got involved and rescued Eamon for the future.
I enjoyed Wizardry and the early Ultimas, but there was the imagination in text adventures. In fact if you search the old AOL files in gaming (if they still exist) you will find my RHR (Radio Horse Racing) program which was an all-text game with legendary horses and jockeys. That project came out of my Eamon experience. It always comes down to not enough money and not enough time. For me 1985 is the year when I returned to my careers in higher education, you got to pay the rent and put food on the table 8-)
I will always regret selling my Apple IIgs to fund a new MS PC.
It has been a while since I played Eamon, so nothing too specific, but I enjoyed about half the Eamon adventures I played. Of course John Nelson's stuff was fun.
Gamer's Guild was a legendary place for gamers. It existed for 7 years or till my money and my health ran out. We sold all kinds of miniatures and role playing games and lots of dice. Added computer games from Avalon Hill and Epix as well as Ultimas and the Wizardys. Also had game playing areas with games going on every night of the week and on weekends. It was like a daily gaming convention. Unfortunately, running a game store in a medium size town is not profitable.
I have spent most of my life promoting gaming in all shapes and forms. I actually get to have professional game designer on my resume. It was easy to enjoy my time in role playing, but I am equally proud of my work with Eamon. It was just a great opportunity to be creative. I am amazed that D&D is still going strong nearly 50 years later, but it is equally exciting to see folks like you keeping the Eamon tradition alive!
If I missed something, please remind me and if you have any new questions feel free to ask them.
BTW, there was going to be a third adventure to make it a trilogy but I have yet to find any notes on it.
22 February 2012:
I bought my first Apple ][ in 1977 and explored its graphics capabilities in detail. In fact, I wrote (in 6502 assembly language) a simulator for the Tektronix graphics terminal. I burned that code into a ROM and installed it in the Apple ][ open slot. The program was called TekSim and I used it in a graphics lab with 10 Apple ][s to teach a course in computer graphics. The Apples were in turn connected to the University's Amdahl main-frame via dedicated 1200 baud lines.
Unfortunately, I have no recollection of the Eamon figure or game. I'm probably the R.L. Phillips in the REM statement but I can't verify that. I hope what I could remember is of some interest.
Best, Dick Phillips
15 July 2019
Q1: Could you share a little about your background and how you first got into playing Eamon?
A1: My father was an aerospace engineer throughout the 1950s and 1960s, and was, for a brief time, the world's Greatest Living Expert on inertial guidance systems for intercontinental ballistic missiles. His work required extensive computation, so he would bring decks of punched cards to the computer priesthood and wait for the results, sometimes for days. When he first saw a home computer, he was over the moon. He could use it whenever he wanted. He could run it all night. So we had a home computer in the house right from their first year — 1977 (the same year that Star Wars came out, you'll notice; a very future-aware year). First a Tandy TRS-80 (80 ounces of Total Reeking Shit; the cassette tape drives were hopeless) then an Apple ][ later that same year. My mother was (and still is, at 89) seriously nerdy. She bought a Polaroid SX-70 camera when it first came out in 1972, and one of the first modern microwave ovens in approximately the same year. We were all, including my two older brothers, hard-core science fiction fans. Ours was very nerdy family.
The computer was set up in the living room of our double-wide mobile home in Crescent City, California, just south of the Oregon border, on the Pacific Coast. I was 17; my older brothers Robert (18) and Peter (20) were already attending Oregon State University in Corvallis (home of the fighting Beavers, which had a damn good basketball team at the time, due to the legendary Coach Ralph Miller). The Northwest Coast's entire economy had recently collapsed. The OPEC Oil Embargo of 1973 killed "road trip" tourism; the Dungeness crab life-cycle hit a natural low-point, exacerbated by overharvesting; salmon, reduced by dams, were overfished almost to extinction; the timber industry had logged out nearly everything, and what little was left, got protected by those damn hippies (who turned out to be right). The 1970s were the decade of "stagflation" — economic stagnation with high inflation. It hit rural communities hard. The biggest employer in our county was welfare (which still existed, then). It was clear to everyone I went to high school with that our parents' generation's life strategy — get a job with a big company and stay there for 30 years — wasn't going to work. To my brothers and myself, it was clear that computers were going to be big, big, big. Many of my hippier classmates found a different, but highly profitable path: growing weed (ganja, Mary Jane, Cannabis sativa L., reefer) in the logged-over hills.
That Apple ][ was my ticket out. I practiced Microsoft BASIC like Lew Alcindor — renamed Kareem Abdul Jabbar just six years previously — practiced his skyhook. Yet, if you look at the code in my games, it's crap. It's the worst kind of "spaghetti code." In my defense, the whole notion of "structured programming" was still hotly debated into the early 1980s, with no less a luminary than Knuth (a man so singular that he needs only one name) siding with the GOTO-lovers. So, I figured, f*** those "structured programming" weenies. (Like the hippies, they turned out to be right.)
Q2: When exactly did you write Senator's Chambers and Temple of Ngurct, and how long did they take to create? What do you remember most about the experience?
A2: The name "Ngurct" was the option that my brothers, friends, and parents found to be the least pronounceable, so I chose it. ("Temple of Sally" just didn't sound ominous enough.) Wikipedia notes Ngurct's latest date of modification as being 15 February 1993, but this article by my brother Robert was published in January 1983, and it lists both The Temple of Ngurct and The Senator's Chambers as finished works. Robert is much too lazy to write about something unless he worked on it very recently, so my money is on both adventures having been written in the summer of 1982, just after I graduated from Oregon State with my BS in Geology. Ngurct might have been started over the previous Christmas and/or Spring Breaks, however.
What I remember most is lists of entities on pads of yellow quadrille paper, which my father, the engineer, bought by the ream. Creatures, rooms, test strings, choices, everything had to have a unique ID number, and it was a pain in the ass to suddenly think, "Hey, it would be cool if I could just..." and then have to renumber everything. If I recall correctly, the items had to be numbered sequentially because they were array elements (but it was a long time ago, so I am probably wrong about that).
The main thing was that I did not want the player to have to "learn by dying," because I hated playing "learn by dying" games, myself. The player should be able to make it through the game on her first try, unless she did something that was obviously stupid.
The second thing as that I wanted the characters to have character. Having a character arc was too much to ask of the medium (and arguably still is: "War never changes"). I cheated by using names and dialogue to convey character in a way that leveraged cultural stereotypes. That is not is politically correct today, but in 1982, political correctness was not yet a thing. In 1982, the Equal Rights Amendment was going down in flames. Ronald Reagan was President. I was 22. Gimme a break.
Q3: What inspired you to write the adventures? I noticed enemies like bugbears and kobolds; was Dungeons & Dragons a source of inspiration?
A3: Wow, writing up these responses is taking forever. Let's see how much I can speed up: "Yes, my brothers and I were hard-core D&D nerds, attending games weekly throughout college. I lost my virginity to a girl I met playing D&D there. One cannot get a whole lot nerdier than that." Writing that was fast! Almost as fast as my first sexual experience.
Q4: What was it like collaborating with your brother on Ngurct? Did you each work on different pieces of the adventure?
A4: If I recall correctly, I wrote the adventure, and Robert tweaked the code. Actually, I don't recall it that way at all, but Robert got his version of the story into print in January of 1983. What documentation of my memories do I have? Bupkis, nada, zilch. Sneaky bastard! Stole a march on me by 36 years! Why I oughta... be a little bit more careful!
Q5: Were there any Eamon stories or other Apple projects you started that never got finished or released? (I noticed in Robert's article that he listed an unknown Eamon adventure called Nobbin's Hell Hole — an intriguing title!)
A5: No. (A paragon of brevity! I amuse myself! Metaphorically, that's what Nobbin the Onanist did, too. It would be inappropriate to say that Nobbin was not released. His was simply not a shared release [obviously]. I just made up this entire parenthetical comment. I don't remember anything about Nobbin or his eponymous hole. All Eamonists are liars. You can see why I left high school a virgin.)
Q6: What are your main interests these days?
A6: Improving your world with every hit™ of smooth, delicious, potent cannabis from the Thai Cannabis Corporation. Turns out, the hippies were right about weed, too. Those hippies: their track record is impressive. It's almost enough to make me consider acquiring an entire wardrobe in tie-dye. Almost.
Q7: What question should I have asked, but didn't? What impact did writing these Eamon adventures have on your later life?
A7: Hard to separate cause an effect. I wrote the adventures to practice coding in a way that was shareable and inherently fun. I had an interest in computer games since at least the first time I played Computer Space at a pool hall, probably around 1974. In my 1988 Computer Science degree, I focused on artificial intelligence specifically for writing computer opponents in games... an emphasis for which there was absolutely zero market demand at the time (oops). The main thing I learned from Eamon in 1983 was the power of platforms, which has been a through-line in my career. Don could have written one game. Instead, he wrote a platform for writing games — a platform on which other authors could innovate and add value.
Sadly, Don didn't profit from it. Or, at least, I never paid him anything.
Oh, crap... Eamon wasn't donationware, was it? Jesus H. Christ, the late fees alone would bankrupt me.
10 September 2012:
Your email asking about Super Eamon is quite a blast from the past.
Yes, I designed and developed Super Eamon. I'll be glad to answer any questions you have, although I no longer have an Apple II, and have not kept most of my records from way back when.
Super Eamon and then The Haunted House were projects I played with between college graduation and becoming a full-time consultant. I thought it would be fun to combine the Eamon system, which was already pushing the limits of the Apple II hardware and Applesoft Basic, with some 6502 machine code and graphic elements.
I also retrofitted some regular Eamon adventures with a map capability, but beyond that I didn't get involved in software products.
I'd be interested in hearing what you've compiled about Eamon's history. In those dark, pre-Internet days, it was a lot harder to learn the background on things like Eamon adventures.
- Based in Los Alamos, New Mexico