Blockparty Preparations

One of my speakers (which I will not name), essentially agreed to Blockparty but didn’t, you know, totally go crazy studying what the heck it is. I was offering a flight and hotel and a chance to visit some old friends in the area, so they were all for coming. But after browsing the schedule and events at this combined conference/demoparty, this week I got what was essentially a “Hell yeah, this thing is gonna be good.”

There’s no easy way to solve this problem; a lot of people who would really enjoy this event I’m helping to put on will never hear of it. A demoparty is one of those things which a person doesn’t just sit down one day and look for, i.e. “I wonder if there’s any demo parties in the area” or “Hmm, I have this demo sitting around and nowhere to submit it; I’ll check the usual places.”. Some folks don’t even know what this event is at all and would have to be severely assaulted to get them to look at all the great things happening with it. This is how the world works, and there’s little to do about it without becoming a loud-mouthed, inappropriately-shouting-things advertising dumbass. So nope, the tragedy will continue.

I leave for Cleveland tomorrow (April 2nd) and between now and then there’s a lot of gathering, collecting, planning and last-minute calls to be made. It’s going to be quite the event and I’ll be spending a lot of time and money between now and then on it. It’ll all be worth it, too.

To the people who, in late April or May, will hear this went on… sorry, man. Maybe next year.

To the people who just heard of it before it happened… drop everything. You have new plans.

Luna City

After spending many hours scanning at Steve Meretzky’s, house, I got a small amount of sleep and hopped a flight down to Washington, DC to drive over to Peter Hirschberg’s Luna City Arcade. I’ve gushed about this place quite a bit, and the family that is willing to open their home to complete strangers on a regular basis to enjoy a mortgage-swelling personal project that has inspired many.

The impetus for this particular event was a visit from an NPR reporter, and sadly, I didn’t get the chance to be there before the reporter left. I had many things in mind to tell that NPR reporter, things which I had hoped to get into the final story. I know how these things go, so the chances of this were not so great. So I guess I’ll just have to tell you in here.

What I wanted to stress was the style inherent in how Peter’ s gone about his creations; how his Vector Dreams emulator was an attempt to not just emulate the gameplay and program, but the actual behavior of a vector machine, the sounds that came with it beyond just the stuff on the circuit board, and the variations in the machine that would mean the difference between an echo for someone looking back and an intense memory. I wanted to tell the reporter how much this guy sank into this project, and to then turn around and not charge one thin dime for its use for people, how wonderful that is. A lot of people have private arcades or game rooms; Peter built a living shrine, a temple of video arcades, and invites the world to come by and pay respects. That’s special.

I played a number of games (Q*Bert and I like each other) and twirled some knobs, but I mostly like walking around soaking up the ambiance of the place while dozens of people are milling around. It feels so right, in there. (The windows are all blacked over, giving the impression of a late summer night and trying to get those last few games in before you have to go back home.) A choice phrase I overheard, multiple times, was “Wow, this is so much better than the emulator.” The emulator brings the core functionality of the arcade game into a realm of ease and accessibility that is hard to overcome, but it has to do so at a great sacrifice of environment. Even a custom cabinet running an emulator has a lot of potential to miss both the intensity of a dedicated game (especially with custom controls), and the better-than-the-sum feeling from standing near a row of such games. Obviously it’s not realistic for every person who desires the feel for the old arcades to have one in their homes, which makes a place like this that much more special.

After taking a few shots of the place, I went upstairs where he had snacks and chairs, and hung around talking with folks. Peter and I made the acquaintance of a set of people stopping by to congratulate the Hirschbergs on having such an incredible place. This is the payment they choose to get over turning this into a profit-garnering concern; you play all the games for free, games that in some cases predate the people playing them, and then you stop by the thank them for the opportunity. A lot of people did just that.

It was an excellent trip.



Scanning Infocom

Saturday put me in Steve Meretzky’s basement. There are worse places to be than Steve Meretzky’s basement.

As part of the GET LAMP project, I’ve been collecting artifacts and images throughout the commercial heydays of text adventures, and nobody got bigger than Infocom in the early 1980s. And Steve was one of the big designers at Infocom, creating or co-creating some of the most lasting games in the genre: Planetfall, Sorcerer, Hitchhiker’s Guide to the Galaxy, A Mind Forever Voyaging, Leather Goddesses of Phobos, Stationfall… and then went on after Infocom to make many other classics as well. He is a towering figure in the games industry, recognized as one of the greats, among other designers who have produced one-tenth his output.

But beyond his place in the history of text adventures, he’s also acutely aware of the history of text adventures, and the process, and the trends of a gaming industry. Unlike a lot (and I do mean the vast majority) of commercial text adventure authors, he’s still in the game-making business; a lot moved into other programming jobs, or contract work, or basically stepping upwards into management of other programmers. (A few walked away from computers as a livelihood, too.)

But even beyond that, beyond the fact that he was this great designer and also associated with this great company and has been a willing participant in recounting the history of this genre, is the fact that he’s been a tireless archivist of all the history he’s walked through or been a part of.

This can’t be trumpeted enough: Steve saved everything.

He’s let me go through a lot of what he saved, to scan parts of it for use in my movie. And there was a lot to go through.



He followed one of the core tenets of archiving: save everything you can, because you never know what will end up being the most important items in the regard of history. He saved memos, handwritten notes, ad copy, correspondence with printers and PR folk. He saved invitations to parties, softball game announcements, photos and sketches.

This is also critical: it’s sorted. He didn’t sort it to the level of fanaticism that would require someone to only keep a subset of stuff, but he has it in arrangements that made my life a lot easier: memos by years, folders for sales, folders for drawings, and game design binders. Did I mention the game design binders? Every scrap of paper related to the design of his games, thousands of pages of revision, discussion, improvements, dead ends and so on.

He also had a really nice copy of Cornerstone, the ultimately-failed Infocom business product:



I can’t imagine there are that many pristine copies of this product left; that one of them would be in the collection of someone whose company partially failed because of this product shows his stellar attitude to saving the artifacts.

I wish more people who worked in firms of great fame or whose company has or had great influence in the minds of the world would be like this. While for many it might not be informative to browse over the castoffs of a commercial enterprise, for others it’s a perfect insight into what came before. Infocom had to pioneer many now-common ideas in marketing, production and programming approach; the academics that started the company threw a lot of very interesting incubated ideas into the mix and I personally believe that’s what led to its initial success. Beyond that, though, you can’t discount the work of their creative teams to turn very good game ideas into must-have classics.

I must state clearly that not every step of Infocom was a sure-footed midas touch, and not every choice made came back a hundred-fold in riches. Contained in these documents are silly demands, poorly-considered options, badly-handled maneuvers, and the failings of people all too human.

These are not items saved to trot out at every gathering of folks to self-aggrandize. They aren’t trumpeted in every piece of post-1990 correspondence to win arguments by fiat. This is a collection of influential writings and behind the scenes artifacts that a serious student of games and self-proposed archive of gaming materials would have to acknowledge as a world-class library. We are all very lucky that Steve had the forward-thinking approach to his work to keep such a tight record of the last few decades of his productive life. We will all be better for it.



How lucky I was to have contact with Steve Meretzky. How lucky we all are!

DVDs for the Blind

It almost sounds like a joke, doesn’t it. DVDs for the blind. What are the blind watching DVDs for. There’s nothing to watch, really. Go listen to an audiobook or something, blind people.

Well, you might be surprised to hear that the blind do buy DVDs, and play them, and enjoy the movies. Not all of them, but not everybody watches DVDs at all, so this isn’t surprising. In another useful bit of evidence on the side of the anti Digital Rights Management crowd, the blind often end up having to rip the DVDs and extract the various titles/parts out of the DVD so they can play stuff without being hung up on menus and special features and easter eggs and the rest. They turn a DVD into a series of audio tracks in a playlist and go through those, basically.

A number of the interviewees of GET LAMP are blind. Just like the BBS Documentary put me in the homes of midwesterners for the first time, so has GET LAMP caused me to spend time with blind people for extended periods, in real conversation. One thing I learned was that blind is relative; a number of my blind interviewees can see, just not very well at all; one was born with no lenses on her eye. One is aware of some aspect of light, but it’s absolutely an abstract hue. And so on.

Another thing I learned (or re-learned) is how flexible the human mind is; it will try to place items even though one might think it wouldn’t have any context. “Flame” means one thing, “mountain range” another, and interviewees mentioned how much text adventures expanded their knowledge of the world because you could “walk” among places with no guidance and all the salient features explained to you, right there. One mentioned how he didn’t understand how big an ocean liner was until he played a game that took place on one, and so on. Another was very sad for sighted people because of all the years we’ve watched television at 720×540 resolution. That’s so sad! His resolution is infinite.

As I interviewed someone who was deaf for my previous film and resolved then and there they should enjoy it like everyone else, so too does the interviewing of several blind subjects mean that I want them to enjoy the DVD as well. Hence, a blind-accessible DVD.

As opposed to my militancy regarding subtitles, I realize that I’m much further out on the edge with wanting to make a DVD blind or visually-impaired accessible. There’s just not a metric ton of these things.

I found a DVD that claims to be the first blind accessible DVD, with menus and the rest. That’s true, as long as you know what submenu to magically navigate to to turn it on. As my friend Andy loves to say, FAIL.

What is likely to happen with my DVDs is that when you put them in, it acts like any other DVD, but the first selection is an introduction to the disc, which says, out loud, what to hit to start audio menus. From there, we can have a bunch of other features, but then both “types” (blind and not blind) are happy. I hope. It’s the wheelchair ramp problem; functionality vs. aesthetics. I’ve seen it done right and wrong.

This means the episodes or films on this set will have descriptive video. Experiments are underway for that. It also means that everything gets descriptive video. This delays the project, or more accurately, the project takes the right amount of time to do this properly.

If you’re feeling cynical, you can also tell me how brilliant I am to market to the blind; the blind, after all, often were big customers of text adventures because these were games that were basically complete and total when read to you. You could play them in audio and get the same experience as others. And they were easy to hack into screen readers, since they always wrote to text rendering instead of doing graphics or whatever else your system used. So these were very popular so hooray, more potential customers. If it’s not obvious, this isn’t my main motivating factor, otherwise I’d “spice up” the whole movie with stuff that might, somewhere, appeal to a general audience even if it didn’t have anything to do with text adventures. Where does that crap end, anyway.

As I work this point, it also means I look at my editing in a different way; when you know your work has to be portrayed as much as it’s shown, you really want to smooth the thing out to the best quality. If I’m going to spend an extra week recording descriptive video, then it should be something worth describing.

We live in this great modern age, where machines can do an awful lot for everyone to enjoy content like never before. I hope this DVD set will be a favorite for blind viewers for a long time to come.

Help Me Find Invisiclues 2000

I’ll give you what I’m doing, what I have, what I want.

I’d like to add a level of Invisiclues to the packaging for one of the versions of GET LAMP. Let me explain what invisiclues are in this context. They’re a method of printing in “invisible ink”, such that you can’t see the printing on paper until you take a marker, which has a different chemical on it, and rub it on the paper, causing the printing to turn opaque. It’s very neat to watch. It appeals heavily to children.

The massive giant in this field/approach currently is Lee Publications, who make a mass of products that utilize this invisible ink technology. I do not really see a way to hire them to make booklets and there’s no indication of if there’s some other printer they use to make this stuff (i.e. someone I could contract for a few thousand booklets).

Way back when, Mike Dornbrook and the folks of Infocom’s marketing department had to go around searching wildly until someone let them know they wanted “Latent Image” printing. Then it apparently fell into place. A citation because citations are awesome:

He was getting quite bored explaining what to do about the Thief, and giving the answer to the riddle. He wanted to do hint booklets if only he could find a way which would be easy to use without spoiling any part of the games for anyone. After months of searching for a solution, he came across an invisible printing process and InvisiClues were born.

An additional one:


At a party, a friend suggested using invisible ink, which could be made visible by running a special developing pen over the hidden answers. Mike loved the idea and immediately tried to get started on it – only to find a major obstacle in his path: Where to find a company to produce the books? It turned out there are only two manufacturers in the U.S. capable of printing up “latent image process” books, a fact Mike discovered after exercising the same sort of perseverance that helps him solve adventure games. Luckily, one of the printers was nearby.

This is less an easy process in the modern era because a lot of things call themselves latent image printing.

Good luck with the term “invisible ink”, too: I find way too many places sell ink pens that work under blacklight, like this one. Cool, but not what I want.

I am sure it will be a process of finding “the printer” who almost never deals with end-user customers, who has this buried in their catalog, which almost nobody uses but which I will produce a sizeable order for.

If you find this, you will get a credit in the movie.

Go.

Ding Dong, ANSI Calling

I had the pleasure of attending the ANSI Gallery showing this past January, and I also had the chance to purchase one of the items being shown; one of the small handful of ANSI display boxes against the wall.

Today, the box with the ANSI displayer arrived.



No complaints here! I’m glad to be the owner of one of these little pieces of history.

These are customized boxes with circuits designed to show off a specific ANSI artwork, scrolling it slowly on a VGA-connected monitor. They were all hand-assembled, of course, polished, and cobbled together in time for the very successful gallery opening, which then lasted about a month. It was heavily, heavily attended.

I believe this is the first time I ever bought something hanging on the wall of an art gallery, with the little red pin next to the price and everything. I paid $200, in case you are of the vulgar sort.

Into the archives!

Trixter’s Monotonous Triumph

Trixter, that master of the truly old school IBM PC programming, has done it again. Already world-famous for his 8088 Corruption demo that put a type of full-motion video on an original IBM PC, has begun work on a music program. Big deal, your jaded mouth forms, but hear me out. He has made a music program that works with an IBM PC speaker.

The program is called MONOTONE, and after months of working, Trixter has finally come out with an alpha capable of both allowing input of music and playing it on the simple little barely-the-size-of-a-quarter PC internal speaker. Here’s his weblog entry on this marvel.

He’s begun making video entries about his work, so feel free to skip right here to his impressive demonstration of his little project:



In case you don’t have the time to listen to his presentation, be assured; he has written a music program for some of the most obscure objects sold to generate sound in the last 20 years. The Bank Street Music Card, for example, may not actually exist in anywhere but dreams at this point. The whole work is object-oriented, meaning he can add and remove modules within it as needed. He has set it up, in other words, to be an utterly flexible, utterly expandable work, while working on some of the simplest hardware from the dawn of the personal computer era. To prove his work, he shows a winning work from Blockparty last year and renders it on his program. And you can hear it.

MONOTONE is going to be amazing. How lucky we are to have people like Trixter working so hard to give old machinery new life.

The Three Levels

The longer I do stuff of a historical nature with computers, the more this puts me, ironically, in contact with people. And the more you end up in contact with people, the more you learn about people. The problem is, what if you don’t like what you learn?

I had an absolutely horrible English class with a teacher who had nothing but contempt for students. Her tirades drove me into books to read during class, and it was by luck that I found the story “The Bet” by Anton Chekhov. It’s over here and you might recognize it, or not. The upshot is that a young lawyer spends a lot of time learning about people and the more he does the less happy he is, until he renounces the bet he is involved in just to be rid of it.

This story was striking to me because at 13 I didn’t have any idea that increased knowledge could cause unhappiness; I was surrounded by so many people who were fighting to parade their ignorance that I assumed that in learning (as opposed to rote memorization) came pleasure, and I had stuck with that. And really, I continue to stick to that.

But age brings nuance and not everything ends up staying black and white, clean or dirty, all or none. For most of my young life I knew, just knew, that in any situation involving medical condition, that if there was a way for me to be kept alive, any means necessary, I would take it because of the utter void I knew awaited extinguishing. Now, I realize that there are conditions in which, ultimately, a lot of the reason for continued existence can be counterbalanced.

Anyway.

So after conducting hundreds of interviews, and in some cases spending months tracking down a story, I have this rough idea about reality in my head. I call it the three levels. It’s actually four, but I’ll explain that in a moment.

The first level is the “official story”. This is the story that people who do not care about history specifically usually have. George Washington was the first American president. The earth is round. Alexander Graham Bell discovered/invented the telephone, as did Edison the light bulb. There was a cold war and the Soviet Union collapsed at the end of it. The stories on this level are generally in the ballpark. If your job is not directly affected by knowing exactly who is Queen of England or how many city-states are in Asia, then you are a content little donut with the first level.

The second level is the “actual story”. This is not the actual story per se, but the story that is told to people who care a little more than those who know the first level. Typewriters certainly jammed, but the introduction of the standard qwerty keyboard over the previous formats is not necessarily because they jammed. The great videogame crash was certainly because of a glut of games, but also because of changes in the economy and investment. It is possible to read the output of wireless keyboards and decode them but why would anyone be doing that to you right now.

The third level is the objective observation, away from the writings and the witnesses and the stories and the lore. It’s what you get if you have a camera running on the situation or record things on tape, without going inside anyone’s head. This level has come more and more into prominence as of late. Don’t tase me, bro.

The fourth level, which I said sort of doesn’t exist, is the level you would get if you actually aimed the camera in the right direction and the camera was capable of recording thoughts, motivations, and situations from the past. With this magical camera, you’d really know what was up. We don’t have one of these cameras, although sometimes people will write books as if they have them, which really tends to piss the subjects of the books off.

So many times, I’ve encountered the first level during interviews. Occasionally the second. As rare as anything is the third. I never get the fourth.

Much of the discussion in web forums rests around the second level. We, the discussion group, know just enough to feel we’re worth debating it beyond the usual rubes. We can infer and bring together facts and cite sources and generally pontificate. Sometimes this is entertaining and sometimes it’s an explosion. But rarely, really, can you ever know what’s what. It comes down to who wins the debate, the argument, seems the least like a dick, and perseveres through the alternate opinions or contrarian onslaught.

The proliferation of multi-media availability means that more and more we face our actual selves recorded, doing what we did, with no real recourse for saying we didn’t do it or this was the way it really happened. Talented people are of course always working to say “it’s not what it looks like” but it certainly looks like it.

These three layers are in conflict with each other. You can shout until you’re blue in the face that the first level opinion is wrong, but you’re often countering it with your second level opinion, and you’re wrong too, buddy. Nobody, maybe not even the people involved, know of the full levels three and four. Maybe they do and choose to ignore it over time. The mind’s an amazing thing. It changes stuff. I’ve seen myself do it, I’ve seen others do it. Mid-interview. Mid-statement.

We spend so much time arguing, making our point, saying that we know the real story. My opinion, many interviews conducted later and much observation of writing later, is we find ourselves one level further than we’d like.

The Tyranny of the Ratio

Not every part of history is bright and cheerful, and some concepts which we think we’ve grown past are certainly still with us to the present day. In these cases, historical knowledge of the situation is even more disheartening than none at all. Nothing’s worse than knowing we’ve encountered a problem before, have dealt with the problem, and now the problem has optimized and made itself even more insidious and evil the next time around.

Many situations fall under this general description, but I speak today of the Ratio.

The Ratio in the BBS world was a symptom of the natural supply/demand balance, twisted to cover an economy where nothing had specific monetary value. On BBSes, the two most precious commodities meted out to users were connection time and access to files. The most precious commodity meted from users to the BBSes were message posts and uploads.

Each side of the battle, for it became a battle, fought to get what they wanted from the other side. To be sure, there were users who loved nothing more than uploading and posting, and you had definitely had sysops which adored providing lots of files to download and leaving the time to “unlimited”. But the vast majority swung the other way. Coming on, not posting, then downloading umpteen programs and disconnecting made you some sort of miscreant, an unwelcome cat thief in the home the sysop had set up. Conversely, the sysop who disallowed multiple downloads, who harangued and demanded his users post, was essentially a petty tyrant of a very, very small empire.

The ratio rose out of this, a solution which allowed the code to automatically determine who was welcome and who was not. It allowed the sysop to dictate how many files could be downloaded before the users had to upload. How many calls come come and go, scott free, before the non-communicative user had to post something, anything, in the message bases.

While the users could be laid some blame for not participating in the BBS’s life blood, its message bases and file areas, the resultant sense of force and brutal numbers that followed the institution of a ratio did little to bring warmth and truth to that board. The inherent flaw with this is that it’s a programming solution to a human problem. If you have to create a set of rules that represent an “ideal user” and then try to shoehorn all your people into it, you will end up alienating a lot of people you didn’t intend to, and keeping people you don’t want: folks so desperate for certain files, they’ll just hop through any amount of hoops to get them.

Exploring this concept further, I contend these approaches partially come with the heady rush of being a proprietor, of running a sort of concern or business with actual customers/users, even if they’re not specifically paying you with money. You’re in charge, you make the rules, you decide what’s what. It’s in that seat of power that you can bring your board to a new level, or crush it into a fascist ghost town. And if people, your people, start taking advantage of what you consider to be your good graces, then you end up instituting rules to keep them in line.

Nothing is more unreadable than a message posted under duress, an attempt to fulfil a ratio requirement and get back to downloading files. You’re shoved against the microphone, told to be witty, and only then will you get the meal you were promised. The short run seems to be what you wanted: a flood of messages. The long run reveals what you really got: a flood of crap.

I know all this because I’ve been at both ends of the situation. I have fought the leech and I have been the leech. I can defend both.

There is something magical in finding not just the tiny sliver of something you were looking for, but to find it couched in a complete collection, placed among all its brethren, with context and layout and the assurance that you’re looking at a pristine capture of it in its original state. It is natural to want all of this collection together, as you found it, ready to be held and treasured locally. You reach for the one file you can download, but the rest are held from you, deeper in the cell, and no amount of pressing against the bars will give it to you. It is a terrible feeling, and it is still happening.

Also, too, there is nothing worse than finding out that the number of calls to your BBS overnight were less than 3, because someone called again and again and pulled everything you had.

Even as we grow fat with additional resources of many times, richness where there once was poverty, we find new things we need to regulate, things that cost us dearly if given out freely. And then, once again, the ratio rears its head.

I have no solution, but the tenacity of the problem and how it has stayed in strong play to the modern day haunts me.

Awesome Trailer Review!!

Yes, it’s real.

Hi Jason,
This looks well shot and edited.  I can tell you really care for the
people and their stories; it comes through in the way they address the
camera.
My only suggestion is that you might want to ease up on the dramatic
piano and slow-motion.  The tone you seem to be cultivating is pretty
similar to "King of Kong"--which is great; that was one of my favorite
films from last year.  But the thing about "King of Kong" is that the
director just let the people tell their own stories, and never tried
to wring any emotion out of their expressions or words that wasn't
truly there in that moment.  In my opinion, that's the role of a
documentarian: to make the feelings of the subjects in each moment as
clear as possible--nothing more, nothing less.  Keep the genuine
interaction (and add music where it's appropriate, of course), but
ditch the theatrics; that's my two cents.
I do understand, however, that this was a trailer, not the finished
film, and my overall impression is immensely positive.  I can't wait
to see the final cut.  I've been interested in this project since I
first read of it, and it's a thrill to finally see it coming together.

Keep them coming!