Sierra On-line Books

I read (and listen to) a lot of books related to computer history, the computer underground, and computer and video games. You know, the type of things I should probably talk a bit more about here! Actually, I’m mostly done writing a post where I quickly review a number of my more recent reads. First though, having just finished one such book, I figured I’d make a post devoted strictly to books about the history of one of the most fondly remembered classic personal computer game developers, Sierra On-line. Fondly enough for me to talk about three different books, at least!

As an aside, I’ve yet to talk much about gaming on this blog. That is definitely something I hope to thoroughly rectify as collecting and playing classic computer games is an important aspect of my interest in retro computing. Sierra On-line is one particularly big component of that, as during their heyday they were without question one of my favorite developers (and when you throw in another of my all time favorites, Dynamix, one of my favorite publishers too.) Sure, LucasArts is widely agreed upon to be the victor when it comes to the fanboy favorite argument of which of the two companies made the best adventure games, but in the 90s Sierra held much more territory in the diskette and CD-ROM boxes of my personal game collection; the Space Quest series in particular being an all time favorite.

Three Books about Sierra On-line

Hackers: Heroes of the Computer Revolution by Steven Leary is surely one of my favorite non-fiction books; when I eventually stumbled upon it I honestly couldn’t believe I hadn’t read it much, much earlier in life. I’ll review it more generally in that aforementioned book review post, but of relevance here is the last third or so of the book which focuses on the shift of personal computer software development, while still somewhat rooted in enthusiast hacker culture, to a more commercial direction in the early 1980s. In particular, it mostly focuses on Ken Williams and Sierra On-line. Keeping in mind that this book was first published in 1984, this was a very contemporary look at what was then a fairly young version of Sierra, having only just released the original King’s Quest.

Of course the story of the founding of On-line Systems and the development of Mystery House is covered, but then Hackers moves into chapters devoted to Sierra’s close bonds with their peers, such as Brøderbund and Sirius Software, its “summer camp” like culture, and its gradual shift away from that and “hacker” ethics in general, along with all kinds of now legendary stories including the deal with IBM to develop for the PCjr, Richard Garriott joining Sierra, the noncompete lawsuit against Atari, and a whole lot more. The style of these later chapters is a bit different than those earlier in the book, feeling more like embedded journalism pieces than chapters in a book about computer history. Crucially, Hackers really provides a different take on who Ken Williams was and how he ran Sierra at the time than what I was familiar with. This is extremely fascinating stuff and absolutely essential for providing some eye opening accounts of those typically skimmed-over early years of the company.

I’m sure there had to be some, but I don’t know of anything else significant outside of blurbs posted in Sierra’s own manuals, guides, and magazine until 2018, when The Sierra Adventure was published. I was stoked. At long last someone put together a book about the history of the venerable Sierra On-line! The author, Shawn Mills, is a writer for Adventure Gamers and one of the founders of Infamous Quests, a throwback adventure game developer best known for Quest for Infamy and a couple of notable Sierra remakes. Respectable bonafides!

The Sierra Adventure isn’t quite the exhaustive chronicle of the history of the Sierra On-line and every last one of its products that many might be looking for in such a book. Instead, it attempts to approach the subject almost entirely from interviews with former employees. Quite a lot of notable people contributed the quotes that make up the bulk of the book’s content, though Ken and Roberta Williams themselves, still keeping a distance from all things Sierra at this point, are rarely quoted. Even still, there is enough here and I think the author put it together with enough love to make it a worthwhile read. I have to say, I was a bit annoyed with how the book starts, devoting its first chapter to flashing just a bit forward to talk about Sierra’s first couple brushes with death and how the company survived them before going back and starting at the beginning with On-line Systems and Mystery House in the next one. This kind of literary device often works quite well, but here it just came across like some kind of a bizarre editing snafu. A relatively minor gripe, I admit.

In 2020, founder and former CEO, Ken Williams himself, wrote and published Not All Fairy Tales Have Happy Endings. Part autobiography, part industry insider insight, Not All Fairy Tales Have Happy Endings is the story of Sierra On-line from the unique perspectives of Ken, and to a lesser extent, Roberta. While I did sometimes find the writing in need of a bit more editing (for example, Ken often repeats himself, especially from chapter to chapter) I quickly started to get in tune with Ken’s “voice” and ended up really enjoying his take. By the way, I originally listened to the audiobook version, and when I later got a printed book I was surprised to find it full of interesting full color pictures. Very much an upgrade!

Without a ton of detail, the book sometimes feels like just a bunch of strung together anecdotes, though it was all strung together reasonably well despite its numerous interludes. It certainly succeeded in satisfying my biggest hope for the book by filling in a lot of gaps about Ken and Roberta and the unique company culture that produced the games I loved so much. I was perhaps most intrigued by the conflict between Ken’s cold and detached approach to business: only wanting to work with “A players” and chasing monetary success, at times to the detriment of the company, with his more personable and generous side: hiring random locals to grow into very specialized positions and running the company like a big, fun family, and how that stuff all changed as he eventually ceded more of Sierra’s management and control to others as the company grew. I don’t know that Ken sees this as a “conflict” himself but, especially given Sierra’s eventual decline, it stood out to me. Speaking of which, this book gave me far more insight into the death of Sierra than anything else I’d read, with Ken providing a version of events that no one else has ever, or could ever, fully present around the CUC takeover and subsequent loss of control. It really is, as the title suggests, a bit of a cautionary tale.

Of course, Not All Fairy Tales Have Happy Endings is all from Ken’s point of view but, despite the obvious inherent bias there, his accounts do come across as sincere to me. Regardless, I’d highly recommend reading the sometimes overlapping accounts in all three of these books for a more well-rounded perspective. I’d also recommend reading them in the order I covered here; Ken even references his chapters of Hackers in Not All Fairy Tales. When taken together, we finally have as close to a complete picture of the company as we’re likely to ever have.

There you have it! Needless to say, these are far from in-depth reviews and I’d recommend Evan Dickens’s reviews and comparison between The Sierra Adventure and Not All Fairy Tales over at Adventure Gamers if you want to dive a little deeper than I did here.

What’s in a Name?

It’s a new year and, reviewing my last year’s work of posts, it seems I failed pretty hard to live up to my own hopes and plans for what content I could produce in 2022. While I did at least start putting out some new releases (with reviving Demonic being a big component of that) I want to get back to more “bloggy” things and start off the year with another of these semi-autobiographical posts where I talk about the history of the scene from my own very self-centered perspective. Let’s dive into something I alluded to in my original About Me post – my handle. A lot of people have asked me about this over the years but I’ve rarely ever gone into it, and certainly not in any depth. So here we go, in more depth than anyone ever wanted.

When I finally got a modem and started calling BBSes, like all of us, I almost immediately discovered that I needed a handle. With nothing coming to mind, my brother suggested “Arioch”, taken from psychedelic English fantasy writer Michael Moorcock’s Elric books. That would do for the time being, and being named after a god of chaos is pretty damn cool, but I didn’t love it, especially having not actually read any of those books myself. Later, when I started calling more of the local underground systems, I briefly switched to using “Jello”; a bit cringe-worthy in how unimaginative it was, but it was at least a reference to something I was genuinely really into, my love of 80s punk band Dead Kennedys, whose Plastic Surgery Disasters and Give Me Convenience or Give Me Death were in danger of becoming permanent parts of my tape deck back then.

Screengrab from Jumpin' Jack Flash

Finally, once I got even deeper into the esoteric world of the underground scene, I knew I needed a better handle. Something unique, something with a workable abbreviation, and I also wanted it to be something that actually sounded the part. When I first really started delving into the world of HPCAV, many of the text files and zines I could easily find were, unbeknownst to me, goddamn ancient. We’re talking stuff typed on Apple IIs by classic hackers who made up for the lack of 80 columns and lowercase characters by having fun, slightly subversive handles. The infamous Captain Crunch is always one of the first examples that comes to mind. “Jack Flash” had a similar feel while being a similarly obscure reference to hacker culture. This was made a million times more blatant once I replaced the F with a Ph in old school phone phreak tradition.

Okay, I can practically hear some of you screaming at your monitors wondering how in the hell the name “Jack Flash” is related to hacker culture. Well, I mentioned this in Getting into Amiga – Introduction as well as some of the retro gaming reviews I’ve done on my gaming blog, but as a kid I was literally obsessed with computers and spent years in limbo without one after my VIC-20 died. During that time, I would consume just about anything computer related that I could get my hands on. I’d jump on any computer I came across: at friend’s houses, in school computer labs and libraries, literally wherever I could, even spending likely suspicious amounts of time hanging around at the computer sections of department stores. I’d also buy and read magazines over and over and pine over computer sections in catalogs, and yeah, I’d watch any even vaguely related TV shows and movies, not that there were a ton. One of those movies was 1986’s “Jumpin’ Jack Flash”.

Jumpin’ Jack Flash is probably not a movie that a lot of people are familiar with these days. It stars Whoopi Goldberg (at near the beginning of her career) as Terry, a bank computer operator specializing in conducting wire transfers using some kind of an online banking system. As part of her process, she’d often casually message her peers on the other ends of those transfers, and one day ends up chatting with a mysterious hacker calling himself “Jumping Jack Flash” which, yes, is an anything but subtle reference to the Rolling Stones song. From there, the movie becomes a bit of a… well, it would probably be generous to call this a cold war spy movie. Instead it fits pretty cleanly into the 80s comedy detective suspense genre, movies like Beverly Hills Cop and Fletch, for example (complete with one of my favorite 80s action movie tropes, a goon spraying seemingly endless rounds out of a Micro Uzi without actually hitting much.) It’s not particularly bad by any means, and includes some early appearances by other familiar faces like Phil Hartman, Jon Lovitz, Jim Belusi, and Michael McKean (Saturday Night Live represent?!) and a cameo by Tracey Ullman.

Screengrab from Jumpin' Jack Flash

On the technical side, you’ll see a lot of clearly labeled SPERRY UTS 30 terminals and the company is even name-dropped when a Sperry technician stops by at one point. For those unfamiliar, Sperry was a massive early player in the computer industry, known for their UNIVAC line of computers, and later merged with another big, early player, Burroughs Corporation, to form the probably better known (to people my age, at least) Unisys around the time this movie was released. Beyond that interesting endorsement, I’m not sure how much else here holds up. For instance, at one point Terry’s terminal changes from high resolution monochrome amber text to a low resolution, full color display in a pretty dramatic fashion. It’s a pretty cool effect, but from reading about the UTS 30 it seems like a movie gimmick, never mind the fact that the UTS 30 seems to have actually displayed in green, not amber. Terry’s monitor also has a bad habit of picking up Russian television which is… unlikely? I also question the whole system of just sitting on a terminal all day, chatting to random people to process wires, but who knows? Then there are scenes where, if you watch her hands, Whoopi is clearly just flapping her fingers around the home row keys rather than actually typing.

If you engage your suspension of disbelief even a little, none of these things are too egregious, and besides, by far the most interesting aspect of the movie is a relatively early depiction of two people striking up a relationship over a computer. The strange mix of intrigue you feel when reaching out across the ether to someone anonymous combined with forming a very real social connection feels genuine enough, and pretty palpable, which I’m sure is one of the reasons the movie stuck with me as a kid.

So there you have it! I’ve been using the handle “Jack Phlash” consistently ever since. And you guys thought I was some huge Rolling Stones fan… pfft! 😛

New Releases – XQ!ANGRM.ZIP and XQ!DOORS.ZIP

Merry Christmas from Demonic! And what would the holidays be without gifts? Announcing two new releases from XQTR!

First we have Anagram^5 v1.0. Anagram^5 is a word puzzle game that, well, I’m not actually sure how to describe it myself other than to say that it takes a bit of time to wrap your head around, but once you do, it’s surprisingly addictive. v1.0 is available as an DOS compatible 16-bit executable for the widest compatibility across various BBS software packages and operating systems, both new and relatively ancient. Even if you don’t want to install it on your own system, definitely call around and give it a try somewhere else. Oh, and for SysOps who are into that sort of thing it’s also very customizable.

Anagram^5 Gameplay

Not at all coincidentally, XQTR also put together a pair of new guides for getting DOS doors working under Linux using DOSEMU and QEMU. A lot of SysOps setting up boards under Linux (especially using QEMU on Raspberry Pis) seem to struggle with this, and the details are always a bit of a moving target, so hopefully the information in these new guides prove useful for setting up Anagram^5 along with your favorite classics.