I will link the site on Geocities - but thought it might be worth preserving here because the person did some great work.
http://www.geocities.ws/petter_holmberg ... ymain.html
http://www.geocities.ws/petter_holmberg/history1.html
http://www.geocities.ws/petter_holmberg/history2.html
http://www.geocities.ws/petter_holmberg/history3.html
http://www.geocities.ws/petter_holmberg/history4.html
http://www.geocities.ws/petter_holmberg/history5.html
Peter Holmberg wrote: The birth of an industry
Roberta WilliamsKen WilliamsThe fantastic history of Sierra Entertainment started back in 1979 in the home of Ken and Roberta Williams, an ordinary couple in their mid-20:s, living in Simi Valley, Los Angeles with their two young sons D.J. and Chris.
At the time, Ken was working as a contract programmer for IBM, developing an income tax program on a mainframe computer 3,000 miles away from L.A. One night he found a program labeled "Adventure" on the mainframe. Curious of what it could be, he downloaded it and it turned out to be a copy of Colossal Caves, the legendary text adventure game created by William Crowther in 1972 and expanded by Don Woods in 1976. Back in the days of the ARPAnet (the early Internet), this game was very famous. It was the first true "interactive fiction" computer game. Ken (as so many other people who saw the game) was very fascinated with it.
Roberta wasn't very interested in computers at the time, but Ken showed her the game on a terminal he had brought home from work. Roberta, who had been a big fairy-tale and adventure fiction lover ever since her childhood, was instantly hooked in this new breed of storytelling and played her way through Colossal Cave with great enthusiasm.
The Apple IIFor Christmas 1979, Ken bought a $2,000 Apple II microcomputer with a whooping (for its day) 64k of memory, an 85k floppy disk drive and a monochrome monitor. He was planning to use it to develop a FORTRAN compiler for Apple computers. At the time, he could never have imagined in what a dramatic way this purchase would affect his future, and indeed the future of computer gaming itself!
At the time, a company called Adventure International developed text adventure games for the Apple II. Roberta played their games, but even though she liked them, she wasn't entirely content with the adventure games that existed at the time. She realized that this medium had the possibilities to do even more than presenting text descriptions on the screen. Modern computers could display graphics! So, instead of telling the player ”You are standing in front of a house”, why not just display a picture of the house on the screen instead? The games could use better plots too, making them even more interesting to play. A wild idea started to form in her mind...
Roberta sat down in front of the kitchen table and started to write down her ideas. Three weeks later she presented to Ken the script of a computer game called Mystery House, an idea she had developed during the previous days, in between watching the kids (D.J. was seven at the time and Chris was only one year old) and doing other everyday household stuff. The game would revolve around a murder mystery, where you as the player would be trapped overnight in an old house together with seven other people, one of whom would be a killer. But who? The house would also contain a hidden treasure that the player had to find. (Inspiration was taken from the famous Agatha Christie story Ten Little Indians and the parlor game Clue.) At first, Ken wasn't very excited about her idea, but eventually Roberta caught his attention, especially when she said she wanted the game to contain pictures instead of just text.
Roberta managed to talk Ken into helping her develop the game in the evenings after work. Ken figured out a way to fit the amount of graphics she wanted into the very limited memory of their Apple II computer and created the tools needed to draw it, as there still were no drawing programs available on the market. They bought a crude graphics drawing tablet with a mechanic arm that, with lots of hard work, could transfer a drawing on a piece of paper to a computer image. Ken also programmed the logic code needed in the game. Roberta worked on the text and the graphics and told Ken how to put it all together to make it the game she wanted. She did the quality assurance of the game herself. They worked on it for about three months and in May 5 1980, Mystery House was finally ready for shipment! They placed a small ad in Micro Magazine, made copies of the game themselves and packaged them in small square folders, sealed inside ziplock bags. The boxart was designed by Roberta's mother Nova, who was a good oil painter. The games were then distributed to the only four (!) software stores available in Los Angeles county at the time by Ken and Roberta personally. It cost $24.95 and was distributed under Ken's company name On-Line systems.
On-Line systems logo
Roberta in front of her Apple IIWith their first computer game done, Ken and Roberta started to make plans for the future. They thought that if they could just write games popular enough to earn them about $40,000 a year, they could move out of Los Angeles in a few years and live in a ”log cabin in the woods”, working together at home, making computer games and raising their children in a peaceful and beautiful environment close to nature instead of the big and busy city of L.A. They had no idea that this humble dream would be a heavy understatement to what was actually going to happen to them in the following years.
The Mystery HouseWho is the killer?
A change of lifestyle
Mystery House was an instant hit. The graphics, although consisting only of crude line drawings, monochrome and motionless, was something previously unseen in an adventure game and people loved it! The orders were pouring in and so was the money. By August 1980, Mystery House had already sold enough copies to enable Ken and Roberta to move out of L.A. They bought a house in Coarsegold, a small gold mining town in the Sierra Nevada foothills just south of Yosemite National Park, where Roberta's parents John and Nova owned an apple orchard.
Mystery House is usually regarded as the first computer game ever to have graphics, and as such is considered a classic game and a landmark achievement in computer gaming history. It sold about 15,000 copies and earned $167,000, an unprecedented number for the time. Ken and Roberta who had not anticipated this huge popularity of the game would constantly get telephone calls day and night by people who wanted to buy the game. They realized that suddenly, 30-40,000 people had become aware of their home phone number! After about 6 months they moved to the small mountain town of Oakhurst, seven miles north of Coarsegold. Chaos lasted for about three more months in their new home until Ken and Roberta finally hired an office, located on top of a print shop, to take care of the business from. Their very first employee was John Williams, Ken's brother, and the early On-Line systems staff consisted mostly of friends and relatives of Ken and Roberta. But the company was growing quickly...
Ken and Roberta's second adventure game was Wizard and the Princess, a game with a story based on the many fairy-tales Roberta used to read as a child. This game was an improvement from Mystery House mainly because it had color graphics. It's possible that it was the first computer game ever to have color graphics (at least it was surely the first adventure game with color) and it sold over 60,000 copies, truly an impressive number for the early 80’s! The Apple II could only display six different colors simultaneously, but clever use of pixel patterns, (a technique called dithering), made it possible to give the illusion of more colors on the screen.
Wizard and the Princess was also released for the Atari 8-bit, the Commodore 64 and, in 1982, for the IBM PC, then under the name Adventures in Serenia.
Wizard and the Princess
Mystery House and Wizard and the Princess were the first two in a series of about ten games, called the Hi-res Adventures, released between 1980 and 1982. Roberta and Ken were very involved in the design of most of them.
Time Zone boxartIn 1981, Roberta broke the barriers of adventure gaming again with the release of Time Zone, a game that was so big it spanned six double-sided disks, far more than any previous computer game. It was the biggest computer game ever made for about seven years. While the average adventure game of the time usually had about 90 "rooms", Time Zone had about 1400! This was also the first On-Line systems game with graphics drawn by professional artists, and it took a full year to make. The game even earned special recognition by the Smithsonian Institution. It was first sold for $99.95, but that was much too expensive for most consumers so the game didn't sell very well in the beginning and the price had to be lowered.
Sometime around this period, On-Line systems changed their name to Sierra On-Line, relating to their location in the Sierra Nevada area. They also adopted the shape of Half Dome, one of Yosemite's most spectacular and famous landmarks, in their logotype.
Half DomeFirst Sierra On-Line logo
Mystery House boxartRoberta also wrote The Dark Crystal in 1982, a game based on Muppets creator Jim Henson's animated movie with the same name. It was released under a new logo: SierraVenture. Some of the earlier games, including Mystery House and Wizard and the Princess were also re-released under this new logo, packaged in more proffesional-looking boxes. The Dark Crystal was later released in a simplified version intended for younger players as The Gelfling Adventure. This game was the first one made by Al Lowe, who a couple of years later would become one of Sierra On-Line's most famous game designers. The Dark Crystal was the first computer game to be based on a movie.
Alongside with Sierra On-Line, computer game company Infocom developed pure text adventure games. Without the graphics they could utilize computer memory to develop much better text parsers than Sierra On-Line, enabling the player to write long and complicated sentences in the games. Sierra On-Line could not compete with Infocom in this field, but they didn't really need to as they still sold a lot of games.
Next to the adventure games, Ken and Roberta's company also released a number of very successful arcade games on license, such as Frogger and Jawbreaker. These games were labeled SierraVision for some time. It's all a bit confusing, but so was the computer industry as a whole during these years. They even released a few non-entertainment software products, such as the HomeWord Speller word processor. Ken was working hard during this initial period of the company to gain understanding of the digital entertainment industry so he could lead the company in the right direction. His opinion of computer games had changed dramatically in these few years. Hundreds of letters from all over the country, though many of them unfortunately lost when the Williams' Coarsegold house burnt to the ground in 1982, told Ken and Roberta that the games they were making were important to people. Even Apple co-founder Steve Wozniak, obviously a real hero in Ken's eyes, sent them a letter and told them what a delight it was to see their games run on the Apple II. This was an important encouragement to Ken, as he had to face an uncertain future for the company...
Part 2 - The Golden Days (1984-1988)
In the early 80’s, a large number of companies fought to become the leaders in the new and very attractive market of home computing. Venture capitalists had seized some control of Sierra On-Line after borrowing them money for the development of their early games. They wanted the company to turn their attention towards cartridge-based computers, and invested lots of venture capital on the development of software for systems such as the Atari VCS, Coleco Adam and Vic-20. Recognize any of these names? No, probably not; they were all instant flops, and in mid-1984, Sierra On-Line was put on the brink of extinction because of these poor investments. Stuck with piles of cartridges for millions of dollars that no one wanted to buy, the history of Sierra On-Line could have ended right here. It nearly vanished together with the many other companies who fell under the collapsing home computer market at the time, and would probably not have been remembered today.
IBM comes to the rescue and King’s Quest is born
The IBM PCjrFortunately for Sierra On-Line, about a year before this disaster they had been contacted by IBM and been given an offer that was simply impossible to reject. The guys at Big Blue announced that they had begun development of a microcomputer that they thought would take the computer market by storm: The IBM PCjr! It was going to be a much cheaper alternative to the business-directed IBM PC and entirely designed for the home market. Besides the usual 5.25'' 320k disk drive it would have two cartridge ports, making it easy for children to load and run games on it. It was also going to have 16-color graphic capabilities, three-channel sound and 128k of memory, much better than the IBM PC. A special, wireless keyboard with rubber "chicklet" keys was also designed for the PCjr.
But to showcase the features of this new computer to the public they needed a game that would take use of its impressive features, and they wanted Sierra On-Line to make that game. IBM would fund the entire development of the game, pay royalties for it and even advertise for the game on TV! But they wanted in return a game that was not only good; it had to be ground-breaking!
Of course this was a great opportunity, but also a big risk for Sierra On-Line. They could simply not afford to fail. The challenge was irresistible for Ken and Roberta, who accepted and started right away on the project. Still, it was a pretty controversial project. Sierra On-Line had been faithful to the Apple right from the beginning, and now they were working on a computer game for IBM! The venture capitalists who helped funding the early Sierra On-Line didn't believe in the project at all, but that didn't stop Roberta!
In the spirit of Wizard and the Princess, Roberta came up with a story based on classic fairy-tale elements where a knight would have to save a kingdom in distress by recovering three lost treasures. Her game concept included animated color graphics, a pseudo 3D-perspective where you could see the main character on the screen and be able to control his movements with the arrow keys on the keyboard, a much more competent text parser that would understand advanced commands from the player and music playing in the background through the PCjr sound hardware. Your character should be able to move in front of or between objects on the screen, his graphics covering or being covered by these objects accordingly. It was going to look and feel just like an animated cartoon that the player could control himself! Something as advanced as this had never been made before and some people simply didn’t believe it was possible to turn Roberta's concept into a real game. But Roberta was as determined as usual and didn't let go of her requirements.
In order to bring together all of the graphics, text and logic code for Roberta’s new game, Sierra On-Line needed brand new programming tools. A complete adventure game development system, called AGI (short for Adventure Game Interpreter) was developed. All of the text, graphics, sound and game logic would be designed to run in this interpreter. It would be easy to write other games for the same interpreter in the same way, and if Sierra On-Line wanted to port AGI games to other systems, they only needed an AGI interpreter for the new system that would run the games. Little or no changes to the game data itself was needed. (Basically the same idea as HTML code, being viewable with different browsers on different systems looking almost the same everywhere.)
King's Quest boxart, original PCjr versionIn the summer of 1984, only a short time after the big cartridge market crash, King’s Quest: Quest for the Crown, the first game developed for the PCjr was released, and people were amazed! This game was simply outstanding for its day. Sierra On-Line had succeeded and IBM got the kind of game they wanted. King’s Quest was a big hit on the IBM PCjr (nicknamed "peanut") and helped keeping the company alive. Unfortunately, the PCjr itself was not well received. It was very incompatible with the standard IBM PC, and its ”chicklet” keyboard wasn't working very well and couldn't exactly be called user-friendly. The introduction of the PCjr was also overshadowed by the release of the Apple Macintosh at about the same time. The PCjr was doomed for failure, and it spelled a new disaster for Sierra On-Line.
But once again, a lucky coincidence saved the company, as the Tandy Corporation introduced the Tandy 1000 in 1985, just a few weeks after IBM finally stopped production of the PCjr. It was compatible with the PCjr (although not marketed as such because of its bad reputation), it was compatible with MS-DOS and it was a life-saver for Sierra On-Line since you could play King’s Quest on it. As lots of people started buying the Tandy 1000, that quickly became the leader of the home computer market, lots of people started buying King’s Quest: Quest for the Crown as well. In a dramatic way, Sierra On-Line once again started earning money and was soon back on track, ready to take on new challenges.
History in the writing
The second half of the 80’s was a time of great growth and success for Sierra On-Line. The company that started at Ken and Roberta’s kitchen table just a few years back was growing steadily, but still managed to mantain the atmosphere of a ”family business”. It was a very stimulating environment to work in, as completely new ground was being broken and virtually everything was possible. Word of the success spread rapidly all over the country, and people came from far away places to Oakhurst and started working for the company. Many of them shared Ken's and Roberta's dream of a life close to nature and started new lives in the small but quickly growing mountain town. The customer support division in these early years was extremely friendly and helpful, and the customer base was loyal and quickly growing.
The company changed their logo to the more well-known design that they used for many years to come.
Second Sierra On-Line logo
In May 1985, Sierra On-Line released King’s Quest II: Romancing the Throne, a highly anticipated sequel that was just as popular as its predecessor. It used the AGI system developed for King's Quest: Quest for the Crown and didn't bring much technical innovation to the series, but it was a bigger and better game in every other aspect. Just what the fans had asked for.
1985 was also the year when Sierra On-Line moved out of their rented offices to the Sierra Professional Building, a structure built specifically for the quickly growing company. The structure would eventually grow to a whole complex of buildings in the following ten years as the company expanded.
In 1986, Sierra On-Line teamed up with Disney and released three adventure games aimed at younger children, called Mickey’s Space Adventure, The Black Cauldron and Winnie the Pooh in the Hundred Acre Wood.
The Black Cauldron
Space Quest: The Sarien Encounter boxartWhile working hard on finishing The Black Cauldron, programmers Mark Crowe and Scott Murphy discovered that they had a mutual sense of humor and began to plan for an adventure game of their own. It was going to take place in outer space and it would be filled with crazy humor and an incredibly nerdy main character called Roger Wilco, a space janitor who fell asleep at work and ended up having to save the galaxy from an alien race known as the Sariens. They knew that Ken Williams wasn’t very interested in space themes, so they put together four sample rooms for Roger to walk around in using the AGI system in their spare time before they actually showed their ideas to Ken. Their simple demonstration impressed him enough to allow them to start working on the full game. It was named Space Quest: The Sarien Encounter. The game, released in October 1986, was an instant success and would get many sequels in the following years. The series has earned cult status today with a big community of fans all over the world. The Space Quest series is full of warped humor and classic adventure game moments.
In the same month as Space Quest was released, Sierra On-Line and Roberta Williams also released King’s Quest III: To Heir is Human. It spanned five double-sided disks and was thus their second biggest game ever, beaten only by Time Zone in size. It was much bigger and much harder than the previous King’s Quest games.
This was also the year when Lucasfilm Games (now called LucasArts), a division of Lucasfilm Ltd., released their first adventure game: Maniac Mansion. It used an interpreter called SCUMM, similar in concept to AGI. They would later become the most serious competitor to Sierra On-Line in the adventure game genre. They didn't publish nearly as many adventure games as Sierra On-Line, but their games were always well done and most of them went on to become classics.
Thexder1986 was also the year when Ken Williams made his first business trip to Japan. His intentions with the trip was to set up methods of selling Sierra software there. He traveled there with the impression that he could teach the Japanese a thing or two about computer gaming and perhaps sell a few products to them. What he found there was a total surprise. The Japanese computer gaming industry was not at all behind the American. On the contrary, they were way ahead of them. Nintendo, a company few people in America had even heard about yet, had already sold their Famicom console to over 4 million Japanese homes, and games like Super Mario Brothers were well known in the whole country. The games themselves were outstanding for the day, with stereo soundtracks and incredible graphics. Ken soon realized that it was the Japanese that could teach him, not vice versa. The trip ended up with one game bought insted of several sold. It was the action game Thexder that had captured Ken's interest. Sierra aquired the rights to port and publish the game in the U.S. from Game Arts, the Japanese publisher.
Thexder was a phenomenal success when it reached the shelves just before Christmas 1986. It became Sierra's bestselling game in 1987 and cooperation with Japanese publishers continued throughout the late 80's.
Leisure Suit Larry in the Land of the Lounge LizardsIn 1987, another classic Sierra On-Line game series was born. Al Lowe, who had been working at Sierra On-Line for many years, most recently as lead programmer for King’s Quest III, was asked by Ken Williams to write a modern version of a game called Softporn Adventure written in 1981 by Chuck Benton. It was the only pure text adventure that the company had ever released.
Al brought home a copy of Softporn Adventure to check it out, and discovered that the whole game was heavily outdated. He scrapped the original game material almost totally and came up with a main character called Larry Laffer, a nerdy loser in his 40:s that lived together with his mom until just recently, when she finally threw him out of the house. With a receding hairline and a 70's leisure suit in white polyester, earning him the nickname Leisure Suit Larry, this anti-hero comes to the city of Lost Wages hoping to lose his virginity. Al, a very humorous guy, filled the game with funny answers for almost every single thing the player could think of writing. The game, directed specifically to a more adult audience than other Sierra On-Line adventure games, mixed with Al’s humor was a fresh and bold combination that proved to be a huge success. Ken Loved the result and Leisure Suit Larry in the Land of the Lounge Lizards (now, how’s that for a title!) was released in 1987. The game was a great hit (although not instantly), and it even won the Software Publishers' Association's "Best Adventure Game" award of 1987. A long series of Leisure Suit Larry games would follow in the coming years and become the second best selling game series of Sierra On-Line, beaten only by the King’s Quest series. Interestingly, Leisure Suit Larry in the Land of the Lounge Lizards was probably also the most pirated game of the late 80’s. Sierra On-Line actually claims to have sold more hint books, providing the solution to the game, than they sold copies of the game itself! Larry Laffer has become one of the most famous computer game characters of all time and the theme song to the games, written by Al Lowe himself, is so extremely catchy that practically no one that has ever played a Leisure Suit Larry game can forget it!
Police Quest: In Pursuit of the Death Angel boxartJim Walls1987 also saw the start of yet another successful Sierra On-Line adventure game series. Produced by Jim Walls, ex-Officer of the California Highway Patrol, Police Quest: In Pursuit of the Death Angel put players in the shoes of Sonny Bonds, a veteran police officer who had to track down and capture a very dangerous drug dealer known as the Death Angel. Jim had no previous experience in computer game development. He met Ken Williams during a leave from service after getting involved in a shootout. Ken asked him if he wanted to use his experiences as a police officer to write an adventure game for Sierra On-Line. He accepted, happy to do something else after his traumatic incident. The result was a great success. With an exciting story that unfolded to a dramatic ending and a gameplay that required proper use of real life police procedures, Police Quest brought yet another breath of fresh air to the adventure game genre. Sierra On-Line was really writing computer gaming history during this time! It has been told that Police Quest: In Pursuit of the Death Angel was even used to some extent in the training of actual California police officers!
Roberta, resisting the pressure from the company and the fans to make a King’s Quest IV right after King’s Quest III, decided this year to write an educational game aimed specifically at younger kids. The result, Mixed-up Mother Goose, received great acclaim from the industry.