Women, programming and adventure games
I was rather blown out last night while watching my next episode of The Computer Chronicles: Women in Computing from 1985 (https://www.youtube.com/watch?v=vMMAlmF2dv0). In the beginning of the show, host Stewart Cheifet tells to Gary Kildall: "Gary, we have up on a computer here an adventure game called Cave Girl Clair, that features a young girl as the name figure of the adventure game." They have an Apple II by the studio desk running the game, of which a few second glimpse of a game is shown.
(https://www.youtube.com/watch?v=vMMAlmF2dv0&t=73s)
In the cave there is a girl so small that she can be barely seen! |
Why Stewart and Gary are featuring this specific game, is because of the episode's theme is like title suggests women and computers. In 1985 it would take one to comb a planet to find games with female protagonists (today you can go to MobyGames and view "Protagonist: Female" classified games listed, to see that they have only three pages tagged like this from 1966-1985 out of 94 pages total - https://www.mobygames.com/game-group/protagonist-female).
Many early computer pioneers especially regarding to programming were women - for instance the first computer algorithm was made by Ada Lovelace in 1840's, the first general-purpose digital and Turing-complete computer ENIAC was initially programmed by a group of women in mid 1940's, and Grace Hopper's designs in 1950's led to a programming language called COBOL, which was one of the first high level programming languages. Regardless of this, men had taken the glory of successes with computers. By 1970's rise of microcomputers, the computer field had been occupied by boys and men, and hence by 1980's this history of women in computing had been largely forgotten. Since 8th March is the International Women's Day, I think this topic rather suitable to be brought up now.
However, my attention was additionally caught by something that Steward and Gary would to not pay attention to due to a contemporary people lacking historical context: The game Cave Girl Clair seemed externally curiously similar to Sierra On-Line's graphic adventure games starting with 1984 published game King's Quest I (numbering was given retrospectively). Sierra had made few graphical adventures prior to this, but they were "traditional" text adventures where the player types commands (eg. TAKE ROCK, THROW ROCK) and rooms/scenes are flavoured with more or less static images.
Clair is happy to TAKE BEETLE |
King's Quest was deemed revolutionary because instead of static background graphics with all text descriptions, the protagonist and other game characters in King's Quest were actually moving animated in the landscape directly controlled by the player and/or computer. Rooms had now areas to move, and location mattered because can't interact with something in the same room unless if the player was close enough (which other cases might also result with death). King's Quest paved the way to numerous other Whatever Quest N+1 titled games all made in the beginning with the same (various improved versions excluding) game engine Adventure Game Interpreter (AGI) engine, which was replaced in late 1980's by Sierra's Creative Interpreter (SCI) that had similar text parser interface, until soon in early 1990's mouse-icon controls replaced writing.
Clair is Jesus |
Since King's Quest was known to be the first adventure game of its kind and a well known competitor in the genre, Lucasfilm Games would release their first graphic adventure game Labyrinth in 1986, I was surprised to see that they had had copycats already in 1985 with this Cave Girl Clair. Except that Rhiannon Software was not likely copying Sierra, since while the Commodore 64 version I was able to find from my own copy collection of program images was released in 1985, Apple II version was released already in 1984. Since developing and releasing a new game tends to take at least months, it'd been quite tight to check out King's Quest released in May 1984 (according to Wikipedia https://en.wikipedia.org/wiki/King%27s_Quest_I) and make a similar new game the same year. Especially considering that it's referred in the game that it was actually developed already in 1983.
To make things even more obvious, Clair was not the first game by Rhiannon Software. It's a bit difficult to dig up reliable data from those days, but it seems like Jenny of the Prairie was their very first game released already in 1983. That surely predates King's Quest, and is a very similar adventure game to Clair, so being inspired by Sierra's later on well known animated adventure games seems unlikely. A precursor artifact found!
At least not Johnny |
On the other hand, it seems unlikely that Sierra would've gotten inspirations from Rhiannon Software games either:
1. King's Quest was reported being worked for 18 months to complete from late 1982.
2. Sierra had already made (also graphical adventure) games with innovative techniques.
3. Roberta Williams had reportedly missed better animations already in earlier games.
4. Games by Rhiannon Software and Sierra have actually quite much differences.
5. It's actually very common that people come across the same logical conclusions from the same/similar background knowledge available, and then invent something very similar around the same time without knowing about each other (a classic example of this being light bulb: Thomas Edison was claimed to have invented the light bulb while he was "just" the first to successfully commercialize it - before that Joseph Swan had already had his house lit by an incandescent lamp, and it's later found out that several people before either had actually invented more or less functional lamps).
Sierra would've killed Jenny |
I tried to search for for more data about Rhiannon Software and their games. Unfortunately, besides the Computer Chronicles episode (the co-founder of the company Elizabeth Stott is a studio guest) I could only find very little in addition to MobyGames entries, a short Wikipedia entry of Jenny of the Prairie (https://en.wikipedia.org/wiki/Jenny_of_the_Prairie) and a gameplay video from 2013 with less than 800 views in YouTube for Atari 8-bit version for the same game (https://www.youtube.com/watch?v=fsgYqUjtPj8). After the video I figured I want to test it myself to get a proper picture.
First hand testing of the actual games
My expectations were not met exactly. I was assuming that the games would be more or less simply choosing A or B while the girl would automatically travel from place to place. I was wrong - the player actually does move the player oneself freely for most of the time, and actions must be chosen accordingly.
One needs to explore and look around for stuff needed, pick up items and supplies, and even do some little puzzles. Sounds just like a full-fledged adventure game indeed! Well, it's quite simple and not terribly sophisticated, and there is only a limited set of pre-known commands instead of free writing, but then again it many early adventure games (or Sierra's games) there were not very complicated commands anyway. Especially as this is "educational" game meaning in practice I think that it's marketed for younger players - it's not very hard. Sierra's children games like Black Cauldron and Mother Goose have simpler interface.
Curiously enough these are not only adventure games, but also actually very first survival genre games; the games have with some variation need to find (hunt/gather) food, drink, firewood (to cook and get warmth) and other utilities in order to survive in the wild. There also are dangerous animals to avoid/fight with. Actual idea of their games are pretty much that: to survive over winter or some other phase X.
Prairie Trail can be dangerous too |
Usually the earliest computer game referred to I've found for the modern "survival game" genre precursors is Seven Cities of Gold from 1984, but I think that is quite a bit different type of a game, and in my opinion early RPGs such as Rogue from 1980 already feels more suitable for a survival game precursor than Seven Cities. Maybe also Oregeon Trail could be deemed as a survival game, and that is originally already from 1970's.
This is again a thing that could get its own book even - genres, and how they are rewritten to the same games over and over during the time, often retroactively and hence sort of anachronically. However, this is also a reason why contemporary people would not really even need to care about such "new genres" being represented in a game - so many games still had so much differences over each other in early 1980's that seeing something completely new was not really that startling as it may feel like today.
Supposedly first game by Rhiannon Software is Jenny of the Prairie - perhaps inspired by a contemporarily broadcast historical drama series Little House on the Prairie. I got to test that myself on Apple II emulator, likewise Commodore 64 emulated version of Cave Girl Clair. These are very similar games by their interface, setting, gameplay and even game name structure - just that Jenny has to survive in the prairie, Clair is to survive in a prehistoric world and they'll have different animal friends (fox for Jenny, bunny for Clair). There is also Chelsea of the South Sea Islands, where a young girl has marooned on a small island, which according to description and screenshots (https://www.mobygames.com/game/chelsea-of-the-south-sea-islands) seems just like the other two - just with a kiwi as the friendly animal this time and so on. Essentially one game made three times with the same engine and slightly different setting and keyboard controls, which of course was and still is quite common and commercially reasonable.
During its supposed years of activity 1983 to 1985 I could find references of, Rhiannon Software also released two more games: Sarah and her Friends & Kristen and her Family. I could not find those to play, but I think were unlike these three adventures. From pictures and descriptions (and a glimpse in the Computer Chronicles) those seemed more like software toys for even younger kids (girls) where you choose dresses etc. that are nowadays common on smartphones.
So I've found a forgotten classic game gem of the adventure genre which also acts as an early survival genre game? Well, yes and no. Yes, so that it is surely forgotten or rather never even heard about by most people apparently. By the time I saw the episode of Computer Chronicles, it had only 9100 views in YouTube since its uploading in 2012, so it's not like this would be the hottest topic of today. Also like said before, I could not find much other references to those games.
Clair is walking in the air... I mean tree. |
On the other hand, no for the part that I wouldn't call it a classic. The games are not really masterpieces that would be necessarily worth seeing anymore today, but then again, how many games of them all from before mid 1980's are truly worth playing apart from historical curiosity. That is saying, I don't think King's Quest I is a terribly good or enjoyable game by modern standards either. Yet, in addition to being considerably larger, Sierra's games seemed more refined as well: for instance background graphics in Rhiannon Software's adventures are mostly just backgrounds where it doesn't make much difference where you walk, not to mention that it would be possible to say walk behind a tree as a "3D effect".
However, had I encountered these 30+ years ago, I'd surely been impressed about them. Storytelling goes a bit thin, but it's still exploration and adventure. Most of the time they're not overwhelmingly oppressive by their gameplay as many action adventures of 1980's (if you leave the girl standing on her own when there is nothing dangerous around, she doesn't just die - time seems to pass only while changing location). Graphics have some glitches and gameplay also has some quirks, annoyances and unintuitive oddities, but such things are far from uncommon in 1980's games - also I've seen much worse interfaces and some released games are actually broken for real.
Ok, fox, keep the change, I'm done |
In addition, being clearly aimed for young audience, the games aren't very long or excessively difficult... Well, not excessively hard by 1980's standards at least, if you can figure out the controls... And to be honest I didn't finish even Jenny's cave session since I'm assuming I'd needed to gather get X amount of points towards firewood, food and cape, which become tedious fast, because Jenny can only carry limited amount of various items and it's very slow to move back to cave to fill up stocks. Therefore I don't really know how much grinding I'd needed to do to reach the end - and if I missed how much other things to do. Nevertheless, most of all, apart from games by Sierra and Lucasfilm Games there were not many interactive graphic adventures in 1980's that anyone seemed to be familiar with.
Bonus sections
For sort of extra material I'll include few things:
1. Miscellanneous notes about some details, quirks and comparisons in games Jenny of the Prairie, and Cave Girl Clair. Including links to the games on MobyGames and Internet Archive.
2. Couple examples of gameplay events in text.
3. Keyboard controls I for was able to figure out for Clair and Jenny, in case you want to try out yourself.
Bonus 1: Miscellaneous notes
Jenny should actually walk out from the screen to hear it's a no-path. |
- In Jenny game the commands that are not suitable for the screen tend to give the standard "Jenny does not know what you want her to do" answer, which is given for almost every unusable key. With Clair the game is a bit more informative, and for instance tells that no need to climb up a tree or to use a weapon as there are no dangerous animals around. Completely unused keys on the other hand will respond as "Clair is not programmed to do that" - which works in quite distancing effect in fiction telling you bluntly that you're not getting immersed because this is a computer software.
Remember, this is only a computer program. |
- For reduced convenience, keyboard controls are inconsistent. Sufficient to say that several things can be only done at "home base" and the same keys might perform a completely different action in different places/situations. More about that in below with controls.
- For even reduced convenience you might need to do some things numerous times over and again. Such as when you'll find food, you'll need to hit pickup (and tell what to pick up) repeatedly until you have enough. Actually this does reminiscent or foreshadow the more modern games' resource gathering/grinding...
- There are things that can be done only after having done something else first. The game doesn't necessarily give any hints about what should be done - or how - and sometimes it says too clearly what is missing.
- Jenny has to tame a fox (or depends on selected game mode). Clair has a rabbit companion already at the start, which can be ordered to come along or stay at the cave when going to explore (I didn't play far enough to get to know if the rabbit has some actual purpose). (And Chelsea would apparently have a kiwi - I didn't play that far enough to see it.)
Commodore 64 drawing a screen |
Apple drawing a screen |
- Apple II Jenny swapped screens quite a bit faster than C64 Clair (assuming that the emulators were running on real speed). Also every command takes a while to process with Clair, whereas with Jenny everything comes up promptly. The game does not freeze though on C64, so you can hit "look" command, which prompts that Claire is looking now. Only after moving a bit it changes into something more informative. I suppose this is at least for some parts intentional by design - looking starts and then needs to walk around to see a bit. (Although with Vice C64 one can hit a "warp mode" by ALT-W, which makes everything roll 8x speed to skip loading etc.)
- Apple II Jenny draws graphics similar fashion drawing first separate elements line by line and later colour fill by fill when entering a screen, similarly as the Sierra games did. On C64 however, Clair'cccs screens are painted to their final looks row by row - and this is a lot slower actually.
- On the other hand character animations on C64 are more smooth and the game does not get slowed down by extra characters on the screen like with Apple II. These are obviously due to different ways the graphics are handled with these two different machines: Apple has no hardware sprites like C64, while C64 can't natively do as convenient colour fills and line drawing to arbitrary screen locations as Apple. Also C64's notoriously slow floppy drive takes its toll.
- Apple IIe emulator playable Jenny of the Prairie at the Internet Archive (woz-a-day collection): https://archive.org/details/wozaday_Jenny_of_the_Prairie
- Jenny in MobyGames: https://www.mobygames.com/game/jenny-of-the-prairie
- Cave Girl Claire in Internet Archive for Commodore 64: https://archive.org/details/Cave_Girl_Clair_1985_Adn-Wesley
- Cave Girl Clair in MobyGames: https://www.mobygames.com/game/cave-girl-clair
- Jenny of the Prairie in Internet Archive had 53 views by the time I found it, and it was uploaded 2020-11-11. Clair had 125 views after having been uploaded in 2018-09-03.
Bonus 2: Keyboard controls
Controls in Jenny of the Prairie:
Movement:
I - up
K - right
J - left
M - down
Actions:
U - pick up / use cave storage? (after fox is tamed)
P - shoot (only in an appropriate location) with a slingshot or spear
S - status
D - drink / put down (if not thirsty (!!!))
H - holding (inventory)
L - look around
C - chop wood to get logs (with hatchet)
B - something somewhere?
Controls in Cave Girl Clair:
Movement:
U - up
J - right
H - left
N - down
Actions:
E - eat (only at cave)
T - climb up a tree
I - Inventory
P - pick up (and eat immediately if edible)
S - store status (at cave) / season situation (when not by store)
D - dig
F - start a fire (only at cave & needs tinder/sticks, depending on startup selection game mode)
G - gather
L - look around
C - carry something (and keep it along you)
B - throw bola (only if a dangerous animal is on the screen)
M - show medicinal plants (if at the cave)
Bonus 3: Couple game example texts
Jenny is leaving the Clearing and
is going to the Berry patch.
Here comes Jenny.
> L [look]
Jenny sees nothing to pick up.
> U [pick]
What does Jenny want to pick up?*
> berry
O.K...Jenny picked a berry.
Jenny still needs 38 points of food for her own energy this summer.
What does Jenny want to pick up?*
> b
O.K...Jenny picked a berry.
Jenny still needs 37 points of food for her own energy this summer.
[...]
> b
O.K...Jenny picked a berry.
Jenny still needs 1 points of food for her own energy this summer.
> b
O.K...Jenny picked a berry.
Jenny has enough food for the summer!
---
Jenny can aim also left, but it's harder to do. |
> P [for shooting]
Does Jenny want to shoot with the slingshot or fishing spear (S or F)?
> F [I don't have the slingshot anyway]
O.K...Jenny is aiming right. [She's facing left though.]
Type 'R' for release. [And don't move or do anything else or the aim state silently fails.]
> R [When a fish is swimming at left side of the scren, to where Jenny is facing to.]
Jenny missed...
> P
Does Jenny want to shoot with the slingshot or fishing spear (S or F)?
> f
O.K...Jenny is aiming right.
Type 'R' for release.
> R [When a fish is next to Jenny not too far, at the right side.]
Jenny just caught a fish. [But does not pick it automatically.]
> U [to pick]
What does Jenny want to pick up?
> fish
Jenny can only carry one kind of food
at once.
> H [inventory]
Jenny is holding : 2 apples 1 spear
> L [look]
Jenny can see 2 fish
[The fish will vanish when I'll leave the screen and come back.]
This is survival...and the game will not take NO as an answer. |