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                   On The Level 
                    Sinclair User, May 1985 
                  PETE AUSTIN contemplates an empty beermug in a High Wycombe pub, trying to decide whether he wants another half before he leaves. In doing so he displays the same measured concentration that his victims in alien worlds must employ to avoid sudden death from any one of a myriad traps. For Pete is the king of British adventure, the driving force behind Level 9 Software. His company has won a name for text adventures in the classic tradition - Colossal Adventure, Lords of Time, Snowball - vast games of 200 or more locations, with more puzzles than was believed possible on a standard home micro.  
                  Pete's interest in fantasy games goes back to the days of graph paper and dice. At school he became involved with table-top wargaming, sending battalions of Sherman tanks across the chipboard to flush out the German armoured defences. Later, at Cambridge University, where he studied Psychology and later Computer Science, he discovered Dungeons and Dragons, the fantasy role-playing game.  
                  You can tell from the way Pete talks about the game that 
                    he was once a dedicated fan, whatever occupies his time now. 
                    He and his friends also played a game called Empire of 
                    the Petal Throne. "In the evenings we either played 
                    D&D or we went down to the pub ... and played Petal 
                    Throne."  
                  Computing began with a course at Cambridge "which was 
                    really just an excuse to stay there for an extra year." 
                    On finally dragging himself away from the ivory towers, Pete 
                    set off in search of fame and fortune. He became a programming 
                    consultant and worked for 18 months on an enquiry package 
                    for banks and suchlike. No glittering prizes for young Pete 
                    Austin.  
                  "You don't get much choice about your next package," 
                    he says. "I got put on an accounting package. There had 
                    already been 50 people working on it. You end up writing very 
                    defensive code. I didn't fancy that as a full-time job." 
                   
                  Pete moved to mainframe manufacturer Perkin-Elmer. He had 
                    lost touch with his D&D friends but discovered, 
                    to his lasting joy, a version of the original Crowther and 
                    Woods Adventure program on the main computer there. 
                    "We played it during the lunch hours. There had been 
                    a number of simpler games on the computer at Cambridge, based 
                    on the D&D format. Adventure was full of 
                    puzzles, many of which were extremely unfair. I cracked it 
                    in two weeks."  
                  He smiles at the memory. Two weeks to beat Adventure? 
                    Most people take six months. Pete is still proud of the achievement. 
                   
                  Pete has two younger brothers, Nicholas and Michael, and 
                    a sister Margaret. While he was still working for Perkin-Elmer, 
                    he and the brothers formed Level 9 in order to utilise their 
                    combined computing expertise. Nicholas studied computer science 
                    at London university and Michael is currently reading engineering 
                    at Southampton. "He doesn't need to do it," says 
                    Pete. "He could teach it instead."  
                  Margaret joined later to take over marketing and recently 
                    their father John, having retired from the BBC, came in on 
                    the act, soon to become managing director.  
                  Do you remember the Nascom? It was one of the first home 
                    micros, in the days of kits and small RAMs. Pete bought a 
                    Nascom, and Level 9's first program was an extension to Nascom 
                    Basic. It sold well. In those days business was good with 
                    sales of 500 or more.  
                  The first game, also for the Nascom, was called Fantasy. 
                    Pete says it was like Valhalla but with no graphics. 
                    "There were a lot of characters wandering around who 
                    changed according to your actions. What I did was to make 
                    it print out in proper English. I'm interested in the user 
                    interface, what used to be called front-end programming." 
                   
                  Indeed, the series of adventures which has since flowed from 
                    Level 9 is renowned for high standards of plot and literate 
                    description, in spite of notorious spelling mistakes. Pete 
                    is irked by "climable" which still remains in Colossal 
                    Adventure, despite numerous corrections to each new edition. 
                   
                  Colossal Adventure, a faithful version of the Crowther 
                    and Woods original, took about a year to produce, and was 
                    written for the BBC and Spectrum simultaneously. The cramped 
                    office at Level 9 has three BBC micros as well as an IBM PC. 
                    No Spectrums were in evidence, although Pete insisted there 
                    were plenty about.  
                  Level 9 uses a standard adventure writing system for its 
                    products, which was designed by Pete himself. "Michael 
                    then coded it using the a-code language which he invented 
                    for the purpose. I did the text compression section. We brought 
                    out Colossal because there were no adventure games 
                    around of a decent size. I thought it must be possible to 
                    do it in less than 32K. I saw it as a way of getting back 
                    into fantasy wargaming."  
                  To squeeze what was originally a 200K mainframe program into 
                    32K, and then to add an extra 70 locations just for the fun 
                    of it, was no mean feat. Pete's text compressor has been a 
                    feature of all Level 9's mammoth adventures. It works by running 
                    through all the messages and searching for common strings. 
                    For example, "ing" might occur frequently. The compressor 
                    replaces "ing" with a single code wherever it occurs. 
                    That done, it goes through again, and again, each time saving 
                    more space. "It doesn't always pick up what you'd expect 
                    it to," explains Pete. In the phrase "in the room" 
                    the compressor might decide that it was more efficient to 
                    use a code for "n th" and "e r" rather 
                    than pick out "in" and "the". That is 
                    not something which occurs to the human mind. The system has 
                    been rewritten to create graphics as well. Level 9 can now 
                    store a picture in about 30 bytes, using a similar method 
                    to the text compressor. That means a 200 location adventure 
                    - the minimum Pete will allow - can have a picture for each 
                    location for only another 6K of RAM. Not content with these 
                    two areas, the a-code compiler even compacts Basic program 
                    lines. "Most Basic systems have keywords which use a 
                    single byte," explains Pete. "We go further. We 
                    take out the arguments so that each Basic instruction only 
                    uses two or three bytes."  
                  Colossal Adventure was followed by two sequels, Adventure 
                    Quest and Dungeon Adventure, collectively known 
                    as the Middle Earth [later Jewels of Darkness] Trilogy, 
                    referring to Tolkien's mythical setting for Lord of the 
                    Rings. "Trilogies help. Adventure Quest sells 
                    as people play Colossal. Middle Earth was a convenient 
                    fantasy setting. It was a way of telling people the type of 
                    world they were getting."  
                  For the next project, Pete decided to switch to science fiction, 
                    and began to create the Silicon Dreams trilogy. "There 
                    are far too many generalised fantasy games," he says. 
                    "The authors are OD-ing on sword and sorcery novels." 
                   
                  The first SF game, Snowball, featured 8000 locations 
                    and involved spaceperson Kim Kimberley in a giant space station 
                    dangerously out of control. Is the androgynous Kim a man or 
                    woman? Pete says she's a woman, while sister Margaret says 
                    he's a man. Pete considers the point. "No, there's a 
                    credit at the end for the design of "Ms Kimberley's costume"." 
                    Was the ambiguous picture of Kim in the instruction booklet 
                    deliberately vague? "It's very accurate," says Pete. 
                    "I got the artist, Tim, to draw women the way they are, 
                    not exaggerating various features. But it was a deliberately 
                    unisex name." Pete explains that about a third of the 
                    people who write to the company are women. "I'm aware 
                    of the female audience. I always try to write nonsexist prose." 
                   
                  He goes into some detail on the design of Kim's costume, 
                    and why the leotard would make a fine spacesuit in the right 
                    sort of material. It is typical of the man that he should 
                    have considered such problems. The Silicon Dreams trilogy 
                    is meticulously plotted and designed, with features and history 
                    stretching well beyond the confines of the game itself. "SF 
                    books I like the most are those where people have paid attention 
                    to detail. I don't mean like Arthur C. Clarke where what you 
                    get is more like an engineering manual, but authors like Larry 
                    Niven - if you make certain assumptions about things like 
                    ramships then it all hangs together.  
                  "A game is more like a play than a novel - it has a 
                    similar number of words. I would like to put more in than 
                    puzzles. Most other adventure descriptions just link puzzles 
                    together. It doesn't cost much in memory space to create a 
                    logical world."  
                  Pete tells of one nit-picking reviewer who spotted an error 
                    in the detail. "Apparently Eden, the planet, is orbiting 
                    Eridani E instead of Eridani A," he says, explaining 
                    that Eridani E is the wrong type of star. Or is it A? "No 
                    one gives a damn except this reviewer. But Worm in Paradise 
                    will change that. I shall explain how the planet moved. The 
                    game ends with mankind getting to the stars via an alien transportation 
                    system."  
                  Worm in Paradise is to be the final part of the trilogy 
                    - the second, Return to Eden, was released late last 
                    year. In that, Kim must battle against deadly plant life and 
                    evade the rogue robots of the colony planet, who believe her 
                    to be a saboteur for her attempts to save the space station 
                    in the first game, Snowball.  
                  "Worm is set on Eden, about 50 years in the future," 
                    says Pete. "The player is not Kim - she becomes mayor 
                    and runs the place. She defeats the plans of the robots to 
                    make the colonists have lots of babies to colonise the Universe. 
                    I looked at the original and thought it was as anti-feminist 
                    as you could get, so I thought to redress the balance. Because 
                    you know less than real people would about our society, I 
                    have the player escape from an asylum. It explains why you 
                    don't know anything and have no possessions." Thoughtful 
                    of you, Pete.  
                  Meanwhile, rather than become stuck in the rut of trilogies, 
                    with each game taking about six months to design and program, 
                    Level 9 has also been branching out into other areas. The 
                    light-hearted Erik the Viking, based on ex-Python Terry 
                    Jones' children's book, was written for Mosaic, a publishing 
                    house which is branching into software, "Erik 
                    was nice," says Pete. "It was a complete break for 
                    me."  
                  "It was nicer for me," interjects Margaret. "I 
                    don't have to sell the thing."  
                  Following the success of Erik, Mosaic has commissioned 
                    Pete to design a game based on the best-selling Diaries 
                    of Adrian Mole. How will Level 9 translate the obnoxiously 
                    sophisticated 13¾ year old to the digital screen? 
                   
                  "It will be a multi-part game with an enormous amount 
                    of text. This is not a promise, but I would like about half 
                    a megabyte of text. It will be on twin cassettes. The game 
                    will have to have a definite sense of time. You won't be able 
                    to go back and buy flowers for your mum if you forgot. People 
                    will behave in the same way from section to section, depending 
                    on your actions. The object of the game will be to make Adrian 
                    Mole popular - not just with his girlfriend Pandora but with 
                    the whole world."  
                  If that sounds ambitious, Pete has even bigger plans for 
                    1986. "By the end of this year I want to be much nearer 
                    to soap opera. I don't mean like Adrian Mole - those are caricatures. 
                    I want characters to be more real, like Floyd in Planetfall 
                    by Infocom." That includes storylines which induce emotion, 
                    such as feeling sad if a character gets hurt.  
                  In the meantime, releases for the near future include Red 
                    Moon and The Price of Magic. Red Moon will depart from 
                    the problem-solving style of Level 9 and use fantasy role-playing 
                    combat and magic systems to produce a more open-ended game. 
                    "It will have an enormous number of pictures all fairly 
                    similar to each other. Players of Runequest will recognise 
                    it.  
                  "The Price of Magic will be based on the Cthulhu 
                    mythos from the stories of H P Lovecraft. Your sanity decreases 
                    as you increase your score. You can only do certain things 
                    if you are sane. If you are too insane you won't be able to 
                    go outdoors."  
                  It sounds like a description of a fanatic Level 9 adventurer …  
                   
                   
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