In 1981, a programmer named Chuck Benton was interested
in doing database programming on the Apple ][, but
he wasnt sure if the tiny machine was up to
it. As a "test case" he knocked out a
little text-only adventure game. It worked pretty
well. People who played the game liked it. So he
called up the then largest publisher of Apple games
to see if they were interested. They were.
And thats how Sierra (then named On-Line
Systems) published its only non-graphic game: Softporn.
Softporn became both famous and infamous
when it received prominent coverage in Time Magazine's
first column on computer entertainment. Time even
published the cover photo, showing a waiter delivering
Champagne and an Apple ][ to three naked women in
a hot tub. It was a highly successful product for
its time.
How successful? Ken Williams, Sierras founder,
swears that at a time when Apple had only sold 100,000
Apple ][ computers, Sierra had sold 25,000 copies
of Softporn. (Thats even more impressive
when you learn that everybody I knew that owned
an Apple had a pirated copy!) Softporn was
probably played by the highest percentage of computer
owners of any game in history.
But soon thereafter, Sierra had the chance to acquire
the software rights for all the Walt Disney characters
if
they dropped that "nasty" game from
the catalog. So of course they did. In fact, I wrote
several titles for that Disney series. But, after
a few years, the rights to the characters reverted
back to Disney, which has kept them ever since.
So what does this have to do with Leisure Suit Larry?
In late 1986, I had just finished programming Roberta
Williams's King's Quest III, and was talking
with Ken Williams about my next project. We realized
there were no games on the market that
were adult in nature--everything was "save
the princess" or "save the galaxy."
We reminisced a little about the old days and Softporn
came up. Ken suggested I do an up-dated version,
with "modern hi-res, 3-D" graphics, music,
everything?
Since I hadn't played the game in years, I said
Id have to take a copy home and play it before
deciding.
Wow. Was it out of date! Its goal was to score three
women during one night in Las Vegas. It had no protagonist,
little or no plot, almost no text, understood almost
no input. So I reported back to Ken: theres
no way I could bring this game into the 80s
unless he let me make fun of that life style. I
said, "its so behind the times it might
as well be wearing a leisure suit!" Everyone
laughed. Hey, wait a minute....
Thus was born Leisure Suit Larry.
Back
then, there were no graphics tools for PCs,
so Sierra had to create them. Consequently, they
were always short of qualified artists. For the
Leisure Suit Larry game, they could only spare Mark
Crowe for four weeks because he was working full-time
on another project (which became Space Quest
I)! Mark worked weekends and evenings and busted
his butt. After only four short weeks, he actually
created everything you see on the screen in Land
of the Lounge Lizards (although both Scott Murphy
and I believe he sneaked a little Larry-time into
his SQ-only-time).
Softporns puzzles, characters, and
locations were all solid. I kept them all, although
Ive always regretted the "give the whiskey
to the drunk" to get a remote control. I now
wish I would have come up with something better.
Butthe game had no sense of humor whatsoever.
I decided to make fun of the main character whenever
possible, mostly through the narrators voice
(which was, of course only text in the original
game).
Softporn had no central character. The text
referred to the player as "master" and
the game itself as a "puppet." I decided
to only refer to Larry as "you," even
though, obviously, "you" were typing and
controlling a character named Larry. To me, saying
"you take the key" made you feel more
involved than "Larry takes the key." It
seems to have worked. Almost everyone I've spoken
with says things like "How do I get the key?"
never "How do I make Larry get the key?"
Softporn had mostly one description per scene.
Since Mark Crowes background graphics were
so detailed (especially for the state of the graphics
art back then), I ended up adding hundreds of "look
at that thing" messages. To keep the player
interested, I tried to make the messages that gave
clues clear and to make the rest humorous.
I believe I only kept one sentence of Chucks
text. I loved his description of Leftys back
room, something about "the peeling paint gives
the roaches something to watch."
Since the game wasnt too big, I got it done
in about three months. But this was the first non-childrens
game I had written, so I was scared to death it
would be "dumb" and not understand everything
a player could type in.
So I convinced Ken we should try something new:
beta-testing. He posted an announcement on CompuServe's
Gamers Forum asking anyone interested in beta-testing
a new game should e-mail him a 100-word essay on
"why I should get a free game." It worked.
We got scores of replies and ended up with a dozen
great beta testers.
To track all the "you cant do that here"
errors (which is what the game says when it doesnt
have a clue what in the hell you typed it!), I wrote
a special piece of code. Instead of just saying
that phrase, it wrote a line to a file on the player's
game floppy. (Hard disks were few and far between
back then.) That line told me the scene number,
location, the phrase typed, and many other details
about the state of the game at that time. I compiled
all those files, sorted them scene by scene and
added literally hundreds of responses to the game.
Those testers came up with some great inputs, showing
where and when they were frustrated. And because
of them, the game makes you think it understands
much more than most games of that period.
After two months of testing and refinement, we finally
shipped the game in June, 1987to the worst
initial sales in the history of Sierra! The game
only sold 4,000 copies the first month. I figured
I had just blown six months of my life, and had
better do something fast, so when I was offered
the chance to take over the programming on Police
Quest I, I jumped at it.
While I worked day and night to get PQ out in time
for Christmas, Larry did a strange thing. Word of
mouth kept building, and every month it would see
twice as many copies as the month before. By the
new year, it was a huge hit.
In February, 1988, something happened that, as far
as I know, remains unique in the games business:
Police Quest had had a good Christmas, Kings
Quest III was still selling like crazy, and
Leisure Suit Larry had finally reached
big numbers. For a grand total of one week, three
games that I had programmed made the Softsell Top
10 simultaneously!
One of my favorite Larry stories was when Hollywood
called and wanted to do a movie based on Larry.
No one at the studio who could make a decision
had ever seen a computer, let alone played a computer
game, so they flew me to Hollywood to demonstrate
the game. There must have been 25 management types
sitting around a big conference table, while I
played the game for them. To get them involved,
I asked them to call out what they wanted me to
type. We were in Leftys bathroom when some
smart-ass yelled, "masturbate." I had
no idea if I handled that input or not, but I
dutifully typed it in. They started applauding
when the answer popped up on screen: "The
whole idea was to stop doing that, Larry!"
Click
here to download "Softporn"
and see 1981 for yourself!