| ------------------ | |
| Level 9 Fact Sheet V1.1 -- 1999/JAN/25 | |
| ------------------ | |
| Copyright (c) 1998, 1999 Miron Schmidt <miron@comports.com> and Manuel Schulz | |
| <mschulz@comports.com>. | |
| This file attempts to list all relevant information about the British company | |
| Level 9 and their published games. | |
| The most recent release can always be found at the IF-Archive on ftp.gmd.de | |
| as ftp://ftp.gmd.de/if-archive/level9/info/Level9_Facts.txt | |
| This first public release contains some information that was submitted to us | |
| and which we couldn't confirm. So please contact us with any different | |
| experiences you might have. | |
| List of contents: | |
| 1 Overview | |
| 2 Distribution and Packaging Details | |
| 3 ClueSheets | |
| 4 Game File Versions | |
| 5 Trivia | |
| 6 Chronology | |
| A Appendix | |
| A.1 Non-Level9 Games | |
| A.2 The Level9 Authors | |
| A.3 Interpreters and Tools | |
| A.4 Lenslok FAQ | |
| T Special Thanks | |
| I History of This Fact Sheet | |
| 1 Overview | |
| ------------ | |
| a) The company | |
| Level 9 published 20 games, and were in one way or the other connected to a | |
| number of other games. | |
| This extraordinary feat makes them the second largest text adventure company | |
| right after Infocom, blatantly ignoring Sierra On-Line (whose early and | |
| middle-period games did have text parsers after all, but counting the | |
| 3D-animated adventures as text adventures would be pushing the definition). | |
| They were founded in 1981 by Pete, Mike, and Nick Austin: Mike was a fan of | |
| Advent (aka Colossal Cave) and was disappointed that there was no port for | |
| the British micro computers, so he simply wrote his own -- and that's how it | |
| began, concerning text adventures. Before that, they had already published | |
| software for 8bit computers, such as Extension Basic, and a couple of arcade | |
| games for the Nascom. | |
| The decision to publish the games mainly on tape and to port them to many | |
| platforms made them the leading adventure company in England. Furthermore, | |
| their games featured a decent parser with a dictionary of sometimes 1000 | |
| words and more, making them the most advanced adventure games ever available | |
| on tape. Needless to say, this added to their success: Scapeghost, their last | |
| and least-successful game, still sold about 15,000 copies. | |
| The commercial decline of the text adventure genre finally forced them to | |
| close down in June 1991, after they had desperately tried to stay in business | |
| by selling their programming efforts to other companies. For instance, they | |
| ported Cinemaware's Amiga game It Came from the Desert to the PC. | |
| b) A-Code | |
| Level 9 used their own interpretation language, A-code, which was more memory | |
| efficient even than plain Z80 assembler. It was developed around 1979, long | |
| before the first L9 game appeared, as the Colossal Cave port was intended | |
| to fit into 8 KB. | |
| A-code underwent a couple of revisions: there are three distinct versions in | |
| all, plus a couple of extensions which form new A-code versions of their own. | |
| The A-code data files were usually incorporated into the executable file for | |
| specific machines, together with the interpreter part. Still, even those | |
| executables were significantly shorter than pure assembly code files would | |
| have been! | |
| This efficiency was partially due to advanced text compression routines that | |
| reduced the memory need for texts to about 50% of their true length. | |
| Infocom's text compression, in comparison, only reduced text strings to about | |
| 67% of their real length (abbreviation alphabets notwithstanding: see | |
| elsewhere for details). | |
| A strength of the A-code system -- and at the same time one of its greatest | |
| weaknesses -- is a system of script variables, of which there are a fixed | |
| number: generally more in higher A-code versions. | |
| For the later three-part games, Knight Orc, Scapeghost, and the Ingrid | |
| series, the script variable system was extended by an NPC movement and action | |
| system which was internally called KAOS. The framework of this new system was | |
| originally developed by John Jones-Steele who had gained first experiences at | |
| Melbourne House. KAOS was able to make NPCs appear "intelligent": they move | |
| independently of the player's commands, pick up things, utilise weapons, | |
| etc., following so-called "racetracks," which could be quite complex (as | |
| Knight Orc demonstrates impressively). The name "KAOS" is a mangled acronym | |
| of "Knight Orc Adventure System." | |
| Finally, an animation control system named HUGE (The (w)Holy Universal Game | |
| Engine) was added, which was actually a new system on its own, but derived | |
| from A-code. HUGE drivers existed for the Amiga and Atari ST only. It was | |
| never used for issued Level 9 games, but e.g. their conversion of It Came | |
| from the Desert was programmed using HUGE. | |
| c) The adventure games | |
| The Middle Earth Trilogy | |
| The next three games first formed the Middle Earth Trilogy, but were later | |
| repackaged in a single box as the Jewels of Darkness Trilogy. | |
| - Colossal Adventure | |
| Their first game, and the reason to start Level 9 as a commercial company. | |
| Colossal Adventure is a modified version of ADVENT, the very first | |
| adventure game. The modifications are mostly an enlarged master game, and a | |
| more detailed outside world. | |
| Written by Mike, Nick and Pete Austin. Based on ADVENT, written by Will | |
| Crowther and Donald Woods. | |
| First published: 1983 | |
| - Adventure Quest | |
| The first adventure game of their own design. Mainly a collection of | |
| puzzles which don't always make sense in the context. | |
| Written by Mike, Nick and Pete Austin. | |
| First published: 1983 | |
| - Dungeon Adventure | |
| A strange dungeon-crawl and treasure-hunt adventure. It introduces a magic | |
| system that was in part derived from the one introduced in the role-playing | |
| game D&D. | |
| Written by Mike, Nick and Pete Austin. | |
| First published: 1984 | |
| The Silicon Dreams Trilogy | |
| These games center around Kim Kimberley, the legendary secret agent and space | |
| navigator. In early advertisements, the trilogy was called the "Silicon | |
| Dream" trilogy: without the "s". | |
| - Snowball | |
| The spaceship Snowball 9 has to be safely landed on the planet of Eden. | |
| More than 7000 rooms, 6800-odd of which form a tricky maze on board the | |
| ship. | |
| Written by Mike, Nick and Pete Austin. Additional expertise: Ian Buxton. | |
| First published: 1983 | |
| - Return to Eden | |
| After approaching Eden, you have to escape to the city of Enoch before | |
| certain imprisonment due to false accusations. | |
| Written by Nick Austin and Chris Queen. Pictures by Tim Noyce. | |
| First published: October 1984 | |
| - Worm in Paradise | |
| Yet a couple of years later, Kim Kimberley has become a legend on Eden. The | |
| player sets out to uncover the government's dark secrets. This game | |
| features lots of political statements. | |
| Written by Mike, Nick and Pete Austin. Pictures by James Horsler. (Delayed | |
| by: Adrian Mole.) | |
| First published: December 1985 | |
| The Time and Magik Trilogy | |
| Not originally planned as a trilogy, these three games center around "magik" | |
| and magical events. | |
| - Lords of Time | |
| Time-travelling through the distant past, you collect a number of items to | |
| defeat the evil Lords of Time. The first Level 9 game not designed by the | |
| Austins. It was initially to be published as "Timelords." | |
| Written by Sue Gazzard. Additional expertise: Ian Buxton. | |
| First published: 1983 | |
| - Red Moon | |
| The Red Moon crystal has to be retrieved. | |
| Written by David Williamson (design), Simon Aspinall (implementation), Pete | |
| Austin (design and implementation). Pictures: James Horsler. | |
| First published: July 1985 | |
| - The Price of Magik | |
| Written by Pete Austin (design), Nick & Mike Austin (implementation), | |
| David Williamson (original idea). Pictures by James Horsler. | |
| First published: May 1986 | |
| The Gnome Ranger series | |
| The third game in this series was already written and designed, but never got | |
| finished. | |
| - Gnome Ranger | |
| Ingrid the Gnome and her diverse adventures. This game consists of three | |
| parts, each a game file on its own. | |
| Written by Pete Austin. Gnomish by Peter McBride. | |
| First published: 1987 | |
| - Gnome Ranger II: Ingrid's Back | |
| Ingrid's further adventures. Again, the game comes in three distinct parts. | |
| Written by Pete Austin (game design) and Graham Jones (game programming | |
| and text). Game text polishing: Peter McBride. Graphics by Dicon | |
| Peeke. Additional programming by Mike Austin, Nick Austin, John | |
| Jones-Steele and Mike Bryant. | |
| First published: 1988 | |
| The Adrian Mole series | |
| These games were based on the children's books by Sue Townsend. | |
| - The Secret Diary of Adrian Mole Aged 13 3/4 | |
| No text parser, but a series of multiple-choice questions. Divided into | |
| four parts, each a game file on its own. | |
| Written by ... | |
| First published: 1985 | |
| - The Growing Pains of Adrian Mole | |
| Like the first Adrian Mole game, this one is based on the book of the same | |
| name, features multiple-choice questions rather than a text parser, and is | |
| divided into four distinct parts. | |
| Written by Pete Austin. Pictures by Joan Lamb. | |
| First published: 1987 | |
| Individual games | |
| - Emerald Isle | |
| Stranded on an island, the protagonist finds a lost civilisation. This game | |
| was at some point meant to be the first game in the same trilogy as Red | |
| Moon and The Price of Magic. | |
| Written by Shaun D. Abbott (design). Pictures by James Horsler. | |
| First published: 1984 | |
| - The Saga of Erik the Viking | |
| Based on Terry Jones' book of the same name (later filmed by Terry Gilliam | |
| with Tim Robbins as Erik). | |
| Written by ... | |
| First published: 1984 | |
| - The Archers | |
| Based on the British soap opera of the same name. The dialog was supposedly | |
| written by the series' real authors. No text parser, but a sequence of | |
| multiple-choice questions. | |
| Written by Pete Austin. Pictures by Joan Lamb. | |
| First published: 1986 | |
| - Knight Orc | |
| As Grindleguts the Orc, the player has to solve many adventures. Like the | |
| Gnome Ranger games, the game consists of three distinct parts. In the third | |
| part, the player is in for a surprise. | |
| Written by Pete Austin. | |
| First published: 1987 | |
| - Lancelot | |
| The player assumes the role of Lancelot, the noble knight, replaying his | |
| adventures of chivalry, love, and the Holy Grail. Three parts, like the | |
| Gnome Ranger games. | |
| Story and final game text: Christina Erskin. Pictures by Joan Lamb, Neil | |
| Scrimgeour, Dicken Peeke, Nusarath Jahan. Systems: Mike and Nick | |
| Austin, John Jones-Steele, Mike Bryant. | |
| First published: 1988 | |
| - Scapeghost | |
| A dead detective returns to the world of the living to solve his final | |
| case. Like the last few games, Scapeghost comes in three distinct parts. It | |
| was originally announced as "Spook." | |
| Written by Pete Austin, Sandra Sharkey and Pete Gerrard. | |
| First published: 1989 | |
| d) Non-Interactive-Fiction Software | |
| - Extension Basic | |
| Level 9's first ever program. | |
| - Missile Defence | |
| - Champion of the Raj | |
| A colonial India strategy game. Written mainly for a commercial burst, this | |
| was the only non-adventure game Level 9 published in their later period. | |
| e) Games for other companies | |
| - It Came from the Desert | |
| PC port only. The original was the Amiga version by Cinemaware. | |
| 2 Distribution and Packaging Details | |
| -------------------------------------- | |
| All dimensions are given in millimeters. | |
| a) "Ziploc Bag" releases | |
| The first five games were initially released in simple transparent Ziploc | |
| bags. Each contains a 12-page manual, a game tape, and a Hint-request card | |
| plus an envelope to mail it. The early Hint-request cards allowed the player | |
| to pose three questions of their choice which were then laboriously answered | |
| individually by the Austins. | |
| (1) Colossal Adventure | |
| (2) Adventure Quest | |
| (3) Dungeon Adventure | |
| (4) Snowball | |
| (5) Lords of Time | |
| b) "Cardboard Box" releases | |
| In late 1983, the same five games were re-packaged in 224 x 146 x 19 | |
| cardboard boxes. The boxes have a small hole below the upper edge to allow | |
| retailers to hang them on display hooks. | |
| The contents are the same as in the "Ziploc Bag" releases: the 12-page | |
| manual, a game tape, and the early Hint-request card plus envelope. | |
| (1) Colossal Adventure | |
| (2) Adventure Quest | |
| (3) Dungeon Adventure | |
| (4) Snowball | |
| (5) Lords of Time | |
| c) "Wallet" releases | |
| In 1984, the packaging went through another revision: the games were issued | |
| in 215 x 160 x 15 soft plastic wallets. Each package contains a 420 x 300 | |
| poster with detailed instructions on the flip side, a 420 x 300 | |
| advertisement poster, an early Hint-request card, a 144 x 205 system-specific | |
| reference sheet (with loading/saving instructions), and a game tape; all the | |
| contents are slipped in a pocket on the wallet's inside. | |
| The wallets have a clear plastic cover in which an inlay is slipped for each | |
| game. | |
| (Possibly, the Wallets' contents were changed shortly before the release of | |
| the MK II packages. In this case, the contents given here would refer to the | |
| later packaging: but we have no confirmed details available.) | |
| (1) Colossal Adventure | |
| (2) Adventure Quest | |
| (3) Dungeon Adventure | |
| (4) Snowball | |
| (5) Lords of Time | |
| (6) Return to Eden | |
| (7) Emerald Isle | |
| d) "MK II" releases | |
| The expensive large wallets were dropped by 1985 in favour of smaller, | |
| 130 x 86 x 18 "Microcase MK II" boxes. The inlay is slipped into the | |
| box' cover; each bears the game cover on the front side, and instructions | |
| on the insides, which are folded away. The unfolded dimensions of the inlay | |
| are 180 x 487. In addition, the package contains but a mere game tape. | |
| (1) Colossal Adventure | |
| (2) Adventure Quest | |
| (3) Dungeon Adventure | |
| (4) Snowball | |
| (5) Lords of Time | |
| (6) Return to Eden | |
| (7) Emerald Isle | |
| (8) Red Moon | |
| (9) The Worm in Paradise | |
| Contents: See header. | |
| (13) The Price of Magik | |
| Same contents as above. Additionally, The Price of Magik | |
| contains a Lenslok device. | |
| e) "Virgin" and "Mosaic" releases | |
| The Archers and Erik the Viking were developed for, and released by Mosaic; | |
| the Adrian Mole games were similarly published by Virgin Games. | |
| (10) The Secret Diary of Adrian Mole Aged 13 3/4 | |
| Comes in an MK II box such as described above. The inlay | |
| contains a brief instruction sheet. Additionally to the tape, | |
| the box contains a Hint Request Sheet. | |
| (11) The Archers | |
| Comes in a black, 132 x 90 x 18 plastic tape box in the cover | |
| of which an inlay is slipped. The inlay (181 x 294) has | |
| instructions and notes on the main characters of the game | |
| printed on the back. Apart from that, the box contains only | |
| the game tape. | |
| (12) The Saga of Erik the Viking | |
| The black, 220 x 140 x 29 plastic box (similar to a video | |
| tape box) contains an instruction booklet (which also | |
| features extract of the Terry Jones book), and a game tape. | |
| The cover is slipped into the box' front. | |
| (17) The Growing Pains of Adrian Mole | |
| Packed in a 140 x 108 x 17 clear plastic box for two tapes, | |
| this game contains a folded instruction sheet and one game | |
| tape. | |
| f) "Rainbird" releases | |
| Two of the trilogies and Knight Orc were published by British | |
| Telecommunications, Inc. In the UK (and Europe), these went under the | |
| Rainbird label. | |
| The Rainbird games come in blue two-part, 215 x 153 x 27 cardboard boxes | |
| which are printed with the game cover and a bar-code for retailing. | |
| In addition to the detailed contents below, each game contained three game | |
| tapes or one game disk, and a new Hint request sheet to request the ClueSheet | |
| for the respective game. | |
| (14) Jewels of Darkness Trilogy | |
| Contains: | |
| - 150 x 210, 68-page booklet with loading instructions, a | |
| game play guide, and Peter McBride's novella "The | |
| Darkness Rises" | |
| - Lenslok and Lenslok instruction sheet, OR | |
| notice about absence of Lenslok | |
| - translation of the instructions (German release) | |
| (15) Silicon Dreams Trilogy | |
| Contains: | |
| - 150 x 210, 68-page booklet with loading instructions, a | |
| game play guide, and Peter McBride's novella "Eden Song" | |
| (16) Knight Orc | |
| The box of the German release of this game has "Deutsche | |
| Version" printed on the box in red letters. | |
| Contains: | |
| - 150 x 210, 52-page booklet with loading instructions, a | |
| game play guide, and Peter McBride's novella "The Sign of | |
| the Orc", OR | |
| 150 x 210, 78-page booklet with loading instructions, a | |
| game play guide, and the AGC Hamburg translation of Peter | |
| McBride's novella "Im Zeichen des Ork" | |
| - 4-color map (410 x 294) by P.R. Human | |
| g) "Firebird" releases | |
| In the US, the British Telecommunications releases went under the Firebird | |
| label. Those games come in 227 x 163 x 30 black, video tape box-like plastic | |
| boxes with a clear cover in which an inlay is slipped. The contents are the | |
| same, with additional registration and warranty cards thrown in. | |
| (14) Jewels of Darkness Trilogy | |
| Contains: | |
| - 150 x 210, 68-page booklet with loading instructions, a | |
| game play guide, and Peter McBride's novella "The | |
| Darkness Rises" | |
| - Lenslok and Lenslok instruction sheet, OR | |
| notice about absence of Lenslok | |
| (15) Silicon Dreams Trilogy | |
| Contains: | |
| - 150 x 210, 68-page booklet with loading instructions, a | |
| game play guide, and Peter McBride's novella "Eden Song" | |
| (16) Knight Orc | |
| Contains: | |
| - 150 x 210, 52-page booklet with loading instructions, a | |
| game play guide, and Peter McBride's novella "The Sign of | |
| the Orc" | |
| - 4-color map (410 x 294) by P.R. Human | |
| h) "Mandarin" releases | |
| These games were developed by Level 9, and distributed originally by Mandarin | |
| Software. Later, DataSoft distributed the games in different packages in the | |
| US. | |
| (19) Time and Magik Trilogy | |
| Datasoft: | |
| A two-part, 227 x 150 x 28 cardboard box with a printed | |
| cover, containing: | |
| - game disk | |
| - 26-page instruction booklet with brief system-specific | |
| details, plus Peter McBride's short story "Time and | |
| Magik" | |
| - 40-page clue book including maps and numbered hints much | |
| like the Clue Sheets for other games | |
| (20) Lancelot | |
| Mandarin: | |
| The two-part cardboard box (213 x 152 x 27) has a printed | |
| cover and contains: | |
| - game disk or tape | |
| - 44-page booklet with instructions (general and loading) | |
| and the novella "King Arthur and the Knights of the | |
| Round Table" | |
| - 282 x 196 map of England | |
| - "Holy Grail Contest" sheet | |
| i) "Late" releases | |
| (18) Gnome Ranger | |
| Comes in a clear tape box (even the disk releases) with | |
| slightly varying dimensions. | |
| Contains: | |
| - 4-color, 130 x 219 inlay with instructions and system | |
| instructions | |
| - Ziploc bag, containing game disk or tape, and a booklet, | |
| 190 x 108, 52 pages, called "The Gnettlefield Journal" | |
| (21) Ingrid's Back: Gnome Ranger II | |
| The 215 x 152 x 25 cardboard slipcase with printed cover | |
| contains a 211 x 148 x 21 tray (also printed with the cover | |
| motive), which in turn contains: | |
| - The game media | |
| - 4-color poster (278 x 199) with advertisements for the | |
| then-available L9 games | |
| - Clue Request Card | |
| - 44-page booklet (with detailed instructions, an "Official | |
| Secrets" ad, and "The Second Gnettlefield Journal," | |
| written as usual by Peter McBride) inside a Ziploc bag. | |
| (22) Scapeghost | |
| Black plastic, 185 x 150 x 25 multi-casing-box with game | |
| disk or tapes. | |
| Further contents: | |
| - 4-color poster (270 x 350) with instructions and general | |
| loading instructions | |
| - Clue sheet order form | |
| - 4-color poster (230 x 153) with an advertisement for | |
| several adventure games | |
| 3 Clue Sheets | |
| --------------- | |
| The games didn't come with clues other than those hidden in the | |
| documentation, but Level 9 offered to send hints for a self-addressed, | |
| stamped envelope. | |
| In the early years, buyers were allowed to ask a certain number of questions | |
| which were personally answered by the Austins. Later, time didn't permit this | |
| anymore, as the volume of hint requests increased steadily. | |
| Therefore, the general hint request form was replaced by a request form for | |
| so-called Clue Sheets, which gave answers to all the puzzles and listed | |
| locations and items. Electronic versions of these Clue Sheets are available | |
| at ftp.gmd.de, in the /level9/clue-sheets/ folder. | |
| 4 Version Information | |
| ----------------------- | |
| The A-code game files are all that is needed if you have a suitable | |
| interpreter at hand (see section A.3) -- though game files were regularly | |
| linked to the machine-dependent interpreter. | |
| It is possible, however, to "cut down" game files to their minimum length: | |
| those lengths, and further information used for testing or by interpreters, | |
| are given below. | |
| All game file versions are given in the following form: length, A-Code | |
| version, checksum (2 bytes in hexadecimal), CRC16 checksum (4 bytes in | |
| hexadecimal: never used by interpreters, but more useful for identifying | |
| game file versions than the 2-byte checksum), publishing information for | |
| this version. | |
| Abbreviations used: JoD -- Jewels of Darkness Trilogy | |
| SD -- Silicon Dreams Trilogy | |
| T&M -- Time and Magik Trilogy | |
| TO -- Text-only version | |
| Game files prepended with an asterisk are those we haven't actually seen: | |
| please contact us if you have one of these. | |
| Finally, game files marked "game-data only" are not playable with an | |
| interpreter: they lack a similar file of A-Code instructions, the format of | |
| which has not been entirely decoded as of yet. | |
| Adrian Mole I, pt. 1 | |
| 14897 3 e5 0bdb BBC | |
| 33587 3 b7 e2ac C-64 | |
| 31855 3 0f ba24 CPC | |
| 29434 3 8b 6f12 Speccy | |
| Adrian Mole I, pt. 2 | |
| 14321 3 77 d231 BBC | |
| 33869 3 50 5353 C-64 | |
| 29582 3 5b 7e3d Speccy | |
| Adrian Mole I, pt. 3 | |
| 14592 3 1c 5d9a BBC | |
| 33361 3 5f 862a C-64 | |
| 29557 3 e5 3f3e Speccy | |
| Adrian Mole I, pt. 4 | |
| 14608 3 ac 07f9 BBC | |
| 31352 3 5e 6ea3 C-64 | |
| 30933 3 e3 cd7d Speccy | |
| Adrian Mole I, pt. 5 | |
| 15062 3 a7 95d2 BBC | |
| Adrian Mole I, pt. 6 | |
| 14501 3 0f defc BBC | |
| Adrian Mole I, pt. 7 | |
| 13854 3 7e fd9f BBC | |
| Adrian Mole I, pt. 8 | |
| 14644 3 75 e141 BBC | |
| Adrian Mole I, pt. 9 | |
| 13585 3 cc d829 BBC | |
| Adrian Mole I, pt. 10 | |
| 14557 3 31 2534 BBC | |
| Adrian Mole I, pt. 11 | |
| 14784 3 44 89df BBC | |
| Adrian Mole I, pt. 12 | |
| 14866 3 8f c2bd BBC | |
| Adrian Mole II, pt. 1 | |
| * 22842 3 00 0 BBC | |
| 31025 3 b9 c51b CPC/C-64 | |
| 26689 3 4a 94e7 Speccy | |
| Adrian Mole II, pt. 2 | |
| * 22502 3 00 0 BBC | |
| 31967 3 a5 43e3 CPC/C-64 | |
| 27584 3 62 ab3d Speccy | |
| Adrian Mole II, pt. 3 | |
| * 22553 3 00 0 BBC | |
| 31244 3 97 4bea CPC/C-64 | |
| 26924 3 21 2015 Speccy | |
| Adrian Mole II, pt. 4 | |
| * 22427 3 00 0 BBC | |
| 30851 3 e2 ee0e CPC/C-64 | |
| 26378 3 94 a2a6 Speccy | |
| Adventure Quest | |
| 28256 3 83 18e0 Amiga/PC JoD | |
| * 23384 3 00 0000 Atari JoD | |
| 25526 3 2e ef38 C-64 JoD | |
| 26984 3 32 0c01 CPC JoD | |
| 26992 3 d6 a820 Speccy128 JoD | |
| 23246 3 11 f118 Speccy48 *patched* JoD | |
| 23246 3 11 dc12 Speccy48 JoD | |
| 28252 3 f6 d356 ST JoD | |
| The Archers, pt. 1 | |
| 22580 3 42 cc9d BBC | |
| 30301 3 cd fc02 C-64 | |
| * 27877 3 00 0 Speccy | |
| The Archers, pt. 2 | |
| * 0 3 00 0 BBC | |
| 28248 3 07 bffc C-64 | |
| * 26842 3 00 0 Speccy | |
| The Archers, pt. 3 | |
| * 0 3 00 0 BBC | |
| 32408 3 6a 95e5 C-64 | |
| 27751 3 9a 9a6a Speccy | |
| The Archers, pt. 4 | |
| * 0 3 00 0 BBC | |
| 33250 3 d5 b278 C-64 | |
| * 0 3 00 0 Speccy | |
| Champion of the Raj, pt. 1 | |
| 18502 4 00 d9c1 ST German | |
| Champion of the Raj, pt. 2 | |
| 4597 4 00 7aa4 ST German | |
| Colossal Adventure | |
| 30452 3 5e 1fe5 Amiga/PC JoD | |
| 23318 3 3b e2aa Atari JoD | |
| 27790 3 b6 9be3 C-64 JoD | |
| 28493 3 cb e8f2 CPC JoD | |
| 28526 3 78 28cd Speccy128 JoD | |
| 23182 3 f2 2c96 Speccy48 *patched* JoD | |
| 23182 3 f2 7cca Speccy48 JoD | |
| 30452 3 5a cf4b ST JoD | |
| Dungeon Adventure | |
| 25358 2 8d 7d7d CPC | |
| 22842 3 80 7a34 Atari JoD | |
| 27602 3 65 a41f C-64 JoD | |
| 28096 3 63 5d95 CPC JoD | |
| 28136 3 4c d795 Speccy128 JoD | |
| 22691 3 38 a1ee Speccy48 *patched* JoD | |
| 22691 3 38 8ce4 Speccy48 JoD | |
| 28428 3 95 1f64 ST/Amiga/PC JoD | |
| Emerald Isle | |
| 25534 2 d6 cf5d Atari/C-64/Speccy/CPC | |
| Erik the Viking | |
| 13491 2 20 ccda C-64 | |
| 13491 2 c7 9058 CPC | |
| 13491 2 53 8f00 Speccy | |
| Gnome Ranger, pt. 1 | |
| 44353 4 a8 42c5 C-64 TO | |
| 45481 4 80 5fb7 ST/Amiga | |
| 24560 5 f8 3a13 CPC (game-data only) | |
| 21162 5 df 7b5b Speccy128 (game-data only) | |
| Gnome Ranger, pt. 2 | |
| 42805 4 f7 2e08 C-64 TO | |
| 43933 4 31 be6d ST/Amiga | |
| 24612 5 01 aaa9 CPC (game-data only) | |
| 28666 5 db dde2 Speccy128 (game-data only) | |
| Gnome Ranger, pt. 3 | |
| 43456 4 9e 0d70 C-64 TO | |
| 44584 4 87 b6b6 ST/Amiga | |
| 24630 5 3d 6c6c CPC (game-data only) | |
| 29242 5 69 039b Speccy128 (game-data only) | |
| Ingrid's Back, pt. 1 | |
| 53640 4 13 dc60 Amiga | |
| 37001 4 44 eff4 C-64 *patched* | |
| 46960 4 03 9a03 C-64 TO | |
| 37001 4 ce c5e2 C-64 | |
| 53659 4 ad 306d PC | |
| 35511 4 68 ee57 Speccy48 | |
| 53635 4 83 ef72 ST | |
| 23096 5 f7 876e CPC (game-data only) | |
| 30368 5 3a b803 Speccy128 (game-data only) | |
| Ingrid's Back, pt. 2 | |
| 50580 4 03 ea95 Amiga | |
| 37005 4 f6 2a11 C-64 *patched* | |
| 46913 4 b6 2aa5 C-64 TO | |
| 37005 4 80 30c7 C-64 | |
| 50597 4 fe 3c98 PC | |
| 35614 4 84 2538 Speccy48 | |
| 50575 4 65 f337 ST | |
| 21274 5 ed cf3f CPC (game-data only) | |
| 30324 5 0b e92f Speccy128 (game-data only) | |
| Ingrid's Back, pt. 3 | |
| 55199 4 b5 1661 Amiga | |
| 37022 4 15 f4da C-64 *patched* | |
| 46993 4 a1 d065 C-64 TO | |
| 37022 4 9f decc C-64 | |
| 55214 4 9e 1878 PC | |
| 35612 4 a8 9262 Speccy48 | |
| 55194 4 57 49c5 ST | |
| 22500 5 19 b354 CPC (game-data only) | |
| 30302 5 ba 086d Speccy128 (game-data only) | |
| Knight Orc, pt. 1 | |
| 48019 4 36 6a05 Amiga | |
| 35184 4 e2 b6f3 C-64 *patched* | |
| 35184 4 6b 3c7b C-64 | |
| 47982 4 a6 9753 PC | |
| 34512 4 b7 adbd Speccy48 | |
| 47982 4 ad 4d40 ST | |
| 29920 5 92 885e Speccy128 (game-data only) | |
| Knight Orc, pt. 2 | |
| 35728 4 4e 098c C-64 | |
| 50574 4 43 e9ce PC | |
| 34949 4 22 e293 Speccy48 | |
| 50574 4 4a 4e9d ST/Amiga | |
| 28092 5 97 6f55 Speccy128 (game-data only) | |
| Knight Orc, pt. 3 | |
| 35562 4 4e ca54 C-64 | |
| 52122 4 08 6c36 PC | |
| 34789 4 0e dc33 Speccy48 | |
| 52122 4 0f 0804 ST/Amiga | |
| 29698 5 07 385f Speccy128 (game-data only) | |
| Lancelot, pt. 1 | |
| 48036 4 94 0871 Amiga/PC *USA* | |
| 36843 4 ba a800 C-64 | |
| 35550 4 f2 fffb Speccy48 | |
| 49359 4 4e b7fa ST/Amiga/PC | |
| 20434 5 9d 799a BBC (game-data only) | |
| 30348 5 e8 8fc6 Speccy128 (game-data only) | |
| Lancelot, pt. 2 | |
| 53440 4 56 8c48 Amiga/PC *USA* | |
| 36715 4 fa 0f7e C-64 | |
| 35598 4 fb 0bab Speccy48 | |
| 54761 4 6a 4192 ST/Amiga/PC | |
| 19884 5 a8 86ed BBC (game-data only) | |
| 30384 5 1d 0fcd Speccy128 (game-data only) | |
| Lancelot, pt. 3 | |
| 46764 4 c6 aea0 Amiga/PC *USA* | |
| 36721 4 2f 0ddc C-64 | |
| 35507 4 c1 cb62 Speccy48 | |
| 48015 4 1a 7487 ST/Amiga/PC | |
| 20374 5 22 30f8 BBC (game-data only) | |
| 30302 5 4f 3b73 Speccy128 (game-data only) | |
| Lords of Time | |
| 24249 2 30 e99a CPC | |
| 24249 2 6e c689 Speccy | |
| 45655 4 f8 fbd5 Amiga *USA* T&M | |
| 46454 4 2a 7239 Amiga T&M | |
| 36216 4 3a ba6e C-64 *USA* T&M | |
| 45664 4 e5 c5b2 PC *USA* T&M | |
| 46460 4 44 7779 PC T&M | |
| 35152 4 a1 1ea2 Speccy48 *patched* T&M | |
| 35152 4 a1 bb16 Speccy48 T&M | |
| 27134 5 56 ecfb CPC T&M (game-data only) | |
| 28446 5 da 2ce0 Speccy128 T&M (game-data only) | |
| Price of Magik | |
| 28614 3 14 f9b6 C-64 | |
| 23204 3 c1 bbf4 CPC | |
| 29712 3 5e 60be Speccy128 | |
| 23204 3 c1 10a0 Speccy48 *corrupt* | |
| 23204 3 c1 8a65 Speccy48 *patched* | |
| 23204 3 c1 eda4 Speccy48 | |
| 46999 4 1f 84a9 Amiga *USA* T&M | |
| 47818 4 3a 221b Amiga T&M | |
| 35910 4 f0 caf6 C-64 *USA* T&M | |
| 47008 4 7e 2226 PC *USA* T&M | |
| 47815 4 7f ddb2 PC T&M | |
| * 0 4 0 0 Speccy48 T&M | |
| 23120 5 a9 a5fa CPC T&M (game-data only) | |
| 24840 5 dd efe7 Speccy128 T&M (game-data only) | |
| Red Moon | |
| 20588 2 f0 ba72 BBC/CPC/C-64 | |
| 20573 2 32 2dcf Speccy | |
| 41880 4 82 d031 Amiga *USA* T&M | |
| 42642 4 d1 6a99 Amiga T&M | |
| 36182 4 d3 146a C-64 *USA* T&M | |
| 41892 4 df 6732 PC *USA* T&M | |
| 42654 4 6c b268 PC T&M | |
| 34835 4 11 d0cd Speccy48 *patched* T&M | |
| 34835 4 11 22de Speccy48 T&M | |
| 26760 5 8d 7f6a CPC T&M (game-data only) | |
| 28064 5 b8 3802 Speccy128 T&M (game-data only) | |
| Return to Eden | |
| 24676 2 bd 73ec Atari | |
| 24676 2 01 5b3c BBC | |
| 24676 2 da e610 C-64 | |
| 23713 2 33 1c43 Speccy/a | |
| 23735 2 64 0790 Speccy/b | |
| 24823 3 68 c2bc Atari SD | |
| 30511 3 ca 8602 C-64 SD | |
| 31999 3 f8 6044 CPC SD | |
| 32020 3 e8 fbab PC SD | |
| 31829 3 18 daee Speccy128 SD | |
| 24387 3 ca 6e1b Speccy48 *patched* SD | |
| 24387 3 ca 828c Speccy48 SD | |
| 32022 3 e6 5438 ST/Amiga SD | |
| Scapeghost, pt. 1 | |
| 49458 4 14 7adc Amiga *bak* | |
| 48811 4 2d 94d9 Amiga | |
| 48788 4 cc 04b8 ST/PC | |
| 23740 5 a5 0dbe CPC (game-data only) | |
| 30254 5 82 8848 Speccy128 (game-data only) | |
| Scapeghost, pt. 2 | |
| 39357 4 65 032e ST/Amiga/PC | |
| 22834 5 4e b2b5 CPC (game-data only) | |
| 23510 5 35 79ef Speccy128 (game-data only) | |
| Scapeghost, pt. 3 | |
| 48310 4 7a 7d4f ST/Amiga/PC | |
| 22624 5 95 3227 CPC (game-data only) | |
| 28584 5 a4 62c2 Speccy128 (game-data only) | |
| Snowball | |
| 24491 2 5c a309 CPC | |
| 27640 3 3f c9f7 Atari SD | |
| 29539 3 65 a0ab C-64 SD | |
| 31535 3 70 6f6c CPC SD | |
| 31535 3 70 6955 PC/Speccy128 SD | |
| 25921 3 02 028a Speccy48 *patched* SD | |
| 25921 3 02 2e6c Speccy48 SD | |
| 31537 3 6e 2e2b ST/Amiga SD | |
| Worm in Paradise | |
| 28036 3 f9 0 C-64 | |
| 30507 3 cd a503 Speccy128 | |
| 21612 3 b7 9420 Speccy48 | |
| 24929 3 f3 e6d7 Atari SD | |
| 30861 3 72 888a C-64 SD | |
| 31959 3 0e 4feb PC/CPC/Speccy128 SD | |
| 24251 3 f1 cc1a Speccy48 *patched* SD | |
| 24251 3 f1 4dec Speccy48 SD | |
| 31961 3 0c 4df1 ST/Amiga SD | |
| 5 Trivia | |
| ---------- | |
| * A themed attraction based on a UK television series named Crystal Maze (in | |
| Blackpool, UK and near Tokyo, Japan) was driven using HUGE. This was an | |
| action course where the players had to perform certain exercises which were | |
| then concluded by pushing buttons or pulling levers. Which actions to | |
| perform and confirmation of the correct actions was controlled by the HUGE | |
| system. | |
| * Margaret Austin worked for the company for a few years, handling some of | |
| the marketing aspects. Therefore, two "M. Austin"s appeared on some | |
| personal replies. | |
| * As mentioned above, "KAOS" is a mangled acronym of "Knight Orc Adventure | |
| System." The reason for this was that "KAOS" simply sounds a lot more cool | |
| than "KOAS." | |
| 6 Chronology | |
| -------------- | |
| 1979 A-Code devised. | |
| 1981 Level 9 founded by Mike, Nick and Pete Austin. | |
| Early non-adventure releases: | |
| (a) Extension Basic | |
| 1983 Ziploc bag releases: | |
| (1) Colossal Adventure | |
| (2) Adventure Quest | |
| (3) Dungeon Adventure | |
| (4) Snowball | |
| (5) Lords of Time | |
| Packaging update: (1)-(5) re-packaged in cardboard boxes | |
| (224x146x19). | |
| 1984 Packaging update: (1)-(5) re-packaged in plastic wallets | |
| (215x160x15). | |
| Oct (6) Return to Eden | |
| 1985 (7) Emerald Isle | |
| Packaging update: (1)-(7) re-packaged in smaller plastic | |
| wallets (130x86x18). | |
| Jul (8) Red Moon | |
| (9) The Worm in Paradise | |
| (10) The Secret Diary of Adrian Mole Aged 13 3/4 (for | |
| Virgin) | |
| (11) The Archers (for Mosaic) | |
| (12) The Saga of Erik the Viking | |
| 1986 Lenslok introduced. | |
| (13) The Price of Magik | |
| (14) Jewels of Darkness Trilogy (for BT) | |
| Lenslok excluded again. | |
| (15) Silicon Dreams Trilogy (for BT) | |
| 1987 KAOS devised. | |
| Jul (16) Knight Orc (for BT) | |
| Level 9 no longer use any standard packaging format. | |
| (17) The Growing Pains of Adrian Mole (for Virgin) | |
| Sep (18) Gnome Ranger | |
| 1988 (19) Time and Magik Trilogy (for Mandarin) | |
| (20) Lancelot (for Mandarin) | |
| (21) Ingrid's Back (for Mandarin) | |
| 1989 (22) Scapeghost | |
| H.U.G.E. devised. | |
| 1991 Champion of the Raj | |
| It Came from the Desert (PC port for Cinemaware) | |
| Level 9 decide to quit writing games. The individual brothers | |
| go on working for software developers. | |
| A Appendix | |
| ------------ | |
| A.1 Appendix 1: Non-Level 9 Games | |
| ----------------------------------- | |
| - It Came from the Desert | |
| A.2 Appendix 2: The Level 9 Authors | |
| ------------------------------------- | |
| Shaun D. Abbott | |
| Simon Aspinall | |
| Mike Austin | |
| Nick Austin | |
| Pete Austin | |
| Christina Erskin | |
| Sue Gazzard | |
| Pete Gerrard | |
| Peter McBride | |
| Chris Queen | |
| Sandra Sharkey | |
| David Williamson | |
| A.3 Appendix 3: Interpreters and Tools | |
| ---------------------------------------- | |
| a) Level 9 | |
| The interpreter "Level 9" was written by Glen Summers | |
| <gsummers@physics.ox.ac.uk>. The current version 2.0 is capable of playing | |
| all V2-V4 games. | |
| Ports exist for the Amiga and the PC (both done by the ever-present David | |
| Kinder). | |
| The latest version for all supported systems can be found in the | |
| /level9/interpreters/level9 directory at ftp.gmd.de. | |
| b) L9Cut | |
| L9Cut is a tool that "cuts" a pure A-code game file from an executable. It | |
| recognises versions 2-4 and works mostly automatically -- but there is an | |
| option to even cut game files it doesn't actually recognise. | |
| Note that L9Cut appends two zeros (0x0000) to any game file for | |
| identification reasons. | |
| It was written by Paul David Doherty <h0142kdd@rz.hu-berlin.de>. | |
| The latest version (portable C source code plus PC executable) can be found | |
| on Paul's web page at | |
| http://www2.rz.hu-berlin.de/inside/angl/people/pdd/advent.html | |
| c) L9Dis | |
| A "raw" A-Code disassembler: dictionary entries and messages are printed in a | |
| formatted form, but the actual code is simply printed one instruction at a | |
| time. Written by Paul David Doherty <h0142kdd@rz.hu-berlin.de>, L9Dis is | |
| currently in beta stage. | |
| A.4 Appendix 4: Lenslok FAQ | |
| ----------------------------- | |
| a) What is Lenslok? | |
| Lenslok was a copy-protection system. Games with Lenslok protection were | |
| shipped with a little plastic device with a slit lens, which was placed on | |
| the computer screen, enabling the user to read otherwise unitelligible lines | |
| and dots as genuine letters. The Lenslok had to be "calibrated" each time in | |
| a painstaking process that included positioning the device in a slightly | |
| non-orthagonal way against the screen. | |
| b) Who developed it? | |
| The Lenslok device was invented (and patented in the US) by ASAP | |
| Developments Ltd. | |
| c) From when to when was it used? | |
| From 1985 to 1986. | |
| d) Who used it? | |
| It was included in the original release of Elite for the Spectrum, OCP Art | |
| Studio, Tomahawk, and Starglider, among other games. -- Notably, of course, | |
| the mentioned Level 9 adventures. | |
| e) Why didn't it work for longer? | |
| The characters were rather difficult to identify: if you don't place the | |
| Lenslok on your screen *exactly* as prompted, the lines appear blurry and | |
| colour-shifted. On some tv screens, it was virtually impossible to read the | |
| text at all. | |
| Growing unrest among the players -- who had, after all, paid good money for | |
| the games -- resulted in companies gradually dropping this form of | |
| copy-protection. | |
| T Special Thanks | |
| ------------------ | |
| Paul David Doherty has provided us with the basic framework of this file, and | |
| with lots of valuable information, most notably facts from his conversations | |
| with the Austin brothers, and game file listings. Also, Paul maintains the | |
| version database. | |
| Peter Schoen never hesitated to send us new packages, data files, or secrets | |
| about his own collection. | |
| Much of the publishing information was initially taken from Hans Persson's | |
| (mildly unreliable) Adventure Game History at | |
| http://www.lysator.liu.se/adventure/ | |
| Hans' email address is <unicorn@lysator.liu.se> | |
| Many thanks to Richard Hewison, whose "Level 9 -- Past Masters of the | |
| Adventure Game?" proved to be a very useful source of never-before unearthed | |
| early company details. | |
| The Museum of Computer and Video Games in Berlin (Rungestr. 20, 10179 Berlin) | |
| has offered some moral support. | |
| Graham Nelson unfolded some precious memories about the Middle Earth Trilogy. | |
| The packaging details for Erik the Viking were submitted by Christian Lemke. | |
| Contributors of new game files: David Gorst. | |
| Eagle-eyes (finders of typos or wrong "facts"): Brendon J. Wyber. | |
| Last but certainly not least, Pete Austin himself has helped to verify the | |
| more doubtful details. | |
| Nevertheless (standard disclaimer), all inaccurate information is entirely | |
| our own fault and might have arised from a) sloppiness, b) typos (Miron's, | |
| most probably), or c) sneaking in unverified tidbits. | |
| I History of This Fact Sheet | |
| ------------------------------ | |
| V0.1 (970918) - First rudimentary version, typed in by Manuel from info we | |
| had established in our first two meetings. | |
| V1.0 (981227) - Last (very refreshing) meeting before final publication: | |
| filled in the final details, corrected some typos, added | |
| information about Erik, Lords of Time, and packaging types. | |
| Uncapitalised the "G" in "Scapeghost." Renamed "Other" | |
| releases to "Late" again; added info about Time and Magik; | |
| added comment about possible early and late "Wallet" | |
| versions. --Mi & Ma. | |
| PUBLIC RELEASE. | |
| V1.0.1 (981228) - Corrected two small typos. --Mi. | |
| V1.0.2 (990103) - Corrected URL (Volker apparently moved it to .../info/...). | |
| Added thanks item for Brendon Wyber. Added PDD's | |
| maintaining of the version database to thanks list. Slight | |
| rewording of one paragraph. | |
| V1.0.3 (990112) - Changed a non-ASCII character for its ASCII equivalent | |
| (thanks to PDD for the somewhat cryptic report). | |
| V1.1 (990125) - Added David Gorst to thanks list. Rephrased sentence in | |
| L9Cut description. Preliminarily took out sentence about | |
| ME Trilogy and Tolkien: check later. Now uses PDD's | |
| database 022 (instead of 016). --Mi. | |
| PUBLIC RELEASE. | |
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