The most important picture in adventure game history is not beautiful. It is a black-and-white line drawing of a Victorian house, rendered in wobbly vectors on an Apple II screen, and in May 1980 nobody had ever seen anything like it inside a story game. Mystery House, released that month by a company calling itself On-Line Systems — soon to be Sierra On-Line — was the first adventure game with graphics: the moment the genre of Colossal Cave and Zork, all prose and imagination, acquired a face. The face was drawn by a 27-year-old named Roberta Williams, at a kitchen table, because she had played Colossal Cave Adventure and decided she could do it one better.
The origin story is now industry legend, but it bears retelling because every element of it is load-bearing. Ken Williams, a programmer with business-software ambitions, brought a teletype terminal home to work on an accounting program and introduced his wife Roberta to Colossal Cave. She devoured it, looked for more like it, found almost none, and designed her own — drawing on Agatha Christie’s And Then There Were None and the board game Clue: a house full of suspects, a hidden cache of jewels, and a murderer working through the guest list. Ken’s contribution was the leap that made it historic. Adventures were text, he reasoned, because adventures had always been text; the Apple II sitting in their house could draw. Roberta traced some seventy scenes using a VersaWriter digitising tablet, Ken devised a way to store the pictures not as bitmaps — far too large for a floppy — but as drawing instructions the machine re-rendered line by line, and within days the game was finished. They advertised in Micro magazine, duplicated disks at home, and sold the game in zip-lock bags with a photocopied instruction sheet for $24.95.

Inside the House
The game itself is a compact, deadly treasure hunt. You arrive at the abandoned Victorian mansion and are locked in with seven other characters — Tom the plumber, Sam the mechanic, Sally the seamstress, Dr. Green the surgeon, Joe the gravedigger, Bill the butcher and Daisy the cook, a Clue cast in everything but name. Somewhere in the house are hidden jewels. Soon, so are bodies: the guests begin dying, one by one, and the game becomes a race to find the treasure, identify the killer and survive the evening. The interface is the period’s two-word parser — GO, TAKE, OPEN, a vocabulary of a few hundred words — with each location illustrated above the text by Roberta’s drawings, redrawn stroke by stroke every time you enter a room, as if the house were being sketched for you in real time.
Judged as a game, Mystery House is austere even by 1980 standards. The drawings are charming in the way of a talented amateur’s notebook — Roberta Williams was a designer and writer, not an illustrator, and the wobble is part of the artefact. The parser is brittle, the puzzles occasionally arbitrary, death is frequent and unannounced, and a player can render the game unwinnable without knowing it, in the grand early-Sierra tradition that would become famous. None of that is the point, and none of it slowed the game down commercially: it sold more than 10,000 copies in its first phase of mail-order life — a serious number for 1980 — and went on, through its 1982 re-release in Sierra’s SierraVenture line, to lifetime sales reported around 80,000 copies. A kitchen-table production had just demonstrated that there was a mass market for story games with pictures.
Playing it today is a bracing reminder of how much the genre later learned to cushion. The parser knows a modest vocabulary and expects the player to meet it halfway; the house — front yard, porch, kitchen, parlour and the upstairs rooms — must be mapped by hand, because the pictures, evocative as they are, do not label the exits. The cast of guests, among them a plumber, a doctor and a seamstress, move through the story’s machinery as the murders accumulate, and the game keeps its secrets with a discipline modern adventures would call unfair and 1980 called Tuesday. What surprises returning players is the economy: a handful of rooms, a two-word vocabulary, white lines on black — and genuine unease, generated almost entirely by the player’s own imagination working in the space the drawings leave blank. The house is mostly empty. That is why it is full of dread.
What It Started

The consequences arrived immediately. On-Line Systems built the Hi-Res Adventure line on the formula — Mission Asteroid, then The Wizard and the Princess, which added colour and began the lineage that leads directly to King’s Quest and the whole Sierra empire of the 1980s and 90s. The company moved to Oakhurst, California, renamed itself Sierra On-Line, and became for a time the biggest story-game publisher in the world. Roberta Williams became its most important creative figure — the first woman to be a star game designer in an industry that barely had star designers at all. And the form itself — a pictured world, explored through commands, later through a mouse — became the graphic adventure, a genre that would run from Lucasfilm’s classics to the modern narrative game. Nearly all of it traces back to a VersaWriter tablet and a house with a murderer in it.
There is a coda that says much about the Williamses and about 1987. For Sierra’s seventh anniversary, the company released Mystery House into the public domain — among the earliest major commercial games to be given away by its own publisher — accompanied by a note from Ken and Roberta celebrating the anniversary and asking fans who enjoyed it to consider a charitable donation in the game’s spirit. The public-domain release is the version preserved on the Internet Archive today, its introductory screens carrying that message, which is why so many players know the game in precisely that form. It was an unusually graceful retirement for the game that started everything.
The series it founded ran quickly: The Wizard and the Princess followed the same year with colour and a full fantasy kingdom, and the Hi-Res Adventures continued through numbered instalments — time travel in Time Zone, the fairytale Ulysses adventures and others — each stretching the same vector-drawn technique further until the genre outgrew it. Sierra’s later King’s Quest would rebuild the illustrated adventure in a third-person animated world, but its founding assumption — that a picture you can type at is worth a thousand descriptions — was proven here, in a house with seven guests and one murderer, drawn in white lines on a black screen. On-Line Systems became Sierra On-Line; the house became the industry.
Verdict

Nobody will pretend Mystery House outplays the adventures that followed it — its own creators were building better ones within the year. But as a hinge in history it has few peers on the Apple II: the first graphical adventure, the founding product of Sierra, the debut of Roberta Williams. Play it as you would visit a birthplace — briefly, a little reverently, and with respect for the draughts. The house is still standing. Mind the other guests.
Score: 8.0/10 — At a glance: Developer Ken & Roberta Williams / On-Line Systems · Year 1980 · Genre Graphic adventure · The first adventure game with pictures, sold in a zip-lock bag.
