I had three treasures left to go. Their method of extraction is spoiled below.
Adventureland’s structure has some tight redundancy; items serve more than one purpose. For example the
Rusty axe (Magic word “BUNYON” on it)
not only serves as a tree-chopper, but as a magic item.
The humble lamp used throughout as a mere light source has a second use as well. There’s a bit of scrawl in the maze that says “ALADIN WAS HERE”.
Knowing I was still missing treasures, I tried on a whim:
> RUB LAMP
A glowing Genie appears, drops somehting, then vanishes.
I got a *DIAMOND RING* this way. (The typo is in the original text.)
I then worked on the bear from my last post some more. Getting frustrated, I asked David Welbourn for a hint, who said “You can defeat the bear without any tools but yourself.”
The most direct route isn’t too helpful.
> KILL BEAR
Bear won’t let me
Maybe if I threw something?…
In fact, it’s downright deceptive, which is counter to the usual policy interactive fiction has about hinting from the text. Throwing the axe (the only thing you are allowed to throw) breaks the mirror and is the wrong approach. Instead:
Bear is so startled that he FELL off the ledge!
Poor bear. I guess he was evil too?
The last treasure required the ultimate gesture of defeat, the walkthrough. I did not feel bad about spoiling this time.
So yes, RUB LAMP works to get one treasure, but a second RUB LAMP gets another treasure.
This is what I have called Bad Frustration. I could see someone trying a second RUB LAMP if they’re in the process of lamp-rubbing, but after there is no plausible way to think through the answer. If I ever codify Advice for Puzzle Makers at some point, one of the rules would be this: Think about if your player is unable to solve a puzzle. Is there a clear route to get on the right track, or will it require enough luck that the player will feel like they have wasted their time? You want a response of “oh!” to a puzzle solve (even if it had to be looked up) not “oh…” with a head-shake of frustration.
Doing RUB LAMP a third time is at least amusing:
A glowing Genie appears, says “Boy you’re selfish”, takes something and then makes “ME” vanish!
I can’t in good conscience recommend Adventureland to modern audiences. Not because it’s impossible to have fun — I did — but because Scott Adams himself got better as he went along; not every game was a treasure-hunt. The actual minimalist style does have a soothing meditative quality to it, although if you’re just wanting to experience that you might try J. Robinson Wheeler’s ASCII and the Argonauts; it has the same modern-feel-with-retro-style that many indie-games shoot for these days. Since text adventures are inherently retro, that’s possibly the only way to achieve the effect.