Archive for the ‘adventure-366’ Tag

Adventure 366: More Than Anticipated   Leave a comment

Yes, this one is back! It turns out I missed something.

Just as a reminder, the only new place added to the Blackett / Supnik 1977 version of Adventure was a gazebo, which contained a palantir (orb). I mentioned various messages received if you PEER IN the orb:

0205 a grate at the entrance to a large cave……
0206 a small stream feeding into a large cave…..
0207 a grate above you and a crawl west…..
0208 a hall,but the vision is clouded by thick mists…..
0209 yourself…the lights come up and an usher asks you to leave….

… and I assumed that was it. There was a magic word (“PKIHMN”, which sounds like a cross between Pikmin and Pokemon to me) that teleported me to outside the grate but I assumed that was merely to allow escape.

However, S. Healey (who made the Gobberwarts port) pointed out an interesting extra detail; that PKIHMN is linked to the orb, and it can be used as long as the orb is around:

…the palantir teleports you to different places depending on what you’re carrying (you get teleported to the same place as described when you PEER ORB).

The items/places are:

Keys: Outside grate
Axe: Hall of Mists
Lamp: Below Grate
(default): West Chamber of Hall of Mountain King

If you’re carrying more than one of the items, you teleport to the location related to the item top-most in the above list.

There seems to be a teleport location that was never implemented:
xx[ii++] =”0206 a small stream feeding into a large cave…..

This has the extra effect of killing a player who attempts to use the orb without getting the items from the building first, because the “default” teleport is a dark area where the player is bound to fall down a pit.

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Posted August 24, 2016 by Jason Dyer in Interactive Fiction

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Adventure 366 (1977)   Leave a comment

In my post about early versions of Adventure I mentioned a 1977 port which seemed to be the first past Crowther and Woods which tried to do more than just port the code. Unfortunately, it’s a little hard to know who to credit, exactly. This is from the source code:

c For x86_64, pgf77/ifort/gfortran, S. O. Lidie, 2015.04.01
Tested On Mac OS X Yosemite and CentOS 6.x.

Update for NOS/VE 1.4.x, 89/11/03. SOL, LUCC.

Convert to NOS/VE: use direct access reads instead of word addressable
NOS CRM files. S. O. Lidie, 87/05/01, LUCC. NOS/VE 1.2.2 L678

Program last updated from SCOPE 3.4 to NOS 1.3 by
Bill Hein and Shelley Hobson (ACCA).

Modified by Kent Blackett
Engineering Systems Group
Digital Equipment Corp.
15-JUL-77
Modified by Bob Supnik
Disk Engineering
21-OCT-77
Original version was for DECsystem-10
Next version was for FORTRAN IV-Plus under
the IAS operating system on the PDP-11/70
This version is for FORTRAN IV (V01C or later)
under RT-11 on *any* PDP-11.*

These credits don’t even mention the version I played was a recent port at Gobberwarts; so recent that the author bug-fixed something in it for me today (thanks!).

In any case, this text and another one like it in the game suggest to me that most of the long list of authors were merely porting between systems but Blackett and/or Supnik succumbed to the irresistible urge to add their own touch to the game.

Unlike Adventure II, there was just a small addition. Specifically, there are three new rooms near the starting building (Forest, Dell and Gazebo) and one new item: a palantir (orb).

Via Steve Lidie.

Map via Steve Lidie. The new rooms are shown.

>s
At your feet all the water of the stream splashes into a 2-inch slit
in the rock. Downstream the streambed is bare rock.

>e
You are in open forest, with a deep valley to one side.
An overgrown path, barely discernible, leads south.

>s
You are in a dell, deep in the woods. Before you is a steep
incline leading up to an old deserted gazebo. As you peer through
the overhanging moss and cobwebs you see a dark form.
A path, heavily overgrown, leads south.

>u
You are in the gazebo. The dust is deep here, indicating
long disuse. Ancient elvish runes here describe this as a
place where one may see many things. Another, more ancient
inscription reads “PKIHMN”.
There is a palantir(orb) here.

If you check the map carefully, you notice there’s no exit out; the magic word is used in the gazebo to teleport to outside the locked grate at the start of the game.

The orb is a treasure and the source of the extra 16 points, but at least in concept the author(s) tried to add an interesting design element: peering into the orb to get hints.

>peer in orb
The lights dim…it now seems to be totally dark — in the orb
many visions pass by… many things are seen…..
now you are looking at …….
a grate at the entrance of a large cave……

Unfortunately, there doesn’t seem to be much actual hints; here all the messages possible for the last line of the palantir’s vision in the source code:

0205 a grate at the entrance to a large cave……
0206 a small stream feeding into a large cave…..
0207 a grate above you and a crawl west…..
0208 a hall,but the vision is clouded by thick mists…..
0209 yourself…the lights come up and an usher asks you to leave….

It’s possible there was intended to be more, or it’s possible this was simply meant as atmosphere.

In any case, there is a long history of modifications to Adventure and it’s interesting to see what (maybe was?) the very first one.

For further watching: GET LAMP interview with Bob Supnik.

Posted August 16, 2016 by Jason Dyer in Interactive Fiction

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