Archive for the ‘adventure-500’ Tag

Adventure 500: Tilted   Leave a comment

I think most of my readers are familiar with the Crowther and Woods version of Adventure, but just in case, here’s a link to my playthrough.

Being familiar with the original is necessary to be rattled by responses like this one:

> xyzzy
I don’t know the word xyzzy
Please rephrase that.

Yes, XYYZY has been left out entirely.

Other curious aspects:

1.) The underground map is strongly oriented along the diagonals, with lots of travel northeast/northwest/southeast/southwest.

2.) Instead of dwarves, you are attacked by orcs:

An ugly and mean orc has found you.
The orc throws a knife at you.

It misses you!
> throw axe
You’ve killed an orc.
He disappears in a cloud of greasy black smoke.

3.) The dragon is here, but the “bare hands” gag from Adventure is not present. I’m not sure what to do here yet.

This room is filled with the foul odor of a dragon. The floor is littered with the remains of ‘Johnny come lately’ Adventurers. The dragon blocks your way!

> throw axe
The axe bounces harmlessly off the dragon.

4.) The bird has the desired effect on the snake, but you have to THROW BIRD to indicate you are directing it at the snake.

5.) There’s a boat and an underground lake (I think more than one expansion of Adventure added waterways, and there’s the river in Dungeon, so that feels like a perfectly natural expansion at least).

6.) In addition to the lantern requiring matches to be lit, it also fairly quickly runs out of oil.

The lantern is running low on fuel.
You may be able to fill it WITH some oil.

There’s a pool of oil in the twisty maze; I don’t know how many uses I get before it runs out (hopefully it won’t)?

I also want to warn everyone ahead of time it’s possible the game is not winnable in its current state. First, the port (which is based on an scan of a paper printout of the source) has some text bobbles here and there. It’s faintly possible there are code errors on the side, although I haven’t run into any. Second, there is this part of the game:

> d
This is the bottom of a chimney beneath the bedrock room. There
is a doorway to the south made out of massive iron.
The iron door is rusted shut.
> oil door
Please rephrase that.
> pour bottle
The oil frees the door and it swings open.
> s
Colossal Cavern is under construction in this area. Please return
to this location at a later date for interesting Adventures.
Th43e iron door is open.

which suggests to me that there was a definite intent for expansion, but it could also mean the treasures necessary to reach the desired 500 points hadn’t all been added yet.

Posted April 22, 2017 by Jason Dyer in Interactive Fiction

Tagged with

Adventure 500 (1979)   1 comment

The 2008 comedy movie Be Kind Rewind introduced the idea of “sweding”, recreating scenes of a movie from memory.

Yes, this is relevant to the game at hand. Let me back up a moment.

One of the legendary “lost copies” of Adventure is by George Richmond from 1979 (“with assistance from Mike Preston”). It was written in CDC Pascal and while people reported playing it in the late 70s / early 80s, until recently it was considered to be entirely lost.

That is it *was* considered lost, until roughly a year ago a mysterious “Tom A.” sent a source code package to Arthur O’Dwyer. However, it’s sat since then, and I can reliably say nobody except for possibly “Tom A.” has ever played it since 1982.

Still, maybe nothing to get excited over. With another lost version of Adventure, you might think (as I first did before booting this up) that all we have here is yet another port, with extra rooms tossed for flavor.

That doesn’t describe this at all.

It’s more like — the author played Adventure, liked it, had some notes — then decided to write his own game from scratch, riffing off his notes but filling in the gaps with his own imagination. It’s like he made a full length sweding of Adventure.

The picture above is a (mostly complete) map of the outdoors. You have to go *southwest* to the entrance of the cave, not south. There are two routes deep in the forest that lead directly to the maze of twisty passages (and not the same maze as the original game!) There’s a lake to the west that requires a boat to get across.

You’re in front of a Wellhouse. A stream flows to the southwest.
> in
You’re in a Wellhouse. The center of the room is occupied by a well.
I see objects here.
A bottle full of water.
Tasty food for nourishing Adventurer and beast.
A ring of unmarked keys.
A kerosene lantern. It is hard to tell how much fuel is left in it.

As far as I can tell so far, the game uses almost none of the original room descriptions. Early on you find a box of matches (which is required to light the lantern) and a claw hammer. Instead of XYZZY as a magic word, you get this:

You’re at a dead end. A plaque on the walls is inscribed with the saying: “If you were in a hurry you would ‘     ‘ along”. Unfortunately, the word you need is obscured.

This is going to be quite the ride, is what I mean.

Posted April 19, 2017 by Jason Dyer in Interactive Fiction

Tagged with