Archive for the ‘spelunker’ Tag

Spelunker Play-By-Post   28 comments

To recap: I found an obscure, probably-only-ever-played-by-a-literal-handful-of-people game in the October 1979 issue of the magazine Micro. Partly due to it being printed in a magazine, it’s meant to be played with a “guide” who reads the location descriptions printed therein.

We’re going to do a little experiment where you, yes, you the readers, get to play. I’m going to consider the map off the cover to be fair game:

as well as this verb list:

Opening screen:

As the guide, I can also say:

You are at the mouth of a large cavern. The sides of the entrance slope steeply upward, and a mysterious passage leads west into the cave.

There is a KNIFE, TENT, TRUCK, and LIGHT here.

GAMEPLAY PROTOCOL:

1. Post a comment with one or more parser commands you’d like to do.

2. After a unspecified amount of time I will take all the commands and try to put them in some sort of sensible sequence. If one player wants to pick something up and the other wants to move to a different room, I will sequence the item-picking first.

3. If two commands are contradictory, but one commands has been “voted on” more than the other, I will go with the majority. If there is a tie (say one person wants to go west and the other person east), I will flip a coin.

4. I will be posting future screens / room descriptions / responses to this post until it gets somewhat full, then making a new one which summarizes the action and keeps things going. Also, I’m going to use “guide discretion” and may occasionally give responses not provided by the Apple II program, but I will specify when it’s the computer and when it’s me.

Good luck! You’re welcome to plan/discuss in addition to just giving parser commands.

Posted March 23, 2017 by Jason Dyer in Interactive Fiction

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Spelunker (1979)   8 comments

For reasons unrelated to this project I was browsing 1979 issues of the Apple II magazine Micro and happened upon this one from October:

Here’s a link to the issue in question.

Thomas R. Mimlitch’s Spelunker is not the very first type-in parser adventure (that honor goes to Dog Star Adventure) but I’m guessing it’s the second? (I’m excluding Quest — which appeared in a July magazine — because it doesn’t have a parser.) In any case, this game is so wildly obscure that I’ll be impressed if someone can post a personal story of having tried this before.

Fortunately, the program was featured on a compilation disk (Micro Apple 1) so I don’t have to type in the type-in. However, there’s another catch which you’ll learn about shortly.

Imagine if when computer games were invented the idea of a “stand-alone” game was unknown, and the computer was more of an aid or companion to play:

This is an adventure fantasy series in which you become directly involved in exploration of a mysterious cavern in southwest Kentucky called Devils’ Delve. If you have never played before, you should take a guide along. The guide will read the chamber descriptions as you enter each room for the first time. He can also supply some hints and clues to help you when you are stuck. Only the guide should use the room descriptions, word lists, and the map of the caverns.

Just to be clear:

a.) It’s an adventure game with an inventory and puzzles and map and so forth. However …

b.) All the room descriptions are inside the magazine, rather than the source code. Furthermore …

c.) The room descriptions are supposed to be read by the “guide”, analogous to the Dungeon Master of Dungeons & Dragons. While the room descriptions are numbered, the numbers are not given in the game itself, forcing the guide to check against a table. Not only are the room descriptions not shown in the computer, but the visible objects aren’t shown either; they have to be listed by the guide, again by cross-referencing off a table.

There are four things in this room, three which you can pick up, and they all have to be described by the guide. Update below!

UPDATE: Well, there was a bug in the code from the compilation I found! The line 9320 reads

9320 IF (STA(1) MOD 100)#LOC THEN 9360

but it’s supposed to say

9320 IF (STA(I) MOD 100)#LOC THEN 9360

screenfix

After changing it appropriately, objects show up in the room description, huzzah! However, the room descriptions themselves are still printed in the magazine only.

In any case, I can’t really “play” this game without help. Also, in order to set things up / check the code’s sanity / realize what was going on I had to spoil a large chunk of content. So I think the most appropriate course of action is for me to be the Guide, and for some of you — yes, I’m speaking to you, the readers — to be the players.

So, quick survey: if you’d be interesting in playing, make a comment to this post. Also let me know which option you’d prefer:

Option 1: We could play-by-post where people put their parser commands into the comments and I provide the screenshots and guide commentary.

Option 2: We could play live. It would likely be sometime during the weekend of March 25th-26th; I would stream the game on Twitch, and y’all could type parser commands in chat.

ADD: We went with option 1. The play-by-post starts here.

I cannot guarantee the game will even be winnable without the code crashing and burning. This is as crazy as retro gets.

Posted March 15, 2017 by Jason Dyer in Interactive Fiction

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