ADV-OLD.DOC ·
DOC ·
5.7 KB ·
1987-01-21 ·
from CompuLink-User-Group_Magazette_Feb-1987
Adventure revisited
Jim Butterfield
Adventures are good for you. The increase literacy and exercise your
mind. They can be fun to create, and fun to solve. And (don't quote
me on this) they're fun to cheat on, too -- sneaking answers out of
the program when you can't figure out what to do next.
It's worth making comments on the "sneaking" part. When I'm asked
"How do you get past the sanke?" or some other question spawned from
utter frustration, I tend to have a standard reply: "Ask me again,
and I'll tell you the answer ... but first, think an d be sure you
really WANT it." It's annoying to be told something that you would
have thought of yourself... any moment now.
Similarly, in anticipation of clever adverturers listing the program
and browsing through my files, I carefully encrypted the command list.
This is particularly Machiavellian on my part, I think. An
experienced programmer can find out what might happen, but still not
how to make it happen.
I'm talking, of course, about the original Adventure, which was
written by Crowther and Woods. It grew -- in organic manner -- at
M.I.T., and quickly spread to all Digital Equipment Corporation (DEC)
computer systems, worldwide. Many big computer users d idn't even
know they had it, but file advent was there, all right. It took up a
huge amount of memory. The architecture of large systems allowed such
programs to be restricted to quiet times, so that the command HOURS
would list -- from the system log -- the non-priority hours during
which Adventure could be played.
When micros started to gain attention, Adventure became a common case
in point for computer users. Many users said: "These small computers
are all very well, but I can tell you one problem which will never
fit..." -- meaning the original Adventure. And w hen 8K machines
expanded to 16K and then 32K, I decided I needed to take a shot at it.
I viewed the game as a "classic"; I didn't want to change it or put
in my own cute things. For memory and run time considerations, I
abbreviated a few small parts of th e game.
Let me tell you a little about Adventure, if you've never been there.
You begin by finding yourself at the end of a road before a small
brick building. A stream runs out of the building. From that point
on, you're on your own -- except for a rumour that somewhere nearby is
supposed to be a Colossal Cave, filled with fabulous wealth.
When you find the cave, you're confronted by dozens of events. The
cave is populated by dwarves, a troll, a dragon, a giant clam, a tiny
bird, a shadowy figure off in the distance, something that rustles as
it follows you, a little plant that whispers "w ater," a fierce green
snake, and a bear. Some of the treasures seem to have special
problems: a delicate Ming vase can be picked up, but breaks when it's
dropped; a gold nugget makes the exit stairway vanish if you pick it
up; and a platinum pyramid is no t only invisible in a dark room, but
won't fit through the tiny exit hole. But -- as is often said --
there are no problems, there are only challenges.
Even in the early days, Adventure inspired a host of emulators. TPUG
President Michael Bonnycastle wrote Caves and Stygian Tombs, so as to
devise an interesting adventure that would fit within 8K of memory.
As a response, I wrote an "array" adventure cal led Explore to
demonstrate how to fit the maximum number of rooms within limited
memory.
As systems grew in memory size and general capability, even the
classic Adventure was overtaken by successors. The Zork series allows
much more flexible syntax: where Adventure permits permits only two
words, a verb and a noun, Zork will deal with a sent ence such as :
"Put the cake on the table."
A few words of caution: it's very easy to make adventure writing an
ego trip: putting in clubes that nobody will be able to solve if they
aren't "in." Players tire very quickly of a game if they feel that
it's not a challenge, just an exercise to show ho w clever the writer
is. On the other hand, an adventure shouldn't be a dull recital.
Nothing is more booring than proceeding along and killing everything
in sight. Maybe your strength will give out, or maybe you'll make it
through, but there's little exer cise for the mind here.
I recall having a discussion with an adventure-writer about
non-violent adventures. The idea was that you couldn't get killed or
hurt, and couldn't lose the game. The thought was laudable, but the
game was a little dull; if you knew you couldn't fail, yo u didn't
have the same motivation. In contrast, a preschool game called
Thirsty Nellan offers challenge and a good interest level.
Educators have told me that adventure games make a major contribution
to reading skills. Kids who are almost illiterate will learn to read
better in order to understand the adventure situations ... and will
learn to spell better.
After all, if you want to take the necklace and type TAKE NECKLISS,
the computer won't give you the booty.
(c) Copyright 1985 Jim Butterfield. Permission to reprint is hereby
granted provided this notice is included in the reprinted material.