
I have occasionally heard the word “archaeology” applied to the rescue and documentation of old games. (This very blog is even mentioned in a book titled Retrogame Archaeology.)
I’m not going to quibble; however, if I think of “real” archaeology, I think of exploring and digging in sites that may have other things built on top of them, and where the entirety of the original is not recoverable but where inferences can be made based on that which remains. So far, nothing I’ve done (like helping preserve Wander or Journey) has been like that. It’s been more like finding some secret book in an archive and placing it on display.
Playing Ringen is the closest to archaeology I’ve done. It was translated and ported to a MUD, where expansions and additions were made, so trying to work out what Ringen from 1979 was like is necessarily uncertain.
There’s enough clues I can make some guesses, so let’s give it a try.
…
VikingMUD (based on the more general LPMud codebase) has a variety of built-in verbs that have to do with combat and social interaction. You can attack monsters or wield and unwield equipment; you can form parties with other players and DEFEND them from attack; you can smile, wave, comfort, and so forth, and the general effect is to produce an effect other players in the room can see.
This is essentially different than the standard text adventure model, where verbs are more universally related to object interaction. In such a model, if you can RUB RING, you can try the verb RUB on any item in the game (and may get an unhelpful response, but it’s still clear the verb exists as an action).
You can do puzzle use of verbs in the LPMud, but they’re specific and custom to a room (or object), not universal across the game. The game might allow UNLOCK DOOR in a room specifically oriented for it, but UNLOCK anywhere else will get a response of “What?” (The only comparable games I’ve played are the Wander ones, like how in Aldebaran III there’s a BRIBE verb that exists while in jail.)
The fact all verbs are custom means, in practice, that puzzles reliant on verb-object interaction are heavily curtailed. One hurdle is technical difficulties. Suppose the game author wanted the player to WAVE FEATHER. WAVE is a social verb and expects to be used in that fashion (WAVE AT FRIEND) so the desired format may not even be parsed correctly.
Additionally, in a game design sense, an act like WAVE FEATHER in a specific spot would be too hard for the player to come up in practice without heavy text-hinting. There is an early spot in the Ringen portion of VikingMUD with this kind of text hint:
Long road. You are walking along a hard and flat path through the Hollin forest.
There is a big sign here saying something important. An old root of a tree.
There are two obvious exits: east and west
A wicked woman with her nose stuck in (he he) the tree-stump
The woman says: If you aid me, I’ll reward you, I promise!
>PULL WOMAN FROM TREE
You try to pull her out, but you fail!
You’re simply not strong enough!
The woman says: If you aid me, I’ll reward you, I promise!
Note that only this very specific phrasing (PULL WOMAN FROM TREE) is even recognized. I suspect the solution simply involves raising the “strength” statistic of my character. This happens to also be the first quest given in the Adventurer’s Guild in the game.
1: Witch quest (unsolved, 59)
2: Orc Slayer (unsolved, 69)
3: Forgotten Word (unsolved, 82)
4: Bright boy (m/f) needed! (unsolved, 82)
5: A girl and her teddybear (unsolved, 94)
6: Quest for the murderer (unsolved, 97)
7: Sheriffs key (unsolved, 98)
These facts combined together suggest to me the task here was designed solely for the MUD system. That’s not to say it’s impossible this scenario didn’t appear in Ringen (maybe there was no “strength check” and the action automatically worked?) but it feels very MUD-specific.
The ogress with the riddles who I mentioned in my last post probably also wasn’t in the original game. The character is most likely Fuithluin (with a misspelled name?) who didn’t appear in known Tolkien lore until the Book of Lost Tales in 1983. Ringen was made in 1979. ADD: See this comment; in an old Usenet post, Pål-Kristian Engstad confirms he added the ogress himself, although he didn’t get the idea from Tolkien:
I can’t help feeling a bit touched by your friends information. I have coded Moria in two MUDs; Genesis and VikingMUD, where I have placed an ogress as a part of a quest.
There is nothing in the works of J.R.R. Tolkien which supports this idea, and I have only made this creature up from my imagination. It might or might not be very Tolkienish, but it always made the players wonder. I have personally always felt that the passing through of Moria was too briefly explained in Tolkien’s works, but that is in a way nice, since it allows to _imagine_ what actually is there (or might be there).
This leaves the dragon puzzle, which I’ll quote the full context of:
You have entered a big hall. On the walls hang some faded flannel carpets, and there is a huge wall-to-wall carpet on the floor. The air is filled with a stinching smell of sulfid, and thick smoke streams out of an opening in the northern wall. There are two additional openings in the western and eastern walls, though not as frightening as the one in the north.
There are three obvious exits: east, north and west
>n
You are in the dragons lair!
A dragon, fifty yards long, lies here sleeping in a huge room. Fire and sulfur streams out of its big nostrils as it breathes. It grunts and stirs asleep, but if you value your life, you should not disturb it. Instead of passing it, consider retreating slowly to the south, through the opening. It looks like there is an opening northwards too, behind the dragon, but I do not advice you to try to go there!There are two obvious exits: north and south
The dragon fums with rage and sends a cload of fire towards you.
You’re blown back into the big hall!
You are badly hurt as you hit the cold wall…
It did not even open its eyes, so it is evident that it has a very keen sense of smell.
It is impossible to pass the dragon now, so I propose you find a way of fooling its nose, that is, if you really want to pass.
In a text adventure, I’d be tempted to find some mud I could roll around in, or masking perfume to wear, or even somehow capture the smoke smell from the big hall. There aren’t any manipulatable items in Moria I’ve been able to use, and the verb >RUB is considered a social one (that is, it wouldn’t normally be overridden by a bespoke puzzle use).
(Also, of all the puzzles, I’d really like to know the solution to this one, so if anyone knowledgable happens to be stopping by, drop a line in the comments?)
…
Taking out the puzzles, that leaves the geography: what was part of the original game? My source indicates the game was expanded in addition to translated.
The general layout does feel more MUD-like than adventure-like. What I mean is that there are portions of the map that look like this:

It’s not the presence of a dead end here that’s at issue as much as how long the path leading to it is. This is perfectly normal layout in MUD design, because you might have some jockeying with monsters where having nine rooms of space to maneuver is genuinely different than just two. Additionally, social interaction means that “plain” locations may become important, as the players create their own meaning.
However, this is still a shot-in-the-dark guess; the expansions made when the game was translated may consist only of adding rooms “along the edges” and not making hallways longer or the like.
Other than that, I would guess the “main rooms” are essentially like their originals. This one in particular (which I’ve quoted before) feels much more adventure-like than MUD-like due to the reference to the main character’s feelings:
You are standing by the window. You have a majestic view over the scenery from here. From this spot high up in the mountain you can see past mountains and valleys out in the free, and the clear full moon shines upon the landscape. Southwards the Misty Mountains extend, and to the west there are the grassy plains of your homeland. (Sniff!) You cannot squeeze yourself through the window, but there is a hole in the floor here, and a spiral staircase in the south end of the room.
The lore details also strike me as someone trying to “write from a book” so to speak. For comparison, here’s a portion of the first fully extant Lord of the Rings-based adventure (LORD, from 1981, made in Finland but written in English):
You are now in the great living-room. On one wall, there hangs the picture of Old Took’s great-grand-uncle Bullroarer, who was so huge (for a hobbit) that he could ride a horse. He charged the ranks of the goblins of Mount Gram in the Battle of the Green Fields, and knocked their king Golfiabul’s head clean off with a wooden club. It sailed a hundred yards through the air and went down in a rabbit-hole, and in this way the battle was won and the game of Golf invented at the same moment.
There is an exit to the east. Delightfull odours can be smelled from the western end of the room.
(Text courtesy Juhana Leinonen, who was at the Finnish Museum of Games and sent some pictures; the game isn’t available anywhere else at the moment.)
…
I’m closing the case on this one for now. I have a lead on a contact so I may write about this game more in the future, but I’m happy at the moment to flee to the comfort of single-player gaming.

It’s not just MUDs that treat puzzle verbs that way. The Quill worked by matching the user’s input against a long list of expected verb-noun phrases. Any input that wasn’t on the list just got a generic “I can’t do that.” Be prepared for a lot of that when you reach the mid-eighties.
Not exactly that way. unrecognised verbs in quill paws times usually gives the message: I don’t understand that or I don’t understand that verb, so one can “parse the parser” to see what verbs are in the vocabulary and what not.
Said that, there were some designers who changed that behaviour to make the parser more opaque (who knows why), but those are not the default and usual parser behaviour.
Rob alluded to him working on something in Norwegian. I thought it might be this but, wow —
https://spillhistorie.no/2025/09/11/norways-first-adventure-games-part-1/
https://spillhistorie.no/2025/09/11/norways-first-adventure-games-part-2/
two of the biggest preservation stories of the year
Thanks for the mention!
You were totally on target in your guesses about what was and wasn’t in the original game compared to the MUD. That’s why I had to include a screenshot of the “overlooking the landscape” room you had pointed out!
Very excited to see the real version! It’s going to be down the list, a bit (as it requires playing in Norwegian, a language I don’t know anything about, I’m going to have to do prep work — usually takes at least a month) but I am extremely keen on seeing it.
I tossed the new Adventure variant next on my list, finishing the Urban Upstart post likely today.
Remind me when you’re ready to cover Ringen, and I’ll send you the scans of the Pascal and BASIC code. There’s some cool stuff in there like old hand-drawn maps that didn’t all make it into the article.
SVHA Adventure can’t trigger the endgame because of a couple of bugs that somehow got into this version (flags set wrong in Fortran) preventing you from getting two of the new treasures, but it doesn’t really matter too much as you can pretty much see almost all of the new content anyway. It’s the lack of a save game feature that really killed me…
Spectacular work, Rob – thank you and everyone involved.
Thanks!
I’d especially like to credit Ronny Hansen (SVHA) and Per Arne Engstad and John Markus Bjørndalen (Ringen), though. None of this stuff would have been preserved without all of their hard work and cooperation over the past few months.
I actually have another semi-related article that will be published within the next day or two on Dan Hallock’s blog. It’s about another previously unknown early Adventure extension (this time from MIT) that we managed to dig up and get running, thanks to Dan’s superhuman technical skills. The new content is minor (although there’s also another larger extension based on it from the UK that we also hope to get up and running when Dan has more time), but it’s pretty funny, as is the story behind the game and its creator. It was based off the same Bob Supnik port as SVHA, so there’s some connection there. I’ll post the link when it’s up.
Oh, and I almost forgot… Regarding the Eric Roberts Adventure extension that you helped to sleuth out earlier this year: I apologize for never following up on that here. I was working with Arthur O’Dwyer on that, but he sort of disappeared after a while (as did Dr. Roberts himself), so I put it on the back burner while working on other projects. I kept at it though, and eventually managed to piece most of the story together. The history turned out to be quite complex, with the original game’s author actually being another of Roberts’ colleagues, the origins going back much farther than previously thought, etc. I have a bunch of notes to put together into something coherent by the time Jason gets to it here, so I just wanted to let you know that I didn’t forget about it.
I’ve played the Roberts version (and did a bit of a writeup on the Adventure forums a few months back) so I’d definitely be interested in anything you could piece together. I definitely enjoyed that version and can highly recommend it to Adventure fans everywhere. I did some speculation on history at the time, since the only recollection of the game’s existence I knew of had reference to an earlier intermediate version (presumably now lost) where some things didn’t quite line up to what we now have.
Also, there are now sources up on Arthur’s Adventure Github, though it doesn’t *quite* seem to match with what I played online, there are a few minor differences. maybe the sources are from an earlier version that made a few changes before the game was put online? i have no clue how exactly the online version runs.
Also, the same old post that had memories of this version, seems to describe the current version from Norway too. This makes me wonder how many other versions someone still might have preserved? It’s a bit hard to track though, especially since the guy who maintains the main “Adventure family tree” hasn’t updated at all this year; hopefully he’ll be made aware that we’re now up to two and maybe three version rescued from the archives this year. The real “white whale” of course, is someone managing to track down Dave Long 751…
A few things here:
The only known reference to SVHA Adventure before now was on Russell Dalenberg’s lost Adventure variants list. That info had come to him via Mike Arnautov. I got in touch with Mike late in the game of the SVHA preservation effort, and he was kind enough to look through his old emails and found that, nearly 25 years ago, a guy who had played it back in the ’80s at the University of Bergen had contacted him with this info, and had even saved one of the Norsk Data disks it was on, but could never get it running or extract anything from it. He did still have his game notes and maps though, which he apparently later sent to Mike. He may still have them in storage somewhere, and will send them along to me if he ever finds them.
Regarding the Roberts game, the history is quite complicated and I have a lot of projects going on right now, so it will take a while to get it all together, but I promise I eventually will.
As for the white whale of Long 751, I will just say this: I know of someone who may have the code (and I’ve seen some possible evidence), and am somewhat confident that the game itself is currently lying dormant in a particular archive of assets that has yet to be properly dealt with. It’s frustrating, but some day…
Regarding other Adventure variants, yes, there is still much to discover. Aside from the two previously unknown versions that Dan and myself have been fiddling with, I’ve discovered evidence of several others that are totally forgotten or have never been mentioned online before. In fact, I’m playing through one right now: a completely unknown 500 point version that’s part of a larger archive which I will write about in the future. It’s actually not even the most interesting thing there, as a couple of the items I found are real doozies. Stay tuned…
The HP1000 Adventure article just went up complete with the playable game:
https://bigdanzblog.wordpress.com/
Hopefully the 425 point UK extension will also go up sometime in the future.
Awesome. I left a comment over there on how to make the start-up simpler, if anyone’s interested – the same trick should also work for all other SIMH-based software.
Just saw your comment over there. What an awesome trick! That will really make things easier with some of the stuff I’m working on. Thanks!
Glad to help, Rob – unfortunately the ND100X doesn’t seem to support anything similar that I’ve found.