PLATO Adventure: The Incomplete Guide   11 comments

I managed to eke out a few more locations on my map from exits I had missed, but I’m going to call this one finally cooked. As a guide for future intrepid explorers who want to get farther, I’ll try to lay out in detail everything I’ve found and all my maps.

Before that…

COMPARING PLATO ADVENTURE’S PARSER TO ZORK’S PARSER

It’s not even close. It’s clear PLATO Adventure is trying to emulate Zork’s “full sentence” mode — more words equals more power! — but I’ve seen enough oddities to say it’s only half-baked.

For example, one of the new locations I ran across was an altar with a book. If you READ BOOK the game gives a confused response; the only thing that works is READ ANCIENT BOOK.

What I’m guessing is happening — other than the game not really understanding the difference between an adjective and a noun — is that rooms with fixed items have the code specific to the location they are at. This means a command like JUMP can plunge the player in a pit where appropriate, but otherwise, the game is confused and act likes it doesn’t understand the command at all. We’ve seen this kind of half-measure with the Wander games which can lead to odd abuses, but essentially, it makes the interface feel much more inconsistent. There will always be misunderstood verbs, but having the game misunderstand a verb if the context is wrong makes the user experience as transparent as mud.

For phrases, that means it’s not really understanding there’s a “ANCIENT BOOK” or “BOOK” object in the vicinity of the Altar, but rather, it’s a hard-coded scenario where “READ ANCIENT BOOK” is grabbed as a whole phrase while in the appropriate room.

COMPARING PLATO ADVENTURE’S GEOGRAPHY TO ZORK’S GEOGRAPHY

There are spots, in Zork, where connections are tangled and confused, but the really odd bits are outside (where there’s a “full circle” around the house) and in a maze. The rest makes enough sense I can visualize regions in my head.

PLATO Adventure seems on the surface to draw on identical rooms, but the configuration somehow seems much more random.

Here’s an example; this is the region that gets opened after solving the Dam #3 puzzle. The “Above Dome” part presumably goes down further but I don’t have a rope. On the right side, the various “long” and “vast” halls are vaguely described and connect more like a spreadsheet than a map. (Jumping back to parser issues again, the game doesn’t seem to understand DIG once you have the shovel. I am guessing there is some room hardcoded to understand DIG after all, but it’s frustrating testing out a command where that isn’t known for sure.)

Despite the nitpicks above, the game isn’t terrible to play … it’s just I can’t make any progress. So, here is my summary; it repeats many points I made in earlier posts, but this is meant to collect everything into a single section:

You start outside, and can go down either a trap door or a mountain passage to get into the underground. There doesn’t seem to be any difference between the two, other than you can leave the trap door open if you take the mountain passage. That still doesn’t help with escape, though, because the trap door is too high to reach if you’re under it. I still have no clue how to return upstairs after going downstairs.

What I’m calling the “central area” has a troll (easily dispatchable by KILL TROLL WITH SWORD) a riddle door (solvable either through WELL, SHADOW, or LETTER E), an echo room (just type ECHO to get out), a maze (which seems to be unmappable, just stumble until you find keys, then stumble out) and the Dam #3 clone. If you go in the maintenance room at the central area and hit all the buttons in reverse order (red, brown, yellow, blue) then you’re able to turn a bolt on the outside with a wrench, opening a secret passage to the area with the shovel I mentioned earlier.

I’m stuck on a large rusty steel door that needs oil — you can find a pool of oil, and then “cover an item” with oil, but there isn’t any way I can see to transfer the oil over to the door. There’s also a pit with a plant that needs water, but I have found no water-holding container.

Connected to some of the central rooms is the “round room” randomizer from Zork. This shuffles you to a few other areas, like the temple…

…which has an Ice Room that threatens to freeze you if you hang around, and a rainbow that I can’t get a reaction from.

Another random exit takes you to mines…

…where you can find a diamond and a rusty rod. The game does understand WAVE ROD in all places but nothing has happened anywhere I’ve tried it, even in obvious places like chasms which might spawn bridges or the rainbow which might solidify.

This is most of the items I’ve found. The diamond and rusty rod are missing.

I’m still guessing there’s some interesting material hiding in the places I’ve missed, and I like the askew-Zork-world in a sense, but raw persistence is only going to get me so far. I especially welcome it if anyone can access the source code; there is apparently a way to see it instead of playing the game on the cyber1 server but you need (I think) the author’s numerical code (?).

Posted March 9, 2021 by Jason Dyer in Interactive Fiction

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11 responses to “PLATO Adventure: The Incomplete Guide

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  1. (I don’t think I can do img tags in these comments, but let’s see:)

  2. OK, not surprising.

    The north-south connection between the West End Vast Hall and the East Long Hall is a little weird, but shouldn’t the map look something more like this? https://arethinn.dreamwidth.org/file/48049.png

  3. Regarding the (TUTOR?) source code, I find this in the Cyber1 FAQ:

    “Q: I want to look at some of the programming that was written to create the games or other lessons I see on Cyber1. Why are so many closed and how do I get them to be opened for me to look at, or copy and use for myself?
    A: If the ‘inspect code’ is closed, it is because the author wanted to protect their intellectual property. That might have been a decision made 40 or more years ago, but is still in effect, and we still honor that. We will, with express written permission of the author or authors, make a copy of a game or lesson and open that up to inspection to you. We are cautious in doing this and will validate any permission we receive from the author. Note, we will not provide you with contact information for any author as often we do not have it, but also it is our privacy policy not to release such information, period.”

    Did you try “inspect code”? If it is closed, maybe there is a chance that the original authors would respond positively to a request, if they could be reached…

    • I am fairly sure I tried, but my command of the plato environment is fairly limited so no guarantees I did it correctly. Feel free to take a crack if you want.

      • I gave up on this. The connection continually timed out and regularly crashed. It did once spew forth every single takeable item in the game and deposit them at the Temple though which was mildly interesting. Perhaps PLATO should follow PLUTO and disappear beneath the waves.

      • was it entirely random or do you think the bug came from a specific command? might be useful when I go back to trying to decipher this

        there’s offline options for some plato games (kind of like Warp) but as far as I could find this one is online only

      • This was an online version. The team at the PLATO forum community continually reset my account but to no avail. Regardless of the timeout setting the account perpetually disconnected and then the account was locked out. They gave up in the end. When it did stay connected for fifteen minutes the game spewed text including a full game inventory. I do have the email trail. Sometimes one’s patience wears out as much as I love the old and obscure.

        Hang about, those adjectives could apply to me!

      • I am reasonably confident it was a random event as I prayed at the Temple. The whole environment was so volatile however that it was akin to a heart patient dying of a cardiac arrest in a hurricane.

        I have always been chary of online gaming as the whole concept feels vaguely voyeuristic and also fragile. As regards Warp I remain pleased that I chased up Dan Hallock and we got to experience the offline game. Can you imagine the online version disappearing after we’d put in so many hours of endeavour? As it did if course.

        Maybe PLATO is worth revisiting if the offline content is available.

        I thought that getting an Amiga emulator working properly was tough enough (to experience Jim MacBrayne’s game Excalibur as the Commodore 64 version is buggy) but PLATO just exhausted me.

      • The other thing that makes me hesitant with online gaming is that some of the experimentation I usually have to do seems like “abusing the server” and I feel sheepish doing it in a way that’s anywhere past my own computer. Like trying to go east 200 times in that endgame maze in Warp and having the game crash.

      • Yes that’s a good point. It is an experience to be avoided if at all possible.

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