Archive for January 2023

Enchanted Cave (1982)   11 comments

Sometimes, writing a history is just a matter of rephrasing the only material that exists. I always feel awkward leaving details out, especially when a statement is very personal. For the intro here, to today’s game by De Crandell and Joe Peterson, I’m just going to let the web page kick things off.

When I was 15 or so, my cousin, De, and I were into playing adventure games, like the mother of all text adventure games, “Adventure”. We wanted to make our own, so we wrote a simple one, but it was hard-coded and was a pain to create. So we came up with the idea to make a program that could interpret adventure “game files” that were written in a kind of adventure “language”. So we both wrote programs in BASIC to do this on TRS-80 computers (wow, 1.77 MHz!), and we wrote adventures in separate text files. We later merged our work into this program, which was dubbed “Explore”. By the way, I was really bummed when a guy named Scott Adams (not the Dilbert dude!) came out with a commercial program that used the same concept! Just think of all the money we could have made!

We came up with three adventures that were written in the wee hours of the morning on three separate occasions listening to Steely Dan. It was kind of a mystical inspiration I would say.

De is no longer with us, but these games live on for me as a great memory of our friendship, and I hope that they allow a little piece of him to endure.

The “text adventure engine” that Joe made is up on his webpage

10 REM ** EXPLORE ver 4.4 ** Copyright (C) 1982
20 REM by Joe Peterson
30 REM Peterson Computer Services

…but the actual original TRS-80 files are not. The two options for playing are directly from the website, or an Android app. Both are kind of a pain compared to running a TRS-80 game, but I ended up going with the online option.

The Android version does have a respectable number of downloads and reviews!

There are four games, three by De and Joe: Enchanted Cave, Lost Mine, and Medieval Castle; the fourth is by a different pair, Matt Melton and Robert Braver, based on the movie Porky’s (“Your goal: get through Porky’s cathouse!! Identification necessary!”).

For Enchanted Cave, the goal is simply to “escape”, although the game doesn’t announce that at first, and really seems for all the world to start like a typical treasure jaunt.

In fact, I only found out about the objective once I reached it and the game told me I had escaped and won. Except there’s no reason to go in the cave in the first place; I guess let’s just say the plot is “have an adventure”.

You start, as is traditional, at the Forest outside the cave.

As is also traditional, there is a place you can find if you ignore the cave and go wander for a bit:

There’s a bit of a tangle with the above location though —

When you get a little farther in you can find a chair you can SIT on which spins and takes you to a secret room. The room has a lantern and a “metallic sheet”. The matches in the room description above? They only appear after you find the lantern. I’m not sure why. This seems wildly cruel. I happened to luck out and find the lantern first, but on another playthrough while testing things found the no-matches effect.

The “if you go down, you probably won’t be able to climb back up” is cribbed directly from Adventure; otherwise this is both a much tighter design in word count and a much weirder one. I (being fooled by the “look”) originally approached with the notion of Adventure Clone but that isn’t really the right attitude; remember this was originally a TRS-80 game, and has a room count limit so not nearly as much wasted space. Also, a vague sense of silliness:

I’m pretty sure none of the variants of Adventure had a Taco Room, but this would totally fit into an early Greg Hassett game.

The urn, incidentally, contains some magic powder. If you recall the message from earlier about it scaring animals, well, let’s find an animal.

Keeping with the slightly-off vibe, the egg contains a piece of paper, giving a hint that ashes can be used to find hidden writing. Even more helpfully, the paper itself can be burned and turned into ashes! (This took me a while to find and was a legitimately good puzzle.)

Wandering more I got stuck for a bit, until I happened to “drink” some water in a pool taking me to a new area.

I was going through my “test verb list”. It was pure luck I was doing so while located here. I still had a lingering mentality of Crowther/Woods Adventure where you should get a bottle first to deal with anything watery, rather than just try to drink from the source.

This led to a place of curious buttons: red, blue, green and yellow. Referring back to the poem from the hut, only the yellow one is helpful; it takes you to a locked door which turns out to be the exit to the game. The only catch is finding the key!

This is me pushing one of the wrong buttons.

I did get a new item out of the deal, since there was a shovel next to the door. I used the shovel on a nearby burial ground for dinosaurs (!?) and picked up a bone.

Referring back to the “moving bone” hint, I noticed that WAVE BONE, rather than giving an error message, just stated this wasn’t the right time. So, right action, I just had to test it everywhere in the time-tested adventurer-lawnmower fashion.

Back in the Rooms of the World there was a picture of a caveman; oddly the bone worked there to “bring the caveman to life”, netting me a slab he was holding. The slab apparently had faint writing, so I tried the ash on it, giving me a key.

The key I was then able to take back to the final door.

I suppose this was fun enough for what it was — the game wasn’t too intense about random deaths. I will confess I did a stab at this game quite a while back (July of last year!) and didn’t get far, and I’m not fully sure why. I think each new game universe it can sometimes take a while to get “in harmony” and feel like I’m doing smooth playing, rather than trying to communicate with a crazed antagonist of a parser. That, plus I’m always uneasy playing a game off a webpage; I don’t believe the authors are collecting data in this case, but it still feels like someone is watching my antics over my shoulder.

I have a feeling the authors in 1982 were developing a particular style which is worthy of more discussion, but I want to wait until after trying their other games to see if it holds out.

In the meantime, back to Ferret tomorrow; we’ve finally defeated the lake and might finally be in the end stretch.

One last shot. The key says to use “for higher purposes only” and there are two locked doors, the one shown here being on the lower floor. This sort of minor trap is the sort of thing I associate with gamebooks where turning to 17 kills you because you didn’t read carefully enough.

Posted January 4, 2023 by Jason Dyer in Interactive Fiction, Video Games

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2022 Blog Recap (1982 Recap)   3 comments

It wrapped around by a little bit (the first 1982 post was December 28, 2021) but I can claim, essentially, I started 1982 in 2022. So, a brief recap:

I finished 43 games I’ve designated as 1982 (or “finished” in the case of some broken games like The Lazurite Factor, which I just wrote about. This was not quite the number I was hoping — really gunning for at least 65 or so — but of course, a gigantic chunk of time was taken up by the still-ongoing Ferret. I thought Time Zone was going to be the big calendar suck, and it did take two whole months as expected (from the start of January to the end of February).

I did do a little bit of “looping” as well, hitting Explore from 1979 (and its passive-aggressive jab at other TRS-80 software companies from time time), Mighty Mormar from 1980 (essentially straightforward theft of Dog Star Adventure), Planet of the Robots from 1981 (Softdisk’s first original “real game”) and the ICL game Quest, which I also sorted as 1981 by the copyright date in the text even though it technically was worked on from 1980 to 1983.

My looping bin isn’t atrocious and if I really felt a sense of pain leaving things behind it wouldn’t take that long to get through, but new things keep getting discovered, and out of the four games I just mentioned, Mighty Mormar is the only one I knew about before 2022 started. So there was a certain amount of running in circles on the backlog, there.

Some random moments through the year for your enjoyment:

Zodiac. A very difficult moment — you need four elements at the end, and much earlier in the game the only water in the game was from some melting ice. The urn breaks if you DROP it so you have to understand that LEAVE not only works but is interpreted as “DROP, but gentle”.

Time Zone. Done in 24 hours! And I don’t expect to be timing any of my other games, it is nerve wracking even when not that worried about going fast.

Lucifer’s Realm. Wherein we team up with Satan to defeat Hitler. Astonishingly good graphics. Jesus, hanging out in hell. The sequel (coming up for 2023) has Hitler’s army try to invade Heaven.

The Program Power game Adventure. While there is no physical difference between TAKE and STEAL here, the parser interprets it in a much different way. The “man behind the curtain” essentially is collaborating in the plot.

Deadline was so incredibly good.

One of the randomly-generated maps of Mad Monk, a weirdly ambitious adventure-roguelike title for the tiny UK101 computer which jammed in a 3D maze section and a space invaders game.

Omotesando Adventure. An adventure by the publishers of ASCII magazine, wherein you precent the next issue from publishing due to a “magnetic monopole” bomb. Also, the first adventure written in Japan.

Two of the thieves from The Queen of Phobos, which managed to handle random elements unusually well.

Arrow of Death, Part 2. The final boss. An improvement over the prior Mysterious Adventures, including an “unexpected hub” area which gradually grew larger in the early part of the game.

One of the self-contained mazes of Hamil, which requires passing through every connection and returning back to the start.

The “guide card” from Mystery House (1982), the first adventure game written in Japanese.

From the opening puzzle of Devil’s Island. You start in a cell with nothing, and to solve the puzzle, you need to wait nearly 2 real-time minutes, even though the game appears to be turn based (and the rest of it is!)

Adventures in Videoland, which hooked up an Apple II to a videodisc player with a copy of the movie Rollercoaster to make a text adventure with both images and video.

A map from the still-ongoing Ferret, from the really fascinating section in the Cathedral.

One last shot from Time Zone, an entirely optional scene. You can kill Brutus early but Caesar trips and dies anyway. Alternatively, you can go the Grand Theft Auto route after reaching this scene and start stabbing the rest of the senators.

Coming up ahead in the earlier part of 2023:

– I’m going to go finish-or-bust on Ferret — I’m putting a hard stop at the end of January, otherwise I have to move on.

– The next really-difficult game will probably be Asylum II, the return of the TRS-80 3D-view.

– At least two Apple II games, one of them wildly obscure.

– The return of Infocom (there’s two choices, I’ll let you guess which one).

– And of course plenty of odd surprises besides, and maybe something else will get discovered none of us even know about yet!

Posted January 1, 2023 by Jason Dyer in Interactive Fiction, Video Games