Archive for November 2024
Circus is the next of our Mysterious Adventures, and allegedly better than the last, Pulsar 7. According to the author it is his favorite.
Circus comes to mind as the effort that satisfied me most. (Nobody collaborated with me on the one BTW – entirely my own effort). Can’t think exactly why it’s my favourite, but I did think it was cool that a number of people felt it was somehow reminiscent of “Something Wicked This Way Comes” by Ray Bradbury.
— From an interview with Brian Howarth
I don’t have more history to share at the moment that hasn’t been in my previous Mysterious Adventures posts; eventually Brian will form the company Digital Fantasia to sell his own games but that doesn’t come until 1983.
As is typical of spooky protagonists everywhere, our car has run out of gas on a strange road. We go exploring and find, strangely, an abandoned circus.

Despite us seeing many spooky domiciles games, this one feels a little different; there’s no immediate vampires or clowns with axes chasing the player around and there’s a genuine attempt at a slow burn. Something Wicked This Way Comes doesn’t start with a circus, but rather a storm, where near the end of the fourth chapter there is the incidental smell of licorice and cotton candy.


You can first go south back to the road to visit the car. Going all the way back there’s a hole for petrol, and a boot that is not described in the text version; fortunately, I was playing the graphical version so it was prominent enough for me to try opening it.
The boot (or TRUNK, the game is nice enough to have US/UK synonyms) has a spanner (wrench) and a flashlight, which supplements the player’s starting inventory of car keys, a penknife, and an empty petrol can. We’re better equipped than a doctor dropped off on a secret operation by the Air Force!
Staying outside the circus…

…to the east there’s a generator which needs a cable to be fixed, and a field with a shovel. The shovel digs up a “starting handle” which I presume goes to the generator, but I don’t have a cable yet.

To the west is a maintenance wagon with a locked door. The resistance to my attempts to break the door or pick the lock suggest a key simply comes up later.

Heading inside the tent, having the flashlight on is required.

Again, slow burn: there are no obvious mystical things going on. A clown will occasionally appear and run away, and I’ll show off what happens after the tour:

To the east of the entrance is, straightforwardly, a tank of water you can enter (but DIVE doesn’t work). To the west is a closet, a chest which I can’t open, a clown costume which we’ll get back to, and a whip.

Headed into the ring, there’s a rope you can pick up and two ladders. One leads to a tightwalk (walking leads to death) and another leads to a trapeze. I was able to SWING TRAPEZE to find a new “room” where I was swinging near the roof, but I was unable to do anything yet from there.

Off to the west there’s a freezer with some fish, and off to the right there’s a cage with a tiger. I assume whip + fish + tiger can get something interesting but I haven’t experimented enough yet.

To the north side of the tent there’s another ring where the clown starts appearing (“Clown runs off!”) and a cannon adjacent. You can climb in the cannon and pull a lever to launch it from the inside, which kills you.

If you go back and wear the clown costume, rather than the clown running away they hover nearby instead, and point at the ground. A note appears.


That is, even though we are not technically trapped (we can still walk back to the car just fine) and there are no immediate threats in the circus, the circus is nonetheless cursed and our fate is to destroy it.
This is far stronger (so far) than Howarth’s last game. Somehow the sparse Adams-minimal prose works together with the premise better than any of his regular fantasy games. I also like how there’s a reason for open exploration which nonetheless promises we’re going to get layers as we figure out a mystery, something akin to Voodoo Castle requiring the player to enact a ritual.
Mr. Crosetti looked at the pole, as if freshly aware of its miraculous properties. He nodded, gently, his eyes soft. “Where does it come from, where does it go, eh? Who knows? Not you, not him, not me. Oh, the mysteries, by God. So. We’ll leave it on!”
It’s good to know, thought Will, it’ll be running until dawn, winding up from nothing, winding away to nothing, while we sleep.
“Good night!”
“Good night.”
And they left him behind in a wind that very faintly smelled of licorice and cotton candy.
— from Something Wicked This Way Comes, by Ray Bradbury
I’ve finished, but my “win” had hacking involved; it became a meta-solve where I was prodding at the source code trying to figure out what was wrong, essentially creating a new puzzle in the process.
The true 1982 experience!
(Also, my previous post is needed for context.)

Via World of Dragon.
My first step after last time you might think was a major one; after all, I had trouble lighting some driftwood to scare some wolves.

DIG BEACH yields matches, so I cheerfully took them over to the wolves with driftwood also in hand and tried LIGHT MATCHES and … still nothing. Nope. The game does not understand.
The game does understand LIGHT MATCH but in a different spot: near the dragon there’s a dark room right before the pit.

This means, technically speaking, you can be forewarned about the pit, but it’s faster to die than figure the secret out.
With the crossbow in hand, FIGHT DRAGON goes down a little better than last time (“YOU CAN’T GET TOO CLOSE”, the game said).

Unfortunately the treasure chest is locked, so this still doesn’t win the game. The wolves needed resolving, and I ended up just dumping the source code, which I have here (start Xroar with -lp-file nameoffile.txt to assign a printer target, then type LLIST to send the source code to the printer). The offending portion:
470 IF NO=16 AND OB(5)=1 AND (OB(4)=1 OR OB(7)=1) AND CP=6 THEN PRINT”THE WOLVES HAVE FLED!”:M(6,1)=7:OB(4)=0:R$(6)=”AT THE EDGE OF A PINE FOREST”:GOTO280
480 IF NO=5 AND OB(5)=1 AND CP=28 THEN PRINT “THERE’S A CROSSBOW ON A LEDGE AND A DEEP PIT TO THE EAST”:OL(1)=28:GOTO 280
490 IF NO=16 AND OB(5)=1 AND (OB(4)=1 OR OB(7)=1) AND CP=28 THEN PRINT”THERE’S A CROSSBOW ON A LEDGE AND A DEEP PIT TO THE EAST!”:OL(1)=28:OB(7)=0:GOTO 280
500 IF NO=16 AND OB(7)=0 AND OB(4)=0 THENPRINT”THERE’S NOTHING TO BURN”:GOTO 280
510 IF NO=16 AND OB(5)=1 AND (OB(7)=1 OR OB(4)=1) THEN PRINT”NOTHING HAPPENED”:GOTO 280
To goal is to get line 470 to trigger. Let’s isolate the conditions:
470 IF NO=16 AND OB(5)=1 AND (OB(4)=1 OR OB(7)=1) AND CP=6
The objects are numbered in order starting from 1: the crossbow is OB(1), sword is OB(2), a key you’ll see in a moment is OB(3), the driftwood is OB(4), and the box of matches is OB(5). OB(5)=1 means the box of matches is in the player’s inventory. The line only triggers if you’re holding the matches.
470 IF NO=16 AND OB(5)=1 AND (OB(4)=1 OR OB(7)=1) AND CP=6
OB(4) is the driftwood or OB(7) are some pinecones you only find after scaring the wolves (strange logic there), so the driftwood also needs to be held for the line to trigger.
470 IF NO=16 AND OB(5)=1 AND (OB(4)=1 OR OB(7)=1) AND CP=6
CP is the character’s location (“character place”); CP = 1 is the room EMPTY, CP = 2 is the beach, 3 is a cove, 4 is the first pirate, 5 is the cave they’re guarding, and 6 is the forest. The source after also shows the effects of going north, south, east, and west; 88 means the player is stopped by an obstacle. From the pine forest, the player can normally go north, but they are stopped by the wolves.
1120 DATA EMPTY,0,0,0,0
1130 DATA ON A BEACH,9,0,3,6
1140 DATA IN A SMALL COVE,0,0,4,2
1150 DATA AT THE ENTRANCE TO A CAVE GUARDED BY AN EVIL LOOKING PIRATE!,0,0,88,3
1160 DATA IN A CAVE WITH WRITINGON THE WALL,0,0,0,4
1170 DATA AT THE EDGE OF A PINE FOREST.A PACK OF WOLVES GUARDS THE ENTRANCE,88,0,2,0
On to the last condition:
470 IF NO=16 AND OB(5)=1 AND (OB(4)=1 OR OB(7)=1) AND CP=6
NO is the noun object. This baffled me for a bit; lines 480 and 490 both are “you found the crossbow” triggers, where the noun can be number 5 or number 16 and get the same effect. 5 is the matches, and 16 is…
…the word FIRE. Argh!
So to summarize, you need, upon typing LIGHT as a verb: to be holding the matches, to be holding the driftwood, to be in the pine forest, and to use the noun FIRE. LIGHT MATCH works in the other place because the author anticipated this is a much (much) more normal thing to type than LIGHT FIRE, which requires arbitrarily realizing the noun that previously didn’t exist in the game should be the target.

The wolves are still shown in the room, but they’ve also fled.
After THE WOLVES HAVE FLED! the north exit allows the player in:

The sign indicates you should try going NORTH repeatedly and eventually you’ll get somewhere new: a hut with a key.

This is the very key needed to unlock the treasure.


With most of these games there’s typically some sort of hints and/or a map up at CASA or elsewhere; here I was on my own (it got added to CASA by Strident but with no walkthrough or map). Of course, most people in 1982 were on their own! This is why there were letters to send in to companies, or help columns, or hint phone lines, or authors begging people not to call their phone. Without that, players had to pry at the source code like I did so it was more of an essential part of the 1982-experience than I sometimes get across with these write-ups.
Coming next: Roll up! Roll up!
Not to be confused with the other Island Adventure game published in 1982.
With Vince Apps having many books to his name (admittedly very similar books) it feels strange that his company Apex Trading is still somewhat mysterious.
The games have been
Devil’s Island
Forbidden City
Pharoah’s Curse
Haunted House (the oddball of the set, more of a strategy game)
where the main games all feature a lot of “deadly exits” where there isn’t necessarily a way to find out about them until hitting the end screen. Island Adventure is no different and follows the same structure as the other games so I’m fairly certain Vince Apps is the author (~99.5%)…

It has the exact same variable definition as his other games, for instance.
…but I also think this might be an early game of his, if for nothing else the fact the game requires the whole text TAKE INVENTORY in order to show what the player is holding (as oppose to just typing INV or INVENTORY).

From the World of Dragon
A January 1983 ad for the company mentions the games Haunted House, Treasure Quest, Forbidden City, and Pharoah’s Curse in order. I have never found an ad that mentions Island Adventure; perhaps it only showed up in the Apex Trading catalog because the author was sheepish about it (again, I think it’s an early game).
You’ll notice I haven’t linked to a playthrough of Treasure Quest. We don’t have this game. We do have a game called Treasure Quest that’s on TI-99…

…but it doesn’t mention Apex Trading and is undated, attributed to a Jim Beck of Canada where he asks players to please send $5 to his address if they like the game.

Not Brighton, England.
It’s an easy name clash to have and I suspect there’s likely just a lost Apex Trading game out there.
With that out of the way, let’s hit the island, where we are hunting for a “FABULOUS TREASURE”.

Things kick off on a beach with a driftwood, which isn’t quite as common as being in a forest with trees, but it feels up there. When you EXAMINE it is described as “very dry”. (This suggests you can light it on fire, but I haven’t been able to do, which is the main catch to why I haven’t beaten the game yet.)

Don’t worry, the forest is nearby, just to the west.

Incidentally, EXAMINE WOLVES says there are too many to fight, and FIGHT WOLVES doesn’t go well.

Laying out the rest of the map as I have it so far:

To the east of the start is a pirate guarding a cave (hanging near a dead rat and an old boot, for some reason)…

…to the north there’s a cave with too many pirates (probably not meant to be entered)…

…and a pirate who needs a password (which I’ll get a little later).

I was hard stuck for a bit and had to make my verb list early.

I was somewhat suspicious of one room which had a “FLAT BLANK FACE OF A CLIFF” but only a bush. A bush is not a normal “secret mechanism” but I ran through my verb list anyway and got a secret opening.

This leads to a orthogonally-arranged set of caves with one pitfall, and two rooms with a item you can use PULL on. One is safe, the other is death. Death first:

The graffiti reads — keeping in mind the word wrap — LLPU ROF TTSNIAN ETCIUNORTDS. This anagrams to PULL FOR INSTANT DESTRUCTION although it’s faster to just test things out.

The other pull-moment has a slight cryptogram, although again it is easier to yank first and solve later.

Move the letters backwards by one to get PULL FOR WEAPON.
The sword has a serial number of 2119562112 61518 16918120519 where the numbers go with the pattern 1 = A, 2 = B, etc. to translate to USEFUL FOR PIRATES. Given the pirate alone at the cave with the dead rat for some reason is described as needing a weapon to be defeated, this seems redundant.


The “NUT CRUNCHIES” mentioned in the cave are the password to get by the other pirate. This leads to a small area with an empty bucket, another deadly fall, and a dragon.

Here I’d like to try lighting the driftwood, but nothing I’ve tried has worked. I especially am interested because at the WOLVES the command HELP gives the information YOU’LL HAVE TO BE BRIGHT TO GET RID OF THESE! Just to summarize, I have:
some sand, a bucket, some driftwood, a rock, a stone, a dead rat, an old boot, a sword, a flask of water (poison)
The stone and rock are not given any description (I might suspect flint and steel, but they’ve been highly resistant to any verbs working on them at all). The source code is BASIC so checking for a solve should be easy but there’s enough to play around with (despite the murderously limited parser) I’m hanging on for a bit longer. In this kind of circumstance it doesn’t feel like an adventure game as much as a puzzle game where I’m in a battle with the machine to find the next command it will understand.
If you look at Jason Dyer’s blog, he’s been at 1982 for three years with no signs of finishing it yet, and he seems to show no signs of reaching 1983.
— MorpheusKitami in a comment on The Adventure Gamer blog
Believe it or not, we are getting close to the end of 1982. This is my final list. If any games show up after this point they can go on my float-list. That doesn’t mean they’ll necessarily wait, but I don’t need to finish them for 1982 to be “done”.
I am excluding games that are lost media or I am unable to play at the moment for whatever reason (if Testament shows up, for example, I’ll be bumping it up in priority, but it isn’t on this list).
These are more or less in alphabetical order.
…
Arkenstone: minimal type-in for the VIC-20 with some Tolkien inspiration.
Arsène Larcin: French game from Québec for the Apple II.
Bedlam: The other 1982 game by the author of Xenos.

Circus: The last of the Mysterious Adventures from 1982.
The Colonel’s House: First of a supposed series from Rabbit Software, but it looks like only the first game was written.
Cornucopia: One of the Brian Cotton games, although I need to play Witch Hunt Goblin Towers from 1981 first. (Update: have played it, now free to play Cornucopia.)
Countdown to Doom: Last of the Acornsoft games from 1982.
Crystal Caverns: Hayden’s other text-only Apple II game, other than the buggy Crime Stopper.
The Curse of the Pharaoh: Kirsch, while not busy cranking out Adventures of the Month, also did a graphical adventure that got tossed on one of the Softside special disks.
The Deadly Game, The Dalton Gang, Alaskan Adventure: The final games for the Softside Adventure of the Month.
Danger Island: Another game for the Dragon.
Dark Star, Mexican Adventure: The other SharpSoft games remaining.
Derelict 2147: Roger M. Wilcox’s last game of 1982 (number 20 out of 21 games).
Drive-In: A naughty game, not the earliest but pretty early.
Enchanted Forest: Tandy CoCo game with weird graphics.
Espionage Island: The fourth Artic game after Ship of Doom.
Geheim-agent XP-05: The second-oldest German text adventure game we have.
Grave Robbers: Victory Software, of the minimal VIC-20 games like Jack and the Beanstalk, somehow now also includes text-mode graphics.
Haunted House: The last 1982 game from Aardvark.
The Hobbit: The famous Melbourne House game, probably the most famous game of 1982 I haven’t played yet.
In Search of: The Four Vedas, Stone Age, Fun House: The remaining TI-99 games by ASD&D. Fun House was sleuthed out recently by reader LanHawk.
Island Adventure: The last Apex Trading game for 1982.
Keys of the Wizard: The sequel to the ultrahard Madness and the Minotaur. Probably the hardest game remaining on my list.
Mad Martha: Satirical Britgame with minigames, from the author of Mines of Saturn.
Mysterious Mansion, Troll Hole Adventure: Two games for the Victor Lambda computer from France, based on the US Interact Model One.
Quest: Schatzoeken: Mysterious VIC-20 game.
Rainbow Adventure: Tandy CoCo type-in.
Search For The Ruby Chalice: Type-in via the Rainbow Book of Adventures. (Moved to 1983.)
Sherwood Forest: Apple II graphics game.
Softcore software collection: A set of naughty games. Not all the games are available. (Note: need to finish 5 and 6 now.)

The Software Toolworks version of Adventure: With three extra treasures, for CP/M.
Time Adventure, Hitch Hiker: Two from the same author, the latter being a modification of Supersoft Hitch Hiker’s Guide.
Time Warden: An unpublished game by the author of The Scepter.
Tom Sato Adventure: An obscure BBC Micro game, the rest of the games on this collection are lost but the adventure got rescued last year.
Windmere Estate, Zodiac Castle: Two that originally were on North Star, and one is weirdly a modification of the other. Maybe?

There’s also Apple II versions which are supposedly broken due to a bug.
I’ve finished the game, and my previous post is needed for context.
I was actually near-done with the town. I had mentioned finding BREAK working as a verb for the crowbar, but I hadn’t tried it yet at the sheriff’s office desk drawer (I think I did in my head but hadn’t actually gone through with it).

One of the keys (the small one) goes to the gun chest, and lets you get the shotgun. I immediately went to try it in the desert and it worked:

However, the monster is kind of like the dwarves in Crowther/Woods; that is, there’s more than one, and the shotgun only works twice. The other shotgun target was the snake, so I didn’t have to bother with all that “antidote” nonsense.

The shovel then can dig up the big sand pile I mentioned, and find a storm cellar. Nobody in the storm cellar, but there is dynamite, because (???).

I tried goofing around the town more (you can blow open the bank vault, it’s the wrong use of the dynamite) but really that’s everything: the tires and truck are a complete red herring, as is the bottle, and the water, and even the food. I discovered while mucking about the desert you get a fairly generous timer so I figured all I needed to do was puzzle out a route and I wouldn’t even need to bother.
There are random loops and bits of geography that don’t make sense in the desert, but I did finally manage a path:

Midway there’s a stop with a dead alien.

(The cube is useful, the rod does nothing as far as I know.) From there there’s a path with “crawl marks” so it isn’t hard to then find the crashed alien spaceship, which I knew had to be there because it’s on the cover of the game.

The whole purpose of the town section is to give the player the dynamite and the shotgun (I had the monster chase me to the end, here, and used my second shotgun blast so I could deal with the UFO entrance without fuss.) The dynamite is fussy to use: it gives the parser command STRIKE FUSE, but my process of
DROP DYNAMITE
STRIKE FUSE
EAST
in order to get away just blew me up. It took a while (after the fact, really) before I understood the game was implicitly picking up the dynamite again in order to “STRIKE” it even though that never gets said outright in the text. THROWing the dynamite didn’t work either.

The actual sequence is
STRIKE FUSE
DROP DYNAMITE
EAST
which is irritatingly specific. With the boulder blasted, you can go in to a brand-new area which feels like a Part 2 to the game.


(It’s not clear at all from the text, but LEAVE OUT from the entrance of the UFO lets you leave again — it felt for a while there I was trapped in.) Compass directions now get dropped: you’re supposed to PUSH X BUTTON followed by ENTER OVAL to go anywhere on the ship. The overall impression is slightly tedious and would be triply irritating for a slow typist.

The strange room descriptions do get cleared up later, but (I suspect for most players) pretty late, as in after the entire map is done being made.

Important rooms marked in color.
There’s a lot of rooms with weirdly-described cylinders and I admit I appreciated the atmosphere of feeling alien as opposed to, say, Menagerie, which clearly was a thinly-veiled Earth-type zoo. The odd movement reinforced this even though it got irritating by the end.

To get in at all you need to fill a hole with the cube from the desert; that causes to buttons to start working. Then deeper in there’s a “grey cube” that gets used on another machine to form a “white cube” and finally on a third machine to make it so you understand the alien language. Nothing is labeled and all three are somewhat distant from each other so it really is just luck for things to happen.


With the final effect, you can understand what rooms are and what the messages mean.

The particularly interesting room is the weapons room.

The white button pops up a viewscreen, and the green button (while the white button is active) gives instructions on how to shoot things. You can pick your target.

Being a loyal Earthling.
With the mothership destroyed, the overall threat is gone, and you can escape the way you came all the way back to the entrance. I had a monster chasing me half the time, so it’s not like the desert is entirely peaceful, but I guess the Air Force can roll in now with guns blazing for the rest.


This game has some vivid memories. Some of this just comes from the distribution influence (Tandy really did not sell much other than Tandy product in their stores, so TRS-80 players often only saw the “official” games like this one) but there is a certain vivid haunting-ness to the environment that I found appealing. From Figment Fly:
I could manage to kill one alien with the shotgun, but I never found a spaceship. I never knew what the game was about back then. One of my dad’s co-workers told me about a spaceship and all that, but I wasn’t sure whether to believe him or not.
I could only remember one: An adventure game that began with “Xe…” It featured a dusty empty town, a hot desert, aliens, and a space ship.
Lately I had a yearning to complete the memory, and luckily I found your site. A few emulators later, I’m in Purgatory, and this time I shoot that rotten nine-foot diamondback snake in two. And finally I get past the boulder and get in the spaceship that has taunted me since the early 80s.
I didn’t know there was a UFO back then, until I found your website. I originally thought the game was going to be about ghosts or something like that because of the ghost town feeling in the first half of the game. I preferred the first half “old town” part of the game to the last half about the UFO. It was a lot of fun exploring the town, and the way it was written really made the town come alive for me in my imagination. I could almost hear the wind blowing and see the tumbleweeds moving through the desert.
I’m guessing not a lot of people played with their eye on the art cover. Like: they found it on a parent’s computer and the disk was copied third hand via a piracy network. The desert maze really is very stressful and there’s lots of spaces where you just loop around, and the whole time there’s chasing monsters + messages about dying from lack of food and water (and as far as I know, no portable way to carry water!)
Still not bad for a modern experience, although the parser remained horribly finicky to the end; having a straightforward error message is really so much better that what happened here. It’s one of those route-not-taken in UI history where I think it could have been turned into something special, but people were eyeballing Infocom (and eventually, Level 9 and Magnetic Scrolls) as the model to follow, with only a few weird experiments (like Amnesia) otherwise.
One last comment on the title: it refers to the shotgun in the game. We have had, almost as a complete stereotype now, so many weapons fail to work on enemies; they get laid low via some roundabout puzzle instead. This is normal for adventure games. But the shotgun just works and starts blasting things and I had the brief pleasure that usually comes from playing DOOM or something where the hordes fall by the wayside.
3:08 a.m. RRRRIIIINNNNGGGG! At first, you bury your head under the pillow, hoping it will go away. But no…RRRRIIIINNNNGGGG! There it is again. What idiot could possibly be calling at this unholy hour?
You search your nightstand in the dark, clumsily grabbing the receiver. “Yeah?” you mumble at this nuisance of a machine, hoping to convey extreme crankiness and anger. “Dr. Sands?” the voice at the other end of the wire asks.
“Nah, it’s Mary Poppins. Of course it’s Dr. Sands! Who is this and what do you want?”
“Dr. Sands, it’s General Thatcher, U.S. Air Force, at the Pentagon. Sorry to wake you, but I have an urgent situation here.” The general’s voice sounds close to panic.
Xenos is part of a long saga for this blog, as the author Robert Arnstein first appeared in Tandy’s 1979 game Haunted House; I wrote that post 8 years ago. Haunted House is the same game that influenced Das Geheimnisvolle Haus; the fact it was distributed by Tandy itself meant it had more influence on the TRS-80 scene than its quality might indicate. Arnstein’s works after were stronger: Pyramid 2000 was a decent re-skin of Crowther/Woods Adventure, Raäka-Tū was an archaeology-raid game with creative traps, and Bedlam we haven’t gotten to yet but is another adventure along the lines of Asylum.
I’m not actually clear whether Xenos or Bedlam came out first but they both are solidly dated as 1982 so I’m not going to fuss over the order.

From Figmentfly. Notice the 32K of memory requirement: this is chunkier than the standard TRS-80 game from the time.
We play as Dr. Sands, who is tasked by the Air Force with investigating a “strange glow” in Purgatory, New Mexico. Some investigators were already sent in that didn’t make it out, except for one who lost their mind.
7:32 a.m. – You step out of the jeep, just west of Purgatory. Turning to the driver, you ask “Did the general give you any instructions to wait for me?”
“Are you kidding?” the edgy private squeaks. “I’m getting out of here as fast as I can!” The jeep does a 180 and roars off in the direction from whence it came.
Looking down the road you can see that you’ve made the mistake of you life. The air seems oppressive as you begin walking toward town. There are no signs of life — you should have known better than to get mixed up in this. “Next time I’m leaving the phone off the hook,” you say aloud, to be answered by the ominous howl of the arid wind.
I appreciate the plot setup which a.) has us exploring a strange area, as is exceedingly typical for adventure games yet b.) gives the framing an X-Files style setup which is unique enough that I feel from the start like I am entering a story rather than just a world.
Before diving headfirst into the game, I should mention the parser, which is different than any we’ve seen so far. It uses multiple words, and it will ask to clarify if you don’t type enough words for the game to understand something.

The word “which” is flashing.
In the screen above, I was holding more than one key (I had a skeleton key, a master key, and a brass key) so the game takes the line I just typed and modifies it, to put the word “which” in there as a gap. After the flashing concludes, the cursor is at the empty spot, and the idea is that you then type the needed word (“brass” or whatnot) to make it so the parser now understands you.
This sounds terrific conceptually and is unlike any modern game I’ve played, but it is too easy to get into a loop of misunderstanding. I often just completely deleted the line I was trying to type and moved on. For example, there’s a crowbar that shows up early, so I was trying to use it to get in some areas that were locked.
PRY MASSIVE DOOR WITH CROWBAR
Typing that led to the word ?VERB? showing up, and then the cursor landing immediately before the word “pry”. The problem is I didn’t know what verb to try that the game would understand, or even if I was in the ballpark where any synonym would work. I eventually came across
BREAK MASSIVE DOOR WITH CROWBAR
YOUR TOOL IS TOO SMALL FOR THE JOB.
but in other cases I simply had to abort trying to type anything at all, which required deleting the whole line by hand. I think there’s a possible UI direction here that really does work and completely sidesteps any old or modern norms; it would need to prevent the player from getting “stuck” and frustrated when they don’t have a verb or noun to fix things, or where the player forgets the exact colors of the keys in their inventory.
Back to the X-Files —

Rather than playing like an alien-game, what this really feels like is a Western akin to Ghost Town or Greedy Gulch. The player starts near the abandoned town of Purgatory and there is a large desert around, and crossing the desert requires food and water. The big difference is the monster; if you start by turning around and going west, you’ll have an immediate encounter:

You can run away and there will be multiple turns of the creature “following”. I suspect we might need to get somewhere in the desert first before dealing with the creature, but I haven’t got that far in the game yet.
The town is a big west-to-east street (again like Ghost Town or Greedy Gulch) and it will help visualize things to give a meta-map first:

This is not what things look like square-by-square, which is something more like this, although the map is incomplete:

Essentially there are “in between” squares so that the space in between each of the buildings is included.

The gas station is the first building the player will encounter approaching from the west. It has a crowbar, pump, and skeleton key. The skeleton key (as far as I can tell) only is used to unlock a bathroom on the east side of the station, and there is nothing in the bathroom. Around the back of the gas station there is a junkyard with a broken jeep that has a deflated tire, and an inflated spare tire next to it. The deflated tire is on the jeep and the game indicates it needs to be jacked up in order to get the item, but I have yet to find the right verb combination to make this work. (I also have yet to find the a place where I urgently need a deflated tire, so it hasn’t been a priority.)
Going farther east there is a saloon to the north, and a sheriff to the south. The sheriff is initially locked so we’ll go back to that later.

In addition to the radio which talks about how great you are, there’s a bottle with questionable brown liquid (and a label mentioning it will “help with what ails you” although trying to drink it just informs the player it’d make them sicker) and some water. I would assume the bottle gets emptied to fill with water but I haven’t been able to accomplish this given the parser.
Stepping farther leads to a grocery and hardware store. The grocery, straightforwardly, is mostly empty but still has some food. The hardware store contains a shovel in the back guarded by a snake.

This is a delayed-death so it may be a matter of finding a cure instead of fighting off the snake. To the west of the saloon is a giant pile of sand which requires some kind of tool for digging as is presumably where the shovel goes; there’s also a sign in the hotel which states “in case of tornado all hotel guests should meet at the west side of the saloon and enter the storm shelter”, so there’s definitely a location down there.
Moving further is the aforementioned hotel and a bank. I have not been able to get into the bank.

The hotel has a master key which can be used to unlock two rooms further in. One of the rooms is empty, while the other has a brass key in a dresser. The brass key goes back to the sheriff’s and can be used to unlock the main door.

Again like Greedy Gulch! Unfortunately I’m stuck here; two of the desk drawers are locked (and the third is empty); the cabinet also has resisted my attempts at opening it. This resistance may be because of the ornery parser where it is hard to rapidly test verbs out; I’ll hopefully make progress on that by next time.
Just to be clear, the issues open are: dealing with the monster in the desert, getting the flat tire (almost certainly a parser issue), dealing with the locked things in the sheriff office, dealing with the snake (potentially also a parser issue), and getting into the bank. This feels almost near to playing an Infocom game except for all the “potential parser issue” parts, even though the prose has been straightforward so far.
The game was mostly straightforward but there was one horrendously obscure part and two major bugs. My previous post is needed to understand this one.

This game was swiped by Keypunch on the same disk as the broken Cavern of Riches port; the one that made it impossible to score. Weirdly, the stolen C64 version of Castle Adventure might be less buggy than the original. Via eBay.
I had left off last time being captured and tossed in a cell with a “horny toad”. The most immediate obvious thing it seemed to try — given this was a princess-rescue expedition — was to try to KISS TOAD.

However, I had no method of getting through the locked door, so this was a dead end. The main catch to realize is that even though there’s a rope with grappling hook immediately adjacent to a place it gets used (arriving at the guard and then this scene) that doesn’t mean the rope gets used in that spot first! The right action is to grab the grappling hook, turn it around, and use it on the castle instead.

Doing this opens a significant amount of map since nearly the entire interior of the castle is now accessible.

New rooms marked in color.
You can technically scoop the rope up behind you as there’s a battle axe off in one tower that you can use to drop the castle’s drawbridge. I say “technically” because this was one of the bugs of the game: halfway through the drawbridge just disappeared for no reason and I had to restart.

Other fun items are the Baron’s best horse which you can steal away with…

…and some armor where the mere act of carrying it is enough to confuse wandering guards into thinking you are the Baron. (I assume it is passively intended that you wear the armor when you pick it up, but it still was funny the first time it happened.)

The bookcase here incidentally has two entirely different books, and both are needed. I got lucky and found one book on one playthrough and the other on a reset, so I knew they were both there, but this would be a case where it’d be quite easy to miss an item.
One book is a “horror” book that has a diamond inside which counts as a treasure, and the other is a rare edition of Scott which has the word “Ivanhoe” (as hinted at by the graffiti, so I guess it’d be fine to find the horror book first since there’s a hint that the second book exists, but I found them in the reverse order).

The “piano keys” are found by trying to play a piano. They get used later to unlock a door, because adventure game logic. The joke made sense in Kidnapped but not as much sense here.
The bookcase also hides a secret passage leading to a treasure room with gold bars and a silver cross. However, taking one of the treasure items causes the door to seal and lock (and not a lock openable via piano keys). What does work in the room is the word IVANHOE which teleports the player over to a dungeon area, but I wasn’t sure at first what use that was.
Another secret passage goes off of a fireplace (just ENTER FIREPLACE) and it leads into a family crypt with a talking skull.

The “vampire” being warned about is a little farther down, where there’s some rubies and the sound of flapping wings. At random, you might get bitten by the vampire bat and die (the silver cross offers protection, but it’s easier to just save your game and hope for the random luck, it seems like you get through about 90% of the time anyway).
The next move turned out to be slightly tricky: I had the means to escape the cell with the princess already. (You can try to attack a guard anywhere, like where the books are, and you’ll get sent there.) The guard is nice enough to send you to the cell while still holding a battle axe, so you can SMASH DOOR. It is unclear why smashing the door works there (and not any of the other locked doors); the three doors (guard in the cave, the door at the treasure room, and the cell) all have different methods of opening even though they look indistinguishable.
With the princess in hand you find yourself back in the dungeon, the same dungeon that IVANHOE works in to zip over to the treasure room. The problem is that the treasure room locks itself even if you don’t try to steal anything, so there doesn’t seem to be any escape. The trick (which I found out via walkthrough) is to wait around for a guard to appear, and then fight it. Fighting a guard before was useless other than to get captured, but the second time works out.

Now here’s the astonishingly bad part. Even though there’s no command to examine the guard further, and LOOK yields nothing new, you can still TAKE KEYS from the guard. I guess you’re supposed to assume he has some? This is so egregious I think it’s probably a bug. The keys from the guard work on the treasure room, so it’s now possible to escape (not only with the princess, but the gold bars and silver cross).

Almost done!

The last treasure is found back at the cave. The guard that was at a door is now unconscious in the dungeon, so you can open the door unmolested; this is where the piano keys work.

It’s a cute joke, but the game never previously established this kind of tilted-reality in the same way Kidnapped (which uses the same joke) or Mad Venture (where you pick up a “fork” in the road) does.
There’s a wrong route where you can end up LOST IN THE PET RAM (fine, there’s one other titled-reality moment), but the important part is the BARON’S SECRET STRONGHOLD.

The treasure just disappears if you try to get it, and I was past my patience at this point, so I just checked the walkthrough: the treasure teleported itself up to a previously-empty turret, so if you trudge up there you can pick up the chest (which I guess only has enough energy to teleport once).

This game had more charm than I think I’ve been getting across, but I really did have two massive bugs overshadow my gameplay and require resets. One was the previously-mentioned disappearing drawbridge (and it took a while to confirm that this was a bug, and not me messing up a puzzle); the other issue is the torch will suddenly start to run out of light, and then when it finally does rooms that previously don’t need a torch suddenly go dark. The torch is otherwise only used for a handful of cave rooms. Generally speaking, you can just drop the torch early in the game and ignore it and it won’t run out, so I feel like the author intended some kind of daemon which just broke hard.

Malmberg certainly kept it in mind because in 1987 he showed off his new AGT system with a game called Crusade, which is just a port of Castle Adventure.
You are in the midst of a thick woods. The ground is damp with dew. The night air is chilly and you shiver from the cold.
There are large trees all around you.
You see a crumpled-up piece of paper with writing on it.
(The paper is an ad for the AGT system.) One last noteworthy element that’s specifically in the AGT version: the author mentions the possibility of giving hints, but is emphatic that it should be done via letter. He is quite firm that you should NOT call his phone number, ever ever. This suggests the author had some unfortunate past encounters, given the number of exclamation marks used.
HOW TO GET INTO THE CASTLE, OR FOR SOME OTHER HINT!!! I will be glad to provide a solution, but I want to do it by letter, not by phone!!!
I have always been interested in adventure games — ever since I first played Scott Adams’ Adventureland and issued the command CLIMB TREE and I entered a whole new world.
Castle Adventure is another entry in the “early work of a person who would become notable” genre. Other examples include Temple of Disrondu, with two of the Magnetic Scrolls authors (Rob Steggles and Hugh Steers) in a team-up; Brian Fargo started his career with two adventure games including Demon’s Forge; the team for Dragon’s Keep included Al Lowe who would go on to pen the Leisure Suit Larry series.
David Malmberg was an executive by day, but would eventually become an important name in text adventures by modifying the GAGS text adventure system into the much more powerful AGT, Adventure Game Toolkit. In the late 80s and early 90s, for text adventure authors not using the older Quill or the more recent TADS, it was often the default game-writing system. It showed up in games like The Multi-Dimensional Thief (1991) and Shades of Grey (1992) which are still worth playing today.
After studying GAGS in detail, it became obvious that it was limited to very simple games with only a few verbs. I wanted to create Infocom-like games. GAGS in its current state would never make it. However, Mark had defined the essential data structures very well, e.g., ROOMs, NOUNs, and CREATUREs, but GAGS lacked flexibility in manipulating those objects. So I set about extending GAGS by adding what I called “meta-commands,” which really increased the power and flexibility of GAGS. These meta-commands allowed for an almost unlimited number of nouns, verbs, and objects (and synonyms for any of them) and the ability to manipulate them. It came close to my goal of creating games that were truly Infocom-like.
— From an interview with Stephen Granade

Malmberg’s interest in creating programming tools extended to making this LOGO/PILOT hybrid program for graphics, prior to writing Castle Adventure. Via eBay.
This impulse to extend an adventure-writing system did not come from nowhere; to make Castle Adventure, as published in the November 1982 issue of Micro, the author studied various articles by Scott Adams detailing how his own system worked.
Many of the ideas in CASTLE ADVENTURE, as well as other adventures that are widely available, owe a tremendous debt to Scott Adams. In the specific case of CASTLE, it uses a database structure and table-driven logic similar to those first described by Adams in several articles.
The articles in question are from Creative Computing (August 1979), Softside (July 1980) and BYTE (December 1980). According to this thread Malmberg took actual PET source from 1979 as a base (rather than just eyeballing the article) and Strident points out that there’s a biographical note from a year earlier that already mentions adventures…
David Malmberg is Director of Management Systems for Foremost-McKesson in San Francisco. He has a PET, as well as a VIC, and is interested in machine language utilities, strategy games, and writing his own “Adventures.” He’d like to hear from anyone who develops interesting VIC applications (with or without the light pen).
…meaning Castle Adventure may have existed in some form before 1982.

We are here to rescue a princess, somehow winning her hand in marriage in the process.
In CASTLE ADVENTURE you play the role of Godfrey de Goodheart, a bold, but impoverished knight. King Fredrick has dispatched you to rescue his only daughter, the beautiful Princess Fatima, from the dungeons of Baron von Evil’s castle. You have also been asked to capture the Baron’s treasures of gold, silver, and gems, which he enmassed by cruelly exploiting his serfs. If you can rescue the princess and return with all of the Baron’s ill-gotten treasures, King Fredrick has promised you Princess Fatima’s hand in marriage.
Oddly, despite the supposedly standard concept, princess-marriage doesn’t happen that often in early adventures. The prototypical example, Wizard and the Princess, doesn’t even give you half the kingdom. Dragon Quest at least gives the hero a pile of cash but they just get a kiss from the princess. Slaying the dragon in Treasure Hunt yields a “little black book with the addresses and phone numbers of every beautiful princess that lives in Vermont.” The princess in Program Power Adventure invites you to a banquet. Hezarin has a princess and a prince but not as the main goal, and where “only one offers their hand in marriage, but that ought to be enough for any normal Adventurer anyway. They can always marry each other if you don’t like the idea.”
What is quite standard is kicking off the proceedings in a forest.

Out of all games that start in a forest, this is one of them.
Don’t worry, though, the game gets abnormal again quite quickly.

Normally, the player starts with a knapsack containing some matches. However, the command JUMP will break your arm (!) and now you have a broken arm in inventory too. The broken arm has genuine effect; for example, you can’t CLIMB TREE with one (as suggested by Malmberg’s early moment of excitement in Adventureland)…

…nor can you go to a nearby cave, which has a torch at the entrance that can be lit by the matches.

If you hang around enough turns (15 or so?) the message YOUR ARM HAS HEALED appears and the adventure can resume as normal.

In addition to the above shenanigans, you can swim across the moat helpfully marked “NO SWIMMING — DANGER!” and hang out with some MAN-EATING PIRANHA. (In a nice detail, the matches go soggy if you’re carrying them in water.) If you’re just passing by you are safe, except past the moat is a raised drawbridge which isn’t too helpful. Hanging out with the killer fish results in YOU’VE MADE A TASTY MEAL! and a scene where you can try to pick the correct direction to resurrect yourself, early Scott Adams style.

Going the wrong direction leads to YOU ARE LOST IN THE PET ROMS and the game ending.
Weirdly, going through the death scene is how I first found the “treasure spot” of the game, as it is the landing point of a successful resurrection. Back at the cave (I showed a screenshot earlier where trying to go near is prevented by a broken arm) you can GO HILL to arrive at a new room. I’ve always hated this sort of “hidden exit” when it has happened, but at least there was an alternate method of finding the place!

Veering back to the cave, going in leads to a slight “maze” (just the author dropping some loops in), and a grappling hook with a rope right before a tall room where it gets used.

After climbing the rope, there’s a door with an angry guard. Doing battle lands the player in prison with a “horny toad”, and that seems like a good stopping point for now.


The Scott Adams influence is clearly showing up in gameplay already, with the “broken arm” scene, the matches that can go soggy, and the resurrection. As I’ve mentioned before, the “daemons” from the Scott Adams system add timing and condition elements; they tend to make games more complex than the norm, so I expect Castle Adventure to go above and beyond a typical type-in game.
So, let’s be honest, we’ve been through a lot.
We’ve fought dragons, traveled through time, explored futuristic cities, and raided Egyptian tombs. We’ve encountered some of the toughest puzzles ever written, and even conquered some of those without looking anything up. We’ve defeated a demon lord (twice) and re-enacted the “you shall not pass” scene with a balrog by destroying a bridge. We are now an ultimate adventurer, and we need an ultimate game to match.
We need a game where we face off against bears, sharks, squids, meteors from the sky, and we PUNCH THEM IN THE FACE.

Via World of Dragon.
Ultimate Adventure is by Phil Edwardson of Americus, Kansas, who studied printing technology in the 70s; this is his only amateur effort. It is another one of the games from tapemag Chromasette that ended up getting picked up by Microdeal for a Dragon port. (See: Mansion Adventure.) As a brief reminder, CLOAD was the very first tapemag and published for TRS-80, and Chromasette was a spin-off started after the Tandy CoCo became available.

From the May 1982 issue, in which Ultimate Adventure appears.
I also need to make a correction, as I previously implied CLOAD must have had better sales than Chromasette due to the rarity of the latter. According to the editor Dave Lagerquist, Chromasette actually exceeded CLOAD in sales (he estimated 3000 subscriptions at its peak, although he didn’t remember if it was 3000 for each publication or 3000 combined). In the same interview he mentions — relevantly for today — that CLOAD submissions had gone through a hobbyist-to-professional cycle as people started to master programming for the original TRS-80, so that by the time Chromasette kicked off in the summer of 1981, TRS-80 Model 1/3 programming had “matured” into complex machine code games; the Tandy CoCo’s debut in September 1980 essentially “reset the stage” so people were experimenting and writing hobbyist work again.

Also from the May 1982 issue.
Ultimate Adventure, despite the name, is only marginally an adventure. It belongs in the strategy-adjacent genre seen most recently with the Apex Trading Haunted House and not recently at all with Lance Miklus Treasure Hunt.

The goal is to obtain $1000, starting with $250. The starting money is because everything needs to be bought; there are no puzzle-solving items to be found “in the field”.

The small-ish map of the game consists of various biomes connected by “portholes”. These portholes are “teleportation portals” and normally just behave like rooms but there is a random chance one will send the player to a different location.

Yellow marked rooms are the “puzzles”. For example, you are unable to enter outer space without a space suit on. You are unable to dive underwater without scuba gear. The game is fairly polite about telling you what’s wrong.

Going back to that price list, the knife and the gun are weapons, some items help protect against a hazard which might or might not appear. Consider, for example, the “fur coat” which clearly goes to the arctic; you may simply not get cold in the arctic by luck, and even if you do, it will be a decrease of strength points penalty, rather than the end of the game.
Even if you don’t have a weapon, you can still try (as the game’s instructions suggest) typing HANDS and getting through via chutzpah. Here are two different results from punching a bear:


The CLUE will let you know where a treasure is hidden…

…and buying the shovel will probably do something useful? I never quite figured out if it helped with the treasures or not.
Other than random encounters with biome-appropriate hazards…

The game is prompting for an item here.
…the gameplay consists of visiting each one and typing SEARCH. This may or may not yield a treasure. A little “line moving” animation accompanies the search.

Multiple searches tend to be required. Each search is accompanied by a random chance of a bad hazard. For example, while searching underwater I found a treasure (SUNKEN TREASURE WORTH $224) but I got set upon by a giant octopus in the process.

The helpful thing — the thing that makes the game manageable — is that one of the rooms is an Infirmary. When you step inside your strength, which tends to get battered around by the various hazards of the game, gets restored to full. This place can be re-visited as many times as you like.

This ends up making the game more or less just a matter of patience. While it can be un-nerving to search through a mine field without appropriate protection, you can try to literally punch anything to get your way out of it.

Hazards can roll at any turn, and that can include right after encountering another hazard. So it is possible to get three polar bears in a row charging, and it likely is even more possible if the difficulty is cranked (it goes from 1 easy, to 5 hard).

I have no trouble with strategy, but Ultimate Adventure doesn’t really scratch that itch: it doesn’t have any interesting choices to make other than “do you push your luck searching, or go back to the infirmary now”. A very young me desperate for entertainment might try to scrounge the turn count down but again, the game is lacking in the ambiguous choice and multiple viable routes that really makes a strategy game work.
We did get to punch tigers! And landmines, somehow.

I have finished the game; my previous post is needed to make sense of this one.
Mind you, I’m not sure how much sense things really make. This game is, in a way, easier for beginners than veteran players: veteran players (ahem) might actually sit down and try to figure out the connections between the various rooms, and why some things appear or don’t appear at random, while a beginner might be satisfied wandering to the end without any such documentation.
I really did make an honest attempt at first at mapping…

…but I kept having connection not make any sense, and directions that went one way during one play-iteration go a different way on another. On top of that, testing exits always could randomly lead to being randomly walloped by a goblin with no chance of rescue, or even by a balrog (who appears at any time).

I found the general idea of the authors was to have hyperconnectivity. By which I mean: there would be two or three or even five ways to get between two points. This can be a fun and charming aspect to early games: Zork might drop the trapdoor after you enter its world at first, but gives quite a few ways to get back to the daylight (someone with more flexibility than others) and it gives the impression of a universe with lots of options; here, it feels more like the authors were just drawing in links at random. There’s a trapdoor that lets you wrap around back to the starting area. You can somehow land back where the boat is (and take the remaining set of items) with the boat never having left.

This only opens from the other side, which is dramatically interesting, but the other side is roughly six steps away and just as easy to get to as walking through the trapdoor, which is not so interesting.
Eventually I managed to randomly come across someone saying the word NEIRIF. This is a trigger to send you to another part of the map that is quite important.

No puzzle solving, just patience and luck I didn’t get walloped by a balrog this playthrough.
This lands you just outside a tree with a rope and some food; all you really need to do is grab one piece of food. Later, nearby, there’s a hungry person who will help you assuming you share.


With the wizard hat on from the starting area, the staff that the dog brought over works and you can WAVE STAFF to form a bridge (and then, with some parser difficulty, CROSS BRIDGE). This leads to a new area where you can just wander around until you find the golden bird, the whole point of the quest.

Hang out and a wizard will eventually appear. The word ZOOT previously just gives a rumbling noise, but here it actually wins the game, for some reason (and yes, I just got annoyed and looked this up rather than actually solve anything).

Referring back to the paradox of the two reviews, yes, I could see someone blustering to the end in a few hours and assuming (given that very little in the way of puzzle solving happened) that this was an easy game. I could also see someone impossible stuck for weeks because of the RNG going in weird directions.
The design intent clearly had the player whacking at monsters — you can get 10 point per monster, and you can use the staff to send down lightning bolts on things. But back even in 1982 we didn’t care that much about score and it was a mainly a way to notice “hey, you missed some puzzles”, not get a genuine feel of achievement the way a new record on Asteroids might.

Via Acorn Electron World.
I feel like the authors zeroed in on aspects they liked (hyperconnectivity, monsters, randomness) without thinking that the structure they’d be left with wasn’t fully sustaining. It’s the sort of game where since the designer knows their map they easily can get a different impression of play than an actual human who has no insider knowledge. I’m hoping they got some feedback which can be applied later, since this is only the first of four games, even if it is the only one of the authors that lands in 1982.