Castle Adventure (1982)   8 comments

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.

Posted November 21, 2024 by Jason Dyer in Interactive Fiction, Video Games

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8 responses to “Castle Adventure (1982)

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  1. That’s funny, because a game I just recently played (which came out nearly 2 years before this one) had a similar mechanic where if you jumped off of a tall tree, it would kill you, whereas jumping from a shorter one resulted in you injuring your arm and having to wander around for a few turns before it healed and you could climb again, just like here. And then in that author’s next game, he did the same arm injury shtick again, albeit this time from entering an abandoned building. There was some sort of point to it besides just being annoying though, as both games had a time element that could be affected by having to waste turns. Did all this originate with Adams? I honestly can’t remember, despite his games being long-time favorites of mine. I do recall Zork having some kind of injury/physical condition thing as well, although I don’t recall it preventing you from doing actions?

  2. On princess-marriage, I’m again going to mention that Castle allows you to attain Nirvana with a damsel or a prince (formerly frog). Or, contra Hezarin, both.

  3. Comment-idea for Bluerenga:

    (Months’ lurker here myself!)

    These I recall in straight-faced in damsel-nab & rescue: (besides Roberta Williams’ Serenia/Wizard and the Princess, King’s Quest II-III)

    (My latest Facebook post made use of Dragon Quest art-tracing finds here.) https://www.facebook.com/permalink.php?story_fbid=pfbid02u6KoF8E8TkjYJEZMPm52xViPg2CdyjEKAqh8kVwMupreNfdSJ8mQ5jf5GaLgQiaRl&id=100067658241919&comment_id=1204134970671554&__cft__%5B0%5D=AZUDBp9VlRfzY-CiLn-6GjUbzzT-xCLluMBf_c5Pv0kibJ15KBDdbP3mIOuDMIP8_wopQ5Knnhp1wHl_QvaqXMLB7A_nOYEMtQhMCrHhabA3TXl5W2m2HrzFHMnkfYfV7kQ&__tn__=R%5D-R

    (Crimson Diamond game, I’ve jotted typos & graphic adventure-nods/cameos for.) Nintendo Crossovers https://www.facebook.com/permalink.php?story_fbid=pfbid02e7ELtJ3eVmyoQmJZyRmjGYm7p7wT3BVSo2mTmDZ53qSMuj44MjLRAcDQVFg1RRdgl&id=100067658241919&comment_id=3938179999760223&__cft__%5B0%5D=AZUGD88BJpy7GVbDX-0tCMhLENVqNvfwkM0sDtn9cotKpeYR3mVgtUJ47I5oLyTIlEyOfbsyqeU4ajb9RmE3Nlbkotx_pL3RWj7H-aHwzoAMLpAPHm7L7Q3VchZ_ZWU08BY&__tn__=R%5D-R

    (I noticed Livingston & some games’ stereotype-obstacle of cannibal-natives.

    Tawala (1981 manual art) & 1995’s Brave African Huntress, by contrast, are playable black women in text-adventures. https://www.facebook.com/permalink.php?story_fbid=pfbid02aVYgTwKGBxcKjrBRzciUA7bGNRK1jUVZehTCc6iGubMPeHQVGyBa9QzWPsvdzJYNl&id=100067658241919&comment_id=1448559109132741&__cft__%5B0%5D=AZXGNeJBUSgy5tRZ-sFdFD4trWGX3_zvfzg7leP2-7dtgoLceB2Z-je3oOpdCpuZPF-djvnc_jUJoAzqd75x-maF5GireJmCodjL7qes_vaNQwz0b6Mg8qBYl0nwCmQOn0s&__tn__=R%5D-R

    Years’ gradual stumble-upon, & I found 805 Black Playable Female Characters for Dropbox tally in not just article’s 10. https://www.facebook.com/permalink.php?story_fbid=pfbid0YnGzQAoPa4JmkxDRVAdJQBcb9g5zyp2X3FcMxgTV52kyDXvTLN68FitaveM1qTPdl&id=100067658241919

    https://lgbtqgamearchive.com/2015/08/23/caper-in-the-castro/ This site I know of in comparable scope, and I would’ve included unisex kiss in LateBlt play Alpine Encounter (1983 detective’s gender-select address). That, I mention in Leading Ladies alongside tallying 180+ in series-leading (mascot or playable) in more than Theamazingsallyhogan-found. I hope it’s of interest!

    • Just to be clear, I mean:

      You go on a quest given by some royal

      They offer a princess’s hand in marriage as a reward

      Arabian Adventure and this one are the only games that did that straight

      Transylvania ends with you plotting the rescue of the princess from the king

      Crime Stopper the person allegedly kidnapped wasn’t actually kidnapped, it was a scam

  4. Pingback: Castle Adventure: IT WAS A FIERCE FIGHT / BUT YOU FINALLY WON | Renga in Blue

  5. Ah! Understood!
    NES games I noticed likelier to play straight.
    But Faria game’s less straight-faced alike computer crowd, has main character shapeshifted into woman to avoid married to princess rescued.

    • Unlike played straight: tales of she has to consent, not her father (besides Shakespeare’s Midsummer)
    1942 Wonder Woman time-travel
    Steve: “Thou promised me a favor, Julius — give me this gorgeous woman!” “She’s no slave, thou fool. – if thou wish to marry her, ask her consent!”
    • 1938 Mickey Mouse short Brave Little Tailor & (1993-release since 1960s-development) Cobbler film’s princess marries herself to shy guy, whispers it to father king
    • Sierra’s Conquests of the Longbow has king-permit Robin Hood wed his adopted daughter Marian if she consents

    Edith Hamilton’s Mythology: MARPESSA
    She was more fortunate than other maidens beloved of the gods. Idas, one of the heroes of the Calydonian Hunt and also one of the Argonauts, carried her off from her father with her consent. They would have lived happily ever after, but Apollo fell in love with her. Idas refused to give her up; he even dared to fight with Apollo for her. Zeus parted them and told Marpessa to choose which she would have. She chose the mortal, fearing, certainly not without reason, that the god would not be faithful to her.

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