Adventure (Software Toolworks version, 1982)   12 comments

(This continues from my previous post.)

As mentioned in my last post, Don Woods started editing Crowther’s game in March 1977. He was not working entirely solo; he got ideas from when people at Stanford were trying things out (“oh yeah, I could put a message in for that”), and from his friends. Bob Paraiso, Don’s roommate for part of that period, had what Don calls a “twisted sense of humor” and came up with the clam/pearl and narrow passage puzzles.

It did not go straight to a finished product; it has an intermediate version I’ve been calling “Adventure 250”, based originally on this recollection:

I’m relying solely on memory which tends to be fallible (see above: the dwarf ‘vanishes’, not ‘disappears’) but my best recollection is that ADVENT.EXE first appeared on the PDP-10s at ADP (the old First Data in Waltham, Mass.) in 1977. It was an incomplete version which only had about 250 points worth of treasure. I seem to recall that there was nothing past the troll bridge but an ‘under construction’ sign or some such. I believe our copy came from WPI, but word at the time was it was developed at Stanford. Two or three months later we got the full 350 point game.
— John Everett

I was uncertain of this account until I encountered Dave Lebling’s map of Adventure, the one he made prior to starting Zork. It has the exact signature described by Everett of having “under construction” at where ought to be the troll bridge. There also is no notation for an end game.

The content is otherwise nearly identical.

By mid-1977, Woods had added the portion past the troll cave and the endgame, leading to the “canonical” version of Adventure at 350 points, finished by June 3rd, 1977. (Zork already started development by then, but remember they were looking at the 250-point version!) The first “altered” version, Adventure 366, was out by the 15th of July. It added a small area outdoors and a “palantir” which allows teleportation:

You are in the gazebo. The dust is deep here, indicating long disuse. Ancient elvish runes here describe this as a place where one may see many things. Another, more ancient inscription reads “PKIHMN”.
There is a palantir(orb) here.

Relevantly for today’s game, Don Woods had discussions early about the potential for commercializing the software. From Lester Earnest, manager of the Stanford AI Lab (SAIL) he was at, in June 1977 (that is, the same month the game was “finished”):

One general rule that you should beware of is that Stanford facilities (including this computer) may not be used in support of private business transactions. Under certain circumstances, is IS possible for Stanford to sell software, even if it was developed under a research contract. It is conceivable that a sale could be arranged in which contract you might share, but it sounds a bit hairy.

(There’s another fun message from Les being upset about someone managing to sneak on and play Adventure past the server capacity limit. These systems all were expensive to run and time was valuable! The messages all come from the SAIL message system and credit goes to Ethan Johnson for finding the material a few years ago.)

The general perception of software up to this point was often it was not something “intended for sale”, but the mid-70s this was starting to change, so it is a mistake to think at least Woods felt comfortable just having his work be “freeware”. However, the fact it was created on a massively expensive Stanford computer essentially precluded any direct commercialization. Certainly people treated it as public domain, and in an interview with Jason Scott, Don Woods alludes to the fact the people who got the source from him for the game were selling it; when he created a 430-point version which could be thought of as the “master quest” edition of the game (where only recently has anyone been able to manage to get a full 430 points!) he was much cagier about distributing it.

In the same interview, Don Woods discusses Software Toolworks, which came around in 1982; the company wanted them to endorse the game as the “official version”:

Don Woods mentions in the interview that he tested the program over at Will Crowther’s house; they found that there were additional treasures added, so they could not do the endorsement of saying it was exactly the original. Eventually, this was smoothed over, and you can read their “certification letter”.

From the Museum of Computer Adventure Games.

It was also possible to get a letter signed from them if you beat the game (similar to the certificate upon beating Wizardry 4), but none have surfaced. (We incidentally do know what the Wizardry 4 certificate looks like, thanks to Carl Muckenhoupt managing to beat the game when it was new.)

Today, I’m playing the CP/M version from February 1982, the one with the extra treasures that kept Crowther and Woods from saying it matched the original. I have some more detail here about Jim Gillogly and Will Bilofsky, whose names are on the port. Importantly, Walter Bilofsky (of Software Toolworks) was scrupulous about his first product, a C compiler, and tried to contact the original author so he could charge $80 and split with the author 50-50; the author was not interested due to having the early hacker ethic of just wanting to spread the Gospel of C, so Bilofsky just cut the price in half instead. It makes sense he would look for a way to eventually get some royalties over to Crowther and Woods for their game (unlike Microsoft or anyone else who was selling it).

A detail you might not know about classic Adventure:

Welcome to Adventure!! Would you like instructions?
NO

You are standing at the end of a road before a small brick building. Around you is a forest. A small stream flows out of the building and down a gully.
SCORE

If you were to quit now, you would score 5 out of a possible 375.

Where did the 5 points come from? Well, you start the game with them. If you request instructions (that is, type YES at the start) your score goes down by 5.

For my playthrough, given this is now something like the 142nd time I’ve played Adventure, I just referred to a walkthrough early in order to snag all the standard game treasures, keeping an eye out for anything unusual. There was only one obvious difference. Y2 contained a dictionary:

Baggins’ New Dwarvish-English Dictionary
Publ. TA 3005, Imladris
Reformed Spellings

-%&-^~~& (v.t.): to excavate a new side
passage through soft rock
-%!”! (n., fem): small warm granite stone

… These words are hurting my throat. I quit!!

There’s a “magazine” that gets used for the “Last Lousy Point” of the game — it gets dropped at Witt’s End. Importantly, the magazine has always stated (when you attempt to read it) that it is written in Dwarvish. With the dictionary in hand, it comes off different:

Most of these have been damaged by water, but here’s one I can read:

Spelunker Today
Vol. 1 Number 3
We regret to announce that our associate editor was lost while taking two consultants on a tour of Colossal Cave. One consultant returned, his hair and eyebrows turned white from the ordeal, and was able to mumble only “The Dark-room … the Dark-room…”

One of our contributing correspondents reports the Troll to be in exceptional good humor; snickering sounds have been heard issuing from beneath the troll bridge.

(Advertisment)
CERTIFICATE OF WIZARDNESS
… serially numbered and suitable for framing, may be obtained absolutely free by writing to The Software Toolworks, 14478 Glorietta Drive, Sherman Oaks, CA 91423. Only available to Journeyman Wizards. You must include the Wizard Password which is revealed to a new Journeyman Wizard when he/she has earned the maximum number of points.

The rest of this magazine is too damaged to read.

I went through the entire map and found no new passages. Generally speaking modifications to Adventures have fallen into two categories:

a.) adding a random set of rooms “in the open”

b.) trying to secretly hide the new rooms and keep things otherwise consistent

This game goes with (b.). Eventually I turned to the magazine which was the only different material to look at, and took a whack at the dark room that gets mentioned:

You’re in Dark-room.

A massive stone tablet imbedded in the wall reads: “Congratulations on bringing light into the Dark-room!”

This is the place where you have to say PLOVER to get in while also holding a lamp (a puzzle I wrote about when I first played 350-point adventure; it required a lateral leap of faith). Without much else to mess with, I tried PUSH TABLET, and hit new content:

The tablet silently swings open to reveal a small opening to the north.

N

You are in a large room with medieval furnishings. Two bleached skeletons are hanging on the wall in iron cuffs. The room is dominated by a huge white boulder near the west wall. A tunnel in the east wall turns quickly out of sight. A dark hole in the floor was apparently once covered by a grating or trap door.

A very rusty sword with a ruby-studded hilt is embedded in the boulder!

GET SKELETON

I’d really rather not desecrate the remains of these two intrepid adventurers.

DOWN

You are in a very tight foul-smelling hole with damp walls. There is a room above you.

It is not a large section; here the entirety of the map:

The sword in the boulder can be pulled quite easy; this isn’t the “Excalibur” scenario we’ve seen before. The catch is that pulling the sword causes the tablet to shut behind the player, locking the secret room.

You heave on the sword with all your might. Little by little it scrapes out, until finally it comes free.

There is a muffled crash in the distance.

Dropping the sword causes it to return to the boulder and the passage to re-open. Dropping the sword in the room below the Medieval Room will cause the sword to “bounce once” and then return to the boulder, again re-opening the passage. There doesn’t seem to be a way to keep the passage open while holding the sword, and I’ve tried dropping in substitutes and jamming the entrance with no luck.

There is a way out: while the cave-closing countdown will not start if the player has all the “standard treasures” from the original game, the sword is sufficient to put things over the top, and there will be standard closing message followed by a teleport after waiting enough turns:

The sepulchral voice intones, “The cave is now closed.” As the echoes fade, there is a blinding flash of light (and a small puff of orange smoke). . . . As your eyes refocus, you look around and find…

You are at the northeast end of an immense room, even larger than the Giant Room. It appears to be a repository for the “Adventure” program. Massive torches far overhead bathe the room with smoky yellow light. Scattered about you can be seen a pile of bottles (all of them empty), a nursery of young beanstalks murmuring quietly, a bed of oysters, a bundle of black rods with rusty stars on their ends, and a collection of brass lanterns. Off to one side a great many dwarves are sleeping on the floor, snoring loudly. A sign nearby reads: “DO NOT DISTURB THE DWARVES!” An immense mirror is hanging against one wall, and stretches to the other end of the room, where various other sundry objects can be glimpsed dimly in the distance.

However, the sword does not come with the player, and it doesn’t get registered back at the building as one! I can still report the gameplay to the end, though.

In the original, there are two endgame rooms; the second has some special rods, and if you drop one in the NE room, drop it, move to an adjacent room, and type BLAST, it will blow open an entrance to cheering elves. This time things go a little differently:

BLAST

There is a loud explosion, and a twenty-foot hole appears in the far wall, burying the dwarves in the debris.

You are at the SW end of the repository. Debris and broken pieces of mirror are strewn everywhere, burying everything that was stored here. At your feet, partly visible through the rubble, is a large steel grate, next to which is a corroded brass plaque, half obscured, reading “Treasure Vau… Keys in Mai…”

The grate is locked.

A whole has blown open to a “Main Office” which is a new room.

You are in the Main Office of the cave. A large jagged hole in the north wall opens into the Repository. Along a side wall is a large glass display case containing magic rods belonging to great wizards of the past. Another wall is covered with yellowed autographed glossy photos of well-known dragons and trolls. On a bulletin board are many charts and notices, marked “Dragon Duty Roster”, “NOTICE: Workdwarves’ Compensation Rules”, and the like. Through an archway in the south wall daylight can be seen.

Lying to one side is a ring with two large identical keys on it.

The keyring can go over to the treasure vault.

You are in a narrow vault with heavy walls constructed of large stone blocks. Dim yellow illumination glows through a square grate overhead.

A tall pointed wizard’s hat, made of solid gold, and inlaid with moons and stars carved from precious jewels, shimmers in midair!

Suspended a few feet off the ground is a wizard’s robe of blue velvet.

The grate is open.

The hat straightforwardly counts as a treasure, and the robe magically follows you around.

The robe rises gently, swirls about you, and settles around your shoulders. Evidently you have earned admission as a Probationary Apprentice in the Wizard’s Guild.

You can then head outside through the Main Office, walk over to the building, deposit the golden hat, and win.

As you release the hat, a cloud of sandalwood-scented smoke appears, out of which steps the Grandmaster of the Colossal Cave Lodge 437 of the Wizard’s Guild. He is wearing a long blue velvet robe, a long, pointed bejewelled hat made of solid platinum, and love beads. He carries a three foot long rod with a star on the end, all of solid gold. His eyes twinkle behind thick gold-rimmed spectacles, and he smiles benevolently as he says,

“Congratulations, young Adventurer. By your ordeals in the Cave you have proven yourself worthy of admission to the Wizard’s Guild in the rank of Apprentice Wizard. If you divine the remaining mysteries of the cave, you shall be rewarded with the rank of Journeyman Wizard.”

The Wizard waves his wand, and the cave bear and little bird appear in a puff of orange smoke, grunting and twittering their congratulations. You leap onto the bear’s back, and, with the bird fluttering in a circle overhead, you ride out of the building, through a crowd of cheering elves, and into the sunset.

You scored 345 out of a possible 375 using 448 turns.

Your score puts you in Master Adventurer Class A. To achieve the next higher rating, you need 1 more point.

Hence I’ve “won” but I’m still quite curious about the sword treasure and if there’s yet another hidden treasure somewhere. The only hint I can think of is about the reference to the troll being amused in the magazine, but prodding at both the troll and troll bridge have revealed no new actions I can find. It is possible the sword is really the only thing left to bring the score to maximum.

I’d normally try prodding at the source but there’s encryption going on (like the Dian Gerard games). I realize some of y’all are keen on that sort of thing, so I have files here to make the game easy to play. Run the RUN.BAT file, type B: to switch to the Adventure disk, and type ADVENT to run. I left my save files you can look at with DIR, and typing ADVENT SAVENAME will boot a saved game.

12 responses to “Adventure (Software Toolworks version, 1982)

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  1. For what it’s worth, the Adventure forums have an old hints file for this variant, I can link it if you’re interested.

    I’d call these additions about as obscure (if not more so) than some of what Adv430 did…

    • please do! I’ve done a lot of prodding with no joy

      • So it looks like triggering the endgame by taking the sword was a bug, and there is a way to get the treasure and get out?

    • This may be more of a feature of how Advent’s “cave closing” routines work.

      At least in the Woods original, it starts closing once you’ve *seen* all the treasures, not when they’re all in the building. There’s still some delay between when the logic starts and when the “cave closing soon…” message, but it doesn’t guarantee the treasures are in the building. This is probably most noticeable if you make fetching the eggs back from the troll the last thing you do – since you’ve “seen” all the treasures before you do so, there’s a good chance that the cave closing starts (and thus locks all the exits) before you can manage to get the eggs back to the well house and get full points. (This is why I personally recommend getting the pirate’s chest last, you’re unlikely to run into this by doing so.) I think some of the extended versions are more strict about requiring all the treasures (aside from those you’ve lost) to be in the building before closure, but don’t ask me to remember which or go through and check.

      I wouldn’t think this should happen for what Jason’s describing, unless they literally forgot to update how many new treasures are in the game, since he’s missed an entire new area. But since no source for this one was released, hard to say.

  2. If you haven’t seen it, here’s an interesting little article that Bilofsky wrote about Adventure and his experiences with Crowther, in the August 19, 1981 issue of BUSS newsletter (pages 2 and 3):

    https://www.parrygamepreserve.com/media/magazines/buss/1981/buss_1981_08_August_19.php

    Also, from the same source, I’ve  discovered some additional info on this version, which you may have seen listed here:

    https://archive.org/details/CreativeComputingbetterScan197902/page/n64/mode/1up?view=theater

    I believe it’s the earliest home computer port of Adventure (and the first on cassette) that was direct/literal from the original Fortran, and is probably the second overall. In fact, it seems to be a reaction to Letwin’s version from just a few months before (January, 1979 issue, page 3):

    https://www.parrygamepreserve.com/media/magazines/buss/1979/buss_1979_01_January_01.php

    Interestingly, the author/porter (John L. Eggert of Eggert of Eggert Engineering, Stow, Mass.) followed up in the April, 1979 issue  (page 1) with offers for a couple of other versions, including a slightly cut-down 318 point version that could run with 24k, which I don’t think I’ve ever seen mentioned elsewhere:

    https://www.parrygamepreserve.com/media/magazines/buss/1979/buss_1979_04_April_01.php

    Finally, for your Lost Media list, I found what must be two of the earliest Canadian adventures, Treasure Hunt and Magic Garden, by Jack Valero of Nepean, Ontario, for the H8 and H89 (November 19, 1980 issue, page 4):

    https://www.parrygamepreserve.com/media/magazines/buss/1980/buss_1980_11_November_19.php

    He followed up a couple of issues later with a brief note about which version on CP/M the games needed to run.

  3. It’s a long way to Mike Arnautov’s 770 point version which has an incredible amount of detail. I like his litter bug hating friend George in particular. I think the long mooted 880 point version which Mike has been contemplating is pretty much a non starter now.

  4. Pingback: Adventure 375: No Higher Rating | Renga in Blue

  5. Any ideas about the etymology of PKIHMN?

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