Cornucopia (1982)   25 comments

The first moment I was absolutely gleeful in Cornucopia was when I opened a spell-book in the starting area.

>OPEN BOOK
Opening the spell book reveals :- detect magic spell; dispel magic spell; purify water spell; dispel illusion spell; detect illusion spell; levitate self spell; detect evil spell.

This is what you start with! This game is going to take a while. I have the rest of January blocked out.

I recently played Brian Cotton’s game Goblin Towers, which was his second published after Catacombs by Supersoft, and it was quite simple, to the extent it may have been written first. (Read those two posts if you would like the historical background on the Cotton games.) Cornucopia returns to a more complex world, and in fact is allegedly Cotton’s most complicated game, trying to go for a full Zork experience (or I guess Enchanter, except Enchanter wasn’t out yet when this game was released!) Remember, it was clear from Goblin Towers that Cotton was thinking of Zork, not Crowther/Woods or Scott Adams as most other writers were.

From the Classic Quests catalog, via the Museum of Computer Adventure Games.

There’s reference in Cornucopia to Goblin Towers right at the start, which makes me think it is in the same universe. Before showing off what I mean, I should mention that this game (like Catacombs) was lost until the Classic Quests version for DOS showed up; also just like Catacombs, this game was originally broken and unable to be finished. However, Cornucopia has a fix! If you want to play, use the Fixed Game link here which makes the game completable.

Having commited a heinous crime against the Gods (spitting on the steps of the temple, I think), you are summoned before them. This is an extremely rare occurrence, as most offenders are summarily executed with a lightning bolt! As you cower before the Gods, half blinded by their splendour, they reveal why they have spared you – temporarily. They have a small task for you to perform: ‘Find the Cornucopia and bring it here’ they boom.

While we have a designated collect-the-treasures spot, just like Cotton’s other two games, there’s a secondary objective now of getting a specific Cornucopia for the Gods. I like the “spitting on the steps of the temple, I think” — it’s as if our main character has committed so many crimes against the Gods the narrator isn’t sure which one is considered the heinous one. Either that, or the narrator is like a storyteller making things up on the fly that never entirely filled in that detail.

You are outside a small cottage, a doorway leads into it although there doesn’t seem to be a door. The cottage is surrounded by a forest made up of huge and grotesque growths of fungi, a damp dismal mist shrouds the ground making everything quite indistinct. The outlines of a path leading south can just be made out.

Just like Goblin Towers, we start outside a cottage, and from the cottage there is a forest and a tower. Assuming it is the same forest, it is now a different maze and overgrown with fungus (see how Adventure Quest has the “degenerate forest” following the normal one of the first game).

Going in the cottage:

You are inside a small cottage, little better than a hovel really, the only exit is to the north. There is a huge wooden table in the middle of the room, it appears to be extremely old and is obviously well used. Sitting on the wooden table is :- spell book; rusty sword; battery lamp; small note; green bottle.

A couple subtleties here with how items work: you can examine items, but they won’t always give more descriptions. However, the “lying on the ground” descriptions are a little more complete than the one given in the list here.

A battered battery lamp is here with what appears to be an everlasting battery in it.

The sword has both an ground description (“quite rusty but in a usable condition”) and an EXAMINE description.

This sword is in very poor condition and has obviously been used by a hacker, by the state of the blade, it is rusty and pitted. A sword which is a disgrace to its owner.

The other important detail is that not only does GET ALL work, but it seems to give away every referrable item in the room. That makes it easy to tell what should be zeroed in on in each description (some games try to prevent this, but given the allegedly difficulty here I’ll take any advantage I can get).

>GET ALL
wooden table : The wooden table is beyond your strength to lift.
spell book : Taken.
rusty sword : Taken.
battery lamp : Taken.
small note : Taken.
green bottle : Taken.

The table can incidentally both be looked under and broken, so there’s a fair amount of physical simulation going on. For the last items: The green bottle, cryptically, contains nothing. The small note reads “leave treasure here”. The spellbook has a description of the outside, and must be opened to be read:

>READ BOOK
The spell book is large with thick padded covers. The covers have runic designs around the edges and particularly ornate bits in the corners, the whole is decorated with small gemstones and gold leaf. It must be worth a fortune.

It contains, as I already showed off, spells; here’s the details on each one:

detect magic spell (CAST DETECT MAGIC ON OBJECT, tell you if an item is magic)
dispel magic spell (CAST DISPEL MAGIC ON OBJECT, remove magical abilities of object)
purify water spell (CAST PURIFY WATER, will cleanse nearest body of water)
dispel illusion spell (CAST DISPEL ILLUSION, will remove any illusion close by)
detect illusion spell (CAST DETECT ILLUSION, will inform the player of any illusions close by)
levitate self spell (CAST LEVITATE SELF, rise vertically)
detect evil spell (CAST DETECT EVIL ON OBJECT, determine if an object is “based in evil”)

Now, the big catch here is that the spells disappear when used, at least sometimes. I’m not clear the conditions, for example, using CAST LEVITATE SELF when in the starting hut:

You rise into the air and hover around for a while before slowly dropping back down again, quite good fun in fact.

The spell is now missing from the spellbook. However, there’s a part I’ll show off shortly where levitate self helps solve a puzzle, and the spell remains! Maybe there’s a “if it is useful, you hang on to it” rule? It makes the DETECT ILLUSION spell a bit dicier to use (since the whole point is a binary yes or no, and if you already know yes why not go straight to dispel?) However, I’m early enough in the game I might be misunderstanding what’s going on; it may also be possible to find a way to replenish spells or even add new spells.

In the forest there are two ways to exit (unless some random maze room has an illusion that needs dispelling or whatnot — I haven’t gone through and tested it everywhere yet since saving and loading will be needed). The first is a large fungus just to the south of the cottage:

You find yourself in a strange forest of giant fungus growths, they create an eerie feeling. No particular direction seems to suggest itself to you here. There is a particularly huge specimen here, with what appears a dark opening in it.

>ENTER FUNGUS
As you enter the fungus you get a weird sinking feeling You are in a circular room, above and below you it is dark. You have a weird feeling of falling.

The inside is described as an “Elevator down” in the short room description, and there’s a “sensation of falling” until arriving at a countryside.

>WAIT
Time passes……
You are on the edge of a small brook, which has long since dried up. A path follows along the course of the brook to the east and west. Across on the other side of the brook you can see lush rolling countryside.

>W
You are at what was once the source of the brook but is now just a tangle of broken boulders. The only way out from here is to the east. There is a small slim oblong piece of card here.

>EXAMINE CARD
The card is solid gold with an ebony edging and writing on one side in a bold gothic script which reads ‘Admit one only’. On the other side in almost microscopic letters it says ‘that will do nicely’, the meaning of which seems quite obscure.

There’s a wide open space I have yet to fully explore, so I’ll get back to y’all soon on that. The same is true for the other route out, which involves finding the tower in the forest. You can’t climb due to a lack of “handholds”, but the levitate spell works.

>CAST LEVITATE SELF
You rise up and up and up, the top of the tower seemingly getting no closer. The power of the spell seems to be wavering but still you are rising and just as the spell runs out of steam you find yourself… You are in a small room at the top of a tall tower. In the centre of the room, which is circular, there is a staircase leading down into darkness. The room is lit with the light that comes through a single window. Through this window you have a somewhat dismal view over a large area which is covered with huge fungus growths. This view is only broken by the sight of a somewhat delapidated cottage. Against the wall opposite the window is a large wardrobe, this was apparently at one time used as some sort of a bedroom.

The wardrobe has a Fabergé egg (our first treasure).

Again, the map spreads out quite extensively, and just a clipping to show what I’m dealing with:

I’ll get into the details next time, although let me draw attention to the troll at the bottom of the stair (if you just keep going down the stair after levitating into the tower you’ll find him).

You are at the bottom of spiral staircase which has opened out onto a small landing. It is very dark here and with the state it is in, it has been used as a toilet by some large animal, it smells abominable. To the east is a low tunnel.

>E
You are in part of a trolls lair, all manner of stuff is strewn around, including parts of its previous meals. To the west is a low tunnel and to the south what looks to be a tiny cavern. A huge and hairy troll stands here blocking your way.

>KILL TROLL WITH SWORD
The troll being a rather dull creature just grabs the rusty sword from you and without further ado eats it.

This reminds me quite a bit of the Zork I troll that eats things that you toss at him (although you can wield a weapon without it, too, being eaten). My guess is I need to find some kind of poison or sleep drug and it will do its work.

For now, quite a bit of mapping to do. This feels like the most “dense” game I’ve played for All the Adventures since Dungeon Quest.

Posted January 11, 2025 by Jason Dyer in Interactive Fiction, Video Games

Tagged with

25 responses to “Cornucopia (1982)

Subscribe to comments with RSS.

  1. I knew this one was coming up soon, and was thinking about trying to play along since it looks quite good, but I’m knee-deep in unsolved Norwegian adventures at the moment, However, in skimming through your coverage of Catacombs and the material over at CASA, i’ve become kind of interested in whatever seems to be going on with that one. Without spoilers, would it be possible to briefly describe what the issues seem to be in no-one being able to fully solve it? Is it bugs or just overly difficult puzzles? And in either case, if someone was able to successfully fix Cornucopia, then why can’t the code of Catacombs just be looked at to figure out the problems, as I would assume it’s coded in a nearly identical way? Sorry to go off-topic a bit here, but my spidey-senses always start tingling when a vintage game seems unsolvable…

    • Bugs. I did go into exactly which ones at the end of my Catacombs writeup. I believe this game only had one buggy moment (avoiding spoilers though) while Catacombs has several (for example, there is a rider on a horse where manure is supposed to appear but doesn’t; even if you hack in the item to get farther, there is a crash later).

      • Okay, thanks for the info. I was kind of squinting at stuff and trying to avoid spoilers, but I went ahead and looked at your summation. Seems pointless to try playing that one for now it seems, which is too bad, as it looks interesting otherwise.

  2. The game text is giving me a headache!

    You are outside a small cottage, a doorway leads into it although there doesn’t seem to be a door. The cottage is surrounded by a forest made up of huge and grotesque growths of fungi, a damp dismal mist shrouds the ground making everything quite indistinct.

    The verbiage is surrounded by a forest made up of huge and grotesque comma splices, a punctuation error occurs repeatedly making clauses quite indistinct…. 😛

    (I was very restrained in picking examples. There’s a whole bunch more in just this post, which gives me the idea the game is going to be absolutely rife with them.)

    • I regret to report there’s chunky text later too. Brian Cotton unfortunately does not have the writing chops of Brian Moriarty.

      • The purple prose and somewhat Enchanter-esque magic system make me wonder if this later DOS version isn’t significantly “enhanced” from the PET original. I know that Goblin Towers turned out to (probably) not be significantly altered, but that was a much simpler game to begin with. A lot of added content in an already complex adventure might also explain the buggines and awkward text seen here and in Catacombs.

  3. I am now in a position to play along again. One of the nastiest things about the spells is that you don’t know which ones will vanish when first cast and which are hardy perennials. It’s been a good while since I played this but I definitely remember it as much harder and bigger than the other Cotton games. One of the few things I remember is a hidden hot water tap and I’m hoping my memory is jogged whrn I find that room again.

    • I find it weird to have the “detect” spells be one-use-only, surely it wouldn’t break any puzzles to let you keep testing it?

      I’m just saving and loading liberally (using the DOSBOX-X save state rather than the game’s, I’m guessing it has the same difficulty setting up a save drive as Catacombs does)

  4. Yes it is an odd conceit with the spell use and I suspect is just there to make the game harder. I always use the save game slots in DOSBox-X because there are so many. One of the things that I am recalling after a long gap between assaults is that some puzzle solutions seemed like progress but later turned out to be soft locks. I am not sure if killing the demon with the sword for instance is the correct modus operandum. I am exploring the ybpngvbaf guebhtu gur zveebe at the moment.

  5. Yes it is easy to forget how old this game is; the DOS version is from 1985 and the original lost version is naturally older than that. I have had to get a new mobile today so I haven’t had a chance to progress but I will be back on the case later today. I am pretty much just exploring inside the tower and haven’t been into the mushroom yet.

    • I wanted to ask you, since it seems like you’ve played through both versions: When I finally manage to get around to Windmere/Zodiac, do you recommend the Northstar or Apple versions? I know there’s a fatal bug in one of those, but I’ve been trying to avoid spoilers, so I’m not really clear on the details.

  6. I would recommend the North Star version of Zodiac and the Dynacomp version of Windmere Rob. The bug in the Dynacomp version of Zodiac is not there in the North Star release; namely the iron grate can be descended. I found a bug in Windmere which, while not game breaking is an annoyance; when turning off the lamp I sometimes received a message about having no identity (?) and the game exited back to the command prompt. As a heads up I can tell you that the lamp is infinitely rechargeable so you can leave it on all the time which I didn’t initially know and there is a sequence near the beginning which covers a large dark area and I had to keep saving my position every few moves. The Dynacomp version, which I played via Applewin doesn’t have this problem.

    • Thanks! That’s exactly the information I was looking for. Interesting to note that both Windmere and Cornucopia apparently have no lamp timers, despite the expert-level difficulty otherwise. The Norwegian game that I’m playing right now (Gnom), on the other hand, has one of the most unforgiving sequence of timers to start an adventure that I’ve ever encountered.

  7. It appears that the levitate spell is the only one that can be used more than once. The second usage seemed to make it stop working afterwards but I think if you use it back below the tower you can use it multiple (if not infinite) times. Rather odd. I am not sure now if the re-use of some or all of the other spells is predicated by where you use them.

  8. I had to laugh at the response to UNDO. If you have ever seen the English BBC sitcom Are You Being Served? you’ll get my drift.

    • Where/what is it? I searched this post and the previous one but I couldn’t find an instance of Jason using UNDO…

    • Hmm, I’m aware of Are You Being Served but I guess I’m not putting two and two together here. Is it a direct reference?

      • I used to watch it years ago. It’s a reference to the Mr. Humphries character’s catchphrase. He worked in menswear and was played as a camp gay stereotype, so the “undo” is presumably a joke about your (male) avatar taking his pants off. Or something.

      • In fact nearly all the cast used it. It’s a hangover from the old days of comedy; they would be the forebears of the modern avatar as a badge of identity I suppose. Even the old prewar music hall comedians had their catchphrases: Tommy Trinder, George Formby, Robb Wilton and so on.

  9. Ah, so like…

    >UNDO
    Letting it all hang out, I see.

    the noun “trousers” or something being gigglingly implied?

  10. Pingback: Cornucopia: A Great Antipathy | Renga in Blue

Leave a reply to Roger Durrant Cancel reply

This site uses Akismet to reduce spam. Learn how your comment data is processed.