Magic Mountain (1982)   9 comments

Here we embark on the final part of the trilogy from the ZX81 Adventure Tape 1 as published by Phipps Associates and written by Mike Farley (see previously: Greedy Gulch, Pharaoh’s Tomb). The collection of three games was based on the Trevor Toms system used in The City of Alzan. The Toms system itself was based off the code in a August 1980 issue of Practical Computing. Additionally, Farley was an admirer of the Artic games, again based off the August 1980 issue (derived directly).

The package served as an advertisement of sorts for both the ZX81 Pocket Book and the make-your-own-adventure system that gets mentioned within, as the instructions include a sample from City of Alzan as well as ordering information (book for £5.95, accompanying cassette £5.00).

132 PAGES OF GAMES, USEFUL SUBROUTINES, ARTICLES ON EFFICIENT PROGRAMMING, USING MACHINE CODE, USING THE TIMER, HOW TO CREATE ADVENTURES PLUS MUCH MORE.

The games were republished in 1983 individually for ZX Spectrum. With Magic Mountain — for reasons you’ll discover — I decided to play both versions, meaning I gritted my teeth and make it through the screen-clear-as-you-type interface on ZX81. I’m stuck at the same part in both versions. I might normally just bust out hints now, but the nature of where I’m stuck involves a “crossword clue” (maybe) which lends itself to crowdsourcing. That is, assuming you aren’t reading my archive, I’m stopping at a point where you, the one reading this might now, might be able to figure out what to do next.

The three-game ZX81 collection was also republished in 1983 with a new cover, as shown. Via zx81stuff.

Our goal is not to collect a hoard of treasure but rather to find the Scrolls of Wisdom on Magic Mountain. Maybe they’re the Four Vedas. Score is given by progress rather than by placing treasures back at the starting room.

Rather oddly, the directions state the possible directions are north, south, east, west, and down. No up.

The ZX81 version of the game starts with

I AM AT THE FOOT OF A MOUNTAIN
PATHS GO EAST WEST AND DOWN

and you might notice the ZX Spectrum version does not say anything about the east and west exit. I’ve been needing to test exits on the revised version but never on the ZX81 one (although to be fair, on Pharaoh’s Tomb, the extra CLIMB SLOPE at the start was just as secret there as on the ZX Spectrum version of the game).

All this is to say: it’s easier to map out the ZX81 version, not only because of the issue above but also because there’s a maze right away and the player doesn’t have to wait for the graphics to slowly redraw at every step.

Red-marked exits go to the red-marked Maze room. The blue north exit off Edge of Fissure is on the ZX Spectrum version of the game; the ZX81 map just has the exit from that room going to the west.

Prior to the maze let’s take the starting east-west chunk. From the far west is a “cave entrance” and no way I can find to enter (ENTER CAVE, IN, GO IN CAVE, etc.)

The casket is a “box” in the ZX81 version and OPEN BOX / OPEN CASKET doesn’t work.

Just to the east is a room with a steel door that appears to be locked. At least here I don’t feel like I’m missing a parser trick.

Note that the east/west exits are given here. The inconsistency is quite frustrating.

One more step goes to the starting room which you’ve already seen, and then on the far right there’s a rope just out of reach along with some soft shoes. I’ll give the ZX81 screen this time:

I think it’s possible this is simply showing action in medias res. That is, we are supposed to assume the rope was used in a prior attempt (either by the current protagonist, or a prior adventurer). The back of the ZX Spectrum version of the game reinforces this:

An out-of-reach rope above a rock fissure is the only way into this Magic Mountain — or is it? Rumour has it that there are vast stores of treasure inside, but legends also tell of huge poisonous spiders, lizards and magic at work — you’ll need more than just cunning to come out of this in one piece! An Adventure which uses split-screen graphic pictures and scrolling text window, and machine coded English command line scanner for fast word recognition.

Heading back to the start and going down leads to a “large cave” with a quill pen as a dwarf selling scythes:

The fortune telling got added for the ZX Spectrum version.

Past that is the maze already mapped above; note that it follows the same “sinkhole” pattern where most wrong exits funnel back to the start. This has the specific effect of making it harder to get to the exit randomly, with the side effect of feeling unrealistic.

At the last step of the maze before looping back to the dwarf, you can go down instead of n/s/e/w to find a hidden cave.

This is the part where I am truly and completely stuck and appeal to y’all reading this right now. The carpet can’t be taken, so it seems like the intent is to fly away with it on the spot, but the obvious commands (like FLY CARPET) get nothing. The ZX Spectrum version of the game doesn’t even provide any guidance with HELP.

The ZX81 version of the game, on the other hand, does!

I suspect this might be an intentional guess-the-phrasing puzzle rather than an accidental we-left-out-tons-of-synonyms one. (See for comparison: riding the camel from The Sands of Egypt.)

BOOK THAT TO “WHERE”

The clue might be literally cryptic, as in “cryptic crossword” of the kind common in the UK. That’s at least how the review from the May 1982 issue of Sinclair User refers to things. It did occur to me that the highlight on HAT was referring to the wizard’s hat from the opening room, but that hasn’t helped me in my tussle vs. the parser. Any recommendations are welcome!

Posted February 24, 2025 by Jason Dyer in Interactive Fiction, Video Games

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9 responses to “Magic Mountain (1982)

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  1. The ZX81 screen flicker wasn’t nearly so bad on an old analogue TV, and even provided useful feedback for the awkward membrane keyboard. (I think part of the problem is modern emulators trying to flicker with harsh digital precision!)

    BTW I think the hint is giving you the solution to a different problem much later in the game. You need to open the door first. (A literal guess-the-verb puzzle.)

  2. I mucked around with this a bit on QAOP, since I don’t have my laptop with me at the moment. What a miserable experience. Slow, terrible parser, illogical and inconsistent. Anyway, I was able to GET the carpet, so either the version(s) you’re playing are bugged, or perhaps this crappy game demands some exact sequence of prior action before it will accept a particular command. There’s one area you’ve already visited where I know you’re just missing a verb, so maybe it’s that. As for the hint/clue you mentioned, I’d guess that it means you have to wear the wizard’s hat for something later. It seemed to have no bearing on me getting the carpet, in any case.

  3. How to deal with the carpet is different in the ZX81 and Spectrum versions. You need to have crossed the fissure before you can use the carpet. The hint is literal rather than cryptic: it tells you what you need.

  4. No Revolution roller-coaster? No Colossus wooden coaster? Hmph, this Magic Mountain is such a disappointment compared with the Six Flags version.

  5. Been a long time since I looked at this one but yeah, I think you’ve missed an item and potentially a chunk of the map if you’ve not done anything useful with a scythe yet.

  6. I can’t understand how is possible that a port from a ZX-81 game can fail so miserably. Apart from the (now we discover), missing testing, that is.

  7. Pingback: Magic Mountain: Ferocity Unknown to Man | Renga in Blue

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