Archive for the ‘adv-caves’ Tag

Adventure-65 and Adventure   5 comments

I’ve got a slightly different post today, and I think if you take a look at the first screens of the two products (sold by totally different companies, with totally different authors mentioned) you’ll see what I’m talking about:

First, Adventure-65 for the Ohio Scientific series of computers:

Second, just “Adventure” for VIC-20:

Yes, it is exactly the same game. The first is from Technical Products Company in Florida, with the proprietor Daniel B. Caton (not necessarily the author, but he’s the only name I’ve seen associated with the company products). They have ads listed back to 1978 and had the unusual specialty of the Forth language, as Caton was an astronomer; Forth was adopted in 1976 by the International Astronomical Union and used all the way through the 80s as “the astronomer’s programming language”.

The second is from Computermat, and seems to have first been advertised in a winter 1982 magazine for VIC-20 while eventually also showing up for C64. In all the cases the game (paired with “Caves of Silver”) is listed as being by Mark William.

Not only are these these same game, but these are the exact game as an Apple II game we’ve played before: ADV.CAVES.

The game was extremely short and had not much to remember it by, other than

a.) There was a kitten that could be used to scare a dragon. Not only that, but the dragon moved elsewhere so the kitten had to be kept around in case it got used to solve the puzzle again for the dragon adjustment.

b.) There was a pit with a fairly low chance of being able to CLIMB out. There was no reason to go into the pit except it gives points (every new room gives points). I originally thought a 100 point run required being stuck in the pit forever, but I finally found repeated iterations of CLIMB would eventually work to escape.

OK, there is one difference — the VIC-20 version has an ending. With the other versions you’re supposed to just be satisfied when you reach 100 out of 100.

My guess is that ADV.CAVES was the original game, and simply released as public domain. It’s hard to trace the path from there. If you look at one of the other mysterious Apple II compilation disks that ADV.CAVES came from, there’s source code in HORSERACE.bas…

19900 REM THIS PROGRAM WAS
19901 REM DOWNLOADED FROM
19902 REM ‘THE SOURCE’ VIA
19903 REM WALT MARCINKO’S
19905 REM “APPLE CITY”
19907 REM SOURCE #: TCD912

…which indicates this may have been someone downloading through the online service The Source (1978-1989) and grabbing all the source code they could. Of course, this pattern doesn’t apply to every single program on the disk, but it’s one possible vector.

Then, since ADV.CAVES was public domain, both William and (probably) Caton packaged it up for their respective systems. There are other sequences, like: William wrote the original game for Apple II, then packaged it for Ohio Scientific and had it sold by Caton, then packaged it for VIC-20 and C64 and had it sold but Computermat. I find this scenario unlikely; while some people transitioned between computers this is an unlikely set.

Certainly repackaging public domain work was hardly new, and we’ve even seen an author way back in 1979 calling people out on the practice. I’m consequently still leaving ADV.CAVES at 1980, and putting the other games at 1980 (for OSI, just a guess based on when the company was active) and 1982 (for VIC-20) respectively.

(I’m also tagging this to link with the old ADV.CAVES post, so for the benefit of someone reading in sequence: you might want to know this post was written 5 years after the other one.)

None of this quite matches the cheekiness of Keypunch, which cheerfully packaged loads of software without permission (we have confirmation from one author of this). We’ll next be turning our attention next to another public domain game — this time for DOS — that received similar treatment.

(In the video above I’ve linked a demonstration of what using The Source was like, from a 1983 video.)

Posted July 9, 2024 by Jason Dyer in Interactive Fiction, Video Games

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ADV.CAVES (1980?)   6 comments

This game has the triple whammy of an unknown author, unknown year, and what is more or less an unknown title.

I’m titling ADV.CAVES by its filename. I found it on the mysterious Apple II Compilation #007. The compilation comes with multiple games of old vintage. Here are the ones I’ve been able to identify:

  • Lost Dutchman’s Gold (1979, the Apple II version came out in 1980)
  • Dukedom (1976, the 1980 Apple II port is on the disk)
  • Imhotep (1980)
  • Journey to the Center of the World (1978, called “Adventure Within the Earth” in this version)

It is thus a good guess ADV.CAVES is also from 1980. It’s possible it was a type-in but I haven’t been able to identify the source magazine. It’s also possible this was a private project that escaped to the wild, because this is very short and feels more like someone’s programming exercise (akin to Roger Wilcox’s work) rather than an attempt at publishing a game. (As an example of the roughness: there is no “inventory” command.)

I’m sure you won’t be surprised that a game with a “caves” moniker asks you to collect treasures and drop them in a central location (the starting room of the game). There is no “end game” message; the goal seems to be to accumulate as many points as you like and then quit. While not spelled out exactly, 100 points is the maximum. You get points not only from depositing treasures and for each new location you visit (this will become important in a little while).

Close to the starting room is a room with a kitten:

YOU ARE AT A PILE OF RUBBLE AT THE N END OF A LOW
PASSAGE
A SIGN SAYS ‘MAGIC MAY WORK HERE’

A CUTE KITTEN SCAMPERS ABOUT UNDER FOOT.

After going through the requisite Crowther/Woods Adventure words (XYZZY, PLUGH, etc.) and generic magic words (SESAME, ABACADABRA, and so forth) I hit upon the word MAGIC itself as a magic word. It teleports you straight to a dragon. If you drop the kitten where the dragon is:

AMAZINGLY THE DRAGON IS TERRIFIED OF KITTENS
HE HAS FLOWN OFF ELSEWHERE IN THE CAVE

After the dragon vs. kitten face-off, something highly unusual happens. The dragon doesn’t just go poof: it just moves elsewhere. That means any of the other rooms of the game may have A LARGE DRAGON BLOCKS YOUR PATH; to be safe you need to take the kitten with you to do any further necessary dragon-scaring. I can’t think of any other adventure games I’ve played where this happens, that is, where an enemy is defeated by solving a puzzle, but may need to be redefeated later in the same manner. This in contrast to CRPG-style violence or some other non-puzzle method of driving enemies away; when a puzzle is solved there seems to be the unspoken rule it should be solved only once.

You can get most of the points (96 of them) through normal gameplay, but I did say earlier the max score is 100. For a full 100 point ending, you need to plunge into a chasm.

YOU STAND AT THE N EDGE OF A 3 METER DEEP CHASM ABOUT 2 METERS WIDE. THE HALL GOES ON BEYOND.

COMMAND=D

LYING BRUISED AND BLEEDING AT THE FOOT OF A 3 METER HIGH SHEAR WALL, YOU STARE UP AT THE DISTANT ARCHED ROOF AND PONDER YOUR FATE.

You could have quit at 96 points, but those last 4 were your downfall. Rest in peace, Adventurer.

But wait, a miracle occurs!

CLIMB works, you just have to do it a bunch of times. Never mind. I guess we made it out alive … this time.

In all seriousness, I had thought for a while the scene trapped in the cave forever was the real “ending” but decided to go back and try CLIMB a bunch more times just to be sure. The first Russian art house cinema style ending for an adventure game will have to wait a little longer.

Posted July 11, 2019 by Jason Dyer in Interactive Fiction

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