We’ve had quite a few games by teenagers now, enough so that it’s hardly a surprise when I unearth another one: Alien Adventure is a TRS-80 game written by Thomas Chou,
SOPHOMORE 1980-81
WARREN CENTRAL HIGH SCHOOL
VICKSBURG, MISSISSIPPI
What has been surprising so far is a lack of teenaged “voice”. Barring spelling and grammar errors; the sheer minimalism enforced by computer limits has led to relatively brisk prose. For example, in the game I just played, Interstellar War:
A missile streams out from this space ship, and misses the enemy ship!
The enemy ship returns fire with its own missile!
Your point defense laser system knocks it out of the sky just in time before it reaches you!
Compare with the stand-alone story the game was based on, that is, what the teen-aged author Roger Wilcox was like when he didn’t have to worry about character limits.
“Then what are you waiting for?? Send out an anti- missile!!”
The helmsman didn’t waste time in responding, but simply carried out the order. The small missile streaked toward its intended target, but instead of exploding when it hit, it…melted! That thing must’ve had a temperature of over three thousand degrees celsius!! As the thing continued to race toward Zelta-Dee, the commander gave the order to split it with their most powerful microwelding laser. The laser went through it as a sword through butter, but it did not split in half— instead, it reassembled into a long, narrow cylinder. Now it became obvious—yes it was matter, but in the form of a very hot liquid or gas— probably liquid. The commander made his biggest defensive order: “With the only exception being life support, divert all power to the screen!”
In Alien Adventure, Thomas Chou jettisoned some typical parser amenities (you’ll see specifics shortly) for longer text, but that resulted in a very, ah, high school sophomore kind of read.
…
Before the game proper even starts there’s an “intro” file which gives credit to a “Cord Coslor” in addition to Chou, asks the player PLEASE INSERT 25 CENTS and prompts the player to type the number 25, and then has a long screen before the game proper starts.
Now this reminds me of the writing of teenagers; the rambling tone, the bragging about the BASIC being machine language quality, the “SINCE YOU’RE CRYING NOW JUST FORGET IT YOU BIG BALL BABY” line and the “MWA” at the end.
The game asks your name and if you’re male or female, and then it’s off to the mission:
The game strongly hinted (in that long opening) you needed to HIT DOOR, so I was quite baffled when I HIT DOOR and the game responded “What ?”
This wasn’t an error message. The parser asks for the verb and noun separately. “Your command” is not referring to a full VERB NOUN combo, but just the verb; then it prompts “What ?” where you enter just the noun.
This was an absolute pain and I kept accidentally typing two-word commands the entire time I was playing, then having to type the noun again. An example from later in the game:
THERE IS A HEAVY DUTY FLASHLIGHT HERE.
Your command ? GET FLASHLIGHT
What ? FLASHLIGHT
(This is incidentally the approach some early Japanese adventure games used, since parsing Japanese is difficult and really only managed successfully when SystemSoft made ports of Infocom games in the 90s.)
Back to the opening: after HIT and then DOOR:
You’re dropped in a space station with lots of bodies and aliens that attack at random.
You have a gun (from the start) which you can use to teleport but not kill the aliens.
There are at least two sepulvadites; a male and female version. Remember, the game asked you to choose a gender at the start; if you are the opposite gender of the sepulvadite you are facing, you can KISS / SPULVADITE to drive it away.

They’re strictly hetero; if you try to kiss the male alien when you’re male or female alien when you’re female, you’re told “Being a member of the same sex, it (Luckily) shows no interest in you.”
Placed randomly, the first floor of the station has a silver knife, a key, a flashlight, a battery, a root beer, and glasses.
The glasses can be used to read a message on the wall.
To escape, you need to get into one of the “hidden passage” rooms using UNLOCK / DOOR followed by OPEN / DOOR while holding a key. Inside the hidden rooms are dark, so you also need a flashlight and a battery and then the commands TURN ON / FLASHLIGHT.
TURN ON I needed to dive the source code for; I was under the impression all verbs were single word commands, so I tried LIGHT (as works in most games) but no: it has to be specifically TURN ON.
Once inside the hidden passage, you can try CLIMB / ESCALATOR but sometimes it doesn’t work and the game says “No”. I don’t understand why; when this happened I would wander the station a little and come back and try again.
The second floor has three escape ships. The goal (according to the source code) is to find the correct one of the three ships, TURN ON / SHIP, and fly to victory. I’m saying “the source code” because I never quite managed it, possibly due to a bug.
The problem is when entering the ship room the game is programmed to make the protagonist thirsty.
While dying from thirst, the player can’t use the ship. I drank root beer which had a message indicated the effect was cured, yet the effect kept going. So I suspect there’s a bug here.
I might be missing something. There’s a room with a voice saying DRINK ME
a similar one with a voice saying EAT ME, and a moss that complains about being dry.
However, I haven’t been able to get anything useful to happen at those places, and death results in a reset with the strange non-working escalators, so I’m past my patience enough to throw in the towel here. The alien eats well tonight.
(Still, there’s always someone from my audience who is curious, so you can play the game online here or read the source code here.)