Archive for the ‘kim-venture’ Tag

Kim-Venture: File of the Self   41 comments

I have finished the game.

Before I get into the details, a few corrections on the history of distribution of the game.

There was briefly some “professional” distribution via Aresco. Based on the manual’s date (December 1979) it was simply distributed throughout 1980. They put in classified ads but not what one might call full professional advertising.

The “Ask Me About Kim-Venture” distribution happened after distribution had trailed off already at the end of summer, 1980, at the Personal Computing Show in Atlantic City. (Only the West Coast event gets described as a “faire” so I was getting the events confused.) Since Leedom himself is in the comments he can check me if I have this right now!

The Apple 1 debut at the Atlantic 1976 show. The man in the picture is a friend of Steve Jobs, Daniel Kottke. Source.

So last time I was stuck due to a dragon eating my bird, and none of my other objects seemingly getting any acknowledgement. The Original Adventure involved fisticuffs, where you ATTACK DRAGON and it asks you if you mean your bare hands and you say yes; this game had no equivalent (although I did test dropping all my items and applying Use, I mean Employ; there’s just no message that appears if you have no objects, though).

I finally peeked at the map which indicated the bird worked on the dragon after all. (??) Rather confused, I tried to drop the bird rather than employ it, and this time the bird scared the dragon off. I have no idea what the difference between the two is (does the game assume “employ” means I wanted to hurl it into the dragon’s mouth? I am failing to visualize what’s happening).

The remainder of the game was relatively straightforward, as I had already resolved the hard part (figuring out where the magic gets used so you can warp at the steps — you can’t bring one of the treasures up from the steps, so warping has to be used).

Mapping was the difficult part; as you can tell above, the directions start to twist more or less on every single step. Everything funnels down to a pair of three “pits” (north, east, south) and going down at the north and the east pit leads to a “hole” where the rope is needed to escape. I think the intent was to fool the player into not also testing going down at the south pit but that leads to an entirely new location, a blue den, and going down again leads to some pearls.

You still need a rope to get out, and it is definitely possible to get softlocked here (one of the ranks in the scoring system is “you got stuck”, accounting for this).

The other element is a Gully, where going west has the game prompt you how.

There’s no description but given there aren’t many objects to play with it isn’t tough to realize the so-far unused rod has to apply here.

This leads the way to some Gold, and just like original Adventure, you can’t get the Gold back up the steps. This is where the teleportation comes into play, and so you can drop the treasures off and win.

The game lets you try for a maximum-optimal time for higher score. This is far tighter than normal but keep in mind the context of this game (it’s already enormously tricky to get the game running in the first place) so I can see trying to squeeze out every ounce of potential interest.

The source code is extremely well-annotated if you’d like to see how the game works. It comes off as shockingly normal given the conditions.

By the way, there were no assemblers, at least I didn’t own an assembler back at this time. All of this was in machine language, and hand-assembled, and I created…I had messages in there…you know, on a 7-segment LED display, you can’t make a K or a W– there’s several letters that are just too complicated to put up there. I could make an S, I can make a lowercase N.

Just to reiterate, the calculator display wasn’t able to show a K or W letter, so the way Leedom worked around that is to simply avoid using words that had either letter. There could be a red room, or blue room, or purple room, but a white room or a black room simply weren’t possible with the technology.

Posted February 12, 2025 by Jason Dyer in Interactive Fiction, Video Games

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Kim-Venture (1979)   9 comments

Most histories of personal computing focus on devices resembling a modern computer, with a keyboard and screen — perhaps provided separate from the main product — and the main hardware hidden by a case. However, a full accounting of computers for personal use really ought to be more expansive. If you wanted a computer in the 1950s, you could go with the Geniac, made out of masonite disks and wires.

Inside the front cover of Astounding Science Fiction, October 1958.

Options in the 1960s included using the book How to Build a Working Digital Computer; paperclips are a major component. For memory, the book suggests a literal food can; advice includes making sure to remove the paper label and any paint from the can before use.

Some kits from the 1970s involved literal exposed circuit boards. The TK-80, for example, was a kit sold in Japan; one of the earliest adaptations of anime to computers (Space Battleship Yamato) was made for the system.

ASCII Magazine, August 1978, from bsittler via Gaming Alexandria.

The system for today’s game is a KIM-1, which first was sold by MOS Technology in 1976. By default it had room for displaying six characters of text at a time using a “calculator display”.

Based on source code from The First Book of KIM (1979) the six letters could go a long way, allowing for Blackjack games, Hunt the Wumpus, Lunar Lander, and an animal-recognition program called Farmer Brown.

As the symbols above imply, the calculator display can be used in unusual ways; letters and words required creative modifications.

Read the text here as “you are at”.

Today’s author, Robert Leedom, started his experiences with computing in the hardscrabble 60s; while he didn’t build the paperclip computer, he did build an analog computer while in high school. He ran across the People’s Computing Company in their early days, and after attending college at Johns Hopkins (programming with punched cards) he got a job at Westinghouse and obtained experience with a Data General Nova, noodling with the programs from Ahl’s collection of BASIC computer games.

At some point he saw Adventure on a mainframe, as the author explains:

I had seen Colossal Cave Adventure running on an IBM mainframe, so I decided to see how much of a similar game I could cram into 1188 bytes–I think that’s the total on a virgin KIM-1, which was the only computer I had access to. I had no I/O capabilities other than the KIM-1 display and keyboard, plus a cassette tape recorder. Therefore, the program was assembled by hand, and then I typed (on a typewriter, of course) the “listing” of the source code.

Just like a common hack for modern machines is to see if it runs DOOM, programmers of the late-70s-early-80s tried to make every computer play a form of Adventure, even ones that were absurdly limited. Leedom cheekily explains in an interview he managed to fit “26 rooms, 2 treasures to take back, a magic rod, a magic word, a dragon, a bird, a whole bunch of stuff in there and I crammed it all into 1,185 bytes. I left 3 bytes over for user expansion.” In a different interview Leedom explains he used compression rather like the Z-Code of Infocom or the A-Code of Level 9.

He managed to find a local company to print copies and showed up to the 1979 Computer Faire in San Francisco Atlantic City wearing an “Ask me about KIM-Venture” shirt.

I had technical issues getting the game running (I tried roughly back when the game was first dumped) but there’s now a helpful Youtube guide accompanying an online emulator and the source code on Github. Due to the size limit the score can’t be known from the base game; after finishing you can upload the SCORER program to the right address (which copies atop the main program) and run it.

The limited keyboard of the KIM-1 means it has no parser but rather improvises using the buttons available. From the manual:

I love the fact that (due to the letters being restricted to A-F, as in hexadecimal) “E” for Employ becomes the Use button.

Our quest is to find the hidden caves of Nirdarf and its treasures.

Many, many years ago, before the Semi-Colossal Caverns of Nirdarf were the subject of whispered terror, a townsman found a scrap of paper wrapped up in an oak leaf, down in Least Valley. That’s a few miles north of here, and that’s where the last explorers were finally found … absolutely mad. Anyway, this scrap had some scribbling on it, and a little drawing, and lots of the local folks think the message has to do with the caves and the treasures.

The scrap of paper is not only provided in the manual…

…but also gets represented in the game itself. You get prompted to act by what vaguely looks like a question mark, and on the same display you also get shown the “current image” of the most recently seen symbol.

Here’s an animation of the opening of the game just to show what the game looks like to play; I enter a location described as having a 2-inch slit. (This is a larger GIF size than I normally use, but the experience here is so much different than a typical computer game I think it’s important.)

The game kicks off in a clearly-inspired-by-Adventure area. You’re at a stream, a house is to the north, and if you go down while in the house you can find a cellar with a file, cage, and rope.

The game deviates from Adventure upon heading south and arriving at a grate; employing the file (not keys!) turns it into an “open” grate. (The way using objects works is you press E to start the process, and then the game lists each of your objects in order; you press E again when the right object displays in order to use it.)

First off while inside is a “tunnel” with a rod, and a “bird room” based with a bird that can be caught in a cage. The usual behavior applies where you can’t pick up a bird while holding the rod (this is mentioned in the manual as a hint).

Next comes a “purple oracle” room, which I’ll show as actual screenshots. Keep in mind these appear slowly one at a time!

So the purple oracle has a sign that says the magic button is 0. This is hinting about an mention in the manual about the “F” key; if you press it, the game requests what the magic button is. To get the magic started, you need to press “0”. In most locations this will do nothing still (“no joy”) but if you are at the Stone Steps in the underground you get teleported to the Cellar, and vice versa. I don’t know if there are more teleport spots, because I’m stuck immediately after on a dragon.

The dragon blocks all directions except back to the steps. If you employ the bird (thinking perhaps this will work like the snake in Adventure) the dragon simply eats the bird. The rod, rope, file, and cage get “no joy”. I am honestly not sure what to do from here!

I have not tried every item in every place (maybe the bird wants to be free in the glen?) mainly because it is very slow trying to do anything in this game, but I find it fascinating to be stuck with such apparently limited options. I also have not investigated any of the glyphs that show up in the rooms (the symbols that show when the game prompts for an action) and if their significance needs to be gleaned for a puzzle.

There’s a longplay on an actual KIM-1 so I can fall back on that if I need to, but despite it being on such an unusual system I’m going to treat it like a regular adventure game and hold off from looking up hints for a while longer.

Thanks to Code Monkey King and Kevin Bunch, whose interviews with Robert Leedom I used for the history section of this post. Code Monkey King also made the emulator but note you should use the older version of his emulator if you want to play, as the newer one I’ve found has an error. (Specifically, when uploading the main code, it ends up resetting the variables to 0.)

Posted February 10, 2025 by Jason Dyer in Interactive Fiction, Video Games

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