I’ve finished the game, and my previous post is needed for context.
Generally speaking, with this size of game, there might be one or two moments at most where a highly nonstandard verb gets used instead of a regular one (FRISK instead of EXAMINE, or from the Pharaoh’s Tomb game we just played, WALK THROUGH DOOR rather than ENTER DOOR). This game has four such moments. In at least the first case the author was doing it intentionally. I’m not sure why, but the author (Mike Farley) seems perfectly fine with inconsistency across similar actions in the game. So one door you might just type IN while another you might ENTER and yet another you might GO THROUGH.
At least to start, the game gives a little help in the ZX Spectrum version. I went back and noodled with the metal door and after enough failed attempts I was prompted by the game if I wanted help. (This is like the Crowther/Woods Adventure style hint system, which is still pretty rare.)

The game wants us to PULL DOOR. This allows the verbs IN and OUT to now work. Inside is a vault with a gold coin; in the ZX Spectrum version there is a message on that wall.

The gold color was used to signal treasures in Pharaoh’s Tomb, but remember that here our goal is to find a scroll of wisdom, not gold treasure.
The ZX81 version of the game just says “I AM IN A LARGE VAULT / THERE IS A CLOSED STEEL DOOR”; it also has the difference that rather than using IN and OUT, the game requires PULL DOOR every time the player wants to enter, and PUSH DOOR every time the player wants to leave. Basically it’s going for this comic:

An apt demonstration of the feeling of playing this game.
The RETURN mentioned in the vault room has a double-meaning. Most clearly (to me, at least) it refers to the coin itself, and if the coin gets used (as we’ll do shortly) it returns to the vault. There is no hint to this in the ZX81 game.
The second meaning is that the carpet will fly with the code word RETURN; this is totally optional as you can just walk out the cave with the carpet; it’s the ZX81 version of the game that won’t let you pick it up. (I don’t know why it didn’t work for me before. I’m guessing I had tried GET MAGIC and GET CARPET in the ZX81 port and just GET MAGIC in the other, but the game wants it referred to as a CARPET.)

My last ZX81 screenshot. If someone knows what was going on with the cryptic message about THAT feel free to drop a note in the comments.
Given the two hints that showed up in the Spectrum game I decided it was time to switch to that version entirely.
The gold coin from the vault seemed to (and fortunately, did) obviously go to the dwarf that was hawking scythes.

Remember, the coin is re-usable and goes back to the vault.
Given the limited locations available, it occurred to me the bamboo forest might be good candidate for the scythe; indeed it was, as using the scythe gave a bamboo cane. With the cane I could USE CANE while at the out-of-reach rope…

…opening up the possibility to SWING ROPE.

Next up comes a “Windy Gulley” with a spider guarding a “corked bottle”. Attached to the room are a “Wet Cave” and a “Cold Cave”; there’s a lizard that (by random) shows up in one of the two. (Remember the “by random”, it will come up later.) I fortunately had the right item in inventory for the game to handle GET LIZARD:

I then immediately took it over to the spider; I figured the lizard would eat the spider, but DROP LIZARD and RELEASE LIZARD and so forth did nothing. The right action is OPEN CASKET. Previously, OPEN CASKET didn’t even work, leading me to believe I was dealing with an open container, but no. The author is treating all the parser actions like they were attempts at solving puzzles, rather than possible manipulations of a world model. This is counter to the typical models in both Crowther/Woods and Scott Adams and most modern games.
I wouldn’t call it entirely the fault of the Trevor Toms system; at least with the previous game we played (Pharaoh’s Tomb) there were world-model elements. I’m guessing Magic Mountain was Farley’s first game (even though it gets listed last on the sequence of games for the tape) and he was still coping with technical issues.
Moving on from killing the spider, I got the “corked bottle” but wasn’t quite ready to handle it yet. First I had to deal with another parser annoyance.

The blankets can be taken; the big trouble is with the trapdoor. OPEN TRAPDOOR? No. How about DOWN, or maybe IN? Or ENTER TRAPDOOR? GO THROUGH TRAPDOOR? All good tries, but no. The game wants LIFT TRAPDOOR.

The book has the words RISE AND SHINE, although they look blurry unless you’re wearing the wizard’s hat.
Heading back to where the spider was, going east leads to a dead-end.

I had a guess (after some futile magic word attempts, see above) the bottle was supposed to work there; if you try to break the bottle you get killed by a very angry genie.

However, OPEN BOTTLE was not understood. The game is fishing for a very specific verb: UNCORK BOTTLE.

Then comes possibly the hardest puzzle in the entire game: phrasing the command to the genie in a way it will actually do the right thing. The walkthrough told me MOVE ROCKS (there are no rocks in the room description, you just have to infer that’s what the author means).

You can now go south to a “crevasse”…

…and there are two ways to deal with it which take you to different places. Realizing this is arguably the hardest “legitimate” puzzle in the game (that is, it’d be hard even with a perfect parser where communicating with the genie, opening the trapdoor, etc. was simple).
First, you can TIE BLANKETS in order to form a rope, then use them to climb down into the crevasse, finding a lantern in the process.


Second, the magic carpet works here with RISE AND SHINE. It is unclear why the words just result in a sassy response from the parser in other places (rather than the magic carpet twitching and failing to go anywhere, say, like a properly hinted game would).

The south edge of the crevasse has a vending machine which dispenses matches as long as you insert a coin. Remember the coin spent at the dwarf re-appears at the vault (or at least a new one duplicates back at the vault); fortunately going over the crevasse with the carpet is not a one-way trip so it’s possible to backtrack.
You need to backtrack again anyway in just a moment for yet another coin, as there’s a witch selling parchments.

The last coin use. The magic re-appearing coin was my favorite part of the game, although I don’t know I would have felt without the “always return” hint. Also, notice the inconsistency: we had to GIVE COIN for the dwarf, but here the game wants BUY PARCHMENT.
The parchment says PHOOEY, which gets used near the end of the game. Near the parchment-seller is a dragon that we need an item first in order to defeat.

Near the witch is a house where you’re supposed to LIFT SLATS (not GET or PULL) and … look, I admit I just got this one out of the walkthrough. It’s not terrible as the use at the trapdoor but it’s still pretty dodgy without some synonyms.

The secret room you find under the slats.
With the keys in hand there’s still the dragon to deal with, and this is a puzzle that’s more likely solved via passive means rather than actively thinking it out. One of the rooms in this area is a “dark gully” and if you have the lantern going it will reveal a new object. (You need to LIGHT MATCH, and then the lantern is lit if you wait a turn more. Only then walk into the dark gully.)

The sword is sufficient to kill the dragon, although at first my attempts to walk in the dragon room were still being stopped. You have to type KILL DRAGON even though the dragon isn’t in the same room as you.

Last area! Let’s bust out of this joint.

First comes the place where the keys (A, B, and C) from below the witch’s house get used.

The game inquires about an order. There’s six possibilities (ABC, ACB, BAC, BCA, CAB, CBA) and for me the order was ABC, so I didn’t have to try very hard. According to one of the walkthroughs you can ask the dwarf your fortune and get the sequence from him, but working out how to say that (DWARF TELL FORTUNE, I hate this parser) is far tougher than just ramming through six cases.
The rest is straightforward; there’s a storage room with some oars, followed by a river with a dinghy (the author was nice enough to describe it as “portable” so I picked it up before using ROW DINGHY, otherwise it might have taken more parser struggle).

This lands the player next to a “Scroll Bearer’s Path” where going west kills you rather vividly (“The Mountain’s powerful forces combine and blast me with a ferocity unknown to man!”)

You need to head north to scoop up the Scroll of Wisdom first (which is, sadly, not READable, but this was not a surprise).

Trying to leave results in you getting pushed back by an evil force, but as the only unused things I had were
1.) the quill pen
2.) the word PHOOEY
it was not hard to pass through.

The quill pen is a red herring and never gets used.

Just to summarize, the game gave active trouble
opening a door
opening a trap-door
opening a bottle
commanding a genie
with lots of small issues besides (like “BUY” instead of “GIVE” depending on the vendor). This may not read so horrible when I’m conveying what happened in brisk prose, but I assure you each point of getting stopped represents a long amount of time, in some cases 30 minutes or more. While some of it was technical trouble, I think the author also had a walkthrough in mind that seemed reasonable without thinking about the effect on the player. One can see after the fact how MOVE ROCKS would be an appropriate command, but without mentioning them the puzzle becomes a far different experience than intended. Or maybe the author’s technical chops at this point allowed for no synonyms, hence UNCORK rather than OPEN (rather than having them both)?
We’ll see Mike Farley again in 1983, as he does have one more game, this time solely for ZX Spectrum. Hopefully it’s more along the lines of Pharaoh’s Tomb than Magic Mountain! Before checking out I wanted to mention one more quote from the author, back with his comments in Sinclair User; or rather, a quote from Philip Joy (who wrote the article) paraphrasing Farley:
He says that any game advertised as a new set of dungeons each time the game is played cannot be a real adventure. Games such as Catacombs, Perilous Swamp and Oracles’ Cave were in this category. This view could be taken either way but I feel that a real adventure should have the same story each time it is tried.
I find it fascinating that we’re getting some “gatekeeping” as to genre here; plenty of RPGs have been marked as Adventure at this time and the concept of a self-contained game-genre was just starting to be formed. (I’m not thrilled about the term “gatekeeping” as I don’t think sorting games is necessarily a negative thing; the mere act of coining “walking simulators” ended up creating more of them as authors now had a way of hitting the right target audience who wanted more of that kind of experience.) We’re still in the age where people have tried all sorts of adventure-roguelikes — with randomizing of elements including the map — but adventures have never been fully comfortable with randomization. I find the quote also interesting in that Farley had a random element in Magic Mountain (the lizard); perhaps this was something he discarded after experimentation, but why including it in the ZX Spectrum version of the game then?
All this is a funny segue since we’re about to hit a game with heavy randomization, the sequel to Madness and the Minotaur, which remains one of the most difficult games I’ve played due to its logistics and tricky map. Will it murder me as much as its predecessor?












