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''Colossal Cave Adventure'' (also known as '''''ADVENT''''', '''''Colossal Cave''''', or '''''Adventure''''') (Crowther, 1976; Crowther & Woods, 1977) was the first computer Adventure Game . It was originally designed by Will Crowther , a Programmer and keen Caver , who based the layout on part of the Mammoth Cave system in Kentucky .Montfort, Nick (2003). Twisty Little Passages: An Approach To Interactive Fiction. Cambridge: The MIT Press. ISBN 0-262-13436-5 The Colossal Cave subnetwork has many entrances, one of which is known as Bedquilt. Crowther reproduced portions of the real cave so faithfully that cavers who have played the game can easily navigate through familiar sections in the Bedquilt region on their first visit.Mel Park. Bev Schwartz meets the real Bedquilt HISTORY Will Crowther was a Programmer at Bolt, Beranek & Newman , which developed the ARPANET (the forerunner of the Internet ). Crowther was a Caver , who applied his experience in Mammoth Cave (in Kentucky ) to create a game that he could enjoy with his young daughters.1 Crowther had explored the Mammoth Cave in the early 1970s, and created a vector map based on surveys of parts of the real cave, but the text game is a completely separate entity, created during the 1975-76 academic year Jerz, Dennis (2007) '' Somewhere Nearby Is Colossal Cave: Examining Will Crowther's Original “Adventure” in Code and in Kentucky '', Digital Humanities Quarterly and featuring fantasy elements such as axe-throwing Dwarves and a magic bridge. The version that is best known today was the result of a collaboration with , he introduced additional fantasy elements, such as Elves and a Troll . To this day, students at Stanford University must re-implement the game as an assignment in the first Computer Programming course. ''Adventure'' was the first game to feature objects that could be picked up, used, and dropped (and that could be carried by an NPC ). Mark J. P. Wolf , Bernard Perron , ''The Video Game Theory Reader'', Foreward by Warren Robinett , 2003, Routledge , ISBN 0415915880 TECHNOLOGY Crowther's original game consisted of about 700 lines of Fortran code, with about another 700 lines of data, written for BBN's PDP-10 . (See the original source code ) The program required almost 300 KB of main memory in order to run, (citation?) a significant amount at that time. In 1977, Jim Gillogly of the RAND Corporation spent several weeks porting the code from Fortran to C under Unix , with the agreement of both Woods and Crowther. The game was also ported to Prime Computer 's super-mini running PRIMOS in the late 1970s, utilising Fortran 4. Later versions of the game moved away from general purpose programming languages such as C or Fortran, and were instead written for special interactive fiction engines, such as Infocom's Z-machine . LATER VERSIONS Computer circa 1982]] Many versions of ''Colossal Cave'' have been released, mostly entitled simply ''Adventure'', or adding a tag of some sort to the original name (e.g. ''Adventure II'', ''Adventure 550'', ''Adventure4+'', ...). Microsoft released a version of ''Adventure'' with its initial version of MS-DOS 1.0 for the IBM PC (on a single sided disk, requiring 32KB of RAM). Russel Dalenberg's Adventure Family Tree page2 provides the best (though still incomplete) summary of different versions and their relationships. Dave Platt's influential 550 points version was innovative in a number of ways. It broke away from coding the game directly in a programming language such as Fortran or C. Instead, Platt developed A-code — a language for adventure programming — and wrote his extended version in that language. The A-code source was pre-processed by an F77 "munger" program, which translated A-code into a text database, and a tokenised pseudo-binary. These were then distributed together with a generic A-code F77 "executive", also written in F77, which effectively "ran" the tokenised pseudo-binary. Platt's version was also notable for providing a randomised variety of responses when informing the player that, e.g., there was no exit in the nominated direction, for introducing a number of rare "cameo" events, and for committing some outrageous puns. MEMORABLE WORDS & PHRASES XYZZY Xyzzy is a magic word found in the game. It often confounds early players. They will type in "xyzzy" to see if it's useful at different parts and get the generic response "Nothing happens". This became an inside joke amongst gamers.4 Maze of twisty little passages ''"You are in a maze of twisty little passages, all alike"'' is a memorable line from the game. Among Hacker s it is sometimes modified to refer to something other than "passages" that one can be lost in. In another part of the game, the player is in a maze of passages that are different, not alike. In this maze, the phrase ''maze of twisty little passages'' is varied into eleven slightly different forms, one for each location:
Don Woods was doing doctoral research in Graph algorithms, and he designed this maze as (almost) a Complete Graph , with two exceptions important to game play. One potential name variation, "little twisting maze of passages", is not used. plugh When the player first arrives at an area known as "Y2", the player receives the message ''A hollow voice says "plugh".'' The magic word takes the player between the rooms "inside building" and "Y2". All vocabulary words of the original game were truncated at five characters, and it is sometimes claimed that "plugh" is actually the truncated "plughole", which would be in keeping with the Speleological theme of the game. Dave Platt's 550-point version of ''Colossal Cave'' — perhaps the most famous variant of this game other than the original, itself a jumping-off point for many other versions including Michael Goetz's 581 point CP/M version — included a long extension on the other side of the Volcano View. Eventually, the player descends into a maze of catacombs and a "fake Y2". If the player says "plugh" here the player finds himself or herself transported to a Precarious Chair suspended in midair above the molten Lava . (The 581-point version was on SIGM011 from the CP/M Users Group , 1984.) Some games recognize "plugh" and will respond to it, usually by making a joke.5 A web page giving responses to "plugh" in many games of interactive fiction The adventure game '' Prisoner 2 '' contained a cavern with the word "PLUGH" written on the wall; if the player typed this word into the command parser, he was sent back to his starting point. Down the hall from Platt, three programmers were developing a debugger for a commercial operating system (CP6). They added a command to show a Stack Trace , and called the command “plugh”. The command passed all internal reviews for release until a technical writer refused to allow a funny word that didn’t mean anything to be included in the product. A lengthy development meeting determined that plugh stood for “Procedure List Used to Get Here”. Other lines Other memorable lines from the game are:
Continued development Just as Don Woods picked up the development of Adventure where Crowther left off, other programmers continued the story in their own way. Dave Platt's's 550-point F77 version had some memorable moments as well:
Platt also had a number of "cameos" — very rare random events of no consequence. For example:
Other versions added their own flavour to the proceedings.
SEE ALSO REFERENCES EXTERNAL LINKS
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