->''Welcome to Adventure!! Would you like instructions?''

''[=ADVENT=]'', also known as ''Adventure'' or ''Colossal Cave Adventure'', is the [[UrExample ur]]-InteractiveFiction game. Originally written by Will Crowther in the mid-1970s as an attempt at a computer-refereed fantasy game inspired by ''TabletopGame/DungeonsAndDragons'', based on his map of the Mammoth Cave system in Kentucky. His version was ready by 1976. The game was then greatly expanded by Don Woods in 1977.

According to legend, Don Woods played Adventure in its original form, and attempted to contact Crowther for permission to expand the program. Naturally, Woods didn't have Crowther's mailing address, so he resorted to the fledgling Internet and e-mail; as the Internet itself had only about three hundred networked systems at the time, Woods [[TakeAThirdOption simply sent a blanket e-mail to]] 'crowther@' ''[[AllOfThem every]]'' network.

''Colossal Cave Adventure'' is a text-based game in which the player explores a large complex of underground caverns -- Will Crowther wrote the game for his daughters, who were at the time too young to join him on caving expeditions. The layout is so precise that, in at least one instance, an inexperienced caver was able to navigate flawlessly in the Mammoth cave system on her first visit.

The dryly humorous, terse narration style of the game set the standard for future InteractiveFiction games. Much of the style also influenced early {{MUD}}s, still evident in modern examples.

Developed on BBN's [[UsefulNotes/MainframesAndMinicomputers PDP-10]], the game was written in FORTRAN and later ported to C under UsefulNotes/{{UNIX}}. Further iterations of the game were re-written in custom languages developed specifically to handle the unique features of text-based interactive adventure games.

Many versions and descendants of the game have been released, mostly under the title ''Adventure'' or some variation thereof (e.g., Adventure II, Adventure 550, Adventureland, etc.) Even Microsoft published a version of the game, packaged with its original MS-DOS 1.0 for the IBM PC. The Creator/{{Infocom}} classic ''VideoGame/{{Zork}}'' began life as a remake of ''Adventure'', and both ''Zork'' and ''Adventure'' influenced ''VideoGame/{{Dunnet}}'', a cyberpunk text adventure buried as an EasterEgg in the Emacs text editor,[[note]]well, sort of. Emacs is a Lisp interpreter as well as a text editor, and it ships with a number of Lisp programs (earning it the nickname of the "operating system in want of a good editor"), Dunnet being one of them. It is nevertheless often considered an easter egg by OS X users.[[/note]] which is in turn included as standard with Mac OS X.

Some [[StockShoutOuts phrases popularized]] by ''[=ADVENT=]'' are:

* "A huge green fierce snake bars the way!"
* "I see no X here." (for some noun X).
* "You are in a maze of twisty little passages, all alike."
* "You are in a little maze of twisty passages, all different."
* "With what? Your bare hands?" (When encountering a hostile creature, and you type "kill [it]")

Advent is also responsible for the ClassicCheatCode [[http://en.wikipedia.org/wiki/Xyzzy#xyzzy "XYZZY"]].

'Advent' is believed to be directly responsible for coining the term 'adventure game', and is known to have inspired Roberta Williams to develop her first computer game, Mystery House, which would, in turn, lead to the founding of On-Line Systems (later [[{{Sierra}} Sierra Online]]) with her husband Ken.

In addition, the game inspired an offbeat 'hobby' known as 'urban exploration', or 'vadding'. An often-illegal pursuit, 'vadding' involves entering steam tunnels, access tunnels, sewers or abandoned buildings to explore and take photographs. The term 'vadding' came directly from 'Advent' -- a great number of urban explorers were ''Colossal Cave'' enthusiasts, and the game would appear with remarkable frequency on college and university computer networks under the name 'Advent'. When system administrators caught on to the game's presence, they began to remove 'Advent' whenever it was discovered. Enterprising players then simply renamed the game 'Adv', and when ''that'' tactic was discovered, reversed it, turning it into 'Vad', which (because of the game's emphasis on exploration) became the ''de facto'' term for referring to the real-life hobby.

''(PublicServiceAnnouncement: Readers should be aware that Vadding may be illegal (if it involves trespassing or breaking-and-entering), and can be quite dangerous (as in serious injury, possibly death). Follow the Urban Explorer's Golden Rule: Do NOT go Vadding alone).''

For more information on Advent (external links):
* [[http://www.rickadams.org/adventure/ The Colossal Cave Adventure Page]]
* [[http://www.catb.org/jargon/html/ The Jargon File]] under [[http://www.catb.org/jargon/html/A/ADVENT.html Advent]].

Much of the information on this page comes from the ''JargonFile'' entry.

* AlienGeometries: When you go west and then east, you might not be in the same room you started from. The problem is not actually the geometries, it's that the various locations are notionally connected by twisty passages, such that you might for instance leave one location heading east and arrive in the next location heading north; but the ''effect'' is the same.
* AlienSky: On the beach.
* ArtisticLicenseGeology: Crowther's original version, drawn from first-hand knowledge, is set in a reasonably accurate version of a limestone cave system. Some of Woods's additions, not so much. Of particular note is the ''active volcano'' underground.
* BearsAreBadNews: Well, until you tame it. Then things get bad for somebody else.
* BluntYes: You have to invoke this to [[spoiler:kill the dragon with your bare hands]].
* ConvectionSchmonvection: Played straight. However, you die from poisonous fumes if you try crossing the volcano without protection.
* CoolSword: The Singing Sword.
* DarknessEqualsDeath: Trying to fumble around in the dark results in you falling in a pit to "break every bone in your body".
* DeadEndRoom: The aptly-named Witt's End. [[spoiler:Actually not quite an example -- you won't get out if you try going back the way you came (or in just about any other direction), but if you persist in heading north, ''eventually'' the game will relent and let you out.]]
* DebugRoom: On timesharing computers, "Wizard Mode", if you wanted to use it, had to be typed as the first command given to the game. You then had to give the password and solve a computation to prove you are a Wizard. In Wizard Mode, you could shut down the game into single player mode, set the hours the game is allowed to be played (to keep people from running it when a lot of people want to use the computer, like during daytime hours of finals week on a university or college computer) or to set holidays when anyone could play with no restrictions (like Thanksgiving or Christmas). On [=PC=]s, this was deactivated.
* DevelopersForesight: In some versions, swearing can have interesting results.
* DummiedOut: The 550- and 580- point versions contain functions to support running on a shared computer such as a mainframe, allowing time limited games or restricting play to between certain hours. On PC-hosted versions, all the code's still there, but the "is this a shared computer?" check is a dummy and so the rest of the code is never used.
* GlowingGem: The source of the light in the Plover Room.
* GuideDangIt: It would be quicker to list the puzzles that ''aren't'' illogically difficult.
* InfiniteFlashlight: ...after you install fresh batteries, in some versions. (Which require you to sacrifice some treasure to purchase, and therefore prevent you from getting the best ending.) In other versions, the fresh batteries eventually wear out as well, and the game narrator suggests that you start wrapping things up.
* KleptomaniacHero: You. The purpose of the game is to find all the treasure.
* LastLousyPoint: A particular tricky one, too.
* TheManyDeathsOfYou
-->''You fell into a pit and broke every bone in your body!''
* TheMaze: Three mazes complete with AlienGeometries
* MissingSecret: Two rooms with a window facing another window across a room, with a "Shadowy Figure" in that other window. The player would like to know who the heck he is, and what the heck to do with him. Turns out [[spoiler:the two windows are over the giant mirror room, and the "Shadowy Figure" is your own reflection]].
* PerplexingPearlProduction: Discussed. You find a "giant clam" in one room. Once you pry it open:
-->''A glistening pearl falls out of the clam and rolls away. Goodness, this must really be an oyster. (I never was very good at identifying bivalves.)''
* PuzzleBoss: The Dragon.
* RandomEncounter: There are Dwarves wandering the caves, who will chase and throw knives at you. Some versions limit them to five. In the AGT version, there an infinite number, which randomly appear, block you from exiting a room, and can randomly throw their knife just as soon as they appear. This means you need to wear a magic cloak to prevent being insta-killed, and keep it for the whole game because there's an infinite number of them.
* RhetoricalQuestionBlunder: Exploited in one of the most difficult puzzles of the game. "With What? Your bare hands?" is the rhetorical question asked when you forget to specify a weapon in an attack. After a few weeks of utter frustration trying to find a weapon that will [[spoiler:slay the dragon,]] the player angrily types "[[BluntYes Yes]]" more or less at random. Tada!
* SceneryPorn: Lots of it, in lovingly detailed text that makes up for the lack of graphics. Especially the volcano.
* ShoutOut:
** There are [[Literature/SnowWhite seven]] dwarves in the cave.
** If you try to open the treasure vault with the wrong password, you're hunted down and killed by a Rover from ''Series/ThePrisoner''.
* ThrowingYourSwordAlwaysWorks: In some versions, the parser doesn't know a command for melee fighting, so the only way you can attack something with the axe is to throw it.
* TimedMission: If you spend too many turns in the game without getting to the endgame area, a voice will intone "Cave closing soon."
* TrollBridge: You have to hand over a piece of treasure to get past.
* VideogameLives: Based on the amount of orange smoke left to revive you.
* WallOfText: The volcano room ("At Breath-Taking View") has a surprisingly [[http://lparchive.org/Adventure/Update%20143/ long and verbose description]]. (This passage was apparently written not by Crowther or Woods, but rather by a graduate student, John Gilbert.)
* WorldOfPun:
** The Barren Room. Which contains a large, hungry, initially very grumpy ... [[BearsAreBadNews well, guess.]]
** In some versions there is a flask that says "London Dry," containing [[spoiler: a jinn]].
* YouCantGetYeFlask: The UrExample.
* YouShouldntKnowThisAlready: If you go where the Pirate's treasure chest is before encountering the Pirate, you just reach a dead end. The chest isn't there.