[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/colosalcave_1490.jpg]]
-->"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 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 [[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 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, and a version of the game is buried as an EasterEgg in the Emacs text editor. The Creator/{{Infocom}} classic ''VideoGame/{{Zork}}'' began life as a remake of ''Adventure''.

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.
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!!Tropes

* 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''.
* BearsAreBadNews: Well, until you tame it. Then things get bad for somebody else.
* ConvectionSchmonvection: Played straight. However, you die from poisonous fumes if you try crossing the volcano without protection.
* CoolSword: The Singing Sword.
* 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.]]
* 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.
* FunctionalMagic
* InfiniteFlashlight: ...after you install fresh batteries. (Which require you to sacrifice some treasure to purchase, and therefore prevent you from getting the best ending.)
* KleptomaniacHero: You. The purpose of the game is to find all the treasure.
* LastLousyPoint: A particular tricky one, too.
* RandomEncounter: Dwarves. In the AGT version, not equipping the clock allows them to insta-kill you.
* 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''.
* TheDevTeamThinksOfEverything: In some versions, swearing can have interesting results.
* TheManyDeathsOfYou
-->''You fell into a pit and broke every bone in your body!''
* TheMaze: Three mazes complete with AlienGeometries
* ThrowingYourSwordAlwaysWorks: 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.
* WorldOfPun:
** The Bare 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.
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