ADVENT, also known as Adventure or Colossal Cave Adventure, is the ur-Interactive Fiction game. Originally written by Will Crowther in the mid-1970s as an attempt at a computer-refereed fantasy game inspired by Dungeons & Dragons, 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 simply sent a blanket e-mail to 'crowther@' 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.
Developed on BBN's PDP-10, the game was written in FORTRAN and later ported to C under 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 Infocom classic Zork began life as a remake of Adventure, and both Zork and Adventure influenced Dunnet, a cyberpunk text adventure buried as an Easter Egg in the Emacs text editor,note which is in turn included as standard with Mac OS X.
Some 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 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 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.
(Public Service Announcement: 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):
Much of the information on this page comes from the Jargon File entry. The game is among the more important heirloom artifacts of the hacker culture the File describes.
Colossal Cave provides examples of:
- Alien Geometries: 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.
- Alliterative Title: Colossal Cave.
- Artistic License Geology: 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.
- Bears Are Bad News: Well, until you tame it. Then things get bad for somebody else.
- Blunt "Yes": You have to invoke this to kill the dragon with your bare hands.
- Convection Schmonvection: Played straight. However, you die from poisonous fumes if you try crossing the volcano without protection.
- Cool Sword: The Singing Sword.
- Darkness Equals Death: Trying to fumble around in the dark results in you falling in a pit to "break every bone in your body".
- Dead-End Room: The aptly-named Witt's End. 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.
- Debug Room: 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 PCs, this was deactivated.
- Developers' Foresight: In some versions, swearing can have interesting results.
- Dummied Out: 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.
- Fun with Homophones: When trying to kill the bear.With what? Your bare hands? Against his bear hands?
- Glowing Gem: The source of the light in the Plover Room.
- Infinite Flashlight: ...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.
- Kleptomaniac Hero: You. The purpose of the game is to find all the treasure.
- Last Lousy Point: A particular tricky one, too.
- The Many Deaths of YouYou fell into a pit and broke every bone in your body!
- The Maze: Three mazes complete with Alien Geometries
- Missing Secret: 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 the two windows are over the giant mirror room, and the "Shadowy Figure" is your own reflection.
- Perplexing Pearl Production: 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.)
- Priceless Ming Vase: One of the treasures. If you drop it, it will shatter into a million pieces unless you have dropped the pillow at the same location first. Possibly the Ur-Example in video games.
- Puzzle Boss: The Dragon cannot be harmed with any conventional weapon. Defeating it requires figuring out (or becoming desperate enough to discover through trial and error) that it can be killed by a specific method of attack that doesn't work on any other opponent in the game.
- Random Encounter: There are seven Dwarves wandering the caves, who will chase and throw knives at you. In the AGT port, 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 and the axe for the whole game because there's an infinite number of them.
- Rhetorical Question Blunder: 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 slay the dragon, the player angrily types "Yes" more or less at random. Tada!
- Scenery Porn: Lots of it, in lovingly detailed text that makes up for the lack of graphics. Especially the volcano.
- Schmuck Bait: In Mike Goetz's 580-point version, you can find a computer with a button marked "EMERGENCY STOP Do not push!" Pressing it sends the computer into an infinite loop. Not the computer in the game, the one that you're playing on. The only thing you can do is reboot.
- Throwing Your Sword Always Works: 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.
- Timed Mission: The flashlight doesn't last forever. In addition, if you spend too many turns in the game without getting to the endgame area, a voice will intone "Cave closing soon."
- Troll Bridge: You have to hand over a piece of treasure to get past.
- Unwinnable by Design: Some absolute examples, and others that will make impossible to get the Golden Ending, which in some versions is the only winnable state (in other versions alternate endings are possible, but will not yield sufficient points to earn you the rank of adventure grandmaster)
- The original Colossal Cave Adventure has a nasty one near the end — after you deposit the last treasure, you have a small number of moves to get back into the cave system before you're locked out of it (literally). If you're anywhere in the caves when the timer expires, then you're whisked to the last two locations; if you aren't, then you can't get back in — and thus can't end the game.
- Several in the bridge:
- If you give the troll a non-recoverable treasure to pass (as in, not the magic egg), then you'd have lost it forever and won't get it back.
- If you return via the bridge with the bear still following you, the bridge breaks under the bear's weight, causing you to fall and die. You can then respawn back at the starting location, but once you make it back to the bridge room, the bridge will still be gone, and if you left something you need on the other side, you're doomed.
- The vase will break if dropped without the pillow on the floor.
- Videogame Lives: Based on the amount of orange smoke left to revive you.
- Wall of Text: The volcano room ("At Breath-Taking View") has a surprisingly long and verbose description. (This passage was apparently written not by Crowther or Woods, but rather by a graduate student, John Gilbert.)
- World of Pun:
- The Barren Room. Which contains a large, hungry, initially very grumpy ... well, guess.
- In some versions there is a flask that says "London Dry," containing a jinn.
- You Can't Get Ye Flask: The Ur-Example.
- You Shouldn't Know This Already: 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.