Appropriately, it is game #1 in "Baf's Guide to the IF Archive":
See also:
http://www.rickadams.org/adventure
David Fisher
http://jerz.setonhill.edu/if/gallery/adventure/index.html
If you're looking for more options, try this site:
I sure wish this game described its exits.
Conrad.
All you need is a time machine set for 1975 and a big stick, perhaps
with a nail in the end.
Alternatively, there's a Graham Nelson-et al. I6 version, and it would
not be too hard, I think, to take that one and modify it such that the
status line *did* list the exits.
Adam
> I sure wish this game described its exits.
Kind of misses the point.
(Won the 350, 500, and 501 point versions on a DEC-20 in the late 70s, as well
as the original Zork.)
--
Rich Alderson "You get what anybody gets. You get a lifetime."
ne...@alderson.users.panix.com --Death, of the Endless
> Conrad <conradc...@gmail.com> writes:
>
> > I sure wish this game described its exits.
>
> Kind of misses the point.
I'm supposed to not know what direction I can walk in?
This is fun?
> (Won the 350, 500, and 501 point versions on a DEC-20 in the late 70s, as well
> as the original Zork.)
Well, I'll give it another shot...
Conrad.
Play Adventure it to appreciate the big jump from Hunt the Wumpus and
mainframe Trek.
Play it, not merely seeking conformation for your own definition of
"fun," but rather to understand why computer users across the early
'net who (according to one humorous estimate) lost about two weeks of
work because they were obsessed by the their first encounter with the
game. They must have thought it was fun... why? How did their
expectations differ from ours? How was their world differ from ours?
Play it to reach back more than 30 years in time, in order to
understand where were are today.
Play it to expand your mind, to refresh your imagination, to challenge
your assumptions.
Play it to appreciate what Crowther and Woods created out of thin air
-- all the more wonderful because they built it for love and shared it
for free.
Play it to exercise that part of your mind that will recognize next
ground-breaking, genre-defining innovation.
Play Adventure so that, one day when you stumble across something new,
you can be the one who says, "Look at this, guys... here's why I think
it changes everything!"
Is *this* fun?
I think so!
I'm not volunteering to do it. (Maybe it could be done as a group
project.) I'm just saying, such a release might ... well, let's put it
this way: I don't believe in the inviolability of ANY text, starting
with the Bible. Readapting a hallowed text can be an illuminating process.
--JA
Which is basically what I'm doing, although not with Colossal Cave.
Come to think of it, that would have been a really interesting choice.
But you're right, the readaptation of this text piece has been quite
illuminating indeed.
> Which is basically what I'm doing, although not with Colossal Cave.
> Come to think of it, that would have been a really interesting choice.
> But you're right, the readaptation of this text piece has been quite
> illuminating indeed.
Care to share more? I'm curious.
--JA
Sure, check out our progress at:
http://www.greatgamesexperiment.com/game/vespers3d/
There are links to some of my blogs near the end that discuss some of
the fascinating (well, to me) issues in adapting the text to a 3D
environment. It certainly has been enlightening for me.