'''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.
[1]
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.
[2]
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
Don Woods, a graduate student who discovered the game on a computer at
Stanford University[3] and made significant expansions and improvements, with Crowther's blessing. A big fan of
Tolkien, 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).
[4]
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

''ADVENT'' running on an
Osborne 1 Computer circa 1982

Later versions of the game supplied graphics.
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 page
[5]
provides the best (though still incomplete) summary of different versions and their relationships.
Until Crowther's original version was found
[6], the "definitive original" was generally considered to be the version that Don Woods expanded in 1977. As part of that expansion, Woods added a scoring system that went up to 350 points. Extended versions with extra puzzles go up to 770 points or more. The AMP
MUD had a multi-player ''Colossal Cave''.
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.
[ Everything you ever wanted to know about…the magic word XYZZY Rick Adams ]
Maze of twisty little passages
''"You are in a maze of twisty little passages, all alike"'' is a memorable line from the game. Among
hackers 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:
★ Little maze of twisting passages
★ Little maze of twisty passages
★ Little twisty maze of passages
★ Maze of little twisting passages
★ Maze of little twisty passages
★ Maze of twisting little passages
★ Maze of twisty little passages
★ Twisting little maze of passages
★ Twisting maze of little passages
★ Twisty little maze of passages
★ Twisty maze of little passages
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.
[7] 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:
★ ''A huge green fierce snake bars the way!''
★ ''With what? Your bare hands?'' (refers to killing the snake, a
dragon, etc.)
★ ''With what? Your bare hands? Against his bear hands?'' (refers to killing the bear)
★ ''It's not hungry (it's merely pinin' for the fjords).'' (if you try to feed the bird) — a reference to
Monty Python's
Dead Parrot sketch
★ The game responds to a frustrated player's swearing with ''watch it!'' and to commands to eat inappropriate things (e.g., the bird, the snake) with ''Yecch!''
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:
★ ''Into view there bounces a horrible creature!! Six feet across, it resembles a large blob of translucent white jelly; although it looks massive, it is bouncing lightly up and down as though it were as light as a feather. It is emitting a constant throbbing sound, and it >ROAR
Rover from ''The Prisoner''
Platt also had a number of "cameos" — very rare random events of no consequence. For example:
★ ''From the darkness nearby comes the sound of shuffling feet. As you turn towards the sound, a nine-foot cyclops ambles into the light of your lamp. The cyclops is dressed in a three-piece suit of worsted wool, and is wearing a black silk top-hat and cowboy boots and is carrying an ebony walking-stick. It catches sight of you and stops, seeming frozen in its tracks, with its bloodshot eye bulging in amazement and its fang-filled jaw drooping with shock. After staring at you in incredulous disbelief for a few moments, it reaches into the pocket of its vest and pulls out a small plastic bag filled with a leafy green substance, and examines it carefully. "It must be worth eighty pazools an ounce after all" mumbles the cyclops, who casts one final look at you, shudders, and staggers away out of sight.''
Other versions added their own flavour to the proceedings.
★ ''With extreme difficulty, you take down from the wall a seven foot high, twenty foot long, three hundred and sixty degree view of Mars taken from the Viking lander.'' — from the Witt's End extension in Mike Goetz's CP/M version (1983); this action would summon Rover (see above)
★ ''I am sorry, but magic rug flying regulations specifically prohibit any activity other than (a) enjoying the view (recommended), (b) reviewing one's possessions (optional) and (c) clutching rug edges in sheer stomach-churning terror (not recommended).'' — from Mike Arnautov's 770-point version (2003)
See also
★ Interactive Fiction
References
1. Mel Park. Bev Schwartz meets the real Bedquilt
2. Here's where it all began… Rick Adams
3. http://www.avventuretestuali.com/interviste/woods-eng
4. Mark J. P. Wolf, Bernard Perron, ''The Video Game Theory Reader'', Foreward by Warren Robinett, 2003, Routledge, ISBN 0415915880
5. Adventure Family Tree Russel Dalenberg
6. Adventure: Crowther's original source code found; photos from inside the real Colossal Cave
7. >plugh responses David Welbourn A web page giving responses to "plugh" in many games of interactive fiction
External links
★ A Flash version of the Colossal Cave Adventure
★ A Java version of the Colossal Cave Adventure
★ A C/CWEB version of the Colossal Cave Adventure
★ ADVENTURE step by step walkthrough
★ Download Infocom games here
★ Play Adv770 online
★ The source code for David Platt's 550 point version (gzipped)
★ Rick Adams' Colossal Cave Adventure page, with downloads
★ Lisa Shea's Colossal Cave Walkthrough, with maps
★ Baf's Guide to the IF Archive with downloadable versions for many platforms.
★ Colossal Cave Adventure Java
★ FORTRAN source code for Crowther and Woods collaboration
★ Somewhere Nearby is Colossal Cave: Examining Will Crowther's Original “Adventure” in Code and in Kentucky
★ Crowther's original source code for Adventure (as recovered from Don Woods's student account at Stanford)
★ Windows executable version of Crowther's original ADVENT