Colossal Cave Adventure (also known as ADVENT or Colossal Cave) (Crowther & Woods, 1976) was the first computer adventure game. It was originally designed by Will Crowther, a programmer and keen caver, and is based on the layout of parts of the Mammoth Cave system in Kentucky. Most specifically, the name of the cave in the game comes from the section of the complex called "Colossal Cave", but the actual map layout is a remarkably faithful reproduction of the nearby "Bedquilt Cave" (which gives its name only to one particular room/passage in the game).Montfort, Nick (2003). Twisty Little Passages: An Approach To Interactive Fiction. Cambridge: The MIT Press. ISBN 0-262-13436-5 This reproduction is apparently so faithful that experienced cavers who have played the game but never seen the cave have been able to find their way around significant parts of Bedquilt
The version that is known today was created in 1976 by Don Woods, another programmer, who discovered the game on his company's machine and made a number of improvements to it, with Crowther's blessing. A big fan of Tolkien, he introduced several elements from his stories, such as elves, trolls, and a volcano.
In 1976, Jim Gillogly of the RAND Corporation spent several weeks on porting the code from Fortran to C under Unix, with the agreement of both Woods and Crowther.
Later versions of the game no longer used general purpose programming languages such as C or Fortran, but were written instead using special interactive fiction frameworks or languages.
Because Crowther's original version is apparently lost, the 350 point version is held to be the "definitive original". 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.
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 twelve slightly different formulations, one for each location:
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, you descended into a maze of catacombs and a "fake Y2". If you said "plugh" here you found yourself 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. A web page giving responses to "plugh" in many games of interactive fiction
Down the hall from Platt in those days, 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”.
Plugh is a secret code for the strange leaflet quest in Kingdom of Loathing.
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.
It has later been used as a metasyntactic variable by hackers and as a marker in program sources for known-incorrect or incomplete code.
The XYZZY Awards are presented annually by XYZZYnews editor Eileen Mullin to notable works of interactive fiction.
xyzzy was a cheat for some versions of the Microsoft game Minesweeper (works with Windows XP).
xyzzy is one secret code for the strange leaflet quest in Kingdom of Loathing.
xyzzy is used to enable cheats in Road Rash.
XYZZY is used as the name for a hidden attribute used to store passwords in PennMUSH.
XYZZY is tried as a password by JC Denton in Deus Ex.
One of the fortunes in NetHack is 'The magic word is "XYZZY".'
The Sims (PC) has "xyzzy" and "plugh" as passwords to enable the selected sim to say them when typed at the cheat menu. However, in the Mac version, typing "xyzzy" yields "Nothing happens here." in a cheat box, a reference to Adventure itself. "plugh" does nothing.
If , where , , and are the vectors (, , ),(, , ) and (, , ), then:
Notice that the second and third equations can be obtained from the first by simply rotating the subscripts, x -> y -> z -> x. The problem, of course, is how to remember the first equation, and here xyzzy can be used.
It has been claimed that this was the actual origin of the word.
On Digital Equipment Corporation's PDP-11/44 processor, the full (but undocumented) form of the console processor's "X" command is XYZZY. (This was introduced in Version 3 of the console code by a firmware programmer who'd obviously spent way too much time playing Adventure.)
Dave Platt's's influential 550-point F77 version had some memorable moments as well:
Platt also had a number of "cameos" — very rare random events of no consequence. For example:
Other versions added their own flavour to the proceedings.
1976 computer and video games | Interactive fiction | Adventure games
Adventure (Spiel) | Colossal Cave Adventure | Colossal Cave Adventure | Xyzzy
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"Colossal Cave Adventure".
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