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Crowther's Original Adventure Source Code Found
Posted by
kdawson
on Tue Aug 14, 2007 07:08 AM
from the hollow-voice-says-plugh dept.
from the hollow-voice-says-plugh dept.
drxenos writes "I don't know how many of you are fans of old-school text adventures (interactive fiction), but Will Crowther's original Fortran source code has been located in a backup of Don Woods's old student account. For fans like me, this is like finding the Holy Grail."
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Crowther's Original Adventure Source Code Found
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Wow.... (Score:1)
It's early. .
Re:Wow.... (Score:5, Funny)
A> "To Seek the holy grail!"
Q: "what is your favorite text base adventure game?"
A> "Colossal Cave Adventure... NO wait, blue!"
*Gets launched into the death pit*
tttttt
t t
t t
t R I P t
t t
t t
tttttttttttt
Re:Wow.... (Score:5, Funny)
Fine, fine.
For fans like me, this is like finding the Holy Grail.
Drxenos! Drxenos, King of the Nerds! Oh, don't grovel! If there's one thing I can't stand, it's people groveling!
[slightly later]
Behold! Drxenos, this is the Holy Grail of Computer Games. Look well, drxenos, for it is your sacred task to seek this Grail. That is your purpose, drxenos -- the Quest for the Holy Grail of Computer Games: Adventure. And it is written in FORTRAN.
Wait, FORTRAN? Lord, you're kidding right?
[significantly later]
He says they've already got one!
Yes, it's-a verry nice-a. It is-a coded in C.
[substantially later]
We are the Knights Who Say
Augh!!!! Stop it!
[much later]
What is the net speed of an unladen TCP/IP data packet using PPP over a 1200 baud modem?
What do you mean? With or without parity, 7 or 8 bits, with or without flow control?
What? I don't know all that! Auuuuuugh!!!
[slightly later but a little further that the previously-mentioned "slightly later"]
The Castle Stanford. Once we brave its maze of twisty little passages, all alike, our quest is at an end!
THIS IS A HOAX (Score:3, Funny)
Re:THIS IS A HOAX (Score:5, Funny)
(Last Journal: Monday April 03 2006, @07:23PM)
Well, calling it a "programming language" certainly qualifies as "fantasy"...
/ Props to HPF, though
The Fortran gods shall smite thee (Score:5, Funny)
(http://orbitaldebris.jsc.nasa.gov/ | Last Journal: Wednesday November 02 2005, @10:22AM)
c-----
IMPLICIT NONE ! Catch typos and un-initialized variables.
integer IERR_smite
character*200 ch_name
c-----
write(6,1)
1 FORMAT(/,' This is one smiting program!',/,
& ' Enter name of smitee --> ',$)
read(*,fmt='(A)') ch_name
DO while(.TRUE.) ! Endless smiting loop.
call smite(ch_name, IERR_smite)
if(IERR_smite.GT.0) goto 20
End DO ! smite loop.
20 CONTINUE
write(*,*)' Done smiting.'
if(IERR_smite.LT.0) then
write(6,2) IERR_smite
2 FORMAT(' ***Possible smiting error, IERR_smite = ',I)
endif
STOP
END
c-----
c End of Main.
c-----
Re:The Fortran gods shall smite thee (Score:4, Insightful)
rogue for me (Score:2, Insightful)
(Last Journal: Monday June 09 2003, @01:59PM)
A good example of how coding has progressed (Score:5, Interesting)
I looked at the various FORTRAN files and am amazed at the spaghetti GOTO maze which, although messy, was probably the only way to do things in FORTRAN at the time with no structuring capability.
A random example:
IF(K.NE.1) MASK1="177*M2(K)
IF(((A(J).XOR."201004020100).AND.MASK1).EQ.0)GOTO 3
IF(S.EQ.0) GOTO 2
Wow! Is that the opposite of self-documenting code or what?
Re:A good example of how coding has progressed (Score:5, Funny)
(http://www.google.com/search?q=crackhead)
Re:A good example of how coding has progressed (Score:5, Funny)
(http://stylus-toolbox.sf.net/ | Last Journal: Tuesday May 15, @11:50AM)
Re:A good example of how coding has progressed (Score:5, Interesting)
2027 is similar, there's just a lot more possible values. That rogue 1 is a continuation indicator, it would have been in column 6 on your punch card.
Re:A good example of how coding has progressed, (Score:5, Interesting)
(http://drjunge.blogspot.com/)
http://www.literateprogramming.com/adventure.pdf [literateprogramming.com]
Re:A good example of how coding has progressed (Score:4, Interesting)
(http://picknit.com/ | Last Journal: Saturday July 29 2006, @03:58PM)
Re:A good example of how coding has progressed (Score:5, Insightful)
(http://picknit.com/ | Last Journal: Saturday July 29 2006, @03:58PM)
But here's a sobering thought: Dijkstra launched his attack on the goto statement [acm.org] in 1968. Every programmer who's grown up with block structured languages would take it as a given that Dijkstra was right. But at the time, the concept was extremely controversial, and there was a lot of resistance — as evidenced by the fact that Crowther and Wood were still using computed gotos in 1976!
Re: A good example of how coding has progressed (Score:4, Funny)
(http://picknit.com/ | Last Journal: Saturday July 29 2006, @03:58PM)
Re:A good example of how coding has progressed (Score:5, Informative)
So the little snippet you posted goes to label 3 if the current character (selected by J for the integer and K for the character within the integer) is a space, and to 2 if no space has been found yet, and continues without branching if a space has been found but the current character is not a space.
If A were, more sensibly, a character array, the above would be written as
IF(A(J:J).EQ.' ')GOTO 3
IF(S.EQ.0) GOTO 2
which is no problem to read at all, despite the gotos.
The Holy Grail? (Score:1, Funny)
Found? When was it lost? (Score:5, Funny)
(http://users.rcn.com/smallpond1/ | Last Journal: Wednesday April 30 2003, @11:25PM)
Re:Found? When was it lost? (Score:4, Funny)
I've also got a programming card for an 029 and COBOL.
We were the sneaky bastards that used to put random comments and unused character strings into the code to thwart people like you. Then I graduated and became a people like you. And was constantly thwarted by people like me.
OS 360, RSX11D, RSX11M, VMS. RIP.
Re:Found? When was it lost? (Score:4, Interesting)
(http://theari.com/)
command (Score:1, Redundant)
(http://suso.suso.org/ | Last Journal: Tuesday March 09 2004, @12:03AM)
This sounds familiar (Score:1, Funny)
Re:This sounds familiar (Score:5, Funny)
Reversed causation (Score:5, Interesting)
Re:This sounds familiar (Score:4, Interesting)
xyzzy
Re:Why it was special... (Score:5, Funny)
(Last Journal: Monday September 04 2006, @10:07PM)
When I finally finished it, the screen cleared and an operator in the computer centre was typing to me and asking me to come over to the centre. I figured I'd been sprung for all the extra time I'd 'arranged', but instead they gave me printout and iducted me into the Order of Wizards!
A nerdy proud moment... (I wish I hadn't lost that printout in the intervening decades and moves.)
Re:This sounds familiar (Score:4, Insightful)
The original Zork games, as well as the rest of the Infocom games were inspired by Adventure to a large degree. It should be noted that because they were text based, some things that would be considered obvious were not necessarily obvious in those days, which added to the puzzle solving aspect of the game.
These days, everything is made almost too obvious, because too many potential customers don't like a challenge(note that many games can be beaten straight out of the box in under 24 hours of playing). Back in those days, a game could take weeks of playing to figure out what to do, beating your head against a problem for several days before a solution would present itself wasn't uncommon.
Then again, it seems that too many people never bother to pick up a book when movies are available, and never realize how horribly the film makers have screwed up a great story, so it's no wonder some people would never understand why text adventures were fun.
I must not be old enough (Score:3, Informative)
William ("Willie" or "Will") Crowther (born 1936) is a computer programmer and caver. He is best known as the co-creator of Colossal Cave Adventure, a seminal computer game that influenced the first decade of game design and created a new game genre, text adventures.
[edit] Biography
During the early 1970s Crowther worked at defense contractor and Internet pioneer Bolt, Beranek and Newman (BBN). Following his divorce from his wife Patricia, Crowther began using his spare time to develop a simple text-based adventure game in FORTRAN on BBN's PDP-10. He created it as a diversion his daughters Sandy and Laura could enjoy when they came to visit. (Montfort, 2003, pp. 85-87)
In Adventure, the player moves around an imaginary cave system by entering simple, two-word commands and reading text describing the result. Crowther used his extensive knowledge of cave exploration as a basis for the game play, and there are many similarities between the locations in the game and those in Mammoth Cave, particularly its Bedquilt section. (Montfort, 2003, p. 88) In 1975 Crowther released the game on the early ARPANET system, of which BBN was a prime contractor. (Montfort, 2003, p. 89)
In the Spring of 1976, he was contacted by Stanford researcher Don Woods, seeking his permission to enhance the game. Crowther agreed, and Woods developed several enhanced versions on a PDP-10 housed in the Stanford Artificial Intelligence Laboratory (SAIL) where he worked. (Montfort, 2003, p. 89) Over the following decade the game gained in popularity, being ported to many operating systems, including personal-computer platform CP/M.
The basic game structure invented by Crowther (and based in part on the example of the ELIZA text parser) was carried forward by the designers of later adventure games. Marc Blank and the team that created the Zork adventures cite Adventure as the title that inspired them to create their game. They later founded Infocom and published a series of popular text adventures.
The location of the game in Colossal Cave was not a coincidence. Will and his first wife Pat Crowther were active and dedicated cavers in the 1960s and early 1970s--both were part of many expeditions to connect the Mammoth and Flint Ridge cave systems. Pat played a key role in the September 9, 1972 expedition that finally made the connection. (Brucker, 1976, p. 299)
Will has also played an important role in the development of rock climbing in the Shawangunks in New York State. He began climbing there in the 1950s and continues to climb today. He made the first ascent of several classic routes including Arrow, Hawk, Moonlight, and Senté. Some of these routes sparked controversy because protection bolts were placed on rappel; a new tactic that Crowther and a several others began to use at the time. The community reaction to this technique was an important part of the evolution of climbing ethics in the Shawangunks and beyond.
Re:I must not be old enough (Score:5, Informative)
(http://www.infamous.net/)
The same thing leaving a campsite better than you found it has to do with ethics, or not littering has to do with ethics. Altering the environment and depriving others of potential experiences is an ethical issue.
A quick Googling [google.com] will reveal that "climbing ethics" is not an invention of the Wikipedia author, but is an active area of discussion among climbers.
Holy Grail (Score:2, Insightful)
(http://xmoo.com/)
This, is probably the same.
at last! (Score:4, Funny)
I was at my wit's end (Score:2, Funny)
--
phunctor
movie (Score:1)
This is very important (Score:2, Insightful)
Full source published (Score:2)
History - Looking for Scheme tarball 1986-87 era (Score:4, Interesting)
(http://www.scottmcmahan.net/)
Fight the power (Score:2, Informative)
(http://www.lazycode.info/)
Ironic (Score:1, Funny)
At Last! (Score:3, Funny)
EAMON!!!! (Score:4, Interesting)
(http://slashdot.org/journal.pl?op=list&uid=911325 | Last Journal: Monday October 29, @02:52PM)
This was fun. I remember running it on a teletype terminal in programming class (damn, thats old) BANG BANG BANG BANG BANG. You couldn't do a quick CLS to hide the evidence when the instructor came by, "Do you think paper grows on trees?" he yell. Of course all was forgiven when we showed him our course work was done. Then, he made us write our own dungeon code.
Much later, Don Brown(?) came out with EAMON [wikipedia.org], with a write your own framework. Fun fun fun.
Rel. Links (Score:2)
Original source, ported to g77 [russotto.net]
The above, compiled as a windows binary [ifarchive.org]
Does anyone remember... (Score:2)
Man, that game was just so much freaking fun; I can still see that little bird driving the snake away to this day.
XYZZY forever, baby!
Useable code (Score:1)
(http://dragonfort.net/ | Last Journal: Thursday December 23 2004, @02:21AM)
http://www.russotto.net/~russotto/ADVENT/ [russotto.net]
I just compiled and it was flawless, so cheers
C Source code in OpenBSD (Score:2)
ftp://ftp.openbsd.org/pub/OpenBSD/src/games/adven
I first played Adventure in 1979 via a TI Silent 700 [texasinstr...epairs.com] thermal paper terminal (with built in 300 baud acoustic modem) connected to a PDP-11/83 [pdp11.co.uk] running Seventh Edition UNIX [wikipedia.org] at Bell Labs. Yep, I'm that old.
Original Zork source code in MDL (Score:5, Interesting)
(http://www.donhopkins.com/ | Last Journal: Monday February 23 2004, @09:48AM)
Zork was the reason I got on the ARPANET, back around 1980 or so. I was using Bruce's Northstar BBS that had an adventure game that Bruce had written in Basic, and he told me how to play Zork: first, dial up the NBS TIP, connect to MIT-AI (the command was "@L 134", because the ARPANET had 8 bit host numbers, and AI was 134), and apply for an account to learn Lisp. Once that was granted, I connected to MIT-DM ("@L 70"), and logged in as URANUS, password RINGS, used :CHUNAME to change my user name, and waited until one of the two people playing Zork quit, to take their slot. Later somebody told me the magic words to use to get an account on DM, so I applied for my own account on DM, claiming that I wanted to "Learn MDL for calculus and algebraic applications". The source code to Zork was well hidden. DM ran a weird version of ITS that had some kind of file security or cloaking, it was rumored. I was always looking for the Zork sources, but never found it on DM.
Years later I googled for a unique phrase that was only in the original DM version of Zork, and this URL popped up: http://retro.co.za/adventure/zork-mdl/ [retro.co.za]
The original MDL source to Zork is really beautiful code that's almost as fun to read as it was to play. I had discovered a bug in the InfoCom version of Zork, which turned out to be in the original sources. When you're fighting the troll who's wielding an Axe, you can give anything to the troll and he will eat it. So I tried "give axe to troll" and he ate his axe, then cowered in the corner! Better yet you can go "give troll to troll" and he will eat himself and disappear, unfortunately not clearing the troll flag that is required to leave the room, so if you try to leave it prints a message saying the troll fends you off with a menacing gesture, and stops you from leaving. Sure enough, in the original sources [retro.co.za], there is a troll flag!
-Don
Re:Original Zork source code in MDL (Score:5, Funny)
(http://honeypot.net/ | Last Journal: Friday April 07 2006, @09:33AM)
That was a great story the last time you told it [slashdot.org], too.
ancient text-based games (Score:3, Interesting)
(Last Journal: Wednesday October 05 2005, @10:39AM)