5 advent - Colossal Cave Adventure
8 *advent* [-l logfile] [-o] [-r savefile] [script...]
11 The original Colossal Cave Adventure from 1976-1977 was the origin of all
12 later text adventures, dungeon-crawl (computer) games, and computer-hosted
15 This is the last version released by Crowther & Woods, its original
16 authors, in 1995. It has been known as "adventure 2.5" and "430-point
17 adventure". To learn more about the changes since the 350-point
18 original, type 'news' at the command prompt.
20 There is an 'adventure' in the BSD games package that is a C port by
21 Jim Gillogly of the Don Woods's 1977 version of this game. To avoid a name
22 collision, this game builds as 'advent', reflecting the fact that the
23 PDP-10 on which the game originally ran limited filenames to 6 characters.
25 This version is released as open source with the permission and
26 encouragement of the original authors.
28 Unlike the original, this version has a command prompt and supports
29 use of your arrow keys to edit your command line in place. Basic
30 Emacs keystrokes are supported, and your up/down arrows access a
33 Some minor bugs and message typos have been fixed. Otherwise, the
34 "version" command is almost the only way to tell you're not running
37 To exit the game, type Ctrl-D (EOF).
39 There have been no gameplay changes.
43 -l:: Log commands to specified file.
45 -r:: Restore game from specified file
47 -a:: Load from specified file and autosave to it on exit or signal.
49 -o:: Old-style. Reverts some minor cosmetic fixes in game
50 messages. Restores original interface, no prompt or line editing.
51 Also ignores new-school one-letter commands l, x, g, z, i. Also
52 case-smashes and truncates unrecognized text when echoed.
54 Normally, game input is taken from standard input. If script file
55 arguments are given, input is taken from them instead. A script file
56 argument of '-' is taken as a directive to read from standard input.
60 The binary save file format is fragile, dependent on your machine word
61 size and endianness, and unlikely to survive through version bumps. There
64 The input parser was the first attempt *ever* at natural-language
65 parsing in a game and has some known deficiencies. While later text
66 adventures distinguished between transitive and intransitive verbs,
67 Adventure's grammar distinguishes only between motion and action
68 verbs. Motions are always immediate in their behavior, so both ACTION
69 MOTION and MOTION ACTION (and even MOTION NOUN and MOTION MOTION) are
70 invariably equivalent to MOTION (thus GO NORTH means NORTH and JUMP
71 DOWN means JUMP). Whereas, with actions and nouns, the parser collects
72 words until it's seen one of each, and then dispatches; if it reaches
73 the end of the command without seeing a noun, it'll dispatch an
74 "intransitive" action. This makes ACTION1 ACTION2 equivalent to
75 ACTION2 (thus TAKE INVENTORY means INVENTORY), and NOUN ACTION
76 equivalent to ACTION NOUN.
78 Thus you get anomalies like "eat building" interpreted as a command
79 to move to the building. These should not be reported as bugs; instead,
80 consider them historical curiosities.
83 Report bugs to Eric S. Raymond <esr@thyrsus.com>. The project page is
84 at http://catb.org/~esr/open-adventure
87 wumpus(6), adventure(6), zork(6), rogue(6), nethack(6).