Retrieved from
https://groups.google.com/forum/#!msg/rec.games.computer.ultima-dragons/2Ptpi5DpeEI/NRKjJ8cJ8CEJ
on 2016-02-15. Email addresses have been mangled by Google Groups;
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of "...@" in this text should be considered suspect.

This is one post from an otherwise unremarkable thread in comp.sys.ibm.pc.games.rpg,
between April 3 and May 9, 1996.

On 1996-05-02, Ken Hargreaves pastes a version of "History of Adventure"
from what he calls "the 750 version of adventure". This is the most complete
"History of Adventure" I've found to date; for example, it specifically mentions
that Long received the source code directly from Don Woods "in mid-1977".


===========================================================================

From: ken@zadall.com (Ken Hargreaves)
Subject: Re: Ultima Online: Second Day Impressions
Date: 1996/05/02
Message-ID: <DqsEu5.5Mn@zadall.com>
X-Deja-AN: 152617876
sender: ne...@zadall.com (The news programs owner)
references: <4ln1gb$pd5@hobyah.cc.uq.oz.au> <4lobgl$29f@mozo.cc.purdue.edu> <4lolrs$pi9@acme.freenet.columbus.oh.us>,<4lra7n$17r@uruguay.it.earthlink.net> <4m3658$1ti@golem.wcc.govt.nz> <31865FF4.4744@motown.ge.com> <badger.830905867@phylo.life.uiuc.edu>
organization: Zadall Systems Group
newsgroups: comp.sys.ibm.pc.games.rpg,rec.games.computer.ultima-dragons


In article <badger.830905867@phylo.life.uiuc.edu>, badger@phylo.life.uiuc.edu (Jonathan Badger) wrote:

>
>Are you sure we are talking about the same game? 1977 is the date I've
>seen in all references in the literature for "Adventure". Which
>actually makes sense considering that the next major adventure game
>was Zork/Dungeon in 1979 or so. Why would there be a huge span of time
>between these two games?

It looks like there were smaller versions running before 1977

From the fortran source of the 750 version of adventure:

  ADVENTURE  was  originally  developed  by  William Crowther, then at 
   BBN in Cambridge, Massachusetts, and later substantially rewritten and 
   expanded by Don Woods  at  Stanford University.   According to legend, 
   Crowther's original version was modelled on an a real cavern, called 
   Colossal Cave, which is a part  of  Kentucky's  Mammoth  Caverns. That 
   version  of  the  game  included the main maze and a portion of the 
   third-level (Complex Junction - Bedquilt - Swiss Cheese rooms, etc.), but 
   not much more.

     Don Woods and some others at Stanford later rewrote portions of the 
   original  program, and  greatly expanded the cave.  That version of the 
   game is recognizable by the maximum score of 350 points.  This (350-
   point) version seems to  have  been  adapted  to  nearly every  known 
   type of computer found outside the Iron Curtain, or inside, for all I 
   know. Don was kind enough to transmit the source program to the present 
   author in mid-1977.

     The latest additions were done throughout 1978-80 by David Long at the  
   University  of Chicago, Graduate School of Business.  Additions include 
   the seaside entrance and all of the cave on the "far side" of Lost River 
   (Rainbow Rm - Crystal Palace -  Blue  Grotto  -Rotunda - Joshua's wall, 
   the Gothic Cathedral, etc.).  The surface has also been greatly increased 
   to include a much more varied landscape containing swamp, marsh, seashore  
   and meadowland  areas.    Most  recent  additions  include  the  great  
   Castle of Aldor, the Elephants' Burial Ground, Sham Rock, the Lost Silver 
   Mine, the  helicopter,  the  Secret Garden, Bigrat and more.  The current 
   cave is nearly triple the size of the Woods model, and moreover the 
   puzzles and treasures are somewhat more "dense", (and more  difficult!) 
   in  the  current  version.    During the expansion process, the code was 
   almost entirely rewritten to permit more generalized handling of objects 
   and to interpret a more complex natural English syntax.

     Except  for  a  few  trivial  subroutines  (to get user-ID's for 
   logging purposes, for example), ADVENTURE is written entirely in FORTRAN.  
   This not because the  authors  love FORTRAN,  but  because it is almost 
   infinitely portable.  There were indeed moments when it took great 
   strength to withstand the temptation to whip out some  character  
   handling routine  in Assembler, instead of the furshlugginer compiler.  
   This was the problem with the first versions of DUNGEON (a.k.a. ZORK), 
   developed  at  M.I.T.,  which,  though  now widely  available on personal 
   computers, was for some time totally non-portable since it was originally 
   coded in an obscure variant of LISP.

     As a side note, in response to a frequently asked question, let me  add  
   that  Dungeon (Zork)  and  Adventure-6  were  developed almost completely 
   independently.  The advanced parser, the object containment  facility,  
   and  virtually  all  the  game  puzzles  were designed  and  implemented  
   prior to our receiving any version of Dungeon.  With all due modesty 
   (none), I will point out that Adventure's containment facility is  at  
   least  as powerful  as Dungeon's, if not more so, since Adventure's 
   facility permits searching for contained objects in open containers down 
   to any desired level of containment.  Further, the  parser permits a few 
   constructs not currently permitted in Dungeon (at least in the version we 
   have at U.C.), such as permitting any number of objects (up  to  some  
   limits imposed  by  compiled  array  sizes)  to  be  specified  following 
   transitive verbs. In addition, Adventure's parser can handle multiple 
   verb constructs such as "GET AND  THROW AXE"  properly.    Finally,  
   Adventure's parser is slightly better about doing the right things with 
   the various applications of the  group  words  "ALL"  and  "TREASURES".    
   A planned  enhancement  for  Release  7  will  permit  such constructs as 
   "PUSH ALL OF THE BUTTONS" or "TAKE BOTH SACKS", etc.


--
Ken Hargreaves ken@zadall.com or kph@wimsey.com