Colossal Cave Adventure
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Colossal Cave Adventure
''Colossal Cave Adventure'' (also known as ''Adventure'' or ''ADVENT'') is a text-based adventure game, released in 1976 by developer Will Crowther for the PDP-10 mainframe computer. It was expanded upon in 1977 by Don Woods. In the game, the player explores a cave system rumored to be filled with treasure and gold. The game is composed of dozens of locations, and the player moves between these locations and interacts with objects in them by typing one- or two-word commands which are interpreted by the game's natural language input system. The program acts as a narrator, describing the player's location and the results of the player's attempted actions. It is the first well-known example of interactive fiction, as well as the first well-known adventure game, for which it was also the namesake. The original game, written in 1975 and 1976, was based on Crowther's maps and experiences caving in Mammoth Cave in Kentucky, the longest cave system in the world; further, it was intended ...
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William Crowther (programmer)
William Crowther (born 1936) is an American computer programmer, caver, and rock climber. He is the co-creator of ''Colossal Cave Adventure'' from 1975 onward, a seminal computer game that influenced the first decade of video game design and inspired the text adventure game genre. Biography During the early 1970s, Crowther worked at defense contractor and internet pioneer Bolt Beranek and Newman (BBN), where he was part of the original small ARPAnet development team. His implementation of a distributed distance vector routing system for the ARPAnet was an important step in the evolution of the internet. Crowther met and married Pat Crowther while studying at the Massachusetts Institute of Technology, where he received a B.S. in physics in 1958. Adventure Following his divorce from his wife, Crowther used his spare time to develop a 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 ...
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Porting
In software engineering, porting is the process of adapting software for the purpose of achieving some form of execution in a computing environment that is different from the one that a given program (meant for such execution) was originally designed for (e.g., different CPU, operating system, or third party library). The term is also used when software/hardware is changed to make them usable in different environments. Software is ''portable'' when the cost of porting it to a new platform is significantly less than the cost of writing it from scratch. The lower the cost of porting software relative to its implementation cost, the more portable it is said to be. Etymology The term "port" is derived from the Latin '' portāre'', meaning "to carry". When code is not compatible with a particular operating system or architecture, the code must be "carried" to the new system. The term is not generally applied to the process of adapting software to run with less memory on the sam ...
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Player Character
A player character (also known as a playable character or PC) is a fictional character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The characters that are not controlled by a player are called non-player characters (NPCs). The actions of non-player characters are typically handled by the game itself in video games, or according to rules followed by a gamemaster refereeing tabletop role-playing games. The player character functions as a fictional, alternate body for the player controlling the character. Video games typically have one player character for each person playing the game. Some games, such as multiplayer online battle arena, hero shooter, and fighting games, offer a group of player characters for the player to choose from, allowing the player to control one of them at a time. Where more than one player character is available, the characters may have distinctive abilities and differing styles ...
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Colossal Cave Adventure On VT100 Terminal
Colossal may refer to: * ''Colossal'' (film), a 2016 science fiction film starring Anne Hathaway * (Colossal) Pictures, entertainment company which closed in 2000 * Colossal (band), American punk band formed in 2001 * "Colossal", a song by Scale the Summit from the album '' The Collective'' * "Colossal", a song by Wolfmother from their debut album ''Wolfmother'' * Colossal (blog), art and visual culture blog * Colossal (chestnut), American chestnut cultivar * Colossal Biosciences, a biotechnology company See also * * * Colossal Connection, former professional wrestling tag team * Colossal Kongs The Colossal Kongs was a professional wrestling tag team who competed in the USWA, GWF and WCW. In WCW they were managed by Harley Race, who brought them to the promotion. The team was made up of Awesome Kong and Krusher Kong (Krusher Kong w ..., former professional wrestling tag team * Colossus (other) {{Disambiguation ...
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International Center For The History Of Electronic Games
The International Center for the History of Electronic Games (ICHEG) collects, studies, and interprets video games, other electronic games, and related materials and the ways in which electronic games are changing how people play, learn, and connect with each other, including across boundaries of culture and geography. Located at The Strong in Rochester, New York, United States, it houses one of the world's largest, most comprehensive collections of electronic game platforms, games, and related materials, with more than 37,000 items. History Originally created as a national center, the International Center for the History of Electronic Games changed its name in March 2010 to more accurately reflect the global impact of electronic games on society and culture. In December 2013 the ICHEG received a donation of several SSI video games, for instance Computer Bismarck, notable for including the source code for preservation. In 2014 a collection of Brøderbund games and a 'virtua ...
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The Strong
The Strong is an interactive, collections-based educational institution in Rochester, New York, United States, devoted to the study and exploration of play. It carries out this mission through six programmatic arms called "Play Partners": * National Toy Hall of Fame * World Video Game Hall of Fame * International Center for the History of Electronic Games * The Brian Sutton-Smith Library and Archives of Play * ''American Journal of Play'' * The Woodbury School It also houses The Strong National Museum of Play, the National Museum of Play. Independent and not-for-profit, The Strong houses hundreds of thousands of historical materials related to Play (activity), play. These enable a multifaceted array of research, exhibition, and other interpretive activities that serve a diverse audience of adults, families, children, students, teachers, scholars, collectors, and others around the globe. History The Strong was founded by Margaret Woodbury Strong in 1968 as the "Margaret Woodbur ...
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World Video Game Hall Of Fame
The World Video Game Hall of Fame is an international hall of fame that opened on June 4, 2015. It is located in The National Museum of Play's ''eGameRevolution'' exhibit; the hall's administration is overseen by The Strong and the International Center for the History of Electronic Games. The World Video Game Hall of Fame's creator is Jon-Paul C. Dyson, who is The Strong's Vice President for Exhibit Research and Development and the Director of the International Center for the History of Electronic Games. Video games become eligible for the World Video Game Hall of Fame by meeting four basic criteria: * Icon Status – is widely recognized and remembered * Longevity – is more than a passing fad and has enjoyed popularity over time * Geographical Reach – meets the above criteria across international boundaries * Influence – has exerted significant influence on the design and development of other games, on other forms of entertainment, or on popular culture and society in ge ...
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Role-playing Video Game
A role-playing video game (commonly referred to as simply a role-playing game or RPG, as well as a computer role-playing game or CRPG) is a video game genre where the player controls the actions of a character (or several party members) immersed in some well-defined world, usually involving some form of character development by way of recording statistics. Many role-playing video games have origins in tabletop role-playing games Adams, Rollings 2003, p. 347 and use much of the same terminology, settings and game mechanics. Other major similarities with pen-and-paper games include developed story-telling and narrative elements, player character development, complexity, as well as replay value and immersion. The electronic medium removes the necessity for a gamemaster and increases combat resolution speed. RPGs have evolved from simple text-based console-window games into visually rich 3D experiences. Characteristics Role-playing video games use much of the same terminology, s ...
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Action-adventure Game
The action-adventure genre is a video game hybrid genre that combines core elements from both the action game and adventure game genres. Typically, pure adventure games have situational problems for the player to solve to complete a storyline, involving very little to no action. If there is action, it is generally confined to isolated instances. Pure action games have gameplay based on real-time interactions that challenges the player's reflexes and eye–hand coordination. Action-adventure games combine these genres by engaging both reflexes and eye–hand coordination and problem-solving skills. Definition An action adventure game can be defined as a game with a mix of elements from an action game and an adventure game, especially crucial elements like puzzles. Action-adventures require many of the same physical skills as action games, but also offer a storyline, numerous characters, an inventory system, dialogue, and other features of adventure games. They are fast ...
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Roguelike
Roguelike (or rogue-like) is a subgenre of role-playing computer games traditionally characterized by a dungeon crawl through procedurally generated levels, turn-based gameplay, grid-based movement, and permanent death of the player character. Most roguelikes are based on a high fantasy narrative, reflecting their influence from tabletop role playing games such as ''Dungeons & Dragons''. Though '' Beneath Apple Manor'' predates it, the 1980 game '' Rogue'', which is an ASCII based game that runs in terminal or terminal emulator, is considered the forerunner and the namesake of the genre, with derivative games mirroring ''Rogue''s character- or sprite-based graphics. These games were popularized among college students and computer programmers of the 1980s and 1990s, leading to hundreds of variants. Some of the better-known variants include ''Hack'', ''NetHack'', ''Ancient Domains of Mystery'', '' Moria'', '' Angband'', ''Tales of Maj'Eyal'', and ''Dungeon Crawl Stone Soup''. ...
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Adventure (1980 Video Game)
''Adventure'' is a video game developed by Warren Robinett for the Atari Video Computer System (later renamed Atari 2600) and released in 1980 in video gaming, 1980 by Atari, Inc. The player controls a square avatar (computing), avatar whose quest is to explore an open-ended environment to find a magical chalice and return it to the golden castle. The game world is populated by roaming enemies: three dragons that can eat the avatar and a bat that randomly steals and hides items around the game world. ''Adventure'' introduced new elements to console games, including a play area spanning multiple screens and enemies that continue to move when offscreen. The game was conceived as a graphical version of the 1977 text adventure ''Colossal Cave Adventure''. Warren Robinett spent approximately one year designing and coding the game, while overcoming a variety of technical limitations in the Atari 2600 console hardware, as well as difficulties with management within Atari. As a result of ...
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Rogue (video Game)
''Rogue'' (also known as ''Rogue: Exploring the Dungeons of Doom'') is a dungeon crawling video game by Michael Toy and Glenn Wichman with later contributions by Ken Arnold. ''Rogue'' was originally developed around 1980 for Unix-based mainframe systems as a freely distributed executable. It was later included in the official Berkeley Software Distribution 4.2 operating system (4.2BSD). Commercial ports of the game for a range of personal computers were made by Toy, Wichman, and Jon Lane under the company A.I. Design and financially supported by the Epyx software publishers. Additional ports to modern systems have been made since by other parties using the game's now-open source code. In ''Rogue'', players control a character as they explore several levels of a dungeon seeking the Amulet of Yendor located in the dungeon's lowest level. The player-character must fend off an array of monsters that roam the dungeons. Along the way, players can collect treasures that can help them of ...
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