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Cave Quest 2 Download PC Game [HOT]

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.

Cave Quest 2 Download PC Game

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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, in part, to be accessible to non-technical players, such as his two daughters. Woods' version expanded the game in size and increased the number of fantasy elements present in it, such as a dragon and magic spells. Both versions, typically played over teleprinters connected to mainframe computers, were spread around the nascent ARPANET, the precursor to the Internet, which Crowther was involved in developing.

Colossal Cave Adventure is a text-based adventure game wherein the player explores a mysterious cave that is rumored to be filled with treasure and gold. The player must explore the cave system and solve puzzles by using items that they find to obtain the treasures and leave the cave. The player types in one- or two-word commands to move their character through the cave system, interact with objects in the cave, pick up items to put into their inventory, and perform other actions. The allowable commands are contextual to the location, or room, the player is in; for example, "get lamp" only has an effect if there is a lamp present. There are dozens of rooms, each of which has a name such as "Debris Room" and a description, and may contain objects or obstacles. The program acts as a narrator, describing to the player their location in the cave and the results of certain actions. If it does not understand the player's commands, it asks for the player to retype their actions.[1] The program's replies are typically in a humorous, conversational tone, much as a Dungeon Master would use in leading players in a tabletop role-playing game.[2]

In 1975, after he and Patricia divorced, William Crowther stopped caving with the Cave Research Foundation. Driven by what he later described as an increase in spare time combined with missing his two daughters, he began working on a text-based game in Fortran on BBN's PDP-10 mainframe, interfacing through a teletype printer, that they could play.[1][3][5] He combined his memories and maps of the Mammoth Cave system, particularly a 1975 map of the Bedquilt area of the caves, including Colossal Cavern, with elements of the Dungeons & Dragons campaigns that he played with friends to design a game around exploring a cave for treasure.[1][5] Crowther wanted the game to be accessible and not intimidating to non-technical players such as his children, and so developed a natural language input system to control the game so that it would be "a thing that gave you the illusion anyway that you'd typed in English commands and it did what you said".[6] Crowther later commented that this approach allowed the game to appeal to both non-programmers and programmers alike, as in the latter case, it gave programmers a challenge of how to make "an obstinate system" perform in a manner they wanted it to.[6] This approach was also developed to allow the game to be played on a teletype printer, rather than rely on user interface elements used in programs designed for monitors.[3]

One person who discovered the game was Don Woods, a graduate student at Stanford University. Woods found the game on a PDP-10 at the Stanford Medical School and wanted to expand upon the game. He contacted Crowther to gain access to the source code by emailing "crowther" at every domain that existed on the ARPANET.[1][9] Woods built upon Crowther's code, introducing more high fantasy-related elements such as a dragon.[10][11] He changed the puzzles, adding new elements and complexities, and added new puzzles and features such as a pirate that roams the map and steals treasure from the player or objects that could exist in multiple states.[1] He also introduced a scoring system within the game and added ten more treasures to collect in addition to the five in Crowther's original version.[9] According to cavers who have played the game, much of Crowther's original version matches the Bedquilt section of Mammoth Cave with some passages removed for gameplay purposes, though Woods' additions do not as he had never been there.[1][4] According to William Mann, a caving compatriot of Crowther who played both versions when they were developed, Crowther was focused on creating the cave system as a setting for a game, while Woods was interested in making a game and not in replicating the feeling of caving.[1]

Commercial versions of the game were also released. Microsoft published a version titled Microsoft Adventure in 1979 for the Apple II Plus and TRS-80 computers, and again in 1981 for MS-DOS as a launch title for IBM PCs, one of the few software programs and the only game at launch.[19][20] The Software Toolworks released The Original Adventure for IBM PCs in 1981; endorsed by Crowther and Woods in exchange for a nominal payment, it was the only version for which they received any money.[21] Level 9 Computing released multiple versions of the game for different computer platforms under the name Colossal Adventure, beginning with a version in 1982 for the Nascom that includes an entire extra section where the player saves elves from flooding caves, as well as later versions that include pictures of the areas.[22]

Two phrases from the game have gone on to have a lasting impact in programming and video games. "Xyzzy" is a magic word that teleports the player between two locations ("inside building" and the "debris room"). It was added by Crowther at a request by his sister when play-testing the game to skip the early section of the game.[1] As an in-joke tribute to Adventure, many later games and computer programs include a hidden "xyzzy" command, the results of which range from the humorous to the straightforward.[38] Crowther stated that for its purpose in the game, "magic words should look queer, and yet somehow be pronounceable", leading him to select "xyzzy".[1] Additionally, in the game there is a maze created by Crowther where each of ten room descriptions was exactly the same: "YOU ARE IN A MAZE OF TWISTY LITTLE PASSAGES, ALL ALIKE." The layout of this "all alike" maze was fixed, so the player would have to figure out how to map the maze.[6] The phrase "you are in a maze of twisty little passages, all alike" has become memorialized and popularized in the hacker culture, where "passages" may be replaced with a different word, as the situation warrants. This phrase came to signify a situation when whatever action is taken does not change the result.[39]

Colossal Cave Adventure has continued to be referenced by media for decades since. The 2003 book on the history of interactive fiction Twisty Little Passages was named after the "all alike" maze, and the 2010 documentary on the history of text adventure games Get Lamp is named for the command to get one of the first objects the player encounters and must carry to solve the game.[40][41] The 2013 game Kentucky Route Zero's third act draws direct inspiration from the game, showing a computer simulation set up inside of a cave, which is itself depicting a massive cave system.[42] The game is also a key plot point in an episode of the 2014 TV series Halt and Catch Fire, a period drama taking place in the early days of the personal computing revolution. In it, the chief software designer uses the game as a competency test to determine which programmers will remain on the team.[43] As a tie-in, a fully playable version of the game augmented with player hints and artwork revealed when certain locations are visited was made available on the show's official website.[44]

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The evil spirits that haunt the narrow trails of a mountain have been trapping travelers, and have captured your family! Trapped in a labyrinth of caves, it's up to you to go spelunking and save the people from certain doom! Unravel the mystery of the Ghost King and save your family in Cave Quest, a fast-paced and exciting Match 3 game!

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