I’m recreating Colossal Cave Adventure within my storytelling game world Tidepool using the original Crowther/Woods data files from 1977. Tidepool Adventure can be played using both the traditional command-line approach, or by walking around within a 3D hand-drawn version of the cave.
I will need testers soon (next week), especially those very familiar with the original game. I want my version to behave identically to the original, warts and all. Our first goal is to test the parser interface. To compare TIdepool Adventure with the original, I’ll make available a PDP-10 emulation of the original game, or you can use the Graham Nelson port, which is close enough.
Let me know if you’d like to become an alpha tester. Either respond here, or use the contact page on our website.
I’ll post updates and quandaries to this topic as we go.
If anyone wants to do a little spelunking of their own, I need to analyze the logic for the dwarf and the pirate. I could probably figure out the fortran, but someone else might know better.
One thing I noticed in the data file is that some room connections don’t allow the dwarf, which seems to suggest that the dwarf is actually moving around on its own and not just a random occurrence, as I have always thought.
I consider the dark room to be a prime example of a spectacularly unfair puzzle. (I got it without spoilers, back in the day! …but I was also extremely young, extremely determined, and had nothing better to do with my time. I would never get it today.)
I took a look at playtidepool.com. I’m not interested in downloading the actual app, but I’d love to chat about “Adventure” if you have any burning questions. My quuxplusone.github.io/Advent/ is a faithful recreation of the Fortran original, ported to C and copiously commented. (And there are faithful ports of a few expansions on there too, for comparison.)
I’ll try to watch this thread; or my email is arthur.j.odwyer at gmail.com.