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Before Club Penguin...
Before Crimson Room...
Before Princess Tomato...
Before Maniac Mansion, Shadowgate, the Space Quest series, King's Quest series, Quest for Glory series, and even H2G2...
There was the cave.
Welcome to Adventure! Would you like instructions? yes Somewhere nearby is Colossal Cave, where others have found fortunes in treasure and gold, though it is rumored that some who enter are never seen again. Magic is said to work in the cave. I will be your eyes and hands. Direct me with commands of 1 or 2 words. You can type "help" for some general hints. For information on how to end your adventure, scoring, etc., type "info"
Adventure was the first notable adventure game, giving its name to the genre. You might know it under another title, such as ADVENT, Colossal Cave, or Colossal Cave Adventure. Your goal is to find the aforementioned cave, gather the treasures, and make it out alive. Originally for the PDP-10, it has been ported to numerous systems; you can even play it via text message nowadays. People have modified it to change the rooms, puzzles, treasures, and maximum score. If you have not played it yet, I suggest trying it before you watch this run.
SPOILERS AHEAD
The goal of this run is to complete the 350-point Flash version by Wesley Holland, abbreviated as HOLL0350. This involves exploring the cave, finding the treasures, placing them in the building, and solving some puzzles. I used Sean L. Palmer's walkthrough as a base and made minimal adjustments: You can just pour and fill to pour out the contents of the bottle and to fill it with appropriate material, respectively.

Theme and variations

These are some differences that I have found between HOLL0350 and other versions (mostly DOS ones but also looking through the Crowther and Woods source code):
  • Requires more than the first four/five letters of words in commands.
  • Dwarves can follow you past the troll bridge.
  • Dwarves do not block your way.
  • Feeding the bear does not use up all of the food.
  • You can go back from Witt's End.
  • New layout for the battery vending machine maze.
  • Different room numbers for some locations.
  • Scoring.
The battery vending machine maze layout is as follows:
Current Roomnsewud
10713913113713813561
112132114133137139138
131138139112107
132133134138135
133137112136132107
134131137135139138
135107133134136112
136112135107131
137136132139112134
138135136131134133107
139134138132133137
Room 61 is the west end of the long hall. The only way to enter the maze is to go south from room 61, which puts you into room 107. Room 114 has the vending machine.

RNG

This run manipulates RNG when fighting dwarves and when waiting for the pirate to steal your treasures. It turns out that finding RAM addresses for Flash Player is rather difficult, so I did that by trial and error. I tried to find basic things like current room and number of turns used via Cheat Engine in Windows and libTAS's RAM search in Linux but was unsuccessful. Thus, the following information is based on observations of game behavior.
Things that are affected by RNG include:
  • Chance of falling into a pit if moving in the cave without a light.
  • When the first dwarf spots you in the cave.
  • Movement of the dwarves and pirate.
  • Success of attacks against or from dwarves.
Some of my observations:
  • Delaying input for different numbers of frames does not seem to change the outcome of the next event, but might affect later events.
  • The actual input seems to change the outcome.
For example, my input while waiting for the pirate was off -> dig -> on -> rub lamp. I experimented with other input sequences, such as changing off to exit (same number of frames), but the pirate did not appear.

Scoring

This was the most frustrating part of HOLL0350. It turns out that scoring is quite different from other versions of Adventure. I ended up using a Flash decompiler to find out what was happening, so the following assumes that the decompiler was accurate.
PointsAction
100Visiting 20 locations, 5 points each
150Dropping 15 treasures in the building, 10 points each
19Beating the game
1Dropping the magazines at Witt's End
The total of the above is 270 points. This leaves an interesting line in the printScore function:
_loc1_ += Math.min(Math.ceil(beenThere.length * 79 / 80),79);
_loc1_ is the score, and beenThere is an array of locations visited. It seems to be impossible to get more than 79 points by visiting different locations, so the maximum possible score seems to be 349. (The quest to reach more rooms while waiting for the endgame teleportation was how I discovered the changed layout of the battery vending machine maze.) Based on the above analysis, I contend that this run gets the best possible ending despite not achieving the maximum possible score, since Master Adventurer Class A starts at 330 points.

Other

Potential improvements come from manipulating dwarf and pirate movement. Based on the decompiler output, it looks like the lamp is absolutely required, since you will die after 4-5 movements in the dark.
The game does not work in Gnash or Lightspark. It seems to be a problem with the textbox used for input.

Credits

  • William Crowther and Don Woods for the original game.
  • Wesley Holland for the Flash port.
  • Nathanael CJE Culver for maintaining an Adventure Family Tree with links to many known versions.
  • Rick Adams for a site with helpful links.
  • Sean L. Palmer for the walkthrough.
  • Mari Michaelis for a map that I used to keep track of locations visited.
  • keylie and anyone else who has worked on libTAS.

Thou cannotst go there. Who do you think thou art? A magistrate?!
Ye arrive at Dennis. He wears a sporty frock coat and a long jimberjam. He paces about nervously. Obvious exits are NOT DENNIS.
Man, that art a nice jimberjam.

feos: Judging...
Dacicus: Cancelling due to sync issues.


TASVideoAgent
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This topic is for the purpose of discussing #7072: Dacicus's Flash Adventure 350 in 00:39.92
Sand
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I enjoyed the movie, being familiar with the game. Thanks for the detail about the HOLL0350 naming convention. From it, I found The Adventure Family Tree (and a PDF chart). The version I know is KNUT0350.
Dacicus wrote:
The game does not work in Gnash or Lightspark. It seems to be a problem with the textbox used for input.
Through the family tree link, I found the HOLL0350 adventure.swf. I thought about uploading it to the Internet Archive to use their new in-browser Flash emulation. However, I tried the SWF at https://ruffle.rs/demo/ and also encountered a problem with text input: I can type, but cannot complete a command by pressing Enter. Is is possible to post a text transcript of commands entered? I stepped through the video slowly and the route looks reasonable. Besides the pour and fill shortcuts, I appreciated the use of destination names (e.g. pit) instead of step-by-step directional commands when possible. After toss eggs, does it save time to cross the chasm using ne instead of cross? (Similarly with sw after free bear.) Does the black rod count as a treasure in this version? I'm wondering if it's possible to skip dropping the rod in the house at the end.
Joined: 6/4/2009
Posts: 893
voting no because it don't have 1234 as rerecord count
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Sand wrote:
The version I know is KNUT0350.
I was originally planning to do one of the DOS versions but then found HOLL0350 via the family tree. One benefit of HOLL0350 is that the title screens take less time than booting to DOS in PCem. I might try a LETW0350 run at some point, since PCem seems to emulate the original IBM PC well, and that version is a PC booter that does not even require an OS (still takes 60-90 seconds to get in game, though). Already found some useful RAM addresses for that version, actually.
Sand wrote:
However, I tried the SWF at https://ruffle.rs/demo/ and also encountered a problem with text input: I can type, but cannot complete a command by pressing Enter.
Sounds like the same problem as Gnash and Lightspark.
Sand wrote:
Is is possible to post a text transcript of commands entered?
The commands are nearly the same as the walkthrough, but here you go (using -> as a separator in order to avoid excessive lines): n // Do not need instructions -> e -> get lamp -> xyzzy -> e -> get cage -> pit -> e -> get bird -> on -> w -> d -> s -> get gold -> n -> n -> free bird -> drop cage -> s -> get jewel -> n -> w -> get coins -> get axe -> e -> n -> get silver -> n -> plover -> ne -> get pyramid -> s -> plover -> plugh -> drop pyramid -> drop coins -> drop jewel -> drop silver -> drop gold -> get bottle -> get food -> get keys -> plugh -> s -> d -> bedquilt -> slab -> s -> d -> pour -> u -> w -> u -> reservoir -> fill -> s -> s -> d -> s -> d -> pour -> u -> e -> d -> fill -> u -> w -> d -> climb -> w -> get eggs -> n -> throw axe -> get axe -> pour -> n -> get trident -> w -> d -> drop bottle -> sw -> u -> toss eggs -> cross -> ne -> barren -> e -> feed -> unlock -> get chain -> get bear -> w -> fork -> ne -> e -> get spice -> fork -> w -> throw axe -> get axe -> w -> free bear -> cross -> sw -> throw axe -> get axe -> d -> drop keys -> bedquilt -> throw axe -> get axe -> e -> n -> open clam -> d -> d -> get pearl -> u -> u -> s -> u -> e -> u -> n -> plugh -> drop chain -> drop spice -> drop trident -> drop pearl -> plugh -> s -> d -> bedquilt -> w -> oriental -> n -> w -> drop axe -> drop lamp -> e -> get emerald -> w -> get axe -> get lamp -> nw -> s -> get vase -> se -> e -> get pillow -> w -> w -> w -> d -> climb -> w -> fee -> fie -> foe -> foo -> get eggs -> s -> d -> u -> w -> u -> s -> kill -> y -> get rug -> e -> e -> n -> n -> plugh -> drop rug -> drop pillow -> drop vase -> drop emerald -> drop eggs -> xyzzy -> get rod -> pit -> d -> w -> wave rod -> w -> get diamond -> w -> s -> e -> s -> s -> s -> n -> e -> n -> e -> off -> dig -> on -> rub lamp -> nw -> get chest -> get diamond -> se -> n -> d -> debris -> xyzzy -> drop rod -> drop chest -> drop diamond -> plugh -> s -> d -> bedquilt -> e -> e -> get magazine -> e -> drop magazine -> back -> u -> u -> e -> e -> d -> u -> w -> u -> s -> w -> w -> n -> s -> w -> w -> s // In maze after this command -> n -> s -> s -> s -> s -> s -> s // At vending machine after this command -> n -> w -> s -> s -> n -> w -> d -> n -> sw -> get rod -> ne -> drop rod -> sw -> blast Everything after drop magazine and before sw can be changed, since it is just waiting out a timer. But you do need something like 10 more points from finding new locations in order to get Master Adventurer Class A.
Sand wrote:
After toss eggs, does it save time to cross the chasm using ne instead of cross? (Similarly with sw after free bear.)
Yes, looks like both of those do work instead of cross.
Sand wrote:
Does the black rod count as a treasure in this version?
It turns out that the black rod is not a treasure. Oops. I also could have avoided the last get axe, but one dwarf remains somewhere in the cave.
Nicos wrote:
voting no because it don't have 1234 as rerecord count
I, too, am disappointed about that.
Current Projects: TAS: Wizards & Warriors III.
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Nice TAS, yes vote. I hope this gets published, first IF game, first IF TAS.
DJ Incendration Believe in Michael Girard and every speedrunner and TASer!
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DJ Incendration wrote:
first IF TAS.
I think that was H2G2, actually, as linked in the submission. This probably would be the first Flash publication, though.
Current Projects: TAS: Wizards & Warriors III.
fsvgm777
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The TAS desyncs for me, but I'm not quite sure why. I disabled HW acceleration in Flash Player, and the hashes match. In addition, I get this peculiar error message at the end of the movie file. Not sure what's up with that. This was in my Kubuntu VM.
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fsvgm777 wrote:
The TAS desyncs for me, but I'm not quite sure why.
Looking at the screenshot, there must be some difference with the timing. ne and drop rod should be two different commands, but the Enter keypress gets eaten up? Same thing with sw and blast at the end, I assume. This is rather unfortunate. I don't recall ever seeing that mismatch error.
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Does it work on interim libTAS?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
fsvgm777
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I got similar desyncs when I tried to make a sloppy tas test with interim libTAS+FlashPlayer. It looks like it's not fully supported just yet: https://github.com/clementgallet/libTAS/issues/390
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Reviewer, Expert player (2434)
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I also tried syncing this and had very similar results to fsvgm777. Mostly nonsense gets typed into the parser, and I get the mismatch error if I try frame advancing past the end of the movie. Flash Player seems more stable if you turn all OSD off.
Post subject: Re: #7072: Dacicus's Linux Adventure 350 in 00:39.92
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While this is undoubtedly a classic, I find it a bit weird to play an emulated flash-based version in Linux. Isn't there a more authentic version that could be run? Anyway this strikes me as vault material. Well done on the luck manip with those friggin' dwarves!
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I'll cancel this due to the sync issues and make a new thread for discussion of a run on a more stable system. I'm not quite sure which forum to put it in, though, since this game has been ported so much. Maybe Other Games as a start and take it from there?
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om, nom, nom... om, nom, nom... nom nom
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Whatever the best port is, subjectively.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Player (52)
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Location: Cornelia Castle
Dacicus wrote:
I'll cancel this due to the sync issues and make a new thread for discussion of a run on a more stable system. I'm not quite sure which forum to put it in, though, since this game has been ported so much. Maybe Other Games as a start and take it from there?
Well, it was a good TAS. Just some sync issues... shame it was canceled just because of them.
DJ Incendration Believe in Michael Girard and every speedrunner and TASer!
p0008874
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Wake up.
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p0008874 wrote:
Wake up.
The game clearly says that you have to answer yes or no. I made a thread where we can discuss which port(s) to use for future runs.
Current Projects: TAS: Wizards & Warriors III.