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->"''How do I get this freakin' duck away from me?!''"
-->--[[HomestarRunner Strong Bad]] has no idea what to do in the game.
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[[GraphicsRendering Sprite flicker]] plays a big part in the game, and is actually mentioned in the manual as a way to get through dead dragons if they're in the way. Sprite flicker is how you reach the Easter Egg; you bring the dot to one of the rooms with a force field wall, and it makes the force field flicker, so you can pass through it into a hidden room that says "Created by Warren Robinett." Creator/{{Atari}} didn't credit its game developers at the time, so Warren snuck that in.

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[[GraphicsRendering [[UsefulNotes/GraphicsRendering Sprite flicker]] plays a big part in the game, and is actually mentioned in the manual as a way to get through dead dragons if they're in the way. Sprite flicker is how you reach the Easter Egg; you bring the dot to one of the rooms with a force field wall, and it makes the force field flicker, so you can pass through it into a hidden room that says "Created by Warren Robinett." Creator/{{Atari}} didn't credit its game developers at the time, so Warren snuck that in.

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Renamed some tropes.


* [[{{HundredPercentCompletion}} 100% Completion]]: Of a sort. Winning is purely binary, but one can get the effect of a 100% run by collecting every item in the game, ''including the dragons and the bat'', and sticking them all in the Gold Castle. This is easiest with Dragon corpses, but it can be done with live ones.

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* [[{{HundredPercentCompletion}} 100% Completion]]: HundredPercentCompletion: Of a sort. Winning is purely binary, but one can get the effect of a 100% run by collecting every item in the game, ''including the dragons and the bat'', and sticking them all in the Gold Castle. This is easiest with Dragon corpses, but it can be done with live ones.



* {{AFGNCAAP}}: You play as a small square.



* FeaturelessProtagonist: You play as a small square.



* PacifistRun: Probably the [[TropeMaker first game where this was possible.]]

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* PacifistRun: Probably the [[TropeMaker [[TropeMakers first game where this was possible.]]possible]].



* VideoGameCaringPotential: Some players find the [[UnfortunateCharacterDesign duck-dragons]] cute and [[PacifistRun avoid killing them.]]
* WideOpenSandbox: Possibly the TropeMaker.
** Similarly, the Chalice was originally meant to be the Holy Grail, but [[ExecutiveMeddling Atari made him change it to the more generic "Chalice".]]

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* VideoGameCaringPotential: Some players find the [[UnfortunateCharacterDesign duck-dragons]] cute and [[PacifistRun avoid killing them.]]
them]].
* WideOpenSandbox: Possibly the TropeMaker.
{{Trope Maker|s}}.
** Similarly, the Chalice was originally meant to be the Holy Grail, but [[ExecutiveMeddling Atari made him change it to the more generic "Chalice".]]"Chalice"]].
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An {{Atari 2600}} classic from 1979[[note]]though this date, while most commonly cited, isn't actually certain; in fact, [[http://www.hardcoregaming101.net/history/history6.htm there is major evidence that it was released in 1980]][[/note]], ''Adventure'' is considered the {{Trope Maker|s}} for ActionAdventure games.

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An {{Atari 2600}} UsefulNotes/{{Atari2600}} classic from 1979[[note]]though this date, while most commonly cited, isn't actually certain; in fact, [[http://www.hardcoregaming101.net/history/history6.htm there is major evidence that it was released in 1980]][[/note]], ''Adventure'' is considered the {{Trope Maker|s}} for ActionAdventure games.



[[GraphicsRendering Sprite flicker]] plays a big part in the game, and is actually mentioned in the manual as a way to get through dead dragons if they're in the way. Sprite flicker is how you reach the Easter Egg; you bring the dot to one of the rooms with a force field wall, and it makes the force field flicker, so you can pass through it into a hidden room that says "Created by Warren Robinett." {{Atari}} didn't credit its game developers at the time, so Warren snuck that in.

to:

[[GraphicsRendering Sprite flicker]] plays a big part in the game, and is actually mentioned in the manual as a way to get through dead dragons if they're in the way. Sprite flicker is how you reach the Easter Egg; you bring the dot to one of the rooms with a force field wall, and it makes the force field flicker, so you can pass through it into a hidden room that says "Created by Warren Robinett." {{Atari}} Creator/{{Atari}} didn't credit its game developers at the time, so Warren snuck that in.
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* EasterEgg: The [[TropeMakers Trope Maker]] and [[TropeCodifier]], though ''not'' (as is commonly believed) the [[UrExample first ever]].

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* EasterEgg: The [[TropeMakers Trope Maker]] and [[TropeCodifier]], Trope Codifier, though ''not'' (as is commonly believed) the [[UrExample first ever]].
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* WordOfGod: [[http://www.toadstool.net/games/adventure/interview2.htm Warren Robinett]] has said he named the dragons (Yorgle, Rhindle, and ''Grindle'') and the Bat (Knubberrub), but only the names of the dragons made it into the manual, and Grindle got a slight name change in the process.
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* AllThereInTheManual: The plot.
** And it's not entirely accurate. (There's no "Evil Magician". That was made up by the manual-writer)

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* AllThereInTheManual: The plot.
plot, as well as the names of the dragons.
** And it's not entirely accurate. accurate or complete. (There's no "Evil Magician". That was made up by the manual-writer)manual-writer, who also misspelled Grindle's name as Grundle, and it stuck. He also spelled "Yorgle" as "Yorkle" once. And he left out the name of the bat entirely)



* EasterEgg: The [[TropeMakers Trope Maker]].

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* EasterEgg: The [[TropeMakers Trope Maker]].Maker]] and [[TropeCodifier]], though ''not'' (as is commonly believed) the [[UrExample first ever]].



* TheKeyIsBehindTheLock: On the hardest difficulty, the items are distributed in a kind-of-random manner, which occasionally results in the gold key being locked in the gold castle. Surprisingly enough, the game ''isn't'' unwinnable if this happens, as the bat will eventually grab the key and take it somewhere else.

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* TheKeyIsBehindTheLock: On the hardest difficulty, the items are distributed in a kind-of-random manner, which occasionally results in the gold key being locked in the gold castle. Surprisingly enough, the game ''isn't'' unwinnable if this happens, as the bat will eventually grab the key and take it somewhere else.
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An {{Atari 2600}} classic from 1979, ''Adventure'' is considered the {{Trope Maker|s}} for ActionAdventure games.

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An {{Atari 2600}} classic from 1979, 1979[[note]]though this date, while most commonly cited, isn't actually certain; in fact, [[http://www.hardcoregaming101.net/history/history6.htm there is major evidence that it was released in 1980]][[/note]], ''Adventure'' is considered the {{Trope Maker|s}} for ActionAdventure games.
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Trope

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* SwallowedWhole: What happens to you if a dragon catches you. You can do nothing except wriggle, and are forced to reset.
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* ThreeQuartersView: Perspective is pretty weird, similar to VideoGame/TheLegendOfZelda. It seems to be TopDownView, but if that's the case, then the castles are lying on their backs, and the dragons are lying on their sides...

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* ThreeQuartersView: Perspective is pretty weird, similar to VideoGame/TheLegendOfZelda.''VideoGame/TheLegendOfZeldaI''. It seems to be TopDownView, but if that's the case, then the castles are lying on their backs, and the dragons are lying on their sides...
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If you're looking for the 1976 InteractiveFiction game, see ''VideoGame/ColossalCave''.
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* [[{{HundredPercentCompletion}} 100% Completion]]: Of a sort. Winning is purely binary, but one can get the effect of a 100% run by collecting every item in the game, ''including the dragons and the bat'', and sticking them all in the Gold Castle. This is easiest with Dragon corpses, but it can be done with live ones.
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''Adventure'' was a big hit, selling a million copies. Though it's not considered a true RolePlayingGame, it's an ancestor of every TopDownView and ThreeQuartersView RPG and action-adventure game.

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''Adventure'' was a big hit, selling a million copies. Though it's not considered a true RolePlayingGame, it's an ancestor of every TopDownView and ThreeQuartersView RPG and action-adventure game.
game. WordOfGod is that it was originally intended as an attempt to port ''VideoGame/ColossalCave'' to the Atari 2600.
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Moved YMMV trope to YMMV tab.


* UnfortunateCharacterDesign: More than one player has noted that the dragons look more like ducks...
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* [[OurDragonsAreDifferent Our]] [[strike:[[OurDragonsAreDifferent Ducks]]]] [[OurDragonsAreDifferent Dragons Are Different]]

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* [[OurDragonsAreDifferent Our]] [[strike:[[OurDragonsAreDifferent Ducks]]]] [[OurDragonsAreDifferent Dragons Are Different]]OurDragonsAreDifferent
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* [[OurDragonsAreDifferent Our [[strike:Ducks]] Dragons Are Different]]

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* [[OurDragonsAreDifferent Our [[strike:Ducks]] Our]] [[strike:[[OurDragonsAreDifferent Ducks]]]] [[OurDragonsAreDifferent Dragons Are Different]]
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* OurDragonsAreDifferent: And very hungry.

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* OurDragonsAreDifferent: And very hungry.[[OurDragonsAreDifferent Our [[strike:Ducks]] Dragons Are Different]]
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An {{Atari 2600}} classic from 1979, ''Adventure'' is considered the TropeMaker for ActionAdventure games.

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An {{Atari 2600}} classic from 1979, ''Adventure'' is considered the TropeMaker {{Trope Maker|s}} for ActionAdventure games.
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There are three versions of the game, selected with the Game Select switch. Version 1 omits the White Castle, Rhindle, the bat, and all mazes except the one leading to the Black Castle. Version 2 has everything, but it's always in the same places. Version 3 puts the objects in random locations. You can also tweak the difficulty with the difficulty switches: left difficulty changes the speed of the dragons' bite, and right difficulty controls whether or not the dragons are afraid of the sword.

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There are three versions of the game, selected with the Game Select switch. Version 1 omits the White Castle, Rhindle, the bat, and all mazes except the one leading to the Black Castle. Version 2 has everything, but it's always in the same places. Version 3 puts the objects in random locations. You can also tweak the difficulty with the difficulty switches: left difficulty changes the speed of the dragons' bite, and right difficulty controls whether or not the dragons are afraid of the sword.
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An {{Atari 2600}} classic from 1979, ''Adventure'' is considered the TropeMaker for ActionAdventure game.

to:

An {{Atari 2600}} classic from 1979, ''Adventure'' is considered the TropeMaker for ActionAdventure game.
games.
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An {{Atari 2600}} classic from 1979, ''Adventure'' is considered the first ActionAdventure game.

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An {{Atari 2600}} classic from 1979, ''Adventure'' is considered the first TropeMaker for ActionAdventure game.
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An [[EvilSorceror evil magician]] ([[TheGhost who never actually appears in the game) has stolen [[MacGuffin the Enchanted Chalice]] and [[ExcusePlot hidden it]] somewhere in the Kingdom. You have to find it and return it to the Gold Castle. Along the way, you will face three [[OurDragonsAreDifferent dragons]], confusing [[TheMaze asymmetric mazes]], and a bat that steals your items. Your one-item inventory can include a sword, a bridge (for short-cutting the mazes), one of the keys to the three castles, a magnet (to attract other items, right through walls), the Chalice, a dot (for unlocking an EasterEgg), and, for short periods of time, the bat. The Kingdom consists of the Gold Castle (where you start), a maze leading to the Black Castle, a catacomb leading to the White Castle, and a few other rooms. Inside the Black and White castles are more mazes and catacombs.

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An [[EvilSorceror evil magician]] ([[TheGhost who never actually appears in the game) game]]) has stolen [[MacGuffin the Enchanted Chalice]] and [[ExcusePlot hidden it]] somewhere in the Kingdom. You have to find it and return it to the Gold Castle. Along the way, you will face three [[OurDragonsAreDifferent dragons]], confusing [[TheMaze asymmetric mazes]], and a bat that steals your items. Your one-item inventory can include a sword, a bridge (for short-cutting the mazes), one of the keys to the three castles, a magnet (to attract other items, right through walls), the Chalice, a dot (for unlocking an EasterEgg), and, for short periods of time, the bat. The Kingdom consists of the Gold Castle (where you start), a maze leading to the Black Castle, a catacomb leading to the White Castle, and a few other rooms. Inside the Black and White castles are more mazes and catacombs.
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An [[TheGhost evil magician]] has stolen [[MacGuffin the Enchanted Chalice]] and [[ExcusePlot hidden it]] somewhere in the Kingdom. You have to find it and return it to the Gold Castle. Along the way, you will face three [[OurDragonsAreDifferent dragons]], confusing [[TheMaze asymmetric mazes]], and a bat that steals your items. Your one-item inventory can include a sword, a bridge (for short-cutting the mazes), one of the keys to the three castles, a magnet (to attract other items, right through walls), the Chalice, a dot (for unlocking an EasterEgg), and, for short periods of time, the bat. The Kingdom consists of the Gold Castle (where you start), a maze leading to the Black Castle, a catacomb leading to the White Castle, and a few other rooms. Inside the Black and White castles are more mazes and catacombs.

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An [[TheGhost [[EvilSorceror evil magician]] ([[TheGhost who never actually appears in the game) has stolen [[MacGuffin the Enchanted Chalice]] and [[ExcusePlot hidden it]] somewhere in the Kingdom. You have to find it and return it to the Gold Castle. Along the way, you will face three [[OurDragonsAreDifferent dragons]], confusing [[TheMaze asymmetric mazes]], and a bat that steals your items. Your one-item inventory can include a sword, a bridge (for short-cutting the mazes), one of the keys to the three castles, a magnet (to attract other items, right through walls), the Chalice, a dot (for unlocking an EasterEgg), and, for short periods of time, the bat. The Kingdom consists of the Gold Castle (where you start), a maze leading to the Black Castle, a catacomb leading to the White Castle, and a few other rooms. Inside the Black and White castles are more mazes and catacombs.
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The three dragons have different behaviors. Yorgle, the Yellow Dragon, is slow (moving half the speed of the player), and guards the Chalice. He's afraid of the Gold Key. ([[FridgeLogic Don't ask why.]]) Grundle, the Green Dragon moves at the same speed as Yorgle, and guards the Magnet, the Bridge, the Black Key, and the Chalice. Rhindle, the Red Dragon, is fast (moving at the same speed as the player, or twice as fast as Yorgle or Rhindle), and guards the White Key and the Chalice. The Bat flies around the whole kingdom grabbing stuff. He has a one-item inventory too, so he's always exchanging what he has for what he wants, and he's especially interested in what you have. He can even grab your sword and hand you a dragon!

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The three dragons have different behaviors. Yorgle, the Yellow Dragon, is slow (moving half the speed of the player), and guards the Chalice. He's afraid of the Gold Key. ([[FridgeLogic Don't ask why.]]) Grundle, the Green Dragon moves at the same speed as Yorgle, and guards the Magnet, the Bridge, the Black Key, and the Chalice. Rhindle, the Red Dragon, is fast (moving at the same speed as the player, or twice as fast as Yorgle or Rhindle), Grundle), and guards the White Key and the Chalice. The Bat flies around the whole kingdom grabbing stuff. He has a one-item inventory too, so he's always exchanging what he has for what he wants, and he's especially interested in what you have. He can even grab your sword and hand you a dragon!
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* ExcusePlot
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Ok, maybe that \'\'\'was\'\'\' correct after all.


* TheKeyIsBehindTheLock: On the hardest difficulty, the items are distributed in a kind-of-random manner, which occasionally results in the gold key being locked in the gold castle.

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* TheKeyIsBehindTheLock: On the hardest difficulty, the items are distributed in a kind-of-random manner, which occasionally results in the gold key being locked in the gold castle. Surprisingly enough, the game ''isn't'' unwinnable if this happens, as the bat will eventually grab the key and take it somewhere else.
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Whoops. Well, it \'\'has\'\' been quite a long time since I played it.


* TheKeyIsBehindTheLock: On the hardest difficulty, the items are distributed in a kind-of-random manner, which occasionally results in the gold key being locked in the gold castle. Surprisingly enough, the game ''isn't'' unwinnable if this happens, as the bat will eventually grab the key and take it somewhere else.
* Logic Bomb: Easiest way to get rid of the bat? Give him the Gold Key, then drop him inside the Gold Castle, flying upwards and/or sideways, with no other items inside. The WrapAround walls and ceiling won't let him escape unless he moves downward, and with no items to distract him, he won't change direction on his own.

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* TheKeyIsBehindTheLock: On the hardest difficulty, the items are distributed in a kind-of-random manner, which occasionally results in the gold key being locked in the gold castle. Surprisingly enough, the game ''isn't'' unwinnable if this happens, as the bat will eventually grab the key and take it somewhere else.
castle.
* Logic Bomb: LogicBomb: Easiest way to get rid of the bat? Give him the Gold Key, then drop him inside the Gold Castle, flying upwards and/or sideways, with no other items inside. The WrapAround walls and ceiling won't let him escape unless he moves downward, and with no items to distract him, he won't change direction on his own.
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* TheKeyIsBehindTheLock: On the hardest difficulty, the items are distributed in a kind-of-random manner, which occasionally results in the gold key being locked in the gold castle.

to:

* TheKeyIsBehindTheLock: On the hardest difficulty, the items are distributed in a kind-of-random manner, which occasionally results in the gold key being locked in the gold castle. Surprisingly enough, the game ''isn't'' unwinnable if this happens, as the bat will eventually grab the key and take it somewhere else.
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Thought I would add a link to Graphics Rendering to help people understand what I\'m talking about.


Sprite flicker plays a big part in the game, and is actually mentioned in the manual as a way to get through dead dragons if they're in the way. Sprite flicker is how you reach the Easter Egg; you bring the dot to one of the rooms with a force field wall, and it makes the force field flicker, so you can pass through it into a hidden room that says "Created by Warren Robinett." {{Atari}} didn't credit its game developers at the time, so Warren snuck that in.

to:

[[GraphicsRendering Sprite flicker flicker]] plays a big part in the game, and is actually mentioned in the manual as a way to get through dead dragons if they're in the way. Sprite flicker is how you reach the Easter Egg; you bring the dot to one of the rooms with a force field wall, and it makes the force field flicker, so you can pass through it into a hidden room that says "Created by Warren Robinett." {{Atari}} didn't credit its game developers at the time, so Warren snuck that in.

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