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* LastLousyPoint: A particular tricky one, too.

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* LastLousyPoint: A particular tricky one, too.LastLousyPoint:
** The last point is obtained by picking up "spelunker Today" magazine, and dropping them in Witt's end.
** Reading instructions at the beginning also deducts some points, with the player not immediately aware that points are missing.



* TheMaze: Three mazes complete with AlienGeometries

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* TheMaze: Three Two mazes complete with AlienGeometriesexist in the base game - the pirate maze, and vending machine maze. They're both Asymmetric. The pirate cave is homogeneous. Both mazes are tricky unless the player drops items to mark rooms (and doesn't guarantee being able to return). Walls are invisible even in dead ends, thus movement requires probing directions to see if there's a passage. An extended version adds ice tunnels, which seems to be slightly more reasonable in comparison.



** The game detects if you take a few actions that renders reaching treasures impossible, such as not seeing spices when the bear crosses the bridge, or killing the bird. Instead of starting the endgame, it will drain the lamp's batteries to result in a failing ending. Draining only occurs once, thus purchasing batteries to keep the lamp running will result in 2500 turns of running about.

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** The game detects if you take a few actions that renders reaching treasures impossible, such as not seeing spices when the bear crosses the bridge, or killing the bird. Instead of starting the endgame, it will drain the lamp's batteries to result in a failing the incomplete ending. Draining only occurs once, thus purchasing batteries to keep the lamp running will result in 2500 turns of running about.about being unable to progress.
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The dryly humorous, terse narration style of the game set the standard for future InteractiveFiction games. Much of the style also influenced early {{MUD}}s, still evident in modern examples.

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The dryly humorous, terse narration style of the game set the standard for future InteractiveFiction games. Much of the style also influenced early {{MUD}}s, [[MultiUserDungeon MUDs]], still evident in modern examples.
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** The Singing Sword, which is solely used to be thrown at the ogre, and requires being pulled from a stone. When thrown, it sings a few measures of ''Dies Irae'' (similar to OmniousLatinChanting), spins rapidly then obliterates the ogre into gray smoke. It was too much for the sword, which then melts but leaves behind a small silver ring.

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** The Singing Sword, which is solely used to be thrown at the ogre, and requires being pulled from a stone. When thrown, it sings a few measures of ''Dies Irae'' (similar to OmniousLatinChanting), OminousLatinChanting), spins rapidly then obliterates the ogre into gray smoke. It was too much for the sword, which then melts but leaves behind a small silver ring.
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A 3D graphic adventure remake was released in January of 2023, directed by the aforementioned Roberta Williams in her return to video game development.

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* CoolSword: The Singing Sword.

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* CoolSword: CoolSword:
**
The Singing Sword.Sword, which is solely used to be thrown at the ogre, and requires being pulled from a stone. When thrown, it sings a few measures of ''Dies Irae'' (similar to OmniousLatinChanting), spins rapidly then obliterates the ogre into gray smoke. It was too much for the sword, which then melts but leaves behind a small silver ring.
** Humongous Cave (the 1000-point version of the game) also has the sword sing random songs as well.

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* NoFairCheating: Saved games are encrypted, and there's a CRC check to prevent tampering. Now superfluous because the game is mostly open source.



* YouCantGetYeFlask: The UrExample.

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* YouCantGetYeFlask: YouCantGetYeFlask:
**
The UrExample.game reacts to the "look" and "examine" commands as repeating the room description because the game can't give additional information. The former is normal usage of look, the latter means the player could be uncertain about some items (e.g. not being able to examine the rod in the endgame to know what it is).
** The verb "blast" is only introduced in the endgame.

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* PermanentlyMissableContent:
** Throwing the trident to the troll prevents you from finding the pearl. The game doesn't detect this.
** Killing the bird prevents you from being able to get past the snake
** The vase will break if dropped without the pillow on the floor.



* TimedMission: The brass lamp has enough power for 330 turns, enough for a walkthrough but not exploration. Asking to read instructions increases this to 1000. You can replenish it by buying batteries, using a hint, or a magic word within one of the extended versions.

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* TimedMission: The brass lamp has enough power for 330 turns, enough for a walkthrough but not exploration. Asking to read instructions increases this to 1000. You can replenish it by buying batteries, using a hint, or a magic word within one of the extended versions. Additionally, finding all the treasures in the game starts an unannounced endgame timer, where there's a limited number of turns within the deeper cave to bring those treasures to the building.



** The original ''Colossal Cave Adventure'' has a nasty one near the end -- after you deposit the last treasure, you have a small number of moves to get back into the cave system before you're locked out of it (literally). If you're anywhere in the caves when the timer expires, then you're whisked to the last two locations; if you aren't, then you can't get back in -- and thus can't end the game.

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** The original ''Colossal Cave Adventure'' has a nasty one near the end -- after game detects if you deposit the last treasure, you have take a small number of moves to get back into the cave system before you're locked out of it (literally). If you're anywhere in the caves few actions that renders reaching treasures impossible, such as not seeing spices when the timer expires, then you're whisked to bear crosses the last two locations; if you aren't, then you can't get back bridge, or killing the bird. Instead of starting the endgame, it will drain the lamp's batteries to result in -- and a failing ending. Draining only occurs once, thus can't end purchasing batteries to keep the game.lamp running will result in 2500 turns of running about.



*** If you give the troll a non-recoverable treasure to pass (as in, not the magic egg), then you'd have lost it forever and won't get it back.
*** If you return via the bridge with the bear still following you, the bridge breaks under the bear's weight, causing you to fall and die. You can then respawn back at the starting location, but once you make it back to the bridge room, the bridge will still be gone, and if you left something you need on the other side, you're doomed.
** The vase will break if dropped without the pillow on the floor.

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*** If you give the troll a non-recoverable treasure to pass (as in, not the magic egg), then you'd have lost it forever and won't get it back.
back. You can still reach endgame, but the game doesn't detect if you thrown a treasure that's required to get another treasure.
*** If you return via the bridge with the bear still following you, the bridge breaks under the bear's weight, causing you to fall and die. You can then respawn back at the starting location, but once you make it back to the bridge room, the bridge will still be gone, and if you left something you need on the other side, you're doomed.
** The vase
doomed.
*** In the extended version, using the magic words to recall the eggs
will break if dropped without cause the pillow troll to ambush you on the floor.way back, and destroys the bridge - having the same effect as trying to cross with the bear.



* WaitingPuzzle: Once the player locates all the treasures, a sepulchral voice will intones "cave closing soon", and the cave will start to close, giving a limited number of turns to try to reach the exit. Exiting won't work, because the player is already locked within the cave, instead needs to find a way to waste turns for the clock to count down.

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* WaitingPuzzle: Once the player locates all the treasures, treasures and enough turns passed afterwards, a sepulchral voice will intones "cave closing soon", and the cave will start to close, giving a limited number of turns to try to reach the exit. Exiting won't work, work (but does speed things up slightly), because the player is already locked within the cave, cave and the player instead needs to find a way to waste turns for the clock to count down.

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More info - the hint system actually increases lamp. The closing announcement is start of endgame.


* HintSystem: Spending enough time at certain points will allow the game to provide a hint, at the cost of points.

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* HintSystem: Spending enough time at certain points will allow the game to provide a hint, at the cost of points.points; this includes saying yes to the first question asking if you like instructions. Some versions of the game will add additional time to the lamp if you accept the hint.



* TimedMission: The brass lamp has enough power for 330 turns, enough for a walkthrough but not exploration. Asking to read instructions increases this to 1000. In addition, once the player locates all the treasures, a sepulchral voice intones "cave closing soon", and the cave will start to close, giving a limited number of turns to try to reach the exit.

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* TimedMission: The brass lamp has enough power for 330 turns, enough for a walkthrough but not exploration. Asking to read instructions increases this to 1000. In addition, once You can replenish it by buying batteries, using a hint, or a magic word within one of the player locates all the treasures, a sepulchral voice intones "cave closing soon", and the cave will start to close, giving a limited number of turns to try to reach the exit. extended versions.


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* WaitingPuzzle: Once the player locates all the treasures, a sepulchral voice will intones "cave closing soon", and the cave will start to close, giving a limited number of turns to try to reach the exit. Exiting won't work, because the player is already locked within the cave, instead needs to find a way to waste turns for the clock to count down.
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iconic line, we can keep it


* TimedMission: The brass lamp has enough power for 330 turns, enough for a walkthrough but not exploration. Asking to read instructions increases this to 1000. In addition, once the player locates all the treasures, the cave will start to close, giving a limited number of turns to try to reach the exit.

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* TimedMission: The brass lamp has enough power for 330 turns, enough for a walkthrough but not exploration. Asking to read instructions increases this to 1000. In addition, once the player locates all the treasures, a sepulchral voice intones "cave closing soon", and the cave will start to close, giving a limited number of turns to try to reach the exit.
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* TimedMission: The flashlight doesn't last forever. In addition, if you spend too many turns in the game without getting to the endgame area, a voice will intone "Cave closing soon."

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* TimedMission: The flashlight doesn't last forever. brass lamp has enough power for 330 turns, enough for a walkthrough but not exploration. Asking to read instructions increases this to 1000. In addition, if you spend too many once the player locates all the treasures, the cave will start to close, giving a limited number of turns in to try to reach the game without getting to the endgame area, a voice will intone "Cave closing soon." exit.
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* HintSystem: Spending enough time at certain points will allow the game to provide a hint, at the cost of points.
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* SaveScumming: From very early on, ports of the game attempted to discourage this -- either by deleting the saved state when it was restored, or refusing to load a saved state until a period of time (configurable by an administrator, defaulting to 90 minutes) had elapsed.

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* SaveScumming: From very early on, ports of the game attempted to discourage this -- either by deleting the saved state when it was restored, or refusing to load a saved state until a period of time (configurable by an administrator, defaulting to 90 minutes) had elapsed.elapsed from when it was saved.
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* SaveScumming: From very early on, ports of the game attempted to discourage this -- either by deleting the saved state when it was restored, or refusing to load a saved state until a period of time (configurable by an administrator, defaulting to 90 minutes) had elapsed.
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* TrollBridge: You have to hand over a piece of treasure to get past.

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* TrollBridge: You have to hand over a piece of treasure to get past. On the way back, you can send the bear at the troll. Versions that are extended also have an event where the troll destroys the bridge [[spoiler:if you call the golden eggs back too early]].
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According to legend, Don Woods played Adventure in its original form, and attempted to contact Crowther for permission to expand the program. Naturally, Woods didn't have Crowther's mailing address, so he resorted to the fledgling Internet and e-mail; as the Internet itself had only about three hundred networked systems at the time, Woods [[TakeAThirdOption simply sent a blanket e-mail to]] 'crowther@' ''[[AllOfThem every]]'' network.

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According to legend, Don Woods played Adventure ''Adventure'' in its original form, and attempted to contact Crowther for permission to expand the program. Naturally, Woods didn't have Crowther's mailing address, so he resorted to the fledgling Internet and e-mail; as the Internet itself had only about three hundred networked systems at the time, Woods [[TakeAThirdOption simply sent a blanket e-mail to]] 'crowther@' ''[[AllOfThem every]]'' network.
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Moving to Trivia per TRS


* DummiedOut: The 550- and 580- point versions contain functions to support running on a shared computer such as a mainframe, allowing time limited games or restricting play to between certain hours. On PC-hosted versions, all the code's still there, but the "is this a shared computer?" check is a dummy and so the rest of the code is never used.

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* RandomEncounter: There are seven Dwarves wandering the caves, who will chase and throw knives at you.
** In the AGT port, there an infinite number, which randomly appear, block you from exiting a room, and can randomly throw their knife just as soon as they appear. This means you need to wear a magic cloak to prevent being insta-killed, and keep it and the axe for the whole game because there's an infinite number of them.

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* RandomEncounter: There are seven Dwarves wandering the caves, who will chase and throw knives at you. \n** In the AGT port, there an infinite number, which randomly appear, block you from exiting a room, and can randomly throw their knife just as soon as they appear. This means you need to wear a magic cloak to prevent being insta-killed, and keep it and the axe for the whole game because there's an infinite number of them.
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* SchmuckBait: In Mike Goetz's 580-point version, you can find a computer with a button marked "EMERGENCY STOP — Do not push!" Pressing it sends the computer into an infinite loop. Not the computer in the game, the one that you're playing on. The only thing you can do is reboot.

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Add historical context


Much of the information on this page comes from the Jargon File entry.

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Much of the information on this page comes from the Jargon File entry.
entry. The game is among the more important heirloom artifacts of the hacker culture the File describes.
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Add Priceless Ming Vase as a referenced trope

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* PricelessMingVase: One of the treasures. If you drop it, it will shatter into a million pieces unless you have [[spoiler:dropped the pillow at the same location first.]] Possibly the UrExample in video games.
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** If you try to open the treasure vault with the wrong password, you're hunted down and killed by a Rover from ''Series/ThePrisoner''.

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** If you try to open the treasure vault with the wrong password, you're hunted down and killed by a Rover from ''Series/ThePrisoner''.''Series/{{The Prisoner|1967}}''.
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* AlliterativeTitle

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* AlliterativeTitleAlliterativeTitle: '''C'''olossal '''C'''ave.

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* RandomEncounter: There are Dwarves wandering the caves, who will chase and throw knives at you. Some versions limit them to five. In the AGT version, there an infinite number, which randomly appear, block you from exiting a room, and can randomly throw their knife just as soon as they appear. This means you need to wear a magic cloak to prevent being insta-killed, and keep it for the whole game because there's an infinite number of them.

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* RandomEncounter: There are seven Dwarves wandering the caves, who will chase and throw knives at you. Some versions limit them to five. you.
**
In the AGT version, port, there an infinite number, which randomly appear, block you from exiting a room, and can randomly throw their knife just as soon as they appear. This means you need to wear a magic cloak to prevent being insta-killed, and keep it and the axe for the whole game because there's an infinite number of them.
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Much of the information on this page comes from the ''JargonFile'' entry.

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Much of the information on this page comes from the ''JargonFile'' entry.Jargon File entry.



!!Tropes

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!!Tropes
!!''Colossal Cave'' provides examples of:
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Advent is also responsible for the ClassicCheatCode [[http://en.wikipedia.org/wiki/Xyzzy#xyzzy "XYZZY"]].

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Advent is also responsible for the ClassicCheatCode [[http://en.wikipedia.org/wiki/Xyzzy#xyzzy "XYZZY"]].
"XYZZY."]]



* [[http://www.catb.org/jargon/html/ The Jargon File]] under [[http://www.catb.org/jargon/html/A/ADVENT.html Advent]].

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* [[http://www.catb.org/jargon/html/ The Jargon File]] under [[http://www.catb.org/jargon/html/A/ADVENT.html Advent]].
Advent.]]

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* UnwinnableByDesign: Some absolute examples, and others that will make impossible to get the GoldenEnding, which in some versions is the only winnable state (in other versions alternate endings
are possible, but will not yield sufficient points to earn you the rank of adventure grandmaster)

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* UnwinnableByDesign: Some absolute examples, and others that will make impossible to get the GoldenEnding, which in some versions is the only winnable state (in other versions alternate endings
endings are possible, but will not yield sufficient points to earn you the rank of adventure grandmaster)

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* UnwinnableByDesign:

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* UnwinnableByDesign:UnwinnableByDesign: Some absolute examples, and others that will make impossible to get the GoldenEnding, which in some versions is the only winnable state (in other versions alternate endings
are possible, but will not yield sufficient points to earn you the rank of adventure grandmaster)


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** The vase will break if dropped without the pillow on the floor.
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* TimedMission: If you spend too many turns in the game without getting to the endgame area, a voice will intone "Cave closing soon."

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* TimedMission: If The flashlight doesn't last forever. In addition, if you spend too many turns in the game without getting to the endgame area, a voice will intone "Cave closing soon.""
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* UnwinnableByDesign:
** The original ''Colossal Cave Adventure'' has a nasty one near the end -- after you deposit the last treasure, you have a small number of moves to get back into the cave system before you're locked out of it (literally). If you're anywhere in the caves when the timer expires, then you're whisked to the last two locations; if you aren't, then you can't get back in -- and thus can't end the game.
** Several in the bridge:
*** If you give the troll a non-recoverable treasure to pass (as in, not the magic egg), then you'd have lost it forever and won't get it back.
*** If you return via the bridge with the bear still following you, the bridge breaks under the bear's weight, causing you to fall and die. You can then respawn back at the starting location, but once you make it back to the bridge room, the bridge will still be gone, and if you left something you need on the other side, you're doomed.

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%% Administrivia/ZeroContextExample * PuzzleBoss: The Dragon.

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%% Administrivia/ZeroContextExample * PuzzleBoss: The Dragon.Dragon cannot be harmed with any conventional weapon. Defeating it requires figuring out (or becoming desperate enough to discover through trial and error) that it can be killed by a specific method of attack that doesn't work on any other opponent in the game.

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