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Adventure (1980 video game)

Adventure is a video game developed by Warren Robinett for the Atari Video Computer System (later renamed Atari 2600) and released in 1980 by Atari, Inc. The player controls a square avatar whose quest is to explore an open-ended environment to find a magical chalice and return it to the golden castle. The game world is populated by roaming enemies: three dragons that can eat the avatar and a bat that randomly steals and hides items around the game world. Adventure introduced new elements to console games, including enemies that continue to move when offscreen.

The game was conceived as a graphical version of the 1977 text adventure Colossal Cave Adventure. Warren Robinett spent approximately one year designing and coding the game, while overcoming a variety of technical limitations in the Atari 2600 console hardware, as well as difficulties with management within Atari. As a result of conflicts with Atari's management which denied giving public credit for programmers, Robinett programmed a secret room that contained his name within the game, only found by players after the game shipped and Robinett had left Atari. While not the first such Easter egg, Robinett's secret room pioneered this idea within video games and other forms of media, and since has transcended into popular culture, such as the climax of Ernest Cline's book and film adaption Ready Player One.

Adventure received mostly positive reviews at the time of its release and in the decades since, often named as one of the industry's most influential games and among the greatest video games of all time. It is considered the first action-adventure and console fantasy game, and inspired other games in the genres. More than one million cartridges of Adventure were sold, and the game has been included in numerous Atari 2600 game collections for modern computer hardware. The game's prototype code was used as the basis for the 1979 Superman game, and a planned sequel eventually formed the basis for the Swordquest games.

Gameplay edit

 
The player with the White Key in the White Castle's catacombs, pursued by the green dragon, Grundle

In Adventure, the player's goal is to recover the Enchanted Chalice that an evil magician has stolen and hidden in the kingdom and return it to the Golden Castle.[1] The kingdom is made of a total of 30 rooms, with various obstacles, enemies, and mazes located in and around the Golden, White, and Black Castles. The kingdom is guarded by three dragons—the yellow Yorgle, the green Grundle, and the red Rhindle—that protect or flee from various items and attack the player's avatar.[2] An enemy bat can roam the kingdom freely, carrying an item or a dragon around; the bat was to be named Knubberrub but the name is not in the manual.[3] The bat's two states are agitation and non-agitation. When in the agitated state, the bat will either pick up or swap what it currently carries with an object in the present room, eventually returning to the non-agitated state where it will not pick up an object. The bat continues to fly around even offscreen, swapping objects.[4][5]

The player's avatar is a simple square shape that can move within and between rooms, each represented by a single screen.[6] Helpful objects include keys that open the castles, a magnet that pulls items towards the player, a magic bridge that the player can use to cross certain obstacles, and a sword which can be used to defeat the dragons.[7] The player may only carry one object at a time. If eaten by a dragon, the player can then opt to resurrect the dead avatar instead of completely restarting the game. The avatar reappears at the Golden Castle and all objects remain at their latest location, but all slain dragons are resurrected.[8] The ability to resurrect the avatar without resetting the entire game is considered one of the earliest examples of a "continue game" option in video games.[9]

The game offers three different skill levels. Level 1 is the easiest, as it uses a simplified room layout and doesn't include the White Castle, bat, Rhindle, nor invisible mazes. Level 2 is the full version of the game, with the various objects appearing in set positions at the start. Level 3 is similar to Level 2, but the location of the objects is randomized for a greater challenge. The player can use the difficulty switches on the Atari 2600 to further control the game's difficulty; one switch controls the dragons' bite speed, and one causes them to flee when the player carries the sword.[10]

Development edit

 
Warren Robinett presenting a postmortem of Adventure's development at GDC 2015

Adventure was designed and programmed by Atari employee Warren Robinett, and published by Atari, Inc. At the time, Atari programmers were generally given full control on the creative direction and development cycle for their games, and this required them to plan for their next game as they neared completion of their current one to stay productive.[9] Robinett was finishing his work on Slot Racers when he was given an opportunity to visit the Stanford Artificial Intelligence Laboratory by Julius Smith, one of several friends he was sharing a house with. There, he was introduced to the 1977 version of the computer text game Colossal Cave Adventure, created by Will Crowther and modified by Don Woods. After playing the game for several hours, he was inspired to create a graphical version.[11][9][12][13]

Robinett began designing his graphics-based game with the help of a Hewlett-Packard 1611A logic analyzer (a debugging tool) around May to June 1978.[14][12] He was soon aware that memory use was critical because Atari 2600 cartridge ROMs have only 4096 bytes (4 KB),[4] and the system has 128 bytes of RAM for program variables.[15] In contrast, Colossal Cave Adventure uses hundreds of kilobytes of memory on a large computer.[12] The final game uses nearly all of the available memory (including 5% of the cartridge storage for Robinett's Easter egg),[16] with 15 unused bytes from the ROM capacity.[12] Robinett credits Ken Thompson, his professor at University of California, Berkeley, with teaching him the skills needed to use the limited memory efficiently. Thompson had required his students to learn the C programming language that he had invented at AT&T, and Robinett carried C techniques into assembly language.[17]

Robinett first identified ways to translate the elements of Colossal Cave Adventure into simple, easily recognizable graphics that the player interacts with directly, replacing text-based commands with joystick controls.[9][12] Due to the system's low resolution pixels, Robinett noted the dragons look more like ducks.[12] Robinett developed workarounds for various technical limitations of the Atari 2600, which has only one playfield and five memory-mapped registers available to represent moving objects. Only two of these registers are capable of representing more complex sprites, so he used those for objects and creatures within the game. He used the register originally designated for the ball in games such as Pong to represent the player's avatar. Finally, he used the registers assigned for missiles, such as the bullets in Combat, for additional walls in the playing field to be able to represent different rooms within the game with the same playfield.[18][9] Another hardware limitation forces the left and right sides of nearly every screen to be mirrored, which fostered the creation of the game's confusing mazes.[19] The exceptions include two screens in the Black Castle catacombs and two in the main hallway beneath the Golden Castle. They are mirrored, but contain a vertical wall object in the room to make an asymmetrical screen, as well as provide a secret door for an Easter egg.[20] Robinett originally intended for all rooms to be bidirectionally connected, but programming bugs make a few such connections unidirectional, which are explained away as "bad magic" in the game's manual.[6]

Robinett overcame these limitations to introduce concepts novel to video games. He constructed thirty different rooms in the games, whereas most games of the time present only a single screen.[12] Furthermore, off-screen objects such as the bat continue to move according to their programming behavior.[12]

In addition to the technical limitations, Robinett had struggled with Atari's management over the game. Around the time of Adventure's development, Atari, now owned by Warner Communications, had hired Ray Kassar as general manager of their Consumer Division, and he was later promoted to president and CEO of Atari in December 1978. Kassar interacted with the programmers rarely and generally treated their contributions with indifference.[21] Robinett was initially discouraged from working on Adventure by his supervisor, George Simcock, who said the ambitious game could not be done on Atari 2600 based on knowing how much memory Colossal Cave Adventure uses.[9][22][23] When Robinett developed a working prototype within one month, Atari's management team was impressed, encouraging him to continue the game.[9][17] The management later tried to convince Robinett to make it a tie-in work for the upcoming Superman movie, which was owned by Warner Communication, but Robinett remained committed to his initial idea.[12] Instead, Atari developer John Dunn agreed to take Robinett's prototype source code to make the 1979 Superman game.[9][17]

A second prototype was completed near the end of 1978, with only about eight rooms, a single dragon, and two objects. Robinett recognized that it demonstrated his design goals, but was boring. He put the game aside for a few months and came back with additional ideas, finishing it by June 1979.[9][22] Two changes were the possibility of being eaten by the dragon and resetting the avatar, and the addition of the sword object with which to kill the dragon. Robinett found that the various possibilities that arose from this combination of elements improved the excitement of the game, and subsequently made three dragons, reusing the same source code for the behavior of all three. The magnet was created to work around a potential situation where the player could irretrievably drop an object into a wall space.[9]

To develop the plot for the game, Robinett worked with Steve Harding, the author for nearly all Atari 2600 game manuals at that time. Harding developed most of the plot after playing the game, with Robinett revising elements where he saw fit. Robinett states that he had come up with the names for the three dragons and offered a friend's suggestion for naming the bat "Knubberrub".[9]

Robinett submitted the source code for Adventure to Atari management in June 1979[24] and soon left Atari.[12][25] Atari released the game in early 1980.[26]

Easter egg edit

 
The Adventure Easter egg: "Created by Warren Robinett"
 
In the Atari Classics 10-in-1 TV Games by Jakks Pacific, the creator's name was removed and replaced with "TEXT?".

Generally defined as a "message, trick, or unusual behavior hidden inside a computer program by its creator", the Easter egg concept was popularized by Adventure, influenced by the corporate culture at Atari. After Atari's acquisition by Warner Communications in 1976, there was a culture clash between the executives from New York, and the Californian programmers who were more laid back.[27] Atari removed the names of game developers from their products, as a means to prevent competitors from identifying and recruiting Atari's programmers.[28][21] This also was used as a means to deny the developers a bargaining chip in any negotiations they may have with management, according to Robinett.[29] These attitudes led to the departure of several programmers; notably, David Crane, Larry Kaplan, Alan Miller, and Bob Whitehead all left Atari due to lack of recognition and royalty payments, and formed Activision as a third-party 2600 developer, making many hit games in competition with Atari.[30]

Unknown to anyone else, Robinett embedded his name in his game in the form of a hidden and virtually inaccessible room displaying the text "Created by Warren Robinett",[23] inspired by popular rumors that the Beatles had hidden messages in songs.[21] In 2015, Robinett recalled the message as a means of self-promotion, noting that Atari had paid him only around US$22,000 per year without any royalties, while Atari would sell one million units of a game at US$25 apiece.[12] This secret is one of the earliest known Easter eggs in a video game.[16]

Robinett kept the secret for more than one year, even from all Atari employees.[21] He was unsure of whether it would be discovered by other Atari personnel prior to publishing. It is not mentioned in the game's manual, as the manual's author was unaware. After the game was released, Adam Clayton, a fifteen-year-old from Salt Lake City, discovered it and sent a letter of explanation to Atari.[31][21] Robinett had already quit the company by this point, so Atari tasked designers with finding the responsible code. The employee who found it said that if he were to fix it, he would change the message in the game to say "Fixed by Brad Stewart". Furthermore, the cost of creating a new read-only memory (ROM) mask, or memory chip, was around US$10,000 (equivalent to $36,979 in 2023) at the time of the game's release, making this change a costly endeavor.[32][12] Steve Wright, the director of software development of the Atari Consumer Division, argued for retaining the message, believing it gave players additional incentive to find it and play their games more, and suggested these were like Easter eggs for players to find.[21] Atari eventually decided to leave the access mechanism in-game, and dubbed such hidden features "Easter eggs",[33] saying they would be adding more such secrets to later games.[34] Wright made it an official policy at Atari that all future games should include Easter eggs, often limited to being the initials of the game developer.[21]

The Easter egg is accessed by setting difficulty levels 2 or 3 and first retrieving the Gray Dot from the Black Castle catacombs.[22] The dot is a single pixel object which is invisibly embedded in the south wall of a sealed chamber accessible only with the bridge, and the player must bounce the avatar along the bottom wall to pick it up. The dot can be seen when in a catacombs passage or when held over a normal wall, and becomes again invisible when carried or dropped in most rooms. The dot is not attracted to the magnet, unlike all other inanimate objects. The player must bring the dot along with two or more other objects to the east end of the corridor below the Golden Castle. This causes the barrier on the right side of the screen to blink rapidly, and the player avatar is then able to push through the wall into a new room displaying the words "Created by Warren Robinett" in text which continuously changes color.[28][35]

The text was removed from the version on the Atari Classics 10-in-1 TV Games standalone gaming unit, replaced with "TEXT?"[36] It has been included in most subsequent reissues of the game.

Reception edit

Adventure received mostly positive reviews in the years immediately after its release and has generally been viewed positively since then.

Norman Howe reviewed Adventure in The Space Gamer No. 31.[41] Howe commented that "Adventure is a good game, as video games are measured. It is neither as interesting nor as complex as Superman, but it shows great promise for things to come."[41]

Bill Kunkel and Frank Laney in the January 1981 issue of Video called Adventure a "major design breakthrough" and that it "shatters several video-game conventions" such as scoring and time limits. They added that it was "much more ambitious" than average home video games, but the graphics were underwhelming, such as the hero being a square.[42] The 1982 book How to Win at Home Video Games called it too unpredictable with an "illogical mission", concluding that "even devoted strategists may soon tire of Adventure's excessive trial and error."[39] Electronic Games in 1983 stated that the game's "graphics are tame stuff", but it "still has the power to fascinate" and that "the action adventure concepts introduced in Adventure are still viable today".[13] A separate review from 1983 in the magazine's Electronic Games 1983 Software Encyclopedia awarded the game a 9 out of 10 rating, praising its gameplay and single player gaming as excellent and outstanding respectively while only finding its graphics and sound as merely "good".[38]

Jeremy Parish of 1UP.com wrote in 2010 that Adventure is "a work of interpretive brilliance" that "cleverly extracted the basic elements of exploration, combat and treasure hunting from the text games and converted them into icons", but also conceded that it "seems almost unplayably basic these days".[43]

Atari Headquarters scored the game 8 of 10, noting its historical importance while panning the graphics and sound, concluding that Adventure was "very enjoyable" regardless of its technological shortcomings.[44] In 1995, Flux magazine ranked Adventure 35th on their Top 100 Video Games. They described the game as: "challenging and incredibly fun."[45]

Legacy edit

As the first action-adventure video game[46] and first console fantasy game,[13] Adventure established its namesake genre on video game consoles.[47] In addition to being the first graphical adventure game on the Atari 2600 console,[4] it is the first video game to contain a widely known Easter egg, and the first to allow a player to use multiple, portable, on-screen items while exploring an open-ended environment, making it one of the first examples, even as small and primitive as it is, of an open world game.[5][48] The game is the first to use a fog of war effect in its catacombs, which obscures most of the playing area except for the player's immediate surroundings.[49]

The game has been voted the best Atari 2600 game in numerous polls,[5] and has been noted as a significant step in the advancement of home video games.[50] GamePro ranked it as the 28th most important video game of all time in 2007.[51] In 2010, 1UP.com listed it as one of the most important games ever made in its "The Essential 50" feature.[43] Entertainment Weekly named Adventure as one of the top 10 games for the Atari 2600.[52]

A sequel to Adventure was first announced in early 1982. The planned sequel eventually evolved into the Swordquest series of games.[53] In 2005, a sequel written by Curt Vendel was released by Atari on the Atari Flashback 2 system. In 2007, AtariAge released a self-published sequel called Adventure II for the Atari 5200, which is heavily inspired by the original; its name is used with permission from Atari Interactive.[54] Robinett himself took the idea of using items from Adventure into his next game, Rocky's Boots, but added the ability to combine them to form new items.[33]

In both the 2011 novel Ready Player One and its 2018 film version the Easter egg in Adventure is prominently mentioned as the inspiration for a contest to find an Easter egg hidden in the fictional virtual reality game OASIS, and finding the secret room within Adventure is a core plot element within both versions, with footage from the game (specifically the Easter egg) incorporated into the film version.[55][56]

The Lego Atari 2600 set includes three "cartridges" and three corresponding dioramas. The diorama for Adventure has a scene of the game's castle with an egg hidden at its center, referencing the Easter egg.[57]

Re-releases edit

See also edit

References edit

  1. ^ Atari 1980, p. 1.
  2. ^ Atari 1980, p. 5.
  3. ^ Merrill, Arthur (1998). . Arthur's Hall of Viking Manliness. Archived from the original on November 22, 2010. Retrieved March 20, 2013.
  4. ^ a b c Wolf, Mark J. P. (2008). The Video Game Explosion: A History from PONG to Playstation and Beyond. ABC-CLIO. p. 82. ISBN 978-0-313-33868-7.
  5. ^ a b c Mark J.P. Wolf, Bernard Perron, ed. (2013). The Video Game Theory Reader. Routledge. p. vii. ISBN 978-1-1352-0518-8.
  6. ^ a b Robinett 2006, p. 709.
  7. ^ Robinett 2006, p. 694.
  8. ^ Robinett 2006, p. 700.
  9. ^ a b c d e f g h i j k Ringall, Jaz (September 29, 2015). . USgamer. Archived from the original on October 1, 2015. Retrieved April 5, 2016.
  10. ^ Atari 1980, p. 6.
  11. ^ Connelly, Joey. "Of Dragons and Easter Eggs: A Chat With Warren Robinett". The Jaded Gamer. from the original on March 1, 2014. Retrieved March 2, 2014.
  12. ^ a b c d e f g h i j k l Baker, Chris (March 13, 2015). "How One Man Invented the Console Adventure Game". Wired. from the original on September 13, 2021. Retrieved March 25, 2016.
  13. ^ a b c "The Players Guide to Fantasy Games". Electronic Games. June 1983. p. 47. Retrieved January 6, 2015.
  14. ^ Robinett 2006, p. 690.
  15. ^ Bogost, Montfort 2009, p. 14.
  16. ^ a b Kent, Steven L. (2001). The Ultimate History of Video Games. Three Rivers Press. ISBN 0-7615-3643-4.
  17. ^ a b c Machkovech, Sam (March 14, 2015). "Atari devs dissect Yars' Revenge, Adventure, Atari's woes". Ars Technica. from the original on March 29, 2016. Retrieved March 27, 2016.
  18. ^ Bogost, Montfort 2009, p. 52.
  19. ^ "Good Deal Games Warren Robinett Interview". Gooddealgames.com. 2003. from the original on May 11, 2012. Retrieved December 12, 2012.
  20. ^ Bogost, Montfort 2009, p. 59.
  21. ^ a b c d e f g Yarwood, Jack (March 27, 2016). "Easter Eggs: The Hidden Secrets of Videogames". Paste. from the original on March 30, 2016. Retrieved March 27, 2016.
  22. ^ a b c Hague, James. . Archived from the original on September 27, 2007. Retrieved October 11, 2007.
  23. ^ a b Wallis, Alistair (March 29, 2007). . Gamasutra. Archived from the original on October 18, 2007. Retrieved October 11, 2007.
  24. ^ Butler, Judith (1997). Excitable Speech: A Politics of the Performative. Psychology Press. p. 22. ISBN 978-0415915885. Warren Robinett began work on Adventure in 1978, which, according to him, gives some validity to the copyright date of 1978 found on the Atari cartridge and manual for Adventure. But the actual code was finished and turned over to Atari in June of 1979"
  25. ^ . April 21, 1997. Archived from the original on February 7, 2005.
  26. ^ Smith, Alexander (2019). They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry Volume 1, 1971-1982. CRC Press. p. 463. ISBN 978-1138389908.
  27. ^ Pogue, David (August 8, 2019). "The Secret History of 'Easter Eggs'". The New York Times. from the original on August 8, 2019. Retrieved August 8, 2019.
  28. ^ a b Bogost, Montfort 2009, p. 60.
  29. ^ Fatsquatch (May 13, 2003). "Of Dragons and Easter Eggs: A Chat With Warren Robinett". The Jaded Gamer. from the original on April 17, 2021. Retrieved February 3, 2021.
  30. ^ Barton, Matt; Loguidice, Bill (February 28, 2008). "A History of Gaming Platforms: Atari 2600 Video Computer System/VCS". Gamasutra. from the original on May 9, 2012. Retrieved April 5, 2016.
  31. ^ "Letter to Atari from Adam Clayton" (PDF). Atari Compendium. (PDF) from the original on 19 August 2019. Retrieved 29 April 2019.
  32. ^ Bogost, Montfort 2009, p. 61.
  33. ^ a b Robinett 2006, p. 713.
  34. ^ Frank Laney Jr., ed. (December 1981). "Electronic Games Hotline". Electronic Games. 1 (1): 14.
  35. ^ Petty, Jared (March 5, 2015). "Gaming's First Easter Egg - Adventure Let's Play with Creator Warren Robinett". IGN. from the original on July 24, 2018. Retrieved July 24, 2018.
  36. ^ Kohler, Chris (2005). "Chapter 2. Playing Neo-Retro Games". Retro Gaming Hacks: Tips & Tools for Playing the Classics. O'Reilly Media. ISBN 9781449303907.
  37. ^ Cavanaugh, Chris. . Allgame. Archived from the original on November 14, 2014. Retrieved April 19, 2015.
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  39. ^ a b How to Win at Home Video Games. Publications International. 1982. p. 59.
  40. ^ "Software Report Card". Video Games Player. Vol. 1, no. 1. United States: Carnegie Publications. September 1982. pp. 62–3.
  41. ^ a b Howe, Norman (September 1980). "Capsule Reviews". The Space Gamer (31). Steve Jackson Games: 27.
  42. ^ Kunkel, Bill; Laney, Frank (January 1981). "Arcade Alley: Atari's 'Adventure'". Video: 28.
  43. ^ a b Parish, Jeremy (2010). . 1UP.com. Archived from the original on May 24, 2011. Retrieved December 17, 2012.
  44. ^ King, Adam. "AGH Atari 2600 Review: Adventure". Atari Headquarters. from the original on January 21, 2013. Retrieved April 25, 2014.
  45. ^ "Top 100 Video Games". Flux (4). Harris Publications: 28. April 1995.
  46. ^ Buchana, Levi (August 26, 2008). "Top 10 Best-Selling Atari 2600 Games". IGN. from the original on July 26, 2011. Retrieved December 3, 2009.
  47. ^ Bogost, Montfort 2009, p. 16.
  48. ^ Harris, John (September 26, 2007). "Game Design Essentials: 20 Open World Games". Gamasutra. from the original on August 16, 2019. Retrieved July 31, 2016.
  49. ^ Bogost, Montfort 2009, pp. 58–59.
  50. ^ Wolf 2001, p. 97.
  51. ^ . GamePro. p. 3. Archived from the original on May 21, 2007.
  52. ^ Morales, Aaron (January 25, 2013). "The 10 Best Atari Games". Entertainment Weekly. from the original on January 15, 2018. Retrieved April 5, 2016.
  53. ^ Green, Earl. . Phosphor Dot Fossils. Archived from the original on May 7, 2006.
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  57. ^ "We Build the LEGO Atari 2600 Console and It Contains a Hidden Secret". 2 August 2022. from the original on 2 August 2022. Retrieved 2 August 2022.
  58. ^ Bhatnagar, Parija (August 1, 2003). "Garbage Pail Kids are Back". CNN. from the original on April 27, 2014. Retrieved April 27, 2014.
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  60. ^ Harris, Craig (December 15, 2004). "Atari Flashback". IGN. from the original on April 4, 2014. Retrieved April 27, 2014.
  61. ^ Falcone, John (October 25, 2006). "Atari Flashback 2 Review". CNet. from the original on April 27, 2014. Retrieved April 27, 2014.
  62. ^ . Microsoft. Archived from the original on April 28, 2014. Retrieved April 27, 2014.
  63. ^ Humphries, Matthew (November 12, 2010). . Geek.com. Archived from the original on April 28, 2014. Retrieved April 27, 2014.
  64. ^ Greenwald, Will (November 1, 2011). "Atari Flashback 3". PC Magazine. from the original on February 27, 2014. Retrieved April 27, 2014.
  65. ^ Tach, Dave (November 12, 2012). "Atari Flashback 4 Channels 2600 Nostalgia with a 75 Game Bundle". Polygon. Vox Media. from the original on December 27, 2013. Retrieved May 28, 2015.
  66. ^ Petty, Jared (March 22, 2016). "ATARI VAULT REVEALS 100 GAME COLLECTION". IGN. from the original on March 22, 2016. Retrieved March 22, 2016.
  67. ^ Machkovech, Sam (September 12, 2022). "The 103 Classic Games That Did, and Didn't, Make the Atari 50 Anniversary Cut — Retailer Leak Suggests Games from Arcade to Jaguar; Surprises Apparently Still Await". Ars Technica. Condé Nast. from the original on September 14, 2022. Retrieved June 16, 2023.

Bibliography edit

External links edit

  • Adventure at MobyGames
  • Adventure at Atari Mania
  • at AtariAge
  • Warren Robinett's Adventure page including game map and software design presentation (PowerPoint)
  • Adventure manual at the Internet Archive

adventure, 1980, video, game, adventure, video, game, developed, warren, robinett, atari, video, computer, system, later, renamed, atari, 2600, released, 1980, atari, player, controls, square, avatar, whose, quest, explore, open, ended, environment, find, magi. Adventure is a video game developed by Warren Robinett for the Atari Video Computer System later renamed Atari 2600 and released in 1980 by Atari Inc The player controls a square avatar whose quest is to explore an open ended environment to find a magical chalice and return it to the golden castle The game world is populated by roaming enemies three dragons that can eat the avatar and a bat that randomly steals and hides items around the game world Adventure introduced new elements to console games including enemies that continue to move when offscreen AdventureCover art by Susan JaekelDeveloper s Atari Inc Publisher s Atari Inc Designer s Warren RobinettPlatform s Atari 2600Release1980Genre s Action adventureMode s Single player The game was conceived as a graphical version of the 1977 text adventure Colossal Cave Adventure Warren Robinett spent approximately one year designing and coding the game while overcoming a variety of technical limitations in the Atari 2600 console hardware as well as difficulties with management within Atari As a result of conflicts with Atari s management which denied giving public credit for programmers Robinett programmed a secret room that contained his name within the game only found by players after the game shipped and Robinett had left Atari While not the first such Easter egg Robinett s secret room pioneered this idea within video games and other forms of media and since has transcended into popular culture such as the climax of Ernest Cline s book and film adaption Ready Player One Adventure received mostly positive reviews at the time of its release and in the decades since often named as one of the industry s most influential games and among the greatest video games of all time It is considered the first action adventure and console fantasy game and inspired other games in the genres More than one million cartridges of Adventure were sold and the game has been included in numerous Atari 2600 game collections for modern computer hardware The game s prototype code was used as the basis for the 1979 Superman game and a planned sequel eventually formed the basis for the Swordquest games Contents 1 Gameplay 2 Development 3 Easter egg 4 Reception 5 Legacy 5 1 Re releases 6 See also 7 References 7 1 Bibliography 8 External linksGameplay edit nbsp The player with the White Key in the White Castle s catacombs pursued by the green dragon Grundle In Adventure the player s goal is to recover the Enchanted Chalice that an evil magician has stolen and hidden in the kingdom and return it to the Golden Castle 1 The kingdom is made of a total of 30 rooms with various obstacles enemies and mazes located in and around the Golden White and Black Castles The kingdom is guarded by three dragons the yellow Yorgle the green Grundle and the red Rhindle that protect or flee from various items and attack the player s avatar 2 An enemy bat can roam the kingdom freely carrying an item or a dragon around the bat was to be named Knubberrub but the name is not in the manual 3 The bat s two states are agitation and non agitation When in the agitated state the bat will either pick up or swap what it currently carries with an object in the present room eventually returning to the non agitated state where it will not pick up an object The bat continues to fly around even offscreen swapping objects 4 5 The player s avatar is a simple square shape that can move within and between rooms each represented by a single screen 6 Helpful objects include keys that open the castles a magnet that pulls items towards the player a magic bridge that the player can use to cross certain obstacles and a sword which can be used to defeat the dragons 7 The player may only carry one object at a time If eaten by a dragon the player can then opt to resurrect the dead avatar instead of completely restarting the game The avatar reappears at the Golden Castle and all objects remain at their latest location but all slain dragons are resurrected 8 The ability to resurrect the avatar without resetting the entire game is considered one of the earliest examples of a continue game option in video games 9 The game offers three different skill levels Level 1 is the easiest as it uses a simplified room layout and doesn t include the White Castle bat Rhindle nor invisible mazes Level 2 is the full version of the game with the various objects appearing in set positions at the start Level 3 is similar to Level 2 but the location of the objects is randomized for a greater challenge The player can use the difficulty switches on the Atari 2600 to further control the game s difficulty one switch controls the dragons bite speed and one causes them to flee when the player carries the sword 10 Development edit nbsp Warren Robinett presenting a postmortem of Adventure s development at GDC 2015 Adventure was designed and programmed by Atari employee Warren Robinett and published by Atari Inc At the time Atari programmers were generally given full control on the creative direction and development cycle for their games and this required them to plan for their next game as they neared completion of their current one to stay productive 9 Robinett was finishing his work on Slot Racers when he was given an opportunity to visit the Stanford Artificial Intelligence Laboratory by Julius Smith one of several friends he was sharing a house with There he was introduced to the 1977 version of the computer text game Colossal Cave Adventure created by Will Crowther and modified by Don Woods After playing the game for several hours he was inspired to create a graphical version 11 9 12 13 Robinett began designing his graphics based game with the help of a Hewlett Packard 1611A logic analyzer a debugging tool around May to June 1978 14 12 He was soon aware that memory use was critical because Atari 2600 cartridge ROMs have only 4096 bytes 4 KB 4 and the system has 128 bytes of RAM for program variables 15 In contrast Colossal Cave Adventure uses hundreds of kilobytes of memory on a large computer 12 The final game uses nearly all of the available memory including 5 of the cartridge storage for Robinett s Easter egg 16 with 15 unused bytes from the ROM capacity 12 Robinett credits Ken Thompson his professor at University of California Berkeley with teaching him the skills needed to use the limited memory efficiently Thompson had required his students to learn the C programming language that he had invented at AT amp T and Robinett carried C techniques into assembly language 17 Robinett first identified ways to translate the elements of Colossal Cave Adventure into simple easily recognizable graphics that the player interacts with directly replacing text based commands with joystick controls 9 12 Due to the system s low resolution pixels Robinett noted the dragons look more like ducks 12 Robinett developed workarounds for various technical limitations of the Atari 2600 which has only one playfield and five memory mapped registers available to represent moving objects Only two of these registers are capable of representing more complex sprites so he used those for objects and creatures within the game He used the register originally designated for the ball in games such as Pong to represent the player s avatar Finally he used the registers assigned for missiles such as the bullets in Combat for additional walls in the playing field to be able to represent different rooms within the game with the same playfield 18 9 Another hardware limitation forces the left and right sides of nearly every screen to be mirrored which fostered the creation of the game s confusing mazes 19 The exceptions include two screens in the Black Castle catacombs and two in the main hallway beneath the Golden Castle They are mirrored but contain a vertical wall object in the room to make an asymmetrical screen as well as provide a secret door for an Easter egg 20 Robinett originally intended for all rooms to be bidirectionally connected but programming bugs make a few such connections unidirectional which are explained away as bad magic in the game s manual 6 Robinett overcame these limitations to introduce concepts novel to video games He constructed thirty different rooms in the games whereas most games of the time present only a single screen 12 Furthermore off screen objects such as the bat continue to move according to their programming behavior 12 In addition to the technical limitations Robinett had struggled with Atari s management over the game Around the time of Adventure s development Atari now owned by Warner Communications had hired Ray Kassar as general manager of their Consumer Division and he was later promoted to president and CEO of Atari in December 1978 Kassar interacted with the programmers rarely and generally treated their contributions with indifference 21 Robinett was initially discouraged from working on Adventure by his supervisor George Simcock who said the ambitious game could not be done on Atari 2600 based on knowing how much memory Colossal Cave Adventure uses 9 22 23 When Robinett developed a working prototype within one month Atari s management team was impressed encouraging him to continue the game 9 17 The management later tried to convince Robinett to make it a tie in work for the upcoming Superman movie which was owned by Warner Communication but Robinett remained committed to his initial idea 12 Instead Atari developer John Dunn agreed to take Robinett s prototype source code to make the 1979 Superman game 9 17 A second prototype was completed near the end of 1978 with only about eight rooms a single dragon and two objects Robinett recognized that it demonstrated his design goals but was boring He put the game aside for a few months and came back with additional ideas finishing it by June 1979 9 22 Two changes were the possibility of being eaten by the dragon and resetting the avatar and the addition of the sword object with which to kill the dragon Robinett found that the various possibilities that arose from this combination of elements improved the excitement of the game and subsequently made three dragons reusing the same source code for the behavior of all three The magnet was created to work around a potential situation where the player could irretrievably drop an object into a wall space 9 To develop the plot for the game Robinett worked with Steve Harding the author for nearly all Atari 2600 game manuals at that time Harding developed most of the plot after playing the game with Robinett revising elements where he saw fit Robinett states that he had come up with the names for the three dragons and offered a friend s suggestion for naming the bat Knubberrub 9 Robinett submitted the source code for Adventure to Atari management in June 1979 24 and soon left Atari 12 25 Atari released the game in early 1980 26 Easter egg editFurther information Easter egg media nbsp The Adventure Easter egg Created by Warren Robinett nbsp In the Atari Classics 10 in 1 TV Games by Jakks Pacific the creator s name was removed and replaced with TEXT Generally defined as a message trick or unusual behavior hidden inside a computer program by its creator the Easter egg concept was popularized by Adventure influenced by the corporate culture at Atari After Atari s acquisition by Warner Communications in 1976 there was a culture clash between the executives from New York and the Californian programmers who were more laid back 27 Atari removed the names of game developers from their products as a means to prevent competitors from identifying and recruiting Atari s programmers 28 21 This also was used as a means to deny the developers a bargaining chip in any negotiations they may have with management according to Robinett 29 These attitudes led to the departure of several programmers notably David Crane Larry Kaplan Alan Miller and Bob Whitehead all left Atari due to lack of recognition and royalty payments and formed Activision as a third party 2600 developer making many hit games in competition with Atari 30 Unknown to anyone else Robinett embedded his name in his game in the form of a hidden and virtually inaccessible room displaying the text Created by Warren Robinett 23 inspired by popular rumors that the Beatles had hidden messages in songs 21 In 2015 Robinett recalled the message as a means of self promotion noting that Atari had paid him only around US 22 000 per year without any royalties while Atari would sell one million units of a game at US 25 apiece 12 This secret is one of the earliest known Easter eggs in a video game 16 Robinett kept the secret for more than one year even from all Atari employees 21 He was unsure of whether it would be discovered by other Atari personnel prior to publishing It is not mentioned in the game s manual as the manual s author was unaware After the game was released Adam Clayton a fifteen year old from Salt Lake City discovered it and sent a letter of explanation to Atari 31 21 Robinett had already quit the company by this point so Atari tasked designers with finding the responsible code The employee who found it said that if he were to fix it he would change the message in the game to say Fixed by Brad Stewart Furthermore the cost of creating a new read only memory ROM mask or memory chip was around US 10 000 equivalent to 36 979 in 2023 at the time of the game s release making this change a costly endeavor 32 12 Steve Wright the director of software development of the Atari Consumer Division argued for retaining the message believing it gave players additional incentive to find it and play their games more and suggested these were like Easter eggs for players to find 21 Atari eventually decided to leave the access mechanism in game and dubbed such hidden features Easter eggs 33 saying they would be adding more such secrets to later games 34 Wright made it an official policy at Atari that all future games should include Easter eggs often limited to being the initials of the game developer 21 The Easter egg is accessed by setting difficulty levels 2 or 3 and first retrieving the Gray Dot from the Black Castle catacombs 22 The dot is a single pixel object which is invisibly embedded in the south wall of a sealed chamber accessible only with the bridge and the player must bounce the avatar along the bottom wall to pick it up The dot can be seen when in a catacombs passage or when held over a normal wall and becomes again invisible when carried or dropped in most rooms The dot is not attracted to the magnet unlike all other inanimate objects The player must bring the dot along with two or more other objects to the east end of the corridor below the Golden Castle This causes the barrier on the right side of the screen to blink rapidly and the player avatar is then able to push through the wall into a new room displaying the words Created by Warren Robinett in text which continuously changes color 28 35 The text was removed from the version on the Atari Classics 10 in 1 TV Games standalone gaming unit replaced with TEXT 36 It has been included in most subsequent reissues of the game Reception editReceptionReview scoresPublicationScoreAllGame nbsp nbsp nbsp nbsp nbsp 37 Electronic Games 9 10 38 How to Win at Home Video Games nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp 39 Video Games PlayerA 40 Adventure received mostly positive reviews in the years immediately after its release and has generally been viewed positively since then Norman Howe reviewed Adventure in The Space Gamer No 31 41 Howe commented that Adventure is a good game as video games are measured It is neither as interesting nor as complex as Superman but it shows great promise for things to come 41 Bill Kunkel and Frank Laney in the January 1981 issue of Video called Adventure a major design breakthrough and that it shatters several video game conventions such as scoring and time limits They added that it was much more ambitious than average home video games but the graphics were underwhelming such as the hero being a square 42 The 1982 book How to Win at Home Video Games called it too unpredictable with an illogical mission concluding that even devoted strategists may soon tire of Adventure s excessive trial and error 39 Electronic Games in 1983 stated that the game s graphics are tame stuff but it still has the power to fascinate and that the action adventure concepts introduced in Adventure are still viable today 13 A separate review from 1983 in the magazine s Electronic Games 1983 Software Encyclopedia awarded the game a 9 out of 10 rating praising its gameplay and single player gaming as excellent and outstanding respectively while only finding its graphics and sound as merely good 38 Jeremy Parish of 1UP com wrote in 2010 that Adventure is a work of interpretive brilliance that cleverly extracted the basic elements of exploration combat and treasure hunting from the text games and converted them into icons but also conceded that it seems almost unplayably basic these days 43 Atari Headquarters scored the game 8 of 10 noting its historical importance while panning the graphics and sound concluding that Adventure was very enjoyable regardless of its technological shortcomings 44 In 1995 Flux magazine ranked Adventure 35th on their Top 100 Video Games They described the game as challenging and incredibly fun 45 Legacy editAs the first action adventure video game 46 and first console fantasy game 13 Adventure established its namesake genre on video game consoles 47 In addition to being the first graphical adventure game on the Atari 2600 console 4 it is the first video game to contain a widely known Easter egg and the first to allow a player to use multiple portable on screen items while exploring an open ended environment making it one of the first examples even as small and primitive as it is of an open world game 5 48 The game is the first to use a fog of war effect in its catacombs which obscures most of the playing area except for the player s immediate surroundings 49 The game has been voted the best Atari 2600 game in numerous polls 5 and has been noted as a significant step in the advancement of home video games 50 GamePro ranked it as the 28th most important video game of all time in 2007 51 In 2010 1UP com listed it as one of the most important games ever made in its The Essential 50 feature 43 Entertainment Weekly named Adventure as one of the top 10 games for the Atari 2600 52 A sequel to Adventure was first announced in early 1982 The planned sequel eventually evolved into the Swordquest series of games 53 In 2005 a sequel written by Curt Vendel was released by Atari on the Atari Flashback 2 system In 2007 AtariAge released a self published sequel called Adventure II for the Atari 5200 which is heavily inspired by the original its name is used with permission from Atari Interactive 54 Robinett himself took the idea of using items from Adventure into his next game Rocky s Boots but added the ability to combine them to form new items 33 In both the 2011 novel Ready Player One and its 2018 film version the Easter egg in Adventure is prominently mentioned as the inspiration for a contest to find an Easter egg hidden in the fictional virtual reality game OASIS and finding the secret room within Adventure is a core plot element within both versions with footage from the game specifically the Easter egg incorporated into the film version 55 56 The Lego Atari 2600 set includes three cartridges and three corresponding dioramas The diorama for Adventure has a scene of the game s castle with an egg hidden at its center referencing the Easter egg 57 Re releases edit Atari Classics 10 in 1 TV Games Standalone hardware unit 2003 58 Atari 80 Classic Games in One PC 2003 59 Atari Flashback Standalone hardware unit 2004 60 Atari Anthology PlayStation 2 Xbox 2004 59 Atari Flashback 2 Standalone hardware unit 2005 61 Game Room Xbox 360 PC 2010 62 Atari Greatest Hits Nintendo DS iOS 2010 63 Atari Flashback 3 Standalone hardware unit 2011 64 Atari Flashback 4 Standalone hardware unit 2012 65 Atari Vault PC 2016 66 Atari Flashback Classics Vol 2 PS4 Xbox One 2016 and Switch 2018 Atari Flashback Portable 60 game and 70 game versions 2016 2017 Atari Flashback 8 2017 Atari Collection 1 Evercade 2020 Atari 50 Switch PS4 PS5 Xbox One Xbox Series PC 2022 67 See also edit nbsp Video games portal List of Atari 2600 gamesReferences edit Atari 1980 p 1 Atari 1980 p 5 Merrill Arthur 1998 Warren Robinett Interview A Merrill s Talks to the Programmer of Adventure for the Atari 2600 Arthur s Hall of Viking Manliness Archived from the original on November 22 2010 Retrieved March 20 2013 a b c Wolf Mark J P 2008 The Video Game Explosion A History from PONG to Playstation and Beyond ABC CLIO p 82 ISBN 978 0 313 33868 7 a b c Mark J P Wolf Bernard Perron ed 2013 The Video Game Theory Reader Routledge p vii ISBN 978 1 1352 0518 8 a b Robinett 2006 p 709 Robinett 2006 p 694 Robinett 2006 p 700 a b c d e f g h i j k Ringall Jaz September 29 2015 Could they fire me No The Warren Robinett Interview USgamer Archived from the original on October 1 2015 Retrieved April 5 2016 Atari 1980 p 6 Connelly Joey Of Dragons and Easter Eggs A Chat With Warren Robinett The Jaded Gamer Archived from the original on March 1 2014 Retrieved March 2 2014 a b c d e f g h i j k l Baker Chris March 13 2015 How One Man Invented the Console Adventure Game Wired Archived from the original on September 13 2021 Retrieved March 25 2016 a b c The Players Guide to Fantasy Games Electronic Games June 1983 p 47 Retrieved January 6 2015 Robinett 2006 p 690 Bogost Montfort 2009 p 14 a b Kent Steven L 2001 The Ultimate History of Video Games Three Rivers Press ISBN 0 7615 3643 4 a b c Machkovech Sam March 14 2015 Atari devs dissect Yars Revenge Adventure Atari s woes Ars Technica Archived from the original on March 29 2016 Retrieved March 27 2016 Bogost Montfort 2009 p 52 Good Deal Games Warren Robinett Interview Gooddealgames com 2003 Archived from the original on May 11 2012 Retrieved December 12 2012 Bogost Montfort 2009 p 59 a b c d e f g Yarwood Jack March 27 2016 Easter Eggs The Hidden Secrets of Videogames Paste Archived from the original on March 30 2016 Retrieved March 27 2016 a b c Hague James Halcyon Days Warren Robinett Archived from the original on September 27 2007 Retrieved October 11 2007 a b Wallis Alistair March 29 2007 Playing Catch Up Adventure s Warren Robinett Gamasutra Archived from the original on October 18 2007 Retrieved October 11 2007 Butler Judith 1997 Excitable Speech A Politics of the Performative Psychology Press p 22 ISBN 978 0415915885 Warren Robinett began work on Adventure in 1978 which according to him gives some validity to the copyright date of 1978 found on the Atari cartridge and manual for Adventure But the actual code was finished and turned over to Atari in June of 1979 Interview 1 Warren Robinett April 21 1997 Archived from the original on February 7 2005 Smith Alexander 2019 They Create Worlds The Story of the People and Companies That Shaped the Video Game Industry Volume 1 1971 1982 CRC Press p 463 ISBN 978 1138389908 Pogue David August 8 2019 The Secret History of Easter Eggs The New York Times Archived from the original on August 8 2019 Retrieved August 8 2019 a b Bogost Montfort 2009 p 60 Fatsquatch May 13 2003 Of Dragons and Easter Eggs A Chat With Warren Robinett The Jaded Gamer Archived from the original on April 17 2021 Retrieved February 3 2021 Barton Matt Loguidice Bill February 28 2008 A History of Gaming Platforms Atari 2600 Video Computer System VCS Gamasutra Archived from the original on May 9 2012 Retrieved April 5 2016 Letter to Atari from Adam Clayton PDF Atari Compendium Archived PDF from the original on 19 August 2019 Retrieved 29 April 2019 Bogost Montfort 2009 p 61 a b Robinett 2006 p 713 Frank Laney Jr ed December 1981 Electronic Games Hotline Electronic Games 1 1 14 Petty Jared March 5 2015 Gaming s First Easter Egg Adventure Let s Play with Creator Warren Robinett IGN Archived from the original on July 24 2018 Retrieved July 24 2018 Kohler Chris 2005 Chapter 2 Playing Neo Retro Games Retro Gaming Hacks Tips amp Tools for Playing the Classics O Reilly Media ISBN 9781449303907 Cavanaugh Chris Adventure Review Allgame Archived from the original on November 14 2014 Retrieved April 19 2015 a b Atari 2600 VCS Electronic Games 1983 Software Encyclopedia Vol 1 no 1 Reese Communications 1983 p 16 ISSN 0736 8488 a b How to Win at Home Video Games Publications International 1982 p 59 Software Report Card Video Games Player Vol 1 no 1 United States Carnegie Publications September 1982 pp 62 3 a b Howe Norman September 1980 Capsule Reviews The Space Gamer 31 Steve Jackson Games 27 Kunkel Bill Laney Frank January 1981 Arcade Alley Atari s Adventure Video 28 a b Parish Jeremy 2010 The Essential 50 Part 4 Adventure 1UP com Archived from the original on May 24 2011 Retrieved December 17 2012 King Adam AGH Atari 2600 Review Adventure Atari Headquarters Archived from the original on January 21 2013 Retrieved April 25 2014 Top 100 Video Games Flux 4 Harris Publications 28 April 1995 Buchana Levi August 26 2008 Top 10 Best Selling Atari 2600 Games IGN Archived from the original on July 26 2011 Retrieved December 3 2009 Bogost Montfort 2009 p 16 Harris John September 26 2007 Game Design Essentials 20 Open World Games Gamasutra Archived from the original on August 16 2019 Retrieved July 31 2016 Bogost Montfort 2009 pp 58 59 Wolf 2001 p 97 Feature The 52 Most Important Video Games of All Time GamePro p 3 Archived from the original on May 21 2007 Morales Aaron January 25 2013 The 10 Best Atari Games Entertainment Weekly Archived from the original on January 15 2018 Retrieved April 5 2016 Green Earl Atari 2600 Adventure Phosphor Dot Fossils Archived from the original on May 7 2006 Atari 5200 Adventure II AtariAge Archived from the original on November 15 2012 Retrieved December 17 2012 Maslin Janet August 14 2011 A Future Wrapped in 1980s Culture The New York Times Company Archived from the original on February 21 2015 Retrieved April 20 2014 Rougeau Michael March 30 2018 Ready Player One s Ending Explained GameSpot Archived from the original on March 31 2018 Retrieved March 30 2018 We Build the LEGO Atari 2600 Console and It Contains a Hidden Secret 2 August 2022 Archived from the original on 2 August 2022 Retrieved 2 August 2022 Bhatnagar Parija August 1 2003 Garbage Pail Kids are Back CNN Archived from the original on April 27 2014 Retrieved April 27 2014 a b Harris Craig November 29 2004 Atari Anthology IGN Archived from the original on April 27 2014 Retrieved April 27 2014 Harris Craig December 15 2004 Atari Flashback IGN Archived from the original on April 4 2014 Retrieved April 27 2014 Falcone John October 25 2006 Atari Flashback 2 Review CNet Archived from the original on April 27 2014 Retrieved April 27 2014 Game Pack 002 Microsoft Archived from the original on April 28 2014 Retrieved April 27 2014 Humphries Matthew November 12 2010 Review Atari Greatest Hits Volume 1 for Nintendo DS Geek com Archived from the original on April 28 2014 Retrieved April 27 2014 Greenwald Will November 1 2011 Atari Flashback 3 PC Magazine Archived from the original on February 27 2014 Retrieved April 27 2014 Tach Dave November 12 2012 Atari Flashback 4 Channels 2600 Nostalgia with a 75 Game Bundle Polygon Vox Media Archived from the original on December 27 2013 Retrieved May 28 2015 Petty Jared March 22 2016 ATARI VAULT REVEALS 100 GAME COLLECTION IGN Archived from the original on March 22 2016 Retrieved March 22 2016 Machkovech Sam September 12 2022 The 103 Classic Games That Did and Didn t Make the Atari 50 Anniversary Cut Retailer Leak Suggests Games from Arcade to Jaguar Surprises Apparently Still Await Ars Technica Conde Nast Archived from the original on September 14 2022 Retrieved June 16 2023 Bibliography edit Robinett Warren March 6 2015 Design of Adventure for the Atari 2600 The First Action Adventure Game Speech Game Developers Conference San Francisco California Archived from the original on April 17 2016 Retrieved April 8 2016 Adventure Game Program Instructions Atari Inc 1980 Bogost Ian Montfort Nick 2009 Racing the Beam The Atari Video Computer System The MIT Press ISBN 978 0 262 01257 7 Robinett Warren 2006 Adventure as a Video Game Adventure for the Atari 2600 In Salen Katie Zimmerman Eric eds The Game Design Reader A Rules of Play Anthology The MIT Press pp 690 713 ISBN 978 0262195362 OCLC 58919795 Wolf Mark J P 2001 5 Narrative in the Video Game In Mark J P Wolf ed The Medium of the Video Game University of Texas Press ISBN 978 0292791503 External links editAdventure at MobyGames Adventure at Atari Mania Adventure at AtariAge Warren Robinett s Adventure page including game map and software design presentation PowerPoint Adventure manual at the Internet Archive 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