You are a block. You grab a yellow arrow and point it into duck-looking dragons. You grab an "H" without the middle bar and you can walk through walls. You open gates of castles with keys and get lost in mazes in order to locate a flashing cup. When you bring back the flashing cup into the yellow castle, everything blinks and it makes firework-like noises. There is also a hidden dot that will allow you to pass over the sidelines and read the names of the developers.
Ahh, my favorite Atari game.

The definitive text adventure game. It provided inspiration for dungeon and Zork and all the later text and graphic adventure games; one of the chief early genres of terminal or console games, before such innovations as rogue provided. The earliest versions were CP/M and UNIX based. Sometimes known as Colossal Cave, as that is the name of the cave in which the adventure primarily occurs and which the topology is vaguely inspired by; apparently the author was a spelunker himself.

A few scenes from the text adventure "Adventure": ---
You are standing at the end of a road before a small brick building. Around you is a forest. A small stream flows out of the building and down a gully.
You are inside a building, a well house for a large spring.

There are some keys on the ground here.
There is a shiny brass lamp nearby.
There is food here.
There is a bottle of water here.
You are in a 20-foot depression floored with bare dirt. Set into the dirt is a strong steel grate mounted in concrete. A dry streambed leads into the depression.

The grate is locked.
You are in a maze of twisty little passages, all alike.
You are in a debris room filled with stuff washed in from the surface. A low wide passage with cobbles becomes plugged with mud and debris here, but an awkward canyon leads upward and west. A note on the wall says "Magic word XYZZY".

A three foot black rod with a rusty star on an end lies nearby.

An ancient game, older than moniters infact (there is a command in older versions that allows you to save paper on one of those old bastards that gave you a print out instad of a visual display). Made throwing sharp dwarven axes at gnomes that assault you with wicked knives and die in puffs of greasy black smoke popular. Also a test of geekness in some circles; did you play it on an osborne (I just checked this out and apparently they're making new ones, I mean the ancient things that weigh about thirty pounds and have the tiny monochrome screen; The first portable computers)? did you play it before you knew about the opposite sex? did you know the magic words (xyzzy being the most famous) before you knew how to spell your last name? did you ever play a version that only parsed the first few (I can't remember if it was three or five, I will check) letters of each word, with a maximum of two words per command? did your mother put you in front of adventure so you would learn to read (this either means that I have the worst parents in the world or the coolest, I'll consult my therapist)? These don't all have to be true for one to be a geek, hell, just knowing what I'm talking about should be an indicator.
My apologies to anyone who is offended by the way my assessment of the relationship between the geek and Adventure is weighted toward those who are at a certain point in the age spectrum of geeks. If you are simply old enough that you already knew how to read, etc, by the time Colossal Cave was available then you are by no means less of a geek. If you were born too recently, or you came to computers at a later age, you're really missing something here, check it out (I'm not sure where, but I know this game and the Zork games are available for free download, every once in a while I get a clue as to where to find them, but alas, I'm always too busy to follow up at the time... alas, woe is me)

The original, I would say primordial, action-adventure video game. Adventure is a direct ancestor of Nintendo’s immensely popular The Legend of Zelda. Written by Warren Robinett for the Atari 2600 and published by Atari, this was the game that pioneered the concept of an overhead-view world made up of interconnecting screens, where the edge of one screen led directly into the opposite edge of the next. It also predicted Zelda in that the player had to find and use a variety of items in clever ways in order to win. Robinett has been quoted as saying that Adventure for the 2600 was an attempt to reproduce the experience offered by mainframe text games, such as Colossal Cave and Dungeon (which later became the Zork series) in a graphical fashion. The game's third variation, in which the required objects are scattered randomly around the map, has rudimentary Roguelike elements.

Adventure also contained the very first hidden secret, or "Easter Egg," ever included in a video game, hiding Robinett's name in a special room somewhere in the maze. He included the egg to get around the policy Atari had at the time of not publicly crediting its programmers. Robinett has said that the graphic of his name takes up 5% of the ROM space in the Adventure cartridge. The entire ROM for Adventure itself is only four kilobytes in size, which is less than half the size of an empty Microsoft Word 2000 document.

A well-made recreation (not emulation) of Adventure with a few new features, called Indenture and written in assembly by Craig Pell for systems which can run MS-DOS programs, can be found at:!/adventure.php

Adventure is a genre of video games, prevalent since the days of the Atari system and the eponymous game "Adventure", and probably most popular during the era of 8-bit and 16-bit gaming. Like most genre definitions, what constitutes an "adventure" game is somewhat open to interpretation. The adventure game takes in the large middle ground between platformers and RPGs. An adventure game will involve real time movement of a character, but will not primarily depend on rapid reflexes. It will have an inventory of items, perhaps some form of interaction with other characters, and some ability to choose the route your character takes.

This is, of course, a very wide net, and games that could be described as "adventure" games range from Super Mario Brothers 3, which is a platformer with some control over the route and a basic inventory system, to a game like Terranigma,a complicated, sweeping RPG which included some dexterity-intensive real time combat. Within the loose confines of this definition, "adventure" was the default genre during the 8-bit and 16-bit era. Some of the most popular franchises of that era, such as Super Mario Brothers (starting with the third game), The Legend of Zelda, Metroid and Megaman, were all games in the adventure mold.

Ad*ven"ture (?; 135), n. [OE. aventure, aunter, anter, F. aventure, fr. LL. adventura, fr. L. advenire, adventum, to arrive, which in the Romance languages took the sense of "to happen, befall." See Advene.]


That which happens without design; chance; hazard; hap; hence, chance of danger or loss.

Nay, a far less good to man it will be found, if she must, at all adventures, be fastened upon him individually. Milton.


Risk; danger; peril.


He was in great adventure of his life. Berners.


The encountering of risks; hazardous and striking enterprise; a bold undertaking, in which hazards are to be encountered, and the issue is staked upon unforeseen events; a daring feat.

He loved excitement and adventure. Macaulay.


A remarkable occurrence; a striking event; a stirring incident; as, the adventures of one's life.



A mercantile or speculative enterprise of hazard; a venture; a shipment by a merchant on his own account.

A bill of adventure Com., a writing setting forth that the goods shipped are at the owner's risk.

Syn. -- Undertaking; enterprise; venture; event.


© Webster 1913.

Ad*ven"ture, v. t. [imp. & p. p. Adventured (#); p. pr. & vb. n. Adventuring (#).] [OE. aventuren, auntren, F. aventurer, fr. aventure. See Adventure, n.]


To risk, or hazard; jeopard; to venture.

He would not adventure himself into the theater. Acts xix. 31.


To venture upon; to run the risk of; to dare.

Yet they adventured to go back. Bunyan,

Discriminations might be adventured. J. Taylor.


© Webster 1913.

Ad*ven"ture, v. i.

To try the chance; to take the risk.

I would adventure for such merchandise. Shak.


© Webster 1913.

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