![]() I had the good fortune of this being the first room I tested it out in, it just felt like magic had to happen here. I had in the back of my head - keeping in mind the hint about Aladdin - that RUB LAMP would be useful somewhere. That’s for filling our lamp when it runs out, just like Adventure 500, right? I marked this as an odd little joke and moved on, toting the little frog on for maybe a magic potion or eating a fly or some such.Īdventure-tribute signals continued, like the cage for catching a bird in, so I dutifully picked it up expecting a bird. Oh yeah? you are thrown out of the adventure by order of the wizard. Given the Roberta-Williams-style fairy tale reliance (thinking perhaps the princess was a frog), I immediately tried KISS FROG. Some definite weirdness here: the game should already know I have a LAMP in inventory, why did it need to ask? And if you say NO, it tells you to check your inventory, indicating it already knows. (In other words, not a puzzle as so much as an oversight / bug.)Ī bit more wandering let me to think I wasn’t missing any exits, so I circled back to the cavern entrance and remembered the explicit hint given by the packaging (as well as Time Zone using the same command). There’s an axe hiding within, as well as a precipice which sticks the player there forever, unless they try the command GO BACK. Moving farther gets the player into a forest maze, which is just as tiring as ever. Just north of the office is a closed-off cavern. Notice how the strip of paper setting hotkeys only has the cardinal directions. There have been, in very few cases, were IN and OUT count as standard directions like N/S/E/W, but this game didn’t do a great job of announcing that. I went through most of the game without realizing IN worked as a command, and in fact tried to futilely drop treasures outside the lost luggage office and be baffled at my score going down. Moving on! As shown above, just south of the starting place is a “lost luggage office” with keys and a lamp outside. The added end state part affects the meta-aspect I was talking about (affecting the “message” of the game), but I’ll discuss that when the time comes. I’m honestly fine with all uppercase, and I’m fine with just realizing I’ve won rather than the game telling me, but having words wrap over improperly is a pain in the neck to read, so I’m grateful for the modified version. …but ended up settling on a version for the BBC Micro with some fixes to the text by The 8-Bit Tinker (so it wraps properly, and uses case) and the addition of an actual end state the game normally doesn’t recognize you’ve won. This game also asks for a password, but there is (according to people who have looked at the source) no password that works, so this is just a goofy tribute. Are you a wizard?” The original let you type YES and a password. Asking if you are a wizard is a tribute to the original Crowther/Woods Adventure only allowing play during “off hours” on valuable mainframes: “Only wizards are permitted within the cave right now.
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