|Colossal Cave Adventure|
Crowther/Woods Adventure (1977) running on a PDP-10
|Developer(s)||William Crowther and Don Woods|
|Platform(s)||initially DEC PDP-10|
|Release||1976 (Crowther); 1977 (Crowther/Woods)|
Colossal Cave Adventure (also known as ADVENT, Colossal Cave, or Adventure)is a text adventure game, developed between 1975-1977, by Will Crowther for the PDP-10 mainframe. The game was expanded upon in 1977, with help from Don Woods, and other programmers created variations on the game and ports to other systems in the following years.
In video-game culture an adventure game is a video game in which the player assumes the role of a protagonist in an interactive story driven by exploration and puzzle-solving. The genre's focus on story allows it to draw heavily from other narrative-based media, literature and film, encompassing a wide variety of literary genres. Many adventure games are designed for a single player, since this emphasis on story and character makes multi-player design difficult. Colossal Cave Adventure is identified as the first such adventure game, first released in 1976, while other notable adventure game series include Zork, King's Quest, The Secret of Monkey Island, and Myst.
William Crowther is a computer programmer and caver. He is best known as the co-creator of Colossal Cave Adventure, a seminal computer game that influenced the first decade of game design and inspired the text adventure game genre.
Digital Equipment Corporation's PDP-10, later marketed as the DECsystem-10, was a mainframe computer family manufactured beginning in 1966; it was discontinued in 1983. 1970s models and beyond were marketed under the DECsystem-10 name, especially as the TOPS-10 operating system became widely used.
In the game, the player controls a character through simple text commands to explore a cave rumored to be filled with wealth. Players earn predetermined points for acquiring treasure and escaping the cave alive, with the goal to earn the maximum number of points offered. The concept bore out from Crowther's background as a caving enthusiast, with the game's cave structured loosely around the Mammoth Cave system in Kentucky.
Caving – also known as spelunking in the United States and Canada and potholing in the United Kingdom and Ireland – is the recreational pastime of exploring wild cave systems. In contrast, speleology is the scientific study of caves and the cave environment.
Mammoth Cave National Park is an American national park in central Kentucky, encompassing portions of Mammoth Cave, the longest cave system known in the world. Since the 1972 unification of Mammoth Cave with the even-longer system under Flint Ridge to the north, the official name of the system has been the Mammoth–Flint Ridge Cave System. The park was established as a national park on July 1, 1941, a World Heritage Site on October 27, 1981, and an international Biosphere Reserve on September 26, 1990.
Kentucky, officially the Commonwealth of Kentucky, is a state located in the east south-central region of the United States. Although styled as the "State of Kentucky" in the law creating it, (because in Kentucky's first constitution, the name state was used) Kentucky is one of four U.S. states constituted as a commonwealth. Originally a part of Virginia, in 1792 Kentucky split from it and became the 15th state to join the Union. Kentucky is the 37th most extensive and the 26th most populous of the 50 United States.
Colossal Cave Adventure is the first known work of interactive fiction and, as the first text adventure game, is considered the precursor for the adventure game genre. Colossal Cave Adventure also contributed towards the role-playing and roguelike genres.
Interactive fiction, often abbreviated IF, is software simulating environments in which players use text commands to control characters and influence the environment. Works in this form can be understood as literary narratives, either in the form of Interactive narratives or Interactive narrations. These works can also be understood as a form of video game, either in the form of an adventure game or role-playing game. In common usage, the term refers to text adventures, a type of adventure game where the entire interface can be "text-only", however, graphical text adventure games, where the text is accompanied by graphics still fall under the text adventure category if the main way to interact with the game is by typing text. Some users of the term distinguish between interactive fiction, known as "Puzzle-free", that focuses on narrative, and "text adventures" that focus on puzzles.
Roguelike is a subgenre of role-playing video game characterized by a dungeon crawl through procedurally generated levels, turn-based gameplay, tile-based graphics, and permanent death of the player character. Most roguelikes are based on a high fantasy narrative, reflecting their influence from tabletop role playing games such as Dungeons & Dragons.
Adventure has the player's character explore a mysterious cave that is rumored to be filled with treasure and gold. To explore the cave, the player types in one- or two-word commands to move their character through the cave, interact with objects in the cave, pick up items to put into their inventory, and other actions. The program acts as a narrator, describing to the player what each location in the cave has, the results of certain actions, or if it did not understand the player's commands, asking for the player to retype their actions.
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. go south YOU ARE IN A VALLEY IN THE FOREST BESIDE A STREAM TUMBLING ALONG A ROCKY BED.
The program's replies are typically in a humorous, conversational tone, much as a dungeon master would use in leading players in a tabletop role-playing game.A notable example is when the player dies after falling into a pit (player's commands in lower case, and the program's reply in all-capitals).
go west YOU FELL INTO A PIT AND BROKE EVERY BONE IN YOUR BODY! NOW YOU'VE REALLY DONE IT! I'M OUT OF ORANGE SMOKE! YOU DON'T EXPECT ME TO DO A DECENT REINCARNATION WITHOUT ANY ORANGE SMOKE, DO YOU? yes OKAY, IF YOU'RE SO SMART, DO IT YOURSELF! I'M LEAVING!
Certain actions may cause the death of the character (the player has three lives), requiring the player to start again. The game has a point system, whereby completing certain goals earns a number of predetermined points. The ultimate goal is to earn the maximum number of points (350 points), which partially correlates to finding all the treasures in the game and safely leaving the cave.
Will Crowther was a programmer at Bolt, Beranek & Newman (BBN), and helped to develop the ARPANET (a forerunner of the Internet).Crowther and his wife Pat were experienced cavers, having previously helped to create vector map surveys of the Mammoth Cave in Kentucky in the early 1970s for the Cave Research Foundation. In addition, Crowther enjoyed playing the tabletop role-playing game Dungeons & Dragons with a regular group which included Eric S. Roberts and Dave Lebling, one of the future founders of Infocom. Following his divorce from Pat in 1975, Crowther wanted to connect better with his daughters and decided a computerized simulation of his cave explorations with elements of his role-playing games would help. He created a means by which the game could be controlled through natural language input so that it would be "a thing that gave you the illusion anyway that you'd typed in English commands and it did what you said". Crowther later commented that this approach allowed the game to appeal to both non-programmers and programmers alike, as in the latter case, it gave programmers a challenge of how to make "an obstinate system" perform in a manner they wanted it to.
A computer programmer, sometimes called more recently a coder, is a person who creates computer software. The term computer programmer can refer to a specialist in one area of computers, or to a generalist who writes code for many kinds of software. One who practices, or professes, a formal approach to programming may also be known as a programmer analyst. On the other hand, code monkey is a derogatory term for a programmer who simply writes code without any involvement in the design or specifications.
The Advanced Research Projects Agency Network (ARPANET) was an early packet-switching network and the first network to implement the TCP/IP protocol suite. Both technologies became the technical foundation of the Internet. The ARPANET was initially founded by the Advanced Research Projects Agency (ARPA) of the United States Department of Defense.
The Internet is the global system of interconnected computer networks that use the Internet protocol suite (TCP/IP) to link devices worldwide. It is a network of networks that consists of private, public, academic, business, and government networks of local to global scope, linked by a broad array of electronic, wireless, and optical networking technologies. The Internet carries a vast range of information resources and services, such as the inter-linked hypertext documents and applications of the World Wide Web (WWW), electronic mail, telephony, and file sharing.
Developed over 1975 and 1976, Crowther's original game consisted of about 700 lines of FORTRAN code,with about another 700 lines of data, written for BBN's PDP-10 timesharing computer. The data included text for 78 map locations (66 actual rooms and 12 navigation messages), 193 vocabulary words, travel tables, and miscellaneous messages. On the PDP-10, the program loads and executes with all its game data in memory. It required about 60k words (nearly 300kB) of core memory, which was a significant amount for PDP-10/KA systems running with only 128k words. Crowther's original version did not include any scorekeeping. Once the game was complete, Crowther showed it off to his co-workers at BBN for feedback, and then considered his work on the game complete, leaving the compiled game in a directory before taking a month off for vacation. During that time, others had found the game and it was distributed widely across the network, which had surprised Crowther on his return. Though titled in-game as Colossal Cave Adventure, its executable file was simply named ADVENT, which led to this becoming an alternate name for the game.
In computing, a word is the natural unit of data used by a particular processor design. A word is a fixed-sized piece of data handled as a unit by the instruction set or the hardware of the processor. The number of bits in a word is an important characteristic of any specific processor design or computer architecture.
One of those that had discovered the game was Don Woods, a graduate student at Stanford University in 1976. Woods wanted to expand upon the game and contacted Crowther to gain access to the source code. Woods added upon Crowther's code in FORTRAN to include more high fantasy-related elements based on his love of the writings of J.R.R. Tolkien. He also introduced a scoring system within the game and added ten more treasures to collect in addition to the five in Crowther's original version.His work expanded Crowther's game to approximately 3000 lines of code and 1800 lines of data. The data consisted of 140 map locations, 293 vocabulary words, 53 objects (15 treasure objects), travel tables, and miscellaneous messages. Like Crowther's original game, Woods' game also executed with all its data in memory but required somewhat less core memory (42k words) than Crowther's game. Don Woods continued releasing updated editions through to at least the mid-1990s.
Crowther did not distribute the source code to his version, while Woods, once completed with his improvements, widely distributed the code alongside the compiled executable. Woods' 1977 version became the more recognizable and "canon" version of Colossal Cave Adventure in part due to wider code availability, on which nearly all revisions described in the following section were based.Crowther's original code was thought to have been lost until 2007 when an unmodified version of it was found on Woods' student account archive.
Both Crowther's and Woods' version were designed to run on the PDP-10, enabling certain features unique to the platform. The PDP-10 architecture was 36-bit, with each word able to store five 7-bit ASCII characters. The game's FORTRAN code compared player's commands with its vocabulary but using only the first five letters of each English word. Unfortunately, this limitation was silently evident to the game player too, and adversely affected gameplay ("north" would be equivalent to "northeast"). Hence, Woods added the five-letter limit notes to Crowther's original game instructions. The PDP-10 also implemented application checkpointing which allows saving and restoring of the state of the entire program, instead of a more traditional save file. Both these features made it difficult to directly port the code to other architectures.
One of the first efforts to port the code was by Jim Gillogly of the RAND Corporation in 1977. Gillogly, with agreement from Crowther and Woods, spent several weeks porting the code to C to run on the more generic Unix architecture. It can be found as part of the BSD Operating Systems distributions, or as part of the "bsdgames" package under most Linux distributions, under the command name "adventure". The game was also ported to Prime Computer's super-mini running PRIMOS in the late 1970s, utilizing FORTRAN IV, and to IBM mainframes running VM/CMS in late 1978, utilizing PL/I. In 1978, Chris Eisnaugle and Dan Blumenfeld, both high school students at the time, replicated the entire 350-point version of the game by coding a functional equivalent in HP Time-Shared BASIC for a Hewlett-Packard 2000C minicomputer. The gameplay and text content were identical to the original by Crowther and Woods. In the late 1970s, a freeware Commodore PET version was produced by Jim Butterfield; some years later this version was ported to the Commodore 64. Microsoft also released versions of Adventure in 1979 for the Apple II Plus and TRS-80 computers.
The Software Toolworks in 1981 released The Original Adventure. Endorsed by Crowther and Woods, it was the only version for which they received royalties. 1⁄4 inch disk, required 32K RAM, and booted directly from the disk; it could not be opened from DOS. Microsoft's Adventure contained 130 rooms, 15 treasures, 40 useful objects and 12 problems to be solved. The progress of two games could be saved on a diskette. Later versions of the game moved away from general purpose programming languages such as C or Fortran and were instead written for special interactive fiction engines, such as Infocom's Z-machine.Microsoft released Adventure in 1981 with its initial version of MS-DOS 1.0 as a launch title for the IBM PC, making it the first game available for the new computer. It was released on a single-sided 5
In addition to strict ports of the game, variations began to appear, typically denoted by the maximum number of points one could score in the game; the original version by Crowther and Woods had a maximum of 350 points. Russel Dalenberg's Adventure Family Tree page provides the best (though still incomplete) summary of different versions and their relationships.
A generic version of the game was developed in 1981 by Graham Thomson for the ZX-81 as the Adventure-writing kit. This stripped-down version had space for 50 rooms and 15 objects and was designed to allow the aspiring coder to modify the game and thus personalize it. The game's code was published in April 1982.
Dave Platt's influential 550-point version (released in 1984) was innovative in a number of ways. It broke away from coding the game directly in a programming language such as FORTRAN or C. Instead, Platt developed A-code – a language for adventure programming – and wrote his extended version in that language. The A-code source was pre-processed by a FORTRAN 77 (F77) "munger" program, which translated A-code into a text database and a tokenized pseudo-binary. These were then distributed together with a generic A-code F77 "executive", also written in F77, which effectively "ran" the tokenized pseudo-binary. Platt's version was also notable for providing a randomized variety of responses when informing the player that, for example, there was no exit in the nominated direction, introducing a number of rare "cameo" events, and committing some outrageous puns. Dave Platt's 550-point version of Colossal Cave – perhaps the most famous variant of this game other than the original, itself a jumping-off point for many other versions including Michael Goetz's 581 point CP/M version – included a long extension on the other side of the Volcano View. Eventually, the player descends into a maze of catacombs and a "fake Y2". If the player says "plugh" here the player is transported to a "Precarious Chair" suspended in midair above the molten lava. (The 581-point version was on SIGM011 from the CP/M Users Group, 1984.)
In 2017, Eric S. Raymond received permission from Crowther and Woods to release the source code for a forward port of their last version of the game dating from 1995. Raymond refers to this port as Open Adventure, but it uses the original 6-character name for the executable in order to avoid colliding with the BSD port.
Graham Nelson's Inform Designer's Manual presents "Advent" as the pioneer of the three-part structure typical of 1980s adventure games; he identifies the "prologue" with the aboveground region of the game "whose presence lends a much greater sense of claustrophobia and depth to the underground bulk of the game", the transition to the middle game as the "passage from the mundane to the fantastical", and the endgame or "Master Game".
Dennis Jerz, among other cavers, has explored the Mammoth Cave system against Crowther's original layout for the game, and believe that much of Crowther's map and descriptions in the game matched well with the natural Colossal Cave as it had been in the 1970s at the time that Crowther would have surveyed it. Many of the rooms are named based on caving jargon used for marking survey points which Crowther would have used in his surveys.In-game elements such as the small house at the start of the game and grates separating some rooms represented features that had been in place by the Park Service but since removed. Other natural elements such as a narrow cobble-strewn crawlway leading from the Bedquilt Cave to the Colossal Cave also matched consistency with the in-game locations. Woods' expansion would add new features that were not part of the natural caves, as he had never visited the park.
Colossal Cave Adventure is considered one of video gaming's most influential titles.Dave Lebling said that when it arrived at MIT's Laboratory for Computer Science, "For a couple of weeks, dozens of people were playing the game and feeding each other clues ... Everyone was asking you in the hallway if you had gotten past the snake yet." The game is generally the first known example of interactive fiction and established conventions that are standard in interactive fiction titles today, such as the use of shortened cardinal directions for commands like "e" for "east". Colossal Cave Adventure directly inspired the creation of the adventure game genre. Games such as Adventureland by Scott Adams of Adventure International, Zork by the team of Lebling, Marc Blank, Tim Anderson, Bruce Daniels, and Albert Vezza of Infocom, and Mystery House by Roberta and Ken Williams of Sierra Entertainment were all directly influenced by Colossal Cave Adventure, and these companies would go on to become key innovators for the early adventure game genre.
As described by Matt Barton in Dungeons and Desktops: The History of Computer Role-Playing Games, Colossal Cave Adventure demonstrated the "creation of a virtual world and the means to explore it", and the inclusion of monsters and simplified combat.For this, it is considered the precursor of computer role-playing games. Glenn Wichman and Michael Toy state Adventure as an influence for their game Rogue in 1980, which would go on to become the namesake of the roguelike genre.
Adventure also inspired the development of online multiplayer games like MUDs, the precursors of the modern-day MMORPG.The Atari 2600 video game Adventure was an attempt to create a graphical version of Adventure, and itself became the first known example of an action-adventure game and introduced the fantasy genre to video game consoles. The Carmen Sandiego series, one of the first educational games, was inspired by transforming the caverns of Colossal Cave Adventure into a globe-spanning clue-and-treasure hunt.
Due to its influence, a number of words and phrases used in Adventure have become recurring concepts in later games.
"Xyzzy" is a magic word that teleports the player between two locations ("inside building" and the "debris room"). Entering the command from other locations produces the disappointing response "Nothing happens." As an in-joke tribute to Adventure, many later computer programs (not only games but also applications) include a hidden "xyzzy" command – the results of which range from the humorous to the straightforward. Crowther stated that for its purpose in the game, "magic words should look queer, and yet somehow be pronounceable", leading him to select "xyzzy". The meaning and origin of the term are unclear, but Crowther has said "I made it up out of whole cloth just for the game", and offered that as he had been considering working at Xerox at the time, he focused on a word starting with X.
In Crowther's original version of Adventure, he created a maze where each of ten room descriptions was exactly the same;
YOU ARE IN A MAZE OF TWISTY LITTLE PASSAGES, ALL ALIKE. The layout of this "all alike" maze was fixed, so the player would have to figure out how to map the maze. One method would be to drop objects in the rooms to act as landmarks, enabling one to map the section on paper. Woods' version added a second maze, where the description of each of eleven rooms was similar but subtly different. For example,
YOU ARE IN A LITTLE MAZE OF TWISTING PASSAGES, ALL DIFFERENT. and
YOU ARE IN A MAZE OF TWISTING LITTLE PASSAGES, ALL DIFFERENT. The layout was still fixed but the player did not have to drop inventory objects to map the maze. Instead, this "all different" maze required the player to recognize the wording changes to find maze exits and its solution. Don Woods was doing doctoral research in graph algorithms, and he designed this maze as (almost) a complete graph, with two exceptions important to gameplay.
The phrase "you are in a maze of twisty little passages, all alike" has become memorialized and popularized in the hacker culture, where "passages" may be replaced with a different word, as the situation warrants. This phrase came to signify a situation when whatever action is taken does not change the result.The line was used by Nick Montfort in the title for his book about the history of interactive fiction, Twisty Little Passages: An Approach To Interactive Fiction.
When the player arrives at a location known as "Y2", the player may (with 25% probability) receive the message "A hollow voice says 'PLUGH'." This magic word takes the player between the rooms "inside building" and "Y2". A popular theory is that the word is short for "plughole" (allegedly a caver term) but no evidence supports this claim, and the game does not feature a plughole in this location.
Some other games recognize "PLUGH" and will respond to it, usually by making a joke. – one of the few commercial adventure games playable with only 4K of RAM – requires the player to type PLUGH to enter the haunted house. If the player types PLUGH inside the haunted house, the game replies, "Sorry, only one PLUGH per customer." Another TRS-80 game, Bedlam, replies to PLUGH with "You got better."The adventure game Prisoner 2 contained a cavern with the word "PLUGH" written on the wall; if the player typed this word into the command parser, he was sent back to his starting point. The TRS-80 adventure game Haunted House
Plugh.comgives further historical background to the name, allegedly by Don Woods.
The game Kentucky Route Zero's third act draws direct inspiration from this game, as well as Crowther's career in caving. The act shows a computer simulation set up inside of a cave, which is itself depicting a massive cave system.
Though not mentioned by name, Colossal Cave Adventure is described in Tracy Kidder's 1981 non-fiction book The Soul of a New Machine , alluding to several of the location names from the game.
The documentary Get Lamp on the history of text adventure games is named in part for one of the first objects the player encounters (the first is the lamp, the second is water) and must carry to solve Colossal Cave Adventure.
Colossal Cave Adventure is a key plot point in season 1 episode 5 of the AMC TV series, Halt and Catch Fire , a period drama taking place in the early days of the personal computing revolution. The chief software designer uses the game as a competency test to determine which programmers will remain on the team. Those who hack the code and find the backdoors are retained.As a tie-in, a fully playable version of the game (augmented with player hints and "hidden" artwork revealed when certain locations are visited) was made available on the show's official website.
The point-and-click adventure Thimbleweed Park references a successor called Colossal Cave Adventure 2 in the plot.
As of 1 May 2019, Colossal Cave Adventure was officially inducted into the World Video Game Hall of Fame... along with Microsoft Solitaire, Mortal Kombat, and Super Mario Kart.
A MUD is a multiplayer real-time virtual world, usually text-based. MUDs combine elements of role-playing games, hack and slash, player versus player, interactive fiction, and online chat. Players can read or view descriptions of rooms, objects, other players, non-player characters, and actions performed in the virtual world. Players typically interact with each other and the world by typing commands that resemble a natural language.
Xyzzy is a magic word from the Colossal Cave Adventure computer game. In computing, the word is sometimes used as a metasyntactic variable or as a video game cheat code, the canonical "magic word".
Zork is one of the earliest interactive fiction computer games, with roots drawn from the original genre game Colossal Cave Adventure. The first version of Zork was written between 1977 and 1979 using the MDL programming language on a DEC PDP-10 computer. The authors—Tim Anderson, Marc Blank, Bruce Daniels, and Dave Lebling—were members of the MIT Dynamic Modelling Group.
Rogue is a dungeon crawling video game by Michael Toy and Glenn Wichman and later contributions by Ken Arnold. Rogue was originally developed around 1980 for Unix-based mainframe systems as a freely-distributed executable. It was later included in the official Berkeley Software Distribution 4.2 operating system (4.2BSD). Commercial ports of the game for a range of personal computers were made by Toy, Wichman, and Jon Lane under the company A.I. Design and financially supported by the Epyx software publishers. Additional ports to modern systems have been made since by other parties using the game's now-open source code.
Joseph Warren Robinett, Jr. is a designer of interactive computer graphics software, notable as the developer of the Atari 2600's Adventure — the first graphical adventure video game — and as a founder of The Learning Company, where he designed Rocky's Boots and Robot Odyssey. More recently he has worked on virtual reality projects.
Tim Anderson is a computer programmer who helped create the adventure game Zork, one of the first works of interactive fiction and an early descendant of ADVENT. The first version of Zork was written in 1977–1979 in the MDL programming language on a DEC PDP-10 computer by Anderson, Marc Blank, Bruce Daniels, and Dave Lebling. All four were members of the Dynamic Modeling Group at the MIT Laboratory for Computer Science.
Sword of Fargoal is a 1982 video game by Jeff McCord, published by Epyx.
Maze War is a 1973 computer game which originated or disseminated a number of concepts used in thousands of games to follow, and is considered one of the earliest examples of, or progenitor of, a first-person shooter. Uncertainty exists over its exact release date, with some accounts placing it before Spasim, the earliest first-person shooter with a known time of publication.
1976 has several new titles such as Road Race, Night Driver and Heavyweight Champ.
1975 has several new titles such as Western Gun, Dungeon and dnd.
Zork: The Great Underground Empire - Part I, later known as Zork I, is an interactive fiction video game written by Marc Blank, Dave Lebling, Bruce Daniels and Tim Anderson and published by Infocom in 1980. It was the first game in the popular Zork trilogy and was released for a wide range of computer systems, followed by Zork II and Zork III. It was Infocom's first game, and sold 378,987 copies by 1986.
A text game or text-based game is an electronic game that uses a text-based user interface, that is, the user interface employs a set of encodable characters such as ASCII instead of bitmap or vector graphics.
Don Woods is an American perennial hacker and computer programmer. He is probably best known for his role in the development of the Colossal Cave Adventure game.
A random dungeon is a dungeon in a role-playing video game which is procedurally generated by the computer using an algorithm, such that the dungeon is laid out differently every time the player enters it, and a player often never plays through quite the same dungeon twice, as there are innumerable possibilities for how they generate.
Multi-User Dungeon, or MUD, is the first MUD and the oldest virtual world in existence.
The Sorcerer's Cave, a game of exploration, magic, and adventure, is a fantasy board/card game designed by Terence Peter Donnelly and first published in 1978. Though greatly simplified, it was inspired by the fantasy role-playing game Dungeons & Dragons. Unlike D&D, however, Sorcerer's Cave does not require "Dungeon Master" or referee. One of its strengths is that it can be played solo or competitively, as well as cooperatively. Another is the diplomatic aspect of interactions between players with changing agendas. In general, player(s) gather and control a party of adventurers who explore a multi-level dungeon that is randomly generated by drawing area cards from a deck. Encounters include special rooms, traps, monsters, allies, magical items and treasures.
Wander is an adventure game by Peter Langston. It is one of the earliest text adventure video games in existence, predating Colossal Cave Adventure. The game was coded in BASIC. For a long time, the original files had been kept in an archived email by one of Langston's friends. The files new exist on GitHub. The game used a Mainframe computer with multiple databases to create the worlds that formed the game. The game was distributed in Langston's PSL Games collection for Unix.
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