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V/+AVART3

This website contains an archive of files for the Acorn Electron, BBC Micro, Acorn Archimedes, Commodore 16 and Commodore 64 computers, which Dominic Ford has rescued from his private collection of floppy disks and cassettes.

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Filename: V/+AVART3
Read OK:
File size: 1623 bytes
Load address: 2B204556
Exec address: 52415641
Duplicates

There are 3 duplicate copies of this file in the archive:

File contents
         [ DESIGNING ADVENTURE PUZZLES ARTICLE - CONTINUATION ]

I'D like to say something here about the conventions of adventure games,
and how they can be made less hackneyed. Firstly, Mazes. Many adventures
have mazes of some sort in them. They vary from the elementary (drop
objects in order to make the rooms look more different from each other)
to more subtle variants.
   In ZORK, for example, dropping objects is partially thwarted by a
thief, who wanders round and picks them up again ("My, someone's left a
fine sword here!"). In the HAMIL maze, life is made harder for the 
player by the fact that every time he leaves a room. the ceiling 
collapses, and so he can't visit any room more than once (and needs to
visit all the rooms in the maze since they all contain something). In
ACHETON there are the Ice Mazes, where the ice is always about to melt:
a thermometer is used to identify the safe way through.
   SANGRAAL has a rotating maze, where the directions keep changing.
FYLEET has a greatly simplified version of the Fifteen Puzzle, where you
have to manoeuvre objects about that cannot be put two in the same room.
MURDAC has a haunted house, where a poltergeist is throwing objects at 
the player, who has to deduce where the ghost is and avoid it. PHILOSOP-
HER'S QUEST has the notorious Garden of Eden, where the serpent very
persuasively offers the player all sorts of rewards if he will eat the
apple on the tree. Finally the snake says "Do I have to spell it out for
you? You're in EDEN!" The directions E-D-E-N may be found helpful here.
   Another convention is the Rusty Rod (sometimes with a star on the 
end). In various games that becomes a magic wand, a morning star (the
weapon), a crowbar, an electrical conductor...
   How much combat do you put in an adventure game? COLOSSAL CAVE has
the dwarves (and the player has a nonzero probability of being killed
whatever he does). In ACHETON there is a little green-eyed idol (cf. the
famous poem about a one-eyed yellow idol to the north of Khatmandu), 
which when robbed of its eye comes back for vengeance: and if the player
is unlucky he will get it! MUD of course contains large elements of 
combat, as does the original Fantasy game. MYSTIC WOOD and SORCERER'S
CAVE have been computerised, and make amusing "Hack-and-Slash" games.
   Combat systems can be rudimentary or very sophisticated indeed. You
can have a simple system where the player has a fixed probability of
winning a battle, right up to a full simulation of the system in some
Role Playing Game like DUNGEONS AND DRAGONS or RUNEQUEST.
   So where does one get ideas for puzzles? The answer is, almost
anywhere, as I'll indicate.
   One useful source is literature. One can pinch, I mean adapt, all
manner of classical themes. The Sword in the Stone has been used in
numerous games (in COLOSSAL CAVE you need the strength to pull it out,
in QUONDAM it breaks and needs repairing, in CROBE it's held in an anvil
by electromagnetism and you need to break the circuit). The Ancient 
Mariner turns up in PHILOSOPHER'S QUEST, and you end up with an alba-
tross round your neck that needs removing. The Hunting of the Snark pro-
vides a puzzle in HAMIL, the Phoenix legend to FYLEET.
   I once saw an opera (a Russian one, I think) where someone filled a
golden bowl with water and saw a vision. The idea was used in MURDAC.
Moses and the Ten Commandments (or, more precisely, the eleventh) have a
role to play in SANGRAAL, as do Edgar Allan Poe's Raven (Nevermore) and
Shelley's Ozymandias!
   Given an item in a game, one often devises puzzles which exploit its
various possible uses. A witch's broom can be used for sweeping the 
floor to expose a trapdoor. A duster can be a bandage, a cloth, etc. In
FYLEET there is a prayer mat which, when used appropriately, causes a
mighty wind to arise. This can blow things out of trees, disperse fog,
and so on.
   Thematic puzzles are enjoyable, and you get several at once that way.
SANGRAAL has two such. First there is a 'Seven Deadly Sins' area, where
the object is to commit each of the sins in turn - being slothful, being
gluttonous, and so on (I had trouble implementing Lust in a tasteful 
way). It also has a Noah's Ark puzzle, where you have to find animals to
take to Noah: sloths in trees that need waking, wolves that are too
fierce to handle, tied up emus that it seems impossible to free, and
others!
   Some puzzles depend crucially on timing. ACHETON has several such: a
giant who stomps around in a regular path (and will crush you if you are
in the wrong area at the wrong time); the mummy Yelka Oekim who must
equally be evaded (the solutions are different!); a notorious snake maze
which you can explore while the snakes are asleep, but which you must
activate later, risking attack from the snakes, in order to liberate the
treasure. Another example is CROBE's ship wrecking: you have to let some
pirates take over a ship, then show a false light to guide them onto the
rocks!
   Some puzzles come naturally and the adventure writer also has to
struggle to find a solution. For example, in the barn in FYLEET, an 
animated white sheet descends on you and smothers you: it was my wife's
idea that the player should wear a spiky Teutonic helmet to protect him-
self. Elsewhere I needed a one-way exit to avoid the player returning 
the way he'd been. The barn naturally suggested a bale of hay, down onto
which the player could jump.
   Finally, there are plenty of conventional puzzles which can be put
into adventure settings. A few examples will be found in the final part
of this article.

This article continued in V.+AVART4. First published EUG #54.
00000000  20 20 20 20 20 20 20 20  20 5b 20 44 45 53 49 47  |         [ DESIG|
00000010  4e 49 4e 47 20 41 44 56  45 4e 54 55 52 45 20 50  |NING ADVENTURE P|
00000020  55 5a 5a 4c 45 53 20 41  52 54 49 43 4c 45 20 2d  |UZZLES ARTICLE -|
00000030  20 43 4f 4e 54 49 4e 55  41 54 49 4f 4e 20 5d 0d  | CONTINUATION ].|
00000040  0d 49 27 44 20 6c 69 6b  65 20 74 6f 20 73 61 79  |.I'D like to say|
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00000060  61 62 6f 75 74 20 74 68  65 20 63 6f 6e 76 65 6e  |about the conven|
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00000080  72 65 20 67 61 6d 65 73  2c 0d 61 6e 64 20 68 6f  |re games,.and ho|
00000090  77 20 74 68 65 79 20 63  61 6e 20 62 65 20 6d 61  |w they can be ma|
000000a0  64 65 20 6c 65 73 73 20  68 61 63 6b 6e 65 79 65  |de less hackneye|
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000000c0  73 2e 20 4d 61 6e 79 20  61 64 76 65 6e 74 75 72  |s. Many adventur|
000000d0  65 73 0d 68 61 76 65 20  6d 61 7a 65 73 20 6f 66  |es.have mazes of|
000000e0  20 73 6f 6d 65 20 73 6f  72 74 20 69 6e 20 74 68  | some sort in th|
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00000160  74 6f 20 6d 6f 72 65 20  73 75 62 74 6c 65 20 76  |to more subtle v|
00000170  61 72 69 61 6e 74 73 2e  0d 20 20 20 49 6e 20 5a  |ariants..   In Z|
00000180  4f 52 4b 2c 20 66 6f 72  20 65 78 61 6d 70 6c 65  |ORK, for example|
00000190  2c 20 64 72 6f 70 70 69  6e 67 20 6f 62 6a 65 63  |, dropping objec|
000001a0  74 73 20 69 73 20 70 61  72 74 69 61 6c 6c 79 20  |ts is partially |
000001b0  74 68 77 61 72 74 65 64  20 62 79 20 61 0d 74 68  |thwarted by a.th|
000001c0  69 65 66 2c 20 77 68 6f  20 77 61 6e 64 65 72 73  |ief, who wanders|
000001d0  20 72 6f 75 6e 64 20 61  6e 64 20 70 69 63 6b 73  | round and picks|
000001e0  20 74 68 65 6d 20 75 70  20 61 67 61 69 6e 20 28  | them up again (|
000001f0  22 4d 79 2c 20 73 6f 6d  65 6f 6e 65 27 73 20 6c  |"My, someone's l|
00000200  65 66 74 20 61 0d 66 69  6e 65 20 73 77 6f 72 64  |eft a.fine sword|
00000210  20 68 65 72 65 21 22 29  2e 20 49 6e 20 74 68 65  | here!"). In the|
00000220  20 48 41 4d 49 4c 20 6d  61 7a 65 2c 20 6c 69 66  | HAMIL maze, lif|
00000230  65 20 69 73 20 6d 61 64  65 20 68 61 72 64 65 72  |e is made harder|
00000240  20 66 6f 72 20 74 68 65  20 0d 70 6c 61 79 65 72  | for the .player|
00000250  20 62 79 20 74 68 65 20  66 61 63 74 20 74 68 61  | by the fact tha|
00000260  74 20 65 76 65 72 79 20  74 69 6d 65 20 68 65 20  |t every time he |
00000270  6c 65 61 76 65 73 20 61  20 72 6f 6f 6d 2e 20 74  |leaves a room. t|
00000280  68 65 20 63 65 69 6c 69  6e 67 20 0d 63 6f 6c 6c  |he ceiling .coll|
00000290  61 70 73 65 73 2c 20 61  6e 64 20 73 6f 20 68 65  |apses, and so he|
000002a0  20 63 61 6e 27 74 20 76  69 73 69 74 20 61 6e 79  | can't visit any|
000002b0  20 72 6f 6f 6d 20 6d 6f  72 65 20 74 68 61 6e 20  | room more than |
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00000340  74 68 65 20 69 63 65 20  69 73 20 61 6c 77 61 79  |the ice is alway|
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00000360  0d 61 20 74 68 65 72 6d  6f 6d 65 74 65 72 20 69  |.a thermometer i|
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00000390  74 68 72 6f 75 67 68 2e  0d 20 20 20 53 41 4e 47  |through..   SANG|
000003a0  52 41 41 4c 20 68 61 73  20 61 20 72 6f 74 61 74  |RAAL has a rotat|
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000003c0  74 68 65 20 64 69 72 65  63 74 69 6f 6e 73 20 6b  |the directions k|
000003d0  65 65 70 20 63 68 61 6e  67 69 6e 67 2e 0d 46 59  |eep changing..FY|
000003e0  4c 45 45 54 20 68 61 73  20 61 20 67 72 65 61 74  |LEET has a great|
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000005a0  46 69 6e 61 6c 6c 79 20  74 68 65 20 73 6e 61 6b  |Finally the snak|
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000005c0  65 20 74 6f 20 73 70 65  6c 6c 20 69 74 20 6f 75  |e to spell it ou|
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00000600  2d 4e 20 6d 61 79 20 62  65 20 66 6f 75 6e 64 20  |-N may be found |
00000610  68 65 6c 70 66 75 6c 20  68 65 72 65 2e 0d 20 20  |helpful here..  |
00000620  20 41 6e 6f 74 68 65 72  20 63 6f 6e 76 65 6e 74  | Another convent|
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00000710  4f 53 53 41 4c 20 43 41  56 45 20 68 61 73 0d 74  |OSSAL CAVE has.t|
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000007a0  69 64 6f 6c 20 28 63 66  2e 20 74 68 65 0d 66 61  |idol (cf. the.fa|
000007b0  6d 6f 75 73 20 70 6f 65  6d 20 61 62 6f 75 74 20  |mous poem about |
000007c0  61 20 6f 6e 65 2d 65 79  65 64 20 79 65 6c 6c 6f  |a one-eyed yello|
000007d0  77 20 69 64 6f 6c 20 74  6f 20 74 68 65 20 6e 6f  |w idol to the no|
000007e0  72 74 68 20 6f 66 20 4b  68 61 74 6d 61 6e 64 75  |rth of Khatmandu|
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00000800  6f 62 62 65 64 20 6f 66  20 69 74 73 20 65 79 65  |obbed of its eye|
00000810  20 63 6f 6d 65 73 20 62  61 63 6b 20 66 6f 72 20  | comes back for |
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00000840  75 6e 6c 75 63 6b 79 20  68 65 20 77 69 6c 6c 20  |unlucky he will |
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000008b0  54 49 43 20 57 4f 4f 44  20 61 6e 64 20 53 4f 52  |TIC WOOD and SOR|
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000008f0  75 73 69 6e 67 20 22 48  61 63 6b 2d 61 6e 64 2d  |using "Hack-and-|
00000900  53 6c 61 73 68 22 20 67  61 6d 65 73 2e 0d 20 20  |Slash" games..  |
00000910  20 43 6f 6d 62 61 74 20  73 79 73 74 65 6d 73 20  | Combat systems |
00000920  63 61 6e 20 62 65 20 72  75 64 69 6d 65 6e 74 61  |can be rudimenta|
00000930  72 79 20 6f 72 20 76 65  72 79 20 73 6f 70 68 69  |ry or very sophi|
00000940  73 74 69 63 61 74 65 64  20 69 6e 64 65 65 64 2e  |sticated indeed.|
00000950  20 59 6f 75 0d 63 61 6e  20 68 61 76 65 20 61 20  | You.can have a |
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00000980  61 73 20 61 20 66 69 78  65 64 20 70 72 6f 62 61  |as a fixed proba|
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000009c0  69 6d 75 6c 61 74 69 6f  6e 20 6f 66 20 74 68 65  |imulation of the|
000009d0  20 73 79 73 74 65 6d 20  69 6e 20 73 6f 6d 65 0d  | system in some.|
000009e0  52 6f 6c 65 20 50 6c 61  79 69 6e 67 20 47 61 6d  |Role Playing Gam|
000009f0  65 20 6c 69 6b 65 20 44  55 4e 47 45 4f 4e 53 20  |e like DUNGEONS |
00000a00  41 4e 44 20 44 52 41 47  4f 4e 53 20 6f 72 20 52  |AND DRAGONS or R|
00000a10  55 4e 45 51 55 45 53 54  2e 0d 20 20 20 53 6f 20  |UNEQUEST..   So |
00000a20  77 68 65 72 65 20 64 6f  65 73 20 6f 6e 65 20 67  |where does one g|
00000a30  65 74 20 69 64 65 61 73  20 66 6f 72 20 70 75 7a  |et ideas for puz|
00000a40  7a 6c 65 73 3f 20 54 68  65 20 61 6e 73 77 65 72  |zles? The answer|
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00000a60  68 65 72 65 2c 20 61 73  20 49 27 6c 6c 20 69 6e  |here, as I'll in|
00000a70  64 69 63 61 74 65 2e 0d  20 20 20 4f 6e 65 20 75  |dicate..   One u|
00000a80  73 65 66 75 6c 20 73 6f  75 72 63 65 20 69 73 20  |seful source is |
00000a90  6c 69 74 65 72 61 74 75  72 65 2e 20 4f 6e 65 20  |literature. One |
00000aa0  63 61 6e 20 70 69 6e 63  68 2c 20 49 20 6d 65 61  |can pinch, I mea|
00000ab0  6e 20 61 64 61 70 74 2c  20 61 6c 6c 0d 6d 61 6e  |n adapt, all.man|
00000ac0  6e 65 72 20 6f 66 20 63  6c 61 73 73 69 63 61 6c  |ner of classical|
00000ad0  20 74 68 65 6d 65 73 2e  20 54 68 65 20 53 77 6f  | themes. The Swo|
00000ae0  72 64 20 69 6e 20 74 68  65 20 53 74 6f 6e 65 20  |rd in the Stone |
00000af0  68 61 73 20 62 65 65 6e  20 75 73 65 64 20 69 6e  |has been used in|
00000b00  0d 6e 75 6d 65 72 6f 75  73 20 67 61 6d 65 73 20  |.numerous games |
00000b10  28 69 6e 20 43 4f 4c 4f  53 53 41 4c 20 43 41 56  |(in COLOSSAL CAV|
00000b20  45 20 79 6f 75 20 6e 65  65 64 20 74 68 65 20 73  |E you need the s|
00000b30  74 72 65 6e 67 74 68 20  74 6f 20 70 75 6c 6c 20  |trength to pull |
00000b40  69 74 20 6f 75 74 2c 0d  69 6e 20 51 55 4f 4e 44  |it out,.in QUOND|
00000b50  41 4d 20 69 74 20 62 72  65 61 6b 73 20 61 6e 64  |AM it breaks and|
00000b60  20 6e 65 65 64 73 20 72  65 70 61 69 72 69 6e 67  | needs repairing|
00000b70  2c 20 69 6e 20 43 52 4f  42 45 20 69 74 27 73 20  |, in CROBE it's |
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00001620  34 2e 0d                                          |4..|
00001623
V/+AVART3.m0
V/+AVART3.m1
V/+AVART3.m2
V/+AVART3.m4
V/+AVART3.m5