Don's account of differences from the original.

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Eric S. Raymond 2017-05-30 17:47:26 -04:00
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@ -66,6 +66,46 @@ contained a rights reservation by Don Woods and that was it.
I wrote to Don asking permission to release 2.5 under 2-clause BSD; I wrote to Don asking permission to release 2.5 under 2-clause BSD;
he replied on 15 May giving both permission and encouragement. he replied on 15 May giving both permission and encouragement.
Here is what Don said about differences between the original Adventure
and 2.5:
> The bulk of the points come from five new 16-point treasures. (I say "bulk"
> because I think at least one of the scores included some padding and I may
> have tweaked those.) Each of the new treasures requires solving a puzzle
> that's definitely at the tricky end of the scale for Adventure. Much of the
> new stuff involves trying new directions and/or finding new uses for stuff
> that already existed; e.g. the forest outside is no longer a small number of
> locations with partially random movement, but is a full-fledged maze, one
> that I hope has a character different from either of the previous two.
>
> As the text itself says, V2.5 is essentially the same as V2, with a few more
> hints. (I think I came up with a better one for the endgame, too.) I don't
> seem to have a copy of the similar text from V2, so I don't know whether/how
> it described itself to new and seasoned players.
>
> The other big change, as I mentioned above, was I added a way of docking
> points at a certain number of turns. This was my second attempt to do what
> the batteries had been for: require being efficient to achieve top score.
> Alas, the batteries led to players deliberately turning the lamp off/on
> whenever they weren't moving or were in a lit area, making the game take
> even longer! I set the requirement at what felt like a hard but fair
> number of turns, then applied several sneaky tricks to shave off another
> twenty.
>
> I hacked up a wrapper around the game (still in Fortran, most likely, but
> I forget) that would try each initializing the RNG using each second of a
> given day, while feeding in a script that either worked or aborted early
> if anything went wrong (such as a dwarf blocking my path). As I recall,
> it took less than a day's worth of RNG seeds to find one that worked.
>
> I verified my script could work given a favorable RNG, and stuck
> that number in the message.
>
> I like how that final puzzle, unlike the game itself, does not readily
> succumb even given access to the game source. You really need to fit
> together not only the goals and the map and use of inventory space, but
> also details like just what _can_ you do in the dark...?
== Nomenclature == == Nomenclature ==
This project is called "Open Adventure" because it's not at all clear This project is called "Open Adventure" because it's not at all clear