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