Eric S. Raymond recently was entrusted with the original code for ADVENT, and he’s put it up on gitlab for anyone to access:
Colossal Cave Adventure was the origin of many things; the text adventure game, the dungeon-crawling D&D (computer) game, the MOO, the roguelike genre. Computer gaming as we know it would not exist without ADVENT (as it was known in its original PDP-10 incarnation).
Long ago, you might have played this game. Or maybe you’ve just heard stories about it, or vaguely know that “
xyzzy
” is a magic word, or have heard people say “You are in a maze of twisty little passages, all alike”,Though there’s a C port of the original 1977 game in the BSD game package, and the original FORTRAN sources could be found if you knew where to dig, Crowther & Woods’s final version – Adventure 2.5 from 1995 – has never been packaged for modern systems and distributed under an open-source license.
Until now, that is.
With the approval of its authors, I bring you Open Adventure. And with it some thoughts about what it means to be respectful of an important historical artifact when it happens to be software.
This is code that fully deserves to be in any museum of the great artifacts of hacker history. But there’s a very basic question about an artifact like this: should a museum preserve it in a static form as close to the original as possible, or is it more in the right spirit to encourage the folk process to continue improving the code?
Modern version control makes this question easier; you can have it both ways, keeping a pristine archival version in the history and improving it. Anyway, I think the answer to the general question is clear; if heritage code like this is relevant at all, it’s as a living and functional artifact. We respect our history and the hackers of the past best by carrying on their work and their playfulness.