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Colossal Cave Adventure

Colossal Cave Adventure (also known as Adventure or ADVENT) is a text-based adventure game, released in 1976 by developer Will Crowther for the PDP-10 mainframe computer. It was expanded upon in 1977 by Don Woods. In the game, the player explores a cave system rumored to be filled with treasure and gold. The game is composed of dozens of locations, and the player moves between these locations and interacts with objects in them by typing one- or two-word commands which are interpreted by the game's natural language input system. The program acts as a narrator, describing the player's location and the results of the player's attempted actions. It is the first well-known example of interactive fiction, as well as the first well-known adventure game, for which it was also the namesake.

"Twisty little maze of passages" redirects here. For the book Twisty Little Passages: An Approach to Interactive Fiction, see Nick Montfort.

Colossal Cave Adventure

  • 1976 (Crowther)
  • 1977 (Crowther/Woods)

The original game, written in 1975 and 1976, was based on Crowther's maps and experiences caving in Mammoth Cave in Kentucky, the longest cave system in the world; further, it was intended, in part, to be accessible to non-technical players, such as his two daughters. Woods's version expanded the game in size and increased the number of fantasy elements present in it, such as a dragon and magic spells. Both versions, typically played over teleprinters connected to mainframe computers, were spread around the nascent ARPANET, the precursor to the Internet, which Crowther was involved in developing.


Colossal Cave Adventure was one of the first teletype games and was massively popular in the computer community of the late 1970s, with numerous ports and modified versions being created based on Woods's source code. It directly inspired the creation of numerous games, including Zork (1977), Adventureland (1978), Mystery House (1980), Rogue (1980), and Adventure (1980), which went on to be the foundations of the interactive fiction, adventure, roguelike, and action-adventure genres. It also influenced the creation of the MUD and computer role-playing game genres. It has been noted as one of the most influential video games, and in 2019 was inducted into the World Video Game Hall of Fame by The Strong and the International Center for the History of Electronic Games.

Legacy[edit]

Video games[edit]

Colossal Cave Adventure is considered one of the most influential video games.[26] In 2019, it was inducted into the World Video Game Hall of Fame by The Strong and the International Center for the History of Electronic Games.[27] The game is the first well-known example of interactive fiction and established conventions that have since become standard in interactive fiction titles, such as the use of shortened cardinal directions for commands like "e" for "east", as well as inspiring the contents of the fiction titles themselves.[28] The game is the namesake and the first well-known example of an adventure game, as it combined the interactivity of computer programs with the storytelling of literature or role-playing games such as Dungeons & Dragons, despite its lack of linear plot.[1][3] The only text adventure game known to precede it is Wander from 1974, which did not have the spread or influence of Adventure.[10]


Colossal Cave Adventure was immensely popular among the small computer-using population of the time. Historian Alexander Smith described it as "ubiquitous" on computer networks by the end of 1977, alongside Star Trek and Lunar Lander.[10] Computer game programmers of the time were greatly inspired by the game; according to game designer and creator of the Inform interactive fiction language Graham Nelson, "for the five years to 1982 almost every game created was another 'Advent'".[29] Several of these games were the initial releases of companies that would go on to become key innovators for the early adventure game genre. These included Zork (1977)—which began development within a month of the release of Woods's version—first by the team of Dave Lebling, Marc Blank, Tim Anderson, and Bruce Daniels at MIT and later by Infocom; Adventureland (1978) by Scott Adams of Adventure International; and Mystery House (1980) by Roberta and Ken Williams of On-Line Systems.[1][28][30] The 1980 Atari 2600 video game Adventure was an attempt to create a graphical version of Colossal Cave Adventure, and itself became the first known example of an action-adventure game and introduced the fantasy genre to video game consoles.[31][32][33] Carmen Sandiego, an early educational game series begun in 1985, was inspired by transforming the idea of moving around the caverns of Colossal Cave Adventure looking for treasure into moving around the globe searching for clues.[34]


In addition to inspiring adventure games, 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.[11] For this, it is considered a precursor of computer role-playing games, though it was lacking several elements of the genre.[1][11] Glenn Wichman and Michael Toy name the game as an influence for their game Rogue in 1980, which went on to become the namesake of the roguelike genre.[35][36] Colossal Cave Adventure also inspired the development of online multiplayer games like MUDs, the precursors of the modern-day massively multiplayer online role-playing game.[26][37]

Other media[edit]

Two phrases from the game have gone on to have a lasting impact in programming and video games. "Xyzzy" is a magic word that teleports the player between two locations ("inside building" and the "debris room"). It was added by Crowther at a request by his sister when play-testing the game to skip the early section of the game.[1] As an in-joke tribute to Adventure, many later games and computer programs include a hidden "xyzzy" command, the results of which range from the straightforward to the humorous.[38] Crowther stated that for its purpose in the game, "magic words should look queer, and yet somehow be pronounceable", leading him to select "xyzzy".[1] Additionally, in the game there is a maze created by Crowther 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.[6] 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.[39]


Colossal Cave Adventure has continued to be referenced by media for decades since. The 2003 book on the history of interactive fiction Twisty Little Passages was named after the "all alike" maze, and the 2010 documentary on the history of text adventure games Get Lamp is named for the command to get one of the first objects the player encounters and must carry to solve the game.[40][41] The 2013 game Kentucky Route Zero's third act draws direct inspiration from the game, showing a computer simulation set up inside of a cave, which is itself depicting a massive cave system.[42] The game is also a key plot point in an episode of the 2014 TV series Halt and Catch Fire, a period drama taking place in the early days of the personal computing revolution. In it, the chief software designer uses the game as a competency test to determine which programmers will remain on the team.[43] As a tie-in, a fully playable version of the game augmented with player hints and artwork revealed when certain locations are visited was made available on the show's official website.[44]

at the Interactive Fiction Database with downloadable versions for many platforms

Colossal Cave Adventure

at the Interactive Fiction Wiki with downloadable versions for many platforms

Colossal Cave Adventure

and modified source code for modern Fortran compilers of Crowther's 1976 version

Original source code

of a port of the 1995 version

Open Adventure source code

of the PDP-11 version of Colossal Cave Adventure for modern Windows

1987 Windows port

, containing downloadable versions and details about each version of the game

The Colossal Cave Adventure Page

Interviews with and Dennis Jerz for the Get Lamp documentary film

Don Woods