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Adventure

As a bold adventurer trespassing a mighty castle in search of treasure, you face
a twisty maze of chambers, dead ends aplenty, and colorful, hungry, and
suspiciously duck-shaped dragons.
(Atari, 1980)

The first game of its kind to hit the Atari VCS, Adventure
scores a first in video game history - and not just because of its huge,
sprawling maze.
Programmer Warren Robinett was a little disgruntled during his stint
at Atari. He watched as his fellow programmers jumped ship, formed companies
like Imagic and Activision, and struck it rich as the third-party software
industry took off. Meanwhile, Robinett stayed put, and with a handful of fellow
Atari stalwarts, formed a loose collective called the Dumb Shits' Club -
the implication being that anyone who stayed at Atari, when other companies were
offering real money and real "this-game-written-by..." credit, was
worthy of that designation.
To remedy this, Robinett put his name on his next game anyway. By performing
some fairly specific actions, and not necessarily anything related to completing
the game, the player can gain access to a room filled with multicolored
characters reading CREATED BY WARREN ROBINETT. Unlike today, there were no
minigames or special abilities to be unlocked - it was just his name. For the
game's designer, it was more of a rebellious move than anything, and he sat on
the secret, not even telling his closest friends at Atari. Eventually, he grew
tired of being one of the Dumb Shits' Club's longest-serving members, left
Atari, and went out of the country on a vacation.
It was then, naturally, that an inquisitive young player found the
room containing Robinett's name. The existence of the room, and detailed
instructions for reaching it, circulated quickly in video game publications, and
the concept of hidden features was born. Atari got in on the publicity
surrounding Robinett's credit, when in fact he himself had kept it secret
because it used 5% of the code that ran Adventure - and he feared he'd
get fired for "wasting" that much of the game's memory capacity on
what amounted to an in-joke. Robinett founded an educational software company
and wrote the well-regarded Rocky's Boots. The company, The Learning
Company, was later sold to Mattel for $4.3 billion - Robinett finally
forfeited his membership in the Dumb Shits' Club. He later went on to work on
projects for NASA, among others.
And how did Atari take the news of the secret credit Robinett had
bestowed upon himself in their latest best-seller? Plans were promptly drawn up
for an ambitious multi-game sequel to Adventure, with a heavy
emphasis on the kind of hidden features that very likely would have cost
Robinett his job. It would be packed in with special, secret-message-loaded
comic books by Atari's corporate sibling under the Warner Communications
umbrella, DC Comics. And there would be a huge cash prize for solving the
puzzles. It all sounded good on paper - until it finally saw the light of day
under the title of Swordquest. By the
time the contest ended, the four-game cycle had stopped at three, the bottom had
dropped out of the video game industry, and the checks written to the winners
couldn't clear the bank.
The next time you have to read a web site walkthrough or buy a strategy guide
so you can unlock the latest games' secrets or play a hidden minigame, or the
next time you send Mario down those perfectly innocuous-looking pipes to grab
some free coins, just remember: it all started here.
Rating:
Four quarters - a couple of minor irritants, but mostly a compelling and
addictive game.
Reviewed by Earl Green
theLogBook.com editor/webmaster

This game is available in
theLogBook.com's Classic Video Game Store.


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