The idea of Adventure mods is as old as the list, but nobody's done anything.
I think the most progressive thing to do is to use the Adventure 
engine to build a different kind of game, ala Superman and Haunted 
House, rather than to just add more rooms.
I'm sure that someone with more time that me would be happy to work 
on such a project. And, perhaps, the information I am coming up with 
will be useful to such a person. But this is a great deal more 
ambitious that fits in my schedule. For me Adventure on Stella is 
what I do when most people would be playing solitaire in airport 
lounges. This project is, hence, how I would spend the 25 or so hours 
a year I would other wise be shuffling virtual cards. On the totem 
pole of Atari programming wisdom, rank me near the bottom - as a 
result I'm confining my ambitions to something which I can get 
working which others might be interested it, rather than something I 
can't get working.
Thus, what I am up to is a bit different - it is accentuating some of 
the elements in the game that every long time player knows about, but 
which are generally not important to game play.
Example one - parity. There are two possible horizontal position sets 
for the character, a thin barrier can be traverseable in one, but not 
the other. I've modified the room next to the easter egg so that it 
has a pair of barriers that one cannot traverse without the right 
parity, and a "well" to make it so that you can get good parity back 
- by visiting the well - to go through. I've added trap doors - 
taking advantage of the way Warren laid out the map in the first 
place. From my point of view the original is the classic game,  and 
it is merely fun to have some other layouts to play in. What I am 
doing is more scripting than programming, and having other people who 
want to script in their spare time would be a welcome thing - playing 
in someone elses twisted application of the game world could well be 
amusing.
One of the sections of the code, rather than data, I am looking into 
changing is the random location generator for items, since there are 
certain games which crop up over and over again, and I would really 
like to have items in harder to reach places - including the easter 
egg room etc.
One could, of course take the next step and completely relayout the 
kingdom - come up with new mazes and so on.
Are there more ambitious projects that could be done with the 
adventure engine ? Certainly. More progressive, and better 
programming and the like. Also, at present, more than I can commit to 
get working.
The balance of Adventure has a lot to do with the scope of the game. 
For instance, there are only 4 random elements, the bat, and the 3 
dragons.  The bat traverses the game world and wraps around.  If you 
make the world too big, the random elements become more isolated. 
If you attempt to add in more random elements then you risk running 
out of 6502 time to update their positions between frames, or memory 
in order to track where they are.
Which is why I noted that I was only going to add an easter egg room 
in the open - which the bat can't get to, and only add other rooms 
inside "castles" - again keeping the general game balance the same.
So I think there is a sweet spot for how big an Adventure type game 
can be on the 2600.  Maybe it's a little bigger than Adventure, but 
not that much.
The size of any particular layout is less important than the 
challenges that can be posed in it. Adventure, because of several 
unintended consequences in its design, can have some challenges built 
into a layout that aren't currently used. Think of this as basically 
adding more selects - a "4" that is harder than the current "3" and 
so on.
I was hoping that there had been some tangible documentation, but 
since, as the list owner, I'm sure you'd be aware of it if it 
existed, ah well, off to do the digital archeology...
As you'll notice in larger games like Raiders, while the game does 
update in real time, there are no freely moving avatars other than 
the player.  All the baddies are stuck in their respective rooms.
Again merely adding rooms isn't much of a challenge, the code is 
there to mirror rooms (there are two room layouts that are mirrored 
already) so if size were all that mattered, on could simply re do the 
map and add in more mirrored rooms, coming up with tiling. But it 
doesn't add to the challenge.
One could make it so that the layout itself is more random - have a 
few tiles that fit together and randomise their order, but that might 
not help much unless on did something perverse like make it possible 
to go from one castle to the other under ground.
- - -
The larger goal would be to have some complete different layouts. In 
effect there are three kinds of barriers - gates, which go from open 
to close on a collision detect, and walls which can be scaled with 
movement or bridges, and the magic dot. There is no reason that 
someone so inclined could not make a large dungeon, or a Mirkwood, or 
something out of A Wizard of Earthsea. To be honest, the mods I am 
making are set up with CS Lewis' Narnia in mind as a style guide. Let 
me work out a few kinks in the current version - one can add some 
more twists with the gate animation, and currently I am working on 
that - and let people judge for themselves whether they have any 
interest in this sort of thing.
Side note:
Does anyone know if the Assistant DA character on "Law and Order" was 
named for Warren?
--
Stirling Newberry
stnewberry@xxxxxxxxxxxxx
http://www.mp3.com/ssn
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