[HN Gopher] Inventing the Adventure Game (1984)
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       Inventing the Adventure Game (1984)
        
       Author : CaesarA
       Score  : 45 points
       Date   : 2025-05-09 18:37 UTC (4 hours ago)
        
 (HTM) web link (www.warrenrobinett.com)
 (TXT) w3m dump (www.warrenrobinett.com)
        
       | DonHopkins wrote:
       | Recursively a thread from 2019:
       | 
       | https://news.ycombinator.com/item?id=21896227
       | 
       | Including:
       | 
       | https://news.ycombinator.com/item?id=21897355
       | 
       | dang on Dec 28, 2019 | parent | context | favorite | on: Robot
       | Odyssey (1984)
       | 
       | A thread from 2018: https://news.ycombinator.com/item?id=17421175
       | 
       | 2014: https://news.ycombinator.com/item?id=7118649
       | 
       | DonHopkins on Dec 28, 2019 | parent | context | favorite | on:
       | Robot Odyssey (1984)
       | 
       | Dag nabbit dang, you beat me to it! That 2018 thread about Robot
       | Odyssey Online had a link to a Slate article mentioned some stuff
       | about Alan Kay's high regard for Robot Odyssey, who somebody
       | quoted, then he posted a correction to the article himself, and I
       | posted some other discussions about it with him as well (and some
       | links to other papers about related stuff by Chaim Gingold, Kurt
       | Schmucker, and Dan Ingalls). Robot Odyssey was brilliant and
       | waaaay before its time, and as Alan Kay said: Warren Robinette is
       | a very special designer! He was the creator of one of the first
       | known easter eggs in a video game: Atari Adventure, released in
       | 1979 on the Atari 2600.
       | 
       | (I happen to be wearing my Factorio t-shirt right now! That's
       | another robophilic game too, notoriously known as "programmer
       | crack".)
       | 
       | >nlawalker on June 29, 2018 [-]
       | 
       | >From the Slate article: "When Teri Perl described the project to
       | legendary computer scientist Alan Kay, he said, "You're wasting
       | your time. It can't be done." That is, the basic idea was simply
       | too complex to run on an Apple home computer. When Robot Odyssey
       | shipped, the company gave Wallace a plaque that said, "It can't
       | be done. --Alan Kay.""
       | 
       | >That's an awesome story.
       | 
       | >alankay1 on June 29, 2018 [-]
       | 
       | >An "awesome story" that isn't the way it happened (as with too
       | many "awesome stories"). See the comment I made (posted below by
       | niawalker). To summarize here, I said I love "Rocky's Boots", and
       | I love the basic idea of "Robot Odyssey", but for end-users,
       | using simple logic gates to program multiple robots in a
       | cooperative strategy game blows up too much complexity for very
       | little utility. A much better way to do this would be to make a
       | "next Logo" that would allow game players to make the AI brains
       | needed by the robots. So what I actually said, is that doing it
       | the way you are doing it will wind up with a game that is not
       | successful or very playable.
       | 
       | >Just why they misunderstood what I said is a bit of a mystery,
       | because I spelled out what could be really good for the game (and
       | way ahead of what other games were doing). And of course it would
       | work on an Apple II and other 8 bit micros (Logo ran nicely on
       | them, etc.)
       | 
       | >From: Alan Kay Date: Mon, 12 Nov 2007 13:55:27 -0800 (PST)
       | Subject: Re: Just curious ... To: Samuel Klein, Don Hopkins,
       | Chris Trottier, John Gilmore
       | 
       | >Hi SJ --
       | 
       | >Robot Odyssey is another game that would benefit from having a
       | clean separation between the graphical/physical modeling
       | simulation and the behavioral parts (both the games levels and
       | the robot programming could be independently separated out) --
       | this would make a great target for those who would like to try
       | their hand at game play and at robot behavioral programming
       | systems.
       | 
       | >This is a long undropped shoe for me. When I was the CS at Atari
       | in 82-84, it was one of our goals to make a number of the very
       | best games into frameworks for end-user (especially children's)
       | creativity. Alas, Atari had quite a down turn towards the end of
       | 83 ... We did get "the Aquarium" idea from Ann Marion to morph
       | into the Vivarium project at Apple ... And some of the results
       | there helped with the later Etoys design.
       | 
       | >Cheers,
       | 
       | >Alan
       | 
       | >From: Alan Kay Subject: Robot Odyssey
       | 
       | >I actually argued with him [Will Wright] and Maxis for not
       | making SimCity very educational. E.g. the kids can't open the
       | hood to see the assumptions made by SimCity (crime can be
       | countered by more police stations) and try other assumptions
       | (raise standard of living to counter crime) etc. I've never
       | thought of it as a particularly good design for educational
       | purposes.
       | 
       | >However, I have exactly the opposite opinion of Robot Odyssey,
       | which I thought was a brilliant concept when the TLC people
       | brought it to me at Atari in the early 80s. (Rocky's Boots is
       | pretty much my all time favorite for a great game that really
       | teaches and also has a terrific intro to itself done in itself,
       | etc. Warren Robinette is a very special designer.).
       | 
       | >The big problem with Robot Odyssey (as I tried to explain to
       | them) was that the circuits-programming didn't scale to the game.
       | They really needed to move to something like an object-oriented
       | event-driven Logo with symbolic scripting to allow the kids to
       | really get into the wonderful possibilities for strategies and
       | tactics. (BTW, Etoys is kind of an OO event-driven Logo (not an
       | accident), and the next version of it has as a goal to be able to
       | do Robot Odyssey in a reasonable way. This got delayed because of
       | funding problems but we now have funding and are really going to
       | do it this year. Want to help design and build it?)
       | 
       | >From: Alan Kay Date: Thu, 3 May 2018 07:49:16 +0000 (UTC)
       | Subject: Re: Blocky + Micropolis = Blockropolis! ;)
       | 
       | >Yes, all of these "blocks" editors sprouted from the original
       | one I designed for Etoys* more than 20 years ago now -- most of
       | the followup was by way of Jens Moenig -- who did SNAP. You can
       | see Etoys demoed on the OLPC in my 2007 TED talk.
       | 
       | >I'd advise coming up with a special kid's oriented language for
       | your SimCity/Metropolis system and then render it in "blocks".
       | 
       | >Cheers
       | 
       | >Alan
       | 
       | >------------- * Two precursors for DnD programming were in my
       | grad student's -- Mike Travers -- MIT thesis (not quite the same
       | idea), and in the "Thinking Things" parade programming system
       | (again, just individual symbol blocks rather than expressions).
       | 
       | >From: Don Hopkins Date: Fri, 4 May 2018 00:43:56 +0200 Subject:
       | Re: Blocky + Micropolis = Blockropolis! ;)
       | 
       | >I love fondly remember and love Thinkin' Things 1, but I never
       | saw the subsequent versions!
       | 
       | >But there's a great demo on youtube!
       | 
       | https://youtu.be/gCFNUc10Vu8?t=24m58s
       | 
       | >That would be a great way to program SimCity builder "agents"
       | like the bulldozer and road layer, as well as agents like PacMan
       | who know how to follow roads and eat traffic!
       | 
       | Micropolis Online (SimCity) Web Demo (with PacMan following roads
       | and eating traffic):
       | 
       | https://www.youtube.com/watch?v=8snnqQSI0GE
       | 
       | >I am trying to get my head around Snap by playing around with it
       | and watching Jens's youtube videos, and it's dawning on me that
       | that it's full blown undiluted Scheme with continuations and
       | visual macros plus the best ideas of Squeak! The concept of
       | putting a "ring" around blocks to make them a first class
       | function, and being able to define your own custom blocks that
       | take bodies of block code as parameters like real Lisp macros is
       | brilliant! That is what I've been dreaming about and wondering
       | how to do for so long! Looks like he nailed it! ;)
       | 
       | >Here's something I found that you wrote about tile programming
       | six years ago.
       | 
       | >-Don
       | 
       | >Squeak-dev:
       | 
       | http://squeak-dev.squeakfoundation.narkive.com/7ZN0H3vt/etoy...
       | 
       | >Etoys, Alice and tile programming ajbn at cin.ufpe.br () 6 years
       | ago
       | 
       | >Folks,
       | 
       | >I have been trying the new version of Alice <www.alice.org>. It
       | also uses tile programming like Etoys.Just for curiosity, does
       | anyone know the history of Tile Programming? TIA,
       | 
       | >Antonio Barros PhD Student Informatics Center Federal University
       | of Pernambuco Brazil
       | 
       | >Alan Kay 6 years ago
       | 
       | >This particular strand starting with one of the projects I saw
       | in the CDROM "Thinking Things" (I think it was the 3rd in the
       | set). This project was basically about being able to march around
       | a football field and the multiple marchers were controlled by a
       | very simple tile based programming system. Also, a grad student
       | from a number of years ago, Mike Travers, did a really excellent
       | thesis at MIT about enduser programming of autonomous agents --
       | the system was called AGAR -- and many of these ideas were used
       | in the Vivarium project at Apple 15 years ago. The thesis version
       | of AGAR used DnD tiles to make programs in Mike's very powerful
       | system.
       | 
       | >The etoys originated as a design I did to make a nice
       | constructive environment for the internet -- the Disney
       | Family.com site -- in which small projects could make by parents
       | and kids working together. SqC made the etoys ideas work, and Kim
       | Rose and teacher BJ Conn decided to see how they would work in a
       | classroom. I thought the etoys lacked too many features to be
       | really good in a classroom, but I was wrong. The small number of
       | features and the ease of use turned out to be real virtues.
       | 
       | >We've been friends with Randy Pausch for a long time and have
       | had a number of outstanding interns from his group at CMU over
       | the years. For example, Jeff Pierce (now a prof at GaTech) did
       | SqueakAlice working with Andreas Raab to tie it to Andreas'
       | Balloon3D. Randy's group got interested in the etoys tile
       | scripting and did a very nice variant (it's rather different from
       | etoys, and maybe better).
       | 
       | >Cheers,
       | 
       | >Alan
       | 
       | Warren Robinett:
       | 
       | https://en.wikipedia.org/wiki/Warren_Robinett
       | 
       | Rocky's Boots:
       | 
       | https://en.wikipedia.org/wiki/Rocky%27s_Boots
       | 
       | Robot Odyssey:
       | 
       | https://en.wikipedia.org/wiki/Robot_Odyssey
       | 
       | Here's The Programming Game You Never Asked For:
       | 
       | https://blog.codinghorror.com/heres-the-programming-game-you...
       | 
       | The Hardest Computer Game of All Time: It was called Robot
       | Odyssey, it took me 13 years to finish it, and it sealed my fate
       | as a programmer.
       | 
       | http://www.slate.com/articles/technology/bitwise/2014/01/rob...
       | 
       | Chaim Gingold's Gadget Background Survey:
       | 
       | http://chaim.io/download/Gingold%20(2017)%20Gadget%20(1)%20S...
       | 
       | A Taxonomy of Simulation Software:
       | 
       | http://www.donhopkins.com/home/documents/taxonomy.pdf
       | 
       | The Fabrik Programming Environment:
       | 
       | http://www.donhopkins.com/home/Fabrik%20PE%20paper.pdf
        
       | corysama wrote:
       | A different look at the program structure of Adventure
       | https://benfry.com/distellamap/ ;)
        
       | haolez wrote:
       | Man, I played so much of Adventure in my Atari 2600 that I had
       | dreams of this game. I dreamt that I was playing levels that
       | didn't exist. It was fascinating at the time. It was a unique
       | experience, almost psychedelic :D
        
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