Review: Colossal Cave (Switch) - An Obtuse, Outdated, Unfriendly Reimagining Of A Fascinating Text (2024)

“You are standing at the end of a road before a small brick building. Around you is a forest. A small stream flows out of the building and down a gully.”

Those are the opening sentences of the foundational 1976 text game Colossal Cave Adventure. Originally created by Will Crowther and extended by Don Woods, it ran on a mainframe computer hooked up to a teleprinter. The events of the game were communicated by literal printed text on actual dead-tree paper. Your mission is to find your way into a cave, find an assortment of treasures hidden deep inside – a gold nugget, an egg-sized emerald, that sort of thing – and return them to the brick building at the start.

As this modern-day update starts out, those opening lines are read aloud in a slightly plummy English voice with a suitable air of intrigue. With a naturalistic 3D environment and dual-stick first-person controls, you really feel like you’re standing at the end of that legendary road before the small brick building, the stream flowing off down the gully. The immediacy of the implied question still tingles like an eagerly blinking text prompt: “So, what are you going to do now?” The drive of pure exploration and discovery as we were transported into a vital moment of gaming history, mixed with the freedom of a modern control scheme, gave us goosebumps. That was before we started to play – which we’ll come to later.

Back in 1976, video games themselves were barely established, let alone genres and conventions or anything resembling modern environments or controls. However, despite the clearest descendants of text adventures being visual novels, point-and-click adventures, and indie interactive fiction, Colossal Cave’s basic compulsion loop of exploration and discovery can be felt in myriad modern classics. Playing Colossal Cave now, the historical route to games even as sophisticated as Breath of the Wild is unmistakable. There’s always the potential of something new and unseen just around the corner and, if you’re thwarted by a bad decision or bad fortune, there’s always the addictive potential of another try.

If you want some more game-history credentials to pique your interest, consider the design team behind this graphical reimagining: Roberta and Ken Williams. The Williamses are themselves responsible for highly influential early graphical adventures, having founded Sierra On-Line in 1979 (then called On-Line Systems) and produced such beloved series as Kings Quest and Gabriel Knight. To tie the whole thing together, Roberta Williams herself has said Sierra On-Line would never have existed if she hadn’t played Colossal Cave Adventure more than 40 years ago. It’s fitting then that Colossal Cave is what spurred her to re-emerge from retirement.

While none of the above is to be dismissed, the bad news is that this retro treasure is tragically stuck in the past. This modernisation is not some jazz rendition of Colossal Cave, using a different art form to deconstruct, play with, and explore the intricacies of the original. It’s more like a rap version of Colossal Cave made to entice youngsters by people who have only heard of rap music. The “modern” graphics are comparably modern – because they are graphics – but they look like something from two console generations ago. Movement, too, feels cold and clinical, like floating a camera through an abstract space, not walking into a cave complex. Colossal Cave plays nothing like a modern game. If it wasn’t riding on the coattails of history it would be inexcusably – almost unbelievably – poor.

It’s all the more damning when the game is presented with emphasis on the game design experience of Roberta and Ken Williams and “all the bells and whistles of modern gaming” they have brought to it. The primary and overriding design decision was clearly to adhere with absolute faith to the original text adventure. Randomness and deliberate, taunting frustration of the player abound. Randomising which of ten exits actually gets you out of a room was perhaps an amusing parlour trick in the 1970s, but today, it’s just bullying – especially when you consider that the exit is re-randomised with every attempt. It’s also a foolhardy move to present the player just two clear options: either continue to roll a 10-sided die or quit the game. If we didn’t need to write a review, we might have chosen the latter. (That room, by the way, is called Witt’s End. Crowther and the Williamses are laughing at us!)

One sensible concession to the modern world is the presence of a map – which the player would originally have had to draw for themselves. This provides some relief, although the way connections between spaces are depicted sometimes belies randomness or arbitrary blockades. This is sadly true of the 3D world itself, too. There are loading screens between different parts of the caves and in at least one case, we left a room heading upwards, paused on a black screen, then appeared a few steps into a room, apparently having come down not up. In a game which is openly seeking to confound you with its tortuous layout, this is just unfair. On another occasion we slipped through a crack in the wall and then, when we tried to return, the narrator informed us, “You can’t find the crack you just came through.” We could see it with our own eyes!

Other little niggles include using ladders. Don’t try to walk onto one, you might fall and have to restart the game. You must use the cursor to select the ladder, but not from too far away, which makes the cautious creep towards the ladder unnecessarily nerve-wracking. Another irritation is the constant presence of the cursor. Apart from always interrupting the view of the cave, it makes no distinction between points of interest. Pressing 'A' on some bits of scenery elicits useful – sometimes critical – descriptive text, whereas selecting most of the scenery will only repeat the general description of the area. This discouraged us from triggering the narration at all, undoing the central decision to recreate the original text with absolute purity.

They say a picture paints a thousand words, but Colossal Cave never needed a thousand words. On the other hand, one word can write a thousand pictures: in our heads, we can imagine a colossal cave, but here we only see a big hole.

Conclusion

Like its own mysterious underground complex, Colossal Cave is obscure and unfriendly, trickily hiding some scarce but valuable treasure. If it wasn’t for the fascinating source material, it would be jaw-droppingly bad. However, the source material is fascinating, and this remake is one way to engage with it. If, for that reason, you are willing to overlook both the outdated design elements you would expect and the bad design decisions and sloppy implementation you wouldn’t, there could be something here to enjoy. We certainly wouldn’t judge anyone who discovered an egg-sized emerald of fun in Colossal Cave, but neither can we seriously recommend it.

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Review: Colossal Cave (Switch) - An Obtuse, Outdated, Unfriendly Reimagining Of A Fascinating Text (2024)

FAQs

Review: Colossal Cave (Switch) - An Obtuse, Outdated, Unfriendly Reimagining Of A Fascinating Text? ›

Like its own mysterious underground complex, Colossal Cave is obscure and unfriendly, trickily hiding some scarce but valuable treasure. If it wasn't for the fascinating source material, it would be jaw-droppingly bad. However, the source material is fascinating, and this remake is one way to engage with it.

What is the goal of the Colossal Cave Adventure? ›

The ultimate goal is to earn the maximum number of points—350, in the 1977 version—which involves finding all the treasures in the game and safely leaving the cave.

How long is the Colossal Cave Adventure? ›

Powered by IGN Wiki Guides
Single-PlayerPolledMedian
Main Story21h 47m
Main + Extras13h 43m
Completionist110h
All PlayStyles42h 46m

What is the history of Colossal Cave Adventure? ›

Colossal Cave Adventure (also known as ADVENT, Colossal Cave, or Adventure) (Crowther, 1976; Crowther & Woods, 1977) was the first computer adventure game. It was originally designed by Will Crowther, a programmer and spelunking enthusiast who based the layout on part of the Mammoth Cave system in Kentucky.

How to win Colossal Cave Adventure? ›

In order to beat Colossal Cave, you need to interact with all 15 treasures in the game using either the EYE or HAND cursor. After that you must Tap to Reveal. The secondary objective is to earn as many points as you can, up to a maximum of 350 points.

What is the secret word in Colossal Cave Adventure? ›

Modern usage is primarily from one of the earliest computer games, Colossal Cave Adventure, in which the idea is to explore a cave with many rooms, collecting the treasures found there. By typing "xyzzy" at the appropriate time, the player could move instantly between two otherwise distant points.

What are the magic words in Colossal Cave Adventure? ›

Using the magic words (XYZZY, PLUGH, Plover, FEE FIE FOE FOO)
  • XYZZY – Acquiring by using the EYE cursor on the XYZZY rock in Debris Room of CobbleCrawl. ...
  • PLUGH – The player has a random chance of hearing this every time we enter the “Y2” room in Hall of the Mountain King.
Feb 1, 2023

What should I wear to Colossal Cave? ›

six and a half stories and see beautiful cave formations like stalactites, stalagmites, flowstone, boxwork, and helictites. Tours are given daily, on the hour, year-round. You need no special clothing in the Cave, which is always 70 degrees and dry and you are welcome to take pictures inside.

What are some fun facts about Colossal Cave? ›

It contains about 3.5 miles (5.6 km) of mapped passageways. Temperatures inside average 70 °F (21 °C) year-round. Previous names include 'Mountain Springs Cave' and 'Five–Mile Cave'. The cave is an ancient karst cave, classified as "dry" by guides (though this is not a speleologic term).

What is the age limit for Colossal Cave? ›

This 1.5-hour tour gives you a unique perspective on this mysterious cave system while teaching you about some of the more unusual geological features. And, if you're lucky, you'll meet a bat or spider along the way. This tour is restricted to those 12 and older. Those under 18 must be accompanied by an adult.

What movies were filmed in colossal cave? ›

Movies filmed at Colossal Cave Asampling of films shot in or around Colossal Cave: “ The Barrier” (1957) :Captains of industry c lash in this Canadian TV production. “The Incredible Petrified World” (1957) :A dive to unprecedented ocean depths reveals dangerous sea creatures as well as a surprisingly dry cave.

How old is the colossal cave? ›

Located in the foothills of the Rincon Mountains, at the end of Old Spanish Trail, as many as 50,000 people visit Colossal Cave Mountain Park each year. Formed a couple hundred million years ago, the cave system was used by native tribes about a thousand years ago.

How do you catch the bird in colossal cave? ›

Clicking on the bird with the Wicker Cage, while the Black Rod is not in our inventory, will capture the bird. In order to complete the game, we must use the bird on the snake in the Hall of the Mountain King (either clicking on the snake with the bird-in-cage cursor, or by dropping it in front of the snake).

How do you beat the swamp cave? ›

Megatherium are the strongest mounts for this cave and highly recommended. This is due to their high HP and very good bonus damage against bugs. even a mid-level (~100 post-tame) Megatherium will plow through this cave and make it an absolute breeze.

What is the point of the colossal Titan? ›

The Colossal Titan is a main antagonist in Attack on Titan, responsible for the Fall of Wall Maria and numerous deaths. Its transformation is explosive, with the ability to cause massive destruction and create a mushroom cloud.

How many steps are in the Colossal Cave? ›

As you descend approximately six stories deep (363 stair steps) you'll see some amazing cave formations including stalactites, stalagmites, flowstone, box work, and helictites that were sculpted by millions of years of geological activity.

What is the Titan's goal? ›

Unlike other species, Titans did not mate, nor interact with organisms other than humans; their sole purpose in life was to seek out and devour humans.

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