Showing posts with label Treasure Hunt. Show all posts
Showing posts with label Treasure Hunt. Show all posts

Saturday, May 11, 2019

Treasure Hunt: Victory!

I covered most of what Treasure Hunt has to offer in my last post, and I'd hoped that it would be a one-post game. Lord knows I need a lot of those if I'm ever going to make any progress on my list. I just couldn't beat the game in time. I had located all of the treasures, solved every puzzle, and pinpointed every danger, but there was one small thing that was stopping me from achieving my goal.


The magic carpet. For some reason, it would randomly disappear whenever I was carrying it. I'd pick it up, move towards the exit cave, and POOF! It would vanish. Initially I had thought that it would reappear in a different cave, but I'm pretty sure that it doesn't. Once it's gone, it's gone for good, and the game becomes unwinnable.

As I was playing the game I realised that, as with most computer-based "randomisation", it's not truly random at all. When you run Treasure Hunt, the objects in the first game you play will always be in the same locations. The second game will have them in different locations, as will the third, and so on, but the layouts always run in the same sequence every time you run the game from scratch. So the first game is always the same, as is the second, and every game on down the line.

The magic carpet is always in Cave 30 on the first game, so I spent a lot of time repeatedly going to that cave and trying to get it to the exit. I never managed it, although I did get it to Cave 1 on a couple of frustrating occasions. I also couldn't figure out a pattern to the disappearances, and a look at the game's source code left me none the wiser. It was beginning to look like I'd have to stretch this to a three-post game, somehow.

That's when I remembered that I had played an earlier game where the magic carpet was in a cave not far from the entrance. So I started cycling through games, exploring the first few caves and quitting if I didn't find it. Eventually I found a game where the carpet was in Cave 3. Very nervously I picked it up, and moved to Cave 1, dreading the POOF message that I was sure would come. It didn't, and the carpet stayed in my possession. I half expected it to vanish out of my inventory in Cave 0, but it stayed there as well, and I was finally able to deposit the magic carpet safely, much to my great relief.

From there, it was a simple matter to hoover up the rest of the treasures, avoiding the pits and the pirate, and admire my complete collection.


It was relieving to finally finish the game, but I will admit that I was disappointed that it doesn't acknowledge the victory at all. I don't think I missed anything, unless there's a way to kill the pirate. Regardless, I would have liked some sort of affirmation. I could use the ego boost.

Treasure Hunt was an interesting look into a branch of adventure gaming that didn't really take off. I'm not sure that there was much else that could be done with such a format, though, as it's very limiting. I enjoyed it for what it was, at least up to the point where the disappearing carpet started to get on my nerves. Time for a Final Rating.

FINAL RATING:

Story & Setting: This is 1978, so naturally this game has you hunting for treasure in some caves. Neither the story nor the setting gets more fleshed out than that, so I have to give it the minimum rating. Rating: 1 out of 7.

Characters & Monsters: Again, this game is very minimal when it comes to the creatures and characters you meet. There's a dragon, a pirate, a wizard, a bat, and an invisible man searching for an invisible dog. You can't really interact with any of them, aside from solving their puzzles or getting killed by them. Rating: 1 out of 7.

Aesthetics: It's a text-based game, with very minimal descriptions. Admittedly, sparse descriptions serve the kind of game it is quite well, but it still doesn't make for an aesthetically pleasing game. It's also full of spelling errors, which I find baffling considering just how little text it features. My computer made all sorts of horrible screeching noises for as long as I had the sound turned up while playing. I'm not sure if this was part of the game, or part of the TRS emulation, but it wasn't pleasant. Rating: 1 out of 7.

Mechanics: The game is mechanically very simple, but those mechanics do exactly what they're meant to do. I think the word "adequate" sums it up pretty perfectly. Rating: 3 out of 7.

Challenge: After the initial phase of mapping and experimenting with the game's various dangers, it's pretty easy. If it wasn't for the disappearing magic carpet, I would have finished it in a couple of hours. That carpet, though, has to bump the score down, as it makes the game simultaneously too easy and too frustrating. Rating: 2 out of 7.

Innovation & Influence: Treasure Hunt seems to have been lost to time, so it's influence is effectively nothing. I suppose it's mildly innovative in that it develops on the framework of Hunt the Wumpus while adding adventure game elements, but there's not a lot here that wasn't in that earlier game. Rating: 2 out of 7.

Fun: I was mildly amused and distracted by this, and I did enjoy the process of mapping out the caves and figuring out the areas I should avoid. That carpet really sucked the joy out of things though. Rating: 2 out of 7.

This game doesn't get the bonus point, as I'll never play it again. The above scores total 13, which doubled gives a Final Rating of 26. This puts it very low in the rankings, down in the mix with several of Greg Hassett's adventure games. The only games lower are King Tut's Tomb Adventure and Library, both of which were buggy or unfinished. Treasure Hunt is more polished than most of the games around it, but it loses out due to simplicity and it's questionable adventure game status.

ADDENDUM:

Somewhat later in this blog I made the decision to overhaul my Final Rating system, so I'm going back through and fixing all of the games I've already played as of March 2020.  I've ditched the Innovation and Influence category, and replaced it for adventure games with a category for Puzzles.  For CRPGs I'm using a Combat category.  I've also changed the purpose of the bonus points, saving them for games that are important, innovative, influential, or have features that are otherwise not covered by my other categories.

Also, the Final Rating is a boring name.  The CRPG Addict has his GIMLET.  The Adventure Gamers have their PISSED rating.  Data Driven Gamer has his harpoons.  So I'm ditching the generic name and calling my new system the RADNESS Index: the Righteous Admirability Designation, Numerically Estimating Seven Scores. It's a pretentious mouthful, but I'm going with it.

Puzzles: The puzzles in Treasure Hunt are about as simple as it gets: all you need to do is have the right item in your inventory before you go to a certain location.  The only thing that gave me trouble was the magic carpet, and I had to beat that by cheesing the original item locations. Rating: 1 out of 7.

Bonus Points: 0.

That gives Treasure Hunt a RADNESS Index of 22. That puts it equal 22nd, along with Journey to the Center of the Earth and King Tut's Tomb.  The only adventure game below these is the incomplete Library.

NEXT: My next game is Mystery Mansion, which I'm rather dismayed to see is another mainframe adventure game. I'm hoping against hope that it's smaller than Zork, Acheton, and its other contemporaries.

Monday, May 6, 2019

Game 26: Treasure Hunt (1978)

In choosing to write about CRPGs and adventure games for this blog, I've cast a wide net. Both of those genres are vast, and both of them have boundaries that can best be classed as "fuzzy". In making up a list that covers everything in both genres, there are going to be games that are questionable, because what it is exactly that defines an adventure game or a CRPG is up for debate.

The subject of this post is Treasure Hunt, a 1978 game created by Lance Micklus. Although Micklus was definitely inspired by Colossal Cave Adventure (citing it as an influence on his later game Dog Star Adventure), Treasure Hunt bears very little resemblance to that game. Instead it draws heavily on Hunt the Wumpus, a 1972 game that saw the player navigating a series of caves while trying to pinpoint the titular Wumpus and kill it with an arrow. Treasure Hunt is like a larger version of Hunt the Wumpus, with more dangers and 20 treasures to collect. There is no text parser, simply a series of prompts that are answered with numbers corresponding to the cave you want to enter, or a simple yes/no response. As such, its status as an adventure game is debatable. I think it qualifies. Yes, the interface is basic, but it does have an environment to explore and puzzles to solve. What else do you want?

Treasure Hunt was apparently available in 1978, but I haven't been able to turn up an image of its packaging, or any sort of instructions. It doesn't even have a page on MobyGames. The only evidence of its existence (aside from the game itself) seems to be a short write-up about it in SoftSide Magazine.



The version I'm playing is for the TRS-80, emulated using TRS32 for a decently authentic experience.



The game is set in the Lumus Caves, near Lumusville, Vermont (not a real place as far as I can tell). Scattered throughout the caves are 20 treasures that must be collected and dropped off at the cave entrance. As the screenshot says, there is indeed a dragon, as well as a pirate and a number of deadly pits. It also mentions a map, which the game apparently shipped with. I don't have that, and I declined to use the one made by Jason Dyer over at bluerenga.wordpress.com. I was going to be mapping this bad boy all by myself.

The bulk of the gameplay consists of navigating from one cave to another searching for treasure. There are 95 caves in total, numbered from 0 to 94, with 0 being the exit/entrance. Each cave lists the other caves it's connected to by number, and when prompted you move by typing the number of the cave you want to go to next.


There are dangers, of course, such as the aforementioned dragon, pirate and pits. Whenever you're in a cave that's adjacent to one of these dangers, you will get a warning. By paying attention to which caves have warning messages, you can pinpoint where the dangers are located and avoid them. As long as you're paying attention, that is.

The treasures are scattered all over the map, and their locations are different every time you play (as are the locations of everything else in the game). You can only carry three items at a time, which makes collecting them all a little difficult. There's also the fact that some items are required to solve various puzzles, and that once you've dropped them off at the entrance you can't pick them up again. A big part of Treasure Hunt is figuring out which items these are, and learning not to collect them until much later in the game. The twenty treasures are as follows: a $1000 bill, a black book, a diamond, some elf food, an emerald, some furs, gold coins, a gold watch, a golden harp, jewelry, keys, a magic carpet, a necklace, an old clock, an old gun, a pearl, a ruby, a silver bell, a sword, and a wand. You can leave the game from the exit at any point, keeping any treasures you've collected. I have no idea if it does anything special when you obtain all 20.

I'll outline the various dangers and puzzles below, along with their solutions. There's no trick to solving the puzzles, you just need to have the right item in your inventory.

  • The aforementioned pits are lethal, and there's no way to stop yourself from dying if you fall into one. There are three of them, and the only thing to do is note their locations,and avoid them.
  • Similarly, the pirate is best avoided. I tried killing him with the sword or the gun, but neither worked. If you encounter him he will steal whatever treasures you're carrying and move to another cave. I'm not sure if those treasures are scattered or just gone for good.
  • There's a giant bat that sometimes grabs you and drops you in another cave, scattering whatever you were carrying to various locations. As far as I can tell, the bat is a random occurrence. I haven't had this happen to me very often.
  • An earthquake occasionally rocks the cave, changing the locations of various things. It's a real pain, as you have to explore all over again.
  • The dragon will kill you if you encounter it, but you can kill it with the old gun (not the sword as I'd originally hoped). When you do, it drops a "little back book"...

Vermont. I love how ultra-specific and mundane this is.

  • There's one area surrounded by danger signs. If you pass through it, there's a chance the roof will collapse and kill you.
  • Your flashlight has a limited charge, and will eventually run out. To get some batteries, you need to find the gold coins and take them to the vending machine. You'll be able to buy batteries with a single coin, which doesn't use up or devalue that treasure at all.
  • Occasionally an "Invisible Man" will pop up wherever you are, asking for the location of his invisible dog. As with lots of other things in Treasure Hunt, you'll be notified of the dog's presence when you're in a cave adjacent to it, as you can hear it barking. If you tell the invisible man where his dog is, he leaves you with the $1000 bill.
  • There's also a wizard, whose location is marked by "strange mist". If you can tell him where his magic book is, he'll reward you with a golden harp. If you give him the wrong location he'll kill you, and if you try to take the book with you you will also die.
  • There's a locked box that's too heavy to take with you, but it can be unlocked with the key. It contains the ruby.
  • The sword is stuck in a rock, and can't be removed. To get it, you need the magic wand.

The first thing I did when starting the game was map the caves. At first I was simply noting down the cave numbers, followed by the numbers of each connecting cave, as follows:

CAVE 1
0
2
3

Eventually, I noticed a pattern. All of the caves up to a certain point connect to the cave that is double their number, and the cave one higher than that. So Cave 1 connects to Caves 2 and 3. Cave 8 connects to Caves 16 and 17. Once I'd spotted this, making a map was pretty simple.

Sorry this is so small, but it gives an idea of the general layout. The map wraps around, so that Caves 32 and 64 connect up. The entrance cave (0) connects to Caves 1 and 94.

With a map made, and a list of every item, danger and special location in the game, it was time to try and collect all of the treasures. I almost did it on my first try; it's not that hard when you know the items to avoid collecting early (the coins, the keys, the gun and the wand). I collected 19 of the treasures, but one item kept on thwarting me: the magic carpet.

For some reason I can't figure out, the magic carpet keeps disappearing on me. Every time I try and get it to the exit it just vanishes into thin air. I haven't been able to figure out why it does this, or how to stop it, but it's happened in every game I've played. My hope is that it reappears in another location, but so far I haven't found it after it's vanished. It's very frustrating.

I took a look at Jason Dyer's posts on Treasure Hunt to see if he figured out the magic carpet thing. He beat the game, and mentioned that the carpet disappears sometimes. For me, it's been every time. At the moment I'm just playing repeatedly, hoping that I'll eventually get a game where the carpet stays in my possession. It obviously happened for Jason, but I'm wondering if there's some trick to it that he lucked into without realising. If there is, I sure don't know about it.

I'd hoped that this would be a one-post game, but no such luck there. Hopefully I'll be able to beat it by next weekend, but unless I can solve this carpet problem it ain't going to happen. I'm really reluctant to postpone victory for two games in a row, so if I can't figure it out I might be on Treasure Hunt for a really long time.