Reviews from

in the past


> review game
With what? Your bare hands?

This game is almost impossible to review fairly on account of how much it comes from an entirely different era and mentality of what constitutes game design. Text parser-based adventure games like this come with so many caveats and limitations compared to modern games that it's hard to know what to say about them. I do think the tone of the narration gives the game some lasting charm, at least.

Está bien, me ha sorprendido lo el como funcionan algunos de sus sistemas, bastantes más complejos de lo que esperaba. También me gusta mucho la sensación que consigue transmitir de ser una partida de rol.

Its influence can't be understated, but for today's audience, it's not worth playing.

Undeniably pioneering, but ridculously obtuse and in no way user friendly to modern gaming sensibilities. Very much a case of a work that will only appeal to those able to tune into the idiosyncracies of its developer.

While the PLATO RPGs of its time seek to replicate thr systems of Dungeons and Dragons, Colossal Cave Adventure seeks to preserve its humanity. It is a proto-Choose-Your-Own-Adventure book. It is a DnD one-shot wherein the DM is infinitely patient, but barely speaks your language. It is one of the most important video games ever made. Beside the adventure sits a parallel game... one of communication. Accept that relaying your intentions to this robot can be a fun challenge in itself, and find yourself enjoying two games at once.

Colossal Cave Adventure is, at least in my opinion, the first game that is actually about exploring a place. Not just mapping out a level, but searching its crannies and understanding its inner workings. As you can imagine, some of the puzzles in Colossal Cave Adventure are stupid. There are a great number of passageways that only SOMETIMES randomly work, and the "solution" is literally just to try them over and over. In this original text adventure, that means typing a command over and over, not just holding down a button to walk in a direction.

Despite the clunk, this is an admirable first outing with many interesting little twists and turns, and if a slow-paced, dry-witty, more-exploritory, historically-essential version of Kirby Superstar's Great Cave Offensive sounds interesting to you, I'd say you'll probably have a good time!

But I'd also say that you should definitely play the 2023 graphical remake Colossal Cave over the original.


Having just completed the 350 point version of Colossal Cave Adventure, I am so curious what a 3D adaptation of that game even looks like. Parts of it seem impossible to adapt to a graphic adventure

I had a good time playing it! Parts of it were dated as you'd expect from someone making a text adventure basically in a bubble in 1977 since I don't think they were playing any other computer games at the time, but I was surprised at how well it holds up

Pioneer of the Text Adventure genre, but really confusing.

What makes Colossal Cave Adventure interesting to this day is its own limitations. It's a rickety little game, accepting few inputs as valid. It's often frustrating to convince the game to do what you want it to do. And in being a game entirely in text, the labyrinthine geometry of the caves can be incredibly difficult to envision.

But it is because of these limitations, not in spite of them, that the game is able to capture your imagination. The arcane black box of its outputs makes you constantly wonder just what is possible in the world of this game. The ever-perplexing caves seem fantastical and sometimes impossible, wandering blindly through a maze that seems to elude your understanding. The things that produce these feelings are limitations, and by modern standards would be considered failures. And I can't say I had a lot of fun playing Colossal Cave Adventure. But these feelings are palpable and memorable, and represent a potency in text adventures that makes me want to keep exploring.

Colossal Cave Adventure's own limitations create a vast negative space in which players can fill with imagination and mystery. That's a kind of magic that we should harness more in games.

This text game taught me how to spell (well, this and Leisure Suit Larry for some reason).

Probably a good game in its time but it has not aged well. The gameplay is tedious and I'm endlessly struggling against the command interpreter. Given the UI limitations, I would prefer a more streamlined "choose your own adventure" type game.

A pioneer in the adventure gaming genre. Inspired by William Crowther's trips exploring Mammoth Cave National Park in Kentucky (which is the largest cave system in the world), the game uses a text parser to control actions. It was ported to DOS by Microsoft and was the first game commercially available for the IBM PC at launch. As a result, it's one of the most important games in history.

It's also pretty decent to play. The puzzles are decent, and the text is well written enough. The problem is the key parse is very picky on what words it accepts. I died countless times trying to kill the Dwarfs before they killed me simply because I couldn't figure out how to use the axe in my inventory. Infocom would release Zork in 1980 and improve the parser, making these kinds of games far more playable. Its a little archaic, but the fundamentals are there and would go on to inspire many other games.

"You are in a maze of twisty little passages, all alike."

In case there's any doubt, I loved this game. I couldn't bring myself to finish it, but it's so interesting navigating this extremely confusing space with just text that sparks your imagination. A must play for anyone interested in designing games, game studies or videogame history.