The Wonderful World of Cavern




Enter the Wonderful World of Cavern

Play Online

    If you wish to experience of The Wonderful World of Cavern then you are quite welcome to play Cavern online; the full Cavern Adventure Game is all here, ready for your enjoyment.

    Cavern is a fairly complex adventure which cannot be completed in a few minutes and, as it is not possible to save current or load previous adventures when it is run over The Web ( as that would breach browser security restrictions ), I would seriously recommend that you download the Cavern Adventure Game and run it offline, however, to get a feel for the adventure; this is a good place to start.

Download and Play Offline

    To enjoy The Wonderful World of Cavern in all its complexities at your leisure, with the ability to save current and load previous adventures, I recommend that you download the Cavern Adventure Game and play offline.

    Simply download the CAVERN.ZIP file into a directory on your PC, unzip it to the same or another directory ( C:\CAVERN is recommended ) and simply click on the INDEX.HTM file in that directory, or load it via your browser.

    The .ZIP file is around 500Kb and expands to about 1Mb; you'll need around 1.5Mb of hard disk space to install and play Cavern but the .ZIP file may be deleted after installation.

    If you have downloaded a previous version of the Cavern Adventure Game and have saved any of your adventures; these can be loaded into later versions of the game - you will, generally, be warned of any changes which affect what you have previously saved.

This game uses JavaScript  You need Microsoft IE4 or IE5 to play this game  This game uses ActiveX  Parental Guidance required

    The Cavern Adventure Game has been written in HTML and uses JavaScript; it is therefore a requirement that you have a browser which supports JavaScript, and that JavaScript is enabled, to undertake an adventure.

    The game has been developed and tested using Microsoft Internet Explorer 5.0 which will run the JavaScript code perfectly and it is believed that Internet Explorer 4.0 is equally usable, although exhaustive testing has not been undertaken at this time.

    Various versions of The Cavern Adventure Game have been tested using Netscape Navigator 4.6 which have all failed abysmally, either hanging or actually crashing the browser; it is suspected that other, earlier, versions of Netscape Navigator will exhibit similar problems although this has not been verified.

    While, in an ideal world, and if this were a commercial product, I would be willing to invest considerable time and effort in resolving the problem, I am not currently prepared to do so. This means that only Microsoft Internet Explorer 5.0 is recommended for playing the Cavern Adventure Game.

    If you wish to send the code off to the manufacturer of any other browser that you are using so that they can make the code run using their products; please feel free to do so. I would love to know why my code, which runs perfectly on Internet Explorer 5.0, causes problems with other browsers but have neither the time, nor the inclination to do so. I offer my apologies to those of you who are not running Internet Explorer and are unable to play Cavern but the problem is outside of my control.

    The Cavern Adventure Game needs to store a reasonable amount of data on your hard disk when a game is saved and, due to their ambiguous and limited specification, Cookies are unsuitable for such use. After prolonged debate as to how adventures could be saved the only solution which has been deemed viable is the use of Microsoft ActiveX technology which will allow an HTML page to access a user's hard disk.

    The Cavern Adventure Game therefore requires that Microsoft ActiveX technology is available, and the game is run from a local hard disk, in order that adventures can be saved. This in turn requires that the game be played through Microsoft Internet Explorer 4.0 or above on a PC platform if you wish to use the ability to save current and load previous adventures.

    Again, I can only apologise to those of you who are not using Internet Explorer 4.0 or above on a PC platform and are unable to play the Cavern Adventure Game. Any proven and guaranteed solutions to the problem of not being able to save data to a hard disk outside of such an environment will be gratefully received; there are an awful lot of software developers out there who would love to be able to overcome such problems.

    Cavern is generally a fun game to play but it does contain fairly strong descriptions of death when an adventurer does something stupid enough to get killed. The Cavern world encompasses concepts of Wizards, Demons and other other mythical and unusual creatures and reincarnation. For these reasons, parental guidance may need to be required when younger children are exposed to the Cavern world.


Historical Background

Ever since I was introduced to the ADVENT text based adventure game at Hatfield Polytechnic in the late seventies; I've had an affinity with such games.

While simple text based adventure games have lost favour, with the advent ( no pun intended ) of high speed desktop PC's, souped-up 3D graphic engines and sound cards which can demolish a wall at 50 paces, there is still something satisfying about a simple ( or not so simple ) text based adventure.

Perhaps it's the difference one finds between reading a book and watching a film; in a book one becomes immersed in the plot as it unfolds, on the screen everything is done for you and you're carried along for the ride.

Modern day Role Playing Games ( RPG's ), or perhaps more accurately, Live Action Games ( LAG's ), Doom, Duke Nukem, Tomb Raider and a host of others, are incredible pieces of work and I have thoroughly enjoyed playing them, however, there is a tendency to lapse into Avenging Death Warrior mode, rushing around, splatting everything in sight.

Fun admittedly, but sometime I feel there's something lacking; intellectual stimulation. The adventure isn't really embodied there.

Previous generation games, Eye of the Beholder, Ultima Underworld, Stonekeep, Return to Zork, King's Quest, Discworld, Myst and so on, embody far more of the original adventure spirit than later games; requiring maps to be drawn, treasures and objects to be collected and challenges to be overcome and puzzles to be solved to allow progress through their imaginary worlds.

Playing these games can be a full-time occupation as opposed to running through a computer generated landscape hurling pipe-bombs left-right-and-centre with one's finger held tight on the BFG 2000 - That's the Big F--king Gun if you hadn't made the association when you got it.

As Space Invaders and Battle Zone were usurped by X-Wing Commander and Pacific Islands, text based adventure games were lost to history as real time graphical adventures took hold.

It's not surprising considering just how impressive Doom was when it was first released on an unsuspecting games playing audience.

It's a great shame that the obvious inspiration for Doom, Wolfenstein 3D, never really got the credit it deserved; obviously, being set in a Nazi infested rathole gave it less grounds for acclaim than a game which battles evil satanic forces.

Games like Doom, Duke Nukem and their successors have, in reality, been just as responsible for pushing computer owners onto the next level of hardware kit as the declining operating speed of Microsoft's Windows has. Such games have also shown just how powerful, and magical, the art of computer programming has become, making Microsoft's software offerings look pitiful in comparison.

But when the world is cluttered with clone upon clone of these, now outdated games, what next ?

Every game becomes much like the rest; boring. What's new ?

Could we see a return to the old text based adventure games ?

Unlikely, no one in their right mind is going to load up an old MS-DOS 720Kb disk of Zork I or The Hitch Hiker's Guide to the Galaxy are they ?

No. It's old technology, outdated, been there, done that, things have moved on, but, what is the World Wide Web ?

Nothing more than a collection of, mainly text, pages all linked to one another; surfing is little more than the art of text based adventuring.

And with this realisation I was inspired !

Ever since I played, and became immersed in, ADVENT, so called because the original DECsystem-10 operating system it ran under only supported filenames of six characters so Adventure was truncated for posterity, I have spent time reincarnating it, from scratch, in various forms; assembly language on a Digico M16E, Dartford Basic on a DECsystem-10, on a BBC Micro, in TurboBasic for MS-DOS, as a Telnet Client under TCP/IP and even under Windows in Visual Basic.

The revamped ADVENT, which I've always called Cavern for as long as I can remember - some twenty years now, never ever reached completion.

Technology moved on ( how many platforms for which it was rewritten are used today ? ) and I lost heart in the face of emerging 3D graphics technology.

But my interest in text based adventures was rekindled in a blinding flash of light ( and a small puff of orange smoke ); turn Cavern into a web based textual adventure.

With twenty years of adventure coding behind me it only took a few hours of work to bash years of Cavern ideas into a working HTML and JavaScript design, and then a month or so getting side-tracked into padding out descriptions of objects and locations to add more flesh and make it all a little more worthwhile and credible. And an awful lot of effort, which I hadn't anticipated, went into game play testing ( thanks Rebecca ) and tarting up the lose ends.

So, after many, many years, Cavern has finally reached a global audience.


What is Cavern ?

Cavern is a game of exploration in a fantasy world where one collects treasures and valuables, encounters various creatures, is confronted by puzzles and challenges, accumulates points and, upon successful completion of the challenge, is awarded with nothing more than an accolade and the smug feeling of success.

Cavern is admittedly derived from the original ADVENT game, there's no point in denying it.

Saying that it's derived from ADVENT doesn't however mean that it's just a re-write or porting of the original game.

It's probably better to say that it takes its inspiration from the original, and the many variants and evolutions which cropped up along the way, and adds new locations and objects not, I think, previously found.

Some of the old locations are still there, some of the old objects are still there but the world has evolved slightly differently from the original and it's, hopefully, different enough to be entertaining in its own right.

I could have just wiped out, or renamed, all references to the old ADVENT locations, objects and creatures and built Cavern up from scratch but that would be like killing an old friend.

Cavern is a mixture of original ADVENT, ideas taken from derivations and my own ideas; it should be both familiar and different to the hardened ADVENT player !

After so many years drawing maps, tweaking or improving the originally terse room descriptions and so on, it's hard to remember what's original creation and what isn't. I know there are also some ideas taken from Zork but the passage of time has blurred the origins of my inspirations.

Suffice to say that, having come back to Cavern after a number of years off, I actually enjoyed exploring, and adding to, the world I have again created.

Cavern is back and it was fun bringing it back.

It's not perfect yet, its recent reincarnation was not helped by most accessible, original source code being on 5¼" floppy disks in BBC Micro format with a lot of documentary material having been lost over the years, but all the fundamentals are there and the game can be played, and enjoyed, to completion.

There aren't many monsters to be encountered and there are a lot of things I'd like to add in future versions but Cavern is a complete, self contained game without, I hope, any lose ends.

Please don't criticise the JavaScript code; it's just been hacked together. Not what one would expect from a Professional Software Engineer, but, what the heck, this is fun; coding ( or more correctly, kludging ) seventies style ! Think of it as more a model or simulation than the final thing.

I may try and extend the game, even re-write the whole games engine, I may not. Perhaps someone would be interested in taking what I have and expanding the game, adding new locations, objects and game play, and could convince me to see it through to its end.

The game world and the objects within it are fully expandable and I can see its potential should text based adventuring take off again. I don't hold out any hopes as such but, at last, all my prior efforts reach a wider audience.

Having rekindled my interests in text based adventures; I was quite surprised to find an awful lot of stuff out on the Internet. Many of the old games are available for download and there does seem to be a great deal of interest in Interactive Fiction. Hopefully Cavern will make a welcome addition to this great collection.

If you want to see what's in store so far ..

Enter the Wonderful World of Cavern




Sites to Visit

  Play Online
  Download and Play Offline



Site Navigation

  Home Page
  What's New
  Search
  Add Bookmark
  Have Your Say
  Guestbook



The Wonderful World of Cavern © 1999-2004, The Happy Hippy


First published sometime before Sunday the 26th of September, 1999
Last upload was on Sunday the 30th of May, 2004 at 11:23:12