lied@ihlts.UUCP (Bob Lied) (05/23/84)
There are two mazes in Adventure. One contains the batteries, the other has the pirate's treasure (but only if the pirate has stolen some treasure). You can find your way around in the battery maze by noting the combinations of the words 'twisty' 'twisting', 'little', and 'maze'. If you consider each combination as a state, and each move as a transition, this maze forms a finite state machine. The other maze, if you draw it out, resembles a doubly-linked list. (Actually, I think there is also some symmetry that makes it look like a tree, but my drawing is screwed up on one side.) To find your way around, carry at least four objects and drop them (no dead end path is longer than four rooms, therefore, if you've dropped all four items and you enter a room without an object in it, you're making progress). As you move from room to room, you will recognize the objects, and you can draw the maze from this. Does anyone know if any other features of Adventure are based on CS concepts? **** WARNING: DEAD GIVEAWAY FOLLOWS **** If you don't care to figure all this out for yourself (the game is over ten years old, after all), here are the moves to get through the mazes: Battery Maze: east, west, south(batteries here), north, east, up, down Pirate's Maze: south, east, south, south, south, north, east, north, east, northwest(treasure here), southeast, west, south, down ---------- Bob Lied, Retired Adventurer
wws@whuxle.UUCP (Stoll H William) (05/23/84)
Actually there is a shorter way thru the Pirate Maze: S (to enter), E, S, S, S, N, E (brink of pit), E, NW, SE, N (brink of pit). And to get 350 you shouldn't enter the battery maze, anyway... --Bill Stoll