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Aventura Original, La
Aventura Original, La - MSX - Ordinateur Microsoft
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Aventura Original, La
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Europe
   Espagne La Aventura Original
 Zwabikoski
Publisher
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 KoCinsKy
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Aventuras AD
 msxcassettes
Number of Players
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0 -  1 (64403 Games)
 retro81
Rating
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0 -  Adventure / Text (3701 Games)
 retro81
0 -  Adventure (17879 Games)
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Europe 1989
 Zwabikoski
Synopsis
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Anglais In the mid-'70s, an unusual phenomenon took place: two Americans, Willie Crowther and Don Woods wrote the first text adventure game: it was the Original Adventure and was written in Fortran for a DEC PDP-10 and occupied more than 300 K of memory. It gathered a cult following from the elite programmers who knew how to connect to the data bank where it was located, and like all cults, it had its first "martyrs"; several important programmers were fired after becoming "addicted" to it, found playing it late at night while understood to be working overtime instead.

In the United States it was the base that inspired Scott Adams to begin with his famous adventures. In Great Britain, Peter Austin, founder of Level 9, the most prestigious English adventure game company, confessed to be impelled by it from his beginnings as a game designer (one of his first adventures was a version of the Original Adventure). In Spain, there was a similar story, since the first Spanish company dedicated exclusively to text adventures (Aventuras AD), made its reputation based on a game curiously called "La Aventura Original" (yes, based on the legendary one), the fruit of 8 months of investigation and work.

This version, aside from being in Spanish, has with several points worth mentioning, such as having more than 100 detailed locations with graphical illustrations; a special routine of exit descriptions (indispensable for guiding the adventurer through this complex world); and the possibility of using accents, "ñ"'s and opening interrogation and exclamation signs. As well, every object of your inventory is described in text and graphic form. The characters also use the PSI system, so they are not mere objects with human names, but will listen to you and respond -- but most importantly, will act according to how you treat them.
 zwabiksoki
Espagnol Colossal Cave Adventure (también conocido en el mundo anglosajón como ADVENT, Colossal Cave o Adventure, y conocido en España como La aventura original)[cita requerida] fue el primer videojuego de aventura.

La primera versión del juego fue escrita en 1976 en el lenguaje de programación Fortran por los programadores Willie Crowther y Don Woods. En 1977 Don Woods puso a punto una versión mejorada del juego. Crowther, el diseñador original de Colossal Cave Adventure, también era aficionado a la exploración de cuevas y basó parte del recorrido del juego en las cuevas del Parque nacional de Mammoth Cave en Kentucky.1​

La subred de la Colossal Cave (literalmente, «cueva colosal») tiene muchas entradas, una de las cuales se conoce como Bedquilt. Crowther reprodujo porciones de la cueva real tan fielmente que los exploradores de cavernas que habían jugado el juego podían, en su primera visita, navegar fácilmente a través de secciones familiares en la región del Bedquilt.
 KoCinsKy
Français Au milieu des années 70, un phénomène inhabituel s'est produit: deux Américains, Willie Crowther et Don Woods ont écrit le premier jeu d'aventure texte: c'était l'Aventure originale et a été écrit à Fortran pour un DEC PDP-10 et occupait plus de 300 K de la mémoire. Il a rassemblé un culte des programmeurs d'élite qui savaient comment se connecter à la banque de données où il se trouvait, et comme dans toutes les sectes, il a eu ses premiers "martyrs"; plusieurs programmeurs importants ont été licenciés après en être devenus "dépendants".

Cette version, en plus d'être en espagnol, a plusieurs points à mentionner, comme avoir plus de 100 emplacements détaillés avec des illustrations graphiques; une routine spéciale de descriptions de sortie (indispensable pour guider l'aventurier à travers ce monde complexe); et la possibilité d'utiliser des accents, des «ñ» et d'ouvrir des panneaux d'interrogation et d'exclamation. De plus, chaque objet de votre inventaire est décrit sous forme textuelle et graphique. Les personnages utilisent également le système PSI, ils ne sont donc pas de simples objets avec des noms humains, mais ils vous écouteront et répondront - mais surtout, ils agiront en fonction de la façon dont vous les traitez.
 doraemon
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