Adventure was released in 1980, and many claim it was the origin of what is considered to be gaming today. Without Adventure, we wouldn’t have a template for games that feature inventory juggling, dragon-slaying, or the entire Legend of Zelda franchise. But, while even major motion pictures pay tribute to the influence Adventure had on gaming and pop culture at large, no one ever asks what happened to the venerable cast of Adventure. As the VH-1 frequently asked when I had cable: Where are they now? Let’s look into it!
Adventure’s most hated foe was no dragon or daunting maze, it was the aggravating bat. Just when you thought you had acquired that valuable key or chalice, the bat would come swooping in, pinch it right from your paws, and leave for parts unknown. Would you ever reclaim your lost item? Only that winged terror knows for sure.
Where is it now?
Bats have had a long, illustrious career in videogames. Did you know that bats are responsible for 90% of all deaths in the territory of Wallachia? Or that Batman finds a new and exciting excuse to utilize actual bats in nearly every game he ever visits? But these fun facts don’t get to the heart of the real question: what happened to Adventure’s kleptomaniac bat? Thievery is a very particular skill for a winged mammal, so where did that individual bat wind up? Well, if you think about it for a minute, you’ll realize the answer is obvious:
Aero the Acro-Bat is the most well-known thief-bat in gaming. He stole all of our hearts in 1993, and then retired a happy, prosperous bat after a reappearance on the Gameboy Advance. A true success story for the ages, and everybody knows there are no other thief-bats in gaming. None. Now be quiet, and stop eying that chaos emerald.
The hero of Adventure is no swordsman (and possibly not even a man), but they don’t need to be. Sometimes a sword is all you need, and waddling over to a dragon and giving ‘em a good poke is all that’s obligatory to clear the threats out of this dungeon. The sword makes it all happen, and, while you can’t wield the sword while carrying literally anything else (you’d think a key could fit in your pocket), it is the one-size-fits-all murder weapon of choice for any and all adventurers.
Where is it now?
Sword is second only to Gun in the world of videogame weapons. Adventure may not have invented the idea of a sword-wielding adventurer, but it certainly cemented the sword’s usefulness, and the general relationship between swords and dragons (they’re not fond of each other). As a result, swords have been synonymous with adventure games ever since, practically to the point that if you see a hero with a sword, you’re already expecting to look around every corner for a hidden Triforce. Whether it is because of Adventure or not, the sword has experienced an unquestionably successful existence.
Sure, other games may have had keys, but did they have color-coded keys dedicated to color-coded gates? Nope! That was all Adventure! It wasn’t enough just to find a key, you had to find the right key, and you’d never get anywhere without it. That bridge can’t save you now, you need a golden key for a golden gate, mister. No entry allowed!
Where are they now?
Keys are synonymous with adventures, so a better question may be where aren’t they now (the answer is “your inventory”, because you used them all). One might claim that the height of “key mania” occurred back in the Playstation/N64 era, when the 1-2 punch of the Resident Evil franchise and Ocarina of Time sent those 90’s kids into a bout of key-mania. Who didn’t have a set of key-themed pogs? However, while keys don’t get the headlines as much now, they’re still out and proud, and even in ways you would never expect. Want to “unlock” that swimsuit DLC? Then you’re going to need a special key called “your credit card”. Keys are just as popular as ever!
The Mobile Bridge
Adventure was the first game to feature a full inventory of items for your adventure (oh, I just got that), and the very biggest of them all was the mobile bridge. Sure, you may need a key or sword to conquer doors or enemies, but the mobile bridge is a goddamn freakin’ bridge. You want to get across something? Anything? It doesn’t matter, you’ve got a bridge that is four times your size, so you’re going to make it. Way to save the day, bridge!
Where is it now?
The bridge itself hasn’t seen much use in its original form since The Legend of Zelda saw a Link that occasionally had to ford rivers. But the spirit of that mobile and completely inexplicable structure is now more popular than ever. Want to play Minecraft? Fortnight? The most popular, universal titles in gaming right now all have a root in the simple joy of carrying an enormous bridge around the world, and we wouldn’t have people programming supercomputers in Mincecraft without it. The humble contribution of the mobile bridge has defined gaming in the past as much as in the modern era of lugging around an entire Home Depot in your virtual pocket.
While there are other important items in Adventure, the magnet might be the absolute most useful. The other items are generally all “keys” (see!) that “unlock” specific conditions, like how a “sword” unlocks “a dead dragon”. The magnet, meanwhile, has unlimited utility. It, as one might expect, magnetizes any other item to your person. This makes the magnet simultaneously unnecessary and absolutely the most important thing in the maze. You can carry any item, sure, but you can’t carry any more than one item at a time. But if you’ve got a magnet, then the world is your oyster, and you can drag a parade of bridges and swords along for the ride. Bless you, magnet, you make a pause inventory completely superfluous.
Where is it now?
You hate to see it happen: the Magnet’s meteoric rise to fame happened fast and furious, as it seemed like every game after Adventure included a magnet. The peak of magnet-mania was likely Magnet’s appearance as a sentient robot in Dr. Wily’s Robot Master army in 1990. However, shortly thereafter, magnets severely dropped in popularity. Whether it was because “real” inventories gradually dropped the need for a “magnet-style” item, or because a posse of insane clowns claimed magnets couldn’t logically work was immaterial, the end result is that the once-ubiquitous magnet is now little more than a has been. Sure, magnetism sometimes appears as an innate or equippable “ability” nowadays, but being an abstract concept doesn’t pay the bills on that “Magnet Mansion” it bought with the advance from the Yu-Gi-Oh money…
Is there anything more important in a videogame than your field of vision? From the time Man progressed past the text adventure, Man was also encumbered by the need to see everything at all times. In Adventure, if you could see the whole of the maze from some glorious, mountaintop view, you would have no issue at all navigating its every twist and turn. But, no, you are damned to walk on the Earth, and finding your way to the sacred chalice is always a challenge. What’s more, some areas are dark, thus hampering progress with an inability to see even inches in front of your dot’s face. Oh, Dark Areas, you make simple walking a challenge.
Where are they now?
Bitch is everywhere! The darkness has crept into all of our lives, and now you can’t skulk around the labyrinths of Mars without bringing a danged flashlight. The Dark Areas of Adventure might be the single most enduring thing in gaming, as even Mario has to deal with a dark planet full of Boos every once in a blue (power) moon. Now, an attentive reader may notice that encroaching, unstoppable darkness being the greatest success story in Adventure is a bit… dark. And to that witty observation, I’d like to ask you a simple question: have you been alive this year? No further questions at this time, thank you.
Three dragons will stalk your hero, and, like Pac’s pals before them, they all have their own personalities. Or maybe they don’t! I’m not really going to test which dragon is the most angry when the end result of their collective tantrums is being devoured. I don’t want my little dot to live the rest of their days being digested, so I’m going to go ahead and hold off on the scientific studies until after this sacred chalice is retrieved. You’ll thank me later.
Where are they now?
One member of this trio was already established before Adventure. Eagle-eyed players noticed that Yellow Dragon was tucking a few extra heads behind his neck during filming, and, yes, Yellow Dragon was King Ghidorah slumming it in some videogames all along. The Godzilla money was running kind of dry in the early 80’s, and this “King” wanted to see if he could conquer a foreign market. It didn’t exactly set his career on (atomic) fire, but dude does have three mouths to feed, and a gig is a gig.
Red Dragon has similarly had a hard time establishing himself, but he has been “that dragon” in multiple projects over the years. The logo for Dragon’s Age? That’s Red Dragon. Dragon’s Crown resting on a dragon’s head? You know the dragon with that headwear. The fire dragon in any given Final Fantasy? Almost always Red Dragon (he was briefly in rehab opposite Final Fantasy 6, but it’s considered impolite to point that out). Red Dragon is well aware that red is second only to green in general dragon popularity, and all humans seem to think dragons look alike, so he’s always going to have a part. You might not always know it is him, but his IMDB page is longer than some wyrms.
And as for Green Dragon? Well, she recently got a gig with Nintendo…
… Which makes her current popularity a real come from behind victory.
The Sacred Chalice
It’s not enough to simply find your prize in Adventure, you have to actually shlep it home. The goal of Adventure is to uncover a magical, strobing chalice, and then take it to a specific castle that may or may not be protected by cantankerous dragons. It’s a difficult quest, as you can only really carry one thing at a time, and apparently the concept of hanging onto a sword and a cup at the same time is the sort of fiction reserved for playing cards. But make it through the danger with your charmed sippy cup, and you’ll win this Adventure soundly.
Where is it now?
After decades of being replaced by every stupid glowing bauble that instantly ends your protagonist’s adventure (in a good way), we finally saw the return of the sacred, difficult-to-carry chalice in Final Fantasy Crystal Chronicles. It was everything Adventure had promised! Carrying a chalice was boring and unrewarding! And it made for a pretty fun game! It was confusing! And now there’s a remastered edition that can actually be played without the dreaded Gameboy Advance cable? Everything is coming up chalice!
There is a mysterious room/wall in Adventure that, should you pay attention to some very particular pixels, reads “Created by Warren Robinett”. What does that mean? Nobody knows.
Where is he now?
He’s not in the local phone book, so there’s really no way of knowing. I’m not certain who this Warren Robinett character is supposed to be, but he can’t be that important. His name doesn’t even appear in the game’s end credits (of which there are none)!
But every other thing in Adventure seems to have gone on to have illustrious careers, so most of Adventure is remembered fondly.
FGC #528 Adventure
- System: Originally for the Atari 2600, but also available at your local mall kiosk on one of those Chinese bootleg devices. It’s also on modern consoles in the Atari Collection, and that’s a pretty fine way to play.
- Number of players: This is a solo adventure.
- Maybe actually talk about the game for a second: This is the granddaddy of the Zelda-esque adventure genre, and it is downright amazing how much of this was repurposed for the genre we all know, love, and endlessly debate. That said, if you’re playing this in anything but random mode, you can probably finish easy or hard mode in all of three seconds. Were people not capable of making maps back in the day? Adventure is an amazing time capsule, but, as one of the first games with a true ending, I find it hard to believe it had to compete directly with Space Invaders.
- Favorite Item: If you can’t figure it out from the article, the magnet is the best thing ever. I didn’t even know “magnet physics” were possible on the Atari!
- Did you know? It never ceases to amaze me that Steven Spielberg directed Ready Player One, a film that hinges on uncovering the “credits” easter egg of Warren Robinett, and the damn overarching story or its themes don’t take a goddamn minute to consider why that easter egg exists at all. It was because Atari was trying to hide the names of the people making their games! It was a huge blow for the idea of games as art! And the people that create them being identified as artists! This is still a huge problem thirty years after the release of Adventure, left alone in a bad future that is ruled by corporations that are clearly not crediting the creators of an army of virtual mods. But, no, it all has to be attached to a movie that is so rock stupid, it posits that no one could ever accidentally hit reverse at the start of a racing game. Bah!
- Would I play again: Adventure is important to gaming as a whole. Will I bother to boot it up again? Nah. I can spend that whole two minutes elsewhere.
What’s next? Random ROB has chosen… Banjo-Kazooie! Bear and bird are at it again for the first time! Please look forward to it!