Changes in Detail

This is a multi-player, internet version of Atari Adventure.  People connect over the internet to play against each other.  They will be given a startup screen to select the game they want to play and the difficulty switch positions.  They will also have the ability to find other people they know or just play anyone currently waiting to play a game.

New Players

Head-to-Head Atari Adventure can have 2-3 players all running around in the same maze.  To avoid confusion, each player is given a different icon.

Player 1 
player 1
Player 2
Player 3

New Castles

Each player has their own home castle.  To win, they must bring the chalice to their home castle.

 Player 1 starts at the Gold Castle

 Player 2 starts at the Copper Castle

In game 1 the Copper Castle is off the main hall, next to the Gold Castle, while in games 2 & 3 it can be reached through the catacombs - directly opposite the white castle.

 Player 3 starts at the Jade Castle

The Jade Castle can be reached through the blue labyrinth.  In 2 player games there is no Jade Castle and the opening in the blue labyrinth is sealed.

In an attempt to make this easier to remember, the players look like the windows in their castle

New Keys

Each new castle also has a new key.  In game 1, all keys start next to their castles.  In game 2 the gold and copper keys start in the catacombs while the jade key starts in the blue labyrinth.  In 2 player games, there is no jade key.

Each dragon is scared of a different key.  Yorgle, the yellow dragon, is scared of the gold key.  Grindle, the green dragon, is scared of the jade key.  Rhindle, the red dragon, is scared of the copper key.

Other Changes

Although, the goal was to change as little from the original Atari game as possible, several aspects needed to be changed.

Stashing the Key

When inside a home castle, you cannot shove your key into the wall to make it unreachable.  Part of the fun of the game is trying to find the chalice while preventing others from locking your castle.  So you can shove the key far into most walls to make it unreachable save by magnet, bridge or bat, but when in the inside room of the gold, copper, or jade castles, keys are always reachable.

Winning the Game

The rules have been changed so that you cannot accidentally win the game for another player.  If player 2 brings the chalice into the Gold Castle, the game does not end.  Therefore, you must be holding the chalice to win the game (holding the bat holding the chalice counts).

Game 3 Randomization

The original game had an algorithm to place objects to make sure keys weren't put in castles such that the game was unwinnable (although a bug did allow occasional unwinnable games).  That algorithm did not scale well to 2 more castles and 2 more keys.  An entirely new randomization algorithm will more randomly place keys in castles but avoid unwinnable setups.

That said, I am still in awe of how small Warren Robinett was able to make his randomization algorithm.  I wish I could have kept it.


When Peter Hirschberg ported the original Atari game to C++ he did an AMAZING job!  But there are a few discrepancies.  I will remove these discrepancies as I have time.
  • Objects are not occluded by walls in the catacombs.
  • You cannot escape a dragon by pushing up and to the right
Otherwise, this version is a pixel-perfect reproduction of the original Atari game.

Special Thanks to:
  • Peter Hirschberg - for porting to C++
  • Warren Robinett - for making the best video game ever invented
  • Ernest Cline - RPO was the inspiration for this
  • Gunters everywhere - I made this for you