![]() ![]() The game provides its share of frustrations, no doubt, and the best resource I can point you to is Sean Murphy's excellent figmentfly page for more information and a full walkthrough. I always encourage interested readers to sample these games firsthand, though in Pyramid 2000's case I'll accept Colossal Cave experience for full credit. The interface is very basic - text and response, with none of that fancy windowed interface stuff Scott Adams would pioneer on the same platform at around the same time. Basically, Pyramid 2000 substitutes a pyramid for the building in Colossal Cave, replaces the high fantasy gingerbreading with Egyptian mythology, and manages to cram a substantial portion of the classic treasure-hunting experience into 16K of cassette-loaded RAM. I finally solved Pyramid 2000 with the help of Tandy's support line, but only discovered a few years later (on a friend's Apple II), as a "new" adventure became increasingly familiar, that Pyramid 2000 was actually an excerpt of the Crowther and Woods Colossal Cave Adventure, redressed with an Egyptian theme. The pyramid motif was more enduring, and many later adventure games explored similar settings. ![]() ![]() The game's manual was a product of the late 1970s, positing that our adventuring avatar is a product of Astral Projection, a New Age concept since consigned to the pop culture dustbin.
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