Dennis Jerz, among other cavers, has explored the Mammoth Cave system against Crowther's original layout for the game, and they believe that much of Crowther's map and descriptions in the game matched well with the natural Colossal Cave as it had been in the 1970s at the time that Crowther would have surveyed it. Many of the rooms are named based on caving jargon used for marking survey points which Crowther would have used in his surveys. In-game elements such as the small house at the start of the game and grates separating some rooms represented features that had been in place by the Park Service but since removed. Other natural elements such as a narrow cobble-strewn crawlway leading from the Bedquilt Cave to the Colossal Cave also matched consistency with the in-game locations. Woods' expansion would add new features that were not part of the natural caves, as he had never visited the park. "Colossal Cave Adventure" is considered one of video gaming's most influential titles. Dave Lebling said that when it arrived at MIT's Laboratory for Computer Science, "For a couple of weeks, dozens of people were playing the game and feeding each other clues ... Everyone was asking you in the hallway if you had gotten past the snake yet." The game is generally the first known example of interactive fiction and established conventions that are standard in interactive fiction titles today, such as the use of shortened cardinal directions for commands like "e" for "east". "Colossal Cave Adventure" directly inspired the creation of the adventure game genre. Games such as "Adventureland" by Scott Adams of Adventure International, "Zork" by the team of Lebling, Marc Blank, Tim Anderson, Bruce Daniels, and Albert Vezza of Infocom, and "Mystery House" by Roberta and Ken Williams of Sierra Entertainment were all directly influenced by "Colossal Cave Adventure", and these companies would go on to become key innovators for the early adventure game genre. As described by Matt Barton in "Dungeons and Desktops: The History of Computer Role-Playing Games", "Colossal Cave Adventure" demonstrated the "creation of a virtual world and the means to explore it", and the inclusion of monsters and simplified combat. For this, it is considered the precursor of computer role-playing games. Glenn Wichman and Michael Toy state "Adventure" as an influence for their game "Rogue" in 1980, which would go on to become the namesake of the roguelike genre. "Adventure" also inspired the development of online multiplayer games like MUDs, the precursors of the modern-day MMORPG.