Adventureland

aka: Scott Adams Adventure Series: Adventure 1 - Adventureland, Terre d'aventure
Moby ID: 9818

Wander through an enchanted realm and try to uncover the 13 lost treasures. There are wild animals and magical beings to reckon with as well as many other perils and mysteries. This is the Adams Classic that started it all!

Source:

Scott Adam's blurb in README.TXT file for Windows version:

WANDER THROUGH OUR ENCHANTED WORLD OF MYSTICAL ANIMALS, MAGICAL BEINGS, PERILS & PUZZLES TO RECOVER THE 13 LOST TREASURES . . . IF YOU DARE!

Source:

Book Cover - TRS-80 (United States)

Model PHD 5046

Adventureland

**An Adventure game is designed to challenge your powers of logical reasoning while letting you experience an exciting and interesting adventure in the comfort of your own home.

The Adventureland game begins in the forest of an enchanted world. By exploring this world, you can locate 13 treasures, as well as the special price for storing them to score points.**

Designed for use with the TI Home Computer, the Adventure Solid State Software - Command Module, and the TI Disk Memory System (TI Disk Drive Controller and TI Disk Memory Drive) - all sold separately.

Source:

Box Cover - TI-99/4A (United States)

THE ADVENTURE SERIES: AN OVERVIEW

By definition, an adventure is a dangerous or risky undertaking; a novel, exciting, or otherwise remarkable event or experience. On your personal computer, Adventure is that and more.

Playing any of the Adventure series consists of three elements: you, the user; the games themselves; and the author, Scott Adams of Orlando, Florida.

In beginning any Adventure, you will find yourself in a specific location: a forest, on board a small spaceship, outside a fun house, in the briefing room of a nuclear plant, in a desert, etc. The top portion of your video display will tell you where you are and what you can see; the bottom section of the display is devoted to inputting commands to your robot computer and receiving messages that may arise as the result of your orders. You have to get used to looking at both the top and bottom portions in order to find out what's going on in the game but it doesn't take long for the reading to become a reflex. In fact you will have to live in those imaginary worlds.

By using two-word commands you move from location to location (called "rooms" although some rooms represent outdoor sites such as a swamp), manipulate objects that you find in the different rooms (pick them up, put them down, carry them, etc.), and perform actions as if you were really there.

The object of a game is to amass treasure for points or accomplish some other goal such as preventing the destruction of the automated nuclear plant in Secret Mission. Successfully completing a game, however, is far easier to state than achieve. In many cases you will find a treasure but be unable to take it until you are carrying the right combination of objects you find in the various locations.

If you're tired of video games of bouncing balls or shooting at targets; if you're ready for an intellectual challenge that transports you to new worlds of experience; if you want to see what a skilled programmer can do with a micro, invest in one of Scott Adams' games. An early Adventure (Adventureland or Pirate Adventure) is a good place to start because the more Adams creates, the tougher his puzzles get.

Source:

Back of Cassette Case - C64 (UK)

1 Adventure

ADVENTURELAND - You wander through an enchanted world trying to recover the 13 lost treasures. You'll encounter wild animals, magical beings, and many other perils and puzzles. Can you rescue the Blue Ox from the quicksand? Or find your way out of the maze of pits? Happy Adventuring....

Adventures by Scott AdamsAN OVERVIEW

*I stood at the bottom of a deep chasm. Cool air sliding down the sides of the crevasse hit waves of heat rising from a stream of bubbling lava and formed a mist over the sluggish flow. Through the swirling clouds I caught glimpses of two ledges high above me: one was bricked, the other appeared to lead to the throne room I had been seeking.

A blast of fresh air cleared the mist near my feet and like a single gravestone a broken sign appeared momentarily. A dull gleam of gold showed at the base of the sign before being swallowed up by the fog again. From the distance came the angry buzz of the killer bees. Could I avoid their lethal stings as I had managed to escape the wrath of the dragon? Reading the sign might give me a clue to the dangers of this pit.

I approached the sign slowly.*

And so it goes, hour after hour, as you guide your microcomputer through the Adventures of Scott Adams in an effort to amass treasures within the worlds of his imagination.
By definition, an adventure is a dangerous or risky undertaking: a novel, exciting, or otherwise remarkable event or experience. On your personal computer, Adventure is that and more.
For the user, playing Adventure is a dangerous or risky undertaking in that you better be prepared to spend many addictive hours at the keyboard. If you like challenges, surprises, humor and being transported to other worlds, these are the games for you. If you dislike being forced to use your common sense and imagination, or you frustrate easily, try them anyway.
In beginning any Adventure, you will find yourself in a specific location: a forest, on board a small spaceship, outside a fun house, in the briefing room of a nuclear plant, in a desert, etc.
By using two-word commands you move from location to location, manipulate objects that you find in the different places, and perform actions as if you were really there. The object of a game is to amass treasure for points or accomplish some other goal. Successfully completing a game, however, is far easier to state than achieve. In many cases you will find a treasure but be unable to take it until you are carrying the right combination of objects you find in the various locations.
How do you know which objects you need? Trial and error, logic and imagination. Each time you try some action, you learn a little more about the game. Which brings us to the term "game" again. While called games, Adventures are actually puzzles because you have to discover which way the pieces (actions, manipulations, use of magic words, etc.) fit together in order to gather your treasures or accomplish the mission. Like a puzzle, there are a number of ways to fit the pieces together, players who have found and stored all the treasures (there are 13) of Adventure #1 may have done so in different ways.
In finding how the pieces fit, you will be forced to deal with unexpected events, apparent dead ends and Scott's humor, which is one of the best parts of the puzzles.
If you run into a barrier like not being able to discover more rooms, don't give up. Play the game with some friends: sometimes they'll think of things you haven't tried.

While I pondered how to reach the throne room — which I was sure contained the treasures of Croesus — the fog grew thicker and the hours passed. I realized I would not be able to outwit Adams today ... but maybe tomorrow. I marked my present location on my tattered map and began the long trip to the surface. As I dragged myself off to bed, I thought about other possible Adventures.
But enough for tonight. Tomorrow — another crack at the chasm.
— by Ken Mazur
Reprinted with permission from
PERSONAL COMPUTING MAGAZINE, FEB. 1980
Copyright 1980 PERSONAL COMPUTING MAGAZINE
1050 Commonwealth Ave., Boston, Mass., 02215

ADVENTURE 1PROGRAM PARAMETERS

LANGUAGE . . . . . . . . . . . . . . . . . Machine

NUMBER OF PLAYERS (min/max) . . . 1/1

AVERAGE COMPLETION TIME . . 1 month

SUGGESTED AGE GROUP . . . . 12 to Adult

RECOMMENDED FOR NOVICE? . . . . . Yes

CLASSIFICATION: . . . . . . . . Compu-novel

SOUND? . . . . . . . . . . . . . . . . . . . . . . . No

GAME SAVE FEATURE?. . . . . . . . . . . . Yes

MULTIPLE SKILL LEVELS?. . . . . . . . . . No

GRAPHICS ORIENTED? . . . . . . . . . . . . No

REAL TIME? . . . . . . . . . . . . . . . . . . . . No

SPECIAL EQUIPMENT: . . . . . . . . . . . None

COVER ART AND LOGO BY
AD VENTURE PRINTING
LONGWOOD, FL

Source:

Back of Styrofoam Folder - Atari 8-bit (US)


Contributed by jean-louis, Droog, Patrick Bregger.


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