Scott Adams

3-D Tic-Tac-Toe (Adventure International)

3-D Tic-Tac-Toe (Adventure International)

Atari 800 - Released - 1981

Traditional Tic-Tac-Toe rules with a 4x4 board in 4 layers.

Adventure 1-2-3

Adventure 1-2-3

Atari 800 - Released - 1981

Compilation release of Adventureland, Pirate Adventure, and Mission Impossible. The games are controlled through the use of written commands. These can consist of a single word, such as those used for player character movement, including north, south, east, west, up, and down. They can also take the form of simple, two-word verb/noun phrases, such as "climb tree". Although the game can recognize about 120 words, the parser only takes the first three letters into account. This means not only that the parser occasionally misidentifies words, but also that commands can be truncated: "lig lam" would be interpreted as "light lamp."

Adventure 14: Return to Pirate's Isle

Commodore 64 - Unlicensed - 2019

Adventure 14: Return to Pirate's Isle is an unofficial source code hack of the old Scott Adams' game of the same name. The original game was only released on the Texas Instruments TI-99/4A, but in late 2019 someone used a Z-Code website to convert the game to make it runnable on the C64. This was the sequel to Pirate Cove/Pirate Adventure. Desciption; Created exclusively for the TI, Return to Pirate's Isle was the only Scott Adams adventure which did NOT require the TI Adventure cartridge, available separately. It is still subject to debate whether this is truly #14 in the series or whether it does not count since it was only made for the TI. It uses the same parser and interface as the other games in the series, and challenges you to return to Pirate's Isle in search of treasure yet again. You may want to speed up the emulation, as the game does run a bit slow compared to the original Texas Instruments version.

Adventure 4-5-6

Atari 800 - Released - 1981

Compilation of Voodoo Castle, The Count, and Strange Odyssey. The games are text adventures, controlled through the use of written commands. These can consist of a single word, such as those used for player character movement, including north, south, east, west, up, and down. They can also take the form of simple, two-word verb/noun phrases, such as "climb tree". Although the game can recognize about 120 words, the parser only takes the first three letters into account. This means not only that the parser occasionally misidentifies words, but also that commands can be truncated: "lig lam" would be interpreted as "light lamp."

Adventure Value Pack 10-11-12

Adventure Value Pack 10-11-12

Atari 800 - Released - 1981

This is a compilation of the final three Scott Adams adventures. It contains: Savage Island Part One Savage Island Part Two Golden Voyage

Adventure Value Pack 7-8-9

Adventure Value Pack 7-8-9

Atari 800 - Released - 1981

This is a compilation of three Scott Adams adventures. It contains: Mystery Fun House Pyramid of Doom Ghost Town

Adventureland

Adventureland

Commodore PET - Released - 1979

Adventureland is the first of Scott Adams' text adventures. Using simple two word commands you explore an enchanted world, solve puzzles and try to recover 13 lost treasures. The game's display is different from other adventure games like Zork: The Great Underground Empire in that the screen is divided into two "windows": the room description, exits, and items appear on the top part of the screen, and you enter commands on the bottom of the screen.

Adventureland

Commodore Amiga - Unlicensed - 1990

An emulated conversion of the classic game using the Frotz command interpreter, Adventureland is the first of Scott Adams' text adventures. Using simple two word commands you explore an enchanted world, solve puzzles and try to recover 13 lost treasures. The game's display is different from other adventure games like Zork: The Great Underground Empire in that the screen is divided into two "windows": the room description, exits, and items appear on the top part of the screen, and you enter commands on the bottom of the screen.

Adventureland

Adventureland

Dragon 32/64 - Released - 1985

Adventureland is the first of Scott Adams' text adventures. Using simple two word commands you explore an enchanted world, solve puzzles and try to recover 13 lost treasures. The game's display is different from other adventure games like Zork: The Great Underground Empire in that the screen is divided into two "windows": the room description, exits, and items appear on the top part of the screen, and you enter commands on the bottom of the screen.

Adventureland

Adventureland

Texas Instruments TI 99/4A - Released - 1981

Adventureland is the first of Scott Adams' text adventures. Using simple two word commands you explore an enchanted world, solve puzzles and try to recover 13 lost treasures. The game's display is different from other adventure games like Zork: The Great Underground Empire in that the screen is divided into two "windows": the room description, exits, and items appear on the top part of the screen, and you enter commands on the bottom of the screen.

Adventureland

Adventureland

NEC PC-9801 - Released - 1984

Adventureland is an update to the text-only Adventureland from 1978. It has many additional features including: Hi-Res graphics, Text-to-Speech hardware support, upper- and lowercase support for display (but not for input). Gameplay is very similar to the original. You still use the same one or two word commands to move about and manipulate objects. The RETURN key toggles back and forth between graphics and text. The objective of the game is to collect all the treasures. There are all sorts of places to explore above and below ground. You have to outwit and escape many creatures during your quest including a dragon, a bear, and a hive of bees.

Adventureland

Exidy Sorcerer - Released - 1979

Adventureland is the first of Scott Adams' text adventures. Using simple two word commands you explore an enchanted world, solve puzzles and try to recover 13 lost treasures. The game's display is different from other adventure games like Zork: The Great Underground Empire in that the screen is divided into two "windows": the room description, exits, and items appear on the top part of the screen, and you enter commands on the bottom of the screen.

Adventureland

Adventureland

Commodore 64 - Released - 1982

Adventureland is the first of Scott Adams' text adventures. Using simple two word commands you explore an enchanted world, solve puzzles and try to recover 13 lost treasures. The game's display is different from other adventure games like Zork: The Great Underground Empire in that the screen is divided into two "windows": the room description, exits, and items appear on the top part of the screen, and you enter commands on the bottom of the screen.

Adventureland

Adventureland

Tandy TRS-80 - Released - December 1, 1978

Adventureland is the first of Scott Adams' text adventures. Using simple two word commands you explore an enchanted world, solve puzzles and try to recover 13 lost treasures. The game's display is different from other adventure games like Zork: The Great Underground Empire in that the screen is divided into two "windows": the room description, exits, and items appear on the top part of the screen, and you enter commands on the bottom of the screen.

Adventureland

Adventureland

BBC Microcomputer System - Released - 1983

Adventureland is the first of Scott Adams' text adventures. Using simple two word commands you explore an enchanted world, solve puzzles and try to recover 13 lost treasures.

Atomic Mission

Atomic Mission

Commodore Plus 4 - Released - 1984

This is adventure #3 in Scott Adam's text adventure series. It takes place in a nuclear power plant. You must race against time to fulfill your mission or the reactor may be doomed. You use one or two word commands to move around and manipulate objects.

Ghost Town

Ghost Town

Acorn Electron - Released - December 1, 1983

You must explore a once-thriving mining town in search of the thirteen hidden treasures. With everything from rattlesnakes to run-away horses, it sure ain't gonna be easy! And - they don't call them ghost towns for nothing, pardner! Includes a special bonus scoring system too!

Ghost Town

Ghost Town

MS-DOS - Released - 1981

The old frontier town is long since deserted, but thirteen treasures can still be retrieved from the deceptive stillness of its closed mine and Boot Hill. Uncover secret passages and navigate a certain supernatural undercurrent using your VERB NOUN text parser as best you can while riding a bucking bronco, cracking a safe and learning the ropes from the spirit of a long-dead shaman.

Ghost Town

Ghost Town

Tandy TRS-80 - Released - 1979

GHOST TOWN Explore a deserted western mining town in search of 13 treasures. From rattlesnakes to runaway horses, this ADVENTURE's got them all! Just remember, Pardner, they don't call them Ghost Towns for nothin'. (Also includes new bonus scoring system!

Ghost Town (Adventure International)

Ghost Town (Adventure International)

Commodore 64 - Released - 1983

The old frontier town is long since deserted, but thirteen treasures can still be retrieved from the deceptive stillness of its closed mine and Boot Hill. Uncover secret passages and navigate a certain supernatural undercurrent using your VERB NOUN text parser as best you can while riding a bucking bronco, cracking a safe and learning the ropes from the spirit of a long-dead shaman.

Golden Voyage

Golden Voyage

Atari 800 - Released - 1981

The king lies near death in the royal palace - you have only three days to bring back the elixir needed to rejuvinate him. Journey through the lands of magic fountains, sacred temples, stormy seas and gold, gold, GOLD! Can you find the elixir in time?

Golden Voyage

Golden Voyage

MS-DOS - Released - 1981

The 12th and final adventure in the main Scott Adams series, and most likely the one with the fewest packaging variations as well! The king is ill, and only YOU can save him. You must retrieve a magic elixir from a far away land, before it is too late. In this game, you take to the seas and journey through magic lands with temples, magic fountains, and more. Although this is the last of the main series, it still uses the same basic 2-word parser.

Golden Voyage

Golden Voyage

Acorn Electron - Released - December 1, 1983

The king lies near death in the royal palace. You have only three days to bring back the elixir needed to rejuvenate him. Journey through the lands of magic fountains, sacred temples, stormy seas and gold, gold, gold! Can you find the elixir in time? This one is for experienced Adventurers only!

Golden Voyage

Golden Voyage

Tandy TRS-80 - Released - 1981

The king lies near death in the royal palace - you have only three days to bring back the elixer needed to rejuvenate him. Journey through the lands of magic fountains, sacred temples, stormy seas, and gold, gold, GOLD! Can you find the elixir in time?

John Anderson's Rally Speedway

John Anderson's Rally Speedway

Atari 5200 - Unreleased - 1983

This racing game is viewed from above, with the circuits comprising junctions, multiple paths and a variety of corner types. There are also hazards off the road to accelerate and steer your vehicle away from. Icy and wet roads are available, which affect the car's handling. There are 5 available maximum speeds, 3 levels of acceleration, and an 'Only on a computer mode' in which the hazards are merely decoration to drive through. A track editor is also on offer.

Mission Impossible

Mission Impossible

Commodore VIC-20 - Released - January 1, 1981

This is adventure #3 in Scott Adam's text adventure series. It takes place in a nuclear power plant. You must race against time to fulfill your mission or the reactor may be doomed. You use one or two word commands to move around and manipulate objects.

Mission Impossible

Mission Impossible

Atari 800 - Released - 1981

In 1979, game designer Scott Adams released Mission: Impossible, a text adventure game that placed the player in the role of a secret agent trying to save the world. Adams had failed to acquire the rights to the title, and the game was quickly reissued as Impossible Mission and later Secret Mission. Beyond the title and the name "Mr. Phelps" being mentioned on the tape recording at the beginning of the game, it had no overt connection to the TV series.

Mission Impossible

Mission Impossible

Tandy TRS-80 - Released - 1981

MISSION IMPOSSIBLE ADVENTURE -Good morning, your mission is to... and so it starts. Will you be able to complete your mission on time? Or is the world's first automated nuclear reactor doomed? This one's well named. It's hard, there is no magic, but plenty of suspense. Good luck...

Mystery Fun House

Mystery Fun House

Atari 800 - Released - 1981

Mystery Fun House is the seventh entry in the original Scott Adams adventure series. The events of the game take place at an amusement park. The first puzzle involves figuring out how to get in past the turnstiles. Once inside, the player must solve the mystery of the place, going through a house of mirrors and so forth. Like the others in the series, the game is a text adventure with a rather basic two-word command parser. The Japanese computer versions feature graphics in addition to the text input.

Mystery Fun House

Mystery Fun House

Acorn Electron - Released - December 1, 1983

As Adventure 7 begins, you find yourself hopelessly lost in the middle of a carnival fun house. While escape may elude you, one thing is very clear - you're not here to have a good time!

Mystery Fun House

Mystery Fun House

Commodore 64 - Released - 1983

Mystery Fun House is the seventh entry in the original Scott Adams adventure series. The events of the game take place at an amusement park. The first puzzle involves figuring out how to get in past the turnstiles. Once inside, the player must solve the mystery of the place, going through a house of mirrors and so forth. Like the others in the series, the game is a text adventure with a rather basic two-word command parser. The Japanese computer versions feature graphics in addition to the text input.

Mystery Fun House

Mystery Fun House

Tandy TRS-80 - Released - 1979

Mystery Fun House is the seventh entry in the original Scott Adams adventure series. The events of the game take place at an amusement park. The first puzzle involves figuring out how to get in past the turnstiles. Once inside, the player must solve the mystery of the place, going through a house of mirrors and so forth. Like the others in the series, the game is a text adventure with a rather basic two-word command parser. The Japanese computer versions feature graphics in addition to the text input.

Pirate Adventure

Pirate Adventure

Tandy TRS-80 - Released - 1979

This is adventure #2 in Scott Adam's text adventure series. In this adventure, you shuffle between three locales: an unremarkable (at first) London flat and two islands littered with dangerous critters and people. The goal of the game is to find the two pirate treasures on the treasure island. You move about and use objects by typing one or two word commands such as NORTH, INVENTORY, or GET SNEAKERS. You only have to type the first 3 letters of a command or object for the parser to recognize it.

Pirate Adventure

Pirate Adventure

Acorn Electron - Released - February 1, 1986

Only by exploring this stange island will you be able to uncover the clues necessary to lead you to your elusive goal - recovering the lost treasures of Long John Silver.

Pirate Adventure

Pirate Adventure

BBC Microcomputer System - Released - 1984

The second adventure in Scott Adams text adventure series has you moving between London and the treasure islands where you must uncover the clues to fortune. Only by exploring this strange island will you be able to uncover the clues necessary to lead you to your elusive goal - recovering the lost treasures of Long John Silver.

Pirate Adventure

Pirate Adventure

Commodore Plus 4 - Released - 1984

This is adventure #2 in Scott Adam's text adventure series. In this adventure, you shuffle between three locales: an unremarkable (at first) London flat and two islands littered with dangerous critters and people. The goal of the game is to find the two pirate treasures on the treasure island. You move about and use objects by typing one or two word commands such as NORTH, INVENTORY, or GET SNEAKERS. You only have to type the first 3 letters of a command or object for the parser to recognize it.

Pirate Adventure

Pirate Adventure

Sinclair ZX Spectrum - Released - 1984

This is adventure #2 in Scott Adam's text adventure series. In this adventure, you shuffle between three locales: an unremarkable (at first) London flat and two islands littered with dangerous critters and people. The goal of the game is to find the two pirate treasures on the treasure island. You move about and use objects by typing one or two word commands such as NORTH, INVENTORY, or GET SNEAKERS. You only have to type the first 3 letters of a command or object for the parser to recognize it.

Pirate Adventure (Adventure International)

Pirate Adventure (Adventure International)

Commodore 64 - Released - 1985

This is adventure #2 in Scott Adam's text adventure series. In this adventure, you shuffle between three locales: an unremarkable (at first) London flat and two islands littered with dangerous critters and people. The goal of the game is to find the two pirate treasures on the treasure island. You move about and use objects by typing one or two word commands such as NORTH, INVENTORY, or GET SNEAKERS. You only have to type the first 3 letters of a command or object for the parser to recognize it.

Pirate Cove

Pirate Cove

Commodore VIC-20 - Released - 1984

This is adventure #2 in Scott Adam's text adventure series. In this adventure, you shuffle between three locales: an unremarkable (at first) London flat and two islands littered with dangerous critters and people. The goal of the game is to find the two pirate treasures on the treasure island. You move about and use objects by typing one or two word commands such as NORTH, INVENTORY, or GET SNEAKERS. You only have to type the first 3 letters of a command or object for the parser to recognize it.

Pyramid of Doom

Pyramid of Doom

Texas Instruments TI 99/4A - Released - 1981

Number 8 in the Scott Adams adventure series. On an Egyptian treasure hunt, you find yourself deep inside a recently discovered pyramid. Find all the treasures and escape alive! This still uses the same simple 2-word parser as the other ones in the series, and is of moderate difficulty.

Pyramid of Doom

Pyramid of Doom

Tandy TRS-80 - Released - 1979

An Egyptian Treasure Hunt leads you into the dark recesses of a recently uncovered Pyramid. Will you recover all the treasures or more likely will you join its denizens for that long eternal sleep?

Pyramid of Doom

Pyramid of Doom

Commodore 64 - Released - 1983

Number 8 in the Scott Adams adventure series. On an Egyptian treasure hunt, you find yourself deep inside a recently discovered pyramid. Find all the treasures and escape alive! This still uses the same simple 2-word parser as the other ones in the series, and is of moderate difficulty.

Pyramid of Doom

Pyramid of Doom

Acorn Electron - Released - December 1, 1983

This is an Adventure that will transport you to a dangerous land of crumbling ruins and trackless desert wastes into the Pyramid Of Doom! Jewels, gold - it's all here for the plundering - if you can find the way.

Pyramid of Doom

Pyramid of Doom

Atari 800 - Released - 1981

An Egyptian Treasure Hunt leads you into the dark recesses of a recently uncovered Pyramid. Will you recover all the treasures or more likely will you join its denizens for that long eternal sleep? The player must face a variety of challenges, such as an angry mummy, a purple worm, and an irate desert nomad.

Pyramid of Doom

Pyramid of Doom

BBC Microcomputer System - Released - 1986

Number 8 in the Scott Adams adventure series. On an Egyptian treasure hunt, you find yourself deep inside a recently discovered pyramid. Find all the treasures and escape alive. This still uses the same simple 2-word parser as the other ones in the series, and is of moderate difficulty.

Questprobe featuring The Human Torch and The Thing

Questprobe featuring The Human Torch and The Thing

Acorn Electron - Released - April 1, 1989

Listen up, True Believer! The world's premier comics company has joined with the originator of Adventure games to bring you the awesome QUESTPROBE Series : an epic group of home-computer adventures by Marvel Comics and Scott Adams in which you become one of the greatest Marvel Superheroes characters. Much more than an arcade game and recommended by educators around the world, an Adventure allows you to move through a wonderous electronic world by entering English commands. In this Adventure you must prove to the Chief Examiner that you can utilise the powers of the Marvel Super Heroes characters. Your objective is two--fold: to unlock the riddle of the Chief Examiner and . . . to survive! Each installment of the QUESTPROBE Series is a complete Adventure - you need nothing else but your imagination and a compatible computer. And you don't have to be a Marvel Comics fan to enjoy the fun. For all kids aged 8 to 800!

SAGA #1: Adventureland

SAGA #1: Adventureland

Apple II - Released - 1982

SAGA#1: Adventureland was an update of the text-only Adventureland. It had many additional features including: Hi-Res graphics, Text-to-Speech hardware support, upper- and lowercase support for display (but not for input). Gameplay was very similar to the original. You still used the same one or two word commands to move about and manipulate objects. The RETURN key toggled back and forth between graphics and text. The objective of the game is to collect all the treasures. There are all sorts of places to explore above and below ground. You have to outwit and escape many creatures during your quest including a dragon, a bear, and a hive of bees.

Savage Island

Savage Island

Atari 800 - Released - 1980

Number 10 in the Scott Adams adventures, Savage Island is the only multi-part game in the series. At the completion of this game, players receive a password which allows part two to be played. The player begins trapped on a small remote island in the ocean, which is facing a hurricane and also has an active volcano. The player can cross a river, and will also need to explore a cave network. Items are often found by running through the sand with one's hands. The island holds a great secret, which will not be discovered until both parts of the game have been completed.

Savage Island: Part One

Savage Island: Part One

Commodore 64 - Released - 1983

Savage Island is the only multi-part game in Scott Adams' adventure series, all of which have a very similar parser and interface. At the completion of this game, players receive a password which allows part two to be played. The Savage Island games are also probably the most difficult adventures in the series! The player begins trapped on a small remote island in the ocean, which is facing a hurricane and also has an active volcano. The player can cross a river, and will also need to explore a cave network. Items are often found by running through the sand with one's hands. The island holds a great secret, which will not be discovered until both parts of the game have been completed.

Savage Island: Part One

Savage Island: Part One

TRS-80 Color Computer - Released - 1981

SAVAGE ISLAND - PART 1 - WARNING FOR EXPERIENCED ADVENTURERS ONLY! A small island in a remote ocean holds and awesome secret. Will you be the first to uncover it? NOTE: This is the first of a larger multi-part Adventure: "it will be necessary to purchase additional packages to complete the entire Adventure.

Savage Island: Part One

Savage Island: Part One

Tandy TRS-80 - Released - 1980

SAVAGE ISLAND - PART 1 - WARNING FOR EXPERIENCED ADVENTURERS ONLY! A small island in a remote ocean holds and awesome secret. Will you be the first to uncover it? NOTE: This is the first of a larger multi-part Adventure: "it will be necessary to purchase additional packages to complete the entire Adventure.

Savage Island: Part One

Savage Island: Part One

Sinclair ZX Spectrum - Released - 1987

Savage Island is the only multi-part game in Scott Adams' adventure series, all of which have a very similar parser and interface. At the completion of this game, players receive a password which allows part two to be played. The Savage Island games are also probably the most difficult adventures in the series! The player begins trapped on a small remote island in the ocean, which is facing a hurricane and also has an active volcano. The player can cross a river, and will also need to explore a cave network. Items are often found by running through the sand with one's hands. The island holds a great secret, which will not be discovered until both parts of the game have been completed.

Savage Island: Part Two

Savage Island: Part Two

Apple II - Released - 1981

SAVAGE ISLAND - PART 2 After struggling through Part 1, you have the consolation of knowing its half over. This concludes this two part ADVENTURE it requires you have completed #10 and received the password to start #11. AN 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 have 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 log 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. f 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.

Savage Island: Part Two

Savage Island: Part Two

Tandy TRS-80 - Released - 1981

SAVAGE ISLAND - PART 2 After struggling through Part 1, you have the consolation of knowing its half over. This concludes this two part ADVENTURE it requires you have completed #10 and received the password to start #11. AN 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 have 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 log 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. f 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.

Savage Island: Part Two

Savage Island: Part Two

Commodore 64 - Released - 1983

The second half of Savage Island, this continues exactly where the other game leaves off. It includes a mysterious code sheet which you will be able to decipher upon completing the game, revealing the ultimate secret of the island.

Savage Island: Part Two

Savage Island: Part Two

Atari 800 - Released - 1981

Part 2 requires a password (there were two variant passwords, depending on actions in gameplay) from the first part. You continue your quest to find the secrets of the mysterious island. The Atari version is text only; some other platfroms had graphics. Russ Wetmore was a co-author on this version and went on to make several iconic Atari 8-bit games.

Scott Adams Adventure #12: Golden Voyage

Scott Adams Adventure #12: Golden Voyage

Commodore 64 - Released - 1983

The 12th and final adventure in the main Scott Adams series, and most likely the one with the fewest packaging variations as well! The king is ill, and only YOU can save him. You must retrieve a magic elixir from a far away land, before it is too late. In this game, you take to the seas and journey through magic lands with temples, magic fountains, and more. Although this is the last of the main series, it still uses the same basic 2-word parser.

Scott Adams' Graphic Adventure #1: Adventureland

Scott Adams' Graphic Adventure #1: Adventureland

Atari 800 - 1983

SAGA#1: Adventureland was an update of the text-only Adventureland. It had many additional features including: Hi-Res graphics, Text-to-Speech hardware support, upper- and lowercase support for display (but not for input). Gameplay was very similar to the original. You still used the same one or two word commands to move about and manipulate objects. The RETURN key toggled back and forth between graphics and text. The objective of the game is to collect all the treasures. There are all sorts of places to explore above and below ground. You have to outwit and escape many creatures during your quest including a dragon, a bear, and a hive of bees.

Scott Adams' Graphic Adventure #13: The Sorcerer of Claymorgue Castle

Scott Adams' Graphic Adventure #13: The Sorcerer of Claymorgue Castle

Atari 800 - Released - 1984

Number 13 in the Adventure series from Scott Adams, and the first which was never released in all-text format (except for BBC, Electron, Dragon and TRS-80 versions). Solon, the Master Wizard has lost the 13 Stars of Power. It is up to you, his faithful apprentice, to retrieve them from Claymorgue Castle. This is similar to the other SAGA games in the series. Additionally, there is some use of magic of course! Follow the faithful apprentice Beanwick through Claymorgue castle as he searches for the 13 Stars of Power. Can you successfully overcome the castle's magic and retrieve the Stars? "Claymorgue castle harbors spells," warns Solon, the Master Wizard. "But beware - one unskilled in the magical arts cannot predict their outcome."

Scott Adams' Graphic Adventure #2: Pirate Adventure

Scott Adams' Graphic Adventure #2: Pirate Adventure

Atari 800 - Released - 1982

This is the enhanced version of the original all-text Scott Adams Adventure, Pirate Adventure. Additions to the original game include illustrations for each location, and support for the VOTRAX voice synthesizer. Otherwise the game remains essentially the same as the original. In this adventure, you shuffle between three locales: an unremarkable (at first) London flat and two islands littered with dangerous critters and people. The goal of the game is to find the two pirate treasures on the treasure island. You move about and use objects by typing one or two word commands such as NORTH, INVENTORY, or GET SNEAKERS. You only have to type the first 3 letters of a command or object for the parser to recognize it.

Scott Adams' Graphic Adventure #3: Secret Mission

Scott Adams' Graphic Adventure #3: Secret Mission

Atari 800 - 1982

This is the enhanced version of the original all-text Scott Adams Adventure, Secret Mission. Additions to the original game include illustrations for each location, and support for the VOTRAX voice synthesizer. Otherwise the game remains essentially the same as the original. It takes place in a nuclear power plant. You must race against time to fulfill your mission or the reactor may be doomed. You use one or two word commands to move around and manipulate objects.

Scott Adams' Graphic Adventure #4: Voodoo Castle

Scott Adams' Graphic Adventure #4: Voodoo Castle

Atari 800 - Released - 1983

This is the enhanced version of the original all-text Scott Adams Adventure, Voodoo Castle. Additions to the original game include illustrations for each location, and support for the VOTRAX voice synthesizer. Otherwise the game remains essentially the same as the original. The Count of Monte Cristo was eventually consumed entirely by his drive for revenge. Count Cristo, on the other hand, is merely the victim of a Voodoo curse an enemy hexed him with... an external plague more possible to reverse. Starting the game standing over his coffin, you wander the length and breadth of his castle in pursuit of a recipe and the verbal and material components needed to cast an antidote to counter his occult menace. It contains good-luck charms, the sorts of mad scientist chemical concoctions that might well yield a Jekyll-and-Hyde transformation, a flighty medium and her crystal ball, and no small quantity of juju, useful for all sorts of voodoo applications. All that and a chimneysweep trapped in the flue! The player will navigate all these and more with the trademark Adventure International VERB NOUN two-word text parser.

Scott Adams' Graphic Adventure #5: The Count

Scott Adams' Graphic Adventure #5: The Count

Atari 800 - Released - 1983

This is the enhanced version of the original all-text Scott Adams Adventure, The Count. Additions to the original game include illustrations for each location, and support for the VOTRAX voice synthesizer. Otherwise the game remains essentially the same as the original. You awaken in a sealed wing of the Count's Transylvanian castle, seemingly restrictive but yielding further avenues of secret passages and unexpected exits to the intrepid and timely explorer. Over the course of a few days you need to cultivate a familiarity with the layout of the castle and the nocturnal activities of its primary resident, who chooses to make midnight snacks of you rather than a main course. An unpredictable day/night cycle forces your hand, necessitating finding a reliable light source and some means of staying awake -- or else you awaken the next morning back in bed, your possessions pilfered by the kleptomaniacal creature of the night and your neck boasting irritated bite marks. Each day you must incrementally approach your goal of overcoming the Count, lest you wind up as one more dried-out apéritif.

Scott Adams' Graphic Adventure #6: Strange Odyssey

Scott Adams' Graphic Adventure #6: Strange Odyssey

Atari 800 - Released - 1982

S.A.G.A. #6: Strange Odyssey is an update of the text-only version. It had many additional features including: Hi-Res graphics, Text-to-Speech hardware support, upper- and lowercase support for display (but not for input). Gameplay is very similar to the original. You still used the same one or two word commands to move about and manipulate objects. The RETURN key toggled back and forth between graphics and text. The game begins with the player stranded on a tiny asteroid in a damaged spaceship. The player must use an alien teleportation device to travel to distant worlds, collect treasure, and find the materials to repair the spacecraft.

Secret Mission

Secret Mission

Commodore 64 - Released - 1984

Secret Mission (aka Mission Impossible). This is adventure #3 in Scott Adam's text adventure series. It takes place in a nuclear power plant. You must race against time to fulfill your mission or the reactor may be doomed. You use one or two word commands to move around and manipulate objects.

Secret Mission

Secret Mission

BBC Microcomputer System - Released - 1986

This is adventure 3 in Scott Adam's text adventure series. The BBC Micro box cover, however, has it marked as 4, although it's referred to as 3 in-game. It takes place in a nuclear power plant. You must race against time to fulfill your mission or the reactor may be doomed. You use one or two word commands to move around and manipulate objects.

Sorcerer of Claymorgue Castle

Sorcerer of Claymorgue Castle

Commodore 64 - Released - 1984

Number 13 in the Adventure series from Scott Adams, and the first which was never released in all-text format (except for BBC, Electron, Dragon and TRS-80 versions). Solon, the Master Wizard has lost the 13 Stars of Power. It is up to you, his faithful apprentice, to retrieve them from Claymorgue Castle. This is similar to the other SAGA games in the series. Additionally, there is some use of magic of course!

Sorcerer of Claymorgue Castle

Sorcerer of Claymorgue Castle

Texas Instruments TI 99/4A - Released - 1984

Number 13 in the Adventure series from Scott Adams, and the first which was never released in all-text format (except for BBC, Electron, Dragon and TRS-80 versions). Solon, the Master Wizard has lost the 13 Stars of Power. It is up to you, his faithful apprentice, to retrieve them from Claymorgue Castle. This is similar to the other SAGA games in the series. Additionally, there is some use of magic of course!

Sorcerer of Claymorgue Castle

Sorcerer of Claymorgue Castle

Tandy TRS-80 - Released - 1984

Number 13 in the Adventure series from Scott Adams, and the first which was never released in all-text format (except for BBC, Electron, Dragon and TRS-80 versions). Solon, the Master Wizard has lost the 13 Stars of Power. It is up to you, his faithful apprentice, to retrieve them from Claymorgue Castle. This is similar to the other SAGA games in the series. Additionally, there is some use of magic of course!

Strange Odyssey

Strange Odyssey

Tandy TRS-80 - Released - 1981

Published by Adventure International, this text-based adventure game was one of many from Scott Adams. Gameplay involved moving from location to location, picking up any objects found there, and using them somewhere else to unlock puzzles. Commands took the form of verb and noun, e.g. "Take Shovel". Movement from location to location was limited to North, South, East, West, Up and Down. The game begins with the player stranded on a tiny asteroid in a damaged spaceship. The player must use an alien teleportation device to travel to distant worlds, collect treasure, and find the materials to repair the spacecraft.

Strange Odyssey

Sinclair ZX Spectrum - Released - 1984

Strange Odyssey is the sixth game of the Scott Adams text adventures series, marketed by Scott's company, Adventure International. It is an old-style text adventure sporting a two word parser and split screen interface. You play a space traveller whose space ship breaks down while orbiting a remote asteroid. Starting with only a phase pistol, space suit, and shovel, our mission is to collect 5 alien treasures and link back up with your mothership.

Strange Odyssey

Strange Odyssey

Atari 800 - Released - 1981

Published by Adventure International, this text-based adventure game was one of many from Scott Adams. Gameplay involved moving from location to location, picking up any objects found there, and using them somewhere else to unlock puzzles. Commands took the form of verb and noun, e.g. "Take Shovel". Movement from location to location was limited to North, South, East, West, Up and Down. The game begins with the player stranded on a tiny asteroid in a damaged spaceship. The player must use an alien teleportation device to travel to distant worlds, collect treasure, and find the materials to repair the spacecraft.

Strange Odyssey

Strange Odyssey

Commodore Plus 4 - Released - 1984

Strange Odyssey is the sixth game of the Scott Adams text adventures series, marketed by Scott's company, Adventure International. It is an old-style text adventure sporting a two word parser and split screen interface. You play a space traveler whose space ship breaks down while orbiting a remote asteroid. Starting with only a phase pistol, space suit, and shovel, our mission is to collect 5 alien treasures and link back up with your mothership.

Strange Odyssey

Strange Odyssey

Commodore 64 - Released - 1983

Strange Odyssey is the sixth game of the Scott Adams text adventures series, marketed by Scott's company, Adventure International. It is an old-style text adventure sporting a two word parser and split screen interface. You play a space traveller whose space ship breaks down while orbiting a remote asteroid. Starting with only a phase pistol, space suit, and shovel, our mission is to collect 5 alien treasures and link back up with your mothership.

The Adventures of Buckaroo Banzai: Across the 8th Dimension!

The Adventures of Buckaroo Banzai: Across the 8th Dimension!

Atari 800 - Released - 1984

A tie-in to the 1984 film The Adventures of Buckaroo Banzai Across the 8th Dimension, you play the ineffably cool Dr. Banzai: radical neurosurgeon, cutting-edge physicist, nemesis of nefarious criminal mastermind Hanoi Xan and lead guitarist of new-wave sensation the Hong Kong Cavaliers. (Unfortunately, you'll have to take our word for it, as the game doesn't make much use of these qualities). As in the wacky movie, your goal here is ultimately to overcome a potentially planet-destroying bomb set by the Black Lectroids, inhabitants of Planet 10. Unlike the movie, you don't accomplish this by overcoming the Red Lectroids from the 8th Dimension with the assistance of Team Banzai and the Blue Blaze Irregulars -- instead you wander an eerily depopulated town to procure the necessary components (gasoline, sand, bauxite and "a special catalyst") to power up your oscillation overthruster-sporting jet-car and transmit cancellation codes to the bomb. The game uses a simple VERB NOUN text parser and, on some platforms, illustrates the scene with static images.

The Count

The Count

MS-DOS - Released - 1981

You awaken in a sealed wing of the Count's Transylvanian castle, seemingly restrictive but yielding further avenues of secret passages and unexpected exits to the intrepid and timely explorer. Over the course of a few days you need to cultivate a familiarity with the layout of the castle and the nocturnal activities of its primary resident, who chooses to make midnight snacks of you rather than a main course. An unpredictable day/night cycle forces your hand, necessitating finding a reliable light source and some means of staying awake -- or else you awaken the next morning back in bed, your possessions pilfered by the kleptomaniacal creature of the night and your neck boasting irritated bite marks. Each day you must incrementally approach your goal of overcoming the Count, lest you wind up as one more dried-out apéritif.

The Count

The Count

Commodore 64 - Released - 1984

You awaken in a sealed wing of the Count's Transylvanian castle, seemingly restrictive but yielding further avenues of secret passages and unexpected exits to the intrepid and timely explorer. Over the course of a few days you need to cultivate a familiarity with the layout of the castle and the nocturnal activities of its primary resident, who chooses to make midnight snacks of you rather than a main course. An unpredictable day/night cycle forces your hand, necessitating finding a reliable light source and some means of staying awake -- or else you awaken the next morning back in bed, your possessions pilfered by the kleptomaniacal creature of the night and your neck boasting irritated bite marks. Each day you must incrementally approach your goal of overcoming the Count, lest you wind up as one more dried-out apéritif.

The Count

The Count

Commodore VIC-20 - Released - 1981

You awaken in a sealed wing of the Count's Transylvanian castle, seemingly restrictive but yielding further avenues of secret passages and unexpected exits to the intrepid and timely explorer. Over the course of a few days you need to cultivate a familiarity with the layout of the castle and the nocturnal activities of its primary resident, who chooses to make midnight snacks of you rather than a main course. An unpredictable day/night cycle forces your hand, necessitating finding a reliable light source and some means of staying awake -- or else you awaken the next morning back in bed, your possessions pilfered by the kleptomaniacal creature of the night and your neck boasting irritated bite marks. Each day you must incrementally approach your goal of overcoming the Count, lest you wind up as one more dried-out apéritif.

The Hulk

The Hulk

Acorn Electron - Released - March 1, 1983

Listen up, True Believer! The world's premier comics company has joined with the originator of Adventure games to bring you the awesome QUESTPROBE Series : an epic group of home-computer adventures by Marvel Comics and Scott Adams in which you become one of the greatest Marvel Superheroes characters. Much more than an arcade game and recommended by educators around the world, an Adventure allows you to move through a wonderous electronic world by entering English commands. In the HULK, you actually control the intellect of Bruce Banner and the savage might of ol' Jade-Jaws himself, the HULK. Your objective is two-fold: to unlock the riddle of the Chief Examiner and . . . to survive! Each installment of the QUESTPROBE Series is a complete Adventure - you need nothing else but your imagination and a compatible computer. And you don't have to be a Marvel Comics fan to enjoy the fun. For all kids aged 8 to 800!

The Sorcerer of Claymorgue Castle

The Sorcerer of Claymorgue Castle

BBC Microcomputer System - Released - 1984

Long ago, in times passed beyond remembrance, Solon the Master Wizard and wearer of the Secret Cloak lost the 13 Stars of Power. The grasping Vileroth believed the Stars to be the only source of Solon's expert wizardry. But, unbeknownst to Vileroth, it was the Secret Cloak that controlled the Stars and protected the wearer from their awesome powers. Unable to master the Stars, Vileroth was undone. In his final days, as Vileroth's strength slipped from him, he concealed the thirteen Stars of Power within the Castle of Claymorgue, determined that no-one save he should possess them. Solon, learning of Vileroth's destruction, despatched his faithful young apprentice Beanwick to retrieve the Stars. "Tread carefully, O Beanwick! Would that I could assume this quest myself, but alas, I can only send with you these few spells. Claymorgue Castle harbours further spells, but beware - one unskilled in the arts cannot predict their outcome."

The Sorcerer of Claymorgue Castle

The Sorcerer of Claymorgue Castle

Atari 800 - Released - 1983

Follow the faithful apprentice Beanwick through Claymorgue castle as he searches for the 13 Stars of Power. Can you successfully overcome the castle's magic and retrieve the Stars? "Claymorgue castle harbors spells," warns Solon, the Master Wizard. "But beware - one unskilled in the magical arts cannot predict their outcome."

Voodoo Castle

Voodoo Castle

Commodore 64 - Released - 1984

The Count of Monte Cristo was eventually consumed entirely by his drive for revenge. Count Cristo, on the other hand, is merely the victim of a Voodoo curse an enemy hexed him with... an external plague more possible to reverse. Starting the game standing over his coffin, you wander the length and breadth of his castle in pursuit of a recipe and the verbal and material components needed to cast an antidote to counter his occult menace. It contains good-luck charms, the sorts of mad scientist chemical concoctions that might well yield a Jekyll-and-Hyde transformation, a flighty medium and her crystal ball, and no small quantity of juju, useful for all sorts of voodoo applications. All that and a chimneysweep trapped in the flue! The player will navigate all these and more with the trademark Adventure International VERB NOUN two-word text parser. Another later release include a graphic enhanced version of the original all-text Scott Adams Adventure, Voodoo Castle. Additions to the original game include illustrations for each location, and support for the VOTRAX voice synthesizer. Otherwise the game remains essentially the same as the original.

Voodoo Castle

Voodoo Castle

BBC Microcomputer System - Released - 1986

The Count of Monte Cristo was eventually consumed entirely by his drive for revenge. Count Cristo, on the other hand, is merely the victim of a Voodoo curse an enemy hexed him with... an external plague more possible to reverse. Starting the game standing over his coffin, you wander the length and breadth of his castle in pursuit of a recipe and the verbal and material components needed to cast an antidote to counter his occult menace. It contains good-luck charms, the sorts of mad scientist chemical concoctions that might well yield a Jekyll-and-Hyde transformation, a flighty medium and her crystal ball, and no small quantity of juju, useful for all sorts of voodoo applications. All that and a chimneysweep trapped in the flue! The player will navigate all these and more with the trademark Adventure International VERB NOUN two-word text parser.

Voodoo Castle

Voodoo Castle

Atari 800 - Released - 1984

The Count of Monte Cristo was eventually consumed entirely by his drive for revenge. Count Cristo, on the other hand, is merely the victim of a Voodoo curse an enemy hexed him with... an external plague more possible to reverse. Starting the game standing over his coffin, you wander the length and breadth of his castle in pursuit of a recipe and the verbal and material components needed to cast an antidote to counter his occult menace. It contains good-luck charms, the sorts of mad scientist chemical concoctions that might well yield a Jekyll-and-Hyde transformation, a flighty medium and her crystal ball, and no small quantity of juju, useful for all sorts of voodoo applications. All that and a chimneysweep trapped in the flue! The player will navigate all these and more with the trademark Adventure International VERB NOUN two-word text parser.

Voodoo Castle

Voodoo Castle

Apple II - Released - 1980

The Count of Monte Cristo was eventually consumed entirely by his drive for revenge. Count Cristo, on the other hand, is merely the victim of a Voodoo curse an enemy hexed him with... an external plague more possible to reverse. Starting the game standing over his coffin, you wander the length and breadth of his castle in pursuit of a recipe and the verbal and material components needed to cast an antidote to counter his occult menace. It contains good-luck charms, the sorts of mad scientist chemical concoctions that might well yield a Jekyll-and-Hyde transformation, a flighty medium and her crystal ball, and no small quantity of juju, useful for all sorts of voodoo applications. All that and a chimneysweep trapped in the flue! The player will navigate all these and more with the trademark Adventure International VERB NOUN two-word text parser.

Voodoo Castle

Voodoo Castle

Tandy TRS-80 - Released - 1979

The Count of Monte Cristo was eventually consumed entirely by his drive for revenge. Count Cristo, on the other hand, is merely the victim of a Voodoo curse an enemy hexed him with... an external plague more possible to reverse. Starting the game standing over his coffin, you wander the length and breadth of his castle in pursuit of a recipe and the verbal and material components needed to cast an antidote to counter his occult menace. It contains good-luck charms, the sorts of mad scientist chemical concoctions that might well yield a Jekyll-and-Hyde transformation, a flighty medium and her crystal ball, and no small quantity of juju, useful for all sorts of voodoo applications. All that and a chimneysweep trapped in the flue! The player will navigate all these and more with the trademark Adventure International VERB NOUN two-word text parser.

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