Brian Howarth

Adventureland

Adventureland

Acorn Electron - Released - 1984

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.

Arrow of Death

Arrow of Death

Oric Atmos - Released - 1983

Brian Howarth's second Mysterious Adventure follows on from your success in retrieving the Golden Baton. Peace was initially ensured, but the baton has subsequently become tarnished, and now radiates evil. Crop failures and illness are now rampant throughout the land. The only solution is to find the Arrow of Death (in this game) and assemble it. Armour, an orb and an eagle are among the helpful objects in completing your quest. The game is largely one of exploration and object manipulation, with little combat. These games used the Scott Adams adventure engine, and thus also have the same features - a basic 2-word parser, small vocabulary, and brief descriptions. They were similar to other adventures of the time.

Arrow of Death

Arrow of Death

Commodore Plus 4 - Released - 1985

Brian Howarth's second Mysterious Adventure follows on from your success in retrieving the Golden Baton. Peace was initially ensured, but the baton has subsequently become tarnished, and now radiates evil. Crop failures and illness are now rampant throughout the land. The only solution is to find the Arrow of Death (in this game) and assemble it. Armour, an orb and an eagle are among the helpful objects in completing your quest. The game is largely one of exploration and object manipulation, with little combat. These games used the Scott Adams adventure engine, and thus also have the same features - a basic 2-word parser, small vocabulary, and brief descriptions. They were similar to other adventures of the time.

Arrow of Death: Part 1

Arrow of Death: Part 1

BBC Microcomputer System - Released - 1982

Brian Howarth's second Mysterious Adventure follows on from your success in retrieving the Golden Baton. Peace was initially ensured, but the baton has subsequently become tarnished, and now radiates evil. Crop failures and illness are now rampant throughout the land. The only solution is to find the Arrow of Death (in this game) and assemble it. Armour, an orb and an eagle are among the helpful objects in completing your quest. The game is largely one of exploration and object manipulation, with little combat. These games used the Scott Adams adventure engine, and thus also have the same features - a basic 2-word parser, small vocabulary, and brief descriptions. They were similar to other adventures of the time.

Arrow of Death: Part 1

Arrow of Death: Part 1

Sinclair ZX Spectrum - Released - 1983

Brian Howarth's second Mysterious Adventure follows on from your success in retrieving the Golden Baton. Peace was initially ensured, but the baton has subsequently become tarnished, and now radiates evil. Crop failures and illness are now rampant throughout the land. The only solution is to find the Arrow of Death (in this game) and assemble it. Armour, an orb and an eagle are among the helpful objects in completing your quest. The game is largely one of exploration and object manipulation, with little combat. These games used the Scott Adams adventure engine, and thus also have the same features - a basic 2-word parser, small vocabulary, and brief descriptions. They were similar to other adventures of the time

Arrow of Death: Part 1

Arrow of Death: Part 1

Commodore 64 - Released - 1983

Brian Howarth's second Mysterious Adventure follows on from your success in retrieving the Golden Baton. Peace was initially ensured, but the baton has subsequently become tarnished, and now radiates evil. Crop failures and illness are now rampant throughout the land. The only solution is to find the Arrow of Death (in this game) and assemble it. Armour, an orb and an eagle are among the helpful objects in completing your quest. The game is largely one of exploration and object manipulation, with little combat. These games used the Scott Adams adventure engine, and thus also have the same features - a basic 2-word parser, small vocabulary, and brief descriptions. They were similar to other adventures of the time.

Arrow of Death: Part 2

Arrow of Death: Part 2

Commodore 64 - Released - 1983

Arrow of Death Part 2 is the third game in the Mysterious Adventure series of illustrated text adventures by Brian Howarth. This is the continuation of the previous game, Arrow of Death. Following the events of that game, the player now has all of the pieces of the Arrow of Death, which can destroy his enemy. However, the Fletcher who knows how to assemble it correctly has been kidnapped by Xerdon. The player will have to travel through unfamiliar lands with exotic plant-life and many threatening creatures in order to rescue the Fletcher and safeguard your people. These games used the Scott Adams adventure engine, and thus also have the same features - a basic 2-word parser, small vocabulary, and brief descriptions. They were similar to other adventures of the time.

Arrow of Death: Part 2

Arrow of Death: Part 2

Sinclair ZX Spectrum - Released - 1983

Arrow of Death Part 2 is the third game in the Mysterious Adventure series of illustrated text adventures by Brian Howarth. This is the continuation of the previous game, Arrow of Death. Following the events of that game, the player now has all of the pieces of the Arrow of Death, which can destroy his enemy. However, the Fletcher who knows how to assemble it correctly has been kidnapped by Xerdon. The player will have to travel through unfamiliar lands with exotic plant-life and many threatening creatures in order to rescue the Fletcher and safeguard your people. These games used the Scott Adams adventure engine, and thus also have the same features - a basic 2-word parser, small vocabulary, and brief descriptions. They were similar to other adventures of the time.

Arrow of Death: Part 2

Arrow of Death: Part 2

BBC Microcomputer System - Released - 1982

Arrow of Death Part II is the third game in the Mysterious Adventure series of illustrated text adventures by Brian Howarth. This is the continuation of the previous game, Arrow of Death. Following the events of that game, the player now has all of the pieces of the Arrow of Death, which can destroy his enemy. However, the Fletcher who knows how to assemble it correctly has been kidnapped by Xerdon. The player will have to travel through unfamiliar lands with exotic plant-life and many threatening creatures in order to rescue the Fletcher and safeguard your people. These games used the Scott Adams adventure engine, and thus also have the same features - a basic 2-word parser, small vocabulary, and brief descriptions. They were similar to other adventures of the time.

Arrow of Death: Part I

Arrow of Death: Part I

Acorn Electron - Released - 1983

Brian Howarth's second Mysterious Adventure follows on from your success in retrieving the Golden Baton. Peace was initially ensured, but the baton has subsequently become tarnished, and now radiates evil. Crop failures and illness are now rampant throughout the land. The only solution is to find the Arrow of Death (in this game) and assemble it. Armour, an orb and an eagle are among the helpful objects in completing your quest. The game is largely one of exploration and object manipulation, with little combat. These games used the Scott Adams adventure engine, and thus also have the same features - a basic 2-word parser, small vocabulary, and brief descriptions. They were similar to other adventures of the time.

Arrow of Death: Part I

Arrow of Death: Part I

Commodore VIC-20 - Released - 1982

Brian Howarth's second Mysterious Adventure follows on from your success in retrieving the Golden Baton. Peace was initially ensured, but the baton has subsequently become tarnished, and now radiates evil. Crop failures and illness are now rampant throughout the land. The only solution is to find the Arrow of Death (in this game) and assemble it. Armour, an orb and an eagle are among the helpful objects in completing your quest. The game is largely one of exploration and object manipulation, with little combat. These games used the Scott Adams adventure engine, and thus also have the same features - a basic 2-word parser, small vocabulary, and brief descriptions. They were similar to other adventures of the time. Part 2 was never released on the VIC-20.

Arrow of Death: Pt. 2

Arrow of Death: Pt. 2

Oric Atmos - Released - 1983

Arrow of Death Part II is the third game in the Mysterious Adventure series of illustrated text adventures by Brian Howarth. This is the continuation of the previous game, Arrow of Death. Following the events of that game, the player now has all of the pieces of the Arrow of Death, which can destroy his enemy. However, the Fletcher who knows how to assemble it correctly has been kidnapped by Xerdon. The player will have to travel through unfamiliar lands with exotic plant-life and many threatening creatures in order to rescue the Fletcher and safeguard your people. These games used the Scott Adams adventure engine, and thus also have the same features - a basic 2-word parser, small vocabulary, and brief descriptions. They were similar to other adventures of the time.

Circus

Circus

Sinclair ZX Spectrum - Released - 1983

The seventh in the Mysterious Adventure series of illustrated text adventures by Brian Howarth. Your car has broken down, miles from anywhere. Heading off in search of a gas station, 3 miles down the road you come upon what appears to be a Circus tent, nestled in a small valley. Sounds and music come from inside. As you reach the gate, suddenly there is complete silence. You walk fearfully towards the entrance of the tent, wondering what exactly is going on here. Maybe if you are lucky, you can find some gas here... Around this time, the game engine was replaced with a far more powerful one. Now the games accepted complete sentences. You can hit ENTER to switch between graphics and all text. This made them somewhat easier to play and less frustrating.

Circus

Circus

Commodore Plus 4 - Released - 1985

The seventh in the Mysterious Adventure series of illustrated text adventures by Brian Howarth. Your car has broken down, miles from anywhere. Heading off in search of a gas station, 3 miles down the road you come upon what appears to be a Circus tent, nestled in a small valley. Sounds and music come from inside. As you reach the gate, suddenly there is complete silence. You walk fearfully towards the entrance of the tent, wondering what exactly is going on here. Maybe if you are lucky, you can find some gas here...

Circus (Channel 8 Software)

Circus (Channel 8 Software)

Commodore 64 - Released - 1982

The seventh in the Mysterious Adventure series of illustrated text adventures by Brian Howarth. Your car has broken down, miles from anywhere. Heading off in search of a gas station, 3 miles down the road you come upon what appears to be a Circus tent, nestled in a small valley. Sounds and music come from inside. As you reach the gate, suddenly there is complete silence. You walk fearfully towards the entrance of the tent, wondering what exactly is going on here. Maybe if you are lucky, you can find some gas here... Around this time, the game engine was replaced with a far more powerful one. Now the games accepted complete sentences. You can hit ENTER to switch between graphics and all text. This made them somewhat easier to play and less frustrating.

Escape from Pulsar 7

Escape from Pulsar 7

Commodore 64 - Released - 1983

Escape From Pulsar 7 is the fourth title in the Mysterious Adventure series of illustrated text adventures by Brian Howarth. It has a science-fiction theme influenced by the hit film "Alien". The player finds themselves trapped alone on a giant space ship. The rest of the crew are dead, killed by a mutated zoo specimen. The player's goal is ultimately that they must escape the ship in a life pod to avoid being the creature's next meal. Explore the bunks of your comrades to find the tools needed. Only useful items can be taken, so the gameplay is quite linear, with several maze sections. These games used the Scott Adams adventure engine, and thus also have the same features - a basic 2-word parser, small vocabulary, and brief descriptions. They were similar to other adventures of the time.

Escape from Pulsar 7

Escape from Pulsar 7

Sinclair ZX Spectrum - Released - 1983

Escape From Pulsar 7 is the fourth title in the Mysterious Adventure series of illustrated text adventures by Brian Howarth. It has a science-fiction theme influenced by the hit film "Alien". The player finds themselves trapped alone on a giant space ship. The rest of the crew are dead, killed by a mutated zoo specimen. The player's goal is ultimately that they must escape the ship in a life pod to avoid being the creature's next meal. Explore the bunks of your comrades to find the tools needed. Only useful items can be taken, so the gameplay is quite linear, with several maze sections. These games used the Scott Adams adventure engine, and thus also have the same features - a basic 2-word parser, small vocabulary, and brief descriptions. They were similar to other adventures of the time.

Escape From Pulsar 7

Escape From Pulsar 7

Acorn Electron - Released - 1986

Escape From Pulsar 7 is the fourth title in the Mysterious Adventure series of illustrated text adventures by Brian Howarth. It has a science-fiction theme influenced by the hit film "Alien". The player finds themselves trapped alone on a giant space ship. The rest of the crew are dead, killed by a mutated zoo specimen. The player's goal is ultimately that they must escape the ship in a life pod to avoid being the creature's next meal. Explore the bunks of your comrades to find the tools needed. Only useful items can be taken, so the gameplay is quite linear, with several maze sections. These games used the Scott Adams adventure engine, and thus also have the same features - a basic 2-word parser, small vocabulary, and brief descriptions. They were similar to other adventures of the time.

Escape From Pulsar 7

Escape From Pulsar 7

BBC Microcomputer System - Released - 1983

Escape From Pulsar 7 is the fourth title in the Mysterious Adventure series of illustrated text adventures by Brian Howarth. It has a science-fiction theme influenced by the hit film "Alien". The player finds themselves trapped alone on a giant space ship. The rest of the crew are dead, killed by a mutated zoo specimen. The player's goal is ultimately that they must escape the ship in a life pod to avoid being the creature's next meal. Explore the bunks of your comrades to find the tools needed. Only useful items can be taken, so the gameplay is quite linear, with several maze sections. These games used the Scott Adams adventure engine, and thus also have the same features - a basic 2-word parser, small vocabulary, and brief descriptions. They were similar to other adventures of the time.

Feasibility Experiment

Feasibility Experiment

Commodore 64 - Released - 1983

You have been asked by a dying alien race from across the Universe to search for various amount of treasures scattered around, and return them to save them. In this graphic text adventure you see text describing each location and you can see a picture showing you what each location looks like. You type in commands with the keyboard to interact with the locations and control your hero.

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!

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!

Mysterious Adventure 6: Circus

Mysterious Adventure 6: Circus

BBC Microcomputer System - Released - 1982

The sixth or seventh (depends on how you count it) in the Mysterious Adventure series of illustrated text adventures by Brian Howarth. Your car has broken down, miles from anywhere. Heading off in search of a gas station, 3 miles down the road you come upon what appears to be a Circus tent, nestled in a small valley. Sounds and music come from inside. As you reach the gate, suddenly there is complete silence. You walk fearfully towards the entrance of the tent, wondering what exactly is going on here. Maybe if you are lucky, you can find some gas here...

Mysterious Adventures # 01: The Golden Baton

Mysterious Adventures # 01: The Golden Baton

Tandy TRS-80 - Released - 1981

Your mission is to retrieve the Golden Baton, a priceless artifact worshipped by your race for eons. It maintains balance and keeps peace in the land, but now it has been stolen from the Palace of King Ferrenuil! Many have searched for it, none have returned. The player will face wolves and crabs, navigate a boat trip, and deal with a magical crystal. Most of the way, you use one object in some way to gain another. Golden Baton uses the Scott Adams adventure engine, and thus has the same features - a basic 2-word parser, limited vocabulary (object names plus standard words such as EXAMINE, WEAR and DROP), and brief descriptions. A Help command is also available which provides hints. Although primitive by later standards, these compare favourably to other interactive fiction of the time.

Mysterious Adventures # 02: The Time Machine

Mysterious Adventures # 02: The Time Machine

Tandy TRS-80 - Released - 1981

The Time Machine is the second in the Mysterious Adventure series of text adventures by Brian Howarth. You are a newspaper reporter, come to investigate the eccentric professor who lives all by himself out on the moors. You start the game in a swamp and must find your way to an old manor house. When you get there, you find the place deserted though. Ultimately you must rescue the professor by finding 3 missing prisms which control his time machine, which are lost in time. Items found in one destination sometimes have to be used in another. As the other games in the series, the game uses an interpreter similar to the Scott Adams adventure engine, and thus also has the same limitations - a basic 2-word parser, limited vocabulary, and brief descriptions. Illustrations are included in Spectrum, C64, Dragon and Oric ports.

Mysterious Adventures # 03: Arrow of Death 1

Mysterious Adventures # 03: Arrow of Death 1

Tandy TRS-80 - Released - 1981

Brian Howarth's third Mysterious Adventure follows on from your success in retrieving the Golden Baton. Peace was initially ensured, but the baton has subsequently become tarnished, and now radiates evil. Crop failures and illness are now rampant throughout the land. The only solution is to find the Arrow of Death (in this game) and assemble it. Armour, an orb and an eagle are among the helpful objects in completing your quest. The game is largely one of exploration and object manipulation, with little combat. These games used the Scott Adams adventure engine, and thus also have the same features - a basic 2-word parser, small vocabulary, and brief descriptions. They were similar to other adventures of the time.

Mysterious Adventures # 04:  Arrow of Death 2

Mysterious Adventures # 04: Arrow of Death 2

Tandy TRS-80 - Released - 1982

Arrow of Death Part II is the fourth game in the Mysterious Adventure series of illustrated text adventures by Brian Howarth. This is the continuation of the previous game, Arrow of Death. Following the events of that game, the player now has all of the pieces of the Arrow of Death, which can destroy his enemy. However, the Fletcher who knows how to assemble it correctly has been kidnapped by Xerdon. The player will have to travel through unfamiliar lands with exotic plant-life and many threatening creatures in order to rescue the Fletcher and safeguard your people. These games used the Scott Adams adventure engine, and thus also have the same features - a basic 2-word parser, small vocabulary, and brief descriptions. They were similar to other adventures of the time.

Mysterious Adventures # 05: Escape from Pulsar 7

Mysterious Adventures # 05: Escape from Pulsar 7

Tandy TRS-80 - Released - 1982

Escape From Pulsar 7 is the fourth title in the Mysterious Adventure series of illustrated text adventures by Brian Howarth. It has a science-fiction theme influenced by the hit film "Alien". The player finds themselves trapped alone on a giant space ship. The rest of the crew are dead, killed by a mutated zoo specimen. The player's goal is ultimately that they must escape the ship in a life pod to avoid being the creature's next meal. Explore the bunks of your comrades to find the tools needed. Only useful items can be taken, so the gameplay is quite linear, with several maze sections. These games used the Scott Adams adventure engine, and thus also have the same features - a basic 2-word parser, small vocabulary, and brief descriptions. They were similar to other adventures of the time.

Mysterious Adventures # 06: Circus

Mysterious Adventures # 06: Circus

Tandy TRS-80 - Released - 1982

The seventh in the Mysterious Adventure series of illustrated text adventures by Brian Howarth. Your car has broken down, miles from anywhere. Heading off in search of a gas station, 3 miles down the road you come upon what appears to be a Circus tent, nestled in a small valley. Sounds and music come from inside. As you reach the gate, suddenly there is complete silence. You walk fearfully towards the entrance of the tent, wondering what exactly is going on here. Maybe if you are lucky, you can find some gas here... Around this time, the game engine was replaced with a far more powerful one. Now the games accepted complete sentences. You can hit ENTER to switch between graphics and all text. This made them somewhat easier to play and less frustrating.

Mysterious Adventures # 07:  Feasibility Experiment

Mysterious Adventures # 07: Feasibility Experiment

Tandy TRS-80 - Released - 1982

You have been asked by a dying alien race from across the Universe to search for various amount of treasures scattered around, and return them to save them. In this graphic text adventure you see text describing each location and you can see a picture showing you what each location looks like. You type in commands with the keyboard to interact with the locations and control your hero.

Mysterious Adventures # 08 - The Wizard of Akyrz

Mysterious Adventures # 08 - The Wizard of Akyrz

Tandy TRS-80 - Released - 1982

The Wizard of Akyrz is the eighth game in the Mysterious Adventures series. The player begins in the royal palace, where the king asks him to save his daughter from an evil wizard. If the player should succeed, his reward will be priceless. Most instructions are either 90-degree compass moves, or verb-noun commands such as "get painting", "fit chain" or "climb tree". On the player's journey he will discover treasures, which must be stored in a special room, reached via a spell. The game engine has been redone to allow complete sentences, instead of the two-word Scott Adams parser that was used previously.

Mysterious Adventures # 09: Perseus & Andromeda

Mysterious Adventures # 09: Perseus & Andromeda

Tandy TRS-80 - Released - 1983

Perseus & Andromeda is Number 9 in the Mysterious Adventures series. As the title implies, this one involves Greek mythology involving the characters Perseus and Andromeda. Hero Perseus must slay Medusa and rescue Princess Andromeda who will then become his bride. To accomplish this, he must arm himself with a sword, shield and sandals. This game follows the Perseus mythology story closely (as seen in the movie "Clash of the Titans" for example). Many puzzles involve giving an object to someone, who then gives Perseus another object. Entering temples and praying can produce plot-advancing events. Around this time, the game engine was redone to allow complete sentences instead of the more primitive 2-word Scott Adams parser that had been used previously, although early versions of the game may have still used the cruder parser.

Mysterious Adventures # 10: Ten Little Indians

Mysterious Adventures # 10: Ten Little Indians

Tandy TRS-80 - Released - 1983

Number 10 in the Mysterious Adventures series of interactive fiction is inspired by the Agatha Christie book "And Then There were None". The player's aim is to find the gold statue, formed by Major Johnstone-Smythe from most of his assets shortly before his death. The Major also made 10 worthless copies in various colours, and hid them in and around his mansion. Only the 10 'little indian' figurines, assembled together, would reveal the location of the final golden one. These figurines are hidden behind and under ordinary household objects, and in various hiding places. The game begins in a train carriage and the player's first task is to prevent the train from crashing, which must be achieved in a limited number of moves. Once this has been achieved the train arrives at Lower Massington station and the player must then find their way to the Major's mansion in Upper Massington. Around this time, Scott Adams' game engine was redone to allow complete sentences instead of the more primitive 2-word input that had been used previously. Brian Howarth gained the chance to use this in the Mysterious Adventures games, although early versions of the game may have still used the cruder parser.

Mysterious Adventures # 11: Waxworks

Mysterious Adventures # 11: Waxworks

Tandy TRS-80 - Released - 1983

Number 11 and final entry in the Mysterious Adventures series. You've spent a fun day at the local fair. Now you decide to head over to the waxworks for some fun. But you are tired. You lie down for a snooze... It turns out you are trapped in the Waxworks. Is it all a dream though? Around this time, the game engine was redone to allow complete sentences instead of the more primitive 2-word Scott Adams parser that had been used previously although early versions of the game may have still used the cruder parser.

Mysterious Adventures I

Mysterious Adventures I

Commodore 64 - Released - 1983

A compilation package of Mysterious Adventure No.1 - No.6 - they are available separately too. This had a single loader on one disk and was released for Atari 800, C64 and the Dragon 32 and may have had some of the cheapest packaging that Channel 8 ever used, manual and disk in a bag apparently. Still, for text adventure fans, what a deal.

Mysterious Adventures II

Commodore 64 - Released - 1983

A compilation of Mysterious Adventure No.7 - No.11 - they are available separately too.

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!

Perseus & Andromeda

Perseus & Andromeda

Atari 800 - Released - 1983

Perseus & Andromeda is Number 9 in the Mysterious Adventures series. As the title implies, this one involves Greek mythology involving the characters Perseus and Andromeda. Hero Perseus must slay Medusa and rescue Princess Andromeda who will then become his bride. To accomplish this, he must arm himself with a sword, shield and sandals. This game follows the Perseus mythology story closely (as seen in the movie "Clash of the Titans" for example). Many puzzles involve giving an object to someone, who then gives Perseus another object. Entering temples and praying can produce plot-advancing events. Around this time, the game engine was redone to allow complete sentences instead of the more primitive 2-word Scott Adams parser that had been used previously, although early versions of the game may have still used the cruder parser.

Perseus & Andromeda

Perseus & Andromeda

Commodore 64 - Released - 1983

Perseus & Andromeda is Number 9 in the Mysterious Adventures series. As the title implies, this one involves Greek mythology involving characters Perseus and Andromeda. Hero Perseus must slay Medusa and rescue Princess Andromeda who will then become his bride. To accomplish this, he must arm himself with a sword, shield and sandals. This game follows the Perseus mythology story closely (as seen in the movie "Clash of the Titans" for example). Many puzzles involve giving an object to someone, who then gives Perseus another object. Entering temples and praying can produce plot-advancing events. Around this time, the game engine was redone to allow complete sentences instead of the more primitive 2-word Scott Adams parser that had been used previously, although early versions of the game may have still used the cruder parser.

Perseus & Andromeda

Perseus & Andromeda

Sinclair ZX Spectrum - 1983

Perseus & Andromeda is Number 9 in the Mysterious Adventures series. As the title implies, this one involves Greek mythology involving the characters Perseus and Andromeda. Hero Perseus must slay Medusa and rescue Princess Andromeda who will then become his bride. To accomplish this, he must arm himself with a sword, shield and sandals. This game follows the Perseus mythology story closely (as seen in the movie "Clash of the Titans" for example). Many puzzles involve giving an object to someone, who then gives Perseus another object. Entering temples and praying can produce plot-advancing events. Around this time, the game engine was redone to allow complete sentences instead of the more primitive 2-word Scott Adams parser that had been used previously, although early versions of the game may have still used the cruder parser.

Perseus & Andromeda

Perseus & Andromeda

BBC Microcomputer System - Released - 1983

Perseus & Andromeda is Number 9 in the Mysterious Adventures series. As the title implies, this one involves Greek mythology involving the characters Perseus and Andromeda. Hero Perseus must slay Medusa and rescue Princess Andromeda who will then become his bride. To accomplish this, he must arm himself with a sword, shield and sandals. This game follows the Perseus mythology story closely (as seen in the movie "Clash of the Titans" for example). Many puzzles involve giving an object to someone, who then gives Perseus another object. Entering temples and praying can produce plot-advancing events. Around this time, the game engine was redone to allow complete sentences instead of the more primitive 2-word Scott Adams parser that had been used previously, although early versions of the game may have still used the cruder parser.

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.

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.

Robin of Sherwood: The Touchstones of Rhiannon

Robin of Sherwood: The Touchstones of Rhiannon

Acorn Electron - Released - April 1, 1986

In the days of the Lion spawned of Devil's Brood, the Hooded Man shall come to the forest. There he will meet Herne the Hunter. The powers of Light and Darkness shall be strong within him. And the guilty shall tremble.

Robin of Sherwood: The Touchstones of Rhiannon

Robin of Sherwood: The Touchstones of Rhiannon

Commodore 64 - Released - 1985

Robin of Sherwood is based on a 1980s UK TV retelling of the legendary hero. Robin is trapped inside the Sheriff's castle with Scarlett and Much. Once escaped, Herne the Hunter will inform him that he must find the six Touchstones of Rhiannon, as dictated by the Prophecies of Gildas. You are constantly evading recapture from the Sheriff, also having to deal with nuns, magicians and taxmen and the challenges they set you for rewards. There are graphics for almost every location, many of them animated. The screen layout and command set are typical of Brian Howarth's adventures - mostly two word commands.

Savage Island: Part One

Savage Island: Part One

Acorn Electron - Released - 1984

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

Acorn Electron - Released - 1984

The concluding part 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. After struggling through part one, you have the consolation of knowing it is half over. This concludes the two part adventure. It requires you have completed part one (#10) and have received the password.

Super Gran: The Adventure

Super Gran: The Adventure

Commodore 64 - Released - 1985

Scunner Campbell has stolen some valuable items from the museum and Town Hall in the town of Chisleton and it's up to you as Super Gran to find him and retrieve the stolen items. Super Gran: The Adventure is a graphic text adventure (the C16 version is text only) based on the characters of the 80s TV series. On the screen you see a picture of your surroundings while text describes your location. You type in commands to move about the game and interact with various items.

Ten Little Indians

Ten Little Indians

Sinclair ZX Spectrum - Released - 1984

The object of the game is to collect all ten little indians, which are figurines amounting to a fantastic fortune. It starts unconventionally enough inside a train carriage with no apparent way out, especially as you can see the countryside whizzing past the windows. After a certain number of goes the train crashes! Getting the train to stop takes some experimenting, but when it does, it pulls up at the station of Lower Massington, which turns out to be another problem, in as much as the game really gets going in Upper Massington, in the manor house which belonged to the late Major Johnston-Smythe! Here the fabulous gold figurine is hidden, but so are ten identical ones made from worthless metals which will guide you to the fortune itself. Be warned, many other fortune hunters have had a go and never been heard from again. Usual on/off text/graphics fadllty of Digital Fantasia games, and a convoluted plot worthy of Agatha Christie in this highly recommended adventure.

Ten Little Indians

Ten Little Indians

Atari 800 - Released - 1982

Number 10 in the Mysterious Adventures series of interactive fiction is inspired by the Agatha Christie book "And Then There were None". The player's aim is to find the gold statue, formed by Major Johnstone-Smythe from most of his assets shortly before his death. The Major also made 10 worthless copies in various colours, and hid them in and around his mansion. Only the 10 'little indian' figurines, assembled together, would reveal the location of the final golden one. These figurines are hidden behind and under ordinary household objects, and in various hiding places. The game begins in a train carriage and the player's first task is to prevent the train from crashing, which must be achieved in a limited number of moves. Once this has been achieved the train arrives at Lower Massington station and the player must then find their way to the Major's mansion in Upper Massington. Around this time, Scott Adams' game engine was redone to allow complete sentences instead of the more primitive 2-word input that had been used previously. Brian Howarth gained the chance to use this in the Mysterious Adventures games, although early versions of the game may have still used the cruder parser.

Ten Little Indians

Ten Little Indians

Commodore 64 - Released - 1983

Number 10 in the Mysterious Adventures series of interactive fiction is inspired by the Agatha Christie book "And Then There were None". The player's aim is to find the gold statue, formed by Major Johnstone-Smythe from most of his assets shortly before his death. The Major also made 10 worthless copies in various colours, and hid them in and around his mansion. Only the 10 'little indian' figurines, assembled together, would reveal the location of the final golden one. These figurines are hidden behind and under ordinary household objects, and in various hiding places. The game begins in a train carriage and the player's first task is to prevent the train from crashing, which must be achieved in a limited number of moves. Once this has been achieved the train arrives at Lower Massington station and the player must then find their way to the Major's mansion in Upper Massington. Around this time, Scott Adams' game engine was redone to allow complete sentences instead of the more primitive 2-word input that had been used previously. Brian Howarth gained the chance to use this in the Mysterious Adventures games, although early versions of the game may have still used the cruder parser.

Ten Little Indians

Ten Little Indians

BBC Microcomputer System - Released - 1983

Number 10 in the Mysterious Adventures series of interactive fiction is inspired by the Agatha Christie book "And Then There were None". The player's aim is to find the gold statue, formed by Major Johnstone-Smythe from most of his assets shortly before his death. The Major also made 10 worthless copies in various colours, and hid them in and around his mansion. Only the 10 'little indian' figurines, assembled together, would reveal the location of the final golden one. These figurines are hidden behind and under ordinary household objects, and in various hiding places. The game begins in a train carriage and the player's first task is to prevent the train from crashing, which must be achieved in a limited number of moves. Once this has been achieved the train arrives at Lower Massington station and the player must then find their way to the Major's mansion in Upper Massington. Around this time, Scott Adams' game engine was redone to allow complete sentences instead of the more primitive 2-word input that had been used previously. Brian Howarth gained the chance to use this in the Mysterious Adventures games, although early versions of the game may have still used the cruder parser.

The Golden Baton

The Golden Baton

BBC Microcomputer System - Released - 1982

Your mission is to retrieve the Golden Baton, a priceless artifact worshipped by your race for eons. It maintains balance and keeps peace in the land, but now it has been stolen from the Palace of King Ferrenuil! Many have searched for it, none have returned. The player will face wolves and crabs, navigate a boat trip, and deal with a magical crystal. Most of the way, you use one object in some way to gain another. Golden Baton uses the Scott Adams adventure engine, and thus has the same features - a basic 2-word parser, limited vocabulary (object names plus standard words such as EXAMINE, WEAR and DROP), and brief descriptions. A Help command is also available which provides hints. Although primitive by later standards, these compare favourably to other interactive fiction of the time.

The Golden Baton

The Golden Baton

Acorn Electron - Released - 1986

Your mission is to retrieve the Golden Baton, a priceless artifact worshipped by your race for eons. It maintains balance and keeps peace in the land, but now it has been stolen from the Palace of King Ferrenuil! Many have searched for it, none have returned. The player will face wolves and crabs, navigate a boat trip, and deal with a magical crystal. Most of the way, you use one object in some way to gain another. Golden Baton uses the Scott Adams adventure engine, and thus has the same features - a basic 2-word parser, limited vocabulary (object names plus standard words such as EXAMINE, WEAR and DROP), and brief descriptions. A Help command is also available which provides hints. Although primitive by later standards, these compare favourably to other interactive fiction of the time.

The Golden Baton

The Golden Baton

Sinclair ZX Spectrum - 1983

Your mission is to retrieve the Golden Baton, a priceless artifact worshipped by your race for eons. It maintains balance and keeps peace in the land, but now it has been stolen from the Palace of King Ferrenuil! Many have searched for it, none have returned. The player will face wolves and crabs, navigate a boat trip, and deal with a magical crystal. Most of the way, you use one object in some way to gain another. Golden Baton uses the Scott Adams adventure engine, and thus has the same features - a basic 2-word parser, limited vocabulary (object names plus standard words such as EXAMINE, WEAR and DROP), and brief descriptions. A Help command is also available which provides hints. Although primitive by later standards, these compare favourably to other interactive fiction of the time.

The Golden Baton

The Golden Baton

Commodore 64 - Released - 1983

Your mission is to retrieve the Golden Baton, a priceless artifact worshipped by your race for eons. It maintains balance and keeps peace in the land, but now it has been stolen from the Palace of King Ferrenuil! Many have searched for it, none have returned. The player will face wolves and crabs, navigate a boat trip, and deal with a magical crystal. Most of the way, you use one object in some way to gain another. Golden Baton uses the Scott Adams adventure engine, and thus has the same features - a basic 2-word parser, limited vocabulary (object names plus standard words such as EXAMINE, WEAR and DROP), and brief descriptions. A Help command is also available which provides hints. Although primitive by later standards, these compare favourably to other interactive fiction of the time.

The Time Machine

The Time Machine

Commodore 64 - Released - 1983

The Time Machine is the sixth in the Mysterious Adventure series of text adventures by Brian Howarth. You are a newspaper reporter, come to investigate the eccentric professor who lives all by himself out on the moors. When you get there, you find the place deserted though. Ultimately you must rescue the professor by finding 3 missing prisms which control his time machine, which are lost in time. Items found in one destination sometimes have to be used in another. As the other games in the series, the game uses an interpreter similar to the Scott Adams adventure engine, and thus also has the same limitations - a basic 2-word parser, limited vocabulary, and brief descriptions. Illustrations are included in Spectrum, C64, Dragon and Oric ports.

The Time Machine

The Time Machine

Sinclair ZX Spectrum - Released - 1983

The Time Machine is the second in the Mysterious Adventure series of text adventures by Brian Howarth. You are a newspaper reporter, come to investigate the eccentric professor who lives all by himself out on the moors. You start the game in a swamp and must find your way to an old manor house. When you get there, you find the place deserted, though. Ultimately, you must rescue the professor by finding 3 missing prisms which control his time machine, which are lost in time. Items found in one destination sometimes have to be used in another. As the other games in the series, the game uses an interpreter similar to the Scott Adams adventure engine, and thus also has the same limitations - a basic 2-word parser, limited vocabulary, and brief descriptions. Illustrations are included in Spectrum, C64, Dragon and Oric ports.

The Time Machine

The Time Machine

BBC Microcomputer System - Released - 1983

The Time Machine is the second in the Mysterious Adventure series of text adventures by Brian Howarth. You are a newspaper reporter, come to investigate the eccentric professor who lives all by himself out on the moors. You start the game in a swamp and must find your way to an old manor house. When you get there, you find the place deserted though. Ultimately you must rescue the professor by finding 3 missing prisms which control his time machine, which are lost in time. Items found in one destination sometimes have to be used in another. As the other games in the series, the game uses an interpreter similar to the Scott Adams adventure engine, and thus also has the same limitations - a basic 2-word parser, limited vocabulary, and brief descriptions.

The Time Machine

The Time Machine

Acorn Electron - Released - 1986

The Time Machine is the second in the Mysterious Adventure series of text adventures by Brian Howarth. You are a newspaper reporter, come to investigate the eccentric professor who lives all by himself out on the moors. You start the game in a swamp and must find your way to an old manor house. When you get there, you find the place deserted though. Ultimately you must rescue the professor by finding 3 missing prisms which control his time machine, which are lost in time. Items found in one destination sometimes have to be used in another. As the other games in the series, the game uses an interpreter similar to the Scott Adams adventure engine, and thus also has the same limitations - a basic 2-word parser, limited vocabulary, and brief descriptions. Illustrations are included in Spectrum, C64, Dragon and Oric ports.

The Wizard Akyrz

The Wizard Akyrz

Sinclair ZX Spectrum - 1983

The Wizard of Akyrz is the eighth game in the Mysterious Adventures series. The player begins in the royal palace, where the king asks him to save his daughter from an evil wizard. If the player should succeed, his reward will be priceless. Most instructions are either 90-degree compass moves, or verb-noun commands such as "get painting", "fit chain" or "climb tree". On the player's journey he will discover treasures, which must be stored in a special room, reached via a spell. The game engine has been redone to allow complete sentences, instead of the two-word Scott Adams parser that was used previously.

The Wizard of Akyrz

The Wizard of Akyrz

Commodore 64 - Released - 1983

The Wizard of Akyrz is the eighth game in the Mysterious Adventures series. The player begins in the royal palace, where the king asks him to save his daughter from an evil wizard. If the player should succeed, his reward will be priceless. Most instructions are either 90-degree compass moves, or verb-noun commands such as "get painting", "fit chain" or "climb tree". On the player's journey he will discover treasures, which must be stored in a special room, reached via a spell. The game engine has been redone to allow complete sentences, instead of the two-word Scott Adams parser that was used previously.

The Wizard of Akyrz

The Wizard of Akyrz

BBC Microcomputer System - Released - 1984

The Wizard of Akyrz is the eighth game in the Mysterious Adventures series. The player begins in the royal palace, where the king asks him to save his daughter from an evil wizard. If the player should succeed, his reward will be priceless. Most instructions are either 90-degree compass moves, or verb-noun commands such as "get painting", "fit chain" or "climb tree". On the player's journey he will discover treasures, which must be stored in a special room, reached via a spell. The game engine has been redone to allow complete sentences, instead of the two-word Scott Adams parser that was used previously.

Waxworks

Waxworks

BBC Microcomputer System - Released - 1984

Number 11 and final entry in the Mysterious Adventures series. You've spent a fun day at the local fair. Now you decide to head over to the waxworks for some fun. But you are tired. You lie down for a snooze... It turns out you are trapped in the Waxworks. Is it all a dream though? Around this time, the game engine was redone to allow complete sentences instead of the more primitive 2-word Scott Adams parser that had been used previously although early versions of the game may have still used the cruder parser.

Waxworks

Waxworks

Sinclair ZX Spectrum - Released - 1983

Graphic and text adventure. Number 11 and final entry in the Mysterious Adventures series. You've spent a fun day at the local fair. Now you decide to head over to the waxworks for some fun. But you are tired. You lie down for a snooze... It turns out you are trapped in the Waxworks. Is it all a dream though? Around this time, the game engine was redone to allow complete sentences instead of the more primitive 2-word Scott Adams parser that had been used previously although early versions of the game may have still used the cruder parser.

Waxworks

Waxworks

Commodore 64 - Released - 1983

Number 11 and final entry in the Mysterious Adventures series. You've spent a fun day at the local fair. Now you decide to head over to the waxworks for some fun. But you are tired. You lie down for a snooze... It turns out you are trapped in the Waxworks. Is it all a dream though? Around this time, the game engine was redone to allow complete sentences instead of the more primitive 2-word Scott Adams parser that had been used previously although early versions of the game may have still used the cruder parser.

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