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J\Dveqtute Series Tl-99/4A TI ADVENTURE MODULE (PHM 3041) and CASSETIE PLAYER OR DISK DRIVE REQUIRED SCOTT ADAMS' ADVENTURE by Scott Adams INSTRUCTIONS TEX•COMP- P.O
®~@lilt ftcdl®mID~0 j\dveqtute Series Tl-99/4A TI ADVENTURE MODULE (PHM 3041) AND CASSETIE PLAYER OR DISK DRIVE REQUIRED SCOTT ADAMS' ADVENTURE by Scott Adams INSTRUCTIONS TEX•COMP- P.o. Box 33089 • Granada Hills, CA 91344 (818) 366-6631 ADVENTURE Overview CopyrightC1981 by Adventure International, Texas Instruments, Inc. Cl 985 TEX-COMP TI Users Supply Company All rights reserved Printed with permission ADVENTURES by Scott Adams Author: Adventure International AN OVERVIEW How do you know which objects you need? Trial and er Language: TI Basic I stood at the bottom of a deep chasm. Cool air sliding ror, logic and imagination. Each time you try some action, down the sides of the crevasse hit waves of heat rising you learn a little more about the game. Hardware: TI Home Computer from a stream of bubbling lava and formed a mist over the Which brings us to the term "game" again. While called sluggish flow. Through the swrlling clouds I caught games, Adventures are actually puzzles because you have to TI Disk Drive Controller and Disk Memory Drive or glimpses of two ledges high above me: one was bricked, discover which way the pieces (actions, manipulations, use cassette tape recorder the other appeared to lead to the throne room I had been of magic words, etc.) lit together in order to gather your seeking. treasures or accomplish the mission. Like a puzzle, there are Adventure Solld State Software™ Command Module A blast of fresh air cleared the mist near my feet and a number of ways to fit the pieces together; players who like a single gravestone a broken sign appeared momen have found and stored ail the treasures (there are 13) of Ad Media: Diskette and Cassette tarily. -
Scott Adams' BOOK of HINTS FOR
Scott Adams' BOOK OF HINTS FOR 1 THROUGH 12 Adventure 1 Adventureland Adventure 2 Pirate Adventure Adventure 3 Mission Impossible Adventure 4 Voodoo Castle Adventure 5 The Count Adventure 6 Strange Odyssey Adventure 7 Mystery Fun House Adventure 8 Pyramid of Doom Adventure 9 Ghost Town Adventure 10 Savage Island-Part 1 Adventure 11 Savage Island-Part 2 Adventure 12 Golden Voyage PLUS SPECIAL MAP MAKING SECTION THE FOLLOWING IS A METHOD USEFUL IN MAPPING ADVENTURES Each room is represented by a box with the name of the room in it, and all original items found in it noted alongside. FOREST Directions from a location are indicated by a line coming out of anywhere on the box, but with the direction leaving the box indicated by the first letter of that direction. GROVE GROVE The above shows it is East from the grove to the swamp and West from the swamp to the grove. In the case of being able to go only in one direction, an arrow is put at the end of the path. FOREST GROVE GROVE This indicates that upon leaving the grove you go north to the forest, but that you cannot return! The best way to use this system is that, upon entering a location, you draw a line representing each possible exit and its location. Later you connect them to rooms as you continue your exploration. FOREST MEADOW GROVE GROVE The advantage is that you will not forget to explore an exit once you get past your initial probe. Another advantage of this system is that you never need redraw your map as you stick extra locations anywhere on your paper. -
Acme ↓ Ti-99/4A
NEEDS Adventure-Cart ?? 12.09.2015 - Page 1 / 1 CAT1 CAT2 ACME HOUSE P/N RARI YEAR ↓ TI-99/4A - PART: by Schmitzi my CART GAME TI Adventure (Scott Adams -Adventure International) ADV PHM3041 1 : EC 1981 DISK GAME Tex-COMP Adventure Series (Adventure International) ADV ? 3 : UC 1984 DISK GAME Tex-COMP Adventure Series 13+ (12x + Knight Ironheart) (Adventure International) ADV ? 3 : UC 1984 CS1 GAME Adventure International (Scott Adams) Airline (Adventure) ADV ? 4 : RA ? DSK PROG Fritz Fritz´ Adventure Editor ADV - DL ? CS1 GAME TI Ghost Town (Adventure) ADV PHT6053 3 : UC ? CS1 GAME TI Golden Voyage (Adventure) ADV PHT? 3 : UC 1981 CS1 GAME Gilliland Ken Halls of Lost Moria (Adventure) ADV ? 3 : UC ? CS1 GAME Gilliland Ken TheDinosaurierLand (Adventure?) ADV ? 3 : UC ? DSK GAME CCK Adventure Production Last Mission (Adventure) ADV - DL ? CS1 GAME TI Mini Adventure sample (3 Adventures) ADV ? 3 : UC ? CS1 GAME TI Mission Impossible (Adventure) ADV PHT6047 3 : UC ? CS1 GAME TI Mystery Fun House (Adventure International) ADV PHT6051 3 : UC 1981 CS1 GAME TI Pirate Adventure (Adventure International) ADV PHT6043 2 : CO 1981 DISK GAME TI Pirate Adventure (Adventure International) ADV PHD5043 2 : CO 1981 CS1 GAME TI Pyramid of Doom (Adventure International) ADV PHT6052 3 : UC 1981 CART GAME TI Return to Pirate's Isle (Scott Adams - Adventure International) ADV PHM3189 2 : CO 1983 CS1 GAME TI Savage Island Series 1+2 (Adventure International) ADV PHT6054 3 : UC 1981 DISK GAME TI Savage Island Series 1+2 (Adventure International) ADV PHD6054 3 -
TEXAS INSTRUMENTS HOME COMPUTER RETURN to PIRATE's ISLE Entertal NMENT Adventure #14 Return to Pirate's Isle
TEXAS INSTRUMENTS HOME COMPUTER RETURN TO PIRATE'S ISLE ENTERTAl NMENT Adventure #14 Return To Pirate's Isle Programmed by: Scott Adams Book developed and written by: Staff members of Texas Instruments Instructional Communications. Copyright© 1983 by Texas Instruments Incorporated. Solid State Cartridge program and data base contents copyright© 1983 by Scott Adams. See important warranty information at back of book. The World of Adventure The world of Adventure takes you to To help you select your next many exotic locations. In each Adventure, here is a brief summary Adventure you face unexpected of the Adventures currently danger as you carry out your available. mission. Whether your goal is to explore a mysterious pyramid or escape from a savage jungle, your reasoning power is challenged at every turn. Pirate's Adventure The Count Your adventure begins in a flat in In The Count, you wake from a nap to London, but you soon find yourself on a find yourself in a strange bed holding a strange island filled with treasure. tent stake. Now it's up to you to Explore it thoroughly and make friends discover who you are, what you are with its inhabitants, whose help you doing in Transylvania, and why the need for success. postman delivered a bottle of blood. Adventureland Strange Odyssey The Adventureland game begins in the Your Strange Odyssey begins as you forest of an enchanted world. By realize that you are stranded on a small exploring this world, you can locate 13 planetoid and must repair your ship treasures, as well as the special place before you can go home. -
By Keith Veronese
by Keith Veronese Comics Professionals Working in the Video Game Industry Foreword ......4 REBOOT: Comic Book Characters Make Their Way Into Video Games ......6 Jimmy Palmiotti ....14 Chris Bachalo ....20 Joe Casey ....24 Marv Wolfman ....28 Rick Remender ....32 Jason Temujin Minor ....40 John Layman ....46 Mike Deodato ....50 Mike Carey ....54 Trent Kaniuga ....58 Zander Cannon ....66 Beau Smith ....72 Jeffrey Moy ....78 Val Mayerik ....86 POWER-UP: Video Games Invade Comic Books ....90 Joshua Ortega ....94 Elliot S! Maggin ..104 Carl Potts ..110 Roy Thomas ..116 Gerry Conway ..120 Liam Sharp ..126 Tony Bedard ..130 GAME OVER?..134 REBOOT: Comic Book Characters Make their Way into VideoGames omic books and video games. Both are main- stays of adolescence for the past several decades, stalwarts that have survivedC the days of our youth to become mainstream entertainment for people of all ages. However, only in the past several years have their talent pools mingled, allowing for video game creations with the quality and depth of story necessary to convey the comic book experience. The Early Days The earliest comic book-based video game is 1978’s Superman, created by Atari for the Atari 2600, followed four years later by Parker Brothers’ Spider-Man for the same system. Neither games are anything to write home about, as both games feature blocky, nearly indecipherable graphics, but then again, that’s about all that was possible with the processing power of home consoles at the time. The graphics did not bother gamers, as they were happy to imagine themselves in the role of their favorite comic book heroes. -
Stephen M. Cabrinety Collection in the History of Microcomputing, Ca
http://oac.cdlib.org/findaid/ark:/13030/kt529018f2 No online items Guide to the Stephen M. Cabrinety Collection in the History of Microcomputing, ca. 1975-1995 Processed by Stephan Potchatek; machine-readable finding aid created by Steven Mandeville-Gamble Department of Special Collections Green Library Stanford University Libraries Stanford, CA 94305-6004 Phone: (650) 725-1022 Email: [email protected] URL: http://library.stanford.edu/spc © 2001 The Board of Trustees of Stanford University. All rights reserved. Special Collections M0997 1 Guide to the Stephen M. Cabrinety Collection in the History of Microcomputing, ca. 1975-1995 Collection number: M0997 Department of Special Collections and University Archives Stanford University Libraries Stanford, California Contact Information Department of Special Collections Green Library Stanford University Libraries Stanford, CA 94305-6004 Phone: (650) 725-1022 Email: [email protected] URL: http://library.stanford.edu/spc Processed by: Stephan Potchatek Date Completed: 2000 Encoded by: Steven Mandeville-Gamble © 2001 The Board of Trustees of Stanford University. All rights reserved. Descriptive Summary Title: Stephen M. Cabrinety Collection in the History of Microcomputing, Date (inclusive): ca. 1975-1995 Collection number: Special Collections M0997 Creator: Cabrinety, Stephen M. Extent: 815.5 linear ft. Repository: Stanford University. Libraries. Dept. of Special Collections and University Archives. Language: English. Access Access restricted; this collection is stored off-site in commercial storage from which material is not routinely paged. Access to the collection will remain restricted until such time as the collection can be moved to Stanford-owned facilities. Any exemption from this rule requires the written permission of the Head of Special Collections. -
Microcomputer So
MICROCOMPUTER SO COMMBAT The latest in computerized war simulations - you play SOFT•RE FOR via RS-232. • TRS-80 See Page 19 • APPlE • ATARI • TEXAS INSTRUMENTS • BUSINESS UTILITIES • ENTERTAINMENT STAR FIGHTER TRS-80 by Sparky Starks Until now, you may have never experienced it - the electric thrill of an involvement so intense that the passing hours collapse seemingly into moments, and what might have been perceived as mere entertainment before has now shaped itself into the tangible · magic of incredible challenge. You may have never experienced it. But you will - and the ex perience has a name - STARFIGHTER, the last word in arcade simulations. To refer to STARFIGHTER as a game is to pigeonhole it along with other simulations and programs which only hint at the capabilities the microcomputer can provide the user on an entertain ment level. STARFIGHTER brings a gloss and sophistication to your micro that will not diminish with time, for the challenge is nearly endless. STARFIGHTER marries the physical playability of an arcade machine with the intellectual - without the ability to make rapid, in telligent decisions, one may not experience the comforts of old age in the STARFIGHTER universe. The STARFIGHTER player begins his tour of duty as a NEW PILOT. At this embryonic stage, he or she must prepare for the mis sion ahead - a mission which will consist of the identification and destruction of enemy craft. Perhaps in time (but only perhaps), the PROGRAM PARAMETERS coveted rank of STAR LORD can be attained. But for now, one need LANGUAGE . .... Machine NUMBER OF PLAYERS (minimax) . -
1 the Incredible Hulk (Tm)
SCOTT ADAMS presents A MARVEL COMICS ADVENTURE THE QUESTPROBE SERIES # 1 THE INCREDIBLE HULK (TM) by SCOTT ADAMS Published by Adventure International A Division of Scott Adams, Inc. ADVENTURE INTERNATIONAL U.K. 119 John Bright Street, Birmingham B1 1 BE Copyright May, 1984, Adventure International ALL RIGHTS RESERVED The Hulk, Ant-Man, Doctor Strange, Ultron, Nightmare, and the Chief Examiner and the distinctive likenesses thereof are trademarks of the Marvel Comics Group and are used with permission. The characters are copyright 1984, Marvel Comics Group, a division of Cadence Industries Corporation. ALL RIGHTS RESERVED Introduction Welcome to The Incredible Hulk™, the first instalment in the dynamic QUESTPROBE Series! Marvel Comics and Scott Adams have teamed-up to bring you a fantastic series of computer Adventure games that allow you to become your favorite Marvel Super Hero™. In this, the opening instalment, you will become the Incredible Hulk™, and meet the mysterious overseer of the entire QUESTPROBE Series, the Chief Examiner. Although the storyline spans the entire 12-instalment series, each is a separate and complete Adventure. Collect and enjoy one Adventure or all 12! How an Adventure Works If you've never played an Adventure before, you're in for a real treat. Adventuring permits the player to move at will from location to location within the game "environment" and to examine objects for clues that will help reach the objective of the game. For example, an Adventure might begin something like this: 1'1')11 IN A ROOM. VISIBLE OBJECTS ARE A RUBY ENCRUSTED BOX AND A CLOSED DOOR. -
Scott Adams' BOOK of HINTS for Rl?:Jiidventure' ~BY Scott Adams
Scott Adams' BOOK OF HINTS FOR rl?:JIIdventure' ~BY Scott Adams 1 THROUGH 12 Adventure 1 Adventureland Adventure 2 Pirate Adventure Adventure 3 Mission Impossible Adventure 4 Voodoo Castle Adventure 5 The Count Adventure 6 Strange Odyssey Adventure 7 Mystery Fun House Adventure 8 Pyramid of Doom Adventure 9 Ghost Town Adventure 10 Savage Island-Part 1 Adventure 11 Savage Island-Part 2 Adventure 12 Golden Voyage PLUS SPECIAL MAP MAKING SECTION THE FOLLOWING IS A METHOD USEFUL IN MAPPING ADVENTURES Each room is represented by a box with the name of the room in it, and all original items found in it noted alongside. I=:-l t e;«, I~ Directions from a location are indicated by a line coming out of anywhere on the box, but with the direction leaving the box indicated by the first letter of that direction. IN MrJO,' Also notice that on the forest the exets N, S, Ware available, but that I GROVE N SWAMP I '" they all return to the forest! Note also that as additional locations were F,u" S.qn found off the swamp, the map was not redrawn. Instead, the locations were simply put where needed. And since we "climb tree" instead of go- The above shows it is East from the grove to the swamp and West trom ing in a particular compass heading, we wrote that as directions to leave the swamp to the grove. In the case of being able to go only in one direc- the swamp. tion, an arrow is put at the end of the path. -
Finding Aid Template
Brian Sutton-Smith Library and Archives of Play Scott Adams Papers Finding Aid to the Scott Adams Papers, 1970-2015 Summary Information Title: Scott Adams papers Creator: M. Scott Adams (primary) ID: 117.2818 Date: 1970-2015 (inclusive); 1978-1987 (bulk) Extent: 4.2 linear feet Language: The materials in this collection are primarily in English. There are some instances of German; these are denoted in the Contents List section of this finding aid. Abstract: The Scott Adams papers are a compilation of printed source code, notes, correspondence, publicity materials, and personal papers relating to Scott Adams or his software company, Adventure International. The bulk of the materials are from 1978-1987. Repository: Brian Sutton-Smith Library and Archives of Play at The Strong One Manhattan Square Rochester, New York 14607 585.263.2700 [email protected] Administrative Information Conditions Governing Use: This collection is open for research use by staff of The Strong and by users of its library and archives. Though the donor has not transferred intellectual property rights (including, but not limited to any copyright, trademark, and associated rights therein) to The Strong, he has given permission for The Strong to make copies in all media for museum, educational, and research purposes. Conditions Governing Access: Due to the nature of the printed source code on perforated, connected printer paper, reference scans of these pages may only be available at the discretion of the library staff. On-site access is freely available. Custodial History: The Scott Adams papers were donated to The Strong in April 2017 as a gift of Scott and Roxanne Adams. -
Questprobe™ Fantastic Four™
ADVENTURE INTERNATIONAL PRESENTS: You might want to begin by going i.n a direction (north, south, east, west, up, or GRAPHICS MODE down) to see if you can leave the room. Most adventures have exciting graphics Chances are, though, you will have to find that are displayed on your screen along The a way to get through the closed door. Try with the text of the adventure. On disk something simple like typing; versions only you can tum the graphics off and on by using the (Z) command QuestProbe™ OPEN THE DOOR listed above. To tum the graphics off (they . .. but the computer informs you, in no are on initially). you would press: Fantastic Four™ uncertain terms that; <Z > , <RETURN> SORRY, IT'S LOCKED. TELL ME where < Z> is the letter 'z' key and WHAT TO DO. < RETURN > is your computers Chapter I -Adventure #3! 'RETURN' or 'ENTER' key. You can tum Since the ruby encrusted box seems to the graphics back on again in the same By Scott Ad.ams be the only additional object in the room, way. you can take a closer look at it by typing; PICK UP THE RUBY-ENCRUSTED SAVING YOUR Published by BOX ADVENTURE FOR Adventure International The computer will then respond with; OK, I'VE GOT A RUBY-ENCRUSTED LATER PLAY BOX. (See Loading Instructions for cassette P.O. Box 3435 versions) By the computer saying 'OK', the Quite often your adventure will last Longwood, FL 32779 computer is telling you that your longer than the time you have to play in command was understood and carried (305) 862-6917 out- you have picked up the box. -
Command Lines: Aesthetics and Technique in Interactive Fiction And
Command Lines: 1 Chapter 1 Chapter 2 Chapter 3 Chapter 4 Command Lines: Aesthetics and Technique in Interactive Fiction and New Media a dissertation submitted in partial satisfaction of the requirements for the degree Doctor of Philosophy in English by Jeremy Douglass UNIVERSITY OF CALIFORNIA Santa Barbara Committee in charge: Professor Alan Liu, Chair Professor Rita Raley Jeremy Douglass 2 Professor William Warner December 2007 dedicated to my grandparents Charles and Norma Keller Enid and Malcolm Douglass your love made everything possible ABSTRACT Command Lines: Aesthetics and Technique in Interactive Fiction and New Media by Jeremy Douglass The Interactive Fiction (IF) genre describes text-based narrative experiences in which a person interacts with a computer simulation by typing text phrases (usually commands in the imperative mood) and reading software-generated text responses (usually statements in the second person present tense). Re-examining historical and contemporary IF illuminates the larger fields of electronic literature and game studies. Intertwined aesthetic and technical developments in IF from 1977 to the present are analyzed in terms of language (person, tense, and mood), narrative theory (Iser's gaps, the fabula / sjuzet distinction), game studies / ludology (player apprehension of rules, evaluation of strategic advancement), and filmic representation (subjective POV, time-loops). Two general methodological concepts for digital humanities analyses are developed in relation to IF: implied code, which facilitates studying the interactor's mental model of an interactive work; and frustration aesthetics, which facilitates analysis of the constraints that structure interactive experiences. IF works interpreted in extended "close interactions" include Plotkin's Shade (1999), Barlow's Aisle (2000), Pontious's Rematch (2000), Foster and Ravipinto's Slouching Towards Bedlam (2003), and others.