TEXAS INSTRUMENTS HOME COMPUTER RETURN to PIRATE's ISLE Entertal NMENT Adventure #14 Return to Pirate's Isle
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Tiadventureland-Manual
Texas Instruments Home Computer ADVENTURE Overview Author: Adventure International Language: TI BASIC Hardware: TI Home Computer TI Disk Drive Controller and Disk Memory Drive or cassette tape recorder Adventure Solid State Software™ Command Module Media: Diskette and Cassette Have you ever wanted to discover the treasures hidden in an ancient pyramid, encounter ghosts in an Old West ghost town, or visit an ancient civilization on the edge of the galaxy? Developed for Texas Instruments Incorporated by Adventure International, the Adventure game series lets you e xperience these and many other adventures in the comfort of your own home. To play any of the Adventure games, you need both the Adventure Command Module (sold separately) and a cassette- or diskette based Adventure game. The module contains the general program instructions which are customized by the particular cassette tape or diskette game you use with it. Each game in the series is designed to challenge your powers of logical reasoning and may take hours, days, or even weeks to complete. However, you can leave a game and continue it at another time by saving your current adventure on a cassette tape or diskette. Copyright© 1981, Texas Instruments Incorporated. Program and database contents copyright © 1981, Adventure International and Texas Instruments Incorporated. Page l Texas Instruments ADVENTURE Description ADVENTURE Description A variety of adventure games are available on cassette tape or Pyramid of Doom diskette from your local dealer or Adventure International. To give you an idea of the exciting and interesting games you can The Pyramid of Doom adventure starts in a desert near a pool of play, a brief summary of the currently available adventures is liquid, with a pole sticking out of the sand. -
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. -
Ye Intruders Beware: Fantastical Pirates in the Golden Age of Illustration
YE INTRUDERS BEWARE: FANTASTICAL PIRATES IN THE GOLDEN AGE OF ILLUSTRATION Anne M. Loechle Submitted to the faculty of the University Graduate School in partial fulfillment of the requirements for the degree Doctor of Philosophy in the Department of the History of Art Indiana University November 2010 Accepted by the Graduate Faculty, Indiana University, in partial fulfillment of the requirements for the degree of Doctor of Philosophy. Doctoral Committee _________________________________ Chairperson, Sarah Burns, Ph.D. __________________________________ Janet Kennedy, Ph.D. __________________________________ Patrick McNaughton, Ph.D. __________________________________ Beverly Stoeltje, Ph.D. November 9, 2010 ii ©2010 Anne M. Loechle ALL RIGHTS RESERVED iii Acknowledgments I am indebted to many people for the help and encouragement they have given me during the long duration of this project. From academic and financial to editorial and emotional, I was never lacking in support. I am truly thankful, not to mention lucky. Sarah Burns, my advisor and mentor, supported my ideas, cheered my successes, and patiently edited and helped me to revise my failures. I also owe her thanks for encouraging me to pursue an unorthodox topic. From the moment pirates came up during one of our meetings in the spring of 2005, I was hooked. She knew it, and she continuously suggested ways to expand the idea first into an independent study, and then into this dissertation. My dissertation committee – Janet Kennedy, Patrick McNaughton, and Beverly Stoeltje – likewise deserves my thanks for their mentoring and enthusiasm. Other scholars have graciously shared with me their knowledge and input along the way. David M. Lubin read a version of my third chapter and gave me helpful advice, opening up to me new ways of thinking about Howard Pyle in particular. -
An Brief Introduction to Interactive Fiction
An Brief Introduction to Interactive Fiction Todd W. Neller What is Interactive Fiction? • A work of interactive fiction (IF, a.k.a. text adventure) is a puzzle game with – nonlinear storytelling with user-directed actions driving story, – text-based interaction (e.g. “go north”, “unlock door with skeleton key”), and – text description of locations and objects. • Environment changes with user interactions. • Puzzles are often solved by finding hidden objects or discovering creative uses for non-hidden objects (e.g. swamp gas + wine bladder + flint + steel + brick wall = loose bricks + new passage). Homestar Runner Parody See it here: http://www.homestarrunner.com/sbemail94.html • STRONG BAD: {typing} On the other hand, it might be cool to be in one of those text-based adventures. You know, for those intellectual people with better imaginations. – {Cut to a black screen with a green arrow at the top (and moving green lines), similar to the Tandy 400.} • STRONG BAD: {voiceover} It'd be like... • {reading text} – Ye find yeself in yon dungeon. Ye see a FLASK Obvious exits are NORTH, SOUTH, and DENNIS. What wouldst thou deau?{Strong Bad doesn't say the last sentence.} • STRONG BAD: {voiceover} And you'd be all like... – Get ye flask • STRONG BAD: {voiceover} And it'd say, – You can't get ye flask! • STRONG BAD: {voiceover} And you'd just have to sit there and imagine why on Earth you can't get ye flask! Because the game's certainly not going to tell you. – {At this the screen adds "I'm certainly not going to tell thou."} • STRONG BAD: {voiceover} And there's no precious graphics to help you out, either! – {At this the screen adds "Graphics, shmaphics." and a few seconds later, " . -
Pirates and Perils of the Deep! Chatterbooks Activity Pack
Pirates and Perils of the Deep! Chatterbooks Activity Pack Pirates and Perils of the Deep! Reading and activity ideas for your Chatterbooks group About this pack Ahoy, me Hearties – and shiver me timbers! Here be a Chatterbooks pack full of swashbuckling pirate fun – activity ideas and challenges, and great reading for your group! The pack is brought to you by The Reading Agency and their publisher partnership Children’s Reading Partners Chatterbooks [ www.readinggroups.org/chatterbooks] is a reading group programme for children aged 4 to 14 years. It is coordinated by The Reading Agency and its patron is author Dame Jacqueline Wilson. Chatterbooks groups run in libraries and schools, supporting and inspiring children’s literacy development by encouraging them to have a really good time reading and talking about books. The Reading Agency is an independent charity working to inspire more people to read more through programmes for adults, young people and Children – including the Summer Reading Challenge, and Chatterbooks. See www.readingagency.org.uk Children’s Reading Partners is a national partnership of children’s publishers and libraries working together to bring reading promotions and author events to as many children and young people as possible. Contents 2 Things to talk about 2 Activity ideas 8 Chatterbooks double session plan, with a pirates theme 10 Pirates and perils quiz 11 Pirates and perils: great titles to read 17 More swashbuckling stories For help in planning your Chatterbooks meeting, have a look at these Top Tips for a Successful Session 2 Pirates and Perils of the Deep! Chatterbooks Activity Pack Ideas for your Chatterbooks sessions Things to talk about What do you know about pirates? Get together a collection of pirate books – stories and non-fiction – so you’ve got lots to refer to, and plenty of reading for your group to share. -
TREASURE ISLAND the NOVEL and the MUSICAL 2 STUDY MATERIALS
Maine State Music Theatre Curtis Memorial Library, Topsham Public Library, and Patten Free Library present A STUDY GUIDE TO TREASURE ISLAND The NOVEL and the MUSICAL 2 STUDY MATERIALS TREASURE ISLAND: THE NOVEL Robert Louis Stevenson Page 3 Treasure Island in Literary History Page 5 Fun Facts About the Novel Page 6 Historical Context of the Novel Page 7 Adaptations of Treasure Island on Film and Stage Page 9 Treasure Island: Themes Page 10 Treasure Island: Synopsis of the Novel Page 11 Treasure Island: Characters in the Novel Page 13 Treasure Island: Glossary Page 15 TREASURE ISLAND A Musical Adventure: THE ROBIN & CLARK MUSICAL Artistic Statement Page 18 The Creators of the Musical Page 19 Treasure Island A Musical Adventure: Themes Page 20 Treasure Island A Musical Adventure: Synopsis & Songs Page 21 Treasure Island A Musical Adventure: Cast of Characters Page 24 Treasure Island A Musical Adventure: World Premiere Page 26 Press Quotes Page 27 QUESTIONS FOR DISCUSSION Page 28 MSMT’s Treasure Island A Musical Adventure Page 29 3 TREASURE ISLAND: THE NOVEL ROBERT LOUIS STEVENSON Robert Louis Balfour Stevenson was born in Edinburgh, Scotland, on November 13, 1850, to Thomas and Margaret Stevenson. Lighthouse design was his father's and his family's profession, so at age seventeen, he enrolled at Edinburgh University to study engineering, with the goal of following in the family business. Lighthouse design never appealed to Stevenson, though, and he began studying law instead. His spirit of adventure truly began to appear at this stage, and during his summer vacations he traveled to France to be around young writers and painters. -
A History of the Personal Computer Index/11
A History of the Personal Computer 6100 CPU. See Intersil Index 6501 and 6502 microprocessor. See MOS Legend: Chap.#/Page# of Chap. 6502 BASIC. See Microsoft/Prog. Languages -- Numerals -- 7000 copier. See Xerox/Misc. 3 E-Z Pieces software, 13/20 8000 microprocessors. See 3-Plus-1 software. See Intel/Microprocessors Commodore 8010 “Star” Information 3Com Corporation, 12/15, System. See Xerox/Comp. 12/27, 16/17, 17/18, 17/20 8080 and 8086 BASIC. See 3M company, 17/5, 17/22 Microsoft/Prog. Languages 3P+S board. See Processor 8514/A standard, 20/6 Technology 9700 laser printing system. 4K BASIC. See Microsoft/Prog. See Xerox/Misc. Languages 16032 and 32032 micro/p. See 4th Dimension. See ACI National Semiconductor 8/16 magazine, 18/5 65802 and 65816 micro/p. See 8/16-Central, 18/5 Western Design Center 8K BASIC. See Microsoft/Prog. 68000 series of micro/p. See Languages Motorola 20SC hard drive. See Apple 80000 series of micro/p. See Computer/Accessories Intel/Microprocessors 64 computer. See Commodore 88000 micro/p. See Motorola 80 Microcomputing magazine, 18/4 --A-- 80-103A modem. See Hayes A Programming lang. See APL 86-DOS. See Seattle Computer A+ magazine, 18/5 128EX/2 computer. See Video A.P.P.L.E. (Apple Pugetsound Technology Program Library Exchange) 386i personal computer. See user group, 18/4, 19/17 Sun Microsystems Call-A.P.P.L.E. magazine, 432 microprocessor. See 18/4 Intel/Microprocessors A2-Central newsletter, 18/5 603/4 Electronic Multiplier. Abacus magazine, 18/8 See IBM/Computer (mainframe) ABC (Atanasoff-Berry 660 computer. -
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. -
The Adventurers Club Ltd. 64C Menelik Road, London NW2 3RH
The Adventurers Club Ltd. 64c Menelik Road, London NW2 3RH. Telephone: 01-794 1261 MEMBER'S DOSSIERS Nos 35 & 36 - NOVEMBER 1988/DECEMBER 1988 *********************************************************** REVIEWS: INGRID'S BACK! SHADOWGATE SCOTT ADAM'S SCOOPS THE INHERITANCE POLICE QUEST BARD' S TALE II CLOUD 99 BUGSY HAUNTED HOUSE THE ALIEN FROM OUTER SPACE DR JEKYLL AND MR HYDE ARTICLES BY: RICHARD BARTLE TONY BRIDGE KEITH CAMPBELL MIKE GERRARD HUGH WALKER LATEST NEWS ON THE ADVENTURING SCENE BASIC ADVENTURING DISCOUNTED SOFTWARE AND MUCH MORE!!! 12 Help-Line Details #3 ***************** EDITORIAL ********* Members have access to our extensive databank of hints and solutions Dear Fellow Adventurer, for most of the popular adventure games. Help can be obtained as follows: Welcome to MDs Nos 35-36, our Christmas issue! * By Mail: We have been very active during the past few weeks, and the most Please enclose a Stamped Addressed Envelope. Give us the title and important item of news this month is the announcement of the version of the game(s), and detail the query(ies) which you have. We "Golden Chalice Awards Presentation Ceremony". Please refer to the shall usually reply to you on the day of receipt of your letter. enclosed leaflet for full details about this important occasion, and Overseas Members using the Mail Help-Line should enclose an I.R.C. for do make sure you that you pencil 25.02.89 in your diary! a speedy reply, otherwise the answers to their queries will be sent Owing to popular demand, we have now produced specially-designed together with their next Member's Dossier. -
Arlecchino's Pirate Adventure
Arlecchino’s Pirate Adventure By Craig Lee Performance Rights It is an infringement of the federal copyright law to copy or reproduce this script in any manner or to perform this play without royalty payment. All rights are controlled by Eldridge Publishing Co., Inc. Contact the publisher for additional scripts and further licensing information. The author’s name must appear on all programs and advertising with the notice: “Produced by special arrangement with Eldridge Publishing Company.” ELDRIDGE PUBLISHING COMPANY © 2018 by Craig Lee Download your complete script from Eldridge Publishing https://histage.com/arlecchinos-pirate-adventure Arlecchino’s Pirate Adventure - 2 - DEDICATION To Katy, Mackenzie and Zoe. For making my life full of lazzi’s. STORY OF THE PLAY Inspired by Robert Louis Stevenson’s Treasure Island, this adventure follows a commedia troupe as they travel from kingdom to kingdom to present their plays. Unfortunately, Arlecchino has misplaced the map and now they are lost. While looking for the map, they are overrun by pirates searching for buried treasure. Now Arlecchino and his friends are in danger and may have to walk the plank. It’s up to Arlecchino to save his friends! SYNOPSIS Arlecchino, the crafty trickster, always has his head in the clouds. He doesn’t want to do any work or take any responsibility. He would rather pretend he’s an adventurous pirate on the high seas or on a remote island looking for buried treasure. Today he is leading his commedia friends to the Kingdom of Isola del Tesoro to present their play. Unfortunately, he’s lost the map! Now they are lost and only have a few hours to get to the kingdom. -
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 -
Scottadams-Hintbook-Book
Scott Adams' BOOK OF HINTS FOR flt;)11 dventure ~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 SHORE S Each room is represented by a box with the name of the room in it, and all w LAKE original items found in it noted alongside. N BOG 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 BOTTOM N the first letter of that direction. OF HOLE IN ~ ""' o. Also notice that on the forest the exets N, S, W are available, but that I GROVf N SWAMP I r. .. they al I return to the forest! Note also that as additional locations were F· . •' ~. ,.. 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"from 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.