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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. -
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. -
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. -
Scottadamsscoops.Pdf
PLAYING HINTS SPECTRUM Draw a map as you go, there are a lot more places than you think and without a map you will end up going round in circles or missing areas which you Connect the EAR socket on your Spectrum to the EAR socket on your haven't tried. It doesn't need to be perfect as long as you have some record of recorder and ensure the MIC lead is disconnected. where you have been and what you've found (as well as where you found it). Ensure cassette is fully rewound. Zeroise tape counter. Type LOAD"" Examine things you find and try to remember that most problems have press PLAY on your cassette recorder and ENTER on your Spectrum. solutions that require no more than some careful thought and a little The required program will then load automatically. When the program has common sense. If you get stuck try typing HELP-you may or may not get loaded you will be asked if you wish to start a new game or reload a saved assistance but you won't know until you ask and be careful about assuming game. To commence play simply answer the prompt for a new game. If things, it can be fatal. you wish to continue a saved game, respond appropriately to the prompt and insert the cassette of your saved game (fully rewound) into your To speed things up you may use the following abbreviations: N, S, E, W, U, D, recorder. Press PLAY and then press RETURN as instructed on the for Go North, South, East, West, Up or Down. -
By Scott Adams
by Scott Adams AN OVERVIEW By definition, an adventure is a dangerous or risky undertaking; a novel, ex- • down, carry them, etc.), and perform actions as if you were really there. citing, or otherwise remarkable event ot experience. On your personal com- The object of a game is to amass treasure for points or accomplish some puter, Adventure is that and more. other goal such as preventing the destruction of the automated nuclear plant in Playing any of the Adventure series consists of three elements: you, the Mission Impossible. Successfully completing a game, however, is far easier to user; the games themselves; and the author, Scott Adams of Orlando, Florida. state than achieve. In many cases you will find a treasure but be unable).- ,•ake In beginning any Adventure, you will find yourself in a specific location: a it until you are carrying the right combination of objects you find in the us forest, on bowl a_srnaltspacestlip, outs•de a fun house, in the briefing room-of locations. _ a nuclear plant, in a desert, etc. The top portion of your video display will tell If you're tired of video games of bouncing balls or shooting at targets; if you where you are and what you can see; the bottom section of the display is you're ready for an intellectual challenge that transports you to new worlds of devoted to inputting commands to your robot computer and receiving experience; if you want to see what a skilled programmer can do with a micro, messages that may arise as the result of your orders. -
Insideadrift Issue #40 December, 2009
>_ InsideADRIFT issue #40 December, 2009 . * * * * >_OPENING STATEMENTS Issue XL... the same size as the last >_X CALENDAR A December to Remember! >_IN THE HOT SEAT Interview with Lumin >_BLAST FROM THE PAST! "Memoirs of a Noun-Verb Shuffler," by Rob Roy >_TEST YOUR IFQ Submitted by DB >_OFF THE RAILS Mirror , by Duncan Bowsman >_THEORY FURY "ADRIFT with Arthur," by Arthur Winslow >_AND NOW, A RETROSPECTIVE… "The Story Behind Marika the Offering ," by James Webb >_LATEST RELEASES Including answers to this issue's trivia. * * * * To access a section of the issue, CTRL + click on it. CTRL + click on a section title to return to the table of contents. This issue’s contributors include Finn Rosenløv {Cowboy}, Rob Roy {Metron4}, James Webb {revgiblet}, Jaxqueline Huber {Lumin}, and Arthur Winslow {via Mel S}. Edited and with other parts by Duncan Bowsman {Duncan_B}. >_OPENING STATEMENTS You open the statements. Inside is a doughnut. * * * * Novelist, IF author, and Jack-of-all-trades writer, the late, great Douglas Adams once said, "I love deadlines. I love the whoosh ing noise they make as they pass by." I'm sure many of us know the exact feeling. This is not to get on a high horse about deadlines and start blathering on about how they should be ironclad. They shouldn't. ADRIFT is, after all, a small community and one of the boons surrounding that is that we can negotiate, seek consensus, and accomodate each other much easier & faster than one might in a large creative community. And though we might publish to the whole wide internet, our writing can feel more personal because of our size, because we feel free to communicate to and work with (rather than around) one another *. -
A Merge Emerges 24 Routine to Merge Progs. in Basic 5 A
Title Page Description Issue Year Month A MERGE EMERGES 24 ROUTINE TO MERGE PROGS. IN BASIC 61 88 5 A SOUND START 20 Q+A.RE.SOUND AND PLAY COMMANDS THROUGH CASSETTE 52 87 8 ADDRESS LOADING 23 PUT ML PROGRAMS INTO MEMORY WHERE YOU WANT THEM 27 85 7 ADVENT.TRAIL (01) 15-8 MADNESS,"FRANKLIN","BONKA","DRONE" REVIEWED 4 83 8 ADVENT.TRAIL (01) 15-8 COLOSSAL CAVE,"CALIXTO","R.OF DARKNESS"REVWED 4 83 8 ADVENT.TRAIL (02) 41 PIMANIA,"RING OF DARKNESS","TOUCHSTONE" 16 84 8 ADVENT.TRAIL (03) 45 PETTIGREW'S DIARY,"OPERATION SAFRAS" 17 84 9 ADVENT.TRAIL (04) 45 INCREDIBLE HULK,"THE GOLDEN BATON" 18 84 10 ADVENT.TRAIL (05) 50 ARNOLD BLACKWOOD,"ARROW OF DEATH (PTS.1&2)" 20 84 12 ADVENT.TRAIL (05) 45 FEASIBILITY EXPERIMENT,"WAXWORKS","CALIXTO" 19 84 11 ADVENT.TRAIL (06) 43 REVIEWED-"TIME MACHINE" 21 85 1 ADVENT.TRAIL (07) 35 REVIEWED-"SHRUNKEN SCIENTIST","THE SKULL LORD" 23 85 3 ADVENT.TRAIL (08) 35 REVIEWS OF "CIRCUS"&"HORROR CASTLE" 24 85 4 ADVENT.TRAIL (09) 29 REVIEW OF "CAVERNS OF DOOM" 26 85 6 ADVENT.TRAIL (10) 36-7 COLOSSAL CAVE AND "ADVENTURELAND" REVIEWED 31 85 11 ADVENT.TRAIL (11) 35 PIRATE ADVENTURE AND "VOODOO CASTLE" REVIEWS 32 85 12 ADVENT.TRAIL (12) 26 SECRET MISSION,"SYZYGY"HELP+ADVENTURE CONTACT 33 86 1 ADVENT.TRAIL (13) 32-4 CASTLE BLACKSTAR&"SAM BUICK"REVD.+ADV.CONTACT 34 86 2 ADVENT.TRAIL (14) 29- HINTS ON "MADNESS/MINOTAUR","TRKBOER",LOINSPCE" 35 86 3 ADVENT.TRAIL (14) 29- HINTS ON "FRANKLINS","SEC.MISSION","WINGS/WAR" 35 86 3 ADVENT.TRAIL (14) 29- HINTS ON"SYZYGY","JUXTAPOSITION","ICE KINGDOM" 35 86 3 ADVENT.TRAIL (14) 29- HINTS ON -
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. -
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 -
Scottadams4uk-Vic-Manual
ADVENTURE4 WELCOME TO ADVENTURE VOODOO CASTLE YOUR GUIDE TO THE ADVENTURES OF scon ADAMS You must save Count Christie from the evil curse before you are killed or This is your guide to the incredible ADVENTURE the ADVENTURE and where you ore. cursed yourself. Magic, both good and evil, abounds within the walls of the GAMES of Scott Adams, for the COMMODORE If you wish to continue a previously saved VIC 20 Computer. They give you a wonderful game type YES and press RETURN, then follow castle. Step outside into the graveyard and see the grim warning. Beware of the excuse to spend countless hours in front of your the instructions on the screen. (See LOADING A witch but remember that not everything is out to get you (just most things). computer, struggling through mazes, wrestling GAME.) When the game is loaded you will be with brain teasing problems, trying to defeat told your starting location. magical monsters and spells, while accumulating You are now ready to start (or continue) your points as you come closer and closer to game. unlocking the secrets of your ADVENTURE. How Adventure Games Work Equipment Required ADVENTUREs are "mind-fantasies". In the To play your ADVENTURE you will require: beginning, you find yourself in a specific a COMMODORE VIC 20 with power supply; location and you have to start exploring. You a television set or monitor. can accomplish a variety of tasks by typing a one or two word command, and pressing Optional Equipment RETURN. If you make a mistake when typing, . In addition you may also connect the following you can use the CURSOR CONTROL and the equipment: INSERT /DELETE keys to correct the error, COMMODORE Cassette Unit (C2N) to allow BEFORE you press RETURN.