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Adventureland (video game)

Adventureland is the first text adventure video game for microcomputers,[1] released by Scott Adams in 1978. The game involves searching for thirteen lost artifacts in a fantasy setting. Its success led Adams to form Adventure International,[2] which went on to publish thirteen similar games in the Adventure series, each in different settings.

Gameplay

 
1982 graphical re-release

Adventureland is controlled through the use of written commands. These can consist of a single word, such as those used for player character movement, including north, south, east, west, up, and down. They can also take the form of simple, two-word verb/noun phrases, such as "climb tree". Although the game can recognize about 120 words, the parser only takes the first three letters into account.[3] This means not only that the parser occasionally misidentifies words, but also that commands can be truncated: "lig lam" would be interpreted as "light lamp".

In order to complete the game, the player has to collect the thirteen lost artifacts: A statue of Paul Bunyan's blue ox, Babe, the jeweled fruit, the golden fish, a dragon's egg, a golden net, a magic carpet, a diamond necklace, a diamond bracelet, a pot of rubies, the "royal honey", a crown, a magic mirror, and a "firestone".[citation needed]

Development

Adventureland, Adams' first program, is similar to the earlier Colossal Cave Adventure, though slightly scaled down in comparison.[4] The source code for Adventureland was published in SoftSide magazine in 1980[5] and the database format was subsequently used in other interpreters such as Brian Howarth's Mysterious Adventures series.[6]

Adventureland was written for the TRS-80, then ported to other systems, most of which didn't exist in 1978: Apple II, Atari 8-bit family, TI-99/4A, PET, VIC-20, Commodore 64, IBM PC, ZX Spectrum, BBC Micro, Acorn Electron, Dragon 32/64, and Exidy Sorcerer. A cut-down, three treasure version entitled Adventure 0: Special Sampler was also sold at a lower price.[7]

In 1982, Adventureland was re-released with graphics, thus enabling the player to view visible representations of the scenery and objects.[8]

Reception

Mark Herro for Dragon commented that "I can't recommend ANY version of Scott Adams' ADVENTURE series highly enough. Beg, borrow, or steal a chance to play ADVENTURE!!!!!"[4]

References

  1. ^ Griffin, Brad (March–April 1983). "Scott Adams Adventures 1–12". ANALOG Computing (10).
  2. ^ "Game Set Interview: Adventure International's Scott Adams" 3 August 2016 at the Wayback Machine, Game Set Watch, July 19th, 2006, retrieved on April 20, 2009
  3. ^ "Great Scott". GamesTM. No. 88. 2009. pp. 152–157.
  4. ^ a b Herro, Mark (October 1980). "The Electric Eye" (PDF). Dragon. Vol. 5, no. 4. TSR Hobbies, Inc. pp. 42–43. Retrieved 11 July 2015. Then along came Scott Adams, who converted ADVENTURE for use with home computers. His first program, ADVENTURELAND, is a slightly scaled-down, machine-language version of the 'original' ADVENTURE program. Then he came out with PIRATE ADVENTURE, which has a completely different plot. With the success of these two programs, Scott wrote even more, and he has now become the acknowledged 'king' of the ADVENTURE game, with ten different versions being marketed. And there is talk of more on the way! ...During a game, the computer's video screen in divided into two parts. The upper half of the screen always displays the description of the location the player is in at the moment. It also lists the obvious directions the player may go (there may be other exits, such as climbing a tree if in a forest, or entering a specific location). The bottom half of the screen is reserved for the player's input, such as giving commands. ...there is very little bloodshed of any kind in the Adams ADVENTURE series. It's brain instead of brawn that counts here. Indeed, there are many funny occurrences ...I can't recommend ANY version of Scott Adams' ADVENTURE series highly enough. Beg, borrow, or steal a chance to play ADVENTURE!!!!!
  5. ^ Adams, Scott (July 1980). "Adventureland". SoftSide. p. 36. Retrieved 13 April 2015.
  6. ^ Graham, Nelson (2001). The Inform Designer's Manual (PDF). Dan Sanderson. p. 358. ISBN 0-9713119-0-0.
  7. ^ 0:Adventureland Demo "Scott Adams Classic Adventures," (retrieved on May 4, 2009).
  8. ^ "Scott Adams Classic Adventures", Adventureland, retrieved April 20, 2009

External links

  • "Adventureland game walkthrough part 1 commodore 64 version." YouTube, 15 February 2013, accessed 31 October 2020
  • Adventureland (video game) in the Interactive Fiction Database

adventureland, video, game, this, article, needs, additional, citations, verification, please, help, improve, this, article, adding, citations, reliable, sources, unsourced, material, challenged, removed, find, sources, adventureland, video, game, news, newspa. This article needs additional citations for verification Please help improve this article by adding citations to reliable sources Unsourced material may be challenged and removed Find sources Adventureland video game news newspapers books scholar JSTOR October 2017 Learn how and when to remove this template message Adventurelandis the first text adventure video game for microcomputers 1 released by Scott Adams in 1978 The game involves searching for thirteen lost artifacts in a fantasy setting Its success led Adams to form Adventure International 2 which went on to publish thirteen similar games in the Adventure series each in different settings AdventurelandPublisher s Creative Computing SoftwareAdventure InternationalDesigner s Scott AdamsSeriesAdventurePlatform s TRS 80 Apple II Atari 8 bit TI 99 4A PET Commodore 64 IBM PC VIC 20 ZX Spectrum BBC Micro Acorn Electron Dragon 32 64 Exidy SorcererRelease1978Genre s Interactive fiction Contents 1 Gameplay 2 Development 3 Reception 4 References 5 External linksGameplay Edit 1982 graphical re release Adventureland is controlled through the use of written commands These can consist of a single word such as those used for player character movement including north south east west up and down They can also take the form of simple two word verb noun phrases such as climb tree Although the game can recognize about 120 words the parser only takes the first three letters into account 3 This means not only that the parser occasionally misidentifies words but also that commands can be truncated lig lam would be interpreted as light lamp In order to complete the game the player has to collect the thirteen lost artifacts A statue of Paul Bunyan s blue ox Babe the jeweled fruit the golden fish a dragon s egg a golden net a magic carpet a diamond necklace a diamond bracelet a pot of rubies the royal honey a crown a magic mirror and a firestone citation needed Development EditAdventureland Adams first program is similar to the earlier Colossal Cave Adventure though slightly scaled down in comparison 4 The source code for Adventureland was published in SoftSide magazine in 1980 5 and the database format was subsequently used in other interpreters such as Brian Howarth s Mysterious Adventures series 6 Adventureland was written for the TRS 80 then ported to other systems most of which didn t exist in 1978 Apple II Atari 8 bit family TI 99 4A PET VIC 20 Commodore 64 IBM PC ZX Spectrum BBC Micro Acorn Electron Dragon 32 64 and Exidy Sorcerer A cut down three treasure version entitled Adventure 0 Special Sampler was also sold at a lower price 7 In 1982 Adventureland was re released with graphics thus enabling the player to view visible representations of the scenery and objects 8 Reception EditMark Herro for Dragon commented that I can t recommend ANY version of Scott Adams ADVENTURE series highly enough Beg borrow or steal a chance to play ADVENTURE 4 References Edit Griffin Brad March April 1983 Scott Adams Adventures 1 12 ANALOG Computing 10 Game Set Interview Adventure International s Scott Adams Archived 3 August 2016 at the Wayback Machine Game Set Watch July 19th 2006 retrieved on April 20 2009 Great Scott GamesTM No 88 2009 pp 152 157 a b Herro Mark October 1980 The Electric Eye PDF Dragon Vol 5 no 4 TSR Hobbies Inc pp 42 43 Retrieved 11 July 2015 Then along came Scott Adams who converted ADVENTURE for use with home computers His first program ADVENTURELAND is a slightly scaled down machine language version of the original ADVENTURE program Then he came out with PIRATE ADVENTURE which has a completely different plot With the success of these two programs Scott wrote even more and he has now become the acknowledged king of the ADVENTURE game with ten different versions being marketed And there is talk of more on the way During a game the computer s video screen in divided into two parts The upper half of the screen always displays the description of the location the player is in at the moment It also lists the obvious directions the player may go there may be other exits such as climbing a tree if in a forest or entering a specific location The bottom half of the screen is reserved for the player s input such as giving commands there is very little bloodshed of any kind in the Adams ADVENTURE series It s brain instead of brawn that counts here Indeed there are many funny occurrences I can t recommend ANY version of Scott Adams ADVENTURE series highly enough Beg borrow or steal a chance to play ADVENTURE Adams Scott July 1980 Adventureland SoftSide p 36 Retrieved 13 April 2015 Graham Nelson 2001 The Inform Designer s Manual PDF Dan Sanderson p 358 ISBN 0 9713119 0 0 0 Adventureland Demo Scott Adams Classic Adventures retrieved on May 4 2009 Scott Adams Classic Adventures Adventureland retrieved April 20 2009External links Edit Adventureland game walkthrough part 1 commodore 64 version YouTube 15 February 2013 accessed 31 October 2020 Adventureland video game in the Interactive Fiction Database Retrieved from https en wikipedia org w index php title Adventureland video game amp oldid 1139731008, wikipedia, wiki, book, books, library,

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