Adventure International was an American video game publishing company that existed from 1979 until 1986. It was started by Scott and Alexis Adams. Their games were notable for being the first implementation of the adventure genre to run on a microcomputer system. The adventure game concept originally came from Colossal Cave Adventure which ran strictly on large mainframe systems at the time.
After the success of Adams' first text adventure, Adventureland, other games followed rapidly, with Adventure International (or "AI") releasing about two games a year. Initially the games were drawn from the founders' imaginations, with themes ranging from fantasy to horror and sometimes science fiction. Some of the later games were written by Scott Adams with other collaborators.
On the TI-99/4A System, the Scott Adams adventures required the Adventure Command Module in order to run. You would then load each game via cassette or floppy disk. The Adventure Module included your first game, Pirate Adventure. Additional games were sold at a lower price as they did not include the Adventure Module.
Adventure International games are 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 games can recognize over 120 words, the parser only takes the first three letters into account. 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".
Adventureland is a text adventure video game for microcomputers, released by Scott Adams in 1978. The game has no plot but simply involves searching for thirteen lost artifacts in a fantasy setting. Its success led Adams to form Adventure International, which went on to publish thirteen similar games in the Adventure series, each in different settings.
In order to complete the game, the player has to collect the thirteen lost artifacts: A statue of Paul Bunyan's blue ox, Babe, jeweled fruit, golden fish, a dragon's egg, a golden net, a magic carpet, a diamond necklace, a diamond bracelet, a pot of rubies, "royal honey", a crown, a magic mirror, and a "firestone".
Adventureland, inspired by Colossal Cave Adventure, was originally written for the TRS-80, then later ported to: Apple II, Atari 8-bit computers, TI-99/4A, PET, VIC-20, C64, IBM PC, ZX Spectrum, BBC Micro, Acorn Electron, Dragon 32/64, and Exidy Sorcerer.
Published by Adventure International and the second game of the series, after Adventureland. The setting was inspired by Robert Louis Stevenson's 1883 novel Treasure Island and involved a quest to retrieve Long John Silver's lost treasures. Gameplay involved moving from location to location, picking up any objects found there, and using them somewhere else to unlock puzzles. Commands took the form of verb and noun, e.g. "Climb Tree".
The player starts the game in a London flat, and progresses via a bit of magic to Pirates Island. Here, the player has to build a ship to reach Treasure Island and there find two pieces of treasure. The player also has to contend with an unpredictable pirate ally; it was the first text adventure game of the Adams series in which the player shared the adventure with a second character.
The magic phrase to reach the island, 'Say Yoho', was the name of a long-running column in SoftSide magazine by Scott Adams.
Good morning, your mission is to… and so it starts. Will you be able to complete your mission on time? Or is the world’s first automated nuclear reactor doomed? This one’s well named. It’s hard, there is no magic, but plenty of suspense. GOOD LUCK….. In this exciting Adventure, time is of the essence as you race the clock to complete your mission in time -- or else the world's first automated nuclear reactor is doomed! If you survive this challenging mission, consider yourself a true Adventurer!
In 1979, game designer Scott Adams released Mission: Impossible, a text adventure game that placed the player in the role of a secret agent trying to save the world. Adams had failed to acquire the rights to the title, and the game was quickly reissued as Impossible Mission and later Secret Mission. Beyond the title and the name "Mr. Phelps" being mentioned on the tape recording at the beginning of the game, it had no overt connection to the TV series.
Voodoo Castle is a text adventure and is the fourth in the series of adventure games designed by Scott Adams. The game was written by his wife Alexis Adams.
The goal is to wake up the Count Dracula-esque Count Cristo, who is lying in a coffin at the starting location in the game. In order to do so, the player needs to obtain certain items, which requires overcoming certain obstacles, such as an exploding test tubes and a doorway that's too small to pass through normally. The player must visit all twenty four areas of the castle and must use magic on select voodoo items.
Voodoo Castle was described as a challenge and noted as one of Scott Adams's more complex adventure games, requiring around 150 commands to reach the end of the game.
The player character has been sent to defeat the vampire Count Dracula by the local Transylvanian villagers, and must obtain and use items from around the vampire's castle in order to defeat him.
The game differs from earlier Scott Adams adventures due to the use of time. Set over three days, certain problems need to be solved on particular days, and events happen at particular times on certain days. The protagonist also has to avoid being attacked on the first two nights to finish the game.
For The Count, Adams wanted to add new features to the game which included a day and night cycle in the game to have it exist over several days. Adams said that "Dracula is a creature of the night, the player is a creature of the day, so I was going to need multiple days to tell the story.
Strange Odyssey is a text adventure game written by Scott Adams and Neil Broome. Strange Odyssey is the sixth game of the Scott Adams text adventures series, marketed by Scott's company, Adventure International. It is an old-style text adventure sporting a two word parser and split screen interface.
The game begins with the player stranded on a tiny asteroid in a damaged spaceship.
The player must use an alien teleportation device to travel to distant worlds, collect treasure, and find the materials to repair the spacecraft. You play a space traveller whose space ship breaks down while orbiting a remote asteroid. Starting with only a phase pistol, space suit, and shovel, our mission is to collect 5 alien treasures and link back up with your mothership.
Mystery Fun House is a text adventure game written by Scott Adams, "Adventure 7" in the series released by Adventure International The player explores a fun house explore to locate a set of secret plans, solving puzzles along the way. Mystery Fun House was produced in only one week and was among the most difficult games in the series.
The player of this game must navigate through a maze and a shooting gallery, charm a mermaid, and turn off a steam calliope that is so loud the player's instructions are misunderstood – a reference to the "Loud Room" in Zork I. In one room is a trampoline that the player can enter, deposit items, and then exit. The player can then carry the trampoline around, regardless of how much it is holding, thus extending one's carrying capacity indefinitely. Violent solutions to puzzles are discouraged by a gameplay feature which sees the player character ejected from the fun house by a bouncer whenever certain commands are typed.
Pyramid of Doom is a text adventure game written by Alvin Files and published by Adventure International in 1979. It is the eighth in the Scott Adams' Adventure series. Files independently reverse engineered Adams' Adventure engine, wrote a new game, and submitted it to Adams, who then tweaked it for release as part of the series.
Number 8 in the Scott Adams adventure series. On an Egyptian treasure hunt, you find yourself deep inside a recently discovered pyramid. Find all the treasures and escape alive! The player faces a variety of challenges, such as an angry mummy, a purple worm, and an irate desert nomad.
This still uses the same simple 2-word parser as the other ones in the series, and is of moderate difficulty.
Ghost Town is a game in which the player searches a Western ghost town for treasure. A player receives points for depositing treasures and bonus points for performing additional deeds.
The old frontier town is long since deserted, but thirteen treasures can still be retrieved from the deceptive stillness of its closed mine and Boot Hill. Uncover secret passages and navigate a certain supernatural undercurrent using your VERB NOUN text parser as best you can while riding a bucking bronco, cracking a safe and learning the ropes from the spirit of a long-dead shaman.
The game was reviewed briefly in The Dragon #44 by Mark Herro who said that this was the toughest game he'd seen so far in the Adventure series. He also commented that "Scott [Adams] has really outdone himself on this one."
Number 10 and 11 in the Scott Adams adventures, Savage Island is the only multi-part game in the series. At the completion of this game, players receive a password which allows part two to be played.
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.
A mysterious code sheet is included with the game which allows you to be able to decipher a secret code upon completing the game. This reveals the ultimate secret of the island. The two Savage Island games are included together for the TI-99/4a. This is also probably the most difficult adventures in the series!
The 12th and final adventure in the main Scott Adams series, and most likely the one with the fewest packaging variations as well! The king is ill, and only YOU can save him. You must retrieve a magic elixir from a far away land, before it is too late. In this game, you take to the seas and journey through magic lands with magic fountains, sacred temples, stormy seas, and gold, gold, GOLD! Can you find the elixer in time?
Like other Scott Adams adventures, The Golden Voyage features a simple text parser to interact with the game. The game uses a split screen; the top provides a brief description of the current location or situation along with notable items that are visible while the bottom of the screen allows players to enter two word commands consisting of a verb and noun (such as READ SIGN). The game allows progress to be saved, and doing so often is advisable; it's possible for players to die in many ways or to become stuck in an unwinnable situation.
The below games were made by third party Authors
Adventure #1: The Locked Room: Chris Schneider
This was my first ever coded adventure using the Adventure Module. I knew nothing about the adventure programming language (APL), so I decided to create a very small adventure to get my feet wet and to get a better understanding of the APL. "The Locked Room" is a straight-forward riddle adventure game designed for the TI-99/4A and coded in the adventure programming language (APL), intended for use with the Adventure module. Your objective is to solve the riddle by escaping from the locked room. However, before you can unlock the door, you must first figure out how to eat and drink. There are no scores or treasures in this game. Victory is achieved simply by escaping the locked room!
Adventure #2: The Stafford Predicament: Chris Schneider
My second adventure of a more Scott Adams type of adventure to work on a more difficult adventure using advanced logic and APL flags. The Stafford Predicament is an adventure game coded in the Adventure Programming Language (APL) for use with the TI-99/4A and the Adventure module. This adventure is set on the Texas Instruments campus in Stafford, Texas. While touring the main building, a voice comes over the PA system and says: "You are now trapped! All exit doors leading to the outside are locked and electrified. There is no escape! Find my TI-99/4A equipment and my 'Security Disk' to deactivate the halon fire control system or die!