SCOTT ADAMS
ADVENTURELAND
Background: It may have been
Will Crowther and Don Woods who wrote the very first Adventure (see last
issue's Adventure Column), but it was Scott Adams who made Adventures
available to the masses. His name is synonymous with Adventures and there
are very few computer owners who haven't heard of him.
Adams was first introduced to Original Adventure by his fellow employees
while working as a systems programmer for Stromberg Carlson. For almost
ten days, he went to work early and stayed late. He told his wife that he
was working on a heavy project, when in fact he was playing Adventure.
When he'd achieved the title of Grand Master, he became intrigued with the
idea of getting some sort of Adventure into his own computer - a 16k
TRS-80. When he mentioned this to his friends, they laughed! After all,
the original FORTRAN version took 300k!
Fortunately, Adams was not daunted by their laughter and hit on the idea
of an Adventure interpreter (just as BASIC is an interpreter). After some
weeks, he had developed a working interpreter written in BASIC together
with a skeleton Adventure to play on it. After a further six months of
play testing, he had finished his first Adventure. It was called
Adventureland and was released through The Software Exchange (who started
SoftSide magazine) and Creative Computing Software. This early BASIC
program makes interesting study for the serious Adventurer and can be seen
in SoftSide July 1980 or "The Captain 80 Book of BASIC Adventures".
During the six months of programming, Adams' wife Alexis felt that she was
becoming a 'computer widow', so she started hiding his diskettes around
the house in order to get his attention. At one time, she hid the only
copies of Adventureland in the oven. That got his attention all right!
Adams decided that one Adventure was enough and he gave the game away.
A short time later (this was in 1978), Alexis unexpectedly announced that
she would like to write an Adventure. This resulted in a second program
called Pirate's Adventure. Again it was written in BASIC and has since
appeared in Byte December 1980.
The Adventures proved to be extremely popular, so Adams started on a third
one. When halfway through it, he was prompted by Lance Micklus to convert
to machine language because of its added speed. He followed this advice
and has never looked back.
Review: There are now thirteen Adventures in the Scott Adams series
(with a fourteenth on the way) and all are available for a number of
micros including, of course, the ATARI. The series consists of:
#1 Adventureland
#2 Pirate Adventure
#3 Mission Impossible
#4 Voodoo Castle
#5 The Count
#6 Strange Odyssey
#7 Mystery Fun House
#8 Pyramid of Doom
#9 Ghost Town
#10 Savage Island Part 1
#11 Savage Island Part 2
#12 Golden Voyage
#13 The Sorceror of Claymorgue Castle
There is a tendency for the earlier Adventures (up to number 5) to be
relatively easy and the later ones to increase in difficulty. You will
gain the maximum enjoyment from the series by playing them roughly in
numerical order. For anyone new to Adventures, Pirate Adventure or Voodoo
Castle are ideal. These are fairly easy and a hell of a lot of fun! At the
opposite end of the scale is Savage Island, which is a real brain teaser!
Adventureland appears to be the most popular in the series and is
therefore the most appropriate to review. Unfortunately, its popularity is
not because it is the easiest or the best, but simply because it is number
one in the series. As Adams' first Adventure, it is lacking in some areas
that the following Adventures were not. For example, the theme of
Adventureland is not a particularly strong one. It is a mixture of fantasy
situations and the influence of Original Adventure is very obvious. The
object of the game is to find thirteen treasures and return them to the
proper place - although you won't know where the 'proper place' is until
you find it some way into the game. You are given points for each treasure
returned, so that you can always see how you're going by typing SCORE.
Your Adventure begins in a forest. If you climb a tree, you'll see a
meadow and a lake to the east. Obviously that's the way to head, so you
climb down the tree and head east. Lo and behold! A sleeping dragon! And a
sign which reads "In many cases mud is good. In others...". What on earth
could that mean? Here lies the magical appeal of the Scott Adams
Adventures. We are only in the third location and already we are intrigued
by his puzzles. As it happens, waking the dragon is one of the hardest
problems of the game. Let's examine it to gain an insight into Adams'
cunning mind.
Firstly, there is no evidence that you need to wake the dragon at all, but
it's too tempting to ignore and Adams knows it! So you try waking,
hitting, kicking, climbing on, pushing, pulling, etc., but all to no
avail. You eventually give up and move on to other tasks, but the sleeping
dragon sticks in your mind. As the Adventure develops and you find useful
objects, you are constantly drawn back to the sleeping dragon to test new
ideas. And some of them work! The first method of waking the dragon will
probably get you killed. (Remember the sign?) The second requires you to
be very innovative. The results are quite humorous, but this time the
dragon gets killed. By now you will probably be thinking that the dragon
is a red herring, but that's where you're wrong. There is a third way of
waking it, which you won't discover until deep into the game. The third
way kills neither you nor the dragon and reveals a treasure to boot!
Discovering it gives you a great sense of satisfaction and triumph,
because you know you had to work hard to get it.
Adventureland is full of puzzles like the one above. Adams shows a deep
understanding of the human mind (whether he realises it or not) and
exploits it to the fullest by constantly tempting your curiosity and
testing your powers of reasoning. You will become entranced by the puzzles
and lose all track of time. What seems like half an hour could be half a
day - or night. You can also expect to get killed a few times, but if you
carefully map everything, you'll find a way to reincarnation. Failing
that, there is a SAVE GAME feature, but it only allows one version to be
saved unless you use a separate disk or cassette for each version.
Adventureland uses elements from The Arabian Nights and the legend of Paul
Bunyon. The latter is a North American folk hero who neither Australians
nor Europeans may be familiar with and a couple of minor clues may go over
their heads as a result. Adventureland also uses a lot of magic, so keep
this in mind.
Hints to help overcome all the major puzzles are provided within the
Adventure itself, but if you get stuck, there are several sources you can
turn to. Firstly, try typing HELP in each room. This can occasionally be
VERY informative. Secondly, buy the Scott Adams 'Book of Hints'. Thirdly,
use the hints at the end of this issue's column.
In summary, Adventureland's theme is inconsistent, but this is more than
compensated for by the absorbing puzzles. Recommended for intermediate
Adventurers.
Hints: I have taken great pains to ensure that the Adventureland
hints are different to those in Scott Adams' own 'Book of Hints', although
I've again used his coding technique. Simply look through the clues until
you recognise the area where you're stuck, then decode the hint by
matching the numbers with the words in the attached list. As there would
be a lot of beginners stuck in Adventureland, the hints are more
straightforward than those for Original Adventure in the last issue. Have
fun!
Can't wake the dragon?
8 38 63 40 29
Can't catch the golden fish?
34 24 5 13 55 61
Can't get the statue out of the quicksand bog?
59 11 29
Can't get yourself out of the quicksand bog?
19 38 44 57 38 52 6 38 68 61
Chigger bites getting you down?
19 38 44 46 38 47 61
Haven't been underground yet?
38 3 46 38 42 12 31 5 56 67 29
Can't return to life after being
killed?
43 53 54 9 32 38 25 15 29
Locked door barring your way?
33 51 60 38 42 12 49 14 22 48 61
Can't light the lamp?
59 38 37 21 29
Can't unbrick the bricked up window?
38 45 17 11 29
Can't cross the chasm?
41 36 2 29 64 5 28 18 58 39 29 29 29
Does the bear stop you from getting
the magic mirror?
59 62 22 27 29
Does the magic mirror shatter when you drop it?
16 22 57 26 65 29
Can't get the treasure from the lava?
16 40 66 29
Can't return from the maze of pits?
4 44 35 30 6 23 29
Can't get the royal honey?
59 11 29
Can't catch the bees?
7 5 20 29
Bees suffocate?
59 5 10 29
Missing a diamond ring?
19 69 39 38 1 50 61
Missing a diamond bracelet?
59 22 66 29
1 ARABIAN |
24 WOOD |
47 MEADOW |
2 FAR |
25 MISTY |
48 DOWN |
3 SPIDER |
26
SOMETHING |
49 BEFORE |
4 READ |
27 AWAY |
50 NIGHTS |
5 A |
28 HOP |
51 YOU |
6 OF |
29 . |
52 SHORE |
7 GET |
30 BOTTOM |
53 UP |
8 FIND |
31 SPINS |
54 OR |
9 EAST |
32 FROM |
55 USE |
10
SHORTCUT |
33 DID |
56 STRANGE |
11 HELP |
34 WHAT |
57 ON |
12 TREE |
35 AT |
58 STEP |
13
FISHERMAN |
36 NOT |
59 TRY |
14 CHOPPING |
37
BOTTOMLESS |
60 CLIMB |
15 ROOM |
38 THE |
61 ? |
16 DROP |
39 AND |
62 SCARING |
17 MAY |
40 MIRROR |
63 MAGIC |
18 , |
41 IT'S |
64 JUST |
19
REMEMBER |
42 CYPRESS |
65 SOFT |
20
CONTAINER |
43 GO |
66 AGAIN |
21 HOLE |
44 SIGN |
67 WEB |
22 IT |
45 AXE |
68 LAKE |
23 CHASM |
46 IN |
69
ALADDIN |
* Published by New Atari
User. Write by Garry Francis, Sydney, Australia |