| Alt-Name | Adventure 11 |
| Release Type: | Official Release |
| Publisher(s): | Adventure International |
| Developer(s): | NA |
| Platform: | Dragon 32 |
| Also on Platforms: | Atari 8-bit, |
| Genre: | Adventure |
| Rating: | NA |
| Item Number: | 11 |
| Barcode: | NA |
| Release Date: | NA |
| Description: | NA |
| Box Text: |
SAVAGE ISLAND - Part II The suspense begun with Adventure 10 now comes to an explosive conclusion with SAVAGE ISLAND Part II! This Adventure requires you to have successfully finished 10 wherein you were given the password to begin this final half. The plot thickens as you wind your way through glowing corridors in search of the elusive clue that will enable you to solve the riddle of the island. NOTE: For experienced Adventurers only! Difficulty Level: Advanced. THE ADVENTURE SERIES: AN OVERVIEW By definition, an adventure is a dangerous or risky undertaking; a novel, exciting, or otherwise remarkable event or experience. On your personal computer, Adventure is that and more. Playing any of the Adventure series consists of three elements: you, the user; the games themselves; and the author, Scott Adams of Orlando, Florida. In beginning any Adventure, you will find yourself in a specific location: a forest, on board a small spaceship, outside a fun house, in the briefing room of a nuclear plant, in a desert, etc. The top portion of your video display will tell you where you are and what you can see; the bottom section of the display is devoted to inputting commands to your robot computer and receiving messages that may arise as the result of your orders. You have to get used to looking at both the top and bottom portions in order to find out what's going on in the game but it doesn't take long for the reading to become a reflex. In fact you will have to live those legendary worlds. By using two-word commands you move from location to location (called "rooms" although some rooms represent outdoor sites such as a swamp), manipulate objects that you find in the different rooms (pick them up, put them down, carry them, etc.), and perform actions as if you were really there. If you're tired of video games of bouncing balls or shooting at targets; if you're ready for an intellectual challenge that transports you to new worlds of experience; if you want to see what a skilled programmer can do with a micro, invest in one of Scott Adams' games. An early Adventure (Adventureland or Pirate Adventure) is a good place to start because the more Adams creates, the tougher his puzzles get. |
| Date | User | Field | Value |
|---|---|---|---|
| 08-31-2026 | bizzgeburt | Box Text | SAVAGE ISLAND - Part II The suspense begun with Adventure 10 now comes to an explosive conclusion with SAVAGE ISLAND Part II! This Adventure requires you to have successfully finished 10 wherein you were given the password to begin this final half. The plot thickens as you wind your way through glowing corridors in search of the elusive clue that will enable you to solve the riddle of the island. NOTE: For experienced Adventurers only! Difficulty Level: Advanced. THE ADVENTURE SERIES: AN OVERVIEW By definition, an adventure is a dangerous or risky undertaking; a novel, exciting, or otherwise remarkable event or experience. On your personal computer, Adventure is that and more. Playing any of the Adventure series consists of three elements: you, the user; the games themselves; and the author, Scott Adams of Orlando, Florida. In beginning any Adventure, you will find yourself in a specific location: a forest, on board a small spaceship, outside a fun house, in the briefing room of a nuclear plant, in a desert, etc. The top portion of your video display will tell you where you are and what you can see; the bottom section of the display is devoted to inputting commands to your robot computer and receiving messages that may arise as the result of your orders. You have to get used to looking at both the top and bottom portions in order to find out what's going on in the game but it doesn't take long for the reading to become a reflex. In fact you will have to live those legendary worlds. By using two-word commands you move from location to location (called "rooms" although some rooms represent outdoor sites such as a swamp), manipulate objects that you find in the different rooms (pick them up, put them down, carry them, etc.), and perform actions as if you were really there. If you're tired of video games of bouncing balls or shooting at targets; if you're ready for an intellectual challenge that transports you to new worlds of experience; if you want to see what a skilled programmer can do with a micro, invest in one of Scott Adams' games. An early Adventure (Adventureland or Pirate Adventure) is a good place to start because the more Adams creates, the tougher his puzzles get. |
| 08-26-2026 | bizzgeburt | Created |
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