Savage Island Pt 1 - C64

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Archived from groups: rec.games.int-fiction (More info?)

I got a few old tapes for my C64 from a yard sale recently - one
of them had Scott Adam's Savage Island pt 1 on it. Amazingly
enough, it loads up on my C128's tape drive and runs but doesn't
seem to be playable. Everything seems to work except that I can't
get the room description to print out beyond the first room. So
it's like moving around in the dark! Commands work, I can dig in
the sand and find "something" but since I can't get the room
description to print out again, I can't see what it is (I did
peek at the hints and find out it was a bottle).

The typical LOOK or EXAMINE command doesn't do the trick like it
does for Ghost Town (another game I loved as a kid and got in
this batch of tapes). At least one other Scott Adams game I have
for the C64 automatically prints the room description after most
commands.

It didn't look like an official tape - the black cassette was
fairly scuffed and scraped and didn't have a label on it so maybe
it's not an official version for the C64 and I'm out of luck.

Is there any special command anyone can remember for Savage
Island that will print out the room descriptions? I realize it's
a long shot... but who knows?! I tried things like VERBOSE but
those seem to be Infocom/Inform specific. Thanks much in
advance!

--
Dave Bernazzani
daveber@gisNOSPAM.net (remove NOSPAM to use)
 
Archived from groups: rec.games.int-fiction (More info?)

Dave Bernazzani <daveber@gis.net> wrote in message news:<ohkok0540rpbveo9s8fsit9rgs00boh12q@4ax.com>...
> I got a few old tapes for my C64 from a yard sale recently - one
> of them had Scott Adam's Savage Island pt 1 on it. Amazingly
> enough, it loads up on my C128's tape drive and runs but doesn't
> seem to be playable. Everything seems to work except that I can't
> get the room description to print out beyond the first room. So
> it's like moving around in the dark! Commands work, I can dig in
> the sand and find "something" but since I can't get the room
> description to print out again, I can't see what it is (I did
> peek at the hints and find out it was a bottle).
>
> The typical LOOK or EXAMINE command doesn't do the trick like it
> does for Ghost Town (another game I loved as a kid and got in
> this batch of tapes). At least one other Scott Adams game I have
> for the C64 automatically prints the room description after most
> commands.
>
> It didn't look like an official tape - the black cassette was
> fairly scuffed and scraped and didn't have a label on it so maybe
> it's not an official version for the C64 and I'm out of luck.
>
> Is there any special command anyone can remember for Savage
> Island that will print out the room descriptions? I realize it's
> a long shot... but who knows?! I tried things like VERBOSE but
> those seem to be Infocom/Inform specific. Thanks much in
> advance!

Hi Dave, my version of Savage Island Part 1 that I bought on a floppy
with all 12 of Scott Adams Adventures does the exact same thing. It
simply won't give you any room descriptions at all. I'm amazed that
it was not play tested at all before it was released, evidently.

If you will notice, whenever you type quit, or q, the game will give
you the room description perfectly. The only problem is that you're
now out of the game.

What I did to fix it was to use a hex or disk editor, and I found the
address where quit goes to, which I believe was simply a jump to
itself, and just nop those three addresses so the game would simply
keep running and not quit. To get the room description, I would
simply type quit. It's been too long ago for me to remember the
address though, sorry.

You'll probably have to play the PC version, or use an emulator for
Apple, Sinclair, Atari, TRS-80 or one of the many other versions of
Sav Isl 1 to be able to play it now.

Jake
 
Archived from groups: rec.games.int-fiction (More info?)

Every Scott Adams game I've played always displayed the room
description at the top of the screen, so there was no need to type
LOOK etc.

So I can't help. But Savage Island is neat, I'd like to see someone
try to "remake" it in a modern language. I feel like tackling "The
Count" myself...

Kevin Venzke
 
Archived from groups: rec.games.int-fiction (More info?)

Have you tried typing "r" for redescribe? Or maybe "look around"?

"Dave Bernazzani" <daveber@gis.net> wrote in message
news😱hkok0540rpbveo9s8fsit9rgs00boh12q@4ax.com...
>I got a few old tapes for my C64 from a yard sale recently - one
> of them had Scott Adam's Savage Island pt 1 on it. Amazingly
> enough, it loads up on my C128's tape drive and runs but doesn't
> seem to be playable. Everything seems to work except that I can't
> get the room description to print out beyond the first room. So
> it's like moving around in the dark! Commands work, I can dig in
> the sand and find "something" but since I can't get the room
> description to print out again, I can't see what it is (I did
> peek at the hints and find out it was a bottle).
>
> The typical LOOK or EXAMINE command doesn't do the trick like it
> does for Ghost Town (another game I loved as a kid and got in
> this batch of tapes). At least one other Scott Adams game I have
> for the C64 automatically prints the room description after most
> commands.
>
> It didn't look like an official tape - the black cassette was
> fairly scuffed and scraped and didn't have a label on it so maybe
> it's not an official version for the C64 and I'm out of luck.
>
> Is there any special command anyone can remember for Savage
> Island that will print out the room descriptions? I realize it's
> a long shot... but who knows?! I tried things like VERBOSE but
> those seem to be Infocom/Inform specific. Thanks much in
> advance!
>
> --
> Dave Bernazzani
> daveber@gisNOSPAM.net (remove NOSPAM to use)
>
 
Archived from groups: rec.games.int-fiction (More info?)

Heya.

Kevin Venzke wrote in message ...

>I'd like to see someone >try to "remake" it in a modern language.

They are already!!!

Look here:

http://ifarchive.flavorplex.com/if-archive/scott-adams/

Greetz, Katzy.
 
Archived from groups: rec.games.int-fiction (More info?)

Here, Katzy <katzy@noname.at.all> wrote:
> Heya.
>
> Kevin Venzke wrote in message ...
>
> >I'd like to see someone >try to "remake" it in a modern language.
>
> They are already!!!

No, those are the game files translated to a different platform (the
Z-machine). Although I think the parser is improved in simple ways.

Remaking the games in a modern language, with a modern sense of
description, detail, parsing, and command set, would be a different
thing.

--Z

"And Aholibamah bare Jeush, and Jaalam, and Korah: these were the borogoves..."
*
* Make your vote count. Get your vote counted.
 
Archived from groups: rec.games.int-fiction (More info?)

On Sun, 19 Sep 2004 21:56:07 +0000 (UTC), Andrew Plotkin
<erkyrath@eblong.com> wrote:

>Here, Katzy <katzy@noname.at.all> wrote:
>> Heya.
>>
>> Kevin Venzke wrote in message ...
>>
>> >I'd like to see someone >try to "remake" it in a modern language.
>>
>> They are already!!!
>
>No, those are the game files translated to a different platform (the
>Z-machine). Although I think the parser is improved in simple ways.
>

And at least one of the translations doesn't work! By some strange
coincidence, I was looking at these on Friday and grabbed both the Z-Code
and "ScottFree" versions. Playing the first, "Adventureland",

(*** SPOILERS ***)




EAST, EAST, SOUTH should take you to the edge of a bottomless hole, but in
the .Z5 version leaves you stuck at the shore of the lake. The TRS-80
emulator version agrees with the ScottFree behaviour. Plus, in my opinion,
the Informisation completely looses the feel of the original; a complete
re-working MIGHT work, but just translating the game mechanics doesn't (for
me at least).


Regards,
Graham Holden (g-holden AT dircon DOT co DOT uk)
--
There are 10 types of people in the world;
those that understand binary and those that don't.
 
Archived from groups: rec.games.int-fiction (More info?)

"Graham Holden" <look@bottom.of.post> wrote in message
> Plus, in my opinion,
> the Informisation completely looses the feel of the original; a complete
> re-working MIGHT work, but just translating the game mechanics doesn't
(for
> me at least).

Really? For me it looks just like I remember it from playing on a TI994A,
except that the scrolling goes the wrong way IIRC (up instead of down).
I don't remember there being so many typing mistakes, though.

"I'm up in A cAstle, in the distAnce I see VOODOO CASTLE.
There'sstAnding room outside the window"

Maybe there's an explanation for the capital As..? But they don't occur
everywhere: "It bears the Family Crest of DRACULA!"

Kevin Venzke
 
Archived from groups: rec.games.int-fiction (More info?)

"Graham Holden" <look@bottom.of.post> wrote in message
> And at least one of the translations doesn't work! By some strange
> coincidence, I was looking at these on Friday and grabbed both the Z-Code
> and "ScottFree" versions. Playing the first, "Adventureland",

And also... It seems to me that especially the games not written by
Scott Adams (Pulsar 7 for instance, a Brian Howarth one), things seemed
really screwy, and walkthroughs failed me early.

Kevin Venzke
 
Archived from groups: rec.games.int-fiction (More info?)

On Mon, 20 Sep 2004 14:27:52 GMT, "Kevin Venzke" <stepjakk@yahooo.frr>
wrote:

>
>"Graham Holden" <look@bottom.of.post> wrote in message
>> Plus, in my opinion,
>> the Informisation completely looses the feel of the original; a complete
>> re-working MIGHT work, but just translating the game mechanics doesn't
>(for
>> me at least).
>
>Really? For me it looks just like I remember it from playing on a TI994A,
>except that the scrolling goes the wrong way IIRC (up instead of down).
>I don't remember there being so many typing mistakes, though.

I sit corrected... I've just had another look, and yes, they all seem to
have the old style feel except Adventureland ... the only one I tried on
Friday before replying. Adventureland plays like a "normal" Inform game;
scrolling room description; GET ALL; Inform's default responses etc.

I assumed that they'd all been converted like this, whereas it looks like
Adventureland has been re-implemented, but the others have been transformed
OK.

>
>"I'm up in A cAstle, in the distAnce I see VOODOO CASTLE.
>There'sstAnding room outside the window"
>
>Maybe there's an explanation for the capital As..? But they don't occur
>everywhere: "It bears the Family Crest of DRACULA!"
>

These errors are in the ScottFree game files; presumably mechanically
preserved in the conversion to Inform.

Regards,
Graham Holden (g-holden AT dircon DOT co DOT uk)
--
There are 10 types of people in the world;
those that understand binary and those that don't.
 
Archived from groups: rec.games.int-fiction (More info?)

Graham Holden <look@bottom.of.post> wrote in message news:<9batk0pek52h8iqrkcp9mebmmuas1s4m4i@4ax.com>...
> And at least one of the translations doesn't work! By some strange
> coincidence, I was looking at these on Friday and grabbed both the Z-Code
> and "ScottFree" versions. Playing the first, "Adventureland",
>
> (*** SPOILERS ***)
>
>
>
>
> EAST, EAST, SOUTH should take you to the edge of a bottomless hole, but in
> the .Z5 version leaves you stuck at the shore of the lake. The TRS-80
> emulator version agrees with the ScottFree behaviour. Plus, in my opinion,
> the Informisation completely looses the feel of the original; a complete
> re-working MIGHT work, but just translating the game mechanics doesn't (for
> me at least).

In this case, I have to ask if it's a Scott Adams version issue or not. I
don't remember a bottomless pit on the version I played on the PET in 1979,
but I _do_ remember the pit and a billboard on the Apple II version.

There are similar sorts of changes from version to version of Pirate's
Adventure, too. ISTR that older versions (like with the PET) allowed
you to take the book onboard the Pirate's ship, but later versions gave
you something like "I'll not be setting sail with that accursed thing
aboard, Matey!" if you tried to leave the first island while carrying
the book.

Unfortunately, there's no easy way to track versions as there is with
Infocom/Inform games.

-ethan
 
Archived from groups: rec.games.int-fiction (More info?)

On 30 Sep 2004 14:19:49 -0700, ethan.dicks@gmail.com (Ethan Dicks) wrote:

>
>In this case, I have to ask if it's a Scott Adams version issue or not. I
>don't remember a bottomless pit on the version I played on the PET in 1979,
>but I _do_ remember the pit and a billboard on the Apple II version.

In this case I think you're right, and it's nothing to do with the Scott
Adams versions. In the .ZIP file I grabbed, all the games EXCEPT Adventure
Land are (roughly) faithful translations using Bjorn Gustavsson's
Scott2Zip. However, Adventure Land looks like it has been reimplemented in
Inform (it's a standard Inform look-and-feel, not Scott Adams's
look-and-feel).

>There are similar sorts of changes from version to version of Pirate's
>Adventure, too. ISTR that older versions (like with the PET) allowed
>you to take the book onboard the Pirate's ship, but later versions gave
>you something like "I'll not be setting sail with that accursed thing
>aboard, Matey!" if you tried to leave the first island while carrying
>the book.
>
>Unfortunately, there's no easy way to track versions as there is with
>Infocom/Inform games.

Some of the game files DO have a version number embedded in them (the
antepenultimate number in the file), but this (a) isn't always there and
(b) doesn't always change for small tweaks.


Regards,
Graham Holden (g-holden AT dircon DOT co DOT uk)
--
There are 10 types of people in the world;
those that understand binary and those that don't.