Savage Island 1
Adventure Game: Text/Illustrated · ZX-Spectrum 48K · 1 players · English
Adventure International · 1987 · Pound sterling 7.95
Also known as Savage Island One (English)
Adventureland, 10 of 13
Discussion
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Remarks
Re-issued with graphics by Tynesoft.
Credits
Don Dixon is the author of the Adventure International cover and Angus McKie did the Tynesoft inlays.
Releases
- 1987Adventure International Sold as Savage Island OnePound sterling 7.95
- 1987TynesoftPound sterling 7.95
Play
- SavageIsland1.tzx.zipTape image English40 KB
- SavageIsland1(different).tzx.zipTape image English23 KB
- SavageIsland1.tap.zipTape image English22 KB
- SavageIsland1(Tynesoft).tzx.zipTape image English23 KB
- SavageIslandPart1(alternate2).tzx.zipTape image 23 KB
Documents
- SavageIsland1(Tynesoft)(EN).pdfInstructions English387 KB
Files and rights
Distribution permission is on record, granted to another archive rather than to this one. Screens and pictures are copied here; everything else links to the archive that holds it.
- AllowedAdventure International → WorldOfSpectrum
Credits
- Scott Adamscredited
- Don DixonInlay/Poster Art
- Angus McKieInlay/Poster Art
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Scores
In the magazines
- Your Sinclair #251988 · Overall6/10
Elsewhere on the web
- WorldOfSpectrum 9 votes7.44
In the magazines 22
Your Sinclair #25Jan 1988 · p.866/106/105/106/106/106/10
Graphics 6/10
Text 6/10
Value For Money 5/10
Personal Rating 6/10
Overall 6/10
Mike Gerrard 6/10
FAX BOX Game: Savage Island I/II Publisher: Tynesoft, [redacted] Price: £7.95 each Reviewer: Mike Gerrard It feels like stepping back into a time-warp to be reviewing these two elderly Scott Adams titles, though I believe this is the first time the graphic versions have been released for the Spectrum. You're not told much about the story behind part one, except to survive on the island. Can you outlive the awesome power of Hurricane Alexis and solve the problems of the volcano, the bear in the cave and the underground caverns? Well maybe you can if you're persistent and don't always believe what you read. Don't leave the first location until you've unearthed an object, and when in the lake you can also swim in the one direction you're not given as a possible exit. You can jump down a cliff and survive too! Devious, sometimes in the wrong way, but complex and quite lengthy as well. It seems a bad marketing move from either Scott Adams or Tynesoft to make sure you can't start Savage island II 'til you've finished part one and got the password. Those who can't solve the first part aren't likely to buy a second part they can't start, are they? But if you enjoy what you've done in part one you might like to get yourself stuck in part two as well. The password's as easy as 1-2-3. Part two is far removed from any island, savage or otherwise, because now you're in space and again the aim of the game isn't clear, apart from progress and survival. It's a game of force fields, console panels and captain's logs. The answer to the first problem of how to get through a vacuum, deserves an entry in the obscure inputs hall of fame. I had to get help on this one myself, and I make no apologies for passing it on, though I will print it backwards for the benefit of those stubborn nuts who'll still want to try for themselves: ETALITNEVREPYH. The input when you're through the vacuum is BREATHE OUT. The graphics are variable, some good and some pretty dire, but again it should keep you playing for quite a while and in that sense, it offers you value for money. This pair of adventures hasn't converted me to being a Scott Adams fan, but those who already are fans won't care about that and will just be keen to get their hands on them.
C&VG (Computer & Video Games) #67May 1987 · p.685/106/105/105/105/10
Vocabulary 5/10
Atmosphere 6/10
Personal 5/10
Value 5/10
Matthew Woodley 5/10
SUPPLIER: Tynesoft/Adventure Soft MACHINE: Spectrum, Commodore +4, C-64, C-16, BBC/Electron, Atari PRICE: £7.95 The first in the Savage Island duo is, aptly enough, called Savage Island Part One. The game starts off with you on the beach of the island, standing next to a large stone head rather like those found at Easter Island. From this starting position you can wander along three other beaches, and if you really want to, you can take a swim in the shark infested waters. But this doesn't get you very far, so you have to start making decisions about what to do. First thing on your agenda should be to take some coconuts from the conveniently positioned tree on one of the beaches. But if you hang around too long before finding shelter, a nasty hurricane called Alexis comes and rips you apart in a very unfriendly manner. But this ill wind there indeed does blow some good, as the hurricane knocks down some trees which you can somehow pick up and carry for use later. The island's dormant volcano has a crater which has been filled in with rain water to form a lake. One use of the log is as a means for floating any heavy objects across that you think will be useful. Also to be found in the volcano is a rather gruesome grizzly bear. But the bear is the least of your problems as the random hurricane tears around the island. I call it random because it is. As far as I know whether you survive the hurricane or not is a purely random affair. During the days I spent playing it, the hurricane never left without killing me. Savage Island is too outdated now to be a decent game. It was first released on the TRS-80 back in 1982, and although it now has some nice quickly drawn graphics (the screen is split into two, with graphics in the top part and scrolling text below it) it is nothing to write home about.
Micro Adventurer #15Jan 1985 · p.25
Ken Matthews
THE ADAMS ADVENTURE CONTINUES Ken Matthews looks at Pyramid of Doom, Ghost Town, and Savage Island 1 in his continuing series on Scott Adams. Before I begin this month I'd like to thank all you Adventurers out there who have phoned and sent your comments about the series so far. I've had no unkind remarks yet - unless the Editor is sparing me the embarrassment. I'm very pleased to see that the time I've spent solving these classics has helped others at last. For any newcomers, the phone-in Adventureline is still available to give instant help on Scott Adams and many other adventures. So please call (0474-334008) or write in to me at Micro Adventurer - with an SAE if you need a reply. This article is the third in the series so if you require the last two, concerning adventures 1-7, please order back issues from the address inside the front cover. Still, enough preamble, I'm sure (I hope) many of you are waiting for the latest hints so on with the job! PYRAMID OF DOOM We start with Pyramid of Doom, where Scott really begins putting us through our paces as the adventures become increasingly more difficult. You begin in a desert near the ancient pyramid, to which you, the grave robber, seek safe access. The desert, of course, is very hot so you might begin by filling your canteen or even try a refreshing dip. The desert can hold many secrets and a little delving could uncover some of them. The pharaohs were very jealous of their relics and famous for their skill in protecting their tombs against violation - Scott's pyramid is no exception but a little caution should see you safely inside. A preliminary exploration will show many items, but none of the treasures you are expecting are immediately visible. As with every adventure, it is essential to examine everything at least once and clean up anything that seems a little too dirty to handle - but, sometimes, poking too far into the relics of ancient Egypt could prove fatal! You may encounter an enigmatic oyster and a rather suspicious basket - get on with it! - are you an adventurer or just a fakir? At least you'll have found somewhere to store the treasures if you've read the message right. Fancy some tasty camel jerky - Ugh! It's no use to you of course, but there's more than one creature about, which is the hungriest? . And now the inevitable mummy, he seems pretty lively but you might find some way to dampen his enthusiasm and gain the first obvious treasure. A number of items are now revealed and that skull definitely has a winning smile. A walled up door could present a problem but there's no use holding back - a velvet glove is no good at all... Feeling around, dazzled by your own brilliance? Eeee! You clever devil - you're getting the hang of it now. Giving someone a hand (?) could give you a lift up towards a dismal cell and your meeting with the most puzzling aspect of the game - the celebrated purple worm. Be careful is all I'll say, it's very easy to die here. Apart from that, you're on your own, don't spend too much time here though - there's plenty more to do elsewhere. There's no one to help you on the ledge but it could be a good place to lose a couple of things, especially a ubiquitous Arab nuisance. At last! A throne room. The really valuable treasures must be close at hand. Don't get too flushed with success! - at least, not yet. The mural is the clue and what I'll add is, "roses are red, hearts are red, so are..." if you're not too possessive you'll see your troubles melt away, not before your eyes but close by. The rest of the game should be quite straightforward if you've got this far and all the treasures will be stored safely. See - the worm wasn't that much of a problem was it? GHOST TOWN The next item on the agenda, Ghost Town, is a slight departure from Scott's usual style in that it contains a bonus scoring system. This routine awards extra points if you complete the puzzles in the correct order. It is still possible to finish the adventure if the order is wrong but those of you who enjoy going over things again will have fun sorting this out. I don't know the correct sequence, so, if any of you do - let me know. The game starts you off in a deserted Ghost Town and once more treasures must be found and stored. Once again you might like to begin by having a drink to fortify your spirits, but you just might bump into one once you make your presence known. If you're armed, don't shoot the piano player... Show a little appreciation even if he plays a few bum notes; you probably can't do any better - or can you? Too much vanity could be fatal though - it's up to you to get this one taped. In the stable, your horse, 'ole paint, is waiting for you but he's not quite roadworthy yet, as you'll discover if you see the point. This one has an attractive answer although you'll probably end up in something far less wholesome. Still, down doesn't necessarily mean out - it might be better to look in. The telegraph office is a more solid problem - a safe that can't be opened and a key that won't work. You must be moved to greater things and a little electrical know-how will give a clue, albeit in a sort of code! The answer should be very clear to us Brits. The hoosegow should be open to you now, unless your thinking and mine are poles apart. Another item or two should be added to your collection, plus a good clue to give you a monopoly (?). Walk on! Giddyup! Heigh Ho Silver! - in true cowboy style you can gallop across the plains - a short ride should put you in with the Indians though - don't panic - you can drum up some support - if you know. A dry wash? That seems a little odd but the merest flash of inspiration is all that's needed to help you jump ahead. So have a go! A mine of information? - not really, but necessary to visit none the less and easy if you've picked up the clue. At this point you might think of the odd substances you've found. I used to be a chemist, so it was pretty easy for me but it's a safe bet that if I can't help you, Guy Fawkes could! Put plenty of distance between you and the result of your experiment though - or it'll be raining more than cats and dogs today! If you're clever you should be able to find somewhere safe to sleep without my help but don't go to bed too early. After all, you've earned a little relaxation by' now, so go and enjoy yourself - the rewards might be more than spiritual. That should be about all you need to get you by, except to say that the last place a cowboy wants to go is to Boot Hill, but, if you've done everything else, what have you got to lose? Savage Island 1 The fiendish Savage Island 1 is a quest, not for treasures but a password that will get you into the even more diabolical Savage Island II - hardly what I'd call a reward. The theme of this pair of adventures is highly original and slowly unfolds to the more perceptive. If you don't catch on, don't worry, all is revealed - at the end of Part II! You begin in sand again - this time on a tropical island. You must rely on common sense and what you see. A lot of items are obtainable or usable - even if not obviously so. Beach-combing can be a pleasant and profitable activity. If you don't own a spade or metal detector don't worry - the sand is nice and soft. With a little effort you could round off your exploration by entering the extinct volcano and add an unwanted and extremely unhelpful item to your inventory. There's no way I've found to avoid it, you must rely on luck for now. On this first visit you might find somewhere safe to save a drink and a hot-spot that's going to be useful later on. Crossing the lake and diving are quite easy - you've obviously learnt to swim since Pirate Adventure - but a little extra buoyancy is needed before you can hang on to anything you find. If this leaves you with nothing else to do - don't worry, wait it out. Now things have really hit the fan! - stuck in the middle of hurricane Alexis with no option to save. There's always a chance you'll be blown away but a noise or two might lead you to something very heavy and useful but less dense than water. The next part is so awkward I could almost tell you what to do and still leave you plenty of headaches but all I'll do is remind you that there's no wind in the cave but the present occupant seems to like you just a little too much. You must deal with him and collect what you can. A little water sport, a trip to the seaside will help - with a little luck you could see your problems evaporate. The storm's blown out, movement is safe again but there's not long left before dark. There is no safe place to sleep on Savage Island so you'd best get ready to leave - quickly. Tarzan's swinging supports will aid your boat-building activities and, although it might be a little difficult to handle, you should soon have a seaworthy craft. just make sure you build it in the right place. Shades of Pirate Adventure! - time to pay a toll and find someone to give the rum to, this time for a reward and assistance. A new beach is the next stop, but there's no fairground in sight despite the fact it's time to shy a coconut - literally! The force is with you! You've found a light, so now you can retrace your steps and search behind the dark opening - something smells a little fishy - or worse! But you might find a short-cut to make up for it. Back in the tunnels you'll find two creatures, one of whom is slightly familiar and more than a little useful. Once this is sorted you're just about ready for your password - there is more than one and everything has a use, so make sure you are carrying everything you haven't used yet and it'll be as easy as abc. That's it for this month - once again I hope I've left the easier tasks to you to leave plenty to do. This month's hints are a little broader than usual but you should be OK with a little thought and a dictionary (?). If you still have problems please write in or phone. Next month I'll be wrapping up the series with Savage Island II, Golden Voyage and The Sorcerer of Claymorgue Castle so order your copies now! Next month's hint review will be the end of this series on Scott Adams' Classic Adventure. In March, Ken Matthews will begin a new series on the Infocom adventures, beginning with the Zork trilogy.
C&VG (Computer & Video Games) #8Jun 1982 · p.29
Keith Campbell
[ZXSR: This is not a review for the Spectrum version, but multiple machines. The Spectrum could easily have been added into the content.] Scott Adams' adventures are always full of mystery and excitement, and have set something of a standard on the Micro Adventure scene. So it's about time we had a look at another of his works. Savage Island, part one, is one of the most devious games that I have played. The object is not to collect treasures, but to obtain the password needed to commence part two. Who could resist buying the sequel after such a struggle? At the outset, one finds oneself on a deserted beach on a tropical island. A stroll around reveals an impenetrable jungle, a plain, a shark-infested ocean and an extinct volcano. It all seems like a very routine exploration job. Even after working out how to keep at bay the bear who inhabits the cave at the top of the volcano - a problem that you will spend hours sweating over - things seem to be going quite well except for the lingering sense of unease after having examined the stone head back on the beach. But it's easy to forget about that, trying to survive hurricanes and investigating bangs and bumps in the night. Is the island all it seems? Where are those vital tools we became certain we needed some two months ago and still haven't found? There is indeed something very sinister afoot, and it seems our old chortling friend from Pirate's Island is lurking around somewhere. So startling is the finale to this first part, that having been clever enough to get the password, I can't wait to find out what happens in part two. Savage Island is published by Adventure International and versions are available for TRS-80, Video Genie, Apple, Exidy Sorceror, and Atari computers.
Tips15
- Sinclair User #122Apr 1992 · p.33
- C&VG (Computer & Video Games) #100Mar 1990 · p.88
- Your Sinclair #50Feb 1990 · p.63
- Sinclair User #75Jun 1988 · p.93
- Your Sinclair #30Jun 1988 · p.80
- C&VG (Computer & Video Games) #50Dec 1985 · p.24
- C&VG (Computer & Video Games) #49Nov 1985 · p.103
- Home Computing Weekly #130Sep 1985 · p.15
- C&VG (Computer & Video Games) #46Aug 1985 · p.107
- C&VG (Computer & Video Games) #45Jul 1985 · p.78
- C&VG (Computer & Video Games) #41Mar 1985 · p.29
- C&VG (Computer & Video Games) #41Mar 1985 · p.30
- C&VG (Computer & Video Games) #39Jan 1985 · p.104
- C&VG (Computer & Video Games) #34Aug 1984 · p.137
- C&VG (Computer & Video Games) #21Jul 1983 · p.131
News/Note2
- C&VG (Computer & Video Games) #66Apr 1987 · p.77
- C&VG (Computer & Video Games) #58Aug 1986 · p.71
Feature1
- Micro Adventurer #15Jan 1985 · p.25
Related
- Ports
- (Atari 8-bit), (BBC Micro), Savage Island (Commodore 64), (Commodore Plus/4), (Acorn)
- Elsewhere
- CASAMobyGamesThe Tipshop
- Same entry at
- Spectrum ComputingZXInfo
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