Savage Island 2
Adventure Game: Text/Illustrated · ZX-Spectrum 48K · 1 players · English
Adventure International · 1987 · Pound sterling 7.95
Also known as Savage Island Two (English)
Adventureland, 11 of 13
Discussion
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Remarks
Re-issued with graphics by Tynesoft at £7.95
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 TwoPound sterling 7.95
- 1987TynesoftPound sterling 7.95
Play
- SavageIsland2(different).tzx.zipTape image English18 KB
- SavageIsland2.tap.zipTape image English17 KB
- SavageIsland2(Tynesoft).tzx.zipTape image English17 KB
- SavageIslandPart2(alternate2).tzx.zipTape image 18 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 7 votes6.57
In the magazines 12
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.686/108/106/105/106/10
Vocabulary 6/10
Atmosphere 8/10
Personal 6/10
Value 5/10
Matthew Woodley 6/10
SUPPLIER: Tynesoft/Adventure Soft MACHINE: Spectrum, Commodore +4, C-64, C-16, BBC/Electron, Atari PRICE: £7.95 To get into Part Two, you need the password that ends Part One. But there is the snag - Scott has provided two different passwords, one of which allows you carry through a specific object with you - if you are carrying it with you when you complete Part One. You enter the game completely naked, facing a force field. One short step through it, and you meet a gory end in a vacuum. But before long, you'll have solved that little problem, to find yourself inside an alien space ship, where you soon meet up with a Neanderthal man. You must experiment with the object you brought with you in a rather unobvious way, and learn how to psycho-transfigure, to eventually solve the mystery of the stone head on the beach, and the reason for the disappearance of dinosaurs from the face of the earth. Be warned -it is very difficult! And overpriced, too. I would have thought these games would have been better bundled together, and sold at about £6.50 for the text version. and £9.95 for the graphics versions, to make them comparable value to the Scott Adams Scoops tape from US Gold.
Micro Adventurer #16Feb 1985 · p.20
Ken Matthews
SAVAGE ADVENTURES Ken Matthews concludes his series of reviews of Scott Adams' Classic Adventures by looking at Savage Island Two, Golden Voyage and The Sorcerer of Claymorgue Castle. The end is nigh! This article rounds off our in-depth look at the Scott Adams classics with hints for, probably, the three most difficult adventures. Before I begin though, I will correct last month's review of Savage Island 1, where I suggested "there is no safe place to sleep". Not so! A young adventurer, Damien Meadows of Nutley, Sussex, playing on the Texas, informed ADVENTURELINE that you can sleep on the secluded ledge near the lake. I stand corrected! This makes things a lot simpler - well less hurried anyway. And so to the reviews. SAVAGE ISLAND PART TWO You begin in deep trouble! The correct password from Part I is needed which will give you an item to cover your nudity and may suggest a sharp intake of breath. Breath is the last thing you need in a vacuum of course so make sure you get rid of it if you want to survive the next few moves. Time is short, so don't stop to look at things just yet, get to somewhere you can breathe. Now you'll be able to examine things at your leisure. A little exploration and examination will be a great help towards getting some idea of what to do next and a bloom so beautiful you'll get a crush on it will solve a very old problem. If you remember that lung size is proportional to body size, psychotransfiguration may not seem so much of a drag - if you keep your head covered. You can move on with open eyes. Once you've seen me, if you see what I mean, you should reach that blinking field, at last, to be confronted with yet another problem. Don't worry, put it out of sight and mind for a moment and take a bit of exercise. Life is a treadmill? Sounds like a clue to me! Of course you'll have to unravel another mystery to tie this one up. If you can push through this location and still hold on, you'll have made a very significant 'move'. Things should really be dropping into place now and so should you, providing you have tied up all those loose ends. Clutching an alien device and a few threads of information to suggest a purpose to the whole game you should be able to rid yourself of a paradox - one that's blocking your progress. The last move is probably the most difficult in that it seems to need inspiration to suggest it. After struggling for hours to use some of the superfluous objects in the game, I finally gave up until meeting Scott at the PCW show - he told me I was only two moves from the end! To push you in the right direction all I'll say is that your two friends in Part I are your friends in Part II as well, so don't be too annoyed at one of them - he's just doing his job and helping you do yours! The final touch will yield a burst of gibberish - but, with the aid of the card in the software pack, everything will become clear and the awesome scope of the task you've just completed will be revealed. Of course, if you've got a pirate copy, everything will be as clear as mud - but the Americans have a term for that too - Tough*?!@ GOLDEN VOYAGE The second of this month's games boasts a rather outré theme - the King has lost his virility and both he and the Queen will be eternally grateful if you can seek out the elixir that will restore his vigour. Flush with Royal gold it is a simple matter to gather the items needed for your quest, weigh anchor and set sail for foreign parts. All you need is on the ship and, providing you keep a sharp look out, you'll soon find a safe landing place. Careful not to leave yourself stranded, you will be able to equip yourself completely for the rest of the game and seek out the mysterious cave shown on the tablet from the bazaar. It doesn't seem you can do too much there yet, but careful and repeated excavation will pay dividends. A rocky strand could give you a hard time but a gentle shove will put most of your troubles behind you - there really is no need for violence - but don't forget to rummage in the remains. Stepping up to the altar you might cleanse your soul to find what is missing and complete the inventory of essential small items. It might seem odd, but dropping what you've recovered could solve a puzzle and ,indicate that a little back-tracking is necessary. The right place to say a word is clearly shown so don't go too high. Don't imagine things are over yet - but you can rid yourself of a burden before sailing once again to lose the second. The world is at your feet - or nearly if you look for it! At last. you can return to the gods with a good idea of what to do next if the way is no longer 'blocked'. The cyclops is probably your worst problem - just throw everything you've got at him but be prepared for a visual shock. The rest is quite straightforward if you don't get trodden on - be assured, your reward will make it all worthwhile. THE SORCEROR OF CLAYMORGUE CASTLE The latest of Scott Adams' series is a little unusual too. To me, it bears more similarity to Infocom's Enchanter and Sorcerer than to the previous 12 adventures, in that you must find and use spells to complete your quest. The aim is simply to recover 13 lost stars from Claymorgue Castle but, as ever with Scott, this is easier said than done. Most spells work in more than one place so you must not only obtain them but also find the correct place to use them. The easiest way is to experiment but remember to save often. "Open Sesame" is not the way in, so don't go by the book - be a little more imaginative. Don't hold your breath while worrying about a monster just get down out of his way. If you've found the kitchen, I won't need to say much except that 'cabinet' is probably the noun you've been racking your brain for. A way out is simple to find but the more baffling items are certainly best left until later. Your energy might be better spent on the confines of the plain room! You should by now have unravelled a few problems, used your seed spell etc. You could see things a lot more clearly if you remember Snow White - it might help get you out of a hole - or into one! 'Raptures(?) of the Deep' is a danger to all divers but a little experimentation will get you out of trouble quite happily. If you are still content, you could move up in the world and let Mr. Newton help you crack the case. A little drink will clear the dust from your throat and help you brave one potentially fiery demise. Careful not to blow it (?) you should be no less than three stars 'the richer. Happier still, a fakir's trick would do you a favour to make you dizzy with delight. A close look at the battlements should give you something to aim at and set you up to finish the adventure. To round things off you'll need to go outside the castle. A bit of pyromania could see you glowing with pride and really getting into things (?). Having stored some stars it's time to end it all with yet another dip but this time a nice dry towel should help once you've reached the centerpiece of things. Don't Panic! You should only have one (and a half?) spells left so the last bit will be plain sailing. Regular readers of this series will notice that the clues this month are a little vaguer and more cryptic than usual. There are two reasons for this. Firstly these three are probably the most difficult of the adventures Scott himself has penned to date. It is very difficult to strike a balance between giving too much away and leaving you none the wiser for reading the hints. Secondly, I would suggest that none of these games be tackled as an introduction to Scott Adams' work - arm yourself with an early game and some back issues of Micro Adventurer. This will give you a good background in these adventures (and my writing style) and let you tackle any of the above with more confidence. Well, sadly, this series of hint-reviews closes here but, with Adventure 14 Return to Pirate Island - and Questprobe Three due for release this month I'm sure it'll be a long time before we hear the last of Scott Adams' games. Finally, thanks to you, the readers, who've called ADVENTURELINE or written in about the series. Knowing the articles have helped so many of you has made it all very rewarding. Happily, I've not been put out to grass just yet and next month I'll embark on another mammoth task - complete hintreviews of the brilliant Infocom series! In the meantime, for your Scott Adams, Infocom and many other problems try ADVENTURELINE on [redacted].
Tips4
- Your Sinclair #39Mar 1989 · p.60
- C&VG (Computer & Video Games) #70Aug 1987 · p.75
- C&VG (Computer & Video Games) #41Mar 1985 · p.30
- C&VG (Computer & Video Games) #36Oct 1984 · p.136
News/Note4
- Your Sinclair #27Mar 1988 · p.85
- C&VG (Computer & Video Games) #66Apr 1987 · p.77
- C&VG (Computer & Video Games) #58Aug 1986 · p.71
- C&VG (Computer & Video Games) #38Dec 1984 · p.166
Feature1
- Micro Adventurer #16Feb 1985 · p.20
Related
- Ports
- (Atari 8-bit), (Commodore Plus/4), (BBC Micro)
- Elsewhere
- CASAMobyGamesThe Tipshop
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- Spectrum ComputingZXInfo
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