Scott Adams' Graphic Adventure #1: Adventureland for Atari 8-bit 3D
Atari 8-bitThe game sits on both sides of a disk. Answer the screen margin setup with S and Enter. When the game says "Flip this disk over", switch to disk 2 with the Disks button in the emulator's bottom bar and press Enter.
Game controls in browser
Show Controller & SystemClick on the play Atari 8-bit game now button first to start the computer with the game,
with the stop / start button you can pause the emulation.
The joystick is on the arrow keys with fire on X, the console keys START, SELECT and OPTION are Enter, V and Q.
A game that wants typing (a text adventure) needs Direct Keyboard Input turned on in the emulator settings, the keys then work as the Atari keyboard.
Scott Adams' Graphic Adventure #1: Adventureland
Online version of Scott Adams' Graphic Adventure #1: Adventureland for Atari 8-bit. The graphic version of the Adventureland text adventure, released by Adventure International in 1982 for the Apple II and later for the Atari 400/800. The game is the same as the 1978 original: a forest, swamps, bees, a bear, a dragon, 13 treasures and a 2-word parser. What it adds is a picture for every room, which can be switched off, with the room description shown on request. It opened the Scott Adams' Graphic Adventure series. Brian Howarth converted it for the Commodore 64 and ZX Spectrum, and StarCraft released it in Japan.
Game details
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Atari 8-bit (400/800, XL, XE)
Online emulated version of Scott Adams' Graphic Adventure #1: Adventureland was originally developed for the Atari 8-bit family of home computers.
Atari introduced the 400 and 800 in 1979, designed by the team behind the Atari 2600 console. The line continued with the 1200XL, the 600XL and 800XL (1983)
and the 65XE and 130XE (1985), and stayed on sale until 1992. Behind the Iron Curtain it was popular in Poland, Czechoslovakia and Hungary, where the 800XL and 130XE were sold in Pewex and Tuzex shops.
The computers use a MOS 6502 processor at 1.79 MHz (NTSC) or 1.77 MHz (PAL) and three custom chips: ANTIC drives the display with its own display list,
GTIA (CTIA in early models) adds colours and sprites called player missile graphics, and POKEY generates four channels of sound and reads the keyboard and paddles.
The machines show up to 256 colours, 40 by 24 characters of text and up to 320 by 192 pixels. Games came on cartridges, cassettes and 5.25" floppy disks.