Treasure Island

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Description

Treasure Island (1995) is an interactive adventure game based on Robert Louis Stevenson’s classic novel. It features an interactive storybook with nine chapters, animations, and audio narration, along with mini-games like ‘Stockade Attack’ and ‘Pirate Shootout’. Players navigate through the story, solve puzzles, and engage in action-packed gameplay set in a pirate-themed Caribbean environment.

Gameplay Videos

Where to Buy Treasure Island

PC

Treasure Island Cracks & Fixes

Treasure Island Patches & Updates

Treasure Island Reviews & Reception

gamepressure.com : The graphic design was made in full three-dimensional and the screen animated persons were created with the use of the motion capture system.

mobygames.com : Adapted from Robert Louis Stevenson’s book, Treasure Island includes an interactive storybook consisting of nine chapters, animations and pictures on pages, narration and other audio and clickable objects.

gamevortex.com (75/100): Treasure Island is a pretty good interpretation of the classic Robert Louis Stevenson story, and there haven’t been too many versions of the book in videogames.

Treasure Island Cheats & Codes

Treasure Island Dizzy (PC)

Enter codes during gameplay to spawn items.

Code Effect
CHEST Spawns below the cliff
SNORKEL Spawns in the water
GRAVEDIGGER SPADE Spawns in the grave on Island 2
MAGIC STONE Spawns at Totem Pole (Island 2)
DETONATOR AND DYNAMITE Spawns at Mine (Island 1)
AXE & BIBLE Spawns at Bridge (Island 1)
POGO STICK Spawns at Pogo place on ship
GOLD COINS Spawns at the Shop
FIRE PROOF SUIT Spawns at Smuggler’s Cave (Island 2)
BRANDY Spawns at Shop
GOLD EGG Spawns at Shop
BRASS KEY Spawns at Smuggler’s Cave
CROWBAR Spawns at Rock in Water

Treasure Island (Commodore 16/Plus 4/C116)

For cheat mode, use this poke.

Code Effect
POKE 6029,173 Enables cheat mode

Dizzy: Treasure Island (Amiga)

Enter one of the following codes during gameplay to activate the corresponding cheat function.

Code Effect
icanfly Flight mode
eggsonlegs Invincibility
eggonaspring High jumps

Pirates Of Treasure Island (PC)

Type GINGER (case-sensitive) during gameplay to enable cheat mode, then press the following keys to trigger cheats. Use AUTOPILOT (case-sensitive) to activate demo mode.

Code Effect
GINGER Enables cheat mode
1-4 Teleports to indicated city
X Skips current scene
[Up],[Down],[Left],[Right] Uses compass
M Moves ship on map
C Adds treasure chest
K Adds key
F Full health
[Backspace] Re-scrambles grid
AUTOPILOT Activates demo mode

Treasure Island: Review

Introduction

Robert Louis Stevenson’s Treasure Island stands as a cornerstone of adventure literature, its swashbuckling tale of pirates, treasure, and moral ambiguity inspiring countless adaptations across media. Europress Software Ltd.’s 1995 Windows CD-ROM edition attempts a novel approach: blending an interactive storybook with arcade mini-games. This review examines whether this multimedia homage successfully translates Stevenson’s maritime epic into a compelling digital experience. While its mechanics are rudimentary by modern standards, the game’s faithfulness to its source material and clever educational framing make it a noteworthy artifact of edutainment’s mid-90s boom.

Development History & Context

Developed and published by Europress Software Ltd., Treasure Island emerged during a transitional period for PC gaming. The mid-1990s saw CD-ROM technology enabling rich multimedia experiences beyond the text and pixel art of floppy-disk era titles. Europress positioned the game as part of its “Living Classics” series—preceded by Alice’s Adventures in Wonderland (1995) and followed by Peter Pan (1996)—aimed at introducing literary classics to younger audiences. Built using Clickteam’s Klik & Play engine, the title leveraged CD-ROM capacity for full audio narration, character voices, and animated illustrations. Its release coincided with a surge in interactive storytelling, yet remained distinct from text adventures like Windham Classics’ 1985 adaptation by prioritizing accessibility over parser complexity. The developers, including designer Jon Raftery and animator Mark Mason, crafted a product that balanced entertainment with educational goals, embedding vocabulary aids like definitions for nautical terms such as “Pieces of eight.”

Narrative & Thematic Deep Dive

The game adheres closely to Stevenson’s original plot, condensed into nine interactive chapters. Players navigate Jim Hawkins’ journey from the Admiral Benbow Inn to Treasure Island, encountering Billy Bones’ death, the map’s discovery, and Long John Silver’s betrayal. The narrative unfolds through a hypertext storybook interface, with abridged text by Jonathon Trueman and spoken performances by David Mahlowe and Brian Trueman. Notably, the game adopts a second-person perspective (“You open the sea chest”), immersing players directly in Jim’s role. However, this linearity limits agency—players are observers more than actors. The thematic essence of greed, loyalty, and moral ambiguity persists. Silver’s villainy is softened for younger audiences, yet his manipulation of Jim remains palpable. Between chapters, Robert Louis Stevenson himself appears (via illustrated avatar) to summarize events, reinforcing the storybook’s educational tone. The inclusion of a bookmark feature allows players to revisit pages, encouraging exploration of clickable objects like Pew’s cane or the Hispaniola’s rigging.

Gameplay Mechanics & Systems

Treasure Island melds two distinct gameplay styles:
Interactive Storybook: Players point-and-click on static, illustrated scenes to trigger animations, sound effects, or dialogue. The interface supports both keyboard and mouse, with simple direct controls. Clicking objects like rum tankards or treasure chests reveals contextual information or advances minor plot points.
Mini-Games: Four arcade-style diversions punctuate the narrative:
Stockade Attack: A top-down shoot-’em-up where Jim defends the stockade from pirates.
Pirate Shootout: A target-shooter gallery with moving silhouettes.
Broadside: A side-scrolling naval battle where players canonball enemy ships.
Mutiny: A platformer section where Jim evades mutineers below deck.
These games utilize a fixed/flip-screen visual style, typical of 16-bit era titles. While simplistic by today’s standards, their variety prevents monotony. The interface lacks a traditional inventory, focusing instead on environmental interaction. A notable omission is a hint system; players must rely on the storybook’s linear structure, though the text’s clarity mitigates frustration. The inclusion of a CD audio track option allows players to listen to narration independently, a novel feature for 1995.

World-Building, Art & Sound

The game’s art direction leans into anime/manga aesthetics, with stylized character designs and vibrant backdrops. Environments like the Admiral Benbow Inn or Treasure Island’s jungle are rendered as detailed, static illustrations with subtle animations (e.g., swaying palm trees or flickering torches). This art style contrasts with the realistic 3D environments of later adaptations (e.g., Radon Labs’ 2009 version), creating a distinct, storybook-like atmosphere. Sound design is functional yet effective: narration by Brian Trueman sets a brisk, adventurous pace, while voice performances (e.g., Silver’s gruff charisma) bring characters to life. Sound effects—creaking ship timbers or cannon blasts—enhance immersion without overwhelming the audio. The Caribbean setting is evocative, though limited by the fixed-screen format. This approach prioritizes stylized charm over realism, aligning with the game’s edutainment goals.

Reception & Legacy

Contemporary reception for Treasure Island (1995) was muted; no critic reviews exist on platforms like Metacritic, and MobyGames lists no scores. Its niche audience—children and families—likely appreciated its accessibility and educational hooks. In retrospect, it exemplifies the mid-90s trend of licensed edutainment, alongside titles like Muppet Treasure Island (1996). Its legacy is twofold:
Technical Influence: As part of the “Living Classics” series, it pioneered multimedia storytelling for younger audiences, paving the way for narrative-rich games like Destination: Treasure Island (2006).
Historical Artifact: It represents a bridge between text adventures and fully voiced, interactive experiences. Its use of CD-ROM for audio and artwork, along with simple mini-games, reflects early experimentation with expanding gaming’s scope beyond pure action.
However, its gameplay limitations—linearity, dated visuals—prevent it from achieving enduring relevance beyond nostalgia.

Conclusion

Europress’ Treasure Island (1995) is a product of its time, blending Stevenson’s timeless narrative with the multimedia capabilities of early CD-ROM PCs. While its interactive storybook and mini-games lack the sophistication of modern adventures, they succeed in making the tale engaging for a young audience. The game’s strengths—faithful adaptation, educational glossary, charming art style—outweigh its mechanical simplicity. It stands as a curious footnote in gaming history, embodying the era’s optimism about technology’s potential to democratize literature. For contemporary players, its value lies in its preservation of a specific moment in digital storytelling: when clicks and CD tracks could transform a classic novel into an interactive voyage. Ultimately, Treasure Island is more a successful educational tool than a landmark game, but its earnest attempt to honor Stevenson ensures it remains a hidden gem for retro gaming enthusiasts.

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