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Strange Odyssey

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Strange Odyssey

Dec 31, 1979

Main game

3.00 average rating based on 2 ratings

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While orbiting an asteroid your space ship malfunctions. In this text adventure you have to find five alien artefacts - and a way home.
Release Dates
1979 Full Release (North_America)
TRS-80
1980 Full Release (North_America)
Apple II
1981 Full Release (North_America)
Atari 8-bit, Texas Instruments TI-99
1983 Full Release (North_America)
Commodore C64/128/MAX, TRS-80 Color Computer
Dec 01, 1984 Full Release (Japan)
PC-8800 Series, PC-9800 Series
1984 Full Release (Europe)
Acorn Electron, BBC Microcomputer System, Dragon 32/64
1984 Full Release (North_America)
Commodore 16, Commodore Plus/4
1984 Full Release (Japan)
FM-7
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User Stats
17
In Collection
5
Wish Listed
0
Playing
8
Backlogged
How Long Is Strange Odyssey?
No playthrough data yet
Related Content
scoopings
scoopings gave Nov 18, 2021
scoopings gave Nov 18, 2021
Quality Adams Text Adventure with a Sci-Fi Twist
This review is for the TRS-80 version

Play: 8/10 Usual Scott Adams text adventure, but with a sci-fi twist heh. I'm surprised there isn't a time limit to the suit; I definitely wasted a lot of turns trying to find the initial cave. This one was particularly fun, the rng mostly fair and legit. Like even the hound in the jungle, tho somewhat petty sure, was a cool idea and quite well-done/not too tacky, especially if you save right before going into the jungle. Nothing special, but a fun classic text adventure and worthy early example for new explorers.

Feel: 9/10 Great Adams text adventure game, but nothing striking about it. I like the large grassy plain at edge of a jungle setting. Oh, and I love the alien art museum idea, scifi vibes, exiting from airlock, the hexagonal room as central pub. Like I've mentioned in other reviews, I'm loving all the games' shared vocabulary between text games, tho this one obviously expands to more scifi terms. Lol dig and the brandy reappear tho. Super happy to see the 100/100 report at the end and put-treasures-in-room vibe return. It was cool that he could bring the classic Colossal Cave formula to a scifi setting with its …

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Play: 8/10 Usual Scott Adams text adventure, but with a sci-fi twist heh. I'm surprised there isn't a time limit to the suit; I definitely wasted a lot of turns trying to find the initial cave. This one was particularly fun, the rng mostly fair and legit. Like even the hound in the jungle, tho somewhat petty sure, was a cool idea and quite well-done/not too tacky, especially if you save right before going into the jungle. Nothing special, but a fun classic text adventure and worthy early example for new explorers.

Feel: 9/10 Great Adams text adventure game, but nothing striking about it. I like the large grassy plain at edge of a jungle setting. Oh, and I love the alien art museum idea, scifi vibes, exiting from airlock, the hexagonal room as central pub. Like I've mentioned in other reviews, I'm loving all the games' shared vocabulary between text games, tho this one obviously expands to more scifi terms. Lol dig and the brandy reappear tho. Super happy to see the 100/100 report at the end and put-treasures-in-room vibe return. It was cool that he could bring the classic Colossal Cave formula to a scifi setting with its own unique innovations. Finally, loved that we wound up bringing it all to the mother ship

Attachment: 8/10 If/when I return to early text adventure games, this one would likely be on the list! There are definitely some better, more striking and exciting ones but this one is great. I'm excited to play it in its later, graphics-added form.

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