Robert Wm. Gomez's

applesoft

The implementation of Microsoft BASIC for the Apple ][ series of computers.

Apple ][ Graphic Adventure Part V

Now that my memory issues are seemingly under control, let's take a look at my modifications to the parser. Normally, in these types of graphical adventures the player enters two words in the form of VERB OBJECT. My interface limits the number of verb choices and allows the player to enter a verb with a single keystroke.

Apple ][ Graphic Adventure Part IV

Previously I discussed the overall structure of my soon-to-be hit adventure game. Well, last night was a milestone. I managed to write an Applesoft program so epic that it overwrote the high-resolution graphics page. Compared to other programs I have seen, mine isn't that huge. Around 250 lines isn't that huge, right? Transylvania clocks in at 464 lines.

Apple ][ Graphic Adventure Part III

The previous post in this series explained how to get Graphics Magician images to display from Applesoft. Now, I'd like to go over the structure of the program listed in Write your Own Adventure Programs. The bulk of the program listing consists of the game data including objects, room descriptions, verbs and state flags. Most of the remaining code is comprised of a series of conditions that check how the player's actions affect the objects in the game world.

Apple ][ Graphic Adventure Part I

Having recently played the Apple ][ game Transylvania and its sequel, I was inspired to mess with the art program which those games used. The Graphics Magician was a huge hit for Penguin Software, but I never actually had a chance to use it when we had an Apple ][. I just remember it being advertised in every computer magazine I had.