>He infrequently posts to rec.arts.int-fiction and/or rec.games.int-fiction
>and he has a web site somewhere.. (err, at least had. The bookmark I had
>is broken, and a Yahoo search for "Scott Adams Adventure" brought up the
>same broken link.)
this one works!
have fun!
TomZ
Matt Ackeret <mat...@area.com> wrote in article
<5t0e7t$993$1...@nixon.area.com>...
> There is a freeware interpreter for the games available on ftp.gmd.de.
> I tried porting it to the GS a long time back, but it was *dirt slow*
> compared to ports of the freeware Z-code (infocom) style interpreters,
which
> still puzzles me, because the way the Scott Adams games works is much
> simpler.. (Thus an interpreter should be less complex.)
>
> He infrequently posts to rec.arts.int-fiction and/or
rec.games.int-fiction
> and he has a web site somewhere.. (err, at least had. The bookmark I
had
> is broken, and a Yahoo search for "Scott Adams Adventure" brought up the
> same broken link.)
> --
> mat...@area.com
>
The Scott Adams games were all 6502 assembly language, they were never
written in Applesoft Basic. They all ran pretty quickly, given that
you're talking about a 1Mhz clock speed. The only time I noticed the
interpreter slowing down at all is in the last couple of games, Golden
Voyage in particular.
: TomZ
: >
The original Scott Adams games were in BASIC for the TRS-80.
Not just BASIC, but an adventure language for which he wrote an
interpreter in BASIC. They were slow. You can get the BASIC listing
for Pirate Adventure in the Dec. 1980 BYTE, which I have an extra copy
of and probably ought to sell but don't really want to. Anyway.
Later versions were done in assembly language on the TRS-80, the Apple,
and other machines. I think they were the fastest commercially-sold
adventures I've ever played.
And... ahem... the OTHER Scott Adams is not the guy who wrote adventures.
He's the guy who writes the Dilbert comics. :)
Phil Go...@cs.buffalo.edu
(not working on IF at the moment)