From Gary Bedrosian, author of Empire of the Overmind, G.F.S. Sorceress and Lords of Karma January 20th, 2002 I played many of the early text adventure games on Apple, Atari, and TRS-80. Remember Zork and Scott Adams games? (Of course you do.) It was like listening to a story on the radio -- you had to use your imagination to make the pictures in your mind. I liked those games and wanted to try my hand at it. Before I had any of those commercial 8-bit computers, I built myself an 8-bit S-100 bus system from a kit. It wasn't an Altair, but an Altair clone from a company called IMSAI. I eventually bought a 5.25 inch floppy drive for it from a company called North Star. The floppy drive came with a version of Basic thrown in for free. It wasn't as good as Microsoft's version, but it was no extra cost. For a terminal, I started out with a converted TV set and a surplus keyboard. Eventually I switched to a Heathkit video terminal. So having what for the time was a fairly good system, I wanted to try to write an adventure game. The only trouble with that idea was that most people didn't have what I had, so I knew if I wanted to reach a wide audience, I had to make it run on Apple, Atari, and TRS-80. The answer to my problem was a shareware program called Tiny Pascal. It was a very compact compiler (it had to be for a computer limited to less than 64 kilobytes of memory) designed for the 8080 or Z80 microprocessor. Best of all, we had the source code for Tiny Pascal in Tiny Pascal itself. So a friend and I modified Tiny Pascal so that we could cross-compile into 6502 microprocessor code for the Apple and Atari. The TRS-80 was a Z80 system so that wasn't a problem. Using Tiny Pascal, I wrote a very small adventure core that could handle text messages, parsing user input, and manipulating objects (matches, doors, swords, etc.) based on object tables. Remember, everything had to fit into memory, so we wrote another program that compressed text in a way that was fast to decompress on the fly, so we could store approximately 3 characters in every 2 bytes. In the final adventure game, everything including program, the text messages, and data describing the objects had to fit into less than 64 kilobytes of memory. The first adventure game I tried with this system was Lords of Karma, 1978. Looking back, it was an interesting learning experience, but it wasn't all that much fun for anyone else to play it. I revamped the adventure core to be more flexible in handling objects, allow more "alive" seeming creatures to inhabit the world, and move around by passing through "portal" objects ("FOLLOW PATH" or "GO DOOR" etc.) rather than the traditional N,S,E,W,U,D. Then in a burst of creativity I created Empire of the Overmind, 1979, which is the best game of any type that I even invented. After that, I tried my hand at another adventure game, G.F.S. Sorceress, 1980. It was a science fiction game using the exact same game engine, but it just lacked a certain something. I did like the beginning of the game, though, where you have been thrown out of the airlock of a spaceship and you're stranded literally in the middle of nothing. A few years later, having found that I wasn't going to be making a living at computer games, I went to work for a large company. I got an IBM PC and I thought it would be nice to port Empire of the Overmind to that. I didn't care about the other two adventure games I wrote. So I reworked my adventure engine and made a little bit nicer user interface, and extended a few things now that I could fit a bigger game. But the days of text adventures were over and Empire of the Overmind was largely forgotten. This was around 1983. The IBM PC version sat in a box on my shelf for about 15 years until I decided to make it available when I built my web site. Sadly, I have lost most of the source code. In fact, when I went to play it to make sure it worked, I found I had forgotten several of the secrets. I had to remember how I compressed the text messages and then I actually extracted all of the text from inside the program to give myself hints how to win! That's what 15 years will do to your memory. By the way, I believe the IBM PC version is greatly expanded over the Apple, Atari, and TRS-80 versions, so my hints and solution for the IBM PC won't be exactly the same as for the others. I consider the IBM PC version to be my "Director's Cut" version. Gary's current site is located at: http://users.wsg.net/bedrosian/games.htm