showing 27 games

name arrow_downwardpublisher(developer)yeardescriptionplatform
Adventure Construction Set  Electronic Arts1985 Apple II Elabelminimizeminimize
Berzap!  Infinity Limited1984 Apple II Elabelimageminimize
Broadsides SSI1983
[48]***Optionally uses Apple Handcontrollers (Paddles). Optionally uses the JoyPort adapter for Atari joysticks or Atari Paddles. Optionally uses the Mockingboard in slot #4. It is reccomended that slot #4 be empty if the Mockingboard is not used as a Z-80 card and some others will cause the game not to fuction.
Apple II Elabelimageminimize
Crime Wave Polarware;Penguin Software1983 Apple II Elabelimageminimize
Crypt of Medea Sir-Tech1983 Apple II Elabelimageminimize
G.I. Joe: A Real American Hero Epyx1985 Apple II Elabelimageminimize
Guitar Master MasterSoft198664 guitar lessons for beginners, intermediate player, and even advanced players. Mocking Board and guitar required. Does not run on Apple //c*

*Probably only because of the Mockingboard. The publisher's system requirements did not have considered that a Mockingboard upgrade was later available for the //c.
Apple II Elabelminimizeminimize
Lady Tut Progame1983 Apple II Elabelimageminimize
Lancaster Silicon Valley Systems (Harvey Video Games)1983This game is sometimes listed as being published by Sirius Software. Will Harvey did attempt to publish this, his first game, through Sirius. Going so far as to personally speaking to the president of Sirius. But he did not convince him to publish this game. Silicon Valley Systems remains the only publisher. Apple II Elabelimageminimize
Lunar Rescue Snacking On Software2022 Apple II Elabelminimizeminimize
Mega-Bots  UXB (Neosoft)1986Power Bots was published in 1984, Megabots Jan 06, 1986. Apple II Elabelminimizeminimize
Microbe: The Anatomical Adventure Synergistic Software1982 Apple II Elabelimageminimize
Mockingboard - Crowther and Woods Adventure ?? Apple II Elabelminimizeminimize
Night Flight Instant Software1981GLCGP note: possibly bundled with Mockingboard

Most games with a projectile limit will not respond to the player's attempt to fire until a projectile disappears by hitting something, hitting the edge of the screen, or traveling to the maximum range. This game simply erases the existing projectile whenever the player fires so that a new one can emerg from the front of the player's ship.
Apple II Elabelminimizeminimize
One-on-One  Electronic Arts1983The player can assume the role of basketball greats Julius Erving or Larry Bird in a game of one-on-one against another player or the computer. Apple II Elabelimagesubject
Peasant's Quest Videlectrix2021The author placed his code under GPL v2. But some code, not by the author, is under different licenses (the author acknowledges this). And, proprietary code and content are used for the project. This sort of hokum is fine for a GPL v3 license but not allowed with GPL v2. GPL v2 cannot apply to Apple II Peasant's Quest. The outside code and content are being used in violation of copyright and the author's code is an illegal directive work.

It can be downloaded from github. Enjoy.***Game requires 64K and specifically supports "language cards" that can provide more memory on systems with a 48K 'limit'.

Optional Mockingboard support for music. A Mockingboard with at least one speech chip will play speech for the game.
Apple II Elabelminimizeminimize
Popeye Software Computer1984 Apple II Elabelminimizeminimize
Silent Service MicroProse1985 Apple II Elabelimageminimize
Skyfox  Electronic Arts;Ariolasoft (Electronic Arts)1984
[48]***
[48]
Apple II Elabelimageminimize
SpellWielder Crow Cousins2019 Apple II Elabelminimizeminimize
TAC: Tactical Armor Command  Avalon Hill1983 Apple II Elabelimageminimize
Time Pilot Computing Age? Apple II Elabelminimizeminimize
Ultima II: Revenge of the Enchantress  Origin;Lord British (Origin)1989Requires 64k.
Optional Mockingboard for music during Exodus portion.

This collection and the Apple II platform is notable for having an enhanced version of Ultima II not available in other publishings. It is further notable because it was sold for less than 2 months before being discontinued; making the enhance version of Ultima II a very rare and exclusive Apple II product. Enhanced Ultima II is readily distinguishable by having a blue boarder around the picture. There are many improvments as well. Additionally, the version of Ultima III was enhanced, but this version was also available in other packages. Finally, Ultima I that was ported from BASIC source code to pure assembly code is available in this package (but this Ultima I was released on it own in 1985).

This package is the only way to get the Apple version of the Ultima II remake.

Origin briefly had a publishing arrangement with Sierra On-Line. It went badly. Ultimately it was Ultima II royalties (as in, not being paid at all for non-Apple version sales) that pushed Ultima's creator into exiting the agreement and founding Origin Systems. However, royalties were far from the only issue. Numerous disagreements over Ultima II's publishing where especially memorable to Lord British. Sierra fought efforts by Origin to republish Ultima games. In the case of Ultima II, they succeed in blocking Origin from using certain art that Sierra actually couldn't legally use themselves (but they didn't let that stop them from using the art anyway). Moving ahead; By 1989, management at Origin was no longer interested in investing effort or money into the Apple II platform because it would not make a worthwhile return. No one at Origin was forbidden from making Apple II games; some personal projects were completed for it. Ultima VI was started for Apple II, then changed to Apple IIGS, then abandoned in favor of the IBM-PC version. Many of the features that were possible on the IBM-PC could have been done on the Apple II (witness that the Commodore 64 received two ports of Ultima VI), but the dwindling Apple II market did not justify the effort. However, Lord British just had to do something about Ultima II for Apple II. It received a makeover much as the original Ultima for Apple II had. It was packed with the Ultima I remake and Ultima III with enhancements, presumably to make it more valuable with very minimal additional investment in the Apple II market. The Ultima Trilogy package would be offered in this form to other platforms as well. However, The FM Towns version of the trilogy contained 3 re-remakes.
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Apple II Elabelminimizesubject
Ultima III: Exodus  Origin;Ediciel Matra et Hachette (Origin)1983
[52]***
[48]***
[48]***
[48]***[media=youtube]ZyRwHJobAVE[/media]***Comes on one 5.25" Disk, 2 sides.

Ultima III - Exodus Construction Set is an unofficial editor released by Dan Gartung in 1984.

This game was included in the Ultima Trilogy package.
Apple II Elabelimageminimize
Ultima IV: Quest of the Avatar  Origin1985
[52]***
[48]***Comes on two 5.25" disks.

The Ultima series continued to innovate with the release of each game in the series. With this 4th game, the genre was taken to bran new places. There is no evil big bad enemy to defeat, and the point of the game is not to take advantage of people to get stuff to go defeat the enemy. Rather, the point of the game is for the main character to become a champion of virtue. The goals are literally honesty, humility, honor, spirituality, valor, justice, compassion, sacrifice, courage, truth, and love. Actions, inactions, even words can have less than apparent unhelpful or helpful consequences. Yes, there are still monsters to fight and treasures to find, but this makes up less than 1/8th of the game and the care and purpose in handling these things is more important than the end result.

The [i]Ultima IV Construction Set[/i], [b]not official[/b], was available not long after the game's release. While the title would suggest it is a legitimate level editor, the package is in fact an illegal bootleg of Ultima IV. It even includes digital versions of all materials of the game. This overly complete violation of copyright does also include a level editor.
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Apple II Elabelimagesubject
Ultima V: Warriors of Destiny Origin1987[media=youtube]bO6Jappcl30[/media]***
[49]***
[52]***Comes on four 5.25" disks (8 sides).
Can optionally use one or two Mockingboard cards to produce up to 8 channels of stereo sound. Use of sound hardware requires 128K RAM. Otherwise the game has a minimum requirement of 64K RAM. Game box and materials claim "Apple II" compatibility but as it requires 64K RAM this seems to rule out the original Apple II with it's 48K limit. An Apple II plus could be upgraded to meet the RAM requirement and seems a reasonable minimum system. However, there are Slot 0 cards that will upgrade an original Apple II allowing for compatibility of games that must access more RAM and/or ROM functions that were not otherwise possible in the original Apple II. These option would cost many thousands of dollars. Since the game was designed for the possibility of 2 Mockingboards, perhaps Origin intended this extravagance for original Apple II owners. But this option would be obscure since some such cards for the original Apple II were created long before the IIe and IIc existed while ones created after where intended for (compatible with) the II plus or IIe. Such cards were in fact intended for adding Integer BASIC, Pascal, or other languages with the RAM and ROM upgrades merely being a requirement for these rather than being intended to be used by finished software.

Compatible sound hardware includes:
Mockingboard A
Mockingboard C
Mockingboard Sound I
Mockingboard Sound II
Mockingboard Sound/Speech I
Phasor
Passport MIDI

The title screen includes and ACTIVATE MUSIC option and all hardware options can be configured there. The user must specify what hardware is present and which slots contain which hardware. The user is warned not to create a configuration with more than 12 voices. Phasor support is discussed further in the game's manual. A single Phasor can supply the same features as 2 Mockingboards plus additional voices for a total of 12 (But the game only uses 8). Passport MIDI provides different sound and music than Mockingboard(s). Mockingboards and Passport MIDI can be used simultaneously and the different sounds are complimentary; that is, 1 or even 2 Mockingboards + MIDI (8 voices + MIDI) are intended configurations by the developers. The player must manually configure the 14 instrument selections. While this could be considered a bit tedious by modern standards, it has the advantages being universally compatible with virtually any MIDI device and allowing the player to select instruments other than suggested by developers such as electric guitar and violin.

Trivia:
Officially, this was the last Ultima for which Richard Garriott contributed a major portion of code. He would act in design and management roles on all published original Ultima games after this one. He actually coded the [game=#41000]PC version of Akalabeth[/game] in assembly in 1998 (for the Ultima Collection package). But, this was not an original Ultima game as it was based on the [game=#38011]Apple 2 version of Akalabeth[/game].

This would also be the last Ultima game published for the Apple and designed for the Apple then ported or converted to other systems. All following Ultimas began as IBM-PC products and did not have Apple versions. However, Ultima V was not planned to be the last Apple II Ultima but was planned at one time to be the last 8-bit Apple II Ultima. See the descriptions of the [game=#40988]Apple II[/game] and [game=#166776]the Apple IIgs[/game] versions.
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Apple II Elabelimagesubject
Wargames  ??Play thermonuclear war with a computer until it determins a winning strategy. Based on a scene from the 1983 movie WarGames. Apple II Elabelminimizesubject
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