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England 1641 - You have been accused of Witchcraft!

Introduction

Somewhere in medieval Middle England lies the small parish of Woodford. It's the year of the Lord 1641 and you have been accused of witchcraft. Can you prove your innocence to save you from the gallows?

Your mission is to explore the parish and collect items which are needed by the inhabitants of the village and return the items to them. If you solve all quests the hangman will let you go in peace.

The following teaser video shows some of the gameplay action:



Key Features:

  • Apple ][ double LORES adventure game with joystick/mouse and MockingBoard support
  • Point and click adventure with

    • Steerable pointer for interfacing with the navigation menu
    • Over 40 places to visit and fulfil quests
    • Several NPCs to talk to
    • Changing quest goals during the course of the game
    • Hidden Easter Egg
    • MockingBoard PT3-soundtrack (if MockingBoard is installed)

Gameplay:

  • Objective: Prove that you are not a witch by fulfilling quests and save your life!
  • NPCs: Be sure to speak to everyone you encounter. Some people will be helpful, some not so much but remember, their willingness to talk to you may change during the course of the game.
  • Quit game: press key <Q> and press the button of the mouse or joystick to quit the game back to the menu screen. You can restart your quest or quit the game. CAUTION: using this option will delete your progress of the gameplay and you will be starting from the beginning!
  • Toggle music: press key <S> and press the button of the mouse or joystick to toggle the music.
  • Strategy: Go and search all possible places for quest items. Talk to everyone you encounter. Also talk several times to people you meet. Their answers might change during the course of the game giving you new hints!

Download:

  • Download the ProDOS DSK-image V.1.1 (Apple //e enhanced or better only! Including a IIc bugfix that fixes smartport disk drive problems)!
  • Download gameplay instructions and a map of the village (spoiler alert!)

Joystick/Mouse:

  • Movement: Controls the pointer. Hoover to the right of the screen to see the navigation menu
  • Button: Mouse or fire button to select menu items

Keyboard Commands:

  • Require additional mouse click or fire button pressing!
  • <S>: Toggle soundtrack playback
  • <Q>: Quit to the menu screen - restart or quit the game from there

Credits:

  • Game Design and Graphics: Dan Henderson
  • Game Engine and Mouse/Joystick Interface: Roby Sherman
  • Double Lores Engine and Music Player: Marc Golombeck
  • Music: Greensleeves (traditional)
  • Additional Advice: Dr. N. H. Cham

 System Requirements:

  • Apple //e enhanced, IIc, IIc+, IIgs

    • Apple IIgs: clash of MockingBoard and mouse port interrupts so music only available when playing with joystick control! 

  • 65C02 CPU
  • 128 kB RAM
  • MockingBoard (no soundtrack without MockingBoard - but the game is playable.)

Known Bugs & Limitations:

  • Keyboard commands always need an additional click of the mouse or fire button of the joystick to be executed.
  • Toggling the soundplayer with key <S> can freeze a IIc/IIc+
  • The mouse port interrupt conflicts with the MockingBoard interrupt on the IIgs hence music playback via the MockingBoard is only possible on the IIgs when choosing joystick control. If you choose mouse control then the game may hang at the first start. In that case please press RESET and restart the game via typing RUN from the command prompt. The game can then be played with mouse control and no soundtrack.

Acknowledgements:

This game would not have reached its current point of progress without the help and software of other great guys out there. Thank you for your great software and support!

I want to point out some major tools used by this game:

Some Technical Information:

  1. The DOLORES library was migrated to ProDOS for making it usable for this game since due to the number of artworks a larger volume format than a standard 5,25" disk with 140 kB was necessary for this game which only ProDOS offers for the Apple II to make the game fit onto one volume.
  2. The PT3-player module as well as the song file reside now completely in AUX memory to keep main memory free for the game code. In order to leave AppleSoft operational the music player now uses the AUX memory zero page. Furthermore the sprite engine's data storage area was also migrated to AUX memory since ProDOS resides in the language card now.
  3. AUX memory is also used by the DOLORES library and the game: the machine code is copied to AUX RAM. When doing several operations the execution temporarily switches to AUX memory. 
  4. The PT3 player uses about 15% of the cycles when playing music files.

I am happy to discuss the technical stuff in more detail if anybody is interested!