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Download QR code; Print/export ... action/strategy game: Archon II: Adept: 1984: Free Fall Associates: ... This is a list of video games for the Apple II. The Apple ...
Amazon (video game) American Challenge: A Sailing Simulation; Amnesia (1986 video game) The Ancient Art of War; The Ancient Art of War at Sea; Android Nim; Andromeda Conquest; APBA Major League Players Baseball; Apple Cider Spider; Apple Panic; Apple-Oids; Apventure to Atlantis; Aquatron (video game) Arac (video game) The Arcade Machine; Archon ...
This is a non-diffusing subcategory of Category:Apple II games. It includes titles that can also be found in the parent category, or in diffusing subcategories of the parent. Video games released on the Apple II without being ported to or from other video game platforms.
This is a list of Apple IIGS games. While backwards compatible for running most Apple II games, the Apple IIGS has a native 16-bit mode with support for graphics, sound, and animation capabilities that surpass the abilities of the earlier Apple II.
Download QR code; Print/export Download as PDF; Printable version; In other projects ... Apple II games (5 C, 784 P) Apple TV games (95 P) I. IOS games (6 C, 3,090 P)
The Missing Ring is a role-playing video game written by Terry Romine for the Apple II and published in 1982 by Datamost. [1]The Missing Ring is a fantasy adventure with a similar premise to the Dungeons & Dragons role-playing game series: a band of adventurers, which may include humans, elves, dwarves or wizards, enters an enchanted palace to seek treasure and slay enemies.
Eamon, sometimes known as The Wonderful World of Eamon, is a game creation system and a role-playing adventure game series created by Donald Brown and released for the Apple II in 1980. The game is a text adventure similar to other early titles like Adventure (1976) or Zork (1980) and to later text-based multi-user dungeons (MUDs), though with ...
Lords of Karma differed from many text adventure games of the time in that it introduced an element of randomness to the game. The exact layout of the land changed subtly between plays (and sometimes even changed during play), and encounters with characters friendly and unfriendly and the obtaining of items and treasure were also a matter of random chance.