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Games - A-code (11 results)

Level 9 used their own interpretation language, A-code, which was more memory efficient even than plain Z80 assembler. It was developed around 1979, long before the first L9 game appeared, as the Colossal Cave port was intended to fit into 8 KB.

A-code underwent a couple of revisions: there are three distinct versions in all, plus a couple of extensions which form new A-code versions of their own.

The A-code data files were usually incorporated into the executable file for specific machines, together with the interpreter part. Still, even those executables were significantly shorter than pure assembly code files would have been!

This efficiency was partially due to advanced text compression routines that reduced the memory need for text to about 50% of their true length. Infocom's text compression, in comparison, only reduced text strings to about 67% of their real length (abbreviation alphabets notwithstanding).

(From The Level 9 Fact Sheet.)

# A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
Title Publisher Year Language Documents
Price of Magik, The Level 9 Computing info 1986 English Solution, Map, Hints
Emerald Isle Level 9 Computing info 1985 English Solution, Map, Hints, Clue sheet
Red Moon Level 9 Computing info 1985 English Solution, Map, Hints, Clue sheet
Worm in Paradise, The Level 9 Computing info 1985 English Solution, Map, Hints
Lords of Time Level 9 Computing info 1984 English Solution, Map, Hints, Clue sheet
Return to Eden Level 9 Computing info 1984 English Solution, Map, Hints, Clue sheet
Saga of Erik the Viking, The Level 9 Computing info, Mosaic Publishing info 1984 English Solution, Map, Hints
Snowball Level 9 Computing info 1983 English Solution, Map, Hints, Clue sheet
Adventure Quest Level 9 Computing info 1982 English Solution, Map, Hints, Clue sheet
Colossal Adventure Level 9 Computing info 1982 English Solution, Map, Hints, Clue sheet
Dungeon Adventure Level 9 Computing info 1982 English Solution, Map, Clue sheet