Apple II Videlectrix Coach Z Collection

This is a collection of short games from the Homestarrunner universe collected on an Apple II floppy disk.

Credits


Screenshots / Explanations


Duck Pond (incomplete)

A Duck Pond simulator first shown in SBEMAIL Early buggy version had a fun bug, see video. Lo-res.

Rooftop (incomplete)

Obscure

Strongbadzone



A port of the Videlectrix game StrongBadZone. It's a vector-style game from strong bad e-mail "Video Games".

Like the flash version, this version is sprite based. There were a lot of challenges getting this working on the Apple II. It's nearly impossible to play audio and do anything else at the same time. Moving giant sprites around (in software, no hardware sprites on the Apple II) is really slow. Having the two alternate backgrounds and re-drawing them is slow too. We use page flipping to smooth things out and that takes up 16k of RAM.

Should play on most Apple II models. You'll need 64k of RAM to get the audio, otherwise 48k is enough.

Video capture on actual Apple IIe Platinum (note, the audio sync is a bit off, I need to mess with OBS to figure out why it's happening):

Fishing Challenge '91



A port of the Totalsoft Electronicals LLC game Fishing Challenge '91. It's a not-quite fishing-style game from the e-mail "Lures and Jigs".

This one is another deceptively simple looking game but there's a decent amount going on. It's not quite like the original as you can't really do anything else while sound is playing on the Apple II. The animations look horrible too due to color-clash, you really can't mix the two color palettes in high-res mode (this is why most Apple II games took place at night, or else only used 4 colors). I couldn't figure out exactly how the fish catching algorithm worked so I just picked something arbitrary that's hopefully close enough.

Should play on most Apple II models. You'll need 64k of RAM to get the audio, otherwise 48k is enough.

Video capture on actual Apple IIe platinum:

Cliff Climb

Minigame from Peasant's Quest


Extra Real Dating Sim XR

From the Strong Bad e-mail #81 "Date"


Breakdancing Rat



From SBEMAIL 159. You can see more on this one at its own page

Disk Image

You can get the disk image here. sb.dsk v1.4 (140k) 30 September 2024


Play in your Browser

That might be possible at the Internet Archive

Easter Eggs

Maybe spoilers, so only click hereif you're OK with that.

Mini-faq


Developer Log

30 September 2024 (v1.4)
Put together a version of "Extra Real Dating Sim XR". Blame the youtube algorithm for reminding me of that. It's not the full game, just what would fit in 24k of disk space as that's all I had free. Sampled sound takes up a relatively large amount of space on 8-bit machines!

19 September 2024 (v1.3)
I have been working on the Cliff Climb minigame from Peasant's Quest and thought it would be a good addition to this collection. Also cleaned up the disk usage a bit, maybe we can fit one more project on here.

13 June 2024 (v1.2)
I had some dental surgery done, and while recovering Youtube decided to recommend "Lures and Jigs" (sbemail 44) to me. Since my mind still wasn't going at 100% it seemed like a good idea to throw together a version of the "Fishing Challenge" game. As always it took me twice as long as I'd hope to get it more or less working.

16 June 2023 (v1.1)
People asked for the "Back Off" easter egg. Took longer than it should have but got it going, though it exits the game (there's not really space to fit it with the main game, so it's loaded separately from disk). I considered having it be the winning condition, but that would be different from the flash version, so for now press "O" to activate it.

11 June 2023 (v1.0)
Finally have Strongbadzone fully playable. Framerate isn't as great as I'd hoped, maybe I can work on that more later. Was quite the challenge with large sprites, speaker sound, and finding room for everything including two hi-res pages.

5 June 2023
For some reason instead of finishing the duck pond code instead got bogged down implementing strongbadzone which I originally was only going to have a screenshot for but instead now it's going to end up being mostly playable. It looks suprispingly nice despite the lack of actual vector screen, the low-resolution, and the pain of trying to do everyting in orange hi-res mode. (on apple II hi-res it's only 140x192 to begin with, but having a single non-white color you have to be careful about which column you draw the lines).

31 May 2023
Put together the title screen. Getting hi-res scrolling going was a pain, cheated in the end to get a faster frame-rate without having to completely unroll things. Using this as an excuse to practice writing hi-res code.

3 May 2023
Got side-tracked and ended up doing the breakdancing rat thing instead.

13 March 2023
Not sure where this whole idea came from. Originally came across the Duckpond game and thought it would fit well in Apple II lo-res. Posted an out-take video and it was surprisingly popular.
Other videogame Demakes
My other Apple II Projects
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