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Adventure Programming on the Amstrad CPC 464 & 664

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Created page with "[[Image:Adventure Programming on the Amstrad CPC 464 & 664 (Argus Books) Front Coverbook.jpg|right|thumb|250px|Frontpage]] == Information == {|{{Prettytable|width: 700px; f..."
[[Image:Adventure Programming on the Amstrad CPC 464 & 664 (Argus Books) Front Coverbook.jpg|right|thumb|250px|Frontpage]]


== Information ==

{|{{Prettytable|width: 700px; font-size: 2em;}}

|Title:|| '''Adventure Programming on the Amstrad CPC 464 & 664'''
|-
|Authors:|| Steve Lucas
|-
|Publisher:|| [[Argus Books]]
|-
|Year:|| 1985
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|Pages:|| 197
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|ISBN:|| ISBN 0-85242-856-1
|-
|}

== Covers ==

<gallery caption="Adventure Programming on the Amstrad CPC 464 & 664">

Image:Adventure Programming on the Amstrad CPC 464 & 664 (Argus Books) Back Coverbook.jpg|Back Cover
Image:Adventure Programming on the Amstrad CPC 464 & 664 (Argus Books) Left Coverbook.jpg|Left Cover
Image:Adventure Programming on the Amstrad CPC 464 & 664 (Argus Books) Front Coverbook.jpg|Front Cover

</gallery>

== Contents ==

<pre>

Preface.

Contents.

Why Amstrad.

Introduction.

01. Getting Started.
02. Writing the Data.
03. The Main Control Section.
04. Setting the Puzzles - Part 1.
05. Setting the Puzzles - Part 2.
06. Setting the Puzzles - Part 3.
07. Setting the Puzzles - Part 4.
08. Making Life Difficult.
09. Snow White - Part 1.
10. Snow White - Part 2.
11. Snow White - Part 3.
12. Snow White - Part 4.
13. Using a Data File to Create an Adventure.
14. A Journey Through Space.
15. Creating the Data File.
16. Adding the Final Touches.
17. Getting to Grips with Basic.
18. Graphics on the Amstrad.

Index.

Programs.

1 - The Wizard's Quest.
2 - Snow White.
3 - A Journey Through Space.
4 - Filer.

</pre>

[[Category:Books]] [[Category:Book cover]]
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