Apple ][ "Peasant's Quest" Demake

This page is about an Apple II implementation of the Homestar Runner Flash "Peasant's Quest" Game.

This is very much a work in progress, but the full intro runs, and I am gradually adding gameplay. Most of the game is currently not playable.


Taking something obsolete and making it even obsolete-er!

I was working on the hi-res version of Myst and thought it would be interesting seeing how hard it would be to do a more traditional adventure game.

Legal Note

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Implementation Details

The Apple II hi-res graphics are a bit too complex to get into here.

For a more-than-you-probably-care-to-know detailed breakdown of the code in the intro, see this document describing the details.

Current Status

SegmentAmount Complete
Peasantry Backgrounds85%
Character Animations10%
Text interface20%
Archery Minigame0%
Rain Secenes0%
Night Backgrounds0%
Mountain Climb10%
Final Battle33%
End Credits99%


Video recorded of the intro on an actual Apple IIe Platinum (no, not the Apple II+ in the video. That one runs the game fine, it's just my capture card is hooked up to the IIe):

A playlist of development milestones, recorded in an emulator.


Note: these were captured with the AppleWin emulator.

Some outtakes:

Things are getting a bit Biblical here:

System Requirements

How can I play it?


Disk Images



Strong Bad Endorsement

Or at least I think it's an endorsement, a bit hard to tell.

Development Notes

13 October 2021 -- Version 0.76

All peasantry backgrounds now have priorities (can walk behind things). Much more text hooked up (though only common things, nothing room specific yet). Added animated GAME OVER screen.

3 October 2021 -- Version 0.75

Working on a lot of minor things. Got load/save game support going. Added initial cliff background (though need to work on colors). Added electric-duet version of the title if you don't have a Mockingboard (still not 100% satisfied with the quality, also it can't do the flame animation while it's playing music). Added some more priority backgrounds. Moved Mockingboard sound support to Language Card (upper 16k) to free up some desperately needed RAM. Added proper Mockingboard/Language-card/SSI detection code.

17 September 2021 -- Version 0.7

Got the full end sequence more or less going. Though not the demoscene-esque multilevel panning that Videlectrix put in. This took a while, partly because there was a sidequest where I was learning how to use the SSI-263 speech chip.

4 September 2021 -- Version 0.6

Have the inventory screen more or less working. It's just over 3k, even though I used fairly tiny item sprites. It's hard getting recognizable items in 14x16 sprite form, especially with the weird hi-res color issues. Couldn't really come up with a good way to grey-out lost items, so xor-ed a delete char instead which is not ideal.

24 August 2021 -- Version 0.5

Added AGI-style priority mapping. You can add collision areas and depth to the scenery so you can walk behind things. So far only have this for the lady's cottage. We store the priority info in the LORES page so it's sort of granular, but this saves 7k of valuable RAM which we're going to need as we add text parsing.

23 August 2021 -- Version 0.4

You can walk around most of Peasantry now.

15 August 2021 -- Version 0.3

You can walk around more of the map now.

14 August 2021 -- Version 0.2

Cleaned up the code. Added the start of gameplay, you can sort of walk around a bit and also enter commands.

13 August 2021 -- Version 0.1

Finally got the intro done! The sprites look horrible but that possibly can't be helped. Sound turned out better than I hoped.

12 August 2021

This was a crazy undertaking but I did want to play around more with Apple II Hi-res. Have most of the graphics done, as well as the intro animation. Need to get sprites going.

9 August 2021

Somehow the idea for this project got into my head and I started working on it.

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