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Book: Paperback
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John Gilbert
Chris Bourne

Write Your Own Adventure Programs, also from Usbourne, follows in the vein of the previous book. It starts with an introduction to adventuring and shows how to build an adventure program, from the creation of the plot to the programming of the code into the computer.

Unfortunately, Usbourne has stayed with the concept of an adventure game, using dungeons and dragons or haunted castle. It says little of the space adventure or the adventure set at some time in the distant past. Even so, like all the series, the book is well-illustrated and should give most children interested in adventure games a start.

Not Rated