Fact-checked by Grok 2 weeks ago

Applesoft BASIC

Applesoft BASIC is a of the BASIC programming language, specifically an adaptation of Microsoft's 6502 BASIC interpreter, designed for the family of personal computers. It served as the primary built-in programming environment for and subsequent models, offering capabilities and integrated support for low-resolution and high-resolution graphics, which distinguished it from the earlier . Released in 1978, Applesoft BASIC enabled users to write simple programs for games, educational tools, and business applications directly upon booting the system, contributing significantly to the accessibility of personal computing in the late 1970s and 1980s. Development of Applesoft BASIC began in 1977 when Apple Computer licensed the source code from for $10,500, with Randy Wigginton leading the adaptation to incorporate Apple II-specific features like commands. The initial version, known as Applesoft I, was distributed on in January 1978 and supported floating-point operations but lacked full integration due to ongoing refinements. Applesoft II followed later that year, adding essential high-resolution primitives such as HLIN and VLIN for drawing lines, along with color and shape table support, making it suitable for visual applications on the Apple II's display hardware. This version was integrated into ROM starting with the in 1979, ensuring immediate availability and backward compatibility with through a switch or boot disk. Key features of Applesoft BASIC included its interpreted nature, allowing line-by-line execution from memory locations typically between $800 and $BFFF, and extensions like ampersand (&) commands for invoking machine-language routines to enhance performance. Unlike , which prioritized speed with 8-bit integer math, Applesoft emphasized precision with 40-bit floating-point numbers, though at the cost of slower execution—often two to three times slower for numerical tasks. It supported string manipulation, user-defined functions, and text modes alongside , fostering a wide ecosystem of software that powered early , adventure games, and productivity tools on systems. The language's historical significance lies in its role as Microsoft's first major collaboration with Apple, building on the foundational 6502 BASIC codebase that Microsoft developed in the mid-1970s and open-sourced in 2025, highlighting its enduring legacy in personal computing history. By standardizing programming access across Apple II revisions, including enhancements for the Apple IIc in 1984, Applesoft BASIC democratized coding and helped establish the Apple II as a dominant platform in home and school environments through the 1980s.

Development and History

Origins and Creation

Applesoft BASIC emerged as a response to limitations in the original programming environment of the Apple II computer. The Apple II, released in 1977, shipped with Integer BASIC, a dialect developed by co-founder Steve Wozniak that supported only integer arithmetic and lacked floating-point capabilities demanded by users for more advanced scientific and graphical applications. With Wozniak occupied by hardware projects like the Disk II drive and Apple DOS, Apple sought an external solution to provide a floating-point BASIC interpreter. Microsoft, building on its success with Altair BASIC, undertook the development of a 6502 microprocessor version in mid-1976, initially without a specific customer in mind. The porting effort involved adapting their existing Intel 8080 BASIC using a Motorola 6800 simulator, with key contributions from Microsoft developers Marc McDonald and Ric Weiland. This 6502 BASIC, approximately 10 KB in size and written in assembly language, later found use in the Commodore PET before Apple licensed it. In August 1977, Apple signed a licensing agreement with for the 6502 at a cost of $10,500, marking one of the company's earliest software deals with the firm. Apple Randy Wigginton, then 16 years old, led the adaptation, renaming it Applesoft to reflect its Apple-specific enhancements and Microsoft origins. The initial version, Applesoft I, was released in January 1978 on but suffered from reliability issues and omitted high-resolution graphics support. By spring 1978, an improved Applesoft II incorporated bug fixes, hi-res graphics commands, and was offered in ROM for the , solidifying its role as the standard dialect for the platform.

Release and Adoption

Applesoft BASIC, developed by under contract with Apple Computer, was first released in January 1978 as a cassette-based floating-point interpreter known as Applesoft I, superseding the integer-only that shipped with the original . This initial version addressed limitations in mathematical precision for users needing decimal calculations, such as in scientific and educational applications, and was available as an add-on for the . An enhanced iteration, Applesoft II, followed in May 1978, incorporating support for the 's high-resolution graphics capabilities, which enabled more sophisticated visual programming. The transition to ROM integration marked a pivotal advancement in accessibility. In 1979, Apple introduced the Applesoft Firmware Card for $200, allowing original Apple II owners to install the interpreter in slot 0 with a switch to toggle between Applesoft and Integer BASIC, eliminating the need for manual loading from tape or disk. This was followed by the Apple II Plus in June 1979, which standardized 48 KB of RAM and embedded Applesoft BASIC directly in ROM, autostarting upon power-on and priced at $1,195—features that streamlined setup for non-technical users. Subsequent models, including the Apple IIe released in January 1983, further embedded Applesoft in ROM with additions like 80-column text support and mouse integration, while the Enhanced IIe in 1985 resolved prior display issues and added lowercase character handling. Adoption surged due to Applesoft's superior handling of and string manipulation compared to , making it indispensable for business, educational, and graphics-intensive . The late release of an improved version fueled massive customer demand, as it aligned with the drive's April launch, enabling efficient program storage and execution on 5.25-inch floppies. By incorporating Applesoft in the , Apple transformed the platform's versatility, boosting sales and positioning it as a leader in personal computing; the II Plus sold approximately 380,000 units during its production run, with Applesoft powering the majority of commercial and user-created applications. Its widespread inclusion in educational curricula and business tools, such as spreadsheets, solidified Applesoft as the dominant dialect for the family, influencing hundreds of thousands of programs until the series' decline in the late .

Core Language Features

Syntax and Variables

Applesoft BASIC employs a line-numbered program , where each line begins with an ranging from 0 to 63999, followed optionally by one or more statements separated by colons (:). Programs are entered in ascending order but stored and executed in numerical sequence upon invocation with the . Keywords and commands, such as , , and IF, must be entered in uppercase letters, though the interpreter is case-insensitive for variable names and accepts both uppercase and lowercase input, converting it internally. Statements can span up to 255 characters per line, and comments are denoted by the keyword, which ignores the remainder of the line. The language supports three primary variable types: real (floating-point) numbers, integers, and strings. Real variables, the default type, store decimal numbers with single-precision floating-point representation (approximately 6-9 significant digits) and are named using a single letter (A-Z) optionally followed by digits or another letter, without any suffix. For example, LET X = 3.14 assigns a real value to the variable X. Integer variables, which store whole numbers from -32767 to 32767 for efficiency in loops and array indexing, are identified by appending a percent sign (%) to the name, such as I%. String variables, used for text data up to 255 characters, end with a dollar sign (), like `NAME, and are assigned using quoted literals, e.g., NAME$ = "HELLO"`. Variable names are distinguished by their first two characters, limiting uniqueness to that prefix, and all variables are global in scope, persisting throughout program execution until cleared with NEW or CLEAR. Arrays extend variables to multi-dimensional collections, declared with the DIM statement, such as DIM A(10) for a one-dimensional real array with indices 0 through 10 (11 elements total). Multi-dimensional arrays follow the syntax DIM VAR(N1, N2, ..., Nk), where each dimension starts at 0, and the total elements are the product of (Ni + 1). Numeric arrays to real type unless the base variable name includes % or $, and string arrays require explicit DIM for sizing beyond the default single-element. Assignment to elements uses standard syntax with indices, e.g., A(5) = [42](/page/42). The interpreter automatically dimensions simple variables on first use, but arrays must be pre-dimensioned to avoid "" errors if exceeding defaults. Expressions in Applesoft BASIC combine variables, constants, operators, and functions following standard precedence rules: parentheses highest, then (^), / (* /), / (+ -), relational operators (= < > etc.), and logical operators (AND OR NOT). Numeric expressions yield real results unless both operands are , in which case the result is ; string concatenation uses +. Assignment statements use the LET keyword optionally, as in LET X = Y * 2 + SIN(Z), with implied LET allowing direct X = Y * 2 + SIN(Z). Type mismatches, such as assigning a string to a numeric , trigger a "TYPE MISMATCH" error.

Control Structures and Functions

Applesoft BASIC provided a range of control structures for program flow, including conditional branching, unconditional jumps, subroutines, and loops, which were essential for on the . These structures followed conventions common to implementations of the era, enabling developers to create interactive and algorithmic programs despite the interpreter's line-numbered format. The primary conditional structure was the IF statement, which evaluated an expression and executed a subsequent action only if true (non-zero). Its syntax was IF expr THEN statement or IF expr [GOTO](/page/Goto) linenum, where the statement could be any valid command, and false conditions skipped the remainder of the line. For example:
10 IF X > 5 THEN [PRINT](/page/Print) "GREATER"
This allowed simple decision-making without nested blocks, though complex logic often relied on multiple lines or . Unconditional branching used the GOTO statement, with syntax GOTO linenum, to transfer control to a specified , facilitating jumps within programs but risking "" if overused. Subroutines were handled by GOSUB linenum, which pushed the current line onto a and jumped to the subroutine, paired with RETURN to pop the and resume execution. The supports limited nesting, typically up to 12-16 levels depending on available . An example subroutine call:
20 GOSUB 100
...
100 PRINT "SUBROUTINE"
110 RETURN
The ON statement extended branching for multi-way decisions: ON aexpr GOTO linenum [, linenum ...] or ON aexpr GOSUB linenum [, linenum ...], where the integer part of aexpr (1 to n) selected the corresponding line. The POP statement converted the most recent GOSUB to a GOTO, discarding the return address for early subroutine exits. Looping was implemented via the FOR-NEXT construct, initializing a numeric with FOR var = aexpr TO aexpr [STEP aexpr], iterating until the limit was exceeded (default step of , or negative for descending loops), and closing with NEXT [var]. Multiple loops could nest, and the variable was optional in NEXT if unambiguous. An example:
10 FOR I = 1 TO 10 STEP 2
20 [PRINT](/page/Print) I
30 NEXT I
The REM statement introduced comments by skipping to the line's end, while END terminated the program gracefully, and STOP halted execution as if an occurred, allowing with CONT. Applesoft BASIC included a suite of built-in functions for , manipulation, and interaction, returning values for use in expressions. Mathematical functions operated in floating-point, supporting scientific computations; for instance, returned the , and computed in radians, the , and RND(aexpr) a pseudorandom number between 0 and 1 (reseeding if negative). Other functions included for e^x, , floor to integer, arctangent, , and SGN(aexpr) sign (-1, 0, or 1). String functions facilitated text processing: LEN(sexpr) returned the character count, LEFT(sexpr, aexpr) the leftmost characters, RIGHT(sexpr, aexpr) the rightmost, and MID(sexpr, aexpr [, aexpr]) a substring starting at position aexpr with optional length. Conversion utilities included ASC(sexpr) for the ASCII code of the first character, CHR(aexpr) the character from ASCII code, STR$(aexpr) numeric-to-string conversion, and VAL(sexpr) string-to-numeric parsing. System-specific functions interacted with : PDL(aexpr) read analog paddle positions (0-255), POS() the text cursor's horizontal position, SCRN(aexpr, aexpr) the low-resolution color at coordinates, and FRE() performs garbage collection and returns the number of bytes of free memory (parameter ignored). User-defined functions extended capabilities via DEF FN name(var) = aexpr, defining a single-expression callable as FN name(aexpr); for example:
10 DEF FN SQ(X) = X*X
20 PRINT FN SQ(5)
These produced 25 as output, allowing reusable computations without subroutines. String arguments were supported in later implementations.

Input/Output Operations

Applesoft BASIC provides a set of commands for handling input from the user or data statements and output to the screen or peripheral devices, enabling interactive programs and data manipulation on the Apple II series computers. These operations are essential for user interaction, displaying results, and interfacing with hardware like printers or cassette drives. The system supports both synchronous input, which pauses execution until data is provided, and formatted output with spacing controls, reflecting the era's focus on simple, direct console-based programming. The primary output command is , which displays expressions, strings, or variables on the screen. Its syntax allows for flexible formatting: PRINT [expression][,|;|expression]..., where commas advance to the next (every 16 columns, creating three fields per 41-character line), semicolons concatenate without extra space, and no delimiter causes a line feed. For example, the statement PRINT "Radius:"; R; TAB(20); "Area:"; A positions values precisely for readable output. Without arguments, PRINT simply advances to a new line. This command forms the basis for all textual and numeric display in programs. For input, INPUT prompts the user with a question mark (or a custom string without one) and assigns entered values to variables: INPUT [prompt&#36;]; variable[, variable...]. It supports multiple variables per line, separated by commas or returns, and handles both numeric (real or integer) and string inputs, converting types as needed. If invalid input is provided, it redisplays the prompt with "?REENTER INPUT". An example is 10 INPUT "Enter your age"; AGE, which waits for user response before continuing. In contrast, GET captures a single keystroke without requiring a return or echoing to the screen: GET variable$, ideal for non-blocking or menu-driven interactions, as in 100 GET KEY$: IF KEY$ = "Y" THEN GOSUB 200. Both commands default to keyboard input but can be redirected. Applesoft BASIC also includes mechanisms for reading predefined data within the program using DATA statements, which list constants (numbers or strings) scattered throughout the code: DATA item1, item2, .... The READ command sequentially assigns these to variables: READ variable[, variable...], advancing a hidden pointer each time and raising "?OUT OF DATA" if exhausted. To reset the pointer, RESTORE is used without arguments: RESTORE, allowing data reuse in loops, such as initializing arrays from embedded tables. For instance:
10 DATA 1.5, 2.7, "Apple", 3.1
20 READ X, Y, FRUIT$, Z
30 PRINT X; Y; FRUIT$; Z
40 RESTORE
50 READ A, B, FRUIT$, C  REM Reuses data
This approach embeds datasets directly, promoting self-contained programs without external files. Device-level input and output are managed through redirection commands. PR# routes output to a peripheral in a specific slot: PR# slot (where slot is 0 for screen or 1-7 for devices like printers), and subsequent PRINT statements send data there until reset with PR# 0. Similarly, IN# redirects input sources: IN# slot (0 for ), affecting INPUT and GET until changed. These enable integration with , though invalid slots cause errors or hangs if no responds. For persistent , LOAD and SAVE handle program files on with audio signals (beeps for start/end), while STORE and RECALL manage arrays or strings: STORE arrayname saves to tape, and RECALL arrayname retrieves, requiring prior dimensioning with DIM. These tape-based operations lack built-in verification, emphasizing the manual nature of data handling in early microcomputers.

Graphics and Multimedia

Graphics Commands

Applesoft BASIC provided built-in support for on the computer, enabling programmers to create visual output in both low-resolution (lo-res) and high-resolution (hi-res) modes. Lo-res operated on a 40x48 grid with 16 colors, suitable for simple block-based drawings, while hi-res mode offered a finer 280x160 or 280x192 with 8 colors (including black and white), ideal for more detailed illustrations. These capabilities were integrated directly into the language to leverage the 's hardware without requiring assembly code, though coordinate systems used an inverted y-axis where y=0 was at the top.

Low-Resolution Graphics

To enter lo-res mode, the GR command switches the display from text to graphics, clearing the 40x48 area to black and reserving the bottom four lines for text output. The COLOR = <expression> statement sets the plotting color, where the expression evaluates to a value from 0 to 15 (0 for black, 1 for magenta, up to 15 for white), remaining active until changed. Plotting begins with PLOT <x>, <y>, which draws a small square (one character cell) at integer coordinates x (0-39) and y (0-47) in the current color. For example, GR: COLOR=3: PLOT 20,20 displays a cyan dot at the center of the screen. Horizontal and vertical lines simplify shape creation: HLIN <x1>,<x2> AT <y> draws from x1 to x2 at fixed y (all 0-39 for x, 0-47 for y), filling with the current color, while VLIN <y1>,<y2> AT <x> draws from y1 to y2 at fixed x. An example program might use GR: COLOR=6: HLIN 10,30 AT 15: VLIN 10,30 AT 20 to form a rectangle outline. The SCRN(<x>,<y>) function returns the color value (0-15) at a given point, useful for or reading screen state, as in PRINT SCRN(20,20) to output the . To return to , TEXT clears the graphics area and restores full 40x24 text display. Lo-res mode's blocky nature made it efficient for games like early versions of simulations but limited for .

High-Resolution Graphics

Hi-res mode offered greater detail, activated by HGR for page 1 (280x160 pixels, with four bottom text lines) or HGR2 for full-screen page 2 (280x192 pixels, requiring at least 24K ). The HCOLOR = <n> command sets the drawing to one of four effective colors via values 0–7: (0 or 4), white (3 or 7), green-tinted white (1 or 5), violet-tinted white (2 or 6), produced by video artifacting. Color tints vary between (green/violet) and PAL (different hues) displays. Unlike lo-res, hi-res pixels were not individually addressable in color; lines and points used a dithering to approximate colors via patterns of pixels that exploit the display's NTSC/PAL color generation. The primary drawing tool was HPLOT <x>,<y>, plotting a single at x (0-279) and y (0-191), or HPLOT TO <x>,<y> to draw a line from the previous plot position. For instance, HGR: HCOLOR=3: HPLOT 0,0 TO 279,0 TO 279,159 TO 0,159 TO 0,0 outlines a white-bordered screen . Successive HPLOT TO commands enabled polygons or curves via multiple segments. Shape drawing added versatility: DRAW <n> AT <x>,<y> rendered predefined shape n (from a shape table in ) at position x,y, scaled and rotated per SCALE = <factor> (1-255, default 1) and ROT = <angle> (0-255, in 1.40625-degree increments). The XDRAW <n> AT <x>,<y> variant used XOR to invert colors, facilitating or highlighting without overwriting. Shape tables were defined in DATA statements or loaded via SHLOAD from . These features supported applications like simple animations or diagrams, though the monochrome-like palette constrained complexity.
CommandModeSyntaxPurpose
GRLo-resGREnter lo-res graphics, clear screen
COLOR=Lo-resCOLOR=<expr>Set plotting color (0-15)
PLOTLo-resPLOT <x>,<y>Plot dot at (x,y)
HLINLo-resHLIN <x1>,<x2> AT <y>Horizontal line
VLINLo-resVLIN <y1>,<y2> AT <x>Vertical line
SCRN()Lo-resSCRN(<x>,<y>)Get color at (x,y)
HGRHi-resHGREnter hi-res page 1
HGR2Hi-resHGR2Enter hi-res page 2
HCOLOR=Hi-resHCOLOR=<n>Set plotting color (0-7)
HPLOTHi-resHPLOT <x>,<y> or TO <x>,<y>Plot dot or line
DRAWHi-resDRAW <n> AT <x>,<y>Draw n
XDRAWHi-resXDRAW <n> AT <x>,<y>XOR draw n
SCALE=Hi-resSCALE=<factor>Set scale
ROT=Hi-resROT=<angle>Set
SHLOADHi-resSHLOADLoad table from
Graphics commands interacted with text via HTAB <n> and VTAB <n> for cursor positioning in mixed modes, and HOME to clear both text and graphics. While powerful for 1970s standards, these tools required manual coordinate calculations, and switching modes (e.g., via TEXT or GR) reset the display, necessitating careful program structure.

Sound Capabilities

Applesoft BASIC provided limited built-in support for sound generation on the , relying primarily on direct manipulation of the system's hardware rather than dedicated high-level commands like those found in later dialects of . The core mechanism involved controlling the built-in speaker through a soft switch at memory location $C030 (decimal 49200), which toggles the speaker's state each time it is read, producing a brief "click" audible through the machine's internal speaker. This approach allowed programmers to create simple beeps and tones by rapidly toggling the switch in loops, but it required precise timing to approximate musical notes, often resulting in monophonic output with low fidelity. A basic system beep could be generated using the PRINT CHR$(7) statement, which outputs the ASCII bell character (control-G) and triggers a short tone via the speaker, typically lasting about 1/8 of a second at a fixed pitch determined by the system's hardware. This was commonly used for alerts or simple feedback in programs, such as signaling errors or program completion. For more controlled clicks, programmers accessed the speaker soft switch directly with PEEK(49200) or equivalently PEEK(-16336), where each read operation produced a single click; repeating this in a tight loop, such as FOR I = 1 TO 100: PEEK(49200): NEXT I, created a tone whose pitch depended on the loop's speed—shorter delays yielded higher frequencies. However, Applesoft's interpreted nature introduced timing inconsistencies, making reliable pitch control challenging without additional techniques. To achieve more sophisticated tones or short musical sequences, programmers often employed machine language subroutines integrated via CALL statements. A common entry point was CALL -151, which invoked the Apple II monitor to assemble and execute 6502 assembly code directly toggling the speaker at precise intervals; for example, a simple tone routine could be entered in the monitor as 300: LDA $C030 / 301: LDX #10 / 302: DEX / 303: BNE 301 / 304: JMP 300, then run with 300G before returning to BASIC. In pure Applesoft, pitch and duration could be approximated by POKEing values into a small machine code snippet loaded into low memory (e.g., $300), as in POKE 768, PITCH: POKE 769, DURATION: CALL 768, where PITCH (0-255) set the toggle frequency and DURATION controlled the note length. These methods enabled basic melodies but were limited to one channel and required careful avoidance of interpreter overhead to maintain timing. On the , which also ran Applesoft BASIC, sound capabilities were enhanced by the Ensoniq 5503 sound chip supporting sampled audio and up to 32 channels of 8-bit , but standard Applesoft lacked direct commands for it—instead, programmers used POKEs to in the C000 range (e.g., `POKE 49212, 0` to set control mode for direct access, followed by waveform loading via C03D (, decimal 49213) and $C03E ( select, decimal 49214)) or third-party tools for polyphonic . Without expansions like the Mockingboard , which added hardware voices accessible via custom drivers, Applesoft's sound remained rudimentary, prioritizing conceptual simplicity over advanced audio features and influencing early game audio design on the .

Limitations and Challenges

Design Limitations

Applesoft BASIC, as a floating-point of adapted for the , inherently prioritized graphics and scientific computing capabilities over efficiency in operations and memory conservation. All numeric variables default to , storing values with an approximate range of -1.7 × 10^38 to 1.7 × 10^38 but limited to about 9 digits of precision internally, with output rounded to 9 significant digits (or 10 for values between 0.01 and 0.999999999). This design choice, while enabling smooth handling of fractional numbers essential for graphics like HPLOT and commands, eliminated native arithmetic unless explicitly declared with a % suffix (limited to -32767 to +32767), resulting in emulated operations that consumed more cycles on the 6502 processor. Consequently, simple integer-heavy tasks, such as loop counters in games, executed significantly slower than in the resident , often by factors of 2–5 times due to the overhead of floating-point emulation without . Variable naming imposed further constraints to fit within the interpreter's tokenization scheme, recognizing only the first two characters of names up to 238 characters long, with the initial character required to be a letter (A–Z) and subsequent ones alphanumeric; names incorporating reserved words like "ON" or "TO" were invalid. This led to frequent naming collisions, such as "AB" and "ABC" resolving to the same variable, complicating larger programs and encouraging cryptic two-letter conventions that reduced code . String variables, denoted by a $ and capped at 255 characters, stored data in ASCII format, exacerbating memory usage compared to Integer BASIC's more compact representations. Arrays supported up to 88 dimensions but were practically bounded by available RAM, with elements consuming 5 bytes for floating-point, 2 for integers, and variable space for strings (3 bytes overhead plus 1 per character), often triggering "" errors in nested structures exceeding 14 FOR loops or 24 GOSUB calls. Memory management reflected the era's hardware constraints, allocating roughly 35 KB for programs and variables on a standard 48 KB Apple II, further reduced by 8 KB per high-resolution graphics page or disk operations under DOS. The LOMEM and HIMEM statements allowed boundary adjustments (minimum LOMEM around $080B hex or 2059 decimal), but string garbage collection—triggered automatically when space ran low—could halt execution for seconds in programs with heavy string manipulation, as unreleased descriptors accumulated without proactive reclamation. Program lines were restricted to 239 characters (excluding interpreter-added tokens), with input buffer limits at 255, beeping warnings from 248 to prevent overflows. Early versions, tied to pre-IIe hardware, ignored lowercase letters in commands and keywords (treating them as uppercase), reserving them solely for string literals, which hampered readability until hardware upgrades enabled mixed-case support. Control structures lacked modern conveniences, relying on and GOSUB for flow without named subroutines, WHILE loops, or a (%) operator (requiring workarounds like I - J * (I/J)); computed GOTO/GOSUB was unsupported, forcing ON statements to handle branching indirectly. Absent features like PRINT USING for formatted output or for further limited utility for complex applications, while the absence of bitwise operations confined logical tasks to cumbersome arithmetic simulations. Overall, these choices optimized for and integration but at the cost of efficiency, often necessitating machine language calls for performance-critical sections in resource-constrained environments.

Known Bugs

Applesoft BASIC, while robust for its era, contained several documented bugs that could lead to unexpected behavior, crashes, or require workarounds in programming. One prominent issue involved the ONERR [GOTO](/page/Goto) statement, where any statements following it in the same line were ignored by the interpreter, potentially causing incomplete error handling routines. Additionally, if ONERR [GOTO](/page/Goto) was active and the program executed a large number of lines without invoking RESUME, it could trigger a crash due to or unhandled propagation. The RESUME command, intended to return execution to the point of an error after handling it, failed reliably when the error occurred within a FOR...NEXT or a GOSUB subroutine, leaving the program in an inconsistent state unless a machine-language was applied. This limitation stemmed from the interpreter's and required programmers to avoid RESUME in such contexts or implement custom recovery mechanisms. In conjunction with 3.3, the GET command exhibited a bug where control characters (such as those below ASCII 32) printed immediately after input were consumed without display, necessitating the use of a "sacrifice" character like CHR$(1) to preserve output integrity in interactive programs. Similarly, the APPEND command under 3.3 sometimes miscalculated the end of a file, appending data incorrectly; appending a (CHR$(0)) served as a reliable workaround to force proper termination detection. String handling introduced quirks that bordered on bugs, particularly with . Temporary string variables persisted in memory after reassignment, leading to fragmentation and potential out-of-memory errors; invoking FRE(0) manually triggered garbage collection to reclaim space, a process that could take several seconds depending on the amount of allocated strings. This inefficient collection was a known performance bottleneck in string-intensive applications. Tokenization during created another subtle issue: keywords were recognized before names, so assignments like FORMATION=5 were interpreted as FOR MATION=5, resulting in a or unintended initiation. Programmers had to avoid embedding keywords within names to prevent such misparsing.

Performance Characteristics

Applesoft BASIC, as an interpreted language running on the Apple II's 6502 processor clocked at approximately 1 MHz, exhibited execution speeds that were adequate for educational and simple applications but notably slower than compiled languages or even the platform's earlier due to its design choices. The interpreter tokenizes into a compact internal format and executes it line by line, introducing overhead from repeated and token expansion during . This interpreted nature, combined with the lack of native , made it unsuitable for computationally intensive tasks without optimizations. A primary performance bottleneck stemmed from Applesoft's exclusive use of 40-bit for all numerical operations, even when integers would suffice, which required constant conversions and significantly degraded speed compared to integer-based systems. For instance, in the benchmark adapted for finding primes up to 500 on an enhanced with a 65C02 CPU, Applesoft BASIC required 211 seconds to complete, roughly 57% slower than the 134 seconds taken by on the same hardware. This floating-point overhead was particularly evident in loops and mathematical computations, where each operation involved unpacking, calculating, and repacking values, limiting the language's efficiency for numerical simulations or games. Memory management further impacted performance, as programs loaded linearly starting from address $0801 and grew upward, while variables and expanded dynamically in adjacent regions, often leading to fragmentation and slow garbage collection when spaces collided. Garbage collection, which relocates variables to consolidate free space, could introduce noticeable pauses in execution, especially in programs with heavy manipulation or large arrays; forcing it via PRINT FRE(0) mitigated this but added manual overhead. The system's 48 KB RAM limit, minus allocations for DOS (about 10.5 KB) and pages, left roughly 13-20 KB for and , constraining program scale and necessitating careful use of LOMEM and HIMEM to avoid overlaps that caused crashes or slowdowns. Graphics and I/O operations compounded these issues, with commands like HPLOT or DRAW executing slowly due to interpreted calls to hardware routines, often taking tens of milliseconds per primitive on hi-res modes. Minor optimizations, such as combining multiple statements on a single line with colons (reducing line-number lookups) or omitting variable indices in NEXT statements (simplifying stack handling), could yield small speedups of 5-20% in loops, but substantial improvements typically required embedding machine-language subroutines for critical sections. Overall, these characteristics positioned Applesoft as versatile yet performance-limited, encouraging programmers to balance ease of use with targeted accelerations.

Extensions and Modifications

Machine Language Integration

Applesoft BASIC facilitates integration with 6502 machine language through several built-in commands and hooks, enabling programmers to extend functionality, optimize performance, and interface directly with hardware on the . These mechanisms allow code to read and write locations, execute routines, and pass parameters to custom subroutines, bridging the interpreted nature of with the speed of native . The PEEK and POKE statements provide fundamental access to memory, essential for loading machine language code or manipulating system registers. PEEK(addr) retrieves the byte value at a specified memory address and returns it as an integer, while POKE addr, val writes the byte value val (0-255) to address addr. For instance, to initialize a machine language routine, a programmer might use a series of POKE statements to insert 6502 opcodes into unused RAM, such as POKE 768, 160 followed by POKE 769, 10 to load the accumulator with 10. These commands operate on the Apple II's 64 KB address space, with caution required to avoid overwriting BASIC's code or data areas starting at $800. To execute machine language, the CALL statement jumps to a specified , transferring control to assembly while preserving the stack for return. The syntax is CALL addr, where addr is the starting location of the routine, which must end with an RTS (return from subroutine) instruction to resume execution. An example invocation might be CALL 768 after poking into low , allowing tasks like I/O handling that exceed 's capabilities. Similarly, the USR function calls a machine language subroutine with a numeric argument, returning the result as a floating-point value; USR(x) passes x to the routine hooked at location $3F2-3F4 (the USR ), enabling parameterized operations such as mathematical computations or graphics primitives. Programmers often relocate the USR using POKE to point to , as in POKE 1010, 0: POKE 1011, 3: POKE 1012, 0 to set it to $0300. The ampersand (&) feature offers a seamless hook for inline machine language calls, enhancing Applesoft's extensibility. When the interpreter encounters a lone & (or & followed by a colon), it performs a JSR to the ampersand vector at $3F5, allowing user-defined routines to intercept and execute assembly code before returning via RTS. This vector can be redirected with POKE statements, such as POKE 1013,peekvalue to chain multiple routines or implement extensions like advanced string manipulation. Additionally, & can prefix hexadecimal addresses (e.g., &C000) to directly reference memory locations in expressions, aiding in address calculations for machine code integration. These hooks, combined with Applesoft's ROM dispatch table, permit machine language to invoke BASIC functions like PRINT or INPUT, creating hybrid programs that leverage both environments for efficiency.

Third-Party Enhancements

Third-party developers created numerous enhancements for on the , addressing its limitations in speed, functionality, and programmability through compilers, command extenders, and editing tools. These products, often distributed via software catalogs and magazines in the 1980s, allowed users to compile BASIC code into faster machine language, add custom commands, and improve code management without altering the core interpreter. One prominent example is The Applesoft Compiler (TASC), developed and published by Microsoft's Consumer Products division in 1981. TASC converted standard Applesoft programs into relocatable , achieving execution speeds 2 to 20 times faster than the interpreted version by eliminating runtime tokenization and lookups. It supported a subset of about 20 Applesoft keywords, including FOR-NEXT loops, IF-THEN statements, and commands, while adding true integer arithmetic for improved performance in numerical tasks. Compatible with and II+ systems requiring 48K RAM and 3.3, TASC enabled disk-based compilation for larger programs and included features like selective chaining between modules, enhancing . The tool generated compact binaries with minimal expansion (typically 25% larger than source), and its handled errors and integration seamlessly. Beagle Bros, a key third-party publisher specializing in Apple II utilities, released several targeted enhancements. Their Beagle BASIC (1983), authored by Mark Simonsen, extended Applesoft by allowing users to rename built-in commands and error messages for customization or localization, while adding new commands such as for conditional branching, for sound generation, for screen management, and HSCR for high-resolution cursor control. It operated in RAM without memory overhead and was compatible with any 64K Apple II system running , making it suitable for program protection and user-friendly modifications. Complementing this, the Beagle Compiler transformed Applesoft source into machine language binaries, delivering over 10 times the execution speed with built-in error trapping and code compaction, and supported ProDOS for broader file handling. For development workflow, Program Writer provided an AppleWorks-like editor for Applesoft code, featuring rapid find-and-replace, automatic renumbering, and support to streamline editing on 64K systems under ProDOS or . Other notable enhancements included ProBASIC, a modular extension system by Alan Bird that integrated new commands and functions as "modules" directly into Applesoft programs, enabling advanced features like enhanced I/O without rewriting core code. These tools collectively extended Applesoft's viability for professional and hobbyist applications, fostering a vibrant ecosystem around the through the mid-1980s.

Programming Examples

Basic Programs

Basic programs in Applesoft BASIC typically demonstrate fundamental language features such as output with , variable assignment using LET (often omitted), basic arithmetic operations, user input via INPUT, and simple control structures like loops and conditionals. These programs serve as entry points for beginners, illustrating how to create interactive scripts or calculations on the computers. They emphasize the interpreted nature of Applesoft, where lines are numbered sequentially and executed with the . A classic introductory example is a "Hello World" program, which clears the screen and outputs a greeting. The following code uses the HOME command to clear the display before printing:
10 HOME
20 PRINT "HELLO WORLD"
When executed, this displays "HELLO WORLD" at the top-left of the screen. The HOME command positions the cursor for clean output, a common practice in text-based programs. Simple arithmetic programs showcase precedence and direct . For instance, to add two numbers:
10 [PRINT](/page/Print) 5 + 3
This outputs 8 immediately upon execution, demonstrating Applesoft's ability to handle integers and floating-point results without explicit variable declaration. More complex calculations involve variables:
10 A = 10
20 B = 20
30 [PRINT](/page/Print) A + B
Here, values are assigned to numeric variables A and B, and their sum (30) is printed, highlighting implicit type handling where variables default to numeric unless suffixed with $. User interaction is introduced through INPUT, which prompts for data and stores it in a . A basic echo program might look like:
10 INPUT "ENTER A NUMBER: "; N
20 PRINT "YOU ENTERED "; N
The user types a value after the , which is then echoed back, allowing for simple in larger scripts. Error handling, such as checking input types, can be added with IF-THEN statements, but basic versions focus on direct response. Loops enable repetition, with FOR-NEXT being the structured approach for counted iterations. An example printing numbers 1 to 5:
10 FOR I = 1 TO 5
20 [PRINT](/page/Print) I
30 NEXT I
This iterates five times, incrementing I by 1 each pass, outputting each value on a new line. Unstructured loops use for indefinite repetition, such as a counter:
100 N = 1
110 [PRINT](/page/Print) N
120 N = N + 1
130 [GOTO](/page/Goto) 110
Pressing CTRL-C stops this , teaching users about program flow control. These constructs form the basis for more advanced applications like games or utilities.

Advanced Graphics Examples

Advanced graphics in Applesoft BASIC leverage the high-resolution (HI-RES) mode, which provides a 280x192 display with six colors, enabling the creation of detailed illustrations and animations beyond basic plotting. Key to these capabilities are shape tables, a built-in system stored in memory starting at address 2048, allowing programmers to define reusable shapes composed of relative vectors for efficient drawing. These shapes can be manipulated with (ROT=), (SCALE=), and rendering via (for overwriting) or XDRAW (for XOR blending, useful in animations to avoid erasing backgrounds). Shape tables are constructed by encoding vectors as bytes: plotting vectors (which draw lines) use bits to specify direction and length, while move commands reposition without drawing. For instance, a simple shape like a triangle can be defined by a sequence of plotting vectors forming its sides, terminated by a zero-length vector. The table begins with a two-byte index for each shape's offset and length, followed by the vector data. Programmers typically use tools or manual calculation to generate the hexadecimal bytes, then POKE them into memory. An example shape table for a basic arrow might occupy 20-50 bytes, supporting up to 255 shapes per table. To illustrate, consider drawing a rotated and scaled : after setting HCOLOR=3 for and entering HI-RES mode with HGR, a program could POKE the shape table data, then execute ROT=45: SCALE=2: DRAW 1 AT 140,96 to render the first centered on screen. This technique was commonly used for sprites in , as XDRAW allows toggling pixels for smooth without redrawing the entire scene. For more complex designs, multiple shapes can be combined, such as a body and wings for an animated . Animation in Applesoft HI-RES graphics often employs page flipping between the two available screens (pages 1 at $2000 and 2 at $4000) to create fluid motion, despite BASIC's interpreted speed limitations. By drawing the next frame on the off-screen and switching with POKE -16300,0 (for 1) or POKE -16300,128 (for 2), flicker is minimized. Efficient code placement—such as subroutines at low line numbers and combining commands with colons—further boosts performance. For example, a moving square might HPLOT vertices on the hidden , adjust coordinates by a velocity vector, and flip pages in a , erasing via XDRAW with a black-filled shape or by plotting in color 0. Small, simple objects (under 20x20 pixels) yield the best results, as full-screen operations like HCLEAR can take seconds. A practical animation example is a flying in low-resolution mode for color fidelity, adapted to HI-RES for detail: define wing positions in shape tables (e.g., shape 0 for up, shape 1 for down), then alternate XDRAW calls while incrementing X-position. The code snippet below demonstrates a basic HI-RES moving square using a loop to redraw its position incrementally across the screen:
10 HGR : HCOLOR=3
20 X=0
30 HPLOT TO X,50: HPLOT TO X+10,50: HPLOT TO X+10,60: HPLOT TO X,60: HPLOT TO X,50
40 X = X + 5: IF X > 270 THEN X=0
50 FOR D=1 TO 100: NEXT D : [REM](/page/REM) Simple delay
60 [GOTO](/page/Goto) 30
This draws a green square that moves rightward across the screen, wrapping around at the edge, simulating basic animation at a slow rate limited by execution. For smoother motion or bouncing, incorporate page flipping and velocity variables. Such methods powered early games and demos, highlighting Applesoft's graphics prowess within hardware constraints. To integrate user input, consider using PDL(0) to read a paddle controller value for interactive positioning in graphics:
10 HGR : HCOLOR=3
20 Y = PDL(0)/4 : REM Scale paddle to 0-191
30 HPLOT 140,Y TO 150,Y+10 : REM Draw vertical line at center X, Y from paddle
40 FOR D=1 TO 500: NEXT D : REM Delay for visible movement
50 GOTO 20
This creates a line that moves vertically based on paddle input, demonstrating analog I/O with graphics for simple games.

Evolution and Variants

Early Versions

Applesoft BASIC originated from Microsoft's 6502 , which Apple licensed in July 1977 for $10,500 to address demands for support in the Apple II's programming environment. The development was led by Wigginton, an Apple engineer, who adapted the Microsoft code using a cross-assembler connected via a 110 baud modem; after an initial data loss, he recovered the project with assistance from Cliff Huston using an IMSAI computer, completing the work by January 1978. This adaptation was necessitated by Steve Wozniak's focus on hardware projects like the drive, leaving software enhancements to external licensing. The first release, known as Applesoft I, launched in January 1978 as a 10 KB cassette-based interpreter, marking the initial supersession of the original . It introduced floating-point for scientific and advanced calculations, along with low-resolution commands such as PLOT, PLOT TO, and color support via COLOR=. However, it occupied significant (from $8000 to $9FFF), creating conflicts with the Apple II's high-resolution graphics page at $2000, which rendered hi-res support impractical without manual memory reconfiguration. The cassette format was unreliable for loading, often requiring multiple attempts, and the interpreter lacked built-in disk support, relying on users to manage programs via external media. By spring 1978, Applesoft II emerged as an enhanced early iteration, based on Microsoft's version 2, and became available in multiple formats including cassette, diskette, and . This version added essential high-resolution graphics commands like HPLOT and HTAB, enabling direct manipulation of the Apple II's hi-res modes while renaming low-res commands (e.g., PLTG to PLOT) for consistency. It also improved overall efficiency and syntax, such as allowing multiple statements per line and longer variable names up to 238 characters (though only the first two are significant for variable distinction). Applesoft II's integration into ROM for the in 1979 solidified its role as the standard dialect, phasing out the cassette-only Applesoft I.

Later Developments

Following the initial release of in as part of the , subsequent revisions were made to adapt the interpreter to newer models, incorporating hardware-specific enhancements and usability improvements while maintaining . These changes primarily addressed 80-column display support, lowercase input handling, and extensions, reflecting Apple's evolution toward more advanced peripherals and user interfaces. The , introduced in 1984, featured a revised Applesoft BASIC that supported lowercase command entry, automatically translating it to uppercase for execution, which simplified typing for users accustomed to standard keyboards. Screen output commands like , , and HTAB were enhanced to properly handle 80-column displays, and program listings in LIST mode began in column 2 to improve readability and editing. Cassette tape I/O routines (such as LOAD, SAVE, STORE, and RECALL) were removed, as the IIc lacked a cassette port, streamlining the ROM footprint. Additionally, support for double low-resolution (double lo-res) graphics was added via patched and related commands, though this introduced a bug allowing PLOT operations to potentially overwrite program memory in certain configurations. In 1985, the Enhanced received updated ROMs incorporating most IIc revisions, including lowercase support and 80-column enhancements for and positioning commands, but omitted double lo-res graphics due to ROM space constraints and retained cassette routines for compatibility with the IIe's ports. The , released in 1986, used a version closely resembling the IIc's, with the double lo-res bug fixed to prevent memory overwrites; however, a related issue persisted in the SCRN() function under double lo-res mode. No further changes were made to Applesoft BASIC in the 1988 , which retained the IIGS-compatible revision. These updates ensured Applesoft remained viable on later hardware without major overhauls, emphasizing incremental refinements over radical redesigns. Beginning with the in 1983, machines equipped with at least 128 KB of RAM gained access to double high-resolution (double hi-res) mode, which doubled the vertical resolution of hi-res to 192 lines by utilizing pages. Applesoft BASIC commands like HGR2 extended this capability, allowing programmers to create finer-detailed , though it required specific hardware configurations such as the Extended 80-Column Card. This feature marked a significant graphical advancement, bridging Applesoft's capabilities toward more sophisticated visual applications on mid-1980s systems.

Legacy and Influence

Modern Emulations

Modern emulations of Applesoft BASIC rely on software that simulates the hardware, enabling the execution of original programs, development of new , and preservation of historical software on current operating systems without requiring physical vintage hardware. These emulators typically achieve by emulating the 6502 processor, memory mapping, and peripherals like the , , and disk drives, which are essential for Applesoft BASIC's floating-point operations, commands (e.g., PLOT, COLOR), and routines. As of 2025, several actively maintained emulators support Applesoft BASIC across Windows, macOS, , and web browsers, often incorporating modern enhancements such as save states, debugging tools, and high-resolution rendering while maintaining compatibility with authentic images. AppleWin is a widely used for Windows that supports , II+, and enhanced IIe configurations, allowing seamless running of Applesoft programs through cycle-accurate of the system and soft switches. It includes features like a built-in for inspecting variables and code, support for peripherals such as the Mockingboard , and networking via Uthernet for file transfers, with its latest release in June 2025 (version 1.30.21.0) ensuring compatibility with Windows 11. For macOS users, ][ provides emulation of the Apple II, II+, IIe, and IIc models, where Applesoft BASIC operates identically to the original, including hi-res graphics and cassette loading; its intuitive interface allows dragging folders as virtual drives and emulates a PDF printer for output. The emulator was updated to version 13.0.1 as of 2025, emphasizing ease of use for both casual programming and archival purposes on Apple Silicon and Intel Macs. Cross-platform options include microM8, which runs on Windows, macOS, and , offering cycle-accurate that faithfully reproduces Applesoft BASIC's syntax checking, tokenization, and execution speed, augmented by modern additions like 3D-upscaled graphics, live rewind, and a cloud-based disk library for sharing programs. It received an update in August 2025 focusing on new integrations such as MCP server support for enhanced functionality on multi-core processors. KEGS (Kent's Emulated GS) extends to full support but excels in emulation for Applesoft BASIC, providing advanced debugging, ZipGS graphics acceleration for smoother hi-res modes, and network printing; available on Windows, macOS, and , it was updated to version 1.38 in May 2025, making it suitable for developers analyzing legacy code. Web-based emulations like Apple ][js bring Applesoft BASIC to browsers without installation, emulating the Apple II's 48KB RAM and display artifacts to run BASIC interpreters and programs directly via JavaScript and HTML5, with support for disk images and sound; it remains accessible as of 2025 for educational demos and quick testing. Additionally, Apple2TS, a TypeScript-based emulator runnable in modern browsers, simulates the Apple IIe environment to execute Applesoft BASIC with accurate timing for real-time applications like games, featuring a guided tour interface and integration with ; its 2025 release emphasizes portability across devices.

Educational and Cultural Impact

Applesoft BASIC played a pivotal role in introducing generations of students to during the late and , as the became a dominant platform in American schools. In 1978, Apple secured a contract with the Educational Consortium () to supply 500 computers, which supported the development of influential educational software like The Oregon Trail. By 1983, through the "Kids Can't Wait" program, Apple donated approximately 9,000 systems—each including 64K RAM, a monitor, and a disk drive—to eligible schools, with a total retail value exceeding $21 million. These initiatives helped Apple capture over 50% of the U.S. market by 1985, amid a 75% increase in school microcomputer usage. In classrooms, Applesoft BASIC served as an accessible entry point for programming , stored directly on ROM for immediate use without risking memory loss, and supported by expandable RAM up to 48K in the model. Students learned core concepts through hands-on exercises, such as writing simple programs for subjects like , , and typing, often integrated with interactive tools like Typing Tutor (a top-selling educational title by 1981) and Snooper Troops (1982), which promoted deductive reasoning. This approach, alongside languages like Apple Logo, fostered and engaged learners via game-like experiences, replacing older mainframe systems and enhancing retention in diverse curricula. By the mid-1980s, millions of students across North American schools used systems daily, with Applesoft BASIC enabling teachers to demonstrate computer operations and encourage experimentation. Beyond education, Applesoft BASIC contributed to the cultural normalization of personal computing in homes, empowering a DIY ethos among hobbyists and families during the early boom. Released in 1977 as a Microsoft-licensed dialect with floating-point support, it facilitated the creation of over 2,000 software titles by 1983, including business tools like (1979) and creative applications like The Print Shop (1984, which sold over 1 million copies by 1988). This ecosystem, bolstered by the 's color graphics and expansion slots, transformed computing from a niche pursuit—rooted in clubs like the —into a household staple, influencing middle- and upper-class leisure and entrepreneurship. Games such as Mystery House (1980) were prominent in the growing software market, embedding the in and sparking discussions on software sharing and digital creativity.

Integer BASIC Comparison

Applesoft BASIC and represent two foundational dialects of the BASIC programming language implemented on the of computers, with Applesoft superseding Integer BASIC starting with the in 1979. , originally designed by and included in on the initial models, was optimized for integer arithmetic to achieve high performance in resource-constrained environments. In contrast, Applesoft BASIC, licensed from and integrated into from the onward, introduced to support more precise numerical computations, though this came at the expense of execution speed. These dialects share core syntactic elements but diverge significantly in capabilities, making direct program portability challenging without modifications. The primary distinction lies in data handling and numerical . Integer BASIC restricts variables to 16-bit signed integers ranging from -32768 to 32767, excluding support for decimal or fractional values, which suits applications like simple or graphics where exact coordinates suffice. Applesoft BASIC, however, employs floating-point representation with approximately nine digits of , enabling real-number operations essential for scientific calculations or smooth animations involving non-integer values. This floating-point capability in Applesoft allows for advanced mathematical functions absent in , such as trigonometric operations (, , , ), exponential (), and logarithmic (LOG) functions, expanding its utility for complex algorithms. Performance differences stem directly from these architectural choices. Integer BASIC executes integer operations more rapidly due to its simplified arithmetic routines, often outperforming Applesoft in benchmarks for non-decimal tasks, such as looping or basic graphics rendering. Applesoft's overhead from floating-point emulation results in slower , particularly for math-intensive code, though it includes optimizations like the SPEED command to adjust output rates from 0 to 255. For instance, a simple loop incrementing a counter might run noticeably faster in , but Applesoft's precision prevents truncation errors in applications requiring decimals, such as trajectory simulations. Graphics and input/output features also vary, reflecting their target uses. Both dialects support low-resolution graphics modes via commands like (graphics mode), (point plotting), HLIN (horizontal line), and VLIN (vertical line), with COLOR= for selecting from 15 colors in low-resolution. Applesoft BASIC additionally provides high-resolution graphics commands such as HGR, HPLOT, and , facilitating more nuanced coordinate manipulations, such as scaling with fractional values or rotating via ROT. Integer BASIC relies on integer-only plotting, limiting precision but enabling quicker draws for pixel-art or mazes, though high-resolution graphics require or PEEK/POKE calls. Input handling differs too: Applesoft uses semicolons for prompts in INPUT statements (e.g., INPUT "Enter value"; V), while Integer BASIC uses commas (e.g., INPUT "Enter value", V), and Applesoft permits mixed string-numeric inputs on a single line. String manipulation and control structures exhibit notable syntactic variances. Applesoft allows string comparisons within IF statements (e.g., IF A(1) < B), multi-dimensional arrays (e.g., DIM T(3,4)), and computed GOSUB with expressions (e.g., GOSUB S100), features unavailable in Integer BASIC. Integer BASIC supports the MOD operator for remainders (e.g., 10 MOD 3), which Applesoft emulates via integer division (e.g., I - JINT(I/J)), and lacks Applesoft's CHR, MID, and LEN functions for advanced string processing. Control flow in Applesoft includes ON...GOSUB for multi-branching, whereas Integer BASIC approximates this with computed GOTO. Additionally, Applesoft's FOR...NEXT loops accept fractional STEP values (e.g., STEP 0.1), contrasting Integer BASIC's integer-only increments. The following table summarizes key command and feature disparities:
CategoryApplesoft BASIC FeaturesInteger BASIC Features
Mathematical FunctionsSIN, COS, TAN, ATN, EXP, LOG, (0 to <1 with seed), ASC, , PDL, PEEK, (integers 0 to N), SGN, SCRN
Array SupportMulti-dimensional; auto-initialize numerics to 0; up to 11 elements without DIMSingle-dimensional only; requires explicit DIM; no auto-initialization
String OperationsIF string comparisons; MID, CHR, ; variable-length stringsBasic assignment (A = B); fixed-length; no comparisons in IF
Control StructuresON...; fractional STEP in FOR; STOP with line referenceComputed for branching; integer STEP only; END halts without message
I/O CommandsSPEED=N for output control; mixed INPUT; CONT to resume after STOP for line numbering; CLR to clear variables; no SPEED or CONT
These differences necessitated conversion tools or manual rewrites for migrating programs to Applesoft, often involving adjustments for floating-point conversions and added syntax like DEF FN for user-defined functions in Applesoft. Overall, Integer BASIC prioritized speed and simplicity for early hobbyist programming, while Applesoft emphasized versatility, influencing its adoption as the standard for later development.

Other Microsoft BASIC Variants

Microsoft BASIC, the foundational interpreter upon which Applesoft BASIC was built, originated as in 1975, developed by , , and for the MITS microcomputer using the processor. This 4 KB version marked Microsoft's first commercial product and introduced key features like and structured programming elements, setting the stage for widespread licensing to other hardware manufacturers. evolved through versions up to 5.0, supporting extended memory and disk operations, and was distributed via paper tape or cassette. By 1976, ported BASIC to the 6502 microprocessor, creating a versatile interpreter that powered several early 8-bit systems excluding the Apple II. Version 1.1 of this 6502 BASIC included conditional compilation for platforms such as the MOS Technology KIM-1 single-board computer, where it provided 9-digit precision and basic I/O commands; the Ohio Scientific OSI Challenger series, enabling floating-point math on their 6502-based machines; and the , initially as BASIC V1.0 in 1977 before updating to V2.0 with enhanced string handling and graphics primitives. These implementations shared core syntax like the PRINT, GOTO, and FOR...NEXT statements but adapted I/O and peripherals to each system's hardware, such as cassette support on the PET. For Z80-based systems, developed Level II for the Tandy Model I in 1977, replacing the simpler Level I with advanced features including disk file handling, machine-language calls via USRS, and a 16 ROM footprint that supported up to 16 RAM. This variant influenced subsequent models and was licensed broadly, emphasizing structured code with ON...GOSUB and error handling. Later, extended to 16-bit and graphical environments, such as Amiga for the in 1985, which integrated and , and for PC compatibles starting in 1983, adding sound commands and EGA/VGA support while maintaining with earlier dialects. These variants collectively standardized across diverse platforms, fostering the home revolution through accessible programming.