Brain reactivates...

I didn't understand what you meant by file size- it isn't simply like the memory size in a Commodore 64, which is essentially a big block for programs?

My understanding of programming limits is rather simple: any given console or computer has a certain amount of information it can hold. In the case of the Commodore 64, the limit (if you program using BASIC) is roughly 40K RAM. Of course, you can divide up a program using disks; most RPGs did this. I guess the console equivalent is "bank switching."

It doesn't seem likely that "Island of Foxes" would fill up the ColecoVision's 32K ROM limit- the game just isn't that big or complicated. Most of it has a pre-drawn map, with "you" as a memory location moving on that map; what happens depends on what "character" on the map you move that location onto. If you move "North" (up), you subtract 32 from your current location (I've set up the C-64 version to use -32 instead of 40)- if the character your location lands on is, say, #45, then you go to the subroutine that informs you that you are in a meadow, and that an Elolypa is there. All information relevant to Elolypa combat is loaded (I use PEEKs instead of variables) into the appropriate locations for the combat subroutine. Since the odds of an Elolypa hitting you are 60%, 60 is loaded into, say, memory location 30018. The computer PEEKs this location to see what the odds are (if it was an Ariskyloc, that number would be 70 instead of 60).
I did this so one combat subroutine could be used for all combat sequences.

Hopefully, sometime in the forseeable future I can get a working Commodore 64. But I hope anyone reading this isn't expecting a game that will blow Lord of the Dungeon or Wizardry out of the water; it isn't. It's just a simple, pleasant, text game. Nothing more.

Should I make the map visible as you progress? It wouldn't be very difficult.