I thought he was the author behind a game I had in my collection (VENTURE.C10) for the MC-10 called "Castle Adventure." The title screen mentions his name:
I realized that each location in the array only needed to store an ASCII character representing the different items in each room, "B" for books, "C" for chests, etc. All I needed was to create a string space so each item could be stored as a single byte character poked into that space. As I read more about Power's efforts to create the program for the 16K Exidy Sourcerer computer he developed the game on, he'd had to do a similar thing. In fact, he used a memory space used for storing user definable characters. When someone had ported the program to TRS-80 they had simply removed this stuff and substituted simpler integer numeric array references. But the subroutines for doing all the fancy "poking" were all still there for me to re-engineer back into place a routine for poking the memory into a string space using VARPTR command (to find the appropriate locations in that space).
Eventually I got the program pared down (removing spaces, creating long multi-command lines, etc) to work in a standard 20K of the MC-10 with RAM pack. I even had enough space left over to create a simple "castle" graphic to wrap around the presentation of the grid map. The parring down also helped with the speed of set-up for the map layout, which was quite long. Here are videos of the first version and the final product. Notice the difference in the length of time for setup: