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VOL. 3 NO. 1 Jan.-Feb. - 1983
Features
TEST PILOT 12
Fiction John Vornholt
THE TWISTS AND TURNS OF SERPENTINE 20
Review of Broderbund's Game Michael Cranford
COSMIC BALANCE 22
Review and Analysis David Long
S.E.U.I.S. 26
Strategy and Arcade Combined Dick Richards
ARMOR ASSAULT 28
Epyx's Armor Game Reviewed Floyd Mathews
THE LEARNING GAME 30
A New Column Bob Proctor
THE ARCADE MACHINE 32
A Game Generator John Besnard
THE ATARI ARENA 34
A New Column Allen Doum
INDEX 48
Volumes One and Two
Department
Inside the Industry 2
Letters 4
Taking a peek 6
Real World Gaming 36
Route 80 38
Silicon Cerebrum 40
Microcomputer Mathemagic 41
Micro-Reviews 42
Reader Input Device 46
INSIDE THE INDUSTRY
by Dana Lombardy,
Associate Publisher Game Merchandising
1982 COMPUTER GAME RELEASES
The following extensive list was compiled from a mailing to over 130 different software publishers. Over 80 responded to
the survey, of which 76 had game software releases in 1982. The total was 384 new game software titles, not including old
games translated to work on different personal computers. This works out to about 5 new games per company. Phone
follow-up surveys will be done to try and complete the data, but almost every major software publisher is listed here.
This is your chance to participate in selecting the top computer game of 1982. Using this list as a guide, you should vote
the three (3) titles you feel should be nominated for the final ballot on the Academy of Adventure Gaming Arts& Design
awards form for 1982. Your three nominations should be sent to: Bill Somers, P.O. Box 656, Wyandotte, MI 48192. Use form
provided. Deadline for nominations is March 31, 1983.
Only members of the Academy may vote on the final ballot. If you're interested in joining the Academy, address your
inquiries to Bill at the above address. Tell him you read about the Academy in COMPUTER GAMING WORLD.
We'll have a follow-up report after the phone survey, and the list of the publishers who put out the most new titles in 1982.
Good gaming!
Dear Editor: the game and eventually succeed- Dear Editor:
I was pleased to read in your ed in achieving the final goal,
killing Werdna. First, let me say how much our
Letters column a letter by Leona family enjoys your magazine. We
Billings about the ethics of piracy. In What I need now is a review of think it is done in a highly profession-
it she states "If the software publish- Knight of Diamonds that gives a al and enjoyable manner.
ers ask too high a price, there is a hint or two about the 6th level of
proper (decent, honest, ethical) the dungeon.. . We noted with interest your brief
response: don't buy the item. note concerning "Picnic Paranoia"
Publishers will then lower the price if Thanks again and keep up the in your Nov.—Dec. magazine. My
they can or stop making the good work family has thoroughly enjoyed the
product if they can't." R. David Long game and we've been looking for a
San Jose review of it to see if others feel the
I've been saying this for years, same way. The thing that we like
and it's nice to see someone agree about it is that its totally different
with me. (And a philosophy teacher from all the other games. When I
at that). ED. — Thank you for asking about
first bought it I thought only my
hints, It gives me an opportunity to young children would enjoy it.
Robert Woodhead tell you about something we have
Sir-tech Software However, we've found that when
been thinking about. teenagers visit the house that's the
game they want to play.
We have been kicking around
the idea of having a regular "Hints I'm hoping that you'll present an
Dear Editor: and Tips" column in which we in-depth review in your next edition.
would print hints and tips on a Stanford Siegle
I wanted to drop you a short word
variety of games. The idea would Pittsburgh, PA
of praise for the good magazine
be to have readers send in their
you have going. ED. — See "The Atari Arena" for
hints and/or tips and we would
In particular a belated thank you print the best ones (with due more information on Picnic Paranoia.
for the review of Wizardry last spring. credits). Hints would be in slip code.
I had had the game for nearly six Tips can cover any kind of game. If
months, but could never get any- you or any other readers think this is
where; I kept getting killed! After a Good idea let us know and send
your article and the encourage- in a tip or two. As far as the 6th
ment to stick with it that the level of K.O.D. goes — anyone have
reviewer included, I went back to any hints for Mr. Long?
In addition to games mentioned elsewhere computer answers each question for in graphic form. Other stock market
in this issue, the following products have been themselves and then enters what answer programs on the market are games, this
received by CGW. Some of these products will their partners entered (all done in secrecy one is a simulation. Apple II & Ill ( $79.95):
receive more detailed attention in future issues. at this point). After the test is over the IBM PC, Osborne and other CP/M systems
Readers wishing to review any of these program tells the couple in what areas ( $99.95).
products should contact CGW. there is significant differences. You can
even review the test question by question if
Adventure International you wish. Although not as thorough as a
P.O. Box 3435 "real" personality profile L&S does provide
Longwood, FL 32750 grounds for communication about a
(305) 862-6917 couples relationship.
STRATOS: A Mission Command type game
for the Atari 400/800 (32K) and TRS-80
computers, Invaders must avoid your
Armageddon cannons, bomb the force
field to reduce it, and then bomb the city.
Meteor showers make your job even more
difficult. Good graphics and sound in the
Atari version
Broderbund Software
1938 Fourth St.
San Rafael, CA 94901
(415) 456-6424
Arisoft CHOPLIFTER: The popular apple game is
P.O. Box 9184 now available for the Atari. The graphics are
Whittier, CA 90608 a carbon copy of the Apple version, the
(213) 944-2024 sound is better. You are a helicopter pilot
rescuing 64 hostages from a hostile
MIKE CARO'S VIDEO POKER: A program that government. See the review of Choplifter! in
includes two games. The first is Jackpot Vol. 2 No. 4 of CGW.
Video Poker which, according to the
documentation, is"functionally identical to
popular machines found in casinos, but
SEADRAGON: You pilot your submarine past more sophisticated". The second game is
sensor released mines in an effort to dive Poker Flurry which is a two person, or one
deep and destroy the master mine. The person versus the computer, competitive
Apple version has a nice talking intro- version of video poker. Players compete in
duction. Available for the Apple, Atari rounds trying to mass the most points by
(great sound), and TRS-80. acquiring the best poker hands. Apple II.
BANK STREET WRITER: Billed as "the first truly
home-oriented word processing system".
BSW is a very user friendly word processor
that includes features found in more
expensive and complicated word process-
ing programs. The menus are clear and the
commands easy to use. Apple ( $69.95).
Blue Chip Software
Alpine Software 19824 Ventura Blvd., Suite 125
2120 Academy Circle, Suite E Woodland Hills, CA 91364
Colorado Springs, CO 80909 (213) 881-8288 A.E.: A Space Invaders type arcade game
(303) 591-9874 with outstanding graphics. The graphics
MILLIONAIRE: A well done stock market create the feel of a three dimensional
LOVERS OR STRANGERS: An Apple program simulation in which the player (its a solo battle between your mobile gun and the
that calls itself "a computer game with a game) manipulates as many as 15 different invading A.E.s (manta ray like creatures). A
serious side". L&S is a popularized version of stocks such as IBM, Exxon, Bendix, etc.. The different screen is used for each level of
a typical personality profile test typically game allows a number of transaction types play. The A.E.s come in from the horizon
given in counseling sessions (material, (buy, sell, put options, call options, buying circling closer to you, diving behind
career, etc.). The program asks a series of on margin, borrowing against net worth, obstacles, seeking to destroy rather than be
questions related to such areas as love, sex, and others. One very nice feature is the destroyed. A nice twist to the Invader type
values, work & money, spirituality. The ability to have a variety of reports displayed game. Apple II ($34.95).
DataMost Inc.
9748 Cozycroft ave. CRIBBAGE SOLITAIRE:Five card games for the EMPIRE II - INTERSTELLAR SHARKS: This is the
Chatsworth, CA 91311 Apple Original Cribbage, Klondike second game in the EMPIRE trilogy. Ell is set
(213) 709-1202 (Regular and 3 Card), Picture Frame at the summit of the Empire's history. You
Solitaire, and Pyramid. $34.95. play the role of a pilot, businessperson, or
AZTEC: AZTEC takes the animated graphics diplomat as you attempt to outfit a
of SWASHBUCKLER and adds to that an spacecraft to take you to the planet
adventure game set in a lost Aztec Triskelion.
pyramid. A nice attempt at combining hi-
res animation/arcade and adventure
gaming. The fiction is inspired by Raiders of
the Lost Ark. Apple II. $39.95,
Edu-Ware Services
P.O. Box 22222
Agoura, CA 91301 Epyx/Automated Simulations
(213) 706-0661 1043 Kiel Court
Sunnyvale, CA 94086
PRISONER 2: Here is a game not quite like (408) 745-0700
any other. This "science fiction nightmare"
THE ELEMENTARY APPLE (Book): If you are a is sort of an adventure game, but not really. RESCUE AT RIGEL: VIC-20 version of the
beginning programmer and find the Well, it is — maybe. Get the picture? If you game which originally came out for the
Applesoft-Tutorial to be less helpful than like mental puzzles this game will be of Apple not long after the Iranian Hostage
you would like, take a look at this interest. Prisoner 2 is an improved version of Crisis. The game plays off that incident with
programming guide. It is user-friendly. the original PRISONER. it's theme that a high Tollah has taken ten
men and women prisoners and the player
TUBEWAY: Arcade game based on the coin- must free them. Cassette, 16k expander
op game TEMPEST. Tubeway does a pretty required.
good job of giving you the "feel" of Tempest
but is not as sophisticated as the coin-op SWORD OF FARGOAL: A game designed for
game (but then none of the "copies" are the VIC-20 (not a translation). SOF is an
able to be as sophisticated as the coin-op adventure game in the tradition of other
versions). When you complete a round you Automated Simulation Adventure game.
simply are placed in a new geometric form The player searches a dungeon of darkness
(there is no accelerating down the arms in search of the Sword of Fargoal. As you
avoiding spikes). Apple II. $34.95. explore the dungeon your character gains
experience points and battle skills. Rules are
typical of Automated's games, i.e. well
done. Cassette.
H.A.L. Labs
4074 Midland Rd. Ste. 23
Riverside, CA 92505
(714) 359-8480
SUPER TAX MAN 2: Remember TAXMAN? This
is a new "improved" version. Actually this is a
version that looks a little less like PAC-MAN
EMPIRE I — WORLD BUILDERS: The first in a than the older version (by Atari's request no
trilogy of games which are set in the future, doubt). It still is the personal computer
where the rise and fall of an intergalactic game that comes closest to looking like the
civilization is played out. WORLD BUILDERS, popular coin-op game. As with the older
the first game in the trilogy, covers the down version you can play by keyboard. In the
VORTEX: An arcade game in which the of the EMPIRE, during the period of new version you can use an Atari joystick if
enemy ships are caught in a gravity well colonization. The player takes on the role of you use a H.A.L. Lab "Gismo" which retails
and spiral down towards you. You defend either a miner, missionary, or homesteader. for $15.00 ($10.00 when you use the $5.00
from your base at the center of the gravity Play involves traveling around the galaxy discount coupon included in STM2);
well (i.e., the Vortex). Not as good as the plying your given trade to survive and compatible software is required to use this
other DataMost games listed here. prosper. hardware arrangement. Apple II.
Hayden Software WORDTRIX: A word game for the IBM PC
600 Suffolk St. which is similar to the popular game
Lowell, MA 01835 BOGGLE. You find words in a 4-by-4 grid,
while competing against the computer.
BULLDOG PINBALL: A pinball arcade game IBM PC 64K.
for the Atari 400/800, This cassette game
has a tilt feature and variable speed Morningstar
control. $29.95. 39 Florence St.
San Francisco, CA 94133
Insoft, Inc. (415) 441-2535
10175 S.W. Barbur Blvd., Suite 202B
Portland, OR 97219 ICE DEMONS: An arcade game that is
(503) 244-4181 much better than the packaging the game
comes in. The game deserves a better
GRAPPLE: One of a series of games written in presentation. ID can be played solo or in
GraForth (an Apple graphics language). competition or even in team play with a
An arcade game in which your android second player. The object of the game is to
guard must stop a jailbreak by numerous shoot (with arrows) the ice demons as they
alien types. In early rounds hitting the alien come out of the ground. Apple II.
GOLF CHALLENGE: A golf game for one to
anywhere will be effective. In later rounds
four golfers/gamers. A joystick is required for
you must go for a head shot.
each player. You use the joystick to walk
your player up to your ball. Joystick is also
used to hit the ball. Lining up square to the
ball and learning the length of backswing
to use are the important skills to develop.
Atari 400/800 16K Tape.
LUNAR LEEPER: An arcade game in which
you attempt to rescue men from the Lunar
Leepers. In the first stage you fly overland
picking up men while avoiding the leepers.
If you're not careful the leepers will jump up,
grab and eat your ship as you fly overhead.
In the second stage you negotiate your way
underground and try to destroy a giant
eyeball (the leader of the leepers?). Your
ship has no brake thus you must allow for
Omega Microware, Inc. inertia. Apple II.
222 S. Riverside Plaza
Chicago, IL 60606
SPIDER RAID: Another GraForth game. You (312) 648-4844
are a spider trying to eat flies while avoiding
poisonous beetles (actually insect spray NIGHT FALLS: A Space Invaders type game
cans). but with numerous additions that allow a
more detailed strategy. Contains a 22 page
rule book that explains the various aspects
of the game, gives strategy tips, and
provides programming information. The
program is not copy protected and an
uncompiled version of the game is
available for modification (the booting
copy is a compiled Applesoft program).
Apple II.
PEST PATROL: A well done Space Invader
type game. There are 39 levels of play. Each
level is made up of a different attack
ZARGS: GraForth game which has pattern. There is a practice option available
similarities with FROGGER, You take your which allows you to practice any of the first
shipntoacevdgriusothflyn 29 levels, The last 10 levels can only be
objects, dock ith the Zarg base and from reached in the play mode. Apple II.
there destroy alien ships,
Sierra On-Line
36575 Mudge Rance Rd.
Coarsegold, CA 93614
JAWBREAKER: This is the "All New Version" of
an old favorite. In this version the "monsters"
( i.e. happy faces) roll along horizontal
corridors as you (the dentures) try to eat
energizers and then eat the happy faces. If
you are caught by a happy face and are
not energized you will lose your teeth (just
think — the same machine that plays this
game can also run detailed tax programs).
Apple II.
,
Sirius Software tries to steal your compass and mapmaking
10364 Rockingham Dr. tools). Choose from any of 26 mazes. Well
Sacramento, CA 95827 done.
BANDITS: An Atari 400/800 Space Invaders
type game. Good graphics. Your job is to
guard supplies at a lunar supply base. Alien
bandits use a variety of methods to steal the
supplies. Some aliens have heat seeking
bullets, others have napalm bombs, etc..
There are 28 levels of play.
Software By H
P.O. Box 6592
REPTON: A Defender type game in which Rochester, MN 55901
you defend Repton from invaders. A variety (800) 328-9002
of alien types keeps this game interesting.
Available on the Atari 400/800 and Apple II. PILLBOX: Similar to the coin-op game
BATTLEZONE. However PB has no intervening
terrain (just the hills in the background).
Play involves finding the radar blip of an
enemy tank, turning your 360 degree turret
to the location, sighting the tank, and
THE BLADE OF BLACKPOOLE: A hi-res shooting it. All this must be done before he
adventure game that can handle short fires at you. Your location is stationary. If
sentences ( as opposed to two word possible, look at it before you buy. Apple II.
commands). The object of the adventure is
to recover a magical sword and return it to
the altar from whence it was stolen. Apple II.
Sir-Tech Software, Inc.
6 Main St.
Ogdensburg, NY 13669
(315) 393-6633
GALACTIC ATTACK: A real-time space
combat game which combines arcade
elements with strategic planning. Using
keyboard commands you control speed Software Productions, INC.
and direction as you seek to recapture the 2357 Southway Dr.
planets of the solar system from invaders. P.O. Box 21341
FREE FALL: An arcade game in which you The primary weapons (torpedoes) and the
must maneuver your man from the top of Columbus, OH 43221
secondary weapons (phasers) are fired in (614) 486-3563
the screen to the safety holes at the bottom the direction entered at the keyboard. This
of the screen. Girders can be held onto and game does a good job of combining MICRO MOTHER GOOSE: An Apple II
ascending needles must be avoided. strategic game elements with pleasing product designed for ages 3-9. Program
Apple II. graphics. Apple II. includes nine Mother Goose Rhymes (with
music and animation) and three games.
Programs are designed so that they can be
run by the children. The detailed documen-
tation is for the parents. Package includes
several little extras such as Mother Goose
stickers and Computer Do's and Don'ts
Poster, If you have young ones check this
program out.
Software Familiars
1065 Brighton Dr.
WAYOUT: The graphic animation of Wayout Menasha, WI 54952
is without doubt the most amazing we have
ever seen. The Atari version (which we RUNE FIGHT!: RF is a computer aid for
looked at) has walls that appear solid. The RUNEQUEST (a role-playing game by
walls in the Apple version are line drawings Chaosium Inc.). RF performs almost all the
(see cover of game for Apple graphics). dice rolling and bookkeeping chores
Wayout is a perspective 3-D maze game in related to physical combat in a game of
which you try to escape the maze while RUNEQUEST. Runs on Apple II 64K ( $25.00). A
avoiding the Cleptangle( a creature which 48K version is supposed to be in the works.
Strategic Simulations, Inc. BOLO: A tank warfare game based loosely scored. Documentation goes into details on
465 Fairchild Dr., Suite 108 on the tanks of the same name in several how to interpret the data the computer
Mountain View, CA 94043 works by Keith Laumer. Your task is to use gives you. Apple II,
(415) 964-1353 your Mark XXV tank to destroy enemy bases
BOMB ALLEY: A game based on the which produce robot tanks. Four levels of
Mediterranean Campaign in Summer 1942. difficulty can be combined with any of five
Written by Gary Grisgby, it uses the same levels of maze density to create any of
game system as his very popular GUADAL- 20 different versions of play. Apple II
CANAL CAMPAIGN. Apple II.
STAR MAZE CONTEST
Sydney Development Corp. Wadsworth Electronic Publishing Wow! It looks like STAR MAZE is
600-1385 West 8th Ave. Statler Office Building tougher than we thought! In our
Vancouver, B.C. 20 Park Plaza last issue we announced a STAR
Canada V6H 3V9 Boston, MA 02116
(604) 734-8822 (800) 322-2208
MAZE contest in which you could
win up to $100.00 from Sir-tech
EVOLUTION: A game that is really a series of software. The first place prize has
arcade type games linked together by the THE SURVIVAL KIT FOR APPLE COMPUTER
GAMES (Book): A book that reviews Apple
been won by Roe Adams (he's
common theme of evolution. Each phase is
a different arcade sequence in which you computer games. Twenty-four Apple going to donate the games to
seek to climb the ladder of evolution. You games are treated (14 of the games can Thatcher Montessori School near
begin as a single celled amoeba, then work also be run on the Atari, 4 on a TRS-80, and 4 his home in Hyde Park, Mass-
your way successively up through tadpole, on an IBM-PC). The games are grouped into
four categories; Adventure, Arcade-Type,
achusetts). However the second
rodent, beaver, gorilla, and human. Apple
Fantasy, Strategy. $9.95. place prize of $75.00 in Sir-tech
products and the third prize
Rantom Microcomputer Software ($50.00) have yet to be claimed.
P.O. Box 5480
Avon, CO 81620
If you still want to take a shot at
(303) 949-6646 it, here again are the rules:
THRAX LAIR: An Atari arcade game in which CONTEST RULES
you control a Pterodactyl type creature on
a raid into an underground "Thrax Lair"
1. Each contestant will submit
( insect like creatures) The game, which has a map of the 16th level of Sir-
nice scrolling and sound effects, runs in 16K Tech's STAR MAZE game. The
but looks better than many Atari arcade map should be of sufficient
games that require more RAM.
detail so it is clear to the judges
that the contestant has indeed
gotten to and mapped the 16th
level.
Synergistic Software
830 N. Riverside Dr., Suite 201
2. Tie-breaker: Some shapes
Renton, WA 98055 closely associated with the two
(206) 226-3216 authors appear on a certain
level or levels. What are the
CRISIS MOUNTAIN: An animated adventure/
arcade game. Your task is to defuse bombs shapes and on what level(s) do
left by terrorists in mountain caverns. Your they appear?
time is limited as the bombs are ticking
towards detonation. Nine levels of play. 3. Each entry should include
Apple II. your name, address, and phone
number.
4. Entries should be postmarked
Pickam Software no later than February 23, 1983.
312 South Los Angeles St.
Los Angeles, CA 90013 5. All correct entries will receive
THE PREDICTOR: A statistical program a one year subscription to CGW.
designed to help predict the outcome of To this end, please indicate if
sporting events. Versions exist for Pro you are a current subscriber or
Basketball and Pro Football. In the not.
basketball version you must enter the data
for 40 games before predictions can be 6. Second and third place
made. You enter teams, points scored, and
identify the home team. The Predictor will
winners (if there are any) will be
tell you what the point spread should be for announced in the March-April
any match-up as well as the total points 1983 issue of CGW.
TEST PILOT
John Vornholt
I fingered the laser blaster. Something about it felt end up in worse trouble than I'd left. At that moment, a
unreal. But there was nothing unreal about the two tentacle whipped out from one of the openings and
Garanian warriors who had rounded the slanting pile of slammed me across the face. I went down — hard. The
rubble in front of me. Had that building once been a damn thing was curling around my neck before I
tram station or a detention hall? I couldn't remember. regained my senses. As I ripped at it with my gloved
fingers, I thought, great, out of the frying pan and into the
My attention returned to the two Garanians who were, fire.
I knew, looking for me. In the cobalt blue of the Lipidus Somewhere in the recesses of my brain I remembered
sky, they stood out like two giant brown tree trunks—all that the denizens of Lipidus disliked light. I fumbled in my
and legs. They moved slowly, due more to the heavy holster for my flashlight (the handiest utensil to have on
atmosphere of Lipidus than to any fear of me. They were Lipidus), flipped it on, and drew it out with one quick
easy targets, but I had to suppress my urge to blast them; motion. The monster squealed at the powerful beam
a shot from my laser might catch a gas pocket, resulting and recoiled instantly. I staggered to my feet, leaned
in a huge fireball. I had seen that chain-reaction twice against the wall for support, and tried to catch my
now and had seen it melt both my companions. I didn't breath.
want to see it again. Then it happened. There was a soundless sound, and a
How, then, to get rid of these two gorillas? I tried to think huge force suddenly sucked me off my feet. The blast
back over everything that I had learned in my two days came a millisecond later, singeing my face and beard. I
on Lipidus. The Garanians were strong, much too strong looked back down the alley just in time to see a
for hand-to-hand combat. Besides, I was outnumbered. I monstrous fireball completely engulf the two frenzied
couldn't shoot them, for fear of a fireball. Then it struck Garanians, turning them into limpid pools. I got to my
me! What good was this damn laser blaster anyway? Not feet, thinking that was a more dignified position from
any good that I could fathom. I turned the weapon over which to meet my maker. I paused in reflection for a
in my hand, looking desperately for an over-load switch, I moment, watching the fireball rush towards me like a
knew it had to have one—every blaster that I had ever glowing freight train. not a bad game — not bad at all.
seen had had one. Finally, I found a pin on the bottom of
the pistol grip. I yanked it out and the damn thing began I, of course, died without any pain and found myself
to hum and vibrate. back in the chamber. I pushed open the door, and
Peterson warmly grabbed my hand.
All right, I thought, let's hope it has at least a sixty
second delay. I set the blaster gingerly on the sidewalk "Great game, Mitchell!" he shouted. "Great game!"
(yes, Lipidus has sidewalks), and back slowly away while
"Thanks," I mumbled. I was tired.
counting to myself. At fifteen, I decided to let the
Garanians see me. I quickly darted out into the street "Forty-nine hours!" Peterson screamed. "Forty-nine
and pretended to look startled when I saw them. One of hours!"
the Garanians lifted his weapon to fire at me, but the
I was beginning to wish he'd shut up, or at least lower
other knocked his hand away and growled. I ducked
his voice. "I've got to sit down," I said, "and get a drink of
back into the alley and they gave chase on foot.
water."
I ran like hell, and it wasn't pretence. Being lighter than
"Real water?" Peterson smiled.
the tree-trunk Garanians, I wasn't afraid that they would
catch me. But I did know something horrendous was "Please."
about to happen when the laser reached melt-down. I
Peterson fetched me a tall cool glass of H20. No matter
hoped that I would be far enough away for it not to
happen to me. how much they improved the opticals, I mused to myself,
they never got anywhere with the savories. Game food
The sides of the narrow creepy alley shined black, like and drink was at best, lousy and to be avoided at all cost.
the skin of a seal. Oblong openings about three feet I usually didn't bother with it anymore, since training
across lined the slippery walls. It suddenly dawned on me myself to go up to seventy-two hours without food or
that I didn't know where I was going and, that I might drink. I still got thirsty sometimes, but never hungry; no
food was preferable to that pasty protein stuff disguised "Get back into the hologram chamber," he
in the mind as real grub. My body wasn't that easily commanded.
fooled. Besides, eating and drinking slowed down the
play of the game. "What'?"
He waved the Ngun pointing it toward the chamber.
Peterson watched me eagerly, "So what did you
think?" "Get back in. You're going to try it again."
I tried to summon some authority to my voice. "You
"You'll get a full report," I answered between gulps.
can't do this, Peterson. Besides, playing the game again
"Aw, can't you talk about it a little bit'?" he prodded. won't make me change my mind. It's not a bad game,
and I was never going to give it a bad report."
I set the glass down and wiped my lips. I knew it was not
a truly great game, because I didn't feel emotionally or But the crazed software engineer wasn't listening.
physically spent, as I did with the truly great ones. That "Back into the chamber," he hissed.
would be in the full written report. On the other hand,
As Peterson's gun hand was shaking rather badly, I
there were some nice things I could say about "Lipidus."
decided not to test him. Re-entering the holo-chamber, I
"Great opticals," I said. This was no great surprise, as already had my strategy worked out. Peterson couldn't
Peterson's company was noted for its visual effects. "The stay awake as long as I could — nobody could — and I
planet and inhabitants were very realistic. And the would simply manage to get myself killed every now and
sensory effects were quite good too. When that damn then on the chance of finding him napping or out of the
tentacle, hit me across the face, I thought it had broken testing room. The worst he could do to me while I was in
my nose. I'll never figure out how you do that with just the chamber was to restart the game.
changes in air pressure,"
I watched him fumbling with a cartridge in the game
"The negatives," Peterson said, very seriously. "We slot, then the door closed.
know what's right with it. What's wrong with it'?"
The first few seconds in a holo-chamber were always
"To begin with," I asked, "what's the deal with the laser strange. The walls, ceiling, and floor were a combination
blaster'?" screen projector made up of millions of tiny glistening
refractor chips — it was like the walls were covered with
"The laser blaster'?"
sequins. Then, colors began to emerge, blending and
"Yeah," I replied. "What good is it to have a laser folding in with one another like an old-fashioned
blaster when you can't use the damn thing?" kaleidoscope. The walls melted away. the colors
becoming definite hues, and shapes to take distinct
"All games have laser blasters," Peterson said
form. I expected a laser blaster to appear in my hand, as
sheepishly.
my spaceship hurtled out of control toward the planet
I nodded. "That's just the point. You put it in because all Lipidus. Instead, I found myself in.. .
the others have it, even though it not only serves no useful
purpose, but is downright dangerous to use. It works A cocktail party!
against other features of the game. If anyone was really Yes, indeed. Some very hip synthesized music was
going to Lipidus, knowing about the gases there, they blaring from the floor, and twenty or thirty cool people
would never take an incendiary weapon. A crossbow were milling around with drinks in their hands. I looked
would be better." down at my own hand and saw some tall orangish
Peterson looked stunned. "A crossbow. . .in a space concoction, with a little pink umbrella sticking out the
game?" top of it. I also seemed to be dressed better than usual, in
a blazer of some purplish color. While still taking in the
"Then invent a new weapon," I said."I'm only a test pilot. surroundings, a beautiful — almost impossibly beautiful
My job is to play 'em and spot the flaws — I don't design — blond strode up to me and stopped two inches from
them. But that laser blaster never felt right to me. I think my chest. At least her most forward aspects stopped
whoever designed it, knew it belonged in another game; there — the rest of her stopped some distance back.
not this one."
"Hello," she said.
Peterson was thin-lipped, "I designed it myself."
"Well," I muttered, "I had fun blowing it up." I stood and
stretched, ready to call it a day — or should I say — two
days.
"You didn't like the game at all, did you?" Peterson
asked gravely.
"You'll get my full report," I yawned
Peterson's eyes narrowed behind his horn-rimmed
glasses. "I'm ruined with the company if that game
doesn't pass," he said.
I yawned again, mumbling, "That's not my decision."
"It can be, depending on what kind of report you turn
in."
I was getting irritated now and turned toward the
engineer with a weary frown. "Look, Peterson, if you. . ." It
was then I noticed the needle gun in his hand.
All right, I said to myself, I'm in some kind of erotic She pointed toward a large man with a completely
adventure. I didn't know how Peterson had gotten the bald head. "That's Hubert. This is his place and his party.
cartridges switched, or even if he was aware of it, but I He knows everything."
knew my plan was out the window. It's very difficult to get
yourself killed in an erotic adventure. Practically I strode over to Hubert. "Hello, Hubert," I said.
anything else, though, was possible. "Hello, Mitchell," he replied. "Glad to see you could
"You're shy," smiled the beautiful blond. Of course, she make it."
had been programmed to say that to anyone who didn't At first, I was stunned that he knew my name, then I
talk very much. realized that I had told it to the blond. By now, everybody
in the place knew my name.
I ignored her and just kept on thinking. My experience
in these kinds of games was limited; I usually found "How do you exit the game?" I asked
myself avoiding monsters and peculiar aliens. I didn't
know who tested erotic adventures, but it certainly "Don't you like it here?" Hubert asked smugly.
wasn't me. I suspected it was the president of the "Everybody finds my parties so. . .interesting."
company. "Interesting is not what I'm looking for right now," I
I studied the girl. She must have been given a fairly answered. "I'm tired, and I want to go home."
complex artificial intelligence, I decided, in order to hold "Go home then. You live just down the street."
a conversation with a complete stranger. Maybe if I
asked the right questions, she could help me get out of "Home, Hubert. My real home. How do I exit the
game?"
this jam.
Somebody passed Hubert a joint, and he took a long
"What's your name?" she cooed. drag. "you automatically have that option after an
"Mitchell," I said. "What's yours?" encounter."
"Alice." "I want to go now," I repeated, emphasizing the
"now."
Funny, she didn't look like an Alice. More like an Inga.
"Out of the question," Hubert replied with a toss of his
"How do I exit this game?" I asked her. head. He gave me a very fruity grin.
"Exit?" she smiled. "But you only just got here." She
batted her eyelashes and gently touched my chest. I hadn't been playing action-adventure games as a
"But it's important I leave now," I answered. "I have a living for six years for nothing. I merely picked up a bar
phone call to make, then I'll come right back." stool and smashed it across Hubert's idiotic face.
"It can wait, I'm sure," purred Alice. She suddenly
grabbed my free hand and began swaying to the music.
"Let's dance!"
"No!" I shouted. I grabbed the vacuous blond and
shook her violently. "I want to get out of here,
understand?"
A look of understanding did come into Alice's eyes.
"Maybe you'd like to meet my roommate, Marsha. Or my
other roommate, Trisha. She's a airline stewardess."
I swore under my breath.
"If that doesn't suit you," Alice continued, "there's my
hairdresser friend, Felipe."
"Excuse me," I said, walking away.
I got about eight steps before a sultry brunette
grabbed my arm. "Got a light?" she asked, waving what
looked like a hand rolled cigarette marijuana joint in my
face.
I started to say no, then I realized that my purple jacket
probably came equipped with a few choice utensils. I
reached in and drew out several objects: one was a set of
keys to God-only-knows-what, another was a small vial of
white powder and a third was a gold-plated lighter. I lit
her funny cigarette.
"You don't like it here, do you?" she asked.
I declined her offer of the pot. "No. I'm looking for a way
to get out."
"My apartment is only a few blocks from here. My car is
right out front."
So is mine probably, I thought to myself. "Who knows
how to exit from the game?" I asked.
Hubert lay on the floor in a pool of real-looking blood. It "Lipidus," I smiled. "Don't you recognize it? This is a
suddenly dawned on me that a little sado-masochism great game you invented, Peterson, I especially like hors
might be written into this game, and I wasn't wrong. Two d'oeuvres."
musclemen-types quickly came at me. One I
dispatched with a whiskey bottle, but the other one A tall willowy redhead began to hover near us, as if
landed a left hook to the side of my face. My ears deciding how to approach these two weirdos, one of
buzzing, I rammed him in the gut with my head, then whom was cringing on the floor.
dropped him with a knee well below the belt. Gee, this "Hi, Sweetheart!" I piped up. "I want you to meet a
game was sort of fun. friend of mine. His name is Peterson, and he's a load of
laughs."
There were no other takers. In fact, everyone froze as a "Hi, Peterson," she cooed. "I'm Trisha."
voice came from the stereo, saying, "If you wish to
continue the game, please be seated. If not, please "I think I know your roommate," I said. "Blond girl,
remain where you presently are." right'?"
I remained standing. Apparently, beating somebody "Alice," beamed Trisha. "Shall I get her for you?"
to a pulp, in this game, was the same as an erotic "No, you take care of my friend here. I'll go find Alice."
encounter. As I moved off, I could hear Peterson whimpering in the
Within a few seconds, the walls around me began to background.
dissolve, and the curvacious blonds and brunettes I pretty much ignored him after that. I made a bee-line
became, once more, mere refracted light beams. toward the luscious Alice, dragged her straight away
Gingerly, I pushed open the door of the chamber and and found a much easier way to exit the game than I'd
stepped out. had the last time through.
Peterson's back was toward me, and he was immersed Two security guards were waiting outside the
in watching figures dance across a computer video hologram chamber with me when Peterson finally
screen. Apparently, in his madness, he thought I really exited. He was quiet, almost docile, and I remembered
would play his silly game all over again. And just as him saying, as they led him away: "I guess that you
certainly, he must not have known about the switch of really don't have to have a laser pistol."
cartridges.
I yawned and grabbed my old windbreaker from the
The gun lay beside him, on top of an oscilloscope. coat rack. Any more days like this, I thought to myself,
In two bounds, I was across the room and had the and I might have to look for another line of work.
pipsqueak programmer by the throat. He scrambled for
the gun, but I was able to drag him out of his chair and
half-way across the floor. It was then that Peterson
surprised me with a swift bony elbow to my ribs. I doubled
over and just managed to catch him by the scuff of the
neck, as he hurried back toward the gun. They say that
mad men have the strength of ten, and I was beginning
to believe it. Peterson and I thrashed about on the floor
for awhile until I realized that he was more than I could
handle. While still able I maneuvered him to the door of
the hologram chamber, kicked it open, and hurled both
of us inside.
I pinned him to the floor as the door slowly shut. Closing
the door activated the game, and the door would
remain shut and locked until the game was over. This
wasn't for the player's sake, but to avoid damaging the
circuits.
Peterson jumped to his feet and threw himself against
the door, howling like one of his Garanians.
"Calm down," I said. "You know you can't get the door
opened. Sit back and enjoy the game."
"We'll be out of here in a second," Peterson snarled,
"Lipidus is a single-player game, and it won't activate
with two people."
Just then, the walls began to melt away into a lovely
magenta haze. Something had told me that Hubert's
Party was a multi-player "game". "What were you
saying?" I asked.
Peterson shrank to the floor, watching with utter horror
as the chamber was transformed into Hubert's chic
livingroom. The guests strolled past us, tinkling the ice in
their cocktail glasses.
"Where are we?" Peterson gasped.
!
THE TWISTS AND TURNS OF SERPENTINE
By Michael Cranford
BASIC INFORMATION search of eggs, are also good for an 1. On the first level try to chew
extra length. But beware. . .enemy down all the serpents a bit,
NAME: Serpentine
serpents can grow a segment by then aim for frogs to gain
TYPE: Arcade
eating frogs or your eggs too, though length. . Eating green snakes
SYSTEM: Apple II or Apple II+ (48K)
no serpent can grow longer than from the front are worth a
FORMAT: Diskette (DOS 3.2 or 3.3)
seven lengths. Neither can it be less goodly number of points.
# PLAYERS: 1
than two (head and tail), otherwise
AUTHOR: David Snider 2. Don't drop your egg on a path
it will die.
PRICE: $29.95 in the maze that is on the edge,
PUBLISHER: Broderbund Software otherwise a frog may enter the
1938 Fourth St. maze and eat it before you
San Rafael. CA 94901 All serpents lay eggs. Upon doing
so, they lose a segment of length. can recover.
Your foes eggs are speckled, and will 3. Don't kill the last enemy
eventually hatch into new serpents serpent before you've hatched
(though there will never be more a new egg.
than three on the screen at once).
The newly-hatched snakes are only 4. When starting a new level
Broderbund has earned a level of two segments in length. with an old serpent, you tend
distinction for the quality of its past to move slower than if you die
software, a recent example being and start again with a brand
CHOPLIFTER, which has done whirl- new serpent.
The game tends to be based on
wind sales at the computer stores. foresight and dexterity, rather than
But, an even newer game, SERPEN- 5. Strive always to keep your blue
the memorizing of patterns which snake a minimum of three
TINE, is an arcade game of exception- can be used with so many conven-
al appearance who's maze-routine segments in length.
tional maze games. The serpents
graphics are much better than most grow deadlier as one ascends the 6. Cutting into an enemy snake
games on the market. just after his head has passed
various levels, in that they move
faster and faster and become more will cut him off at that point.
At the start of the game, you accurate in tracking your blue A good score would certainly be
command three tame blue serpents. snake. There are a total of twenty anything over 100,000 points, but in
Your objective is to rid the maze of separate levels (all of which are SERPENTINE it is possible to sit on one
the enemy serpents while laying stored initially in memory. . .there is level fora long time and accumulate
eggs in hope that, when you no disk-drive action during the an impressive score with little
vanquish your 1st foe, you will get a game). After reaching the twentieth accomplishment. Measure yourself
new serpent. Each level (maze) level it returns to the first maze.. instead against the highest level you
starts off with three orange serpents, though the game certainly does not can achieve. I've made it to 31..
who strive to eat you while laying return to level one difficulty! After one
young of their own. The gist of the masters the upper levels (17 and on), The author, David Snider, is more
game is that big serpents eat little the game does not get noticeably notably responsible for his pinball
serpents. You start off with three harder, but it's so easy to make an game, DAVID'S MIDNIGHT MAGIC. I
body-segments, and your foes with error that I believe SERPENTINE Is not a spoke with him and learned that he
six or seven, so you must chase them game that one can sit at all day was working on converting MAGIC to
from behind and swallow them up without a loss, no matter how great the Atari, and then would start on
until they're smaller than you, at his gaming expertise. SERPENTINE. After commending him
which time they change color to on the originality of SERPENTINE, he
green. You may then eat them from told me, "I was trying to capture the
the front, which will make you one best parts of Pac-Man and Centi-
body-segment longer. Eating enemy pede in an entirely new way." In my
eggs will also gain you a segment. To pave the way for future garners, opinion, SERPENTINE Is far better than
Eating frogs, which hop around in I offer some insights and strategies: the sum of its inspirations. u
COSMIC BALANCE: Review and Analysis
before your very eyes, but the Other scenarios presented are
execution phase does give an Planetary Raid, Commerce Raider,
excellent simultaneous movement Invasion, Dogfight, and Ambush. The
display with a blow by blow and first three are samples of many
verbal graphic attack damage typical combat actions that will arise
readout. This, combined with an in an upcoming strategic space
extremely flexible shipyard (build to conquest game which will use the
your own design) section and just CB system to resolve battles. You can
about the most detailed status destroy a planet, raid a convoy, or
display that a Starfleet Commander invade and conquer a planet,
could ask for, makes this one space depending on what else you have
battle game that should keep you going on any particular evening. The
playing for quite a while. first two have a time limit of ten turns,
which should make you hustle!
Six different technology levels are
BASIC INFORMATION reflected in this game design, Dogfight is the obvious con-
allowing you to vary the impact of frontation between from one to four
NAME: Cosmic Balance electronic warfare on the battle, or opposing starships. You can test your
TYPE: Tactical Space Combat to create mismatches between designs against each other with this
SYSTEM: Apple II and Atari 400/800 "sophisticated" and "primitive" kill or die scenario. The cleanest of
FORMAT: Disk starfleets. A Tech Level six dread- the options, this one should be
# PLAYERS: 1 or 2 nought can, with your proper chosen for practice.
AUTHOR: Paul Murray command, defeat two or even three
PRICE: The last choice is Ambush, which
$39.95 enemy ships of equal size, but lower
PUBLISHER: Strategic Simulations again pits from one to four ships
technology.
against from one to four opponents.
Four levels of solitaire play are The difference between this and
INTRODUCTION presented, and I'd suggest that you Dogfight is that here you select the
When I bought my Apple two years start at the easiest, level four. You'll first team, and the computer
ago, the very first game I bought for it then have a choice of six different randomly selects the second team
was Paul Murray's WARP FACTOR. I scenarios; five of which can be given from ten pre-constructed dread-
took an Alliance starship named an infinite variety of participants. noughts on the same disc. Some of
Enterprise against a Klargon them are very tough, so be careful!
opponent, and was quickly blown
THE SCENARIOS
away!! "No fair," claimed I, "that Scenario One, the Deepspace
THE SHIPYARDS
Klargon had me outgunned!" Well, Encounter, is the only scenario with Designing a ship is an uncom-
Commander, now you have no more both sides fixed. The Enterprise, plicated process, so don't let the
excuses. The long awaited "sequel" presumably on her five year mission thought scare you. After all, you
to Warp Factor, Cosmic Balance to explore strange new worlds and don't really have to fly it into combat.
(CB), is out. boldly go where no man has gone First you have to select the tech level
Actually, CB goes far beyond before, finds that someone, or and size of your ship, and are then
being a mere sequel to Warp Factor somethings, has indeed come presented with a Design Display. The
(WF). One of my biggest disap- before, The Reliant (a loose trans- Design Display gives you the total
pointments with WF was the lack of lation of the unpronounceable true amount of space in your ship, and
animated graphics. I wanted to see name), crewed by the alien Brother- you can select from among a wide
my ships fire their phasers, torps, and hood and sworn to destroy all variety of weapons and auxiliary
disrupters, and to see the enemy humanoid life, attacks and fights to equipment to fill that space. The
explode. Well, they still won't explode the death. game rules do tell you how much
space each of the many options will weapons individually or in group, make them very strong, but also
use, but it's probably easier to just can charge individually any one of immobile on a scale of light years.
play with the display until it looks the your eight screens, and vary course
way you want it, and then hope that Another point is that a ship with a
and or speed on any of the 16
you can win with it. speed over 50 is virtually unhittable
timepoints that compose the turn.
by known weapons systems. Accord-
Perhaps the simplest weapon to (As in Warp Factor, the order to fire
ingly, the Risellian Pact of 2438
use, and the most tempting to can be given on a specific time
outlawed all starships with a speed
include lots of, is the fighter point, at a specific range, or at the
of faster than Mk 30. So, unless you
squadron. It flies 32 mk per turn last instant, which basically calls for
wish to be a war criminal, keep your
towards its target, attacks every turn the computer to take its best shot.)
speeds in line.
from then until destroyed, and will Another change from WF, is that
Some far-fluns starship designers,
score a lot of hit points on the enemy. CB allows you to enter your course,
Unfortunately, it is also extremely specifically from the northwestern
and then go back to the map and
sector of our galaxy, have reported
costly in terms of space so that a advance it one time point at a time,
the creation of "monster ships" of far
dreadnought, with four fighter if you desire, to see the ship's
greater than dreadnought size, but
squadrons, may have room for very projected position throughout the
this writer will leave you on your own
little else. turn. This is an excellent way to allow
in that regard.
you to calculate your ship's position
Other optional equipment in-
cludes both heavy and light seekers to set as close as possible to the TACTICS
enemy before firing, and to avoid
(drones), tractor beams, heavy Get your speed up, concentrate
inadvertent fire in mid-turn caused
armor platings, marines and trans- your fire, and use occasional evasive
by his evasive tactics.
porters (rather important if you're action to set those Last Minute shots
playing the Invasion scenario), Shields, too, are more realistic in of your enemies to go off prematurely.
defensive belt satellites, and, of CB than they were in WF. All true Don't be afraid to mix up your fleets.
course, a wide variety of weapons. outer space battle fans can envision Try a dreadnought "aircraft carrier"
a strained voice in a deep Scottish with four or five fighter squads, with a
Ships have room for up to 12
weapons, and each can select from brogue complaining, "Captain, the cruiser and destroyer escort, or a
shields are buckling, one more blast plasma torp armed speedster to
eight different covered arcs of fire. If
like that and they'll blow!!" Well, now play a hit and run game.
you want a weapon to fire in all eight
the shield will buckle, and you'll
directions, fine, but it takes up space. Test yourself, against your friends/
suffer damage (perhaps), but you'll
There are light, heavy, and siege enemies, and against your computer.
still be able to reinforce them, and
phasers, disrupters, photon tor- And Remember, for every great ship,
even drain other shields for power,
pedoes, and plasma torpedoes. Your there is a countership that will be
until all your shield batteries are
only limitation is a maximum number able to successfully smash it. Or, at
of weapons which may fire out of destroyed.
least, so goes the prevailing thought
each covered arc, and this varies After you have given all your ships at the Alliance War College.
with the size of your ship. all of their orders, you enter the
For every two designers, there are
execution phase, so-called because
at least two, and more likely five or
The last thing you will normally if you have designed your ship
six, different viable designs. One
deal with in the Shipyard section is poorly, the enemy will execute you.
friend of mine likes phasers that fire
your shields. These should be as This is where I was really stunned by
from arcs 1, 3, 6, and 8, and photon
strong as you can possibly make the speed of this program. I entered
torps to cover his stern. Design your
them. my last command, pressed return,
best four ship fleet and let CGW or SSI
and started to go get another beer.
When you get everything so you know about it. Perhaps a tournament
There wasn't time. Total lag time
are satisfied, save the ship, and go could be forthcoming. Stand up,
between the completion of my
on to the next. Don't plan to Commander, and be recognized!
orders and the beginning of action
combine ships with the same first has to be measured in tenths of a
letter on the same team (you can't) CONCLUSIONS
second. Coming after two years of at
but otherwise, just about anything least five minutes per turn wait for Although billed as an update of
goes. Play with this section and the Warp Factor, this speed is quite Warp Factor during its development,
Dogfight scenario, and the only limit impressive. It's also dangerous. The CB is, in truth, a completely new
is your imagination. tendency is to try to play just as game with its own flavor and style.
THE COSMIC BATTLE rapidly as the computer does but, if The speed of the game may
you do, you'll lose, and lose quickly. encourage some 'arcaders' to get
After selecting your scenario, and into strategic gaming, but if you're
if necessary, your ships, you will move looking for a true arcade game,
to the orders phase. The status better look elsewhere.
display can be viewed for any of your SUGGESTIONS
ships, and the map size varied to CB is a tactical simulation, one
In designing your ships, be sure to which plays very smoothly and, as
include all combatants on the same give them a range factor of at least
screen. noted earlier, almost too quickly. The
one. This will enable you to use those shipyard. options and the number of
Perhaps the most dramatic im- prototypes in the strategic game to scenarios available will keep this one
provement in the game itself is the come, and will also keep them out and in use for a long time. In the
fantastic increase in speed. In most somewhat in line with the last meantime I look forward to the
cases, the mere touch of a key will surprise ships in the Ambush scenario. strategic galactic conquest game
give instantaneous results, You can The first ships that I designed had no with CB as its combat resolution
charge and fire each of your range factors at all, which does interface. u
S.E.U.I.S.: Strategy and Arcade Combined
Dick Richards
ing arcade-type game that this heavy) are shown by three different
writer has seen. You and your symbols on the star map. The
opponent, human or computer, squadrons, however, can be of
battle for control of the Ozgortian differing composition (more on this
sector of the galaxy in the 24th later) so you usually won't know
century. Some may remember from exactly how tough the "bandits"
history books that ancient conflict really are.
between the kingdoms of Northwold
and the Far Reaches in the An- Light fleets are composed of only
dromeda Galaxy, as chronicled in fighters, medium fleets of fighters
THE SHATTERED ALLIANCE (SSI 1981). and cruisers, and heavy fleets of
SEUIS puts you in command of a 24th cruisers only. As one might expect,
century fleet battling to either the light fleets are the fastest, while
destroy your opponent's fleet or heavy fleets move rather slowly. . .but
capture all of his production centers are very powerful.
before he/she/it can do the same to There are three different levels of
BASIC INFORMATION you. fighters (destroyers, escorts, and light
NAME: S.E.U.I.S The Strategic game is played on a fighters) and three levels of cruisers
TYPE: Strategy/Arcade star map with each player moving (light or heavy cruisers and battle-
SYSTEM: Apple II 48K squadrons before the countdown ships) and with the create-your-own
FORMAT: Disk clock runs out, and when opposing game options you can vary the
# PLAYERS: 1 or 2 squadrons meet in the same "hex", composition of your squadrons to
AUTHOR: John Lyon the scene changes to allow you to suit yourself. For example, the
PRICE: $39.95 battle it out with the enemy in high- standard light squadron #3 has three
PUBLISHER: Strategic Simulations speed arcade-type combat. fighters, two class d's and one class e.
465 Fairchild Dr., But if you want five class d's, you can
Suite 108 have them.
THE FLEETS
Mountain View, CA 94043
Each player's fleet is composed of Each ship within a squadron has a
a varying number of squadrons given amount of total energy
S.E.U.I.S. (Shoot 'Em Up In Space) is which are individually depicted on available, and a specified midships
the first viable combination of a real the star map. The three types of value. Energy is allocated between
strategic game and truly challeng- squadrons (light, medium and weapons, shields, and rate-of-fire at
the start of each combat phase, and productive are the Bright Stars, then fight at once. This is quite chaotic, as
can be different each time the ship Major Stars, Minor Stars, Small Stars, the computer controls all of the
joins battle. When your midships and Single Stars. All except single enemy's ships and all of your ships
value reaches zero, the ship explodes! stars require a reduction in speed by except one. You change which of
squadrons which pass through them, your ships you control through the
I could go on for the next ten
and the first three all add production keyboard — and GOOD LUCK! There
pages talking about the capacity to
points to your resources at varying is also a 200 production point
change parameters and create new
time interval. penalty (-100 to you, +100 to the
game situations, but fortunately for
enemy) for violating the rules of
you, I won't. Suffice it to say that you Six different star maps are pre-
civilized warfare if you elect the
can do almost anything you want, sented for your fighting pleasure,
battle royal,
including changing total energy three of which are used in the
During individual combat the bar
available, midships, production existing scenarios and three ad-
graphs to the right of the screen
point, frequency of production, ditional ones for use in building your
reflect the remaining midships
composition of the squadrons, size of own games. At the start of the game,
values of the combatants, while
the fleet, timing of reinforcements, stars and systems controlled by the
during the battle royal the graphs
and, of course, the star map on left side (purple ships) are indicated
reflect total midships of all ships in
which the battle will occur. in blue, while those controlled by the
the battle.
right side (green ships) are orange.
Another nice feature is that four
different levels of solitaire complex-
As you conquer enemy stars, or they OPTIONS AT START
conquer yours, the colors change to As in virtually all of SSI's games, you
ability are presented; from beginner
reflect their new loyalties. can play either side against the
to ace. My first game Scenario Two,
The Great Battle, was, of course, at computer; against a human op-
beginner level. My strategy was PRODUCTION POINTS ponent; or even watch the machine
superb, and I easily maneuvered play against itself. You can also,
As mentioned above. Bright, change the countdown clock to
one of my medium squadrons into a Major, and Minor stars all act as
vicious attack on a (supposedly) speed up the computer, or give
resource centers; adding production yourself or an inexperienced op-
defenseless enemy light squadron points (PP'S) to your total. As the total
and got slaughtered. In fact, my first ponent more time to think. Another
PP's available reach a level which feature, which my wife will love, is the
few games usually resulted in would allow you to build additional
throwing down the paddles in optional turn the sound off, so the
squadrons, these are produced and exciting sound effects don't keep
disgust, snapping off the computer, placed on the map (somewhat
and deciding that "this dumb game everyone in the house awake until
randomly) at one of your resource three A.M. while you defend the
is impossible!" stars. As the weaker squadrons cost galaxy.
Well, it isn't impossible, just less to produce, you will usually end
Finally, since the combat section is
challenging. So, you might try up with more light squadrons than
anything else. But have patience, indeed challenging, there is an
cheating. The change parameters option to allow you to practice
options make this quite possible. I medium and heavy squadrons are
produced from time to time. combat before beginning a real
simply changed the parameters of game.
one fleet to make it 20% to 30% COMBAT
stronger than my proposed oppon- CONCLUSIONS
ent. Beef up the midships and total When you and your opponent The biggest fault I've found with
energy available for this 'super' fleet, both have ships in the same "hex", combination arcade-strategy games
and even the production points of combat will occur. First, you will have is that they are usually primarily one
the resource centers, and then go to allocate your total energy to or the other. You will either find that
back and smash the (now Puny) weapons, shields, and rate-of-fire (I'd the strategy game is too simple or
enemy. suggest the maximum to weapons, conversely, the arcade game is too
then to shields, and whatever's left slow. SEUIS seems to avoid this
After a while you'll notice that over to rate-of-fire. At this point you dichotomy. The strategy game
you're winning every battle. So then choose a champion to fight your could easily stand alone with a
go back to a balanced battle, and opponent's champion, And from combat resolution system similar to
when you start winning at that level, there on, you battle on the arcade SHATTERED ALLIANCE, while the
then give the computer the super screen with your beam weapon (I arcade type combat is easily as
team. When the time comes that call it a laser) and automatic guided challenging — probably more so —
you are again winning, move up to missiles. The missiles are computer then many of the space battle
intermediate level and take the controlled for both sides and cause games with which we are all familiar.
super team again. This should help the bulk of the damage in the battle. The combination is highly payable,
you avoid the rather unpleasant But, the crucial and normally and the overall feel of the game is
experience of losing every battle. deciding factor is your laser. Once quite positive. With the wide oppor-
When you get to a point that you are fired, it needs to recharge before you tunity to change parameters and
beating the computer at the ace can fire again, and I'd suggest you create your own games, this game
level while using the inferior team, hold your fire for the really good will maintain its attraction over the
write in and let SSI know, because shots. Many times I have fired (and long haul.
game designer, John Lyon, says he missed!) only to end up with a great I can think of only one real
rarely beats the Ace level in even shot only seconds later which I negative to the game. . .its name.
battle! couldn't take because my laser was Whether you call it SEUIS, or Shoot 'Em
THE STAR MAP uncharged. Up In Space, it sounds dim. But, if
every game I buy plays as well and
The strategic map has five types of Another alternative in combat is offers as much flexibility, then I really
"terrain." Largest and normally most the battle royal, where all your ships don't care what it's called.
ARMOR ASSAULT: Review and Analysis
Floyd Mathews
are no air, artillery or infantry units. You must be careful in plotting
You can also set mines. There are your orders, because the joystick
several kinds of terrain which have control subroutine is very delicate
different movement costs, may and there is no command for
block lines of fire, or provide some correcting a mistaken entry.
defensive cover for your units.
My only major criticism of this
game is that it is not a very realistic
There are two types of fire: direct simulation of modern armor warfare.
and opportunity. You can plot only If it purported to be a science fiction
one type of fire for each of your units game, I would have no criticism at
each turn. Direct fire occurs after all all. If you don't care about realism,
units have finished moving. oppor- then this won't bother you. If you do
tunity fire occurs during the move- prefer more realism, I have some
ment phase. You simply plot an suggestions for designing new
opportunity fire line from your unit, scenarios which are more realistic.
and it will shoot at any unit which First, the standard tank designs in the
crosses or moves along the line. game can take as many as ten hits
BASIC INFORMATION to be gradually destroyed. But in real
NAME: Armor Assault: Opportunity fire is a realistic way to life an armor-piercing round will
TYPE: Wargame simulate simultaneous movement either glance off the target with no
and fire in a tactical game, and I damage, or penetrate with results
SYSTEM: Atari 400/800 40k
FORMAT: Disk hope more game designers will use it too gruesome to describe. Even a hit
in the future. My only complaint in the tread area will either
# PLAYERS: 1 or 2
John Weber about opportunity fire in this game is ricochet, or cripple the vehicle,
AUTHOR:
that a unit will fire many rounds making it a sitting duck. You can
PUBLISHER: Epyx
during the same movement phase if better simu late this "
several targets cross or advance first-penaoqulki"spectbyrdngh
Armor Assault by Automated along its line of fire and this structural strength of the standard
Simulations is a very simple but represents an unrealistically high tanks to about 30. This also makes a
enjoyable game for one or two rate of fire. You can partially faster more exciting scenario due to
players. It simulates hypothetical eliminate this problem by designing the possibility of sudden death.
tactical level armor warfare be- new units with lower structural Second, modern sighting devices
tween NATO and Soviet forces in the strength as discussed. can get first round hits at extreme
very near future. Although it is not a long range, therefore, most of the
very realistic simulation, this is an field maps portray combat at absurd-
A typical game lasts about one ly short ranges. I suggest that you use
entertaining game and the program hour. Most scenarios have a geo-
has many interesting features which or modify the urban map, as it is
graphic victory objective which one
could be used in other types of more realistic for tanks to engage at
player must seize or destroy within a
computer wargames. short range in a street-fighting
certain number of turns. Victory can
action. I also recommend raising the
In addition to the twelve scenarios be very much in doubt right up until
accuracy of all units to .53, as no one
included in the game, the program the final turn, and there can be very
could miss at these ranges. Third,
allows you to create maps and exciting finishes. Most tanks have
only tanks, trucks and jeeps are
design tanks for new scenarios. Each weaker armor on their sides and rear
provided, while it is unlikely that
player uses a joystick to secretly plot than in front, so it is feasible to try
these vehicles would be committed
orders for his units and then the flanking maneuvers or set up
to an assault without infantry
program displays simultaneous ambushes. The situation can change
support, or without encountering
movement and fire for all units. Each quickly if one player runs low on
enemy anti-tank gun emplace-
player commands up to six vehicles, ammunition, or blunders into a
such as tanks, trucks and jeeps. There minefield or ambush. Continued on p. 45
The point, of course, is that results
are not achieved until there is suffi-
cient motivation. I am writing this
column because I feel strongly that
games can be an important motiva- NAME: Type Attack
tor in education. My intent here is to TYPE: Typing game
review educational games for home SYSTEM: Apple II or Apple II +
computers; along the way talking FORMAT: Diskette (DOS 3.3)
about a number of issues in both the # PLAYERS: 1
instructional and motivational areas. AUTHORS: Jim Hauser and
I certainly plan to give you some of Ernie Brock
my own opinions, but my major goal PRICE: $39.95
is to give you enough information to PUBLISHER: Sirius Software
make intelligent choices when buy- 10364 Rockingham Drive
ing games. I am reminded of a cer- Sacramento, CA 95827
tain movie critic whose reviews
always give me a good idea of
whether or not I'll like the movie — I
almost always disagree with him! If I Wow, two typing games for the
can do as well for you, I'll be happy. same price, both with lessons
the What do I mean by "educational
game"? The concept is certainly
graduated from learning individual
keys to full words, numbers and
special characters. Both allow you to
learning fuzzy since every game teaches
something, even if it's just eye-hand
coordination. The designers intent is
create your own lessons to practice
whatever you want to practice. With
so many similarities, most people
game an important factor but sometimes probably won't want both, so let's
hard to judge. When Dan Bunten look at the differences.
designed CARTELS & CUTTHROATS, There are two major differences
he was obviously thinking of teach- between these programs. One is the
ing business concepts but was he way in which lessons are presented
also thinking of teaching math? and the other is the way the screen
When the original ADVENTURE was looks. These factors combine to give
taking shape was anyone thinking of the games a different feel, and this
by Bob Proctor teaching children about problem- will determine which of the two you
solving or risk analysis? In short, by will prefer. The first is probably the
If we examine the learning process "educational game" I mean ANY most important difference, but let's
in very general terms, it breaks down game; I don't want to restrict the start with the graphics, as this will let
into two major areas of study. Instruc- scope of this column. I will empha- me explain how the games are
tional Theory is the "how we learn" size games which aren't likely to be played.
part of it and Motivational Theory is covered elsewhere in CGW, games
which supplement formal education, In MASTERTYPE, you have a "ship"
the "why we learn" part of it. Almost
and games for younger age groups. in the center of the screen. Things to
every researcher who ventures
From time to time, however, I'd like to type — letters, words, numbers,
an opinion agrees that motivation is
examine the educational value of symbols — appear in each of the
the more important factor. We
games which aren't generally con- four corners with a little missile,
humans just don't learn very well
sidered educational. I may even look satellite or fireball near them. These
unless we WANT to.
at educational programs that are objects begin to creep toward your
An example that illustrates this — not considered games IF there is a ship; when you type a "word" a
because we've all known or been point to be made. beam of energy shoots toward the
one — is the child who just doesn't corresponding corner, either destroy-
seem to read very well in school. ing the object or knocking it back to
There's no physical or emotional To begin, here's a look at two the corner. If you destroy it, a new
problem, just a lack of motivation. games which improve typing skills. word will appear in that corner. If you
There comes a day when this child MASTERTYPE which has been a best- only knock it back, you must type the
gets his (or her) hands on a comic seller for a year now and, TYPE same word again until the object is
book. ZAP! POW! Bright colors! Inter- ATTACK, a new entry in the field. destroyed. Of course, if you spend
esting monsters or whatever —for the too much time on one corner, a
first time in his life this kid WANTS to missile from another direction will
read, and does. NAME: Mastertype sneak in and blow up. You have
TYPE: Typing game shields to protect you from these
This is what I call the comic-book
SYSTEM: Apple II, II +, or Atari 800 nasties, so the first one will not
syndrome. Of course the incentive
FORMAT: Diskette damage the ship but it will destroy
could come from almost anywhere;
# PLAYERS: 1 the shield that protects that quad-
it could be a Hardy Boys mystery or
AUTHOR: Bruce Zweig rant. If you take another hit from that
Robert Louis Stevenson. Nowadays, it
PRICE: $39.95 direction the game is over.
might well be a desire to read the
PUBLISHER: Lightning Software
rules for Dungeons and Dragons or Each lesson is 40 "words" (in the
P.O. Box 11725
some other game that "everyone is early lessons they are just single
Palo Alto, CA 94306
playing." letters) and is broken down into four
waves often, to give you a chance to letter that isn't vulnerable, you lose a your progress rewarded by lower and
rest. At the end of the game, whether point of energy. If a letter reaches the lower scores. You must remember
you win or get blown up, you will see bottom of the screen, you lose 35 that progress is its own reward as well
a summary page that gives you a points! In Word Attack, words using as the object of the exercise. In TYPE
score, your typing speed in words per the letters of all lessons up to the ATTACK, on the other hand, the
minute, the total number of mistakes current one appears at the right highest scores will be obtained by
you made and an evaluation. This edge of the screen traveling to the starting with Lesson one and pro-
last may tell you you're doing pretty left. You must type them and press gressing through as many lessons as
well and need to increase speed. it the space bar. If they make it to the you can. The faster the speed and
may simply encourage you to keep left edge, they wrap around to the the fewer the mistakes, the higher
trying. It is never discouraging or right to give you another chance but you score.
abusive. There is a menu which lets you also lose more energy. Your typing
you change speed, lesson or turn This difference is important. As the
speed is shown by a thermometer on desire to get a high score is what
the sound on or off between the left edge of the screen and your
games. Changing lessons requires distinguishes these games from a
remaining energy on a similar scale program like TYPING TUTOR, it's best
rebooting the program and takes on the right. You can change the
over 30 seconds, a long time to to have a high score indicate high
speed or the beginning lesson from a overall proficiency; not just skill with
wait when you're eager to get on menu between games. one small portion. For this reason —
with it.
The big difference is that in and because of the excellent
MASTERTYPE, when you are done with animation and nice game features
TYPE ATTACK uses a format that will (like a pause function and sound
a lesson the game is over whereas
be very familiar to SPACE INVADERS toggle) that are typical of Sirius'
TYPE ATTACK will automatically load
fans. Your laser cannons at the games — I think TYPE ATTACK is a
the next lesson and continue (unless
bottom of the screen blast away at better game. For typing practice,
you hit CTRL-R to repeat a lesson).
letters and words on the screen. You however, especially if you want to
This means that your score, in the
don't have to aim, just type; you create your own lesson(s) and
former, is a score for one lesson only
keep playing until you use up your practice them over and over,
and can't be compared with the
100 points of energy. MASTERTYPE would be better.
score from a different lesson. In the
Each lesson is divided into two latter, your score is a score for the That's all for the first of, hopefully,
parts. In Character Attack, you're whole game and can be compared many columns to come. Please feel
faced with a phalanx of letters which to any other. The highest scores in free to send in the name of any
creep back and forth and down just MASTERTYPE will come from doing games or programs which you feel
like the aliens in SPACE INVADERS. Lesson one in Beginner mode. It can are appropriate to review in up-
Only the letters at the bottoms of the be discouraging to move up to coming segments of The Learning
columns can be shot; if you type a harder and harder lessons and have Game.
shapes and put them into arcade how it looks. If you like it, you can
game situations. Don't we all have at leave it. If not, fixing it is usually only
least one or two suggestions for two or three keystrokes away.
improvements on even the most
Partial creations may also be
polished game products? THE
stored on a separate data disk. Each
ARCADE MACHINE (TAM) makes
data disk can be used to store up to
changing a game virtually as easy
five different games. And, if you want
as changing your mind. Put in a
to use the creatures from one game
feature or take one out, then
in another, each of the separate
instantly see the results. If marble or
tables maintained by TAM can be
canvas were as forgiving, Michel-
retrieved separately. Just try doing
angelo could have painted the
that with oil paints!
Sistene Chapel in a week!
TAM makes use of the nature of
BASIC INFORMATION If you can dream up a Master-
Apple graphics; its rather BEZARE
NAME: piece, you can probably make a
The Arcade Machine (sic) color scheme and byte map-
reasonable approximation of it using
TYPE: Arcade Game Generator ping to allow the user to easily create
TAM. As an example, I created a
SYSTEM: Apple II (48K) seven versions of each shape (that's
FORMAT: recognizable copy of the arcade
Double-sided Disk like having 168 different shapes at
game 'Phoenix' in about three
# PLAYERS: 1 or 2 your disposal). As a shape moves
evenings. Called Another City in
AUTHORS: Chris Jochumson and from left to right on the screen, each
Arizona, it has all five different
Doug Carlston of the seven versions is displayed in
scenarios presented on the original.
PRICE: $44.95 or $59.95 turn. Wheels can be made to 'spin'
It's a flagrant rip-off and, thus, could
[I've seen both) and little legs can really strut. One set
never be sold. But, it's great to play it
PUBLISHER: Broderbund Software of shapes can be commanded to
for myself; keeping my quarters for
1938 Fourth St. mutate or transform itself into
my other little vices.
San Rafael, CA 94901 another (again with just a few
(415) 456-6424 keystrokes). Hatching eggs into
TAM is a menu-driven piece of space monsters is a natural here.
software that creates a table-driven
Being an artist is a dream of most game. The menu approach makes it Our very handy feature of TAM
human beings; a dream that is very relatively easy to use the product. allows points to be assigned to each
seldom turned into reality. The Users are given the choice of: of the shapes in play. The player gets
problem is not that, as individuals, Creating shapes (up to 24 different points for shapes with a positive
we have no artistic talent. Everyone ones), Creating paths for the shapes score and loses points for those that
has their share. The problem lies in to follow (up to 50), and Creating a are negative. He can't shoot, but
the medium of expression. Oil suitable background on which to must not touch those shapes with a
painting is an additive medium, play.
zero score. Each round ends when all
while marble is a subtractive one. It is The user also has control of game of the positive score pieces have
virtually impossible to chip a piece of options for each of the five different been eliminated. You can thus
marble back on to a statue, just as it levels available. Having a 'moving make it impossible to end a game, if
is very hard to remove paint once it stars' backdrop for your new space you keep a positive valued piece out
has been applied. What we all game is as simple as entering your of view.
needed was an interactive medium. response to three entries in the level
The computer, in this consideration, TAM plays on a virtual board that is
tables; STAR SPEED, STAR DENSITY
is a natural. It takes no more effort to about twice as big as the Apple
and STAR MOVEMENT. The table-
display a pixel of color than to delete screen. This allows shapes to wait off
driven nature of the game itself screen until their cue to emerge.
it — that is, of course, assuming you allows the user instant feedback on
have an advanced knowledge of bit And, when they do emerge, they do
the result of his changes — no so one bit at a time. This feature may
mapped, byte packed, refresh assemblies or compiles are required.
graphics techniques. not sound like much, but it looks
It's amazing how easy and natural it great and is just an example of the
If these techniques are not second is to adapt to this feature. A user will care put into this product. Naturally,
nature to you, then Chris Jochumson soon be much more cavalier in his the game has a control-S sound
and Doug Carlston are coming to approach to the computer. Rather toggle and a pause feature. It also
your rescue. Their ARCADE MACHINE than doing an extensive amount of has a single step feature that's great
not only makes it easy to create preplanning, as is required in normal for debugging paths and can be an
pleasing artistic shapes, but allows software creation, you just boot-up
non-programmers to animate those TAM, stick some feature in and see Continued on p. 45
NAME: Tax Dodge with its' tractor beam (which can kill
TYPE: Maze-Chase you) and dropping them into
SYSTEM: Atari 400/800 32k Dragonmaw, the Volcano of Death
FORMAT: Disk (which can also kill you when it
# PLAYERS: 1 periodically erupts). These hazards
AUTHOR: Jon Freeman and have arbitrary effects. For instance,
Ann Westfall you may fly through the buildings of
The PUBLISHER: Island Graphics
Box Z
Bethel Island, CA 94511
the cities, but not at your own base.
Some of the hazards may be shot at
any time, some only at certain times
Have you ever wondered about and several cannot be shot at all.
Atari some of the strange things you have
to do in some games? Eating ghosts?
Shooting mushrooms? Destroying
fuel tanks in order to be refueled? the
The graphics are good, and the
sound, animation and scrolling are
very well done. Play may begin with
either three or five ships at any of six
players of PROTECTOR II, for instance, difficulty levels —although I doubt
have to use their ship, a needle-
Arena that anyone is expected to play at
fighter, to rescue people from a city the higher levels. Even at the lower
attacked by aliens. As the aliens levels, PROTECTOR II moves fast
drop the friendly population, one by enough that most players won't
one, into a nearby volcano, the have time to realize that what
player "hooks" his charges to the they're doing doesn't make much
bottom of his ship and flies them over sense.
the volcano to another city that the
aliens aren't bothering to attack. The CLAIM JUMPER scenario looks,
Once all the people have been at first glance, to be more sensible.
deposited, one way or the other, the Two players each control a "cow-
Allen Doum volcano erupts, sending a stream of boy" A gold bar appears randomly
lava toward the second city. At this on the screen, and if either cowboy
point, the player will have to rescue takes it to the assay office at the top
the people again taking them this of the screen, the goal vanishes and
time to a safe fort. Why not take them a ten dollar bill appears nearby.
there in the first place? Silly question. Each player has his own bank in
Because the fort has been behind a which to deposit the money, and
BASIC INFORMATION force field u ntil the volcano erupted, after ten bills have been deposited,
of course. the player receives a house worth
NAME: Protector II Protector II, like many programs 20,000 points. A second house is
TYPE: Arcade with "silly" scenarios, has the saving worth 30,000 additional points but,
SYSTEM: Atari 400/800 32k grace of being enjoyable — a trait since the game ends at 25,000, that
FORMAT: Disk or Tape which has saved many an otherwise seems inflationary. The two cowboys
# PLAYERS: 1 ludicrous game. The play-action of can shoot each other, the victim
AUTHOR: Mike Potter flying a "needlefighter" is similar to going to one of two hospitals in the
PUBLISHER: Synapse Software the arcade game DEFENDER, but the upper corners of the screen.
5327 Jacuzzi St., goals (described above ) and
Suite I What makes CLAIM JUMPER strange
hazards are quite different.
Richmond, CA 94804 are the snakes and tumbleweeds.
The hazards come in several forms: The snakes follow one cowboy, the
Xytonic Pulse-trackers (mines), the tumbleweeds the other. If caught, a
NAME: Claim Jumper indigenous Chompers (bouncing cowboy will be paralyzed for a few
TYPE: Arcade mines), meteoroids (falling mines), seconds. However, if he shoots
SYSTEM: Atari 400/800 16k rocket bases, and the Laser Fields of whatever is chasing him, it is
FORMAT: Disk or Tape the Straak (ground batteries). No converted into whatever chases his
# PLAYERS: 1 or 2 explanation is provided as to why all opponent: snakes into tumbleweeds;
AUTHOR: G. Ghang of the ground batteries are helping tumbleweeds into snakes. Each
PUBLISHER: Synapse Software the aliens. All the while the Fraxullan cowboy can also leave "seeds" (or
5327 Jacuzzi St., Mother Ship is picking up people "eggs") on the screen that will also
Suite I
Richmond, CA 94804
NAME: Picnic Paranoia
TYPE: Arcade
SYSTEM: Atari 400/800 16k
FORMAT: Disk or Tape
# PLAYERS: 1 or 2
AUTHOR: Russ Segal
PUBLISHER: Synapse Software
5327 Jacuzzi St.,
Suite I
Richmond, CA 94804
convert his pursuers. A player scores Food pushed off the screen is gone
100 points for each snake/tumble- for good, although George can push
weed converted by any method. food back onto the tables. When
5,000 points are scored, and at
Game variations include a head- 10,000 point intervals after that, you
start of $50 already deposited, and get a can of bug spray that will kill all
the necessity of buying bullets with of the bugs on the screen, but no
the money in addition to the points are received for doing so.
houses. Either or both variations can Timing the use of the spray is the most
apply to either or both players. A important" strategic" decision the
solitaire game (with two levels of player has.
difficulty) has one cowboy trying to
shoot all of the snakes and tumble- Either one or two players (alter-
weeds, while having to buy bullets. nately) may start at any of the first
The solitaire game, however, is just five rounds. There is a "night" option,
practice. Both are easy enough to but since whatever the insects are once, of course). Other special
beat that, once a player learns to walking on is illuminated (fire-ants?), features are spelled out this way and
shoot properly, there isn't much of a it is actually easier to play than the only appear in certain years. These
challenge. "day" game, and not as pleasing include an accountant that can get
graphically. you a tax shelter and a lawyer who
Animation and graphics are can help you in court. They also
The graphics and animation in
excellent. George, the wasp, and a include an occasional audit and a
CLAIM JUMPER are very good but,
multitude of ants all move smoothly tax court that are strictly bad news.
while there are sound cues for most
game actions, the sounds are not around the screen, though the Graphicly, the game does not
very imaginative. There aren't many spiders suffer by comparison. Sound resemble PAC-MAN at all. Both the
interactively competitive two player cues for walking, being stung, the Taxpayer and the Taxers are figures
arcade-style games, so it is nice to wasp, and for food being pushed are of men. The maze is larger than the
see a company like Synapse release all well done. The music that screen, and will scroll to keep the
a game like CLAIM JUMPER which accompanies the copywrite screen Taxpayer visible. The scrolling is
fills that need so nicely. is great, even by Synapse standards. under partial control of the player, so
As whimsical as this game is, it he or she can attempt to keep an
actually makes more sense than any eye on the Taxers. The scrolling is
Also by Synapse is PICNIC PARANOIA. of the games reviewed so far. done very well, and the animation
Here, the player is George, guarding Admittedly, it is not very realistic to and graphics are adequate, but
four full picnic tables which armed have three ants carry a bottle of nothing special.
only with a fly-swatter and an oc- ketchup, but it has the edge on
casional can of bug spray. Each year is more difficult, with a
turning tumbleweeds into snakes by higher goal and greedier Taxers. If
shooting them. the player does not reach the goal,
Ants soon crawl on-screen and in How's this for a scenario: You are a the game ends. If the goal is
character, attempt to carry the food Taxpayer who, during a year, scurries reached, the money goes into
away. Spiders that lay delaying webs around collecting income. You are permanent savings and does not
show up on round two, and can sting harassed by Taxers, who if they can effect further play. Savings are, of
George, paralyzing him, if the player catch you will carry some of your course, your score and the high score
isn't careful. A flying wasp, which also income back to the IRS. You may is saved from game to game.
stings, appears at random. Points are accumulate deductions to reduce
awarded for swatting any of these As a game, TAX DODGE starts easy
your losses, but there is no defense but becomes quite difficult starting
marauders. Each round lasts a against inflation; "the cruelist tax of
minute and a half and, at the end of with the fourth year. From there on
all". If all of this sounds depressingly out, players are going to have to
each round, bonus points are familiar, imagine yourself playing a
awarded for any remaining food. As work out patterns and, tricks to stay in
kind of PAC-MAN variant and you will the game. My only real complaint is
soon as all food is pushed off of the end up with TAX DODGE.
screen, or a round ends with no food that it seems much harder to
still on any of the tables, the game "corner" in this game than in most
ends. games — even with practice. TAX
In TAX DODGE, each round lasts at DODGE is a good, solid game that
most just over two minutes and makes the most of its' theme and
represents one tax year. A small somewhat overdone play mechanics.
calendar at the bottom of the screen
While this column is edited by Allen
shows the passage of the months,
Doum, we will gladly print worthwhile
along with your earnings, annual
contributions from others. Send
goal, accumulated deductions and contributions to:
savings. As you move through a
maze you must pass over what looks ATARI EDITOR
like stacks of coins (income). c/o COMPUTER GAMING WORLD
"DEDUCTIONS" and "INFLATION" are That about wraps it up for this time.
spelled out in large letters along I will leave you with one of the most
some of the paths, and each time important questions to face mankind:
you cross a letter it will take effect. What is the value of a single life?
(each deduction can only be taken Usually about 10,000 points.
certain probability or frequency. The answer to this question is often
things that happen are called vague. it's not like counting the
outcomes. Data collection used to number of times a certain thing
create a simulation game must happens out of a total number of
determine what the outcomes are observations (frequency). The math-
REAL for certain occurrences. It must also
give some measure of the frequency
for each possible outcome. For
ematical techniques used to deter-
mine how (and how much) things
influence other things are regression
WORLD instance, in a football game an
offensive pass play could be con-
sidered to have four outcomes: the
analysis and analysis of variance. A
discussion of the specifics using
these approaches is outside the
GAMING pass could be caught; it could be
intercepted; the quarterback could
be trapped in the backfield; or a
scope of this series. However, for the
purpose of a game, it is often suffi-
cient to use a mixture of 'trial and
penalty could be called. (There are error' and intuition. (A fancy name
other outcomes of lower significance for this technique is heuristic model-
Dan Bunten that are ignored in this example). ing). Using the football example
Using the list of outcomes, we would again, the factors that affect the
need to determine the probability of outcome of a passing play are the
each one happening in order to type of pass pattern, the defensive
complete the data collection. alignment and the quality of the
players on both sides. To reflect the
differences caused by the pass
What quantity of things occur? This pattern and the defensive setup, we
is another question that data could limit the number of options
collection must answer before we available to both sides. For each
can continue to the next phase in combination of offensive play
game design — model creation. The against defensive play, there could
probability outcomes mentioned be different probabilities and quan-
previously are important, but there tities. The play choices would then
are places where the question is not be the main determinant in creating
"will it happen?" but "how much will the outcome. Your data collection to
happen?". Using the football simulate this factor would consist of
example from above, this question of observing and recording the results
"how much" would be important if for play combinations.
the pass was completed. How many
yards would the play gain? In most
The other factor which impacts up-
real-life situations, amounts are just
on the outcome of a football play is
as uncertain as are outcomes.
the quality of the players. To discover
Included in the last installment of this
the amount of influence the quality
column was a discussion of normal
of a team has on a passing play you
distributions (or bell shaped curves).
could use a combination of intuti-
For quantitive outcomes that fit this
tion and "rules of thumb". In
type of curve, all you need is an
"Computer Quarterback" I used a
average and a standard deviation
formula like this to adjust the
to describe your data. Another type
probability and quantity of the
of quantitative distribution often
outcome:
MODEL DEVELOPMENT used in games is called the uniform
distribution. This type is appropriate
where quantities are equally likely to Factor = ((QB*2+RCVR*2+
"Nothing is certain (except
happen over an entire range. Data OFLN) /5)
death and taxes)".
collection to generate this type of (( DFLN+LNBKR+SFTY*
The quote above would be the first distribution consists of simply finding SHY` 2)/4)
law of simulation games if there were the upper and lower limits of the
laws governing this field. In games outcomes. Where:
that mimic the real world, we must QB = Quarterback quality
include uncertainty in the outcomes. (in the range .7 to 1.3)
The data collection phase of game So far, data collection should have RCVR = Receiver quality
answered the questions "How often?" OFLN = Offensive line quality
development (discussed last time)
and "How much?", but more infor- DFLN = Defensive line quality
was not an attempt to remove uncer-
tainty. It was an attempt to discover mation is needed. There are often LNBKR = Linebacker quality
conditions that affect or even SFTY = Safety (deep) back
the type of uncertainty that occurs in
determine the probabilities and quality
the field of interest for your game.
quantities of outcomes. Under-
Good data collection should answer
standing these conditions and influ-
some questions about the system
you wish to simulate. ences is essential to the creation of a The factor arrived at via this calcula-
model of the real world. This final tion was then multiplied by the prob-
How often do things happen? Very question could be phrased as "How ability of completion for the play
few things happen all the time. In do things affect other things (pro-
general, things happen with a babilities and quantities)?". The Continued on p. 45
REVIEW ROAD displays of each game, so that you know, in
advance, what kind of graphics you can
Time Runner may hold out some challenge to
nimble-fingered whiz kids, but in my book it only
GREETINGS, TOURISTS! This month, our journey expect. Each game has some desirable
rates about a 5 out of a possible 10 for arcade
to TRS-80 Adventure is going to start on REVIEW features which demonstrate the programmer's
awareness of consumer needs. Each can be games.
ROAD, a street which, hopefully, will become
well-worn with use. The buildings in this played with either joy stick or arrow-key After playing Time Runner, Apple Panic
neighborhood are varied. Some are nothing movement inputs. This helps avoid keyboard creates a deja-vu, I've-been-here-before,
more than shrink-wrapped pieces of cardboard callouses. There is also a demonstration mode feeling. It uses the same arrow key or joystick
supporting a cassette tape cartridge, while for each game, which initiates itself if a few input for movement, has the same hero, and
others are magnificent structures: large, sturdy minutes elapse without keyboard input. Each the same group of crazed defenders chasing
boxes with dazzling art work hinting at the one also has sound available, although the the hero. The major difference is that the screen
excitement and thrills inside. But just as you package ad copy is a little misleading about display represents a vertical surface rather than
can't tell a book by its cover, or a car by its paint the sound capabilities. All five contain the horizontal in "Apple Panic", the hero climbs
job, you can't tell a game by its package. So to usual pows, zings and zaps of alien warfare, Two vertical ladders to five levels of brick floors. He
reduce the confusion and increase the value of programs, "Apple Panic" and "Time Runner", digs holes in the floors and then waits for a
your computer gaming dollar, we're going also provide a melodious musical salute defender critter to fall into the hole. When that
inside to see what's behind the packaging. between games. But, the cover description of happens, he rushes to the scene and jumps up
We'll explore from the attic to the basement "Apple Panic" indicates a star burst proclaim- and down on the defender's head, causing
and from the kitchen to the hall closet to give ing the inclusion of voice as well as music. Here him to fall through the hole to his doom. On my
you the information you need to get the most is where ad-writer enthusiasm exceeded scale of 1 to 10, "Apple Panic" gets a 4.
bang for your buck! programmer capabilities. The only actual voice
reproduction is a very scratchy, barely- Mad Mines is a "Galaxian" variant. A line is
BASIC INFORMATION intelligible Apple Panic, pronounced during drawn across the screen about 1/3 of the way
the opening credits. Babel Terror has a similar down from the top. This represents a protective
NAME: Time Runner. Apple Panic, voice introduction, but the package designer force field. Above this line, space mines roam
Mad Mines, Black Hole, must have had second thoughts by then, as back and forth as in the typical "
voice is not mentioned in the advertising copy Invader-Galaxian" type game, you have a cannon
Babel Terror for it. Don't grab for these if you're looking for full which you move horizontally across the bottom
TYPE: Arcade Action vocal support of the play action. You'll be disap- of the screen, Shooting at the mines disturbs the
SYSTEM: TRS-80 MODS. I & Ill pointed. One final feature, available on all but force field and allows the mines to come
FORMAT: Disk and Tape "The Black Hole," is a routine which maintains a screaming down upon your cannon in attack
permanent record of the top ten scores, waves. If you destroy the complete initial
# PLAYERS: 1 or 2
waves, higher levels place the protective line
AUTHOR: Yves Lempereur lower and lower, allowing less time to react to
PRICE: Tape — $19.95 (Exc. Time Runner is laid out on a checker board each succeeding attack. The originality is
playing area containing 20 rectangular boxes. pretty low here, so Mad Mines also gets a 4.
Time Runner: $24.951 objective is to scoot around the edges of the
Disk — $24.95 boxes, staking out each one as your own
PUBLISHER: Funsoft territory. As each box is circled, its interior is The Black Hole has more originality than Mad
28611 Canwood St. shaded in and your score is increased, Your Mines and also the added advantage of
video screen alter-ego is a button-nosed little having three phases to the game. Each phase
Agoura, CA 91301 character who appears to be a close relative of has its own separate screen display. The player
Leo Christopherson's DUELING DROID. Part of controls a single space ship which moves hori-
the family resemblance is in his eyes, which zontally across the bottom of the screen. The
Our first stop is a group of five arcade style roam about, pointing in the direction he's first phase propels the ship through a long, ever-
games, all from the same company, Funsoft, of moving, and give him a generally mischievous narrowing tunnel. Hurtling down the tunnel
Agoura, California. Unfortunately, when appearance. His nose is just a small square in toward him, are increasing numbers of
reviewing a group of new games from one the middle of his face, but it has a value of its projectiles. To navigate the tunnel, he must
company and one author, it's hard to avoid the own. It marks the pivot point of his body. Be sure dodge or destroy these projectiles while
feeling that they are all somewhat alike. Pro- to have it lined up with the box edges as you avoiding contact with the walls. As a last resort,
grammers develop certain routines, input negotiate corners. If you don't, you may find he may deploy a protective shield to safeguard
methods and screen displays that work well for yourself vainly punching arrow keys but not himself from the missiles, The shield should be
them, Naturally, they will use these same moving because you're out of alignment with employed sparingly however, as its' availability
techniques in many of their products, just as a the new box edge. All of his activity is is limited,
novelist develops a certain identifiable style complicated by defenders who scurry around,
which appears in most of his writing. But trying to stop him. One contact with a defender The second phase of Black Hole is a form of
reading five books in a row by the same author and zappo. . . That's it for our friend! He does BREAK-OUT. After emerging from the tunnel, the
may produce the feeling that you are reading have one advantage though. A touch of the space ship is confronted by a wall protecting..
the same book five times. So it is with computer space bar freezes the little critters in position for Guess Who!... another of the little defender
software, and so it is, to a degree, with these five a few moments while the hero escapes. Like critters! To get to him, you must blast your way
games. time-outs in football though, you only get three through the wall before your time runs out,
of these escapes in a game, When the entire avoiding occasional dropping bombs in the
The games are Time Runner, Apple Panic, checkerboard pattern is encircled, your score is process. If you make it, you enter the third
Mad Mines, The Black Hole, and Babel Terror. calculated based on your elapsed time. Higher phase, which requires an attack on the bottom
They all have certain features in common, so levels provide more defenders and different of a large mother ship, similar to the final state
let's examine those first. All are available in values for each box. These values begin to of the arcade game PHOENIX.
either cassette or disk format and will run on decrease the moment you begin to circle a
either a model I or model II TRS-80. The box, providing the added challenge of having One of the drawbacks of Black Hole is that
cassette versions require 16k, while the disks to immediately complete a box once you start you receive no score unless you succeed in
need 32k. A nice touch to the package is that it, otherwise it may be worthless when you negotiating all three phases and finally
the back cover contains photos of the screen return to it later. dispatch the "Head Critter" inside the mother
ship. Anything short of this simply ends the simulations for his TRS-80 Computer. Drop him a
relentless birds of prey swoop down with a very
game and you start all over again, it's either all line if you can help. I'd appreciate a copy of
realistic chirping sound. If your finger dexterity is
or nothing, so there's no way of comparing skill any letters you send him. Also Larry, have you
anything like mine, these ill-tempered vultures
levels.
will probably peck you to extinction before you looked at "VC" from Avalon Hill? I understand
ever reach the final, "Mother Ship" stage of th that Avalon Hill will be supporting the Color
A couple of interesting notes: when you first
game. Although the concept is not original, it is Computer with more simulations.
boot up Black Hole, you are given the option of
reading the introductory scenario in either well executed, with fine graphics and
English or French. Very chic! After the interesting sound. I rate it a 7 out of 10 overall.
Dwight, from Torrance, CA is looking for an
introduction, the game automatically goes overlay program to reduce programming time
into a demonstration mode. To begin the and command entry on the Color Computer. If
playing mode you must press "Enter", an The other two games from Computer Shack
provide some entertaining originality. Jovian is you know of such a program, drop me a note
obviousness that is not mentioned in the and I'll pass the information along.
instructions and which escaped my notice till I a space adventure in which you maneuver
had spent 1/2 hour banging keys trying to get around a variety of moving and stationary
the game started. space objects to attack an enemy space
station. The screen display provides continuous To Frank in Colfax, Wash.: A TRS-80 version of
scrolling, both vertically and horizontally, with "Zork" is available from Personal Software, 1330
Black Hole is just an average arcade game Bordeaux Dr., Sunnyvale, CA 94086.
but considering the variation provided by the very smooth, fast graphics. Only about 1/8 of
three separate phases I would rate it a 6.5 out of space your universe is displayed at one time
10. but pressing "break" gives you a quick view of
the entire area, Your score is based on the To Paul in Sacramento, CA: a TRS-80 Pac Man
elapsed time needed to shoot off all the pods version called "Scarfman" is available from the
The final game from Funsoft is a maze called Cornsoft Group, 6008 N. Keystone Ave.,
Babel Terror. The printed instructions indicate on the enemy station. Success requires some
strategic planning, quick thinking and adroit Indianapolis, IND. 46220 and I have just heard
that you are a knight returning to your castle of a TRS-80 version of Donkey Kong available
from the crusades, and that your objective is to maneuvering.
from Software Magic, Bramalea, Ont., Canada
find 10 crosses located somewhere in the maze. L6T 3S4, although I haven't reviewed a copy of it
But the instructions written into the program As you progress to higher levels of the game,
yet.
itself refer to you as a "ship", through the the enemy stations grow larger, the amount of
passageways. Periodically, you encounter space junk increases and the total time
"babels" and other monsters which can spell available decreases. The game is definitely To Chris Farley in Utica, N.Y.: Nice to hear from
your doom. Fortunately, you can be protected! challenging and can become addictive I rate you! I intend to run a group of reviews on
If you pass over one of the 10 "Crosses". . . or it a solid 8 out of 10. adventure games in the near future! I'm
"Stars", which are your objectives, you gain checking on your question about TRS and will
temporary immunity from your foes. You can The final game is Cyborg, described as a
have an answer for you next issue,
also gain fleeting invisibility by quickly pressing space-age gladiator testing arena. It has a
the space bar when a monster is heading in large, open playing field dotted with a variety
your direction, Of course, you have a limited of obstacles and small mazes. As in Jovian, the This is the end of a long road for this issue. We'll
number of opportunities to acquire invisibility. I monitor screen displays about 1/8 of the see you again next time! Keep writing!
encountered some difficulty with this. Some- playing area at a time, but you have the option
times my invisibility worked and sometimes it of obtaining brief, birds-eye views of the entire
didn't. Occasionally I was simply shown a view field. Movement to the edge of the screen
of the total maze and then immediately produces fast, smooth scrolling in all four
zapped by the monster I was trying to avoid. I'm directions. Hidden among the obstacles and
not sure whether I missed something in the mazes are several target positions which your
instructions or if this is a bug in my program space sled must contact in order to score
copy. In either case, I gave Babel Terror a 6 out points. Protecting the targets are a large
of 10. number of fixed and moving explosive mines
and robots which will demolish you on contact.
Continuing down the block on Review Road, The input controls of Cyborg are almost
there are three more neatly packaged disks. identical to Jovian, described earlier, except
These are all from Computer Shack in Pontiac, that the space bar firing control of "Jovian"
Michigan. The titles are Demon Speed, Jovian becomes a defensive shield deployer in
and Cyborg. All are written for the models I and Cyborg. This shield gives you temporary
Ill TRS-80, and like the previous group, all are immunity from the explosive devices. Using the
packaged in colorful folders, have a good shield has a disadvantage, however. It causes
assortment of sound effects, save high scores to the maze and obstacle walls to become
disk and allow use of a joystick. invisible until you hit the next target position. In
the meantime you stumble along, bumping
BASIC INFORMATION into walls and generally losing a lot of time,
Time is important! Your total score is based on
NAME: Demon Seed, Jovian, elapsed time. The longer you take to find all the
Cyborg targets, the lower your score will be. If you are
TYPE: Arcade Action too slow and careful, your turn will end before
you can find and hit all the targets. There are
SYSTEM: TRS-80 Mods. I & III two different playing areas which alternate as
FORMAT: Disk & Tape you progress to higher levels. There are twenty
# PLAYERS: 1 or 2 different levels with more explosive devices and
AUTHOR: Bill Dunlevy faster movement speeds at each level.
PRICE: $20.00 Cyborg is an interesting, challenging arcade
PUBLISHER: Computer Shack game with beautifully smooth action graphics.
1691 Eason St. I give it a 7.5 out of 10.
Pontiac, MI 48054 POST OFFICE
That completes our trip down Review Road
Demon Seed is a rather direct copy of the for this month. Let's drive over to the post office
arcade quarter-grabber PHOENIX. It begins like and pick up the mail. Quite a bit of correspon-
many other games of this genre, with the dence has accumulated since the last
enemy stacked above, and the player's artillery column. . . Some with comments, some with
scooting back and forth below, trying to pick requests,... all complimentary (thanks, gang!).
them off. This time, it's waves of small birds
which are attacking your firing position. If you
survive two waves of birds, you are then faced
with a group of circling eggs which hatch into Larry Beatty, 1229 Porter Rd., Norfolk, VA
ugly predators with large wing spans. These 23511, is looking for good war and/or sports
sides secretly pick one of three forma- simply keep track of his choices and
tions — line, column, or wedge — force the computer into certain
and reveal their choices simultane- decisions. If he can get an initial
ously. If both pick the same formation, edge, then he can probably "set up"
each loses one mastodon. Other- the computer for some bad losses. So
wise, line beats column, column let's see how we can help the com-
beats wedge, and wedge beats line. puter out.
The loser must eliminate a number of
We can make two changes
mastodons equal to the winner's cur-
without gathering any additional
rent count minus his own current
information. First, we can redefine a
count. If that difference is less than or
"tie" to mean a difference less than
equal to zero, he loses one. Let's sup-
or equal to some value, which we'll
pose that side A has 20 mastodons
call "E". If E equals 2, then
and side B has 15. If A loses, then he
(L12,C10,W6) would be a two-way
eliminates 1 mastodon, while if B
tie, and (L15,C17,W16) would be a
loses, he must remove 5 mastodons.
three-way tie. This will help to
The first side to run out of mastodons
THE SILICON loses. It's a bizarre game, admittedly,
but it will serve our purposes.
eliminate some (but not all) of the
predictability of the computer.
CEREBRUM Now let's design a program to play
Alternately, we can always pick
randomly, but use the tally to bias
by Bruce Webster WAR against a human (or, if you
the pick. For example, let's say that
wish, non-human) opponent. The
20 rounds have been played, and
INTRODUCTION easiest approach, of course, is to
that the human has picked
I hoped to have the long promised randomly pick a formation each
(L10,C6,W4). We then convert each
weighted map diagrams in this issue. round. This approach is more effec-
tally to a probability by multiplying it
It did not work out that way. Instead, I tive than you might think, especially
by 100 and dividing it by the number
am going to talk about some simple for a simple game like this. If the
human thinks the computer is of rounds that have been played.
techniques for helping programs to This would give us (L=50%, C=30%,
"learn". (Ed. — I am taking odds on planning its moves, then the results
W=20%). This can then be converted
whether the weighted map dia- can be entertaining indeed. Also,
to a set of ranges: (L=1 to 50,C=51 to
grams will appear in Bruce's next the program will want to be able to
80,W=81 to 100). The program then
column.) choose randomly in situations where
generates a random number from 1
it can't decide what the human is
"Learning" ties in closely with some to 100 and matches it against the
going to do next. But let's examine
of the decision-making approaches ranges. It assumes that the human
how it might be able to decide.
that were covered in the last column. will pick the corresponding formation
Bayes decision theory (BDT) needs The program's goal is to guess and reacts accordingly.
information, about the likelihood of what formation the human will pick
events or choice. The better the for the current round and to choose SOME ENHANCEMENTS
information, the more effective BDT its own formation accordingly. To do
is. In certain cases, though, that this, it must gather information on Suppose we find the preceding
information may not be available how the human is playing. One methods just aren't good enough.
until the game is actually being simple approach is to keep track of How can we improve them? One of
played. For example, the program how many times the human has the simplest ways is to gather addi-
might try to anticipate its opponent's chosen each formation. Once it has tional information. The program can
moves. It can use "hard-wired" accumulated a sufficient number of note context and history as well as
information to determine what move choices (say, 10 or so), it then the actual choices. For example, we
would be best in a given situation, assumes that the next formation will might keep track of the last 10 or 20
based on the designer's analysis of be that chosen most often. For moves and look for patterns. Sup-
the game. There's a problem, though. example, let's suppose that the pose the last 12 moves were
If the human opponent has different human has chosen "line" 7 times, (L,W,W,C,W,L,W,W,C,L,L,W=last
ideas about what is "best", the pro- "column" 4 times, and "wedge" 6 choice). If we take the last two
gram will prepare for the wrong times (we will represent such choices (LW) and go back looking
moves and may fall on its non- distributions as (L7,C4,W6)). The for that pattern, we find it occurring
existent face. program would then assume that twice before. . .and at evenly spaced
the human is going to pick "line" intervals! In both cases, the next
To avoid this problem, the program choice was (W), so the program
again and would select "wedge" as
needs to gather data during the might weight its choices toward (W).
its formation. In case of a two-way
game and use it to modify its decis-
tie, the program will pick the safest The player can note context by
ion making. In other words, it needs
option. For example, if the human saving information about when the
to learn as it goes along. Let's look at
has chosen (L10,C10,W6), then the player made each choice. Suppose
some ways in which a program can
program would choose "line", since the current tally was (L15,C10,W8).
learn.
that would give it a tie if the human The program would probably assume
BASIC TECHNIQUES chooses "line" and a win if he that the human would pick (L) as his
chooses "column". In case of a next choice. Now let's assume that
Let's start with a very simple game,
three-way tie, such as(110,C10,W10), the computer has also kept track of
which we'll call WAR. In WAR, each
the program would choose randomly. whether the player won, lost, or tied
side starts out with the same number
of identical units. . .say, 100 masto- There are some problems with this on the previous move, and that the
dons each. WAR is fought in a series approach. If the human is aware of distribution is (L5/3/7,C2/8/0,W4/2/2).
of rounds. During each round, both what the program is doing, he can Continued on p. 47
Okay, okay, so the first number trick computer is a strong opponent! The players (called #1 and #2) play, with
in the first Micromagic column (see object of the game is to be the first #1 picking a 3 first. If #2 now picks a 2,
the last issue of COMPUTER GAMING player to score a total of exactly 50. the computer will display the tally
WORLD) is nothing but the old Players take turns choosing a whole after #1's first turn as being 3, then it
" casting out nines". It still is a fun number from 12 to 6 (like rolling a will display the tally after #2 goes as 5
trick, isn't it? dice, but without the chance ele- (from 3+2), and this will continue. The
ment involved). The computer keeps program itself has a number of input
For those not familiar with casting a running tally in both versions of the error and other such checks, as well
out nines, the idea in the trick is that a game. In the computer version, the as full documentation. If the reader
number and the sum of its digits both computer gets to go first, and you wishes to save some typing, he may
leave the same remainder when may select whether the computer omit those PRINT statements which
divided by 9. For instance, take the plays partially randomly or complete- are just instructions, but I recommend
number 1148. The sum of its digits is ly logically (unbeatable). Just so you keeping them in for future reference.
1+1+4+8 = 14. If you divide 1148 by 9 get the idea, suppose two human
and 14 by 9, you will find that in both Continued on p. 47
cases the remainder is 5. (Don't take
my word for this! Check this!).
When you subtract the sum of the
digits from the original number, the
result must therefore be a multiple of
9 (that is, there is no remainder, or the
remainder is 0). So, by the same
reasoning, the sum of its digits must
be a multiple of 9 as well. The
computer program simply computed
what the missing digit must be to
make a multiple of 9.
For instance, continuing with 1148
as an example, if you subtract the
sum of the digits, which in this case is
14, you get 1134. Notice that the sum
of the digits is 9 (a multiple of 9). If you
single out the digit 3, the other digits
are 1, 1 and 4 which have a sum of 6.
The computer program in the previous
issue essentially instructs the com-
puter to find what digit is needed to
make the sum of all the digits a
multiple of 9. In this case, a 3 would
be needed.
ON TO SOMETHING NEW. . . .
This month I will offer a new
program which has some element of
strategy for you to discover. In the
next issue I will offer one of my all-time
favorite recreational mathematics
problems (the first professional one I
created) for readers as a program-
ming challenge.
Our new program deals with a
game called "Fifty". It is played either
with one or two humans against the
computer but, I have to warn you, the
BASIC INFORMATION sides. There are three levels of play to BASIC INFORMATION
chose from, each progressively more
NAME: Flockland Island Crisis difficult than the previous. Typically, NAME: Night Mission
TYPE: ARCADE a first time player would choose play TYPE: Pinball
SYSTEM: Apple II 48K DOS 3.3 level #1 and dual control of the OIDS. SYSTEM: Apple II/II+
FORMAT: Disk The offenders attack, one each, from FORMAT: Disk
# PLAYERS: 1 the left and the right. Using the # PLAYERS: 1-4
AUTHOR: Kevin Bagley direction keys to position the OIDS AUTHOR: Bruce Artwick
PRICE: $34.95 relative to the offenders you then fire. PRICE: $29.95
PUBLISHER: Vital Information, Inc. Each depression of the space bar PUBLISHER: Sub Logic
7899 Mastin Drive fires both OID QUOTONS in the dual
Overland Park, Kansas control mode. Rarely do both OIDS
NIGHT MISSION (NM), Sub Logic's
66204 line up to shoot at their respective addition to the video pinball craze,
offenders so, provided you hit one,
puts together the best features of the
the other is still attacking. Offenders,
finest pinball games for the Apple. It
by the way, attempt to land on your has the smooth ball animation of
island paradise and steal an in-
Budgeco RASTER BLASTER (RB), with
valuable commodity, PETROLAN-
the complex machine design of
OLINWEALTHURNIUM. When the
DAVID'S MIDNIGHT MAGIC (DMM) by
OFFENDERS have landed five ships,
Broderbund, and more features than
loaded up, and departed, the game
the other two combined.
is over. Whenever you fire the OID
QUOTONS, in the dual mode the NM's graphics are incredibly smooth,
OIDS stop moving, thereby causing especially considering the tremend-
you to have to use the direction keys ously high ball speeds, DMM, on the
to renew their motion. other hand, has a tendency to slide
the ball into a path when it shouldn't,
A running score is kept at the or bounce it out before it should.
bottom of the screen and bonus While NM and RB don't have these
You've just lost 47,355 tons of island points are given for each phase of
paradise to the offenders scattering problems, RB doesn't have nearly as
play. Documentation indicates that well-designed a machine as either
1586 sheep to the hills!!! You hit 150 no bonus points are given for level #1
out of 172 launched by the offenders. NM or DMM, making NM a strong
play. However, our version gave a contender for the best of Apple
And it only took you 243 shots for a bonus on level one. After you have
shooting average of 61%. pinball games.
mastered the three levels of play
using dual control of the OIDS, then DMM has bumpers, roll-overs,
you can advance to the independ- multiple-ball play, tilt, up to four
And that is the end of a game of
ent control of OIDS and receive players, and a sound switch. NM
FLOCKLAND ISLAND CRISIS. Depress
double points. No problem! Right? contains all of these features, while it
any key and view the top five scores adds free games by high score or
to see how you compare. This is an Wrong! With independent control
you may set only one OID at a time to match, adjustable numbers of balls
arcade game requiring much per game, ball speed, bumper
patience and concentration in encounter the unlucky offender. I call
this one unlucky, because, as this impulse, flipper power, and over 30
addition to very good hand/eye
one is being shot at, the other others. The players can adjust the
coordination. The graphics in FLOCK- ball speed, tilt power, number of
LAND ISLAND CRISIS depict a narrow offender is zeroing in on your turf
unchallenged. balls per game, bonus count rate,
vertical island in the center of the
maximum bonus count, delay before
screen which bears no resemblance The graphics are alright, sound new balls, bumper impulse, sound
to a well known South Atlantic island. effects are reasonable and docu- effects, and power in each flipper
In defense of your island you have an mentation is adequate except for separately. The player also has
OID (defender) on each side which the discrepancy about bonus points. options which make it easier to
you can move upward or downward. Another dimension in the play that place the ball on certain paths, and
You have a choice of dual or would have accommodated a real easier to achieve multi-ball play.
independently controlled OIDS. master at hand/eye coordination These are only the major adjustments.
Independent control of OIDS net would have been to have more than There are many others which make
double points, however, the difficulty one offender attacking from each the game definitely the most
of play is considerably higher. side simultaneously. But, all factors versatile pinball game in history.
Keyboard letters Q and A move the considered, if you enjoy demanding
left OID upward and downward, P hand/eye coordination arcade But, features are not only things
and L move the right OID. The space games, then you will enjoy FLOCK- that make NM stand out in the
bar is used to fire the OID QUOTONS LAND ISLAND CRISIS. pinball field. The ball speed is
to destroy the OFFENDERS which incomparable to that of any other
attack simultaneously from both Stuart Gorrie pinball game, computer or real.
While the speed can be set high, it above the text window) and pressing accepts only a limited number of
can also be reached in normal play trigger button to shoot at droids. commands. Type in a "g" and the
by hitting just a few bumpers in a row, These robots move onto the screen word "Go" appears on the screen.
Speed in a game can not be well quickly, then pause briefly before Type "N", "North" appears. For other
described, so we will just say that it is bumping you back to the ante- commands, such as "Take" and
definitely faster than anything chamber. Sound easy? Wait until you "Drop", the single letter command
you've probably seen. So great is the try to type, keep an eye out for ("T" or "D") must be followed by the
speed potential, that we advise you invisible droids, maneuver, and name of the object. This makes
to hit your flippers before you think shoot within a few seconds. inputting commands easy.
you should. This will usually result in
perfect timing, as the ball can be The game greets you with a well- Scoring for the game is based on
quicker than the eye. done high-res graphic of a planet- the number of items you have in your
scope with animation of your ship possession at the end of the game
NM, as most pinball games, will not landing on the planet's surface. (maximum four) and how many
keep you constantly excited. It gets Unfortunately, the quality of this droids you knocked off. Additionally,
boring eventually, but it's sounds graphic is not repeated. You then you get one hundred points if you
and speed keep you interested in it select the reaction time of the droids escape with the transmitter. (I never
longer than most pinball games. at which you'll be shooting. Selecting did, but I haven't given up. , .yet).
Mark Rhodes the slowest reaction time means Your score displays when you die or
Barry Gittleman you'll be able to quickly dispose of escape with the transmitter —
the visible droids and you'll stand a there's no way to find out how you're
slim chance of knocking off the doing until then. So, competition
BASIC INFORMATION invisible ones. In fact, the game is play for points is somewhat
probably best played with two hampered.
NAME: Probe One:
cooperating players; one on key-
The Transmitter Probe One will appeal most to
board and one on joystick (or
TYPE: Actionadventure paddles). adventurers who prefer path-finding
with graphics The game maker has included a to solving riddles and puzzles. It is
SYSTEM: Atari 400/800 40k feature that some adventurers find billed as the first in a series of science
Basic Cartridge makes replays more interesting and fiction adventures. It's not a bad
Paddles or Joystick that others find annoying: the start, but like all else in this universe, it
FORMAT: Disk locations of objects and the layout could have been done better.
# PLAYERS: 1 of the rooms changes slightly from David Stone
AUTHOR: Lloyd D. Oilman, Jr. game to game. This makes map
PRICE: $34.95 making difficult if not useless. The
PUBLISHER: Synergistic Software challenge of exploration is in- BASIC INFORMATION
830 North Riverside Drive creased even further because of the
Suite 201 NAME: Atari Games & Recreations
"grayshafts." You occasionally fall TYPE: Book
Renton, Washington 98055 down de-activated gra yshafts when
(206) 226-3216 SUBJECT: Atari 400/800
going from one room to the next. An game design
injury usually results, AUTHOR: Herb Kohl & Others
Probe One offers something for You can get yourself killed in just a PUBLISHER: Reston Publishing
both the adventure and arcade- few basic ways. Three falls down a
action enthusiast. In this science gravshaft will do it every time, as will
fiction based actionadventure, you enough successful attacks by the
explore room after room of a spacy droids. There may be other ways to
colony research center. Your ob- do yourself in but, if there are, I have
yet to find them. Atari Games & Recreations is a
jective: find the transmitter and
well-planned book, covering game
escape. As with most adventures, The game has what might seem as design on the Atari 400 and 800. It
you go in compass directions, take, flaws; whether or not they are serious says "For beginners and advanced
drop and use objects. In short, you try you should decide for yourself. First, programmers too. . ." on the cover,
to figure out how to get from her to after you die you must re-boot the although this might be too bold a
there without getting killed. entire program. This entails waiting statement, as the book seems
Menacing droids that wander into for the nifty animation mentioned specifically geared to those who
the rooms spice up the adventure. earlier, selecting a difficulty level, know little more about programming
And, if you're not quick on the stick then waiting for the main program to than plugging the computer into the
(joystick, that is), they will knock you load. Since there is no "save game" wall. But, in considering this book
unconscious and drag you back to feature, be prepared to die and re- from the beginner's standpoint,
the antechamber (square one). To load the program many times before Games & Recreations is one of the
make things a little more interesting, you find the transmitter and escape. finer books out on Atari program-
and a quite a bit more difficult, some ming.
Second, there appears to be no
of the droids are invisible. Invisible logic for using the objects, such as The book is clear in format and
means they are the same color as the the translator or the crystals that you layout; using descriptive cartooning
background, so that you can see find. This means you don't do a lot of to accentuate the lessons it conveys.
them only when they pass in front of figuring things out as in some It begins by going over the basics of
other objects. adventures. However, the author has the Atari computer, including the
The action part of the game seen to it that the number of editing functions, which the future
consists of moving a gun horizontally combinations that you must test are gaming programmer will no doubt
across the bottom of the screen (just few. This is because the game access frequently.
The random number function, the one should have any trouble know- score at the end, but are of no
key to many programs, is fully ing what to do. particular use in the adventure.
explained, and how it may be used
in combination with simple graphics The adventure consists of three
to make various games. Guessing distinct phases. In the first phase, you Curiously, you gain all the points
games, dice throwing, NIM, and pick up all the valuables and that contribute toward your score in
secret codes are all examples of weapons that are to be found in the the first phase of the adventure. From
adventure. In the second phase, you there on, you can only loose points.
games that one can make using the
basics of the Atari 400 or 800. travel through a maze of crossroads It's a matter of holding on to what
that double-back on themselves. you've got.
After the section entitled The Atari And, in the third phase, you try to
Special, the book begins to give out-maneuver a couple of crazy The author provides a number of
more detailed information on game critters that want to zapp you back tips for adventuring and scoring
design, covering more advanced to first room in phase three. high. These include waiting and
graphic routines and some excellent watching the movements of each
sounds (including your own siren, This game has a number of villain before attempting to out
rocket launch, or explosion!). If the features that make it interesting and maneuver him, never fighting with a
advanced programmer is to draw a little different from most ad- villain unless told to do so (or you'll
anything useful from this book, it ventures. First, the character that you get zapped back to an earlier room)
would be from this section. move about has internal animation and, if the bad guy gets too close,
If I sound a bit negative on this (even though he's only one color). running out of the room.
publication, it is only because I had Next, the game maker has devised a
You can see your inventory, your
hoped for more information and a clever way of revealing clues and
score, a listing of the characters in
deeper more intricate, look at the the identity of objects to you: just
the adventure, or even light a
gaming functions of the Atari pass the character over the object
match, under joystick control or by
microcomputer. In any case, the and it's identity appears in the text
typing an appropriate letter. Access-
book is very well done and should window. The text-window message
ing these features with the joystick is
prove to be a great asset to the continues to re-appear, even if you
a little difficult, The game does not
beginner. For those with a more don't want it to, until you are clear of
require you to type-in directions or
advanced programming back- the object. If the object is of some
commands and there's no "save-
ground, skim through this one before use or value, it is automatically
game" feature (nor is there a real
you buy it. added to your inventory.
need for one).
Michael Cranford This is not, I repeat, not a heavy-
Through a programming techni-
BASIC INFORMATION que called "page-flipping", the weight adventure. In fact, it can be
rooms, passages, and other locations completed in less than an hour. But
NAME: Valley of the Kings this doesn't mean that it isn't fun. It
appear fully drawn. Just move your
TYPE: Action-adventure is, and it's probably especially so for
character off-left and blip! he's on
with graphics the right side of the screen in a new or younger adventurers. Ad-
SYSTEM: Atari 400/800 48K venture conventions, such as finding
brand-new location. Of course, this
Basic Cartridge joystick also works with right, up and down. matches (or some other light source)
FORMAT: Disk and using them to light dark
The locations and characters do
# PLAYERS: 1 passages, are not treated as puzzles.
AUTHOR: not adequately convey or carry the
T. M. Krishchan The instructions clearly tell you that
Egyptian theme of the adventure.
PUBLISHER: Dynacomp. Inc. you've got to find matches. And, at
For example, what's a troll on a
1427 Monroe Ave. least one of the places where you
bridge doing in Egypt? With a little
Rochester. New York 14618 more thought, the author could use them is clearly labeled. However,
have used appropriate mythical since it's play-value is not derived
characters. And, he could have from solving riddles and puzzles, but
decorated the borders of the rooms rather from maneuvering the on-
with Egyptian motifs, such as palm screen character, there's plenty of
fronds and hieroglyphs. As is, there's fun to be had by replaying the
nothing on-screen to really reinforce adventure to try to beat your last
the theme of the Egyptian setting for score.
the adventure. David Stone
The game begins by offering you
an option to read a brief scenario
summary. Once past that, your
character appears on a road with PLEASE
two signs; and you're off on your
In this action-adventure, set in adventure! You read the signs, then TAKE TIME
ancient Egypt, you guide an move your character along the
animated character through a
TO FILL OUT
roadway, picking up coins, rings,
maze of passages, picking up and swords. Unlike most other READER INPUT
objects of value, and fight or adventures, there's no limit to how
maneuver around an array of
DEVICE
much you can carry. Also, many of
guards, trolls, and other beasts. The the objects have point values (such
documentation is well written. No as rings and coins) that will help your
ARCADE MACHINE (from p. 32) ARMOR ASSAULT (from p. 28) REAL WORLD (from p. 36)
interesting variation of a game itself. ments. Fortunately, the unit design combination to get the final chance
The player also has a choice of program gives you lots of options of success for a pass. A basic rule of
keyboard, paddle or joystick control and, you should have no problem human engineering was also used in
for game play. Try playing a game, cooking up new infantry units with this design. That rule says that in any
using the joystick, with a friend lots of structural strength, no armor, field of human endeavor, the range
pressing the single-step key. You'll be little movement and limited fire- of performance for almost all parti-
in for some laughs. power. You can likewise design new cipants will fall within 30% of the aver-
anti-tank gun units with small age. Football players are no excep-
TAM is flexible enough to allow
structural strength, no armor, zero tion. The range of pass completion
non-game animation in addition to
movement and large firepower. statistics for quarterback is from 70%
its many other features. A particularly
Fourth, you can better simulate the to 130% of the overall average. So, if
difficult four level game could easily
"fog of war" if you design your units the average completion percen-
be culminated with an animated
and enter your orders in secret. In a tage for a certain pass is 55%, a great
cartoon in level five celebrating a
real firefight it is, of course, very offensive team (with 1.30 rating in all
player's victory. Put all the pieces at
difficult to get precise information the factors used in the formula
zero score value, and the player
about the status and location of above) against an average team
need only sit and watch.
enemy units. (with 1.00 in all defensive categor-
(Don't be confused by the numer- ies) would complete the pass 71.5%
ous references to the player as it only This game has many positive of the time — 1.30 55%. Although
takes four keystrokes to turn any features, but it fails to recreate the unable to find any "hard data" to
game into a two player version.) "feel" of the most interesting feature support (or oppose) the specific way
of armor warfare — mobility. Blitz- I chose to handle team quality, I am
krieg is a fluid tactic of maneuver, satisfied with the way the game
The software is certainly up to the
high standards normally achieved not costly frontal assault. Ideally, plays (and apparently so are a
by BRODERBUND. For as complex a armor units should not be committed number of other people).
product as this, it is virtually bug free. to such bloody assaults. Instead, Thus, often data collection is much
There were a few areas that I they are best used in bypassing more than "number crunching". You
thought, at first, were definite strong points to strike deep into rear may be called on to make judg-
glitches. But these proved to be well areas cutting communications and ments and guesses. In such cases,
thought out features of the product. supply lines, probing for and seizing the more familiar you are with the
My initial confusion stemmed from weak spots, and encircling frontline system being simulated, the better
the rather skimpy documentation enemy units. Unfortunately, the map will be your intuition concerning its
provided. Thirty-eight pages is just in Armor Assault is only one screen functions.
not sufficient to clarify the entire large. This limited space is simply too
program. The documentation could small for realistic flanking and If you can answer the three ques-
enveloping maneuvers. A multiple tions listed above (in all their various
also be divided into a tutorial section
and a reference section. A new user screen scrolling map, as in the forms) with specific numeric answers
could then follow the tutorial and classic Eastern Front, would be then you have finished data collec-
see the effects of his initial efforts. greatly preferable. tion. In addition, you have probably
Once a person becomes exper- completed development of the
ienced with the product, a well laid model except for a few loose ends.
Ironically, the positive features of All that is needed once you have the
out reference section would display ARMOR ASSAULT do give a vivid
the meanings of the various table data collected is to reduce the
"feel" for other kinds of combat. For numbers to formulas. For instance, if
entries. Unfortunately, BRODERBUND example, if you design a new
tried to combine these two functions your observations indicate that a
scenario using only infantry units as certain outcome occurred 15 times
into one section. discussed above, you can develop a out of 17, then all you do is divide 15
The product itself provides a very realistic infantry street-fighting by 17 to get the probability of that
tremendous amount of power to the game reminiscent of World War II event. You should calculate the
user. Try a few of the demo games struggles in Stalingrad and Berlin. average and standard deviation for
supplied on the back of the disk to Even the unrealistic multiple oppor- any quantitative data that seems to
see the versatility potential of the tunity fire and "vehicle collision" fit a "bell shaped" curve. List the
product. I have a tough time features of this game seem realistic highest and lowest value of any
keeping the kids away from 'PIZZA in an infantry close assault situation. items that vary equally over a range.
MAN' (What's a rhinoceros doing in Finally, create equations that reflect
a pizza parlor, anyway?) After you've Additionally, many features of this the influence of one factor over
'fixed' these demos to your own program are reminiscent of tactical another according to your best
standards, you're ready to create Civil War naval engagements in the guess of how the system works.
your own piece of art. In this age of era of the first ironclads.
standardization, it's comforting to Although this process is by no
know you can create a completely means trivial in a large scale system
custom present for your own special All factors considered, Armor simulation, if you did a good job of
computer friend. Yes, the Arcade Assault is a game with many good the earlier steps in development
Machine even allows you to create a features, the best of which are the (system definition and data col-
quick load copy of your creation! ability gives of during a wide range lection) then creating a model is
Just imagine his face when he boots of scenarios and the inclusion of straight forward.
a disk that says "Happy Birthday simultaneous movement and oppor- Next time we will cover pro-
Mike." tunity fire. u gramming your model. u
OVERVIEW OF R.I.D. #5
There were 154 R.I.D.s turned in by press time for this issue.
The breakdown of users was: Apple (58%): Atari (36%):
Others (6%). As the more observant readers will note, in RID #5
we did not ask you what kind of computer you use. An
oversight on our part. How then do we figure out the user
breakdown? Except in a very few cases we could tell what
machine each respondent used by the pattern of his
evaluations (i.e. reviewed only Apple games, etc.) or from a
statement of the respondent as to what machine he/she had.
For a game to be included in the results it must be
evaluated by at least 20% of the respondents in the user COMPUTER GAMING WORLD TOP 10
groups( s) to which the game relates. 27 of the games from
RID #5 had the necessary 20%+ play level, Wizardry continues to dominate the TOP 10 chart, with the
companion adventure, KNIGHTS OF DIAMONDS, just barely los-
The overall ratings were lower this issue than in any other. ing out to CHOPLIFTER! for the number 2 spot. SSI continues to
The mean score for RID #5 was 5.95. On RIDs #2, 3, 4 they were, dominate the list as a manufacturer with 4 titles. GUADAL-
in order 6.59, 6.17, 6.80. Anyone familiar with statistical analysis CANAL CAMPAIGN has taken little time in establishing itself as
will quickly see that there are inherit difficulties in comparing a TOP 10 resident, COMPUTER BASEBALL has slid several posi-
the score of a game in one RID with that of a game in tions from the last accounting but will probably bounce back
another RID. Since we must needs compare scores between in the spring. The only new addition to the list is DEADLINE by
RIDs to arrive at our CGW TOP 10 we need to be able to Infocom. An Atari game, SHAMUS, just missed making it into
compare these scores. By figuring the mean score of a RID we the TOP 10. We'll give it another opportunity in RID #6.
can compare the score of a game in that RID with the mean.
We can then adjust the score to an overall average score for
all RIDs and thereby come up with a rating that can be
compared in a fair manner to other games in other RIDs. For
example a game rated at 6.20 in RID #4 (which sports a
generous 6.80 average) should not be considered as strong a
game as a game rated at 6.20 in RID #5 (with a stingy 5.95
average score). The adjusted score will rate the 6.20 game in
RID #5 as a better game than the 6.20 game in RID #4.
In addition, games in the TOP 10 are automatically
resubmitted for evaluation in the next RID. The adjusted score
of a game in the TOP 10 will be an average of its adjusted
ratings for the various RIDS in which it appears. In summary,
the ratings listed for a game from now on will be adjusted to
an overall standard, For anyone interested the standard will
be 6.37 which is the mean of the means of the first four RIDs.
This number will be the fixed mean for comparison purposes in
future RIDs.
In our next issue we will give the adjusted scores for ALL the
games from the various RIDs.
THE RANKINGS
The adjusted scores have had .42 points added to them to
adjust them to the overall RID rating system. To compare a
rating to that of a game in another RID you must adjust the
score of past RIDs. RID #2 results — subtract .22 from all scores;
RID #3 — add .20; RID #4 — subtract .43.
R.I.D. #6 (Use business reply card provided)
GAMES
Rate the following games using a scale of 1 (terrible) to 9
(outstanding). In marking your evaluation be sure to consider
the following aspects of the game: PRESENTATION (this
includes such things as graphics, sound, packaging,
documentation); GAME DESIGN (apart from the presentation,
is the game well designed, playable, interesting?); LIFE (does
the game wear well?).
Leave blank the box of any game which you have not
played or have not played enough to have formed an
opinion.
ARTICLES
Rate the following selected articles on a scale of 1 (terrible) to
9 (outstanding). If the article does not interest you enter "0".
SILICON (from p. 40) wrong choice has its weight de- Of course, there are other questions
Now we have three sets of figures to creased. After a period of time, the that can be asked, and perhaps
use. If the player won the previous program starts to "learn" which some reader would like to explore
round, we would use (L5,C2,W4); if he method (if any) works best. Again, some of these. For instance, what if
lost, (L3,C8,W2); and if he tied, we may want to save weights for you play for a larger sum as goal?
(L7,CO,W2). Other tyes of context each player to take advantage of What if you allow players to pick
that the program could save include individual tendencies. different numbers, say from 1 to 10?
whether the player is ahead, behind, . . . or from 2 to 5 only? Who has the
or even, and what he has chosen in
CONCLUSION advantage? What is the strategy to
the last 10 moves, 20 moves, I've described some very simple, use in these cases?
etcetera., statistic-based methods for program
As always, I would welcome hearing
"learning". They provide a way for
All of the "learning" that we've from readers who have programs
progr ams to improve their play
looked at so far is really just gather- which are superior to the ones used
against human opponents. They are
ing statistics and using them to here, or interesting problems, com-
based on learning to anticipate a
computer probabilities. Performance ments, observations, generalizations,
given opponent and work best when
improves with a greater amount of interesting special cases, some
information is saved and the same
data, so the program will want to knowledge of the history of any of the
person plays over and over again.
save information from game to problems used here — in short,
Properly implemented, they may
game and, probably, from session to anything that relates to the exciting
help to avoid the quick boredom
session, Furthermore, the information world of recreational mathemagical
that often sets in when a player finds
should be keyed to different human m icrocomputing. Write to me directly:
himself quickly mastering a given
players, that is, the program should game. We'd be interested in hearing Dr. Michael W. Ecker
save one set of data for me and from any of you who have played COMPUTER GAMING WORLD
another for you, since we probably around with these or other learning Luzerne 8
play differently. techniques. Viewmont Village
If we want to, we can introduce a Scranton, PA 18508
higher level of learning. Let's say that Enjoy the mathemagic! I hope to
the program produces three guesses MATHEMAGIC (from p. 41)
hear from many of you very soon!
each round using three different Why not type in the program listing Mike
methods: total distribution (L,C,W); and give the game a try? (Don't
pattern matching; and won/lost/ worry, I'll still be here when you come
tied distribution. It assigns each back!) Dr. Michael W. Ecker is Assistant
method as initial weight of 100. It Professor of Mathematics at the Penn-
gets the three choices and selects sylvania State University's Worthington
the choice with the heaviest total Scranton Campus. When not playing with
Having played, I wonder whether his TRS-80 Model 3, he is involved in other
weight. After the player enters his you noticed a strategy for winning. areas of recreational mathematics and
actual pick, the program checks (No fair scrutinizing the program that problem solving as the Problem Editor of a
each method to see if it was right or closely!) Can you see how to win collegiate mathematics journal and as a
wrong. A method that made the against another human opponent? member of the Mathematical Association
right choice gets its weight increased Who has the natural advantage? of America's Committee on High School
by some amount; any that made How do you win? Contests.
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