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From the Editor.. . VOL. 2 NO. 5 COMPUTER GAMING WORLD, SEPT. — OCT. 1982 with the publication of this issue, has completed it's first year of covering the computer gaming field. In this past year we have seen a tremendous Features growth in the hobby. Think back to LABYRINTHINE 6 what products were available to the Computer Fiction computer gamer a year ago, then 10 look at what is available today. There SOFTWARE PIRACY is quite a difference isn't there? What The Slaying of A Hydra is exciting is that next year should MISSION 5 — COMPLETE 11 produce even greater advancements. A Review of STARBLAZER This does not mean, however, that STARWARS MEETS GALACTIC GLADIATORS 12 1983 will see the large increase of A Scenario for SSI's New Game software houses that characterized 1981 and 1982. Given increased com- HEROIC FANTASY 13 petition in the computer gaming in- An Interactive Role-Playing Game dustry and the state of the economy, ATARI: EXPLOITING THE HUMAN CONNECTION 14 it is increasingly more difficult to The Human Element in Computer Gaming start a software house. This coupled 16 with natural attrition in the busi- GUADALCANAL CAMPAIGN ness world means that we will see Review & Notes fewer companies in the next couple of GALACTIC GLADIATORS 20 years. However those companies that Individual Combat in the 28th Century are around in two years will be ROBOTWAR TOURNAMENT 21 stronger and better able to meet the demands of the marketplace. The Second Annual Robotwar Tournament THE ROAD TO GETTYSBURG 22 COMPUTER GAMING WORLD A Review of SSI's Game has come a long way in the past year as well. Each issue has added new GET ON THE BANDWAGON 25 features and will continue to do so. Computer Gaming by Cable COMPUTER GAMING WORLD has, CYTRON MASTERS 30 in the year of it's existence become The View From A Play Tester something of a voice for the hobby. STARSHIP COMMANDER 33 Through reviews, columns such as Silicon Cerebrum, Atari Arcade, and Designer's Notes Real World Gaming we have tried to NEW SCENARIOS FOR INVASION ORION 37 provide you with enjoyable and in- Scenarios For Epyx's Space Combat Game formative information about the READER COMMENTS 43 hobby. From your comments we know Comments on the R.I.D. Cards we are succeeding. Our Reader Input Device has become one of our most popular features. Through R.I.D. your Departments voice can be heard by the hobby and industry. Inside the Industry 2 CGW adds two new columns in Initial Comments 3 this issue, INSIDE THE INDUSTRY, Hobby & Industry News 5 by Dana Lombardy (Associate Pub- Route 80-The Road to Adventure 28 lisher of Game Merchandising magazine) and ROUTE-80 THE Real World Gaming 35 ROAD TO ADVENTURE, a new Micro Reviews 40 TRS-80 column by Richard McGrath. Although not appearing in this issue R.I.D. 47 Silicon Cerebrum will be back in November — December. INSIDE THE INDUSTRY by Dana Lombardy, Associate Publisher Game Merchandising But no matter what types of games you prefer, the numerous For the first feature in this new by Broderbund (May, 1982) and software manufacturers are going column for CGW, we conducted a CANYON CLIMBER by Datasoft to continue producing a variety of survey of 150 computer software (June, 1982) are two examples of titles that will keep this a vital, manufacturers to find out what their recent releases that could jump into growing, and always interesting best selling titles are. the 20,000-plus category before the hobby. end of the year based on what they Those who shared their sales List of Top Sellers sold in just one month. figures with us appear on the chart (as of 30 June 1982) on this page. It turned out that Some firms that don't release 35,000 K -HAZY Shoot-Out (K-Byte, there's no relationship between the their sales figures still gave us Jan. 1982) . 32,000 Zork I (Infocom, Feb. 1981) number of new releases and how interesting data. Atari's best-selling 30,000 Temple of Apshai (Auto many sales the publisher's top program through APX is EASTERN mated Simulations, game will do. For example, Ad- FRONT, a - and the Aug. 1979) 30,000 Flight Simulator (Sublogic venture International, which has winner of "Best Adventure Game Communications, Dec. 1979) sold primarily by mail order, in- for , 1981" from the 25,000 Raster Blaster (BudgeCo., troduced 55 new games in 1981 and Academy of Adventure Gaming April 1981) 25,000 Wizard & the Princess (Sierra their best-seller is REAR GUARD Arts and Design. 's On-Line, Aug. 1980) (December, 1981) with 3,400 copies Microcomputer division's best- 25,000 Snack Attack (Datamost, Oct. sold. On the other hand, Arcade selling title is EMPIRE OF THE 1981) 24,000 Wizardry (Sir-tech Software, Plus made only one game in 1981 - OVERMIND, an adventure game. Sept. 1981) GHOST HUNTER (November, 1981) 23,000 Ghost Hunter (Arcade Plus, - and they've sold over 23,000 Even though action/arcade games Nov. 1981) copies, almost all through stores. like K-RAZY Shoot-Out (K-Byte) 23,000 Gorgon (Sirius Software, and RASTER BLASTER (BudgeCo) June 1981) 20,000 Ultima (California Pacific make up the majority of game Computer Co., June 1981) Obviously, selling through stores software programs available, they 20,000 Super Invader (Creative means more games sold - more of don't totally dominate the market. Computing Software, you have a chance to see a game and Nov. 1979) The fact that Atari's and Avalon 20,000 Castle (Muse, try it. If it's good, the repeat sales Hill's best-sellers are non-arcade Sept. 1981) push it up to the top of the chart. But types, and others on the top sellers 15,000 Apple Panic (Broderbund many of the mail order companies Software, July 1981) chart - ZORK I (Infocom), 15,000 Scarfman (The Cornsoft have good games as well. The TEMPLE OF APSHAI (Automated Group, Aug. 1981) numbers on the chart hint at the Simulations), WIZARD & THE 15,000 Pool 1.5 (Innovative Design way a company sells their software: Software, April 1981) PRINCESS (Sierra On-Line), WIZ- 10,000 Galactic Chase (Spectrum through stores or by mail. Numbers ARDRY (Sir-tech), CASTLE WOLF- Computers, Sept. 1981) alone cannot tell you how good a ENSTEIN (Muse), APVENTURE 9,000 Choplifter (Broderbund Soft game is. ware, May 1982) TO ATLANTIS (Synergistic) are 8,300 Canyon Climber (Datasoft, One more note about the chart of adventure games, points to how June 1982) significant role-playing and war- 8,000 The Warp Factor (Strategic best sellers: a clue to "hot" titles is Simulations, Feb. 1981) their release date. CHOPLIFTER game subjects are. 6,000 Photar (Softape, Feb. 1982) 5,000 Pac Attack (Computerware, Sept. 1981) 5,000 Horizon V (Gebelli Software, Feb. 1982) 5,000 Dragonquest (The Program mer's Guild., Jan. 1981) 5,000 Asylum (Med Systems, Feb. 1981) 4,500 International Gran Prix (Riverbank Software, Aug. 1981) 3,600 Tax-Man (H.A.L. Labs, Oct. 1981) 3,500 Rocket Raiders (Artworx Software, Dec. 1981) 3,500 Apventure to Atlantis (Synergistic Software, March 1982) 3,400 Rear Guard (Adventure International, Dec. 1981) 3,000 Voyage of the Valkyrie (Advanced Operating Systems, Aug. 1981) 2,000 The Game Show (Computer- Advanced Ideas, Oct. 1981) 2,000 Stone's Reversal (Power- soft, Nov. 1981) 1,000 Swordthrust #1 (CE Soft- ware, May 1981) 1,000 Hi-Res Computer Golf (Avant-Garde Creations, Nov. 1981) 1,000 ZX81 Classics (Lamo-Lem Laboratories, Jan. 1982) 1,000 Super Stellar Trek (Rainbow Computing, Aug. 1981) DataMost themselves for passes and scoring INITIAL 9748 Cozycroft Ave. opportunities. "Smart" defensive Chatsworth, CA 91311 players attempt to counter the COMMENTS offensive moves. $29.95.

COMPUTER GIN RUMMY: A BEZ well done version of Gin Rummy 4790 Irvine Blvd., Box 19633 in which you play against the Irvine, CA 92714 computer. The program also includes two other rummy games; BEZ-OFF: An in Knock and One-Meld. Apple II, which the player moves through- $29.95. out his house and the yard killing spiders, ants, and flying insects. The player controls a boot to stomp ants, uses scissors to cut spider webs or the spiders them- selves, and uses a can of in- secticide to spray flying insects in the yard. Each segment re- quires a different type of hand- Broderbund Software eye coordination. Apple II, $32.95. 1938 Fourth St. San Rafael, CA 94901

SERPENTINE: A maze - chase game in which you try to eat "evil serpents" while keeping your PIG PEN: A maze - chase game own giant serpent, which you in which from 1 to 8 pigs (you pick ride, from being eaten. SERPEN- the number) attempt to slaughter TINE is an interestingly different you with their tusks. Instead of kind of maze - chase game. Apple eating dots, your figure leaves II, $34.95. dots behind, which help the pigs find you. The more pigs you choose to oppose, the higher your potential score. Apple II and IBM * * * PC, $29.95. Avant-Garde Creations P.O. Box 30160 Eugene, OR 97403

HI-RES COMPUTER GOLF: A detailed golf simulation in which the player(s) must not only use good strategy (e.g. where to hit the ball) but must also develop a good swing (guiding the stroke path with the keyboard). To play Rainbow Computing Inc. the game well you must learn to 9719 Reseda Blvd. "read" the greens, "play" the Northridge, CA 91324 wind, and make difficult shots out of traps and rough. A very challenging game. Apple II, RAINBOW GRAPHICS: A $29.95. Gamma Software graphics package for the Apple II P.O. Box 25625 using a with two push- Los Angeles, CA 90025 buttons. The package has every- thing needed to create "quality" SOCCER: A high-speed, video pictures in freehand, but also game for the Atari 400/800. The allows design of modular style action is similar to their Hockey drawings. game with appropriate changes for the game of soccer. There are THE POOR MAN'S GRAPH- two four-man teams per side. One ICS TABLET: An assembly lan- player is controlled by the joy- guage graphics editor based on stick, the other three are "smart" the Applesoft Internal hi-res players acting on their own. subroutines. Shape table editing Offensive "smart" players run features are included. Black and patterns attempting to position white pictures prepared by the editor can be colored by a of a VisiCalc System; Commands; Zeta Systems Inc. color editor featuring an almost Labels, Numbers, and Formulas; 1725 Adelaide Blvd. unlimited number of hi-res colors. you will find less predictable but Akron, OH 44305 Most commands require only a more unique chapters on Recog- single keystroke. Through the nizing, Preventing, and Correct- use of a keyboard hi-res cursor ing Errors; Creating Templates; TRAILBLAZER: The authorized the monitor can be used as a sort and What Our Client, Secretary, computer version of 's of graphics tablet. or Supervisor Needs to Know: Trailblazer board game. A multi- How Others Use our Templates player game of economic specu- Successfully. Hardback and lation in space. Paperback. United Microwave Industries, Inc. Hayden Book Co. P.O. Box 7336 50 Essex St. Van Nuys, CA 91409 Rochelle Park, NJ 07662 ALIBI: A detective game in RENAISSANCE: UMI's version which the player trays to determine of the popular board game Othello who the murderer is, and where (Gabriel Industries). Though the the murder was committed (the game can be played with one body was moved you see). You player against another, it is can question suspects, compile a designed as a one player game notebook, and cross reference against the computer. There are "stories" to reach your conclusion. eight skill levels and a number of useful utilities. For example, a Avalon Hill Game Co. MATHEMATICAL RECREA- player can change sides in the 4517 Harford Rd. middle of a game. He can take Baltimore, MD 21214 TIONS FOR THE PROGRAM- MABLE CALCULATOR: A back a move, or set up special 322 page book containing a situations. The current position VC: A simulation of political/ collection of recreational pro- of the game, which runs on the military warfare between guerilla blems for programmable hand- VIC-20, can be saved on tape. forces (commanded by the held calculators. The problems computer), and pacification forces are grouped in three chapters. AMOK: Similar to the popular controlled by the player. The Chapter One is devoted to tech- coin-op game Bezerk. Runs on the player controls ten ARVN units, nique, developing methods useful VIC-20 (cartridge). a U.S. Airmobile Infantry Bat- in solving problems and building talion, and a U.S. Artillery programming skills. Chapter Battalion. The computer controls Two explains numerical recre- NVA and Viet Cong units. Both ations and Chapter Three deals sides try to win the loyalty of with mathematical games. $14.95. neutral civilian population groups. The game runs on TRS-80 and Apple II computers. Piccadilly Software Inc. 89 Summit Ave. Summit, NJ 07901 FALCONS: An arcade game similar to the coin-op game Phoenix. Players must eliminate five types of enemy forces. Direct hits will destroy an enemy unit. A "wing" hit will only cause them to regenerate. The object is to break through to the Mother Ship and destroy the alien commander. Apple II.

Reston Publishing Company Reston, Virginia MISSING NAME THE VISICALC BOOK (Apple Our last issue contained a letter Edition): under the heading "More Strategy THE VISICALC BOOK (Atari for Eastern Front". The letter Edition): Two good looking was written by David Myers of introductions to VisiCalc. Along Austin, Texas. with predictable chapters on Sorry for the error David. subjects such as the Capabilities HOBBY & INDUSTRY NEWS

Infocom will be releasing a new appear at three month intervals. Edu-Ware has announced the sci-fi adventure game by Dave They are: RDF (Rapid Deployment release of PRISONER 2, a new Lebling sometime in October or Force); NORWAY 1985; and BAL- "state-of-the-art" version of their November. The game will be called TIC 1985. Joel Billings of SSI des- earlier PRISONER game. The STARCROSS. ZORK III is sche- cribes the games as "similar to game features hi-res graphics, ani- duled for a late September release. Southern Command but better". mation, and sound effects (Apple, $32.95). Game Designer's Workshop (P.O. AVANT-GARDE CREATIONS Box 1646, Bloomington, IL 61701) has appointed Robert M. Tappan as Sentient Software (1280 Ute Ave., has announced the formation of their Sales and Marketing Director Aspen, CO 81611) has announced a GameSoft, their new computer and Steven D. Hanson as their September release for the IBM PC game division. The initial releases National Sales Manager. version of their CYBORG sci-fi text will include a computer version of adventure. their popular sci-fi role-playing sys- tem, TRAVELLER; computer ver- Avant-Garde Creations (P.O. Box sions of existing GDW games; and 30160 Eugene, OR 97403) has an- EPYX/AUTOMATED SIMU- new games designed specifically for nounced a number of new utility LATIONS has moved to a new computers. First releases will run on programs. HI-RES SECRETS location, 1043 Kiel Court, Sunny- the Apple II with later versions for GRAPHICS APPLICATIONS vale, CA 94086. the Atari and other computers. SYSTEM ($75.00) by Don Fudge can be used alone or in connection Computerware (Box 668, Man- with two other releases, HI-RES chester Ave., Suite 102, Encinitas, SSI's COSMIC BALANCE is ELECTRONIC DESIGN ($29.95) CA 92024) has released EL DIA- now out for the Apple II and the and HI-RES ARCHITECTURAL BLERO for the Radio Shack Color Atari version should be out by the DESIGN ($29.95). They have also Computer and the TDP System 100. end of September. Look for Atari released a program entitled SUPER The adventure game is available on versions of CYTRON MASTERS QUALITY EPSON HI-RES cassette ($19.95) or Disk ($29.95). and GALACTIC GLADIATORS DUMP ($25.00). All run on the in October and November respec- Apple. tively. An Atari version of their popular COMPUTER BASEBALL may be out by Christmas. Broderbund Software has a new game designing utility program on the market entitle THE ARCADE BATTLE OF NORMANDY, a MACHINE. TAM guides the user new division/regiment game step by step though the process of by SSI will be out in September. designing his own computer arcade BON, by the authors of TIGERS game (Apple, $59.95). IN THE SNOW and BATTLE OF SHILOH, will have scrolling gra- phics in the Atari and Apple ver- Hayden Software has added two sions. There will also be a TRS-80 new games to their list of Apple II version out about the same time. games: STAR TRADERS ($19.95) and KING CRIBBAGE ($24.95). SSI is presently play-testing Gary Star Traders is a game of inter- Grigsby's new game MALTA which galactic trade and King Cribbage is is based on his outstanding GUA- a computerized version of the old DALCANAL CAMPAIGN sys- English card game. tem. The game may be released in November. Gary's third game will Alpine Software (2120 Academy be NORTH ATLANTIC MOD- Circle, Suite E; Colorado Springs, ERN SEA COMBAT, a combined CO 80909) has introduced LOV- land, sea, and air game based on a ERS OR STRANGERS, a game fictional Russian overrun of the that is also a compatibility evalua- SILICON CEREBRUM European Continent and tor. The game/evaluator tells two Scandinavia. people how "right" they are for each ON VACATION other, and how likely they are to Silicon Cerebrum, Bruce Roger Keating (SOUTHERN have a successful relationship Webster's popular column on COMMAND) is working on a new (Apple, $29.95). [Ed. Note - what do artificial intelligence, is taking a series of games for SSI entitled you do if you play the game with brief vacation during this issue. When Super Powers Collide. The your spouse and the program tells SC will be back on it's regular first title will be GERMANY 1985. you that you are not "right" for each schedule with our November — Other games in the series will other?' December issue. LABYRINTHINE Steve Rasnic Tern

Mark sat at his computer in a daze, half-asleep and struck by something different: the streets full of broken illshaven, having been in the offices most of the night. pavements and potholes, the kids on the corners with His stomach growled loudly as he reached into the bag their blaring radios and faces full of hatred, the barred by his chair for another donut. The thought that he was store-front windows, the bottles and rocks flying past beginning to go to fat; that he hadn't been out of his people's cars, and, a few weeks ago, being lost chair for several hours, tickled his brain then slipped downtown because he'd been thinking about his project silently away, leaving not a ripple of echo. at work and, as if sleep-walking, had gotten off at the wrong stop...those two kids chasing him for blocks until He enjoyed his work: programming was the first job he'd jumped onto another bus. They'd beaten on the bus he'd actually been able to stick with. He supposed he doors and screamed with narrow, twisted mouths. He'd was most attracted by the raw power of the small never seen anything like it. machine; the complexity, the incredible number of different operations it could perform. As if the machine "You have to be on your toes, Mark," Ellen was were the most interesting human being to which he always warning him. She had this way of looking out could possibly talk. All at his fingertips! Pressing the for him. "The city will get to you if you aren't." keys allowed him to communicate with all that power. He tried to follow her advice, tried to concentrate on Actually, it sometimes seemed his computer was the his surroundings when he was out there in the streets, only thing with which he could really communicate. but he was always lapsing into inattention. He had too much on his mind...he had the project on his He stared at the screen. Something strange seemed to mind...always. be happening...lines forming where they had no right to be. He rubbed his eyes. This sort of thing often The lines on his monitor thickened. Mark rubbed his happened, he knew, after a long stretch before the eyes once again. They crossed, forming boxes, lanes. monitor. The eyesight started to go. He really should try Impossible. Impossible... those eye exercises Ellen had recommended. He just "Ellen, could you come over here a second?" Mark hadn't yet been able to get around to it. looked plaintively up from his computer monitor. He'd been working on this particular section of the Ellen walked over and glanced across his shoulder. project fourteen hours straight. He really should get across town and visit his parents...really should. But he She frowned. "How'd you get that?" hadn't the time. Anyway, it wasn't safe out on the "I don't know. I was loading the text of the financial streets. It seemed that everytime Mark went out, he was report's introduction for editing and I got this garbage." A regular arrangement of horizontal and vertical Mark got his computer back, and continued working gray bars of varying lengths broke up a yellow on the financial analysis package he'd been hired to do. background. Ellen hummed softly in thought. "Well, it's But he noticed that each time his concentration lagged, not exactly garbage, but it shouldn't be there. Looks like or he lapsed into the slightest daydream, the labyrinth part of a game." She chuckled and patted his arm. was back, more convoluted with each new appearance. "Mark, are you sure that you loaded the piece, and didn't type something else?" "You know, it looks like a city to me, Ellen," Mark commented one day. "Positive...and there's no game on this disk." "How so. . ." she replied distractedly. "Maybe you got the wrong disk out of the files. Let's see if we can't get a catalog." Ellen reached over the "The labyrinth. It looks a lot like the aerial view of keyboard and tried punching keys, but the labyrinth some city. And that's a person moving around down stayed up on the screen. "I can't get it back to the menu," there." she said. Ellen turned to him with a tired expression. "It's just Mark gazed intently at the monitor. His eyes burned. a bug in the system, Mark. A weird one, I admit. But He couldn't remember ever feeling quite so exhausted. don't make too much of it. I. . .well, you've been But then, the small business financial package had kept putting a lot of time into that financial package. Don't him working overtime for weeks, and he hadn't gotten take this the wrong way, but maybe you need to break much sleep because he'd wake up every few hours and for awhile." She reached over and stroked his hair. "I feel compelled to write down something. He had been get worried about you. You know I enjoy this work, and outside the office or his home for all that time. He had sometimes I can get pretty obsessed with my job— hardly been aware of the changing seasons until the enough that it's a little scary sometimes. But you're day before when the first snow fell. Ellen was always taking all this to a really unhealthy level." warning him he would ruin his health that way. He Mark nodded his head slowly, hearing Ellen's wasn't even sure why he didn't listen to her. He tapped words, though actually hardly aware of her presence. several keys with luck similar to Ellen's, then said, He'd wanted a vacation for some time now, but had "What if we turn the machine off and reboot?" never bothered to ask. Now he wasn't even sure he Ellen flipped the switch at the back of the machine. could let himself ask. He was too wrapped up in his The screen went dead. Then she flipped it back on. The work. gray labyrinth blossomed into life, but more complicated Mark stared back at the screen. He pressed closer, this time, and a small dot seemed to be moving down one trying to make out any detail on the dot moving of the corridors. through the maze. He blinked his eyes, which made it Mark tapped the side of the monitor with his palm. look as if the dot had moving appendages. The labyrinth jiggled; the small dot ran straight into a wall and disappeared. The screen suddenly went a bright red. ONE MOMENT PLEASE!!! flashed across the screen. Ellen stared at the screen, her lips pursed. "What the hell..." The menu appeared on the screen, with its normal list of choices. Ellen reached over excitedly and typed out the command for a catalog. "Only the normal utility programs..."Mark said, leaning closer into the screen. He thought about taking a walk; he hadn't just strolled for relaxation in some time. He knew that he was out of touch with the city, and the realization made him suddenly nervous. What would happen if he went out now, so out of practice? Perhaps the city would eat him alive.

The labyrinth reappeared several times during the following days, within many different programs, even on different disks. The only constant seemed to be Mark and his computer. It would not appear on another computer, even with Mark as operator, and it wouldn't appear on Mark's computer unless he was at the keyboard.

The firm brought in several specialists; the computer was taken apart and rebuilt piece by piece, but no one was able to find anything wrong with the machine. The final consensus was "Freakish Interference." When he reached home that evening Mark pinned the print-out to the wall facing his bed. Once again he neglected to do his dishes, or clean house; the garbage was stacking up in the kitchen, his clothes and magazines and scattered papers were everywhere. There was a message from Ellen on his answering machine, asking him over for a home-cooked meal, but he discovered he could hardly follow her voice, or understand the words, so intensely were his thoughts fixed on the labyrinth. He stared at the print-out for hours, occasionally getting up to examine a small section more closely. He was almost able to make out a little detail on some of the buildings. But what puzzled him most was that within the immensity of that great city, there was still the lone dot moving aimlessly and lost. And now he was sure the dot had arms and legs.

During the next week the labyrinth — although Mark was thinking of it as "The City" now — appeared Mark was increasingly aware that the others in his several times in his financial reports, and once even office were watching him now; observing him closely. printed itself out with the Cash Flow report. He took Waiting to see what was going to come up on his screen one look at the artful arrangement of interlocking next. And Ellen didn't seem to be speaking to him at all mazes on the roll of perforated paper and realized that right now. He couldn't imagine what she was so angry the print-out had allowed the city to grow outside the limited about. boundaries of his monitor. He folded up the printed diagram carefully, surveying his surroundings with He was now so painfully aware of the immensity and some guilt. Then, when no one appeared to be looking, complexity of the labyrinth that he was afraid to print he slipped it into his briefcase to take home. it out again — horrified by the image of that strange city spewing out of the printer in reams, filling up the office, wrapping around the towering office building, and eventually trawling the streets of that greater city, clogging the traffic lanes and enveloping pedestrians in its garland-like embrace.

Apparently stymied by Mark's refusal to allow it outside the computer, the labyrinthine city began showing its monstrousness in other ways. Soon it was displaying a montage of close-up perspectives of itself, still shots taking tortured and distorted views of some of the thoroughfares and back alleys of the labyrinth. Peering at the twists and turns on his monitor gave Mark blinding headaches, but he felt compelled to watch them; compulsively glued to his computer so that he might not miss a single view.

He could see the moving dot, caught in stop-motion, and the detail a little more focused each time.

"Mark, I don't want to give you a hard time about it, but it really seems to me that your work is slipping." Ellen looked appropriately concerned, but Mark didn't have the time to deal with her troubles anymore; he was too busy examining the labyrinthine city. The views came rapidly now — approximately one per minute — and the moving figure seemed just a bit clearer each time. "Everybody's noticed it, Mark," she said, with a little more emphasis. Mark found he could only nod his head slowly; he didn't have it in him to do more. Ellen stalked away in frustration. The figure seemed to be dancing now, dancing down the narrow lanes with thick walls to either side. "Dancing in the streets. . ." Mark whispered dreamily. That evening, Mark was so absorbed in his study of The office appeared quiet and empty when Ellen the labyrinthine city that he didn't go home. He stayed arrived at work that next morning. Despite herself, she at the office all night. The views flashed by with a made an audible noise in her throat when she entered speed threatening to burn out the computer, as if the the computer section. Reams of print-out covered the city were driving the machine to its own purposes. The aisles and looped up on the desks across consoles. She diagrams, the mazes flashed by Mark's eyes until they gathered some of it in her arms and examined it. It blurred together, forming one vast and infinitely looked like Mark's labyrinth. complex city in his imagination, a city that he might explore forever, much as the small figure seemed to be She pushed large piles of the paper out of her way as doing. she crossed to Mark's computer. The machine was still on, but she couldn't find Mark anywhere. It occurred to Mark finally that the complexity of the city must in some way mirror the complex, labyrinthine When she went back to his computer she saw that his nature of his own mind. Certainly Mark had developed labyrinth was displayed once again on the screen. a unique, intimate relationship with his computer. It She slumped down into his chair, trying not to laugh, was, in a way, his best friend. but unable to help herself. It wasn't really funny though, she thought; they'd surely fire him for this. As the figure moved frantically back and forth, down this street and up still another, seemingly She looked up at the monitor. desperate to explore every inch of the maze, Mark There was a small dot moving through the maze. She became convinced his theory was correct. He felt leaned forward and examined it more closely. suddenly desperate to see the entire city, and the small figure's present position in it. Now a second dot joined it, or rather, appeared to be following it; chasing it through the labyrinth. The second dot stopped, suddenly, right before her nose. It He went to the printer and turned it on. With a loud seemed to be moving up and down, jumping on the buzzing like some great bestial sigh of relief, the screen. She could barely make out just a hint of an computer unloaded its contents into the printer. appendage. It seemed to be beckoning... SOFTWARE PIRACY: THE SLAYING OF A HYDRA MISSION 5-COMPLETE STAR BLAZER REVIEW by Barry Gittleman

BASIC INFORMATION destroy the Bungeling Empire. You below that. The , however, is have been given five missions: 1) quite difficult to sneak up on. You NAME: Star Blazer Bomb the Radar; 2) Attack the must fly past it above your lowest TYPE: Arcade Tank; 3) Bomb the ICBM; 4) Attack altitude, and drop your bomb on the SYSTEM: 48K Apple II Integer the Tank; and 5) Bomb the Head- way down. FORMAT: Disk quarters. You are given three ships, # PLAYERS: 1 each with a fuel capacity of 3,000 AUTHOR: Tony Suzuki gallons, and a bomb load of 30 The third mission, in which you PRICE: $31.95 bombs. Supplies may be replenished bomb the ICBM, is one of the PUBLISHER: Broderbund Software by catching your supply package, 1938 Fourth Street easiest, but you must watch your which is dropped off periodically by fuel supply constantly. The major San Rafael. CA 94901 a supply ship. Additionally, you (415) 456-6424 obstacles here are the explosive sky have a pulse cannon to supplement mines left by the planes. Most of your bomb load. your time in this mission will be The game can be played with spent shooting down mines and either the keyboard or a joystick, planes with pulse cannons. If you do "There is evil on the loose, and although it is much more difficult not, a large number of planes will men and women of good will are on with the keyboard. Pause and sound accumulate, leaving a great number the run. The galaxy is in the grip of on/off options are available. There of mines to avoid. The answer is the repressive Bungeling Empire, is only one fire button, therefore, simple—shoot'em. But remember, and the people have little hope. whether you fire bombs or pulse firing pulse cannons is like pouring What hope they do have is based on cannons is determined by your out fuel. It is wise to limit firing the old legends. These legends tell of altitude. If you are flying low (below when fuel load is below 1500 gallons, a time when there were nuclear the height of the towers), you drop and to stop firing when fuel load is families, not nuclear wars; a time bombs by pressing the fire button. If under 800. One difficulty which has when you didn't need to register you are flying above this height, you been the death of many in this microcomputers with the govern- fire pulse cannons, which drastically mission is the duck. That's right—the ment; a time when a brave warrior diminish your fuel supply. duck. There is a small blue duck went into hiding from the growing that, from time to time, flies by and dark clouds of the Bungeling ex- tries to steal your supplies. He can't pansion. The legends tell of one they There are several obstacles in be shot. You just have to get to your called STAR BLAZER. each mission which become increas- supplies before he does, which is ingly difficult as you go. In your first difficult when dodging planes. In mission, there is little to avoid. This mission four, "Attack the Tank", You remember now don't you, all mission can be used to practice you have your first encounter with those years ago? You've hidden your flying if you are new to the game. heat-seeking missiles. This tank is identity from your friends and The only difficulty is dodging the just as fast as the first one (use the family, just like you are hiding the towers which protrude into the sky. same trick on him), but he fires unregistered micro which you are These towers often surround radar missiles that follow you everywhere, about to put this disk into. This is installations, and you must find a until they run out of fuel. The our last chance, Star Blazer. If you way to get bombs in between the missiles are faster than you, but fail us we will probably all end up in towers around the installation they can't turn as quickly. Remem- the gumbelum mines. without crashing into them. The ber that. There is little advice that towers may not be shot with pulse will aid poor Star Blazers in this Your mission is not an easy one. cannons. You also must avoid one. Stay low to avoid the planes, You've hidden away that vintage dropping bombs on the trees in this shoot the missiles when they are in WW III jet of yours which you'll mission. For some reason (perhaps front of you, and pray. need to clear away radar stations, Tony Suzuki loves trees), trees do avoid supersonic tanks, find and not explode when hit by bombs, and destroy ICBM installations, and you loose 20 points. escape heat-seeking missiles and explosive sky-mines as you make Mission five is the ultimate. Large your final bomb run on the Bungel- The second mission is very difficult blue planes cover the sky and leave ing Empire Headquarters." (quoted for beginners, but when the secret is sky mines across the screen. Small, from material published with the learned, it can be completed in a few ground missile stations fire heat- game) seconds. You are to drop a bomb on a seeking missiles constantly. Towers supersonic tank that is faster than make bomb runs difficult, and the headquarters area has increased STAR BLAZER is another excel- you are, while avoiding kamikaze defenses. It looks like a white air- lent, two-dimensional, space game planes. The planes are quite easy to traffic controller tower, almost by Tony Suzuki. You, as the Star avoid, for there is a limit as to how Blazer, are the galaxy's last hope to low they may fly, and you can fly Continued on pg. 44 One of the best features a strategy The basic number of combatants oriented computer game can have is on a team should be four. The fifth the ability to create your own member can be added to balance one scenarios. GALACTIC GLADI- side or the other. The computer ATORS (GG) from SSI is but one of opponent in GG is not that great. If several games that has a scenario you play against the computer you building feature. (See the INVASION may find it necessary to change the ORION article for another). play mode and command the com- puter's team for a turn or two to get it GG is a game of space age combat out of trouble (a nice feature). for between groups of individual war- example, if the computer plays the riors. Fourteen different species can imperial team in this scenario, the fight against each other in a variety warrior with the heat ray gun will of terrain settings. The scenarios change weapons on the first turn provided with the game serve to rather than blasting the door. introduce the various races, weapons, and terrain types. After learning the because of terrain features, the Victory conditions are as per the game mechanics, the gamer will placement may be problematic as in game's built-in scoring system. The want to begin designing his own our scenario. Another limitation on average number of turns to resolution scenarios. the set-up procedure is the fact that is twenty. You might want to play you can only set up units a limited with a "" variation. The imperial team must get to the target square We offer a scenario for GG based number of squares towards the by the 15th turn or face the wrath of on the movie STAR WARS (copy- center of the battlefield. The rebel Darth Vader (you were too slow). right Lucasfilm Ltd., 1982). Re- units in this scenario can be no member the opening scene of Star further forward than the doorway When warriors have the same Wars? The Imperial ship fired back nearest the bulkhead. The problem speed rating, the computer will to some object behind the audience is more acute in scenarios in which choose the order of movement and we saw laser fire coming in from one team chases another team. randomly. This can be a problem above the screen. We were over- There are several scenario possi- when you are in tight quarters such whelmed when we saw the immense bilities from Star Wars which are as a spaceship corridor. It is most imperial battleship pass over us and limited by this problem. frustrating to order four warriors to fill the screen. The rebel ship is Team #1 should be made up of 4 or move and watch the two behind try disabled and a boarding party 5 rebels. The rebels must defend the to move first and waste their move begins to burn through the hatch as target hex in the upper right hand bumping into the leaders. The best the rebel warriors prepare for the corner. The 4 or 5 imperial storm- you can do is try to stagger the onslaught. — As the outer hatch is troopers start on the left (outside the warriors in such a way that each blasted away, our scenario begins. rebel vessel). The troopers must has a clear path of movement (I blast a hole into the ship (probably know; it's impossible). "SECURING A REBEL through the 1 square thick hatch SHIP" area). Then, troopers dressed in their light armor, make their way The weaknesses already men- The map in figure 1 provides the down the hallway, firing, loading, tioned aside, GALACTIC GLADI- setting for the scenario. One of the and blasting. The rebels lack the ATORS is a noteworthy game. weaknesses of GG is the fact that armor but have the advantage of Using a game system which is you only have limited control as to firing from behind the partial block similar to ones that many board where units start. The large open corners as well as not having to gamers have played, GG brings to area to the left of the rebel ship is move. the world of the Apple computer a necessary to prevent the computer playable and fast moving combat randomly placing imperial troops game system. The flexible nature of within the rebel ship at the start. GG (team types, weaponry, terrain) When the player selects the "choose along with the scenario designing initial placement" option, the com- routines should combine to keep GG puter will randomly place your units interseting long after other games on your side of the board and you are gathering dust on the shelf. can then move them. Unfortunately, Send in those scenarios, folks. HEROIC FANTASY: An Interactive Role-Playing Game or "How Revenge is Going to Be Sweet" by Graham Masters Jr.

Although the name FLYING the hard way that option one can be Playing over The Source makes the BUFFALO (FB) may be new to a big mistake when the other player game a little more expensive but as a many computer garners, it will chooses option two. More on that computerist, I find the game more instantly be recognized by most later. interesting when played in this manner. Turn fees are normally traditional board garners and role- PLAYING THE GAMES OVER $2.00. Using The Source adds 50 players. FB, located in Arizona, has THE SOURCE been involved for a number of years cents per turn. FB has both HEROIC FANTASY in board, fantasy, and play-by-mail and STARWEB set up so that users SOME GAME MECHANICS (PBM) games. of The Source telecommunications My party entered an on-going COMPUTER MODERATED network can play the game over the game on turn 29. My first few turns PLAY-BY-MAIL GAMES network. This writer recently took a were not very eventful. This gave me party of six brave adventures into a FB's PBM games are, for the most some time to figure how the game HF game seeking fame and fortune. part, moderated by computers. mechanics worked. The game system Playing two turns per week (other STARWEB (SW), their most popular allows each character (there were HF games are set up for one turn PBM is run on a Raytheon 704. One six in my group) to enter one minor every week and one turn every two of their newest entries into the PBM The Source to enter my gaming field, HEROIC FANTASY weeks) I used orders and to receive turn results. Continued on pg. 44 (HF), is run on a North Star Horizon.

These PBM games allow people (LEVEL 1) CHARACTERS = 2 PARTY VALUE=38 from all over the country, and the #########################################################################(YOU MAY ENTER A RESCUE PARTY: CHARACTERS=13 POINTS=62) world, to play against and with one another as they seek to conquer the BRIGHT ROOM DOORS: (NORTH 2), EAST 25, SOUTH 5, universe or gain untold wealth and experience in fantasy dungeons. CHARACTERS WHO LEFT HERE: SW, which presently is being played * (C44) BRONWYNN: FEMALE HUMAN FIGHTER, MOVES (3) NORTH. by more than 1800 people in over 130 * (C105) ADMON FAYE: MALE OGRE FIGHTER. MOVES (3) NORTH. • - (C190) BASEL: MALE HUMAN, ARRIVED FROM SOUTH, MOVES NORTH. games, utilizes as one of it's char- acter types "The Berzerker" (based ######################################################################### on Fred Saberhagen's popular WHITE ROOM (DEAD BODY) DOORS: NORTH 7, EAST 2, (SOUTH 2), Berzerker novels). In turn Saber- MONSTER: BROWN BEAR. ASLEEP hagen has written a sci-fi novel P40: POTION P132: POTION based upon SW. Entitled Octagon (Ace Books, 1981), the book deals * (C44) BRONWYNN: FEMALE HUMAN FIGHTER, ARRIVED FROM SOUTH. STR=15 CON=30 EXP=240 PRIZES=1 with a series of murders which are "OH NO, NOT OUR BELOVED LEADER! DEATH TO THE METERS." somehow related to the playing of a PS: HEALING POTION (USE ME)=100 SW game. Mysteriously, various - (C40) THERMO METER: MALE GOBLIN, TAKES POTION. USES POTION. ATTACKS people in one particular SW game ROSHA (C50). begin to be murdered. If you are a gamer and/or sci-fi fan, you will - (C50) ROSHA: **DEAD** MALE OGRE FIGHTER, TAKES 40 HITS, TRIES TO USE find Octagon entertaining reading. STRENGTH POTION, ATTACKS (35) ODO METER (C86). STR=35 EXP=120 A newer PBM game is HEROIC "IS THIS HOW YOU TREAT OVERTURES OF PEACE? DEATH TO THE METERS." FANTASY. Starting with their - (C51) SERPHIMERA: **DEAD** FEMALE HUMAN MAGIC-USER. TAKES 34 HITS, TRIES TO popular Tunnels and Trolls role- SLEEP SPEEDO METER (C67). playing system, FB developed a STR=10 EXP=45 (SPIED) "DEATH TO THE TREACHEROUS METERS!!" fantasy role-playing game that - (C67) SPEEDO METER: MALE OGRE, TAKES POTION, USES POTION, ATTACKS could be moderated by computer. SERPHIMERA (C51). The result, HF, is an interactive fantasy game in which several - (C74) MILI METER: FEMALE ELF MAGIC-USER, TAKES (0) SILVER RING. SPIES (0) players are thrust into the same SERPHIMERA (C51), ATTACKS (18) PEZI (C107). STR=20 CON=S (25) EXP=111 (SPIED) PRIZES=1 dungeon, each initially unaware of SILVER RING=100 the presence of others. Playing the - (C86) ODO METER: MALE OGRE, TAKES 34 HITS, TAKES POTION, USES POTION, game involves each player sending ATTACKS ROSHA (C50). in orders for his party (which was * (C105) ADMON FAYE: MALE OGRE FIGHTER, ARRIVED FROM SOUTH. formed prior to the adventure — the STR=35 CON=40 EXP=295 PRIZES=1 "ARRGGHH!! DEATH TO THE METERS." characters coming from traditional P115: STRENGTH POTION (USE ME)=100 fantasy races such as Elf, Dwarf, - (C107) PEZI: **DEAD** MALE LEPRECHAUN MAGIC-USER. TAKES 17 HITS, SPIES (2) Human, Ogre, etc.). In the course of MILI METER (C74). the adventure players will stumble STR=3 EXP=45 upon one another. Actions at this "THOUSANDS WILL HEAR OF YOUR TREACHERY! DEATH TO THE METERS!!" point tend to take one of two - (C190) BASEL: MALE HUMAN, ARRIVED FROM SOUTH. directions: 1) talk first and hope the "WHEW! THAT ROOM IS CROWDED!" other side is friendly; 2) Attack without warning. This writer learned by David Myers Every computer gamer has a fav- friendly enough for me. Nor do I the way, is where a magazine like orite game. And I'll bet that every think it's because of any lack of skill Computer Gaming World can be computer gamer also has, some- or intelligence on the part of the best truly useful — in providing a forum where in the back of his mind, an game designers. Their creations are for gaming interests, and helping to ' ideal game. Maybe this game is clever, make good use of machine shape the future development of the some weird combination of the three capabilities, and can be both fun industry through the ideas and popular W's: Wizardry, Wolfenstein, and informative. opinions of the people who matter and Warp Factor. Or perhaps (for us most — you and me, pal: the gamers. Atari fanatics) its an advanced But there is a problem. And I Fortunately, Atari seems to be version of Eastern Front — one believe the problem lies in a lack of taking this tack. Their marketing where you look out the turrets of vision, a lack of clear-cut direction approach is strongly oriented toward your panzers and actually see those on the part of the game designers. the general public and can only help determined Ruskies coming at you Sure, the computer game industry is to humanize the field. Much has over the hill.. . moving fast — so fast that few can been made of computer games keep up with it — but I often wonder which use all the capabilities of Whenever I load in a brand new if it's going anywhere in particular, their host machines. Equally im- game, I get visions of my ideal not to mention getting anywhere in portant are games which make use game. I get a rush, thinking that particular. maybe this is the one, maybe this of all their players' capabilities. In one is going to be really good, really Let me explain myself. Game fact, in this instance, the aim is fun. designers have always been in- much more important than the fluenced by games, not by gamers arrow. But it doesn't happen. —and this confuses an effect for a The ideal game will not overly Or else it does happen — for the cause. The proof is in your local concern itself with new and unique first couple of playings — and then game store. There's Pacman, Scarf- hardware characteristics of home that elusive "fun" factor slowly man, Ghost Hunter, Jawbreaker, computers; rather it will concentrate fades away. and nauseam — some better, some on the old and unique human worse, all similar. The first computer characteristics each gamer brings Many of you have shelves full of game of renown, , was a to the game. computer games — few of which are derivative of hockey/tennis. Now replayed with any regularity. And we have much better derivatives — Computer gaming is often a many of you may, like me, feel that tennis balls that casts shadows on substitute for playing games with even while you're playing your the court, and hockey games with another person. And it's a great favorite computer game, something stickhandling and passing — but we substitute. You don't have to serve is missing. If you're like me, then still have derivatives. your home computer milk and your favorite game and your ideal cookies and you don't have to listen game are still far apart. Even Eastern Front — my favorite to it chatter, or make excuses, or computer game — is (I almost hate gloat when it wins. But it's still a Why? to admit it) a board game derivative. substitute. The human connection I don't believe that it's because of So what's the answer? The answer in gaming should remain primary. the lack of appropriate hardware on is more consumer research into the After spending a lot of time in a local which to design games. My ideal psychology of gaming, and more computer store, it becomes obvious Atari is not my current 800, but the attention paid to the growing com- to me that the games most frequently game-player interface is improving munity of garners by the game played (and replayed) are those all the time — and already it's user- designing industry. And here, by offering the possibility of player INTERACTION Interaction interaction TYPE outside of within game play game play quantitative Pacman, Cartels & Cutthroats, interaction Star Raiders, Galaxy, Eastern Front, etc. Computer , etc. ATARI READERS In place of Atari Arcade, CGW qualitative Wizardry ??? features an article by David interaction* Myers entitled Atari: The Human Connection. We would encourage our Atari readers to begin a dialog with David on Atari gam- ing. Here is a message from *A gamer can derive a quality and "qualitative" experience from any David: game. It is human nature to try and do so with all games. The point here is that some games actively promote this sort of experience through design; Hey Atari gamers! Where do others achieve it only through the imagination of their players. you want to go? Since computer games aren't presently providing us with a gamer group consci- ousness, we're going to have to do interaction — and, specifically, petition between players and the it on our own, the old, mechanical multiple player interaction. Ulti- post-mortem comparison of quan- way, through physical effort and mately the computer and the game titative game achievements. paper and pencil. Write me with are communication devices, so it your opinions: things you like 4. ???. My fourth example doesn't seems reasonable to assure that the about the current Atari game exist. Not quite — not yet. It's going ideal computer game will be that crop and (just as importantly) to take a few more RS-232's, a little game which most effectively in- things you don't like. more commitment to networking, creases communication links and and a little more vision and dra- Here's a topic to get you started: decreases communication barriers maturgy on the part of game EASTERN FRONT has some within the very human context of designers. But there are hints. great features: the graphics and the game-world. There's Starmaster and Starweb. the AI being two outstanding For quick examples of how present There's Decwars and SpaceWars on ones. But it also has some clunk- game offerings measure up to this The Source. And there's that vague ers. Chris Crawford has already ideal: ideal game that a lot of us are mentioned his regret at including carrying around in our heads. the loud buzzing raspberry that 1.Arcade games. In arcade games — occurs whenever an EF player The true value of any game let Pacman be our example here — accidently inputs a diagonal to Yar's Revenge —Apple Panic the player interaction is minimal move — a very easy thing to do —comes from sharing the experience and usually revolves around com- using the Atari joystick. But this with other, real-life players, exchanging paring each other's final score. can be alleviated by turning strategies and tactics, and gaining down the volume. More annoying 2. Role-playing games. In role- insights into both games and to me is the game's complete playing games — I must reference garners. Mathematics is an inter- shutdown after the final move. Wizardry, despite its unavailability national language, so is chess, so Suddenly, after two hours of to Atari owners — player interaction are computer games. The only intense combat, I can no longer remains restricted due to the solitaire difference is that computer games find out the names of my units! nature of play. But, outside of game have the potential to be a much My men disappear and I'm left play, it is dramatic experiences deeper language, with more intimate with anonymous white rectangles which are interchanged among connections to the human psyche scattered over the Russian players. The human connection is and the power to tap into the inner countryside — hardly conducive much stronger in this case, as each human drama. One of the few places to a post-game victory celebration. player edits and revises the game we can all come together without experience until it exists as much in social barriers or prejudices or What's the worst element of his/her individual imagination as handicaps is in the ideal — in our your favorite game? on the video screen. imagination, in our play. I'll be looking forward to hearing 3. Multiple player games. Increas- And that's where I want to go. from you. ingly, multiple player games are making their way into the market- David Myers place. A current favorite in Austin is 5106 N. Lamar #123 SSI's Cartels & Cutthroats. (Galaxy Austin, TX 78756 by Avalon Hill is another, similar The more response we get from example.) This type of game allows Atari writers/readers, the more player interaction during game play Atari coverage we will be able to — a significant achievement. But put in CGW. this interaction is presently only of the arcade variety: direct com- Guadalcanal Campaign: Review & Notes by Richard Charles Karr

forcements, replacements, and re- available. At level two the Japanese BASIC INFORMATION pair/refits; and the save game pull off naval blitzkriegs at the phase. wrong moments: transport groups NAME: Guadalcanal Campaign in air range of Rabaul usually have TYPE: Wargame Task force adjustments allow one ship sunk and/or two to three SYSTEM: Apple II 48K Applesoft formation, combination, and heavily damaged by Bettys. At level FORMAT: Disk division of task forces, as well as one an American player feels very # PLAYERS 1 or 2 loading of cargo, training of carrier much the helpless victim, as the AUTHOR: Gary Grigsby pilots, checking for reinforcements, Japanese player (or computer) PRICE: $59.95 an air group display, a map display, attacks with supernatural effec- PUBLISHER: a list of sunk ships (and their victory Strategic Simulations tiveness. Bettys from Rabaul WILL 465 Fairchild Dr., point totals), and a Guadalcanal blitz anything within range, and troop status check. Movement on Suite 108 this includes strong carrier groups the map or screen is based on a Mountainview. CA with lots of CAP. 94043 division of a task force's speed by 2 1/2 knots for every movement point Reinforcements, replacements, with a minimum movement of 3. and repair/refit is an automatic Movement north, south, east or west bookkeeping phase that takes about GENERAL DESCRIPTION costs two per square, and movement 20-30 seconds for the computer to northeast, northwest, southeast, calculate. The save game option SSI's recent release, GUADAL- and southwest costs three per square. simply allows players the chance to CANAL CAMPAIGN, has begun live useful lives during a campaign Air operations allow for combat the move from arcade-style gaming (i.e., the player and computer are not air patrol (directly over the launching to the "monster games" of the hard- tied up for 294 campaign turns). task force or base), distant combat core wargamers. While limited to You've got to go to work sometime. one strategic area and one map, it air patrol (a sliding percentage of attempts to present the central available CAP depending on dis- The physical graphics are typical aspects of the Solomons Campaign tance), search for enemy ships, SSI: slick hard box; 16-page rules of WW II in an interface of land, sea, search for enemy submarines, the booklet; two maps; and disk. The and air combat. Ships are listed launching of air attacks, the pre- rules booklet is well organized and individually (down to destroyers, paration of a counterstrike for should present no problem for either seaplane tenders, and destroyer carriers, or aircraft transfers. Naval wargamers or computer game players. transports). The game is offered vessels of cruiser size or larger have a built-in search capability (one or with three short scenarios (Coral THE GAME AS GAME Sea, Eastern Solomons, and Santa two float planes each). Cruz) of four to 10 turns in length After the rules are mastered, play each. In addition, two campaign Combat resolution takes 20 sec- is rapid and fairly closely linked to onds (when nothing is happening) games are offered: a shortened cam- the historical campaign. To under- to 3-4 minutes (when everything is paign game (Oct. 1 through Dec. 31, stand and master the system of the happening). In general Japanese 1942); and the entire campaign rules, several short scenarios should gunnery is superior (using the (Aug. 7 through Dec. 31). One or two- be attempted. A number of problems historical options) to American player games (as is common with that this writer encountered during gunnery, Japanese torpedo fire is SSI titles) are possible. Difficulty the early stages of learning the often devastating (while American levels are numbered one to four, game system included the forma- torpedo fire is abysmal), torpedo with four being the easiest and one tion (while in port) of the appropriate planes are fairly inept on both sides, being the hardest. Increased diffi- types of task forces (loading of cargo and dive bombers are reasonably culty levels enable Japanese attacks should take place before transport effective on both sides, although to have greater chances of success. task forces are formed); separation rather little damage is done in- There was a misprint in the early of cripples from task forces so that dividually. A word on increasing the copies of the rulebook. Difficulty the main body of a task force is not Japanese difficulty levels though: level three should be regarded as the drastically slowed; retention of At level four (below the historical historical level of difficulty for the level) the Japanese are as inept as Japanese, instead of (as printed) dif- the Americans with most every- ficulty level four. thing, missing torpedo shots, Guadalcanal Campaign may be attacking destroyers instead of PLEASE called "user-friendly", in that in- aircraft carriers in a task force, and TAKE TIME formation access and checks for the doing the usual American boobery player exist on potentially false with naval and air combat. At level TO FILL OUT moves or errors. The sequence of three the Japanese are significantly READER INPUT play is as follows: American task superior in naval combat, with a force adjustments; American move- surface group (in the daytime) of one DEVICE ment; Japanese task force adjust- combat BB, four or five CA's, two or p. 48 ments; Japanese movement; Japa- three CL's, and six to nine DD's nese air operations; American air being the full equal of any American operations; combat resolution; rein- surface group that is realistically enough dive-bombers for proper carrier to a land base (naval pilots NOTES ON PLAY anti-sub work when things get slow must be retrained to land on CV's The following notes on play are down in the slot; the complete after having been transferred to a part of the experience of the writer reorganization of the fleet so that all land base for even a short time); and after 80+ hours of gaming time with of the BB's, CA's, and CL's are the inability of task forces to move this program, in the one player long together for the bi-monthly trashing other than a stated speed (10 for campaign game (twice). They should of the Japanese (or if you prefer, cruising/patrol speed and 12 for fast not be considered definitive: rather American) fleet; and keeping CV's speed (for example), so as to conserve they offer suggestions of what could mixed with all of the available fuel. Obviously, programming pro- be considered possible. CLAA's and enough DD's to do the blems would be difficult at best if the job. game system had to keep track of In the one-player long campaign After the above difficulties are which individual aircraft were game, the first task facing the mastered (about 3-8 hours of normal naval and which were land-based American player (the computer can play), play moves at the rate of (partially trained), in addition to the only play the Japanese side) is to about 7-12 minutes for the one- information that must be currently re-group the task forces around player games and 10-25 minutes for accessed. The problem of changing Guadalcanal into decent combat the two-player games. In all cases speeds of task forces and fuel groups. As there is a limit of seven the shorter scenarios should be consumption includes the problem total task forces possible within the attempted first, to avoid the frustra- of vessel bunkers (ship fuel) capa- game, the division re-combination, tion of living with your mistakes city, and the time it takes for ships of and organization of task forces is and the boredom of waiting for the varying displacements to bunker. occasionally tricky. Don't even carriers to come out and play with Gary Grisby leaves the above two bother with a "B" (bombardment) the Japanese surface fleet. problems well enough alone and has concentrated his efforts on the mission task force, merge it into a THE GAME AS HISTORY primary aspects of the Solomons "C" (combat) task force, and divide the new task force into a CV/CLAA/ A comparison between GUADA- Campaign. DD group and a BB/CA/CL/DD LACANAL CAMPAIGN and board In general, Guadalcanal Cam- group. The only time that CA's and covering this same theater paign emerges as an honest attempt CL's are useful in a "T" (transport) and period reveal that SSI is making (with decent research) to have a mission task force is when the a serious attempt to come near historical simulation that is also fun "state of the art" levels of design to play. Continued on pg. 19 and historicity in this simulation. The general pulse of the campaign is felt: marginal American air super- iority in the day and a powerful Japanese naval superiority at night. On general reflection, the ships involved are historical (this writer is fuzzy on some of the British/Austra- lian destroyers), although aircraft types are limited in all scenarios except for Coral Sea to U.S. SBD3's and 4's (Dauntless), TBD's (Devas- tator), TBF2's (Avenger), F4F's (Wildcat), and B-17D's (Flying Fortress); and Japanese Mitsubishi A6M3 (Zeke), Mitsubishi G4M1 (Betty), Aichi D3A1 (Val), and Nakajima B5N (Kate). PBY's (Cata- lina), B25's (Mitchell), P40's, and Japanese naval floatplanes (Jake) are not included in the game (al- though they were peripheral to the main action of the campaign, with the exception of the P40). The simplification of the search results (number of planes being used for search and range being determin- ants) is adequate for imprecise reporting of enemy task forces. A solution to the problem of Japanese tactical surface naval superiority (especially at night) is evident in the accuracy and damage of Japanese gunnery and torpedoes in the game. Two problems emerge as unsolved in the design by Gary Grisby: naval pilots becoming purely land-based pilots when transferred from a

Bettys from Rabaul are looking for Carriers start with an endurance carriers are active, you should have something to hit. Keep the CV group of 60 turns; 2 turns per day an en- the surface element (all available just outside of Betty bombing range durance of less than 50 when the CV BB's, CA's, CL's, and DD's) along (one square SE of Malaita is good), docks means that the carrier(s) in for the ride from the turn they leave and keep all of the CV fighters on question will remain out of the game Espiritu Santo. The carriers should distant CAP (to wear down the for a while. It is quite possible to wait off of Henderson (again, one Betty attack abilities). After the take a fresh group out of Brisbane to square SE of Malaita is great) with August 7 night turn (game turn 2), Espiritu Santo by moving along the their fighters on distant CAP, stick around Henderson with trans- shortest and straightest route, pounding on Bettys until they are ports only during the day turns only where they will immediately refit reduced to fewer than ten returning (night time is no time to be in this and be ready the next turn. It is in back to Rabaul, and then the U.S. neighborhood). Yes, this slows the nature of this game system to should seek battle. Surface actions down the discharge of cargoes from have cyclical periods of activity: should be fought in the Shortlands the transports considerably, and during one common cycle the Japa- (two squares S of Choiseul is the best allows the possible loss of those slow nese will be in the Slot dropping off place) in the day. With the presence transports to Bettys (this is what the troops and supplies, and on the of one or more BB's, six or more CV's are for), but I assure you from other alternate nights they will CA's, one or two CL's, and all of the painful experience that "the Slot" have an average of one BB, two DD's you can spare, it should be (Henderson) is no place to stick CA's, and five DD's pounding on uneven (and vindictively fun). Hope- around after the sun goes down. Henderson. After the first week of fully during these periods of U.S. After the transports slowly and the long campaign game this is as naval activity, the "Tokyo Express" painfully discharge their cargoes, routine as it is inevitable. You (as of night raids on Henderson can get them back to Espiritu Santo the American player) can't stop cease for two nights, long enough to (Brisbane will turn them around them, all you can do is sink them hopefully resupply your starving faster, but the net savings in time now and again. Do not allow yourself marines. Four days of cheerfully will be one game turn, and the net to be tempted into a position of romping from New Georgia to cost will be the perpetual use of one nickel-diming the U.S. fleet; there Rabaul with a powerful U.S. carrier of the task force units that you'll just isn't enough of it to spare. U.S. group supported by a powerful need elsewhere). When possible, CA's will be lost if you're not careful, surface group pounding on cripples damaged or crippled ships should go and even if you are careful, they still will absolutely make your game to Brisbane for repairs (with the will be lost. If the cyclical period possible exception of the slow arises when two or more U.S. Continued on pg. 46 transports or destroyers, as the time saved will be minimal when com- pared with the use of the task force unit). Repairs in Brisbane are made more quickly. Carriers should be sent to Brisbane when they start running thin on endurance points whenever possible (you'll get them back a week faster). As the carriers are heading back to Brisbane (frequently with less than four endurance points left), aircraft should be transferred to Henderson or Espiritu Santo or other carriers from damaged CV's. The damaged CV's will take a long time to repair (even in Brisbane), and the aircraft still on them when they dock will be out of the game until the CV in question is fully repaired. It often happens after September that a refitted or repaired carrier in Bris- bane will have no aircraft (or few aircraft) left on it. In that case, have the unused carrier train Brisbane pilots to be naval aviators, so that the otherwise unusable Brisbane aircraft can get into the game. Another option when there aren't many Brisbane aircraft around (or you're feeling frisky) is to have banged-up or worn out carriers coming into Brisbane transfer their aircraft to the empty unused carrier in that port, moving that CV one or two turns out to sea to intercept their transfer. GALACTIC GLADIATORS Individual Combat in the 28th Century David Long

BASIC INFORMATION from one to ten Gladiators of any may be used repeatedly without species per team. reloading, but are effective only NAME: Galactic Gladiators when adjacent to the defender. TYPE: Strategy When you begin to get the hang of In the early stages of your training, SYSTEM: Apple and Atari the game and learn which species FORMAT: Disk you will find that your marksman- are better at which types of fighting, ship is generally pretty lousy. All # PLAYERS: 1 or 2 you can begin to incorporate the AUTHOR: Toni Reamy Phasor weapons have an unlimited eight "special species" into your range, but, if, as a beginning PRICE: $39.95 battles. Publisher: Strategic Simulations gladiator you can consistently hit These include the 465 Fairchild Dr., Gorsai, a race of your target from a range of more Suite 108 super warriors originally bred from than four or five, then "you're a Mountain View, CA human stock; Robots; Banshees; better man than I am, Gunga Dinh." - 94043 Mutants (unarmed, but with a Don't worry though, because as radioactive "death touch"); Slime your experience and weapon skills GALACTIC GLADIATORS (GG) Devils; Night Stalkers, and Or- increase, you marksmanship will is SSI's new game of alien combat in anguphins. The last of the special improve. My "Dead-eye" Drak, the 28th Century. You and your species are the Monsters, which you Experience 345/Phasor Skill 20. opponent, human or computer, create in any form and with which- rarely misses. choose teams from the races of ever characteristics you desire. THE BATTLEGROUNDS many far flung stars to then battle The rules tell you that Banshees — usually to the death! — with the can only travel in pairs, Monsters Unlike many wargames where deadly weaponry of the distant travel alone, and that neither of there is a single unchanging battle- future. Each player chooses his these two species (the toughest two field, GG contains many battlefields. moves, then the computer carries species in the galaxy) can join other But when these become "old hat" out all orders. Phasors fire green teams. Don't believe it! Banshees you can opt for a random selection of and red bolts, of energy, Gemstones can travel singly. And both species terrain on either a small, medium or flash across the screen and explode, can be combined with other species. large battlefield. You can further Gladiators move, all in excellent hi- By using the 'merge' option when specify whether you want it Open, res graphics. viewing an existing team you can Semi-Open, Normal, Semi-Crowded, THE GLADIATORS combine both Banshees and Mon- or Crowded. Now that is variety! The seven "regular species" are sters with any other team. When you And if that's still not enough, you divided into the Lightweights, develop strong and experienced can create your own arena, placing Middleweights, and Heavyweights. teams and need 'quality' opponents, terrain features on any size battle- The Lightweights, the Koraci and try "cloning" your toughest team field, indoor or outdoor, and then the Cygnians, are fast and agile, (change the names) and merging you can save your creations on disc (speed determines who moves first; them with a couple of Banshees and for future use. The result is that you agility who attacks first), but not too a Monster or two . . . Good Luck and need never use the same battlefield Good Shooting!! strong, and are relatively quick to twice! "gas out" (when strength reaches 0 THE WEAPONS the gladiator is dead; when en- Each combatant can choose from THE SCENARIOS durance reaches 0, the gladiator an assortment of twelve different Eleven different scenarios are must rest). weapons and two types of armor, as presented for your combative enjoy- long as he or she has the strength to At the other end of the spectrum ment, starting with the introductory carry that particular item. Weapons "Brawl At Cosmic Mike's Place," are the Heavyweights, the Trog- fall into three basic categories, lodytes, Dulbians, and the Zorcons. which will have you playing the Hand-to-Hand combat weapons game within five minutes after These three species are slower and (such as Laser Swords, Stun Wands, less agile, but they make up for this opening the box. There is also the and Disrupters), Ranged weapons, "Create a Game" option, which "clumsiness" with greater strength (Hand Phasors and Phasor Rifles), and endurance. allows you to do just about anything and Guided weapons (Gapers and you want. Games consist of combat We Humans, with our genetic off- Gemstones). Both Ranged weapons between two teams of from one to shoots, the Wodianties comprise the and Guided weapons may attack ten gladiators each, and may be third group, the Middleweights. As from a distance, with effectiveness either a fight to the death, or for con- might be expected, speed, agility, dependent on the skill level of both trol of a particular square, which- strength and endurance are all in attacker and defender as well as the ever you choose. the mid-range for these two species. range. Both Gapers and Gemstones Each species has been designed to are one time shots - once used they For those with a grain or two of compete equally with the others, are gone - and all Phasor weapons imagination you can string together and there are an infinite variety of must be reloaded after firing. All teams which you can create, with Hand-to-Hand combat weapons Continued on pg. 45 Announcing The Second Annual Computer Gaming World Robotwar Tournament

Yes, its the event you've been 6) CGW reserves the right to be used to determine the winner. waiting for! COMPUTER GAMING reproduce entries in disk form (with Each entry will fight in at least 20 WORLD proudly announces the credits) for possible sale through the battles. A effort will be made to SECOND ANNUAL ROBOTWAR magazine. This right will be waived separate multiple entires by a single TOURNAMENT. Enter your ro- for a submission if so requested by designer in competition. NORDEN+ bot(s) against other robots from the designer in writing. is eligible to be entered again. around the nation. 6) Include T-shirt size (S,M,L,XL) Our first Robotwar tournament, in case you are a winner. announced in our charter issue (Nov.-Dec. 1981) invited readers to 6) Entries must be received by ERROR CORRECTION: The listing pit their best robot against sub- December 10, 1982. of NORDEN+ in CGW 2.2 has a missions from across the U.S. The minor error. The first two statements tournament was won by NORDEN+, 7) Winners will be announced in of the actual program (1 TO designed by Richard Fowell. our March — April 1983 issue. A SPEEDY; 256 TO U TO V) should NORDEN+'s source code was given round robin style tournament will each be indented one space. in our March — April 1982 issue (2.2). There will be a trophy and ROBOTWAR T-shirt for the winner. Other finalists will also receive a ROBOTWAR T-shirt. Use the following guidelines in making submissions to the tourna- ment: 1) Send your robot program (source and object codes) on a diskette to COMPUTER GAMING WORLD, 1919 E. Sycamore #203, Anaheim, CA, 92805. Mark your package "Attention Robotwar Tournament".

2) Include a brief description of the robot. What is it designed to do? 3) More than one entry per de- signer will be accepted, however we can only guarantee one opening per designer. If you submit more than one robot, designate a primary contestant. Your other robots will be entered as space allows. If secon- dary entries are determined by the staff of CGW to be merely a variant of the primary entry, the secondary entry will not be allowed.

4) Include your name, address and phone number with your sub- mission(s). If you wish your diskette returned also include return postage. 5) CGW reserves the right to print the source code of the winning robot. THE ROAD TO GETTYSBURG

by Bob Proctor

BASIC INFORMATION NAME: The Road To Gettysburg TYPE Strategy SYSTEM: Apple II or Apple II+ FORMAT: Diskette (DOS 3.31 # PLAYERS: or 2 AUTHOR: Paul Murray PRICE: $59.95 PUBLISHER: Strategic Simulations Inc. 465 Fairchild Dr., Suite 108 Mountain View, CA 94043 ,

,

GET ON THE BANDWAGON Computer Games by Cable

In this age of electronic entertainment, two combines a strong background in the enter- entertainment forms are becoming increasingly tainment industry with a longstanding interest in popular—cable television and computer games. the gaming hobby. As founder of the nation's first The cable television field is best known for its cable television station, CATV in Laguna Hills, movie, sports, and news channels. The computer California, Keith has been called the "Father of gaming field is best known for handheld, coin-op, Cable Television Programming". Dunlap and home video, and personal computer games. The Keith have formed International Cablecasting inevitable marriage of these two entities is now a Companies, Inc. and are working not only on the reality. The GAMES NETWORK TM , based in implementation of THE GAMES NETWORK, but Los Angeles, is putting together what looks to be a are also working towards the creation of THE winner — a cable computer gaming network. FANTASY CHANNEL and THE I.Q. CHANNEL. Cable systems will soon have available a natural companion to all those movies, sport and news The GAMES NETWORK, however, is not the programs; and the computer gaming field will first cable gaming network to come into being. In soon be finding a new media in which to grow. 1980 a computer gaming network called PLAY- CABLE TM was introduced. The system uses the BACKGROUND Mattel Intellivision game system. Jim Summers, THE GAMES NETWORK (TGN) is the brain- Director of Program Acquisitions at TGN, does not child of Larry Dunlap and Thom Keith. Dunlap feel that PLAYCABLE is a serious competitor for TGN's audience. Summers says that TGN has getting 10% of the cable markets to sign up for definite advantages over the PLAYCABLE TGN is not a certainty, it can be seen that the system. The initial outlay by the end user of potential income through licensing the cable PLAYCABLE is more than $200 (the price of an rights to your computer game are large; much Intellivision set) whereas the initial outlay for larger than what game designers are making now. TGN will be a $50 installation fee. The hardware If you have a game on the market, you may want installed by TGN will be a 6502 processor unit to ask your software house to look into licensing supporting 64K of memory. Obviously, the TGN the game to TGN. "Don't give the cable rights to hardware can handle more sophisticated pro- your game away . . . There is a lot of money to be grams than the Intellivision. PLAYCABLE made in the cable gaming industry by licensing allows you to download any of the Intellivision those rights" says Summers. TGN is accepting games (which number a little over 30) for play on game submissions. Although you may find it your television. TGN will draw from the wider easier to deal through a software house, TGN field of personal computer games and coin-op encourages submissions from ALL 6502 game games to provide the local user with 20 games each designers. month. Each month five new games will be Summers emphasizes "playability" as the most available as five others rotate off the list. Over the important element in games that will be selected period of a year the subscriber will be able to play for TGN. Although TGN is two-way interactive, 80 different computer games. A preliminary many cable systems are not. Thus games that advertisement for TGN shows people playing, require only one "down load" with little or no disk among other games, SWASHBUCKLER by Data- access during play will have a better chance of most and CONGO by Sentient Software. Software being licensed by TGN than games that utilize a houses that have, to date, granted licensing lot of disk access. As cable companies become agreements for their games to TGN are: more uniformly two-way interactive, TGN will be- Avant-Garde, Adventure International, Broderbund, come more interested in two-way interactive Cavalier, CPU Inc., Datamost, Edu-Tek, Hayden, games and games that require a larger degree of Micro-Lab, Microsoft, Sierra On-Line, Phoenix disk access. Game submissions should be made to Software, Piccadilly, Sentient, and Innovative. Jim Summers, The Games Network, Box 36E19, The most exciting aspect of this entire system is Los Angeles, CA 90036; 213-932-1950. that THE GAMES NETWORK is two-way interactive. TGN has the capability to allow two or more computer gamers in different locations to play against one another via the network. This, however, is tempered by the fact that many cable stations do not yet support two-way interactive channels. In this sense, TGN is ahead of the technology which presently exists in most cable systems. It is hoped that interest in TGN will help cause local cable systems to make the inevitable switch to a two-way interactive system at a much earlier date than might otherwise be so. WANTED: GAMES THE GAMES NETWORK is currently in the playtest stage in homes of a Southern California community. The playtest is being conducted by TGN in association with GROUP W CABLE. TGN is shooting for an early 1983 date for going "on-line" to cable subscribers. In the mean time TGN is accepting game submissions. With the current cable market at 25 million subscribers, TGN could conceivably pay as much as $80,000 in royalties per month per game that they offer. This is based on TGN reaching 10% of the cable market- place and the game in question being a monthly selection by all the local cable systems which make up that 10%. While it is not likely that any game will actually draw that kind of income, and

ROUTE 80 - THE ROAD TO ADVENTURE by Dick McGrath

In the beginning there was Parker clusively to that most endangered of economy grade model, you'd better Brothers. And they created "Mono- species—the TRS-80 computer garner. do it now, while the interfaces are poly". And everyone played and saw still available! that it was good. And they said, For those of you who are still with "Never will there be a game better me, that rustling you just heard was PROGRAMS BY than Monopoly". And then came the Apple and Atari owners turning SUBSCRIPTION Avalon Hill and they created "Tac- the page. If you are still reading, I'm If you live in an area where compu- tics II". And everyone played and going to assume that you're a TRS- ter software retailers are a rarity, saw that it was even better than 80 owner and, therefore, you have you might consider obtaining your Monopoly. And they said, "Never some of the same interests that I software by mail on a regular basis will there be a game better than Tac- have. Mainly, what games are from one of several subscription tics II". And then came "Blitzkrieg: available for my machine, where services. It's like looking forward to And everyone played and they can I get them, how do I play them a surprise Christmas present every said. . . well, you know what they and who has a solution for my most month! One of the best is CLOAD, said. recent problem, whatever it may be. published by Cload Magazine, P.O. And so it went. From the begin- I don't know about you, but my Box 1448, Santa Barbara, CA 93102. ning of time, man has simulated his ego needs a boost. I'm tired of Their monthly costs environment, practiced his skills, sneaking into Apple dealer show- $50.00 a year or $30.00 for 6 months, trained his young, and entertained rooms, gazing down the rows of and is worth every penny! You'll generally receive eight programs himself through the challenge of Apple software and whispering to each month, of which, about half games. Throughout history, every the salesman, "Do you carry any- generation has created more realis- thing for TRS-80"? A primary goal will be games. The others will tic, more sophisticated, and more of this column will be to provide a include utilities, business and complex games to satisfy the com- rallying point and information finance programs, tutorials, instruc- petitive spirit. . .each generation of exchange for TRS-80 owners. But I tional programs, and whatever else the editor, Dave Lagerquist, can game designers building on the need your help! I don't even know experiences of the past. The earliest how many of you are out there. So come up with. Each month, Dave includes a brief newsletter with pro- games were probably simple reenact- how about letting me know! Just ments of the chase, the hunt, com- drop me a note at 2008 Calle Miranda, gram documentation, bits of down- home philosophy, and helpful bat, and other facets of daily life. Fullerton, CA 92633, or call (714) Gradually, they were refined into 525-4969. Tell me what computer comments on TRS-80 computing in microcosms of reality, utilizing games you play: Fantasy? . . . general. His style is friendly and twigs, stones and bones, with play- Arcade? . . . Real life simulations? personal. You get to know everyone ing areas outlined in the dirt. By the . . . D & D type adventures?.. . in the company by first names, time the Parker Brothers finally did What model TRS-80 do you have? including the dog, Jed, and Robin make their appearance, we had How much memory? Disk or cas- and Mike's new baby, Morgan. No, I accumulated thousands of years of sette? What are your computer read- never met any of them in person, but gaming experience, playing such ing interests? . . . Game reviews? . . . I plan to visit some day soon and ancient and sophisticated pastimes Playing aids? . . . Technical articles include an interview with Dave in a as chess, checkers and backgammon. on software? . . . on hardware? . . . of later column. Next month, I'll put new products? . . . Feature articles? you on to another subscription Today, we are just getting our first . . . Interviews with game authors? service. clear look over the brink of a new . . . Strategy and playing hints? I also hope to include some side by horizon. . .with a view of gaming . . . Previews Exchange of practical side comparisons of similar pro- sophistication that was not even ideas with other TRS-80 garners? grams published by rent companies, imagined just ten years ago. Real- Whatever you want, we'll try to hints on converting programs from life simulations, fantasy, role play- provide it. ing, electronic arcades, and above tape to disk, and continuous review all, the world of computer gaming. In the meantime, here are some of TRS-80 games. I have over 600 short items to get the column TRS-80 programs, accumulated rolling. over a 4 year period, so there's suffi- As gaming enthusiasts, we are the cient background material to get Walter Mittys of the world. We live MODEL I INTERFACE started, but I need your ideas and out our fantasies over the game DISCONTINUED assistance to make this column a board and the video display. They The latest word from Radio Shack success. provide our means of escape to headquarters in Fort Worth is that WAIT JUST A MINUTE! Don't another dimension. . .a world of il- production for the Model I Interface turn the page till you have scribbled lusion in which we can satisfy our has been discontinued. Those of you out a letter or postcard with a ques- thirst for challenge and excitement! who are using a 16K Model I with a tion, a complaint, or just a sugges- cassette drive and still intend to tion of what you'd like to see in upgrade sometime in the future, the I want to join you on this road to future columns. adventure, through the columns of future is here! There are still some this new COMPUTER GAMING interfaces in stock, but if you plan to Remember, this is your column! WORLD department, devoted ex- add disk drives or memory to your TRS-80 GAMERS, UNITE! I Cytron Masters: The View From a Play Tester MARK BOTNER

BASIC INFORMATION CYTRON MASTERS different from 5) MISSILES have powerful other war games consisting of player offensive/defensive uses. Name: Cytron Masters #1's turn, player #2's turn etc., is the (Costs 8 units of power) Need Type: Strategy continuous unique action and animation practice on Missile/Anti mis- System: Apple II of the Cytrons. This enables two sile control? Then just run the 148K, paddles required) people to play simultaneously. One Format: Disk practice session included on might think that since this is a war diskette. # Players: I or 2 game, Cytrons are completely in your Author: Dan Bunten control. Not so—the players or man- 6) ANTI-MISSILES are the Price: $39.95 agers, as they should be called, do just only defense against missiles. Publisher: Strategic that, manage the Cytrons. These (These are FREE) Simulations Inc. Cytrons carry out not only your The battlefield consists of an arena 456 Fairchild Dr. instructions but built-in ones as well. 18 units (Cytron size) high by 38 units Suite 108 For example: Shooters scan & shoot at long. On the left and right edges of the Mountain View. Cytrons within their pre-determined field are the Command Centers. Closer CA 94043 range. Cytrons carry out their own to the center of the screen are the instructions very much like men in a randomly placed Power Centers, real war. which can be positioned by the CYTRON MASTERS is one of a managers prior to the beginning of the new breed of games combining the A Cytron is a CYbernetic elec- game. New Cytrons emerge from the action and graphics of arcade-type TRONic device, or in plain English a preLOCATEd Beam Point. games with the authenticity of simula- robot. Armies of Cytrons are used in The option to either play a normal tions. After the last few months of an arena for combat. The Intergalactic game or customize one's own version testing it, I find myself repeatedly Commisssion has ruled that in global exists in the two-player game. Many of drawn to playing it. This is quite a disputes the parties involved will the strategic variables (costs of for departure from arcade games which make settlement by participating in example) can be altered to drastically are initially fun to play, but the "fun" this futuristic match. These matches change the play. Altering the variables wears off quickly. Unlike so many eliminate unnecessary human warfare Cytrons allows for individual tastes other strategy games, it is possible to in the future. Spectators gather to (this can be interesting to tamper simply sit down and start playing watch the event and cheer for the with). The default values, however, are Cytron Masters without reading victor! There are six types of Cytrons: well thought out. lengthy instructions. However, most You have four options during play people will want to read the action 1) MINES are heavily armored which allow you to manage the game. packed, automatic introduction in- bombs which explode upon cluded on the disk with the game. contact with enemy Cytrons. 1) MAKE allows the managers Instructions of this type are sure to (Costs 1 units of power) to produce any of the five become a standard format for game 2) BUNKERS are defensive Cytrons provided there is information. shields for all other Cytrons. enough available energy. These are able to withstand You have three possible loca- Because I watched Cytron Masters 10 "hits" from Shooters or 2 tions to place the new unit: At grow from an idea to a small program, contacts with mines. (Costs 2 the present Beam Point, above then to a complete game, I had a units of power) it or below it. No more than a experience in it's development. As a total of 50 Cytrons per player 3) SHOOTERS are attack may be present on the battle- game tester for the author, Dan units armed with laser Bunten, I was able to help him not field at any one time. How- cannons. (Costs 4 units of only with bugs in the program, but ever, you may still MAKE a power) with ideas and suggestions which he missile at any time which will readily accepted. Although a war 4) COMMANDERS are used to emerge from the Command game, like many other SSI games, relay messages to all other Center. CYTRON MASTERS is still an orig- Cytrons within their range. inal idea. One feature that makes (Costs 4 units of power) Continued on pg. 45

never touch the keyboard as all the is performing (maximum potential DESIGNER'S NOTES commands are displayed in a console is 100% efficiency). The higher the like format and are entered via rank, the higher the overall efficiency paddle. The screens were all done in of a particular team. Rank, in and of After playing some STAR TREK color and graphic representations of itself, has no effect on individual programs, I found myself wanting data are displayed whenever possible. crew member efficiency rating. more. I was tired of playing against enemy ships which, in their moves, Some Recommended Team Compositions displayed little or no strategy. I was PLAYING TIPS (1) Lt. Commander tired of destroying ships with only a (I) Lieutenant The following are suggestions which few shots. The elements of total (1) Ensign should help you when playing STAR- control and realism were missing in (7) Crewpersons these games. Commanding a Star- SHIP COMMANDER. You should ship should be like commanding a use these with the manual that is Or- included with each game. naval vessel. Crew factors must be Lieutenants (2) considered. Each ship type should (2) Ensigns have a certain physical character- (6) Crewpersons istics, a certain feel. You should be BOOTING able to push the ship and the crew to PROBLEMS AND ERRORS: or- their limits and beyond -- for a price. Booting the program can be a ((1) Commander What was needed was not a game problem if your disk drives are out of (2) Ensigns but a simulation. time or if the heads are not aligned (7) Crewpersons It took over six months to write properly. If you are having prob- STARSHIP COMMANDER. It was lems, please try the alternate booting The overall efficiency of all duty written with an eye towards detail and instructions (these are on a small teams for weapons, engines, naviga- believability. To accomplish this, addendum sheet which is inserted in tion, and defense directly affect the the program was broken down into the rule book). Other problems and performance of the USS Ranger. The several modules: each module being error messages that may occur higher efficiency of the weapons team, a program in itself. When completed, during playing time are the direct for example, the higher the probability the STARSHIP COMMANDER pro- result of disk problems. Version 1.1 of hitting enemy targets and higher gram was over 120K long, contained (if you do not see a version number the damage levels. In addition, higher over forty major commands, hun- during the introduction, you have efficiency levels lower the probability dreds of minor commands, and over version 1.0) is more forgiving to disk of mis-fires or non-firing (crew mem- thirty high resolution dynamic problems. bers can forget). Sometimes the screens. The player was given the weapons team and the engineering ability to control power, fire wea- team can get an extra torpedo or an pons, direct crew members by name, THE CREW FACTOR: extra weapon bank charged. allocate repair droids, communicate The crew factor is probably one of High efficiency levels in the engi- with and scan the enemy vessel(s), the most unique features of STAR- neering team leads to faster transfers navigate, and use on board computer SHIP COMMANDER. Each crew of power to all systems (power will systems to assist in the implemen- member has an efficiency rating reach allocated amounts quicker), and tation of command decisions. and a rank. The efficiency is a higher performance combined with When playing the program, you measure of how well the crewmember lower energy use in engines. The Navigation efficiency level efficient defense team will reduce dam- target ship on the forward shield, affects the turning radius, evasive ages and casualties. you are able to fire three banks at maneuvering, acceleration and de- once (Positron 1 at full power, 2 and celeration levels as well as maximum High power in shields also reduces 3 at half). The estimated damage and minimum speed levels. the striking force of the Ranger and that can be inflicted on the enemy vessel using this strategy is usually The Defense efficiency level affects decreases shield hardware efficien- between 250-400 units. the damage levels, shield power mainten- cy. A good amount to maintain in ance and placement. If the defense shields is between 500-750 units of Try to keep attacking one par- team cannot do their job, the longer energy. Remember, shield power is ticular shield of an enemy vessel the medical injury lists will be. the slowest in coming up to allocated turn after turn. This will prevent the amounts. You should distribute enemy from bringing the shield up In order to maintain higher ef- enough power to last two turns. to its allocated amount. ficiency levels in both the crew- members and duty teams, you should: You should try to rotate the shield The damage inflicted on an that faces the enemy vessels to allow enemy vessel can be seen by going to Keep the most efficient teams on 1) a shield to bring itself up to allocated the science station and examining duty. amounts. A good tactic to use is a the crew count and shield levels of 2) Keep the most efficient member continuous rotation of the vessel's the vessel. You will notice that the on the duty team. shields by rotating the ship with enemy's shields will decrease in Make sure your team has 3) manual pilot) when a shield's power power as it sustains damage. enough officers (the higher the is low (under 400). This will allow rank, the higher the overall time for the droids to repair damaged team performance). shields without having the vulnerable NAVIGATION: 4) Make sure there is at least as shield fired on by an enemy ship. It much power being allocated to takes five units of power from The distance in megameters that each station as there is being general operations to repair every a ship travels is the speed cubed. consumed. unit of damage. Some recommended speeds are: 5) Rotate your teams DISTANCE FROM RECOMMENDED (Crewmembers need their sleep!) Using auto shields is good for ENEMY SHIP SPEEDS 6) Remember that changing duty beginners fighting one ship as the computer does a reasonable job of teams will take five units and over 2000 megameters light 8 — 9 allocating power to your shields. changing rosters takes ten and 1200 — 1500 6 — 8 But, the system is too slow in reacting these units come from life 500 — 1200 4 — 7 to a multi-vessel attack. support systems. Make sure you under 500 under 6.5 have enough power to rotate Semi-Auto may be used if the Be careful not to go too fast at your crew without affecting enemy vessels are not rotating close range as your ship will usually point 4. around your ship and your ship is overshoot the target vessel, leaving Change the roster only when all 7) travelling at speeds less than light your rear facing it. The rear positron three teams in a station are 6. This will maintain the allocated bank only fires at half power. functioning below par (about percentages of power in your shields. 70). Never place zero percent of power in These recommended speeds are shields using semi-auto distribution different from the suggested attack in Defense Station. This could prove ENERGY: (SA) speeds. You should only use the disastrous. Especially in older ver- SA speed if you want to go on an all The energy system is the life's blood sions. I personally prefer the use of out assault and if you feel that your of the Starship Ranger. Energy manual operation to allocate shield shields can withstand a heavy management is done primarily through power from engineering. While this attack. The most effective speed is the Engineer Station. Energy data is allows greater control, power levels between .5 and 1 of a light speed less displayed in two forms: allocated and must be examined and maintain than the SA speed. actual. Allocated power level is the every turn. power level to which the system is The Auto pilot system allows you trying to bring itself. Actual is the to select the distance which you ATTACKING STRATEGIES: amount that is currently in the system. wish to maintain from the enemy It is best to concentrate attacks on vessels. It allows you to lock on Some power (between 5 and 20 units) one ship at a time. You should fire either the vessel current position or is regenerated in batteries each turn. your torpedoes in salvos of three or future position. It is recommended The amount of regeneration depends six at a time with a spread factor of that Auto Pilot be used only at closer on the engineering duty team's effic- one. Higher spreads increase the ranges (under 2000 megameters), as iency, the efficiency in the light probability of hitting with at least if tends to make you travel faster engines and the speed that your ship is one torpedo, but decreases the than necessary, using up greater traveling. Energy consumption varies number of possible hits. If possible, amounts of power and reducing in your systems depending on the lock all tubes. This take an ad- maneuverability. system (hardware) efficiency and crew ditional 20 units of power per tor- efficiency. Semi-Auto and manual systems pedo, but increases the probability allow increasingly greater control. of hitting by 20%. Remember, tubes Again, these facilities can be used must be loaded within the last three DEFENSE SYSTEMS: by an experienced player to take turns in order to fire. Try to load all advantage of the ship's maneuver- The USS Ranger is protected by four empty tubes every turn. Along with ability. shields (Shield 1 — Forward, Shield 2 torpedoes, fire all the positrons Port, Shield 3 — Star-board, Shield 4 possible. These being the ship's high Aft). High shield power and a highly energy weapons. By keeping the Continued on pg. 46 wish for more. I want something step is to define what's called the that tickles my cerebellum as well as "system". A system is a group of my optic receivers. (I need a little related elements and processes that meat with all those potatoes!) A function together. For instance, the game that combines strategic ele- digestive system in your body is ments which stimulate the mind made up of the organs that are and brilliant action graphics which involved in digesting the food you satisfy the senses is just what is eat. However, you cannot describe a needed. But, alas, no such product system by simply naming the objects exists. . . .yet. My own efforts in included in it. You must also define three programs (Computer Quar- their functions and relationships. In terback, Cartels & Cutthroats addition, to really understand your and Cytron Masters - reviewed in digestive system, you also need to this issue) have only scratched the know how it relates to your whole surface. My abilities do not satisfy body and the outside world. my imagination. Thus, the first step in designing a In the real world there are numer- game is like the first step in design- ous examples of activities that are ing anything — describe your area exciting as well as challenging. We of interest. In the case of a simula- have probably all wondered at times tion game this "area of interest" is what it would be like to be a stunt called the system and your eventual pilot, a historic leader, a business objective is to create a model of the tycoon or a great athlete. Why not field selected. The model should have games that let us experience work much like the real world these things? situation. The creation of this type of game will normally follow these Both my formal education and phases: professional career have been in a field called Operations Research. 1) System definition This field is devoted to finding ways 2) Data Collection to use mathematics and statistics to 3) Model Development solve difficult real world problems. 4) Programming Practitioners of Operations Research 5) Play Testing attempt to create mathematical These phases would also apply to models of complex real situations so almost any complex game even if they can examine them better. For the setting was a fantasy rather instance, since the first "energy than reality (for example, Dungeons crisis", numerous federal agencies REAL WORLD GAMING and Dragons type games). By Dan Bunten have been working on energy con- sumption models to determine the The System Definition Phase can effects of changes in resource avail- be further divided into: ability. The people involved have Game System Definition a) define the boundary of the been attempting to reduce this system and its objective complex problem to a group of b) list the internal system mathematical equations that form a The scene opens with an elements model. Using this model they could evangelist behind a pulpit c) list the relationships be- try out various actions and strategies gesturing wildly. He shouts, tween the elements that would be too dangerous or "We must stop the spread of d) list the outside influences costly to try in true life. Many of the the demon spawned arcade on the system games that are destroying the techniques used in these important applications can be scaled down for minds of our people. Repeat The System Definition Phase is use in simulation games to give after me—I believe in Strategy like making an outline of your them more of the feel Games. . . ." of the real subject for a speech or an article. world. In the last installment of this Much of this process is purely column I described with great zeal The goal of the next several install- mental. You are simply organizing your thoughts about how the system the potential of "real world" games. ments of this column will be to share works by committing your ideas to There is a chance that some readers information about how simulation paper. Defining the system boundary may have mistaken my enthusiasm games are constructed. Hopefully, is a particularly abstract problem for extremism. (I am not the evange- this information will be useful not list in the opening scene!). I assure only to game developers (and poten- since real systems are not isolated you that I do not hate arcade games. tial developers) but to anyone but gradually flow into one another. I indulge in contests of hand/eye interested in the game world that The boundaries between systems coordination, sometimes for hours. extends beyond arcades. I am sure are in how we look at them. The However there is a limit to the you will be surprised at how little actual world has no boundaries. pleasure I derive from games where formal math training is needed to However, the difficulty of this step is the question is not "will I lose" but understand most of the techniques considerably reduced by the fact that there is no wrong way to divide "when will I lose!" used in simulation. a system from the rest of the world. So even if I respond to colorful Where do you start if you want to Any way that makes an enjoyable graphics and animated action, I make a simulation game? The first game is correct (and there is no formula for enjoyment). This leads to the next step in the refine our idea of the system. For System Definition Phase in which instance, in the above list we For instance, in a war game the you list the elements of the system. identified two new items that need boundaries could be drawn broad For example, in designing a busi- to be added to our element list: Price enough to include all the political, ness game to simulate a production and Costs. environment, the element list of the financial and logistical problems Also, notice the objective of the system might be as follows: involved in waging an entire war. system, Profit, is included in the In the other extreme the boundaries relationship list. In fact, only of the system definition could be set Raw materials relationships and elements that are to include only those things that linked directly or indirectly to the take place on a single battlefield Production plant (buildings and equipment) objective should remain in the lists. within a certain space and time The process of refining the element zone. There in no right system Work force Finished product and relationship lists should con- boundary. A successful game can tinue until all your elements are be created out of any system de- Money spent in advertising Amount of product sold etc. linked in some way to other elements finition whether broad or narrow. and the objective. Any "dead ends" The only difference is the data that There is a natural tendency of that don't link should be thrown out. will be collected to create the model. (An element that doesn't affect any A very broad system definition will people when making lists to attempt to include only parallel items. other element is as useless as the not allow a great deal of depth in appendix in the digestive system.) any aspect. This type of game must However, the element list will concentrate only on the most "signi- normally consist of elements that The last step in the System Defini- ficant" elements and relationships are derived from other elements. tion Phase is to list the external of the system. An example of this They will be from different "levels". influences on your system. Since the kind of wargame is the board game In addition, some things will be system boundary you chose was Diplomacy which covers the whole more tangible than others. You do arbitrary, some way is needed to military/political situation of World not want to reduce your list to the show how your system interacts War I. A "narrow" type of system lowest common denominator. (A list with the rest of the world. For definition can simulate a field to a of the proteins that make up the instance, using our business game greater depth by sacrificing breadth. digestive system organs is worthless example again, the outside influences Various football simulation games as an element list for that system). might include: Your list just helps you find the take this view of the sport. They the rate of growth in the concentrate only on the interaction main pieces of your system, regard- less of their level or type. economy of offensive and defensive play the inflation rate selection on the gridiron. These Once you have a reasonable list of the cost of taxes games ignore all things outside the elements of your system, you can and government their system boundaries. They begin to map out the relationships regulations etc. disregard such things as player between those elements. These salaries, recruiting, training, relationships lead eventually to The criterion for considering creation of new plays and coaching influence the system objective. something an inside element or an in their simulation of football. Initially your understanding of the outside influence is whether that There is absolutely nothing wrong relationships will be very crude. thing can be changed by the system. with ignoring things outside your But, you should at least be able to If the system can change it, then it is chosen system boundaries. Every say what things affect others even if really inside the system. If the boundary includes some things you can't say how. Using the list in system is affected by it but cannot while excluding others. You need the business example above we can alter it (in a significant way), then it only concern yourself with the state some of the relationships as is an outside influence. interactions that are important to follows: the system as you define it. Although these steps in the System Finished product = Definition phase were listed in a Raw material ? Labor ? Plant logical order, it is often difficult to Having decided on the boundaries Units sold = complete them sequentially. In fact, of your system, you should define Finished goods ? Advertising you should expect to loop back the objective of the system. In Profit = through the steps as much as needed many cases this may be obvious. Units sold * Price — Costs until you have a fairly complete For instance, the objective of a picture of the system you want to We use the question mark (?) football system is scoring points to simulate. Two notes of caution are above because we do not know the win the game. The objective of a appropriate here. First, don't censor type of relationship between certain wargame is winning the battle by your thinking. It's important to let elements (whether +, *, etc.). All we meeting certain conditions of your mind run free - at least at first. can say about Finished product is victory. Even if the goal of your Later you can separate the wheat that it is affected by Raw material, system is obvious, it is still helpful from the chaff. Second, make your Labor and the Production plant. to spell it out. This is because the lists as complete as possible. It is Also, Finished product along with objective determines what elements easier to make a realistic game affects the number of of the system are important to the Advertising playable (by eliminating elements units that are sold. (Only in the last outcome of your game. If you are later) than it is to make a simple example given above is the mathe- doing a business game you may game realistic. define the objective to be accumu- matics of the relationship of the lating profit. Then, only things elements really known.) However, In the next issue of this column we that affect profit will be important this simple process of determining will look at how to collect the data to in your game. who does what to whom, helps create your model. NEW SCENARIOS FOR INVASION ORION by Floyd Mathews

BASIC INFORMATION player fires more offensive torpedoes might use one defensively if it is and missiles and can aim them NAME: Invasion Orion exposed to torpedoes. more intelligently. Most players fire TYPE: Strategy defensive missiles to protect their The beam itself should be dispro- SYSTEM: Apple. Atari. TRS-80 large ships from torpedoes, but the portionately large, as much as a FORMAT: Disk or Tape computer sometimes leaves its ships quarter of the Klaatu value points. A # PLAYERS: 1 exposed. The player has the option disproportionately large beam is PRICE: $24.95 of using tractor-pressor beams, but needed because the Klaatu frequently PUBLISHER: Epyx the computer doesn't. Finally, most use less than full beam power. The 1043 Kiel Court players tend to fully energize shields energy level should be slightly Sunnyvale. CA 94086 when close to large enemy beam- above the beam value as damage ships, but the computer merely points will most often be subtracted allocates whatever energy remains from the energy level, and because, after movement and fire. at point blank range, the Klaatu often shut down other systems to Despite these disabilities, the If you have experimented with fully energize a savage beam attack. Klaatu can be deadly if you give Automated Simulations 'INVASION A beam quality of five is adequate, them special ships designed to ORION, you have probably learned any more is too expensive. how to beat the computer easily in minimize their inferiorities and The computer is ineffective in the ten original scenarios. When maximize their strengths. Before using shields, so don't give any building new scenarios you may be looking at these special ships, let's (except possibly a small shield on giving the computer's side more first examine how the computer beamships of over 50 points). In- value points than yourself for plans its move. stead, put the maximum of three balance. This is not always neces- The computer first predicts the inches of armor on the beamship. sary because, even with equal value player's move and then moves its Shields are a bad investment for two points the villainous Klaatu can be ships in the general direction of the other reasons. They are useless if no a tough opponent if they have closest human ship. Some of its surplus energy remains to operate suitable ships and if the new scen- ships will move in a random them. Shields are less efficient than ario is properly designed. If you try direction, but gradually the Klaatu armor, because the armor value is these new ships against your own will close with the human fleet. The subtracted from each individual favorite designs, I would be in- Klaatu will fire beams if possible, attack on a ship, while the shield terested in reading about your but at usually less than full power. If value is only subtracted once from results in future issues of CGW. they opt to fire torpedoes, they will the aggregate attack value. Indeed, The player has several natural not fire any missiles except, possibly, armor is so efficient that I recom- advantages over the computer. Let's defensive missiles. And, if they opt mend a maximum thickness of three deal with the major advantage first. to fire offensive missiles instead of inches in designing new ships for If the player knows the capabilities torpedoes, the missiles will usually both sides. Otherwise, both sides of the computer's ships, he can be aimed at the beam target. could build literally indestructible easily win. It is easy to eliminate What ship designs are best suited ships with several feet of armor and this advantage. Simply get a friend for the Klaatu? None of the designs nothing else. Three inches is the to assist you in designing the in the battle manual are good maximum used in any of the designs scenario. You can agree on the because they are multi-purpose in the manual, and I find this ceiling number of value points for each side ships which require human "per- provides fast, exciting scenarios and certain limitations discussed ception" for optimal use in different with fewer stalemates. below. You secretly design your own situations. instead, it is better to Don't build more than one beam- fleet and your friend secretly designs create new special purpose designs ship. Extra ones will just duplicate the Klaatu fleet similar to one of the in order to limit the chances of the your costs for armor and launch model fleets in Figure 1. You can computer making a stupid move. tubes, and increase the risk of the likewise assist your friend in pre- Klaatu a decisive torpedo or missile The computer should have one paring a new scenario for him to hit. play against an unknown and large beamship because this is the mysterious Klaatu fleet. weapon it uses most often, and it The screening missileboats should will become more effective as the be small so that they will be hard You will find that this step, by computer gradually shortens the targets for beams, and cheap as they itself, creates a much more challeng- range. The beamship should be will probably be the first struck by ing scenario. The computer's ships initially deployed behind a screen of torpedo attacks. Dispersion of force are more unpredictable, and poten- tiny missileboats in the hope that is the main idea in designing screen- tially more dangerous, if you do not they will protect it from torpedoes ing boats. The more you have, the know their capabilities. for at least the first few turns. The more likely it is that one of them will The player has several other ad- beamship should have speed of stop a torpedo from crippling the vantages over the computer. He can about four. Just fast enough to make valuable beamship. But you can't "perceive" the overall situation and it a difficult target, maximum but afford to waste a lot of value points coordinate the actions of his ships. not to risk its racing in front of the on them. Three or four missileboats The computer basically issues orders screen. it should have a small are enough for the screen. Each boat to its ships as individual units. The number of missiles in hope that it should have no more than two tubes, eight missiles, and no armor (they and B, you should occasionally give combine their attacks against one are an expendable force). the Klaatu a different force. The human ship. player has a big edge if he can The Klaatu fleet should have no I have several miscellaneous anticipate the composition of the torpedoes because, if the computer suggestions for improving the Klaatu fleet. Fortunately, there are decides to fire them, it will fire fewer Klaatu's chances. First, and most two other types of fleets which the missiles on that turn which may computer handles well. obvious, let the computer use the expose the beamship to the player's expert skill level. Against a very torpedoes. Most veteran players will Large numbers of tiny torpedo- experienced player, you should give always carefully protect their capital boats or missileboats can be effective. the computer 10% to 20% more points ships from torpedoes in any case. You can mix both weapons in the than the human player. The types of The screen will hopefully allow the same fleet only if each boat has both missiles and torpedoes agreed upon beamship to close to effective range weapons, as the computer won't for both sides can affect play before it is blown to smithereens by utilize the single weapon ships on balance, so you should agree upon the player's torpedoes. There is certain turns. Fleet C is an example this before designing your fleets. further a chance that the Klaatu of a torpedoboat squadron of fifty Lastly, if the player uses the effective missileboats will score several points. This design can be devas- but boring, torpedo defense of missile hits on the human fleet and, tating to a player who is not sitting in a corner behind a few while their main function is to stop expecting it. In playtesting for this missiles, I suggest you give him a torpedoes, this is a nice dividend. article, this design sometimes de- special victory condition which will stroyed the entire player fleet on the draw him out — such as requiring The initial placement of the first turn. They initially must be him to occupy by turn five, and hold, Klaatu fleet is very important. If the spread out across the top of the a central region of the playing area. player knows where they will be playing area, not bunched together, before he places his own ships, he One of the strengths of a game like in order to get good torpedo angles. may be able to arrange a nasty little Invasion Orion is it's ability to Fleet D is an example of a missile- ambush. I recommend that you create new scenarios. I hope the boat squadron of fifty points. They always set up the Klaatu at the top scenarios offered here will stimulate should be initially placed close within three spaces of the edge, and renewed interest in this fine game. together in the hope that they will the player can deploy his ships anywhere within three spaces of the bottom. The exact positions should of course be secret until the game begins. Fleet A in Figure 1 is an example of proposed Klaatu fleet of fifty value points. Some of the missile- boats may be slightly weakened for variety, with corresponding in- creases in the size of the beamship. Fleet B is an example with one hundred value points. I recommend a maximum of fifty points for each side for a fast game, and also because the player's superior intel- ligence gives him a better chance for winning if he has more material with which to work. Any game with Fleet B will last longer than a game with Fleet A, so I have given Fleet B's beamship more missiles and tubes for greater endurance. But, notice that the screen for fleet B is actually cheaper than the one for Fleet A. Each missileboat in Fleet B is minimal, and I don't recommend building anything smaller. Addi- tionally, the B beamship has so much wasted energy when it doesn't fully energize its beam, I gave it a small shield hoping to provide protection against any near misses by missiles. Fleet E contains screen- ing boats with torpedoes. This configuration is effective against players who neglect to use defensive missiles.

If your friends have read this article, or if they begin to adapt their tactics and designs with fleets like A

gamer will appreciate about this FIREBUG seems to have the game. ingredients necessary for a success- MICRO - First of all, FIREBUG offers a ful arcade game: interesting graphics, choice between either a keyboard sufficient challenge, moderate REVIEWS configuration or joystick set-up to strategy, and ample flexibility. control the FIREBUG (the cursor Indeed, "ash" far "ash" this reviewer which represents the character). is able to "ash-certain," this game is FIREBUG The keyboard arrangement, using an "ash-set" to an "ash-tute" arcade A, W, S, D, and X is familiar to the lovers "ash-sortment" of games. typical arcade "addict" and seems Unab-ash-edly, to be more responsive than the Johnny L. Wilson Apple (ex-TKC) joystick used for this review. The joystick potenti- ometers do not always read the stick THE DEMON'S FORGE position properly (a problem that exists in the Apple joystick, not the software). Second, instead of seeking "boosters" or "power pills" that appear randomly after certain scores are reached or time is expired, the gamer is allowed to immediately see the number of gas cans available on each floor. Because of this, the BASIC INFORMATION player has a better opportunity to NAME: Firebug plan out his strategy accordingly. TYPE: Arcade The gas cans may be picked up by SYSTEM: Apple II maneuvering the FIREBUG char- FORMAT: Disk acter directly over the gas cans and BASIC INFORMATION # OF PLAYERS: 1 pressing the "return" key. The cans AUTHOR: Silas Warner may be dropped in strategic places NAME: The Demon's Forge PRICE: $24.95 by pressing the "space bar". TYPE: Aventure PUBLISHER: The Muse Company SYSTEM: Apple 347 N. Charles Street Third, instead of being at the FORMAT: Disk Baltimore, Maryland mercy of the mazes, the gamer has a # PLAYERS: 1 21201 real chance to do something about AUTHOR: Brian Fargo them. Here is where the frustrated PRICE: $29.95 Yes. I made an "ash out of my- arcade "addict" can finally wreak PUBLISHER: Saber Software self." In spite of negative publicity revenge on those infuriating mazes, 8 Winged Foot Lane arising from the initial ad campaign since the gamer gets to burn down Newport Beach. CA (will you make an "ash" out of the mazes themselves. Just imagine, 92660 yourself?) and its "ash-umed" pro- a game where the boundaries (sym- arson viewpoint, FIREBUG really bols of authority) are systematically does no more to promote the "ash- destroyed for fun and profit (points THE DEMON'S FORGE is a 48K pirations" of would-be arsonists for a good score) and the gamer graphic adventure similar in ap- than "Pac-Man" does to promote allows his repressed rage (toward pearance to much of the software over-eating. other maze games?) and submerged produced by Sierra On-Line and Highlands, though it has been FIREBUG is essentially a maze- desire for civil disobedience (Molotov cocktail syndrome?) to have free introduced by a new company, chase game. The game consists of Saber Software. The similarities five mazes, which represent five reign on a color monitor. Who knows, perhaps some catharsis may between THE DEMON'S FORGE floors of a building. The FIREBUG and other adventure software end at runs through the floor, picking up even take place within the gamer's psyche. this point; in fact, in most areas gas cans and dropping them where DEMON'S FORGE is a step ahead they will cause the most damage. of conventional computer adventur- Since the score is based upon the Fourth and last, the game provides ing. destruction of each floor and the for a continuing challenge and game has a "Great Scores" cap- longevity of interest by means of its The packaging is unique in ap- ability, the greater the conflagration, skill level. The player has the option pearance, the cover art having been the bigger the gamer's reputation of selecting fuse length. Since fuse painted by a top fantasy artist from becomes. Instead of having the length determines how closely the the staff of Heavy Metal. The FIREBUG chased by other char- actual flame will follow the FIRE- documentation within is descriptive acters, However, the danger comes BUG, a long fuse provides for an yet functional, giving a background from the FIREBUG's own flame. easier game than a short fuse. So, a detailed enough to convey a solid The flame following along the fuse player can adjust the skill level prior purpose without laboring in details. is dangerous. If it catches the to any game by adjusting the fuse The operating instructions are FIREBUG, the game is over and the length. The shorter the fuse, of clear, though are almost identical in computer informs the player that course, the more bonuses available nature to those of past adventures. "You made an ash out of yourself." (as the axiom goes, the bigger the Anyone who has ever sweated out a There are four basic options that the monster, the richer the treasure). graphic adventure before will feel quite at home with THE DEMON'S While the majority of the traps, Twisting tunnels lie ahead and, FORGE. riddles, and poems make sense, they while you travel through them, time You are a mercenary of amazing nonetheless take real consideration flows backwards. The ship exits the martial skill, your prowess being at points before progress can be tunnel with plenty of time left to legendary in the arenas and battle- made. The adventure is divided into destroy enemies, and continue your fields of your land. You have fought sections, or levels, and normally travels, firing off into space, nearly often in the service of your king, a everything must be completed on crashing into enemy ships and their harsh yet fair monarch with an iron one level before a player may move fragments. to another. While completion of sense of justice. You are arrested for This is the world of EPOCH. The a crime punishable by death — THE DEMON'S FORGE is un- deniably a challenge, I would not objective is as simple as most: brawling with the king's guards. destroy as many enemy ships as Yet, in considering your past services say it is difficult to the point of ridiculousness. possible, for as many points as you to him, the king has left your fate in can get. There is the usual limited the hands of the gods — he has I enjoyed THE DEMON'S FORGE amount of ammunition, and fuel, banished you to a dungeon network and, on the whole, would recommend both of which can be replenished by of ancient origin known as the it to anyone. To those who might a docking with a base. But EPOCH DEMON'S FORGE, so named be- play it and get stuck, I offer these has an added feature: a time limit. If cause its overseer is a demon of words of advice: time runs out, your adventure is unquestionable power. No one has over; just as if you had run out of fuel ever returned from there alive. 1. Write down all hints and poems given to you, and consider their or ammunition. Time is restored just As a prisoner within the demon's meaning carefully. as easily as either of the other two, stronghold you must escape the but by entering the fourth dimen- traps and foes left for you, and wend 2. Items, or even entrances to sion. A little more difficult than your way to Anarakull himself, to a areas of the labyrinth might be docking with a base, for you must final combat which will proclaim hidden from sight until you some- proceed through a tunnel in space your fate and perhaps allow you to how eliminate the object blocking once you have entered. them. escape and regain your freedom. The game is played with a joystick The adventure is, in rough similar- 3. Consider the roles of the ele- (it can be played with paddles but is ity, akin to your typical dungeon ments and elementals. . much more difficult). You see space fantasy excursion, which to many Michael Cranford as if you were looking through a might seem like a meaningless windshield, as stars and various jumble of traps, puzzles, and dis- ships (about 15 kinds) pass by your concerted ideas. And yet, when seen EPOCH fighter. The only way to score points in the light of it all, being a is by destroying ships, but, as you subterranean stronghold governed BASIC INFORMATION play, you will find that more of your by a supernatural creature who has time is spent attempting to extend NAME: Epoch your odyssey. laid cryptic traps to catch the TYPE: Arcade unwary intruder, it gains a cohesion SYSTEM: Apple II and purpose which many adventures FORMAT: Disk or Tape The top of the hi-res screen is lack. # PLAYERS: 1 reserved for your control panel AUTHOR: Larry Miller which tells you several things: fuel, The hi-res graphics are quickly time, ammunition, speed, and score. drawn and admirable. They get PRICE: $34.95 PUBLISHER: Sirius Software Inc. The graphics in the game are truly better as one goes farther and excellent—as good as any I have farther into the labyrinth, as if As you are looking over the stars seen. The stars pass by you in greater care was put into the later through your fighter's windshield, speeds inversely proportional to art. your fuel gauge reads low. You begin their distance from you and, as your One unique function of the game to accelerate and speed through ship turns, they scroll across the is minor, though perhaps a necessary space, looking for some sign of help. screen smoothly and naturally. The addition to future adventures. On All of a sudden, your eyes spot enemy ships can be spotted well in the "restore game" feature, in which blinking lights off in the distance. the distance and, as they near you, you are allowed to resume one of ten You rush toward it and, as your fuel the enlargement is perfect. With a previously saved games, you are gauge reads less than 20 gallons, ship far in the distance, it may zoom informed of the last game you saved you rush into the docking bay. A across the screen at the slightest to the disk. It is a blessing to the loud "DA-DA" is heard, you fly out turn. But, when they get closer (they player who is constantly updating with a full supply of fuel and ammo. may come inches away) you can his game position and might forget Now, you notice that your time is spend ten seconds just traveling the number of the previous game he running out. Your adventure is across the ship, if you stop your left off at. about to end and you need more forward movement. There really is that much detail put into them. If I had to make a serious com- time. You begin to fly through space plaint it might be that THE with your new load of fuel, looking The sound effects in EPOCH are DEMON'S FORGE has several for an entrance into the fourth also very well done. There are four rooms which appear both intriguing dimension. Up ahead there is a major sounds: the introduction, the and significant (example: a room strange, number-sign (#)-shaped destruction of an enemy, the docking shaped like a hemisphere, entitled thing. You head toward it and, as with your mother ship, and the "The Bowl Room") which in fact you go through the center, you hear entrance to the fourth dimension. have no real purpose in the solution rewarding music, and a journey Each of these are different, and each of the adventure. begins backward through time. has its own "spacy" effect. I person- ally enjoy entering the fourth dimen- The first level starts with you at watch the intermission provided for sion for the sound alone, and then the bottom of the screen, an enemy your entertainment. Then, it's back work my way through the tunnel of soldier at the top, and several ramps to the battlefield and the same space. zig-zagging across the screen from scenario as the first level — only this top to bottom. The soldier then time someone must have put shorter EPOCH is one game that is very fuses on the bombs, because they difficult to tire of, until one has begins lighting bombs and rolling them down the ramps toward you. now have the nasty habit of explod- completely mastered it. This takes ing while you are jumping over quite a while and, once done, there The mission is to get up the ramps and capture the enemy's flag with- them. I'll let you find out about the are always new ways to approach next levels for yourself (mostly the galaxy. You can try many out being run over by any of the bombs. The only way to get from because I haven't gotten to them daring things. I enjoy coming right myself yet). into my opponent's face, stopping, ramp to ramp is to be thrown up and then blowing him up. You can there by one of the catapults on the In the final analysis, CANNON- also try to go through the small ramps. A bomb falls through one of BALL BLITZ is a game every bit as docking bays at high speeds, and the trap doors on the ramp, drops to challenging and fun as the arcade many other things that will insure the next level, hits the one side of the original. It will give you hours your enjoyment and excitement catapult and, if you're on the other (days, months, years) of enjoyment. with the game. side, up you go. There is another way to go up a level. That is by Ron Brinkmann If you are the type that likes catching one of the balloons that simple games, like Spacelnvaders, occasionally fly by. I strongly pinball, etc., you will probably have advise that you ignore these how- a bit of trouble adjusting to EPOCH, ever, as they seem to invariably BATTLE TREK which at times can be a very high deposit you on the next level directly speed game. Most computer garners, in front of a rolling bomb. The only BASIC INFORMATION especially space and shoot-em-up time the balloons are needed is when lovers, will enjoy this game. It is you reach the top and you have to NAME: Battle Trek planned out in detail, and well get to the flag. When you finally do TYPE: Strategy/Action programmed. get to the flag, you are ready to go on SYSTEM: Atari 32K to the next level . . . The Cannons. # PLAYERS: 1 Barry Gittleman AUTHOR: Chris Frazier The Second level begins with you PRICE: $39.95 CANNONBALL BLITZ at the lowest of six floors. There are PUBLISHER: Voyager Software 2 or 3 ladders going up from each P.O. BOX 1126 floor and, on each of the floors, there BASIC INFORMATION Burlingame. are 2 rivets. All one needs to do is to California 94010 NAME: Cannonball Blitz run over each of these 12 rivets and You are the commander of the TYPE: Arcade the whole structure will come down, SYSTEM: 48K Apple 11/11+ the guard at the top falling to his USS Ranger, starship on combat patrol in this sector. Suddenly your FORMAT: Diskette (3.2 or 3.3) death. (This is war, you know). This # PLAYERS: 1 would all be quite simple, if it shields go up and several Mesons hit Shield 1! There were no reports of AUTHOR: Olaf Lubek weren't for one little thing: the PRICE: $34.95 cannons. These little critters just enemy activity in this sector but the computer quickly provides the unex- PUBLISHER: On Line Systems won't leave you alone. They can kill 36575 Mudge Ranch Road you by running you over or they can pected information. Identification: VEGAN!! Adrenalin pumping, you Coarsegold, CA 93614 give you a nice cannonball in the hear yourself give the order — "Fire (209) 683-6858 gut. They can follow you up and Positron 1"! You watch as your down ladders, but they cannot jump Donkey Kong for the Apple; at over the gaps left by the rivets that positron fire impacts on the Vegans last! Well — almost, that is. The are popped. Also, on two of the shields. The Ranger takes evasive familiar gorilla has been replaced floors, there are hammers with action, only to meet a hail of positron by a rigid soldier, the rolling barrels fire. Damage reports flood the which you can mash the gunpowder are now rolling bombs, and the out of the cannons. It should only bridge. beautiful maiden towards which take you a few decades of trying Welcome to BATTLE TREK, the you strive has been replaced (alas!) before you manage this feat, and by by a flag. newest release for the Atari com- then you'll be ready for the next puter from Voyager Software. The What has remained the same level. object of the game is destruction of about this game is it's incredible On the third level you find yourself the Vegan starship. To do this, the challenge. This is not a game for on a ledge surrounded by a variety player must fire various weapons to someone who likes to sit down for of ladders, steps, and two large wear down the enemy's shields until ten minutes and play something a well placed shot can destroy the elevators (one going up, one going simple and relaxing before going to down). The only things that can Vegan ship. All commands are en- bed. CANNONBALL BLITZ is an tered via joystick; allowing the stop you from getting to the top and addicting, hair-tearing game that completing this level are cannons, player to fire weapons, launch cannot be turned off. After playing a bouncing bombs, flying cannonballs probes, pilot the ship, scan space, game or two, you will be convinced and redistribute power. There is no and a big soldier with a very big that absolutely no one can play this scoring because the game ends when cannon. (Really, that's all.) thing. Skill, however, does gradually one or both ships are destroyed. come; and soon you'll have even When (if) you get that third level greater challenges to frustrate you. flag, you can relax for a minute and Continued on pg. 44 READER COMMENTS In Reader Input Device #3 we asked "WHAT IS YOUR BIGGEST COMPLAINT ABOUT COMPUTER GAMES ON THE MARKET TODAY?" Here are some representative answers (Obviously, the views expressed in the quotes are those of the reader, not necessarily those of CGW.

PRICE.. . COPY PROTECTION.. . NOT ENOUGH.. . Computer games are overpriced! 15 to 25 dollars is My biggest complaint is that most of the software Other than those by SSI there are not enough within reason and competitive with noncomputer is copy protected and with two grandkids using wargames of any quality. EASTERN FRONT is games, and returns a fair profit. $30 to $60 (and up) the computer it's important to have a back-up. If good, but Avalon Hill's games suffer from using is not justified. If there were fewer $40 games, there are companies offering copyable software separate maps. there might be less piracy. Avalon Hill has the I'll buy all my software from them. [Ed. Note - SSI uses separate maps as well. Many right idea. Protection schemes hurt the average user. You of our readers tell us they like the use of peripheral Most new games are overpriced. Only a few are cannot back-up; upgrade (to hard disk, etc.); or maps.] worth the price — such as WIZARDRY, ZORK make any modifications to the program. I&II and DEADLINE. There are not enough strategy games and too LACK OF IMAGINATION.. . many poor versions of arcade games. There should be a greater variety of games at lower prices. Some arcade games should sell for There is lack of imagination by many designers. There are not enough sports simulations with $12.99. Many writers copy programs that have already orientation towards solitaire play (from an Atari been done. reader). [ Ed. Note — The largest complaint according to There is a lack of imagination in creating a truly our survey is the question of price. These three There are not enough strategic (war or space) great football game for the Atari (especially with games on the market for the Atari computer. responses are typical of dozens of others we have Atari's graphic capabilities). Certainly some of received. In our discussions with computer game the intricacies of ALI BABA and the INTELL- There is a senseless preference shown for Apples manufacturers we are told that the reason for the IVISION FOOTBALL game should give Atari and Ataris over the TRS-80 graphic junkies. current pricing structure is that the volume of writers the imagination needed. There is not enough realism in computer games sales is not large enough to price games any lower. today. The computer gaming industry is small in Many computer games show little creativity in comparison to the board game industry which has game concept. Software documentation is lacking. a much larger sales volume. With the smaller COMPUTER'S POWER market, a profit must be turned on a smaller NOT USED.. . number of units sold, hence the current price OTHER PROBLEMS.. . structure. Prices will come down as the market Computer wargames are not utilizing the full The quality of many games on the market is a grows and volume allows a lower unit cost. CGW is potential of the computer. The computer's strategy problem. Many games are released too early. More an example of this. Our magazine costs about the in player-vs-computer games is so set that after a work and testing would make many games better. lot of playing, you know what the computer will do same as the big computer magazines but contains Most games are interesting for only a short period every time. considerably fewer pages. Our circulation is about of time. 100 times smaller than the big magazines and [ Ed. Note— There is no substitute for a live warm- therefore our cost per "book" at 40+ pages is about blooded human opponent with all his/her High scores are not recorded permanently. More the same as their cost per "book" at 200+ pages. idiosyncrasies and mysteries.] sound effects are needed. Volume is the key in pricing.] Poor user friendliness and low realism in strategy Many computer games don't take advantage of a games. GRAPHICS.. . particular computer's special features. For Too many arcade games. Graphics are not good enough. If a programmer is example, there are too many Atari games which going to take the time to make a game, he should are nothing more than Apple translations which It is very difficult to tell the dogs from the gems. take time to make excellent graphics. fail to use the full graphics ability of the Atari. Reviews in magazines such as CGW help a lot. Then there is this comment: ARTWORK.. . Adventure games which use graphics should use Arcade speed melee. Too much emphasis on graphics. HORIZONS Advertisements make a lot of games seem more looks good but I would trade it and TUNNEL interesting than they really are. Too many games are first developed for the Apple TERROR for any of the SWORDTHRUST series Games don't live up to the fantastic artwork then converted to the Atari. Atari users must then and give change as well. displayed on the cover. suffer with sub-par graphics and sound.

We also provided an opportunity for you to make OTHER COMMENTS. Most of you used this section to comment on CGW. Here are some responses:

The design, print, and paper quality of CGW is Apple games are of interest to most of your from the start tried to put their games on a variety excellent; the best on the market. I appreciate this! readers. Let's review more! of machines. This is to their credit. However, the Keep publishing honest and discerning reviews. I Ed. — Balanced? More Atari? More Apple? What problem with translations, as mentioned in prior On my last issue pages 4 and 37 were missing and about TRS-80, IBM, Vic-20, etc.? What's a poor comments, is that the translated version of a game I had an extra page 14 and 17 in their place. I was editor to do? The coverage in CGW is determined often does not make use of the capabilities unique disappointed to be unable to finish the "Warp by several factors: what we receive in the way of to that machine. Even if Chris Crawford wanted Factor" article. 1 Ed. — Oh, the perils and pitfalls review copies; what articles our writers submit; to translate EASTERN FRONT to the Apple of publishing! We apologize and will replace any what is new and different in the hobby; what size (don't count on it) it would be a monumental task magazines that have this problem. If you have a of the gaming market owns each of the different to get the Apple to scroll in the way that the Atari magazine with missing pages send it back and we machines. Our present coverage comes close to the does (but not impossible, look at Dan Gorlin's will send you a replacement copy and reimburse ratio of the various markets. The Apple market CHOPLIFTER!).) you for the postage.] makes up the majority of game titles, gamers, and The Reader Input Device is a great idea. Great magazine! Especially the columns on game CGW readers; Atari is second with TRS-80, IBM, I want to thank Mark Marlow for his Wizardry development (i.e. Silicon Cerebrum and Real Vic-20, and a few others following the current "Big article. Without those clues I would still be stuck World Gaming). Two". If you have been following CGW at all, you on level 9. know that we are expanding our Atari coverage. Please improve proofreading. What we like to see, of course, are more games that Micro reviews are quite helpful. run on a variety of machines. For example, this Add more pages and I will subscribe. [Ed. —The issue contains an article on scenarios for old Catch-22 syndrome. See prior comment in INVASION ORION. Since I0 runs on both the SUBSCRIBE NOW "Price. . ." section. O.K., you win, we have put in Atari and Apple, more readers are more pages. Now send us your subscription.] interested in this article than were 0 a single RATES GO machine game. Manufactures should know that CGW has great promise. The contents are well many of our readers have asked for games to be UP IN rounded. Not all articles will appeal to everyone translated. Apple users want EASTERN FRONT but there is something for everyone. luck) and Atari users want COMPUTER OCTOBER Go monthly and put in some Atari articles. This BASEBALL (see Industry News). Avalon Hill has past issue had more for the Atari than others. But Apple users have enough magazines of their own without giving them 3/4ths of this one also. TREK (from p.42) MISSION (from p. 11) HEROIC (from p.13) The game takes about three always has towers around it, and order, which included many actions minutes to boot up, drawing an always has a missile station nearby. of a non-combative nature and one introduction listing the name of the This mission is very exciting. I have major order (generally a combat or game and its authors. By pressing seen pulled out over this move order). Additionally characters the joystick button the skill level one. Once the headquarters is hit, can do such things as speak. A mode is drawn on the screen. The the game continues briefly before speech order would appear on your player has fifty skill levels to choose you read, "Mission 5 - COMPLETE". next turn's print out. Anyone in the from. Each level is progressive in I have seen people destroyed in that room where the character spoke difficulty. At skill levels forty and brief period after hitting the head- would get the speech on his/her above, the player begins with a quarters, so watch out. When mission print out. In this manner players damaged ship, making it difficult to fire is completed you will be con- can communicate with one another. win due to low power supply. gratulated and given bonus points, When my party encountered another The game uses high resolution from 0 to 16,000. You may then go party on turn 34 I made overtures of graphics which are excellent. Every- back to prior missions and accum- peace, hoping to have an exchange thing is finely detailed, down to the ulate higher scores. of information about the dungeon. portholes on the Vegan ship. Posi- However I was met with.. . tron and Meson weapon graphics are The first thought that occurs to very defined and have believable many, after hitting the head- sounds. The game is well docu- quarters in mission five, is to get on ... TREACHERY!!! mented, providing a user manual mission one and stay there forever which covers all aspects of playing building up your score. It does not While sending into FB my orders the game. work that way. True, it is easy not to for turn 35 which included speeches of peace, the other player was The game is quite exciting. I was get blown up on mission one. But there are three problems. 1) While sending in orders which led to an all constantly torn between redistri- out attack by his characters, the evil buting power and firing weapons. getting points you must avoid hitting the radar, not an eas "Meter" clan. My response to this The power readings had to be y task. After passing a few, they appear evil deed, a deed which had caused constantly checked while trying to more frequently. You'll hit one the death of my group's leader —fair maneuver in close enough to the eventually. 2) You can be blown up. Pelmen the Prophet, was immediate: enemy for a good shot. All this while It's easy to avoid at first, but after 5 revenge! However, while my char- desperately trying to squeeze more minutes your piloting ability weak- acters swore "Death to the Meters" power into the weapon systems. ens. And 3) The houses, water they were cut down by the more There are, however, two problems towers, etc. on mission one are not experienced player who controlled with the game: it constantly accesses worth as many points as the targets the Meters. I learned several things the disk slowing the game down; in the other missions. Other missions about combat in that encounter: 1) and the destruction sequence lacks which give bonuses are better in Kill first, ask questions later; 2) Try flare. The destruct sequence is a terms of building your score. I have to take your opponent's potions bright flash, no explosion sounds, found that mission three gives me from him during the fracas. These with a message on a bright yellow the best chance to earn high scores. potions (strength and healing) background stating which ship was can be drunk during combat to destroyed. Despite these minor increase strength or restore con- flaws, the strategist will enjoy the The game is finished when you stitution. Increased strength helps game, but those who like arcade reach 100,000 points, probably you to mound a devastating attack. games might well look somewhere because the score section only holds My more experienced opponent else. five digits. If you reach this point, ordered his characters to drink a Hosea Battles, Jr. score will read 99,990 and you will potion in hand, take others from my get the note "GREAT PERFORM- characters (to be used on the next or PIRACY (from p.10) ANCE". Anybody who can do this is later turns) and then unleash a things just marginally higher than a true Star Blazer. crushing potion-enhanced attack — media cost to keep this from all in the same turn. happening." Mark Pelczarski, of HF allows a player whose group Penguin Software, is to be applauded The only "flaw" I have discovered has been severely weakened through for spearheading this movement. in the program occurs when you the death of several characters to The majority of people, by far, catch your supplies at the exact send in a "rescue" party. The player respect the integrity of the software's moment that you run out of fuel. can create new characters to enter copyright. Industry watches were This results in all obstacles disap- the dungeon and "rescue" the other amazed by the following comment pearing from the screen. Your ship group. On turn 36 I was given the from the August 1982 "Softalk" Top also disappears, but the exhaust fire option of sending in such a "re- 30 report; "A fourth change in the moves across the screen at the venge", uh, I mean "rescue" group. marketplace is the unexpected constant altitude where you were Watch out Meters, I know how to strength of several unprotected destroyed. From here, the keyboard play the game now! pieces of software in the Hobby Ten and joystick have no effect, and the game must be re-booted. list. For the second consecutive month, seven of the top ten entries Flying Buffalo's address is: are not copy-protected." The winds The game is enjoyable for almost all gaming types. The only disap- Flying Buffalo Inc., Box 1467 — of change are blowing gale force Dept. CG, Scottsdale, AZ. 85252. through the industry, and only after pointment is the sudden ending Both Heroic Fantasy and Starweb the storm passes, will we know after that terrific build-up. STAR- can be played over The Source or which companies planned the wisest BLAZER must be seen to be truly through the mail. for it. appreciated. GLADIATORS (from p 201 become confused if the terrain is CYTRON (from p. 30) crowded. a series of combats into a 'quest'. The computer opponent in GG is 2) DIRECT gives Cytrons in- Since both experience and weapon not as challenging as in other SSI dividual movement instruc- skills increase as you hit more games. After your first few battles, tions. But, this is time con- opponents and survive more com- you'll have to give it a handicap to suming and can be bats, you can experience an almost keep things interesting. The De- avoided by using a Com- paternal/maternal pride in watch- signer Notes included in the rule mander. ing your gladiators improve and book suggests an extra two gladi- 3) ORDER permits a manager progress (if they survive!) My ators for the computer as a guideline, to relay instructions to a strongest team, led by the human, which generally gave a pretty good group of Cytrons through a "Dead-eye" Drak, and the Robot, game. The game system's ability to Commander-type Cytron. Ap1-2, had difficulty with five switch sides in the middle of the 4) LOCATE positions the fledgling CYGNIANS at first, but game will need to be used occa- Beam Point anywhere on can now take on a team of exper- sionally to extract the computer's your side of the play field. ienced robots reinforced by Banshees units from illogical positions. and Monsters with a good chance of Victory is achieved through the de- survival. struction of your opponent's Com- HINTS ON TACTICS mand Center. Maneuvering a mine UTILITIES into your opponent's Command Center SSI has always been good with Combined Arms tactics work just is the only way to accomplish their utilities (COMPUTER BASE- as well in the 28th Century as they this. Each player begins the game BALL, COMPUTER QUARTER- do today. A team with four good with four Power Centers which supply BACK, etc) but they're getting even Phasors, a pair of strong melee him with the needed materials better. Naturally, you can save a fighters with perhaps an Oran- and energy for producing Cytrons. If a game in progress at any time, and guphin for its gemstones seems to player is careless, his opponent will automatically return to the same to work well. The Phasor users can be take control of his centers—stopping continue playing, but you can divided into two teams. Concentrate him dead in his tracks! Although it is change from a two-player version to your fire with one two-member team not necessary to capture the Power the computer as an opponent version on the most vulnerable enemy. Centers to win, this reduction in force in mid-game! This is great for when Hopefully the first shot will stun simplifies the task (see Hints Toward a friend drops over and wants to join your opponent, and the second shot Victory). And what do you do if you in, as well as when he/she has to will kill or wound (either result lack another human manager? Well, leave in mid-game. You can create eliminates the target). If not, then just sit down to a bout against the your own monsters, your own teams, your melee attacking gladiator will computer. You may engage the com- and your own battlefields, saving be facing a stunned opponent who puter at three levels, Beginner, Master them all for future use if you wish. will be easily butchered. In addition, and Grand Master. The level most For any team you can add or drop the second of your Phasor teams will suitable to you will quickly become gladiators, change their weapons, be able to fire on the next turn, while apparent. Good luck with the Grand armor, or names, and even merge the first team is reloading. This can Master; you will need it! On the topic of one team with another. save you from the embarrassment of scores, you will be doing well to get having all your phasor teams re- 20,000 points on the Grand Master There wasn't anything that I loading while the enemy comes level, 10,000 on the Master and 5,000 on wanted to do that the system charging out of the trees at you! the Beginner. wouldn't allow, except to scan the If you are assuming an offensive contents of a particular team with- In the developmental stages build position, you will find that a close out being in the preparatory stages your skills with one weapon at a group of Cytrons is extremely vulner- of a game. After a while the disc has time, don't change weapons after able to missile attack. Spacing out the so many different teams that it's each combat. It is definitely better to Cytrons will reduce this risk. On the hard to remember which is which. be a master with one weapon rather one-play version, significant advanc- This problem can be reduced by than mediocre with three or four. By ing threats will be attacked by missile, making up two letter codes (to be the way, when preparing for a so keep your inter-group distance. Of included in the file name) which battle, remember to rearm any course, the Commander has to be within describe the nature of the stored gaper or gemstone users. Otherwise team. they'll end up with nothing but their ORDERing distance of the other units. hands to fight with! Finally, know One useful technique to recapture a GENERAL SUGGESTIONS the combat formulae and the capa- Power Center is to beam a mine into bilities of your fighters in order to the middle of it. Since mines are cheap, I found the medium range battle- formulate the best possible strategy you can usually afford to sacrifice one. field to be the most enjoyable, since for a given team on a given Also, in the heat of battle, a Manager it was large enough to allow ma- battlefield. can sometimes slip a lone mine neuvering, while still showing both through enemy lines to defeat his weapon and armor silhouettes on the CONCLUSIONS unsuspecting opponent! map display. (The limitations of the Easy to learn and fast to play, GG Cytron Masters is an exciting game Apple II's graphic capabilities is a great starter game for "arcaders" offering multiple levels of play with wouldn't allow these symbols to who've never tried a "wargame" variations to suit the individual: Play show on the long range map.) The before. But, much like chess, it will on all levels guarantees an action- random map generation option with take a long time to really feel like packed episode of futuristic combat. a crowded terrain seemed to produce you've mastered this game (I sure By the way, all you Atari owners will the most cerebral two player games, haven't!) and the possibilities are be happy to hear that your version is although the computer tends to endless. well in the works. GUADALCANAL (from p. 191 STARSHIP (from p. 34) enjoyable, and will make up for Watch out for the Japanese CV's USING THE BLUFF: those boring (and frustrating) times around August 24th though, as they when the U.S. fleet is inept, unpre- will approach this area from about The Vegans can be bluffed into pared, and refitting. This writer's five squares north of Malaita. The thinking that you are going to self- personal favorite for strategic three Japanese CV's prefer to park destruct. If they fall for it, they will choices is to jump into the Short- in the vicinity of three squares E of back off for two or more turns and lands during the day with two San Cristobal: that's where you not fire a shot. This comes in handy previously unscratched surface and should seek them when your CV's when a shield that is facing the carrier task forces and pick on are ready. enemy is damaged or if you wish to anything smaller and weaker break off the attack by putting 6500 The main points to remember (cruisers, transports, destroyers, it megameters between you and the after the game system is mastered doesn't really matter as long as they closest Vegan ship. But, do not fire a are to rotate your fleet in the triangle get sunk). If this tactic is followed, shot, as this will give away that you of Espiritu Santo - Guadalcanal - the the Japanese destroyer arm begins are bluffing. Shortlands -Brisbane - Espiritu to show signs of strain late in the Santo, in keeping with the cyclical It should be noted that even if they campaign, provided of course that nature of activity for the U.S. fleet; claim that they are not falling for U.S. losses are minimal. and to time such activity to meet the bluff, some of their commanders The ground battle on Guadalcanal threats and possibilities. Victory in will still back off. The only real way goes one of two ways; either you this game is very much an all or to see if they fall for it is by their have obvious superiority or you nothing affair, so don't penny-pack action. The bluff seldom works more don't. If you do not have over- anything except for the "T" and than once. whelming ground superiority, don't "FT" missions, which will need 6-10 worry about it, just keep those DD's each for escort. marines from starving (with a few PLAYING DEAD: points of supply as spares if possible) SUMMARY and time will be on your side. It's It is this writer's opinion that Playing dead is done by completely really amazing what 25,000+ GUADALCANAL CAMPAIGN is lowering the shields facing the marines that are fully supplied can the best historical simulation (and enemy vessels and not firing a shot. do when the game is gearing down one of their best games) from SSI to The probability is 50/50 per vessel, in December. Air reinforcements to date. The essential aspects of his- that any single ship will fire on you. Henderson should be directly tied to toricity and playability are well- the condition of supplies on Guadal- matched, with easy accessibility of gaming information, a well-orga- canal and the position of the U.S. GAME DESIGN fleet, as it doesn't do the U.S. player nized set of rules, and good research any good to have precious Henderson combining to provide for a game planes obliterated by Japanese that will keep you at your computer for days at a time. STARSHIP COMMANDER is so night bombardments. Late in the complex that most of the possible game, Henderson makes a wonderful tactics that can be employed have ASW (anti-submarine warfare) base, GETTYSBURG (from p.22) not yet been explored. This is mainly and two Japanese subs potted every due to the way the game was three days is the running average, the Confederates, and both recover designed. The game was first taken when 15+ SBD's are allocated to (slowly) during rests. from a conceptual standpoint. The attack subs spotted with unemployed A final difference is that TRTG scope of the game was first defined TBD's. allows you to resolve each battle listing all the factors that would be About those otherwise minimally outside the computer using rules for involved. Next, the game was broken useful B-17's: they're great for two boardgame or miniatures. This down into stations; each of which things and two things only; bombing allows the game to be used to was designed, programed, and tested Japanese supplies on Guadalcanal so generate plausible scenarios for separately. that the Japanese can't attack some other gaming system. It wasn't until all the stations and properly; and finding enemy task THE ROAD TO GETTYSBURG forces. Look at the Japanese arrival logic modules were finished that we is a typical SSI product; excellent were able to see how the game would dates for things like carriers and production and packaging, a well- transports: they are victory points play. The interactions of all the done (bug-free as near as I can tell) factors created some unexpected on the hoof if you can catch them. program, an authentic simulation of American carrier activity should be results. The Vegans appear to act an historical event and a challeng- more intelligently than was called timed to intercept Japanese carrier ing game. Game length is about four and transport activity, as well as the for in the original programming. hours and there is a save option. Crew, system, and energy manage- "shortland free-for-all" when you There is also a shorter scenario that just want to sink something. ment played even more important portrays just the Battle of Gettys- roles than were originally designed. U.S. submarines should be placed burg as it actually developed. As the The program had the feel of a true two squares S of Choiseul (a favorite game will appeal mostly to war- simulation. Unlike most games where meeting place of Japanese task garners who own Apples, its major shooting and firing occupies 90% of forces). You won't sink very much failing — not being easy to learn or your time, STARSHIP COMMAN- on the average but the rewarding understand — may not be too DER closely reflects the activities of "squish" of sinking some hapless serious. If you're new to wargaming, a complex vessel such as the USS cripple will absolutely make your and are interested in The War Ranger. day. The Japanese submarines park Between The States, I'd suggest you two hexes SE of San Cristobal, so start with the much simpler I hope you enjoy this game as the best approach to Henderson for BATTLE OF SHILOH. If you much as I did when I first played it. T and FP groups would be well to the want the best that's available, — Good luck. north and east of this position. TRTG is it. READER INPUT DEVICE #4

GAMES Rate the following games using a scale of 1 (terrible) to 9 (outstanding) for each of the categories below: PRESENTATION: Rate overall presentation of the game. This includes such factors as graphics, sound, packaging, documentation. GAME DESIGN: Rate the game design itself. Apart from the presentation is the game well designed, playable, interesting? Are there problems in the design which make the game less than it should be?; LIFE: Does ARTICLES the game wear well? Does one bore Rate the articles in this issue on a of the game easily or does it still scale of 1 (terrible) to 9 outstanding). command interest after multiple If the article does not interest you plays? enter 0. Use "PRS" box. Enter "0" in the first box for any game which you have not played or have not played enough to have formed an opinion.

RESULTS OF R.I.D. #3

There were 118 Reader Input Devices turned in by press time for this issue. Apple users continue to dominate the readership (55%) but Atari users went up to 35% on this issue. All but four of the games offered for review in R.I.D.#3 received enough responses to be included in the results. Any game that is not reviewed by at least 10% of the user group(s) to which the game belongs (Apple, Atari, combinations, etc.) will not have any results listed. The numbers could not be considered significant. The "% Play" column indicates what percentage of the respondents which have the appropriate machine have played the game. For example, THE WARP FACTOR was played and evaluated by 60% of the respond- ents who have an Apple II or an IBM PC. The games that were not played/ reviewed by at least 10% of the readers were Wall Street (CE Soft- ware), Stocks and Bonds (AH), Jabbertalky (Automated Simula- tions), Horse Racing Classic (Tazumi). Horse Racing Classic was reviewed by only 8% of our Apple users, but they gave it a whopping 8.00 composite score. While the numbers can not be trusted because of the low number of responses, it is an interesting score. We will include Horse Racing Classic in a future R.I.D. The top rated game is no surprise. CHOPLIFTER!, which has only been out a short time has already been played by over 50% of our respond- ents. They like the game and rate it highest of the games offered for review in R.I.D.#3. Three other games follow closely behind Choplifter!. They are KNIGHT OF DIAMONDS (7.66), PURSUIT OF THE GRAF SPEE (7.60), and RENDEZVOUS (7.53). DEADLINE Leads the list of games that run on something other than, or in addition to, the Apple. It came in 5th with a 6.97 composite. Voyager Software's STARSHIP COMMANDER made a good showing in 8th place. However, like Graf Spee and CASINO, it has not been played by a large number of Apple users. TEMPLE OF APSHAI came in 11th (6.08) which is commendable for a game that came out in 1979. CGW finds it surprising that FIRE- BUG from came in 20th (4.84). We find it an interesting game that requires some thinking and dexterity. Evidently low-res graphics just don't cut it with garners anymore.

THE WARP FACTOR (60%) just barely nudged out TEMPLE OF APSHAI (59%) as the game most played among RID#3 titles. However, neither come close to challenging EASTERN FRONT's 89% rating in RID#2. CHOPLIFTER's 51% rating is remarkable considering that the game has only been out for about four months.

With this issue we begin the COM- PUTER GAMING WORLD TOP 10. The ten games that make the list will be the ten highest rated games from the various RIDs. Beginning with the next issue a few of the Top 10 games will be cycled back into a RID for re-evaluation. -