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I VOL. 3 NO. 2 Mar.-Apr. 1983

Features

SOME READER COMMENT 9 Comments from R.I.D.s

COMPUTER GAMES IN 1983 10 A Report on CES and HIA Russell Sipe

COSMIC BALANCE 14 Tactics and Ship Design Floyd Mathews

ZORK! 18 An Overview of the Series David P. Stone

ULTIMA II 23 The Revenge of the Enchantress James A. McPherson

LATCH ONTO THE BULL 26 The "Bear" Facts about MILLIONAIRE Johnny L. Wilson

ROBOTWAR TOURNAMENT RESULTS 30 Results of CGW's 2nd Annual Tourney

LISTEN TO THE MOCKINGBOARD 33 Sound and Speech for the Apple II Thomas Cleaver

EPIDEMIC 39 "An Apple (or PC) a day. . ." Valerie Trott

READER INPUT 48 Game Ratings of the Past 10 Months Departments Letters 2 Inside the Industry 3 Hobby and Industry News 3 Real World Gaming 4 Taking a peek 5 Atari Arena 20 The Learning Game 36 Microcomputer Mathemagic 38 Micro Reviews 41 Reader Input Device 48 Dear Editor: READER COMMENTS, page 43 of Dear Editor: your VOL. 2 No. 5 issue, I quote, I am an avid gamer and have "There is a senseless preference Thank you for promoting Robot- been for all but a few early years of war activities. It is a game that shown for APPLES and ATARIS over my life. I advanced through the var- requires continuing competition the TRS-80 graphic junkies."; "Too ious levels of the gaming world with other players to be fully many games are first developed for much like any other gamer my age, appreciated. the APPLE then converted to the and I faced the same dreaded ATARI. ATARI users must then suffer I was very frustrated when I found problems what with the lack of with sub-par graphics and sound"; out I'd missed your first tournament. I opponents and the mounds of and "Go monthly and put in some couldn't rest until I'd organized a paperwork involved with role-- ATARI articles, This past issue had local tournament, which we've playing. Therefore it was only natural more for the ATARI than other. But that I realize the potential of the been holding every 2 months ever APPLE users have enough maga- since. Richard Fowell, creator of computer in this area. However all zines of their own without giving "Norden", is one of our club the computer related magazines them 3/4ths of this one also" members. We are currently holding began to drift more into the techni- un-quote, our tournaments at Rainbow Com- cal aspects of computing and a puting Inc. 9719 Reseda Blvd., North- well written detailed review of gam- Competing for top honors in the ridge, California. ing software became harder to find. 'My computer is better than yours" Then came COMPUTER GAMING contest does nothing to further the Concluding there must be others WORLD. Long had I wished for just hobby of computer gaming, but a in this great country that might be such a magazine and I pounced on little understanding and co-opera- searching for Robotwar a subscription faster than a starving tion could make quite a difference. I competition. I also organized a "postal" dog on a ham hock. I have read agree that when it comes to soft- Robotwar tournament. It is held the and re-read every issue thus far and ware and software reviews practi- 1st of every month with a $4 entry I look forward to each new issue cally every computer system except fee to cover prizes and postage. impatiently. However, of late I have for the APPLE suffers. The question is, Anyone interested may receive rules began to fear that you too will be who do you blame for this problem? and mailing instructions from: drifting to a more technical aspect The editors cannot justifiably be Frank Krogh rather than staying with your name- blamed as they rely heavily on out- P.O. Box 5337 sake. There have been several hints side contributions, so who on the North Hollywood, CA 91616 in various articles that you may outside can be blamed? Is it rea- indeed include articles of a techni- sonable to lay the blame on the We've had 3 postal tournaments cal nature and although it may be ATARI users because there is an as of December 1st, 1982. The selfish, I hope you will refrain from insufficient amount of good soft- winners were: "Stalker" by Pat doing so. There are multitudinous ware and/or software reviews for the Bachelder from Andrews, TEX; articles on that end of computing TRS-80? Of course not. The only peo- "Norden2" by Richard Fowell from in other magazines and as a result I ple who can be blamed are the Palos Verdes Estates, CAL; "Samoth" do not subscribe to them but I buy users themselves. Someone has to by Tom Schai from Roseville, MINN. them one issue at a time depend- write the software and the reviews, Good luck on your 2nd Annual ing upon interest. You are the offi- therefore if the PET users feel left out Robotwar tournament. cial voice of the computer gamer then they must accept the respon- and as such are filling a void inher- sibility of doing something to correct Frank Krogh ent in us all. Please try to keep it that the situation. The same would hold way lest we drown in a sea of true for any computer system and technicalities. the users of that system. Another bothersome area for me I would like to see the computer is the sniveling rivalry between enthusiasts of today come together computer enthusiasts. There is the in friendship and co-operation to APPLE group, the ATARI group, the make the hobby as exciting and TRS-80 group, the PET group, and rewarding as it can be. While there is lord knows what others. Many times I nothing wrong with loyalty to a par- have felt that I am personally being ticular computer system, detrimen- chastised because I happen to own tal comments about other com- an APPLE II PLUS. I have nothing puter systems can easily be avoided against ATARI, TRS-80, or PET owners. and should be, for they serve no use- Why do they insist upon making ful purpose. snide remarks about the APPLE II PLUS? For example there are three Stephen Stahl such remarks of childish rivalry in the Brazoria, TX INSIDE THE INDUSTRY by Dana Lombardy, Associate Publisher Game Merchandising

Last issue we listed almost 400 game manufacturers) account for 13 Futureview Inc. different new game software titles nearly half of all game releases in 13 Gebelli Software Inc. that were released in 1982. Looking 1982. In fact, just counting the top 13 Sirius Software Inc. at the data provided by the survey ten on the list shows that these firms 11 Hayden software forms returned from the computer (7% of the industry) account for 11 Inc. game publishers, we find some one-quarter of all 1982 game 11 United Microware Industries interesting facts. software releases. 9 Artworx Software Co. Inc. Out of over 150 computer game It must be noted that this list does 9 Sierra On-Line Inc. software publishers, 81 listed their not rank the companies by their 7 Datasoft Inc. 1982 game releases, 6 were still size or the number of any one 7 Synergistic Software active but had no new game particular game sold. Some of the 6 Avant-Garde Creations releases, one was out of business, publishers with only a few game 6 Insoft Inc. and one was no longer publishing releases in 1982 had tremendously 6 Sublogic Communications game software. 69 were sent forms successful titles. This list is just one of 6 Syncro Inc. but never replied, despite two several methods of measuring 5 C&C Software separate requests. Of the 81 America's most rapidly-growing 5 Computer Kinetics Corp. responding, a total of 394 games hobby: computer gaming. 5 Creative Software were produced in 1982 (about 5 5 Instant Software games per company). If we assume The 30 Most Prolific Computer 5 Micro Lab that at least 60 of the non- Game Publishers of 1982 5 Spinnaker Software responding companies also had Number of 5 Swiftly Software Inc. 5 Synapse Software game releases last year, that would Releases Publisher bring the total number of computer 22 software games published in 1982 (The remaining 51 companies to 694! 20 Atari Program exchange 19 Thorn EMI Video that reported publishing games in A list of the 30 most prolific game 18 Datamost Inc. 1982 had four or fewer titles software publishers follows. Even 15 Spectral Associates released.) when including the games from 14 Epyx/Automated Simulations none-reporting companies, these 13 Adventure International 30 software publishers (20% of the 13 Broderbund Software Inc.

IBM Color/Graphics Monitor Adapter. It will be as a character's gold, experience, attributes, HOBBY AND available on disk and sell for $39.95. spells, and other items that Wizardry players McKelvie Programs, P.O. Box 53076, Phila., PA need printed. INDUSTRY NEWS 19105, has released GAMEMASTER, a new program for the Timex-Sinclair and ZX-81 Two more new releases from Sir-tech are PITS computers. GameMaster is a control and record OF PERIL, an arcade game for the Apple II (48K), and Broderbund Software, Inc. has entered the keeping system for role-playing fantasy ad- POLICE ARTIST, a childrens game which is basically a face recognition program for ages 7 CARTRIDGE game market with its first two Atari venture games. It is compatible with TSR's to 14. cartridge releases: CHOPLIFTER! and SERPENTINE. Dungeons and Dragons role-playing game. Both games are 16K. Michael C. Katz , former vice president of Penguin Software has announced that, as of Broderbund also announced its entry into the marketing and corporate communications at March 1, 1983, they will be lowering the price of VIC-20 market with three cassette programs Coleco Industries, has been named president their games to $19.95. This will include both their MARTIAN RAIDER, SHARK TRAP, and and chief executive officer of EPYX Sunnyvale, old titles and their new ones (Thunderbombs MULTISOUND SYNTHESIZER. All three programs are CA. and Crime Wave). for the unexpanded VIC-20 and have suggested Automated Simulations/EPYX has updated its retail prices of $19.95. computer football game, TUESDAY MORNING Softwaire Centre International now has 22 THE GAMES NETWORK, a QUARTERBACK to reflect the 1982 football sea- franchises opened or under construction nation- ally. Over 100 locations may be secured by June, computer-games-by-cable company, has released the results of its son. The game is available on disk for the TRS-80 Iwo month charter membership drive ( November (48K) and the Apple II (48K). It sells for $29.95. according to their president, Glen Johnson. 1, 1982 - January 1, 1983). According to Thom Automated Simulations/EPYX have also ex- , Inc. and Osborne Computer Corp. Keith, Executive Vice President of Network Affairs, panded their line of products for the VIC-20. The have announced an agreement that paves the "a total of 190 systems signed charter member- new additions are SWORD OF FARGOAL; RESCUE way for Osborne to distribute the full line of ship reservations, 166 systems signed charter AT RIGEL; CRUSH, CRUMBLE AND CHOMP!: Infocom's entertainment software. agreements and an additional 11 systems MONSTER MAZE; and RICOCHET. The first three became affiliates." During the first two weeks of are 16K cassettes with a suggested retail price of Avalon Hill has added three new titles to their January, 103 more systems signed on, bringing $29.95. Monster Maze is available on cartridge list of games for the IBM PC. COMPUTER FOOTBALL the total to 470 systems; representing a potential and retails for $39.95, while Ricochet is 8K on STRATEGY, VC, and B-1 NUCLEAR BOMBER all of over five million subscribers. The Games cassette for $19.95. Network will go "on line" in September. require 48K and sell for $21.00, $25.00, and $21.00 Sir-tech has announced the release of the respectively. SubLOGIC has announced the release of their third WIZARDRY scenario, LEGACY OF game, "NIGHT MISSION" PINBALL for the IBM PC. LLYLGAMYN. Also out for Wizardry is WIZIPRINT, a The game will run on any IBM PC with 64K and an printout utility designed to print such information Continued on p.40 REAL Dan Bunten WORLD GAMING we are ready for the next step tionship between the number of Although this phase—Programming. decisions you allow the players and does include actual computer pro- the realism of the simulation. But it is gramming, it involves much more not a simple relationship. Partici- than just writing code in your favor- pants in real life systems typically ite language. You are now faced (though not always) have numer- with the job of designing a GAME! ous alternatives open to them. Up until now we have talked about However, it is not necessary to give developing a simulation model. This players all the options the system model (if done well) should be a fair can support to make a realistic representation of what things are game. For instance in a business like in the real world. But, just as game I wrote, Cartels & Cutthroats, animation by itself does not make a only seven decisions were needed good arcade game, a good simula- by players to manage their hypo- tion game needs more than simply thetical companies. Obviously, in a model! PROGRAMMING the real world there are many more The previous three sections of this factors for a corporate president to For those who may have joined column covered some of the tech- analyze. However, for playability it this series late, here is a brief recap nical aspects of the design of a sim- was more important that the deci- of the previous installments. ulation game. The information pre- sions made be direct and simple. sented was mostly objective since Even with this small number of inputs A simulation game is a game that it was possible to create a very real- mimics a real world field of interest. systems simulation is based on scientific methods. However, the istic "feel" through a mixture of ran- It can allow players to experience domness and factor influence. some of the excitement of being design of a game is more of an art anything from a stunt pilot to a mil- than a science. There are very few Thus, to complete your game lionaire businessman. In the last rules and even those are occasion- design you need to know how many three issues we have covered the ally broken to produce good games. and what types of decisions players System Definition, Data Collection So, the things I present here cannot will have to make. You must also and Model Development phases in be footnoted and referred to in a plan how they will input the informa- constructing a simulation game. text book. They are "approaches" tion. Although a keyboard provides that others and myself have used to the greatest flexibility, serious con- System Definition is the first step. It create games. sideration should be given to game is similar to making an outline of input devices. Paddles and joysticks your subject for a speech or an arti- One approach uses a tool called a story-board. This is a script of the are a lot less intimidating than a cle. You define a "system boundary" keyboard to almost everyone. In that tells what things are "inside game as it will be experienced by the players. The story-board will help addition, from a programming point elements" and what things are of view it is often easier to flag bad "outside influences". At this point you examine the flow of the game before you spend a lot of time writ- inputs from a joystick than to catch you also list the relationships between a bad key press or misspelled word. the elements of the system. ing the program. Included in the story-board are all of the main fea- Input is only half of the player Next comes Data Collection tures you will use in your game. This interaction of your game. The other where you observe and investigate information will allow you and oth- part is the output from the system to the system you have chosen as the ers to better imagine what it will be player. Although it is possible to basis for a game. You try to answer like to play your game. It is easier to produce a simulation game where the questions "How often do things revise your design to fix any prob- all of the output is in the form of text, happen?", "What quantity of things lems at this point than later when my own experience indicates this occur?" and "How do things affect you are chasing program bugs. may not be desirable. In 1979 I wrote other things?". a football game, Computer Quar- In Model Development you take One main element the story- terback that was based on exhaus- all the pieces of information that board helps you visualize is how the tive research on the outcomes of you collected about your system players will interact with the model. combinations of offensive and de- and "boil them down" to probabili- From the standpoint of the model fensive plays. For each running play ties, averages and ranges. All out- design, the key question previously against each defense I derived five comes and relationships have to was "How does the system func- values that were used to generate end up as some form of numeric tion?". Now you have to decide outcomes. For each passing play data or you can't use them in your "How will the players affect the sys- there were seven variables used to game. tem?". The player interaction with determine the outcome against the system can be thought of as each defense. Overall, this model Now that everyone is up to date their decisions. There is some rela- Continued on p.47 In addition to games mentioned elsewhere CBS Software You must explore the Caves in search of a in this issue, the following products have been Hagerstown, MD 21740 spaceship with which to escape the Laren. received by CGW. Some of these products will Animation and sound effects are nice receive more detailed attention in future issues. K-RAZY KRITTERS: A Space Invaders type additions to the standard adventure game Readers wishing to review any of these game for the Atari 400/800. 10 levels of play. format used in COO. Apple II. products should contact CGW. Cartridge.

Funsoft Adventure International 28611 Canwood St. MUSIC GAMES: Using the reinforcement Box 3435 Agoura, CA 91301 technique of learning, Music Games teach- Longwood, FL 32750 ing the elements of music. Categories of TIME RUNNER: Similar to a maze-chase games/lessons are: Ear Training, Listening, MACES & MAGIC #2—THE STONE OF game, TR involves the hand-eye skills of Note Recognition, and Rhythm. The hi-res SISYPHUS: A graphics/text adventure game running around a maze and the strategy program even includes Bach's "Solfeggietto" by Chameleon Software. Several of its un- skills of surrounding parts of the maze to gain at a tempo of your choosing. Apple II. usual features include a well executed points. Wrap your trail around a box and get coded hint sheet and very large numbers of so many points. Atari 400/800 disk or tape potential weapons and types of armor. Atari (16K). $29.95 (lmagic (48K), Apple II, TRS-80. P.O. Box 2055 Hexcraff Inc. Saratoga, CA 95070 P.O. Box 39 DEMON ATTACK: (lmagic has translated their Cambridge, MA 02238 Avalon Hill Game Co. popular Demon Attack Atari VCS game to 4517 Harford Rd. GENESIS - THE ADVENTURE CREATOR: Here is the Atari 400/800. The cartridge based Baltimore, MD 21214 a real sleeper. Game generating programs arcade game is well done graphically, are becoming more and more popular (e.g. however the itself is nothing : A computer game based on the The Arcade Machine, Pinball Construction new (basic Phoenix type game). Game theme of the movie of the same name. The variations allow two player games, ad- alien, which will metamorphose to more Kit). Genesis is an adventure game gener- ator. In "The Creator" portion of the program vanced games, and tracer shots that can be deadly forms as time goes on must be controlled after firing. Atari 400/800 detected then captured or destroyed. Apple you create your map, objects, commands, II. $28.00 and text. You can create your own custom adventures. We like it. Apple II (Atari, IBM PC, William Kaufmann, Inc. GFS SORCERESS: The first in a continuing Comm64 coming). $49.00 95 First St. series of games based on the saga of Joe Los Altos, CA 94022 Justin and Selena Sakarov. A two-word text Howard W. Sams & Co. adventure game. In addition to the disk and 4300 W. 62nd St. WHAT'SA SO FUNNY ABOUT COMPUTERS: rule book you get "Restless Universe" a fic- Indianapolis, IN 46268 book of cartoons by S. Harris. The Cartoons tional story that introduces the adventure cover such subjects as artificial intelligence, and the "Galactic Federation Naval Officer's CAVES OF OLYMPUS: A hi-res adventure invasion of privacy, and Manual." game using two-word command format. applications. $6.95 in paperback. Metacomet Software HIDE AND SINK: You play against the com- Muse Software P.O.Box 31337 puter in this sea war game. There are three 347 N. Charles St. Hartford, CT 06103 versions of play: Standard H&S, Super H&S, Baltimore, MD 21201 and Super-Salvo H&S. The standard version is THE CAVERNS OF FREITAG: This is going to be THE PROGRAMMABLE CUBE: A simulator and basically a souped-up computerized version a popular game. According to some of the game based on the popular Rubik's Cube . of the pencil and paper game "Battleship". people at Muse TCOF is better than their The simulator shows all six sides and simulates Your ships are hidden on a 10x10 grid and popular Castle . We agree. TCOF motion for each move. A complete solver the enemy takes shots trying to hit your is an underground fantasy adventure in guides the user step by step through the hidden ships while in your turn you try to hit which you work your way through a large solution of any scrambled cube. The program his hidden ships. "Super" and "Super-Salvo" maze to seek out and destroy the evil dragon uses a simple-to-learn special programming add missiles and increased firepower. A Freitag. You can select from three different language. Apple II. nighttime option makes sighting more display modes. The three modes allow you to challenging. Apple and IBM PC. $34.95 get a variety of overhead views: from close/ detailed to far/plain. Other features include Mirror Images Software SPYDER: A arcade game of invading the spells, increasing rank, selectable speed and 1223 Peoples Ave. cave of the Arachnid King. Play involves level of play. Apple II. Troy, NY 12180 shooting descending Spyders, stooping crawling Spyders, and destroying eggs. The Nexa Corp. Color Graphics Adapter necessary on all Mirror number of points awarded for each Spyder P.O. Box 26468 Images IBM games. or egg killed depends on such factors as how San Francisco, CA 94126-6468 you killed it and where it was at the time. IBM CAPTAIN COSMO: An arcade game that HEXTACY: A symbolic 'territorial war game PC. has similarities to Defender but has the with some similarities to the Oriental game appearance of a children's game. Both the GO. However, unlike GO, "stones" need not fiction and graphics of the game seem to be be exclusively surrounded by one's op- TACHYON: An arcade game with elements geared to youngsters. You as the good ponent's stones. A stone surrounded by more of the old "Star Trek" computer games. The Captain must turn the grumpy Munchies into than one player's stones is captured by the galaxy is divided up into 25 quadrants. Each happy Smilies with your Somanizer ray. player with the most stones surrounding said quadrant contains one of the following: Spacey Stacey and Devious Dan attempt to stone. The significant thing about Hextacy is refueling station, space storm, blackhole, thwart you. However the appearance of the that it can be played by up to three players enemy fighters. Action within a quadrant is game notwithstanding, at advanced levels plus the computer as the four player. Apple executed in arcade like action as you use CC is just as challenging as any arcade style and IBM PC. $34.95 your lasers and torpedoes to survive. IBM PC. game. Apple II. $35.00 Penguin Software : A hi-res two-word adventure Sierra On-Line 830 4th Ave. game in which you rescue your basic 36575 Mudge Ranch Rd. Geneva, IL 60134 damsel-in-distress. Graphics are well done. Apple II. Coarsegold, CA 93614 PIE-MAN: A "different" kind of arcade game. $19.95. Note: the penguin runs away from the CROSSFIRE: The IBM PC version of the popular You are working in an automated bakery haunted mansion, eyes covered in fear. arcade/strategy game. You must destroy (we don't know why your job hasn't been Rena-Soft aliens before they destroy you as you make automated). You must take the pies as they 1070 Shary Circle your way around the city streets. $29.95 come out of the conveyor, put whipped Concord, CA 94518 cream and a cherry on them then take the ULYSSES: The IBM PC version of Hi-Res finished pie to the pie bin. Sacks of flour, ARTESIANS: A four-level arcade game in Adventure #4. You are Ulysses in this two- greasy floors, and tipsy wedding cake bakers which you attempt to steal water-filled jugs word adventure game. You must retrieve the make your job more difficult. Apple II. $19.95. from the fourth floor ("it's the water" you Golden Fleece. Two disks. Documentation is Note: It is nice when companies add little know). The first level is a Pac-Man like maze. beautiful, $39.95 extras to their products or packaging. In the Level two involves crossing conveyer belts case of Penguin Software, they take their and walkways (Frogger). Level three involves Soft Images mascot(s), penguin(s), and situate him/ negotiating moving gears and barrels 200 Route 17 them in the artwork in a manner related to (Donkey Kong). The fourth level is where you Mahwah, NJ 07430 the game. In Pie-Man the penguins wear fill your jars. Apple II. $34.95 baker's hats. BLACK JACK STRATEGY: A totally new Black Jack program by Norman Wazaney Jr. This SPY'S DEMISE: A arcade game in which you, one is much more user oriented than the spy, attempt to reach the top floor of the BLACKJACK MASTER (TRS-80, see review in Russian diplomacy mission and capture an Strategic Simulations 2.2). The program includes the game, a encoded message. Play involves crossing 883 Stierlin Rd. Bld, A-200 black jack tutor, and a simulator in which each floor while avoiding the guards. Each Mountain View, CA 94043-1983 you can try out your strategies. The system floor contains parts of the encoded message. GALACTIC ADVENTURES: A science fiction provides step-by-step instructions to help When all parts are gathered you can crack adventure game with spaceship and man- raise the player's level of skill—without relying the code and send the answer to Penguin. If to-man combat. Based on the Galactic on card counting, Apple II. $69.95 you are the first person from a state of the Gladiators game, GA expands the scope of U.S.A. or Canadian province, or other country GG while providing the ability to design PANDEMONIUM: A word game for the Apple to solve the puzzle you can win a Spy's adventure campaigns for others to play. and TRS-80. The object of the game is to Demise T-Shirt from Penguin. Apple II. $19.95. Apple II. $39.95 place twenty-five randomly generated let- Note: The penguins are wearing "spy" coats. ters onto a five-by-five playing board matrix SubLOGIC Corp. THESEUS AND THE MINOTAUR: A 3-D full color in order to construct three, four, and five letter 713 Edgebrook Dr. maze game in which you must rescue the words. There are several game variations Champaign, IL 61820 princess Ariadne. Not nearly as detailed as available. Any number from one to a full Wizardry but somewhat better for graphics. party can play. S39.95 NIGHT MISSION PINBALL: The Atari version of The creatures appear in the maze itself, NMPB is now out. An 18pg. Adjustment rather than in a separate window. Apple II. SINGLES' NIGHT AT MOLLY'S: Two solitaire card games make up SNAM. Royal Flush uses Manual comes with the game to customize it to your liking. See micro-review in 3.1. S34.95 a 5x5 matrix and 25 randomly drawn cards. The object is to place the cards onto the matrix in such a way as to achieve the Xerox Education Publications highest possible score. Sly Fox is a computer Computer Software Div. version of the 2 deck solitaire game which Middletown, CT 06457 requires more skill than luck to win. Apple II. TSR Hobbies, Inc. OLD IRONSIDES: For some time now we have S29.95 P.O. Box 756 wanted to see a good "Fighting Sail" era Lake Geneva, WI 53147 Sirius Software naval game incorporating many of the 10364 Rockingham Dr. elements of "Wooden Ships and Iron Men", Sacramento, CA 95827 DAWN PATROL: DP has promise as a more detail flight/combat simulator in the tradition Avalon Hill's award winning board game on of SubLOGIC'S Flight Simulator and British Air fighting sail. Although Old Ironsides is not as FLIP OUT: A nice little strategy game in which detailed as the AH board game, it does an a hi-res screen of gates open and close to Ace. However it takes time to learn the system and the upper wing is positioned excellent job of recreating the "feel" of naval trap or release marbles which must be made combat under sail power. The two ships each to fall to the bottom of the playing field. A realistically but annoyingly right across your forward line of sight. Apple II. have six guns per side and six rounds of mental challenge. There are nine different power. Guns can be eliminated. Powder is playing "fields". Apple II. Atari. DUNGEON: A computerized version of their used up. Powder is replaced at a rate slower than you fire rate therefore you must keep an WAVY NAVY: A Space Invaders type game in popular board game of the same name. As eye on your ammo. You can sail off in the fog which your ship rides giant waves while trying a solo adventure forget it. As a multi-player and fire from it's safety. All-in-all a very good to shoot down enemy aircraft. The wavy game (up to eight can play) in which each game of which we hope to share more in our effect adds the challenge of varying the player is vying for the same treasures, next issue. Apple II. S39.95 distance to the enemy aircraft. Underwater Dungeon is worthwhile. Good graphics and packaging. Apple II. mines must also be avoided. Apple II. Atari. STICKYBEAR BOP: An animated shooting gallery of Stickybears, ducks, planets, bal- loons, etc. Each round requires more skill. Free posters and stickers. For ages 3 and up. Apple II. S39.95

Mind Games, Inc. 420 So. Beverly Dr., Suite 207 Beverly Hills, CA 90212

THE DESECRATION: A hi-res/text adventure game with a difference. Embedded in the game are three arcade game sequences. At certain points in the adventure you will be faced with an arcade game challenge. If you fail to survive the arcade sequence, you die and must start over. TD is the first in a planned series of games. Apple II. S37.95 SOME READER COMMENTS

Here are some answers you readers sent to us in response to recent questions on the READER INPUT THE MOST IMPORTANT OCCURRENCE IN DEVICES. COMPUTER GAMING IN 1982 WAS: — The capture of the gaming market once WHAT WAS THE PRIME REASON YOU dominated by Apple and TRS-80 by the Atari. PURCHASED A PERSONAL COMPUTER? — SSI's acknowledgement of Atari gamers and their expansion of their Atari line. The breakdown on this question from RID #5 was: — Announcement of the improved Apple II Entertainment 74% coming out early in 1983. Business 17% — Education 9% That the news media awoke to the booming Programming 5% growth of the microcomputer and told the general public. Word Processing 3% — Introduction of strategy/action games which combine strategy and arcade action. Several readers indicated two reasons why they bought a computer hence the responses totaled more than 100% by category. Those that picked two DO YOU PREFER BUYING GAME PRO- categories picked entertainment along with one of the GRAMS FROM DISCOUNT MAIL ORDER other four. HOUSES OR FROM LOCAL RETAILERS? WHAT WAS THE SINGLE MOST IMPORTANT WHY? GAME RELEASE AND/OR OCCURRENCE IN This question which was asked in RID #4 gained a lot of response. Everyone had an opinion on this one. THE COMPUTER GAMING HOBBY AND Of those responding the breakdown was: INDUSTRY IN 1982? Local Retailer 58% This question, also from RID #5, brought a wide Mail Order House 38% range of responses. Most of the respondents selected a Both 4% game release as the most important game/event of The most common reason given for buying from the the year. Topping the list of MOST IMPORTANT GAME local retailer was the opportunity to preview the game. RELEASES OF 1982 were: Guadalcanal Campaign (25 the most common reason given for buying from a mail votes); Choplifter! (12 votes); Wizardry (11 votes); order house was lower prices. The question of customer Eastern Front (7 votes). Others that received votes as support was a toss-up. Some felt they got better the "most important game release in 1982" were: support form the local dealer since he could often Legionnaire; Galactic Gladiators; Southern Command; replace a product on the spot. Others thought that Pursuit of the Graf Spee; Napoleon's Campaigns 1813- they got better support from the mail order house 1815; David's Midnight Magic, Time Zone, Ultima II, The which knew more about the games and had a better Mark of the Sun, Cytron Masters, Aztec. Among those selection from which to choose. Some said that they selecting a "Most important occurrence in computer would like to buy from local retailers but because of gaming in 1982" there was a wide range of opinions. Iocation (Alaska, Spain, etc.) were forced to shop Here are some of those opinions: through the mail. COMPUTER GAMES IN 1983: A Report Russell Sipe

The Winter Consumer Electronics computer, and the PERSONAL com- should be of better quality in the Show held recently in Las Vegas gave puter. future (due to the competition from us a glimpse of what will be the trends The home computer is seen as a the home computers)". The Apple in computers in 1983 and beyond. machine which IS a microcomputer games will become more and more CES, which showcases consumer elec- much like the personal computer but strategic and cerebral oriented while tronic products, covers much more is marketed for the family and the home computers will maintain than computers, but this particular designed to meet applications in the the arcade orientation presently so edition of CES illuminated the fact home rather than in business. For popular. Arcade games will not that personal and home computers example, the Atari 400/800 is now disappear on the Apple but strategy are the wave of the future in the seen as a home computer and the and adventure games will dominate electronics field. Apple computer is seen as a personal personal computer game software in computer. The former costs less, the future speculates Blumstein. THE CHANGING emphasizes entertainment and other Jon Loveless, of Synapse Software MARKETPLACE home related functions such as which has several Atari 400/800 educational programs. Choosing this programs on the market, also sees type of target and combining it with "thinking" games as the wave of the Perhaps the most significant fact mass merchandising techniques has future. People are becoming dis- that CES revealed was that the line of resulted in Atari by passing Apple. satisfied with the hand-eye co-or- demarcation between personal com- Game manufacturers, realizing this, dination game and are beginning to puters and home video systems has have begun to change emphasis look for something more mental disappeared. from the Apple to the Atari. While the according to Loveless. Apple has been used by many as an Until very recently it had been safe entertainment device, its' main Something of the same viewpoint to say that there were two types of function is perceived to be as a can be seen in the thinking of Mattel machines which play computer business or professional machine. The Electronics. At the computers/games games in the home. One of these IBM pc also falls into the personal conference held at CES Richard Hoag being the home video machine computer category. of Mattel pointed out that Mattel will (costing less than $300 and cartridge- be putting emphasis on "user modifi- based), represented by machines like able games". User modification is a the Atari VCS, Mattel Intellivision, According to David Blumstein, feature found on many strategic Magnavox Odyssey, and Coleco- Executive V.P. of Softsel, a major games (e.g. the ability to select the Vision. The other type machine one software distribution company, the forces and or strengths of each side in could play computer games on was Apple is now on the decline as an a military simulation). entertainment machine in terms of the personal computer such as the Another aspect of the changing market share. The manufacturers are Apple, Atari 400/800, IBM-PC, TRS-80 computer game marketplace is the looking instead to the mass market of etc.. status of the individual game de- the home computers such as the signer. One speculates about possible However with the introduction of Atari 400/800, Commodore Vic-20, raiding of personal computer game the Vic-20 in 1982, the cost of and TI 99/4A. Blumstein goes on to say companies by the big mass mer- computers coming down, and the that "the (game software) industry is chandising cartridge game manu- functional power of the game following the marketplace and the facturers to find top game designing machines increasing, we can no marketplace is in the small home talent. At this point it has not been a longer look at the field as two distinct computers". entities. Manufacturers are now problem, but what about the future. looking at the home electronic market "This is not to say that Apple is being Doug Carlston of Broderbund Software more as a continuum which they can abandoned", says Blumstein, "There feels that personal computer software reach with three types of machines, will always be good Apple game houses such as Broderbund will always the home video machine, the HOME products. In fact the Apple products be able to be attractive to game des- igners not only because they pay well HIA REPORT Apple, Atari, TRS-80, IBM-PC, Vic-20, but also because designers working and (can you believe in or with personal computer software Another show of importance to it?!). AVALON HILL GAME COMPANY houses are an active part of the computer garners took place in January. demonstrated several new games at The Hobby Industry Association of creative process, not just a cog in a the show including The Alien, Gypsy, America (HIA) held it's annual con- corporate wheel. Carlston sees this Flying Ace, Close Assault, Space creative relationship between the vention and trade show in Anaheim Station Zulu, Facts in Five, and during the last week of the month. companies and the designers as a Fredricksburg. CYBER ENTERPRISES dis- key reason that companies like One of the divisions of HIA is Adventure played the new disk version of their Gaming. The member companies of Broderbund will be able to compete TRS-80 chess program, Cyberchess. effectively with the mass market this division are major manufacturers giants. of strategy board games as well as The were three computer industry role-playing games. These companies companies showing at HIA. In addition produce most of the "Dungeons and to COMPUTER GAMING WORLD, Dragons" type games as well as nearly DATAMOST and RESTON SOFTWARE dis- No one has to be told that the all the strategic and/or played their wares. market for computers and computer that can be found in any game store. All-in-all it looks like there will be games grew enormously in 1982. In Avalon Hill has been one of the few terms of computer games, entertain- many more companies producing companies in HIA that have also been strategy computer games in 1983. ment software makes up 45% of the producing computer games. Al- volume for home computer software This is a plus for the hobby. However, a though not a member of HIA, SSI is word of caution is in order. Successful and, according to Future Computing another computer game manu- of Richardson Texas (a consulting board games sometimes make poor facturer whose games are similar in computer games. It will behoove group on computer marketing), that subject matter to the type games market share should grow to 58% by designers and manufacturers to produced by these board game and analyze what goes into a successful 1987. The only other area that is role playing game companies. expected to grow is educational computer game and make sure that software which now makes up 12% of their games, whether translations of While it is true that computer games the software but should command a board games or original designs, have not been a major product of 21% share by 1987 (see chart). contain sound computer game these companies, this year's HIA is With the growth of the personal/ design elements (e.g. good human significant in that many HIA/ home computer marketplace comes engineering and documentation, Adventure game members made it the growth in Number of products etcetera), known that they are working on available. In recent days both Atari computer games. In 1983-1984 we (Atari 1200) and Apple (Ile) have will see many of these companies released new computers. While these enter the computer game field with two machines are more business releases of personal computer games. oriented and fall into the personal: EON PRODUCTS will be developing computer category, never-the-less computer games for The Children's they will bring more customers into Computer Workshop. ColecoVision the computer game marketplace. has licensed to do FLYING BUFFALO's Mattel has announced the release role-playing ga, has released there of the Aquarius Home Computer first three games, Dungeon!, Dawn System. Retail price for the basic unit Patrol, and Theseus And The Minotaur will be under $200. Some of the more (all for the Apple). DISCOVERY GAMES popular Mattel Intellivision games will has a WWI air game for the TRS-80 be available for the Aquarius Home entitled Over There. In March they will Computer. release a game called Flying Tigers Mattel also plans to release a which places you inside the cockpit computer keyboard upgrade to their of a WWII fighter (Apple II). STEVE Intellivision game system and call the JACKSON GAMES is talking with new system the Entertainment companies about computer versions Computer System. It will, according to of some of their games. Nothing firm Gary Moskovitz, Mattel Marketing yet. TASK FORCE GAMES showed 16K director, be "right between video computer versions of their board games that compute and computers games Starfire!, Survival, The War of that play video games". The Worlds, and Asteroid Zero-Four (all for the Atari 400/800). GAME The Sinclair and TI 99/2 computers DESIGNER'S WORKSHOP is working on are two low-cost entries that bear an Apple version of their Asteroid watching in the months ahead. game (not to be confused with the If CES revealed nothing else, it arcade game Asteroids). YAQUINTO revealed that computerized enter- GAMES is releasing computer versions tainment will be a major force in the of several of their board games: 1980's. There is in that marketplace a Timewar, Starfall, C.V., Panzer, need for the game retailer who can Shooting Stars, Swashbuckler (not to offer computer game products and be confused with DataMost's Swash- give the consumer expert advice in buckler - a totally different game), choosing where to spend his enter- Attack of the Mutants, and Market tainment dollars. Madness. These games will run on

COSMIC BALANCE: Floyd Mathews Tactics and Ship Design

On the first turn, if you discover he will move next, but you should that your mass is greater than the try. You may be able to detect enemy fleet's, then you should press patterns in how he maneuvers him closely and try to destroy as which will enable you to predict his many ships as possible in the first ten next move. turns before he warps out. In general, you should not move If both fleets have about equal in straight lines too often; making it mass, then you should approach easier for the opponent to predict cautiously in an oblique or spiral your next move. It is better to ap- course. If the enemy fleet begins proach your target in a curving or inflicting more damage than you, spiral maneuver in order to keep he may have higher technology him guessing, and also to hopefully ships or better designed ships, and trigger premature fire by him at you should try to disengage immedi- long range if he has set his weap- ately. ons to fire at the "last instant" Cosmic Balance is possibly the If you have any ships that have command. best tactical space avail- mainly long range weapons, such as able today. It has many positive You should try to plot courses Ship A (see listing); they should ob- which will bring you in close to the features, such as the ability to design viously stand away from the enemy an infinite number of new ships, target and then back out to a safer ships. However, if the range exceeds distance all in the same turn. As you simultaneous movement and fire, a 100, the computer's ships may au- variety of weapons and equipment, make your pass by the target, your tomatically try to warp out in soli- short range weapons should be set intricate tactical possibilities, a very taire play after ten turns. competitive subroutine for solitaire on the "time point" command to play, the "feel" of a good Startrek® If you have more than one ship blast him at the estimated shortest episode, good graphics, optional with short range weapons, you range, but do try to leave some combination with a new strategic should keep them in a close forma- margin for error in the angle of your game, and the speed and sophis- tion and try to gang up on a single approach, or your weapons may tication of machine language pro- enemy ship, preferably his smallest not be able to bear on the target. If gramming. ship first. Once you select your you are successful in timing your fire target, it is probably best to stay at the shortest feasible range, and if Good tactics and ship design close and continue firing at it, as his weapons shoot at longer range, require a basic understanding of the your fire will become increasingly you should be able to inflict sub- available weapons and equipment. destructive as you wear down his stantially greater damage than you With this in mind, the manual proves shields. Additionally, you will prob- receive. Try to avoid ending the turn to be very informative, and the ably get more victory points for in a position close to his ship, as this summary of systems on the last page destroying one ship than for partially might give him a free "cheap shot" is very helpful. damaging two and, in the new stra- at the start of the next turn. The tactical options in this game tegic game, there will be automatic are numerous and complex. The free repairs for all damaged ships You should use the "time point" following ideas are only an intro- which escape. command to set your weapons to ductory guide. On the first turn you fire in several bursts on consecutive should check the mass of the op- Carefully observe which shields time points in order to inflict maxi- ponent's ships. If his mass is greater the enemy is firing through, what mum damage, not all on the same than yours, then you should im- types of weapons he fires, and time point. Each burst should be mediately try to disengage unless whether his fire is more effective calculated to inflict about 40 dam- you have reason to believe that he than yours at different ranges. If it age factors in order to overwhelm has unarmed transports/or lower appears that he has few weapons any shield. After the shield is pen- technology ships. Do not hesitate. If in certain areas, try to maneuver etrated, if any damage factor strikes you decide to run, then RUN. If his one or more ships in close on that a layer of armor, all additional speed is equal to or greater than arc. If your weapons are more effec- damage in that time point will be yours, he has ten turns to overtake tive at a certain range than his, deflected. Therefore two bursts of 40 you before you can warp out. If he then try to keep that minimum dis- damage factors each in two con- inflicts sufficient damage to your tance between your ships. If he is secutive time points will probably warp drive, your ship will explode if using weapons for which you have be more destructive than one burst you try to warp out. You cannot risk special defenses, such as belts, then of 80 in one time point. Armor will even one reconnaissance pass be- be sure to keep your belts fully deflect much of the damage from cause your first approach may be charged. All of this is easier said each burst, therefore it is better to your last. than done, as you don't know where have several smaller bursts than one large burst. As you begin to ranges. At short ranges you should should always design your ships wear down his shields, you should give priority to charging and firing secretly and arrange to play against try to reduce the size of each burst weapons over recharging shields, unknown ships in order to get the to 30 or less on a greater number of but reverse this order of priority at most challenging competition. time points, as less damage will be long ranges. Draining shield batter- The starship designs provided with needed to overwhelm his shields. ies in order to obtain additional this article are only introductory power to boost other equipment is The plasma torpedo is the only models, and each could be im- not a good idea, unless this is your weapon which can destroy armor proved with modifications. Each only way to charge all of your weap- sectors, but it must be used at point ship is a large dreadnought de- ons at short range. blank range to be effective. If it is signed for command by the com- fired at long range, it will not inflict The program's subroutine for soli- puter in solitaire play against a as many damage factors, or the taire play against the computer is human player, but you could of target may simply turn away from it very effective, and you can improve course use or modify these ships for and outrun it. Ideally, you should try your own play by understanding use by a player. to time this weapon to fire at a how the computer "thinks". On The major consideration in design- range of five or less as the target is each turn the computer first identi- ing ships is the intended use of the moving toward you, so that he will fies which arc of each of its ships ships. For the new strategic game, it have less time to take evasive ac- has the strongest combined value will be important to develop new tion. You should also try to launch for both shields and weapons, and designs for large unarmed trans- one light seeker on the same turn then plots a course which will hope- ports, fast commerce raiders, small as you fire the plasma torpedo so fully turn that arc toward the closest unarmed scout ships, and cheap that the seeker will hopefully reduce player ship. Hence, if arc one or slow convoy escorts. But for the his belt strength before the plasma eight is the strongest, the comput- CGW starship design tournament, impacts the target. er's ship will fly directly toward the you should probably concentrate target. If arc four or five is the If you are giving more damage on single dreadnoughts for ship to strongest, the computer's ship will than you are receiving, then press ship combat. Under the tourna- fly directly away from the target. If ment's 250 victory point ceiling for him closely so that he will not have arc two is the strongest, the com- time to recharge his shields or es- entries, a single dreadnought should puter's ship will spiral toward the have several advantages over an cape. However, if he succeeds in target in a clockwise turn. If arc breaching one of your shields, you entry composed of several smaller seven is the strongest, the com- should try to withdraw temporarily ships. First, the single dreadnought puter's ship will spiral toward the to repair the shield before making will have more space for weapons target in a counterclockwise turn. If another close pass. Try to keep the and equipment than any entry arc three or arc six is the strongest, breached shield facing away from composed of several smaller ships. the computer's ship will spiral away him until it is recharged. Second, ships in multiple ship entry from the target in a clockwise or would have to duplicate the single counterclockwise turn. If all arcs If an enemy ship takes a straight dreadnought's costs for warp drive, have equal strength, the computer line course away from you, this prob- armor, shields, subwarp drives, en- arbitrarily selects arc eight as the ably means either you have critical- gines and belts. Third, the dread- strongest, and tries to turn that arc ly injured him and he is trying to nought's size should give it greater toward the target. If the range be- escape, or you have destroyed survivability than any smaller ship, tween the computer's ships and the enough of his subwarp drives so therefore even if all the judges do player's ships exceeds 100, the that he can no longer maneuver at well against a dreadnought entry, computer's ships may try to warp subwarp speed and is coasting the dreadnought will at least have out after ten turns. Be warned, the away from you. Either way, you a better chance of escaping with a computer is very effective at pre- should immediately pursue and try respectable score by warping out to dicting the target's course and tim- to finish him off. If you observe that safety after the tenth turn. ing fire at the closest range. he has no weapons covering one of Ship A is a fighter carrier which his four rearward facing arcs, then The computer's priorities for alloca- should be effective against any try to overtake him with a conver- ting power to its systems are as single ship with a small number of ging course approaching through follows: First, it charges multiple turn belts. It has no armor and high that arc. It may be unchivalrous, charge weapons such as disruptors speed, just like a naval aircraft car- but it is better to pound a cripple and plasmas. Second, it charges rier, and has strong rear arcs so that through a defenseless arc than to electronic counter-counter mea- it will spiral away from the oppo- trade punches through his strong sures, and third it charges belts. nent. Lacking armor and short arcs. Fourth, it makes speed and course range weapons, it depends on changes, and charges single turn Your priorities for allocating your speed and distance to escape in- charge weapons such as phasers. ship's power to its various systems jury. This design may not be able to Fifth, it charges electronic counter will change as the tactical situation destroy another dreadnought be- measurers. Lastly, it charges trans- changes, but the following general- fore it warps out, but it has a good porters for boarding parties and ities should be useful in most situ- chance of running up a small posi- recharges shields. ations. Electronic counter measures tive victory point differential, which are a good investment of power, The main idea about ship design could be decisive under the CGW and you should always use them. is that there is no single perfect starship design tournament rules. Electronic counter-counter meas- design. If you know the capabilities Ship B is designed to transport ures are also very effective. Speed of the opposing ship or ships, you boarding parties for capture of and course changes should be your can probably create a special de- enemy ships. This type of ship could second priority for allocation of sign which will be superior to that be a big winner in the CGW design energy except at point blank particular opponent. Therefore, you tournament because you get extra victory points for capture of enemy computer will turn the ship toward has omni-directional weapons so ships. This design requires lots of the target in order to hopefully close maneuverability is less important. engines and excess power because to effective phaser range. This ship will not be able to run transportation of boarding parties is away, but it should inflict a lot of a very low priority in the program's Ships C, D and E are short range damage on any pursuer. Ship C solitaire play subroutine. The target's siege phaser dreadnoughts. Ship C also has a plasma torpedo, as it is shields must be penetrated before has strong forward arcs and speed the only design which the computer marines can be beamed aboard. so that the computer will hopefully will probably be able to bring to Although this ship is very slow and rush in close enough to increase point blank range where plasmas clumsy, it doesn't need much ma- the effectiveness of its short range are most effective. The computer is neuverability because transporters weapons. Ship D has high speed usually ineffective in using plasma have unlimited range and are and a strong arc two so that the torpedoes, as it tends to fire them at omni-directional. The forward arcs computer will hopefully spiral in to long range. have been made much stronger increase the effectiveness of its than the other arcs so that the phasers. Ship E is very slow, but it Continued on p.40

COSMIC BALANCE "A" for your first ship, along with 5. After ten turns, if any entry tech level. Include return postage if warps out of retreats to a range of STARSHIP DESIGN you want your disk back. more than 100 from the judge's 2. A panel of three or more judges ships, and if the judge's ships do not TOURNAMENT will play each entry. Each judge will pursue, then the entry will not receive use a ship or ships consistent with full credit for any victory points Computer Gaming World an- the tournament rules. Your entry will recorded unless the entry suffered at nounces it's COSMIC BALANCE be played by the computer at level least 25 percent damage; if the STARSHIP DESIGN TOURNAMENT. two in solitaire play. entry suffered less than 25 percent Design an unbeatable ship using damage it will only receive half 3. Strategic Simulation's COSMIC Each entry must be worth no credit for any victory points recorded; more than 250 victory points. Each BALANCE and you can win a if the entry suffered zero damage game will be played on Scenario then it will receive zero credit for any free SSI game of your choice. All Five: Dogfight. There can be no entries must be received by victory points recorded. The purpose more than four ships per entry. Each of this rule is to discourage ship CGW by April 30, 1983, in accord ship must have a range of one, and designs which immediately retreat with the following tournament no ship can have a maximum from the judge's ship or ships, be- rules: speed greater than 32. No dread- cause each game with such a nought can have more than 12 design might last too long or might 1. One entry per person. CGW drives. end in a stalemate if the judge reserves the right to publish de- 4. Each entry will play each judge scriptions of all entries. Your entry decides not to pursue. once. The difference between the disk should be labelled with your 6. Send entries to COMPUTER entry's and the judge's victory points name, address and telephone num- GAMING WORLD, P.O. Box 4566, will be recorded at the end of the ber. The disk envelop should be Anaheim, CA 92803-4566. Mark your game. Each entry's score differentials labelled with your name, address, package "Anaheim Ship Design against all judges will be averaged. phone number, either Apple or Contest" The entry with the highest average Atari, and each ship identified by a score differential will be declared 7. Winner will be announced in letter commencing with the letter the winner of the tournament. the July-Aug. 1983 issue. I ZORK!: David P. Stone An Overview

cave creatures that make meals of (with only a few changes and a few adventurers when the lights go out. new predicaments). Zork III is, as far Also, Zork I is inhabited by a thief as I can tell, entirely new. More who is apt to pick a fight, pick your details on the history of the pockets, or both. program's development can be found in these articles by the In ZORK II, The Wizard of Frobozz, game's authors: "IEEEE Computer", you begin in a Stone Barrow, April 1979, and "byte", December already within the underground 1980. (Good reading if you're into realm. You earn adventuring points adventure software design.) by discovering treasures and by accomplishing difficult feats. As in Many features, besides its longev- Zork I, this usually means using the ity and years of play-testing, come right objects in the right room in the together to make Zork great. right sequence. The consequence However, the one feature that of failing to do so is death or makes it truly superior is its user- frustration, or both. Zork II is friendliness. Most of the user- inhabited by a prankster wizard friendliness can be attributed BASIC INFORMATION who is obsessed with hexing you directly to the parser. A parser is the with spells that begin with the letter portion of an adventure computer NAME: Zork I, Zork II and "F". Unlike the thief in Zork I, the program that analyzes your input Zork III wizard is more of a nuisance than and, if well done, responds appropri- TYPE: Adventures an adversary. ately. What this means to the SYSTEM: Many adventurer, is that Zork allows you FORMAT: Disk In ZORK III, The Dungeon Master, to enter commands not only as # PLAYERS: One your goals are to discover treasures complete sentences, but as very AUTHORS: M. Blanc, T. Anderson. and solve puzzles such as how to complex complete sentences. For D. Lebling, B. Daniels successfully operate the machinery example: PRICE: $39.95ea. in the technology room. The TELL THE ROBOT "PUSH THE TRI- PUBLISHER: INFOCOM documentation for Zork III states ANGULAR AND THE SQUARE BUTTON." that "...your quest hinges upon discovering the secret purpose of In other adventures, I sometimes The Zork trilogy is a series of three the Dungeon Master who will knew what I wanted to do, but had enjoyable, exciting-to-experience, oversee your ultimate triumph — or to experiment with different combi- text-oriented adventures. Unfortu- destruction — in the realm of Zork." nations of two word (verb/subject) nately, describing an adventure, These words have left this adventurer input to overcome the program's without revealing clues, is like trying truly puzzled. I achieved the total limitations. Not so with Zork. Virtually to describe a treasure chest without potential score (seven out of seven), every one of my commands was saying exactly what's in it. You'll just yet I did nothing to make that understood. game description make sense. So, have to believe me, Zork is filled To add to its adventurer-friend- with many valuable jewels, and there may be even more to Zork III than I've discovered. liness, Zork tries harder than any forgive me if I inadvertently slip you other adventure I've ever seen to do a clue to solving one of its many, Each adventure in the trilogy is what is commanded. Consider this many mysteries. different (and sold separately, by exchange (Zork's replies are in In ZORK I, The Great Underground the way), yet each retains the same parenthesis): Empire, you begin your adventure feel and flavor — like visiting three OPEN THE DOOR west of a great white house. From different towns in the same foreign there you must explore and gain country. Each adventure occurs at (Which door do you mean?) entrance to the underground a definite point in time in the history TRAP empire. Points are gained by finding of Zork. The adventures are pretty the twenty treasures and putting much independent, although I (Done.) them into the trophy case. But, as would recommend experiencing Notice that Zork discriminates you might expect, the treasures are them in sequence. between like objects (in this case, not easily found, First, riddles must The original Zork was developed different doors) in the same be answered, puzzles solved, and over five years ago on a DEC location, and a single word of input hazards (such as an axe wielding System-10, inspired by the Crowthers is all it takes to get you going again. troll) overcome. and Woods original adventure: If Zork makes an assumption The most common hazards are Colossal Cave. Zork I and II are about your command, it lets you the grues. Grues are carnivorous based directly on the original Zork know: OFFER WATER sometimes does not recognize many sizes are everywhere. (To the Troll) words that it uses in its colorful, The room glows with dim light detailed room descriptions. This is provided by phosphorescent Adventuring is further facilitated true despite the fact it does moss, and weird shadows by Zork's ability to recognize recognize over 600 nouns and 100 move all around you. A narrow abbreviations and to accept verbs. path winds among the stalag- multiple commands by recognizing mites. There are many little As I mentioned above, Zork is all commas, conjunctions (such as trails leading in here and text—that means no graphics. None "and" and "but"), and periods. So, there, but a good one leads are needed. The authors have not this command is valid: southwest toward the edge of skimped on the vividly detailed the room, and another leads N.NE.SE.DROP ALL BUT LAMP descriptions of each location; northwest. descriptions to which not even Atari ZORK recognizes the above graphics could do complete justice. These eloquent descriptions give abbreviations (for compass direc- For example: their readers a real sense of the tions) and carries out your com- place. However, they are more than mand. You can even ask "WHERE" SOUTH just flowery verbiage that takes up and "WHAT" questions! Great Cavern disk space. Often, clues to solving WHERE IS THE LAMP the mysteries of Zork are cleverly This is the center of the great embedded in the prose. (You are carrying it.) cavern. A great room of flowing color has been carved Zork is like most other adventures Even though the Zork parser is out of the limestone. in that it consists of many episodic state of the art, its not definitive. plots (one episode, for example, Due to space limitations, Zork Stalactites and stalagmites of being to acquire a particular treasure). You must do the routine things that all adventurers do: fight foes, explore room, find objects, and piece them together to solve puzzles that yield treasures (or points). As always, objects are seldom useful in the same room in which they are found (for example, don't count on finding a locked chest and a key that fits in the same room.) Usually the obstacles or riddles can be solved by logic or common-sense (like finding keys to doors). Occasionally, they are not-so-logical (like rubbing things not ordinarily rubbed). The mechanics of testing your hypotheses about how to use objects or get past obstacles is nicely done. For starter, the Zork screen display is straight-forward. The text scrolls up (and off) and the top line displays your status: location ( by room name), score, and number of turns taken. You always know where to look — either at the very top or the very bottom of the screen. There are a host of special one- word commands to simplify and facilitate your adventuring (would- be adventure software designers take note). For getting into and out of the adventure there's QUIT, RE- Continued on p.46 Allen Doum THE ATARI ARENA

BASIC INFORMATION added to the system with a cartridge, the amount of pro- NAME: Alien Garden grammer usable memory is more TYPE: Arcade/Memory Game than doubled. (Cartridge memory SYSTEM: Atari (400 or 800) overlays RAM if you have at least # PLAYERS: 1 40K. 8K cartridges only overlay the AUTHOR: Bernie DeKoven and last 8K of a 48K system.) That means Jaron Lanier that games that require 32K for a disk version, may require only 16K BASIC INFORMATION for the cartridge version. NAME: Plattermania The drawback is that cartridges TYPE: Childrens Game are more expensive to manufacture # PLAYERS: 1 to 4 than disks or cassettes, so the prices AUTHOR: Micheal Rarren and will be generally higher. Even so, Bernie DeKoven 1983 is likely to be "The Year of the Cartridge". The larger market open BASIC INFORMATION to cartridge games means that NAME: Monster Maze there may soon be a glut of new TYPE: Maze Arcade Game cartridge titles. # PLAYERS: 1 Alien Garden is the first of three AUTHOR: Robert A. Schilling new cartridges from EPYX. In this ALL: SYSTEM: Atari (400 or 800) game the player moves a "cosmic PRICE: $39.95 critter" through a garden of 24 PUBLISHER: EPYX (Automated flowers. At first all of the flowers are Simulations, Inc.) identical, but when the "critter's" Sunnyvale, CA mouth, wings, or stinger touches a flower, the flower will react in one of Not every Atari owner has a disk three ways: drive. Not every Atari owner has a 1. The flower may grow. tape drive. But we all have cartridge 2. The flower may "mutate" to slots. This is one of the reasons that the next generation of flower. software publishers are, and will be, 3. The flower may explode, elimin- producing more games in cartridge ating that part of the critter. format. But there is another reason that is more interesting for computer The garden constantly scrolls garners. vertically, reversing direction at the Last year twice as many 400's ends, or when any of the above were sold than 800's. That means if reactions take place. If the player a software publisher produces a loses his mouth, the game ends. The game that requires more than 16K wings and stinger will regenerate RAM, he limits himself to about one any time a new generation is third of his potential market (plus introduced. The critter's mouth can those people who have upgraded eat the flower. If this happens the their 400's, of course). Not all of that player scores one point for each 16K is available for the pro- part of the flower eaten, times the grammer's use, however. Hardware number of different generations in and operating system overhead the garden. requires memory; so do screens While the patterns caused by and/or custom character sets. While "growth" are nicely done, the rest of several very good games will fit into the graphics are poor. What is 16K, there are many that do not, particularly disappointing is the Disk or cassette storage can only lack of color. Graphics zero (0) is partly provide relief, Cassettes aren't used, with white on a black random access, and even disk I/O background. Some of the flowers time will take the pizazz out of an are green or purple thru "arti- arcade game. facting". However, only four flowers Cartridges become the great can be on the same horizontal line. compromise. With up to 16K ROM That means, if graphics one (1) or two (2) had been used instead, plate that falls before the goal is (surprise!) Pac-Man. First, the maze each generation could have been reached counts against a supply of has 16 levels. Holes in the floor of displayed using a different color. plates. When that supply is gone, one level, will drop the player, or The critter is displayed using the game is over. monsters, down to the next. Second, the game is played from a point of player/missile graphics, and since During each round the number of these have their own color registers, view inside the maze. It is not strictly plates left is displayed, the goal animated, as you jump to the next the critter didn't have to also be appearing during the interludes, white; but it is. space. You can get an overhead which are nearly as long as the view, but may not move while doing Alien Garden seems to be best rounds of play. Since the same so. Third, the graphics are terrible. categorized as a combination of circus tune plays during each This game will also be available on arcade and memory games, al- interlude, with no way to turn it off, the TRS-80, with no changes though there is no way to adjust this game seems aimed at children, necessary in the maze graphics either the difficulty or the speed of but the children who played it for us except background color. (The play. got bored nearly as fast as the monsters in the Atari version use adults. Plattermania is based on the player graphics, and there are some sound effects.) juggler's routine of balancing Monster Maze uses a somewhat spinning plates on top of poles. At familiar theme. The player (one The speed of play is slow, even at each level the players (up to four, only) wanders through a maze the higher difficulty settings, and taking turns) must keep spinning an picking up gold bars that lie almost the monsters move more quickly increasing number of plates for at everywhere. There are monsters while the player is moving than least eight seconds. Bonus points chasing you, but if you get one of they do while he is standing still. are awarded for more plates or the vitamin pills that are laying In all three of these games the more time. The player controls a about, you can destroy them. clown that slides back and forth, ideas seem undeveloped and the starting or spinning the plates with There are three major differences implementation amateurish. Alien a touch of the action button. Any between Monster Maze and Continued on p.40 ULTIMA II: A Review James A. McPherson

before Mondain was rubbed-out he dwarven, hobbit and fighter, cleric, had been training an appren- wizard, thief. Each of these adds tice. The rumor continues by stating points to certain attributes. that this apprentice has grown even There are also magic spells more powerful than Mondain and available to clerics and wizards. You that the new evil spreading through- have nine spells in three categories: out the land is the result of this force. Your quest is to find and destroy Spells both Clerics and Wizards MINAX, enchantress of evil, appren- can use: tice of Mondain. 1. Light—creates magical illumination 2. Ladder down—teleports you down IN THE BEGINNING one level in a tower or dungeon As in ULTIMA, you must create your 3. Ladder up—teleports you straight character and play the game on a up one level in a tower or separate play disk; you only use the dungeon master disks for booting and going in Cleric's Spells: to space. This does save wear and NAME: Ultima II 4. Passwall—destroys the wall in tear on the original disks. TYPE: Fantasy front of you Surface—teleports you immedi- SYSTEM: Apple II To create your character you must 5. FORMAT: Diskette distribute 90 points between the five ately to the surface # PLAYERS: One attributes (strength, agility, charis- 6. Prayer—calls for divine interven- tion to destroy your foe AUTHOR: Lord British ma, wisdom, and intelligence), PRICE: $59.95 choose your sex, class, and pro- Wizard's Spells: PUBLISHER: Sierra On-line fession. 7. Magic Missile—offensive magic weapon You can stop holding your breath, In distributing points for attributes I 8. Blink—randomly teleports you ULTIMA II has finally arrived. Lord concentrated on giving the most to anywhere on the same level British's sequel to ULTIMA continues agility and intelligence, recognizing 9. Kill—attempts to obliterate your the saga with enhanced detail and that each attribute must have a foe by magic a larger universe. minimum of 10 points. Agility is your These spells are purchased in skill at wielding a weapon and I This is an adventure across time stores and can only be used in wanted to be able to use the dungeons and towers. They are for and space that takes you from three- deadliest weapon as soon as I could. dimensional dungeons deep in the Intelligence increases your skills in killing and teleporting. ground through time doors to the bargaining and, more important, in When your character is complete future and interplanetary trips the casting of spells. You learn you are ready to explore Ultima II. throughout our solar system, plus quickly in the dungeons and towers more! how important this ability can be. THE WORLD OF ULTIMA II This colorful hi-res program has Strength determines the damage There are five time periods in you traveling across a scrolling you can inflict on a foe in a fight. Ultima II connected by time doors landscape of grasslands, mountains, Stamina reflects your ability to that appear off and on throughout and oceans with constantly moving defend against attack. Charisma the game. In order to be confident waves. governs your success in bargaining of your whereabouts these time doors should be mapped, which you The game resides on two disks with with merchants and Wisdom is what can do with the aid of the cloth time three sides of data. Along with the you need to cast spells successfully. map provided. instruction book there is a cloth map Once you begin play you will be of the world showing the approxi- able to increase your attributes as The time periods range from the mate locations of the time doors. It is high as ninety-nine. This is not as predawn legends era to the post- wise to read the instructions carefully. easy as it sounds, nor is it inexpensive. apocalyptic A.D. 2112. Each period has unique locations and inhabi- In your choice of sex (sorry folks, tants to help or hinder you in your THE QUEST only male and female is available) quest. You must talk or as they call it you can increase certain attributes. In Ultima I your quest was to "transact" with everyone in the A male character will increase your destroy the archevil Mondain. At game otherwise you will miss some strength by ten and a female will the time of his demise you might have important clues, clues that are increase your charisma by ten. thought that the adventure was required to finish your quest. You finished. However, rumors have been You then pick between five races may even meet someone you know. spreading, and it is believed that and four professions: human, elven, Continued on p.45 ,

LATCH ONTO THE BULL: The "Bear" Facts About MILLIONAIRE!

Johnny L. Wilson

net worth and status of up to 14 players, the prodigious amount of data involved in each different market environment means that only one game can be saved at a time. This is not clearly stated in the original manual, but will be cleared up by a new manual which is now in preparation.

Each player begins play with $10,000 as a Novice and seeks to increase his net worth to the levels of $12,000 (Investor), $18,000 (Speculator), $40,000 (Professional), $100,000 (Broker) and, of course $1,000,00 (Millionaire). Each plateau BASIC INFORMATION adds new variables of strategy. For example, an Investor is able to buy NAME: Millionaire on margin (borrow a percentage of TYPE: Investment Strategy the total purchase price of your SYSTEM: Apple, Atari 400/800, stocks), while a Novice works on a IBM PC, Osborne strict cash basis. Once a player has and other CP/M systems achieved a net worth and status, FORMAT: Disk MILLIONAIRE enables one player the computer keeps it on record # PLAYERS: 1 to buy and sell fifteen different and the next game begins from PRICE: $79.95 to $99.95 recognizable stocks in five different that net worth. This enables up to 14 PUBLISHER: Blue Chip Software industry groups over the course of players to "compete" over a long Woodland Hills, CA seventy-seven weeks of transactions. period of time. The computer creates ninety-one weeks of stock market environment Ever notice how many books there and reveals thirteen weeks of history are about How to get rich in the before the player is allowed to stock market? Ever wonder why SYSTEM DEFINITION begin purchasing securities. Each someone who had really gotten (see CGW 2.5, p. 35) week (game turn), the player will rich on the market needed to write In creating the simulation, the receive four basic tables of data a book? I know I have. I'm also glad designer studied years of financial prior to the "command mode" that Jim Zuber didn't write a book. journals in order to determine the (where the player may research, He took his experience on the stock relationship of earnings, volume, buy or sell). These are: 1) Stock market and used it to create a news announcements, general and Market Graph (showing the overall useful instrument with which to industry trends to specific stocks. market trend); 2) Industry Group educate and entertain. MILLIONAIRE The fifteen stocks were selected on Graph (one graph from one of the doesn't pretend to offer an esoteric the basis of their more or less typical five groups, each week); 3) News system for making one's fortune, but behavior. In general, the research (earnings reports, volume it does have a marvelous capacity showed that there are three basic indications, industry trends, for introducing one to the basic variables which work together at an company announcements and mechanisms of the stock market. It approximately equivalent weight. news which may affect business); doesn't offer the spurious potential These are: 1) the overall stock and 4) Market Report (changes in of making a killing on the market prices, high and lows, and average market picture (Bear -, Bull +, or that some fictionalized simulations share changes on the market. Mixed); 2) the industry group do, nor the exotic gimmicks like (growth, glamor, stable or selling short (see UNFAIR CRITICISM). After this sequence, the player is depreciating); and 3) the stock It does, however, offer the user a free to do research (examine itself (sound corporate manage- chance to improve his/her invest- graphs of individual stocks or in- ment and policy, growth potential, ment sense through experience and dustry groups, review news reports, solid marketing base and reason- increased options at each level of or peruse his portfolio); start a able research and development). expertise. MILLIONAIRE is an exciting transaction (buy, sell or borrow); The documentation noted that game, but its availability for advance to the next week; or save earnings reports are often dis- business-oriented computers the game. IMPORTANT NOTE ON counted (Wall Street-ese for suggests its potential as a teaching SAVING THE GAME: though the "ignored") and that volume can tool, as well. program is capable of retaining the indicate either big gains or big losses. Therefore, the change realistic strategies in playing the Pay attention to trends! Since the probabilities are based on the three game. trends of the market in general, major indicators noted above. industry group and stock in par- There are, according to the STRATEGY NOTES ticular are given equivalent weight designer, approximately 1521 Pay attention to news! Every news in the probability matrix, it is highly possible combinations of stock event has effect on a given stock unlikely that a stock will rise when its prices alone and an equivalent and often on an entire industry own industry group and the market number of possibilities for the group. for example, a technology in general are declining. I can testify general market and industry trends, innovation by IBM will usually that this is a realistic feature, having as well. The fact that these indicate a swift rise in IBM prices for owned hotel stock during the 1974- probabilities influence each other the next week or two and often has '75 Bear Market due to the Arab Oil indicates a very satisfying "con- a derivative effect on CONTROL Embargo. My company had in- tinuous" probability system as DATA and NCR, as well. In my creased earnings and real growth opposed to the strict "discrete" games, hard times for BENDIX (Auto and expansion, but couldn't buck probability of boardgames and less Industry Group) is a significant the trends. sophisticated programs (see CGW signal for me to unload GENERAL Discount earnings! Very rarely 2.6, p. 16 for further information). MOTORS or AMERICAN MOTORS, as does an earnings report cause a This enables the player to use well. significant change in the real stock market. This is, perhaps, because market without worrying about because the expiration date is so there are numerous ways to "hide" whether it has actually hit bottom near. actual earnings in corporate ex- or not. This enables me to "play" the pansion, depreciation, new acqui- market on the downside while sitions and tax shelters. Therefore, continually minimizing my risk UNFAIR CRITICISM very rarely do they affect the stocks (assuming the stock is sound It has been suggested by some within the parameters of the game. enough to ever actually recover). gamers experience with the other Dollar cost average! In spite of The "dollar cost averager" won't "stock market games now on the the obvious educational opportun- make phenomenal amounts of market, that the game suffers from ities to be gleaned from this money, but if he selects sound a missing mechanism. Many who program, it is, after all, also a game. investments, he should make are new to the strategies of Now, whereas I might want to sit out consistent profits. investments are disappointed be- of the real market for a time, I Be careful with options! When a cause the possibility of "selling usually want to get into a game as player reaches the level of Specu- short" is not available in the fast as I can. That can be fatal in lator ($18,000), he is eligible to use simulation. This is undoubtedly MILLIONAIRE, because it faithfully CALL options. A CALL option antici- because "selling short" (selling stock creates some realistic Bear markets, pates a significant rise in a stock, so on credit that you don't actually What can be done? it provides for the investor to be have) is an exotic strategy which able to purchase the stock at a depends on a very hefty line of One strategy is dollar cost aver- slightly higher price (the STRIKING credit. It seems superfluous to a aging. This means to buy stock in price) at a later date. This assumes market which has PUT options. If the small quantities on a regular basis that there will be a much higher investor feels a stock is headed for a instead of one large quantity all at purchase price on the stock at the certain decline, he stands to make once. Many people eschew this later date and thus, the investor much more money by playing the strategy because you have more makes money on the difference in less expensive PUT options (which brokerage fees, but it is successfully value. Since options are much less enables him to option for more total used in real life by small investors expensive than stock, the investor shares) than taking the riverboat through the New York Stock Ex- stands to make significantly more gamble of "selling short" on the change's Monthly Investment Pro- money if he is correct than he would expensive market value of stock gram (MIP). The theory is that 100 with the full purchase price of the itself. shares of stock at $10 each needs stock at stake. When a player to appreciate $2 per share for the reaches the Professional ($40,000), WISHFUL THINKING investor to make 20% on the he may use PUT options. A PUT investment. However, 200 shares of option anticipates a significant DEPARTMENT stock at $5 each only needs to decline in the stock, so it provides Because of the enormous amount appreciate $1 per share for me to for selling the stock at a slightly of data to be saved for each game make 20% on my investment. lower price (the STRIKING price). This environment and the problem with means that the difference between saving more than one game, I wish How does that help me make the much lower price and the that the program allowed for saving money during a bear market? First, I slightly lower STRIKING price (if the onto a separate disk, similar to select what I believe to be a sound investor is correct) is the potential several other programs. This would stock (for example, EXXON). I buy profit. make wonderful use of the potential 10 shares of EXXON at $60 per share for 14 players to use the program ($600 invested) and it starts to go Since options are a time valued and compete against each other down in price. Some weeks later, I mechanism, recognize that values on a continuous basis. spend $600 more to buy EXXON at of options usually drop as they near $40 per share. I now have 25 shares their expiration dates. This means, of I also wish that more than one and have spent $1200 (plus com- course, that one should only invest player could buy and sell in the missions of course). If I had just held in options on stocks where there is same market. My profits and high on to the first 10 shares, the price an expectation of significant score in a Bull market may be very would have to reach $66 per share fluctuation in the relatively near poor compared to a friend's for me to make 10%. However, by future. For example, it would be moderate gains and relatively low buying on the down trend, my foolish to be hedging against a score in a bear market. The only average cost on 25 shares is $48 per Bear market using "dollar cost way we can actually compete is to share and the stock only needs to averaging" and then invest in CALL work in the same "game time" recover to $52.80 instead of $66 in Options on the same or related frame. I realize this would probably order for me to make 10%. I keep stock. As the manual notes, it is entail using both a game disk and buying the stock at regular intervals possible to see the stock make a data disk, but it would be worth it. and bring the break-even point moderate gain and still have the down. This way, I can be in the player lose money on the option Continued on p.40

ROBOTWAR: Tournament Results

possible situations in which his robot DRAGON — the tournament winner might find itself and program accord- by Doug Hogg of Los Angeles, circles ingly, making the game great for the screen just off the edge efficiently learning computer logic. Most robot- strafing robots along the side. He will war designs are the end product of also, in some situations scan into the months of refinements. middle and attack center-type robots. The secret in Robotwar is to survive. THE ROBOTS Points are awarded for surviving rather ARC MAN — entered by Bill Logsdon than for killing. If a robot can avoid of Tulsa, OK. Arc Man travels in a wide getting damaged he will win regard- clockwise circle, varying his right hand less of whether he inflicts a great deal turns according to the distance from of damage (let the other guys slug it the walls. Arc Man uses a vector out, I'll just stay here out of the way movement routine based on "a two and win). This design philosophy has term Taylor's approximation of the a flaw however. Obviously some fire- sine function". power is needed, for eventually only two robots will be left in a battle. A Anaheim (CGW) — The people AROUND — another entry by Bill passive robot is then doomed. Dragon here at COMPUTER GAMING WORLD Logsdon. Around goes around the is a robot that is designed to minimize are still buzzing over the recently held outer perimeter of the arena in a damage. And, even though his fire- CGW ROBOTWAR TOURNAMENT in counter-clockwise manner. In effect it power is not as effective as NORDEN B, which, as Howard Cosell would say, becomes a bottom robot, then a side, or CORNER, he does pack enough "Armored automatons of Armaged- then a top, etc. punch to take out an opponent. His don reduced each other to piles of BOTTOM — A fill in robot from the pattern, just off the edge makes him robotic refuse, fit only for recycling." original game. Bottom goes to the less likely to be damaged. He won't Twelve quarrelsome cybernetic bottom of the playing field then travels collide with the edge and corner competitors were entered in the back and forth scanning upward and robots, and is far enough from the competition (along with 3 fill-in firing at any robots he sees. center to avoid direct run-ins with robots). In an exciting contest center robots. CORNER — entered by David A. DRAGON, by Doug Hogg of Los Jones of Tulsa, OK. Corner heads for a HOT ROD — A bottom robot that Angeles, rolled away as the big corner position (usually the upper travels left and right shooting upward winner. left) and, in that tuck position, can even if no target is detected. It checks The competition was fierce with the maximize his scan and firepower by both to the right and left for other pre-tournament favorite, NORDEN B, reducing the area to be covered to a bottom robots and will fire at same finishing third. NORDEN B, an improved 90 degree arch. When damaged, until death of one or the other. The version of NORDEN+ who won last Corner steps out of the corner random shots are more effective than year's tournament was tied for the momentarily to minimize damage one might expect. When a robot is lead after the round robin but was from repeat fire. Corner watches spotted fire is very accurate. held at bay in the finals by the likes of closely for "edge" robots making their Hot Rod was entered by Frank DRAGON, CORNER, and HOT ROD. way toward him (the bane of any Krogh of Los Angeles, Cal. Three robots which came with corner-type robot). JAWS — Another entry by 8 year old Robotwar, by Muse Software, were DIAMOND — Another Bill Logsdon Robert Hogg. Jaws makes his way to used as fill-ins or "shills". entry. Diamond remains stationary the bottom center of the field. Where THE GAME until damaged. When hit he high-tails he is effective in hitting center robots Robotwar, by Muse Software, is a it to another wall at an angle with the such as Norden. game in which players design robots overall pattern looking like a diamond. MOVER — A fill-in robot that moves using a special computer He has a high speed tracking routine when he is hit, It search 360 degrees. language not unlike BASIC. Once the that can destroy center moving robots are designed and tested they robots. NORDEN B — entered by Richard are put up against one another in GRAVE — entered by Robert Hogg Fowell of Palos Verdes Estates. A battle. As many as five robots can be (Doug Hogg's 8 year old son who refined version of last year's winner, on the battlefield at one time, moving, programmed it himself, although NORDEN+; Norden B has a very searching for one another, and firing Doug wrote down some code for effective tracking algorithm and is their cannon when they see an enemy him). Grave goes back and forth impressive at hitting robots while robot (all other robots are enemies). across the top firing downward. He moving a high speeds. Norden B waits Once a robot is on the battlefield the will stop when he sees a side robot a short time to allow side and corner player/designer has no control over directly below him and fires con- robots to clear the center then begins the actions of his creation. He must tinually until the other robot moves or an elliptical movement pattern that anticipate, in the design stage, the dies. changes when hit. RANDOM — Another fill-in robot. SOUP MT Random moves in a random fashion O TO K TO H K TO RADAR firing if he sees another robot. O - S TO V TO SPEEDY O - RADAR TO R GOSUB MOVEIT 0 > -105 ENDSUB THOR II — entered by David BLOWUP 0 K TO AIM 30 + R * 4 TO SPEEDY IF R > 0 R -10 TO SHOT Meredith of Merrimack, NH. Thor II is IF R > 0 1 TO DATA corner robot who heads for the nearest GORIGHT corner. He often lost on slug-outs with 90 TO K L - 4 TO L TO RADAR "Corner". O TO V G - 1 TO G S TO H TO SPEEDX < -2 ENDSUB WILDMAN — entered by Neal Buck 1000 * 3 TO J O - RADAR TO R GOSUB MOVEIT > 0 TO T of Tulsa, OK. The editor's favorite (for SLOWRIGHT > 0 -675 * 3 / R + 20 + L TO AIM it's colorful nature, certainly not for it's O - R - 30 - 5 * 4 TO SPEEDX IF R > 0 TO SHOT ability to win). Wildman is a 100% 0 0 TO DATA offensive robot (his victims certainly GODOWN 180 TO K: IF DATA < 2 GOTO LOOKBACK thought he was offensive). When he S TO V TO SPEEDY spots another robot he charges pell- O TO H M TO RADAR mell after it firing all the way. Robots GOSUB MOVEIT -15 + W TO F on the move could escape his SLOWDOWN O - RADAR TO R O -- R - 30 - 5 * 4 TO SPEEDY > 110 J R TO F tracking about two thirds of the the IF R 0 < 111 -3 TO F time, but the other one third of the GOLEFT M + F TO AIM time they were in for real trouble. 270 TO K R + 24 TO SHOT O TO V 215 TO SHOT Robots that did not move—died. O - S TO H TO SPEEDX GOTO MT Unfortunately for Wildman, his of- 10 TO I fensive nature was his own demise as IF 5 < W TO I he had no damage checking routine I TO W GOSUB MOVEIT which caused him to walk into certain SLOWLEFT death more often than not. :30 + R * 4 TO SPEEDX GOTO GOUP ZIGZAG — entered by Algis Seskus ROBOTWAR DISK of Broken Arrow, OK. Zigzag moves in MOVEIT OFFER a zig-zag fashion searching three K - 8 TO L K + 90 TO M Can't find an opponent for your times on each leg of the zig-zag. N -- 5 TO RADAR ROBOTWAR creations? Want to find K + 180 TO 0 THE CONTEST 24 - RADAR TO R out how to make better robot designs? Looking for new blood? All robots competed in a round IF R > 0 N - 2 TO AIM IF R 0 TO T TO SHOT Then you will want to get CGW's robin in which each contestant robot IF T = 1 DATA + 1 TO DATA Robotwar diskette. faced each other contestant an INDEX + 1 TO INDEX equal number of times (24 battles for • 4 1 TO INDEX CGW's Robotwar Diskette con- IF DATA < 2 K - 17 TO AIM each robot). The top 5 robots entered IF DATA > 1 K + 85 TO AIM tains the source code for all the finals. There was a tie for the fifth IF R < 24 205 TO SHOT entrants from our Second Annual position between Corner and Arc 0 = H TO SPEEDX Robotwar Tournament (with the = V TO SPEEDY exception of Norden B) including Man. Corner won the best of 7 playoff K + 203 TO N to go to the finals. The finalists fought 1 TO 6 TO T the winner DRAGON. The disk also 25 battles against one another with GOSUB MT includes last year's winner, DRAGON coming out comfortably on ENDSUB NORDEN+. Twelve robots in all. top. Congratulations to DRAGON and LOOKBACK To order send a check for $10.00 it's designer Doug Hogg! O TO RADAR O - RADAR TO R to COMPUTER GAMING WORLD, > 0 0 TO AIM P.O. BOX 4566, ROBOT "DRAGON" IF R > 0 R + 27 TO SHOT BY DOUG HOGG -256 -- R TO R ANAHEIM, CA 92803-4566. BEGIN IF R < 0 > -105 ENDSUB California residents add 6% sales 223 TO S BACKSHOT tax. Allow 2-3 weeks for delivery. IF Y > 127 GOTO CHECKDOWN N - 4 TO N TO RADAR ROBOTWAR is a trademark of Muse 25 - RADAR TO R IF X < 127 GOTO SLOWUP Software. Robotwar runs on an GOTO SLOWRIGHT 25 TO T CHECKDOWN > 25 N - 1 TO AIM Apple II with 48K and Applesoft in IF X > 127 GOTO SLOWDOWN IF R ROM. GOTO SLOWLEFT

Listen To The Mockingboard: Sound & Speech For The Apple II

Thomas Cleaver separate outputs which can be General Instrument AY-3-8910 Pro- plugged into a stereo system or grammable Sound Generator chip. directly into speakers, I have found It contains three tone generators, a that the signals are quite strong, so noise generator, a mixer, and an that direct connection to speakers envelope generator. The frequencies gives plenty of volume. One of the of the three tones can be very finely outputs provides sound effects, and controlled so that, for example, a the other provides synthesized three-note chord could be pro- speech. Both outputs have volume duced. The noise generator can be controls. The board retails for S299 used to produce sounds like gun- (talk is not cheap). shots and explosions. The envelope generator provides various ampli- tude modulation schemes for the SOUND EFFECTS sounds; for example, a rising and You may ask, "Why do we need falling amplitude with noise as the You sit down before your compu- special sound effects hardware input will produce a sound like ter and boot your new game disk. A when we can get all the sound waves on a beach. wizard materializes on the screen, effects we need through the Apple's accompanied by a clap of thunder Sweet Micro Systems, the manu- built-in speaker?" The things that facturer of the Mockingboard, pro- from your eighty watt stereo sound have been done in sound genera- system. The mage points a bony vides a demo diskette to show off tion within the Apple are truly the sound effects. They include finger at you and asks in a voice like amazing. The typical Joe Computer- the rustle of dry leaves, "Do you dare bomb, laser, pump, helicopter, train, freak doesn't realize the contortions and several others. They are all fairly accompany me to the Lair of the a programmer has to go through to White Worm?" You answer in a well done, but they aren't much bet- get a specific sound from Apple's ter than could be expected from quavering voice, "Yes, my liege. crummy little speaker. He must write Lead on." And the adventure begins. speaker bit-banging. The disk also his code in machine language, and contains a music routine, which is a What's this? Games that talk? And he is limited to doing but two things: bit better. It uses the Apple keyboard respond to spoken English? Well, yes pushing the speaker cone out and as a piano. and no. The above game is still a pulling it back in; therefore he must dream, and it will not be a reality make each sound by "bit-banging" There was no software which until further hardware and software — driving the speaker cone in or out showed how to program the sound advances are made. at precisely spaced times. And worst generator chip, how to edit sound of all, he must "integrate" the sound effects, or how to use the capabili- Speech recognition by computers effects with the rest of the program. ties of the board in your own pro- is still in its infancy. Some progress For example in an arcade game grams. There weren't even any has been made in speaker-depen- program the programmer must useful comment statements in the dent voice recognition, but you move an object on the screen, demo programs. have to train the computer to bang the speaker, check to see if a To make matters worse, the accom- understand your voice, and massive key has been pressed, bang the amounts of memory are required panying documentation was of little speaker, check for object collisions help in this respect. The instructions just to recognize a few words. on the screen, bang the speaker, Speaker-independent voice recog- for developing custom sound effects etc. I have the greatest respect for were sketchy, at best, and were nition, which would be required for the Budge's and Gebelli's who can the game described above, is still directed to the machine language make all this sound and motion programmer. A BASIC programmer at least ten years away from being seem so smooth. practical. would be S.O.L. if he tried to use this Special sound effects hardware, manual. By fooling around in But computer speech is here such as is available in the Atari and machine language I was able to today. Sparked by Texas Instruments the Commodore 64, make this pro- make a few rudimentary sound research into linear predictive cod- gramming task much easier. You effects, but I quickly determined ing (LPC), as used in just set up the sound you want, start that a sound effects editor was a Speak-and-Spell, and Votrax research in phone- it running, then go back to your minimum software requirement. me synthesis, there are now several display and operations program. speech peripherals that can be This sort of thing is possible in the purchased for personal computers. Apple only by use of additional SPEECH EFFECTS The Mockingboard is one of them. hardware, such as the Mocking- The speech channel of the Mock- board, plugged into a peripheral ingboard is based on the Votrax SC- The Mockingboard Sound/Speech slot. 01 Speech Synthesizer chip. It uses I plugs into any of the peripheral The sound effects channel in the slots of the Apple II. It has two Mockingboard is based on the Continued on pg.47

the learning game by Bob Proctor This month we'll look at four Apple games suitable for My children (one is six and one eleven) and their pre-schoolers. When reviewing software for young friends also help me evaluate the third important children, I pay particular attention to three factors. Let's aspect of these games: longevity. By this, I simply mean look at these first to set some guidelines. how long any one child will stay interested in it. That natural curiosity mentioned above will cause them to First is simplicity. It's confusing to have to press the play ANY game once. There is a tendency, though, to escape key in one place, the return key in another, grow bored with a game before the skills involved are and the spacebar in a third. Better to have one key truly mastered unless there is something that motivates serve the same function everywhere; this is an them to keep playing. It has to be enjoyable and stay important factor in what the ads call "user- enjoyable. This means you shouldn't do or say anything friendliness". I call it simple common sense. Adults which suggests failure. cope better with poor design since they can read instructions on the screen. For non-readers, the program must be kept simple enough that they can Let's start with the game designed with the youngest remember what to do. This usually means a menu — to "users" in mind. This would be JUGGLES' RAINBOW from remind you what is available and to simplify (one The Learning Company. It uses brightly-colored keystroke) the process of getting there. Clever use of rainbows, butterflies and windmills plus lots of music pictures and graphics can help too. and will even keep infants entertained. It requires no Another important aspect of software for kids is error- reading skills, anyone who can recognize the numbers from trapping. This is the ability of the program to ignore or 1 to 3 can use it without help. Option four on the recover when you do something wrong. Children often menu, the question mark, is a configuration screen like to try something just to see what happens; this is that lets anyone who CAN read turn off the sound or the primary way they learn about the world. the picture clues (thus forcing the player to read the Sometimes they experiment within the context of the wordclues). Once you select a number, you don't have program (and any good game for kids should allow to hit any specific key. The keyboard is divided into this), sometimes they'll experiment outside — like banks of keys to teach the concepts of left, right, above, and below. You can divide the keys with a strip hitting the RESET key "just for fun". This curiosity is good; if you discourage it in any way, you discourage of yarn or paper —blue is best since the program uses learning. And a program that has to be re-booted is a blue bar to divide the screen. certainly discouraging. When testing these games I tried as many "experiments" as I could. I also gave When your child begins to learn the alphabet, them to the kids with encouragement to try anything consider getting BOP-A-BET. This is a maze game where that wouldn't damage the disks. you steer a boxing glove using four keys. You bop

NAME: JUGGLES' RAINBOW BOP-A-BET MICRO MOTHER GOOSE SPELLING BEE GAMES TYPE: Spatial concepts Alphabet Pre-school arcade Spelling SYSTEM: Apple II+, 48K, 3.3 Apple II+, 48K, 3.3 Apple II+, 48K, 3.3 P or J Apple II+, 48K, 3.3, P FORMAT: Diskette Diskette Diskette [DOS 3.3) Diskette BACKUP: $12 by mail None Copyable None # PLAYERS: 1 1 1 1 to 4 PRICE: $45.00 $34.95 $39.95 $29.95 PUBLISHER: The Learning Company Sunnyside Software Software Productions EDU-WARE Portola Valley, CA Fresno, CA Columbus, OH Agoura, CA letters in alphabetical order by pushing the space bar Of the four, only MICRO MOTHER GOOSE is copyable. and if you bop them out of sequence nothing The good people at Software Productions even provide happens. The object is to bop as many as you can a label for your extra copy, which impressed me more within a time limit. When you boot the disk, there are than the posters and stickers that also came with it. A some questions that let you change the time limit, the back-up copy of JUGGLES' RAINBOW is available by speed of the bopper, the keys used, and choose upper mail for $12. This is much less convenient, but or lower case. This part requires an older person who reasonable compared to those that are copy- can read but once started, four and five year-olds will protected and offer no backup at all! That hardly have no trouble. seems appropriate for software aimed at children. MICRO MOTHER GOOSE will also entertain infants. It All of these games seem immune to inaccurate key- allows you to select one of nine nursery rhymes; it plays pressing, although three of them have done nothing each tune while the words and some animated about the RESET key. In JUGGLES' RAINBOW, The RESET graphics appear on the screen. The menu (only half is key restarts the current module, in the other three it re- shown) is well done — it has a distinctive symbol boots the disk. This may not be much of a problem with alongside the words so that non-readers can use the late-model Apples, since they can be set up so that game once they get familiar with it. Many children will CTRL and RESET must be pushed at the same time, but know some of these rhymes, so seeing the words on the owners of earlier Apples will have to give special screen may help in learning to read. However, only the training or physically protect the RESET key. very young (with no concept of reading) want to see the rhymes more than once, what older kids want to Of this month's four games, SPELLING BEE GAMES is do is play the three arcade games which are also part the only one that the play-test group asks for now that of this package. These games are based on themes testing is finished. Of course, this is due in part to their from nursery rhymes and require paddles. The simplest average age level, which is too old to be enthralled by is Lamb Scram, where you help Mary get three lambs nursery rhymes, but it is also a credit to the graphics through a hole in the hedge before the Big Bad Wolf since the kids ask for it (sometimes) instead of any of gets them. Then you have Splat!, wherein you catch the arcade games we have. It is an excellent example eggs as they fall off a wall. Finally you have London of the motivational value of games because it is similar Bridge-out, which is our old friend Breakout (or Brick- to, but much more popular than, Edu-Ware's SPELLING out) in new clothes. Although much simpler than other BEE AND READING PRIMER which doesn't use the game versions of this game, it is still the most difficult of the format. three. These games are well done and should provide The following abbreviations are used in the SYSTEM kids in the three to six group with lots of fun — unless requirements: P- paddles, J-joystick, 3.3.=DOS 3.3 older kids are playing something else, in which case Whenever an Apple II+ is specified, an Apple II with the younger crowd will want to play the same thing. Applesoft in ROM may be used. The last game we'll look at this month is SPELLING BEE GAMES from Edu-Ware. This is a set of four games which share a common vocabulary and theme — each of the words is represented graphically by a hi-res picture. The games are Squadron, Skyhook, Puzzle, and Convoy. Squadron requires two players and paddles; each player flies an airplane to "shoot down" the word that matches the picture at the bottom. The other three games are all for one to four players. In Skyhook, you see a picture and some scrambled letters; you use the paddle to control a helicopter to pick up letters and put them in the right place to spell the word. In Puzzle, you get a few seconds to memorize six pictures before they are concealed; players then take turns guessing where the picture was that goes with the word at the bottom. Convoy is a truck race in which a picture appears at the top of the screen and players take turns typing the next letter in the word; each correct guess moves your truck forward a little. Note, that Convoy is the only game that requires you to hit the actual keys for each letter. There is a configuration module which can be reached by pressing a "secret" key from the menu. It allows parents or teachers to select the vocabulary units used, There are 22 units on the disk; they begin with simple two and three letter words and get more complex, up to a third or fourth grade level. In terms of simplicity, three of these four games can be used by the age groups for which they were intended. BOP-A-BET would also qualify except for those questions at the start which set up the game. However, you also have to ask yourself if your children (or students) can be entrusted with the only copy of a $30 to $40 disk. Its time again for another issue of multiples of 7, you will find this to be ported by other computers (although Computer Gaming World and Micro- the unique winning strategy. Apples and some others have com- computer Mathemagic. First of all, parable commands, I have been did you find a winning strategy for Whoever goes first can always win told), so I had to provide what I the game of FIFTY? For those of you by first picking 1, and thereafter, could. Okay, enough about style for tuning in for the first time (where whenever your opponent picks x, now...Let's look at something new! have you been?), this game is you pick 7-x on the immediately fol- played by two players who alternate lowing turn. This insures that at the turns in picking a number. In each end of your turns the running totals case, the players choose from '1, 2, 3, are 1, then 8, then '15, then 22, then THE McDONALD'S 4, 5, 6 and a running tally is kept. First 29, 36, 43 and finally, 50. PERMUTED CHANGE player to make the tally hit 50 wins. PROBLEM In the last issue of CGW I gave one TABLE #1 computer listing of a program which Last issue I mentioned that I would PLAYER #1 PLAYER #2 allows one to play against either a TOTAL like to provide something of a pro- 1 3 human or computer opponent. 4 gramming challenge, and this is it. 4 1 Recall that the computer opponent 9 First, the problem itself and its his- 6 5 20 tory. Approximately seven years plays first and the program prompts 2 for whether you wish it to play 6 28 ago, while still living in New York 1 3 32 City, I went into a McDonald's res- somewhat randomly or completely 4 1 37 taurant and noticed the following logically. (In the latter case, the 6 5 48 interesting incident. I ordered a computer is unbeatable, as you will 2 50 meal that cost $1.85. I handed the see momentarily from a discussion of strategy). TYPICAL GAME IN WHICH COMPUTER (#1) counter person a ten dollar bill, and WINS BY THE STRATEGY (TRS-80 VERSION) noticed that my change, $8.15, had If you played enough, you should I still invite readers to consider the the same exact digits as the price. have discovered that whoever goes questions raised last issue. For This led me to the question: Are first has a natural advantage in the instance, what happens if you alter there other prices (other than $1.85 game, but this is not obvious at first. the game to include fewer choices, or $8.15) whose change from $10.00 In fact, when people first play, they such as only being able to choose contains the exact same digits as usually pick numbers randomly for the price itself? 2,3,4,5 each time; or playing for the first few turns. When the tally hits more points; or making the choice My challenge to you is to write a the thirties, the action slows down as of numbers vary each turn. (You BASIC program to find all such pri- the players begin to think: "What could let players choose 1 or 2 only ces. Send these to me and I will pub- should I pick now?". second turn; 1, 2, 3, or 4 on their third lish the best ones a few issues down This leads the player to examining on their turn, and soThe on). possibil- the road. his optimum situations. When the ities are quite endless, and I would Next issue I will have some new tally is getting close to around 40, be glad to hear from readers about goodies for you. In the meantime, you would like to have the total be interesting variations. send all your comments, questions, 43 (which is 7 less than 50, please One other thing that I would like suggestions, and so on to me note) after your turn. Why 43, you to see are superior programs. These directly: ask? Well, the opponent has to pick might be programs which have bet- at least 1 and at most 6. If he picks '1, ter error catching routines, superior Dr. Michael W. Ecker the total becomes 44 and you can displays, etc. In fact, I wonder how COMPUTER GAMING WORLD pick 6 on your next turn to win. On Luzerne 8 many readers noticed my goof in the other hand, the most he can Viewmont Village Microcomputer Mathemagic column pick is 6, for a total of 49 after his #1 (Vol. 2, #6) in which both pro- Scranton, PA. 18508 turn, so he can't win. You can prob- gram listings have prompts "Press ably see now that no matter what any key to continue" instead of he picks, you can then win. what I should have had, "Press For personal replies, which I will be pleased to make, it would help if Okay, so what about the previous ENTER to continue". (I was confusing you would enclose a self-addressed turn? Well, by the same kind of rea- INKEY$ with INPUT at the time, stamped envelope. soning, you would like the tally to be evidently). 36, which is 7 less than 43. Why? So then no matter what your opponent In a similar vein, surely some Dr. Michael W. Ecker is Assistant picks, you can make the total after reader can provide a nicer display Professor of Mathematics at the that turn become 43. Specifically, if than the one I gave for FIFTY last issue. The problem is to make a pro- Pennsylvania State University, the he picks x, then you pick 7-x. (If he Worthington Scranton Campus, in picks 1, you pick 6; if he picks 2, then gram applicable to and compati- the Scranton, PA. area. His ambition you pick 5, etc.) ble with most major brands of com- puters. The original program used is to be able to say that he is Asso- the "print @" command for the TRS- ciate Professor of Mathematics at If you trace this argument back- 80 to obtain a nice display. Unfortu- the Pennsylvania State University in wards, subtracting more and more nately, this command is not sup- the Scranton, PA, area. EPIDEMIC: "An Apple (or PC) a day. . ."

Valerie Trott DAY 3 status update, telling you how many US clean suits totally ineffective!! have died in each area, how long The virus is too small and goes before the regional epidemic right thru the filter units. . .worst reaches Pnemonic Phase (becomes of all, the US HAS infected airborne and even more deadly), Canada! and whether the infection level is rising or falling. In Scandinavia, the Gamma Globulin treatments are having This update helps you formulate only miniscule effect. . .and we your overall strategy, after which can't recall the mobile teams in you'll get a radar update (showing less than two more days!! They're locations of approaching meteo- dying like flies!! ETA of the rites) and finally a world map Pheumonic Level in THREE DAYS!! update with a menu allowing you The only bright point is that India to obtain detailed regional in- has been cured! formation, to initiate attempted BASIC INFORMATION cures and/or fire missiles at in- NAME: Epidemic DAY 6 coming meteorites, and even to TYPE: Strategy This epidemic is getting out of nuke areas that are too far gone! SYSTEM: Apple, IBM-PC hand! US entered Pneumonic Unfortunately, you have a very FORMAT: Disk Phase, 145 million dead, and the limited number of actions per turn. # PLAYERS: 1 disease has spread to Central At levels 4 and 3 (the two easiest) PRICE: $34.95 America. Western Europe and you have only two options per turn, PUBLISHER: Strategic Simulations China both getting worse, and while at level 2 and 1 (the hardest) Mountain View, CA the Soviet Delegate is calling for you have three options per turn. This Nuclear Sterilization of North often leads to conflicts between UNEDCOC (United Nations Emer- America. whether to treat an already infected area or launch a missile at an gency Disease Control Center) Mt DAY 7 Olympus, Antarctica incoming 'target' to try and prevent Greenland, Eastern Europe, and additional regional infections. DAY 1 the Soviet Union now infected!! Your primary strategy should be Mass panic spreading worldwide Meteorites impacted last night in to create stasis zones (infection as total deaths approach one level between 1.0 and 2.0) which the United States, Scandinavia, billion. Anti-Pneumonic Remedy and India, triggering raging will prevent the spread of the #4 failed in US, total destruction epidemic to other regions. If a epidemics of a strange alien of all sentient life in that region disease in each region. region slips past stasis and is fully expected in three days!! cured, you may regret it very quickly Disease rate in the US is the when that region becomes rein- DAY 9 lowest of the three, at 2.4 on the fected and you have to start all 1 to 5 scale, with 5 indicating We haven't got a chance. . .the over again. Pneumonic Plague level. We've epidemic is too widespread. . .we've The best cure you have is Interfer- hit Scandinavia and India with tried everything„ . too late. . . feel on. Unfortunately, you only have Gamma Globulin treatments. feverish, . .can't think clearly one day's supply of Interferon per . .why are there green and epidemic per region, and you just DAY 2 purple spots on my hands?... . can't be everywhere at once. All can anyone out there hear Over 88 Million dead worldwide. remedies except Interferon last for me??? Epidemic in the US now 2.7 and more than one day — two to five rising. Scandinavia Gamma Thus ended my first attempt at days is the range — and each has Globulin effectiveness is below Level Four, the easiest level of SSI'S its own effectiveness curve. average, deathrate stable. Indian New introductory strategy game The catch is that any given epidemic is at stasis, and so will Epidemic. The world is broken down remedy can be more or less not spread or escalate—a good into fourteen geographical regions effective than anticipated, and buffer zone. which are menaced by a swarm of once you start something, it has to meteorites carrying the deadly alien Today we instituted a 5 day run its course before you can try microbes which, on its last swing "Clean Suit" policy in the US. another remedy. For example, in thru this part of space, wiped out Effects should be felt immediately the game described above, when the dinosaurs!! to some effect and strongly the "clean suits" in the US were within 2 to 3 days, Each turn you'll view a world Continued on p.46 COSMIC BALANCE (Cont.) John Paul Jones once said, "Give Other projects being worked on at SSI include me a fast ship, for I intend to sail in a WWII European Theatre game which will cover For ship to ship combat between harm's way!" Good luck and good the war from England to Moscow. Land, sea, and dreadnoughts, the following gener- air units will play a role in this "monster game". hunting! Gary Grigsby is working on an Eastern Front WWII alities should be useful in designing game which will run on the Apple and Atari. new ships. A high technology ship is Using the Guadalcanal game system, the game usually stronger than more numer- will involve strategic and tactical movement ous lower technology ships. Crew modes in a week-per-turn format. efficiency of one is adequate for Bruce Ketchledge ( Dneiper River Line—Avalon high technology ships. For a dread- Hill) is working on a Geo-political game for SSI. It will involve economic, political, and military nought with short range weapons, elements and will run on the Apple and perhaps about 15 to 20 percent of the total the Commodore 64. Look for it this summer. space should be armor, and don't Several SSI games are being translated to the skimp on shields. A ship with mostly Commodore 64 including BATTLE FOR short range weapons needs lots of NORMANDY and COMPUTER BASEBALL. There is protection in order to get in close, still no projected date for the Atari 400/800 version of COMPUTER BASEBALL (problems with hit hard, and get back out safely getting the out-of-house programmer to deliver). again. Siege phasers are the most economical short range weapon, but you should also have about MILLIONAIRE (Cont.) one photon torpedo to drain shields, and one plasma (if you can afford SUMMARY it) to destroy armor. Give your ship extra engines as you will need the MILLIONAIRE is a stimulating extra power to repair shields and to experience for anyone who enjoys change course when you take the strategic decisions inherent in damage. You should have about high finance. Its system definition, five to ten marine detachments on based on careful research and board as insurance against trans- continuous probability, makes the porter ships like Ship B. You don't game both realistic and fascinating. need many because one surviving The levels of expertise and their crew or marine detachment can INDUSTRY NEWS (Cont.) varied options, along with the operate the ship. You should have potential for different market about 12 to 16 belts as insurance environments, give the game an Blue Chip Software (see the review of against ships like Ship A. All ships Millionaire in this issue) has announced a new assured longevity in the strategy must have a range of at least one if commodity market simulation—TYCOON. gamer's library. you plan to use them in the new TYCOON will allow players to engage in complex strategic game. trading of futures contracts in gold, soybeans, Treasury bills, foreign currency, pork bellies and ATARI ARENA (Cont.) A final word of caution: if the other commodities. It will be released first for the IBM PC and followed by versions for the Apple, situation looks desperate, don't be CPM and CPM 86. The simulation will retail at Garden, for instance, takes over a ashamed to run away before the S79.95 for the Apple version and $99.95 for the minute to begin, and must be dastardly Klingons breach the other versions. rebooted to start with a new shields. Discretion really is the better PDI (Program Design, Inc.) has announced garden. None of the games have a part of valor. Even the immortal that they have moved their headquarters. The new address is: 95 East Putnam Ave., Greenwich, pause command, None of them CT06830. record a high score. There are four new releases from Avant-Garde The standards for cartridge games Creations for the IBM PC: AIR TRAFFIC have been established by games CONTROLLER, TERRAN JEOPARDY, FEDERATION, and LAZER MAZE. All four games retail for $29.95 like Star Raiders and Missile and all but the first require the Color Graphics Command. Broderbund is bringing Adapter. out at least Choplifter and Ser- Coming soon from Sirius Software on ATARI disk pentine in cartridge form. Synapse is the hi-res adventure game THE BLADE OF plans to release all their games in BLACKPOOLE ( $39.95). cartridge, with Shamus already Strategic Simulations has moved. Their new available. Against competition such address is 883 Stierlin Rd. Bid. A-200, Mountain as that, any company producing View, CA 94043. cartridge software is going to have to come up with solid, professional SSI has released the long awaited revised version of COMPUTER AMBUSH. They have also products if they want to compete. released their Battle of Britain game, FIGHTER COMMAND. Both run on the Apple II. SSI will have Have you heard? Atari is bringing a number of April releases. RAPID DEPLOYMENT out an expanded Eastern Front on FORCE-1985 which is the second release in the a cartridge. The year is going to get "When Superpowers Collide" series (Apple); better. NORTH ATLANTIC-1986 by Gary Grigsby (Apple); KNIGHTS OF THE DESERT which covers the North African Campaign in WWII. KOTD will run on the Apple, TRS-80, and Atari (joystick control in the Atari version). Other April releases will be COSMIC BALANCE 2: THE STRATEGIC GAME for the Apple and Atari; GALACTIC GLADIATORS for the IBM-PC and the Atari. BASIC INFORMATION and, additionally, player's moves BASIC INFORMATION can also be checked against NAME: Championship Blackjack NAME: Microbe Braun's Point-Count system. Poor TYPE: Educational & Entertaining TYPE: Action Adventure decisions based upon these sys- SYSTEM: IBM-PC SYSTEM: Apple Dos 3.3.48k tems, are then indicated by appro- FORMAT: Disk FORMAT: Disk priate messages. # PLAYERS: 5-Card # PLAYERS: I to 10 6-Micro The general flow of the game is as AUTHOR: Robert Clardy PUBLISHER: PC Software expected. Cards are shuffled, bets PRICE: $44.95 San Diego. CA are placed, hands are dealt, and PUBLISHER: Synergistic Software players make their decisions. What Renton. WA makes this game an excellent instructional tool, is that at the Robert Clardy and Synergistic Soft- Blackjack lovers this is it! With upper left of the screen, the pro- ware have done it again! As much Championship Blackjack from PC gram displays the running count, of a breakthrough as ODYSSEY was, Software you can play under realist- the true count (since you can't Clardy has outdone himself with ic conditions using the rules from all actually see the shoe to see how MICROBE. It's like nothing I've ever the gambling funspots. Before going many decks are left), the recom- played. Read on and find out why. into the details, a rundown of the mended move using basic strategy, features and playing options avail- Do you remember the movie and the recommended move using "Fantastic Voyage"? The one where able with Championship Blackjack the Point-Count system. And, if you should be enough to convince you, a submarine was shrunk down to still can't make up your mind, there as it did me, that it is an outstanding microscopic size and injected into is a help screen available to show the vein of a critically ill patient? The blackjack software package which you all the options. is even better than the hard-wired tiny sub navigated the venous setups you put your quarters into at I played the game on an IBM system, fended off the attacking the casino while you're waiting in monochrome display and found the antibodies and white cells, and line to see a dinner show. graphics to be excellent. The screen went on to clear the blood clot in layout is similar to that green felt on the brain. The game options include: a blackjack table. Cards are dealt MICROBE is based on a similar face-up, down cards down, and hits • All allowable plays are supported, scenario. Any of a number of things and splits are neatly overlapped. can be wrong with the patient (but including stand, hit, double, split, Player's names, their current bank- resplit, insurance, and surrender; it's always something in the brain). roll, and current bets are always dis- You and your crew, starting in a leg • Single or multiple decks; played at their respective places on • Tournament and double expo- vein, must make your way to the the table. The statistics screen is very brain by passing through various sure play; helpful and lets you know at any • organs of the body. At a minimum, Choice of casino rules, including time how everyone is faring, this is Vegas Strip, Vegas Downtown, you must pass through the heart most important in tournament play (twice), the lungs, the brain, and all Atlantic City, Tahoe, and Reno; and when running simulations. • Ability to set your own rules; the connecting veins and arteries. • Julian Braun's Basic and Point- The only recommendation I have On your journey you may hook up to Count System strategies. for the developers of the game is an the kidney to coat your ship with added feature that will allow prac- antibody repellant, the liver to take The game features include: tice drills on such things as soft- on more fuel, and the lung to replen- standing rules, soft-hitting rules, pair ish your air. You will be attacked by • Monochrome and color displays, splitting decisions, double down germs, viruses, and the body's own with sound; decisions, and surrender decisions. defense mechanisms. • Menu-driven screens; • Player statistics; If you are a beginning blackjack If you play alone, you must take • Simulations. player, a hearty welcome to the on the roles of all the sub's personnel: game. You won't find a more helpful The game is so complete that about captain, navigator, pilot, technician, and enjoyable way of learning than all you can't do is order cocktails and physician. And that will keep Championship Blackjack. If you're and look at the dealer's eyes when you VERY busy. I like playing with an expert, counter, tournament he checks for blackjack. three or four others, with everyone player, or professional, you will find taking an appropriate role. The The game will accommodate up Championship Blackjack to be an captain runs the keyboard and to six players and any of these can outstanding computer game. gives the orders. The navigator be played by the computer itself. Good luck, and see you at the keeps track of where in the body the Players automatically have their tables! sub is. The pilot uses a game paddle moves checked against the basic to steer the sub while looking at a strategy developed by Julian Braun Jim Zegers display of the sub's position; he must avoid oncoming traffic (red and computer opponents. You no longer message stating "out of memory white cells). The technician takes have to scrounge around at odd 2080". From that point, it was impos- care of repairs, keeps track of hours of the night hoping someone sible to proceed. After contacting inventory, and fires the laser, when will take your challenge. With the Sirius I finally was lead to the easy appropriate, while viewing a aid of your PC you can choose to solution. It seems that because my stunning display out the front fight in Europe of 1942 or Scotland machine has an asynchronous com- window of the sub. The physician 1750. munications card, Basic will auto- monitors the patient and prescribes matically allocate a communica- Like the popular board game, drugs and other treatment. tions buffer when it boots up. So to CONQUEST is a strategy war game. prevent this from happening, make All of the above is accomplished The object is to conquer territories sure you type in Basica/ c:0 instead in real time while frantically con- adjacent to countries which you of Basica (as the directions call for). sulting manuals, reading the radar hold. CONQUEST has several en- This will cause Basic to start up with 0 scope, taking blood tests, etc. And hanced features which are not in buffers. With this problem solved, I it's fun! But also, it's educational. Risk. Fast moving computer oppo- had no trouble loading in the Anyone who plays this game can't before it's your turn once again. A nents provide only breathing time help but learn some anatomy, European game. physiology, and pharmacology. I fine text window displays all the All in all, CONQUEST is an en- have been exposed to plenty of necessary information as battles hanced version of a popular board programs that claimed to be ed- ensue. The graphics employed out- game. The several options of game ucational games, but this is the line and color-in conquered terri- set-up provides variety that makes ONLY one that succeeds. tories quickly. the game life last after countless use. Graphics and text window MICROBE is designed to work with At the beginning of a turn, you are display are done well. The docu- VOTRAX, ECHO, and MOCKINGBOARD allotted a certain number of armies. mentation is adequate, although speech products. My version runs You can deploy them wherever you the directions should address errors with the Mockingboard, which adds see fit. Troops not deployed are special sound effects and a talking that could occur with loading more stored for your next turn. Next, you adequately. The gamer who enjoys computer. I like these features in can either attack or finish your turn. spending hours and hours on one MICROBE, but I'd like the game Each country is displayed with the even without them. detailed battle may not appreciate owner's color and the total amount the ease and uncomplicated nature I thoroughly recommend MICROBE of occupying armies. After attacking of battle. However, most gamers will to garners of every stripe for the and defeating the enemy, you enjoy the swiftness of execution and enjoyment it provides, and I recom- decide how many troops to leave the ebb and flow of battle. The mend it to everyone else for its and how many to move into your graphics used in drawing both educational content. new territory. After this decision, the Europe and Scotland are clear and computer fills in the newly con- well depicted, and the text display- Tom Cleaver quered land with your color. At- box provides important information tacking continues until you decide such as players turn, countries doing to stop. For the last move of your battle and odds and outcome of turn, you can pull troops away from each battle. With the addition of the front lines to be stored along some sound routines, this game with your allotted armies for the next could become a classic, As it stands, turn. In this way, you can muster CONQUEST is a very enjoyable game, strength for counter attacking or even simple to learn and challenging defending your front lines. enough for the serious computer To start the game, you can gamer. Mark Lacine choose the number of armies to be placed in each country. Three is suggested, although the experi- enced player can decide to start with up to nine. If you like to show off your computer, you can have two, BASIC INFORMATION three or four computer opponents NAME: Conquest (formerly Call to square off at each other. Any com- Arms) bination of human and/or computer TYPE: Strategy/Wargame opponents up to four can play. SYSTEM: IBM PC 64K. with color Ownership of countries at the start graphics card of each game can be the same, or FORMAT: Disk (for one single-sided you can opt to have the countries disk drive) randomly distributed. When time is short and the war is still on, a "save" # PLAYERS: 2-4 computer and/or NAME: human feature permits you to continue at a Super Taxman 2 TYPE: Maze-Chase AUTHOR: Mike Falkner later time. SYSTEM: Apple II 48K One major problem occurred FORMAT: Disk when I was loading in the European # PLAYERS: 1-5 map. After being prompted by the AUTHOR: Brian Fritzgerald Risk fans rejoice! Your favorite computer, the map of Europe was PRICE: $25.00 board game is now available for use drawn in. Just before the countries PUBLISHER: H.A.L. Labs against one, two or even three were colored in, I received an error Riverside. CA Taxman move over and make the submarine's speed, damage way for the newest in eat-the-dots indicators, amount of air left, battery games, Super Taxman 2. charge, position of the submarine relative to the sea bottom, and a game clock. ST2 is described as a new improved The second screen is the Sonar version of the original TAXMAN. Scope. It looks, sounds, and works Actually it's a totally different version like a real sonar scope. Two indica- of the classic maze games. tors are added to this screen; ton- nage sunk and Hydrophone Chart. In this one, you're a little pie- The Hydrophone shows the player shaped tax-collector who has the which direction to steer to intercept undesired job of collecting all the the convoy. money dots while trying to save his hide from angry citizens. Sounds The third screen is the most impor- pretty easy right? Well not so fast! tant. This is the periscope view. This is where all the action takes place. First there are four all-new mazes, NAME: Submarine Commander This screen shows clouds, water, and instead of the traditional one maze TYPE: Strategy/Action the ships. As the ships enter the view, game. And as if that wasn't enough, SYSTEM: Atari 16K Cartridge they're black shapes. The closer they in order to earn an extra man you # PLAYERS: 1 get the more detailed they become. have to complete an ultra-fast chal- PRICE: $39.95 When torpedoes are fired they lenge stage (every three mazes). PUBLISHER: Thorn EMI Video Gratuitously Brian Fitzgerald, the appear on screen and move toward program author, provided us with six the target. A 3D effect is achieved energy dots instead of the usual with your torpedoes receding in the four. It's World War II and you are in distance. When a torpedo strikes command of a diesel submarine a ship, the water billows up in the somewhere in the Mediterranean. Other features include a level- explosion with excellent sound Your mission: to destroy all enemy effects as the ship slowly begins to select option, that allows the player merchant shipping in these waters. to choose any of the ninty-nine lev- sink. Ships can also fire back as evi- You've tracked this convoy for ten denced by flashes and sounds of els at which to start, and a pause minutes and you're ready to strike. function. For the young at heart, Mr. their guns. If the sub takes a hit, the Up periscope. The convoy's lead whole screen shakes. Fritzgerald has given us five new ship is a destroyer. Fire one! Fire two! cartoons and some bouncy music. You watch as both torpedoes strike There is one minor problem in the The cartoons can be viewed before the ship and it begins to sink. Turn- game. Moving the submarine, the game and at various levels, The ing your attention to the second especially in the heat of battle is dif- music, on the other hand, pops up ship, a tanker, you fire two torpe- ficult to grasp. The sub doesn't turn throughout the game. Finally, as in does. Two hits! Suddenly your sub as fast as the player wants. This slows Taxman, Super Taxman gives the shudders. You're under fire from the down the action, but once the black and white/color option. second destroyer! Dive! Dive! Reduce player gets used to it, it isn't that speed, stop all engines. You wait, noticeable. The graphics are very well done, not daring to breathe. Finally, the The game is in real time using the and the animation is virtually flicker- sound you dreaded most begins — joystick and keyboard. There are free. Sound is an exact carbon of Depth Charges!! nine levels of play with ships on lev- Taxman. This is the action in the Thorn EMI els seven thru nine possibly requiring Video game cartridge, Submarine two hits to sink. There are four types Instructions are included with the Commander. As Commander of a of ships: destroyers, tankers, cargo, game, they're short but adequate. WWII Submarine, the player must and PT boats. Controls are user-definable key- sink all convoys in the area. The The game ends when the sub runs board. No Apple joysticks here but player has a limited supply of fuel, out of fuel, air, sinks, or the battery for you true game players comes torpedoes, air, and charge in the charge is depleted; while scoring is the Gismo an inexpensive ($15, $10 batteries. To recharge batteries, and based on the length of the game with the coupon included with replenish air supply, the sub must the tonnage sunk, and the amount Super Taxman) device which allows surface. Surface speed is faster than of fuel used. The user manual is very the use of an Atari-type-joystick with underwater speed, but uses more good, covering all aspects of the ST2. fuel. Scoring is based on the amount game. This game will appeal to of fuel left, torpedoes remaining, those who like arcade graphics The challenge of Super Taxman is and game time. and sounds, but enjoy a sense of to use the energy dots wisely. It's not wargaming. always easy to do when you have The game makes excellent use of petty citizens on your tail. One stra- the Atari's graphic and sound Hosea Battles tegy I found is to concentrate on fin- capabilities. It has three screens. The ishing the maze rather than trying to first screen is a detailed map of the eat all the citizens when they turn Mediterranean, showing the subma- ON VACA TION blue. Despite the fact that maze- rine's position, positions of all con- Silicon Cerebrum and voys and land masses in the area. chase games have been overused, Route 80 are on vacation. ST2 is a nice little game. Each screen has indicators showing compass heading of the sub, Look for them again next Anthony Melendez amount of fuel and torpedoes left, issue. effects to movement, combat, and at the end of a movement phase to fatigue ratings. General allocation double-check with the player for of available Allied amphibious acceptance of that turn's move- transport occurs once every turn ment. Overall, Battle for Normandy (two days), and such allocation is an enjoyable game that will allow must choose between differing multiple playings and repeated percentages of amphibious (unit playings with equal satisfaction. transport), combat supply, general supply, and fuel. Beachhead units are quite vulnerable to attack, and NAME: Space Strike their loss will result in a shut-down of TYPE: Arcade that beachhead with a diminution of SYSTEM: IBM PC. 64K, color general amphibious transport graphics adapter capabilities. FORMAT: Disk NAME: Battle for Normandy The amphibious assaults in the # PLAYERS: 1 TYPE: Wargame first turn will require one or two AUTHOR: Michael Abrash SYSTEM: Apple, Atari 400/800, divisions to be landed for each PRICE: $29.95 TRS-80 beach defense to be cleared. PUBLISHER: Datamost, Inc. FORMAT: Disk or Tape Beachhead units automatically land Chatsworth. CA # PLAYERS: 1 or 2 first, followed by airborne landings SPACE STRIKE is a Space Invaders PRICE: $39.95 and ground units during the first type game for the IBM-PC. As one PUBLISHER: Strategic Simulations turn. As the invasion and build-up would expect, the object is to stop Mountain View, CA continues, depot units can extend the aliens who march across the the line of supply two hexes from screen from reaching the bottom or beachheads. SSI's Battle for Normandy (BFN), from destroying your space tank continues the design and develop- The menu presents a one or two- (gun). Points are given for hitting the ment tradition of Tigers In The Snow player option, along with options for alien saucers which travel quickly with additional refinements. Cover- variable Allied and German across the screen from time to time. ing the initial Normandy landing strengths in air and naval firepower, High scores are saved to disk. through the build-up prior to transport capabilities, reinforcement The strong points of the game Operation Cobra, the game takes times, leadership and combat include the option of using either 14 turns (June 6 through June 30) in ratings, and the ability of the keyboard or joysticks. Using the two day increments. Included are Germans to move the first day. An keyboard is quite cumbersome and air and naval firepower capabilities, average move takes about ten to not suggested if you want to achieve weather and logistical consider- fifteen minutes, with about two to any reasonable score. This is not the ations. The game can be played three minutes used by the computer fault of the programmer, but is with two players or solitaire with the in the solitaire version of play for generally the rule for any arcade computer acting as the "German" resolution of German movement game where agility is needed. The player. and combat. The sequence of play author, however, has made it pos- is traditional — the Allies move and The regimental and brigade-sized sible for you to change the playing then attack then Germans move units cannot stack together, and keys so that you can select the ones and attack, and finally the end of once a move is made the player is that are the most convenient. You turn results are displayed (with a committed to that move. A cycle of also have the option to turn the save game option). rotation through available units for sound off and to freeze the game in movement continues five times in As a historical simulation, BFN is a progress. order to select the sequence of great improvement over Tigers in SPACE STRIKE is a simple but what units will move first. Unit the Snow. The Normandy campaign effective game of Space Invaders. capabilities are displayed during is sufficiently well documented to Graphic quality for the aliens, space movement and combat, showing provide correct orders of battle for creatures and missiles is fair. The designation, combat strength, the level of units presented (regi- graphics displayed when an alien leadership and fatigue ratings, ments, brigades, and divisions). ship is hit is first rate. The accom- supply condition, rated effective- Once again, as in Tigers, regiments panying sounds add to the effect. ness, terrain stacked on, and and brigades cannot stack together When hit, the alien spacecraft movement factors left during the or move through the same hex at fragments into many discernable current turn. When units move into the same time. This last element, in pieces which gently float down the an enemy unit's zone of control BFN is a contradiction of well- screen. The destruction of your they stop, but are not obliged to established unit frontages for the space tank is also finely illustrated. attack (rigid zone-of-control). period. Nevertheless, this game is a Once hit, your craft fragments into a Moving into an enemy unit's zone of generally good representation of mass of tiny pieces as it is strewn control consumes four movement the Normandy landings and build- about the screen. points unless moving directly from up. In conclusion, SPACE STRIKE is a one enemy zone of control to new name for an old game. This The time used in the computer's another, which consumes eight doesn't change the fact that it is a moves is a dramatic improvement movement points. well programmed, error-free game. upon earlier SSI titles, having a It is recommended to those who are Units must remain within two minimum of "dead time" as the looking for a good quality Invaders hexes of a depot unit or beachhead computer moves units and deter- program. hex to remain supplied. Units that mines combat. No option is pre- are unsupplied receive deleterious sented, unfortunately, for checking Mark Lacine ULTIMA II (Cont.) careful watch on five items, but four to buy food without dying. At this As you travel through the time of these items deserve special point in the game my character periods you will visit villages, cities, attention. They are attributes, had been very strong and I was able castles, dungeons, and towers where torches, keys, and tools. You are to travel throughout the time periods you can purchase food, spells, allowed to have 99 of each but go without too much trouble because transportation, armour, and weap- just one point above and the total of the possessions and vehicles I had ons. You can even stop in at the resets to zero. It's not healthy to have accumulated. I hated to even think local tavern to have a drink and any one of your attributes go to zero, that I would have to start over. I hear the local gossip or bribe the let alone having to lose keys that are found a partial solution for anybody barkeep for a hint. very hard to come across. Experience who gets in this predicament. Start a points were very important in ULTIMA new character on a new disk and You also have an entire solar I and you strive to increase them but build him up so he has about 5000 system to explore with each planet in Ultima II they are not important hit points and the same amount in having its own features and towns to and if you get above 9999 the gold. Somewhere in this new game visit. You might even discover the counter will just reset to zero. remove your new disk and put your whereabouts of the mysterious old disk into the drive. Press Q to Planet X. There are dungeons and towers which are similar in detail to other save. The computer will save your new character on your old disk. You SUGGESTIONS popular games but are not really necessary areas to explore to win will then still have use of whatever Your first quest upon entering frigates, planes, or shuttles that your ULTIMA Ills to safely make your way the game. However, I did enjoy mapping the levels and there were previous character used. I do not to the nearest settlement to arm know if this will work in all instances yourself against the nastier inhabi- definitely new twists added that I have not experienced in other and I recommend it only as a last tants that roam the world. You also resort, it did save me a lot of time. must not forget to make sure you dungeon-type games. It is very have enough food to last for awhile. expensive to reach the highest floor One thing you learn quickly while Otherwise you can die if you're too in a tower or the lowest level in a piloting a shuttle is that you only dungeon. far from a village and can't get have one chance to land. If you do back in time for food. I found this out Remember to visit all time zones not land on grass you die, no the hard way. and planets. Transact with everyone exceptions. The shuttle will continue to circle every planet until you press I spent a lot of time the first few you can, it is very easy to let the most a key so it is wise to allow it to initially tries making new player disks until I important contact slip through your circle every new planet once before was able to get close to the water fingers if you are not careful. you land so that you know what you and board a frigate. (You need There is one weapon you need are getting into. "something" in your possession to before you can effectively attack be able to board the frigate but it is Minax and that is the magical When you first get into combat obtained by doing battle with the quicksword ENILNO. The instructions you start acquiring items that you inhabitants and should not take say you cannot buy it, you must earn have no idea what they are used for. long). It is difficult staying alive until it. I had to buy it. You usually end up finding out the a frigate appears. However, once on hard way so watch your cursor every the frigate you patrol the shores of You use a lot of money in ULTIMA II chance you have during battle for the continents and attack the Ores, trying to get information so it is wise hints. Devils, and Balrons with the ships to know where and how to get One of the most difficult item(s) to guns. You will find that you lose little restocked quickly. find and obtain are the keys. Let me or no hit points during the battle My copy of Ultima II was one of the just say that the initial few are costly and it doesn't take long to build up first off the production line. When but there are ways to use these first your inventory of gold, possessions, you first build your character you are few to build up more than you will and experience points. The best allowed to spread 90 points be- need. time period for this is the Pangea. tween the five attributes. If you didn't When you initially travel through give at least 30 points to strength it CONCLUSION the time doors you end up being turned out you were not able to The world of ULTIMA II is vastly stranded on one continent until a wear either the reflector or power improved over ULTIMA I. The villages, frigate ventures close. This sometimes armor. Without the reflector suit on castles, and towns are all unique; took a while and I was determined you could not venture out into the oceans and lakes even have to find a solution to this lack of space. I was lucky and gave my animated water. My only thought transportation. Once you are on a character 30 points initially and as I finished the game was that very frigate you can get other frigates. never saw that problem. Although I little of this enormous work was Instead of firing on hostile frigates, never was able to wear the power really utilized as being required to head for land and dock your frigate. suit which would have made me complete the game. It was almost Then board the hostile frigate. It will less vulnerable to hits. This has been as if this was only a small initial become friendly. You now have two corrected by Sierra On-line. quest to give you the lay of the frigates. In this manner any number land and that additional scenarios would be released, each one using of frigates can be docked by the The game has a nice feature in more of the game until the different time doors. This can be very that it automatically saves your "Ultimate" quest was finished. helpful to you as you travel about. character at certain points in the Therefore I was not surprised at the game. Even this did not help me in When you press the "Z" key you little ad that appeared at the one instance, I had ventured out are shown the status of your char- bottom of my screen at the into space with very little food and acters attributes, experience points, completion of this quest. It said and inventory. You have to keep a was unable to get close to a village that. ZORK! (Cont.) to discover for himself. With that in the US, USSR, and Europe, though, mind, P didn't look at my Zork I since these areas control the missiles START, RESTORE, AND SAVE (with up guidemap until I was confident I which are your only chance to stop to five different saves). For control- had fully mapped out everything. I the incoming meteorites. If you lose ling the amount of detail given in must admit I took special delight in your high-tech areas, the effective- room descriptions there's BRIEF, comparing the accuracy of my ness of your missiles will plummet. SUPERBRIEF, AND VERBOSE. And, for map (consisting of several sheets of The only negative I found was making a printed transcript of your yellowed paper, Scotch-taped that at level one, the tracking of adventure there's SCRIPT and together) with the official one eight individual radar targets UNSCRIPT to turn a printer control on (nicely drawn and printed, of (incoming meteorites) was slightly and off. course). tedious. I don't have any sugges- Even the running problem of every Zork is vast and intricate. I tions as to how to streamline this, adventurer — getting killed —is counted over 100 interconnecting and the additional meteorites do in- handled with finesse. Instead of rooms in Zork I alone. This means crease difficulty, but I got tired of forcing you to start over at square that map making is imperative. waiting out this phase at this level. one (perhaps with a re-boot), Zork, Examine everything. Remember Also, if we could somehow have in most cases, scatters your posses- that, especially in mazes, there are been presented with a parameter sions and reincarnates you near ten different directions (eight variation option, that would have where you began the adventure. compass directions, plus up and been nice. Perhaps we could vary So that I don't lose my reviewer's down). Also, don't hesitate to re- the number of meteorites, increase license, or my credibility, I guess I explore old paths. Occasionally, or decrease the growth and spread should mention a few of Zork's new passages open up as you solve of disease, or move our command shortcomings. The trouble is that for mysteries, or as events outside your post from region to region where it a game of its type Zork has no control (like earthquakes) occur. might be susceptible to the disease. Finally, even though Zork is a single- serious flaws. If Zork does have a In conclusion, Epidemic is a good flaw, it is that the empire is, perhaps, player adventure, don't go there alone if you can help it. It is beginning level strategy game with a bit too fanciful — it lacks an excellent graphics. The game pro- internally consistent theme. For definitely an adventure to be shared and enjoyed. vides a real challenge to constantly example, Zork I contains, among 0 better your score by curing the other things, an Egyptian Tomb world as fast as you can. It is easy to room, a troll room, a Flood Control EPIDEMIC (Cont.) learn and highly addictive. My Dam with electrical power, and the brother, a pure arcader came over Gates of Hades. Don't get me completely ineffective, I still had to for Christmas dinner and played wrong, these places are exciting to wait out the five full days of the four full games of Epidemic before, discover, explore, and relieve of attempted cure. Which meant five during, and after the holiday feast. their treasures; but what are they days of unhindered growth! doing in the same world? Of course, not all adventurers would agree Once a region hits P-Phase with me that "organic unity" is (Pneumonic level) your options important, or even relevant. change from the eight standard cures to the four Anti-Pneumonic There is one other feature of Zork Remedies (APR's). Each of these that I almost considered a flaw, but has a different percent chance of am now not so sure. Unlike a well- success, but the effectiveness of the made play, or a well-written short remedy is inversely related to its story, in which all pieces must move chance of working successfully. For the plot forward or contribute to the example, APR 4 has only a 20% whole, Zork has a few, but just a chance of actually working, but if it few, puzzles that either don't have does, the disease level will be solutions or that don't need to be reduced by 80%. Conversely, APR 1 solved to reach the adventure's has an 80% chance of working, and conclusion successfully. I can't if it does, the disease level will be decide whether these puzzles are reduced by 60%. supposed to be red-herrings or cliff hangers. My feeling is that unless it is a last ditch effort, APR 1 is the way to go. Zork is currently available on Two successful applications of APR several computers, which explains, 1 will cure an area, while any non- in part, the existence of an functional APR will only waste your organization called the Zork User's turn option and let the disease run Group (Z.U.G.): an independent merrily along its course. company licensed by Infocom. Z.U.G. provides (sells) such The ultimate solution is to nuke a paraphernalia as clue booklets, guide- region. As might be expected, this maps, a full color poster of Zork I (to will destroy all the microbes in the commemorate your visit) and even region. It also has the rather souvenir buttons. Z.U.G. gives (and I unpleasant side effect of destroying repeat) a special caution, that their all other life in the region as well, guidemaps reveal locations and but it will stop the spread of the items that an adventurer may want disease. Be careful about nuking REAL WORLD (Cont.) model was the most complete ever done but that the lack of graphics design, I couldn't do much to make used almost four thousand variables and sound effects made the game the game more attractive to the to simulate 36 offenses against 24 a poor seller. In 1981 I rewrote part of mass market. defenses. However, the original ver- the program to create a second Needless to say, a simulation sion did not sell anywhere near my edition that had Hi-Res graphics game that includes color graphics expectations. The most reliable and sound effects. However, without and sound will do much better than advice I received admitted that the totally discarding the original one without such features. These things must be designed into the MOCKINGBOARD (Cont.) program from the start because of phonemes, 64 of them, to create puter will say them. It works very well, their sizable memory needs and continuous speech. Phonemes are however words have to be spelled their overall importance to the pro- fundamental speech sounds which phonetically (spell chemistry with a duct's success. Since the realism of can be strung together to form K). a model is reduced as memory is words. A typical five-letter word may used for other things, there is a contain ten phonemes. trade-off involved here. If you con- The demo diskette has a very BUT WHAT ABOUT GAMES? centrate on the model too com- pletely you reduce your potential limited vocabulary. It speaks one sentence and a few unconnected audience. However, if you sacrifice too much realism you end up with words. The speech is easily under- If you are into games, but not into standable, but it sounds very programming, you may not care an arcade game and those type games have their own design con- mechanical. The Cylons in Battlestar about producing your own speech straints and problems. Thus, you Galactica were opera singers in or sound effects. You want to im- have to decide what the proper comparison. But it was speech. My prove your gaming experience by balance of realism and playability is computer was talking!! adding speech and better sound effects. But you don't spend a lot of to suit your subject, your audience There was no software to help the money on hardware that the game and your budget. I personally prefer programmer create his own words, companies aren't going to support to write the kind of games I enjoy and an examination of the BASIC with software. It's too soon to tell yet playing and adjust my design as code for the demos provided no if the Mockingboard will be well needed to get the income I need. help. The documentation was good supported with game software, but enough so that a determined Although this phase of game at this writing two games are already design was called "Programming", I machine language programmer, out: MICROBE, by Synergistic Soft- haven't written a word about pro- such as myself, could use it to ware, which is reviewed elsewhere in gramming a computer. Computer produce spoken words. I had a fine this issue, and THUNDERBOMBS by programming is to game design as time making the computer insult Penguin. Sweet Micro Systems re- spelling and grammar are to writing. anyone who happened to be ports that the following games, soon They are tools to use in accomplish- around. to be released, will use the Mocking- ing your design not ends in them- board: selves. Also, there are many people THE MANUFACTURER more qualified than I am to write Tactical Armor Assault (Avalon about programming. RESPONDS Hill) Crime Wave (Penguin). My work with the Mockingboard Next time we will cover the last generated several questions which I step in game design — PLAY- TESTING. was not able to answer. So I called BUT SHOULD I BUY IT? Sweet Micro Systems to get them. Mr. Rod Nakamoto, the designer of The Mockingboard is for you if the board, spoke to me. He said that A) You are a gamer who can't a utility disk was in preparation wait to have your computer start which would contain a sound effects talking. editor, a phoneme editor, and a B) You are a machine language method for saving phoneme strings. programmer who wants to fool This disk will be included free with around with voice synthesis and the Mockingboard, and those that sound effects. have already bought the Mocking- board will also be eligible to receive C) You are writing user-friendly the disk free. This answers much of special purpose computer software my criticism of the software and which would be significantly en- documentation included with the hanced by providing user instruc- board, but I have not reviewed this tions in spoken English, e.g. an promised utility diskette, and I automated bank teller. therefore cannot attest to its quality. The Mockingboard Sound/Speech Another product which is available I is available in many computer for the Mockingboard, and which stores, or it can be ordered directly the manufacturer was kind enough from Sweet Micro Systems, 150 to send me, is the Text to Speech Chestnut Street, Providence, RI 02903, Algorithm diskette ($39.95). It will for S299 + $2.50 shipping. allow you to put English words into BASIC statements so that the corn- R.I.D. was prepared with the help of SPEED STAT by SoftCorp International, Westerville, OH 800-543-1350 RID#6

There were 169 R.I.D.s turned in by press time for this issue. The breakdown of users was: Apple (58%); Atari (33%); Others (9%). The mean score for RID #6 was 6.83 (our highest average yet). The scores of games evaluated in RID #6 were reduced by .46 to adjust them to the overall mean of 6.37 that has been adopted for RID score comparisons. The scores for RID #6 have been incorporated in the overall rating table below. GAME RATINGS

The following table includes all games evaluated by our readers since May 1982. For a game to be included in this listing it must first have been offered for rating in our regular RID rating system. Games offered for evaluation are those covered in the magazine and/or have a good sales record during the time of evaluation. Once offered for evaluation the game must have been evaluated by a sufficient number of readers to be included in the results. Any game not evaluated by at least 20% of the respondents owning the machine that the game runs on were not included in the results. Games were rated on a scale of 1 (terrible) to 9 (outstanding). Respondents were asked to consider such things as PRESENTATION (graphics, sound, packaging, documentation); GAME DESIGN (design, playability, interesting?), Life (does the game wear well?). R.I.D. #7 (Use card provided)

On page 46 a number of games and articles are listed for evaluation. Please take time to evaluate these games and articles. Use the guidelines above for game evaluation. Leave blank any game which you have not played enough to have formed an opinion.