Text content (OCR)
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as VOL. 4, NO. 8
—oo7° : 2 1983
™ >. SS Aa $3.00
By, THE MAGAZINE OF APPLE ~ ‘
SOFTWARE AND HARDWARE EVALUATION
¢ CITATION
e THINKTANK
e ANA-LIST
¢ ULTRATERM
e EPS KEYBOARD
¢ FINGER PRINT
¢ THUNDERCLOCK
PLUS
e ZAXXON
¢ STARMAZE
& MORE!
¢ PROOF
¢ VC-DOCUMENTER
¢ FINANCIAL
TEMPLATES
|
74470 91
126
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Announcing
The best 6502 Assembler in the World
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ORCA/M (Hayden's Object Relocat- ©
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Here’s what ORCA/M gives you:
The Assembler
Macro language features:
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WHAT DO YOU GIVE
THE APPLE THAT DOESN’T
HAVE EVERYTHING?
Begin by giving it PEELINGS I.
Then you can equip it with the
best software, hardware, and com-
puter products that money can
buy!
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software and hardware evaluation.
That means we tell you the in-
side story on major software
packages in clear, readable
y and straightforward
WV! language. We rate
software using
standards that
are updated and
revised as tech-
nology changes.
We publish tutor-
ials, glossaries and
comparison charts.
We explain HOW TO
buy software and hard-
ware. In short, PEELINGS II
gives you the facts so you can
avoid costly mistakes and make
the right decisions.
Give your Apple what it has
always wanted and YOU’LL receive
the benefits. Take advantage of our
holiday special now. Subscribe toa
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It couldn’t be easier. Fill out the eeling
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in this issue and drop it in the mail. SOFTWARE AND HARDWARE EVALUATION
‘Apple is a trademark of Apple Computer. Inc PO. Box 188, Las Cruces, N.M. 88001
‘THE MAGAZINE OF APPLE
Peelings (||
SOFTWARE AND HARDWARE EVALUATION
Volume 4, Number 8, 1983
BEGINNER COLUMN:
7 The Anything Machine
Chapter 8: DATA DEBASEMENT
By Tom Little
ENTERTAINMENT & GAMES
13 ZAXXON
Published by Datasoft, Inc.
18 MICRO MOTHER GOOSE
Published by Software Productions, Inc.
21 Gertrude’s Secrets
Published by The Learning Company
22 The Dark Crystal
Published by Sierra On-Line, Inc.
23 Plasmania
Published by Sirius Software
25 Shuttle Intercept
Published by Hayden Software Company
26 STAR MAZE
Published by Sir-Tech Software, Inc.
27 Bolo
Published by Synergistic Software
29 The Serpent’s Star
Published by Ultrasoft
30 Music Maker
Published by SubLOGIC
32 Tunnel Terror
Published by Adventure International
ELEMENTARY
ADVENTURE GAMES
14 ADVENTURE GAMES:
Why Not For Children?
By Sandy Abernathy
15 DRAGON’S KEEP & TROLL’S TALE
Published by Sierra On-Line, Inc.
INFORMATION MANAGEMENT
35 CITATION
Published by Eagle Enterprises
39 THINKTANK
"Published by Living Videotext, Inc.
43 ANA-LIST
Published by Synoptic Software, Inc.
HARDWARE
47 UltraTerm
Published by Videx, Inc.
51 Executive Peripheral Systems Keyboard
Published by Executive Peripheral
Systems, Inc.
55 FINGER PRINT
Published by Dresselhaus Computer
Products
56
THUNDERCLOCK PLUS
Published by Thunderware, Inc.
SPREADSHEET UTILITIES
59
62
65
PROOF
Published by Micro-Sparc, Inc.
VC-DOCUMENTER
Published by Desktop Solutions, Inc.
FINANCIAL TEMPLATES
Published by Robert H. Flast & Company
DEPARTMENTS
5 Authors
6 Peelings Ratings
ADVERTISER INDEX
Advertiser
APPLE ORCHARD ...
‘APPLIED ENGINEERIN
ATARI «20...
BI&E.
CALCSHOP ... 4
CIRCADIAN SOFTWARE...
CRAWFORD DATA ....
DATA SECURITY CONCEPTS .
DAVID DATA......... 05
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EXEC-SOFTWARE...
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THE AUTHORS
Robert Abernathy is a senior at New Mexico State
University majoring in mechanical Engineering, He writes
programs on both a mainframe computer and his Ap-
ple. Robert enjoys playing computer adventure, science
fiction, and fantasy games.
Sandy Abernathy, who taught elementary school for thir-
teen years, now teaches courses in microcomputer ap-
plications and management technology at New Mexico
State University. In addition, she presents workshops on
educational applications of microcomputers for teachers
and administrators and uses her Apple for word process-
ing and consulting projects. She holds a B.S. in Biology,
an M.A.T. in Elementary Education and a Ph.D. in Educa-
tional Management and Development. Her hobbies in-
clude fishing, camping, swimming, reading, and using her
Apple.
Edward Burlbaw is staff scientist and the regional
manager for Science and Technology Corporation. His
background is in physics, electronics, and mathematics.
He has a B.S. in physics, an M.S. in mathematics, an M.S.
and a Ph.D. in physics. His other interests include snow
skiing and electronics.
John Martellaro is an operations research analyst for
TRASANA, White Sands Missle Range working in com-
puter graphics and combat simulation models. He has
a B.S. in astrophysics and a M.S. in physics. John enjoys
computer chess, science fiction, astronomy and soaring.
John Mitchener is a Personnel Management Specialist at
White Sands Missle Range. He is a former Electronics
Warfare Analyst for the U.S. Army and has a B.S. in
psychology. John’s hobbies are ballooning, cooking and
ham radio.
Larry Ross is an educational consultant and Director of
Computer Input in Thousand Oaks, CA. He works with
public and private schools, as well as individuals, setting
up educational software packages and giving instruction
on their use.
Alan Shalette is president of Shalette & Company, Inc.,
a Chicago-based management consulting firm. The firm
provides market, product, business and operational
systems planning assistance for clients mainly in the
finance industry. He holds a B.S. (ChE) and an M.B.A.
Alan’s outside interests include astronomy, photography,
camping and reading.
Michael Weasner is a former U.S. Air Force fighter
pilot/instructor with multiple FAA ratings. His most re-
cent assignment was as Manager of the Computer Re-
sources Division at the Air Force’s Space Division in Los
Angeles, where he worked with the Space Shuttle and
other space related Program Offices. Upon leaving the
Air Force, Mike joined Supersonic Express Corporation,
a subsidiary of Earth Space Transport Systems Corpora-
tion. He holds a B.S. in Astrophysics and his interests in-
clude space exploration, flying, computers, and science
fiction.
We Are Not
PIRATES
But We Can Show You How
To
UNLOCK LOCKED-UP
SOFTWARE
YOU CAN, TOO!
IN- a COVERAGE
Special intrest Subjects
° GRAPHICS ° DATA BASES
© UTILITIES ° GAMES
For Hobbyists and Advanced
Computists
Published Quarterly
hardcgre
HARD FACTS
on
APPLE SOFTWARE
An Unprecedented and Contro-
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COMPUTER SECRETS
How to:
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Published 8 times yearly
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PEELINGS
RATINGS
The Peelings Rating is a letter grade
designed to indicate an overall impres-
sion of the product. It is a measure of
how well the publisher did the job he
intended to do taking into considera-
tion comparison to other similar pro-
ducts, price to performance, ease of
use, documentation, and sophistica-
tion.
We stress that you should not skip
a review or disparage a program be-
cause it receives a low rating. The
rating alone can never tell the whole
story. Only reading the entire review
will give you all the information you
need. For this reason, the rating should
never be quoted alone without
reference to text of the review.
The Peelings Il rating categories
follow: some example criteria are given
for the categories, but they are not
meant to be all inclusive.
AAA — Absolutely astounding soft-
ware. We have seen two programs that
fit this category.
AA — Top notch, superb. These pro-
grams generally use the most
sophisticated programming techniques
and have excellent documentation.
A — Very good. Software in this class
incorporates very good programming
techniques and has clear and infor-
mative documentation.
B — Good. This software may have
minor errors or be slightly flawed, it
may be lacking in thorough doc-
umentation, or it may just be unex-
citing.
C — Average. Software of a medi-
ocre nature. There may be a lack of
good programming concepts or poor
error trapping. It may be a repeat of
other work, or have a low perfor-
mance/price ratio.
D — Below Average. Software with
a blatant disregard for the user in terms
of programming design, unacceptable
documentation or performance/price
ratio.
F — Unacceptable. Software of such
poor quality or usability that it should
not be marketed.
Publisher
Peelings II, Inc
Editor in Chief
John Mitchener
Managing Editor
Rebecca Winecup
Senior Editor
John Martellaro
Associate Editor
Edward Burlbaw
ing Editors
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Tom Little
Alan Shalette
Michael Weasner
Copy Editor
Richard Bishop
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Advertising Director
Jay Eisenberg
JE Publishers’ Representative Company
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CREDITS
Cover Art: Jud Wright
Printing: Harte-Hanks Direct Marketing
Albuquerque, NM.
Typesetting (via modem), Layout, & Design:
CrazyQuilt Graphics® , Las Cruces, NM
Apple and Applesoft are registered trademarks of Apple
Computer, Ine
Copyright 1983 by Peelings I Inc. All rights reserved
Material in this publication may not be stored or reproduced
in any form without permission. Requests for permission
should be directed to Rights and Permissions Editor, Peelings
II, P.O. Box 188, Las Cruces, NM 88004,
ISSN:0744-2475. Peelings Il is published monthly except
Feb,, March, and July by Peelings Il, Inc., 2260 Oleander, Las
Cruces, NM. Second class postage paid at Las Cruces, NM
and additional mailing offices.
Telephone: (505) 526-8364 The Source: TCT120
Postmaster: Send address changes to Peelings II, P.O. Box
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ind all regular mail to Peelings Il, P.O.
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and other editorial correspondence should be sent to the at
tention of Pamela Carmody. Dealer inquiries should be sent
to the attention of Maggie Gamboa. Change of address and
all subscription correspondence should be addressed to Peel-
ings Il, P.O. Box 625, Holmes, PA 19043. For address changes
please include your old address as well as new and enclose,
if possible, an address label from a recent issue
Volume 4, Number 8, 1983
THE ANYTHING MACHINE
Chapter Eight! DATA DEBASEMENT
by Tom Little
As often as computers are used for keeping records, it
is surprising how much mystery has grown up around the
topic of data base management (DBM). This month's col-
umn will not be a discussion of all the powerful DBM
systems available: the magazine’s reviews do a much bet-
ter job of this than | could. Instead I'll discuss some of the
basic principles of record keeping on a computer. These
principles should be of value both to the amateur program-
mer who would like to write a modest data base manager,
and to the consumer who would like an overview of the
topic to aid in making purchasing decisions.
THE GREAT MASS
The first consideration in computerized record keeping
is the amount of storage which is going to be required for
your records. Nowadays, all Apples (and just about all
other small computers) have at least one disk drive and
48K or 64K bytes RAM memory. A single floppy disk can
store 125K bytes of data, more or less. The best general
rule is one character equals one byte. That is, about 100
bytes will be used to store a string of text containing 100
letters, digits, spaces, and punctuation.
The amount of storage needed can be reduced if some
of the information can be coded. For example, a date can
be coded into three numbers, each of which need take
up no more than a byte. The data base program can
display 10,25,83 as ‘‘October 25, 1983’ on the screen,
and still not have to waste the memory required to store
16 characters in memory or on disk. It is truly amazing
how many things can be encoded in this way, and a data
base management system customized to a specific applica-
tion can squeeze every last bit out of the available storage.
There are two great disadvantages to compressing and
encoding data. The first is that it tends to make a system
inflexible. In the example above, the date format is not
agreeable to dates before 1900 or after 1999. Furthermore,
if the user wanted to mark some dates with an asterisk for
some reason, the program would very likely be
disagreeable. Note, of course, that the program can easi-
ly be written to accept any interesting information. The
Peelings II
problem is that what the program will or will not accept
is essentially frozen at the time of its writing. This is very
poor for those of us who like to regard the computer
screen as a blank page, on which we can make any nota-
tions we find appropriate. In general, encoding and com-
pression of data reduces flexibility. Sometimes this may
be desirable, often it is not.
The second disadvantage to encoding data to save space
is that the data thus produced will probably be in-
decipherable without the aid of the program which created
it. For a system dedicated to data base management, and
continuously running a single, professional program, this
is not a problem. A modest-sized system, however, might
not provide all the possible features for using the data base.
The user might want to sort his records with a separate
sorting program. He might want a printout in a different
format than that provided by the data base program. He
may want to alter some of the information in an unconven-
tional way to suit his own needs. Furthermore, if the data
base program should fail in any way, encoded and com-
pressed information is essentially inaccessible to the user.
This applies with fury to programs which keep their data
on disks with nonstandard formats. For maximum utility,
a data base program should keep its files in a text format,
such as could be read into a word processor and edited.
Naturally there is a trade-off between the special space-
and time-saving features that a custom-tailored data base
program can provide and the accessibility of the data and
the flexibility of its format. Both sides need to be weighed
carefully before storing large amounts of data in a com-
puter. For some applications, a word processor may be
all that’s needed. Many word processors have powerful
search functions and report-formatting commands. The
word processor as data base should not be ignored.
The data base program comes into its own where all the
data is stored in relatively rigid format (e.g., a mailing list
which contains precisely the name, address, phone
number, and perhaps some other fixed items about each
individual), or where some special organization is to be
imposed on the data (for example, in a genealogy program,
The Anything Machine 7
where individual records need to be accessed on the basis
of several different relationships with other records). A data
base program can also be written so as to severely restrict
the entry of invalid data: it can check entered dates for
intelligibility, can check spelling, and will ordinarily
prompt the user specifically for only those pieces of in-
formation needed. This is tremendous, provided that the
items requested by the program are the same ones the user
needs to file.
With the storage format known, the user can proceed
to calculate how much storage will be required to keep
his records. For a project of any size, several floppies will
be needed. This need not present a problem, even with
a single-drive system: the program can prompt the user
to exchange disks when a new file is needed. The key is
to group the records onto the disks in such a way that
swapping is as infrequent as possible. Furthermore, there
should be minimal exchange of information between disk
and memory. This means that individual files should be
of a size which can be loaded into memory all at once.
Here is another design decision: should the disk file be
updated every time a change is made to the data base,
or only when the user is finished altering a whole file and
wants to save it. The first method is a safeguard against
power failure and against managing to avoid saving the
file at the end of the session. Its disadvantage is that it is
more time-consuming, and may not give the user the op-
tion not to save a change which itself is incorrect.
These are all general problems of dealing with large
quantities of data. They apply even to handmade pro-
grams, written in BASIC or Pascal. Too often these issues
become tangled with the actual workings of a data base
program, but they are more fundamental considerations
which genuinely depend only on the disposition of the
user and the nature of the data being stored. The advice
to the prospective data base management system (DBMS)
author or purchaser is: first, think about yourself and your
data base. Careful consideration of the amount and nature
of the data should answer many questions about the type
of program needed, before finger ever touches key.
GETTING IT TOGETHER
The heart of every DBMS is the scheme used for the
organization of data. There are two basic methods which
are used by all record-keeping programs.
The first of these is the array. An array is simply a table
of data in the computer’s memory which is indexed
numerically. Nearly all programming languages have pro-
visions for using array variables. Consider the following
lines of BASIC:
Why Your Apple Needs DAVID-DOS"
Your Apple is easier to use and runs much faster with
this new, licensed by Apple, DOS 3.3 update.
DAVID-DOs (rhymes with moss), is rated AA,
(top ofits class), by the highly respected software
review magazine PEELINGS II.
Novices and Pros
DAVID-DOS is licensed by programmers for in-
clusion in the software they sell. 30 out of 60
bought it on the spot when DAVID-DOS was
demonstrated at the Original Apple Corps, UCLA.
DAVID-DOS receives applause from Apple
novices. That’s why you need DAVID-DOS.
What’s Going On
Every Apple II/Ile boots up with DOS 3.3 soft-
ware." DOS 3.3 is right there on the first three
tracks of all your program disks. Your Apple is
supervised constantly by DOS 3.3.
Easier and 5 Times Faster
Our Installation Program goes in and makes spe-
cific permanantimprovements to DOS 3.3 onall
your disks in a few seconds, (The programs on
your disks are not touched). From then on your
programs load up to 5 times faster. And you have
new features that make your Apple easier to use.
*Exceptions are Pascal & CPM Operating Systems.
Apple II and Applesfi are trademarks of Apple Computer inc.
100 Sectors in 7 Seconds
Speed Load Applesoft, Integer & Binary 100
sector programs in 7 seconds. Tload Random
and Sequential Text Files at the same speed with
a simple command.
Automatic Card Support
Automatically supports an Integer or Applesoft
Rom Card in Any slot (without configuring).
Single key stroke Catalog and Catalog Abort.
Shows Free Sectors Left on each Catalog.
Nine New DOS Commands
TLOAD speeds loads all Text Files.
TLIST lists all Random/Sequential Text Files.
DUMP Binary/Ascii to screen or printer.
DISA dissembles Binary to screen/printer.
AL prints program Address & Length.
/ Single keystroke, second Catalog command.
HIDOS moves DOS to the Language Card.
FIND hex group in 64K memory in 3 seconds.
DATE prints out. Use with Mtn. clock card.
Commands 8 & 9 in Hidos only.
Per Ra eo Pe
The Anything Machine
To Order: Send Check To
12021 WILSHIRE BLVD., SUITE 212E
LOS ANGELES, CA 90025
10K More Memory
These nine commands operate identical to exist-
ing DOS commands. Use A or A$ for address
and Lor LS for length. Enter new commands on
the Keyboard and use them in Basic programs with
the familiar D$. Use HIDOS in Hello program
for turnkey startup, adding 10K free memory.
Variable Speed Scrolling
TLIST, DUMP, and DISA Features are:
1, Print with PR#.
2. Key operated variable speed control.
8. Instant pause with Space Bar.
4. Exit anytime with Return Key.
Compatible
All DOS entry addresses have been preserved.
DOS is Same length and compatible with most
software. David-Dos is copyable and creates fully
copyable updated disks. Init areas were used for
David-Dos. Works with all Apple Is including
Tle 80 Col. Requires 48K. Complete documen-
tation for screen or printing and many utilities
are on the disk.
$39.95
Foreign add $2.00.
California residents
add 64% sales tax.
(218) 478-7865
Volume 4 Number 8
10 DIM NAME$(20): DIM YEAR(20)
20 FOR I=1 TO 20
30 INPUT““NAME:’’;
40 INPUT’YEAR:
50 NEXT
60 FOR I=1 TO 20
70 PRINT NAME$(I);“ ——— "’;YEAR(I)
80 NEXT
A record kept in array is accessed by a combination of
the array name and a numerical index. Thus as the variable
“I” takes on the values 1 through 20 in the first FOR-loop,
the INPUT statement refers to successive slots in the
““NAME$” and ‘’YEAR’’ arrays. These arrays are depicted
in Figure 1.
If the index for a record stored in an array is known,
the record can be accessed very rapidly. This is a main
selling point for an array. Another selling point is this: if
the elements of an array are arranged in a sorted order,
they can be located quickly. The process is similar to fin-
ding names in a phone book. Each name has its slot, and
the alphabetical ordering allows you to ‘zoom in’’ quickly
on any particular name. (With a real data base there is
the problem of which part of the record to sort on. In our
example, we may want to have the array sorted by alpha-
ps eau
Billin
EAS
NAME YEAR
1] JOHN DOE 1) 1965
2] MARTHA JONES 2] 1972
3] JAMES WATT 3] 1984
4] CHRIS COLOMBO 4) 1492
5| JOHN MARTELLARO 5} 2001
Ea 4 Ea *
20 20
FIGURE 1. Data stored in an array.
betical order on NAMES, or by numerical order on YEAR.)
Now some of the bad news on arrays. The first inconve-
nience is that the size of an array (the number of slots)
is fixed (e.g., by the DIM statements above). This means
you can’t add more records past this number without
rewriting the program (for example, by substituting ‘50’
for every ‘20’ above). With only one set of data this is
Bill
EA
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Peelings II
The Anything Machine 9
no real problem, because it’s not too difficult to figure out
just about how many records the computer's main
memory will accommodate and to declare the array to this
size. If there are two or more different data sets in memory
together, however, the array system can be quite wasteful
(you may run out of space in one array while large por-
tions of others are unused).
Another problem is inserting and deleting records of an
array. This can be done by simple assignments to the ap-
propriate array elements if the array is not sorted. If you
want to keep the array sorted (e.g., names in alphabetical
order), then the only way to do an insertion is to find the
correct spot for the new item, move all the items in subse-
quent spots down one slot to make room for it, then put
it into the vacated slot. In general, the amount of time
necessary to insert an item into a sorted array is propor-
tional to the number of items already in the array, which
can be very large.
The other method for organizing data is the pointer. A
pointer is a piece of information which indicates an in-
dividual record directly. This is usually depicted as shown
in Figure 2.
pointer
= record
JOHN DOE
M 1970
FIGURE 2. Data access via a pointer.
A pointer may be an actual machine address for the record
or any datum which unambiguously specifies a single
record to the machine or program.
Pascal has pointers built in, BASIC does not. In BASIC
it is possible to simulate pointers, with considerable ef-
fort on the programmer's part and considerable loss of ef-
ficiency.
When pointers are used, the variables which contain
the records are not declared explicitly. Instead, there is
a special instruction (NEW in Pascal) which allocates space
in memory for a new record, and provides a pointer to
it. The data are then accessed indirectly through the
pointer.
The advantage to this strange way of creating variables
becomes apparent when you consider that pointers can
be part of a record themselves. This allows you to con-
nect records with one another, as shown in Figure 3.
LIST -
—~.
FIGURE 3. A linked list.
JOHN DOE MARTHA JONES JAMES WATT
ws | 0A [un | 0A "| 1000 a"
10 The Anything Machine
This illustration shows a linked list, where each record con-
tains a pointer to the next one.
A linked list solves the array memory-wasting problems:
space is allocated for a record only when it is actually
needed. Furthermore, insertion is easy, consisting only of
altering a few pointers (see Figure 4).
a)
LST
[+
=
JOHN DOE MARTHA JONES JAMES WATT.
1965 | 0A "lun | oA “Ji | ot vy
KING KONG
1930
b)
LIST
e.
r
JOHN DOE MARTHA JONES |_| JAMES WATT yf
ws | 0M Jon | po | Nis] oD
wo] oF
FIGURE 4. Insertion into a linked list.
The disadvantage with this structure is that to get to any
item on the list, it is necessary to traverse the chain of
pointers. There is no immediate selection of a particular
element, as with arrays. Also the pointers themselves take
up space in memory.
There are numerous ways in which to organize data us-
ing pointers. Consider that each record may be arbitrarily
linked to an assortment of others via pointers. Not only
chains but rings, trees, and networks can be constructed
using pointers to link records.
Once again, it is important to emphasize that the choice
of implementation depends on the nature of the data. This
is why there is no best data base organization. If the in-
formation is sorted and to be accessed by its ordering, and
there are few insertions or deletions expected, then an ar-
ray may be a feasible solution. If the data base is a con-
stantly changing list which is always accessed as a whole
(for example, a mailing list whose elements are never
printed individually), then a linked list using pointers may
be the solution. Other data imply other structures. There
have been many excellent books written on data struc-
tures and their advantages and disadvantages for sorting,
searching, and modifying.
Volume 4 Number 8
RELATIONAL DATA BASES
A different tack can be taken on the whole subject. If
the data base is large and general-purpose, it is desirable
to allow all manner of queries. Thus, the user should be
able to request not only a printout of John Doe’s address
but also a printout of the addresses of all individuals who
work for James Dolt and live in Kentucky. This kind of
query is much more complicated. A simple-minded
database program will usually have no recourse except
to check each record in memory to see if it meets the im-
posed condition.
A relational data base management system (RDBMS) is
one which is built around the idea of this kind of query.
The approach used is to store tables of relations, contain-
ing pointers to the records themselves. In the example,
the program would look up the name of James Dolt in a
table which contains the employer-employee relation. This
would result quickly in a (hopefully) short list of pointers
to James Dolt’s employees. Then the table containing the
state-of-residence relation would be accessed by the key
“Kentucky”, producing another list of pointers indicating
residents of Kentucky. The two lists would be compared,
and the pointers common to both would be used to ac-
cess the actual data
It can be seen that for a truly general relational data base
system, there will be many, many tables of relations.
Managing the tables is then a data base problem in itself.
The RDBMS is the heavy artillery of the record-keeping
world, and a full-featured one is nearly always doomed
to impracticality. Still, the idea of using tables to simplify
processing the most common queries is a valuable one,
which is incorporated, to a greater or lesser extent, into
many professional systems.
The bottom line is that a lot of thought needs to go into
doing any large-scale record keeping on a computer,
whether you're a programmer or a purchaser. There are
no right answers, no best systems or methods. Perhaps the
best advice is: as long as you're not certain exactly what
your present and future needs are, use a data base pro-
gram which keeps its files in an easily readable and usable
form. That way, upgrading need not mean retyping.
Next time The Anything Machine will feature word pro-
cessing, ‘‘anything -3’’. After that comes the last hurrah
of this column: a sidelong glance into the future of
computing!)
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Apple }[. Appleseed is designed as an alternative to using a full Apple }[ computer system. The Appleseed product line includes
more than a dozen items including CPU, RAM, EPROM, UART, UNIVERSAL Boards as well as a number of other compatible
items. This ad will highlight the Mother board.
BX-DE-12 MOTHER BOARD
‘The BX-DE-12 Mother board is designed to be fully compatible with all of the Apple conventions. Ten card slots are pro-
vided. Seven of the slots are numbered in conformance with Apple standards. The additional three slots, lettered A, B and C,
are used for boards which don’t require a specific slot number. The CPU, RAM and EPROM boards are often placed in the
slots A, B and C.
The main emphasis of the Appleseed system is illustrated by the Mother Board. The absolute minimum amount of circuitry
is placed on the Mother Board; only the four ICs which are required for card slot selection are on the mother board. This
approach helps in packaging (flexibility & smaller size), cost (buy only what you need) and repairability (isolate and fix pro-
blems through board substitution).
Appleseed products are made for O.E.M.s and serious industrial/scientific users. Send for literature on the full line of
Appleseed products; and, watch here, each month, for additional items in the Appleseed line.
Appleseed products are not sold through computer stores.
Order direct from our plant in California.
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Peelings Il
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ZAXXON
Apple version by John Garcia
Datasoft, Inc.
9421 Winnetka Avenue
Chatsworth, CA 913171
213-701-5161
$39.95
Rating:AA+
Reviewed by Michael L. Weasner
INTRODUCTION
The arcades have come to the Ap-
ple. In the past, there were many
games for the Apple that claimed to
be just like the arcade version or
have arcade quality graphics and
sound. Very few could live up to
their namesakes. That is, until
Datasoft brought ZAXXON to the Ap-
ple. This is the arcade game, with all
the graphics and sounds of the
original. Mr. Garcia has done an ad-
mirable job in transporting the game
to the Apple computer.
In ZAXXON, your mission is to fly
your spacefighter over an alien land-
scape that is protected by surface-to-
air missiles, gun emplacements,
enemy ships and at the end is a robot
with a homing missile. Along the
way, there are a multitude of targets
for you to destroy and objects to
avoid. To enjoy ZAXXON, you will
need a good joystick and preferably
a color monitor or TV. In addition,
the Mockingboard line of sound in-
terface cards are supported to pro-
vide arcade quality sound. Sound
can be turned on/off, and the game
can be paused at any time. Up to two
players are supported, and their
Peelings II
scores are displayed along with the
highest attained score.
The documentation is a full-color,
eight-page description of the game,
the individual targets, scoring, and
hardware requirements. Very high
quality for a game.
PLAY
In the November 1982 issue of
Peelings II, | discussed some stan-
dards for flight simulators. | mention-
ed that color should be used where
appropriate. Although not a simula-
tor, ZAXXON does come the closest
to being a full-color flight simulator.
You can dive, climb, bank left and
right, fire your guns, and because of
the three-dimensional aspect of the
graphics, you will actually feel as
though you are flying. There is even
a shadow of your spacecraft to aid
you in altitude determination. Some
instruments are provided: altimeter
scale along the left side of the
display, fuel gauge on the bottom;
the number of enemy ships and your
ships remains in the lower-right corn-
er. You must fly to avoid running in-
to the walls or other objects but must
also destroy fuel tanks to keep from
running out of fuel. The rate of fuel
flow depends on your altitude; at
maximum altitude your fuel is de-
pleted in about 10 seconds, and you
will crash.
There are three sections to the
game: two different landscapes with
a space battle in between. If you are
successful in completing all three,
then the game repeats but with ever
increasing difficulty. You will start
each game with three spaceships, but
once you manage to score 30,000
points, you will receive an extra ship.
Zaxxon
Points are received for each target
destroyed, and there are many
bonuses available. Overall, the play
is very responsive and challenging.
Unfortunately, the play is made
somewhat more difficult by an offset
in the hit parameters; you must not
aim precisely at the targets but offset
slightly in order to score a hit. Also
you can be destroyed by a missile or
cannon when you thought you were
safe. This is the only bug | discovered
in the game, but its seriousness war-
rants correcting in later versions.
Once you become accustomed to
this offset, you will tend to ignore it
in the heat of the battle. If you have
not played ZAXXON in the arcades,
you will probably find the rate of fuel
consumption to be frustrating. But
again, once you get used to it and
discover that you really must con-
tinually destroy fuel tanks to stay
alive, the game becomes challenging
and not frustrating.
SUMMARY
The program disk is warranted for
90 days, and there is a registration
card provided to insure that you are
covered. Returning the card also gets
you a full-color ZAXXON iron-on
transfer. The bug mentioned earlier
and the lack of a save-high-score-to-
disk capability detract somewhat
from the excellence of ZAXXON.
However, there is no doubt that
ZAXXON has replaced CHOPLIFTER
as the game to have. Games for the
Apple computer have a new stan-
dard in smooth, color graphics and
sound, and maybe flight simulators
too. Make ZAXXON your Christmas
present to your Apple.
ADVENTURE GAMES
WHY NOT FOR CHILDREN?
by Sandy Abernathy
Man is a curious creature. On one
hand he craves stability, and yet on
the other hand he seeks activities
which will challenge him and give
him a sensation of risk. Challenges
take many forms. As a child, did you
call down the magical incantation,
“Step on a crack and break your
mother’s back’’, and then try to
avoid the cracks in the sidewalk? Did
you walk backyard walls even after
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your mother told you not to? Do you
like mountain climbing, hang gliding,
or ballooning? Maybe you have a
passion for jigsaw or crossword
puzzles, or possibly your interests lie
in exploring the worlds of Tolkein,
Stephen Donaldson, or Arthur Con-
an Doyle. Have you ever done some-
thing in a more complicated way just
because it made the activity more in-
teresting? All these involve some sort
of problem solving. The last one not
only involves solving a problem, but
also creating one.
Adventure games, too, pose a pro-
blem for the player to solve. Until
now, however, adventure games
have been designed for the adult.
Those who play must be able to
remember clues, locations of rooms
and objects seen earlier, remember
commands and object words accept-
able to the computer and spell them
correctly, move through complex en-
vironments using compass points, ac-
cept the possibility of being killed,
and, above all, be very patient.
Elementary school teachers are
always looking for games, activities,
books, and other materials to
stimulate the imagination of their
students, to encourage them to use
their reading skills to gather informa-
tion, and to develop problem solving
skills. Finding activities that are not
contrived and are on the level of
students, that will hold their interest
and provide practice for these skills
is often difficult.
Adventure games are one type of
Adventure Games: Why Not For Children?
activity that can satisfy these criteria.
They are imaginary and so not con-
trived, and appeal to the inherent
sense of adventure and challenge in
everyone. Reading skills are used to
solve a problem. The player must
read the material, analyze it, make a
decision and live with the conse-
quences. Developing game strat-
egies will help the student play the
game. In addition, he or she must
have or develop a sense of direc-
tionality in order to successfully com-
plete adventure games.
Adventure games are well suited to
the microcomputer with color and
high-resolution graphics capabilities.
Sequences can be programmed that
will convey a sense of movement
through three-dimensional space. An
adventure program has the capabili-
ty of branching from one scene to
any other, so the creator can set up
whatever paths are most appropriate
for the target group. With appropri-
ate scenarios and reading levels,
adventure games can be designed for
the more elementary player.
With the advent of microcom-
puters in elementary classrooms, it
has been only a matter of time until
someone wrote an adventure game
for this group, and finally, someone
has done just that. Here are two ad-
venture games designed for the be-
ginning adventure game player who
reads at the second- or third-grade
level. | hope this is a forecast of many
more quality adventure games for the
elementary-school-age group.1]
Volume 4 Number 8
ELEMENTARY
ADVENTURE GAMES
DRAGON’S KEEP
TROLL’S TALE
by Al Lowe and
Michael MacChesney
Sierra On-Line, Inc.
Sierra On-Line Building
Coarsegold, CA 93614
209-683-6858
$29.95
Rating: AA
by Al Lowe and
Michael MacChesney
Sierra On-Line, Inc.
Sierra On-Line Building
Coarsegold, CA 93614
209-683-6858
$29.95
Rating: AA
Reviewed by Sandy Abernathy
INTRODUCTION
Sierra On-Line has produced two
introductory adventure games for the
real beginner. Texts are written at the
second- and third-grade level.
Although aimed at the primary
crowd, older players with low
reading levels or those with no con-
cept of what adventure games are
like could play these and enjoy the
experience.
The real beauty of these games is
the three-dimensional, high-
resolution color graphics used
throughout. They give the player a
real sense of space and directional
movement as he or she moves
through the game’s environment.
The text is displayed at the bottom
of the screen and consists of a
sentence telling something about the
Peelings II
current location and a set of up to
three choices for the next move. Ap-
propriate choices are fairly obvious,
but no penalties are attached to the
selection of less desirable ones. In
fact, the player is almost invited to try
these out as well. The author has a
delightful sense of humor that
emerges through the “‘silly’’ choices.
Exploration of all possibilities, of
course, will give the player more
time to explore the world and to
develop a sense of directionality. The
games are easy to play since only the
Space Bar and the RETURN key are
used.
Both packages require 48K and a
single disk drive. Although written for
a color monitor, they can be played
using a monochrome set. This is not
possible with some software. Best of
all, the sound can be toggled on and
Dragon’s Keep & Troll’s Tale
off so the game can be played when
quiet is essential. This may be
necessary during a study period in
school or early on a Saturday morn-
ing when parents are still sleeping.
The sound effects really aren’t that
loud, but in certain situations they
might be annoying. Every program-
mer who allows the player to control
the game’s sound should receive an
automatic reward of some sort.
The games contain the basic
elements of an adventure game: a
scenario which can be played out a
number of ways, depending on deci-
sions made during game play; direc-
tional movement; hidden objects;
and obstacles. If you want to in-
troduce adventure games to so-
meone who can read at or above the
second-grade level, these two games
are an excellent way to do so.
GAME DESCRIPTION
The games are similar in many
respects. Both use three-
dimensional, high-resolution pictures
to show the current location. Direc-
tional words are used to describe the
scene and alternative moves. The
combination of pictures, text, and
game progression helps the player
develop a sense of three-dimensional
space as well as a sense of logical
consequences.
With these games the player does
not need to know how to spell
words, to remember commands, or
to figure out which words the com-
puter will accept. Choices are listed.
The player must read them and select
one in order to continue the game.
The games are played using only
two keys, the Space Bar and the
RETURN key. Practice using these
keys is provided at the beginning of
the game. If the player answers ‘‘N”’
to the question ‘“‘Have you played
this game before?’’, he or she can
change the color of the screen or see
a surprise by pressing these keys. First
the picture is drawn and the color is
filled in, and then the text is
displayed at the bottom of the screen
in regular size uppercase letters. The
first sentence usually describes the
current location. The next three lines
usually list three choices from which
the player can select his or her next
move. Next the player presses the
Space Bar to move the cursor next to
the desired choice and then presses
SAMPLE SCREEN GRAPHICS FROM DRAGON’S KEEP
AND TROLL’S TALE
RETURN to load the next sequence.
Although almost every choice in-
volves disk access, loading time does
not appear to hamper game play. If
anything, it might heighten the
suspense.
The game’s environment is stable.
Rooms, doorways, stairs, etc. do not
change or move. This aspect is very
helpful for players who are just
beginning to orient themselves with-
in their own world. It means that they
can explore the environment and
trace and retrace paths and begin to
develop a sense of direction. “If | go
right this time and then left next time,
V'll be back where | started.” Map-
ping skills are very hard to teach
primary-age children without phys-
ically involving them. These games
can give the child a physical sense of
direction and movement lacking in
most mapping activities. The com-
puter’s ability to provide immediate
feedback to the player is invaluable
in developing these skills.
Valuable objects also remain in the
same place. If the player cannot col-
lect one the first time it is discovered,
he or she can go back at a later time
and retrieve it. The opportunity to
know where an object is and then to
try to trace the path to the spot can
encourage the development of vis-
ual, spatial, and memory skills.
Both packages include a very sim-
ple map, picture stickers of the 16
hidden objects and a compass rose,
and a Parent Guide. The Parent
Dragon’s Keep & Troll’s Tale
Guide is merely a folder which de-
scribes the object of the game, its
educational value, and how to play.
Since the game is self-sufficient, this
is all that is absolutely necessary.
The game environments are risk
free, that is, the player cannot be
harmed nor can he or she harm
others. This allows the player to try
all choices and explore the logical
consequences of a particular act.
There is an element of danger,
however, which the player can make
as scary as he or she wishes. At ran-
dom times, a guardian of the treasure
appears. With the appearance of this
creature, no objects can be col-
lected.
The games have an_ altruistic,
playful nature. Both elicit help from
the player for a character or char-
acters in the game, and both have
possible decisions that are there just
for the fun of it. These fun selections
encourage the player to try all possi-
ble paths in the game just to see what
will happen. The text gives the illu-
sion that another game player, just
off the screen, is talking to the player
and describing the scenes.
The sense of fun, the risk-free en-
vironment, and the altruistic flavor
should appeal to girls as well as boys.
The games are designed for one
player, but they can be played by a
small group.
Although similar in many respects,
the two are designed for slightly dif-
ferent audiences. DRAGON’S KEEP
Volume 4 Number 8
is the more elementary of the two
and presents the player with very
fundamental concepts. TROLL'S
TALE is more complex and intro-
duces the player to more elements
found in most adventure games.
DRAGON’S KEEP
DRAGON'S KEEP is written at the
second-grade level. The object of the
game is to free 16 animals located in
a house or in the surrounding coun-
tryside. The scenes should be familiar
to the young player, and this famil-
iarity should help orientation in the
game.
The environment is simple and
consists of a few rooms on the first
and second floors of a house, the
basement, the roof, and several spots
outside. The animals waiting to be
rescued are those found in many
second-grade readers and trade
books and include a puppy, calf,
frog, fish, raccoon, and bear. Each
animal is recognizable in the pic-
tures. If, during the game, the player
wishes to see what animals have
been found, he or she can press the
F key and the list will be displayed.
Directional words used in the game
include “right’, ‘left’, “above’’,
“in’, “into”, and ‘““down’’. Although
a compass rose sticker is included,
the words, “north”, “east’’, “south’’,
and ‘‘west’’ are not used. The com-
pass rose sets the scene for the next
game in the series, TROLL’S TALE.
The path to a trapped animal is ob-
vious. The basic obstacle in this game
is the ability to move around in the
environment. For a student who is
just beginning to develop a sense of
direction, this is enough. A dragon
has been added to the game to give
it a fillip of danger. This creature pro-
vides a minor obstacle by appearing
at random times and preventing the
player from rescuing any animal in
the current scene. Since neither the
dragon nor or the player have the
ability to hurt each other, the green
dragon with his magical red fire
makes a nice, safe, scary addition.
The parent or teacher may want to
laminate the simple map included in
Peelings I
the package. This will allow the play-
er to place the animal stickers over
the correct circle location and then
remove them at the end of play. In
this way, the map and the stickers
may be reused.
To give you a flavor of the game,
here are two text sequences.
“THE BUTTONS IN THE ELEVATOR
SAY:
1. DOWNSTAIRS HALL.
2. UPSTAIRS HALL.
3. FUN!
(Select 3 and press RETURN).
A LOUD NOISE SOUNDS AND THE
LIGHTS GO OFF AND ON. THIS IS
HOW THE DRAGON HAS FUN.
PRESS RETURN TO CONTINUE:””
“THERE IS A VERY TALL TREE IN THE
FIELD.
1. GO TO THE BARN ON THE
RIGHT.
2. GO TO THE FIELD ON THE
LEFT.
3. CLIMB THE TREE.
(Select 3 and press RETURN).
(Something happens, and then...)
YOU ARE IN THE TREE.
1. JUMP DOWN.
2. BE CAREFUL AND CLIMB
DOWN.
(Be reckless and choose 1)
YOU ARE TOO HIGH. YOU HAVE
TO BE CAREFUL IF YOU WANT TO
FINISH THE GAME.
PRESS RETURN TO CONTINUE:”’
(If anything other than RETURN is
pressed, the word RETURN flashes).
TROLL’S TALE
TROLL’S TALE is written at the
third-grade level. This game bears a
greater resemblance to the typical
adventure game. The world is im-
aginary and is larger and more com-
plex than in DRAGON’ KEEP. A val-
uable object must be found in order
to begin the search, and clues are
given at the beginning. Choices are
less obvious than those of DRAG-
ON’S KEEP and do not always pro-
duce the same result. The player who
has mastered DRAGON'S KEEP and
Dragon’s Keep & Troll’s Tale
can read at this level should find this
adventure game challenging but not
insurmountable.
As with many adventure games,
the scenario begins with the search
for a useful object. Once found, the
player is led to valuable clues which
must be read in order to learn the ob-
ject of the game. The player is re-
quested to retrieve King Mark’s 16
treasures which are hidden in an
underground world. The guardian is
a “gruesome’’ troll right out of
Where The Wild Things Are. It ap-
pears at random times and prevents
the player from collecting the
treasures. The “F’’ key has the same
function here as in DRAGON'S
KEEP.
TROLL’S TALE has more paths,
passageways, and chambers than
DRAGON'S KEEP. The illusion of
distance is more pronounced, and
the player will have to play the game
more times to become familiar with
all the locations in the world. In ad-
dition, an element of instability has
been introduced. If certain alter-
natives are chosen, the player may
find himself or herself suddenly
transported to another part of the
world. The player can control this by
not selecting these choices.
This world is located underground.
The creator of the game has balanc-
ed familiar scenes such as buildings,
rooms, and a well with less familiar
scenes such as underground passage-
ways and chambers. Again, the main
obstacle is the ability of the player to
find his or her way through the
various paths. The direction words
“north’’, ‘east’, ‘‘west’’, and
“south’’ have been introduced into
this game. Some text passages in-
clude translations from “right” and
“left” to “east” and “west’’. The
compass rose sticker included in the
package should be helpful. The game
is challenging enough that the teach-
er or parent may want to show the
player how to use graph paper to
map the underground land as it is ex-
plored. The map included in the
package can act as an overall
schema.
Here are two sequences from the
game:
“YOU SEE SUNLIGHT TO THE
NORTH.
1. GO TO THE EAST. (RIGHT)
2. GO TO THE WEST. (LEFT)
3. GO TO THE NORTH.”
(Select one of the choices).
“YOU ARE ON YOUR KNEES IN A
NARROW HALL.
1. CRAWL INTO THE CAVE TO
THE NORTH.
2. STAND UP!
3. GO THROUGH THE DOOR TO
THE EAST.
(Select 2 and press RETURN).
OUCH! YOU BUMPED YOUR HEAD
AND | DID TOO. I STOOD UP AT
THE SAME TIME THAT YOU DID.
PRESS RETURN TO CONTINUE:””
SUMMARY
Students will probably not have a
chance to complete either game in
one sitting. Game play cannot be
saved on the diskette. These limita-
tions mean the player must retain in-
formation over a period of time and
develop a play strategy in order to
successfully complete the games.
The design of the games allows a
player to explore sections of the
world without having to trace
through those parts already explored.
These adventure games are design-
ed for the beginning adventure game
player who has a reading level at or
above second grade. The games are
not scaled-down versions of adult
adventure games but are designed
specifically for elementary school
students. They should give the player
a reason for reading and encourage
the development of directionality,
memory retention, and problem-
solving skills. They are suitable for
both classroom and home, and are
easy to use and bug free. Above all,
they are fun. However, be careful. If
your players like this type of game,
you may create in them an insatiable
thirst for more of the same!(]
MICRO MOTHER GOOSE
Software Productions, Inc.
2357 Southway Dr.
P.O. Box 21341
Columbus, Ohio 43221
614-486-3563
$39.95
Unlocked
Game paddles required
Rating: AA
Reviewed by Sandy Abernathy
INTRODUCTION
MICRO MOTHER GOOSE is a well-designed software
package for young children. The cover suggests it is
suitable for ages three to nine. It includes an unlocked
diskette with nine nursery rhymes and three games, a
readable manual for parents, a Micro Do’s and Don'ts
poster, six Mother Goose stickers, and an extra diskette
label for the working copy. Fingerprints have been added
to the label to show where it should be held. If you have
18 Micro Mother Goose
an Apple computer and small children who want to play
with it, this program would be an excellent introduction.
Since the diskette is unlocked, you don’t have to worry
about ruining your one-and-only copy. Make several
backup copies and put the original in a safe place.
THE MANUAL
The manual is full of information,. The program is
basically self-explanatory, so the producers of MICRO
MOTHER GOOSE could have marketed the diskette by
itself. Instead, they wrote detailed directions for playing
the games and rhymes and all sorts of suggestions to make
the computer experience more enjoyable for parent and
child. The manual contains directions for setting up a com-
puter corner and caring for hardware and software, which
will be valuable for those who have just brought their new
“baby’’ home from the computer store. The anecdotes
and cartoons about kids, computers, and disasters are
entertaining and get the point across that children need
to be taught how to use valuable equipment.
The poster included in the package portrays four cor-
rect and four incorrect ways to use computers. For in-
stance, one picture shows a hand holding the diskette cor-
rectly and inserting it into the drive. The caption reads,
“Handle your disks properly. Fingerprints kill them’’.
Nonreaders can understand the pictures without reading
Volume 4 Number 8
)
Cards Attached
MasterCard & VISA Orders / Dealer Inquiries
ion
TO SUBSCRIBE or RENEW YOUR SUBSCRIPTION
Please See Postage-Paid Subcri
DEALER
INQUIRIES
For Your Convenience Use This 24hr | Day Toll-Free Number
INVITED
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and ‘‘Little Miss Muffet’. Their
‘avorite sing-along rhyme was ‘‘Twin-
<le, Twinkle Little Star’. When used
at home, the program gives the par-
ant the opportunity to read the
‘hyme as it appears on the screen
and to sing the rhyme with the tune.
4 child will soon join in if this is a fun
experience.
The games are the most exciting
oart of the program to me because
wo of the three games are construc-
ive rather than destructive. In my
opinion, the lack of constructive
zames in the world of computer
3ames is a real void. The simplest
3ame of the three is ‘‘Lamb Scram’’
n which the player must help three
ambs move through a gate to escape
he wolf and rejoin Mary. When a
olayer is successful, flowers appear
and the rhyme’s tune is played. The
second is ‘’Splat’’, a game in which
he player tries to catch falling eggs
with a basket. The third and hardest
s a typical knock-em-down game,
put scaled down so younger children
can succeed. There are several levels
o this game, so it will hold the in-
erest of ‘older’ children. | noticed
hat with this last game the girls tend-
ad to drift away and the boys became
very serious and competitive. Al-
hough each game is designed to be
played by one child at a time, the Ap-
dle was surrounded by eager pre-
ichool bystanders making sugges-
ions to the current player. With the
irst two games the nonplayers made
zomments that showed they wanted
o help move the lamb or catch the
2ggs. With ‘Bridge Out”, the player
tied to beat the previous players’
Micro Mother Goose
scores, and comments centered a-
round the number of points.
SUMMARY
This package is very carefully con-
structed, from the manual with its
many suggestions for parents, to the
exclamation points at the end of
game titles which serve to separate
games from rhymes. A great deal of
educational effort has gone into this
package to provide enjoyable ex-
periences for a child or for parent
and child together. Attention to
minute detail, to the capabilities of
young children and their sense on
whimsy and cooperation help to
make this package one of the new
generation of computer games. The
ability to make working copies of the
diskette is a big advantage. It’s nice
to know that there are a few software
companies that will trust customers
not to distribute copies to friends.
Although this program is designed for
home use, it can be used in a pre-
school or kindergarten setting or in
a program where nursery rhymes are
being learned. If you have a young,
curious child and a new Apple com-
puter, this program may be the
package you are looking for to in-
troduce one to the other.
Here are two sequences from the
game:
“YOU SEE SUNLIGHT TO THE
NORTH.
1. GO TO THE EAST. (RIGHT)
2. GO TO THE WEST. (LEFT)
3. GO TO THE NORTH.”
(Select one of the choices).
“YOU ARE ON YOUR KNEES IN A
NARROW HALL.
1. CRAWL INTO THE CAVE TO
THE NORTH.
2. STAND UP!
3. GO THROUGH THE DOOR TO
THE EAST.
(Select 2 and press RETURN).
OUCH! YOU BUMPED YOUR HEAD
AND | DID TOO. | STOOD UP AT
THE SAME TIME THAT YOU DID.
PRESS RETURN TO CONTINUE:”
SUMMARY
Students will probably not have a
chance to complete either game in
one sitting. Game play cannot be
saved on the diskette. These limita-
tions mean the player must retain in-
formation over a period of time and
develop a play strategy in order to
successfully complete the games.
The design of the games allows a
player to explore sections of the
world without having to trace
through those parts already explored.
These adventure games are design-
MICRO MOTHER
Software Productions, Inc.
2357 Southway Dr.
P.O. Box 21341
Columbus, Ohio 43221
614-486-3563
$39.95
Unlocked
Game paddles required
Rating: AA
Reviewed by Sandy Abernathy
INTRODUCTION
MICRO MOTHER GOOSE is a well-designed software
package for young children. The cover suggests it is
suitable for ages three to nine. It includes an unlocked
diskette with nine nursery rhymes and three games, a
readable manual for parents, a Micro Do’s and Don'ts
poster, six Mother Goose stickers, and an extra diskette
label for the working copy. Fingerprints have been added
to the label to show where it should be held. If you have
18
an Apple comp
with it, this pro,
Since the diske
about ruining
backup copies
THE MANU
The manual
basically self-e
MOTHER GOC
itself. Instead, 1
the games and |
the computer €
child. The mant
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the text. Some might suggest remov-
ing the text since the software is
designed for small children who
don’t read. Having gone through the
“| Can Read” phase with my own
children when they were between
three and five, | like the idea of the
text. If a parent reads the captions to
the child when asked, the child will
soon ‘‘read’’ them by himself.
THE PROGRAM
The program is unlocked. This is a
real advantage when a diskette is us-
ed by small children. The “peanut
butter and jelly’’ syndrome may in-
capacitate the computer, but with
the original safely stored, Classic
Family Software will survive!
No reading skills are needed to run
the program, and only the Space Bar,
Return key, and game paddles are
used. All other keys are inactivated.
There are two menus to choose
from. The Blue Menu contains five
nursery rhymes and one game; the
Orange Menu contains four nursery
rhymes and two games. Items are
designated by both a picture and a
title. A pointing hand indicates the
current choice. Pressing the Return
key loads the rhyme or game, and
pressing the Space Bar moves the
hand forward.
Each nursery rhyme sequence is
similar. A picture is drawn and col-
ored, the rhyme is typed out, the
tune is played, and objects in the pic-
ture move if this has been included
in the routine. Some pictures are still,
some have moving parts, and some
have two pages. The first time | used
the package | felt that not hearing the
nursery rhymes sung might be a
drawback to an otherwise good pro-
gram. In order to test this idea, | took
the package to the gifted preschool
class located down the hall from my
office. They thought it was a mar-
velous program and had no trouble
with the lack of singing since they
supplied their own! Most knew the
nursery rhymes already, and some
could read the rhymes as they were
typed on the screen. Their favorite
graphics were ‘‘Three Blind Mice”
Peelings II
and “‘Little Miss Muffet’. Their
favorite sing-along rhyme was “‘Twin-
kle, Twinkle Little Star’. When used
at home, the program gives the par-
ent the opportunity to read the
rhyme as it appears on the screen
and to sing the rhyme with the tune.
A child will soon join in if this is a fun
experience.
The games are the most exciting
part of the program to me because
two of the three games are construc-
tive rather than destructive. In my
opinion, the lack of constructive
games in the world of computer
games is a real void. The simplest
game of the three is ‘‘Lamb Scram’’
in which the player must help three
lambs move through a gate to escape
the wolf and rejoin Mary. When a
player is successful, flowers appear
and the rhyme’s tune is played. The
second is ‘‘Splat’’, a game in which
the player tries to catch falling eggs
with a basket. The third and hardest
is a typical knock-em-down game,
but scaled down so younger children
can succeed. There are several levels
to this game, so it will hold the in-
terest of ‘older’ children. | noticed
that with this last game the girls tend-
ed to drift away and the boys became
very serious and competitive. Al-
though each game is designed to be
played by one child at a time, the Ap-
ple was surrounded by eager pre-
school bystanders making sugges-
tions to the current player. With the
first two games the nonplayers made
comments that showed they wanted
to help move the lamb or catch the
eggs. With ‘‘Bridge Out’, the player
tried to beat the previous players’
Micro Mother Goose
scores, and comments centered a-
round the number of points.
SUMMARY
This package is very carefully con-
structed, from the manual with its
many suggestions for parents, to the
exclamation points at the end of
game titles which serve to separate
games from rhymes. A great deal of
educational effort has gone into this
package to provide enjoyable ex-
periences for a child or for parent
and child together. Attention to
minute detail, to the capabilities of
young children and their sense on
whimsy and cooperation help to
make this package one of the new
generation of computer games. The
ability to make working copies of the
diskette is a big advantage. It’s nice
to know that there are a few software
companies that will trust customers
not to distribute copies to friends.
Although this program is designed for
home use, it can be used in a pre-
school or kindergarten setting or in
a program where nursery rhymes are
being learned. If you have a young,
curious child and a new Apple com-
puter, this program may be the
package you are looking for to in-
troduce one to the other.
Software and Tupperware:
These days, most everyone stores their leftovers until
they can think of something to do with them. Now,
Micro Cookbook does the thinking for you. Tell Micro
Cookbook what’ in your refrigerator and it'll tell you what
you can make. Micro Cookbook includes hundreds of
delicious recipes using common leftovers and ingredients
most every home always has on hand. Micro Cookbook
stretches your food budget by helping you stretch your food.
Micro Cookbook also lets you select a recipe by name
(Veal Picatta), by ingredient (veal), by classification ((talian)
or a combination of the above. Plus, Micro Cookbook
allows you to enter your own recipes, create your own
cookbook and prepare your shopping list. Add a glossary
of cooking terms, calorie and nutrition guide, table of
measurements, ingredient substitutions and food buying,
storage and cooking guide, and you see why Micro Cook-
book is an appetizing program for you.
YY
yy
Uy
gy,
a
PO. Box 755, Rockport, MA 01966 (617) 546-6553
Look for Micro Barmate, the computer age bar guide and companion to Micro Cookbook.
Versions available for APPLE II + , APPLE lle (80 column) and IBM PC (64K,
PC DOS). The cost, $40. Available at your favorite dealer or by mail. VISA” Cermputer inc, Waa Corpcrton sad Dnt Inouses es
MC or phone orders accepted, Please add $1.50 handling charge. ape
GERTRUDE’S SECRETS
The Learning Co.
4370 Alpine Road
Portola Valley, CA 94025
415-851-3160
$44.95
Rating: A
Reviewed by Larry Ross
INTRODUCTION
Gertrude’s Secrets is a program
containing seven highly interactive
games which teach and reinforce the
attributes of color and shape. Logical
thinking must not only be used while
playing the game, but is also an in-
tegral part of operating the program.
THE LEARNING COMPANY recom-
mends this program for children ages
four to nine.
DOCUMENTATION
Gertrude’s Secrets was designed to
provide somewhat of a discovery ap-
proach to operating the program.
The written documentation consists
of a very small pamphlet which in-
cludes a map of the rooms used in
the program. Screen documentation
enables the player to discover the
workings of the program as he/she
passes through each room.
THE PROGRAM
The user is greeted with an ab-
solutely beautiful title page: a picture
of Gertrude next to a safe. The next
screen page shows how to move a
green box which must be manipu-
lated by either four keys or a joystick
Peelings I
throughout the program. This box
will be used to travel through the
myriad of “rooms” contained in the
program and to manipulate the game
pieces.
The user now has two options. The
first is to travel through the right
door, which leads the player through
various rooms, each giving instruc-
tions on some of the fundamentals
needed for the game. The player is
actually taught how to pick up and
put down objects, move in small in-
crements, move rapidly, and turn on
and off the sound. The method of
choosing the joystick option for mov-
ing the box is also detailed in this sec-
tion of the program.
The second option is to travel
through the left door. This option can
be chosen after the user has a
thorough understanding of the infor-
mation taught in option one. The left
door leads the user into rooms which
are entered to play the game. It is at
this point that the room map, provid-
ed in the instruction pamphlet,
should be used.
There are four special categories of
rooms to enter. The first of these
rooms is the “Rule Room’’. There are
seven ‘Rule Rooms’’, one for each
game. Entering this room will provide
you with information used to play
each game.
The second special room is the
“Sample Puzzle Room’’. This room
illustrates a completed puzzle. The
combined effort of entering the rule
room and the sample puzzle room
will give a fairly clear picture of how
the game should be played.
The third special room is the ‘New
Puzzle Piece Room’’. This room is
filled with puzzle pieces different
Gertrude’s Secrets
from those used in the game. When
a player introduces a new piece into
the game, all of the other pieces
automatically change their shapes as
well.
The fourth special room is the
“Shape-Edit Room’’. The Shape-Edit
Room allows the user to pick up a
game piece and alter its shape. The
game piece is carried into the room
and is automatically enlarged. The
shape can then be altered by erasing
or adding minute squares to it. The
new shape can then be entered into
the game once again, automatically
changing all the game pieces.
There are seven games which may
be played in this program. The first
is the “3 X 3 Array’. A 3 X 3 array
is presented. Gertrude drops certain
puzzle pieces in selected boxes and
the user must decide what the pat-
tern of the array is. The attributes of
shape and color are used to deter-
mine the pattern and play the game.
The second game is the ‘4 X 4 Ar-
ray” and is played the same as the
previous game, with the exception
that there are now 16 boxes instead
of nine.
The third is the ‘One Loop Puz-
zie’. A predetermined attribute is
selected by the computer, or Ger-
trude, and it is up to the user to deter-
mine which three puzzle pieces
belong in a box. A process of elim-
ination is used, as inappropriate puz-
zle pieces fall through the box.
The fourth puzzle, “Two Loop
Puzzle’, is very similar to the
previous game. The difference is that
this time interlocking boxes are used
with a common space created. Thus,
three pieces are inserted into each
box, and one may be placed in
21
the common space. This piece would
have one attribute of each box.
The fifth puzzle, ‘‘One-Difference
Train Puzzle’, has a series of six
boxes connected to each other with
one line between each box. The user
must place puzzle pieces in each box
such that there is one attribute which
is different between each piece. The
attributes of color and shape are
once again used.
The sixth puzzle, ““Two-Difference
Train Puzzle”, is a variation of the
preceding game. This time there
must be two differences between
each puzzle piece.
The seventh puzzle, ‘’Mixed-
Difference Train Puzzle”, is a varia-
tion of the two preceding puzzles.
This time there are some puzzle
pieces which must differ in one way
and others which must differ in two
attributes.
EVALUATION
There is no question in my mind
that Gertrude’s Secrets is an excellent
educational game. It is nice to see a
game for young children which is
both educational and nonviolent.
From an educational standpoint,
the game teaches and reinforces the
recognition of shape and color. This
is accomplished in a pleasurable
manner in which the child becomes
involved in learning, but has not at-
tached the educational label to his
activities.
Another positive attribute of this
program is the ““shape-edit’’ feature
which allows creativity and variation.
The structure of the game, which
moves the player through various
rooms, also adds a challenge.
The program is recommended by
THE LEARNING COMPANY for
children ages four to nine. A bright
four- or five-year old might be able
to play the games with an adult, but
will probably be unable to operate
them independently. Therefore, the
skills are generally at a six- through
eight-year-old level, but the opera-
tion of the program calls for an older
child.
Even though Gertrude’s Secrets
does not lend itself immediately to in-
dependent operation, the program is
exciting and educational. The logical
thinking process is well taxed in this
program. Children find it absolutely
fascinating!
THE DARK CRYSTAL
by Roberta Williams
Sierra On-Line, Inc.
Sierra On-Line Building
Coarsegold, Ca 93614
209-683-6858
$37.95
Rating: A
Reviewed by Robert L. Abernathy
INTRODUCTION
The Dark Crystal is an adventure
game based on the movie of the
same name. The setting of this
adventure is the strange world of the
Dark Crystal. A crisis is developing
which will allow evil to conquer the
entire planet. This conquest will on-
ly be averted if you can guide Jen on
his quest to repair the Crystal. This
22
game is the #6 Hi-Res adventure
game produced by Sierra On-Line,
Inc. There are both text and graphics.
BACKGROUND
The background for this adventure
is given in the documentation as
“Aughra’s Song”. Aughra is the ug-
ly, one-eyed chronicler of the world
of the Crystal. The song tells how she
witnessed the coming of the urSkeks,
who were drawn to the planet by the
Crystal. The Crystal is always
magical, but its powers are greatest
when all three suns come together in
the sky. This occurrence is known as
the Great Conjunction. The urSkeks
used the light of the Crystal at the
Great Conjunction to purge their evil
side by passing through the light of
the Crystal. Each one was fractured
into two separate beings, one evil
(the Skeksis) and one good (the Mys-
The Dark Crystal
tics). Although the bodies were divid-
ed, the souls of these beings were
linked. The Skeksis stormed through
the castle, and in the melee, struck
the Crystal. A shard of the Crystal
broke away and flew out of the cas-
tle, and fell onto the mountainside.
The light of the Crystal was dimmed,
and it became known as the Dark
Crystal. The Mystics fled the castle
and made their way to the Valley of
the Stones, leaving the castle to the
Skeksis.
At first, the Skeksis did not let their
evil natures show. They became
friends with the Gelfling, a native
race of small elf-like people. This
relationship was broken when the
Skeksis began to take Gelfling as
slaves. The Gelfling were dismayed
and sought to make a wall of pro-
phecy. This wall showed that the
Skeksis would rule the world forever
Volume 4 Number 8
unless the shard was put into the
Dark Crystal by the hand of a Gelfl-
ing at the next Great Conjunction.
When the Skeksis saw the wall, they
resolved that no Gelfling should be
left alive so that the prophecy would
be unfulfilled. To this aim, the Skeksis
created the Garthim, a race of in-
credibly stupid and unbelievably
strong shelled creatures. As spies, the
Skeksis sent out bats carrying an ar-
tificial crystal that sent images back
to the castle. As an additional
measure, the Skeksis made three
copies of the shard and scattered
them onto the mountainside. Al-
though the Gelflings brought all four
shards to Aughra, she has been
unable to discover which is the real
shard from the Dark Crystal.
Now Jen and Kira are the only two
Gelflings left alive. The time of the
Great Conjunction is near. Jen will
soon be sent on a quest to find the
shard and place it back into the Dark
Crystal.
When you play The Dark Crystal,
you are controlling Jen on his quest.
First, he must find Aughra’s obser-
vatory and answer her riddle. Only
then will she let him take a shard, but
he must be able to chose carefully
from the four shards to get the right
one. Also, he must avoid the servants
of the Skeksis, who will attempt to
locate him and take him prisoner.
This is only the beginning of the
adventure which, with some luck,
will end in the healing of the Dark
Crystal.
Much of the scenery and mysteries
are new, but most of the key parts of
the Dark Crystal adventure are from
the movie. This makes some parts of
the adventure easy if you have seen
the movie. However, the game
deviates from the movie enough to
make the game interesting for those
who have seen the movie. You do
not need to see the movie to play
The Dark Crystal.
The game comes on two diskettes,
with data on both sides. Three sides
are unlocked, and you are encourag-
ed to make copies of these sides.
Label these copies carefully so you
will be able to use them at the right
times. The booting side is locked, so
you must use it to boot the game
every time you play. After booting,
only the unlocked sides are used. A
data diskette can be formatted by the
game, and only by the game, if you
want to save your place. A DOS 3.3
diskette cannot be used to save your
place. The documentation for this
game is very well done. A history of
the Crystal is given, as well as direc-
tions for booting the diskette. There
are also directions for playing adven-
ture games written especially for
those who have never played an ad-
venture game before. It shows not
only how to enter commands, but
also how to plan an adventure and
how to map your progress. This fea-
ture makes The Dark Crystal a very
good introduction to adventure
games.
CONCLUSIONS
The Dark Crystal is a good graphics
adventure game, although some peo-
ple may want a more mysterious
story line; much of the material will
not be new to people who have seen
the Dark Crystal movie. There are ad-
ditions made to make this adventure
interesting. If you have never played
an adventure game before, this game
will provide clear, readable instruc-
tions.0
PLASMANIA
Sirius Software
10364 Rockingham Drive
Sacramento, CA 95827
916-366-1195
$34.95
Rating: A
Reviewed by David Birnbaum
Peelings I
INTRODUCTION
The submarine creeps slowly through the alien forma-
tions. A huge blob drifts toward it. Quick, dodge to the
left . . . to the right. Blast it! It continues down the passage.
A scene from a sci-fi movie? No, it’s one of the newest
games from Sirius Software, Plasmania. In this game, ap-
parently based on the book Fantastic Voyage by Isaac
Asimov, you are in control of a submarine, shrunken down
to microscopic size and placed in the blood stream in an
attempt to save a patient who has a blood clot in a blood
Plasmania
23
vessel supplying the brain. On the way to the blood clot,
you must pass through various obstacles, including blood
cells, enzymes, bacteria, and clotlets.
STARTING OUT
The disk comes in a brightly colored box, with a pam-
phlet containing instructions. Unfortunately, once remov-
ed, the disk doesn’t fit back into the box. In a vain attempt
to get the disk in and out of the box, the box tore in two
places.
In the pamphlet are all the instructions for the game.
The player is told how to start and what the disk should
be doing. When the disk first boots up, a title page ap-
pears, and then, to my surprise, a voice emanates from
the computer, exclaiming, “Sirius Software presents:
Plasmania—ha, ha, ha, ha!’’ This voice on bootup is in-
teresting the first time, but after the fourth time, it had
become annoying.
After bootup, there is a short display, and then the com-
puter shows the game. Hitting any key gives the start-up
menu with options for normal, easy, and expert play. It
also asks for joystick, keyboard, or joyport. Hitting “0”
restarts the game. And the voice comes on again. . . .
3 ¥ EDD |
=
GAME PLAY
Plasmania is much more complex than most arcade style
games. There are five different phases, each with a dif-
ferent objective. On the players first trip, only phases 1,
2, 5, and 6 are used. For the second trip, phase 3 is add-
ed. And finally, with the third trip, phase 4 is added.
Phase 1 has defense cells which are released by the
blood vessel as the player passes by. As the player moves
down the blood vessel, defense cells shoot out from the
left wall to the right wall of the vessel. These cells can be
shot or passed by.
Phase 2 has blood cells. Blood cells come slowly down
the blood vessel. It hurts the patient a lot to shoot these
blood cells. They must be avoided at all costs.
24 Plasmania
Phase 3 has bacteria. Bacteria come down the blood
vessel at the same speed as blood cells. As many bacteria
as possible must be destroyed. It takes three shots to com-
pletely destroy bacteria. Each shot makes them pro-
gressively smaller, until they disappear.
Phase 4 is a combination of phases 1 through 3. The
player must dodge some objects while shooting others.
Phase 5 is a small blood vessel. The arterial wall shrinks
to about half normal size. The object here is to get through
in the shortest time.
Phase 6 is the final stage. Here the player must dodge
indestructible clotlets which have broken off the main clot.
Shooting at them does nothing, so they must be avoided.
After passing about 20 clotlets, the ship approaches the
main clot. The main clot must be hit 15 times to be
destroyed. Running into the main clot kills the patient and
destroys you. If you make it past the main clot, then you
go on to a more challenging stage.
In Plasmania, instead of having three or five ships, there
is one patient with a predetermined amount of heart
strength. The heartbeat is displayed continually at the bot-
tom of the screen. As the patient weakens, the heartbeat
speeds up and gets weaker. When the heartbeat goes flat,
the patient is dead and the game is over. The patient loses
strength slowly but surely through the passage of time. Go-
ing through a phase incorrectly is the main cause of the
patient losing strength—for example, by shooting blood
cells or by crashing into bacteria. Every time your ship hits
an object, shoots a blood cell, or lets a bacterium by, the
patient loses some of his strength. Also, if your ship hits
the wall, the blood vessel releases antibodies which will
weaken the patient if they are not shot. The walls should
be avoided at all costs.
However, a patient gains strength in phases 1 through
5 when you shoot the enzymes that appear. Avoiding the
enzymes does no harm, but lessens your chance of find-
ing more enzymes.
SUMMARY
Plasmania is an extremely interesting game. At first it is
almost impossible to win, but through experience, patients
can be saved. It took me at least 10 tries before | could
save a patient. Also, the directions must be read careful-
ly, or the player will find himself shooting blood cells and
dodging bacteria. Compared with other Sirius games, this
one is about average. One thing noted is that the graphics
aren't as colorful or interesting as in other Sirius games.)
Volume 4 Number 8
SHUTTLE INTERCEPT
by John Van Ryzin
Hayden Software Company
600 Suffolk Street
Lowell, MA 01854
800-343-1218
(in MA: 617-937-0200)
$34.95
Rating: C
Reviewed by Michael L. Weasner
INTRODUCTION
Shuttle Intercept is a space shoot-
’em-up game for a 48K Apple II or Il
Plus. The name conjures up images
of something similar to Rendezvous
by Edu-Ware (reviewed in Peelings,
V3N9, 1983), but this impression is
totally incorrect. Your mission is to
retrieve satellites while destroying
enemy spacecraft and avoid being
destroyed by them or meteoroids.
After 10 satellites pass, you are
automatically placed in hyperspace
where the dangers can only be
avoided (your offensive weapons are
inoperative).
PLAY
Shuttle Intercept requires one
game paddle, but a joystick can be
used. The single axis moves your
space shuttle up and down the
screen; there is no forward motion,
only perceived motion as the targets
move toward your shuttle (right to
left). The button raises your satellite
retrieval arm (not made in Canada)
and also fires your weapons. Sound
can be turned on and off using the
“S’’ key. A pause is available as is a
Peelings Il
Ty a ea
restart without rebooting. A color
monitor or TV will be required to
distinguish the friendly satellites from
the enemy's.
The game plays very similarly to a
Space Invaders type game with the
screen turned on its side. Being
restricted to only up and down mo-
tion means you either dodge the ap-
proaching missiles, meteoroids,
enemy satellites and spacecraft, or
you shoot at them. Some of the
targets cannot be destroyed with
your laser cannon (I suppose this
shuttle is called Moonraker) but will
either annoy you or destroy you if
they strike your shuttle. At various
times you will make the transition in-
to hyperspace where you must
maneuver (up or down only) to avoid
being hit; your weapons are in-
operative. The retrieval of the
satellites will require precise position-
ing of your craft in relationship to the
rapidly approaching satellites. One
very annoying aspect of Shuttle In-
tercept is that when in hyperspace,
it is extremely difficult to avoid be-
ing hit repeatedly after being hit the
first time; there is insufficient time
allowed for the game to react to mov-
ing the paddle before being hit again.
Other than these last two points, play
of the game is very simple.
Shuttle Intercept
SUMMARY
Shuttle Intercept is a game that
would be ideal to create using The
Arcade Machine (V3N9, 1982). Its
play and graphics have the same
limitations that one would expect
from using The Arcade Machine.
Shuttle Intercept might appeal to
young children, but even they will
tire quickly of the repetitive nature of
the game, the lack of a challenge
once the basic skills are mastered,
and the problem mentioned above
when hit in hyperspace.)
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25
STAR MAZE
By Gordon Eastman
Sir-Tech Software, Inc.
6 Main Street
Ogdensburg, NY 13669
315-393-6633
$34.95
Rating: A
Reviewed by Monty Lee
INTRODUCTION
STAR MAZE is a Hi-Res game in
which you must maneuver through
a maze to find nine power jewels
scattered about. You must then
return them to your mothership. Do
this for all 16 levels of the STAR
MAZE, and you become an ace.
OPERATION
Since STAR MAZE is a protected
diskette, you have to boot the game
diskette. After loading you are in a
demo mode until you select the con-
trol mode desired for play. The
choices are Keyboard, Paddles, Joy-
stick, or Atari Joystick/Joyport.
Because of all the possible combina-
tions plus the required keys for
bombs, etc., STAR MAZE comes with
a seven-page pamphlet which ex-
plains the various modes of opera-
tion. Once you become familiar with
a particular mode, you won't need
to refer back to the pamphlet.
You start the game with a full fuel
tank and three antimatter bombs.
With the joystick, you press button
0 to fire the thrusters to maneuver.
Thrust is applied in the direction you
26
are facing, determined by the joy-
stick. The joystick mode is extreme-
ly easy to use. Simply point the
joystick in the direction you want to
face, and the ship points that way.
Sir-Tech uses an excellent program-
ming technique in providing a meth-
od to reverse both the horizontal and
vertical axes of the joystick in case
yours doesn’t respond correctly. This
capability makes STAR MAZE com-
patible with all joysticks on the
market.
To pick up a power jewel, you
have to fly (traveling less than 200)
over one (speed indicated on the
right—see Figure 1). If you fly over
your mothership with a speed of 100
or less, you can drop off a jewel and
refuel. Each load of fuel lasts approx-
imately four minutes.
MALE
To complicate game play, there are
various alien ships in the maze, and
all are out to get you. You either have
to destroy them or avoid them. As
you play the game, you will find out
which ones to destroy and which
ones to try and avoid. The reason for
two different tactics is that some tend
to divide after you fire at them, and
each part becomes more aggressive.
To destroy them, you press button 1
Star Maze
to shoot bullets. If things get
desperate, you can press the X key
to fire an antimatter bomb. Unlike
bullets, you have a limited supply of
antimatter bombs. These bombs will
obliterate all enemy objects in sight.
In extreme cases, you may hyper-
warp to other areas of the STAR
MAZE. Of course, hyperwarp is not
a proven success, and you may
either find yourself destroyed or in
some cases in a spot filled with more
aliens than before.
STAR MAZE is very easy to learn.
The most important thing when play-
ing is to get your bearings in the
maze. Each maze is different from
game to game and level to level.
However, each maze is relatively
small, and you can usually get your
bearings and find your way back to
the mothership quickly. You need to
be able to get back for both refuel-
ing and for dropping off the jewels.
Finding the last jewel can sometimes
be frustrating because it may be hid-
den in some remote part of the
maze.
Once all the jewels are dropped off
at the mothership, you proceed to
the next level. A BONUS is awarded
depending upon the speed with
which you complete the maze. If you
are destroyed by an alien, you start
with a new ship at the mothership.
You still have the same number of
jewels left that you had when de-
stroyed. You have only three ships
before the game ends.
If you are one of the top six scorers,
you can record your score and it will
be saved to disk. Sir-Tech has provid-
ed a backup copy of the game on the
backside of the diskette. When using
this version, you cannot save the
Volume 4 Number 8
high scores to disk unless you cut out
a notch for the read/write sensor.
SUMMARY
STAR MAZE is a fun game that is
not extremely difficult to play. The
Hi-Res graphics are good, and the Hi-
Res program flow is superb. There is
no flicker at all, even when a multi-
tude of shapes are on the screen. The
sound effects enhance game play
and are not at all obnoxious. The
game may lose its interest after a
while because each level is mostly a
repetition of the first level. The aliens
do get faster and it is a little harder,
but the difference is not immediately
noticeable. After you get to about the
fifth level, the mazes start to blur to-
gether in your mind if you aren’t con-
centrating. The only frustrating part
about the whole game is the occa-
sional restart after being destroyed by
an alien or a flying rock right in the
middle of the game. This gives you
no chance, and you lose a ship un-
necessarily. STAR MAZE provides
enough difficulty for the advanced
game player, yet is challenging with-
out being frustrating for the
beginner.
BOLO
by Elvyn Software
Synergistic Software
830 N. Riverside Drive
Suite 201
Renton, WA 98005
206-226-3216
$34.95
Rating: A
Reviewed by Robert L. Abernathy
INTRODUCTION
Bolo is a tank/maze game. You are in a tank set in your
enemy’s proving grounds, looking for the replicator tank
factories. These factories must be destroyed since they are
capable of producing large numbers of tanks which will
be used in the conquest of Earth. This game makes an ef-
fective use of black-and-white graphics.
GENERATING THE MAZE
When you first boot Bolo, it begins with an example of
the option screen. Pressing any key will allow you to put
in your choices for level and density. There are nine levels
of increasing difficulty. This difficulty refers to the enemy
tanks, not the maze. The density refers to number of walls
in the maze. A density of 1 will make many empty spaces
in the maze, while a density of 5 will put walls almost
everywhere. Once your choices are entered, the program
Peelings I
Bolo
generates the maze. The maze is always generated when
you start a new game, so it is different each time you play.
The game then places the replicator factories and your
tank in the maze.
SEEK AND DESTROY
Your job in the maze is to find and destroy the six fac-
tories which are producing tanks for your enemy. To aid
you in this endeavor, there are some instruments on the
right side of the screen. One simply shows your location
in the maze. This instrument is a large, empty rectangle
with a single d
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