Skip to main content

Softalk 1981 02 Apple Galaxian

  • PublicationSoftalk
  • Date1981-02-01
  • Pages1
  • SourceSoftalk_1981_02_Apple_Galaxian.pdf
← Magazines Softalk 1981 02 Apple Galaxian
/ 1
Source: VintageApple.org — Complete 1980–1984 run, donated by Steve M.
Page 1
Loading…
Text content (OCR)
FEBRUARY 1981 LOFTALKS: 37 Apple Galaxian. By Tony Suzuki. The people who brought you Godzilla, Rodan, Gammera, and Mothra on the movie screen have created a whole new set of monsters for the Apple. Taking a page from American filmmakers, Tony Suzuki of Star-Craft in Japan has written an invaders game with rabid fruits as the adversary, a la Day of the Triffids or Attack of the Killer Tomatoes. December of 1980 proved to be a big month for the antiveg- etarian folk. First, the movie Popeye revealed that the title character has always hated spinach, much to the relief of all of us who never wanted to pack cans of the green stuff around to ward off bullies. Now, the fruit haters can get their revenge by combatting bananas, oranges, and apples. Nasir’s Star Cruiser was the logical extension of the origi- nal Super Invaders. Apple Galaxian holds the same relation- ship with Star Cruiser. In Galaxian, eighteen downright nasty fruits move across the top of the screen in Invaders fashion. They also peel off, singly or in bunches, to attack, perfectly willing to sacrifice themselves in the best kamikaze tradition to effect your can- non’s death. Not only are these critters naturally mean, they seem to take it personally if you succeed in gunning down some of their ilk. The better you do, and the higher you score, the more vi- cious and unpredictable they become. Nothing yet created for the Apple matches the vindictive- ness of a lone orange when your score is above seven thousand and you've killed the other members of its raiding party. Con- summate skill is required to do battle with this devil. One of the more satisfying elements of the program, which is beautifully done in colorful hi-res, is that each time you deci- mate a raiding party, a win flag is hoisted in the lower right corner of the screen. You will be destroyed eventually, but your accomplishments are duly noted. The author is a twenty-one-year-old college student who is apparently without honor in his own land. As Gary Carlston of publisher Broderbund tells it, Suzuki was directed toward a ca- reer in medicine before he became hooked on programming. He’s now switched his major to philosophy and spends his spare time programming for Star-Craft. Programming, being a fairly recent occupational develop- ment, does not rank high as a vocation among tradition-orient- ed Japanese. Suzuki is looked upon as somewhat of a disap- pointment even within his own family. However, Suzuki's programming accomplishment in Ap- ple Galaxian merits the highest praise and greatest esteem. Steve Shendelman, general manager of the Data Domain re- tail outlet in Schaumburg, Illinois, called the program the fin- est example of Apple hi-res graphics yet and the buy of the past Christmas season. Technical assets notwithstanding, anyone who hates fruit enough to make them the villains certainly stands in high hon- or in our household. ART Apple Galaxian by Tony Suzuki. Star-Craft, Japan. Published in the United States by Broderbund Software, Eugene, OR. Applesoft ROM, 48K, disk. $24.95. ABM. By Silas Warner. A fast-moving new twist on the in- vader games, ABM is contemporary, set on earth rather than space. The player directs numerous antiballistic missiles in an attempt to save six U.S. cities from missile attack. The mis- siles begin their slow streak through the sky individually, but the better your defense, the more missiles come at once and the faster they fall. Just when you think you've mastered it, you’re treated to some missiles that work like fireworks, bursting into six prongs, each aimed directly at one of the cities. If you can hit these at the start of the forking, you can stop them; otherwise, it’s time to choose between cities. Although the game is no different in philosophy than space shootouts, the fact that the cities being destroyed are ones we all know and love may make the game unpalatable to those who cannot divorce the computer game from reality without the game's cooperation. When the game does cooperate—by calling the enemy aliens, monsters, or even your own hang- ups—the same people thoroughly enjoy the game. Paddles control whether you fire inside or outside antibal- listic missiles and placement of your shot. You must shoot at the beginning of the oncoming streak: if you're short, your ABM will explode too soon; if you're long, you'll merely cut off the tail of the enemy missile, and the warhead will continue on. its course. ABM, based on a popular arcade game, was written by Si- las Warner, creator of Robot War, in his spare time. It shows the excellence of a game into which much time and effort were put. NT ABM, by Silas Warner. MUSE Software, Baltimore, MD. $24.95. Phantoms Five. By Nasir. It seems as though a few weeks ago, but actually it's a few months ago, few computer owners had ever heard of Nasir. Since then, his prolific stream of beauti-
mp.ls