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Softline 1.2 PDF

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198 views32 pages

Softline 1.2 PDF

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bdetal
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Directline

2
Things To Come
The Arcade Machine Preview
4
Origins of the Adventure
Ken Rose
6
Apple II Graphics: Mapping the Memory Maze
Ken Williams
9
Gamemakers' Summit: Bill Budge Chats with Star Craft's
Galaxy of Programmers
Jean Varven
14
Software To Learn From: How To Choose It
Sherwin Steffin
22
New Players
20
Sneaking Up on Success: An Interview with Mark Turmell
Greg Voss
22
Gameline Reviews
25
Still Pending Editor

27 Margot Comstock Tommervik


Managing Editor

High Scores Jean Varven

28
Art Director
Kurt A. Wahlner

Soft line. Volume 1, Number 2. Copyright © 1981 by Softalk Publishing Inc. All rights reserved. Softline is published on the fifteenth
day of every other month by Softalk Publishing Inc., 11021 Magnolia Boulevard, North Hollywood, CA 91601 as a continuation of the
On-Line Letter. Telephone (213) 980-5208. Second class controlled circulation pending at North Hollywood, CA.
Postmaster: Send address changes to S o ftline, 11021 Magnolia Boulevard, North Hollywood, CA 91601.
Composition by Graphic Typesetting Service, Los Angeles, California. Printing by California Offset Printers, Glendale, California.
Apple is a registered trademark of Apple Computer Inc., Cupertino, California.
Atari is a registered trademark of Atari Inc., Sunnyvale, CA.
Subscriptions: Softline subscriptions are free to owners of personal computers. In your subscription request, include your name and
address, the brand, model, and serial number of the computer you own, and a brief description of your peripherals. If you do not own a
computer, you may subscribe to Soft line at a rate of $6.00 per year (six issues).
Moving? Send new address and old to Softline Circulation, 11021 Magnolia Boulevard, North Hollywood, CA 91601; telephone, (213)
980-5208.
Directline
Softline Staff A Developing Curiosity
Finally, a computer magazine for the gamesman! My wife
and I have just received your first issue and we have devoured
it. We both do some programming and use our computer
Administration (Apple II) for business use. However, we are both avid
Publisher Al Tommervik adventurers and love our games.
Associate Publisher Ken Williams How about a series of articles on Adventure Development
General Manager Mary Sue Rennells Language, mentioned in your preview of Time Zone? It
should be fascinating to see how my favorite programs are
Editorial
Editor Margot Comstock written.
Tommervik Carl T. Porchey, M.D.
Managing Editor Jean Varven Winston-Salem, NC
Editorial Associate Craig Stinson Wolfenstein's a Winner
Contributing Editors Ken Williams I have a suggestion for your Softline Salutes section. I
Sherwin Steffin
Ken Rose think Muse Software ought to be saluted for coming out
Guest Reviewer Derek Bang with Castle Wolfenstein. This is the most fantastic and inter-
Assistant Editors Melissa Milich esting game ever published.
David Hunter Michael J. Pinsel
Copy Editor Andrew Christie Northbrook, IL
Special Projects Greg Voss Patchwork
I have just finished reading my first issue of Softline. Con-
Art gratulations on a job well done.
Art Director Kurt Wahlner Perhaps you, On-Line Systems, or one of your readers
Assistant Donna Siebert
can advise me on a way to patch SuperScribe II to allow
Advertising loading of "runoff" to the 16K Ramcard.
Sales and Most of my text files are letters, so I don't think I need
Coordination David Hunter the Ramcard for text file storage.
SuperScribe II is the best word processor I have ever found.
Circulation
Associates Ron Rennells However, having to wait for individual programs to load is
Robert Mann an irritating drawback to an otherwise powerful piece of
software.
David J. Hodgson
Hoffman Estates, IL
Games Are Weighted on Softliners' Scales

Advertisers Despite "some manufacturers lofty claims," and in spite of


some magazine editors' letters, I'd like to present some num-
-

bers that contrast to your claim that "the primary use to


which personal computers have been put so far is for playing
Bez 19 games." The most recent Byte readers survey by McGraw-
Hill Research shows that 49 percent of those responding
Calsoft 17 say they use their computer for both professional/business
and hobby, 12 percent for professional/business, 24 percent
Datamost 5, 21 for hobby only, and 19 percent for other nonhobby uses.
Personal Computing estimates that the business applica-
Huntington Computing Cover 4 tions share of market has increased from 30 percent in 1980
to 50 percent in 1982, while the home/entertainment use
Lazer Micro Systems 24 of personal computers has dropped from 45 percent in 1980
to 25 percent in 1982.
Microstand 10 The InfoWorld Subscriber Survey found that its readers
were overwhelmingly interested in professional applica-
On-Line Systems Cover 2, 13, Cover 3 tions. Those with both professional and personal interests
totalled 77.5 percent, with professional interests alone of
Penguin Software 11 16.3 percent and personal interest of 6.2 percent.
Other examples could be quoted, hut I think you get the
The Software Store 8 idea. If you sat down with any of the personal computer
manufacturers today, I believe they would tell you that the
vast majority of people buying their computers are buying by these two authors? I am a novice and am not yet familiar
them primarily for business and professional applications. with computer literature, but I am sure these are certainly
There is no denying that they also throw in a couple of not the first items by these very lucid and readable teachers.
games for their own enjoyment and that of their family. Thomas E. Militello, M.D.
The manufacturers' input from the marketplace and feed- Rancho Palos Verdes, CA
back to you would hardly he considered lofty claims. If there Your magazine came as a pleasant surprise. I am especially
are any lofty claims being made, they are coming from users. looking forward to Ken Williams's subsequent tutorial arti-
In spite of the fact that the business/professional user cles on Apple hires graphics, since I have some ideas for
dominates the marketplace now and will through 1982, I games I would like to program and sell.
certainly send best wishes on your new magazine and look Some questions I would really like to see answered are:
forward to reading those reviews that help me buy games 1. How do you utilize shape tables from assembly lan-
for my entertainment and that of my sons! guage? I can do it in Basic, but assembly proves to be
Bill Langenes, Advertising Manager confusing.
Personal Software 2. According to the Apple manuals, a defined shape can
Sunnyvale, CA be plotted in any of the seven colors (including black and
Business Apple Spends Half Its Time Playing white). The whole shape is plotted in that color. So how
I both appreciated and enjoyed my first issue of Soft line. do you make multicolored shapes, such as the oranges in
While I use my computer for home finances and in con- Broderbund's Alien Rain, the wolves and the ship in Space
nection with my work as a systems engineering manager, Eggs, and so on? Are they two different shapes plotted next
I spend at least half of my Apple time playing games. I was to each other, or one shape with two colors?
pleased to see that there was to be a publication that con- 3. I have yet to figure out how to make an explosion or
centrated on games. collision check. For example, the bullet hits the plane.
I would like to see your game reviews include tips on Both are defined shapes, so how does one tell when the
obtaining high scores and, if possible, the scoring algorithm bullet has hit the plane? Also, how do you distinguish
used by the program. I have not been able to figure out the whether a bullet hit it, or maybe just falling debris or
one used by ABM. another paratrooper hit it (in which case it wouldn't
Michael B. Goldsteen explode?) I've tried the PEEK (810) mentioned briefly in
Brookeville, MD the Programmer's Aid #1 manual (Apple Computer, Inc.),
Kudos, Comments, and Questions on Graphics but that doesn't seem to work with Applesoft.
I recently received the September 1981 issue of your mag- 4. I haven't been able to figure out how to, say, make
azine, and was pleasantly surprised and delighted. something explode or have a sound effect (music, for
I read your instructive article "Apple II Graphics," by instance) happen without stopping all the other action
Ken Williams and I applaud your efforts. I want to con- (including your controls) completely.
gratulate Ken Williams on the basic clarity of some of the Mark Seybold
hardest material for the novice to understand from Apple West Covina, CA
manuals and other publications. It's through free, open exchange of ideas that a craft can become
I bought my Apple II for pleasure and lean toward game an art: meaningful, significant, and influential. The resources
software. Most publishers handle game-oriented software as of the computer give gaming this potential—the ability to affect
a sideline and therefore do not come close to the depth you the way people approach life and view the world, if only through
give it. increasing their senses of accomplishment and pride in them-
Dean Peters selves. Hardly an unworthy achievement and definitely the prov-
Lima, OH ince of art.
Thank you for including me on the mailing list for Softline. Your contributions to the enhancement of computer gaming
I enjoyed the entire magazine very much, but I especially as an art and simply as a pleasure are very welcome in Direct-
devoured the article by Ken Williams on Apple II Graphics. line; your comments and answers to other contributors' letters
As a newcomer to computers (I have owned my Apple II and questions will be much appreciated.
Plus for seven months), it is this type of article that I usually Through Directline, you'll have the opportunity to com-
search for in a computer magazine, and usually don't find. municate with people of like interests directly; people who are
The author has succeeded in clarifying the concepts of pursuing the same goals you are, whether as hobbyist or pro-
addresses and memory locations in a few pages of instruc- fessional.
tion, where many chapters in many books had failed. I am Several established gamemakers, such as Doug Carlston and
awaiting with great anticipation the remaining articles in Ken Williams, look forward to tackling some of your questions
this series and hope it will be a very long series. and problems too. But don't let their names and accomplishments
I was also very interested in the article on educational cow you in questioning, commenting on, or criticizing their con-
software, and if that series is as informative as the initial tributions just as you might those of another reader.
installment promises, it will also be eagerly awaited and Out of just such open exchange are great ideas formed, prog-
appreciated. ress conceived, and art born.
A request: Would it be possible for you to include in a Send your letters to Directline, Softline, 11021 Magnolia
future issue a bibliography of books and magazine articles Boulevard, North Hollywood, CA 91601.
Preview: For animation purposes, you'll he asked to draw or

The Arcade Machine


position your character shapes seven times from seven dif-
ferent angles. At any point in the drawing process, you'll
be able to review your program or selected segments of it
A lot of creative folks who love home-arcade games are to see how things are shaping up so far. Returning to the
feeling stranded. They have ideas for games, inspirations drawing board, you can correct or modify your drawings as
even, hut their ideas will never see the light of day. Why? necessary so they'll look just the way you want them to in
It's a matter of programming. your finished game. You can refine your program until every-
Many people with ideas for games have no working thing matches your original mental picture.
knowledge of programming. Without such knowledge, they Your working area is a large square portion of the video
have no hope of implementing their ideas, no way of bring- screen. To create shapes, you move the cursor around the
ing their own games to life. screen in much the way you do in programs like EZ Draw.
Until now. Broderbund's Arcade Machine, a program gen- You can choose the colors you'd like your shapes to be; all
erator for the Apple, can help. It allows garners with no six colors on the hires screen are available.
programming knowledge to create and animate their own You'll even have the opportunity to choose the kinds of
fast-action home-arcade games. missiles and explosion sequences you want in your game.
According to Doug Carlston, program coauthor, the idea Although you won't be able to create your own sound
for the program generator came out of a conversation he effects, various suitable sound effects will be provided.
had one day by chance with Broderbund's newest on-staff When you complete a game and want to share it with
programmer, Chris Jochumson. Impressed with Jochumson's friends, you'll be invited to create a title page for it that
skill and creativity at putting together simple programming lists the name of the game and its author. The game disk
routines that have a lot of flexibility, Carlston remarked, will boot automatically when you load it, so this title page
half-serious, "Wouldn't it he neat if we could come up with will be the first thing your friends see when they sit down
a program that could create other programs?" Which is, to play your game.
wishful thinking aside, exactly what they did. In a program such as this one, memory is at a premium.
Unwrapping the Package. The Arcade Machine package Allowing for the animation possibilities takes up a lot of
will consist of a write-protected master program disk and memory space. This means it's not possible to put your game
separate documentation written by Doug Carlston. Using rules on the disk along with your game, hut you can get
the master program disk, you'll be able to convert ordinary around this limitation by preparing hard copy of your rules.
blank disks into game disks on which to store finished games You won't be able to use The Arcade Machine to create
or games you're in the process of creating; or file disks, on games in which there's a maze that changes or interacts
which your own library of shapes and special effects can be with the rest of your program. A master program that takes
stored. all the possible variations into account would be exceedingly
For a demonstration of the kind of game the program complex and would outstrip the memory capability of the
generator will enable you to create, default through all the Apple. It is possible, though, to make a game that contains
program values (hit return at each point, rather than choos- a maze, using the two hires pages in combination with one
ing one of the options). You'll get a sample single-player another. Through a technique known as erring, your maze
shoot-'em-up. With the aid of the new program generator, is placed underneath your game. The maze won't be affected
you'll soon be creating your own one or two player home by what's happening on top of it; instead, it will serve as
arcade games. an unchanging backdrop against which' your game can be
When you're ready to begin in earnest, start again. The played.
screen prompts will make it easy for you to know what will Effects and Expectations. We asked Doug Carlston what
happen if you choose a particular option or hit a given key, effect he thinks The Arcade Machine will have on commer-
and most of the commands you need to know will be dis- cial products written by professional programmers and mar-
played on a portion of the screen so you'll be able to use keted by companies like Broderbund, and on gaming in
them without having to refer to separate documentation. general. He told us he does not expect games created on
A series of paths or courses your game could follow will The Arcade Machine to compete with or affect the market
be presented for you to choose from. Then if you want to for well-done home-arcade games by professional program-
make things a little more unpredictable., choose the gravity mers.
option for your game paddles. The game paddle controls What he does expect is that people who love to play
will now give you a gradual speed-up/slow-down effect, home-arcade games but lack programming knowledge will
rather than being directly responsive to your input. enjoy making games of their own. Who knows? They may
The Shape of Things To Come. Next, you'll be asked become so curious about the art of gamemaking that they'll
to decide on the shapes of your players and the shapes of decide to learn more about game and graphics programming.
the creatures that inhabit your game. If you don't fancy any Carlston feels that it's time professional programmers
of the shapes shown on the program disk, you can elect to move on from the home-arcade shoot-'em-up and begin to
create and animate your own. The shapes you draw or explore new challenges and frontiers. With the introduction
choose can be stored on your file disk, enabling you to of The Arcade Machine, Broderbund has offered new vistas
proceed with the creation of the remainder of your program. to gamers as well.
Origins of the Adventure
by Ken Rose
I'd finally made it to the interior of the tomb. How fortunate win in the end, you must have fulfilled the quest, collected
that I'd stumbled across the secret passage. And now, as I stood the required treasures, or both.
in front of the low, strangely engraved wooden trestle table, my The Square Root of Adventure. The history of puzzle
goal was within reach. games goes back to the ancient Greeks and Romans. Such
My flickering lamp picked out highlights on the beautifully games were created and have endured primarily because
wrought chalice, worth more than a king's ransom (and more they appeal to mankind's sense of curiosity and mystery.
than one adventurer's life). The chalice that could literally work Few details of the games survive, and little was known
miracles was mine. It was almost too easy. about them in the Dark Ages. A resurgence of interest in
Wait! these early games took place in the Middle Ages, stimulated
Movement from the corner. Is it a shadow, an illusion? No. in part by the invention of the printing press, which meant
Shadows don't move. Shadows don't have coal-red eyes, blazing that information was more readily available to a greater
from beneath a cowl black as the grave. Shadows don't brandish number of people; in part by the enthusiasm generated by
a silver blade and moan softly as they move toward you. writers of arithmetic texts; and in part by the rivalry and
I tore my own blade from its scabbard and parried the appar- disputations between early algebraists and scholars.
ition's thrust. Its supernatural strength wrenched the sword from Leonardo of Pisa (Leonardo Fibonacci), born in 1170,
my hand, and a mocking laugh reached my ears as the ghastly was to become the most distinguished mathematician of the
creature raised its skeletal arm for the final stroke. I had only middle ages. His bestseller, the Liber Abaci (Book of the
one hope—one desperate way to save myself. And I took it. Abacus), introduced the use of the Hindu-Arabic numerals
1 pressed the reset key. during this time. Before the appearance of his book, only
Adventures. What are they? From whence did they come a few European intellectuals knew about them.
and where are they headed? What is this affinity between Fibonacci introduced the numbers 0, 1, 2, 3, 4, 5, 6,
the adventure player and the computer user? Herein we'll 7, 8, and 9, as well as the concept of place value. He is
explore the world of adventuring and a bit of the world especially remembered for what has come to be known as
beyond. the Fibonacci sequence:
An adventure is, after all is said and done, a puzzle or A pair of rabbits is in a place that's surrounded on all
series of puzzles. The successful outcome of an adventure sides by a wall. How many pairs of rabbits can be produced
is fixed and does not change from playing to playing. To from that pair in a year if it is supposed that every month
each pair begets a new pair which becomes productive from Shrewd or witty questions are also of ancient origin. An
the second month on? (The answers to this and to the other example from classical Greece is:
examples appear at the end of this article.) What is the strongest of all things?
A Duel without Swords. An example of a rivalry A more recent example is the sort that calls for inter-
between mathematicians is the one between Niccolo Fon- pretation:
tano Tartaglia and Geronimo Cardano. Tartaglia, who had "ICUR YY 4 me."
found a way to solve cubic equations, made the mistake of From Poe to Parker Brothers. The detective story
confiding his method to Cardano, who promptly proceeded introduced the public to the step-by-step investigation and
to publish the discovery as his own. Incensed, Tartaglia solution of a crime. In April of 1841, with the publication
challenged Cardano to an algebraic duel, in which each of Edgar Allen Poe's short story "The Murders in the Rue
was to propose thirty-one problems to be solved by the Morgue," the modern detective story was born.
other. Cardano accepted the challenge, but sent one of his Clue, developed by Parker Brothers in the early fifties,
pupils to solve Tartaglia's problems. The pupil failed. Tar- brought the first puzzle-solving board game to the public.
taglia, who solved Cardano's problems himself, succeeded This outgrowth of the detective story allows interaction
and won. among several people in solving a whodunit. Each player
In medieval times, puzzles were generally of two kinds: takes the part of a character, one of whom may be the
those that involved computation, and those that involved murderer. Randomly chosen cards representing the mur-
the manipulation of objects. derer, weapon, and room of the crime are put in a packet
The first type of puzzle resulted in a wide variety of on the game board. Through deduction, the players must
arithmetic/algebraic and geometric/topological puzzles. Some determine which cards are in the packet. The first correct
examples of arithmetic/algebraic amusements are number accusation—including by whom, where, and with what,
patterns, cryptographic arithmetic, paradoxes, pythagorean the murder was committed—wins the game.
triples, and magic squares. Geometric and topological puz- Our brief tour through history would not be complete
zles include optical illusions, tangrams, mazes, and map without a mention of Robert E. Howard's Conan stories,
coloring problems. written in the 1920s. With Conan, Howard conceived one
The second type of puzzle requires little or no mathe- of the greatest larger-than-life characters in American fic-
matical skill but does require general intelligence and cre- tion. Conan came from Cimmeria, a prehistoric land of
ative thinking. These produced the logical inference puzzle, cold and darkness. He set out to make his way and fortune
which calls for deductive inferences based chiefly on logical in a world where strength and sorcery rule. Eventually, he
relationships, and is the primary precursor of today's adven- rules (and loses) a kingdom.
ture games. Conan was not entirely original with Howard. His back-
To Get to the Other Side. The classic logical .inference ground lies in the myths of many lands. He also shares
puzzle relies only partially on the various techniques of logic. ground with Lord Dunsany and J. R. R. Tolkien. But he
In the final analysis, success depends in great measure on was the earliest true example of the sword and sorcery genre
that elusive quality we call ingenuity. that's so popular today and so much a part of the adventure
An example of a logical inference puzzle is the one known game.
as "Difficult Crossing." Making It All Compute. So what do we have? The puzzle
In the ninth century, a medieval mathematician posed game, the riddle, the whodunit, and swords and sorcery.
the following: The only element that's missing is the computer.
A man with a boat must get across a stream with a wolf, In the mid-seventies, Will Crowther and Don Woods
a goat, and a bundle of cabbages. His boat is so small that shook up these elements and produced a game called
he can only transport one of the three at a time. He cannot Adventure. The game, which ran on many mainframes,
leave the wolf alone with the goat, nor the goat alone with acquired a cult status. Adventure may have made many
the cabbages. department managers unhappy, but it delighted
What is the minimum number of crossings he must make progam-esndyt igr,whospenuti r
to get everything across stream successfully? playing the game. As time and computers marched on, the
The next ingredient that became part of the adventure original Adventure shrank to a size that could fit into the
was the riddle. Part of most folklore from ancient times, microcomputer of today.
riddles often rely upon a deliberately misleading or ambig- The original Adventure was played in text on the screen.
uous statement, a play on words, or some other device The next development in the adventure genre—many years
intended to catch the unwary. later—was the addition of graphics. Two early examples of
Western scholars generally recognize two main kinds of the use of graphics in an adventure game are Beneath Apple
riddles: the descriptive riddle and the shrewd or witty ques- Manor and Temple of Apshai. Produced when Dungeons and
tion. Popular in England during the tenth century and Dragons was gaining momentum, these games introduced
during the Renaissance, descriptive riddles deal with the concept of conflict into the adventure game on the
appearance, not function. An English favorite was the graphics screen.
Greek folktale, in which the Sphinx asks: Beneath Apple Manor in lo-res graphics and Temple of
"What has one voice and walks on four legs in the morn- Apshai in hires illustrate their characters and show their
ing, two at noon, and three in the evening?" movement on the screen. Both games involve negotiating
one's way through mazes, finding weapons (some of them
magic), accumulating treasures, and defeating or being
defeated by monsters. Movement and action determined by
single keystrokes took the place of verbal interaction with
the screen and these games came to be called role-playing
fantasies to distinguish them from "riddled" adventures.
The graphicization of the verbally interactive riddle
adventures was not long in following. Ken and Roberta
Williams broke this ground with Mystery House, a true
adventure in which individual pictures depict scenes and
substitute for word descriptions.
These milestones are only some of the important ones
in the development of the unique form known as the
adventure game. They should, however, serve as a basis
from which to see the elements you'll encounter as you play
adventure games.
The End's Only the Beginning. The next development
in adventure games will be the multiple endings game. Up
until now, games have had only one possible ending. You
could accumulate points, hut unless you got the maximum
number of points in the minimum number of moves, you
couldn't truly win. The multiple ending feature will let you
complete an adventure, and then, the next time you play,
will introduce additional elements that must be dealt with.
This sort of approach has been taken (in a way) in Scott
Adams's Savage Island I and Savage Island 11. You can't play
the second until you've completed the first. Many of the
adventure games being developed now for release in 1982
will have this feature. Some are likely to require several
disks to contain their entire scenarios with all their possible
outcomes.
The crystal ball for the near future also reveals adventure
games combining animated graphics, of the sort rudimen-
tarily available in Creature Venture, with full-color pictures
like the ones in Wizard and the Princess.
Later on, we'll see interactive adventures, in which mul-
tiple players will be able to affect each other's success in
playing the game. This sort of adventure will differ from
war games in that the puzzles and riddles will still have to
be solved, but one player will be able to help or hinder the
others' quests for the solution. It's possible that this type
of game may be played over modems.
From its rudimentary beginnings, the adventure game
has acquired a polish and depth that has attracted a wide
following. If you haven't yet experienced the joys of adven-
turing, they're only as far away as your nearest computer
store. And, if you're already an ardent adventurer, the best
is yet to come.
Apple II Graphics: by Ken
Mapp ng the Memory Maze
i
Williams
In this issue, we'll examine the processes by which the The soft switches (four in all) are called soft because
Apple displays information on your video monitor or tel- they are controlled by the software of the computer. As
evision screen. We'll also take a brief look at the three you'll recall, soft switches can be thought of as on/off
possible Apple graphics display modes. switches which activate or deactivate the display modes.
But first, let's talk further about the inner workings of Besides the text, lo-res graphics, and hires graphics modes,
the Apple's memory and about how the Apple produces the a special mode that mixes graphics with text is provided.
text and graphic images that appear on your screen. The way to flip a soft switch is to cause the Apple to
Memory Mapped Output. All images the Apple displays reference the memory address of its on or off position. This
on your video monitor screen come about through a process can be done either by entering a memory address from the
known as memory mapped output. A separate piece of hard- Monitor or by peeking at the location from Applesoft. For
ware inside your Apple is constantly looking at and inter- instance, to turn on switch one (select a graphics mode),
preting the contents of memory in order to determine what from Basic you would either enter CO50 from the Monitor
should he displayed on the video screen. or PEEK 49232. Remember, the actual value you peek is
When the Apple is displaying a certain kind of infor- random gibberish that should he ignored.
mation on the video screen, it is said to be in that particular Switch one simply serves the function of specifying
mode. A mode can be thought of as a condition or set of whether text or a graphics mode is desired. When you first
conditions under which certain rules apply. The Apple has turn on your machine, the Monitor turns off switch one,
three methods of interpreting the contents of memory: text putting you in text mode. If you flip switch one on, you'll
mode, lo-res graphics mode, and hires graphics mode. get graphics; which graphics mode is displayed will depend
In text mode, each byte of memory contains the ASCII on the settings of the other switches.
code for one character. The monitor screen is mapped into If you flip switch two to the on position, you're on your
a grid comprising forty horizontal and twenty-four vertical way to getting a split screen of graphics and text in which
character positions. This translates into twenty-four lines the first three quarters of the screen is in graphics mode,
of text, each line containing forty character positons. and the bottom quarter is in text mode. But you'll only get
In Io-res graphics mode, each byte of memory can he used this split screen if switch one is on, specifying graphics
to code for two colored blocks. The monitor screen is rather than text mode. This mixed graphics/text mode is
mapped into forty-eight horizontal rows and forty vertical very handy and is put to good use in many popular games,
columns. The grid that results is made up of colored blocks. including hires adventures, in which a player needs to inter-
In hires graphics mode, each byte of memory contains act with the program in order to play or solve the game.
the code for producing seven colored dots. The monitor Switch three permits you to choose between two possible
screen is mapped into a grid made up of two hundred eighty areas of memory through which to display text or graphics.
vertical columns and one hundred ninety-two horizontal The System Monitor turns on switch three when you
rows. Each of the first seven bits in every byte of the area turn on your machine. This switch will become more mean-
of memory that controls the hires screen can code for one ingful to you later on when we explore some animation
dot in this 192 by 280 grid. techniques that use it.
Knowing Where You're Going. As you've probably sur- Switch four, which affects the screen display only if switch
mised, the computer needs some way of knowing which one one is on, specifies whether the computer is to display hi-
of these three display modes to go into, as well as what res or lo-res graphics.
memory locations to draw from. Here's where the so-called Text mode is the mode in which normal character text
soft switches we talked about last time come in. is displayed. It's likely that most of the time when you use
your Apple, you'll he in text mode, at least at first.
Sometimes, you'll see text faked through the use of the
hires graphics screen. For instance, some word processing
programs rely on this technique in order to be able to
represent both the upper and lower-case equivalents of text
characters on screen without a lower-case chip.
Translating Text Characters into Numbers. The stan-
dard, factory-direct Apple has the capability of displaying
only sixty-four different characters. These sixty-four char-
acters are the twenty-six characters of the alphabet (upper
case only), twenty-eight special characters (such as paren-
theses, quotation marks and so on) and ten numerals (zero
to nine).
Text coding on the Apple is accomplished by means of
the American Standard Code for Information Exchange
(ASCII). Since the computer can only deal with numbers,
it needs some way of translating text characters into
numerical form. The ASCII code serves this function.
In ASCII, each possible text character is represented by
a number from 0-127. This means that seven bits are suf-
ficient to represent one ASCII value in binary, and that
one hit of an eight-bit byte is left over for use as a cue to
the computer that a key has been pressed.
Depending on the ASCII code used, characters can he
displayed three different ways—inverse, flashing, and nor-
mal upper case. Normal text characters are made up of
white dots on a black background.
When you're working from the Monitor, ASCII values
can he expressed in hexadecimal; when in Applesoft, they
can he represented in decimal. A text character, the letter
A, for instance, can be produced by poking any one of its
three ASCII equivalents, 1, 65, or 193 from Basic, or by
entering its hexadecimal equivalents from the Monitor.
Each of the three ASCII values will give you A, hut each
in a slightly different form.
There's a chart on page 15 of the Apple II Reference
Manual that shows the ASCII values for all the characters
you can put on the screen—in normal, flashing, and inverse
modes. The chart supplies values in both decimal and hex
notation. To get, for example, the ASCII equivalent, in
hex, of a flashing G, first locate the character on the chart.
Look up to the hex number at the top of the column in
which you find the character (in this case $40); now look
to the left and find the hex number at the beginning of the
row ($7). Add these two numbers and you'll get the appro-
priate ASCII value ($47).
Text mode uses two different areas of memory. The first,
called the primary screen, occupies memory locations $400
(1024) to $7FF (2044). The second area, known as the
secondary screen, occupies $800 (2048) to $BFF (3071).
Most of what you do in text mode will rely only on the
primary screen area. As mentioned last time, the secondary
screen overlaps with the area of memory that's used to store
the Apple's Basic programs, so it's hard to use it from
Applesoft.
Let's get our feet wet by writing a program that dem-
onstrates how memory is used to represent text. Since we
know that screen memory for the primary screen runs from
1024 to 2047, it should be possible to poke things into
memory and have them appear on the monitor screen with-
out ever using print statements.
For starters, try typing in and running the following
Applesoft program:

10 HOME
20 FOR I = 1024 TO 2047
30 POKE 1, 193 :REM THE LETTER "A"
40 FOR J = 1 to 30 :REM LET'S SLOW THINGS
DOWN
50 NEXT J
60 NEXT I
70 CALL 65338 :REM BEEP THE SPEAKER
80 GOTO 80

When you run this program, you should see the letter
A filling the screen, working from left to right and top to
bottom. The screen will appear to be broken into three
pieces that are being filled with As simultaneously. Lines
of As begin to form in three different screen areas, and
subsequent lines of As begin underneath each of the first
three lines until the screen is filled.
Try replacing the number 30 in line 40 of the program
with some other number. The higher your replacement
number is, the slower the screen will fill. Modifying the
program to poke other values can also be fun. For instance,
making A equal to 1 in statement 30, rather than to 193,
should give you an inverse A.
Now let's examine a few peculiarities about how the
screen fills. Why, for instance, does it appear to be broken
into three separate pieces?
The best answer we've received is that this effect is tied
somehow to the hardware design of the Apple and has to
do with the scan rate on standard television sets. Whatever
its cause, this oddity has definitely made life more difficult
for programmers. Instead of being a simple matter, locating
successive lines in memory requires a complex algorithm or
a table.
Did you notice that each time a line is drawn on the
bottom third of the screen there's a pause before any more
As appear? The pause happens because, for no reason we've
been able to discover, eight bytes of memory are wasted
after each group of three lines has been displayed on the
screen.
Making matters even worse, Apple has caught on to this
so-called useless memory and has put it to use within DOS.
The eight bytes are used by DOS to remember what disk
drive was accessed most recently. You'll notice that your
next disk access after running the program we just worked
with will cause recalibration to occur.
Page 16 of the Apple 11 Reference Manual contains a chart
you can use to reference any byte of memory that's part of
the text screen. When experimenting, remember that if the
screen should scroll after a poke, you'll lose what you just
poked into memory. For instance, if you enter "POKE 1024,
193" from the prompt ], you might expect to see an A in
the upper lefthand corner of the screen. But if pressing
return causes the screen to scroll, you'll lose your A.
Let's not delve any further into text mode at this point,
since it's used only occasionally in games. We'll return to
text mode in later installments of this series when we learn
how to implement a scoreboard using mixed-mode graphics.
Lo-Res Graphics. Because of the blocky looking graphics
they produce, lo-res graphics are not as popular as they once
were. In general, lo-res graphics are put to best use in
situations that have special requirements, such as when you
want to use the exta colors they afford, or when you need
to take advantage of the lower memory requirement and
don't mind working with a forty by forty-eight display. For
a list of the colors available in lo-res graphics, see Table 8
on page 17 of the Apple II Reference Manual.
Lo-res graphics make use of the same memory area ($400
to $7FF) as text graphics do. We can even use the program
we wrote earlier as a jumping off point for leaning about
lo-res graphics.
Go hack to your program and add a Line 5 which says
"5 GR." Now, run the program again. You'll see each char- 60 POKE I,X
acter (where the letter A was before) appear as a magenta 70 FOR L = 1 to 30:REM SLOW IT DOWN
box overlying a light green box. The screen should fill in 80 NEXT L
exactly the same manner as the text screen did. 90 NEXT J
If you get a split screen that has text at the bottom, 100 NEXT I
you'll actually see the As appear. To view this example as 110 CALL 65338:REM GO BEEP
a full screen of lo-res graphics (no text window), simply 120 GOTO 120
turn on Switch two by adding a Line 7 (X = PEEK 49234) 1000 REM
to the Applesoft program. 1010 REM CONVERT BIT # IN J TO VALUE IN
The decimal value 193 we poked into memory is $C1 X
in hexadecimal. Remember from last time that every loca- 1020 REM
tion in memory contains one hexadecimal byte, and that 1030 X = 2 A (8 —J):REM
every byte can he split into two nibbles. In lo-res graphics, 1040 RETURN
each nibble in a byte corresponds to one colored block on
the monitor screen. The nibble on the left corresponds to The subroutine from lines 1000-1040 will return the
the bottom block in a character position, the right nibble decimal value of a byte with only the hit in J turned on.
to the top block. For instance, if you call it with J = 1, it should return a
One of the main drawbacks of working in lo-res is the 128.
confusion that can result from trying to deal with two col- This program, when run, will poke all the bytes in the
ored blocks at once. Remember, there's no way to poke or 8K that's used to produce hires graphics from the primary
peek just a nibble. The smallest amount of memory an screen page. It will poke each byte eight times, once for
Apple can handle at one time is a byte. every hit in the byte. The result is that each hit in a given
Hi-Res Graphics. A great deal of the commercial soft- byte will turn on in sucession.
ware written today relies on hires graphics. Games, plotting Now run the program. If it seems to behave in an
packages, and even some word processors use the hires unpredictable—bordering on bizarre—manner, then it prob-
screen for all video output. Virtually everything that follows ably worked just right.
in this series of articles will deal with different methods of Watch the One on the Left. You should have seen a dot
writing to the hires screeen. appear approximately one-half inch into the screen. The
As do the text and lo-res graphics modes, hires graphics dot should then have moved to the left. Just as the dot
uses memory mapped output. Hires graphics memory is also humped into the left border of your video screen, a new dot
divided into primary and secondary screen pages. Consid- should have appeared, moved to the left a bit and stopped,
erably more memory (16K bytes in all) is required to support and then another new dot should have appeared. This
hires graphics than is needed for lo-res or text. Each hires process should have repeated until the screen was full of
screen page contains 8,192 memory locations. dots.
In the hires graphics mode, the screen has two hundred Your first reaction when all this happened may have been
eighty dots horizontally and one hundred ninety-two dots to think that the equation in Line 1030 of our program
vertically. One of the advantages of hires graphics over lo- works backward. It doesn't. The Apple actually uses the bits
res is that you have complete control over any dot. One it finds in a byte in reverse of the way you'd expect (remem-
limitation of hires, as we'll see later on, is that although ber our brief discussion last time?).
there are six hires colors, a given dot can be only one of If you think all this is wild, try slowing down the screen
four of these colors, depending on the dot's location on the fill process by replacing the 30 in Line 70 with a higher
screen. numerical value. If you substitute a high enough value, you
Let's create a simple program to demonstrate how the should be able to count the dots as they are drawn on the
8K of memory for the primary hires screen, located between screen. If you count only seven dots per byte, you have
$2000 (8192) and $3FFF (16383), is laid out. (In order to verified another of the Apple's idiosyncracies. The leftmost
understand fully what this program does, you may wish to bit in each byte is not drawn to the screen. It has another
refer back to September's column, in which the algorithm function, which we'll talk about next time.
used for computing the decimal value of the bits in a byte You must also have observed that once again the screen
was explained.) appeared to have been cut into thirds. Once again, you're
seeing that lines are drawn from various positions on the
10 HGR :REM TURN ON HI-RES screen, as well as noticing the pause that results from the
GRAPHICS fact that eight bytes of memory are "wasted" after every
20 X = PEEK (49234): REM SWITCH TWO third line is drawn on the hires screen.
ON A chart on page 21 of the Apple II Reference Manual
30 FOR I = 8192 TO 16383: REM START AND shows the memory address for every dot on the hires screen.
END OF PAGE ONE OF HI-RES In the next issue, we'll learn more about this area of memory.
40 FOR J = 1 TO 8: REM BIT # IN BYTE We'll also discuss hires color and outline some techniques
50 GOSUB 1000:REM CONVERTS BIT # TO that will make dealing with the hires screen less confusing.
BINARY VALUE
In Japan, nobody makes a living writing game programs. Software, Bill Budge, author of Raster Blaster and other
In fact, it would seem that the Japanese consider the title popular game programs, visited Japan at Nakazawa's invi-
"professional game programmer" a contradiction in terms. tation. The purpose of Budge's visit was to create an oppor-
Although writing software for business applications is tunity for dialogue between Japanese game programmers and
thought fairly respectable, game programming is held in the American; the setting was an informal gathering to be
much lower esteem. It has what the Japanese describe as attended by Nakazawa, Budge, and several Japanese pro-
a "negative aspect" to it. The Japanese view game program- grammers, including Tony Suzuki, author of Alien Rain, Jun
ming as trivial—kind of like a game itself—not professional, Wada and Ken Iba, coauthors of Snoggle, and Raly Yama-
and perhaps not even quite honorable. Certainly, becoming guchi, a talented business programmer. It was Nakazawa's
a game programmer is not an appropriate goal for a serious- hope that such a meeting would both educate and encourage
minded, creative young person in Japan to aspire to. Japanese game programmers.
Another View. Minoru Nakazawa, president of Star With a translator facilitating the discussion, the day's
Craft, a Japanese software exporting firm, disagrees with topics ranged from hardware to software, from game pro-
this assessment. He wants the situation in his country— gramming to business programming, from the conditions
both the prevailing attitude toward game programming and of the present to the challenges of the future. And, after
game programmers' feelings about themselves—to change. the tentative first ten minutes, the language barrier was
Looking forward to a time when Japanese game programmers hardly noticeable, so eager were the participants to ask
work in a positive environment and command the admi- questions, share experiences, and discuss concerns.
ration and respect of their countrymen, Nakazawa is doing Hardware Breaks the Ice. After welcoming Budge and
all he can to put game programming in a new perspective. the other programmers and expressing his hopes for the day,
A significant step in this direction took place in Nakazawa asked Budge to comment on how Japanese hard-
August. Accompanied by Gary Carlston, of Broderbund
. ware is assessed in the United States. Budge assured his

Gamemakers' Summit

Bill Budge Chats with Star


Galaxy
listeners that Japanese technology is well thought of here, talking about them. "If any of you go to America, it's really
so well thought of, in fact, that many people believe the fun to go to a store and see your program and just wait for
Japanese will eventually take over the American market. somebody to come and look at it or buy it." The Japanese
As a result, Budge explained, there are almost no hardware programmers could imagine the experience Budge described,
companies left. Instead, the response of American com- hut they could not identify with it firsthand. Their own
panies has been to become software companies. "If a com- programs are not very likely to be on the shelves of computer
pany builds a new computer, ten people work on the hard- stores in Japan.
ware and ninety people work on the software." Instead, both Suzuki and Wada spoke of the lack of
By contrast, the Japanese market for software is a limited confidence they tend to feel in their abilities to make their
one. Japanese consumers, unlike their counterparts in this livings as game programmers. They contrast their percep-
country, have not yet begun purchasing microcomputers in tion of the American attitude of confidence with the more
great numbers for personal/home use. In addition, so many tentative attitude they experience in Japan—an unstated
varieties of microcomputer are produced in Japan that no hut powerful feeling of uncertainty that begins to convince
one, two, or three in particular have emerged as favorites them that they can't do it, that they probably won't succeed,
for which the majority of software is designed. Not much so it's rather pointless to try.
game software is made in Japan and most of what is produced Confidence Takes Time. Budge believes that it is only
there finds its market in the United States; hence, the a matter of time before Japanese consumers catch micro-
existence of an export company like Nakazawa's Star Craft. computer fever, and that once they do, an installed user
A major difference between the Japanese and the Amer- base will come into being. When this happens, the Japanese
ican game programming climates became apparent when demand for software of all sorts will increase dramatically,
Budge talked about how strange it is to walk into a computer ensuring programmers of a market for the software they
store and see his programs on shelf or to overhear people produce. And it's likely that Japanese programmers will be
inspired to create more and better software if they feel
Pictured below: Bill Budge, Jun Wada, and Tony Suzuki. confident that their efforts will be supported in their own
country.
But for right now, Japanese game programmers cannot
be sure of such respect and appreciation in Japan. When

Craft's Budge asked Suzuki and Wada whether they planned to


make professional game programming their life's work, the
uncertainty about the future prospects for professional game
programmers in Japan surfaced again. As much as he enjoys

of Programmers game programming, when it comes to a career, Suzuki


thinks about becoming a scientist of some sort, a chemist
maybe, instead of a game programmer.
Budge's heartfelt response to Suzuki: "I hope you'll
change your mind. You're a very good programmer. In the
future game programs will become much harder to write,
and I think writing them will be very respectable. That's
a challenge to us, because the money that will he there
won't be free; you'll have to be able to write the most

by
popular program ten years from now, which none of us may
be able to do."

Jean As Budge sees it, the possibilities of game programming


and graphics are vast and have just barely been explored.
Varven "Very few people," asserts Budge, "are making an effort to
extend the idea of a personal home computer game or mak-
ing the effort to do more sophisticated graphics. The field
of computer graphics is very big, and game programmers
have used hut a small corner of it. . . . I am thinking of
personal computer games as being more than what they are
now, which mainly involves shooting things that move.
Personal computer games would he very different. I think
we're just beginning to explore the possibilities."
Games Plus Business Equals Benefits Flus Compro-
mises. According to Nakazawa, Japanese microcomputer
manufacturers, like those in the United States, are attempt-
ing to include "the best of eve
s
uch

oath -s design compromises.


Yet the interrelationship developing between business
programs and game programs has positive consequences for
both fields. People's concerns about business applications Suzuki and Jun Wada, complete really good quality, mar-
have resulted in the creation and use of new hardware that ketable programs."
cannot help but benefit game programming. And business Budge concurred and in the process of responding, went
programs are also changing; graphics are becoming an On to enumerate some of the attributes of a successful game
integral part of business applications programs. programmer. "I think it's the same in the United States as
Budge has tried his hand at creating both serious pro- it is in Japan. Most people don't have the combination of
grams and game programs. He enjoys business program- skills—it's kind of specialized. To write a good game, you
ming—in fact, he's working right now on developing a new have to know assembly language, which rules out quite a
word processor—but says, "I think I find game software few people; you have to like to play with graphics, which
more challenging and more fun. It allows you to be more rules out more people; and in the end, there aren't that
creative and to try more sophisticated techniques; if things many people left who can write games. And the number
don't work, it's not a disaster." who can finish a program is another small fraction."
New CPUs Welcome—with Some Reservations. Budge Budge suggests that people are likely to have a deeper
wants to see the development and widespread use of better, understanding of what's involved in graphic game program-
more powerful CPUs. Both the graphics involved in game ming if they try some programming themselves. "People
programming and the speed at which game programs operate send me letters, and basically, the question is: What's the
push hardware to its limits. "A business program—you write secret of hires programming? Not specific questions. They
it, and it runs as fast as it runs. But a game program, you want to know the secret. . . . They see a ball bounce off
write it, and, if its not fast enough, you throw it away." something and they think, well, that's the way the computer
Wada, Suzuki, and Budge all agreed that that its a frus- does things; but that's not at all true. It's a great deal of
trating experience to come up against the limits of the work to make things the way you want them."
smaller CPUs. They have the feeling at times that they Users groups or clubs, common in both America and
have simply run out of things to do. This contributes, in Japan, can foster a better, more informed understanding of
Budge's view, to the lack of understanding that some people the hard work and creative energy that go into program-
have about game programming. ming. Despite the piracy problems in both countries, Budge
Budge sees learning about the capabilities and construc- and all the others present agreed that clubs are, for the
tion of new microprocessors as one of the essential chal- most part, a positive force. They look forward to a time
lenges to game programmers in the future. "The reason I when the users who spend time and effort breaking the
want a faster CPU is because really advanced computer codes of existing software programs begin instead to develop
graphics use many data structures. Very complicated tech- their skills and use them to create programs of their own.
niques like curved surfaces and shading require complicated Moving into the Future. Game programming continues
data structures." A microprocessor like the 6502 that drives to evolve. Recently, we've seen software become a consumer
the Apple II and the Atari lacks the power that makes product in which program, documentation, packaging, and
games all they can be. advertising all work together. As for the future, Budge sees
The Japanese programmers expressed some uncertainty more complex graphics and predicts a shift in the emphasis
at the thought of learning the ins and outs of a whole new of personal computer games—away from speedy home-
microprocessor. "Wouldn't you rather wait until the right arcade games and toward games with more diverse enter-
computer's on the market so you wouldn't have to keep tainment value.
restudying it?" joked Wada. Budge also envisions more collaboration in the creation
While Budge could relate to these feelings, he encour- of game programs. He suggests that computer game com-
aged a positive attitude. Learning a new microprocessor panies of the future may be modeled after the sort of tech-
soon after its introduction gives a programmer certain nical group that Star Wars producer George Lucas has put
advantages. He is in on the ground floor of a new market together to produce computer graphics for films, with com-
and has plenty of time to develop his expertise and to explore puter graphics experts working in teams with systems pro-
the possibilities. grammers.
A Special Blend. Of course, the programmers agreed, When individuals who want to understand and learn
there can also be a disadvantage in being too early. When from one another decide to collaborate on a project, some
there's not yet a base of computer owners to buy new software marvelous things can happen. This sharing of knowledge
programs, some of the people who create programs early on and ideas between people who respect one another's skills
may be passed by. And they also had to agree with Naka- may give each individual the opportunity to express himself
zawa's point that Suzuki is a real exception to all the rules; in a new way.
although he started late on the Apple, he surely caught up Finally, deciding whether to make game programming
in a hurry. one's profession is not a simple matter. It's an individual
And in fact each one of the programmers who met decision in which many factors play a part. But whatever
together in Japan this past August is exceptional. As Na- career choices they make later on, the programmers who
kazawa pointed out, "Among the Apple users in Japan, met in Japan this past August know the meaning of pro-
there are quite a few people who are very knowledgeable fessionalism. It has to do with respect, and being able to
and who have the ability to write good programs; on the respect themselves for the integrity of their own programs
other hand, there are very few among them who, like Tony is what matters most.
Software To Learn From:
How To Choose It
by Sherwin Steffin
When educational software is purchased, the buyer's itals with state names incorrectly. An arithmetic program
objective is usually to increase the knowledge or skill of the in which the computations are incorrect is also useless.
user. The user (learner) brings a base of prior experience Most teachers agree that learners should know what
and knowledge into this new situation. After using the they're expected to learn and that the best measure of gain
software, learners should possess skills or knowledge they in learning is to test learners' knowledge both before and
didn't have before or should have improved their skill levels. after the experience that's designed to teach them.
As more and more software publishers develop and mar- Learners should be given, either within the program itself
ket educational software, both the school and home con- or within the accompanying documentation, a precise state-
sumer are faced with some demanding tasks. Selecting ment of what they're expected to learn. Whenever possible,
among the many available titles and evaluating their use- programs should have the capability of pretesting learners.
fulness requires time and expertise. This allows the learners to assess their current knowledge
The Program, the Computer, and the User. Before ques- and determine what portion(s) of the program will he most
tioning the instructional validity of CAI materials, it's useful to them.
worthwhile to assess whether the software system is relia- In some more elegant instructional systems, pretesting
ble—that is, both user-friendly and misuser-resistant. and assignment of components of the program to the student
Many users of CAI are relatively unfamiliar with the is done by a learning manager. The learning manager, set up
computer and like to explore what it will do. As a result, by the parent or teacher, tailors the needs of the individual
users are likely to try out every keyboard entry imaginable. learner to the attributes of the instructional system being
As the simplest example of this, assume that a program used. This kind of software management system enhances
requires the learner to input the answer to a multiplication greatly the flexibility of the entire CAI system; it is a pre-
problem. Instead of typing the numeric answer, the learner requisite for the individualization of instruction to a par-
may type an alpha key; press the space bar, escape, or return; ticular learner.
turn off the computer; or open the disk drive door while Tailoring Format to Objectives. Thus far we've been
disk activity is going on. talking about instructional objectives. Before we move on,
The careful programmer anticipates these moves by these objectives deserve further attention, since the way
building in appropriate software devices to circumvent the they're developed by the designer of the CAI system has
crashing of programs, either through misuse or by intent. implications for the format in which the system is presented
To the degree that this crash-proofing is not present, the to the learner.
usefulness of any educational program is severely impaired. An instructional objective can be defined as a precise state-
A second component of the program construction, at ment of an intended learning outcome. The achievement
a somewhat higher level, is the human engineering provided of the objective is then evaluated by observing some aspect
for the user. An example of this might be a program that of the learner's behavior. Several classification systems have
directs the user to hit return rather than press the space bar been developed that delineate the differences among cat-
to continue. A look at the keyboard confirms that pressing egories of objectives. The scheme we'll use here is a sim-
the space bar is easier than hitting return. Current pro- plification of one developed by Benjamin Bloom in the late
gramming technology also allows single keystroke input on 1960s at the University of Chicago. This scheme has four
the part of the users in such areas as menu selection. categories.
The Instructional Assignment. Once you've established 1. Rote memory. In rote memory learning, the objective
that a CAI program meets some minimum programming is the memorization of simple facts. Learning the multipli-
criteria, your next task is to evaluate its potential effec- cation tables by heart, matching the names of the state
tiveness for the learner. If program construction is the foun- capitals with the correct state names, and memorizing the
dation of the system, the variables concerned with learning spellings of words are all examples of the kind of learning
potential represent the floor, the walls, and the framing for that requires rote memory practice. Drill and practice pro-
the roof. grams, whether simply or elegantly done, provide the
The first consideration in the construction of an instruc- learner with many opportunities for memorization of simple
tional system must be content accuracy. A spelling program factual material, but do not address the more complex learn-
containing misspelled words does not serve the learner; ing needs reflected in the objective categories that follow.
neither does a geography program that matches state cap- 2. Generalization and abstraction. In this category, the
learner is asked to rearrange and process information. Verbs Attention to cognitive style. There are many ways of pre-
and phrases such as explain, compare and contrast, project a senting the same information. Most of us are aware that
trend, and so on are all clues as to the behavior expected certain presentation formats are more effective than others
of the learner in this sort of situation. Achieving this kind in facilitating our learning.
of objective requires the learner to do more than merely The many methods of processing new information are
memorize facts. Therefore, the format of CAI materials called cognitive (thinking) styles. CAI systems geared to serve
intended to foster the abilities of generalization and abstrac- these differences by providing multiple strategies for learn-
tion necessarily must lead the learner along a sequential ing are far more useful than those that provide only one
path from known territory to new knowledge. Tutorial pro- strategy by which learning is to take place. CAI materials
grams formatted in a way that provides learners with feed- that take cognitive styles into account may put rules,
back on the appropriateness of their responses are clearly examples, sample problems, definitions, or tests into the
needed here. control either of the learner or of the teacher who is aware
3. Application-level objectives. This kind of activity of the most appropriate learning style for the learner.
involves learning how to solve some specific problem by Summing Up. We've attempted to give you some basic
applying a general set of rules. Almost any algebra problem tools by which you may judge the value of instructional
requires this kind of performance. An example: Given the software you're thinking of buying. These tools are of essen-
formula for the area of a right triangle and the lengths of tially two kinds: those that help you assess the program's
the sides, compute the area of the triangle. operating characteristics, and those that help you assess the
Other instances of such an objective might include for- potential of the instructional system for reaching specified
mulating the solution of a chemistry equation-balancing learning outcomes.
problem, finding the subject and verb in a sentence, or Attention should also be paid to the presence of upper-
correctly dividing one fraction by another. Here again, case and lower-case textual materials, the cleanliness of the
tutorial problems that present the rule, an example of the screen presentation, and the care given by the program
use of the rule, and a sample problem offering the oppor- designer to the varying cognitive styles of learners.
tunity to practice and obtain feedback are appropriate to We have thus established a framework for judging both
these kinds of objectives. the essential and the nice-to-have ingredients that make
4. Creative problem solving. Since problem-solving skills up effective, appropriate CAI materials. In future columns,
require complex behavior on the part of the learner, simple we'll talk about how to motivate and reinforce learners as
tutorial problems are seldom enough to promote the devel- they take part in the CAI experience.
opment of such skills. Simulations that serve as models of
real-world interactions have the greatest probability of
achieving these ends. It's important to note, however, that
human dialogue and interaction between learner and
teacher are essential if the potential of simulations for teach-
ing problem-solving skills is to be fully realized.
Some Additional Considerations. So far, we've described
some of the components that are essential to an effective
CAI structure . Now, let's take a look at some of the trim-
mings that can make an instructional system highly desir-
able, interesting, and motivating to the learner.
Legibility and screen cleanliness. A minimum requirement
for educational software is that text displays on the screen
be available in both upper-case and lower-case formats. This
goes far beyond any consideration of esthetics for the
learner. Instead, it should be understood that formats using
both upper and lower cases are the ones most learners are
familiar with and best able to process. Upper-case text alone
is distracting to the learner. The initial caps at the begin-
nings of sentences and on proper nouns provide emphasis;
they give learners' eyes a break in routine that helps them
process textual information more effectively.
Also of concern is the amount of information on the
screen at one time. When large amounts of information are
presented all at once, the human processing mechanism
may find itself overloaded. The old psychology-based rule
of thumb (seven items, plus or minus one) is a useful one
to remember when judging how many informational seg-
ments ought to be presented to the viewer at one time. If
the aim is to maximize the efficiency of learning, presenting
a full screen of single-spaced text is inappropriate.
Creative thinking and the courage to trust their own
instincts are what motivated Tolley and Mahoney to set out

New Planers
on the adventure of starting their own business. These
essentials should serve them well, ensuring not merely their
survival, but their continued success.
BEZ
Sporting a medium build, gray hair, a short beard, wish-
PICCADILLY SOFTWARE ing he were six feet tall, wearing Ben Franklin octagonal
glasses, John F. Besnard is the thirty-four year-old creator
Dennis Tolley and Michael Mahoney have worked of Bezman. Married, with two growing boys, Besnard lives
together for years now, hut their new company, Piccadilly in Irvine, California, forty miles south of Los Angeles.
Software, came into being only this summer. After receiving the bachelor's degree in math from
The two men met and became friends while both were UCLA and the MBA from Cal State Long Beach, Besnard
employed at a bank—Tolley as director of long range plan- spent the next ten years writing programs for minicomput-
ning and Mahoney as head of data processing. Both used ers, until this year when he left his programming post for
big computers like the IBM 370 in the course of their work. a nonprogramming position. "Then I started to suffer from
Three key factors—computer expertise, friendship, and programmer's withdrawal. So I got an Apple early this year.
the desire to do something more challenging with their "The first thing I said was 'what can I do with this?'
lives—motivated the two men to consider giving up their Balance the checkbook, of course! So I wrote a little pro-
high-power jobs to start their own company. After six gram for that." Blessed with programming skills, a fertile
months of planning and discussion, they took the plunge imagination, and enough free time, Besnard was ripe for
or, as Tolley put it, "sold the farm." The result was Stone- the cosmic interference that would send him on the treach-
henge Computer Corporation, a business software pub- erous path of the software game business.
lisher/dealer and computer retailer. "One day, Mike, the oldest kid, says, 'You should write
But when the opportunity arose this summer to market a game.' And that's how I came to write Bezman." Besnard
a hot new computer game, Tolley and Mahoney elected not first tried Applesoft but found the finished game too slow.
to mix business with pleasure. Instead, they formed an Experienced with assembly language programming, Besnard
entirely new company, Piccadilly Software, for the purpose tried this mode next and found success.
of creating and marketing entertainment software. Once he had the game finished, Besnard realized that
The game they marketed, Falcons, is the creation of Eric it was good enough to sell. "One thing they don't teach you
Varsanyi, a Stonehenge employee, and his friend Thomas in business school is how to go down to the local software
Ball. If you've played it, you know it's fast-paced and chal- store and peddle your game. It was an eye-opener." Another
lenging; if you haven't, you might want to. Piccadilly also thing that business school underplayed was the importance
has three new games in the works—Warp Destroyer, another of cash flow and accounts receivable.
Varsanyi/Ball collaboration, Suicide by Steve Hawley, and Although getting started is difficult, Besnard had no
Survival, an adventure. trouble selling Bezman. Bezwars was a different story, with
Warp Destroyer takes you on an interplanetary journey. the biggest draw expected to come from kids not yet in high
The graphics in this home-arcade game have a three- school. "I couldn't go into the store and say 'this is a great
dimensional effect. Objects come into view as they would game for adults after they've had a few *beers.'"
in real life, seeming to get closer and then to pass you. Regardless of how Bezwars eventually measures up against
You'll feel as though you are looking out from your ship Bezman, Besnard has several more games in the chute.
into the surrounding space. The illusion of movement is The first two to look for are Bez-Mx and Bez- I , both
achieved by changes in the sizes of the objects themselves. based on current defense projects that President Reagan has
This gives you a feeling of perspective—and requires more given the go-ahead to in real life. Besnard is excited because
space in memory and complex programming as well. he feels they're great strategy and action games. You lay
In Suicide, creatures drop from the top of the screen to down your strategy at the beginning of the game and then
the bottom and you try to bounce them up again with a modify that strategy during real-time using game paddles.
bar. This game involves several levels and a variety of crea- Bez-Mx and Bez-1 should be available in December.
tures. As you become more proficient, the game becomes More games are on the way, one of which is Bez Wax.
more difficult. It also has a surprise ending. Based on the TV show "Name That Tune," it will be a party
Survival involves a plane crash in which you, as the sole game that includes hundreds of songs. Bez-Off will he a
survivor, are left in the middle of nowhere. Your task is to strict action game with the usual levels of difficulty. The
decide what direction to go (through the mountains, jungle, trick is that you can go to any level you want during play.
or desert), and to survive by using your wits and the few Optimistic about the future, Besnard loves to dream of
objects you are able to take along with you. Tolley says the day when there will he a Bezland, USA, and Bez car-
Survival really tests your ability to think creatively. He hints toons. But that's still a way off. For the moment, he echoes
that thinking of ways to put familiar objects to unexpected a philosophy that's surely familiar to the likes of Richard
use may keep you alive. Nixon and Francis Coppola: "There's no such thing as had
The Survival hint Tolley offers grows out of experience. publicity."
An Interview with Mark Turmell
by Greg Voss
"There are no artesians. But then there are." Released by Sirius last July, Sneakers was an instant suc-
Mark Turmell cess. By the end of September, orders had been placed for
half of the twenty thousand copies produced. By October,
In the wee, small hours of the morning, long after the Sneakers had gone from nowhere to number nine in the
doors of the arcade are locked and the last spare change is Softalk Top Thirty. According to Jim Ackerman of Sirius,
spent, long after the machines are silent, and the ghosts sales of Sneakers have not yet peaked. "I think Sneakers is
and phantoms of the game world have begun to slip through going to be another Space Eggs," says Ackerman.
the shadows, he works. Huddled in the corner of the base- You can bet the night Turmell completed Beer Run wasn't
ment, his lanky figure looms over the keyboard; his wide the first time he'd stayed up all night in front of his Apple.
eyes reflect the glare of the video tube. A mischievous grin He's been burning the candle at both ends ever since he
sneaks onto his face. started college—at age fifteen.
This man, with the use of his computer, is about to tap College Follows High School—Daily. Turmell has
into a small fortune. always been ahead of himself. As a sophomore at Western
No, he hasn't figured how to break into the files of the High School in Bay City, Michigan, he began taking com-
Chase Manhattan Bank—not yet. But if this job goes as puter courses at nearby Delta College because his high
well as the last one did, it should be a real steal. school offered no courses in computers. Besides, high school
Triumphant laughter rises from the corner. It looks like didn't challenge him.
he's done it again. Mark Turmell has heisted another case Situated near the edge of Lake Huron's Saginaw Bay in
of Oly. The artesians are running wild tonight. the middle of Michigan's cropland, the two-year college
Beer Run, Turmell's latest effort, has a. hard act to follow serves the three cities of Saginaw, Midland, and Bay City.
in his first game, Sneakers. Before long, Turmell was spending more time in the Delta
"That was a fun game to write," Turmell says of Sneakers. College computer room than he was at high school. While
He had to analyze other games in order to figure out how in college he taught and worked for the school. You just
to program this one. Once he'd worked these things out, can't keep a good fanatic down.
it was easy. Coming up with the dome-shaped men who Turmell's biggest challenge at Delta was adjusting to col-
descend upon players like dainty ballerinas, only to stomp lege life as a fifteen-year-old. The transition wasn't easy.
them to death with their tennis shoes, was a little more "I was a little timid at first," Turmell says. "Everybody could
difficult. tell how young I was." But Turmell took to the computer
In creating Sneakers, Turmell was inspired by various classes with such vigor that other students soon forgot about
arcade games. He gained insight from such favorites as Astro his age.
Blaster and Gorf. He liked the thought of having a meteor Marjorie Leeson, a data processing professor at the col-
shower and having twenty different objects in one game. lege, became aware almost immediately of Turmell's enthu-
"I got the germ of the idea from Gorf—which is frog siasm and talent. "She took me under her wing and helped
spelled backward. I liked the idea of an object with feet and make things easier," says Turmell. It was recognition of his
eyes and a big smile. So I made these round characters with ability that drew Leeson's attention to the young man. Soon
funny smiles, but originally the legs didn't move. It was all Turmell was writing programs and teaching other students
right. Then I gave them moving legs and made them come how to work out their computer problems.
down and stomp—it was great." During his last three years of high school, Turmell spent
Sneaking into the Spotlight. When he'd finished Sneak- the morning in classes at Western, arriving at the Delta
ers, Turmell called Sirius Software in Sacramento, Califor- campus at two in the afternoon to begin his five classes in
nia, to see if they were interested in it. After a couple of data processing. Remembering his habit of working in the
conversations with Turmell, Sirius flew him to Sacramento. computer room of Delta College's H-wing until 10:30 at
night and beyond, Marjorie Leeson comments, "The only is taken from the building that houses the Delta College
problem with having someone like Mark in class is that computer room) firing at you.
they never want to go home." You can't tell how hard a game is when you're program-
Leeson was the first faculty member to have Turmell in ming it," Turmell explains. "I was playing Sneakers every
class at Delta. She recalls with a twinge of amusement the day just to test it out, so I was pretty good. It seemed easy
difficulty her student had when he tried to check tapes out to me."
of the college library. Even though the tapes were required His fellow programmers at Delta also helped him put the
for class assignments, the librarian would not allow him to nine screens of Sneakers in order from easiest to hardest.
have them. A driver's license is required for checking out "The scrub screen is my favorite," says Turmell. "It was the
tapes, and Turmell didn't have one. When he told this to first screen that seemed to have the feeling of an arcade
the librarian, she insisted he must go out and get one. game."
"Mark didn't like to tell people he was fifteen," explains By the way, Turmell claims top score for Sneakers with
Leeson. "I finally had to write him a note so he could check 93,000, but then he has an advantage. He says he heard
out the tapes." of someone in Detroit who scored 65,000, but he can't
The peculiar gleam in Turmell's eye was first observed remember the player's name.
when a friend's father, also a Delta College instructor, Spicing Up Software. Turmell is becoming known
brought home a terminal that tied into Delta's central com- around town for his computer expertise, and local news-
puter. Tunnell and a friend logged on and played football, papers have picked up on the story. When Spicer Engi-
battleship, and other games. Although he took to computer neering, a local firm assigned to lay out new sections of
games right away, Turmell recalls that it wasn't much fun sewer in Bay City, bought a canned software package, they
playing with a text printout instead of a video display. turned to Turmell for help in debugging it.
How Turmell Broke into His First Job. Turmell pur- "They had to lay out sewers and calculate exactly where
chased his first computer, an Apple, at seventeen. He to place pumps in the system," Turmell explains. "They
scraped together some of the money by mowing lawns and were using a map of the city and they needed to calculate
borrowed the rest from his parents. flow volumes to figure out where the pumps had to go."
His investment in the Apple and his late nights in the Turmell cleaned up the program and, at seventeen, began
computer room soon began to pay off. He became such a a new career—consulting.
proficient programmer that he landed a job at Delta that On his first assignment, Tunnell developed a program
would earn him enough money to pay back the loan from for inventory for a quick-print shop in the area. Next, he
his parents. "They had to hire me," Turmell recalls with a wrote a program for payroll and another to do bidding
chuckle. "I figured out how to break the code to their estimates for a construction company.
computer system." His involvement with the computer keeps Turmell busy,
The system contains administrative data, payroll infor- hut he is a man of many interests. At Ferris College in Big
mation, and student files. "I just wanted to see if I could Rapids where he's now a junior, Turmell has a double major
do it," Turmell says, innocently. in business administration and computer science. Family
Delta College figured that, if they couldn't heat him, and friends command his interest as well. Each weekend,
they'd recruit him. The data processing manager hired Tur- he makes the 120-mile drive from Muskegon River to the
mell as a system programmer; his job was to write programs, Bay City to spend time in his home town. "I've always been
keep the system running, and develop a code that could not one to drop anything and go out and do something with
be broken by ambitious student programmers. my friends," says Turmell.
During the summer, Turmell tried his hand at teaching— Basketball's Loss. For fun, Turmell plays racquetball,
at camp. The same year he graduated from high school, he tennis, and basketball, in addition to playing with his com-
taught computer courses at a computer camp organized by puter. "I live and die sports," he says. In fact, at six feet four
Leeson. Cosponsored by the Saginaw Township Schools and inches and still growing, he probably could have made a
Delta College, the camp focused on the impact computers career out of basketball.
are having on everyday life. He did give basketball a shot as a sophomore in high
By the time he took home his. high school diploma, school, but the practice requirements—two hours a day—
Turmell had already completed all the data processing conflicted with the courses he was taking at Delta. It was
classes Delta College offered. either basketball or data processing. Although he still enjoys
It was while he was working at Delta that Turmell began following both pro and college basketball, it didn't take
writing Sneakers; he showed the game to the other pro- Turmell long to establish his priorities.
grammers for feedback. They gave him suggestions for Turmell says he didn't study much in high school. It took
improvement and even drew sketches for him to try out. too much time away from sports and programming.
They suggested that he add some explosion sequences to Instead of cracking the books during the evening hours,
the game; Turmell is especially proud of the way the Turmell looks for a good poker game. But his real vice
H-wings blow up. overtakes him late at night when he gets that gleam in his
Taking It Easy. At the suggestion of his co-workers, eye and feels a compulsive urge to sit in front of a computer
Turmell toned down the game a little. The original version terminal.
was too hard for the uninitiated to play. "I had more rocks Lately he's been obsessed with artesians, the bubbly little
in the field of meteors and I had the H-wings (whose name creatures that allegedly populate his new game, Beer Run.
When he started talking about grasping for the rope lowered One thing Turmell finds especially offensive in game
from a blimp that would whisk him to the top of the Olym- programs is flickering. "You have to do a lot of testing. I
pia beer building, his parents began to wonder. One night, have specialized routines for testing. It's important that
he was heard mumbling in his sleep about being chased by images on the screen pass through each other well. That
guzzlers and bouncers. worked out very well in Beer Run. I would never have
Although Tunnell had been working on the game itself believed you could pull off some of the high-speed stuff
for a while, it was only a couple of months ago that he that's being done today on the Apple.
added the pursuit of beer to the concept. "I decided to call "Still," says Turmell, "there are too many get-rich-quick
one group of creatures artesians, like the artesian brewing programs on the market. Sometimes I wonder why I'm sit-
water—I don't know why—it just sounded good." ting here struggling for months to get depth in a program
At this point the game was a climbing game, in the vein when I could market it right now and make money. I guess
of Apple Panic. When it was nearly finished, Turmell showed I'm a perfectionist."
it to the folks at Sirius for suggestions. The artesian creatures Turmell doesn't play a lot of games on the Apple these
inspired Jerry Jewell with the thought of making the game days. He's just too busy creating games to get serious about
into a beer run. Sirius contacted the Olympia Brewing playing them. But he sees games as an excellent way to
Company and asked if the Oly logo could be used in the become familiar with the computer.
game. Olympia loved the idea, and, by this time, artesians He does take time out occasionally to visit the arcades.
should be bubbling away in some Apples. "I like the break-out games and space games." His favorites
Wisdom from an Old Timer. Turmell offers would-be are Asteroids, Galaxia, Scramble, and Froggers.
programmers some encouragement. "Don't ever get stopped The Roads Not Taken—Yet. At nineteen, it must be
because of a problem in your program. The main problem hard for Mark Turmell to decide what to do. With prospects
is usually with speed. If you keep digging, there's always a for consulting work, a job offer in California, and a year
way to work the program out." of college ahead, he has a lot to look forward to. He's already
The poor quality of some of the games on the market decided not to become a guzzler or a bouncer.
disturbs Turmell. "I think quality is really important. A lot But with the drive and enthusiasm that has characterized
of the stuff out there just uses high quality graphics to sell, his past, he will have no problem breaking into any field
hut the programs aren't very good." More critical game he chooses. And if you discover someday that Turmell has
reviews that give readers "fair warning" are a step in the been hired as a programmer for the Chase Manhattan Bank,
right direction. you will have cause to be very, very suspicious.
A feature designed to enable teachers to create puzzles
Gameline Reviews appropriate to their students and subjects also makes it
possible for password lovers to build some really good games.
It's called "build or change a subject area," and it takes you
Bezman step-by-step into creating your own subject categories or
By John Beznard. Bez (Irvine, CA). rewriting existing categories to provide better clues.
Seen any good dots lately? If not, may we suggest a Only one thing's missing in The Game Show—the
couple rounds of Bezman? applause. This is a serious flaw—after all, how realistic can
Collect the dots in the maze and you score points, but a game show be without applause? The Game Show is for
steer clear of the beasties who guard the dots. When you've one or two players, and would make a fitting Christmas
collected all the dots on the first level, go to the second. present for television viewers who long to test their mettle
More dots, and more beasties who'll pursue you. as game show contestants.
Take a big dot—there are three in each maze—and The Game Show runs on the Apple II, Apple II Plus, and
you're empowered, temporarily, to do in the beasties as well. Apple III. Requires 48K and one disk drive. $39.00.
They're delicious, and worth additional points. Be careful,
though. The beasties keep coming back and, if your evasive Bug Attack
tactics are not successful, they'll get you instead. By Jim Nitchals. Cavalier Computer (Del Mar, CA).
A Bezman moves faster than his adversaries, making it To some of us, the tune is a Civil War song, "When
possible for you to devise various strategies by which to Johnny Comes Marching Home Again," and it has little
avoid being killed. And the game itself differs from others relevance to a home-arcade game about insects. But to the
you've played. There are three different mazes to maneuver majority of the Apple community under twenty-five, the
your way through, and as you progress to higher levels, both words to the tune go, "The ants go marching one-by-one,
the speed of the game and the number of beasties you must hurrah, hurrah . . ."—and this has all sorts of relevance to
contend with increases. There are at least twenty-six levels Bug A t tack.
to the game, and after that, who's counting? In fact, the tune plays over and over every time you reach
As the pace speeds up, the beasties seem to grow more a new level, because your first prey is an army of bright
clever, more voracious, and more determined. Odds are, colored, funny, deadly ants waddling through a cactus field.
though, if you've made it this far, you're a worthy adversary. The cacti protect the ants but not you, and each ant you
Besides, once you start playing this game, you'll probably kill turns into another cactus to block your shots from the
discover that you have an inexplicable, but persistent crav- rest of these pink pests. Once your personal hug has dis-
ing for dots. pensed with the ants, and with the daggers that the ants
Eat hearty. attempt to drop on you, you are finished with the song for
Bezman will run on the Apple II, Apple II Plus, and that round.
Apple Ill. Requires 48K and one disk drive. $22.95. Now you're treated to a bout with a relentless worm. Each
segment of the worm is capable of independence, so you
The Game Show have to take on every segment before the creature winds
By Geoff Zawolkow, Pete Rowe, and Ted Perry. Computer itself down to you. Worms enjoy dropping daggers even more
Advanced Ideas (Berkeley, CA). than ants do, and if they reach the bottom, they'll gobble
Everyone's had the experience of watching a television you up. But the worm has nothing on the medflies.
game show and thinking, "I could do better than that tur- The medflies enter in formation and maintain an orderly
key." Well, now, here's your chance. The Game Show comes flutter around the screen two or three times; if you haven't
complete with enthusiastic contestants, killer questions, significantly depleted their number by then, watch out.
and a diplomatic emcee, and it's fun to play even though Singly or in groups of two or three they break formation,
there are no glamorous prizes to win. make for a spot nearly above you, and flitter and flutter
Some winning graphics distinguish The Game Show, madly among the cacti, all the while dropping daggers in
including your teammates Joe and May, who move their arhythmic swarms.
lips, smile, and throw up their arms in triumph at the proper When you get hit, you lose a hug and have the pleasure
moments. Your partner gives a clue and it's up to you to get of fighting again from scratch the group that just got you.
the answer right. The categories available range from com- Just to keep it all from being a snap, you're dependent
puter terms to biology to nursery rhymes to advanced on fuel. If your fuel runs out, you lose a ship.
vocabulary. You select a category and the emcee instructs Should you make it through this sequence three times,
either Joe or May to give the first clue. you earn a reward: a cartoon interval, during which you can
With the given categories, The Game Show is limited to sit back and watch without peril. The ant song accompanies
being a learning tool for children rather than a pastime for the cartoon, but it changes at the climax to the 1812
adults, although the advanced vocabulary category gets Overture.
pretty sticky, with words like pelf, moil, and yore (check Now do it all over again, except that cacti now are
your dictionary). The biology section is also challenging— clovers. If your score really soars, you'll see the clovers
unless, of course, you happen to have paid close attention replaced by flowers.
in high school science. If not, The Game Show may inspire Still to come in the upper reaches are two more config-
you to brush up on lipase and systolic pressure. urations of pest; introduction of new elements even at high
levels adds greatly to the enjoyment of home-arcade games. area, it's nice not to have to take a lot of time trying to
Hi-res graphics in Bug Attack are richly colorful, with think of unrelated words to fill in the gaps.
bright pinks and greens, oranges and blues. They have a Crossword Magic runs on the Apple II, Apple II Plus, and
happy, laughing cartoony quality that will make you smile. Apple III. Requires 48K and one disk drive. $89.95.
Everything is accompanied by well done sound effects.
Bug Attack runs on the Apple II, Apple II Plus, and Apple Colorblind
III. Requires 48K and one disk drive. $29.95. By Bob Johnston and Al lapicca, Marin Data Systems.
Energy Games/Applied Information Dynamics (San Fran-
Crossword Magic cisco, CA).
By Larry Sherman. L & S Computerware (Sunnyvale, CA). Remember—or did you ever hear about—House of Wax
Creating a crossword puzzle is a breeze with Crossword or Bwana Devil? They were two of a small spate of three-
Magic. Both school and home users are likely to find this dimensional movies in the early fifties. House of Wax was
program useful, especially if their aim is to make learning the masterpiece: an excellent creepy Vincent Price horror
more fun. flick with corpses sitting up and cloaked monsters frequent-
The program will not compose clues for you, nor will ing dark alleys looking for people to feed into cauldrons of
it help you think of words that fit. What it will do—and boiling wax. It all became many times scarier when the
admirably—is relieve you of the hassle of drawing grids and corpse sat up toward you in all three-dimensions. At that
trying to fit into them the words you specify. This frees you moment, the theater was one massive scream.
to concentrate on the more creative tasks of thinking of Then why aren't there plenty of three-dee movies today?
words you want to include in your puzzle and coming up It's the glasses. With your ticket to House of Wax you were
with clever, appropriate clues. given a pair of cardboard-framed spectacles with one green
The package consists of a maker disk, on which crossword lens and one red. These quite uncomfortable contraptions
puzzle grids of from three to twenty squares can be created; had to be endured in order to see the film in three-dee. It
a player disk, on which those same puzzles can be played; wasn't worth it.
and documentation. Puzzles can be saved to disk to be It still isn't. Energy Games has a super idea in Colorblind,
played on the computer or printed out for use in the class- that being to render players blind to the activities of their
room or at home. opponents except when they can legitimately see each
If you attempt to solve the puzzle on the computer, the other. And Johnston and Iapicca are to be commended for
program tracks the errors, but doesn't interrupt you during coming up with a way of achieving this effect that works—
the solving process. Anything goes, right or not, until you're and it does work.
ready to quit. Then you can choose to have the puzzle with But the method is to provide two pairs of cardboard
correct answers filled in displayed, along with the number framed goggles, one red, one blue, for the respective players.
of errors made in solving it. You can also review the clues These goggles are significantly more stable and even more
and match them with the correct answers. uncomfortable than the three-dee glasses of the fifties. But,
When you propose a word for inclusion in a puzzle, the just as three-dee movies were worth a try, so is Colorblind.
program puts it in immediately if possible; otherwise, it adds The game is no great shakes, but it's only a vehicle for
the word to a list from which it will draw later on as the concept, and the concept is super. It would be great if
opportunities open up. inventors were not so often commercially ignorant. In this
You can look over the list whenever you like during case, a look at the marketplace might have driven home
composition. If you're brainstorming and haven't decided the point that any game really needs at least to approach
whether you really want to use a word in your puzzle, you state-of-the-art in order to sell.
may want to keep a pad and pencil handy for listing the Colorblind runs on the Apple 11, Apple II Plus, and Apple
possibilities, since once you've suggested a word, it will III. Requires 48K and one disk drive. $34.95.
either go in the puzzle (if it fits) or onto the list. A feature
by which you could ask the program to disregard a suggested SCRAM
entry would be a nice enhancement to future versions. Atari (Sunnyvale, CA).
When you're solving a puzzle, you have the option of Scram presents a simulation of a nuclear power facility,
correcting or changing your answers. If you make a typo or modeled after the Three Mile Island Nuclear Power Plant
spell a word incorrectly while creating a puzzle, however, Unit 2. The various mechanisms of the plant appear in
the program won't recognize your error. An edit option that brilliant blues, reds, greens, and yellows. As you might
would allow you to correct errors you catch yourself making imagine, the game is considerably more difficult to play in
would be another useful addition to an already fine program. black and white than in color; the valve settings and water
Crossword Magic will print excellent quality printouts on circulation levels are harder to see.
the Silentype and on Epsons with graphics capability. The After studying the Environmental Impact Report and
puzzles you create won't look exactly like the kind found Final Safety Analysis Report, the Nuclear Regulatory Com-
in newspapers and crossword puzzle books—they're likely mission steps in to issue a safety license to the plant. Players
to have more black squares than you're used to seeing and with a vehement dislike for government red tape will get
not all letters will cross. But this is not at all a disadvantage, a vicarious thrill here; the entire licensing procedure takes
just a difference. And when you're creating a puzzle con- only five seconds, hardly leaving protestors time to paint
taining words that relate to a particular topic or subject their signs.
The major components of the pressurized water reactor
are the reactor core, generator, hyperbolic cooling tower,
and three circulating water loops. These are interconnected
by a series of pumps and valves. Temperatures at seven major
sites are displayed, and the net energy of the system (your
Still Pending:
score) is indicated at the lower right of the screen.
Left to its own devices, the station, as in reality, will
Micros versus Arcades
produce megawatt hours of energy at a uniform rate. This
would not make for a particularly interesting or eventful
game, so Nature steps in to liven things up a bit, providing
earthquakes in the form of loud rumbling noises from the Who's ripping off whom? Or is everyone a total innocent?
audio and tremors in the visual display. Every quake breaks The real questions are, what right does a software author
one pump or valve which must be repaired before disaster have to his work under law, and what remedies can an
strikes . . . or rather, melts down. Determining which valve author and/or publisher pursue when these rights are abro-
or pump needs repair calls for careful attention to the tem- gated? What about the end users? Are the prices users pay
perature gauges and testing of all systems to be sure each for entertainment software outrageous, or are they truly
performs its specified function. reflective of real value?
A work force of eighty men stands ready to help. After When companies collide over software rights and, in
a break has been located, five men are sent to repair it. particular, when manufacturers of coin-operated equipment
Having suffered their maximum allowable exposure to press their claims to software against personal computer
radiation, these men will never return. In locating the trou- software publishers, who's right, who's wrong, and who,
ble spot, you're allowed a total of sixteen guesses, right or besides the public deprived of a desirable product, suffers?
wrong; a wrong guess uses men just as irreversibly. After Why does Atari feel it's necessary to spend scarce adver-
these have been used up, there is no way to repair a break. tising dollars in personal computer magazines to assert their
The object of Scram is to produce as much net energy right to programs they already own? Who's going to court
as possible while repairing all breaks. A successful end to with whom and to what end?
the game is achieved with a cold shutdown, accomplished As these questions indicate, all's not exactly well when
by dropping the control rods into the reactor core. Be it comes to the writing and publishing of entertainment
forewarned, however; it takes approximately five minutes software. As the stakes get higher, and good gaming ideas
to reduce the reactor temperature from 655 degrees to 200, become harder to conceive, companies seem to be turning
and earthquakes are not obliging enough to allow an on each other rather than concentrating on the market-
uneventful shutdown. place.
Scram has nine risk/skill levels, with the higher levels Some of the very software publishers who scream the
experiencing more frequent earthquakes. Producing five loudest about piracy by individual microcomputer owners
hundred megawatt hours of energy at level nine qualifies may have been guilty themselves of borrowing gaming con-
the player as a senior reactor operator. Most players will cepts from the manufacturers of coin-operated arcades.
make rapid progress through the first several risk levels. A On the other hand, what about people who maintain
bar that appears above or below each temperature reading that it is their right to break protection codes and distribute
indicates rises or drops in temperature and serves as a handy software? Are they any better than common thieves? Are
visual aid. When speed is important, the bars appear much user groups that trade unlocked software violating federal
faster than degree changes. law by conspiring to defraud the original software pub-
There are also two very important pumps which, when lishers?
inactive, rapidly produce a condition known as steam void- The legal and ethical constructs that obtain in the world
ing (very serious), and from there, a quick meltdown. It of microcomputer software publishing will be examined in
would obviously he quite helpful to the novice to know the detail in our January issue. The motivations of all members
locations of these two pumps ahead of time . . . but why of the microcomputing community will be subjected to scru-
interfere with the thrill of discovery? tiny. Rights, and wrongs, will be discussed at length, in an
The Scram instruction manual is needlessly wordy and attempt to put commonplace activities into perspective.
confusing. The author (whom Atari keeps anonymous) has What are the implications for microcomputer owners
an annoying habit of using too many abbreviations in too who prize their possessions for their entertainment value?
short a time. Only a reader with perfect retention will be Will these brouhahas be resolved in a fashion that will
able to avoid flipping back and forth, while struggling to lessen the choices in the marketplace, or will the fallout
recall the meanings of PWR, RCS, HPI, and LOCA. take the shape of new entertainment forms that have less
Understanding is desirable, hut such a level of comprehen- emphasis on arcade-style games?
sion is not essential to a successful run at the game. Since This will be your chance to find out why some of your
the game itself is a series of cause/effect steps, it's not nec- favorite games are no longer being sold, why others may
essary to remember what a valve is called to know when never see the light of day, and what impact the current
it needs to be closed. controversy is having on the microcomputer game program-
Scram will run on either the Atari 400 or 800 computer. ming industry.
Tape only. $19.95.
High Scores
Game Publisher Player Score
ABM Muse Chuck Jon and Joe Wilson, Sunnyvale, CA 24,500
Wayland Lim, Cupertino, CA 31,900
Alien Rain Broderbund Software Alan Lee, Brighton, MA 17,735,500
Alien Typhoon Broderbund Software Robert Young, South Pasadena, CA 67,870
Apple Galaxian Broderbund Software Brian Wilson, Sunnyvale, CA 41,360
Apple Panic Broderbund Software Richard Smith, San Jose, CA 412,001
Asteroid Field Cavalier Computer Gary Aulfinger, Carlisle, PA 174,310
Asteroids in Space Quality Software Mark Adams, Salt Lake City, UT 319,315
Autobahn Sirius Software Don Smith, Endwell, NY 244 miles
Be zman Bez Al Tommervik, North Hollywood, CA 40,171
Bug Attack Cavalier Computer Jim Nitchals, program author 60,000
Mary Taylor Rollo, North Hollywood, CA 29,258
Epoch Sirius Software David Boyle, Binghamton, NY 73,660
Falcons Piccadilly Software Lisa Poritz, Endwell, NY 25,200
Galaxy Wars Broderbund Software Mike McConnell, Endicott, NY 23,250
Gamma Goblins Sirius Software Dick Nitto, Binghamton, NY 12,000
Gobbler On-Line Systems Dick Nitto, Binghamton, NY 147,710
Gorgon Sirius Software Albert Ting, Wilmette, IL 25,000
Head-On California Pacific Brian Wilson, Sunnyvale, CA 38,230
Missile Defense On-Line Systems Robert Young, South Pasadena, CA 149,080
Mission Escape CE Software Donald Brown, Des Moines, IA 2,184
Olympic Decathlon Microsoft Eric Casler, Essex Junction, VT 8,905
Orbitron Sirius Software Dick Nitto, Binghamton, NY 23,700
Pegasus II On-Line Systems Robert Young, South Pasadena, CA 32,020
Pulsar II Sirius Software Jon David Nitto, Binghamton, NY 27,540
Raster Blaster BudgeCo Chris Reed, St. Louis, MO 2,243,000
Sabotage On-Line Systems Steve Wozniak, Scott's Valley, CA 13,678
Sneakers Sirius Software Mark Turmell, program author 93,000
Dick Nitto, Binghamton, NY 42,131
Snoggle Broderbund Software Jun Wada, program author Level 28
Ron Flickinger, Ft. Wayne, IN Level 15
Space Eggs Sirius Software Mark Adams, Salt Lake City, UT 11,445
Space Quarks Broderbund Software Dick Nitto, Binghamton, NY 3,120
Star Thief Cavalier Computer Jim Nitchals, program author 13,900
Dick Nitto, Binghamton, NY 13,200
Randy Antler, Del Mar, CA and Bill Emerick, 23,480
La Mesa, CA (partners)
Stellar Invaders Apple Computer, Inc. Kenneth T. Lim, Cupertino, CA turned over twice
Super Invaders Creative Software Matt Fisher, Apalachin, NY 13,100
Threshold On-Line Systems Warren Schwader, program author 419,000
Gary Kevorkian, Inglewood, CA 136,000
Wormwall Sirius Software Pam Nitto, Binghamton, NY 34,684

Do you have a high score on your favorite game? If so write to let us know so we can publish
your name and score in the next issue of Softline.

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