Softline 1.2 PDF
Softline 1.2 PDF
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
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
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
by
popular program ten years from now, which none of us may
be able to do."
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.