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JoySllk' 

How to Win at Video Gam** 

December 1983, Volume 2, No, 

Publisher 

Louis Weber 

Associate Publisher 

EsleUe Wooer 

Assistant to the Publisher 

Bolsy Baird 

Assistant Publications Director 

Von a Synng 

Editor In Chief 

Matthew While 

Managing Editor 

Doug Wahugh 

Editor 

RrtaC. Vano 

Assistant Editor 

JuiwLayton 

Acquisitions Editor 

David V SiuaM 

Production Manager 

David Da nan 

Production Director 

Susan Si Onge 

Editorial Assistants 

Amy Okt& 

Gert Salzenstein 

Kfilhy OKtei 

Mickey Zivin 

Shirley Womor 

Art Director 

Jotlrey Hapnet 

Associate Art Director 

Linda Snow Shum 

Assistant Art Directors 

Phyllis Ritthaler 

Barbara Clemens 

Art Department Manager 

Brenda Kahar 

Art Assistants 

Janot Fugisang 

Toroso Kolodzloj 

Deborah McCa: 

Illustrators 

Hilary Baria 

Jom Walanabo 

Photographers 

Donna Prois and Georgo Siede 



Presfdont 

Louis Webor 

Executive Vlco President 

EstoHo Weber 

Vice Presidents 

Frank E Peiier 

Sloven Fomborg 

Vice President, Advertising 

JayL. Butler 

Marketing Director 

Dan B>au 

Circulation Manager 

Edward Geraghiy 

Advertising Office 

225 W 34th St , Suite 806 
Now York. NY 10122 
(212)564-7007 

Editorial and Subscription Offices 

3841 W. OaWon Street 
Skotae.IL 60076 
(312) 676-3470 



All rights reserved undor International and 
Pan Amencan copyright convention*. 

Copyright C 1983 PuDlicalions International 
Ltd. All rights resorvod. This magazino may 
not be reproduced or Quoted in whole or in 
part by mimeograph or any other printed 
means, or (or presentation on radio, televi- 
sion, videotape, or film without written per- 
mission tram Louis Weber, President ol 
Publications International. Ltd. Pormis&on 
is novor granted (or commercial purposes. 
Printed in USA JoyStiK' is pubtishod 12 limos 
a year. 

A Rotail Display Plan is available to ail retail- 
ers who purchase JOYSTIK % Magazine irom 
suppliers othor than Publications Inter- 
national, Ltd. Under the plan, participating re- 
tailors receive a display allowance ol 10 per- 
cent of Ihe cover price per copy resold for per- 
forming required display services. Intorostod 
retailors can obtain dotalls and a copy ol tho 
formal plan by writing to Mr. Edward Goraghly, 
RDA Administrator. JOYSTIK* Magazine, 
225 W 34th Slreot. Suito 806. Now York, NY 
10122. 



Edtfb^yfifjite^ 






In this issue, you'll find strategy pieces written 
by three well-known players: Eric Ginner, Tad 
Perry, and Ben Gold. These three young men 
are part of a nationwide clique that includes 
the top coin-op players in the U.S. It may come 
as a surprise to you (as it did to me) to learn 
that such a group exists. These players talk to 
one another on almost a daily basis, in spite of 
the fact that they live all around the country. 

Eric Ginner, who has been contributing his 
strategies and observations to JoyStik since 
January of this year, is perhaps the best known 
of the group. He first earned national recogni- 
tion in the Atari World Championships in 1981, 
and since then he has won numerous contests 
and set many world records. 

One of the world records Eric Ginner has held 
was the Millipede record, at 1,506,864 points. 
Last February, that record was broken, or 
rather shattered, by Ben Gold, who scored 
over four million points. Ben was also one of 
the featured players in the recent tour of the 
U.S. Olympic Video Game Team, and he has 
appeared in two nationally televised contests, 
both of which he won. 

Bill Mitchell and Steve Harris are two other 
players that were featured on the Olympic 
Team. Bill is the premier Donkey Kong and 
Donkey Kong, Jr. player in the country, and as 
of this writing he also holds the world record on 
Ms. Pac-Man. Steve is a master of many "cute" 
games (e.g., Bubbles, Popeye and Congo 
Bongo), and he holds the current world record 
on Dragon's Lair. 

Tad Perry has been contributing to JoyStik 
since July, and he wrote the Crystal Castles 
article in this issue. He has scored 25,000,000 
on Food Fight (and wrote the JoyStik Food 
Fight strategy), and is close to the Crystal 
Castles and Ms. Pac-Man world records, with 
scores of 800,000 and 400,000 on those two 
games. 

Being new to magazines and old to games, 
I have always turned to these players when 
we need a strategy article. Some of the other 
video magazines rely on freelance writers with 
an interest in games, but here at JoyStik we 
think it makes more sense to have players 
write the strategies. After all, Ben Gold may 
never write a War And Peace, but we know for 
sure that Tolstoy never broke 4 million on 
Millipede. 



Doug Mahugh 
Managing Editor 










NEO 




MASTERING BLASTER 32 

The latest offering from Williams Electronics is another 
colorful, fast-paced action game by Vid Kidz, designers of 
Stargate and Robotron. This exclusive JoyStik 8 preview 
includes helpful hints for all 30 screens. 



WINNING EDGE 



MILLIPEDE: THE BUGS ARE BACK. ..AGAIN 26 

Last issue, we showed you how to play Millipede. This 
time, Eric Ginner explains how to beat it — as the former 
world record holder, he ought to know. 

ARCADE GAME FEATURES 

CONQUERING CRYSTAL CASTLES 10 

Tips for all ten levels, including the secret warps. 

THE UNDERGROUND WORLD OF MR. DO! 1 4 

FLYING HIGH IN GYRUSS 16 

World champion Ben Gold presents patterns for every 
planet. 

MAPPY 22 

Mappy's a snap if you know these tricks. 

HOME GAME FEATURES 

ELECTRONIC ARTS: A NEW SOFTWARE 
BREED 40 

A small San Mateo company has applied movie-making 
mentality to game design, with "producers," "directors," 
and "stars" working together on new games for the Apple 
and Atari. 

STAR MASTER: OFFICIAL AIR FORCE 
STRATEGIES 50 

Retired Air Force pilot Frank P. Walters's strategies were 
honed by 20 years of playing the real flying game. 

DEPARTMENTS 

4 

8 



LETTERS 

NEW WAVES 

Mylstar, Windo-Wizardry, Vidion, and more. 

TRICKS OF THE TRADE 30 

Top tips from the arcade pros. 

SOFTWARE UPDATES 44 

Reviews of the newest computer games. 

THE HOME FRONT 

The latest games and classic cartridges. 

CHARTS 

Expanded to 101 record scores. 

TECHNOCRACY 



* CVC's GameLine module and coin-op difficulty settings. 




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Which pla 

a tactical emo: 



You've fought BATTLEZONE'" tanks. Hying saucers and fighters in the arcade. 
Now it's time to protect the home front. Because Atari's BATTLEZONE is now 
prepared to wage war right in your own living room. 

The playor on tho right will most likely fail in his mission . He should've hit the 
fighter first. Even though it is worth 3.000 points less than the flying saucer, it 
is far more dangerous. It can destroy. The saucer can't. 

There's another way you can rack up extra points, 
and you don't oven have to fire a shot. By moving 
your tank to one side, you can often lure one enemy 
into another's line of fire. 

Surviving BATTLEZONE is noeasy mission. If you're 
up for it, climb into your troop transport and make 
tracks to the nearest store that stocks Atari games. 

Only Atari makes BATTLEZONE for the ATARI 1 
2600' M Game.SearsVideoArcadetsys-*™ijfc ai 
terns, and a version exclusively for ^K I ^K mf I 
the ATARI 5200 ,M SuperSystem. FUF^IVI 



O A Warner Communications Company 







:...L.,- ..llMM' 



THE MONSTER MYTH 

When I play Pac-Man and 
Ms. Pac-Man, every once 
in a while Pac-Man will 
pass through the monsters 
without sudden death. I've 
heard people say that 
when Pac-Man's mouth is 
open you can pass 
through; also I heard that it 
can happen when the mon- 
sters are looking the other 
way. Is this true? 

Kevin Flynn 
Roseville, Ml 

No. It is possible to pass 
through the monsters in 
either Pac-Man or Ms. Pac- 
Man, but it has nothing to 
do with Pac-Man's mouth 
or eyes — it's just a bug in 
the Pac-Man program. 
We're not sure who started 
that story about passing 
through when the monsters 
aren 't looking, but it cer- 
tainly has become a com- 
mon misconception. 

TEMPEST TANTRUMS 

First of all, I would like to 
say that I read JoyStik® 
and think it is definitely the 
best video game magazine 
that I have seen, and be- 
lieve me, I've seen lots! I 
have been playing Tempest 
for about two years now 
and I know the game pretty 
well. My high score is 
985,154 — miles away from 
the world record of 
5,829,783— and I am sty- 
mied! Firstly, this record 
holder I presume com- 
pleted level 81 for an 
898,000 point bonus as I 
did in my game. Secondly, I 
also presume that the 
game was not set on its 
hardest level when he reg- 
istered this record. I worked 
out each green level to 
give about 9,000 to 11,000 





points. This means that the 
record holder would have 
had to complete a stagger- 
ing 600 levels on one quar- 
ter! This is equivalent to cy- 
cling through all 16 shapes 
about 37 times! Did the rec- 
ord holder do this, oris 
there something I don't 
know about Tempest? If he 
did complete 600 levels, 
my hat's off to him! 

Gil Winkler 
Toronto, CA 

PS. Those Tempest com- 
binations in your Sept. '83 
issue really work! Thank 
you. 

You're right in your 
calculations, Gil — the 
world record holder must 
have completed 600 levels 
in a single game. But don 't 
forget that he could have 
had many more turns in 
that one game than you 
might expect. Here's how 
you can use the Tempest 
combinations described in 
the Sept. '83 Tricks of the 
Trade to do it: Make your 
game end in 05, so that you 
can play the attract mode. 
Once in the attract mode, 
don 't turn the control knob 
and wait for a spiked level. 
Then carefully shoot spikes 
until your score ends in 48; 
this will give you 255 extra 
turns. With all of those 
turns, you may be able to 
get through 600 levels in 
one game yourself. 

XEVIOUS FLAGS 

I just started playing Xe- 
vious, and I have scored 
100,000 points on it. When 
a friend asked me if I had 
gotten any flags that give 
you free ships, I had no 
idea what he was talking 
about. He told me that he 



knows where ten flags are 
before the second mother 
ship. My question is: are 
there any flags that can 
give you free ships? how 
many? where are they? 

P.B. George 
Mesa, AZ 

Yes, there are flags hidden 
in the game ofXevious that 
will award you an extra 
turn, but as far as we know 
there are only four, not ten. 
The flags are not visible un- 
til you hit them, and they do 
not glow red in your bomb- 
ing target, so you must 
know exactly where they 



are located. One of the 
flags is shown above; the 
exact location of all four 
can be found in How to Win 
Arcade Video Games, by 
the Editors ofJoyStik®. You 
can pick this book up at 
your local bookstore or 
order it directly from us for 
$2.95 plus 75 cents post- 
age and handling. 

WILL IT NEVER END? 

In your Sept. '83 issue, 
according to Randy Tufts 
he has achieved a perfect 
score on Pac-Man 17 
times. And according to 
JoyStik* he sent many 
photos of his perfect 

(Continued on page 6) 




One of Xevious' four hidden flags — not visible until you hit 
them. 



JoyStik "/December 1983 









All ritfhtH rt'-wrwHl 
by Atari. Inc Trademark and MuiWQ LQ8& 




Which is the best way 
to inflate your score? 



Better find out. 



We've done 
our ground- 
work on DIG DUG so well, it plays just like it does 
in the arcade. So don't dig yourself a hole. Like the 
player on the left. Sure he'll score points for blowing 
up the Fygar'" in a vertical path. But blow up the 
Fygar in a horizontal path, like the player on the 
right, and score twice as many points. A landslide. 

You can dig up even more points by uncovering a 
bonus veggie. But you get only one on each level. 
All you have to do is drop two boulders and you'll 
see it. Buried treasure disguised as a veggie. 

Only Atari makes DIG DUG for the ATARI 3 2600" Game, Sears Video 
Arcade* systems, and versions exclusively for the ATARI 5200" Super- 
System and all ATARI Home Computers. 

So get to your nearest store and dig into your pockets. For DIG DUG. 

Here comes Dig Dug from Atari.' 

\J A Warner Communications Company 





[liiiiiiiiiiiiiiiisiiiiiiiiiiiur.u 



(Continued trom page 4) 

games. A perfect score 
after the sixth key (the last 
time the ghosts change) is 
340,600, but the photo en- 
closed with the letter shows 
a score of 340,330 with 
seven dots left on the 
screen. After completing 
this screen he would have 
a score of 340,400. Please 
explain. 

Joe Marks 
Shelby, N.C. 

We're sorry for the discrep- 
ancy, Joe. 340,400 is the 
correct score for a perfect 
game after the sixth key, so 
the picture was right. The 
problem is in the accom- 
panying letter; it says that 
the score should be 
340,600, which is wrong. 
Thanks for pointing out the 
error. 

RAM vs. ROM 

I have a couple of ques- 
tions concerning the 
January '83 issue. First off, 
I enjoyed the article on the 
Supercharger. You stated 
that, without the Super- 
charger, you get 128 bytes 
of Random Access Memory, 
whereas the Supercharger 
gives you 6,272. 

A friend of mine told me 
that he has a book that 
states plainly that one K of 
memory equals 1,024 bytes. 
If this is correct, then the 
Atari 2600 has over 4,000 
bytes; however, you said 
that it has 128 bytes. So 
who's right? 

Darryl Brundage 
Houston, TX 

All of the numbers are right, 
Darryl. The source of your 
confusion is the difference 
between RAM (Random 
Access Memory) and ROM 

6 




(Read-Only Memory). The 
Atari VCS has 4K (or 4.096 
bytes) of ROM, but it has 
only 128 bytes of RAM. The 
Supercharger increases 
the available RAM to 6,272 
bytes. 

SPELLING 

Why is the name of your 
magazine spelled wrong? 
In my Atari owner's manual, 
it is spelled J-O-Y-S-T-l-C-K. 
Is this a typo? Who's right 
and who's wrong? 

MikeWildridge 
Lawrenceburg, IN 

Yes, Mike, not only does 
Atari spell JoyStik " wrong, 
but many other sources — 
even Webster's Dictionary 
— also use the incorrect 
spelling. We're not sure 
what the problem is, but we 
can assure you that, in our 
book, J-O-Y-S-T-l-K is the 
proper spelling. 

THE ELEVATOR 
SOLUTION 

In your Letters page in the 
July issue, you ask for a 
way around the problem of 
the third elevator screens. 
Although here in England 
the Donkey Kong ma- 
chines are the Japanese 
versions, which means the 
sequence of screens is dif- 
ferent (ramps-pies- 
elevators-rivets for every 
level) I get past the third 
elevator screen by doing 
the following: simply stand 
above the down elevator 
and then gently push the 
joystick once to the right so 
that Mario is facing the lad- 
der and is just off the eleva- 
tor top. Wait for a springese 
to bounce just to the left of 
Mario (even going through 
him slightly) and then rush 
up the ladder. I have found 
this method works after a 



little practice and has led 
me to scores of 300,000. 

David Goodson 
Uxbridge, England 

Thanks for the tip, David. 




Take a wild shot in Galaga — 
you might fire (at) the Boss. 

GET BACK AT 
THE BOSS 

This is a rather old trick in 
our local arcades, but for 
those who don't know it, 
here it is. In Galaga, after 
the Boss Galaga (the one 
you have to shoot twice) 



drops down and releases 
his tractor beam and you 
get caught in it, most play- 
ers watch as their ship 
helplessly tumbles into the 
Boss Galaga's clutches. 
But you're not really help- 
less—you lose your ma- 
neuverability, but not your 
firepower. By tapping the 
fire button, you ship will re- 
lease wild shots all over the 
screen. If by some stroke of 
luck you destroy the Boss 
Galaga, the tractor beam 
will disappear and your 
ship returns to the bottom 
and gameplay returns to 
normal. If the Boss Galaga 
gets away with your ship, 
remember what you 
learned in David Small's 
article "Doubling Your 
Galaga Firepower" in the 
April 1983 issue of JoyStik. 

Brian Tokuyoshi 
(no address given) 

Thanks for the trick, Brian. 
It's fun to do, although it is 
probably best to use your 
doubleship instead of 
shooting it. 




JoyStik '/December 1983 



"Trademark and C WllUamii 1082. manufactured under llcenae from Wllllama Elcclronica. Inc. 
• Indicate* a trademark of Seara. Hoebuck and Co. f 1063 Atari. Inc. All Rlghla Reaerved. 









/.''.•>'';.': ■■'.; 





iyer is really 
up his score? 



MOON 



■Ha 



TV* •!■»-» 1* *-*-. -. 1 nlf The new home version of 
llUIln, IJUllslY. Moon p a trol looks so 

much like the arcade, it could fool the man in the moon. 
So dont find yourself in a crater. Like the player on the 
right. He'll get only 100 points for using his Moon 
Buggy to shoot down a Moon Strafer. While the player 
on the left will get twice as many points for shooting 
down a Crater Maker. A victory as great as the lunar 
landing. 

Your score can wax even higher. Youll get 80 points 
every time your Moon Buggy jumps over a rock. But J,^; 
you'll get 100 points when you blow up a rock. 

Only Atari makes Moon Patrol for the ATARI* 2600" Game, Sears Video Arcade* 
systems, and a version exclusively for the ATARI 5200" SuperSystam. 

So get on your lunar module and scan your local moonscape for Moon Patrol. 

Here comes Moon Patrol from Atari! 

\J A Warner Communications Company 




VIDDYING VIDION 

Arcade and home game 
players no longer have to 
feel they are unheard 
voices in the video wilder- 
ness — Vidion, the first 
international association of 
video game players, has 
been established. Under 
the chairmanship of Walt 
Day, who has been nation- 
ally recognized for his 
efforts to promote video 
games as wholesome rec- 
reation, Vidion works to 
communicate the interests 
of game players to those 
individuals and groups hav- 
ing an effect on the indus- 
try. Membership fees are 
$10 a year for individuals 
and $15 for families. Mem- 
bers receive newsletters 
and the opportunity to reg- 
ister their unwanted car- 
tridges in a "Game Ex- 
change" listing which is 
published monthly. For 
more information, write to 
David Rice, 1440 N Street, 
N.W., Suite 601, Wash., 
D.C. 20005. 




TRYATRIGA 

Yet another joystick has 
surfaced in video game- 
land. Electra Concepts 

a 



Corp. recently introduced 
the Triga Elite, which can be 
used with a variety of home 
systems and computers 
manufactured by Atari, 
Commodore, Coleco and 
Sears. The Triga Elite Joy- 
stick has adjustable handle 
pivot sensitivity with set- 
tings ranging from near 
zero to a ten degree re- 
sponse, a second action 
fire button and a rapid fire 
bar. Suggested retail price 
is $23.95. 

MYLSTAR'S 
MILESTONE 

The laser disk is shedding 
renewed life on the arcade 
video game industry by 
providing realistic action, 
graphics and sound 
effects. Many man- 
ufacturers, responding to 
the popularity of Cinemat- 
ronics' Dragon's Lair, the 
first laser disk game avail- 
able in the U.S., are pro- 
ducing laser disk driven 
games of their own. Mylstar 
Electronics, formerly D. 
Gottlieb and Co., recently 
introduced M.A.C.H. 3. 
This game not only offers 
the advantages of laser 
technology, but also a 
choice of two games, 
allowing the player to pilot 
either a bomber or a fighter 
plane. 

WHERE OH WHERE 
FOR INEXPENSIVE 
SOFTWARE? 

Responding to the increase 
in home computer sales, a 
home video game com- 
pany has been formed in 
downstate Illinois. JW Soft- 
ware manufactures inex- 
pensive ($11.95) cassette 
games for Texas Instru- 
ments 99/4A home com- 
puter. No costly accessor- 
ies are needed to run the 



■ 

games — all you need is a 
cassette player and, of 
course, the computer. For 
a free catalog, write to JW 
Software, 814 W. Main St., 
Urbana.IL 61801. 

ATARI GETS THE 
JUMP ON THE 
OLYMPICS 

The arcade and home 
video games of Atari, Inc. 
have been named official 
products of the 1984 Olym- 
pic Games. As a major 
sponsor of the U.S. Olym- 
pic team, Atari will be 
allowed to set up video 
game arcades on location 
for exclusive use by 
athletes and the news 
media. 

WINDO-WIZARDRY: 
MORE THAN A 
SQUARE DEAL 

Dragons, knights and fair 
maidens appear on your 
Apple II computer screen, 
changing gradually from 
scene to scene. It's not 
magic, it's Sir-Tech Soft- 
ware Windo -Wizardry. 
This home game software 
series uses overlapping 
windows, or rectangles 
containing graphics and 
text, on a background of 
the usual flat matrix of dots. 
The windows fade and 
reappear according to their 
priority in a scene, allowing 
the background to remain 
intact as the images make 
an easy transition from one 
scene to the next. There 
are three games in the 
series: Wizardry — Proving 
Grounds of the Mad Over- 
lord, Knight of Diamonds, 
and the recently introduced 
Legacy of Llylgamyn. 



The Mini Champ. 



SEGA SOLD 

The last time we heard from 
Sega Enterprises, the coin- 
op manufacturer was re- 
porting on the overseas 
popularity of its laser disk 
game, Astron Belt. Since 
then, the Gulf-Western 
Corp. subsidiary has been 
purchased by Chicago- 
based Bally Midway for an 
undisclosed price. Plans to 
distribute Astron Belt to 
American arcades remain 
unchanged. 



FROM THE CHAMP 
CAMP 

Championship Electronics 
has expanded its team of 
home video game acces- 
sories by introducing three 
new products. The Champ 
Adaptor No. 1 has a sug- 
gested retail price of 
$15.95, and will convert 
any Atari 2600 compatible 
joystick into a Colecovision 
controller for games that 
don't require dual action 
buttons. The Champ Adap 
tor No. 2 (suggested retail 
price: $4.95) is cordless, 
and allows owners of the 
TI-99/4A to use any Atari 
compatible joystick. The 
Mini Champ Joystick is 
designed for the small- 
handed player, and it fea- 
tures three firing buttons 
and a retractable cord. 





■■■■■■■ 

I 



i ,J r 










J§§§ •.■-.• H 




CBS Electronics is now the source of a 
big variety of exciting games never 
before available on the Atari" 5200.'" 
Now you can really plug into the 
excitement five different ways. . .each 
one a thrilling test of your skill and 
concentration. 

There's popular arcade games like 
Bally/Midway's GORF "'-where you 
must muster all your strength to defend 
against flying Gorfs, deadly Droids, 
Kamikaze Invaders, Laser Attackers 
and Neutronium Ships. WIZARD OF 
WOR '"-you must outwit and outshoot 
the sinister Wizard in the dreaded dun- 
geons of Wor. And BLUEPRINT '"-which 
lets you try to prove that chivalry is not 
dead. Only you have the blueprint for 
the machine that can stop mean Ollie 
Ogre and save fair Daisy Damsel. 



Plus there's K-RAZY SHOOT-OUT ; - 
Electionic Games Magazine's Com- 
puter Game of the Year. It's an 
incredibly fast-paced test of your 
marksmanship against alien Droids. 
And there's MOUNTAIN KING' u -an ever- 
exciting journey through diamond- 
laden caverns in search of the elusive 
Flame Spirit. . .the mystical key that 
unlocks the Temple Chamber which 
holds the Golden Crown. 

It s five great ways to add to your 
Atari 5200 video game selec- 
tion. So check out the video 
games from CBS Elec- 
tronics. And discover 
how much more ex- 
citing your Atari 
5200 just 
became, i 



"GORF. ■ WIZARD OrWOR and' BLUEPRINT' aioliadcmaiksol Bally Midway Mlg Co 
I 1981. 1583 Bally Midway Mlg Co Allnghlsiosoivod 

"K-RAZY SHOOTOUT ' ll a tradomaik ol Kay Entorpnsot Co. "MOUNTAIN KING" II a 
liadomaik ol E ,F. Droyor. Inc "ATARI, 5200" nio liadomaiknol Alan. Inc. 



'J3r 




Jill 

Bentley Bear lives in a 
world of three-dimensional 
perspective similar to that 
found in Q'bert or Zaxxon, 
and he's the main char- 
acter in one of Atari's latest 
and most inventive games. 
Bentley's duty is to clear 
away all of the gems that 
cover the surface of each 
of the mazes, using eleva- 
tors and ramps to cross be- 
tween higher and lower 
portions of the mazes, 
While picking up the gems, 
Bentley must avoid Gem 
Eaters, Nasty Trees, Very 
Nasty Balls, and a wicked 
itc 




ne ot Bentley's most 
powerful tools is the magi- 
cal hat. The hat, worth 500 
points, appears on every 
maze in the game except 
the first and the last. None 
of the other enemies can 

ass through the hat if 
rapped behind it and Bent- 
ley can wear the hat by 
crossing over it. During the 
time that Bentley is wearing 
the hat. he is invincible and 
can pass through any of 
the enemies without being 
harmed. After a time, 
however, the magic of the 
hat wears off and it dis- 
appears from Bentley's 
head, leaving him vul- 

erable to attack once 
again. On the earlier levels 
of the game, the hat will sit 
n one place waiting for 
Bentley to come along and 
pick it up. On intermediate 
evels the hat will bounce in 
place. On the later levels 



ie hat will actually bounce 
randomly around the maze. 
When the hat is bouncing 
up, it is possible for Bentley 
to walk under the hat and 
not end up wearing it. One 
way to get around this rare 
but annoying occurence is 
to jump for the hat. If you 
jump Bentley over the hat, 
he will never miss it. 



Something to be con- 
cerned about in the game 
is the witch's caldron. If 
Bentley runs into the cal- 
dron, he's dead meat and 
you'll lose a turn. The ways 
to avoid the caldron are to 
jump over it or wear the hat 
and pass through it. One 
useful thing to know about 
the caldron is that none of 
the other enemies can 
pass through it to get to 
Bentley if he's on the other 
side, although they can go 
around it if the path is wide 
enough. 

The witch to whom the cal- 
dron belongs is Berthilda. If 
Bentley can nail Berthilda 
while wearing the hat, you'll 
get 3000 points. Any col- 
lisions with the witch while 
not wearing the hat are fat- 
al. The witch's movements 
tend to be repetitive. If 
she's going back and forth 
at the top of a wall she'll 
continue going back and 
forth. In dealing with the 
witch, your best course of 
action is to assume that 
she will repeat the last 
thing she did. but always 
keep in mind that she could 



JIIIIIIP 

o something new. The 
witch is incapable of pick- j;, 
ing up any gems. 



In league with the witch are 
two enemies that make this 
game incredibly frustrating 
at times. The first of these 
enemies is the Nasty Tree. 
The Nasty Tree will always 
attempt to take the shortes 
path to Bentley. On higher 
levels the tree is lightning 
fast, but its weakness lies 
in the fact that it always 
tries to take a straight path 
to Bentley. Trap it behind a 
wall or in a corner and it 
can do you no harm. When 
trapped behind a wall the 
tree will mimic exactly any 
back and forth motions that 
Bentley makes on the other 
side. The tree will go no 
farther to either the left or 
right than Bentley does, 
and will stop immediately 
when Bentley stops. 



The second type of mean 
enemy is not named in 
the game, but I'll take the 
honor on myself and nick- 
name them Very Nasty Balls. 
These are small brown 
balls with faces on them. 
Very Nasty Balls behave 
exactly like Nasty Trees 
with one exception: in the 
previous example, where 
Bentley was moving on the 
opposite side of a wall, a 
Very Nasty Ball would con- 
tinue rolling in the direction 
Bentley is moving even 
after Bentley has stopped. 
If after rolling a bit the ball 
hasn't found a way around 






the wall it will roll back the 
other way, and after rolling 
back and forth a few times 
it will finally come to rest 
directly opposite Bentley 
just where a tree would. 
Something useful to know 
about Nasty Trees is that 
if Bentley jumps over one 
it will be stunned for a 
moment. Both Nasty Trees 
and Very Nasty Balls pick 
up any of the gems that 
they cross over. 

Since Bentley is a bear, he 
enjoys honey, and most 
mazes include a honey pot 
which he can pick up for 
1000 points. Not long after 
the beginning of a maze 
that includes a honey pot, a 
swarm of bees will come 
down to protect the honey. 
The swarm will leave after 
a short time only to return 
again much more aggra- 
vated. While the swarm is 
on the maze it will act like a 
Nasty Tree in the way that it 
tracks Bentley down. Also, 
after the swarm has landed 
about five times on the 
maze where the honey 
was, it will come down from 
the top of the screen di- 
rectly over Bentley's head. 



Even on mazes that do not 
have a honey pot the 
swarm will appear if Bent- 
ley is taking an excessively 
long time clearing the gems 
from the maze. On the 
mazes that do include a 
honey pot, pick it up as 
soon as possible because 
this will delay the first 
appearance of the swarm 
for a considerable length 
of time. 

Gem Eaters are Bentley 
Bear's main enemy. Not so 
much because they try to 
track Bentley down, which 
they don't do unless he's 
very close, but because 
there are so many of them 
that they tend to get in the 
way. Gem Eaters are con- 
cerned with eating gems 
and that's about it. During 
the moment that they stop 
to gulp up a gem Bentley 
can eliminate them for 500 
points apiece. When a 
maze is close to being 
completed and there aren't 
very many gems left. Gem 
Eaters will start becoming 
more and more frenzied. 
Irritated by hunger, they will 
calm down and begin mov- 
ing slowly again only after 



they've eaten some gems 
or Bentley has jumped over 
them (which will stun them 
and cause them to slow 
down). Gem Eaters move 
along the edges of the 
maze and the obstacles 
and formations within the 
maze. They also tend to 
follow these edges in a 
clockwise fashion. 

Through knowing how the 
enemies are reacting to 
Bentley the basic strategy 
that should be used be- 
comes clear. Although not 
every enemy appears on 
every maze, the absence 
of any one of the enemies 
listed will only make the 
clearing of that maze 
easier and won't really 
change the basic strategy 
too much. 

At the beginning of every 
maze Bentley is positioned 
at the forward edge of the 
maze. Within moments the 
other elements of the 
game, such as the honey 
pot, the hat and the ene- 
mies, will drop down from 
the air into their starting 
positions on the maze. The 
starting position for any 



enemy on any particular 
maze remains constant 
and you should pay atten- 
tion to where the enemies 
begin and in what order 
they line up. All of the ene- 
mies except the witch will 
begin the maze along 
either the forward or right 
edge of the maze. Usually 
most of the enemies will 
start in a line from the right 
side of the maze and you 
must be careful not to be 
under them when they land. 

There is a neat thing you 
can do when the Gem 
Eaters, who can't go any- 
where until they eat the 
gems, are at the forward 
end of the line. Before 
Bentley and the enemies 
begin the board, position 
Bentley next to where the 
first Gem Eater will land. 
Move the trackball into the 
first Gem Eater and con- 
tinue on through the line, 
getting rid of your main 
concern— the Gem Eaters 
— immediately. On higher 
levels you must move in 
and out quickly since you 
can only expect to get a 
few of these enemies at the 
start of the board. In fact, 




FIRST WARP: Hide in the bottom left corner as shown to 
warp to level 3. 



SECOND WARP: Run to the bottom of the hidden ramp and 
press the jump button before the hat disappears. 



12 



JoyStik December 1983 



after the maze is well under 
way you should avoid Gem 
Eaters as you would other 
enemies. 

The basic strategy for 
Crystal Castles is just a 
matter of ordering all the 
things that you now know. 
First, if possible, you 
should slurp up some Gem 
Eaters as described pre- 
viously. Second, you 
should run and grab the 
honey pot to delay the 
appearance of the swarm. 
Third, you should con- 
centrate on trapping the 
Nasty Tree when there is 
one on the screen. Next, 
you should clear any open 
areas of gems. As men- 
tioned previously the Gem 
Eaters tend to move along 
the edges of the maze, and 
so you're going to be 
forced to get the gems left 
in the open before the 
swarm appears and makes 
the gem-getting difficult. 
Finally, learn the hardest 
part of each maze and use 
the hat to clear it either first 
or last. Try to make sure 
that you eat the last gem 
before the enemies do, 
because then you'll be 



awarded a bonus. 

This basic strategy will 
work through level 8. On 
level 9 your first priority 
becomes getting the hat. 
If you don't get the hat 
immediately it will turn into 
a Very Nasty Ball. 

Levels 1 through 9 have 
four mazes apiece. Level 
10 has only one, and if you 
clear it your game is over. 
On this level, there isn't a 
hat, and there are so few 
Gem Eaters that your first 
priority becomes getting 
the honey pot. When the 
game is ended by com- 
pletion of level 10, the 
player is given a bonus 
based on the amount of 
time taken to play the game 
from start to finish. This 
bonus tends to be between 
100 to 20,000 points. The 
player will also receive a 
10,000-point bonus for 
each remaining turn. 

There are three secret 
warps in Crystal Castles. 
When a secret warp is 
made Bentley Bear will go 
to the next odd-numbered 
level. Therefore, the first 



secret warp takes Bentley 
from level 1 to 3, the 
second takes him from 
level 3 to 5, and so on. For 
the levels you skip using 
the secret warp you'll 
receive 70,000 points. 
After the first warp, your 
score will be 140,000 points 
exactly. The score that 
you had before warping 
will not be added to the 
points awarded for making 
the warp. 

To make the first warp, go 
to the back left corner of 
maze 1 level 1 and press 
jump. For the second warp, 
go to the bottom of the 
hidden staircase on maze 1 
level 3 while wearing the 
hat and press jump.The 
back right elevator should 
be coming down when you 
pick up the hat. To warp the 
third time, go to the back 
left corner of maze 3 level 5 
and press jump. 

After you properly execute 
these three warps, your 
score should be 420,000 
points. To get the highest 
possible score you have to 
play all of level 7 and the 
first board of level 8. Com- 



pleting the first maze of any 
of the first eight levels enti- 
tles you to begin your next 
game at that level. You are 
not allowed to begin your 
game on level 9 or 10. 
Once you've gained level 8 
in this way you should play 
several games starting at 
this level. Even with the 
secret warps it's futile to 
expect a very high score 
when beginning the game 
from level 1 . Enter the 
tunnel and press the jump 
button. This takes you up 
to level 8 where you can 
begin playing the game. 
When in the tunnel, roll the 
trackball to the left and to- 
wards you while pressing 
the jump button. This will 
take you out of the tunnel, 
and you'll receive extra 
points for the gems along 
the left wall of the first 
maze which will be added 
to the 490,000 points you 
earn for the jump. When 
you start from level 8, you 
only have nine mazes to 
learn before the end of the 
game. It won't take you 
long to learn these mazes, 
and soon you'll be engrav- 
ing your initials atop the 
first maze. 




THIRD WARP: Jump at the back left corner on the third 
maze of level 5. 



Three successful warps will put you on level 7 with 420,001 
points and five extra turns. 



JoyStik December 1983 



13 




1r. Do! is one of the evV 
successful conversion 
james. (Conversion 
games are kits that can 
turn one type of arcade 
game into another simply 
ay replacing some of the 
circuit boards and other j 
components.) Conversio 
james are often crude and 
simple, but. despife its 
crude graphics and 
sounds, Mr. Do! is a fun 
jame with interesting 
jame play. Mr. Do! is bes 
thought of as a sequel to 
Dig Dug. Although the tw< 
james are not related ir ' 



any way. they look alike 
and Mr. Do! expands on the 
simple game play of Dig 
Dug. Mr. Dol requires a 
completely different strat- 
egy than the pattern 
Earoach used by most Dig 
g players, Many players 
arlook the possible strat- 
egies because Mr. Do! 
looks like a pattern game 
and they assume that it 
should be played like a pat- 



..«»• 




ELEt 

Ir. Do 

ju control Mr. Do, a I 



guy dressed in a c own suit. 
His goal is to complete a 
screen in one of several 
ways described below. His 
only weapon is a power ball 
which kills pursuing mon- 
sters. The ball bounces 
around the pathways until it 
hits something or it returns 
to Mr. Do. After it kills a 
monster, you must wait for 
it to return before you can 
shoot it again. It often takes 
more than a few seconds 
for it to return, which leaves 
Mr. Do unarmed for tf 




Each scene begins with six 
apples on the screen. The 
apples can be dropped c 
monsters to kill them— 
clear out the area benee 
an apple and it will fall and 
crush any monsters in its 
path. An apple can drop 
one level without breaking 
if it doesn't kill any mon- 
sters. Apples can also be 
moved horizontally, as long 
as there is dirt to support 
them. Killing the monsters 
with apples is much better 
than shooting them, 



uuji 



&& mm 



~s\ 



■ -3 I 



:.'< .'.' 



(SdStS 
cScScS 






Using an appli 

monstor»... 

because you get more 
points and can kill sev 
at a time. Occasionally, an 
apple will contain a hidden 
diamond. When that apple 
is split, the diamond wi 
appear. Getting the di- 
amond will advance you to 
the next screen and earn 
you 8000 points and afre 
game. (In some parts of the 
country, it is illegal to awa 
free games or credits. If | 
this is true in your area, th 
machine may not award a 
free game after you colle 
s diamond. 









iv^*V 



U *<*? 




runaway when he 
does have it, so Ihev aren't 
very dangerous 




lonster 

The monst! 

ie center of the screen 
)ne at a time until six to 
eight are loose. They 

dr. Do by running into 
Shooting a monster e 
you 500 points, butdro) 
ping an apple on one 
worth 1000 to 8000 po 
Hing all of the monsters 

will advance you to the n 
Scene. Monster? prefer i 
travel through the path 
ways, but they can mutate 
into a striped creature it 
can dig through the dlri 
The monsters move mo 
slowly when they are dig 
jjlng, and often stop lot 

?st. They shy away frq 
5, bu I they seem 
jet stuck when an appi 
all on (he 



atingtha last char 
iini*h«* the seen*. 





hen your score reaches a 
ultiple of 5000, a letter 
ers the screen from the 
. Shooting the five let- 
that spell EXTRA 
earns you an extra Mr. Do. 
t gets increasingly diffici It 
(earn letters, so you ; 
should get as many as pos- 
sible on the early scenes, 
.etters are capableof eat- 
' g apples, so it is best to 
loot them. When shot, a 
into an apple. 



Center Bonus 

After all of Ihe red 1. 1 
lures have appeared, a 
bonus prize is revealed, 
The first prize is worth 100 
points and increases to a 
maximum of 8000. Getting 
the bonus prize triggers 
several actions. The play- 
field turns red, the red 
monsters freeze and a 
ter comes out, accorri*. 
panied by three blue mon- 
sters. The blue monsters 
chase Mr. Do, eating any 
apples In their way. Shool* 
ing one turns it into an 
apple. To return to normal 
play, you must kill the letter; 
or kill all three of the b 
monsters. If a letter ij 
already on the screen 
when you get Ihe prize. tfra 
three blue monsters win 








Cherries come in group:; ol 
eight. They are worth 50 
points each, plus a 500 
point bonus if you get al 
eight in one continuous 
sweep. Digging up all of the 
cherries is another way to ,„ 

monsters. The monsto Bttfaubringsoirtalettsr. 
also dig up the cherries but 

you don't get points for the Letters chase Mr. Do wbe 

)nes they get. Cherries he doesn*» have his powi 



tllt"Ooe*mh« 



Bluemonstat. 
Do after ho't> ea 




... Hing all ofthemonstc 
the best way to compie 
scene, unless you > angei 
a diamond or the last letter 

i EXTRA. Use Ihe apples 
o get maximum points,, 
"'ten get the bonus 

' en you have onB oi Uv 




monsters left, bavethe 
power ball as a last chance 
weapon. Since the apples 
can be dropped one level 
safely, Mr. Do can set up lit- 
tle traps lor Ihe monsters 
Dig straight up the column 
next to an apple, drop the 
apple one level and hide 
behind it. Push the apple j 
so it hangs out over the 
open pathway. Wait for the 
monsters to come up 
underneath the apple. 
When one of them turns into 
a striped creature, push the 
apple on top of them and 
dig to another apple. On 
the higher scenes, don't 
wait for Ihe monsters. The}! 
striped ones will dig under 
the apple and kill them- 
selve-:. 





' 



S+SJ+/J ;&J 












by Ben Gold 

In this day and age of video games, many man- 
ufacturers are just duplicating old ideas in un- 
successful ways. With the exception of Dra- 
gon's Lair, there haven't been any innovative 
ideas for months. At least Centuri, the makers 
of Gyruss, took an old idea and added a new 
twist. Gyruss can best be described as a cross 
between Galaga and Tempest. Imagine your- 
self on a Tempest grid without lines, battling 
against Galaga enemies, and you can picture 
Gyruss. Your mission is to conquer many series 
of alien invasions in order to reach Earth. You 
- maneuver your ship, Gyruss, in a circular area 
using a joystick and a fire button. 

Although Gyruss will never be known as a truly 
great game, it will never be known as a mis- 
. take. It should be known as a game possessing 
a sense of quality. Features such as the rock 
music and the perspective and area of the 
scenes give Gyruss its distinction. 



. The best way to approach Gyruss is to think of 

. It as a very beatable game, with predictable 
. enemies. The strategy is very similar to Gala- 

. ga's strategy. There are a total of six planets, 
and for each planet there are three warps and a 
chance stage. A warp is the equivalent of a 
wave of enemies and the chance stage is just a 
bonus round. Once you learn the 24 entrance 
patterns and six chance stages, there is noth- 
ing to stop you from beating Gyruss. The stan- 
dard bonus settings are at 60,000 and every 
80,000 points. Unlike Galaga, Gyruss does 
award bonus ships after 1,000,000 points. So if 
you can average over 80,000 points a ship, you 
can conceivably stay on Gyruss forever or until 

. you are bored and decide to quit. 



ENTRANCE PATTERNS 

As stated earlier, each 
planet has three warps to 
it. Each warp consists of 
four groups of enemies. 
While Gyruss is on any 
one planet, the entrance 
patterns (ways the ene- 
mies come on to the 
screen) are the same for 
each group. For example, 
if the four groups begin 
at points x, y, z, and q on 
three warps to planet P, 
all four groups will begin 
at the same points on all 
succeeding warps to 
planet P. 

The enemies that survive 
the entrance pattern will 
reach the attack forma- 
tion at the bottom. After 
all four groups have en- 
tered, the enemies begin 
their individual attack. If 
there is a deficiency of 
enemy ships in the 
formation, a fifth group 
will appear with a random 
entrance pattern from the 
first five planets. Once all 
the attacking ships from 
the formation are de- 
stroyed, Gyruss enters 
another warp. 

ATTACKING ENEMIES 

The three types of enemy 
ships all act the same 
when they make their 



entrance, but when they 
begin their attack, they 
take on different charac- 
teristics. Enemy ships 
are worth 100 points 
apiece while flying, and 
50 points when they are 
in formation. Since 
Gyruss moves in a circle, 
the enemies have a harder 
time trapping Gyruss 
because there are no cor- 
ners like the ones in 
Galaga. Beginning play- 
ers should try to learn 
how to weave between 
the enemy shots . 

The gray ships attack in a 
circle and do not react to- 
wards Gyruss. Therefore, 
these are the easiest to 
kill. The red ships are the 
most dangerous because 
they swarm below Gyruss 
with many reverses, try- 
ing to surround you with 
bullets. The third type of 
ship is the blue ships. 
Blue ships do reverse, 
but not as violently as 
the red ones. It is best to 
concentrate on destroy- 
ing the red ships when 
they begin their attack. 

If most of the enemies 
reach the attack forma- 
tion, you should take 
advantage of the moment 
between the time the last 



group reaches the forma- 
tion and the time they 
charge by making a circle 
or two around the screen 
while firing as fast as 
possible. This will elimi- 
nate a great number of 
enemies. As soon as the 
enemy ships begin their 
attack, try staying in one 
place for a few moments. 
Since many of the ene- 
mies reverse around 
Gyruss, they are bound 
to get caught in your path 
of fire. When you see that 
their bullets are about to 
reach you, move to an 
open area and try this 
strategy again. 

METEORS 

By themselves, meteors 
are easy to avoid, but 
when a meteor combines 
with other enemies, 
hazards are created for 
Gyruss. For instance, 
when a player is on Jupi- 
ter and battling the first 
group on the top right, a 
spray of bullets can be 
shot by the enemy ships, 
and if a meteor is on the 
other side the possibility 
of death is increased. If 
this situation occurs, 
move to the open area 
before they can surround 
you. More enemy ships 
will reach the formation 



but Gyruss will escape 
with its life. Meteors are 
indestructible, but they 
are worth 100 points each 
time they block your 
shot. If Gyruss stands 
still, the meteor that 
comes out will exit on 
either side, never hitting 
it. This is because the 
meteors are designed so 
that they close off 
Gyruss's path. 

FORCE FIELDS 

Force fields act in the 
same way that the 
meteors do except they 
can be destroyed. These 
adversaries consist of 
two objects at a distance 
from each other con- 
nected by a force field. 
The best way to defend 
against one is to be con- 
stantly aware of where it 
is. If it is apparent that 
the force fields are going 
to combine with the 
enemy ship's bullets to 
trap Gyruss, it is a good 
idea to shoot one of the 
force field objects, which 
breaks the field and 
allows Gyruss a safe 
escape path. Each object 
is worth 200 points. After 
one force field object is 



fey- p? /^- J*-~VJ* 







Meteors are indestructible, Shoot the sun for double 
so dodge them. firepower. 



Three meteors challenge 
your double firepower. 



Spin and shoot after the 
last group enters. 



JoyStik /December 1983 



destroyed, the field re- 
mains lethal for an extra 
second. Therefore, if the 
field is within a second of 
reaching Gyruss, killing 
one object will not bring 
safety; only by avoiding 
the field will Gyruss 
survive. 

SATELLITES 

Satellites appear just 
after all the enemies 
reach the attack forma- 
tion and right under 
where Gyruss is posi- 
tioned at that time. There 
must be at least three 
enemies in the formation 
for the satellites to come 
out. The first time you 
see the satellites, two 
satellites will appear with 
a sun between them. 
When the sun is hit, 
Gyruss is given double 
firepower. As long as 
Gyruss has this fire- 
power, the satellites will 
appear in groups of 
three. When Gyruss is 
destroyed, its firepower 
is reduced to its original 
strength. As long as 
Gyruss has single fire- 
power, the sun will 
appear between the two 
satellites. 



The sun is worth 500 
points. The satellites are 
worth 1000, 1500, and 
2000 for the last one that 
is hit. Although this 
sounds like a quick way 
to score 4500 points, 
satellites can be tricky. 
Satellites can shoot side- 
ways, which means that 
you could be an inch to 
the right of the group and 
be eliminated by a lateral 
shot. In the later waves it 
is best to avoid them. 

Many players have trou- 
ble in the later waves 
after they lose a ship 
because they do not 
understand how to get 
their double firepower 
back. The satellites rock 
back and forth. When 
they rock towards 
Gyruss, they shoot and 
move away. As soon as 
this shot exits the screen, 
move towards the sat- 
ellites as they move to- 
wards you. The moment 
you are above them, try 
to destroy a satellite or 
sun and move out im- 
mediately. If you are un- 
successful the first time, 
then wait for the right 
moment and try again. 
After about seven 
seconds the satellites 
will exit the screen. If 



there are many enemies 
to contend with, it is best 
to totally avoid the sat- 
ellites. 

CHANCE STAGES 

The main reason people 
believe that Gyruss is a 
copy of Galaga is be- 
cause of the chance 
stage. Galaga was the 
first coin-op game where 
the player could receive 
"free" points (the Chal- 
lenging Stages). Since 
Galaga came out, Super 
Pac-Man, Mario Bros., 
Mappy, and now Gyruss 
have copied this idea. 
While these other games 
just copied the concept 
from Galaga, Gyruss 
copied almost every 
aspect of Galaga's Chal- 
lenging Stage. Gyruss 
must destroy four groups 
of ten enemies instead of 
five groups of eight ene- 
mies as in Galaga. The 
scoring is exactly the 
same for both games. 
Each enemy is worth 100 
points each, and if a 
whole group of enemies 
is shot you receive a 1000 
to 3000-point bonus de- 
pending on what wave or 
planet you are on. Finally, 
if all forty enemies are 
killed (in either Galaga or 
Gyruss), you will receive 



a 10,000-point bonus. 

A perfect chance stage in 
Gyruss is worth between 
18,000 and 26,000 points. 
Watch out if only one 
enemy is missed — you 
lose the 10,000-point 
bonus and must settle for 
the number of enemies 
hit multiplied by 100 
points. This comes out to 
3900 points or a loss of 
6100 points for the bonus 
plus the loss of a bonus 
for missing a group. One 
lost enemy, therefore, will 
cost you 7200 to 9200 
points. 

BONUS POINTS 

One thing that Gyruss 
offers is the chance for 
bonus points. If a group 
of enemies is destroyed 
before it reaches the 
attack formation, a 1000- 
point bonus is awarded 
to the player. Better yet, 
if a second group is de- 
stroyed before reach- 
ing the formation, the 
player is awarded a 1500- 
point bonus. This bonus 
increases 500 points for 
each group destroyed in 
this manner on the same 
warp, until the player 
receives a 3000-point 
bonus for destroying the 
fifth and last group in the 



r ' * ~< .• ^ ^ -^ ~< :i < ■-*■ 









w * %&$ % 




«W 7VSS6 



CONQRfHULATIONSI 



PERFECT I 10000 Pin 



On the first chance stage, 
stay at the bottom... 



...and shoot constantly 
with double firepower. . . 



...through all four groups of ...for the 10,000-point 
enemies... bonus. 



JoyStik December 1983 



..'.•■•■■ 



wave. If one enemy 
escapes into the forma- 
tion, this bonus will not 
be given for that group. If 
the last enemy ship is 
destroyed, a 1000-point 
bonus is given to the 
player. 

PLANETS 

The patterns that are 
about to be explained are 
very effective ones. If you 
have a pattern that you 
feel is better than what is 
explained or if you feel 
that a variation of these 
patterns can help your 
game then use it. Don't 
be discouraged if these 
patterns are not working 
perfectly the first time 
you try them. It's hard to 
take written advice and 
apply it to your game but 
if you read closely, do 
some experimenting and 
find the variations that 
work best for you, your 
game will improve. 

The easiest way to 
explain how to play 
Gyruss is to think of the 
player's area as a clock. 
The eight major areas 
that Gyruss will utilize 
are 12:00, 1:30, 3:00, 4:30, 
6:00, 7:30, 9:00, and 
10:30. These shall be 
known as the top, top 



right, right, bottom right, 
bottom, bottom left, left, 
and top left, respectively. 
The top, right, bottom, 
and left will be known as 
the sides, and the top 
right, bottom right, bot- 
tom left, and top left will 
be known as the corners. 
Now on to the planets. 

NEPTUNE 

Neptune is one of the 
easiest planets to con- 
quer. All four groups 
begin at one end and 
intersect at the opposite 
end. It is best if Gyruss is 
at the intersection. The 
intersection for each 
group occurs at the bot- 
tom, bottom right, bot- 
tom left, and top. On the 
first and second waves, 
all four groups can be 
stopped before reaching 
the attack formation, but 
in later stages it becomes 
difficult to do this 
because the enemies 
surround Gyruss with 
bullets. To avoid death, 
move out when you see 
the enemies shoot a 
spray that will surround 
Gyruss. The player will 
not get three warps to 
Neptune until Gyruss has 
passed Earth, but the 
enemy groups appear 
very quickly. Still, start at 



the intersection but fire 
before the ships reach 
the intersection and 
move out as soon as they 
meet. 

URANUS 

Even on the later stages 
of Uranus, it is possible 
to destroy all groups be- 
fore they reach attack 
formation. In order, the 
groups start at the left, 
right, top, and top. They 
all go down approximate- 
ly one quarter of the 
screen in two lines with 
five enemies on each 
line. Then they make a 
loop and break off into 
the formation. It is best to 
first go after the front few 
enemies before they 
reach the loop, where 
they are most vulnerable, 
and then destroy the rest 
when they reach the 
loop. At worst, one or two 
enemy ships will reach 
the formation. 

On the first group, begin 
between the bottom right 
and the bottom. As soon 
as one or two enemies 
are destroyed, follow the 
rest into the loop and fin- 
ish them off. Gyruss 
should be positioned be- 
tween the bottom and the 
bottom right for the 



second group, and it 
should move towards the 
bottom once the front 
enemy is destroyed. Put 
Gyruss one inch above 
the left for the third group 
and one inch above the 
right for the last group. 
Then move it toward the 
sides when you destroy 
the first few enemies. 
From one warp to Uranus 
on, adjust Gyruss to the 
sides instead of one inch 
away. The reason for this 
is because the groups 
appear faster and the 
loop is adjusted one inch 
from where it occurred 
earlier. 

SATURN 

On Saturn, there is a lot 
of room for improvisa- 
tion. As a matter of fact, 
there isn't a perfect sys- 
tem. One thing to remem- 
ber on Saturn is to never 
let the enemies get in 
front of Gyruss. If this 
happens, you can go 
against the flow. On the 
first group, for example, 
start at the left and go 
counterclockwise with 
the enemies. The bottom 
is the best place to start 
for the second group. In 
the early stages, it is pos- 
sible to destroy the third 
group just left of the bot- 







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Neptune's first entrance For the second pattern, 

pattern intersects at the move to the right, 

bottom. 




The third pattern appears at And the final pattern is 
the bottom left. centered at the top. 



JoyStik '/December 1983 









torn, as it enters the 
screen. Later, it is better 
to start at the left and go 
clockwise. For the last 
group, put Gyruss at the 
top right corner and go 
counterclockwise. 

MARS 

Mars is different from 
all the other planets, 
because the enemies 
don't break off the 
entrance pattern all at 
once, they break off the 
pattern one at a time. 
Like Saturn, as long as 
Gyruss can stay in front 
of the enemy ships, ev- 
erything will be all right. 
Once an enemy gets in 
front of Gyruss, it is best 
to try to weave between 
the bullets until they 
reach the formation. The 
following patterns are 
very conservative; they 
allow more enemies to 
reach the formation, but 
make it easier for Gyruss 
to survive. Start at the 
right and go clockwise 
for the first group, and 
begin left and go coun- 
terclockwise for the 
second group. For the 
third group, start at the 
right and go clockwise. 
For the final group, put 
Gyruss at the top left 
corner and go counter- 



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clockwise. 

JUPITER 

Although their entrance 
patterns are very differ- 
ent, the first and third 
groups both reach their 
most vulnerable point at 
the top left corner. With 
correct timing, Gyruss 
can destroy all enemy 
ships before they reach 
the formation. Always 
pay attention to the rocks 
and bullets to avoid get- 
ting trapped. The second 
group can be taken care 
of easily by positioning 
Gyruss on the bottom or 
a little to the left of the 
bottom. The fourth group 
can be destroyed by put- 
ting Gyruss on the bot- 
tom left corner. 

EARTH 

These warps separate 
the amateurs from the 
pros. Chances are, the 
first time you achieve 
three warps to Earth 
(even with four ships), 
you will not reach Earth. 
The only way to conquer 
Earth is to know what 
you are doing. For the 
first group, begin a little 
below either the bottom 
right or the bottom left 
corner. As soon as the 
enemies appear, go up 



and then return to your 
starting point for the next 
group. Gyruss should be 
at the top right or the top 
left corner and moving 
down for the third group. 
When it is safe, return to 
the top right or top left 
for the last group and re- 
peat the above pattern. 
The biggest disappoint- 
ment in this game is when 
you finally reach Earth. 
After struggling and 
clawing your way to 
this seemingly unattain- 
able goal, you discover 
that Earth is a mere 
chance stage. 



About the author.. 



Ben Gold, the author of 
these Gyruss strategies, 
has been competing on a 
national level since he 
was 14 years old. A resi- 
dent of Dallas, he began 
playing games seriously 
in 1981 when he travelled 
to Chicago for a Cen- 
tipede contest spon- 
sored by Atari. Later, in 
March of 1982, he 
reached semifinal status 
in a statewide Defender 
playoff he|d by 7-11 retail 
stores in Texas. 



Ben has competed twice 
on national television 
and both times emerged 
a winner. The first was a 
contest on That's Incredi- 
ble in January, where Ben 
placed first among the 
top four players in the 
country. In May he beat 
Eric Ginner at Millipede 
on the cable TV special 
Video Game Challenge 
and returned home with 
an arcade version of the 
game. 

No stranger to high 
scores, Ben has held the 
world record on Stargate 
(40,001,150 in September 
1982), Q'bert (17,899,325 
in March 1983), and is the 
current champion on Mil- 
lipede with 4,304,549. He 
briefly held the record on 
Gyruss earlier this year 
with 2,003,550. 

When Life magazine 
visited Ottumwa, Iowa, 
in 1982 to report on the 
arcades of the "Video 
Game Capital of the 
World," Ben was one of 
the featured players. He 
was also selected to be a 
member of the U.S. Olym- 
pic Video Team, which re- 
cently travelled across 
the country holding 
statewide tournaments. 



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After Neptune, entrance 
patterns are more com- 
plicated. 

JoyStik -/December 1983 



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Always stay ahead of the 
group for Saturn's entrance 
patterns. 




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Mappy is a unique cat and mouse adventure 
game featuring Mappy the micro-policeman, 
with cartoon graphics that fit the story line 
very well. Mappy's job is to collect the loot that 
Goro and his gang of Meowky have stashed in a 
strange house. The cats chase Mappy around 
the house, trying to catch him before he can 
collect all ten items. Mappy has several possi- 
ble methods of collecting the goods, which 
makes this game more than just another 
Pac-Man ripoff. 



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Goro, the big red cat, 
moves in a pattern that is 
never affected by where 
you are. He starts at the 
top and goes from side to 
side on the same level. 
When he reaches the side 
of the house, he drops 
down one level and goes 
back to the other side of the 
house. If he runs into a 
prize, he hides behind it for 
a few seconds. If you get 
the prize with Goro behind 
it, you get a 1000-point 
bonus. 

Meowky, the smaller cats, 
are smarter and try to fol- 
low you. Some will follow 
behind you and others will 
try to trap you by getting 
ahead of you. Goro and 
Meowky can kill you only 
when you're on one of the 
floors. The smarter cats will 
try to get on top of you in 
the air and jump onto the 



same floor. If you both get 
off on the same floor, you 
will die. They prefer to get 
off on the top and bottom 
floors and they go to the 
right more than the left. If a 
cat is on top of you, don't 
jump on a floor. Bounce on 
the trampoline until it is 
safe to get off. (You only 
get three jumps before you 
have to get on a floor, 
because the trampoline 
breaks after three consec- 
utive jumps.) 

If you take too long to com- 
plete a round, an alarm 
goes off warning you to 
hurry. More cats come out 
and all of the cats speed 
up. A little later, another 
alarm will go off and the su- 
per cat will come out. He 
can kill you anywhere, 
even in the air. He isn't 
affected by closed doors, 
microwaves (see below), or 
bells, but he will fall through 
trap doors. 



One problem that the super 
cat has is that he can get 
stuck on the bottom of the 
screen. If you stand on the 
top floor, he will go back 
and forth on the bottom. 
You can hit the cats with 
the top door as long as you 
want to. This is particularly 
easy on rounds 13 and 14. 
Once all of the cats are on 
the opposite side of the 
house, stand just behind 
the top door that is closest 
to the middle. The cats 
can't get you from behind. 
As long as you don't let 
them get through the door, 
they can never get you. 

DOORS 

Several doors are placed 
throughout the house. You 
can open and close a door 
as long as you are facing it. 
The cats can only open the 
doors. If a cat runs into a 
door that opens toward 
him, he is knocked back- 
wards and stunned. Open- 



ing a glowing door releases 
a special microwave that 
carries away any cats in its 
path for extra points. The 
more cats it gets, the more 
points you get. If it gets 
Goro, the points are dou- 
bled. After the microwave 
is used once, the door is 
just a normal door. Save 
the microwaves until a 
bunch of cats are close 
behind you. After releasing 
the microwave, follow it to 
make sure you get as many 
cats as possible. You only 
get the points if you can 
see it hit the cats. 

The doors are your only 
means of survival in the 
later rounds. The cats be- 
come much faster than 
you, especially after the 
hurry alarm. By closing the 
doors on the cats, you can 
keep them away from you. 
The best trick is to go 
through a door that opens 
toward you. Just as you 
reach the edge of the open 
door, close it. You will be 
pushed forward through 
the door as it closes behi. 




STRATEGY 

Mappy is a pattern game, 
but patterns aren't easy to 
use. In each round, the 
cats start in the same 
place, but they can either 
go left or right. Instead of 
using two separate pat- 
terns for each round, the 
best strategy is to use pat- 
terns for the first part of a 
round, then improvise us- 
ing more of a system than a 
pattern. 

The first six rounds are the 
ones to be greedy on. Get 
the less valuable items in 
pairs first. When you get 
them in pairs, the value of 
the second one is multi- 
plied up to a maximum of 
six times. Save the two 
safes for last so you can 
get the 500 x 6. Save the 
four microwaves until the 
hurry alarm goes off — two 
additional cats will come 
out and you can get more 



points. Use one of the bot- 
tom microwaves to carry 
away all of the cats. Wait by 
the next microwave for the 
group of cats to come to 
you and get them again. 
After using all four micro- 
waves, clear the remaining 
items. 

On rounds 8 to 10, there 
are bells on each side of 
the house. You can drop 
the bells on the cats and 
stun them for extra points. 
Get a lot of cats under the 
bell before dropping it by 
bouncing against the wall. 
Once you've stunned them, 
they all bunch together, so 
it's a good time to use a 
nearby microwave. The 
hurry alarm sounds sooner 
in these rounds, so it's 
important to clear the long 
middle floors while there 
are fewer and slower cats. 



In rounds 12 to 14, there are 
special trap doors. When 
you run over the glowing 
part of the floor, a hole 
opens up and any pursuing 
cats fall through. After a 
few seconds, the hole 
closes to become a normal 
floor. These rounds should 
be cleared as quickly as 
possible, since some of the 
prizes are hard to get. In 
round 12, both safes are on 
dead ends, so you should 
get them early— just after 
using a microwave or trap 
door. In rounds 13 and 14, 
leave the safe with a trap 
door in front of it for last. In 
round 16. the cycle of four 
houses starts over. The 
cats are still fast, however, 
and the hurry alarm goes 
off very quickly. 



BONUS ROUNDS 

Round 3 and every fourth 
round thereafter is a timed 
bonus round. Your goal is 
to pop all of the balloons 
before the time runs out. In 
the first two bonus rounds, 
you must pop all of the bal- 
loons yourself. When you 
need to drop through a 
trampoline, bounce against 
the left wall until you break 
through. Always bounce to 
the left so you don't get off 
center and miss balloons. 
In round 11, leave the bal- 
loon directly above Goro's 
balloon. Goro will bounce 
up and pop it for you. In 
round 15, leave the top bal- 
loon just to the right of 
Goro. In round 19, the first 
bonus round is repeated 
and the cycle of four 
houses starts over. 







by Eric Ginner 



/ 





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26 





7 



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nately, Millipede is different from most sequels because it Is 
actually better than its predecessor, Centipede. Millipede 
has all of the qualities that made Centipede so popular and 
it adds even more to slow down Centipede experts. Trick 
strategies that work so well in Centipede are not practical 
here. 

Millipede is best played in the classic shoot-em-up style. 
Strategy is still a part of the game, but it's much more in- 
volved than just building a trap or a block in Centipede. As in 
all Winning Edge articles, we assume that you're already 
good and want to improve. In this case, we will assume that 
you start at 300,000 points, the highest starting level. 



\ 



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umber of nttnckin 
spiders depends on your 
score. 

SPIDER WAVE 

Immediately after you 
start, you are attacked by 
several spiders at once. 
As soon as the wave be- 
gins, move to the top 
row, two columns over 
from one side. You can 
shoot all of the spiders 
entering on that side 
right away. Move to the 
center to kill the remain- 
ing spiders. If you can't 
shoot the millipede yet, 
wait on the side for the 
next group of spiders to 
come out. 

When you have a clear 
shot at the millipede, 
shoot it all at once so you 
don't have to chase 
heads while dodging 
spiders. The millipede is 
shorter than 12 segments 
in spider waves, which 
makes it a little easier. It's 



quickly as possible 
rather than hunt spiders 
for points. 






t » > » 



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swarm of bees attacks 
after the second millipede. 

SWARMS 

Five different times dur- 
ing the cycle of 12 mil- 
lipede heads, you will be 
bombarded by a swarm 
of insects. These waves 
are a major source of 
points. The first swarm is 
all bees, and it comes af- 
ter the second millipede. 
After the fifth millipede, 
it's all dragonflfes. Mos- 
quitoes come after the 
eighth millipede, and all 
three types of insects 
attack at the same time 
after the tenth and 12th 
millipedes. 



Its very important not to 
die during one of the 
swarms. If you stay alive 
a swarm can be worth up 
to 30,000 points later in 



a swarm, don t shoot the 
last head until any spi- 
ders and beetles are near 
the side and leaving the 
screen. Clear a path to a 
DDT bomb If possible, so 
you can use it to kill 
veral insects at once. It 
II quickly build their 
value to the maximum of 
1000 points each. Con- 
centrate on one thing- 
shooting as many bugs 
as you can. Don't waste 
time clearing mushrooms 
until after the swarm is 
over. As your score 
increases, the length of 
the swarms also in- 
creases, making them 
worth lots of points. 



SCROLLING WAVE 

On the sixth millipede, 
the mushrooms begin 
scrolling down. They 
don't stop unless you kill 
the millipede, shoot a 
DDT bomb, or lose a life. 
You have to do one of 
these three things quick- 
ly or you'll be over- 
whelmed by mushrooms 
on the bottom. 









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5 - "* 



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Mosquitoes follow the 
eighth millipede in a cycle. 



Stop the scrolling wa 
avoid this congestion. 

First try to hit a DDT 
bomb. It's a good idea to 
clear a path to one before 
the wave starts. If you 
can't use a DDT, try to kill 
the millipede before the 
mushrooms get too low. 
As a last resort, die on 
purpose. 

The scrolling wave fol- 
lows the swarm of mos- 
quitoes. If you can shoot 
a lot of mosquitoes in the 
swarm, the mushrooms 
will scroll way up the 
screen, and you'll have 
plenty of time to kill the 
millipede while the 
mushrooms come back 
down. Remember, if you 
scroll the mushrooms 
way up the screen, you 
won't be able to fire very 
fast. You'll have to take 
single shots, making 
sure you hit the millipede 
each time. 



JoyStik /December 1983 






BEETLES 

Beetles present many 
problems. They come out 
of the side and move 
along the bottom of the 
screen. After they've 
gone about a third of the 
way across they random- 
ly pick up a column and 
move into the mush- 
rooms. They never go all 
the way to the end b 



•mi'Y'L-i'i-if 




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Be careful whan beatlea 
approach from both •Idaa. 

Beetles don't come out 
on the spider waves. On 
the other waves, they 
don't come out until you 
shoot at least one piece 
of the millipede. They 
also don't come out dur- 
ing the side feed. Since 
shooting a beetle makes 
the mushrooms move 
down one row, you 
should just leave them 
alone. You can avoid hav- 
ing them come out by not 
shooting the millipede 
until it gets near the bot- 
tom, then kill it all at 
once. After you reach 
400,000 points, the bee- 
tles speed up, so you 
have to be more careful 
around the sides when 
they come out. 



FLOWERS 

When a beetle runs over 
a mushroom, it turns into 
a flower. Flowers can be 
both good and bad. They 
stop any stray shots, 
which helps you fire 
faster, but they can block 
your movement and make 
the millipede reach the 
bottom faster. 



DDT BOMBS 

Only four DDT bombs 
can be on the screen at 
one time, so they should 
only be used for special 
purposes. Once a DDT is 
exploded, it is replaced 
by another the next time 
the mushrooms scroll 
down. Make sure you 
have one available to 
stop the scrolling wave. 
DDT's are also good to 
use in the all head waves. 



you a chance to shoot 
the others before the side 
feed starts. 



- TO 






, 



Sparing the beetlas rasu. 
in a f lower garden. 

Flowers can't be shot; 
the only way to get rid of 
them is to let the spider 
eat them. You can get rid 
of a single flower, howe" 
er, at the end of a wave. 
After each millipede is 
killed, the mushrooms 
move down one row as 
the colors change. Just 
before they move down, 
sit under the flower you 
want to get rid of. When 
the mushrooms go down, 
the flower will disappear. 



» S W » » ; 



an entire millipede. 



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The side feed in Millipede 
is easier to handle than it 
is in Centipede for two 
reasons: Millipede is 
much more forgiving in 
detecting collisions with 
the heads, which allows 
you to move between 
them more easily, and the 
side feed never gets ridic- 
ulously fast, which is a 
nice improvement over 
Centipede. The side feed 
starts out slow and 
reaches a peak level, and 
once it reaches its peak it 
doesn't start over like 
Centipede's does. 

At its fastest, the Milli- 
pede side feed can still be 
cleared. The most impor- 
tant thing is not to rush. 
Clear most of the mush- 



area, then stay towards 
the edges. Shoot the 
stray heads near the 
side and you can hit the 
ones coming out of the 
side right away. 



w<&* 



Don't be Intimidated by the 
aide feed. 

Clearing the mushrooms 
should be your highest 
priority. The worst thing 
you can do is die and 
leave tons of mushrooms 
In the gray area— you'll 
just start the side feed 
again. If necessary, you 
can just keep the side 
feed going and shoot 
heads for quite a while. 






THE ROUGHEST, TOUGHEST ARCADE IN THE GALAXY... 
WHERE PLAYERS FROM A THOUSAND WORLDS DO BATTLE.. 




STARGATE 

This trick is very hard to do 
and doesn't help your 
game, but it looks neat and 
will get you a refunded 
token at most arcades. 

The basic idea is to hit 
hyperspace right at the 
instant you enter the Star- 
gate, and then hit hyper- 
space again when your ship 
reappears. If the timing is 
right, the terrain at the bot- 
tom of the screen will move 
up to the center and begin 
scrolling to the right so 
quickly that it looks more 
like an electrocardiograph 
than a video game. This 
effect will continue until the 
machine is turned off and 
back on. 

The timing in this trick is very 
difficult. In fact, it probably 
won't work until you have 
tried it many times. For this 
reason, you should try it 
with a 2-credit (7 ship) 
game, and maybe even 
warp once or twice to earn 
more extra ships. Then just 
fly into the Stargate and 
start pounding on the 
hyperspace button as soon 
as you enter. Do this over 
and over until the trick 
works, and then go tell the 
arcade manager that the 
Stargate machine is broken 



and you lost a token in it. 

DEFENDER FROZEN 
SCREEN 

In the Editor's Message 
of the September issue, 
I mentioned freezing the 
screen in Defender. Since 
then, we've received sev- 
eral letters asking how to do 
this trick. Just in case you 
missed it in our special edi- 
tion of How to Win Arcade 
Games, here it is again. 




The Defender screen frozen 
on Wave 1. 

This trick works best on 
the first wave. Wait for the 
Landers to pick up Human- 
oids, and then shoot the 
Landers and catch the 
Humanoids without setting 
any of them down. After 
you have caught all ten 
Humanoids, find a clear 
part of the screen and 
coast to a stop. When your 
ship has completely stop- 
ped moving, pull straight 
down on the altitude lever. 
This will set all ten Human- 



oids down directly on top 
of each other. 

You can tell immediately 
whether the trick has 
worked, by watching the 
red, blue, and yellow 500's 
that appear next to the 
Humanoids. If they are 
changing color or moving, 
then the trick didn't work 
and the opponents will con- 
tinue moving. But if the 
500's are not moving, the 
game is frozen and nothing 
will move until you hit the 
thrust button. 



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OraRro.n fiy F.vTZCO 



Xevious' designers left 
their mark in the program. 

XEVIOUS DESIGNER 

Because most game man- 
ufacturers don't give their 
designers name credit, a 
game designer will often 
include in the program a 



trick for generating his or 
her name. This provides 
permanent proof of who 
programmed the game. 

The designer of Xevious 
has included a trick for 
generating his name right 
at the beginning of the 
game. As soon as Solvalou 
appears, move to the far 
right edge of the screen 
and begin bombing con- 
stantly. Continue bombing 
until the first set of attack- 
ing rings is very close to 
you, and then shoot the 
rings. The message shown 
in the picture above will 
appear on the screen. 

SINISTAR 

Sinistar is a fun game, but it 
gets really hard really fast. 
In fact, many players get 
discouraged and stop play- 
ing after they have mas- 
tered the first two zones, 
because the higher zones 
are so fast. If you're one of 
these players, the following 
trick should renew your 
interest in Sinistar — it gives 
you 255 free turns. 

To accomplish this feat, 
you must be playing on 
your last turn and have just 
enough bombs in reserve 
to finish off the Sinistar. 
Throw bombs until there 



30 



JoyStik '/December 1983 




is only one piece of the 
Sinistar left. At this point 
you should have one 
bomb remaining in reserve 
and be on your last turn . 

Now comes the hard part: 
throw your last bomb, and 
then destroy your ship 
before the bomb hits the 
Sinistar. Your ship can only 
be destroyed by a Warrior's 
shot or the Sinistar itself, so 
you have to plan out your 
demise before throwing the 
bomb. The best way to do it 
seems to be throwing the 
bomb away from the 
Sinistar — by coasting past 
it — and then turning back 
into the Sinistar before the 
bomb returns. If the trick 
works, you'll have enough 
turns to make it past the 
second zone even if you 
average 100 turns per zone. 



JOUST 

Like the Dig Dug trick 
described in this column in 
July, this one isn't helpful or 
useful, but it's entertaining. 
The lower right ledge in 
Joust is really two ledges at 
different levels with a small 
gap in between (see the 
picture above). It is possi- 
ble to fly your ostrich 
through that gap, even 
though it looks too narrow. 



Start out by flying to the left 
over the lower level (to the 
right of the gap) with the 
bottom of your Ostrich just 
skimming the surface of 
the ledge. If your knees are 
dragging on the ledge, 
you'll squeeze through the 
gap and appear below the 
ledge. Note that you can 
not walk through the gap, 
because the Ostrich is 
too tall when its legs are 
extended. Eggs can fit 
through the gap also, if you 
throw one up from below. 
Either hit a buzzard just be- 
low the gap to throw an egg 
up through it, or bounce an 
egg off the center ledge 
into the gap. 

Another entertaining and 
useless Joust trick is to 
leave a "phantom ener- 



gizer" on the screen during 
the waves that have no up- 
per ledge. To do this trick 
correctly, you must be play- 
ing a two-player game, and 
you must set it up on a 
wave just before the upper 
ledge disappears, such 
as the fifth wave or the 
Egg wave. 

Clear all of the opponents 
in that wave except one. 
Then hit the remaining 
buzzard at a point that will 
leave the egg in the middle 
of the bottom ledge. Player 1 
should stand on the lower 
energizing platform while 
Player 2 jumps in the lava. 
The place where Player 2 
reappears determines if the 
trick will work. 

If Player 2 is on the ener- 




gizing platform at the top of 
the screen, it is possible to 
make the platform disap- 
pear, leaving just a white 
cloud floating in space. 
To do so, Player 1 must 
grab the egg on the bottom 
ledge. This will end the 
wave and the upper ledge 
will disappear, but the 
phantom platform remains. 



For the trick to be suc- 
cessful, Player 2 must 
reappear on the top ener- 
gizing platform after jump- 
ing into the lava. If he reap- 
pears on one of the other 
platforms, you'll have to go 
to the next wave before 
that platform disappears 
and then try again. Since 
this trick costs Player 2 a 
turn each time, it's always 
better to be Player 1 . 



/ 



By bouncing on your knees, you can pass through the 
small gap between the rock ledges. 



If you would like to see your 
favorite trick in this column, 
write it down and send it to: 
JoyStik® Magazine 
Tricks of the Trade 
3841 W. Oakton 
Skokie, IL 60076 



Thanks to Ben Gold and 
Todd Walker for this issue s 
tricks. 



JoyStik December 1983 



31 



by Doug Mahugh 



In April of 1 981 , two game designers working 
for Williams Electronics quit their jobs and set 
out to "explore new frontiers and raise the 
state of the art of game design." Their names 
were (and still are) Larry Demar and Eugene 
Jarvis, and the games they have designed 
together — all manufactured by Williams Elec- 
tronics — have shown their dedication to those 
original goals. First came Stargate, the spec- 
tacular sequel to Defender and one of the most 
popular games of 1 981. Next was Robotron, 
last year's original and exciting coin-op hit. 
Now, for the third year in a row, Vid Kidz and 
Williams Electronics have come out with a 
game that looks and plays like nothing you've 
seen before: Blaster. 



The most striking feature of Blaster is the 
realistic flight simulation, which is the best yet 
in a video game. You're in the cockpit of a 
spaceship flying through deep space, battling 
wave after wave of lethal opponents. Stranded 
astronauts tumble through space, and you can 
rescue them for extra points or ignore them 
and just try to stay alive. (Note the similarity to 
Stargate and Robotron; saving humans is an 
integral part of every Vid Kidz game.) Groups of 
enemies can attack from the front or the rear, 
and it isn't unusual to have a dozen or more 
opponents on the screen at once, all firing 
deadly missiles or trying to ram your ship. Ev- 
erything moves with true three-dimensional 
perspective, and you control your ship's flight 
with an airplane-style joystick like Zaxxon's 
(pull back to go up, push forward to go down). 
Fire and thrust buttons are located on the joy 
stick under your index finger and thumb (with 
optional buttons on either side of the control 
panel), giving you simple and powerful control 
with one hand. 




On the following two pages, you'll find photo- 
graphs of the 30 different attack waves in the 
game, along with an explanation of the 11 basic 
types of waves. Then, on pages 38-41 , scoring 
and priorities for each type of wave are ex- 
plained in detail, along with general strategies 
and observations. 



■VV ••■■■.■'■;■ 



affi&lEEs 




^3 



• ■ ,.'*-. aaal I 311 



«. 



m*. 




WAVE 1: PLANETOIDS 
Hit the E for 10,000 points . 



WAVE 2: ROBOT GRID 
Hunting robots at ground 
level. 



WAVE 3: SAUCERLAND 
Shoot the red saucer last. 



WAVE 4: VAMPIRES 

Try to clear entire groups. 




I'°lr «&> 




WAVE 9: PLANETOIDS 
The E now comes from be- 
hind. 



WAVE1 

Sho 
poll 



WAVE 11: TIME TUNNEL 
Save the stranded a«|— 
nauts. 



WAVE 12: ROBOT GRID 
Devi' 




WAVE 25: VAMPIRES 
Shooting a Vampire point* 
blank. 

The pictures above show 
highlights of each of 
Blaster's 30 different 
attack waves. The Attack 
Waves can be divided 
Into nine basic types: 
Planetoid Waves, 
Robot Grid Waves, 
Saucerland Waves, Vam- 
pire Waves, Time Tunnel 
Waves, Outer Space 
Waves, Enduro Waves, 
Cat World Waves, and 
Mastermind Waves. 
Armageddon and Para- 
dise occur only once 



WAVE 26: HOLLOW ORID 
The last ground battle. 

and are described later. 

There are seven 
Planetoid Waves. You 
must dodge rocks and 
planets, while fighting 
different types of ene- 
mies. Planetoid waves 
also include the all- 
important flying E, which 
is worth 10,000 points 
and restores your shields 
to full strength. 

The Robot Grid is the 
only scene on the sur- 



WAVE 27: CAT WORLD WAVE 28: PLA 

Second attack of the Space Nail the Runaway for 500 

Cats. points. 



face of a planet. You are 
attacked by Robots and 
Androids on the ground, 
while spaceships fire 
from above and drop 
bombs. Flying through 
Red Arches increases 
your score quickly 
because they're worth up 
to 5000 points. 

Saucerland Is the only 
wave with specific strat- 
egies that work every 
time. The saucers attack 
in formations of up to 11 



at once, including one 
red saucer (the Bonus 
Saucer). Shooting the 
Bonus Saucer first or last 
will earn a 5000-point 
bonus. Strategies for 
Saucerland are covered 
on page 40. 

Vampire Waves are very 
difficult. A group of three 
to seven vampires move 
towards you in serpen- 
tine motion, firing con- 
stantly. The white and 
green ones are the most 



JoyStik '/December 1983 



<$£••# 



1 










WAVE 5: PLANETOIDS 
The rocks are now planets. 



WAVE 6: TIME TUNNEL 
The only "peaceful" wave. 



WAVE 7: DOUBLE GRID 
This wave features many 
arches. 



WAVE 8: SAUCERLAND 
Hit this red saucer first. 




WAVE 13: PLANETOIDS 
Close-up view of ■ rock. 




WAVE 14: SAUCERLAND 
One of the toughest forma- 
tions. 



nifino u& TT 



WAVE 15: VAMPIRES 
Keep moving to avoid the 
bullets. 



iirtM* u "W 



WAVE16:ENDURO 

Fifty Deathriders In a row. 



I I 
I I 



^m 



WAVE 21 : DOUBLE GRID 
Robot guarding a Sentry 
Tower. 



WAVE22:ENDURO 

A barrage of Masterminds. 



WAVE 23: PLANETOIDS 
The solo bonus saucer. 



WAVE 24: MASTERMINDS 
Fly through them for S000 
points. 




WAVE 29: ARMAGEDDON 
A little of everything... 

deadly, curving up and 
down as well as back and 
forth. A bonus is 
awarded for shooting all 
the Vampires in a group. 

There are no enemies on 
Time Tunnel Waves, just 
stranded astronauts 
tumbling through the 
tunnel. You must try to 
save them by running 
into them. 

In the Outer Space 
Waves, groups of 



Masterminds followed by a 
saucer formation. 



spaceships attack from 
the front or the rear. The 
enemies in these waves 
include X-29 fighters, 
Destroyer Fighters, Sat- 
ellites, and even Space 
Cowboys perched atop 
rockets. The biggest 
enemy is a giant Star- 
cruiser worth up to 5000 
points. 

Three hundred oppo- 
nents will attack you in 
groups of fifty in both En- 
duro Waves. First come 



Two Deathriders leading a 
group of Space Cats. 

the Vampires, followed 
by the Flying Saucers, 
Deathriders, Master- 
minds, Space Cats, and 
Bonus Saucers. Your 
goal Is to shoot as many 
enemies as possible. 
They drift past without 
moving, but the wave is 
dangerous because the 
enemies fire constantly. 

In Cat World, the Space 
Cats attack in groups of 
three, five or seven. A 
bonus is awarded for 



WAVE 30: PARADISE 

A secret surprise follows 

this screen. 

destroying all the cats 
in a group, and you get 
100,000 bonus points for 
destroying every cat in 
the entire wave. 

In the Mastermind Wave, 
the Masterminds throw 
large balls at your ship. 
Flying through the center 
of a group of four Master- 
minds earns a 5000-point 
bonus, and a 100,000- 
point bonus is awarded 
for destroying every Mas- 
termind. 



JoyStik December 1983 




RUNAWAY SHIP 
500 points each 
2000-8000 bonus points 



ASTRONAUT 
1000-2000 points each 




DEATH RIDERS 

70 points 

3000-6000 bonus points 




THEE 
10,000 points 



Blaster, like Tempest, lets 
you choose the starting 
level (or your game. You 
can start on any of the 
first four waves: 
Planetoids, Robot Grid, 
Saucerland, and Vam- 
pires. Beginning players 
should start on Wave 1, 
because the Planetoid 
Waves are the most com- 
mon and you must learn 
to play them well in order 
to master the game. Ad- 
vanced players may want 
to skip the first three 
waves, starting on the 
Vampire Wave with a 
score of 300,000 (100,000 
points is awarded for 
each wave skipped.) Or, 
you may want to try start- 
ing on Wave 3 (Saucer- 
land). The saucers are a 
fun way to start the 
game, and if you play the 
saucer wave perfectly it 
can be worth up to 
180,000 points. 

After you choose a start- 
ing wave, the game be- 
gins. You start with three 
turns, and an extra turn is 
awarded every 100,000 
points. Each turn is 
equivalent to three 
shields, and one shield is 
lost each time you run 
into a rock, planet, 
enemy, or bullet. The 
shield indicator at the top 
of the screen lets you 
know how many shields 
you have left; the first 
collision takes away one- 
half of the shield indica- 
tor, the second takes 
away the rest of it and 
flashes an "ENERGY 
CRITICAL" warning, and 
after the third hit the 
windshield shatters and 
your turn is over. 

At the end of a game, 
Blaster gives you the op- 
tion of starting another 



game from the point 
where your first one end- 
ed. If you put in another 
token and press start be- 
fore the 10-second timer 
runs out, you can start 
playing right where you 
stopped, with the same 
score. Bonus turns are 
awarded at the same 
scores (every 100,000 
points) on continued 
games, so by using this 
feature you can "buy" a 
high score, but only up to 
Wave 30. After Wave 30, 
the continuation option 
is no longer available; 
this makes the high 
score on the game more 
meaningful. 

Throughout the game, 
various types of oppo- 
nents (e.g., Runaway 
Ships, Deathriders, 
Flying Saucers, and 
Destroyers) appear in 
groups. These groups 
vary in number from two 
to ten, and the number of 
enemies in the next 
group is never pre- 
dictable. Bonus points 
are always awarded for 
destroying an entire 
group, so you should al- 
ways try to shoot all of 
the opponents in a 
group. This is true in 
every type of wave. The 
exact value of each of the 
group bonuses is ex- 
plained in detail under 
each type of wave below. 

In addition to the group 
bonuses, a 100,000-point 
super-bonus (group- 
group bonus? metabo- 
nus?) is awarded for des- 
troying all of the groups 
in a Saucerland Wave, 
Cat World Wave, or Mas- 
termind Wave. The meta- 
bonus feature was not in- 
cluded in the Vampire 
Wave — if you're any 



good, I suggest you take 
that as a direct challenge 
to shoot all of the Vam- 
pires. 

Because of the group 
bonuses and meta- 
bonuses, the best way to 
play is to try to shoot 
every single enemy you 
see. This is particularly 
important when you con- 
sider that the continued- 
play option doesn't work 
after Wave 30; if you're 
"buying" a high score by 
restarting after every 
game, you need to make 
the first 30 waves count 
as much as possible. 
Otherwise, you'll get to 
Wave 30 with a lower 
score than other greedier 
players. . 

PLANETOID WAVES 

Planetoid Waves are the 
most common, most 
important, and most diffi- 
cult. They are important 
because they include the 
E (described below), and 
they are difficult mainly 
because of the rock field. 
You must constantly 
dodge the rocks just to 
stay alive, in addition to 
saving Astronauts, pur- 
suing Runaway Ships 
and the E, and battling 
many different types of 
enemies. 

The first opponents in a 
Planetoid Wave are 
usually the Runaway 
Ships. They appear in 



JoyStik- /December 1983 



pairs, and come onto the 
screen from behind and 
above, as if flying over 
your shoulders. There 
are no Runaways on 
Wave 1, but one or two 
pairs will appear on Wave 
5, and on later waves up 
to three pairs (or six total 
Runaway Ships) can 
attack at once. 

After the Runaways pass 
you, they continue flying 
forward until they are just 
small objects in the dis- 
tance. They will then stay 
at that distance and fire 
at your ship. To destroy 
them, you have to use the 
thrust and chase them 
down. If you just ignore 
the Runaways, they will 
eventually disappear, but 
it's almost impossible to 
ignore them because 
they're constantly 
shooting. 

When the Runaways first 
come past you, hit the 
thrust and begin firing. 
Always shoot at the most 
recent pair to appear — if 
another pair appears be- 
fore you have destroyed 
the first two, let the first 
ones go and concentrate 
on the closer pair. Once 
all of the Runaways are 
out, continue thrusting 
and keep them at the top 
or bottom of the screen 
until you are very close, 
then pull up or down to 
finish them off. Runaway 
Ships are worth 500 

JoyStik -/December 1983 



.., and the 
group bonus is 2000 for 
one pair, 4000 for two 
pairs, and 8000 for three 
pairs. 

One interesting thing 
about Runaway Ships is 
that you can run into 
them without losing a 
shield. This is called 
"capturing" a Runaway, 
and is a worthwhile 
maneuver when you're 
chasing the last Run- 
away in a group, because 
capturing the last Run- 
away will double the 
group bonus. 

Deathriders come in 
groups of three to six and 
are only worth 70 points 
apiece, but the bonus for 
finishing a group (1000 
points per Deatnrider) 
makes them a very 
attractive target. They 
fire quite a bit and are 
hard to hit, but because 
of the big bonus you 
should always attack 
them rather than avoid 
them. 

Saucers and Astronauts 
are the only other val- 
uable targets in Planetoid 
Waves. (Rocks are worth 
100 points each, but who 
cares?) Formations of 
Saucers score the same 
as in Saucerland (see be- 
low), but with the red 
saucer bonus decreased 
from 5000 to 2500 points. 
If you miss the Bonus 
Saucer, it's sometimes 
better to avoid the rest of 
the group, because they 
aren't valuable enough to 
be worth the risk. A sin- 
gle pair of Saucers is 
worth from 300 points to 
1000 points — depending 
on how quickly you can 
shoot both of them— and 
a solo Bonus Saucer is 



worth 500 to 3000 points, 
depending on how close 
you can get before shoot- 
ing it. 

Astronauts are worth 
1000 points each, with 
the value increasing by 
200 for each Astronaut 
you catch without a miss, 
up to a maximum of 2000 
points. The Astronauts 
sometimes seem very 
elusive; just stay calm 
when you see one, 
because most players 
miss Astronauts by over- 
reacting. 

The E comes out after a 
certain number of Astro- 
nauts have appeared. A 
short warning beep tells 
you that the E has 
appeared in the distance 
and you should start 
watching for it. Your goal 
is to run right over it, 
which will cause three 
things to happen: (1) the 
wave ends, and you warp 
to the next wave; (2) your 
shields are restored to 
full strength; and (3) you 
are awarded 10,000 
points. The E is always a 
worthwhile target, and 
because of the restored- 
shields feature it is even 
more valuable when 
you're down one or 
two hits. 

Starting with Wave 9, the 
E comes from behind like 
a Runaway Ship, and you 
have to chase it down. 
Chasing the E through 
the rocks with enemies 
firing from all around can 
be very risky. Try to keep 
the E to one side while 
you're approaching it, 
because it can block your 
view of objects ahead. 
Then, when you're close 
enough to hit it, pull it 
back to the center of the 
screen. 



BONUS SAUCER 
500-3000 points each 
25005000 bonus points 




VAMPIRE 

100 points each 

1500-10,000 bonus points 




SPACE CAT 

100 points 

1500-5000 bonus points 




MASTERMIND 

100 points 

500-5000 bonus points 



ROBOT GRID WAVES 

Magic Arches are the big- 
money targets here. Pas- 
sing through an Arch 
scores 1000 points, and 
this value increases by 
1000 for each con- 
secutive Arch up to a 
maximum of 5000 points. 
Flying through every 
Arch in the wave can 
greatly increase your 
final score, even if you 
ignore the Robots and 
Androids (which are 
worth one-tenth the 
value of Arches). 

Sentry Towers are the tall 
posts that look like bas- 
ketball backboards, and 
they're worth 1000 points 
if you hit them three 
times in the white square. 
Since they're not as 
important as the Arches, 
be careful not to break a 
string of Arches by mov- 
ing up for a Sentry Tower. 

SAUCERLAND 

There are seven different 
groups (or formations) of 
saucers, and each group 
includes one Bonus 
Saucer (the red one). The 
Saucers are worth 250 
points each, but your 
goal here is not simply to 
shoot all of them, but to 
shoot the red one either 
first or last. If you shoot it 
first, all of the other 
Saucers will disappear 
and you'll be awarded the 
same number of points 
as if you shot them all, 
plus a 5000-point bonus. 
If you shoot it last, after 
shooting all of the other 
Saucers, you'll still get 
the 5000-point bonus. If 
you shoot all of the Sau- 
cers in any other order, 
the bonus is only 
1000 points. 

The best way to play the 
Saucerland Wave is to 
know the seven different 
formations and know ex- 
actly where to shoot for 



each one. If you miss the 
Bonus Saucer with your 
first shots, try to save it 
for last — if you shoot the 
Bonus Saucer part way 
through the group, the 
Saucers will break out of 
formation and you'll be 
caught in their crossfire. 

A couple of things that 
can help you in the 
Saucerland Wave are: (1) 
try to arm your second 
gun. Your shots come out 
of four different guns at 
the bottom of the screen, 
and arming the second 
one from the left will 
assure that the next two 
shots are well-centered; 
(2) guide your first two 
shots into the Bonus 
Saucer by moving after 
you fire. This is a bit 
tricky, but it is possible to 
pull the Bonus Saucer 
into shots that would 
otherwise miss it. 

Saucerland has a 
100,000-point metabonus 
that is awarded if you can 
earn the 5000-point 
bonus on ten groups in a 
row. If you miss a group 
after the fourth one, how- 
ever, the wave is over. 

VAMPIRE WAVES 

Vampires come in groups 
of three to ten, and they 
attack viciously. They're 
worth 100 points each, 
and the group bonus de- 
pends on which type they 
are. The Vampires that 
serpentine in a single 
plane have a bonus of 500 
points each, but the ones 
with three-dimensional 
serpentine motion (the 
green ones and white 
ones) have a bonus of 
1000 points each. For the 
easy groups, try staying 
in front of the closest one 
and holding the fire but- 
ton down. For the harder 
groups, you just have to 
aim carefully and avoid 
their shots. As men- 



tioned earlier, there is no 
metabonus for com- 
pleting all of the groups 
in a Vampire Wave. 

TIME TUNNEL WAVES 

On these waves, you 
don't have to fire and 
there is nothing that can 
attack you. You just fly 
through the Time Tunnel 
and try to rescue as 
many of the Astronauts 
as possible. The Astro- 
nauts are scored just like 
in the Planetoid Waves; 
1000 for the first one, with 
the value increasing by 
200 for each Astronaut in 
a string. 

After you catch the first 
Astronaut, it's fairly easy 
to stay on track for the 
rest of them if you use 
small motions of the 
joystick. While you're 
catching each one, check 



where the following 
Astronaut appears and 
then tap the joystick in 
that direction. The only 
time you'll have trouble 
with this approach is 
when you move too far 
and overshoot an Astro- 
naut; if they're moving 
quickly, you may miss 
several of them before 
getting back on track. 

OUTER SPACE WAVES 

In these waves, the ene- 
mies can be divided into 
two types: group ene- 
mies and solo enemies. 
Group enemies (e.g., X- 
29 Fighters and Des- 
troyers) always attack in 
groups, and you should 
shoot them as quickly as 
possible so that you can 
achieve the group bonus. 
Most of the solo enemies 
(e.g., Space Cowboys 
and Starcruisers) are 
worth more points when 
they are closer to your 
ship, so you should wait 
as long as possible be- 
fore shooting them. 
Since the enemies don't 



move very much, you can 
really have a field day in 
this wave if your shots 
are hitting. 

Starcruisers are the most 
valuable target in Outer 
Space, worth up to 5000 
points if you're close 
enough when you shoot 
them. Space Robots and 
Space Cowboys are 
worth up to 2500 points— 
again depending on how 
far away you are — and 
Destruktor Satellites are 
400 points each. The pur- 
ple ships with two square 
wings are called Des- 
troyers, and they're 
worth 200 points apiece. 
The group bonus for Des- 
troyers is 500 each (when 
they come from behind) 
or 1000 each (when they 
come from the front). X- 
29 Fighter Ships (the 
orange and white ones) 



are worth 100 points 
each, with group 
bonuses of 1000 for two, 
1500 for three, 4000 for 
four, and 5000 for five. 

ENDURO 

This wave includes ene- 
mies from the other 
waves, but they don't 
have their characteristic 
behavior. They just drift 
through space and fire at 
your ship. This difference 
is most noticeable at the 
beginning of Wave 16, 
because the previous 
wave is a Vampire Wave 
and the Enduro Wave 
starts with Vampires. 

There are 50 of each 
opponent in this wave, 
and their value increases 
by 100 points for every 
two that you shoot. In 
other words, the first two 
of each type are worth 
100 points each, the next 
two are worth 200 points 
each, and so on, increas- 
ing by 100 points with 
each pair, until a max- 
imum of 2000 points is 



JoyStik '/December 1983 



through space. Try to rec- 
ognize the opponents in 
each group as early as 
possible, so that you can 
react to their behavior. 
Unlike in the Enduro 
Wave, here the enemies 
behave like themselves. 



reached. The value goes 
back to 100 points at the 
beginning of each type of 
enemy, and the order of 
enemies is Vampires, 
Flying Saucers, Deathrid- 
ers, Masterminds, Space 
Cats, and Bonus (red) 
Saucers. 

CAT WORLD 

The Space Cats appear 
in V-shaped groups of 
three, five, or seven. 
They're worth 100 points 
each, and the bonus is 
1500 for a group of three, 
2500 for a group of five, 
and 5000 for a group of 
seven. A 100,000-point 
metabonus is awarded 
for destroying every 
Space Cat in the wave. 



in a group by starting at 
the left or right and work- 
ing your way across. If 
you shoot the lead (cen- 
ter) cat first, you have to 
rush back and forth to 
get the others before 
they fly past you. 

MASTERMINDS 

When you first see the 
Mastermind Wave, the 
brown balls that they 
throw at your ship will 
seem overwhelming and 
unavoidable. But with a 
little practice, the balls 
are very easy to dodge. 
In fact, they're easier to 
avoid than regular shots, 
because it is easier to tell 
where you are in relation 
to them. 



It's best to shoot the cats The Masterminds are 



JoyStik December 1983 



worth 100 points each, 
with a bonus for each 
group of four that starts 
at 500 and increases by 
100 for each consecutive 
group. A special type of 
bonus is also available in 
this wave: if you pass 
through the center of a 
group of four Master- 
minds without shooting 
any of them, 5000 points 
is awarded. This ruins 
your chance for the 
100,000-point metabo- 
nus, however. 

ARMAGEDDON 

The first half of 
Armageddon is made up 
of 40 groups of enemies, 
including Space Cats, 
Vampires. Deathriders, 
and Masterminds. This is 
a little like the Enduro 
Waves, except that the 
enemies attack in their 
usual manner rather than 
drifting aimlessly 




The second half of 
Armageddon is 20 to 25 
seconds of intense, fast- 
paced Planetoid Wave, 
with more enemies than 
ever before. You must get 
through this section on 
one turn, because each 
time you start over you'll 
be back at the beginning 
of it. If you're down to 
two or fewer turns, it's a 
good idea to end your 
game here and then re- 
start. That way, if you get 
through Armageddon on 
your first turn you'll have 
more turns to continue 
with after Wave 30. 

PARADISE 

There are no enemies in 
this wave, and there is no 
way to score points. You 
just fly through space 
and watch a show. After 
the show is over, you're 
awarded 1.000.000 points 
and three extra turns and 
sent back to Wave 10. 













Z5ITW? 



A New Software Breed 



by Danny Goodman 

It is one thing to bemoan 
the sameness and light- 
headedness of home com- 
puter entertainment soft- 
ware, but quite another to 
actually do something about 
it. Judging from its first 
offerings for the Atari and 
Apple computers. Electronic 
Arts, a year-old San Mateo 
company, is doing some- 
thing about it. 

Electronic Arts is one of the 
new breed of software firms 
that acts as publisher for 
outside design talent. Just 
as a book publisher prints 
and distributes books for in- 
dependent authors, a soft- 
ware publisher takes a prod- 
uct from an independent 
designer or design group, 
judges it for marketability, 
designs the packaging, and 
distributes it to computer 
and book stores. Electronic 
Arts, however, likens itself 
more to the recording indus- 
try. Instead of having editors 
put the finishing touches on 
the selling of a program, the 
company has a talent de- 
partment staffed by pro- 
ducers who work with the 
outside talent in developing 
and marketing the software. 

As with a movie or televi- 
sion program, the artist and 
producer start with story 
boards — hand-drawn rep- 
resentations of the screen at 
various points in the game. 
And, like a record producer 
with a hot rock group, the 
software producer is re- 
sponsible for promoting the 
software artist. This kind of 
relationship frees program- 
mers to concentrate on 
what they do best: program. 



PROGRAM CRITERIA 

William "Trip" Hawkins, a 
young but very businesslike 
co-founder of Electronic 
Arts, outlined the basic re- 
quirements for most of the 
software that is issued 
under the EA label. "It must 
be simple so you can get 
into it quickly," he said. "It 
must exploit the capabilities 
of the computer medium. 
And it must be deep." 

The depth of the activity, as 
Hawkins mentioned, is per- 
haps the most striking ele- 
ment of a high percentage 
of the current titles. For ex- 
ample, let's take a look at a 
program called M.U.L.E., de- 
signed by Ozark Softscape, 
a group of animation and 
programming specialists 
based in the unlikely state of 
Arkansas. 

The letters in the program 
title stand for Multiple Use 
Labor Element, which is a 
robot mule used to develop 
plots of land on a strange 
planet settlement. One to 
four players can participate; 
those roles left vacant by 
humans are filled by the 
computer. Each player, upon 
being delivered to the col- 
ony by a rocket ship, is allot- 
ted a starting supply of 
money and goods (energy 
and food). 



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M.U.L.E. 

by Ozark Softscape. 

In each round players have 
the chance to claim a parcel 
of land during the Land 



Grant. Three different ter- 
rains are available for ex- 
ploitation: mountains, flat- 
lands and river area. Each 
has specific characteristics, 
as in real life, for the pro- 
duction of essential goods. 
In M.U.L.E. that includes 
food, energy, and an ele- 
ment called smithore. Get- 
ting your choice parcel is 
not easy because all of the 
players are vying for the 
most desirable land at the 
same time. This becomes 
more of a factor in later 
stages when available 
parcels are scarce. 

In each round, a player has 
to buy a mule. This is done 
in the town, which is the 
center box on the macro 
screen. The next screen, a 
close-up of the town, re- 
veals a corral of mules, three 
separate outfitters supplying 
the goods you want to pro- 
duce on your plot, a land 
office for selling surplus 
land, and a pub where you 
can gamble to win money. 
The procedure is to move 
your character within a 
limited time into the mule 
corral to buy a mule at cur- 
rent market price (money is 
automatically subtracted 
from your total), drag him 
into one of the outfitters 
(this cost is also subtracted) 
and take him out to your 
plot. The screen returns to 
the overhead map of the 
colony. You've got to place 
your character just right In 
the plot to properly install 
your mule — otherwise it 
runs away, wasting your 
money and time. iiii 



rJi<aa;ft[«n»iBwaMiBMiK:« 



chance to install a mule, 
production cycle for tiiis 
round shows how mai 



ETTI7 



smithore were produced. 
Forces of nature crop up 
periodically, like pests that 
eat crops or sunspots that 
increase energy output, to 
help keep things unpredict- 
able. 

Next comes the auction 
phase. Just like bringing 
goods to market, each play- 
er has the opportunity to 
buy particular goods that 
are running short (mules re- 
quire energy, and you need 
food) and to sell surplus 
(smithore is used to build 
more mules for future ex- 
ploitations). A colony store 







9^'fl «r s 



c 

m 




also sets market values for 
goods based on supply and 
demand. Each player 
chooses to be buyer or sell- 
er, then tries to get the best 
deal on the transaction. A 
player is also subject to un- 
predictable events, such as 
having his mule win $300 
In a beauty contest or losing 
$450 in an investment on 
another planet. 

Later in the game, {there are 
1 2 cycles in the standard 
level) all the parcels are 
owned, so players have to 
monitor the market prices of 
various goods and change 
the production in their plots 
accordingly to gamer the 
most in goods and services. 
Sometimes it's best to have a 
monopoly of a substance. 
But you are all working 
together as atolony, so you 
can't really wipe out a com- 
petitor. If the colony fails to 
produce its minimum, every- 
one is sent back home to 
work in a mule factory. 

If you believe there is a les- 
son or two within M.U.LE., 
then you're on the same 
beam as Electronic Arts. 
Hawkins would be loathe to 
label the company's soft- 
ware products as education- 
al, but he readily admits that 
they contain "a melding of 
education and entertain- 
ment." 

Citing a parallel outside the 
computer world as an exam- 
ple of the depth of EAs pro- 
grams, Hawkins asks, "Have 
you ever been to Disney- 
land? Those who look 
closely at the exhibits and 
buildings discover incredible 
attention to detail, The same 
goes for our software for 
those who look for it." 
Nothing illustrates this point 
better than a new release 
for the Atari computer. Mur- 
der on the Zinderneuf. 



COMPUTER MURDER 

All screen action of this 
game takes place in 1 936 
aboard the luxury dirigible, 
Zinderneuf. In this one- 
player game (although any 
number of viewers can kib- 
bitz) you take the guise of 
any one of eight detectives, 
each with his or her own 
peculiar abilities. Their 
names, by the way, reveal 
the tongue-in-cheek fun 
allowed in programming 
these games: Lieutenant 
Cincinnato with the rumpled 
trenchcoat and car; portly 
and mustached Achille 
Merlot; and the scientific 
Humboldt Hause whose 
companion happens to be 
Dr. Voltmann. 



Murder on the Zinderne 
by Free Fall Associates. 

The scenario puts your de- 
tective on the blimp with 1 6 
passengers over the Atlantic 
en route to New York. At 
the opening of the game, 
one of the 1 6 has been mur- 
dered. By questioning other 
passengers and searching 
rooms for clues, you must 
find the killer before the 1 2- 
hour (simulated) flight is 
completed. Across the six 
scrolling screens of the pas- 
senger cabin, your character 
bumps into people (for 
questioning or accusing) 
and snoops in staterooms 
hunting for physical clues 
and the motive. Since each 
suspect is assigned a per- 
manent room, you get to 
know whose room has 
what color carpet, who 
smokes, what everyone's 
hair color is, and so on. The 
manual also gives a long de- 
scription of each suspect 



and the interrelationships 
among several of them. 

Depending on the abilities 
of your detective and the 
manner in which questions 
are asked (you have a 
choice in your interrogation 
methodology, like "Blunt, 
Polite, Familiar, Sympa- 
thetic") the suspects pro- 
vide different answers, 
sometimes helpful, some- 
times not. Even if you think 
you know who the murder- 
er is, you must have gath- 
ered enough evidence 
before making an accusa- 
tion that will stick. You really 
get to know these people 
after awhile, but they never 
cease to surprise you with 
their comments about the 
others. This is a first rate 
who-dunnit that changes 
every time you play. Need- 
less to say, it's not easyjug- 



ments in your head — but 
that's what makes a good 
Zinderneuf detective. 

Upon even closer scrutiny, 
the player is rewarded with 
fine elements of design. For 
example, the staterooms are 
not merely boxes laid out in 
a bland floor plan. Each 
room has a different furni- 
ture layout and carpet pat- 
tern or color. The characters, 
although portrayed in styl- 
ized graphics, have a unique 
color/shape combination, in 
case you have the ability to 
remember these characteris- 
tics more easily than names. 



EXPANDING 

TRADITIONAL 

GAMES 

In another game, called 
Archon, EA's talented Free 
Fall Associates have added 
an entirely new dimension 
to what in all other video 
renditions becomes a boring 
chess game. In Archon, ac- 
tion takes place on one of 



two screens, called The Board 
and The Battlefield. In the 
former, one (against the 
computer) or two com- 
peting players engage In 
version of chess, but witl 
surreal character pieces. 
Moreover, each side's pieces 
are not the same as the 
others, although the forces 
balance out. Each character 
has different abilities in i 
board movement and at 
characteristics in the sec 




Archon by 
Associates. 

Unlike a normal chess game, 
a square is not simply won 
by taking the piece. In 
Archon, you have to win the 
square the old fashioned 
way: you earn it. In this 
case, it is by putting your 
characters in hand-to-hand 
or spell-to-spell combat with 
the opponent's piece in The 
Battlefield. Adding to the 
challenge is that on The 
Board, the colors of some 
playfield squares change 
during the game. Your suc- 
cess in challenging an oppo- 
nent for a square depends a 
lot on the color of the square. 
The goal of the game, by the 
way, is to have your pieces 
occupy all five special boxes 
known as power points. 

I 
NOT ALL MIND 

BOGGLERS 

The above examples may 
frighten some potential 
players who are less inter- 
ested in games as com- 
plicated as these. Electronic 
Arts has them covered, too. 



JoyStik December 1983 



One hand-eye coordination 
game is called Hard Hat 
Mack, designed by two high 
school students, Mike Abbot 
and Matt Alexander, for the 
Apple lie. At first it looks 
like another "girders" type 
of game, but there are some 
fine points built into the 



I!0IIU5I0»M NtniMIl HI-tCUKlMM* 



Another completely differ- 
ent entertainment activity is 
Bill Budge's Pinball Con- 
struction Set. This is one disk 
that draws on the creative 
talent of pinball wizards by 
letting you design an elec- 
tronic pinball game from a 
catalog of bumpers, flippers, 
rails, kickers, and so on. The 
most detailed graphics (like 
insignias on bumpers) can 
be installed anywhere with 
the help of the magnifying 
glass symbol. Literally every 
pixel on the screen is at your 
disposal. The final board can 
be saved on your disk for 
play or editing. You can even 
"wire" symbols together so 
that special sequences of 
targets yield special bonus 
scores and sound effects. 
The disk also comes with 
five preprogrammed boards 
for immediate play. 






□ h. — ? 



nball Construction Set by 
Bill Budge. 



Coming soon is a basketball 
game that is not only fun, 
but was designed with the 
help of two acknowledged 
hoops stars: Julius (Dr. J) 
Irving and Larry Bird. Ac- 
cording to Hawkins, the 
input of these two pros will 
make the difference be- 
- veen just another basket- 
ill computer game and 
something that more closely 
recreates the action on the 
boards, with more insight 
than any non-playing pro- 
grammer could ever provide. 

Also in the works is EA soft- 
ware developed by Gahan 
Wilson. Perhaps best known 



humor and equally eerie car- 
toon style popularized in 
Playboy Magazine, his con- 
tribution will be that of a 
professional artist who has 
been given the tools for 
creating in a brand new 
medium. Although tight- 
lipped about what he is 
working on, Wilson does 
acknowledge that some 
high-tech programmers are 
working on ways of com- 
pacting his ideas into pro- 
grams capable of running on 
48K computers like the 
Apple 11+ and Atari. 

Electronic Arts is also in the 
process of producing soph- 
isticated design aids for out- 
side artists and collaborators 
who may not have the 
experience or technical 
knowledge to deal with the 
details of writing complex 
computer software. These 
development systems will 
be designed for what Elec- 
tronic Arts calls "target 
machines," that is, popular 
computers for which they 
will publish software. At the 
moment these include the 
Apple lie, disk-based Ataris, 
Commodore 64, and later 
this year, the IBM Personal 
Computer. 




nu ,r 



-£wj^ 





JoyStik December 1983 



S"" : 



UpOffT* 



If you're planning on en- 
tering the crowded mar- 
ket of home video games, 
let Software Update be 
your buying guide. This 
section contains com- 
prehensive reviews of the 
latest games. The reviews 
in this issue were written 
by Mark Brownstein, 
Robert Bosch, Dereck 
Bosch and Katherine 
Fried. 

••••• terrific 
**** great 
•*■+* good 
•k-k pdor 
* yucchl 




APE CRAZE 

Comm*Data for 
Commodore 64 
••• 

From the name, one expects 
Ape Craze to be another 
Donkey Kong rip-off. It isn't. 
In fact, the only similarities 
are the gorilla poised at the 
top of the board and a 
second screen reminiscent 
of Nintendo 'sclassic. 

The game starts with a set 
of girders, each one or two 
levels high. The object is to 
jump upwards through the 
structure to a door at the 
top right of the screen. It's 
not easy. 

You jump by pressing the 
trigger. Moving the joystick 
moves you left or right 
while jumping. Scattered 
along the girders are jewels 
worth extra points if you 
land on them. From the top 



of the screen, the ape slowly 
rolls down bombs. The 
bombs, which look like bal- 
loons, mean instant death if 
you touch one. You also die 
if you fall one level. 

The second screen is similar 
to the one in Donkey Kong. 
The ape appears at top cen- 
ter, girders are joined by 
bananas (which disappear 
as you pass over them), lad- 
ders join one level with the 
next, and bombs roll along 
the girders. Again, touching 
a bomb is fatal. So is falling 
through holes in the struc- 
ture. Picking up all the ba- 
nanas completes the screen 
and returns you to a more 
difficult version of the first 
screen. 

You begin this one-player 
game with three lives. Use 
them up, and the game's 
over. Ape Craze is really an 
interesting diversion despite 
the difficult game play. Mak- 
ing the whole effort worth- 
while is the music: an Irish 
jig and the 1812 Overture. 

—MB 



• • • ft HICH 
| | | 1 SCORE 

ccctsc 

•I I I ■ I 1 1 

SHIPS 

IlililK 03 

*l 1 1 I 1 I 1 SCORE 

oooooo 

■■■■♦■■» shots 
III I 1 I I 1 I 3S 



CROSSFIRE 

Sierra-on-Line for Vic-20 
• ••• 

A very good game. Crossfire 
has been released on several 
formats, including a stun- 
ning version for the Com- 
modore 64. This adaptation 
for the Vic-20 captures the 
game play and basic con- 
cept and is as addicting as 



those designed for more 
powerful machinery. 

In this game, you are in the 
middle of a city unable to 
move to the outside. On the 
outer edge of this town are 
aliens trying to destroy you. 
There are six on the top, and 
a total of five on either side. 

You start the game with 
three ships and 35 shots. 
Hiding under a block will 
protect you on one side only 
— side to side or top to bot- 
tom. The aliens move into 
position, and squeeze off a 
volley of shots — top to bot- 
tom and side to side. Your 
job is to shoot the aliens. 

Shooting an alien returns it 
to its starting point on the 
outside of the city, but in an 
uglier form. If you hit an 
alien three times it disap- 
pears, not to reappear again. 
The more aliens you knock 
out completely, the less cross- 
fire you have to face. 

If you don't hit the aliens 
when they appear, they will 
chase you. After a very short 
time, play becomes very hec- 
tic with aliens and their shots 
coming at you from all sides. 

If you defeat all the aliens, 
the next screen is even fas- 
ter. At 5000 points you get 
an extra ship. One of the nice 
features of Crossfire is that 
it gives you a breather by 
providing a pause function. 

There are a few minor 
weaknesses. First, the sound 
isn't exciting. Second, the 
controller is used for shoot- 
ing as well as maneuvering 
the ship. You may end up 
losing a ship when you in- 
tended to blast an alien. 

—MB 



ESCAPE 




■v nut IIACKIMI 1 icon iirk 

copvBir.Hi Dsi ir conmoiiT* 



ESCAPE MCP 

Comm*Data for 
Commodore 64 

••• 

Escape MCP is billed by its 
distributors as an "arcade 
style" game. But in reality, it 
is and it isn't. The game is 
not challenging enough to 
fit into an arcade. 

The game has a Tron-like 
concept. The MCP (Master 
Control Program) in your 
computer has gone crazy, 
and you have to enter the 
system to straighten it out. 
The heart of the computer is 
an increasingly difficult 
maze. As you work your 
way through, the MCP 
(which looks like the letter 
M with legs) slowly chases 
you. If he makes contact, 
you're dead. 

You start the game with 
three lives and two atoms. 
The atoms temporarily para- 
lyze the ever-pursuing MCP. 
At each new level, you get 
an extra one. But you must 
use the atoms wisely. When 
the MCP returns, it appears 
at the bottom of the screen, 
in some cases in a better 
position than when it left. 

Your man moves slowly. He 
can't change direction until 
he runs into the corner of 
each passage. About the 
only thing slower than your 
man is the MCP itself. To 
beat the MCP. who has the 
ability to pass through walls, 



44 



JoyStik December 1983 




lure him into a corner and 
zoom past him. 

Escape MCP is a strategy 
game. Each of the nine 
screens is more difficult than 
the one preceding it. 
Although the action is slow, 
and the graphics rather 
sparse, the challenge of the 
game grows on you. Com- 
pleting the nine levels of the 
game may be possible, 
but it takes a lot of time, pa- 
tience and practice. 

—MB 




JAWBREAKER II 

Slerra-on-Line for Vic-20 
•• 

The concept of Jawbreaker 
II is simple. You control a pair 
of jaws inside a candy store. 
The store has five levels, 
each filled with dots repre- 
senting candy Your goal is 
to eat all the candy. If you 
move to a corner of the 
store and pick up a blinking 
dot, you earn a few mo- 
ments of superiority over 
some smiling gumdrops. 

The floor (or ceiling, de- 
pending on where you are) 
moves from side to side, 
opening up at various points 
to let you travel through the 
store. Complicating your 
journey are the gumdrops. 
Touch one and you've lost 
one of your three sets of 
teeth. 

To get from one level to the 
next, you position your jaws 



over or under your destina- 
tion, push up or down, and 
wait for the gap in the walls 
to allow your passage. 
When you've cleared all the 
candy off the screen, a two- 
sided toothbrush comes out 
and cleans your teeth. 

Each new screen gives you 
a different color and dot 
combination, but this adds 
nothing to the game's chal- 
lenge or appeal. Even vary- 
ing difficulty levels don't 
pose a threat. 

Jawbreaker II was designed 
for children, but without a 
challenge this cart has no 
appeal for any age level. 

—MB 



only from side to side. Your 
weapon doesn't work in an 
up or down direction, so 
you have to be sure a verti- 
cal corridor is clear if you 
want to travel through it. 

Hiding in one of the hall- 
ways' depressions is safe, 
but you lose points on the 
timer for doing so. You can 
also take advantage of two 
transporter rooms on the 
screen, which instantly 
move you to another area 
of the castle. 

Key Quest is a fun game to 
play, requires strategy and 
will provide many hours of 
entertainment. If you like 
high resolution strategy 
games, and a surprisingly 
intricate playfield, you 
should like Key Quest. 

—MB 




KEY QUEST 

Micro-Ware for 
Commodore Vic 20 

•*•• 
Key Quest is a unique game 
for the Vic 20 featuring high 
resolution. The game screen 
is a maze with occasional 
spaces holding treasure. 
Your goal is to pick up 
enough of the treasure so 
you can grab a concealed 
key. Make your way to the 
door which the key magical- 
ly opens and the screen 
scrolls off to the left, intro- 
ducing the next set of chal- 
lenges. 

Complicating matters are 
the evil Gorbs partrolling 
the corridors of the castle. 
You can shoot them, but 



LODE RUNNER 

Broderbund for Apple II 

•••*• 

If you desire the ultimate in 
innovation. Lode Runner is 
not for you. But if you've 
been searching for a game 
that has a multitude of 
screens, highly professional 
graphics and challenging 
yet addictive game play, 
then Lode Runner is well 
worth your money. Essen- 
tially, it is a superior quality 
revision of existing games. 

As a Galactic Commando, 
your mission is one of recov- 
ery. The evil Bungeling 



Empire has issued a series of 
excessive fast-food taxes de- 
priving its people of a for- 
tune in gold. You must infil- 
trate each of 150 treasure 
chambers, dodge the deadly 
guards through defensive 
means and retrieve every 
last chest of gold. You can 
leap from astounding 
heights, bound nimbly up 
and down ladders, and 
shimmy hand over hand 
across tightened cables. 
With your laser drill, you can 
level layers of fissured brick. 

Lode Runner has an abun- 
dance of excellent features. 
Its ten different screens in- 
sure variety and lengthy, 
challenging play. It even 
comes with an editor that 
lets you design your own 
screens. You control the 
speed and sound and you 
can start on any level, with 
any amount of extra men. 
Unfortunately, only those 
games that start on level I 
with five men will register 
on the built-in high score 
list. 

Lode Runner is a game of ac- 
tion and strategy. You hold 
sole responsibility for your 
demise; there are no "fluke" 
deaths that will have you 
pounding the keyboard in 
anger. Controlling your man, 
whether it be with a joystick 
or keyboard, is straightfor- 
ward and is enjoyable at 
any skill level. This is truly a 
great game. 

— RB, KF, DB 



PEGASUS ODYSSEY 

Comm*Data for 
Commodore 64 

•• 

The action in Pegasus Odys- 
sey takes place in a nicely 
drawn landscape. A volcano 



JoyStik December 1983 



45 



'LUHb 



glows in the foreground, a 
range of mountains rises up 
behind the volcano and an 
opening at the rear of the 
range is home base for a 
bunch of flying bats. 

The object of this one or 
two-player game is to fly 
Pegasus, the winged horse, 
above the bats emerging 
slowly from their cave. 
Touching the bats turns 
them into eggs, which then 
drop to the ground. When 
they finally come to rest. 
Pegasus must walk over and 
step on them. That's it for 
game play. 

Other aspects make the 
game more interesting. If 
the bats fall on you, you lose 
your steed. Move the joy- 
stick forward, and the volca- 
no ejects another. Leave the 
eggs on the ground too 
long and a new bat hatches 
and chases you. 

Controlling your horse 
leaves something to be de- 
sired. To make him fly, push 
the trigger button. The 
faster you push, the quicker 
he flaps his wings, and the 
higher he flies. To descend, 
stop pressing the trigger 
and he slowly glides to the 
ground. If you fly too high 
too fast, he'll bounce down 
from the top of the screen. 

Pegasus Odyssey has ten 
levels of difficulty. On the 
higher levels, the action is 
faster. Aside from a well 
drawn, but rather dull land- 
scape, Pegasus Odyssey 
doesn't have much going 
for it. 

—MB 



PREDATOR 

HES for Vic-20 
• ••• 

Predator is a good-looking 
game with a better than 
average challenge. It's a 
battle of the birds, some- 
what similar to Joust. 

The object of Predator is to 
destroy the enemy birds or 
capture their eggs as quickly 
as possible. A bonus timer — 
in the form of a shedding 
tree — backdropi the action. 
At the bottom of the field, a 
mutating worm is stalking 
the eggs as well. 

On early levels, it is safest to 
stay on the surface, shoot- 
ing at the eggs as they 
hatch. You lose bonus 
points, but at least you keep 
your bird alive. On higher 
levels, keeping in flight is 
important. To fly, move your 
joystick up and down; the 
quicker the flapping of the 
wings, the higher the bird 
flies. 

Graphics and sound are 
consistently well done 
throughout the game, and 
with 99 difficulty levels, the 
challenge of the game 
seems unlimited. 

—MB 

SEA DRAGON 

Adventure International 
for Apple II 
••** 

Playing Sea Dragon is quite 
an adventure. You must 
expertly pilot a highly ad- 
vanced submarine through 
winding, hazard-laden tun- 
nels. Survival entails the cold 
and mechanical obliteration 
of various undersea ene- 



mies. Your ultimate quest is 
to valiantly rescue a dragon 
from its underwater prison 
cell. You can almost breathe 
the murky atmosphere of 
this watery world. 

Laser walls, gun turrets, sea 
fleas, eels, and mines are 
among the obstacles you 
encounter in the narrow, 
serpentine tunnels. Fortu- 
nately, your ship is armed 
with an inexhaustable sup- 
ply of torpedoes and a sonic 
deflector, which can destroy 
every enemy on the screen. 
But this deflector has two 
drawbacks: it uses a great 
deal of your precious air 
supply; and you earn no 
points for killing enemies 
with it. 

Upon completing the tun- 
nels, you enter the dragon's 
cave. Here you must destroy 
the serpent's brick cage, tak- 
ing care not to hit the crea- 
ture itself. If you free the 
dragon, your air supply is re- 
plenished. 

Sea Dragon's action is slow, 
but necessarily so; there are 
hoards of dangers that can 
be avoided only with strat- 
egy and precision control. 
The sound, though unique 
and skillfully constructed, 
verges upon irritating. The 
graphics are adequate. 

Sea Dragon's appeal is two- 
fold. Strategy is a necessity 
and the multiple objectives 
of attaining high scores and 
reaching new depths of the 
caverns make this one- 
player game twice as chal- 
lenging. 

— RB, KF, DB 



SUB HUNT 

Esoterlca for Tl 99-4/A 

• 

Esoterica. Ltd.. has its roots 
in the old Astrocade support 
business. It began by pro- 
viding computer games in 
Basic on cassette tape for 
loading into that popular 
system, but now has diver- 
sified its efforts. Sub Hunt is 
one of a series of programs 
written for the Tl 99-4/A In 
order to load the game, you 
must have an extended 
Basic cart, and a suitable 
data recorder since the 
game comes on a cassette. 

Sub Hunt is very much like 
many earlier Astrocade 
games. It is slow with boxy 
graphics and little else going 
for it. In this two-player 
game, you fly your plane 
over the ocean and drop 
bombs on submarines scroll- 
ing across the screen, below 
the surface. You get 15 
bombs per round. A timer 
runs when you're not drop- 
ping bombs. 

Sub Hunt may have been a 
good game four or five years 
ago. With the Tl's excellent 
graphics capabilities and the 
sophistication of the current 
market, however, little more 
than its immediate availabil- 
ity makes this slow game 
worth playing. 

Part of the problem lies with 
Texas Instruments and its 
tight control of instructions 
for its GROM (graphics read 
only memory) chip. This 
limits the potential of third 
party programmers, as evi- 
denced by Sub Hunt. 

—MB 



46 



JoyStik December 1983 




This Christmas, 

Atari and Commodore owners 

will go out of their minds. 



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48 



JoyStik December 1983 




Give this coupon to a friend or use it for your- 
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J-9 

49 



STARMASTER 

OFFICIAL AIREQRCE STRATEGY 



by Frank Walters 

As an Air Force fighter pilot 
for 20 years, I was fortu- 
nate enough to play some 
of the most exciting video 
games ever invented: 
F-86's, F-102'sand F-106's. 
The right joystick operates 
the fighter, the left joystick 
works the radar and in- 
frared systems while 
another lever on the far left 
is used to operate thrust. 
Various computers work in 
conjunction with the radar 
to give video displays and 
messages which must be 
responded to with the cor- 
rect joystick and many 
other controls and switch- 
es. The whole thing is re- 
corded on film and played 
back at the end of the mis- 
sion to confirm your score. 
Believe me, the compe- 
tition is fierce and in fact 
most people play as if their 
. lives depend on it. 

When I first saw Starmas- 
ter in action, I immediately 
wanted to get back in the 
cockpit and have a go. Was 
I surprised to find the re- 
sponse of the joystick was 
almost exactly like a real 
fighter. In fact, I think Star- -. 
master flies better than the 
F-106 flight simulator, 
which I have flown for over 
600 hours. Star Raiders, by 
comparison, has spastic 
joystick response, totally ,.. 
unrealistic. J^ 



at that time I couldn't shoot 
more than 12 to 14 enemy 
fighters before docking for 
refueling. The strategy was 
similar to the plan I later de- 
veloped for the Starmaster 
level and which I am re- 
vealing for the first time in 
this article. 

By following the sequenc- 
ing and timing strategy as 
presented, the fairly experi- 
enced Starmaster player 
will be able to successfully 
defend all four starbases in 
the level 4 or Starmaster 
game. The intermediate 
level player might be sur- 
prised to find that you don't 
have to be a real whiz-bang 
shooter to accomplish this 
feat. In fact, I have some 
bad news for whiz-kids 
you're going to learn to 
slow down at the beginning 
of the game and sacrifice 
about ten stardates over 
your usual time in order to 
save the starbases. The 
500 extra points make it 
worthwhile. 

SCORING 

Your mission evaluation 
score is not displayed until 
after the game is over, 
,.. when you select the galac^ 
^J_ic map by moving the-^ 
~~fcolor/b & w switcbVft is 
computed ip-ttle following 
manner?"" 



Since my entire career was 
devoted to air defense I 
could never be convinced 
that I had just won a game 
of Starmaster after losing 
only one starbase. Through 
trial and error I devised a 
method of saving the star- 
bases at the Wing Com- 
mander level, even though 



'"+100 points for each 
enemy starfighter de- 
stroyed; 

-500 points for each star- 
base destroyed by enemy; 

-100 points for each-dock- 
ing with a starbase for re- 
fueling; 

-1 point for each stardate 
elapsed during mission (1 



stardate is equivalent to 
four seconds of game 
play). 

The above points are 
added to or deducted from 
a base score. Regardless 
of game level, if the mis- 
sion ends in failure by run- 
ning out of energy or being 
destroyed by enemy fire or 
meteor hits, the base score 
is 2000 points. If you are 
successful in destroying all 
enemy fighters, the base 
score will vary with the 
game level you are playing. 
See the chart at the bottom 
of the page. 

Negative scores cannot be 
displayed but will show as 
double zero followed by the 
correct last two digits of 
your score (S:0042). There 
are two other scoring ano- 
malies. If you destroy all 31 
fighters at the Starmaster 
level and leave three star- 
bases remaining, your fipal 
score will include 100 extra 
points for no apparent reV" 
son. In the same game - ] if 
all four starbases'femain, 
your final.sco're will be dis- 
playedas if it were a nega- 
tive score: 00 followed by 
the correct last two digits, 
regardless of the number of 
dockings made. You must 
convert this to the correct 
score by deducting the 
number of stardates shown 
and 100 points per docking 
from 10,000 (6900 + 3100). 
I spent considerable effort 
last year convincing Acti- 
vision to investigate and 



acknowledge this error in 
the cartridge program. 

TIMING 

The last two digits of the 
energy-remaining figure is 
a much better clock/timer 
than the stardate because 
it is accurate to within one 
second and is available on 
all screens. Starting at 99, 
these digits decrease at the 
rate of one per second. 
Although they spin rapidly 
during warp travel, they will 
stop spinning 13 digits less 
than when you started 
warp with the fire button. 
Warp travel takes 13 
seconds, regardless of dis- 
tance traveled. All other 
energy is expended in ex- 
act increments of 100 or 
more: 



Each laser shot-^100" 
Hit by enemy,#re or meteor 

— JOOlo 500 
Warp-Travel — 100 per sec- 
s^ tor traveled plus 13 for 

time consumed; 

200 per sector when 

warp engines are dam- 
aged. 
Some important times that are 
valuable to remember: 
Warp and docking — 20 

seconds (13 + 7) 
Warp and first fighter appears 

on screen — 16 seconds 

(13 * 3) 
Second fighter appears after 

first destroyed — 4 

seconds 
Third fighter appears after 

second destroyed — 4 

seconds. 



Game Level Base Score 

E: Ensign 3100 

L: Leader 4300 

W: Wing Commander 5700 
S: Starmaster 6900 



Enemy Fighters 

9 

17 l 
23 

31 



50 



JoyStik December 1983 




Fig. 1 Galactic map 



GALACTIC MAP 

The galactic map in figure 1 
will appear on the screen 
when you select game 4 on 
the game select switch. 
The four starbase symbols 
are shown near each cor- 
ner, the enemy fighter loca- 
tions are indicated by the 
small dots on this 6x6 
sector grid and your own 
starfighter location is indi- 
cated by the smaller 
marker (+) just to the right 
of the lower right starbase. 
For positive sector identi- 
fication in this article we will 
use a simple letter/number 
code indicated in figure 2. 
The present location of . 
your fighter would be iden- 
tified using this code as 
sector E6. 





1 


2 


3 


4 


5 


6 


A 














B 




»-* 








*-* 


C 














D 














E 










+~# 


-♦■ 


F 




*~* 











Fig. 2 Sector identification 
code. 



STARBASE UNDER 
ATTACK 

The first starbase under 
primary attack will always 
be the one at lower right. 
Once it is destroyed, the 
enemy will then con- 
centrate on the upper left 
starbase by moving diago- 
nally toward it until it is 
destroyed. Enemy move- 
ment is then vertical down 



to the base at lower left and 
the final target is upper 
right with a diagonal attack. 
There are a number of fac- 
tors that determine when a 
starbase under attack will 
be destroyed: 

(1) Game level selected. 
You would have to fall 
asleep while playing En- 
sign to lose a starbase at 
that level. At Starmaster 
level.the loss of one star- 
base is inevitable unless 
you use the defensive 
strategy described herein. 

(2) Number of vulnerable 
sectors occupied by enemy 
fighters. The sectors that 
make a starbase vulner- 
able are those adjacent 

to the starbase horizontally, 
vertically or diagonally. 

(3) Number of enemy 
fighters in vulnerable sec- 
tors. 

(4) Total number of enemy 
fighters remaining in the 
galaxy. 

(5) Elapsed time since be- 
ginning of mission. 

Your objective in a suc- 
cessful defense is to de- 
crease (2) early and then 
work on (3) while pre- 
venting other fighters from 
replacing those destroyed 
in vulnerable sectors. If you 
succeed in this then it will 
extend the time available to 
further reduce enemy num- 
bers until all sectors around 
the starbase have been 
cleared out. The lower the 
numbers in (1 ) through (4) 
above results in a higher 
number for (5) when the 
starbase will blow up. 

STARBASE DEFENSE 
STRATEGY 

Hit the reset switch to start 
the action and move the 
color/b & w switch to select 



the galactic map. Using the 
joystick, move your dupli- 
cate marker (+) up three 
sectors and left two sectors 
to B4 — do not warp (Fig. 
3). The three fighters di- 
agonally above you in A3 
are scheduled to move into 
B4atE:9994butwillnot 
make that move if your 
marker is in that sector at 
that time. They will be 
delayed and have to wait 
until it is their turn to move 
at a later time. 




Fig. 3 Wait until 93, move 
right one and block. 




Fig. 4 Wait until the fight, 
ers move at 88. 

At E:9993 move your 
marker right one sector to 
B5— do not warp (Fig. 4). 
The three fighters in B5 will 
not move as long as your 
marker is in the same sec- 
tor with them. Their first 
scheduled move is at 88 
and when you block that 
they can't move again until 
34, which we are going to 
block later. 

At E:9988 move marker 
down three sectors to F5 
and warp (Fig. 5). Caution: 
don't anticipate the clock, 
wait about half a second on 
88 before moving out of the 
blocking sector. If you 



move too soon, the three 
fighters may move down to 
C6 and you will have to re- 
set and start over. When 
you finish warping, the 
energy will read 74. At 71 
the first fighter will appear 
on the screen. You have 
jntil 50 to shoot all three 
bogies and then select the 
map again. 







Fig. 5 Action! 



Move right one sector to F6 
(Fig. 6) and at exactly 49 
start warp with the fire but- 
ton. Don't warp early 
because your present loca- 
tion marker ( + ) at F5 is 
blocking a move by the 
fighters in F4. When you 
vacate F5 by warping at 49, 
the fighters at E4 will move 
into the empty sector, 
thereby leaving E4 vacant 
for the remainder of the 
mission without firing a 
shot. The fighters in F3 will 
be blocked from attacking 
the starbase also. During 
this warp travel you must 
select the galactic map with 
the color switch so that it 
will appear automatically at 
the end of the warp. 







Fig. 6 At 49, warp and hit 
the color switch. 



When the audio tone be- 
gins increasing in pitch dur- 



JoyStik -/December 1983 



51 



s 



ing the warp, you are now 
safe from meteors and can 
hold the joystick in a diving 
(forward) position for the 
remainder of the warp. 
When the map appears (at 
36) your marker will 
already be moving up the 
right side. Stop the marker 
three sectors up in C6, just 
below the starbase (Fig. 7). 
Do not warp again, this is a 
very short block. 




Fig. 7 At exactly 34, switch 
color and shoot two. 



At exactly 34, move the 
color switch. You will return 
to the battle screen in sec- 
tor F6. At 33 the first fighter 
will appear. You must shoot 
two of the three fighters 
before 20. As soon as the 
second fighter has been 
destroyed select the map. 




Fig. 8 Shoot two mors. 

Move up two spaces to D6 
(Fig. 8). The three fighters 
in D6 are scheduled to 
move into E6 at 1 9 and so 
you must reach them be- 
fore that move or you will 
lose the starbase later on. 
Warp as soon as your 
marker is in D6 with the 
three fighters. You have 
now sequenced all the 
enemy fighters correctly for 
a successful defense of the 
lower right starbase. Shoot 
only two of the three fight- 
ers in D6. While you are 
battling the fighters, the 
solo enemy in D5 will move 



diagonally below your pres- 
ent sector to E6, leaving 
D5 vacant and completing 
all movement of enemy 
fighters for the remainder 
of the mission. After shoot- 
ing the second fighter, 
select the map. 



Move left one (F3) and 
warp. Shoot all three and 
select the map. 



fighters may attack your 
lower starbase while you 
are docking. 





Fig. 9 Move left two, shoot 
three. 

Move left two sectors to D4 
and warp (Fig. 9) Shoot all 
three and select the map, 



Fig. 13 Back them to the 
corner. 

Move right three sectors to 
the corner (F6, Fig. 13), 
warp and shoot the remain- 
ing fighter. If you haven't 
destroyed this fighter by 16 
(stardate 70) the starbase 
will be destroyed. Select 
the map. 




Fig. 10 Right one, down 
two, shoot three. 

Move right one and down 
two to F5 and warp (Fig. 
10). Shoot all three and 
select the map. The rest 
are like shooting ducks in 
a row. 




Fig. 1 1 The rest are like sit- 
ting ducks. 

Move left one and warp. 
Shoot all three and select 
the map. 




Fig. 12 No damage. 



Fig. 14 Be careful. You may 
lose a starbase. 

Move up one to E6 and 
warp (Fig. 14). At this point 
you may possibly lose the 
starbase. If you had taken 
a little too long clearing out 
the sectors at F5 and F4, 
the starbase might blow up 
early around 13 (stardate 
71). Most times it won't 
blow up so just shoot the 
single fighter and select 
the map. 

Move up one sector to D6 
and warp. Shoot this fighter 
and you have cleared all 
sectors around the star- 
base so it's temporarily 
safe from attack. This is 
your first opportunity to re- 
fuel. If you have plenty of 
energy to shoot three more 
fighters just move up one 
sector and do it. Remem- 
ber you will lose time and 
points if you have to break 
off for docking before all 
three are killed. More im- 
portantly, the remaining 



Fig. 15 "I don't believe 
this!" 

Move up two sectors to the 
starbase at B6. Use the fol- 
lowing guide to prevent the 
fighters in C6 from moving 
down to D6 and attacking 
the starbase while you are 
warping and docking. The 
fighters have a scheduled 
move at 57. If your energy 
clock reads: 

79 or higher— warp imme- 
diately and dock. Move 
down one sector after 
docking and the fighters 
Will 




Fig. 16 Starbase docking. 



78 to 71— warp immediate- 
ly and select the color 
switch. At the end of warp 
the map will reappear. 
Move down one space to 
block until 56 and use the 
color switch again to com- 
plete docking. Then move 
down one sector. 

70 or lower— warp until 56, 
then warp and dock. The 
enemy won't move again 
until 03 on the old energy 
clock. After docking the 
energy clock is no longer 
valid for total elapsed time 
since it is reset to 99 at 
some random point in the 
mission. It's no longer 
needed for that purpose. 



52 



JoyStik December 1983 




Fig. 17 A pit stop. 

After destroying the enemy 
in C6, move up one and left 
one sector to B5, warp and 
shoot all three. Docking 
just before or right after this 
move is reasonably safe. 




Fig. 18 Voila! 

Move left four and down 
four to F1 and warp. Shoot 
all three enemies and the 
mission is completed. 
Remember that this warp 
uses 813 units of energy 
and if you have not docked 
once yet, do a little arithme- 
tic before making the big 
jump. 

Select the map with the 
color switch. You may not 
have realized it yet but mov- 
ing the difficulty switch has 
the same effect as moving 
the color/b & w switch. Now 
read your funny score and 
convert it to a correct score 
as explained under "Scor- 
ing." An abbreviated Mis- 
sion 4 checklist is provided 
to assist you or your co- 
pilot during the actual mis- 
sion. This system has 
worked for me on hundreds 
of missions and the only 
uncertainty I have about it 
is that the starbase some- 
times blows up at around 
stardate 71 while engaging 
the single fighter in E6. 



TACTICAL TIPS 

While this article was writ- 
ten to provide overall strat- 
egy I would feel slightly 
remiss if I did not include 
some helpful advice to en- 
able the less experienced 
player to successfully com- 
plete a perfect defensive 
mission. 

When starting the game, 
the stardate will change 
from 0000 to 0001 at a ran- 
dom time on the energy 
clock: 98, 97, 96 or 95. If 
the stardate changes to 
0001 at 98 or 97, 1 reset. If it 
remains 0000 at 97, 1 con- 
tinue with the mission. This 
procedure could possibly 
save you one point in your 
final score. 

Don't sit too close to the 
screen. You must observe 
the entire screen while pa- 
trolling an enemy sector in 
order to detect him as soon 
as he appears. 

Laser damage can be dis- 
astrous if it occurs prior to 
clearing all the fighters 
from around the starbase. 
Unless you are way ahead 
on time you will lose the 
starbase; I usually just re- 
set and start over. 

Warp engine damage can 
be just as bad as laser 
damage. If it happens early 
you have little hope of 
shooting the first 22 fight- 
ers before docking. How : ,. 
ever if you don't have far to 
go before it's safe to dock, it 
can just be an annoyance. 

Shield damage is not as 
serious as warp engine 
damage when your mission 
is defense of the starbase. 
Shields or no shields, 
you're still trying to avoid 
taking hits because of 
energy loss. True, you are 
sticking your neck out but 
no guts, no glory. Just be 
extra cautious and don't 
take the high risk shots. I 



have had far more suc- 
cessful missions with dam- 
age to shields than I have 
with warp engine damage. 
Just be sure to dock at the 
first safe point in the mis- 
sion. If shields are dam- • 
aged after the first docking, 
I usually press on but if you 
elect to dock, finish shoot- 
ing the remaining fighters 
in your present sector first. 

Radar damage is of no 
consequence except for 
the energy loss accom- 
panying the hit. Since you 
know exactly when and 
where to move, just follow 
the flight plan precisely and 
you'll hit a red sector every 
time. 

Use very light pressure on 
the joystick because heavy 
pressure doesn't turn you 
any faster and with a light 
touch it is much easier to 
make a quick direction 
change. Release all pres- 
sure on the joystick just 
before warping in order to 
avoid warping into the 
wrong sector. 

To avoid meteors during 
game level E, L or W just 
hold a steady climb (joy- 
stick aft) during warp travel. 
At the Starmaster level, the 
technique I use is to press 
the button and then start a 
climbing right turn (aft/right 
diagonal). If you see a 
meteor, try to steer away 
but remember which quad- 
rant of the screen it origi- 
nated from, then change 
direction if necessary to 
steer in the opposite quad- 
rant for the remainder of 
that warp. Meteors tend to 
travel in groups. Example: 
While in my right climbing 
turn, I see a meteor appear 



in the upper left part of the 
screen and slide off the left 
edge. I immediately 
change to a diving right 
turn which aims me at the 
lower right section, diago- 
nally opposite from where 
the first meteor originated. 
If a meteor originates in the 
lower right quadrant, I 
switch to a climbing left 
turn. 

Use single shots only. 
Rapid fire consumes 
energy too rapidly. Fire just 
before the target reaches 
center of sight because it 
takes almost half a second 
for your shot to reach the 
target. 

When waiting for the target 
to appear leave the joystick 
in neutral so it will show up 
on screen right on time: 
three seconds after a warp 
or four seconds after hitting 
the previous fighter. If you 
play with the stick you may 
cause it to be off the screen 
and when it appears later it 
frequently takes a quick 
shot at you for damage. 

As soon as you spot the 
enemy, steer directly to- 
wards him but don't shoot 
unless you have a clean 
shot or he shoots first. Go 
for his fire with your first 
shot and get him with your 
second or third before he 
can shoot again. 

Occasionally the enemy 
fighter is hidden behind his 
own fire. In this case al- 
ways aim for the 12 o'clock 
position on his fireball, or 
you might get hit twice. 

Good luck on future mis- 
sions and keep the check- 
list handy until you have 
learned the flight plan. 







JoyStik /December 1983 



53 



rf 



ni»l! 



/ 



!« ' 



The range of home video 
cartridges is constantly 
expanding, and this 
month's Home Front will 
give you an overview of 
some of the newest 
games. The reviewers for 
this issue are Mark 
Brownstein, Marty 
Schamus, Mike Gussin 
and Joanne Zangrilli. 
"Classic Cartridges," an 
index recapping the 
games which earned a 
five-star rating in past re- 
views is, as usual, fea- 
tured at the end of this 
section. 



o a tto<J s 



**; "terrific 
"great 
'good 
"poor 
* yucch! 





BLUEPRINT 

CBS for Atari 2600 
•• 

Here's a game with a good 
concept, several levels of 
difficulty and above- 
average graphics. But in 
spite of all these pluses, 
Blueprint lacks the holding 
power to sustain your 
interest. 

As the hero out to save 
Daisy Damsel from Ollie 
Ogre, you must build a con- 
traption to stop the villain in 



his tracks. To do this you 
first have to find the various 
contraption parts which 
Ollie has hidden in ten 
neighborhood houses. This 
is not an easy task, because 
the parts move quickly and 
are randomly placed. If you 
visit the wrong house, you 
will find a hot little bomb in 
your hands. Move quickly 
and deposit it in the pit be- 
fore it explodes or else you 
lose a life to the tune 
of taps. 

Adding to the action is 
Fuzzy Wuzzy who carries a 
torch for Daisy. Avoid him 
at all costs unless you want 
to forfeit a life. The hero 
has a speed button that 
will get him out of tight 
squeezes, but it has its 
limits. As the game pro- 
gresses from round to 
round the number of pieces 
hidden increases and 
entrance ways decrease 
and change randomly. 
Complete eight levels and 
you will spell out a secret 
password worth a bonus. 

All in all, Blueprint is quite 
tiresome and repetitious 
and should have a chal- 
lenge greater than finding 
parts of the contraption hid- 
den in all those cute little 
houses. 

—MS 











t 

» 1 


c 

1 




THEDREADNAUGHT 
FACTOR 

Activision for 

Intellivision 

•••• 



Activision's first attempt at 
a space-oriented game for 
Intellivision is a sure 
winner. 

Imagine yourself deep in 
space, commanding a 
squadron of ten of the 
finest battlecraft in the 
galaxy. Your mission is to 
defend your planet Terra 
against an attacking fleet of 
Zorbian dreadnaught 
spacecraft which vary in 
shape and size. 

You can select one of 
seven skill levels ranging 
from a practice level to an 
all-out impossible assault 
of 100 dreadnaughts. The 
level also sets the enemy's 
distance from Terra. Your 
weapons include laser 
bolts and strontium bombs. 
The dreadnaughts respond 
with mega-missiles and 
dual rockets. 

The graphics are sensa- 
tional and from the hum of 
the engines to the various 
explosions the sounds are 
awesome. With each pass 
through, your enemy gets 
closer and closer. You can 
slow down their approach 
by bombing the four en- 
gines that power the behe- 
moth battlecraft as quickly 
as possible. Eliminating 
bridges will cut down the 
enemy firing rate by 50 
percent. 

Once you have destroyed 
the energy vents and 
watched the vaporization 
and spectacular explosion 
of the battlecraft, you go on 
to fight a tougher enemy. 
But if you lose all of your 
ships or let the dread- 
naughts get too close to 
Terra, you'll witness a mis- 
sile launch that will rain 



destruction upon your 
peace-loving planet. 



—MS 




FATHOM 

Imagic for Atari 2600 
•••• 

In recent years we have 
been overwhelmed with 
games asking us to con- 
quer the ocean's depths or 
defend the upper atmos- 
phere. Now designer Rob 
Fulop has created an ingen- 
ious way in which to kill 
both these birds (in this 
case, one dolphin and one 
seagull) with a joystick and 
an 8K memory cartridge. 

The objective is simple. 
You must scour the hemi- 
sphere for three missing 
pieces of Neptune's trident 
in order to rescue his 
daughter who is impris- 
oned on the ocean floor. 
You begin as a dolphin 
seeking a particular star- 
fish. Touch your find and 
either a piece of the trident 
will appear or you become 
a seagull and begin explor- 
ing the skies. As a bird, 
your objectives are the 
same, but now you're navi- 
gating clouds and stars. 
The faster you push the fire 
button, the faster and high- 
er you fly. 

Preventing the rescue are 
octopuses, seaweed, 
blackbirds, gray clouds and 
volcanoes. To make mat- 
ters worse, a timer is count- 
ing the seconds. Valuable 
time is lost when you meet 



54 



JoyStik '/December 1983 






mm 



■■■■■■ 









one of these obstacles, but 
you can gain seconds by 
touching sea horses or pink 
clouds. 

There are 128 screens to 
explore in this adventure 
game which features superb 
graphics, rich and vibrant 
colors, fluid movement and 
creates one of the best 
cartoon-like effects yet. 

—MS 




FROGGER 
Starpath for Atari 2600 
with Supercharger 
••*• 

Press the start or fire but- 
ton on this supercharged 
Frogger and you are im- 
mediately dazzled by the 
superb color and animation 
emanating from your 2600. 
The game looks and 
sounds great. You aren't 
stuck with one theme, 
either. As you play, the 
music keeps changing. 

Game play and action are 
quite faithful to the arcade 
original. Starpath has done 
its job quite well, incorpor- 
ating most of the features 
of the arcade classic, in- 
cluding the alligators, the 
fly bonus, diving turtles, 
snakes and otters. 

But trying to put so much 
into the limited available 
memory (even with the 
increase the Supercharger 
offers) didn't come without 
some costs. The first draw- 
back is the blinking in the 
top half of the screen. Once 



you hop onto a log or turtle, 
the image blinks, and the 
display alternately pro- 
duces a picture of the frog 
and the log. This could be 
confusing. 

The second weakness 
sometimes turns into an 
advantage. If you hop the 
frog into water, you're sup- 
posed to lose your frog. But 
this program can't recog- 
nize the spaces between 
the long, broken logs. If you 
jump between the small 
cracks, your frog is just as 
safe as if he'd landed on a 
log. 

In this version of Frogger 
you start with seven frogs. 
As in the arcades, a timer 
at the bottom is constantly 
running. 

Aside from the blinking 
screen, Frogger is a very 
good adaptation of the 
arcade hit. It is an even 
greater value because it 
costs less than the car- 
tridge, and comes with pre- 
views of other Starpath 
games. 

—MB 

LONDON BLITZ 

Avalon Hill for 
Atari 2600 
•••• 
WALL BALL 

Avalon Hill for 
Atari 2600 
••• 

In its first attempt in the 
VCS market, Avalon Hill, 
known for outstanding 
strategy board games, has 
given us a mixed bag of 
goodies in an attempt to 
appeal to all interests. 

In London Blitz you are 
assigned to the British 
Army Royal Engineers dur- 



ing World War II. You must 
keep your sector free by 
dismantling unexploded 
German bombs. With an 
aerial map of your sector 
you determine your posi- 
tion and that of the bombs. 




Switching to the street 
scene, you then advance in 
the direction of the bomb. 
This phase takes a bit of 
practice, because the joy- 
sticks are very sensitive and 
the slightest extra pressure 
will send you in the wrong 
direction. Graphics are out- 
standing and strategy is the 
name of the game. Find the 
bomb and sit on the edge 
of your seat as you try to 
break the code before all 
hell breaks loose. 




Wall Ball is a three- 
dimensional contest remi- 
niscent of Breakout. The 
action takes place on a rac- 
quetball court. It's fast, and 
requires good hand/eye 
coordination before you 
can really get involved. An 
excellent challenge. 

—MS 



MOGUL MANIAC 

(with Joyboard 

Controller) 

Amiga for Atari 2600 

•••• 




What's a joyboard con- 
troller? It happens to be a 
very innovative stand-on 
platform that measures 14" 
x 12" and is designed to 
hold the weight of a player 
up to 250 pounds. The 
need for a traditional joy- 
stick is eliminated almost 
entirely and you certainly 
have the feeling of being in 
the middle of the action. 
There's an extra port right 
on the joyboard for adding 
a firebutton. 

Included in the package is 
the game Mogul Maniac. 
(For you non-skiers, a 
mogul is a free-style event 
combining speed and 
jumping.) You race against 
time in two heats on a 
choice of nine courses. 
Graphics are at a bare mini- 
mum with the emphasis 
on game play. 

Now, if you really want to 
have some fun with the 
joyboard, forget about 
Mogul Maniac and pull out 
those forgotten cartridges 
that have lost their appeal. 
Try guiding Pac-Man 
around just with body mo- 
tion, or avoiding the attack- 
ers in Space Invaders by 
shifting your hips. 

For the ultimate challenge, 
use it with Activision's De- 
cathlon. The faster you run 
in place, the faster the run- 
ner on the screen will 
move. You'll need a towel 
to dry off the sweat after all 
ten events. 



JoyStik- /December 1983 



55 



The joyboard is more than 
a gimmick and hopefully 
Amiga will soon offer more 
games that demonstrate its 
full capabilities. 

—MS 




MOONSWEEPER 

Imagic for Atari 2600 
•••* 

In this stunning one- or two- 
player game you are the 
pilot of the U.S.S. Moon- 
sweeper, rescuing miners 
stranded on the moons in 
star quadrant Jupiter. To 
reach the various moons 
you have to travel through 
space (horizontally across 
the bottom of the screen) 
avoiding or destroying 
aurora flares, space bullets 
and photon torches. 

To land you have to touch 
an orbiting blue, green, 
yellow or red moon. Each 
color represents the rescue 
difficulty level. In the 
second phase you skim 
vertically over the moon's 
surface as you hunt six 
miners with your radar 
spotter. You must avoid or 
destroy towers, launcher 
ships, surface destroyers 
and missiles. Of course, 
you have your own arsenal 
and can regulate the speed 
of the moving landscape. 
To collect bonus points, 
destroy the satellites that 
periodically cross the 
screen. 

Stunning colors, great 
sounds, detailed graphics, 
as well as a terrific chal- 
lenge make Moonsweeper 
a wonderful addition to 
your video game library. 

—MS 




MR. DO! 

Coleco for Colecovision 

•*••• 

Coleco does Mr. Do! proud 
in its translation of the 
game for the home screen. 
A close relative of Dig-Dug, 
the game has the bright 
colors, great graphics, and 
cheerful music that have 
become Coleco trade- 
marks. The bonus is being 
able to slow the action 
down to level one or two 
and concentrate on strat- 
egy instead of simply run- 
ning for your life. With ten 
different screens, two ways 
to kill bad guys, and the 
chance to earn extra Mr. 
Do's, the number of strat- 
egies possible are enough 
to keep the game inter- 
esting indefinitely. 

The action takes place in 
Mr. Do's cherry orchard. 
Bad guys come out in the 
middle of the screen; Mr. 
Do gets a head start at the 
bottom. There are four 
ways to clear a screen: 
picking all the cherries; kill- 
ing all the bad guys by 
bonking them with apples 
or shooting them with Mr. 
Do's magic ball; killing all 
five alpha-monsters to spell 
"Extra" and win a bonus Mr. 
Do; and grabbing the dia- 
mond that occasionally 
appears when an apple is 
pushed from its spot. 

The safest plan is to begin 
by eating cherries and nab- 
bing the bad guys when 
you get the chance. The 
way to the biggest scores is 
trapping the bad guys 
where they can be bonked 
two and three at a time, 
and stockpiling extra Mr. 
Do's in the early rounds 



when the action is slowest. 
There are plenty of chances 
to win the extras. The 
alpha-monster sends out a 
letter every time the score 
reaches a multiple of 
10,000 points. The dia- 
mond, which appears only 
once each seven or eight 
screens, is worth a whop- 
ping 10,000 points. 

A versatile game that is fun 
for the casual player and 
an endless challenge to the 
strategist, Mr. Do! does it all. 
—JZ 




Q'BERT 

Parker Bros, for Atari 

2600 

•••* 

Let's face it: the 2600 has 
its limitations. Missing from 
this version of Q'bert are 
Ugg, Wrong Way and Slick 
as well as the characters' 
voices. There are also few- 
er discs and less levels to 
conquer. And Q'bert looks 
as though he has been on 
a diet. 

But let's give Parker Bros, 
their due — we have here a 
wonderful adaptation of 
this unique arcade game. 
Q'bert, a lovable little crea- 
ture with a nose that must 
be seen to be believed, 
hops around a pyramid of 
21 cubes, changing the 
designated colors at least 
once with each rack, while 
avoiding the edge and a 
host of enemies. The con- 
trols are not simple, but 
once you've mastered 
them, you're set to begin. 

Depending on the level and 
round, you have up to five 
discs. Hopping on one of 
them will transport you to 



the top of the pyramid and 
out of trouble. Farther in 
the contest you will have to 
contend with touching each 
cube twice, invisible cubes 
and many other surprises. 
—MS 



r" — 


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< 



SUPER ACTION 
BASEBALL 

Coleco for Colecovision 
•••• 

The smell of peanuts and 
hot dogs are in the air as 
the final strains of the 
national anthem come 
through your TV via Col- 
eco's Super Action Base- 
ball, the latest entry in the 
video sports field. This split- 
screen bonanza comes 
with two super pistol- 
gripped controllers that 
incorporate a red ball joy- 
stick, keypad, roller and four 
color-coordinated action 
buttons. Of course, the 
controllers can be used on 
all Colecovision games. 

Your pitcher has the option 
of throwing four different 
pitches at four speeds and 
can aim either high, low, 
inside or outside. Fielding 
and throwing are controlled 
by eight color-coordinated 
fielders (the pitcher does 
not field), the joystick and 
action buttons. 

This cartridge should have 
earned five stars, but Col- 
eco made the unforgivable 
error of eliminating a fun- 
damental part of the game: 
bunting. This is probably 
due to the inability of the 
pitcher to field the ball. Be- 
sides some other minor 
omissions, however, Super 
Action Baseball is a must 
for any sport enthusiast. 

—MS 



56 



JoyStik December 1983 




■vi*^sfr? 



KTi'Yt IS" ZCCti r 



JUMPMAN'S A GREAT GAME. 
BUT YOU'VE GOT TO WATCH YOUR STEP. 



(•MB* 

IB 



m 



£29 



I - . - <-— 





Meet the Alienators. A fiend- 
ish bunch who've planted bombs 
throughout your Jupiter Command 
Headquarters. 

Your job? Use your lightning 
speed to scale ladders, scurry 
— across girders, climb ropes and race 
through .50 levels to defuse the bombs before they go off. 

That's the kind of hot, non-stop action we've 
packed into the award-winning? best-selling Jumpman: 
and into Jumpman Jr.four new cartridge version with 
12 all-new, different and exciting screens. 

Both games force you to make tough choices. 
Should you avoid that Alienator, climb to the top 
■1983 CE.S. nward wjnni-r. 



and try to work your way down, or try to hurdle 
him and defuse the bombs closest to you 
before they go off? 

If you move fast you'll earn extra lives. 
But if you're not careful, it's a long way down. 
So jump to it. And find out why Jumpman 
and Jumpman Jr. are on a level all their own. 

One to four players; 8 speeds; joystick 
control. Jumpman has 30 screens. Jumpman Jr. 
has 12 screens. 

$.EDYX. 

STRATEGY GAMES FOR THE ACTION-GAME PIAYER. 





ZAXXON 

Coleco for Intellivision 

• 

For those who felt Coleco's 
version of Donkey Kong for 
the Intellivision was any- 
thing more than a disaster, 
this home adaptation of 
Zaxxon will not be a disap- 
pointment. But for everyone 
else, this game is Zaxxon 
in name only. Gone are the 
terrific three-dimensional 
graphics and action you saw, 
in the arcade, features 
which are rumored to be in 
the upcoming version for 
Colecovision owners. 

This Zaxxon does not have 
the original's detailed back- 
ground of an alien space 
fortress or the slick maneu- 
vering capability. Here 
you have a rolling treadmill 
with a variety of new, sim- 
pler objects to shoot. Gone 
are the defensive missiles 
rising up from their silos. 
Instead of moving targets 
such as mobots, dodger 
guns and enemy ships dot 
the "landscape" as you fh 
over. Some original tare, 
remain, however, like \\. 
highscoring radar towers 
and the enemy fighters in 
deep space. 

There are four versions of 
the game for one or two 
players, but the only differ- 
ence between them is the 
speed of your fighter and 
the amount of enemy fire 
on the higher levels of diffi- 
culty. As in the arcade 
game, you begin by flying 
over a high wall and down 
onto the surface, shooting 
targets for points and fuel 
tanks for extra fuel. There 
still are low walls and elec- 
tronic fences to pass be- 

58 



fore you hit open space 
and meet an enemy fighter 
squadron. Survive and you 
can attack another alien 
asteroid and the robot 
Zaxxon. 

Game play is similar to the 
arcade version. Don't 
expect this one to have 
anything similar to the 
graphics, color or excite- 
ment of the original, how- 
ever. If you do, you'll be 
very disappointed. 

—MG 




CLASSIC 
CARTRIDGES 

From past reviews of home 
video game cartridges, 
JoyStik" offers a summary 
of the best of what's avail- 
able. This directory is a 
regular feature in each 
issue. All software listed 
earned a ••••• (terrific) 
evaluation. 

CENTIPEDE 

Atari, Inc. 
for Atari 5200 

The arcade's crawly char- 
acters encore in this de- 
manding version. 

CONQUEST OF THE 
WORLD 

N.A.P. Co. 
for Odyssey2 

Fascinating war game 
combines board and video 
action. 

DONKEY KONG 

Coleco, Inc. 
for Colecovision 

Stunning version of the 
arcade classic. 



FROGGER 


QUEST FOR THE 


Parker Bros., Inc. 


RINGS 


for Atari 2600 


N.A.P. Co. 


Excellent music and 


for Odyssey2 


graphics in this arcade 


Players work to recover ten 


counterpart. 


rings of power. Good 




graphics. 


GREAT WALL ST. 




FORTUNE HUNT 


RIDDLE OF THE 


N.A.P. Co. 


SPHINX 


for Odyssey2 


Imagic, Inc. 


Computerized investment 


for Atari 2600 


transactions for amateur 


Elaborate quest'adventure 


financiers. 


for ancient Egyptian 




treasures. 


HAPPY TRAILS 




Activision 


RIVER RAID 


for Intellivision 


Activision, Inc. 


Innovative maze game pits 


for Atari 2600 


good against evil in the 


Convincing graphics and 


Old West. 


audio backdrop a jet fighter 




on mission. 


LOOPING 




Coleco, Inc. 


SEAQUEST 


for Colecovision 


Activision 


Guide your plane through 


for Atari 2600 


rooms of rockets, balloons 


Rescue stranded divers in 


and other obstacles. 


a challenging race against 




time. 


MINER 2049er 




Big Five Software 


SPACE PANIC 


for Atari 5200 


Coleco, Inc. 


MicroFunfor 


for Colecovision 


Colecovision 


Spacemen battle monsters 


Good graphics and difficult 


on four levels of challeng- 


screens set the action for 


ing grids. Excellent sound. 


Bounty Bob caught in a 




cavern. 


STAR RAIDERS 




Atari, Inc. 


MS. PAC-MAN 


for Atari 2600 


Atari, Inc. 


Hyperwarp between sec- 


for Atari 2600 


tors in classic space/ 


Mazes, traps and tunnels 


combat challenge. 


challenge home video's 




"Woman of the Year." 


SWORDS & 




SERPENTS 


PEPPER II 


Imagic, Inc. 


Coleco, Inc. 


for Intellivision 


for Colecovision 


Enchanted swords and 


Sets of roving eyes chase 


medieval wizards guide 


Pepper through this chal- 


you through this difficult 


lenging maze game. 


game. 



PHASER PATROL 

Arcadia, Inc. 
for Atari 2600 

Detailed onscreen instru- 
ment panel monitors a 
battle against the aliens. 



TROPICAL TROUBLE 

Imagic, Inc. 
for Intellivision 

Detailed graphics add to 
the excitement on a south 
seas island. 




WELCOME TO APSHAI. 
YOU'RE JUST IN TIME FOR LUNCH. 





Boy, have you taken 
a wrong turn. One moment 
you're gathering treasure 
and the next you're being 
eyed like a side of beef. 

You're in the Gateway 
to Apshai.' The new cart- 
ridge version of the Computer Game of the Year* 
Temple of Apshai."" 

Gateway has eight levels. And over 400 dark, 
nasty chambers to explore. And because it's joy- 
stick controlled, you'll have to move faster than ever 
But first you'll have to consider your strategy. 

■iliinu' M&nufacturcra Association, ll'Hl 



^rrwj 



Is it treasure you're after? Or glory? You'll 
live longer if you're greedy, but slaying mon- 
sters racks up a higher score. 

The Apshai series is the standard by 
which all other adventure games are judged. 
And novices will not survive. 

They 11 be eaten. 
One player. Temple of Apshai. disk/cassette; 
Gateway to Apshai, cartridge, joystick control 




STRATEGY CAMS FOR THf ACTION-GAME PIAYIR. 




Jo*fST7K C-Hl&TS 



JoyStik® has expanded its listing of high scores to let you know your standing in 101 of the best and brightest arcade 
games. To help keep the list up-to-date, send your high score to Twin Galaxies International Scoreboard: 226 E. Main 
St., Ottumwa, I A 52501. Please include signed verification of your score from the owner or manager of the arcade, the 
bonus and difficulty settings of the machine, and, if you wish, comments about the game. 



Bump-n-Jump 



BurgerT i me 

Carnival 

Cenli pede 



Congo Bongo 



Galaxian 
Gorl 



Grand Champion 



Games 


Player 


High Score 


Date 


Arcade Location 


Arabian 


Mike Zlara 


115,150 


6/15/83 


Golden Dome: Salisbury, MD 


Armor Attack 


Tom Larkln 


2.009,000 


no listing 


Fantasia: Dayton, OH 


Asteroids 


Leo Daniels 


40,101,910 


2/6/82 


Ocean View Corp.: Carolina Beach, NC 


Asteroids Deluxe 


Leo Daniels 


2,269,230 


5/3/82 


Light Years Amusement: Wrightsville Beach, NC 


Baby Pac-Man 
Bagman 


Richard Sattilaro 
Jerry McCloskey 


6,685,130 
6,840.850 


3/6/83 
8/2/83 


Bruce Amusements: Edison, NJ 

Family Fun Center: Tenticton, British Columbia 


Battlezono 


Jack Haddad 


21,851,000 


5/5/83 


Goltland USA: San Jose, CA 


Berzerk 


Ron Bailey 


81,180 


5/18/83 


Time Out Arcade: Gastonia, NC 


Boxing Bugs 


Richard Lewis 


2,026,222 


no listing 


Bun & Games: Janesville, Wl 


Bubbles 


Steve Hams 


871,520 


8/4/83 


Twin Galaxies Arcade: Ottumwa, IA 


Buck Rogers 


Bruce Borasato 


731,030 


5/19/83 


Electric Pizazz: Trail, British Columbia 



MikeTernasky 



1,971,000 



5/25/83 



Golfland USA: Milpitas. C A 



Darren Kenney 



5,882,950 



8/12/83 



Bally's Great Escape: Lakewood. CA 



David Schooling 



221,780 



8/15/82 



Plaza Bowl: Warrensburg, MO 



Rod Maddox 



15,345,798 



72283 



Abracadabra: Kokomo, IN 



Steve Harris 



379,580 



72383 



Twin Galaxies Arcade: Ottumwa, IA 



Dark Planet 


Leo Daniels 


133,000 


11/7/82 


The Hole: Ottumwa, IA 


Defender 


Burt Jennings 


76,377,300 


4/8/83 


Outer Limits: Durham, NC 


Dig Dug 


Ted Akers 


9,760,720 


5/1/83 


Video Games, Inc.: Shreveport, LA 


Donkey Kong 


Bill Mitchell 


874,300 


8/7/83 


Twin Galaxies Arcade: Ottumwa. IA 


Donkey Kong Jr. 


Tim Williams 


999,200 


8/1 1/83 


Mr. Bill's: Moscow, ID 


Dragon's Lair 


Steve Harris 


454,974 


7/3/83 


NCK Pro Bowl: Kansas City, MO 


Eliminator 


Mark Rasmussen 


50,800,500 


1/22/83 


Aladdin's Castle: Fort Dodge, IA 


Eyes 


Roogie Elliot 


9,575,350 


2/23/83 


Fun Center: Caledonia, Ml 


Food Fight 


Ken Okumura 


16,725,700 


7/16/83 


Fun n' Games: Santa Maria, CA 


Frenzy 


Mark Smith 


4,804,540 


7/16/83 


Putt Putt Golf & Games: Shelby, NC 


Frogger 


Mark Robichek 


442.330 


8/30/82 


Phil's: Lakewood, CA 


Front Line 


John Bunlea 


727.500 


5/25/83 


Putt Pult Goll & Games: Wilmington, NC 


Galaga 


Lloyd Dahling 


22,222.630 


8/7/83 


Space Station: Anchorage, AK 



Perry Rogers 



Jason Smith 



389.770 5/12/83 John Brown University: Fayetteville, AR 

2,220,000 2/13/83 Gold Mine: Midland, TX 



Craig Sucharda 



137,410 



no listing 



Jensens Enterprises'. Kenosha, Wl 



Gravitar 


Raymond Mueller 


4,722.200 


12/4/82 


Chuck E. Cheese Pizza: Boulder, CO 


Gyruss 


Tony Salisbury 


4,067,000 


7/31/83 


Golden Dome: Salisbury, MD 


Journey 


Joe Maurizi 


10,000,125 


7/7/83 


Games 'R Fun: Fort Smith, AR 


Joust (new chip) 


Christian Gingas 


98,565,550 


6/17/83 


no listing 


Joust (old chip) 


Donnie Norris 


201, 452,600 


4/14/83 


Space Station: Wilmington. NC 


Jungle King 


Michael Torcello 


1,510,220 


5/83 


Wegman's: East Rochester, NY 


Kangaroo 


David Kirk 


921 ,800 


3/13/83 


Taco Nacho: Gainesville, FL 


Kickman 


Tom Bundy 


4.787,665 


12/27/82 


Space Invader Video: Cleveland, OH 


Liberator 


Sean Middlelon 


3,016,010 


5/25/83 


Space Station: Anchorage, AK 


Lock-n-Chase 


Jeff Peiffer 


62,060 


5/20/83 


Twin Galaxies Arcade: Ottumwa, IA 


Looping 


Chad Crouse 


1.253,260 


1/29/83 


Video Champ: Des Moines, IA 


Make Trax 


Thomas Carver 


2,123,840 


7/6/83 


Family Game Room: Garden City, Ml 


Mappy 


Mark Bersabe 


443,710 


8/24/83 


Golfland USA: Milpitas. CA 


Millipede 


Ben Gold 


4,304,549 


2/4/83 


Pro Video Game Center: Dallas, TX 


Missile Command 


Victor Ali 


69,739,020 


1/21/83 


Cinedome 7: San Francisco, CA 



(Continued on page 62) 



60 



JoyStik /December 1983 






: 



How to make sure 

you don't get 

5 pairs of underwear 

for Christmas. 

Fill in this checklist, tear it out and give out that this Christmas you'd like 

it to your parents. Help them figure software and hardware. Not underwear. 




I I Ms. Pac-Man 

□ Centipede'^00000 
I I Phoenix 11 ^o^r^ 

Vanguard 9p* ° 

Jungle Hunt 

Kangaroo"^ 

Dig Dug 

Galaxian 





D Pole Position g| 
| | Battlezone 



Moon Patrol 



| I ATARI 5200 Super- 

■— ' System 

The world's most advanced , 
videogame system. Now 
with a $3o.oo rebate offer.* 




ATARI 2600 System 




The world's most popular video 
game system. Now with a 
$30.00 rebate and a $60.00 
rebate coupon book* 

r~| ATARI 5200 TRAK- 
L — ' BALL Controller 

For the real arcade touch. Plays more 
TRAK-BALL'" compatible games than 
anyone else. 

PI ATARI VCS Cartridge 
1 — ' Adapter 

Lets your 5200 play every game 
made for ATARI game systems. 

HI ATARI TRAK-BALL 
Controller 





For real arcade action on the ATARI 
8800" System, Sears Video Arcade' 
System and all ATARI Home Computers. 

ATARI 

Oa Wainei Communication! Company 




1 MS PAC-MAN andchatacletsateirademarksotBalyMiowayMlg Co sublicensed to ATAHI.Inc byNamco-Amonca. Inc 2 PHOENIX and VANGUARD are trademarks liconsod Dy Ceniun. Inc 3 
JUNGLE HUNT is a trademark and Col Taito America Corp 19B? A KANGAROO U produced undBl license Ifom Sun ElOCIfoniCI Coip !> UlGDUG sanalcd and designed by NamcoLtd under 
license by ATAHI.Inc Tradomarkand© Namcot982 6 GALAXIAN is a lradon-iaikr.il Bally Midway Mlg Co licensed byNamco-Amonca, Inc 7 POLEPOSTTIOrShlonglnOTiedanddasionodoyNamco 
Lid Manulactjred under hcenso By ATARI. Inc Trademark and © Namcu 1982 B MOON PATHOL is a trademark and O Willtami 1882 manulaclurud undBI iconjalrom Williams Eleclionics Ini 
•Limited oiler expires 12/31/83 See participating retailers lor details t Indicalos a trademark ol Sim", Roobuck nod Co ©19B3 Alan, Inc All fights 'fliervBd 



RBnfflBEHiRffln n 



Hi liiiliiUliUlUiillli 



(Continued from page 60) 




- ■.::•■ 




Monaco GP 



Moon Patrol 



Monster Bash 



Robert Paquette 
Mark Robic hek 
Bob Lynch 



10,000 



3/12/82 



Star Castle: Smithfield, Rl 



1,214,600 



3/11/83 



Gollland USA: Mountainvlew, CA 



448,400 



2/13/83 



Bun & Games: Kenosha, Wl 



Mousetrap 



Mr. Do! 



Ms. Pac-Man 



Nlhhlfir 



Quantum 



Reactor 
Red Baron 



Rescue 



Rip Oft 



Robotron 



Satan's Hollow 



Bill Bradham 

John McKeever 

Tom Asakl 

Tom Asaki 



61,366,060 



7/24/83 



Take Ten Corp.: Dublin , GA 



2,535,850 



5/14/83 



Casino Amusement Center: Montreal, Quebec 



419,950 



6/19/83 



Twin Galaxies Arcade: Ottumwa, IA 



838.322,160 



5 27 83 



Strand Union Rec Center: Bozeman. MT 



Omega Race 


David Brunow 


2,809,750 


3/28/83 


Anothor Galaxy: McHenry, IL 


Pac-Man 


Les Martin 


12,719.060 


no listing 


Golden Dome: Salisbury, MD 


Pac-Man Plus 


Shannon Ryan 


3,213,900 


8/12/83 


Starship Video: Upland, CA 


Pengo 


Kevin Leisner , 


809.990 


2/25/83 


Mission Control: Racine, Wl 


Pepper II 


Herbie Fong 


10,642,030 


12/12/82 


no listing 


Phoenix 


Mark Gotlraind 


987,620 


3/7/83 


Cloverleaf Mini Golf: North Miami Beach, FL 


Pole Position(3 lap) 


MlkeKlug 


53,250 


no listing 


Video Paradise: San Jose, CA 


Pole Position (4 lap) 


Los Lagier 


66,760 


8/23/83 


Video Paradise: San Jose, CA 


Pooyan 


Rick Marsh 


364,550 


no listing 


T.J.'s Arcade: Fort Dodge, IA 


Popeye 


Steve Harris 


1 ,232.250 


8/8/83 


Twin Galaxies Arcade: Ottumwa, I A 


Q'Bert 


Divelle Dorris 


24.790.950 


7/12/83 


Video Adventure: Lake Park, FL 


Qix 


Bill Camden 


1,666.604 


no listing 


Galaxy I: Lynchberg.VA 



Jud Boone 



Ed Flores 
Alan Jasperson 
Rey G. Flores 
P. Sweeney/K. Potter 



1,029,160 


2/27/83 


Mr. Bill's: Moscow, ID 


448,833 


1/28/83 


Fun & Games: Santa Maria. CA 


298,920 


12/13/82 


Empire Video: Olympia, WA 


437,360 


6/8/83 


Stop-n-Go: Turtle Creek. TX 



92,890 



10/6 82 



Cosmic Palace: Napa, CA 



Michael Dullard 



287,211,050 



4/25/83 



Nickleodian: Des Moines, IA 



Aaron Samuel 



43,086,300 



8583 



Mr. Bill's: Moscow, ID 



Scramble 



Sinistar 



John Norman 



999.250 



12 6 82 



Light Years Amusement: Wrightsville Beach, NC 



S pace Duel 



Space Dungeon 

Space Fury 

Space Invaders 



Space Invaders Deluxe 



Space Zap 



Time Pilot 

Tron 

Tunnel Hunt 



Steve Harris 



468,670 



5/26/83 



Bob's IGA: Kansas City , MO 



David Plummer 



Ron Lilly 



Loren Hawkinson 



623,720 

10,505,915 

222,599 



128 83 



Midtown Amusements: Regina, Saskatchewan 



7/2683 



Video Champ: Des Moines. IA 



4/2082 



Fun 'n' Games: Hamilton, MT 



Ned Troide 



210,000 



8/1/82 



Barrel of Fun: Clearwater, FL 



Matt Brass 



425,230 



9/16/82 



Modern West Bar: Helena, MT 



Mike Jones 



230,000 



1/14/83 



YMCA: Ottumwa, IA 



Stargate 


Roger Mangum 


71,473,400 


4/8/83 


Outer Limits: Durham.NC 


Star Trek 


Gary Hatt 


46,330,500 


8/5/83 


Starship Video: Upland. CA 


Star Wars 


John Frye 


1 .568,660 


8/17/83 


Odyssey Arcade: Madison. Wl 


Sub Roc 3-D 


William Crowley 


346,650 


6/25/83 


Fun 'n' Games: Santa Maria, CA 


Super Cobra 


Matt Brass 


198.470 


7/26/82 


Godfather's Pizza: Helena, MT 


Super Pac-Man 


John Azzis 


588,430 


4/8/83 


Fun 'n' Games: Santa Maria, CA 


Super Zaxxon 


Gary Hatt 


201 ,700 


5/15/83 


Starship Video: Upland, CA 


Tac Scan 


Dileep Gupta 
David Plummer 


57.069,600 


8/12/83 


Bim's Place: Lloydminster. Alberta 


Tempest 


11.999.978 


3/19/83 


Midtown Amusements: Regina, Saskatchewan 



Bill Bradham 



4.134.400 



6/10/83 



Take Ten: Dublin. GA 



Robert Bonne y 



12,883,638 



7 9 83 



Wizard's Video Magic: Kirkland, WA 



Turbo 



Chris Randall 



Mace Triesman 



821.330 2/24/83 Amusements Crossings: Charlotte. NC 

223,139 7/1/83 Funway Freeway: Vorhees. NJ 



Tutankham 



Wacko 



Wild Western 
Zaxxon 



Xevious 



Zook eeper 



Mark Robichek 
Steve Harris 



1,004.980 



4/3/83 



Gollland USA: Milpitas, CA 



Richard Eldridge 
Vernon Kalanikau 
Tim Williams 



1,608.100 
803.900 

4,080,740 



3/31/83 



NCK Pro Bowl: Kans as City, MO 



no listing Blm's Place: Lloydminster , Alberta 
no listing Chuck E. Cheese: La ie, HI 



Brian Halik 



9,999,990 



5/16/83 



Mr. Bill's: Moscow, ID 



9,920,000 



8/14/83 



Cloverleaf Miniature Golf: Miami, FL 



ZZYZZYXX 



Chris Holland 



96,030 



2/7/83 



Games Reserve: Charlotte, NC 



62 



JoyStik December 1983 




• 



m 



,o>, 



« 




DARTH VADER* beware! Gel your hands on the action! In- 
credible graphic simulation, music and dialogue created 
from the movie, fantastic special effects you can't get at 
home. . .the STAR WARS game from Alan is a totally new age 
of coin video entertainment, Get into it where you play coin 
video games. Remember, THE FORCE* will be with you! 

1 > ISBJI-uciinfilm 1,1(1 and Al.in. Ino All twins roaatvad TradMMikii ol Iiiicniifiliii tilci.. ura.'il l>y Amn Inc. iiikIw licmir." 





The Reads 2600. 

READS MAY BE RIGHT 

If you've got a great game 
idea that you'd like to turn 
into reality (and real 
money), then maybe the 
Reads 2600, by VSS Inc., 
will help you along the road 
to riches. This free- 
standing piece of hardware 
allows you to design VCS 
games by using the pro- 
gram development capabili- 
ties of your Atari 800 
computer. 

The unit connects to the 
computer through the joy- 
stick ports and to the VCS 
through the cartridge adap- 
tor. Your game program, 
stored on a cassette or dis- 
kette, is downloaded to the 
Reads 2600 and executed 
by the VCS for viewing. 

You can develop games in 
the industry standard of 4K 
bytes, or more sophisti- 
cated games in 8K bytes by 
using the bank selection 
mechanism in the unit. The 
software can then be pro- 
gramed onto EPROMS and 
made into cartridges for 
your viewing or selling plea- 
sure. 

For $795 you'll receive the 
complete Reads 2600 
package. This includes in- 
structions, 8K byte ROM 
emulator, Atari 800 con- 
nector cable, VCS car- 
tridge adaptor with con- 
nector cable, and execu- 



tion and discovery 
software. 

One of the many available 
accessories is an 8K byte 
cartridge adaptor for de- 
velopment of Vic-20 games 
using the Reads 2600. 

DIFFICULTY 
SETTINGS 

If a dwindling supply of 
quarters doesn't curtail 
your video game play, then 
maybe the machine's diffi- 
culty setting will. Listed be- 
low are the settings which 
arcade owners can adjust 
on four currently popular 
videogames. 

Atari's Crystal Castles has 
three clear-cut levels of dif- 
ficulty: easy, medium and 
hard. The machine can be 
set to give you three, four 
or five turns initially, and it 
has a yes/no option for 
bonuses. If the game is ad- 
justed to award bonuses, 
you'll receive them every 
70,000 points. 

Gyruss, from Centuri, has 
five difficulty levels ranging 
from very easy to most diffi- 
cult. The manufacturer 
sends the game out with a 
4 setting, giving you three 
lives to start with and 
bonuses at 60,000 points 
and then every 80,000 
points thereafter. But if the 
arcade owner is unusually 
generous, you can begin 



with four or five lives, and 
receive bonuses at 50,000 
and 120,000 points. 

Mylstar's Krull has two 
levels of difficulty, normal 
and hard, with either a rov- 
ing or stationary hexagon. 
You'll begin with three or 
five lives, and if Krull stays 
at the factory setting you'll 
earn bonuses at 30,000 
and 80,000 points. Other- 
wise, bonuses are awarded 
every 30,000 points, at 
40,000 and 90,000 points, 
or 50,000 and 125,000 
points. 

Bally/Midway's Mappy can 
be adjusted to take one of 
many paths. The manufac- 
turer sets the difficulty at 
"A," the easiest level, but 
there are three other levels, 
"D" being the most difficult. 
You'll start with either one, 
two, three or five turns, but 
the point gap between 
bonus turns is, as always, 
beyond your control. Your 
first bonus Mappy can 
appear at 20,000 or 30,000 
points, and the second is 
awarded when you reach 
60,000 to 100.000 points. 




CVC's Master Module. 

MASTER MODULE 

The man who founded The 
Source, an information and 
videotex system for per- 
sonal computers, has 
taken the first step towards 
turning video game con- 
soles into terminals acces- 



sing large computers. With 
the introduction of the Mas- 
ter Module, a unit plugging 
into the game console in 
place of a cartridge, Wil- 
liam von Meister of Control 
Video Corporation (CVC) is 
offering nationwide network 
capabilities to the 12 million 
households who already 
own a video game system. 

The company's GameLine 
service links Atari 2600 
owners with a comput- 
erized library of video 
games. In addition to play- 
ing games, the user can 
preview new games before 
purchase. The system is 
interactive and lets the user 
send and receive informa- 
tion from the central com- 
puter. This means players 
can compete across the 
country. 

Once a selection is made, 
the Master Module dials its 
memory-stored local tele- 
phone number, and con- 
nects with the central 
computer. The program 
requested, be it the game 
software or the lastest 
sports scores, is fed back 
over the telephone line into 
the module. The telephone 
call generally lasts less 
than a minute. After the 
Master Module discon- 
nects from the telephone, 
the game or text is stored 
in the module's memory 
and appears on the screen. 

GameLine is the only ser- 
vice now available via the 
Master Module. The com- 
pany plans to offer a variety 
of other features including 
electronic mail, sports 
news and scores, stock 
market quotes, commodity 
prices and financial news, 
and information sharing. 



64 



JoyStik'/December 1983 



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REETINGS. MASTER CONTROL PROGRAM HAS CHOSEN YOU TO SERVE ON 
.'HE GAME GRID." 

i/Vith this command comes the ultimate challenge. You will be head to head 
vith the awesome adversary— Sark. Enter the environment. Step onto the 
rings. Experience the dimensions of a computer arena. 

'WE'LL GET YOU . . . IT'S ONLY A MATTER OF TIME." 



O MCMl.XXXI 1 1 Walt Disnay Productions 



■ ■■■■■■■■■■■■■■■■■■■■■!■■■■■■■■■■■■■■■■■■ 
■BBBJBBJPJPJI !■■■■■■■! 

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MIDWAY 



•Pol. Pomion III t-M.ml.k i"d C NAMCO 1983 Minulicturwl undor liconw by ATARI. Inc. 



tMicm. ■ I-*-""* ol Soo-5 R«buck and Co. C1983 Atari, Inc All rights meivtf. 




NOW YOU CAN GET INTO POLE POSITION AT HOME. 



Prepare to qualify for Pole Position right in your living room. Because 
the #7 arcade hit of 1983 is now available for the A TARI '2600™Game and 
the Sears Video Arcadet systems. As well as an exclusive version for 
all ATARI Home Computers and the 5200 m SuperSystem. 

No other racing game will demand your total concentration like Pole 
Position will. The hairpin curve will tax your reflexes. And avoiding 
accidents will challenge your ability to make split-second decisions. 

Prepare yourself for the ultimate driving experience-Pole AfA Dl 
Position— the home version by Atari. OAwam«rcommun>ci » company /\lr\l\l