VIC-20 Cartridge
Software Reviews (aka Cartzilla!)
First release: July 1997
Copyright notice: © 1997 Ward Shrake. All rights
reserved. However, the author and copyright holder grants his
permission to any individual(s) for any non-profit use of this
document. I just ask that any such people will be fair and honest in
giving me my due credit for any and all work that I have done, just as
I have gone to great pains to credit those before me. Thanks!
Proofread and converted to hypertext by Marko Mäkelä
Author's notes
This document was made to spread useful information to current
users of the Commodore VIC-20 home computer system. It contains small
text reviews of most of the ROM-cartridge software that was ever made
for the VIC-20 computing system. (There are 180 cartridges reviewed
here!)
The purpose of this document is partly amusement and partly to help
the system's modern users to identify software that has a good chance
of appealing to them, so they can check it out more for themselves.
Note that this text covers only cartridge-based software. There
were many, many more programs once released in tape format. However,
the author chose not to review tape-based software, for various
reasons.
I wrote this because I saw a need for it. If you're bothering to
read this document, you probably see a need for it as well. I've long
been involved in gaming, on many systems. I have Atari 2600, 5200,
and 7800 systems, as well as the current Jaguar, the ColecoVision,
Commodore's 64 computer, the Vectrex, the Sega Genesis, the Nintendo
NES & SNES, and even a few of the real, stand-up, full-sized
arcade machines. The list goes on, but you get the idea: I don't
only like the VIC-20.
I've seen, over and over among all the "classic gaming" groups,
some form of the "its a title on a list somewhere, and even though I
have no clue what it is or what it does, I have to own one" mentality.
If you're rich and have ample space for all these toys, why not. But
most of us don't fall into that category, hence the need for solid
info. I gave up on the idea of having "everything" a long time ago;
some games simply aren't worth having, from a "will I ever play it"
standpoint. That goes for the VIC-20, and every other gaming system
ever made. But there are many games that you'd love, too, if only you
knew about them.
Besides, the whole "looking through a catalog of stuff I can have"
experience is one all of us like, to one degree or another. And with
a catalog this size, you'll stay busy for quite some time, I'd say!
Why bother looking at was once available but is no longer sold, you
ask? There's simple nostalgia. Or carts to buy amongst other
gamers.
But more newsworthy is that most of the VIC-20's software library is
now freely available to anyone with an Internet account. This is
thanks to the hard work of a dedicated crew of Digital Archaeologists.
(Paul LeBrasse and Ward Shrake did most of the finding and archiving,
with occasional help from other retrogamers on the Internet.) We made
sure the VIC-20 library didn't become extinct. Then I documented it.
(Fifty or a hundred years from now, I hope someone is grateful!) And
so far, the copyright owners have thanked us for what we've done, too.
Much thanks goes to the people who wrote the VIC-20 emulators, as
well.
Most of the information in this text file will probably remain "as
is" for quite some time. This is because most carts we actually had
in our hands, and we don't expect our opinions to change without
outside input. However, a handful of carts we did not have at all;
the rare few carts that are presently "vaporware". These may change,
as we get more info.
Anyway, info about this text is included later on. But to appease
those of you with large impatience streaks (most of you?), I put the
"fun" stuff (reviews) next, and the explanatory stuff way in the back.
The list below is alphabetical by software title, in case you're
wondering.
I do hope you will find and keep an appreciation of where our
gaming hobby has already been, and where it seems to be going. It's
quite a rush, these days, what with all the different emulators and
such; for this and all the other gaming systems. We gamers never had
it better. Enjoy the ongoing history of the audio-visual amusement
experience!
Ward F. Shrake
Contents
- Software Titles Reviewed
- How this List is Organized: A Tutorial
- Other Sources of Information
- What Can You Do to Help Make this Document Better?
- Acknowledgements
- A World at War
- A.E.
- Adventure Land Adventure
- Aggressor
- Alien
- Alien Blitz
- Alien Sidestep
- Alphabet Zoo
- Amok!
- Ape Escape
- Apple Panic
- Arachnoid
- Arrow
- Artillery Duel
- Astroblitz
- Atlantis
- Attack of the Mutant Camels
- Avenger
- Baldor's Castle
- Bandits
- Battlezone
- Black Hole
- Buck Rogers: Planet of Zoom
- Cannonball Blitz
- Capture the Flag
- Cave-in
- Centipede
- Choplifter
- Chuck Norris Superkicks
- Cloudburst
- Clowns
- Commodore Artist
- Computer War
- Congo Bongo
- Cosmic Cruncher
- Cosmic Jailbreak
- Creepy Corridors
- Crossfire
- Dancing Bear
- Deadly Duck
- Deadly Skies
- Defender
- Demon Attack
- Dig Dug
- Donkey Kong
- Dot Gobbler
- Dragonfire
- Draw Poker (see Poker)
- Face Maker
- Fast Eddie
- Final Orbit / Bumper Bash
- Fourth Encounter
- Frogger
- Galaxian
- Garden Wars
- Ghost Manor
- Gold Fever
- Gorf
- Gridrunner
- HesMon
- HesWriter
- Home Babysitter
- Household Finance
- IFR (flight simulator)
- In the Chips
- Jawbreaker II
- Jelly Monsters
- Joust
- Jungle Hunt
- Jupiter Lander
- K-Razy Antiks
- K-Star Patrol
- Kids on Keys
- Kindercomp
- Lazer Zone
- Lode Runner
- Lunar Leeper
- Machine Language Monitor
- Mastertype
- Maze
- Medieval Joust
- Menagerie
- Meteor Run
- Midnight Drive (see Road Race)
- Mine Madness
- Miner 2049'er
- Mission Impossible Adventure
- Mobile Attack
- Mole Attack
- Money Wars
- Monster Maze
- Moon Patrol
- Moses (with or without 8k RAM)
- Mosquito Infestation
- Mountain King
- Ms. Pac-Man
- Mutant Herd
- Number Nabber, Shape Grabber
- Omega Race
- Outworld
- Pac-Man
- Panic Button
- Personal Finance
- Pharaoh's Curse
- Pinball Spectacular
- Pipes
- Pirate's Cove Adventure
- Poker
- Polaris
- Pole Position
- Predator
- Princess and Frog
- Programmer's Aid Cartridge
- Promenade
- Protector
- Q*bert
- Quick Brown Fox
- Radar Rat Race
- Radiotap
- Raid on Fort Knox
- Rat Hotel
- Renaissance
- River Rescue
- Road Race
- Robin Hood
- Robot Panic
- Robotron: 2084
- Sargon II Chess
- Satellite Patrol
- Satellites and Meteorites!
- Scorpion
- Sea Wolf
- Seafox
- Serpentine
- Shamus
- Sir Lancelot
- Skibbereen
- The Sky is Falling
- Skyblazer
- Slot
- Snake Byte
- Space Ric-O-Shay
- Space Snake
- Speed Math & Bingo Math
- Spider City
- Spiders of Mars
- Spike's Peak
- Spills & Fills
- Springer
- Star Battle
- Star Post
- Star Trek: Strategic Operations Simulator
- Story Machine
- Sub Chase
- Submarine Commander
- Super Amok
- Super Expander with 3k RAM
- Super Slot (see Slot)
- Super Smash
- Synthesound
- Tank Atak
- Terraguard
- The Count Adventure
- Threshold
- Tomarc the Barbarian
- Tooth Invaders
- Topper
- Trashman
- Turmoil
- Turtle Graphics
- Tutankham
- Type Attack
- Vic Avenger (see Avenger)
- Vic FORTH
- Vic Mon (see Machine Language Monitor)
- Vic Music Composer
- Vic Rabbit
- Vic-20 Atari Cartridge Adapter
- Video Vermin
- Videomania
- Visible Solar System
- Voodoo Castle Adventure
- Wizard of Wor
- Wordcraft 20
- Write Now!
If you Like This Game... |
Then also Try these Similar Games... |
Asteroids |
Satellites and Meteorites |
Astro-Blaster |
Threshold |
Battlezone |
Tank Atak |
Berzerk |
Amok!,
Super Amok |
Breakout |
Super Smash,
Pinball Spectacular |
Carnival |
Quackers |
Centipede |
Video Vermin,
Arachnoid |
Frogger |
Princess and Frog,
Menagerie |
Galaxian |
Star Battle |
Kaboom! |
The Sky is Falling |
Lunar Lander |
Jupiter Lander |
Night Driver |
Midnight Drive (Road Race) |
Missile Command |
Mosquito Infestation |
Othello |
Renaissance |
Pac-Man |
Jelly Monsters,
Trashman,
Cosmic Cruncher |
Q*bert |
Topper |
Rally-X |
Radar Rat Race,
Raid on Fort Knox |
Rip-off |
Bandits |
Space Invaders |
Avenger,
Alien Blitz,
Alien Sidestep,
Type Attack |
Tempest |
Star Post |
Time Pilot |
Satellite Patrol |
VIC-20 Cartridge Software Reviews
- Game name
- A World at War
- Company
- Handic Benelux B.V.
- Author
- unknown (198_)
- Game Type
- Board-style war game simulation. (Hex-based maps, turns, etc.)
- Required
- 8k RAM in bank 5. Keyboard. Disable bank 1 if present.
- Comments
- Not given a thorough review, due to its complex nature. You will
definitely need the original instructions to use any war game.
- Game name
- A.E.
- Company
- Broderbund
- Author
- Steven Ohmert (198_)
- Game Type
- Original shooter, flavored with "Galaxian" & "Missile Command".
- Required
- 16k RAM (8k each in banks 3 & 5). Joystick.
- Graphics
- Excellent. Technically impressive; uses bit-mapping on a computer
that was not designed to do this. The smooth, gliding movement of the
ships impresses, as does their recession-into-depth. Uses four
background scenes; another classy touch. However, from a purely
aesthetic point of view maybe the "hi-res" characters just seem small
and hard to see by today's standards? For its day... wow!
- Sound
- Good. Nice attempt at an interesting background tune; notes try
to rise and fall smoothly. Sound effects are average or better.
Considering the limits of VIC-20 sound, this is also impressive.
- Gameplay
- Good, but takes some getting used to. See comments below.
- Overall
- Mixed. Technically speaking, this was leading edge stuff for its
day both in graphical ability and gameplay mechanic. But is it a fun
game to play? You decide. Some may love it, others may not.
- Ad Text
- "A runaway best-seller for the Apple II and the Atari 400/800, is
a winner for Vic-20. Giant robot stingrays designed to fight
pollution have run amok and are attacking in waves from the sky.
A.E.tm ('Stingray' in Japanese) is a graphic masterpiece,
with screen after screen of spectacular 3-D effects. The arcade-style
action is masterful too, as you launch your remotely-triggered
missiles and detonate them precisely to coincide with the swooping,
diving, constantly changing flight patterns of the deadly A.E.'s!"
(From inside cover, Compute's Gazette, July 1983)
- Trivia
- Original (non-VIC-20) version designed by Makoto Horai & Jun
Wada according to the screen credits. (Was Apple or Atari the
first?)
- Comments
- The game uses the joystick in a novel way. Left and right do just
that, but "fire" is non-standard. Missiles that you fire do not "go
off" until you release the fire button. In other words, press and
hold fire until the missiles are at the altitude you desire, then
release the button, which detonates those missiles. Meaning if you
rapidly press and release fire (as in modern games) the missiles
simply explode a fraction of an inch over your ship! This takes some
getting used to, but it results in an explosion which can destroy more
than one ship at a time, too. The overall effect reminds me of the
game mechanic used in "Missile Command".
- Game name
- Adventure Land Adventure
- Company
- Commodore [Vic-1914]
- Author
- See Trivia. (1981)
- Game Type
- "Scott Adams Adventure Games" series. (#1 of 5.)
- Required
- 16k RAM (8k each in banks 2 and 3). Keyboard controlled. The
game starts when you type "SYS 32592" and hit the RETURN key. (If you
are using a software emulator to run any game in this series, try
setting your memory expansion to 24k of RAM. These four programs
start at $4000, if your emulator asks you that.)
- Graphics
- Not applicable. These were text games. You type, it types back.
- Sound
- See the trivia notes below, but not applicable for the most part.
- Gameplay
- Some will like it, some won't. A good change of pace, regardless.
- Overall
- It depends if you like text games or not. The whole Scott Adams
series was famous in its time and still has a following online.
- Ad Text
- "You wander through an enchanted world trying to recover the 13
lost treasures. You'll encounter wild animals, magical beings, and
many other perils and puzzles. Can you rescue the blue ox from the
quicksand or find your way out of the maze? For beginning Adventurers
and veterans alike." (Seen in "Commodore Power Play" Spring 1983
issue, page 105.)
- Ad Text
- Box ads for the entire series read: "Welcome to the mind-boggling
adventures of Scott Adams! These true 'computer classics' are among
the most entertaining games in personal computing! Each adventure is a
completely different mind-fantasy, drawn from the creative imagination
of pioneer adventure game-writer Scott Adams. There are 5 Scott Adams
Adventure games on cartridge for your VIC-20... we know you'll enjoy
them all! Just look at the adventures we have for you!" (Then it
describes each as above.)
- Trivia
- While the folks at "Scott Adams / Adventure International" should
get their fair due for writing the stories and such (on the Vic and
other computers), Andy Finkel was responsible for doing the actual
programming on the VIC-20 versions of the Scott Adams games. Neil
Harris was quoted in an online interview, saying that Mr. Finkel had
to trim 1/3 the memory out (24k to 16k) of the VIC-20 versions to fit
them on a cartridge at all. Quite a feat, really.
- Trivia
- The games in this series "talked" if you had an add-on piece of
hardware called the "Type N Talk". (Otherwise, with a standard VIC-20,
the text just shows up on the screen as you might expect.) The author
hasn't personally heard the quality of this speech but has seen
reviews of the Votrax hardware itself, which were good. (And I have
to wonder... would emulating this device be possible or practical on
today's IBM computers? That would be neat, yes? Even just recording
the speech as
.WAV
files would be cool, IMO.)
- Trivia
- All the games in this series seem to have one advertisement for
another game in the series within its available texts. At least two
games list a phone number to call, if your local computer store
doesn't carry the Adventure series. That's kinda cute, huh?
- Trivia
- The Scott Adams games were part of a larger collection. While the
VIC-20 only had five of the games, others did exist for other game
machines of the time. The Vic order is as follows:
- Adventure Land
- Pirate's Cove
- Mission Impossible
- Voodoo Castle
- The Count
For more info about the remaining games, go visit the Internet's
online newsgroups that cater to the "text adventure" crowd.
- Trivia
- Just in case you've wondered, this Scott Adams is no relation to
the Scott Adams that writes the popular "Dilbert" cartoon strip.
- Comments
- Merely to conserve some space here, this review is sort of my
standard set of observations for the other four Scott Adams
games.
- Game name
- Aggressor
- Company
- HES (Human Engineered Software) [C305]
- Author
- Jeff Minter (1982)
- Game Type
- Clone of the arcade coin-op "Defender" by Williams.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Good. Could use the radar screen from the arcade game, but what
is there looks good. Not a bad attempt at vector graphic lines!
- Sound
- Average. Sound effects are good, but get repetitive quickly.
- Gameplay
- Good or better. Fast paced in most places, reasonable balance.
Your ship takes awhile to turn around, and without radar, well...
- Overall
- Good. Not a bad clone of Defender, given the Vic's limitations.
- Trivia
- Actually, I don't believe I've seen any truly good port
of Mr. Jarvis' ballistic arcade game on any home machine,
until Jeff Minter's "Defender 2000" showed up for my Atari Jaguar
system. I guess this was his first official warm-up for the project?
Go take a look at the official Atari release of Defender, too. You
will see that it has an internal message that says it really was done
by HES instead of Atari. Hmmm. Jeff's warm-up number two?
- Trivia
- Mr. Minter certainly has a sense of humor. Inside his code is the
message "WELL ZAPHOD'S JUST THIS GUY, Y'KNOW". Once you've read
Douglas Adam's 5-part "Hitchhiker's Guide to the Galaxy" trilogy
you'll understand that better. And thank Mr. Minter for making you go
read an excellent book series when you're all done, OK?
- Game name
- Alien
- Company
- Commodore [Vic-1906]
- Author
- unknown (1981)
- Game Type
- Original game involving mazes and digging.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Average. Nothing fancy. Most likely based on character graphics.
- Sound
- Average. Some simple sound effects, somewhat like the gobbling
sounds in Pac-Man, but that's about all. No theme music noted.
- Gameplay
- Good. Could probably be addicting to some. The idea of digging
holes for the other creatures to fall into, and the heart-beating
sound effects might build up some decent gaming tension.
- Overall
- Average to good. Not really flawed, but not wildly spectacular.
Younger children may love the game. For them, it may be ideal.
- Trivia
- This game involves elements from games like Pac-Man (the maze and
four characters chasing you) and Apple Panic (the digging). You decide
if this makes for a good game or not, but it's interesting.
- Game name
- Alien Blitz
- Company
- UMI (United Microware Industries, Inc.) [1619]
- Author
- Peter Fokkos and Thomas A. Giguere (1981)
- Game Type
- "Space Invaders" clone. (Probably unauthorized.)
- Required
- 8k RAM in bank 5. Joystick or keyboard play.
- Graphics
- Endearingly crude. In other words, much like the original.
- Sound
- Keeps your nerves on edge, like the original. Great laser blasts!
- Gameplay
- "Just one more..."
- Overall
- Fans of the original Space Invaders will not be disappointed!
- Ad Text
- "Your mind must be clear, your nerves steel, and your eyes sharp
to prevent the intruders from demolishing the three missile bases
under your command. To survive the bomb-dropping enemy, you must
think as you dodge, duck, hide, and blast your way to victory... or
oblivion! Only the fittest can survive the onslaught of ten skill
levels and escape with missile bases intact." (UMI catalog)
- Trivia
- Internally, this is just a 4k game. Not at all bad, considering!
UMI was one of the only companies that had any games ready for release
in 1981. It is sort of comical that both Commodore and UMI released a
Space Invaders clone as one of the first games. (Man, were people
anxious to capitalize on SI's popularity!) The only other company to
release in 1981 was Sierra Online, BTW.
- Trivia
- The original arcade game has 55 invaders; 5 rows of 11 each. This
version only has 40 invaders. Maybe only an "expert" would notice?
The Gameboy cartridge, in Gameboy mode, also has 40 invaders, but the
Gameboy cart has sounds that are closer to the original game. The
SuperGameboy version, however, comes as close to true arcade
perfection as I've ever seen; it appears to download code to the SNES
and hand over control to it, for some mind-blowing nostalgia! But
aside from that one cart this may be the best clone I've seen.
Commodore's Avenger comes close, but this has a closer feel, IMO.
- Trivia
- With only minor changes, this game would fool most people if you
were to put it into an original-looking arcade cabinet. Since this
version and the original are both monochromatic, you could even stick
a colored overlay across the screen as later SI models did! But don't
forget that the original arcade game had no joysticks; it was just a
set of buttons; left, right and fire... remember? (Not that I'm
seriously suggesting this... just a sick thought!)
- Comments
- Space to start game; it may pause for a moment first. Keyboard
controls: fire = SPACE, left = LEFT SHIFT, right = RIGHT SHIFT.
- Game name
- Alien Sidestep
- Company
- OEM
- Author
- Kerry Erendson (1983)
- Game Type
- Variant of "Space Invaders".
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Good. The movement and/or scrolling effects are well done.
- Sound
- Plain. Just the average shooting sounds you'd expect.
- Gameplay
- A bit flawed. Fun at first, but after the novelty wears off...
The concept was kinda cute, but the experience isn't very deep.
- Overall
- An interesting change, but not likely to become widely popular.
- Trivia
- This is a 4k game internally, although it requires 8k to run.
This would seem to explain the lack of depth in the gameplay.
- Comments
- There seems to be only one good way to play the game. You have to
move left while shooting quickly, to make a slanting barrage of
bullets. This seems to be the only way to actually hit the oncoming
aliens. Otherwise, as the name states, they sidestep. Once four
aliens have landed past your defenses, it's game over.
- Game name
- Alphabet Zoo
- Company
- Spinnaker
- Author
- Sheldon White (1982)
- Game Type
- Educational.
- Required
- 16k RAM (8k each in banks 3 & 5). Joystick.
- Comments
- Not given a very thorough review due to its non-game nature. To
really use this cart, you'll need the original instructions.
- Game name
- Amok!
- Company
- UMI (United Microware Industries, Inc.) [1611]
- Author
- Roger L. Merritt (1981)
- Game Type
- Clone of the arcade coin-op "Berzerk" by Stern.
- Required
- 8k RAM in bank 5. Joystick or keyboard. Disable bank 1 if present.
- Graphics
- Good. The original "Berzerk" was not a graphic wonder to begin
with. This is arguably better than the arcade game it is based
on.
- Sound
- Poor. The original arcade Berzerk game had some speech, which
made up for its poor graphics. This just bleeps when you shoot. (No
more "Intruder Alert" or "Coin detected in pocket"... sigh!)
- Gameplay
- Good, but a bit frustrating once you've seen "Super Amok".
Slow-paced? Only one of your bullets is allowed onscreen at a time.
(However, if Super Amok seems too hard, maybe this is just
right?)
- Overall
- Good. Could be lots of fun, even if "Super Amok" is better.
- Trivia
- As much as it sounds like I'm complaining about this game, it does
show how far the industry had progressed in a short time. Berzerk was
not out long in the arcades when this home version had arrived. It
was only 1982 when Stern put out "Frenzy", the sequel to their earlier
"Berzerk" game. Impressive to consider. It wasn't that many years
before, when almost all the games in any arcade where black-and-white
with huge blocky graphics; remember Midways first game "Gun Fight"?
This is Hi-Res compared!
- Trivia
- I figured out the patterns in most of the software companies part
numbering schemes. Most are easy enough. But what was UMI thinking?
Aside from the first two digits indicating whether a particular game
was made on cassette or cartridge, can anyone else see any kind of
pattern emerging? Did they use a dart board to choose their other
digits? Did they just make up numbers at random, to make it look like
they had more games? Wish I knew.
- Trivia
- Hey now! Don't be stepping all over my memories! (Hee, hee!) I'm
impolitely referring to a new 1996 Sega Saturn game called Amok. I
know zip about that game; just thought the name was interesting in
this context. Has gaming lost that much creativity? That even names
are now being recycled, along with gameplay concepts, etc? Again, I'm
not dogging the modern game, just wondering what's up.
- Comments
- See also Super Amok. It's much more
polished than this game is. The basic difference is that this game
used 4k of EPROM and its sequel used 8k. Twice the memory space makes
a big difference!
- Game name
- Ape Escape
- Company
- Spectravideo
- Author
- Mike Riedel and Greg Carbonaro (1982)
- Game Type
- Variants of two arcade coin-ops; "Space Invaders" and "Rip Off".
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Good. Lots of little helicopters and such onscreen, all moving
fairly smoothly as they steal portions of the "Spectra Tower".
- Sound
- Good to very good. The sound effects are generally good, but the
little guy that vacuums up your dead players is way too cool!
- Gameplay
- Very good. Everything moves and/or responds quickly.
- Overall
- Very good. Perhaps simple in some ways (graphics?) but well done.
- Trivia
- The company name was taken directly off the title screen. They
seemed to have been a bit inconsistent about their own name.
- Comments
- See also "Cosmic Jailbreak". It looks nearly identical. This
game might have been sold to Commodore, along with what later was to
become "Star Post", which may have been intended to be a clone of the
arcade game "Tempest" when it was first programmed. May. That is a
whole other story, however, that's still being investigated.
- Game name
- Apple Panic
- Company
- Creative Software (Licensed from Broderbund)
- Author
- unknown (1982)
- Game Type
- Conversion of the arcade coin-op "Space Panic".
- Required
- 16k RAM (8k each in banks 3 & 5). Joystick.
- Graphics
- Plain looking backgrounds, with very detailed (hi-res) characters.
- Sound
- Average.
- Gameplay
- Control is too fussy. You have to be pixel-perfect on ladders or
it won't allow you to move on them. And so on. Game runs slowly too.
Or rather, your character seems to move through molasses.
- Overall
- Flawed, but I can sure see where Broderbund got Lode Runner from!
They just rebalanced this game and had a classic on their hands. The
improved version sold well into the 1990's. This game is more of a
history lesson, however, than competition for Loderunner.
- Review
- "Space Panic was the first of the climbing coin-ops, but it wasn't
a hit until it reached the home market as Apple Panic!" (Seen in EG
Trivia, page 111, Apr 83 Electronic Games)
- Review
- "Apple Panic... is the computer version of Universal's
'ground-breaking' coin-op, Space Panic. As it happens, the aliens who
pursue -- and are, in turn, hunted by -- the game's shovel-wielding
hero, bear a singular resemblance to -- you guessed it -- apples! It
was therefore a relatively simple matter to redraw the aliens as ripe,
red pieces of computer fruit. Other than this minor change in
graphics, the computer software version is faithful to its source of
inspiration. The action is quick and exciting and this title, which
has been around for over a year, continues to do a good business.
Like its role model, Apple Panic has become a genuine cult favorite
among computer gamers. The ladders, the aliens, the holes -- all the
familiar elements are here." (Seen in Jan 83 Electronic Games, on page
52.)
- Review
- Another article in Electronic Games, entitled "Closet Classics",
(June 1983, pg 84) said this and more... "The object of the game was
to catch the aliens by baiting them into pits you'd dug, and then
covering them before they escaped. This was accomplished with the
'digging' button. As you got to the higher levels you had to dig two
holes, perfectly placed, one above the other, to keep the alien in.
The average playing time for Space Panic was 30 seconds. You felt
like you'd been hit going up the ladder by a brick falling through the
arcade. Or maybe you'd dug a hole too deep to escape from. Whatever
it was, Space Panic played too hard and had to be buried. Someone
must have seen it though, and liked it, because the game was released
as a computer game by Broderbund under the name Apple Panic. This
software version is deliciously true to the original. So perhaps
there is life after the arcade!"
- Review
- A fairly lengthy article on the climbing games genre included a
few paragraphs on Space Panic. One quote: "Not only did Space Panic
prophesy the advent of climbing games, but of 'digging' games as
well!" (See Electronic Games, Jan 83, page 55.)
- Trivia
- As you can probably tell, the reason I spent so much time and
space on covering this title, is that it is the ancestor to many other
games. Games like Loderunner and Donkey Kong apparently were direct
descendants of "Space Panic" and/or "Apple Panic". If you can get
over the lack of finesse, maybe you'll like this one.
- Game name
- Arachnoid
- Company
- UMI (United Microware Industries, Inc.) [16__]
- Author
- Allen Pulsifer (1982)
- Game Type
- Clone of the Atari's arcade coin-op "Centipede".
- Required
- 16k RAM (8k each in banks 3 & 5). Joystick.
- Graphics
- Nicely animated, but simply colored. Smooth motion overall.
- Sound
- Average. Some sounds may have been reused in UMI's Video Vermin.
- Gameplay
- Good, but I still like the ultra-fast game Video Vermin better.
- Overall
- Centipede fans should definitely give it a try. This one may be
more polished and balanced, but the pace puts me off a bit.
- Trivia
- An internal copyright indicates that Mr. Pulsifer first wrote his
code in 1980 although this wasn't put out by UMI till later. So I
guess that means Video Vermin was derived from this code?
- Game name
- Arrow
- Company
- Skyles Electric Works
- Author
- unknown (198_)
- Game Type
- Utility program. An accelerator package for your datasette.
- Required
- Unknown, as no one we know actually has one.
- Comments
- Not given a very thorough review due to its non-game nature. To
use this cart, you'll need the original instructions. May require the
original cart, too, if it includes special hardware inside? This must
have been popular, judging by repetition of ads run.
- Game name
- Artillery Duel
- Company
- Xonox
- Author
- See Trivia. (1983)
- Game Type
- Semi-educational two-player game, seen on many other platforms.
- Required
- 16k RAM (8k each in banks 3 & 5). Joystick.
- Graphics
- Average to good. They do attempt to draw some bit-mapped scenery.
They even throw in some moving clouds, across the hilly terrain.
- Sound
- Not bad. Decent explosion effects. Nice "your turn" sounds.
Some sounds are better than others, but most are competent or
better.
- Gameplay
- Fun, assuming you like this sort of thing. Boring, if you don't.
But the slowed-down pace may be a nice change from time to time.
- Overall
- See gameplay. This is a cute, almost "deluxe" version of the game
that almost every other platform eventually had. Xonox lacked in
imagination in picking this, perhaps, but did make a nice
version.
- Trivia
- Hidden inside the internals of the game is a message that says
"programmed by jerry brinson dedicated to shana, jacob, audrey and
frankie". (It's at $7c61, for you hacker types.)
- Trivia
- It is interesting that this is one of Xonox's better videogames,
and is also their only 16k version for the VIC-20 computer. I bet they
coded this from scratch and simply ported the others? For this game, I
may take back some of my usual nasty Xonox remarks.
- Trivia
- Xonox videogames sometimes came in special plastic cases, with two
games per cartridge. They felt this helped to make up for the lack of
greatness in each individual game. Basically, they had their costs of
manufacturing way down, so they could afford to. If you open one of
their carts, you'll see some of the best work around; quality boards,
epoxied-over onboard chip blobs, etc. But the average gaming consumer
of the time disagreed with their idea of quantity-vs-quality. Xonox
still has a lousy reputation with classic gamers. I don't blame the
programmers; I'm sure they were forced to just do a quick,
half-adequate job most of the time. Anyway, the flip side of this
particular "Double-ender" was "Chuck Norris Superkicks". Personally,
I like the AD game better than CNS.
- Game name
- Astroblitz
- Company
- Creative Software
- Author
- Tom E. Griner (1982)
- Game Type
- Variant of the arcade coin-op "Defender" by Williams.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Excellent. The graphic effects Tom Griner indulged himself in is
technically impressive... even to peers like Jeff Minter! (Mr. Minter
implied just that, in an online interview with R. Melick.) Full
screen use (including borders), scrollies, neat fold-in effect...
- Sound
- Good. I like all the effects, except perhaps your own explosion?
- Gameplay
- Very good or excellent. Very fast! Balanced well. Nice controls,
too. A very smoothly done game, showing off Mr. Griner's
ability.
- Overall
- Arguably one of the best ever clones of Defender, on any machine.
- Trivia
- This is a 4k game internally, which just makes it all the more
impressive! (You'll still need 8k of memory to play it, though.)
- Comments
- Use UP and FIRE (together) on the joystick to start your game.
- Game name
- Atlantis
- Company
- Imagic
- Author
- See Trivia. (1983)
- Game Type
- A port of the Atari 2600 title.
- Required
- 8k RAM in bank 5. Joystick or keyboard.
- Graphics
- Excellent. Very clean and detailed. Beautiful colors. Smooth,
fast movement. The graphics are so well done, in fact, that the
Imagic games don't run well on my VIC emulator! (Glad I have real
VIC's.)
- Sound
- Excellent. The shooting effects sound good, and the background
noises smoothly build tension, as the game gets faster and...
- Gameplay
- Wonderful. Fast, tense, but well balanced. All this, in just
4k?
- Overall
- Impressive; give it a try. Imagic sure made some great
videogames!
- Ad Text
- "... Next, Bill gave Atlantis a shot. The Gorgon attack vessels
filled the skies above the underground city of Atlantis. Bill fought
back from his two missile posts. As night fell, and the Gorgon death
rays took their toll, Bill launched his star fighter and attacked the
enemy head-on in the air. But little Billy was no match for the
fierce Gorgon warriors. No match for IMAGIC... Let this be a
warning to all you cocky, know-it-all, self- proclaimed video game
wizards out there: Laboratory tests have proven that IMAGIC games,
when played in large doses, may be hazardous to your self-esteem and
cause chronic Hugedigitosis (sore thumb). In other words, our games
are created by experts for experts." (Partial ad, seen in Jan 83
Electronic Games.)
- Trivia
- Box art says "Game program designed by Bruce Pedersen."
- Comments
- Keyboard controls are: F1 to start, X and right SHIFT to fire.
The Atari version definitely has one extra gun, in the center of the
screen, that this lacks. But it doesn't really detract here.
- Game name
- Attack of the Mutant Camels
- Company
- HES (Human Engineered Software) [C318]
- Author
- Jeff Minter (1983)
- Game Type
- Variant of Atari's arcade coin-op "Centipede", but taken farther.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Very good. It may look plain at first but all that scrolling does
not come easy to the little Vic! Tight ML code, you betcha! Mr.
Minter either had a good assembler or lots of practice by now.
- Sound
- Really nice. Some of the best sound effects on the VIC-20,
period.
- Gameplay
- Fast and furious, with lots to keep track of. Very well
balanced.
- Overall
- Great! Mr. Minter was destined for videogaming greatness, says I.
It was pretty obvious by this point, if one paid any attention.
- Trivia
- This game was intended to be the sequel to Gridrunner.
- Comments
- I bought my Atari Jaguar (admittedly on close-out) just to play
"Tempest 2000" by you-know-who. So am I a bit biased? Sure. But a
good game is still a good game, hero worship or no. And I just got in
my copy of "Defender 2000"; worth a Jaguar, for those two.
- Game name
- Avenger
- Company
- Commodore [Vic-1901]
- Author
- unknown (1981?)
- Game Type
- Clone of "Space Invaders". Most likely unauthorized.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Good. No complaints. The original game had five rows of eleven
invaders each; this game has ten. (Better than most ports had!) Nice
coloring, too, although purists like me may object a bit. The rest of
the world will think it's a much needed improvement.
- Sound
- Good. Nothing to complain about. It's what you would expect.
I've only heard one version that comes closer to the original,
myself.
- Gameplay
- Good. Smoother response than some other ports on other
systems.
- Overall
- Darn good. I don't think any SI fan will feel any disappointment.
It's a simple, fun and addicting game. What more could you want?
- Ad Text
- "It's an invasion of space intruders and you're the VIC 'Avenger'.
Space action for arcade enthusiasts." (Seen in "Commodore Power Play"
magazine, page 102, Spring 1983 issue)
- Trivia
- It is interesting to note that Commodore's first ever game cart
was a version of Space Invaders. (See how popular SI once was?) It
is also interesting to note that this is one of the rare times
Commodore made no mention onscreen of this being copyrighted by
them. In other words, there is no date or copyright displayed.
(Commodore later made a version for the C64 computer as well.)
- Game name
- Baldor's Castle
- Company
- Daedalus Digital
- Author
- Martin Kennedy (1983)
- Game Type
- Dungeon style adventure game.
- Required
- 16k RAM (8k each in banks 1 & 2). Type SYS 20182 to start.
- Graphics
- Good. A bit plain in places, but good enough to do the job.
- Sound
- Average to good. Just the usual sound effects, but done OK.
- Gameplay
- Depends on whether you (A) can figure it out without the original
instructions, and (B) whether you even like dungeon-type games.
- Overall
- See gameplay, and decide for yourself.
- Trivia
- Largely written in BASIC, with some machine language routines.
The location of the game was also unusual for a cartridge, though not
unusual for a game written in Basic. The author apparently just
copied the image from his 16k RAM expander's memory area to that same
memory area on an (EP)ROM cartridge format. Only this game and the
Scott Adams games require a SYS number to start and both because they
sit in the area normally used by Basic programs.
- Comments
- If you're running this program via a VIC-20 software emulator, try
setting your RAM expansion memory to 16k. This program starts at
memory address $2000 if your emulator asks for that information.
After it is loaded into memory, type the SYS 20182 code to start.
- Game name
- Bandits
- Company
- Sirius
- Author
- unknown (1983)
- Game Type
- Variant of the arcade coin-op "Rip Off" by Cinematronics.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Excellent. In fact, so well done that the VIC-20 emulator for the
IBM PC has a hard time handling this. (Apparently raster effects were
used, as well as character set swapping.) Nice moving star field
effect. Even colored stars; very nice. Smooth ship movement, lots of
colors onscreen, lots of objects... very impressive! (Expect it to
look awful on an emulated system, however.)
- Sound
- Very good. No music, but the sound effects are well done. Sounds
a bit like the best stuff from the better Atari 2600 games.
- Gameplay
- Very good. Requires some strategy and thinking ahead as you can't
outrun the bad guys once they've gotten ahead of you. Nice job of
balancing things, I thought. The arcade coin-op "Rip Off" was an
addictive game and I think you'll find this one can be as well.
- Overall
- Very nice. Games like this let you know just how little effort,
time and skill went into some other VIC-20 games. This game hardly
looks like it was done on a home console at all, in comparison!
- Trivia
- The arcade coin-op "Rip Off" was a black & white, vector
graphics game. Even their space ships looked like they came out of
earlier coin-ops, such as Space Wars. (The triangular "asteroids"
ship.) The game tension and balance made this lots of fun to play.
This is another pre-joystick era game; left and right were
buttons!
- Game name
- Battlezone
- Company
- Atarisoft
- Author
- unknown (1983)
- Game Type
- Authorized translation of the arcade coin-op "Battlezone".
- Required
- 16k RAM (8k each in banks 3 & 5). Joystick.
- Graphics
- Very good. Nicely done vector graphics, fairly quick
movements...
- Sound
- Good. They did as much as could be done, within the Vic's
limits.
- Gameplay
- Good or better. They did a pretty good job of capturing the
(onscreen) look and feel of the original arcade game, I think.
- Overall
- Very good. I'm not a wonderful B'zone player, so true experts may
disagree gameplay is perfect. But this is still a very nice
port.
- Trivia
- Internal messages show a date of "12-31-83" and "(c) 1983
atari".
- Trivia
- The original arcade game's cabinet stood eight feet tall. You had
to look through a simulated tank periscope to view the screen. The
special joysticks, one per tread, made gameplay special, too. The
cabinetry alone added something to the gaming experience, but this
type of thing later died off. Why? Arcade operators wanted new games
to come in a generic box, so they could easily swap out the old guts
for a newer game, when the quarters came in slower. Now, they
complain that arcade game companies only crank out more and more of
the same old generic stuff. No kidding, guys.
- Game name
- Black Hole
- Company
- Creative software
- Author
- Tom E. Griner (1982)
- Game Type
- Original game, flavored by various early arcade vector games.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Really well done. The opening screen alone (on a real VIC-20) is
just priceless. Mr. Griner is definitely showing off. The vector
style graphics are a feat in themselves, considering the limits of the
VIC-20's screen resolution and so on. Bravo, Mr. Griner!
- Sound
- Average. Hey, if he had to go with minimal sounds to get his very
impressive graphics, so be it. Not that the sounds are bad.
- Gameplay
- Good. Fans of early arcade games will probably appreciate it more
than the average modern-era gamer, who may be a bit confused by it,
and why this game would have been a big deal in its day.
- Overall
- Very good. Technically impressive but perhaps for limited tastes?
At the very least, load it up to see the neat graphical tricks.
- Trivia
- This is only a 4k game internally although it requires 8k to
run.
- Game name
- Buck Rogers: Planet of Zoom
- Company
- Sega Enterprises, Inc.
- Author
- See Trivia. (1983)
- Game Type
- Translation of arcade coin-op of same name.
- Required
- 16k RAM (8k each in banks 3 & 5). Joystick.
- Graphics
- Very good. Graphically impressive from a technical standpoint, as
they are using the entire screen (including its borders) as part of
the playing field. Or at least it looks like it, at first. You can't
actually go over there, but it is part of the scenery. Nice
recession-into-depth perspective effect. The title has some nice
raster effect routines on the letters, which hackers may enjoy.
- Sound
- Very good. A quality job on the sound effects but no music plays.
There is plenty of sound to keep you busy as the game progresses.
- Gameplay
- Very good. I can't see much difference, gameplay-wise, between
this VIC-20 version and the C64 version. I've never actually seen the
arcade game this is based on, so can't comment on that aspect. But
the level progression seems steady enough, and pacing is good.
- Overall
- Very good. Impressive in a number of technical ways, but still
simple enough to be a good, playable game. Well done!
- Trivia
- Yes, that Sega. The folks that made Sonic the Hedgehog and the
Sega Genesis, years later. They must have really been trying to do
well, way back when. It shows in their finished code, and it also
shows in their full-color cartridge labels. Beautiful! A hearty cheer
for someone who cared, while everyone else did awful looking text
labels on their carts. I'm so sick of seeing labels that only printed
the name in text. Blah! I am convinced that one of the reasons the
Atari 2600 became so popular was their use of colorful graphics on
their carts. (And why collectors still want them.) Most of the less
popular systems had plain text labels.
- Game name
- Cannonball Blitz
- Company
- Sierra On-line [CBL-401]
- Author
- Screen says "by I.C.G. programer Blip" (1982)
- Game Type
- Variant of arcade coin-op "Donkey Kong" by Nintendo.
- Required
- 16k RAM (8k each in banks 1 & 5). Joystick.
- Graphics
- Plain looking, but very smoothly animated. They chose resolution
over number of colors, essentially. (Compare to Donkey Kong.)
- Sound
- Average or better. Nice attempt at background music, good
effects.
- Gameplay
- You decide. It has that Nintendo-like tourism/exploration feeling
to it that I never quite fell in love with. But other gamers feel
tourism results in a deeper gaming experience, in some ways.
- Overall
- This is a quality game but it is of a game type that I just don't
care for much, myself. It was way ahead of the NES era, however, if
you want to give it points for something like that.
- Comments
- This is actually only a 12k game internally. (8k + another
4k.)
- Game name
- Capture the Flag
- Company
- Sirius software
- Author
- Paul Edelstein (1983)
- Game Type
- Original game. Something like a non-violent version of
"Doom".
- Required
- 8k RAM in bank 5. Joystick and/or keyboard.
- Graphics
- Awesome. Split-screen graphics with multiple windowing effects
and first-person motion, all on a computer that does not even have
built-in bit mapping capabilities? Wow. Simply marvelous!
- Sound
- Good. Reasonably good tries at tunes, with nice sound
effects.
- Gameplay
- Where else have we recently seen multi-player, multi-room, first
person exploration games? Just add some monsters, and you have a VIC-20
version of Doom or Duke Nukem or whatever. How cool!
- Overall
- Wonderful. The concept is cool, the execution of it is cool, the
fact that it came a decade before this type of thing exploded in
popularity makes it way before its time, etc, etc. Check it out!
- Comments
- May be hard to figure out without the original instructions. The
concept itself is simple enough: two players, each trying to find the
flag first. This was a non-computer game a long time before this game
came out, but being able to play without a second human being (against
the computer) was still a novel idea, back then.
- Game name
- Cave-in
- Company
- Spectravision
- Author
- Greg Carbonaro (1982)
- Game Type
- Original game, flavored by Pac-Man and snake/surround games.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Good. A bit plain or average looking, but they work.
- Sound
- Good. Nice opening tune, but it gets a bit repetitive.
- Gameplay
- Average to good, but a bit unusual. Has a wide range of levels
(6) to choose from; from crawling along to over-in-two-seconds.
- Overall
- You decide. It seems like one of those love-it-or-hate-it
games.
- Trivia
- The company name was taken directly off the title screen. The
company seems to have been inconsistent about their own name.
- Game name
- Centipede
- Company
- Atarisoft
- Author
- unknown (1983)
- Game Type
- Translation of Atari's coin-op arcade "Centipede".
- Required
- 16k RAM (8k each in banks 1 & 5). Joystick.
- Graphics
- Very good. Looks just like the real thing, except a bit
blocky?
- Sound
- Very good. Sounds just like the real thing, for the most
part.
- Gameplay
- Very good. Only arcade fans could tell the difference,
perhaps?
- Overall
- Very good. A fine translation, as far as I can tell. It works.
I prefer fast, tense games. Try Video
Vermin, if you do also.
- Trivia
- I don't own a trackball but I presume Atari's 2600 one works.
- Game name
- Choplifter
- Company
- Creative Software
- Author
- Tom E. Griner (1982)
- Game Type
- Authorized translation of Choplifter.
- Required
- 8k or 16k RAM; two different versions found. Joystick.
- Graphics
- Excellent. Smooth movement of objects, objects all recognizable,
etc. Some subtleties: parallax scrolling stars in background, the
neat title screen rotation effect, the angles changing to match proper
perspective as you cross the line going home, rotors that seem to be
turning on the helicopter, the flag waving at home...
- Sound
- Excellent. Rotors sound like they are turning, pitch changes as
engine speed changes, etc. Just nice sound effects all around.
- Gameplay
- Choplifter is justly famous for its gameplay. In fact, the game
was converted from home systems to being an arcade game. Yes, the
process worked backwards this time. What more needs be said?
- Overall
- An excellent rendition of a classic. Mr. Griner always manages to
squeeze out the last ounce of performance; another fine TEG game.
- Ad Text
- "Those are your men they're holding hostage! We don't care how you
do it, but you've got to shoot your way in there and bring 'em back
alive. You've got three choppers, probably not enough but it's all we
can spare. And the enemy camp is pretty heavily fortified. With
tanks, jet fighters and truly nasty laser bombs. Okay, maybe it's a
suicide mission, but somebody's got to do it. Dozens of innocent
lives are at stake. We're counting on you... don't let them down!"
(Seen in Electronic Games, Dec 1983)
- Trivia
- Ad also mentions this program was "selected as some of the 'most
innovative computer programs' 1983 CES Software Showcase Awards".
- Game name
- Chuck Norris Superkicks
- Company
- Xonox
- Author
- unknown (1983)
- Game Type
- Original tourism & action game.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Mixed. Some portions are hi-res, others are very low resolution.
- Sound
- Bleeps and such. No impressive effects, and no background music.
- Gameplay
- Boring. The idea probably sounded good at the time; a tie-in with
a major action star, Pitfall's running character (except overhead) and
so on. But the actual gameplay seems like an afterthought.
- Overall
- Bad. Looks and plays like the generic port that it is. But from
a historical point of view maybe this game is interesting? It's one of
the first of the under-imaginative movie tie-in games. I have to
wonder if Chuck Norris actually ever saw the finished game?
- Trivia
- This game came as half of a "Double-Ender: a two videogame
cartridge". Artillery Duel was its
better half, in my opinion.
- Game name
- Cloudburst
- Company
- UMI (United Microware Industries, Inc.) [1636]
- Author
- Peter Fokos (1982)
- Game Type
- Original game, flavored perhaps by Activision's "Kaboom!"
game.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Good. Fast and smooth movement, even if the characters are
simple.
- Sound
- Not bad. Catchy little tune, nice effects. The tune doesn't play
incessantly, which makes good sense. More like an attract mode. I
wish more games would shut up once in a while. Less is more
here.
- Gameplay
- Fun. Fast-paced. Might take a while to get used to, but I like
it.
- Overall
- Simple and fun. What more can you ask of any game?
- Trivia
- This is a 4k game internally, although it requires 8k to run.
- Comments
- Fire button to start. Your character fires in three different
directions. Use joystick movement and fire, together, to switch.
- Game name
- Clowns
- Company
- Commodore [Vic-1931]
- Author
- unknown (1982)
- Game Type
- Translation of Bally/Midway coin-op arcade game "Clowns".
- Required
- 8k RAM in bank 5. Paddle controllers, NOT a joystick.
- Graphics
- Good enough. Simple, but so was the arcade version of this game.
- Sound
- Same as with graphics. Nice funeral dirge, when you die!
- Gameplay
- Good. More fun than you'd think by looking at it. Give it a try.
(If your characters control poorly, your paddles need cleaning.)
- Overall
- Good. An older game but a fun one. Gameplay is the key here.
- Ad Text
- "Come one, come all... see the amazing jumping clowns... direct
from their show-stopping Bally/Midway arcade tour... A true arcade
'classic'! Colorful acrobats with scoring skill." (Seen in the Spring
1983 "Commodore Power Play" magazine, on page 104)
- Trivia
- One of the "arcade classic" series of remakes of older arcade
games. The arcade version was made in the late 70's, according to the
KLOV (Killer List Of Videogames). There are aspects of other arcade
games incorporated into it; namely Carnival and Breakout.
- Game name
- Commodore Artist
- Company
- Commodore [Vic-1935]
- Author
- Richard Blum (Bubblesoft) (1982)
- Game Type
- Utility program. Draw pictures on your TV screen.
- Required
- 8k RAM in bank 5. Optional are joysticks, lightpens and
printer.
- Ad Text
- "A true lightpen drawing game... you are the artist... you
create the picture... multi color!" (Seen in "Commodore Power Play"
magazine, page 104, Spring 1983 issue.)
- Trivia
- This cart may be rarer than most. It definitely came when the
VIC-20's commercial lifespan was rapidly dwindling. The cart I have
(A) is only 4k internally, (B) has the other 4k half filled with what
looks like a C64 utility program, (C) came in a special case the
author believes was used only for limited production runs, (D) is
fairly hard to find. (Was it ever massed produced? In other words,
does anyone have a tan "normal label" version?)
- Comments
- Not given a very thorough review due to its non-game nature. To
fully use this cart, you might need the original instructions.
- Game name
- Computer War
- Company
- Thorn EMI [THC 22006]
- Author
- unknown (1983)
- Game Type
- War simulation, apparently inspired by the movie "War Games".
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Nicely done. Neat blinking light / "computer thinking" effects,
good use of bit-mapped graphics, multiple screens, and so on.
- Sound
- Nice effects, overall, but no background music.
- Gameplay
- You will need the original instructions to really play this
game.
- Overall
- Without the instructions, who knows. But it does look
promising.
- Review
- This was reviewed in the Feb 1984 issue of Compute. See page
134.
- Game name
- Congo Bongo
- Company
- Sega [006-04]
- Author
- unknown (1983)
- Game Type
- Authorized translation of the arcade game "Congo Bongo".
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Reasonable, but not great. Has various small flaws. Definitely
not a show-off piece compared to its peers. The VIC-20 was getting
pretty advanced in age, by now. Did Sega just crank this out?
- Sound
- I suppose it's intended to build tension, but it just annoys
me.
- Gameplay
- I've never seen any version of this game that was
actually fun, so is it fair to just call this average? The C64 version
looked great but wasn't any more fun to play. I never saw an
unemulated arcade original, so I have to wonder if even it
was any fun?
- Overall
- I consider this game a dog, but maybe others will like it.
- Trivia
- See the other Sega games as well. (Star
Trek and Buck Rogers.) I already said
it there, but I'll say it again... bravo for cart labels with some
color and art to them! Phooey on text labels! Unfortunately, I
consider this carts label to be its high point.
- Game name
- Cosmic Cruncher
- Company
- Commodore [Vic-1922]
- Author
- unknown (1982)
- Game Type
- Pac-Man variant. Different graphics but
same overall concept.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Fair to average. And I'm being rather generous, I think. Lots of
flickering on the 4 characters that chase you, for instance. Big
blocky graphics, for another. All in all, it's almost ugly.
- Sound
- Not bad, but could be better. The Pac-Man theme can almost be
recognized, which is surprising as this was a legalized remake. With
some work, the sounds could become fully recognizable...
- Gameplay
- Good. It is almost surprising, as the screens look so bad that
you almost don't even want to give it a try. Put this game's code for
gameplay with say Jelly Monsters
character graphics and we would have a really nice port of Pac-Man,
I'd say. (There may be more work than that, but it would get you
fairly close, fast.)
- Overall
- Mixed. Sort of the game that could have been but never was. The
authorized version of Pac-Man is no wonder, itself, so maybe...
- Ad Text
- "Maneuver your 'Cosmic Cruncher' through the Milky Way and
'Crunch' all the pulsars in the galaxy... eleven challenging levels
of play... over 300 color / maze combinations. Exciting arcade
action!" (Seen on page 104, Spring 1983 issue of "Commodore Power
Play" magazine.)
- Trivia
- Commodore wasn't the only game company to try to make money on an
unauthorized Pac-Man game. Magnavox also made a Pac-Man variant to
hopefully sell more of their Odyssey2 home game systems. Mags then
said Magnavox got sued, lost, and had to change their game to one that
wasn't such a close copy of the original. (This adds fuel to the
argument that Commodore had similar problems. Whether they were
actually threatened or were just scared, I don't know.)
- Trivia
- See also Pac-Man, Jelly Monsters, Trashman, and probably others. If any of you
ever get tempted to cut up VIC-20 cartridges to make "multicarts" or
what not, Cosmic Cruncher would be a good choice! It's not like they
are rare. They are practically an ultra-common. A reason for this
may have been Commodore pushing it harder, since they now knew for
sure that they wouldn't get in trouble for it?
- Game name
- Cosmic Jailbreak
- Company
- Commodore [Vic-1927]
- Author
- Commodore UK (1982)
- Game Type
- Variants of arcade coin-ops "Space Invaders" and "Rip Off".
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Plain looking, but it works well enough. You can't easily mistake
the characters for anything else. Nice sneaking-in-from-the-side
effect. It gets to you over time and helps build up game
tension.
- Sound
- Pretty good. Has those familiar SI background sounds to it.
- Gameplay
- Fun. Give it a try before you dismiss it for its simple
looks.
- Overall
- Silly but fun. A nice combination of two excellent arcade
games.
- Comments
- Compare this game to Spectravideo's Ape
Escape. Who copied who? Did the Spectravideo authors later sell
their game to Commodore, who made this version? Did Commodore just
liberate it via their UK offices? Or were both games based on a third
I don't know about? There is definitely something going on
between these two games. If anyone has some solid info on this, let
us know about it.
- Game name
- Creepy Corridors
- Company
- Sierra On-line, Inc. [CCL-401]
- Author
- Don McGlauflin (1983)
- Game Type
- Original game, influenced by Wizard of
Wor and others.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Only two colors, but the screen resolution is very good. Watch
your character and see if he doesn't move like the WoW character.
- Sound
- Sparse. Only a few sound effects. Actually, that's kinda
nice!
- Gameplay
- Fun, if a little slow-paced at first. Avoid monsters while moving
through a maze and collecting special objects. Hey, I think I vaguely
remember hearing about a game like that; Pac-something or other? Hee,
hee. This game also has touches of dungeon style play.
- Overall
- They took various ideas and integrated them well. It's a fun game
as is, and a model for future integration efforts. Perhaps a good
starting point for a modern VIC-20 rendition of Wizard of Wor?
- Game name
- Crossfire
- Company
- Sierra On-line, Inc. [CFL-401]
- Author
- Gordon (1981)
- Game Type
- Authorized translation of the Exidy arcade game "TARG".
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Simple, but maybe that is good after a while when things speed
up?
- Sound
- Average. Nice effects but no music.
- Gameplay
- Good enough. Move in four directions and fire at aliens. And of
course, avoid them while moving through the maze.
- Overall
- I am not personally in love with the game but you can't win them
all, right? Maybe others will find the play mechanic appealing.
- Review
- "Targ (Exidy): One of the most unique approaches to the maze chase
contest presents alien invaders moving over a grid of city streets
seen in overview. The game has become a home classic in a slightly
altered form as Crossfire from On-line for the Apple II and Atari
computers." (Not to mention the VIC-20! Text taken from Electronic
Games magazine, June 1983, pg 89. The article listed Targ among
others they called "some forgotten coin-op gems".)
- Trivia
- Title screen says "Jay Sullivan's Crossfire". Not sure why.
- Game name
- Dancing Bear
- Company
- Koala Technologies
- Author
- See Trivia. (1983)
- Game Type
- Not really a game. Maybe call it an "entertainment experience"?
- Required
- 16k RAM (8k each in banks 1 & 5). Joystick.
- Graphics
- Cute. A bit simplistic, perhaps, but very cute! One bear plays
the piano while another bear dances on stage. Not quite like the
modern phenomenon of Full Motion Video, so don't be scared away.
- Sound
- Not bad. Considering the Vic's limits, not bad at all!
- Trivia
- Screen credits say "Produced by Audio Light" and list the names of
Greg Hospelhorn, Rosemarie Rotunno and Rick Parfitt.
- Comments
- Koala later made the Koala Pad device for the C64 machine. This
cartridge must have come with some sort of external device; it doesn't
seem to respond very well to the normal input devices. Without having
one, it wouldn't be fair to do a full review. Nor did we have access
to the original instructions. And the screens refers to a cassette,
too. Oh well! The cart itself is cute...
- Game name
- Deadly Duck
- Company
- Sirius
- Author
- unknown (1982)
- Game Type
- Original game, perhaps similar to Imagic's Demon Attack.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Plain-looking due to the black background screen, but well
done.
- Sound
- Simple effects and not many of them, but it suits the game.
- Gameplay
- Good. The dropping bricks which temporarily box you in may be
either loved or hated, depending on the player. But it is fun.
- Overall
- Fun enough. Demon Attack and others were really just upgrades of
Space Invaders, with various twists. Each has its pros and cons.
- Comments
- Game is really only 4k in length, although it takes 8k to run.
- Game name
- Deadly Skies
- Company
- Tronix
- Author
- Thomas Kim (1983)
- Game Type
- Variant of arcade coin-op game "Carnival".
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Good. Nicely done side-scrolling, clean object definitions, etc.
- Sound
- Average to good. Just sound effects, but they are done well.
- Gameplay
- Fast to frantic. Avoid flying objects out to get you, while your
helicopter drops bombs on ground-based targets.
- Overall
- Very good. A nicely done update of the carnival game theme, with
fast play action and good gaming suspense. How high can you
score?
- Trivia
- This is a 4k game internally, although it requires 8k to run.
- Game name
- Defender
- Company
- Atarisoft
- Author
- unknown (1983)
- Game Type
- Authorized translation of the arcade game Defender.
- Required
- 16k RAM (8k each in banks 3 & 5). Joystick.
- Graphics
- Impressive, but not perfect. The movement is pretty jumpy, to get
as much onscreen as they can and move it as fast as they have to.
- Sound
- Good. Some of the sounds are very nicely done if a little
rough.
- Gameplay
- Good. I generally rate all home versions of Defender pretty
easily however as I don't think many home machines handle Defender
well. It is just too fast and demanding a game to copy it perfectly.
Only Jeff Minter's Jaguar game "Defender 2000" gets that nod.
- Overall
- Try it yourself. Fans may find some imperfections but someone who
is not familiar with the original game may not mind them. The arcade
original was a love-it-or-hate-it proposition, anyway.
- Review
- "The macho game: Defender. Defender is a game of superlatives.
It requires the best hand-eye coordination of all the games (with the
possible exception of its sequel, Stargate), and it is the most
difficult to teach. Many think it is by far the best, most exciting,
and most challenging game there is. Others believe it to be
undeniably the worst, the most difficult to understand, the most
frustrating, and the most pointless game of all. Defender is the
ultimate macho game -- women rarely play it -- because it requires
loud, frequent blasting of the enemy." (Seen on page 54 of "Score!
Beating the top 16 video games" by Ken Uston, 1982.)
- Review
- "Defender has very complicated controls, and you will never be
more than a novice without mastering them, learning to use them as
automatically as you breathe... Mastering Defender requires some
perseverance, but most players find the effort worthwhile." (From
pages 76-78 of "How to master the video games", 1981, by Tom
Hirschfeld. Bantom Books, ISBN 0-553-20164-6.)
- Trivia
- The arcade original was a 1980 Williams effort. It is widely felt
to be one of the most demanding and difficult videogames ever devised.
Nearly two decades after its initial arcade release the original still
commands much respect from those who've played it. Eugene Jarvis, the
original programmer, deserves a hall-of-fame award for making it,
IMHO. Robotron should seal that deal...
- Trivia
- Here's one to keep you awake at night, wondering. Inside the code
of the game itself is this message: "COPR.HES,1983 V1.1x". Wow!
- Comments
- To give you an idea of how hard the original arcade game was, I
once watched a 5-year old play against his older brothers. The five
year old, on tiptoes, couldn't even see the screen. He was in "Use
the force, Luke" mode the whole time. His scores and his brothers
scores weren't much apart. After seeing that and seeing how quickly
my quarters were disappearing, I decided two things: (A) I loved the
game and (B) there was no way I could afford it!
- Game name
- Demon Attack
- Company
- Imagic [720050-1A]
- Author
- See Trivia. (1983)
- Game Type
- Translation of Atari 2600 game "Demon Attack".
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Excellent technically, but may look plain at a glance, due to the
empty black background. The game was faithfully ported over from the
popular Atari 2600 console, and looks as good or better.
- Sound
- Very good. No music, just sound effects. Just like on the
2600.
- Gameplay
- Addictive. This was a very popular game, then, and still fun
now.
- Overall
- Very good. This game was good enough to spawn many
imitators.
- Ad Text
- "First, Bill played Demon Attack. Wave after wave of deadly
demons bombarded Bill with lasers. The tricky demons split into two,
even let loose with a few fireballs. But somehow Bill managed to wipe
them out and take off into space searching for the demon's home base.
Unfortunately for little Billy, he found it... Let this be a warning
to all you cocky, know-it-all, self-proclaimed video game wizards out
there: Laboratory tests have proven that IMAGIC games, when played in
large doses, may be hazardous to your self-esteem and cause chronic
Hugedigitosis (sore thumb). In other words, our games are created by
experts for experts." (Partial ad, seen in Jan 83 Electronic
Games.)
- Trivia
- Box art says "Game program designed by Bruce Pedersen."
- Comments
- Another Imagic game that has trouble running well on the PC Vic
VIC-20 emulator. Apparently, this is because it uses raster scan
effects, a very sophisticated programming technique. This fact,
coupled with the 4k total code length, makes me wonder if this game
was made simply by altering the source code to the original Atari 2600
version? Maybe. It seems possible. Can anyone confirm?
- Game name
- Dig Dug
- Company
- Atarisoft (Licensed from Namco)
- Author
- unknown (1983)
- Game Type
- Authorized translation of Atari's arcade coin-op "Dig Dug".
- Required
- 16k RAM (8k each in banks 1 & 5). Joystick.
- Graphics
- Fairly good, all in all. Not perfect but not bad, either.
- Sound
- Pretty good. You can tell they tried but the song gets old
fast.
- Gameplay
- Fair. I'm much more satisfied with the C64 version, myself.
- Overall
- Decent as a stand-alone but mixed as a copy of the arcade game.
Another game rushed out in the last days of the Vic's lifespan?
- Trivia
- Internal messages date the game code at "27 OCT 83". (At
$a013.)
- Game name
- Donkey Kong
- Company
- Atarisoft (Licensed from Nintendo)
- Author
- unknown (1983)
- Game Type
- Authorized translation of Nintendo's arcade coin-op.
- Required
- 16k RAM (8k each in banks 1 & 5). Joystick.
- Graphics
- Good. A little crude but recognizable. Well, maybe really crude?
It's hard to believe Atari did their best, with 16k to play with?
Other people made really good games, with only 4k to work with.
Purists will note some missing between rounds graphics, as well.
- Sound
- Good. Recognizable sounds all around. No complaints from
me.
- Gameplay
- Good. Seems to me to be a good enough conversion in this respect.
(Gameplay is generally very important to me. I am usually willing to
forgive lapses in graphics to get good gameplay.) After all, this game
is fun enough on even the sub-mini B&W Gameboy system.
- Overall
- Good. Perhaps I'm under-rating the game a bit as it has never
been one of my all-time favorite games. But it plays just as good as
the arcade original or any other home system, in my opinion.
- Trivia
- Mario makes his debut on the VIC-20 machine! And soon to come, the
Nintendo home system that took over the post-crash gaming world! This
point in time is right at that turning point, from hippies running the
gaming industry to it being run by corporate types.
- Game name
- Dot Gobbler
- Company
- Machine Language Games
- Author
- unknown (198_)
- Game Type
- Probably a Pac-Man clone, although this is
only a guess.
- Required
- Unknown. We haven't seen one and thus don't have it archived
yet.
- Comments
- One of the rarer carts for the VIC-20 library, as our Cartridge
List notes. Perhaps not fabulous gameplay, or it would likely be
easier to find? Still, it would be interesting to see, someday.
- Game name
- Dragonfire
- Company
- Imagic [720052-1A]
- Author
- See trivia. (1983)
- Game Type
- Translation of the Atari 2600 game "Dragonfire".
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Very good. Uses raster effects like the other Imagic games. Has
more than one screen, offering more variety than some others.
- Sound
- Average or better.
- Gameplay
- Very good. This is the major thing that Imagic excelled at!
- Overall
- Very good. A simple but fun game. Excellent, addictive
gameplay.
- Ad Text
- "Dragons rule! The young prince hopes to defeat them -- but first
he must reclaim the king's treasures. The Prince attempts to cross
castle bridges. Hatchling dragons try to prevent him. They hurl
deadly fireballs at the agile Prince. He leaps, ducks and sprints to
avoid them! When the prince gets across the bridge, he finds a
splendid storeroom -- and its ferocious guardian! He can take every
treasure he touches. He must grab them all before a magical exit
appears and he can escape. But the dragons become smarter and faster!
Their fiery breath spells doom!" (From the box art.)
- Trivia
- Box art says "Program designed by Tim Yu." Who programmed it?
- Game name
- Face Maker
- Company
- HES (Licensed from Spinnaker) [C324]
- Author
- Jay Stevens (1983)
- Game Type
- Educational. For young children. Assemble funny faces
on-screen.
- Required
- 8k RAM in bank 5. Joystick. Disable bank 1 if present.
- Comments
- Not given a very thorough review due to its non-game nature. To
really use this cart you may need the original instructions. Then
again, maybe not. Fire it up for your toddler and just wing it? (I
can't wait to see if my little nephew likes this one or not.)
- Game name
- Fast Eddie
- Company
- Sirius
- Author
- Kathy Bradley (1982)
- Game Type
- Original climbing game.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Almost Atari-2600 like in its looks. Still, the characters are
easy enough to make out. Simple-looking, but what the heck?
- Sound
- Average.
- Gameplay
- Fast and seemingly well-balanced play. Run around, grab all the
stuff, jump over your antagonists, etc. Simple, but can be fun.
- Overall
- I tend to agree with the review below. I'd take more games like
this one over disappointing arcade conversion, etc.
- Review
- "This climbing game sends your on-screen alter-ego, Fast Eddie,
zipping up and down ladders and darting along five floors in his quest
for prizes. The valuable items float overhead, some stationary,
others bopping along at a healthy rate of speed. With the 10 prizes
per screen appearing two at a time at different locations, Eddie's
task is not an easy one... Game designer Mark Turmell, and Kathy
Bradley, who converted Fast Eddie for the Vic-20, have produced a fun
game. If not exactly state-of-the-art, it does a good job with the
computer's capabilities. The graphics are okay, and the play-action
adequate. Not a game to write home about, but not the worst way to
pass an evening either." (Seen in Electronic Games, Dec 83, pages
80-81. Review by Charlene Komar.)
- Review
- Also reviewed by Compute's Gazette; page 102, October 1983
issue.
- Trivia
- Don't confuse this game with "Fast Freddie", a rare arcade game
that featured a side-scrolling character that hanglides. The two
games have similar names, but are otherwise very different.
- Game name
- Final Orbit / Bumper Bash
- Company
- Sirius
- Author
- unknown (1983)
- Game Type
- Two games in one: a space shoot-em-up and a pinball simulation.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Good or better. The space game looks brighter, more colorful than
the pinball game, but both are technically impressive. Neither raster
effects nor bit-mapping are standard options on the VIC-20.
- Sound
- Good. Mostly just sound effects, but they work well enough.
- Gameplay
- Both games play well and as you might expect for their game
types.
- Overall
- I really like the pinball simulation. It may not be as realistic
as simulations on other (later, more powerful) machines, but it is fun
just the same. One of my favorites! The space game is OK but I just
don't usually get excited by that type of game. Try it.
- Trivia
- This cartridge is odd in a number of ways. It has two 4k games
inside one 8k chip for one. But only the pinball game had any copy
protection code in it. This may mean that both games were originally
intended to be on separate cartridges, but were later combined into
one game cartridge. Anyone know more about this?
- Comments
- To flip between games use the "C=" key in the lower left corner.
The space game controls with a joystick, as you might expect. The F
and L keys control the pinball flippers. Press F to load a ball into
the ramp, L to adjust, both F and L together to start.
- Game name
- Fourth Encounter
- Company
- Thorn EMI [THC 22005]
- Author
- unknown (1983)
- Game Type
- Original vertical shooting game.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Average or better. Displays some technical finesse in the things
that it does, but they are subtle enough to be missed by most of the
gaming public. Does a good job of moving multiple objects on the
screen at once, even if each of them looks fairly simple. Or odd.
The opening wave looks like flying carrots to me.
- Sound
- Average. Your "ship dying" sound can get annoying after a
while.
- Gameplay
- Average. Not bad, but not stunning either.
- Overall
- Maybe a little more tweaking in what was there to make it a truly
interesting shooting contest? Most of the essential elements are there
but they lack that last little oomph to be really great.
- Game name
- Frogger
- Company
- Parker Brothers (licensed from Sega)
- Author
- unknown (1983)
- Game Type
- Authorized translation of the arcade coin-op "Frogger".
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Poor. Very uninspired. Like they didn't know the VIC-20 very well
or they just didn't care. Most likely, the latter.
- Sound
- Good. Effects OK, song good. But it doesn't play during the
game!
- Gameplay
- Fair. Most of the mechanics are there but something still
lacks.
- Overall
- Poor to fair. I can't even seriously call this version "good".
If you really want a good version of the original Frogger try the one
Starpath made for the Atari 2600 (via their Supercharger).
- Trivia
- The original arcade game was put out in 1981 by Sega, who had
licensed it from Gremlin. According to information seen in the "2600
Connection" newsletter, Frogger was based on a game from Atari called
"Space Race". Frogger is definitely better known. The arcade cabinet
artwork included tire tracks near the screen.
- Trivia
- This game had 8k of available space to use, but may have been
rushed out the doors. Whatever the reason, not all that space was
used for game code. About 3k of the 8k is empty. Poor choice! Note
that early ads from Parker Brothers show they were making and selling
C64 and VIC-20 games at the same time... I can only assume they put
far less effort into the VIC-20 market's game, figuring that you had to
take whatever garbage they offered you.
- Game name
- Galaxian
- Company
- Atarisoft
- Author
- See comments. (1984)
- Game Type
- Authorized translation of the arcade coin-op.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Blocky and fat but they move reasonably well. The designers were
definitely convinced from the start that the VIC-20 couldn't handle the
original graphics "as is". Before you agree totally, take a look at
"Star Battle"... Atari's is colorful, Commodore's hi-res. Neither
reach arcade emulation perfection. It's a give-and-take.
- Sound
- Good. Most of the sound effects are very well done.
- Gameplay
- Not bad at all. They captured the arcade look and feel pretty
well, all in all. Galaxian was basically an updated Space Invaders
game (diving aliens), but wasn't as fast-paced as later vertical shooters.
The one-bullet-at-a-time was that way in the arcade, by the way.
- Overall
- Aside from the blocky lo-res graphics, not bad. Give it a
try.
- Trivia
- Internal binary codes reveals this message; " 1984 designer
software bill bogenreif 6". (See it at $AFD8 to $AFFF.) One can only
speculate that this meant that Atari bought this version from
some outside source, rather than program it themselves?
- Trivia
- This is one of only two 8k games by Atari; the rest were all 16k.
There doesn't seem to be any date-related pattern to explain it. I
imagine they weren't as worried about saving $ on memory chips and
just used up whatever memory they felt they a game needed.
- Trivia
- I have no idea why they waited this long for this cart to be made
in the first place. Galaxian was popular for years before they got
around to releasing a version. And when they did, apparently it was
written by someone outside the company. Why? I can imagine that the
"gaming crash" left Atari internally disorganized. So other reports
have indicated. This cart and Jungle Hunt
are the only two cartridge titles to have been released with an
onscreen date of "1984", even though internal messages sometimes date
the games well into December of 1983 or even into January 1984. Not
even Commodore released any carts beyond 1983; they shifted to the C64
and so did the rest of the marketplace. This definitely helps to
explain why Galaxian is such a hard cart to find!
- Game name
- Garden Wars
- Company
- Commodore [Vic-1932]
- Author
- unknown (1982)
- Game Type
- Original game, involving mazes and shooting.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Very Atari-2600 looking. Almost surreal in some ways.
Trippy.
- Sound
- Average or better.
- Gameplay
- I think you either need to (A) be on heavy pharmaceuticals or (B)
have the original instructions to understand this game. But the gist
of it is the standard run-around-in-a-maze-and-shoot-things. Things
seem to move quickly but your movement controls are picky.
- Overall
- You decide. I'm staying neutral on this one!
- Game name
- Ghost Manor
- Company
- Xonox
- Author
- unknown (1983)
- Game Type
- Original game, released on multiple home gaming systems.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Crude. Almost Looks like a direct port from the 2600
machine.
- Sound
- Average.
- Gameplay
- Awful! One of the most boring games I've ever played. Maybe very
small children will find its pacing to their liking. Maybe!
- Overall
- Disappointing, even for a Xonox game. The best I can say about it
is that maybe we're missing something, without the instructions? With
a light gun to shoot the objects this might be OK, but...
- Trivia
- Most games by Xonox have a reputation among most classic gamers as
being of the lowest possible quality. I most certainly agree! It is
interesting to note, however, that internally the cart were made of
very high quality parts, suited best for mass production. How's that
for misplaced priorities? Making many games, all bad?
- Trivia
- Cart label reads: "Plays on VIC-20. Use Joystick controllers.
Turn off console when inserting cartridge. Read instructions before
playing." My cart was a single-ender, by the way, not a double. Which
makes no sense, as this isn't stand-alone material.
- Comments
- Try pressing F1 then F5 to start the first level. Touch the ghost
as many times as you can, then you progress to the next level. If you
just stay in the center he'll come to you, but you have to be moving
in some direction or it doesn't count. Such fun! Whoopee!
- Game name
- Gold Fever
- Company
- Tronix
- Author
- Corey Ostman (1983)
- Game Type
- Original climbing game.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Another "hi-res" eye test, uh, I mean game. Seems to be built on
character graphics. Some cute animation on the characters.
- Sound
- Average.
- Gameplay
- Not bad. You have to know that ladders are ladders, and that they
invisibly extend up and down. You'll see what I mean, when you try
it. After learning that, it's just a simple matter of running around
collecting all the gold then finding a level's exit door.
- Overall
- Not bad on its own merits but pretty good for a 4k game! Could be
fun to play just seeing how many levels you can beat. As
intended.
- Game name
- Gorf
- Company
- Commodore [Vic-1923]
- Author
- See comments. (1982 Commodore & 1981 Midway)
- Game Type
- Authorized translation of the arcade coin-op game "Gorf".
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Fair to good. This looks oversimplified at a glance but the real
arcade machine was the same way. A fairly good copy all in all.
- Sound
- Average for a home machine. The arcade original had built-in
speech capability, which just wasn't possible to duplicate on most
home machines. (The C64 has it, but only if you bought a special
piece of add-on hardware called the "Magic Voice." I typed up all the
phrases once, and put them on the Internet.)
- Gameplay
- Good. A simple-but-enjoyable multi screen space shoot-em-up.
- Overall
- A decent copy of an arcade classic. Fun enough, but no
speech.
- Ad Text
- "(The smash-hit arcade game!) Midway's incredible coin-operated
game is now on cartridge for the VIC! Includes 4 completely different
games, multiple levels of difficulty, some of the best cartoon
graphics ever devised for video games. Invaders, gorfies, death
ships, saucers, aliens... it's terrific!" (Seen in the Spring 1983
issue of "Commodore Power Play" magazine, page 104.)
- Review
- An article in the Summer 1983 issue of "Commodore Power/Play"
magazine, pages 38-39, lists ways to use programming bugs to get very
high scores. The article was written by Jeff Bruette, one of the
Commodore programmers that helped to make this very game.
- Trivia
- Onscreen messages credit the following people as authors of this
version: Bill Hindorff, Andy Finkel, Jeff Bruette, Eric Cotton, Mike
Scott, and Jimmy Snyder. (Displayed in that order onscreen.)
- Trivia
- It must have been very interesting to have been around the folks
at Commodore in their earliest VIC-20 years. This is one of the first
game clones actually OK'd by the company that owned the rights.
(Earlier games had been made, released, then yanked off the market.)
Perhaps because it was so unusual for Commodore at the time, ads then
would not let you forget that this conversion was perfectly legitimate
and approved by the copyright owners.
- Trivia
- It's interesting to note that these officially sanctioned carts
were some of the first to have been copy-protected, even in ROM. If
you copy the ROM's image to RAM (from an unmodified cart) the
resulting image will not run in RAM. My question is, whose idea was
this; Commodore or Bally/Midway? (Does anyone know for sure?) I can
see BM wanting to protect their stuff, as the whole reason they were
collaborating was Commodore tried to infringe on them. But if it was
Commodore's idea, how hypocritical were they? Am I too harsh? Over
half their first 12 carts are questionable! They make their system
popular on the merits of other's games and then decide to protect
later games from their own customers? Who did they think they'd
attract with that type of marketing? Yeesh! Then again, maybe BM saw
it this way, and demanded protection?
- Comments
- In the first mission, you can wipe out the entire bottom row of
bad guys before they start firing back, if you shoot carefully.
- Game name
- Gridrunner
- Company
- HES (Human Engineered Software) [C312]
- Author
- Jeff Minter (1982)
- Game Type
- Variant of the arcade coin-op Centipede.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Simple but effective. The game doesn't seem to lack anything.
- Sound
- Good. Mostly laser blasts and the like but it all works well.
- Gameplay
- Very good. Fast-paced and addicting. If you've never seen the
game its a bit like Centipede on steroids, with extra features.
- Overall
- Very good. Jeff Minter made his reputation on games like
this.
- Ad Text
- "$5 says you can't beat Gridrunner. Gridrunner is the toughest,
fastest, arcade quality game ever to challenge a Commodore or Atari
computer owner..." (HES ad, Compute's Gazette, Oct 1983 pg 19)
- Ad Text
- "Is Gridrunner unbeatable? No one, not even the author, has ever
achieved the last Gridrunner. It is an extremely fast-paced arcade
quality game designed to test your coolness under fire and challenge
your reflexes. As the pilot of Gridrunner, a combat ship, you must
annihilate the various enemies traveling along the 'Grid.' High
scores are possible only through the mastery of the patterns of the
X/Y zappers and the Gridsearch Droids which, when destroyed, mutate
into potentially lethal pods. Gridrunner has 32 levels of difficulty
(20 levels in the Vic 20 version). To this date, the 13th level has
been the highest achieved." (HES ad, July 1983 Compute's Gazette
magazine, page 31.)
- Review
- "...Gridrunner is about alien Droids in the year 2190 who are
stealing electricity from Earth's orbiting power station, the 'Grid.'
To stop them, a combat ship patrols the Grid. In the game, the Grid
is a large lattice on the screen, and Earth's combat ship moves along
the lower portion, firing on segmented Droids, dodging the X/Y
zappers, and eliminating mutating yellow pods which some times lodge
in the lattice." (Text from an article about Jeff Minter. See page
52, August 1983 Compute's Gazette magazine.)
- Trivia
- A 1996 Sony Playstation game was released with the same name.
What's up with that? Wonder if they knew and did it on purpose?
- Comments
- This is a 4k game internally although it requires 8k to run.
- Game name
- HesMon
- Company
- HES (Human Engineered Software) [C302]
- Author
- T. M. Peterson (1982)
- Game Type
- Utility cartridge, used to read and write machine language code.
- Required
- 8k RAM in bank 5. Keyboard.
- Comments
- Not given a very thorough review due to its non-game nature. To
really use this cart, you'll need the original instructions. And a
good understanding of 6502 machine language programming. Among those
who had such needs, this was once a very popular cartridge.
- Game name
- HesWriter
- Company
- HES (Human Engineered Software) [C304]
- Author
- unknown (1982)
- Game Type
- Utility program. A word processor.
- Required
- 8k RAM in bank 5. Keyboard.
- Comments
- Not given a very thorough review due to its non-game nature. To
really use this cart, you'll need the original instructions. It is
really doubtful that many will use any memory-limited word processor
in this day and age. However, keep in mind that Bill Shakespeare had
only a sharpened feather and a bottle of ink... compared to that this
is high tech! Any WP beats a typewriter.
- Game name
- Home Babysitter
- Company
- Commodore [Vic-1928]
- Author
- unknown (1982)
- Game Type
- Educational / entertainment for small children.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Big and simple. It fits the theme and does the job well
enough.
- Sound
- Interesting. The ABC song is kinda cute, I think. The
memories...
- Gameplay
- Geared to a very low age bracket. For its market, its pretty
good.
- Overall
- Should work well at its intended purpose of entertaining toddlers.
It may even help teach them something in the process. If nothing
else, they'll learn the very basic concepts of using a computer.
- Trivia
- The title screen calls this program "Home Babysitter II". Why?
Was there another one put out on tape, or planned as a cartridge?
What happened to #1? Tape? Or am I missing something obvious?
- Comments
- The cartridge includes sections on counting, learning your ABCs,
and assembling funny faces on the screen. Small children will need
some adult help to get started. Once they know the keys to press
(remember that pressing RESTORE takes you back to the main menu, for
one) they may do just fine on their own.
- Game name
- Household Finance
- Company
- Creative Software
- Author
- unknown (1983)
- Game Type
- "A home application program."
- Required
- 8k RAM in bank 5. Keyboard.
- Comments
- See Personal Finance by Commodore.
Creative licensed this title to them. The two seem to be identical,
other than the titles.
- Game name
- IFR (flight simulator)
- Company
- Academy Software
- Author
- Rom Wanttaja (1983)
- Game Type
- Flight simulator. (Instrument flight only.)
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Average. Just a display of gauges on a cockpit; no scenery of any
kind. Yes, this is functional and fits the theme -- instruments only
-- but the gauges are still not quite graphic masterpieces.
- Sound
- Good to very good. I like the engine idling noises and such.
- Gameplay
- That depends. I like it, but mostly because of all the cool ways
I've found of crashing. It doubt it was intended to be amusing but it
is the way I play it! (Useful info... hit "E" to eject!)
- Overall
- You have to have a taste for this sort of thing. More realistic
flight sims exist today (at least speaking graphically) but this one
has its individual charms. Overall, not bad for VIC-20 flight.
Probably excellent, if you just want to fly by instruments. For its
time, this was probably amazing... and for 8k it still is!
- Review
- "Has a quality of realism which sets it apart from others, even
those I've tested in flight school." (Compute's Gazette.)
- Review
- "Great program!" (Info-64.)
- Review
- "It is tremendous fun." (Compute's Gazette.)
- Review
- "Flight tested by an air traffic controller, two skilled pilots
and an elementary school class. Highly recommended by all." (Midnite
Gazette.)
- Review
- "This is an unbelievably realistic simulation of the difficulties
facing a pilot in instrument flying. I'm a 747 pilot and I think that
this simulation could do a lot to improve the reactions and instrument
scan habits of even very experienced pilots." (747 pilot, Power Play,
Feb/Mar 85, pg 31)
- Trivia
- The author recently contacted Paul LeBrasse, making some nice
remarks on our VIC-20 resurrection work. (Thanks!) He also said he
writes books for a living now, so check that out. He claims that this
cartridge sold 30,000+ copies on the VIC-20 alone. This is believable,
if you've ever seen how steadily his ad ran in any of the big
Commodore mags back when. He later made a version for the C64
computer as well. (Thanks for all the info; appreciated!)
- Comments
- You definitely need the original instructions if you hope to fly
the plane with any degree of success and actually land it. But you
can also have fun discovering key-presses by Zen, as I do.
- Game name
- In the Chips
- Company
- Creative Software
- Author
- Gene Genoar (1983)
- Game Type
- "Concept home education program"
- Required
- 16k RAM (8k each in banks 3 & 5). Joystick.
- Comments
- Not given a very thorough review due to its non-game nature. To
really use this cart, you'll need the original instructions.
- Game name
- Jawbreaker II
- Company
- Sierra On-line Inc. [JBL-401]
- Author
- Doug Whittaker (1982)
- Game Type
- Maze & eating game. Original, but flavored by Pac-Man just a
bit.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Good. Large and blocky, but it doesn't really seem to detract.
- Sound
- Good. Decent theme music and some nice sound effects.
- Gameplay
- Good. Probably best played by younger children or those who like
games that are somewhat slower paced. But it can be fun.
- Overall
- Good. Nothing sensational perhaps, but a fun look at a simple
game with some personality. A cute "alternative" game, for those
times when you're sick of the same-old-thing syndrome?
- Review
- I can't find the article now, but I know I read of at least one
reviewer that liked this game a lot, from way back when. (Sorry!)
- Trivia
- Released on multiple hardware systems as were most On-line
games.
- Game name
- Jelly Monsters
- Company
- Commodore [Vic-1905]
- Author
- unknown (1981?)
- Game Type
- Clone of arcade classic "Pac-Man". Apparently very
unauthorized.
- Required
- 8k RAM in bank 5. Joystick or keyboard play.
- Graphics
- Some flicker and occasional glitches, but overall very good. Uses
up nearly all of the screen for its maze, unlike Atari's version.
Impressive technically, considering the hardware limitations! (Q: is
the flicker due to this being a PAL-based/European game?)
- Sound
- Sounds closer to the original than Atari's official version
does.
- Gameplay
- Not bad at all! Beats most other game console versions by a
mile.
- Overall
- Very good. It's hard to believe this was done on a 3k computer!
Atari should have just slapped their name on this one instead.
- Trivia
- This is another one of Commodore's earliest-released carts that is
heavily rumored to have been a "way too close to the original" clone
of an arcade classic, so it was pulled off the market. This is
probable as Vic-1922 is another Pac-Man clone, but has been changed
quite a bit from the original. Probably due to its legal status, this
is one of the harder Commodore cartridges to find.
- Comments
- Use the cursor keys to center the screen image at start-up. This
is not a bug, per se, but a built-in feature of the VIC-20.
- Game name
- Joust
- Company
- Atari
- Author
- unknown (198_)
- Game Type
- Vaporware. (Translation of the arcade coin-op game "Joust".)
- Ad Text
- Shown in an ad in Compute! on page 4, June 1984 issue. This ad
shows computers lined up, with boxes of Atari games piled up on top.
The effect was a list of sorts; what games had come out for each
system. Stargate was no longer listed, but now Joust was shown for
the VIC-20. No screen shots or other "proof" were shown. I really
doubt we'll ever see a production cart, but perhaps a prototype exists
somewhere? (On cassette or disk, most likely.)
- Trivia
- The original arcade game, by the way, was a 1982 Williams effort.
One of its main claims to fame was that it was the first game to allow
two players to play at one time, instead of taking turns.
- Game name
- Jungle Hunt
- Company
- Atarisoft (Licensed from Taito)
- Author
- unknown (1984)
- Game Type
- Translation of the arcade coin-op "Jungle Hunt".
- Required
- 16k RAM (8k each in banks 3 & 5). Joystick.
- Graphics
- Fairly good. They got all the individual elements into the game
but each of them is a bit blocky; almost abstract looking. The usable
screen is cut nearly in half. Is that good or bad? The horizontal
dimension is more important to the gameplay than the vertical one is
and it creates a cinema-like wide-screen effect! Besides, the arcade
original wasn't really a graphic masterpiece.
- Sound
- Good. They captured the feeling of the arcade game fairly
well.
- Gameplay
- Good. Simple perhaps, but fun. Captures the arcade's feel well.
Master each screen's required skill, and move on to the next one.
Each task is fairly simple to master but keeps you coming back.
- Overall
- Good. I liked the arcade original quite a bit. Although this is
not a perfect translation it captures the look and feel well. Perhaps
a good game to try if other games frustrate you easily?
- Game name
- Jupiter Lander
- Company
- Commodore [Vic-1907]
- Author
- Hitoshi Suzuki, HAL laboratory (1981)
- Game Type
- Clone of the arcade game "Lunar Lander".
- Required
- 8k RAM in bank 5. Keyboard controlled.
- Graphics
- Fair, but better than I remember the original arcade game being.
The original game was one of Atari's first B&W vector graphics
units, produced at roughly the time Asteroids came out.
- Sound
- Good. Simple, but fits the mood of the original game.
- Gameplay
- Hard! Some people may find it frustrating, at least at first.
Modern players may feel its too much work and too little reward.
However, this is pretty much true to the original arcade game.
- Overall
- It definitely represents a piece of gaming's early history. Try
it yourself, then decide whether that is good or not.
- Ad Text
- "Pilot your 'Jupiter Lander' through the treacherous crevices of a
mysterious planet. Variable rocket thrust, anti-gravity, horizontal
retros." (Seen in Spring 1983 Power Play magazine, page 102)
- Review
- "This is a pretty slick lander game with some interesting
variations. The best point is that it provides a close-up of the
landing site." (From Electronic Games magazine, Nov 1982, page
49)
- Trivia
- Definitely gives one a feel for how far home computers had grown.
This is arguably as good as the original arcade version was.
- Trivia
- Commodore may have gotten away with copying Atari's 1979 coin-op
game "Lunar Lander" when they made this game, primarily because Atari
apparently copied theirs from an earlier PDP-11 game of the same name.
This game is very deeply rooted in gaming history!
- Comments
- See on-screen instructions for keys; 3 function keys are used as
upward thrusters, A and D keys are used to move left and right.
- Game name
- K-Razy Antiks
- Company
- CBS Software (by K-byte & Kay Enterprises co.)
- Author
- unknown (1982)
- Game Type
- Original maze game, ported to many platforms.
- Required
- 16k RAM (8k each in banks 3 & 5). Joystick.
- Graphics
- Mixed results. Mostly, its done very well, but with some slight
imperfections or things that could have been done better. For
instance, the ant animation is good but the anteater's is fair.
- Sound
- Average.
- Gameplay
- It looks like it has a lot to it but I didn't quite "get it". I
didn't have the original documentation so I'll cut it some slack.
- Overall
- See gameplay. It has potential, if one understands its
rules.
- Game name
- K-Star Patrol
- Company
- CBS Software (by K-byte & Kay Enterprises co.)
- Author
- unknown (1982)
- Game Type
- Original horizontally-scrolling space shooter.
- Required
- 16k RAM (8k each in banks 3 & 5). Joystick.
- Graphics
- Simple, both in coloration and general shape.
- Sound
- Average. Just sound effects.
- Gameplay
- Too slow paced for me to enjoy much. Maybe a good beginning game?
Not much reward for the player as I see it. Just target
practice.
- Overall
- I didn't play this game much. If it just repeats the same idea
over and over, at a snail's pace, I'd say they wasted the 16k. It did
include some novel ideas, but none that I think really made much of a
difference in the overall gameplay experience.
- Game name
- Kids on Keys
- Company
- HES (Licensed from Spinnaker) [C325]
- Author
- Frank Tendick (1983)
- Game Type
- Educational.
- Required
- 8k RAM in bank 5. Keyboard.
- Comments
- Not given a very thorough review due to its non-game nature. To
really use this cart you'll need the original instructions.
- Game name
- Kindercomp
- Company
- HES (licensed from Spinnaker) [C322]
- Author
- Jonathan Creighton (1983)
- Game Type
- Educational.
- Required
- 16k RAM (8k in banks 3 & 5). Joystick. Disable bank 1 if
present.
- Comments
- Not given a very thorough review due to its non-game nature. To
really use this cart you'll need the original instructions.
- Game name
- Lazer Zone
- Company
- HES (Human Engineered Software) [C3__]
- Author
- Jeff Minter (1983)
- Game Type
- Original shooting game.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Plain black background looks, well, too plain before you begin to
play. You'll be thankful for the lack of distractions, later on!
- Sound
- Very nice sound effects and lots of them.
- Gameplay
- Geez! Too much to keep track of simultaneously until you develop
new skills to. Which means, you play it a lot. This is not to be taken
as a complaint, by the way. It will keep you coming back.
- Overall
- Thank you, Mr. Minter. Another ballistic blast-fest to enjoy! But
as said elsewhere, this game requires more than just a good aim to
feel you've mastered it. The unusual play mechanic offers a nice
respite from the same-old-same-old videogaming blues.
- Review
- "Jeff Minter's latest, Lazer Zone, has a novel play-mechanic. The
computerist controls shooters which move along the bottom and
right-hand edges of the playfield depending on which direction the
player pushes the stick. There's a lot of subtlety along with the
shooting in this one." (Seen in Electronic Games, Sep 84, page 64)
- Game name
- Lode Runner
- Company
- Broderbund
- Author
- Mike Wise and Doug Smith (198_)
- Game Type
- Climb and run game, with some puzzle-solving aspects involved.
- Required
- 16k RAM (8k each in banks 3 & 5). Joystick.
- Graphics
- Plainly colored but detailed enough. Great character
animation.
- Sound
- Average.
- Gameplay
- Wonderful in any of its ports. Extremely well balanced and
paced.
- Overall
- A classic game. In any of its versions, on just about any gaming
platform, Lode Runner can offer hours of contented entertainment.
- Ad Text
- "...You will maneuver through scene after scene, running, jumping,
drilling passages and outfoxing enemy guards in a secret underground
hideaway as you pick up chests of gold stolen from the citizens of the
Bungeling Empire. There's no end to the thrills, chills and
challenge." (Partial text from Broderbund ad in Dec 1983 Compute's
Gazette.)
- Trivia
- See the entry for Apple Panic for some historical notations.
- Game name
- Lunar Leeper
- Company
- Sierra On-line Inc. [LLL-401]
- Author
- Dr. Bob of I.C.G (1981)
- Game Type
- Original space game, heavily influenced by coin-op Defender.
- Required
- 16k RAM (8k each in banks 1 and 5). Joystick.
- Graphics
- Nicely done. A static screen shot will not show off the wonderful
character animation. One of the best efforts on the VIC-20. See
it!
- Sound
- Average or better.
- Gameplay
- Fun. Sort of like a simplified Defender. You are still trying to
rescue land-based people in a space ship but you have fewer enemies to
contend with here. Some may consider that improvement!
- Overall
- This is a very well done game. Especially due to its youthful age
(1981) this is a very impressive piece. Play it. Show it off.
- Game name
- Machine Language Monitor
- Company
- Commodore [Vic-1213]
- Author
- unknown (198_)
- Game Type
- Utility program. A tool for programmers who want to code in
ML.
- Required
- 8k RAM in bank 5. Keyboard.
- Comments
- Not given a very thorough review due to its non-game nature. To
really use this cart, you'll need the original instructions. This
program may also be called VicMon at times. The keyboard commands
used in the program are explained in the "Vic Revealed" book by Nick
Hampshire, if you can't find the original docs anywhere. (If I ever
get some free time, maybe I'll type them in and upload.)
- Game name
- Mastertype
- Company
- Broderbund
- Author
- See trivia. (1983)
- Game Type
- Educational game. Learn to touch-type by shooting space
objects.
- Required
- 16k RAM (8k each in banks 3 & 5). Joystick.
- Graphics
- Good. Some graphics are more detailed than others but it works.
The explosions look unrealistic but are very colorful.
- Sound
- Good. Sound effects almost sound blurred sometimes, but are nice
and clear on others. Nice deep Game Over effects, nice zaps,
etc.
- Gameplay
- Fun enough. It has its tension built-in if you don't know how to
touch type very well! (Hee hee.) But that's the point, isn't it?
- Overall
- Good for either learning to touch-type better or blasting
things.
- Trivia
- Title screen says the copyright is held by "Lightning software",
and credits "Bruce Zweig & Jim Fox with Edward Chu" as
authors.
- Trivia
- I couldn't resist bragging about this... I own a prototype cart
of this game! In a special, hand-openable case, with a dot matrix
printer label which states "Mastertype. Sample. Property of Broderbund
software not to be sold or given away." It also has a handwritten "38"
in the upper right corner. A piece of history?
- Comments
- To really use this cart, you may need the original instructions.
However, if you're willing to experiment with touch-typing, know that
your four left fingers rest on the ASDF keys, the right hand sits on
the JKL: keys and your thumbs rest near the space bar. This is the
"home position" that is used when touch typing. It will make sense as
the game progresses through its exercises.
- Game name
- Maze
- Company
- HES (Human Engineered Software) [C3__]
- Author
- Tom E. Griner (1983)
- Game Type
- Original treasure collection / maze game.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Another techie show piece by Mr. Griner. Neat title effects!
Character based, but nice animation on the various characters.
- Sound
- Average.
- Gameplay
- Good or better. Nice tension from the monsters chasing you. The
concept isn't very original but the game is fun to play.
- Overall
- Dungeon games were very popular in this time period. This is a
nice example of that genre. Competent in all areas, I'd say.
- Trivia
- I am slightly biased against this program since my absolute,
all-time favorite simple dungeon game is a 1982 piece by Don Worth of
Quality Software... "Beneath Apple Manor" for the Apple II. It kicks
butt, in my humble opinion! That game is the only reason I still have
an Apple II computer, actually. Don, if you still have the source
code, please release it on the net. The world deserves to see more of
that game, IMHO. Another good one was Epyx's "Sword of Fargoal" game,
released on both the VIC-20 and the C64.
- Game name
- Medieval Joust
- Company
- Thorn EMI [THC 22007]
- Author
- unknown (1983)
- Game Type
- Original game; a medieval jousting simulation.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Very good, considering VIC-20 limits. Hi-res and
split-screened.
- Sound
- Average.
- Gameplay
- Without the original instructions, who knows?
- Overall
- It has potential, I suppose, once you figure it out. Might be an
interesting novelty item. Where else can you simulate jousting?
- Game name
- Menagerie
- Company
- Commodore [Vic-1926]
- Author
- D. W. Johnson (1982?)
- Game Type
- Variant of arcade coin-op Frogger.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Plain looking. Big empty backgrounds, big one-color characters.
The characters are nicely drawn and detailed however.
- Sound
- Below average to pitiful. Could be much better, even on the
Vic.
- Gameplay
- I like the original Frogger better. So will you, most
likely.
- Overall
- This is one of Commodore's worst efforts, as far as originality,
gameplay and sound is concerned. What were they thinking? This is the
type of game that should have been released on tape only.
- Trivia
- I am beginning to think Commodore got pretty lazy, or something,
at about the mid section of their VIC-20 cartridge library. Had they
already bought up all the good licenses then available? This game and
a few near it, number wise, strike me as "filler".
- Comments
- Normally, I'd say that you should go see the authorized version of
Frogger but it isn't much better. Sigh. Go see it anyway.
- Game name
- Meteor Run
- Company
- UMI (United Microware Industries, Inc.) [1613]
- Author
- Roger L. Merritt (1982)
- Game Type
- Part Defender, part Asteroids.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Mixed. The backgrounds are plain, the ship is nicely detailed and
somewhat colorful, the aliens look like they got lost during a game of
Space Invaders and the meteors look like chocolate chip cookies. Some
movement is slow and jerky, some is smoothly done.
- Sound
- Average to annoying.
- Gameplay
- Not all that much fun. Partly because I'm comparing it to the two
games it was obviously modeled on; Defender
and Asteroids. Both are much more fun than this game. The sum is
less than its parts.
- Overall
- Roger Merritt and UMI both did much better. Not their best!
- Ad Text
- "You're in command with Meteor Run... guiding your craft through
treacherous meteor fields... fighting alien ships... dodging
exploding photon torpedoes... fighting your way to the red star,
Alderbaran. The closer you get, the more hazards you encounter.
You're surrounded with challenging adventure! This action-packed game
will hold you spellbound for hours. Just imagine the fun you'll
have!" (Seen in Electronic Games magazine, Nov 82, page 44)
- Comments
- (From Eric Gustafson, via the Internet) "In Meteor Run, it's
possible to kill aliens without ever pressing fire. Once you start a
game, your ship doesn't appear until you actually hit the fire button
- but meteors start to appear and the aliens are buzzing about. If an
alien hits a meteor, he's destroyed. Wait a while and the game will
clear levels for you. I used to leave my Vic on for hours - you see,
the manual promised that you eventually got to a 'black hole', and I
reasoned that eventually the game would kill aliens off by itself
until it got there. Sadly, I suspect that any 'black hole' was simply
poetic writing on the part of the authors." (I verified it. It works,
but I never saw points registered for it. As to the black hole I
haven't a clue.)
- Game name
- Mine Madness
- Company
- Thorn EMI [THC 2200_]
- Author
- unknown (1983)
- Game Type
- Original maze / elevator game.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Average. A hi-res set of character graphics with very few
colors.
- Sound
- Average.
- Gameplay
- Darned if I know. I haven't figured out the point to it all.
Just don't get squished by the elevators coming down; that's
obvious.
- Overall
- Not much fun at all, if you don't know how to play it. May be a
fun game. It certainly tries to be tense and fast paced.
- Trivia
- Almost surely one of the last cartridges put out by Thorn EMI for
the VIC-20. It seems rarer and harder to find than its siblings.
- Game name
- Miner 2049'er
- Company
- Reston (See comments.)
- Author
- Jerry Brecher (1983)
- Game Type
- Climb and run game, released on many gaming platforms.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Excellent. Very nicely done, all around. Bright colors, clear
layouts, nice graphic and technical flourishes throughout.
- Sound
- Excellent. Few sound effects but what is there is very well
done.
- Gameplay
- Great. A very nice version of the popular game. Don't be ashamed
to show it off to people who own other consoles. Play, play,
play!
- Overall
- A wonderful example of what could be done if only programmers and
their employers took the time and effort to do it right. As this was
a late release (1983), it is all the more impressive. Most other
companies were slacking off horribly on Vic stuff by then.
- Trivia
- Full cartridge label text: "MINER 2049er - VIC-20 by Jerry Brecher
Original design by Bill Hogue. (c) 1983 by Big Five Software Licensed
in conjunction with Compu-Vid International ISBN 0-8359-4423-9"
- Comments
- Press fire to start each level. It is making sure you're
ready.
- Game name
- Mission Impossible Adventure
- Company
- Commodore [Vic-1916]
- Author
- Andy Finkel (1981)
- Game Type
- "Scott Adams Adventure Games" series. (#3 of 5.)
- Required
- 16k RAM (8k each in banks 2 and 3). Keyboard controlled. The
game starts when you type "SYS 32592" and hit the RETURN key.
- Ad Text
- "'Good morning, you mission is to ...' and so it starts. Can you
complete your mission in time? Is the world's first automated nuclear
reactor doomed? This one 'radiates' with excitement!" (Seen in
"Commodore Power Play" magazine, Spring 1983, page 105)
- Comments
- See the entry for Adventure Land
Adventure for more information on any of the games in this
series.
- Game name
- Mobile Attack
- Company
- MSD
- Author
- unknown (198_)
- Game Type
- Variant of arcade coin-op "Targ".
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Simple but functional.
- Sound
- Average.
- Gameplay
- Good. Smooth enough movement, reasonable game balance, good
pace.
- Overall
- Good. I like fast paced games with good response... this
works.
- Comments
- We only have access to a tape version so far. The cart is
presumed to be identical or better. See also Crossfire; it's very similar.
- Game name
- Mole Attack
- Company
- Commodore [Vic-1912]
- Author
- unknown (1981?)
- Game Type
- Part of Commodore's "Children's series".
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Good. The graphics of the moles are large and easy to recognize.
At least at first. As the game speeds up, you'll make mistakes.
- Sound
- Good. Definitely aimed at little kids; hit the moles on the head,
and you get the expected bonk noise. Hit them on the butt,
and...
- Gameplay
- Excellent for its intended audience. Some fun, even for adults.
And maybe hilarious at adult parties, with enough cold beverages?
- Overall
- My little nephews ought to love this when they get old
enough!
- Ad Text
- "A colorful 'cartoon action' game. You're trying to keep those
nasty moles underground where they belong but they keep popping up!
How many can you clunk before time runs out? Fast, fun, frantic!"
(Seen in "Commodore Power Play", Spring 1983, page 105)
- Review
- "It's a mole invasion! The pesty little devils are popping up all
over, and its up to you to rout the beasts and send them fleeing back
underground -- and you've only got 60 seconds to do it!... Mole
Attack will probably be a favorite among younger arcaders. Even
though the eye-catching graphics combine well with the time-limit
excitement, adults will probably find the game too simple and
repetitive to get many repeat plays." (Review by Charlene Komar, page
70, in the June 1983 issue of Electronic Games.)
- Comments
- The keyboard may work better than the joystick does, as it is set
up more like the 3-by-3 grid the moles are displayed in. Ideally
you'd have a custom-made controller for this game, with a big arcade
button per mole. I just might make one for my nephews.
- Game name
- Money Wars
- Company
- Commodore [Vic-1925]
- Author
- Commodore and Hal Lab. (1982)
- Game Type
- Variant of "Space Invaders" for the most part.
- Required
- 8k RAM in bank 5. Keyboard.
- Graphics
- Fair to middling. Mostly plain, but some nice effects. Your
death by electrocution is cute in a sick sorta way, for instance.
- Sound
- Average.
- Gameplay
- Fair. It moves too slowly for me to love it. Kids might like it,
as might anyone who likes slower paced games.
- Overall
- Fair to good. Depends on how much credit you give them for their
creative flair in re-using elements from various other games.
- Comments
- When using an IBM and an emulator, use the comma (,) key to move
right. The semi-colon key (;) mentioned onscreen is differently
placed on the original VIC-20 keyboard.
- Game name
- Monster Maze
- Company
- Epyx / Automated Simulations
- Author
- R. A. Schilling (1982)
- Game Type
- First-person maze game.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Simplistic line drawings for rooms and you don't even want to see
the monsters up close. Then again you could diss Doom and its clones,
many years later, for being blurry and pixelated, so...
- Sound
- Average, but they were trying. Sorta cute funeral dirge.
- Gameplay
- You can get the basic idea by just fooling around but having the
original instructions would be nice. Standard maze stuff, mostly,
except for the fact that you are looking at it via first person.
- Overall
- See gameplay. Not a bad game. I prefer Epyx's "Sword of Fargoal"
myself but what the heck. One of Epyx's first efforts at gaming.
- Trivia
- Just waiting to be "DOOM"-ized by somebody? See also Capture the Flag and Creepy Corridors for similar honors.
- Comments
- Some keys to use: P shows an overhead map and R is to restart.
- Game name
- Moon Patrol
- Company
- Atarisoft [RX8532]
- Author
- unknown (1983)
- Game Type
- Translation of William's 1982 arcade coin-op "Moon Patrol".
- Required
- 16k RAM (8k each in banks 3 & 5). Joystick.
- Graphics
- Good or better. Not all they could be? Atari was also releasing
a version for the Commodore 64 then; their effort went there? Don't
get me wrong. These graphics aren't bad, just large and blocky.
- Sound
- Very good. The tune is catchy and the effects all sound
good.
- Gameplay
- Good. Some other home versions are better but this is not
bad.
- Overall
- Good to very good. A nice porting job, overall.
- Ad Text
- "Leaping patrol cars? Yes, you drive a Moon Buggy across the
lunar landscape in this action-packed cartridge that combines all the
thrills and challenges of space driving and maze games." (From the
multi-lingual box art.)
- Trivia
- Internal messages at $a013 say "Jan 16 1984 FPR rev 5L".
- Trivia
- Atarisoft put part numbers on their outer box art but not on the
actual carts. This makes it harder for us to track part numbers as
most places to buy these old carts only have the cart itself. The
reason we want the info is to help track down vaporware; to either
confirm a cart was actually made or was just planned. We can't tell
if there is a pattern until we get more part numbers. Any solid info
appreciated if you have access to original boxes for any of the other
VIC-20 game cartridges by Atarisoft. Thanks!
- Game name
- Moses (with or without 8k RAM)
- Company
- Century
- Author
- unknown (198_)
- Game Type
- Utility program; 65C02 machine language assembler.
- Required
- Unknown, as we don't have one.
- Trivia
- Ads claim 27 new opcodes available. The 65C02 is an upgraded and
more advanced processor than the standard variety 6502 chip.
- Comments
- Not given a very thorough review due to its non-game nature. To
really use this cart you'll need the original instructions, etc.
- Game name
- Mosquito Infestation
- Company
- HES (Human Engineered Software) [C3__]
- Author
- Tom E. Griner (1982)
- Game Type
- Part "Missile Command", part Galaxian.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Plain looking, but relatively sophisticated for a machine that
wasn't supposed to be able to do bit-mapping. The title effect is a
show-off piece for sure. (Jeff Minter once commented online about
Mr. Griner's coding skills, using proportional fonts as his example.)
Does it compare to Tempest 2000? No, but for a Vic...
- Sound
- Average.
- Gameplay
- Response seems a little slow, so you'll have to plan in advance
rather than just do twitch responses. But chasing all those bugs
around builds more game tension than you might think. And lest you
think the game is pointless and soon over, that funky looking hose
thing at the top of the screen is a refill for your bug spray
gun.
- Overall
- Good to very good. The game can be fairly fun and its coded well.
There isn't much to whine about; maybe that plain looking arm? If
that. The Intellivision bragged about its graphical abilities; do you
remember that doctor game they put out? Enough said, eh?
- Trivia
- A secret message found coded into the carts internals (at $AF4B to
$AFFF): "(THIS SPACE FOR RENT)(THIS MEMORY IS PROTECTED BY A MEMOGUARD
ALARM SYSTEM-SOFTWARE PIRATES BEWARRE(C)1982-)!PROGRAM BY TOM GRINER,
777-36 SAN ANTONIO RD. PALO ALTO, CA. 94303! TAKEO" (Might TAKEO
perhaps have originally been TAKEOFF?... my guess.)
- Comments
- This is a 4k game internally, although it requires 8k to run.
- Game name
- Mountain King
- Company
- Beyond
- Author
- Concept by Bob Matson, programmed by Jim Stolzenfeld. (1983)
- Game Type
- Original game, released for many home gaming platforms.
- Required
- 16k RAM (8k each in banks 3 & 5). Joystick.
- Graphics
- Nice! This is one of the better graphical games. None of the
ports were all that complex looking, so they spent time on getting the
movement very smooth and making the character animations good.
- Sound
- Great. The sound effects actually add to the gameplay instead of
just being something tacked on at various intervals. The falling
effect, for instance, is really enhanced by the sounds. It makes the
game experience deeper because of it... which is very, very rare for a
VIC-20 game. Bravo for your extra effort, folks!
- Gameplay
- Lots of fun. I suppose the gameplay is much the same on most of
the other ports. Same concept, anyway. This games response to your
input is very finely tuned. Just quality all the way.
- Overall
- Bravo! 1983 seemed to be a turning point in the Vic's life. Some
programmers got better with time while others just gave up and did as
little as possible once the market started moving towards the C64.
This is a fine example of quality, craftsmanship and fun!
- Trivia
- The VIC-20's programmers were definitely learning the machine well
at this point. Too bad the market dropped out of VIC-20 stuff... but
then again, we all had fun with our C64's, right? Just as a point of
interest, take a look at other 1983 games. Like Frogger, for one. Or
Ms Pac-Man. I rest my case about quality standards!
- Game name
- Ms. Pac-Man
- Company
- Atarisoft
- Author
- unknown (1983)
- Game Type
- Authorized translation of arcade coin-op.
- Required
- 16k RAM (8k each in banks 3 & 5). Joystick.
- Graphics
- Average, maybe even poor. The characters are blocky as heck. The
VIC-20 is capable of far more but you'd never know it from this! It is
pretty hard to see how a game like this wasted all of 16k?
- Sound
- Good. The sounds are recognizable enough to enhance the gameplay.
- Gameplay
- Good. I play the accelerated arcade version most, so perhaps my
sense of timing is off when I feel like this pace is a bit slow? But
aside from nit-picky purist type flaws the gameplay is good.
- Overall
- Good but not great. Maybe I'm being harsh on this game as it is
one of my (and lots of others) all-time arcade favorites, but I think
they could have done better on this conversion. It isn't bad, per se,
just not a convincing simulation of the real thing. I guess it's good
enough for casual play if you are not a purist.
- Trivia
- Internal messages at $a013 say "Dec 31 1983 Revision 4L".
- Comments
- Another game I loved in its arcade version but am not thrilled
with at home. For those of you who love Ms. Pac-Man (arcade), if you
are disappointed with the VIC version, try the Atari 7800 one. It is
fast and smooth and all on one screen. I like that version best, even
though I have fancier versions for later home machines like the Sega
Genesis, and many other home ports of the game. I feel that only the
actual emulated arcade code beats the 7800.
- Game name
- Mutant Herd
- Company
- Thorn EMI [THC 22004]
- Author
- unknown (1982)
- Game Type
- Original game, involving herding creatures into a central
pen.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Plain and simple. What were they thinking about on color
choices?
- Sound
- Average. Some of the sounds can get annoying fast.
- Gameplay
- Mixed. One of those "you'll love it or hate it" things.
- Overall
- I didn't like it much, but others play it often. You decide.
- Game name
- Number Nabber, Shape Grabber
- Company
- Commodore [Vic-1941]
- Author
- unknown (1982)
- Game Type
- Educational. Two math-related games on one cartridge.
- Required
- 8k RAM in bank 5. Joystick. Disable bank 1 if present.
- Trivia
- The last known cartridge in the series made by Commodore. If any
one knows of a VIC-20 cart number higher than #1941, let us know. But
with carts of such dubious value to the Vic's main market, which
happened to be avid gamers, this is probably the last one.
- Comments
- Not given a very thorough review due to its non-game nature. To
really use this cart, you may need the original instructions.
- Game name
- Omega Race
- Company
- Commodore [Vic-1924]
- Author
- Andy Finkel with Eric Cotton (March 1982)
- Game Type
- Translation of the coin-op arcade game "Omega Race".
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Excellent. Translating vector graphics is always hard to do.
- Sound
- Excellent. They seemed to have captured the arcade's
essence.
- Gameplay
- Excellent. They did a good job of converting this classic
game.
- Overall
- Excellent. Commodore worked hard on this game, and it shows.
- Ad Text
- "(The smash-hit arcade game!) The ultimate space game. You've got
one Omegan fighter maneuvering against droid ships, command ships,
death ships, photon mines and vapor mines. Fantastic 'rubber band'
boundaries, multiple levels of difficulty... all the features that
make the Bally/Midway game so successful! One or two players" (Seen in
Spring 1983 issue of "Commodore Power Play"; page 104.)
- Review
- "This translation of the coin-op space shoot is, in the minds of
many, the best game currently available for the Vic-20. It's not in
full color, but that's only a minor annoyance." (Seen in the Nov 1982
issue of Electronic Games, page 49.) A photo caption in that same
article says "Despite the monochrome graphics, Omega Race is a
top-notch computer game program."
- Review
- "High-powered conversion of the classic arcade game. Race around
an oblong block where the score is displayed, firing lasers at Droid
ships and mines they've planted in space. Lack of gravity is
convincingly worked into action; you must wheel around and hit the
engines to stop. Droids turn into Command ships if not knocked out
fast enough. These become Death Ships, which release more powerful
Vapor Mines." (From page 53, Jan/Feb 1985 Computer Games)
- Trivia
- Yes, this game is reproduced in black and white instead of color.
The reason for that is simple; the original arcade game was also black
and white! It was an early "vector graphics" based game. In other
words, the arcade graphics were similar to those of the arcade classic
"Asteroids," or to those on the Vectrex machine. The arcade original
of Omega Race was a 1981 Midway game.
- Trivia
- One of the first video games with a built-in secret feature?
"Power Play" magazine, put out by Commodore themselves, ran a two-page
article on bugs found in this game and in Gorf, another converted
arcade classic. (See Summer 1983 issue, page 38.) In part it says
"...is not really a bug in the true sense, so let's call it an
'undocumented feature.' Normally in this game you get three ships when
you start. However, if you hold down the SHIFT key while pressing
either F1 (for joystick) or F3 (for paddle) at the beginning of the
game, you will get -- count 'em -- five ships! Let's see if that
improves your score!" (Article written by Jeff Bruette, one of
Commodore's in-house game programmers.)
- Trivia
- An interview with Andy Finkel, another Commodore programmer, said
that there is another secret key-press sequence. If you hold down
Commodore, Ctrl, and Shift at the title screen, then press Return you
will see the programmer's credit screen. You may have to wait a few
seconds into the title or press the keys twice, but it does
work. (Interview by Rick Melick and posted on his homepage.)
- Game name
- Outworld
- Company
- UMI (licensed from Tensor Technology?) [1635]
- Author
- Thomas A. Giguere (1981)
- Game Type
- Original game, heavily influenced by "Missile Command" and others.
- Required
- 16k RAM (8k each in banks 3 & 5). Joystick.
- Graphics
- Very nice. Colorful, detailed, nice moving starfield... they
even went so far as to sign their name to it in script! A cute
touch.
- Sound
- Good. They really tried. Impressive, given the Vic's
limitations.
- Gameplay
- Fun. The play mechanic is a mix of many games; protecting your
ground-based city with a moving crosshair is obviously Missile
Command. However, the asteroids that drop on you break into two and
then four pieces as in Asteroids. And the force field over a
cityscape looks a lot like Imagic's Atlantis game. All in all, I
think they integrated these separate elements well. It plays
well.
- Overall
- A good game regardless but all the more impressive since it was
done in 1981; right in the beginning of the Vic's lifespan. Some game
companies took until 1983 to start making similar efforts!
- Game name
- Pac-Man
- Company
- Atari
- Author
- unknown (1983)
- Game Type
- Official translation of the "Pac-Man" arcade coin-op.
- Required
- 8k RAM in bank 5. Joystick required.
- Graphics
- Fair. The maze seems half-sized and there are some small glitches
in the character's graphics. Even so, the graphics are much more
recognizable than those in the infamous Atari 2600 conversion!
- Sound
- Fair. Some parts sounds like Pac-Man should. Some aren't so
good.
- Gameplay
- Good. Not much better or worse than game console versions of the
arcade classic. At least it lets you choose a level to begin on.
- Overall
- Playable but perhaps a bit uninspired? Flawed but still OK.
- Trivia
- The arcade version was a 1980 Midway game, licensed from Namco.
Many other versions of Pac-Man came out for virtually every game
system before and since. It couldn't be helped. Pac-Man was hugely
popular then and still rakes in some coins in the arcades today.
- Game name
- Panic Button
- Company
- First Star Software, Inc.
- Author
- unknown (198_)
- Comments
- Vaporware? The game was reviewed in the May 1984 issue of Compute
magazine. See page 124 for the details. Nothing else known yet as no
one we've heard of seems to have seen a copy of this game. We'd love
to get our hands on one to archive it for everybody. First Star had a
very good reputation on other machines so if this cart does really
exist it's probably a pretty good game.
- Game name
- Personal Finance
- Company
- Commodore (Licensed from Creative Software) [Vic-1929]
- Author
- unknown (1982)
- Game Type
- Not a game; a home utility to help you with your finances.
- Required
- 8k RAM in bank 5. Keyboard controlled.
- Trivia
- One of the hardest Commodore cartridges to find. Probably due to
its non-game nature; the VIC-20 was primarily used by avid gamers.
- Trivia
- Creative Software may have sold their "Household Finance" cart to
Commodore. Both companies separately released this one program.
- Comments
- Not given a very thorough review due to its non-game nature. To
really use this cart you'll need the original instructions.
- Game name
- Pharaoh's Curse
- Company
- HES (licensed from Synapse Software) [C321]
- Author
- Alick Dziabczenko (1983)
- Game Type
- Original climb and run game.
- Required
- 16k RAM (8k each in banks 3 & 5). Joystick.
- Graphics
- Nice! Mono-colored (Hi-Res) characters may detract a bit but the
overall effect is very well done. Nice character animation, good
thought put into each level's particular look and so on.
- Sound
- Could use a little more work but they made a reasonable effort.
Nobody seems to have mastered the Vic's sound capabilities enough to
keep from being annoying after a (short) while. A nice try.
- Gameplay
- Whoa! Boy did they make good use of their 16k memory! (I'm sure
I haven't said that yet!) Multiple levels that actually look and feel
like different levels, instead of just another screen? Wow. This is
one of the deepest VIC-20 gaming experiences I've seen.
- Overall
- You have to see this one. Another example of what the VIC-20 was
capable of doing all along, once programmers learned the machine for a
couple of years or so. (Then just as they were getting very good at
it, along comes the C64, and bye-bye VIC-20 market!) This is one to
show to people if they tell you the VIC-20 died due to poor software
titles, low machine capabilities and so on.
- Ad Text
- "A fortune -- yours for the taking. But can you avoid the ghost
of Rama & the evil mummy? Are you nimble enough to leap the
chasms and avoid the booby traps standing between you and freedom?"
(Text from Synapse Software ad in Oct 1983 "Compute's Gazette"
magazine)
- Trivia
- Title screen says: "Original by Steve Coleman". Also says
something about entering a "secret code word" or using the joystick?
(Internal codes says something about you getting it right, too.) The
original cart was copy-protected; maybe the code word was a reference
to a look-up authentication code? If someone has a copy of the
original docs would you let us know for sure? If it was an
authentication-type protection code, it may have been one of the first
of its kind. Of course other options are probable too.
- Game name
- Pinball Spectacular
- Company
- Commodore [Vic-1920]
- Author
- unknown (1982)
- Game Type
- A variant of both pinball simulations and Breakout-style games.
- Required
- 16k RAM (8k each in banks 3 & 5). Paddle controller.
- Graphics
- Large and blocky, but at least they are colorful. Nice scrolling
title / instructions screen. Fair to middling in overall quality.
- Sound
- Average.
- Gameplay
- Some interesting ideas but I don't care what their ad says...
this does NOT play "just like" real pinball. For one, pinball has
electro-mechanical flippers, not a Breakout style paddle. Yeesh!
Lots of hidden stuff to find/activate, or so others tell me.
- Overall
- A decent game on its own merits, but real pinball this is not! I
normally wouldn't bristle this much over Commodore's stretching the
truth, but on this one I do take offense. Heck, I've been a "real
pinball" fan since the days that someone first told me that "Space
Invaders" was just a fad that would soon pass, and in any case no
videogame could ever replace pinball machines. So there!
- Ad Text
- "Plays just like a true pinball machine... only computerized...
flashing lights ... quick 'flipper' action!" (Seen in "Commodore Power
Play" magazine, Spring 1983 issue, page 103)
- Trivia
- An article appeared in the Spring 1983 issue of "Commodore Power
Play" magazine; see page 72. The then-current champ, Joe Ferrari,
talks about strategies he used to score over 1,500,000 points.
- Game name
- Pipes
- Company
- Creative Software
- Author
- unknown (1983)
- Game Type
- "Concept home education program"
- Required
- 8k RAM in bank 5. Joystick.
- Ad Text
- "Arlo is a hard-working plumber, but a touch absent-minded. He's
building a water supply system for the whole neighborhood, and he
really has his hands full. Help Arlo decide what kind of pipe to buy
and where to put it... his limited budget doesn't leave him much
margin for error. Figure out the shortest, most economical way to get
everyone hooked up... and just hope poor Arlo has remembered to open
and close the right valves. A marvelously entertaining and
challenging exercise in planning, economics and spatial relationships
for all ages." (Seen in EG, Dec 83, page 78)
- Trivia
- Ad also mentions this program was "selected as some of the 'most
innovative computer programs' 1983 CES Software Showcase Awards"
- Comments
- Not given a very thorough review due to its non-game nature. To
really use this cart, you'll need the original instructions.
- Game name
- Pirate's Cove Adventure
- Company
- Commodore [Vic-1915]
- Author
- Andy Finkel (1981)
- Game Type
- "Scott Adams Adventure Games" series. (#2 of 5.)
- Required
- 16k RAM (8k each in banks 2 and 3). Keyboard controlled. The
game starts when you type "SYS 32592" and hit the RETURN key.
- Ad Text
- "'Yo-Ho-Ho and a bottle of rum...' You'll meet up with the pirate
and his daffy bird, and encounter many strange sights as you attempt
to go from your London flat to Treasure Island. Can you recover Long
John Silver's lost treasures?" (Seen in "Commodore Power Play", Spring
1983 issue, page 105)
- Comments
- See the entry for Adventure Land
Adventure for more information on any of the games in this
series.
- Game name
- Poker
- Company
- Commodore [Vic-1908]
- Author
- S. Matsuoka (1981)
- Game Type
- Video poker game.
- Required
- 8k RAM in bank 5. Keyboard.
- Graphics
- Mixed. Nice deck of cards but awfully blocky title graphics.
- Sound
- Average at best. You'll want to make liberal use of a
counter-clockwise hand motion, after finding your volume control
knob.
- Gameplay
- Sorta neat. I like the card games on my IBM just fine, thanks,
but this was a trip down memory lane. I just wish the darned game
didn't make me wait so long between button presses. Oh well.
- Overall
- Las Vegas' poker machines look much nicer, but this is
cheaper.
- Ad Text
- "Casino-style poker recreates the real thing! Superb animation
and sound effects add to the fun, mystery, and luck." (Ad in the
Spring 1983 issue of "Commodore Power Play" magazine, page 103.)
- Review
- An article in the Nov '82 issue of "Electronic Games" has a photo
caption for this game. It says "The high resolution graphics of Poker
produce a beautiful electronic deck of playing cards." Keep in mind
that the Intellivision had "high resolution" back then.
- Trivia
- Internal codes indicate the program was written by S. Matsuoka of
HAL Labs in Tokyo, Japan. But no credits were given onscreen.
- Game name
- Polaris
- Company
- Tigervision
- Author
- unknown (1983)
- Game Type
- Original submarine game.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Hi-res graphics but with a very limited color palette. Maybe this
suits the game just fine, as its supposed to be underwater?
- Sound
- Average, maybe even a little sparse. Just missile sound
effects.
- Gameplay
- Multi-screen (and therefore multi-mission) does enhance gameplay.
You're not endlessly repeating the same exact tasks all the time. And
it's paced fast enough to please me, which isn't too easy.
- Overall
- More fun than it looks at first. Give it a try before you dismiss
the game as an underachiever. It "grew on me" quickly enough.
- Ad Text
- "Polaris. Three screens triple the action. Captain a sub in
enemy waters. In three action-filled screens, you're attacked by
everything from bombers and subs to underwater mines. With 16
progressive levels of difficulty, only a military genius gets
through." (Seen in Electronic Games, Dec 83, page 128. B&W ad;
1/4 page.)
- Trivia
- The ad above also stated that the game was "nominated 'Best Action
Video Game' (by) Electronic Games Magazine".
- Trivia
- The screen credits "the electronic boat division of Tigervision"
for what that's worth. No person was actually named, however.
- Game name
- Pole Position
- Company
- Atarisoft (Licensed from Namco)
- Author
- unknown (1983)
- Game Type
- Translation of the arcade game "Pole Position".
- Required
- 16k RAM (8k each in banks 3 & 5). Joystick.
- Graphics
- Pretty good. Considering the limitations of the Vic, impressive.
They simply dropped some game features (like road signs) rather than
try to include them and make the whole game suffer due to it. (Wise.)
Some flicker at times, perhaps, but nothing too annoying.
- Sound
- Good. Sound effects are nice, engine noise is nice. Well
done.
- Gameplay
- Good. Purists may object to the missing stuff. Others won't
care.
- Overall
- Good or better. Someone was really getting to know the Vic. See
what I've said before, about the programmers maturing at the end?
- Trivia
- Internal messages at $a013 date the cart at "Jan 30, 1984".
- Trivia
- One subtle graphic detail that may go unnoticed; notice that the
screen goes from full left to full right. No border. Neat, eh?
- Game name
- Predator
- Company
- HES (Human Engineered Software) [C316]
- Author
- Tom E. Griner (1982)
- Game Type
- Original game, perhaps with a bit of influence from "Joust".
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Pushing the poor little Vic into territory it was never meant to
go! Bit-mapped graphics, tiny little fonts, etc. Check out the
impressive little animation, complete with fireworks, when you set the
top high score. Cute touches like that make games special. When Jeff
Minter was interviewed online, he said much the same.
- Sound
- Average or better.
- Gameplay
- Unusual subject matter makes it harder to "get into" the game at
first, but gameplay is well balanced.
- Overall
- Some may love its style of gameplay, some may not. But it is a
technologically impressive game either way.
- Trivia
- A message found secretly coded into the carts internals (at $BFA6
to $BFFF): "PROGRAMMED BY TOM GRINER 777-36 SAN ANTONIO RD.PALO ALTO
CALIF. U.S.A.(C)1982-KEEP OUT..." Mr. Griner said in an online
interview that he once kept a list of all who responded.
- Game name
- Princess and Frog
- Company
- Romox Inc.
- Author
- Bob Horn (1983)
- Game Type
- Clone of the arcade coin-op game Frogger.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Colorful enough. Might be impressive on some other gaming
console.
- Sound
- Average.
- Gameplay
- Experienced gamers might not like it, but perhaps kids would? You
decide, but personally I like many other Frogger clones better.
- Overall
- I tend to agree with the magazine review shown below.
- Review
- "This is a copy of Frogger and a pathetic one at that. Since
Parker Brothers and Sierra already make excellent versions of Frogger
for the Atari, the last thing anybody needs is another one. Romox
puts their games on erasable chips that allow you to go back to the
store and have another game transferred onto them. With games like
this, that may be the only redeeming quality." (Review text for Atari
computer version, from page 52 of Computer Games magazine, Jan/Feb
1985 issue.) We have no knowledge about the internals Romox used for
VIC-20 carts; ROM, EPROM or EEPROM?
- Game name
- Programmer's Aid Cartridge
- Company
- Commodore [Vic-1212]
- Author
- unknown (198_)
- Game Type
- Utility program.
- Required
- 8k RAM in bank 5. Keyboard.
- Trivia
- This seems to be 4k internally, although it requires 8k to run.
- Comments
- Not given a very thorough review due to its non-game nature. To
really use this cart, you'll need the original instructions.
- Game name
- Promenade
- Company
- Jason-Ranheim
- Author
- unknown
- Game Type
- Utility package. Specialized hardware for very advanced
users.
- Trivia
- Included here because the company's main product, the Promenade
EPROM programming tool, could create cartridges from parts the company
sold. Even as late as July 1996, the company still sells parts and
the latest (C64) Promenade EPROM programming tool. But no longer has
any stock of any VIC-20 products, unfortunately. Believe me, I asked
them more than once, with no luck! Oh well.
- Comments
- Not given a very thorough review due to its non-game nature. To
really use this product, you'll need the original instructions and all
the original hardware plus other accessories and EPROMs. Aside from
the historical interest, go find a modern ROM burner.
- Game name
- Protector
- Company
- HES (Human Engineered Software) [C308]
- Author
- Alick Dziabczenko (1983)
- Game Type
- Variants of both "Scramble" and Defender.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Good to very good. They look a bit plain at times but everything
is clearly defined, the color use is good and the animation nice.
- Sound
- Above average but still not fabulous. This is more the VIC-20's
fault than the programmer's fault. He certainly worked at it.
- Gameplay
- Somewhat difficult, but rewarding. He squeezed a heck of a lot
into an 8k game! The puzzle solving and action mix is well done.
- Overall
- Very nice! Give this one a good, long look. It deserves it.
- Game name
- Q*bert
- Company
- Parker Brothers (licensed from Mylstar Electronics, Inc.)
- Author
- unknown (1983)
- Game Type
- Authorized translation of the arcade coin-op "Q*bert".
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Below average. I don't think they tried very hard. Note that
each of the "sprites" are surrounded by a black border all the time,
indicating that the simplest form of character graphics were used.
The large size of the individual blocks confirms they were.
- Sound
- Fair. The tune, which doesn't play much, is short but done well.
The sound effects sound a bit muffled but are generally OK.
- Gameplay
- Average. The diagonal movement scheme is tricky on any system so
I won't mark down for that. Game speed is fairly good, overall.
- Overall
- Average at best. This is not the best conversion, by a long
shot!
- Review
- "(A-) A mostly successful conversion of the arcade hit. Hop your
'hose-nose' around the pyramid until all the cubes are the same color.
Various weird and amusing enemies are chasing you. The home game
lacks the incredible sound effects of the arcade game, and the
graphics aren't nearly as good. But it's still fun to leap onto a
flying disk and watch Coily take a dive off the pyramid." (From
Computer Games, page 53, Jan/Feb 1985 issue)
- Trivia
- Note that the early ads from Parker Brothers show that they were
making and selling C64 and VIC-20 games at the same time. I can only
assume they put far less effort into the VIC-20 market's game as this
version is rather uninspired. OK, but certainly not great.
- Trivia
- The original arcade game had cool "speech" features, for lack of a
better word, that most home games never did reproduce well. The
original arcade game also had an electro-mechanical "thumper" in the
bottom of its cabinet. When Q*bert falls, he appears to fall off the
screen. Then there was a short pause. Then it sounded and felt as if
something had hit the bottom of the game's cabinet. In its properly
working original cabinet, this gave the impression that Q*bert had
been the object that had struck bottom. This made it almost worth
losing a guy, just to hear and feel it happen!
- Comments
- The joystick uses diagonals only. Turn the joystick partway on
its side to try to compensate for this, if it bothers you. Just about
every home system conversion dealt had this same problem.
- Game name
- Quick Brown Fox
- Company
- Quick Brown Fox
- Author
- unknown (198_)
- Game Type
- Utility program. A word processor.
- Required
- Unknown, as we don't have one archived yet. It was very popular
during its day, so it must have been pretty good then? The same
company released tape-based add-ons for it, besides their cart.
- Comments
- Not given a very thorough review due to its non-game nature. To
really use this cart, you'll need the original instructions. And I
can't see the Vic's memory and screen limits being a big plus.
- Game name
- Radar Rat Race
- Company
- Commodore [Vic-1910]
- Author
- Bill Hindorff (Nov 5, 1981)
- Game Type
- Unauthorized clone of the arcade coin-op game "Rally-X".
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Very good. Everything that Rally-X had, this has, except changed
a bit to look less like the every-detail-intact copy that it is. Just
change the mice and cats to be cars, the cheese to be flags, and redo
the onscreen text, and you have Rally-X. Seriously.
- Sound
- Generally good. The background music gets a bit old, but it is at
a lower volume level, so there. ("Three blind mice, see how they
run...") The sound effects are OK, but could be better.
- Gameplay
- Just like Rally-X. Everything seems to have be duplicated. The
changes in the graphics don't hurt the gameplay a bit. Still
fun.
- Overall
- Give this one a try. It is a lot of fun, and will grow on
you.
- Ad Text
- "The magical mouse maze makes for a fast-paced, challenging game
of wit, strategy and reflexes. Excellent graphics." (From the Spring
1983 issue of "Commodore Power Play", page 103)
- Review
- "This scrolling maze chase sends the player scurrying along
corridors on a mission to grab all the available cheese." (Seen in Nov
1982 issue of "Electronic Games", page 49.)
- Trivia
- Another one of Commodore's early attempts to get away with copying
another manufacturer's games and sell them as their own? (See also
Star Battle and Jelly Monsters.) Those two were apparently yanked off
the market early. This clone of Rally-X was apparently very popular
at the time, judging by the relative ease of finding one.
- Trivia
- The arcade coin-op "Rally-X" was a 1980 Midway game. The arcade
industry saw Rally-X as the next big thing, until Pac-Man took an
unexpected popularity ride. Rally-X was all but forgotten then. It
had serious potential, I'll grant you that. Simple enough to attract
a wide audience, with enough tension to keep interest up among the
more advanced players. A quarter hog, for sure. But the best laid
plans of mice and men... (Sorry, I couldn't resist!)
- Trivia
- There are some interesting notes hidden inside the actual code of
the game... "this program was created by -bill hindorff- nov. 5, 1981
vic commandos k. of p., usa" it says at $A34B in the unmodified game
code. (Does K of P = "King of Prussia, PA"?)
- Trivia
- Neil Harris confirmed that "Vic Commandos" was the in-house name
for the small group that was working to launch the VIC-20 system. He
also mentioned in that same online interview that the group often
spent long lunches at local video arcades doing "R&D" work.
- Trivia
- This game is so close to being Rally-X, that the "cheese" almost
resembles the original flags and all the other graphics also look very
close to their inspirations. But the clincher as far as I'm
concerned; the onscreen text has precisely the right amount
of characters to have originally been text right from "Rally-X"! I
suspect they made a literal copy first, then made their changes.
- Game name
- Radiotap
- Company
- Kantronics
- Author
- unknown (1984)
- Game Type
- Specialized hardware. Interface package for ham radio
operators.
- Review
- This cartridge was reviewed in the April 1984 issue of Compute.
See page 100 for the article.
- Comments
- Not given a very thorough review due to its non-game nature. To
really use this, you'll need all the original instructions and
hardware, ham radio equipment, etc, etc. This came out towards the
end of the Vic's life, when it was obvious that many people would soon
replace their VIC-20 with something like the C64. It gave the VIC-20
something useful to do, or that was its pitch.
- Game name
- Raid on Fort Knox
- Company
- Commodore [Vic-1913]
- Author
- unknown (1982)
- Game Type
- Maze game. See also "Radar Rat Race".
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Good. The graphic characters are smallish but fairly precise.
- Sound
- Average.
- Gameplay
- Slow-paced in the early rounds, with little danger of being hurt.
The game adds more guards each round, so it gets more difficult.
- Overall
- Average. Try Radar Rat Race for a
better but similar game, if you feel this one is too slow for adult
play. Kids may love it.
- Ad Text
- "You're scurrying through a complex of tunnels below Fort Knox.
Just ahead you spot the gold... now grab it and try to escape before
the guards find you." (Seen in "Commodore Power Play" magazine, Spring
1983 issue, page 102.)
- Trivia
- This game is basically a rewritten version of a Commodore game
called "Bank Robber". BR has a copyright date of 1981, ROFK has a
date of 1982. Other than that and screen color changes, they appear to
be identical. Makes me wonder if BR wasn't originally going to be
Commodore's # Vic-1903? Could be, perhaps.
- Game name
- Rat Hotel
- Company
- Creative Software
- Author
- Joanne Lee / "Jolee" (1982)
- Game Type
- Original game, involving climb-and-run and treasure collection.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Simple, but they do the job well enough. Nice scrolling.
- Sound
- Simple, but it does the job. Theme music gets a bit repetitive,
but it helps add a bit of tension to the game. Effects are OK.
- Gameplay
- The gameplay is the fun part here. Slow at first, but the speed
builds with each round, adding to the "chase" tension. And you have
to know which are the safe spots to hide out in, like a rat. Hurry,
but too much speed equals mistakes! Pretty well-balanced.
- Overall
- One of my personal favorites and one reason I became re-interested
in VIC-20 software in the first place. Really. Try it. It is fun to
play, even if the graphics are laughable by today's standards.
- Review
- The game was reviewed in the Nov 1983 issue of Compute's
Gazette.
- Game name
- Renaissance
- Company
- UMI (United Microware Industries, Inc.) [1600]
- Author
- Louis X. Savain (1982)
- Game Type
- Computerized version of "Othello" board game.
- Required
- 16k RAM (8k each in banks 3 & 5). Joystick.
- Comments
- Not given a thorough review, as I don't play Othello myself and
therefore don't feel qualified to comment. Try it for yourself.
- Game name
- River Rescue
- Company
- Thorn EMI [THC 22001]
- Author
- unknown (1982)
- Game Type
- Variant of the Atari 2600 game "River Raid" by Activision.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Fair to good. Some portions are better than others, but overall
Activision did a much better job on the Atari 2600 version.
- Sound
- Average. Nothing to write home about. Again, Activision beat
it.
- Gameplay
- Average to good. It depends if you like fast-paced games or not;
this game depends on blazing speeds to amaze you as it goes on. If
you don't know that, you'll quit in boredom pretty early on.
- Overall
- Average to good. The Activision game is much better rounded and
will appeal to a larger audience. Nevertheless it has some charm.
Just don't try to use it to show off what your VIC-20 can do!
- Trivia
- A pain to fit the original cart into its slot! Good luck, if you
use a third-party expansion chassis, like I do. It barely fits. This
is obviously Thorn EMI's first-ever VIC-20 game; it shows.
- Comments
- This game scrolls sideways instead of vertically, but other than
that, its obvious this is a game based on Activision's classic. (They
both have copyright dates of 1982.) I'm willing to cut them some
slack simply because this is their first-ever VIC-20 game, but it could
have been much better. How hard were they trying?
- Game name
- Road Race
- Company
- Commodore [Vic-1909]
- Author
- J. Suzuki, HAL laboratory, Japan (1981)
- Game Type
- Clone of the arcade coin-op "Night Driver".
- Required
- 8k RAM in bank 5. Keyboard controlled.
- Graphics
- Good. Compared to the original B&W game, perhaps even very
good.
- Sound
- Good but not great. Adequate sound effects.
- Gameplay
- Fair. I suppose you have to get used to it first, over time?
- Overall
- Good. True enough to the original coin-op, but not a great
game.
- Trivia
- The original Atari arcade coin-op was black and white. It had the
excuse of being born in 1976, so what did you expect?
- Trivia
- Because this title is based on a mid-seventies arcade title, it
may seem a bit uninspired in its play. However, the idea of being in
the driver's seat was a novel idea in its time. And don't be too hard
on the graphics; Pong was only four years old in 1976!
- Game name
- Robin Hood
- Company
- Xonox
- Author
- unknown (1983)
- Game Type
- Original game, ported to many platforms.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- It's fairly obvious that this was a port of a multi-system game.
- Sound
- Average or better. They seemed to have tried to make some decent
background music. It's catchy, within the limits of VIC-20 sound.
- Gameplay
- Why bother? Maybe some people will like it, but it isn't for
me.
- Overall
- My opinion on most of Xonox' games should be well understood by
now. Most of Xonox's programmers probably had the talent to do much
more, but they apparently had to cater to the lowest common
denominator to make all the games alike across many platforms. I
blame Xonox's management; they apparently thought that any random
plastic box sitting on a store's shelves would be a money magnet.
- Game name
- Robot Panic
- Company
- HES (Licensed from Rabbit Software UK) [C310]
- Author
- Steve Clark (1982)
- Game Type
- Original vertically-scrolling space shooter.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- At first glance, this is an underachiever. The backgrounds are
plain, empty and black. Your ship is a bit colorful and has some nice
detailing but the enemy ships are rather plain looking. But once you
start playing the game it becomes obvious where they put their main
emphasis; many fast-moving things onscreen at once. Empty backgrounds
are almost a necessity once you start playing!
- Sound
- Average or better. Nice effects.
- Gameplay
- Fast paced and fun. If it had fancier background art this would
be a lot like the modern arcade classic "Raiden". Really! Try it.
- Overall
- They named the game aptly; the panic part of things, I mean. It's
obvious they made the game to take advantage of what the Vic does
well, and just ignored what it wasn't really good at. Good plan.
- Game name
- Robotron: 2084
- Company
- Atarisoft
- Author
- unknown (1983)
- Game Type
- Authorized translation of William's arcade game "Robotron: 2084".
- Required
- 16k RAM (8k each in banks 3 & 5). Joystick.
- Graphics
- Fair enough, within the limits of the VIC-20. Disappointing, of
course, compared to the original arcade machine, but no shock.
- Sound
- Average.
- Gameplay
- Without two joysticks it just isn't the same experience at all.
- Overall
- Don't expect miracles, but give it a shot. None of the home game
versions really capture the original's pacing, tension, or sheer
number of enemies onscreen. I know, because I own the original arcade
game itself, along with beaucoup home renditions for my collection of
various gaming platforms, new and old. None of the home games I've
seen really come all that close. Judge them as separate products? I
think you have to, in a few cases like this.
- Trivia
- Another classic Eugene Jarvis blastfest. (See also Defender.) He really knows gaming, that's for
darn sure! Bless his hyperactive heart for giving the world such pure
adrenaline rushes, says I.
- Comments
- Just to give you an idea of the original's intensity, I paid big
bucks for two brand new arcade joysticks to upgrade my original
cabinet. These sticks use no mechanical switches inside; instead they
use beams of light. Even with these sticks you'd better move fast; I
don't last forever regardless, but man is that fun! I'm just glad I
don't have to keep pumping quarters into the game. My six year old
nephew also loves the original game, even if he has to stand on a
chair just to see the screen and control it. I can't wait to see what
he thinks of other games, after Robotron.
- Game name
- Sargon II Chess
- Company
- Commodore (Licensed from Hayden Book Co. Inc.) [Vic-1919]
- Author
- Dan & Kathe Spracklen (1982?)
- Game Type
- Chess simulation.
- Required
- 8k RAM in bank 5. Joystick.
- Trivia
- The copyright date listed onscreen predates the existence of the
VIC-20 and therefore cannot be accurately used to tell when this
program was created. Anyone have solid info on when it was made? I
suspect it was made in 1982, judging by its part # positioning.
- Comments
- I don't play chess so I couldn't see the point in reviewing this
game. (At least I'm honest.) Obviously, newer versions for more
powerful machines are going to play at a more expert level. When this
program was made, electronic chess was still a novelty item. The idea
of playing chess, against a computer, at home, may as well have been
science fiction just a few years before. Of course calculators and
digital watches were recent hits then too, so...
- Game name
- Satellite Patrol
- Company
- HES (Human Engineered Software) [C3__]
- Author
- Teddysoft (1982)
- Game Type
- Variants of "Time Pilot" and/or "Asteroids".
- Required
- 16k RAM (8k each in banks 3 & 5). Joystick.
- Graphics
- Really blocky in places but the color use is well done. The main
part of the screen looks somewhat plainly done and this may hide the
technically impressive multi-directional scrolling effects at
first. The moving border effects are nicely done, as well. Some of
the Vic's library just aren't done any justice in screen shots.
- Sound
- Average but nicely done.
- Gameplay
- Fun, but the multi-directional scrolling must have been quite
trippy for its time! Nice pacing and good game tension build-up.
- Overall
- I like its gameplay and am impressed by its technical aspects
too.
- Comments
- This is a 4k game internally, although it requires 8k to run.
- Game name
- Satellites and Meteorites!
- Company
- UMI (United Microware Industries, Inc.) [1650]
- Author
- Roger L. Merritt (1982)
- Game Type
- Variant of the arcade coin-op game "Asteroids".
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Very good. Lots of stuff onscreen, all moving around at
once.
- Sound
- OK. The makers spent most of their resources getting the gameplay
and screen "right". I can forgive the lack of background music.
- Gameplay
- Darn good! This is the best Asteroids variant on the Vic by
far.
- Overall
- Excellent. It may not be a "Raiden" for lots of things onscreen
at once, but it sure is impressive within a VIC-20's limitations!
- Game name
- Scorpion
- Company
- Tronix
- Author
- Jimmy Huey (1983)
- Game Type
- Overhead-view maze-type shooter.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Well done. Detailed characters and nice multi-direction
scrolling.
- Sound
- Pretty good. Love that "chain gun" sound effect!
- Gameplay
- Very good. The company prided itself on its fast-paced
games.
- Overall
- If you like shooting sprees, you should like this one a lot!
- Review
- "If you're sick of escorting frogs across the street, you can now
shoot them and feed them to your family. Scorpion is an extremely
fast-moving action/maze game. With eight enemies, you don't have to
look far for something to kill. The maze scrolls all four ways and
the radar scanner tells you where you are. Three difficulty settings,
32 levels." ("Computer Games", Jan/Feb 1985, page 54)
- Trivia
- Was this game one of the first quad-directional scrollers? (In
other words, a game that showed only part of the screen at any one
time and let you move the world to you when going off-screen.) Most
game screens at the time stayed put, and never changed.
- Game name
- Sea Wolf
- Company
- Commodore [Vic-1937]
- Author
- unknown (1982)
- Game Type
- Authorized translation of coin-op game "Sea Wolf".
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Very good. Simple-looking, but this matches the arcade
original.
- Sound
- Very good. Again, they match the original game pretty well.
- Gameplay
- Very good. Much like the original arcade game.
- Overall
- Very good. I miss the periscope of the original, but that's
all.
- Ad Text
- "As submarine commander you are in charge of sinking and
destroying all enemy ships... destroyers, freighters and P.T. boats...
an explosive Bally/Midway 'arcade classic'. Fast action fun!!" (Seen
in "Commodore Power Play", Spring 1983, page 104)
- Trivia
- The original coin-op was a 1975 game by Midway. The ad text above
is refering to older arcade games Commodore was converting over. When
Commodore switched over (from the VIC-20 to the C64) later, some of
these games were re-converted. The simpler games, like Sea Wolf, are
probably closer translations on the VIC-20 than C64. Perhaps they felt
that with more time having passed, the games needed to be updated?
And also, to better show off the new C64.
- Trivia
- "Next Generation" magazine, issue 24, makes reference to a game
that may be the direct ancestor of both this game and its video arcade
parent. See article on Sega's co-founder, for some more info on the
electro-mechanical (non-video) game "Periscope".
- Trivia
- The original game's cabinet made the game much more convincing and
fun. A realistic metal periscope came down from the top of the
cabinet. You looked through the periscope at the game screen. When
you turned the periscope to the left or right, your torpedos' aiming
mechanism would move with it... much like Space Invaders' moving base
at the bottom of the screen. They added a visually interesting twist,
however. You had four torpedos at a time. Then you had to wait
momentarily for the game to reload you. Inside the periscope's
eyepiece was an optical illusion similar to a "heads up" see-through
display in aircraft. To know how many torpedos you had available, you
had to be looking through the eyepiece. You saw a little red symbol
lit up for each remaining torpedo. You fired, then one of them would
turn off. When all four were gone you had to wait until they all lit
up again. Meanwhile, ships were going by and you were helpless to do
anything about it until they reloaded. The effect helped to make the
game more immersive. It added to the game, through suspense and pace.
"Come on, come on, oh finally" you would think, then blast your next
four torpedos away... Did I mention that you fired them using a thumb
button, also on the periscope assembly? Sigh... a joystick does this
game no justice! BTW, the original Battlezone also had a periscope
controller.
- Trivia
- This game got lots of space here (A) because I just happen to like
the game, (B) because I had lots of reference materials on it, and (C)
because it is a link in an evolutionary process. Think of this as a
different way to play Space Invaders, basically. (Which in a sense
was similar to the earlier, mechanical shooting games found at
carnivals.) The concept remains pretty much the same, even if the
details changed over time. And they are all fun, too!
- Game name
- Seafox
- Company
- Broderbund
- Author
- Programmed by Mike Wise (1983)
- Game Type
- Original submarine game.
- Required
- 16k RAM (8k each in banks 3 & 5). Joystick.
- Graphics
- Plainly colored, but the animation and fine detailing are good.
- Sound
- Average.
- Gameplay
- A bit more complex than most. It's probably the type of thing
where you "feel like you got your money's worth" because of it.
- Overall
- I like games that are simpler and faster paced, but this does seem
to be a well-balanced game with real thought put into making it.
- Trivia
- The title screens credit Ed Hobbs with the concept,
apparently.
- Game name
- Serpentine
- Company
- Creative Software (Licensed from Broderbund)
- Author
- unknown (1982)
- Game Type
- Maze / snake / eating game.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Good. Animation of the snake movement is pretty good.
- Sound
- Fair. Effects are OK, the song gets annoying after a while.
- Gameplay
- Good. Seems lame at first, then gets more fun as you keep
playing.
- Overall
- Good. Grows on you... give it a try.
- Ad Text
- "In the Kingdom of Serpents, the only rule is eat or be eaten.
Three huge and evil red snakes are slithering through a complex series
of mazes, closing in on your good blue serpent from all sides. Move
fast and watch your tail! Try to survive long enough to let your eggs
hatch into reinforcements. Swallow the magical frogs or your enemy's
eggs and you can get the strength to go on... but look out to your
left... and ahead of you! They've got you surrounded, and it looks
like meal time." (Seen in EG, Dec 83)
- Trivia
- Ad also mentions this program was "selected as some of the 'most
innovative computer programs' 1983 CES Software Showcase Awards"
- Game name
- Shamus
- Company
- HES (licensed from Synapse Software Inc.) [C307]
- Author
- Tom E. Griner (1983)
- Game Type
- Variant of "Berzerk" with some new features added.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Very good. Hi-res graphics with cool visual effects.
- Sound
- Nice music. Sound effects in general are very good in this
one.
- Gameplay
- "Fast-paced" does no justice to the higher levels of this game.
"Die in two seconds after entering a room" is more like it. Of course
individual tastes vary, but personally I love this game!
- Overall
- Wonderful. I wouldn't change a thing. The C64 version kicks,
too.
- Ad Text
- "The odor tells you the Shadow's there -- in one of four levels of
32 rooms, each bristling with danger. You know it won't be a high
school prom, but there's no turning back. Shamus -- the sleuth
adventure classic." (Synapse Software ad in Oct 1983 Compute's Gazette
magazine)
- Trivia
- The arcade game "Berzerk" had a few phrases of speech, which kept
players coming back for more. That isn't really needed here; the
rapid pace and frantic gameplay makes up for the missing speech.
- Game name
- Sir Lancelot
- Company
- Xonox
- Author
- unknown (1983)
- Game Type
- Variant of the arcade coin-op game "Joust".
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Very plain background coloring and detail, but the animation of
the active characters is done well. They feel too small, however, but
I suppose they did fit a lot onto the screen that way. Given their
design concept, I doubt it could be done much better.
- Sound
- Average.
- Gameplay
- Similar enough to the real arcade Joust to make non-avid players
happy, but falling short of being the same experience. A large screen
is necessary to play and enjoy the game. A standard monitor might be
OK, but a large TV would be better. Why? Because you are required to
quickly judge small graphic differences, to stay above your opponent's
lance, just as in the original Joust.
- Overall
- One of the only Xonox games I like. It is flawed in some ways but
given the limits of the VIC-20, I don't think programmers of the time
could do significantly better. It's a very good effort.
- Game name
- Skibbereen
- Company
- UMI (United Microware Industries, Inc.) [1641]
- Author
- Joanne Lee / "Jolee" (1982)
- Game Type
- Combination of Breakout and Pong variants, for two players.
- Required
- 8k RAM in bank 5. Paddle controllers, NOT a joystick.
- Graphics
- Simple but colorful. Breakout clones in general aren't very much
more than big, brightly colored blocks on the screen.
- Sound
- Average.
- Gameplay
- A nice variant of the Breakout experience. Having two opposing
sides competing against one another was a nice idea, I think.
- Overall
- A simple enough game, with good game play and some nice twists.
One of the few simultaneous multi-player or paddle games.
- Trivia
- This is a 4k game internally, although it requires 8k to run.
- Game name
- The Sky is Falling
- Company
- Commodore [Vic-1911]
- Author
- unknown (1981)
- Game Type
- Part of the "Children's series".
- Required
- 8k RAM in bank 5. Uses paddle controllers, NOT joysticks.
- Graphics
- Good. Simple, but effective. Lots of rows of stuff to fall
down.
- Sound
- Average.
- Gameplay
- Good. Something like "Kaboom!" (for the Atari 2600) in
concept.
- Overall
- Good. For its intended audience of children, probably great. For
adults, who've presumably played "Kaboom!" before, nothing new.
- Ad Text
- "Help Chicken Little by catching pieces of the sky as they fall!
A great 'first game' to teach motor skills... fun and challenging!"
(Seen in "Commodore Power Play", Spring 1983, page 105.)
- Trivia
- Some folks might say this is just a clone of the popular Atari
2600 console game "Kaboom!" by Activision. Others may point to an
earlier Atari arcade coin-op game (called "Avalanche") as the
ancestral game idea behind both "Kaboom!" & "The sky is
falling".
- Game name
- Skyblazer
- Company
- Broderbund
- Author
- Jeff Silverman and Tony Suzuki (1983)
- Game Type
- Original game, vaguely influenced by "Defender".
- Required
- 16k RAM (8k each in banks 3 & 5). Joystick.
- Graphics
- Really nice! Check out some of the more subtle tricks; the stars
in the background scrolling by at different speeds (parallax), the
smooth animation and movement of everything, etc. Even the attract
mode is a viewing pleasure. Especially considering that an attract
mode is largely an unnecessary frill in a non-arcade (home) game!
- Sound
- Average.
- Gameplay
- Deep and well balanced with the potential for many hours of happy
gaming. Broderbund generally gave you more than your money is
worth.
- Overall
- I'm surprised this cartridge is as hard to find as it is. Or at
least I was, until I realized people don't want to give theirs
up!
- Game name
- Slot
- Company
- Commodore [Vic-1904]
- Author
- unknown (1981)
- Game Type
- Slot machine simulation.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Average. Character-based graphics used, but they work out OK.
They are colorful and fairly recognizable, if nothing else.
- Sound
- Good. Fairly nice effects, overall. Even the wheels spinning has
a nice sound to it. Nice fanfare for when you've won, too.
- Gameplay
- Very good, if your expectations are reasonable. The only real
improvements modern systems have other this are in audio-visuals.
- Overall
- Good to very good. If it keeps me from going to a real gambling
establishment, and saves me all that lost money, its excellent!
Either way, it can be a relaxing way to kill some free time.
- Ad Text
- "Colorful slot machine game works just like the real thing! Great
music and sound effects." (Seen in Spring 1983 "Commodore Power Play"
magazine, page 102.)
- Review
- An article in the Nov 1982 issue of "Electronic Games" magazine
has a photo caption that says "The Vic-20's Slot Machine cartridge
carries its simulation so far that it actually has a coin slot."
- Trivia
- Perhaps Commodore's first "legal" cartridge for the VIC-20? The
previous carts, numerically, seemed to be non-authorized versions of
other company's most popular games. (Avenger #1901 is really "Space
Invaders", Star Battle #1902 is really "Galaxian", and #1903 is still
an unconfirmed title we haven't managed to find, which leads us to
believe it may have been more of the same.)
- Comments
- Fire inserts a coin(s), joystick back pulls the lever for
you.
- Game name
- Snake Byte
- Company
- Sirius Software [22031]
- Author
- Dan Stanfield (1982)
- Game Type
- Snake chase game; like the light cycles in the 1982 movie
"Tron".
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Abstract art. That's what comes to mind when I see these
graphics. They are nicely done, for this genre of game; don't get me
wrong. But it's hard to identify with colored lines as game
characters.
- Sound
- Average.
- Gameplay
- Interesting, if you like this type of game. I never really got
into it myself. Try it out. See if you like it more than I do.
- Overall
- For a game made in only 4k of memory this is not bad. But
compared to later 8k or 16k games, its just not all that deep. Go
watch the movie "Tron" again and pay attention to the light cycles.
It's a kick to think of this game and that movie as being historical
peers. Computer hardware is obsoleted quickly; games even more so.
Nevertheless, both can be fun to playfully revisit once in a
while.
- Ad Text
- "What has 4k bytes and is addictive? Snake Byte. The game starts
out politely. You, the Snake, may accept or decline the presence of
the Perilous Purple Plums. Next, simply slither around the screen,
chomping down apples as you go. Sound easy? Well, no more Mr. nice
guy... Each time you eat an apple, your Snake grows longer and moves
faster. Soon, your head doesn't know what its tail is doing. If you
bump into a wall or a bouncing Plum or even yourself, you break your
fangs. But, if you're a snappy Snake and scarf up all ten apples, a
door will appear and you're off to a more difficult maze. Snake Byte,
a game you can sink your teeth in to. It's an antidote for
boredom. Fangs alot, Sirius!" (Box.)
- Review
- Game was reviewed in the March 1984 issue of Compute, page 122.
- Trivia
- Box art says "Game design by Chuck Sommerville. Vic-20 version by
Dan Stanfield."
- Trivia
- This game is 4k long; the box art even says so. In other words,
Snakebyte is half the code size of most of the later VIC-20 carts, and
a quarter of the size of even later games. This would explain why the
game seems so simplistic in most aspects. Not bad for 4k? (Once your
cart archivists looked, we found many more cartridges that were really
only 4k in length... see our cart list for more.)
- Game name
- Space Ric-O-Shay
- Company
- OEM
- Author
- unknown (198_)
- Game Type
- Unknown at this time. Presumed to be a space shooter.
- Required
- Unknown. We haven't yet had access to one, to archive it.
- Comments
- "VGA2000" has screenshots up on his web site, so it must exist.
However, he has the only copy we are aware of, at present.
- Game name
- Space Snake
- Company
- Handic Benelux B.V.
- Author
- Geert Hofstede (1982)
- Game Type
- Original "dodging objects" game.
- Required
- 8k RAM in bank 5. Paddle or keyboard. Disable Bank 1 if
present.
- Graphics
- Average. The movement is smooth enough with some color.
- Sound
- Average.
- Gameplay
- Most people would say it is frustrating, I think. Semi-pointless.
Internally, it appears to be made up largely of BASIC code.
- Overall
- Flawed. Probably OK as a tape game, but if this was ever truly a
cartridge game (still unconfirmed as yet), I doubt it sold many. Then
again, it came out in 1982; still fairly early, I suppose.
- Game name
- Speed Math & Bingo Math
- Company
- Commodore [Vic-1933]
- Author
- unknown (1982)
- Game Type
- Educational. Two versions of math drills for youngsters.
- Required
- 8k RAM in bank 5. Keyboard.
- Comments
- Not given a very thorough review due to its non-game nature. To
really use this cart, you may need the original instructions.
- Game name
- Spider City
- Company
- Sirius
- Author
- unknown (1983)
- Game Type
- Original space shooter, with some influence from Defender.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- The advanced techniques used will give Vic emulators fits, so it
is fairly obvious that Sirius spent some time on their graphics!
- Sound
- Average or better.
- Gameplay
- Good grief! This has that same sense of gaming tension that the
original arcade Defender did and many of the same play elements.
Definitely faced paced. I hope your joystick is heavy duty!
- Overall
- Give it a shot, but if you're using an emulated VIC-20, good
luck.
- Trivia
- Was this game originally intended to be called "Flash Gordon" and
released by 20th Century Fox? An ad in the Summer 1983 issue of
"Commodore Power/Play" magazine (page 100) has a pre-release ad for
such a game. The screen shot looks like Spider City and the text
mentions that name... "Space Rescue game on cartridge for the VIC-20.
Maneuver through underground tunnels and battle spider warriors to
save American spacemen trapped in Spider City. Package features a
full-color poster from the film." So who knows?
- Game name
- Spiders of Mars
- Company
- UMI (United Microware Industries, Inc.) [1604]
- Author
- unknown (198_)
- Game Type
- Variant of arcade coin-op "Defender" by Williams.
- Required
- 16k RAM (8k each in banks 3 & 5). Joystick.
- Graphics
- Plain backgrounds and huge characters, but with smooth scrolling
and fast movement throughout the game. A good set of
compromises.
- Sound
- Average. It could use a more macho-sounding laser gun,
though!
- Gameplay
- Not the same experience as Defender, but much the same
pacing.
- Overall
- Give it a try, especially if you are a fan of arcade
Defender.
- Review
- "You're the Martian Fly, defending your planet against spiders and
their winged allies. They attack from all sides using smart bombs and
homing missiles. If the spider makes it to the surface, you're dead.
The enemy attack in large numbers and their weapons are very accurate.
This game is similar to Defender, but with more interesting enemies.
True arcade action, great graphics and sound effects. (A)" (From
"Computer Games", Jan/Feb 1985, pg 55)
- Game name
- Spike's Peak
- Company
- Xonox
- Author
- unknown (1983)
- Game Type
- Original game, ported to many platforms.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Average or better. Nicely done (if surreal looking) mountains.
The graphics on most screens are a little plain, but not bad
looking.
- Sound
- Average or better. A nice try at a catchy opening tune. I like
the feet-stamping sounds the monster characters make; it adds a bit
more gaming tension, which generally gets you more involved.
- Gameplay
- Better than most by Xonox. I suppose this one could hold its own
against most games of the times, especially on gaming consoles. Some
of the screens feel just a bit like Miner 2049'er
variants.
- Overall
- Years ago as a double-ender cart, this probably wasn't a bad deal.
Now, as a freebie ROM image, it certainly warrants a second look.
- Game name
- Spills & Fills
- Company
- Creative Software
- Author
- Marc-Thomas Clifton (1983)
- Game Type
- "Concept home education software."
- Required
- 8k RAM in bank 5. Joystick.
- Comments
- Not given a very thorough review due to its non-game nature. To
really use this cart, you'll need the original instructions.
- Game name
- Springer
- Company
- Tigervision
- Author
- unknown (1983)
- Game Type
- Original platform game.
- Required
- 16k RAM. (8k each in banks 3 & 5.) Joystick.
- Graphics
- Plain looking. Compares to many of Atari's early 2600 games.
- Sound
- Yuck! Turn the volume down. The opening "music" sounds
awful.
- Gameplay
- I'd have to admit that I didn't play this enough to make a solid
opinion of it. The risk/reward ratio didn't keep me coming back. The
use of multiple screens may be a plus, however, assuming you like the
initial experience enough to want to come back for more!
- Overall
- Just to be fair, try it yourself. But for myself, I see why this
is a hard-to-find game. A last minute "VIC-20 is dying out"
effort.
- Ad Text
- "Springer. Three screens triple the action. Help Springer, a
magical rabbit, jump from cloud to cloud on a thrill-filled trek to
the sun. Along the way, there are bonus points to collect and dragons
to fight. And, remember, Springer has three screens. So the farther
you get the harder it gets." (Seen in Electronic Games, Dec 83, page
110. Ad was about a quarter page in size.)
- Trivia
- The ad above has three screenshots shown, but as they are barely
larger than an inch a piece, and the ad was black and white, you
really can't view that much difference between the 3 screens. And
with the real game fired up? Same things, in different positions.
- Game name
- Star Battle
- Company
- Commodore [Vic-1902]
- Author
- See Trivia. (1981)
- Game Type
- Clone of arcade classic "Galaxian". (Apparently unauthorized.)
- Required
- 8k RAM in bank 5. Joystick or keyboard play.
- Graphics
- Good overall, but with some occasional glitches. Very
colorful.
- Sound
- Good. Very clear separation of background music and the noises of
ships, lasers. This might kick butt with a good subwoofer!
- Gameplay
- Very good. Arguably better than the authorized version.
- Overall
- Very good. One of the better Galaxian clones on any game
console.
- Ad Text
- "The deadliest fleet in the universe is zeroing in on your star
base. This mission is your greatest challenge... while you protect
your base from the deadly drones you must be wary of the diving
flagships with their trained escorts. This is Star Battle." (From the
box art / instruction sheet. Same text also shown in French.)
- Review
- "Letting the invaders peel out of the formation and swoop low
across the field to bomb the player's movable cannon at close range is
the principle behind Galaxian. The SI sequel combines less
predictable invader movements with a more exciting visual treatment."
(Seen in Electronic Games, Dec 1983, pages 53 & 60.)
- Trivia
- The onscreen titles only show part of these internal messages:
"(C) 1981 COMMODORE JAPAN THIS PROGRAM WAS WRITTEN BY - SATORU IWATA -
APR.19.1981 HAL LABORATORY AKIHABARA TOKYO JAPAN"
- Trivia
- The coin-op game "Galaxian" was a 1979 game put out by Midway, who
licensed it from Namco. The game was essentially an updated version
of Space Invaders, which was a 1978 game made by Taito... but which
was in turn licensed from Midway. Got all that?
- Trivia
- Rumored to have been pulled off the market due to legal problems.
Could well be true. Opening screens refers to "Commodore Japan".
(Was this an attempt to avoid US copyright law enforcement?) The
French/English box art sheet was apparently meant for Canada. And
this is one of the hardest Commodore-made VIC-20 carts to find.
- Game name
- Star Post
- Company
- Commodore [Vic-1939]
- Author
- See Trivia. (1982?)
- Game Type
- Original space shooting game... but see comments.
- Required
- 8k RAM in bank 5. Joystick. Disable bank 1 if present.
- Graphics
- Average. Nice in some places, fairly crude and blocky in
others.
- Sound
- Good. Some nice effects; laser zaps and tension effects are
good.
- Gameplay
- Mixed. One of those "some will like it and others hate it"
things.
- Overall
- Good, but with reservations.
- Ad Text
- "3D space action... you control the laser to destroy the flying
aliens and objects. Allow less than 8 hits on your base and advance
to the next level!" (Seen in "Commodore Power Play", on page 104 of
the Spring 1983 issue)
- Trivia
- Internal codes indicate the design was by Greg Carbonaro and
programming was by Mike Wriedel. No on-screen credits were given.
These two gents normally wrote games for Spectravideo. (See also the
write-ups on "Ape Escape" and "Cosmic Jailbreak").
- Comments
- The play mechanic is a bit hard to get used to. This hides a real
resemblance to Atari's coin-op game "Tempest" in some ways. In fact,
I bet that good coders with time on their hands might be able to
remake this game into a VIC-20 clone of Tempest. Fire up the game.
Look at it and consider these thoughts. First reverse the direction
the monsters travel (inward to outward). Should be easy enough.
Next, change the background to be a framework web instead of the odd
patchwork space station design that it is now. Now look at the game.
Couldn't you just tweak things from there? Might this not be just
what Commodore did, but in reverse? I bet it is possible. It seems
the game may have existed earlier than it was released. That much can
be seen from the dating found inside the code, compared with its
post-1983 list positioning. And it was originally written by two guys
from outside Commodore, who'd been liberally "influenced" by popular
arcade games before. It was written earlier, but released later.
Doesn't this sound as if re-writes were necessary before release?
Even though Commodore had apparently bought a functioning game from
these gents? By now Commodore had been scared off of too-close copies,
so that fits. We have another mystery on our hands, but an
interesting one...
- Game name
- Star Trek: Strategic Operations Simulator
- Company
- Sega Enterprises, Inc. [004-04]
- Author
- See Trivia. (1983)
- Game Type
- Original space simulation game.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Very good. Nice raster title effect, clean screen layouts, good
split-screen control, etc. Someone knew the Vic pretty well.
- Sound
- Good. No background music, but the sound effects are
acceptable.
- Gameplay
- Good. I was never fond of this type of game (it was released on
many other platforms as well) but it is well done, nonetheless.
- Overall
- Very high quality, all around. It may have been a multi-system
port, but it is a well done. Fans of the game should love it.
- Trivia
- Hidden internal message at $AD82: "STAR TREK BY ERIC J POPEJOY
2138293641". I don't know if that is a date code or what? First five
digits could be a date: 2-13-1982. What about the other ones?
- Trivia
- The full-color cartridge label is beautiful, as are the other
early Sega games. (Congo Bongo and Buck Rogers.) Bravo, Sega!
- Game name
- Story Machine
- Company
- HES (Licensed from Spinnaker) [C323]
- Author
- Michael Cranford (1983)
- Game Type
- Educational.
- Required
- 16k RAM (8k each in banks 3 & 5).
- Comments
- Not given a very thorough review due to its non-game nature. To
really use this cart, you'll need the original instructions.
- Game name
- Sub Chase
- Company
- UMI (United Microware Industries, Inc.) [16__]
- Author
- Roger L. Merritt (1982)
- Game Type
- Original submarine game.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Average or better. Not really great or bad. They do the
job.
- Sound
- Just simple sound effects, but they work OK.
- Gameplay
- Like Sea Wolf, but backwards. You are the destroyer at the top of
the screen, dropping depth charges on the submarines below. Your
large ship doesn't turn around very quickly, so plan ahead
accordingly. Kind of neat to have more ammo available than Sea Wolf,
however.
- Overall
- Not bad at all, especially for a game made in 4k of memory!
- Trivia
- This is a 4k game internally, although it requires 8k to run.
- Game name
- Submarine Commander
- Company
- Thorn EMI [THC 22003]
- Author
- Gary York (1983)
- Game Type
- Original global warfare strategy game.
- Required
- 16k RAM (8k each in banks 3 & 5). Joystick.
- Graphics
- Good or better. The VIC-20 had definite limits to deal with. They
managed to get a lot on screen, make it legible, & balance
things.
- Sound
- Average or better.
- Gameplay
- Don't know. We don't have access to the original
instructions.
- Overall
- What is there, looks like it has potential. But without
docs...
- Comments
- This is actually a 12k game internally. (8k + another 4k.)
- Trivia
- The morse code in the beginning of the game is trying to say
"Programmed by Gary York OSI". The pauses for word breaks are omitted,
and the morseing is quite fast.
- Game name
- Super Amok
- Company
- UMI (United Microware Industries, Inc.) [1642]
- Author
- Roger L. Merritt (198_)
- Game Type
- Clone of the arcade coin-op "Berzerk". (And upgrade of "Amok".)
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Very good indeed! Much improved from their "Amok" game. Lots of
nifty added features, like smooth scrolling to the next screen.
- Sound
- Good... but no speech, as the original "Berzerk" game had. But
most other home conversions had no speech either. (The Atari 5200
Berzerk game claimed to have some speech built into the cart.)
- Gameplay
- Very good! Fun to play and fairly addicting too.
- Overall
- A well done clone of "Berzerk". Very professionally done. And a
nice game as a stand-alone, too. Amok was OK, but this kills it.
- Review
- "Pity the poor robot guard! It seems that no matter where it
tries to hold down a job, some would-be hero comes dashing in, trying
to shoot the whole robot squad on some fool mission! How's a fellow
supposed to keep his chips together? It's no different in Super
Amok... All in all, Roger Merritt has done a nice job with this
variation on an increasingly-familiar theme. Play action is fine,
with a plus in a pause when the gamer moves to a new passage
eliminating the old 'walk-through-a-door-and-into-a-bullet' syndrome.
Also, its graphics are adequate, with the hero particularly charming
when in motion... In sum, a solid game if a bit less than
overwhelmingly original." (Seen in Electronic Games, Dec83, page
86. Review by Charlene Komar.)
- Trivia
- Just for your info, the original "Berzerk" was a Stern game.
- Game name
- Super Expander with 3k RAM
- Company
- Commodore [Vic-1211A]
- Author
- unknown (198_)
- Game Type
- Utility program.
- Required
- 8k RAM in bank 5. Joystick.
- Trivia
- There are two parts to this; 4k of ROM, and 3k of internal RAM.
- Comments
- Not given a very thorough review due to its non-game nature. To
really use this cart, you'll need the original instructions and/or the
original cartridge. (A ROM image won't give you the 3k RAM.)
- Game name
- Super Smash
- Company
- Commodore [Vic-1921]
- Author
- unknown (1982)
- Game Type
- Clone of "Breakout".
- Required
- 8k RAM in bank 5. Paddle controllers.
- Graphics
- Very simple, as any Breakout clone is. Big colorful blocks.
Might be easy to see on an older laptop, if you're running in
emulation.
- Sound
- See overall.
- Gameplay
- See overall.
- Overall
- Just what you'd expect from a Breakout clone. Simple and
fun.
- Ad Text
- "The World Championship is at stake! As a finalist do you have
the cat-like reflexes to return the speeding ball and take the crown?"
(Seen in the Spring 1983 issue of "Commodore Power Play" page
103)
- Comments
- It may be hard to believe no, but this title was once a benchmark
game. The early Apple ][ series, for instance, used their version of
Breakout to demonstrate their graphic capabilities, when they were
first pushing it. The Vic plays Breakout with ease, too. I wonder if
there was any competition between Apple & CBM, with this game?
There certainly was some strong competition over price!
- Game name
- Synthesound
- Company
- HES (Human Engineered Software) [C306]
- Author
- unknown (1982)
- Game Type
- Educational.
- Required
- 8k RAM in bank 5. Joystick. Disable bank 1 if present.
- Comments
- Not given a very thorough review due to its non-game nature. To
really use this cart, you'll need the original instructions.
- Game name
- Tank Atak
- Company
- Supersoft
- Author
- B. Cotton (1982)
- Game Type
- Variant of arcade coin-op "Battlezone".
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Not a graphic masterpiece, but then again some people would argue
that the vector graphics of the original B'zone weren't either. Do
you like your B'zone graphics solid or outlined? Personally, I prefer
the original flavor. Your mileage may vary.
- Sound
- What's there is average, but something seems lacking. The sound
of your tank moving in B'zone, added some tension and excitement.
- Gameplay
- Could use a bit more fine-tuning, I think. It has some parts that
are arguably better than B'zone (its speed) but may lack balance.
- Overall
- A playable but somewhat flawed clone of an arcade classic. Try it
out, especially if trueness to the original doesn't bother you.
- Game name
- Terraguard
- Company
- Creative Software
- Author
- Tom E. Griner (1982)
- Game Type
- Original space shooting game.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- OK but not up to the author's later standards. Some of the
effects and such seem to be recycled for use in some of his other
games? The exploding characters, for instance, are also used in
Predator.
- Sound
- Average. Again, I know I've heard these same sounds before.
- Gameplay
- Fun enough, but not insanely fun. Not hugely flawed; it's just
that I've come to expect quite a bit from Mr. Griner's later works,
and this does not compare favorably to those other games.
- Overall
- See gameplay. You can definitely see Mr. Griner has a handle on
some areas of the gaming experience, but they aren't yet as well
integrated as his later works were. One of his earliest works?
Sometimes, early games were hand-coded, later ones assembled; the
difference in available programming tools may be reflected here?
- Comments
- This is a 4k game internally, although it requires 8k to run.
- Game name
- The Count Adventure
- Company
- Commodore [Vic-1917]
- Author
- Andy Finkel (1981)
- Game Type
- "Scott Adams Adventure Games" series. (#5 of 5.)
- Required
- 16k RAM (8k each in banks 2 and 3). Keyboard controlled. The
game starts when you type "SYS 32592" and hit the RETURN key.
- Ad Text
- "You wake up in a large brass bed in a castle somewhere in
Transylvania. Who are you, what are you doing here, and WHY did the
postman deliver a bottle of blood? It's LOVE AT FIRST BYTE!" (Seen
in "Commodore Power Play" magazine, Spring 1983, page 105)
- Comments
- See the entry for Adventure Land
Adventure for more information on any of the games in this
series.
- Game name
- Threshold
- Company
- Sierra On-line Inc. [THL-401]
- Author
- I.C.G. (1981)
- Game Type
- Translation of "Astro-Blaster"; 198x Sega/Gremlin arcade coin-op.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Good overall. Maybe fair compared to the original arcade? Those
graphics weren't astounding, but they were better than these are.
Most of the elements are still there, for the most part.
- Sound
- Good enough, although missing the original's built-in speech,
which added a lot to the game. (Mostly frustration, but still!)
However, if you didn't know about the original, it would be fine.
- Gameplay
- Good. Fun as is, and pretty much like the arcade originals, at
least in concept. It lost the docking level, for instance. (It is
more like FMV now, than a separate level requiring skill. Sigh.)
- Overall
- Very good. I miss the arcade original, but this is a good
game.
- Review
- "Threshold resembles most multi-scenario invasion games with one
major difference: Some vertical movement is permitted. This idea,
adapted from the world's most popular NON-SF invasion game, Centipede, further reduces the stifling effects
of patterned target movement on overall play." (Seen in Dec 83 EG,
page 59) Unfortunately, on the VIC-20 version, there is no vertical
moving.
- Trivia
- Astro-Fighter and Astro-Blaster, the arcade ancestors of this
game, were never widely available. I saw one AB machine many years
ago. I would dearly love to find and play another. For me this is
one of those "fish that got away" stories, so this game is of more
interest to me than most. The fact that it is not a bad copy, even
though it is missing speech, etc, helped convince me to pay much more
attention to the VIC-20. There were other versions of this game
released at home; I know of an Apple II version and one for the Atari
2600, at least. Both are hard to find. The rumor among those who
collect "real" arcade games is that AB machines were not all that
reliable to begin with and may be rare as a result. Bottom line: any
port in a storm if you want to play these games! I hope somebody
emulates this game, in full, some day. Until then this VIC-20 port and
its brothers will serve me just fine.
- Trivia
- See Adventure Land Adventure for
comments on a plug-in speech device made for the VIC-20. Anyone want
to re-add speech to this game using it?
- Comments
- Twenty-eight continuous shots until your laser overheats, for
those of you who are counting. (Hee, hee!) Can't play this game like
it was Raiden, that's for sure! It was a whole other era, then.
Sierra, by the way, was one of the first companies to get out games in
1981; only UMI and Commodore jumped in that early.
- Game name
- Tomarc the Barbarian
- Company
- Xonox
- Author
- unknown (198_)
- Game Type
- Original dungeon game, ported to many platforms.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Rather crudely done. Looks just like a port from the Atari
2600.
- Sound
- Average.
- Gameplay
- Rather tedious and boring, without the instructions. I doubt it
is much better even with them. Not that I'll play this game long to
make sure! It's multi-screen, so it might be fairly "deep" (pardon
the dungeon pun) if you're willing to spend the effort?
- Overall
- There are much better dungeon games, in my humble opinion. Try a
game of Pharaoh's Curse or Tutankham instead, for instance.
- Game name
- Tooth Invaders
- Company
- Commodore [Vic-1938]
- Author
- unknown (1983)
- Game Type
- Arcade / educational game, teaching kids to brush and floss.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Very simple and somewhat blocky, but they do the job OK.
- Sound
- Average or better. The sounds are pretty cute all in all. It
fits.
- Gameplay
- Fun enough for kids or when you want a fairly non-stressful
game.
- Overall
- Too bad this came out late in Commodore's scheme of things. It's
a better game than some of their earlier efforts were, and a bit more
original, too. (It wasn't that original, though, what with
Activision's "Plaque Attack" game for the Atari 2600.)
- Ad Text
- "Prevent tooth decay and battle D.K. Germ using your toothbrush
and dental floss. A great arcade / educational game." (Seen on page
104 of the Spring 1983 issue of "Commodore Power Play")
- Trivia
- This cart is unusual in a number of subtle ways. It is rarer than
some by Commodore, as it came out when the Vic was being replaced by
Commodore's C64 computer. But its release date (1983) precedes the
release dates of carts that came after it, numerically. In other
words, #1939 / "Star Post" is dated as 1982. Wow. Weird. Or typical
Commodore thinking... take your pick! I suspect this is really a 1983
game, and the others were simply back-dated.
- Game name
- Topper
- Company
- Romox Inc. (Apparently made by TJS Industries)
- Author
- Tim Schmidt (1983)
- Game Type
- Variant of the arcade game Q*bert.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Good or better. Cute effects here and there, and nothing
detracts.
- Sound
- Average or better. Decent attempt at a catchy tune.
- Gameplay
- A largely cute and fun copy of Q*bert's gameplay, with some twists
like tiles that disappear at times. Can be fun on its own
merits.
- Overall
- See gameplay. Q*bert on this system was such a disappointment
that I'm tempted to tell you to play this instead. At least more
often!
- Comments
- If you are playing the game under an emulated VIC-20 system you may
have trouble playing this game. (If you're using keyboard controls to
emulate a joystick.) This is because you are using only diagonal
controls throughout the game; in other words, two buttons each,
pressed simultaneously, for each individual time you move around. To
move left and up, you have to actually press both those keys.
- Game name
- Trashman
- Company
- Creative Software
- Author
- unknown (1982)
- Game Type
- Clone of the arcade coin-op classic "Pac-Man".
- Required
- 8k RAM in bank 5. Joystick or keyboard controlled.
- Graphics
- Good. Smallish player characters. However, the maze is larger
because of it. This is a good trade-off as far as I'm concerned.
- Sound
- Good. Not a clone of Pac-Man's sounds, which I feel is
refreshing. The "game over" funeral dirge sound effect is a nice
touch!
- Gameplay
- A fun and addictive game; what more can you ask? (Higher levels
are close to the speed level I prefer for a Pac-Man clone.)
- Overall
- Quite good. Anyone who likes Pac-Man should be happy with
this.
- Review
- "...If Trashman sounds a lot like another well-known maze game,
well, that's probably because there are an awful lot of similarities.
But, nevertheless, it's a fine game. The graphics are very good and
the setting is colorful. So if you own a VIC-20 and you like to play
maze games, this one's for you." (Seen in Dec 83 issue of Electronic
Games, page 86. Review by Charlene Komar.)
- Comments
- If anyone out there ever decides to do a better job on Pac-Man
than the official Atari version, consider using this game as a
starting point. You could do much worse.
- Game name
- Turmoil
- Company
- Sirius Software, Inc.
- Author
- See Trivia. (1982)
- Game Type
- Shoot-em-up.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Good. Simple shapes and lines, but colorful and clearly
defined.
- Sound
- Average or better.
- Gameplay
- Good grief! This is almost too quickly paced... and I
like fast games as a general rule! But it never struck me as being
unfair or arbitrary; when you die, its simply because you're not fast
enough, not because the game just decided to cheat.
- Overall
- This is probably required training for anyone who's ever wondered
what it would be like to "go postal" with a machine gun. (Except that
this way is more socially approved, thank you very much.) The game
must be in the top 10 "quickest game over" rankings, IMO. Try it out
on an emulated VIC-20 using a fast Pentium, if you doubt it!
- Review
- Reviewed on page 162 of the October 1983 issue of "Compute!".
- Trivia
- Screen says "Designed by Mark Turmell". (But programmed by
whom?)
- Game name
- Turtle Graphics
- Company
- HES (Human Engineered Software) [C303]
- Author
- David Malmberg (1982)
- Game Type
- Utility / educational title.
- Required
- 8k RAM in bank 5. Joystick.
- Comments
- Not given a very thorough review due to its non-game nature. To
really use this cart, you'll need the original instructions.
- Game name
- Tutankham
- Company
- Parker Brothers
- Author
- unknown (198_)
- Game Type
- Translation of arcade coin-op game "Tutankham".
- Required
- 8k RAM in bank 5. Joystick. Disable Bank 1 if present.
- Graphics
- Nicely done, with a good sense of finished "polish"
throughout.
- Sound
- Good. The Vic limits it, but only a little.
- Gameplay
- Just in case the rest of the game isn't putting enough pressure on
you, the game itself is timed. Lots to do. Plenty to watch out
for.
- Overall
- One of the better games, overall. Deep and varied, but
balanced.
- Review
- "Those who've tired of the predictable adventuring and lack of
action in such early 2600 titles as Adventure and Haunted House from
Atari, will undoubtedly find Tutankham one of the most pleasant
surprises of 1983. This game has all the flavor an adventure fan
could want -- secret passages, puzzles, and strategic use of an
allotment of three lives and three laser flares (capable of destroying
all enemy creatures within the area). Since it also offers all the
action devotees of, say, Wizard of Wor might ever crave, Tut is
perhaps Parker's best entry since Frogger! ...This is a real
nail-biting, compulsive piece of game playing... Tutankham may be a
few letters short, but there's very little missing here. This is a
fine simulation of the arcade cult favorite and you'll soon be
surprised at just how addictive this contest can become." (Seen in
Electronic Games, Dec 83, page 60. Review by Bill Kunkel. Game
reviewed was for the Atari 2600.)
- Trivia
- A review in the Dec 83 issue of Electronic Games (page 60) says
that the game title was originally to be "Tutankhamen". However, "the
last two letters didn't fit on the arcade casing!?"
- Trivia
- The arcade original was a 1982 Stern game, licensed from
Konami.
- Game name
- Type Attack
- Company
- Sirius
- Author
- See Trivia. (1982)
- Game Type
- Edutainment; teaches you to type while playing a shooting
game.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Not really fancy, but well done. Resembles Space Invaders.
- Sound
- Good. I especially like the little funeral dirge when you die.
- Gameplay
- They did a lot with a simple (and somewhat limiting) concept. The
balance between single character skills and entire words was a nice
touch both for the educational and the gameplay elements.
- Overall
- Probably educational (teaches touch typing skills), but also
fun.
- Trivia
- Let the title screen run a while and it will tell you "SIRIUS
GIVES YOU TYPE ATTACK BY ERNIE BROCK AND JIM HAUSER" then it also adds
"FAST ACTION TYPING FUN" to describe itself. Isn't that cute?
- Game name
- Vic FORTH
- Company
- HES (Human Engineered Software) Licensed from Datatronic. [C301]
- Author
- See Trivia. (1982)
- Game Type
- Utility program. An implementation of the FORTH computer
language.
- Required
- 8k in bank 5. Keyboard.
- Review
- Reviewed in the October 1983 issue of Compute; see page 154.
- Comments
- Not given a very thorough review due to its non-game nature. To
really use this cart, you'll need the original instructions.
- Trivia
- Internal messages at $BF67 say "PETER BENGTSON 1982".
- Game name
- Vic Music Composer
- Company
- Thorn EMI [THC 22002]
- Author
- unknown (1982)
- Game Type
- Educational.
- Required
- 8k RAM in bank 5. Keyboard.
- Comments
- Not given a very thorough review due to its non-game nature. To
really use this cart, you'll need the original instructions.
- Game name
- Vic Rabbit
- Company
- Eastern House
- Author
- unknown (198_)
- Game Type
- Utility program. An accelerator for your datasette.
- Required
- Unknown, as we haven't found one to archive just yet.
- Comments
- Not given a very thorough review due to its non-game nature. To
really use this cart, you'll need the original instructions. And you
might need the original cart, as well? (See also Arrow.)
- Game name
- Vic-20 Atari Cartridge Adapter
- Company
- Unsure; see ad text below.
- Author
- Unsure; see ad text below.
- Game Type
- Vaporware. Ads came out, but no one has ever actually seen
one.
- Ad Text
- "Atari Cartridge Adapter for the VIC-20 -- Allows game cartridges
designed for use on Atari video game machines to be used on a Vic 20
computer. Produced in cooperation with the Computer Works of
Phoenix." (New Product release seen in "Commodore Power Play"
magazine, Spring 1983 issue, page 99.)
- Ad Text
- "Fantastic!! VIC 20tm COMPUTER WILL PLAY ATARI GAME
CARTRIDGES when you plug in our GAME LOADER! Wow!! Now you can play
all Atari game cartridges on your 'VIC-20tm Computer.'
Atari VCS cartridge video games, Activision, Imagic, M-Network
cartridges will all play on your 'VIC-20tm Computer,' when
you use our new 'GAME-LOADER' plus you get fantastic
VIC-20tm sound and graphics. List price $99.00 Sale $89.00
(Includes Free ATARI Game $32.50 List)" (Ad from Protecto, in the
Spring 1983 issue of "Commodore Power Play" magazine, on page
103.)
- Ad Text
- Also advertised in some 1983 issues of "The Torpet" magazine,
which was an "Independent Commodore Users' magazine" put out by the
Toronto Pet Users Group, or TPUG. Ad text reads: "NEW.
Introducing... Cardapter 1. Explore a new galaxy of entertainment
pleasure with your Vic-20 computer. Designed by: The Computer Works.
Manufactured and Distributed by: Cardco, Inc" They do not show the
device itself in the ad. Instead, they show a box that says
"NEW. Cardapter 1. Play Atari Cartridge Games On Your Vic-20." Some
small print at the bottom of the page says "Dealer inquiries invited",
and it lists addresses to contact in Kansas (the US), West Canada,
England & Europe, and East Canada.
- Comments
- This is sort of the "Holy Grail" of VIC-20 Vaporware, so far. Tons
of expensive looking ads appeared for a while, but no person or
magazine seems to have seen any actual hardware, just the ads... If
you are into heavy masochism, err, I mean collecting rare and
hard-to-track-down items, this is your mission. If not, it makes
much more sense to plop down a few bucks at a yard sale for a
real Atari 2600 system. (Radio Shack may still be selling them
commercially via mail order, too?) Or better yet, find yourself a
working Atari 7800 unit. It plays Atari 2600 and 7800
games.
- Game name
- Video Vermin
- Company
- UMI (United Microware Industries, Inc.) [1638]
- Author
- Mike Wacker (1982)
- Game Type
- Clone of arcade coin-op Centipede.
- Required
- 8k RAM in bank 5. Joystick. Disable bank 1 if present.
- Graphics
- Good. A pretty recognizable attempt at Centipede's graphics.
- Sound
- Average.
- Gameplay
- Excellent! Very fast paced. Joystick control a bit sloppy,
though. I haven't tried it with a trackball controller yet, but I
will eventually. This is one of my favorites... on any gaming
system!
- Overall
- I like this clone better than I like the "official" Centipede, or
even the arcade version. Hardly a purist point of view; for
shame!
- Trivia
- See also UMI's 16k version of Centipede, called Arachnoid. It is
possible that this is a radically cut-down version of that game,
although it doesn't show up in the gameplay if you ask me. Coded
messages inside VV code indicate that its name may have once been Bug
Attack. This could have been a working title only, however.
Something happened; there seems to be elements common to both.
- Game name
- Videomania
- Company
- Creative Software
- Author
- Tom E. Griner (1982)
- Game Type
- Original shooting game.
- Required
- 8k RAM in bank 5. Joystick.
- Graphics
- Simple graphics with some nice visual effects touches added.
- Sound
- Good. Nice rendition of "The entertainer" song, within Vic limits.
- Gameplay
- Almost flawed in its simplicity. Just run around a single screen,
chasing and avoiding monsters that you shoot at. Lacks something.
Then again, many of the console games were this way all the time.
- Overall
- One of Mr. Griner's earlier works. His later games were better...
and bigger. This is a 4k game, although it requires 8k to run.
- Game name
- Visible Solar System
- Company
- Commodore [Vic-1930]
- Author
- unknown (1982)
- Game Type
- Educational. Explore the science of Astronomy.
- Required
- 8k RAM in bank 5. Joystick.
- Comments
- Not given a very thorough review due to its non-game nature. To
really use this cart, you may need the original instructions.
- Game name
- Voodoo Castle Adventure
- Company
- Commodore [Vic-1918]
- Author
- Alexis Adams (1981)
- Game Type
- "Scott Adams Adventure Games" series. (#4 of 5.)
- Required
- 16k RAM (8k each in banks 2 and 3). Keyboard controlled. The game
starts when you type "SYS 32592" and hit the RETURN key.
- Ad Text
- "Count Christo has a fiendish curse put on him by his enemies.
There he lies, and you are his only hope. Can you rescue him, or is
he forever doomed? (Beware of the voodoo man!)" (Seen in the Spring
1983 issue of "Commodore Power Play" on page 105.)
- Trivia
- Text ad inside the game: "ask for ADVENTURE 5, -THE COUNT- at your
favorite dealer. It will be LOVE AT FIRST BYTE!" Sort of cute in
itself, I think: bad "byte" jokes ran rampant way back when. The text
went on to say the game was "dedicated to all moms"; cute.
- Comments
- See the entry for Adventure Land
Adventure for more information on any of the games in this
series.
- Game name
- Wizard of Wor
- Company
- Commodore [Vic-19__]
- Author
- unknown (198_)
- Game Type
- Vaporware, until we find one to archive and review. It would have
been a port of the 1981 Bally/Midway arcade game "Wizard of Wor".
- Comments
The entries for this game were originally far too long. I've kept
some here, and did a lot of condensing on the rest. (I had lots of
notes, both pro and con, on the subject. Considering how huge the
rest of this document is already, what's here is plenty!)
Until more definite information comes to light, this is all just
speculation. The author is contacting some of Commodore's own
original programmers, hopefully for more definite answers. But
guesses are the nature of such titles until a copy is discovered.
The questions raised here may help answer questions about other
titles companies once planned, maybe started, and with any luck,
hopefully completed but never released... up until now? (Such things
have been known to happen on other retrogaming machines!) Even if we
just match Vic-19xx part numbers to titles, that is something, and
worth the effort and space in my opinion, so here goes nothing...
- Fact
- Please note that four part numbers are currently blank or empty,
in Commodore's VIC-20 numerical part number series. (And that is
assuming the series ends with #1941. Were any carts ever planned
beyond that?) The missing numbers are: 1903, 1934, 1936 and 1940.
- Rumor
- One retro-gamer swears he saw "Wizard of Wor" listed in some sort
of ad or brochure from Commodore many years ago. That person said he
kept waiting for the game to come out, but he never found a copy of
the game. He said that it definitely had a Commodore part number
listed (Vic-19xx), but he could not remember which it was.
- Fact
- There were other arcade conversions done then from Bally/Midway
that were as old as "Wizard of Wor" was in the arcades, toward the end
of the VIC-20's life. Vic-1931 or Clowns was a
late '70s release, according to the "Killer List Of Videogames".
Vic-1937 or Sea Wolf was a 1975 arcade
release. (Both these games most definitely were converted and
mass-produced.) Commodore referred then to these older B/M games as
"arcade classics" in their ads.
- Rumor
- As I stated (online) some time ago, I suspect that this series of
"arcade classics" was part of a settlement Commodore made with
Bally/Midway, to avoid in-court prosecution for earlier copyright
infringements. The breakdown seemed to me to be one ported arcade
classic for each two original VIC-20 carts Commodore released. If
Commodore was forced to, they'd have more incentive to release these
older games, even if they felt their prime years had passed.
- Fact
- Commodore did release a WoW cartridge for their C64 computer. It
even "talked", much like the arcade version did, but only if you had a
device called the "Magic Voice" attached. (Jeff Bruette programmed
it. Its speech phrases were printed in the Winter 1983 issue of
Commodore Power Play, on page 40). C64 Gorf also talks.
- Rumor
- In my opinion, and also that of magazines at the time, Commodore
was trying to kill off their VIC-20 market, to allow their new C64 to
grab its market share and then some. So it would have made some
sense, marketing-wise, to only release WoW for the Commodore 64.
- Rumor
- But then again, a person could argue that maybe the speech option
was only for the C64; that a non-speech one could exist for VIC-20
without hurting the C64's market? (Or that Commodore didn't do things
that made sense very often, so why bother using any logic?)
- Rumor
- Recent online interviews, conducted by Rick Melick, seem to back
up the idea that WoW was just dropped, sometime near the end of the
VIC-20's life, when the C64 was beginning to take its market. Andy Finkel, one of Commodore's original
VIC-20 programmers, seems to
remember this being the case. (But he seems to have forgotten the
details, so perhaps even he could be mistaken?) However, this pushes WoW out of the rumorware category; an insider did confirm it was once
a real project that Commodore was working on!
- Questions
- Commodore apparently intended to release more arcade classics by
Bally/Midway, late in the VIC-20's life. But what other one(s) did
Commodore plan to make? And how far did they get on each of them?
(Would this info be listed in EG's old "Software Encyclopedia"?) Do
any ex-Commodore employees have copies of unreleased games? Finished
or not, it would be an interesting piece of history! And are there
some undiscovered treasures sitting out there, waiting for someone
with a passion for the VIC-20 to find them? I guess we won't know for
sure until more sources of information surface...
- Game name
- Wordcraft 20
- Company
- UMI (United Microware Industries, Inc.) [16__]
- Author
- unknown (1982)
- Game Type
- Utility program; word processor.
- Required
- 16k RAM (8k each in banks 3 & 5). Joystick.
- Comments
- Not given a very thorough review due to its non-game nature. To
use this cart, you'll need the original instructions, maybe more.
- Game name
- Write Now!
- Company
- Cardco
- Author
- unknown (198_)
- Game Type
- Utility program; word processor.
- Required
- Unknown, as we don't have one archived as yet.
- Comments
- Not given a very thorough review due to its non-game nature.
Touse this cart, you'll need the original instructions, maybe
more.
Below are some notes on what you can expect to find in this
document. It is primarily done by one person, who is doing this for
his own enjoyment. As this is neither a co-operative group project,
nor a paid project, I get to do things any way I choose to. (Which is
nice.) So, here's how I chose to do it.
Some reviews are very short, and others are much longer. Sometimes
this just means I know more about one piece of software than another.
Sometimes this is a reflection of my level of interest, which may vary
from one to another. For the most part, they all include information
which should enable each user to decide for themselves if they want to
explore more on their own. (Which is all any review is really
supposed to do anyway, if you think about the process.)
I standardized certain things, and put them into a preset format.
This allows me to simplify the process somewhat, and you to read it
easier. If I can just list certain common details by their category
name, for instance, I can spend more time explaining what makes one
piece of software different from another. (Which is another thing
that a review is supposed to be useful for, right?) I suppose you
could think of it as being in an ASCII database format, sort of.
I had some fun including historical information, for lack of a
better term. I know that many younger gamers never saw the eight foot
tall "real" version of Battlezone, when it was new to the arcades, for
instance. So, stuff like that I tried to include. Or that some of the
fun of a game like Sea Wolf, when it was new in the arcades, was the
fancy cabinetry. It allowed you to pretend you were in a submarine,
by using a real-looking periscope to look through and to fire torpedos
with. These things are not obvious; without knowing about them from
some outside source, you'd never guess them just from seeing a
programs output on a TV or monitor. So, I included lots of stuff like
that. I hope it is interesting to you. (Enjoy!) I tried to keep in
mind that users could be from two main schools of thought on this;
older arcaders trying to relive the glory days through finding good
home versions of their old favorites, as well as younger home game
enthusiasts who perhaps have no idea what there was to be excited
about, back in those "good old days" of gaming's infancy!
So without further adieu, let's explain what each category means to
you...
Categories
Game name
This is where the title of each cartridge goes.
Self-explanatory.
Company
This is the spot for the name of the company that made the game.
Also listed here will be the company's item model number, if any.
In cases where more than one company worked on a particular game,
the company that actually mass-produced or distributed the actual
item is listed first, followed by whomever they licensed it from.
Software licensing was quite common in this time period, and it gets
confusing from time to time. (Internal clues are recently making me
wonder if it didn't go on more than we know of, too. In other words,
usually a company made it themselves but maybe not. Commodore may
have simply purchased half of "their" own carts.)
Author
This is the spot used to show who actually programmed this piece
of software and what year it was made. This information is most
likely from either the cartridge's label or some onscreen text.
Failing that, catalogs, box art and similar sources were used.
In cases where author or date information remain unclear, I fill
it in with "unknown" or "198_" as a placeholder and reminder. We
really made an extreme effort to fill these things in. However,
some people assumed everyone then knew who was doing something so
they never make a strong effort to actually write that info down.
If you think you know who wrote a title, please contact us. We
see this as an art form. We want to know who these artists were.
Dates in general can be a pain in the butt to determine with any
type of pinpoint accuracy. Generally, you are lucky to get any type
of onscreen dating. When you do, it will sometimes conflict with what
the box art says. And in some extreme circumstances, both of these
conflict with messages found inside the games code! Or their dating
messages all agree, but then the cart doesn't fit into a logical
sequence once you begin to consider the company's part number series.
Still, I did the best I could do, for now.
Compounding these problems is the lack of standardization as to
what a given date actually means. Is it when a project was
but a dream on paper? When they started coding it? Somewhere in the
middle of the project? Or when they finished it? Some titles may have
been done, but sat a while unreleased then came out later. Too bad
VIC-20 carts aren't old enough to do carbon dating, eh? But even
then, that only proves the date of mass production!
All in all, I don't envy historians doing dating for a
living!
Sometimes other sources of information -- magazines, text hidden
inside blocks of internal codes, etc -- can be used to determine who
the artists were. Until a positive determination is made and
confirmed, this information may temporarily be listed elsewhere. At
this point, my own sources of information are pretty dried up.
Disgusted at the overwhelming lack of onscreen credits given by
most major gaming companies, I took it upon myself to dig deep into
the actual hexadecimal game code itself, searching for any clues or
confirmations of such clues. Sure enough, a number of carts had
author information tucked away inside, away from the view of most
gamers. (And presumably, their bosses at the time!)
When I found something interesting, I list it below in Trivia. I
haven't checked each cart with CBM ASCII yet; just standard ASCII.
Maybe one day searches for Graphic Characters will add more here?
Playing with hex editors also changed many memory size notes too.
One thing I think is really cool, myself, is that some of these
authors have already been "found" again. So this category is not at
all a moot point. It's very useful, I think, for giving credit where
it is due. History should remember all artists by name!
Individual dates shown for each piece helps interested parties to
see the growth of an artist over the evolution of their careers.
Also, to more readily see the growth of the industry as a whole and
to see the effects of a cross-pollination of ideas over time. Which
is why I've gone to all the trouble to find these things.
And by the way, if any of these authors want to comment on their
own games, or even on games by "competitors", by all means! It would
be nice to have some feedback from programmers for later. Check Rick Melick's WWW page;
Rick already has a number of very interesting interviews posted. I'm
sure we'd all welcome more!
Game Type
A brief idea of what type of software this cartridge is. In the
majority of cases this is some sort of videogame, but a handful
of utility cartridges did exist. (Utilities are listed as such.)
If a particular piece of VIC-20 software is essentially a copy of
a game that originated in the video arcade market, it usually got
treated differently in these reviews. That is, in addition to my
efforts to describe what it looks and feels like on the VIC-20, I
tried to compare the two versions; to see if it was a "good" copy of
the original. The VIC-20 has definite hardware limits, so some things
are more forgivable than others, but I feel the reviews are fair and
honest. A bad copy is still a bad copy, after all.
A few terms are used to indicate differences in heritage. But to
make sure the lineage can easily be traced, I did go to pains to
mention the names of the arcade original, in cases were two names
were used. If a name appearing here is listed in quotes, that is an
indication that I'm refering to an arcade game as an ancestor.
The word "clone" means a piece is obvious to knowledgeable persons
to be a copy based on a previous work. Whether that copy was an
authorized one or not is usually noted if it can be determined.
Unauthorized, copy-cat clones happened frequently in the gaming
industry then, and they still do. Witness the explosion of the Space
Invaders or Pac-Man genres, back when, or the multitude of Street
Fighter clones now. Imagination and creativity are rare in corporate
gaming establishments; in the hippyish culture that was in charge of
gaming before the crash, there was more of it, IMO.
A "translation" is an attempt to convincingly duplicate the main
features of a much more powerful coin-operated arcade machine of the
time, using a much less powerful home computer. Results vary. This
term generally denotes it is an authorized attempt, anyway.
The word "variant" indicates that while it may be obvious which
previous work this effort was based on, there are enough changes to
the original idea to consider this piece as a separate entity. This
could be an attempt to avoid copyright infringement, while still
making a generally similar game. Or an attempt to revive a
once-popular "formula" by adding gimmicks. Or it could just be a step
along the evolutionary ladder: gaming's or a programmer's.
The word "original" simply means that the author does not know of
any single previous work that this piece is largely based on. It goes
without saying, however, that the entire body of previous art always
affects and influences all art that follows it.
Required
This is where you look to see how much additional memory will be
required to run this software. This is helpful if you are running a
copy of a cartridge's ROM memory (called a ROM image) within some sort
of RAM expansion, in an actual Vic-20 computer system.
This section also tells you what controllers to use, too; whether a
joystick works, a set of paddle controllers, or whatever.
Memory may be a moot point if you are using an emulated VIC-20.
(For instance, the "PC Vic" emulation software that I use on my IBM
compatible sets up each game's memory automatically. Most ROM images
work fine with it, and most of my comments throughout this document
are references to that one particular emulator.)
However, keep in mind that this is important information if you
wish to view or use a ROM image within RAM. You cannot run a 16k
software cartridge image in only 8k of expansion RAM, any more than
you can put 16 gallons of water into an 8 gallon container.
The most trouble-free memory configuration to have on a real Vic
system is a full 32k of RAM expansion; you can run anything then.
Second best is a 16k RAM expander that has small switches on it that
allow you to put two 8k banks wherever you need to put them to run a
particular piece of software. Third best are multiple 8k RAM
expansion cartridges fitted into an "expansion chassis" board.
Without at least one 8k RAM expander, you cannot use ROM images.
Technically-inclined person should also note that the RAM memory
space is always shown as being rounded up to the nearest 8k. This is
because 8k is, for all reasonable intents, the smallest single amount
of memory that can be used. In other words, the companies that made a
cartridge game may have only used 4k of ROM or EPROM memory; however,
to play it back, you still need 8k of RAM. This is mostly of interest
to hacker types, not to the average gamer.
For more technical information, please see the VIC-20 Gamer's FAQ
or one of the other documents to be found on the Internet.
Graphics, Sound, Gameplay, Overall
These four ratings categories are used to tell you a little about
the software itself. These are subjective remarks; in other words,
just my opinion. One person wrote all these reviews, with just a
little outside shoulder-surfing. If nothing else this should lead to
consistency from review to review, which is a good thing.
Recognition of reviewer bias should be pretty clear. I tend to
like fast-paced, intense action games best... games like the arcade
versions of Asteroids, Defender and Robotron really appeal to me. But
I also like slower, simpler "cute" games at times.
I think what I like most in the games I love best, is a sense of
highly polished "one-ness"; a single-mindedness of purpose. The game
exists for one reason, whatever it is, and that's enough. I believe
this was easier to achieve, back in the days when games were made by a
single person, and not by a corporate committee.
And except for games made by Xonox, I feel I've been consistently
fair. Then again, Xonox has a bad reputation throughout retrogaming, for all
the classic systems, so maybe I've been fairer than I think.
Generally, the sound on most VIC-20 programs is nothing to brag
about. The very limited sound capabilities of the machine itself are
at fault; it could do "Atari 2600" console style bleeps and simple
effects well, but that was all it was designed for. If you see I've
rated a game's sound as "average" then consider it to be no better or
worse than sounds you'd expect to hear on a 2600. ("Average or
better" may mean compared to Activision games, not the earlier efforts
that Atari themselves made.) Is this a cop out? Not really. This
saves us both some time and effort. And if there isn't much of an
audible difference between systems, why claim there is? Besides, we've
all heard the Atari 2600 before.
I may skip these categories entirely, for educational titles. The
same goes with word processors and the like. These are usually no
comparison to entertainment games anyway, in terms of graphics, so I
don't think the comparison would be a fair, informative one. With
these (rarer) titles, you have to take what is available; if the other
categories make it sound interesting, go check it out. (And don't
expect much from word processors with only 22 screen columns across,
and with about enough memory to edit postcards!)
Keep in mind that no review is an absolute. They are made just to
give you a baseline to start on. If it sounds like something you want
to see, then by all means, go check it out on your own.
Ad Text
This section quotes the text of advertisements that the company
once had printed. This is included in part to offset my/our own
possible biases. But it also serves a more interesting function, in
having the makers describe their works in their own words.
Including this should show you what the company wanted "you" to
know about the product they were attempting to sell to the gaming
public at the time. The text source of each quoted ad is listed, but
note that the same ad may have run in other places as well. If I had
more text resources available to me, I'd include more. (Sending
photocopies of ads to me would be appreciated, BTW.)
Review
This section quotes industry reviews of the time, to show what
contemporary experts thought of each piece. In some cases, this will
closely match what the makers had said. In other cases, it does not.
Hopefully, this gives you an overall impression of the quality of each
piece, both promised and actually observed. I hope these two together
function as a check-and-balance system. (Besides, the reviews are
also a part of the software's history.) All sources are
identified. Multiple reviews are encouraged.
Trivia
This section is used to record anything that the reviewer feels is
important or of possible historical interest. Some of these things
are already passing from even expert knowledge, let alone public
knowledge, and I feel it is important to preserve them.
Sometimes programmers "hid" coded comments internally; either their
own names as authors, messages to their fans, whatever. I have
included all these I've found so far, and plan to keep on looking
through the internal codes to find more, later on. (If you find
something I've missed, we'll be interested in hearing!)
This was often the "fun stuff", as far as I was concerned when I
wrote all these reviews. (Hadda have something to keep me going!)
Once the "digging up" process is finished, and all the obvious facts
about an object are cataloged, the next logical step for a Digital
Archaeologist is to start playing detective, so at least for my own
amusement, that's what I imagine I'll be doing next.
Comments
Can sometimes be used to augment the Trivia section, but is meant
more for explaining things that you might need to know to run a
particular title. Use of non-standard controls, blah, blah...
This list expands on the information that is contained in another
text document: the VIC-20 Cartridge List,
made by Ward Shrake and Paul LeBrasse. That text is more a summary of
what was available in the heyday of the VIC-20 computing system, in
list format. This text talks more in depth about what each of those
listed items does, and gives a reasoned opinion of how well each item
actually does it. See both documents, if you want the most complete
info on VIC-20 software.
Note that cartridge-based VIC-20 programs are usually games. A
small amount of non-game software does exist in cartridge format as
well, for various specialized purposes. In general, most games can be
used without actually having the instructions, but this may not be the
case with specialized hardware. This list does not attempt to detail
how to actually use each and every device. Sorry. However, this list
does tell you what expansion RAM memory you will need to run each of
the reviewed items and where that expansion must be located. It also
notes what input device (keyboard, joystick, etc) you must use. If
something is obviously non-intuitive, I try to explain what to do, at
least enough to get you started on exploring things more on your
own.
Also available is a FAQ (Frequently Asked Questions)
text and other VIC-20 documents that may be of interest to modern VIC-20 users.
The "VIC-20 Gamer's FAQ" will be of use to you,
to answer techie questions, so that you yourself can actually use the
software we've reviewed.
All of these texts should be available on the Internet, via FTP or
WWW Web sites. (One of these sites is ftp.funet.fi, for
instance.) Note that Usenet Newsgroups exist for the discussion of
old Commodore hardware and software, including the VIC-20. A great
starting place would be to get the main FAQ for the comp.sys.cbm Usenet newsgroup. Another
starting place would be to use a WWW search engine like Yahoo (www.yahoo.com) to search on "VIC-20".
Look up the sites it tells you about, then check each of those sites
for links to other VIC-20 sites.
This first edition will probably stand "as-is" for a while. If
anyone has any input to add to it, please send it to me via
snail mail if email bounces back. As a general rule,
I haven't had a consistent Internet email address for some time. Even
when the address itself remained consistent, I often didn't have an
active account. Why? I simply didn't have the time. I just finished
up my second college degree. Before, I was on-and-off the net for
months because of that. And now, I want a brand new ISP as every
other email seems to be pointless "spam"... which should go away when
those inconsiderate commercial slobs no longer have my correct email
address. (So there. See what thanks you get, when you post helpful
messages and such?)
I don't have concrete plans for a second edition at this point. I
may just plan to collect whatever comes in, store it a while, and put
out maybe one major update with everything in it... depending on
overall input. Things like photocopies of ads would be nice to have.
If you have copies of any info that is not listed here, then by all
means send me a photocopy of it! My snail mail address is as below;
please don't abuse it. Ward Shrake, PO Box 4699, Covina, CA USA
91723-4699.
Remember, that address is NOT for asking general questions that
could be easily answered via effort on your part, for instance. That
is why I wrote a FAQ: so people would read it. That is also what the
Usenet newsgroup comp.sys.cbm is for.
Sorry, but my time is limited enough as it is. I prefer to work only
on things that (A) I enjoy a lot on a personal level and that (B)
stand to benefit quite a few other people. (What do you want, your
money back?) Besides, I really need a nice long rest, after
all these insanely huge self-imposed VIC-20 projects!
This text was written all by my lonesome: just Ward Shrake. Yes, I
must be nuts to type all this. Sue me. I had fun doing it, usually.
And where else could I find such virgin writing territory, among
the "classic era" game machines? The others were deemed to be "no
fun", writing-wise, as they were all fairly well documented. So I
suppose I owe Commodore themselves a hearty thanks for two things.
First, for putting the VIC-20 on the market. Then for killing its
market off so efficiently that almost everyone forgot all about
it!
Paul LeBrasse was a great help on most things VIC-20 related. I
said so in the VIC-20 FAQ, but thought I'd mention
it again. Thanks, Paul. You VIC-20 fans out there really don't know how
much you owe the man!
And kudos again to all those people I mentioned in the VIC-20 gamers
FAQ. Thanks to all who encouraged us, sold/traded carts, or were just
plain friendly and supportive of our VIC-20 rescue operations. Paul
and I appreciated every kindness done to us. All of us benefitted
from it; all those ROM images had to come from somewhere. Even if we
had to pay out of our pockets for most carts, still, others located
them for us.
Other "Classic" computing and/or gaming systems have their
following, too. In fact, most of the organization of this document
was based on ideas the author got while searching out information on
other gaming systems. The software reviews done for the TurboGrafx 16
system, for instance, are extremely well done. I made this document
after seeing what BT Garner and others had done with the TurboGrafx
library. I owe them a debt, in as much as their reviews helped me to
find some TG16 software I really liked, with minimal effort. After
seeing how useful their information was, I wanted to make a similar
effort for the VIC.
No good reason as to why. I just wanted to do it, and say that I
did. Again, maybe someone will think this is pretty neat 50 years
from now. I like that idea! Jeff Minter has said he likes having his
VIC-20 games available to anyone, for all time, now that they're
archived. So do I. (Anyone that has taken as many art history
classes as I have recently could probably see my point on this.) It's
just neat. So why not? I can see myself now, trying to play these
games in a retirement home...
As long as I'm crediting other's work as an inspiration for my own,
I should probably also mention the efforts of the folks on the Usenet
newsgroup rec.games.video.arcade.collecting... much
of their info was useful to me, both personally and towards creating
this document. The "Killer List of Videogames", for instance,
deserves much thanks! It doesn't go into nearly as much detail as my
list here does, but it lists 950 or so arcade coin-op games, and
that's not bad. I have long enjoyed the true arcade gaming hobby, so
I was pleased to find out that the VIC-20 offered games I couldn't
easily find elsewhere... at least, not until MAME ("Multi Arcade
Machine Emulator") came into existence! And man, are all those neat
emulators eating up all my time, recently!
That's all, folks! I hope you enjoyed this and found it useful. Bye!
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