The Apple //e, Part 2: More Influential Games

I had a great time last week reminiscing about some of the Apple //e games that influenced me at a young age, so what the heck — here are several more that I loved from my gaming formative years.

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The game that I constantly heard about back in the early ’80s was this one, Dan Gorlin’s Choplifter from Broderbund. The Apple wasn’t a fast computer, so to finally see and play an arcade-style game that was as smooth and responsive as this was really special. Like many Broderbund games back then, it was all about the details. I thought the design of the helicopter was great. It displayed convincing flight dynamics, and the way it would subtly “bounce” when you touched down created a nice visual marriage that added to the game’s realism.

Controls were easy to learn, and understanding how yaw affected your weaponry was key to success. More nice touches included the perspective/parallax effect on your home base’s barrier and the way rescued hostages would wave in thanks as you dropped them off to safety. A lesser game wouldn’t even bother with such details, but Choplifter was no ordinary game.

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Several years later, I would play Choplifter again on the fledgling Sega Master System. It was a good arcade-to-home port in its own right, but I’ve always preferred the Apple original. There’s a purity to its straightforward, distilled design and fun, tight controls, and it still plays brilliantly today, 32 years after its release.

Speaking of helicopters, another game that my friends and I just loved was Sabotage. Its concept was simple: defend your single turret from bombs and falling paratroopers with a stream of artillery. What made this game memorable — for better or for worse — was the violence. Even though the paratroopers were only constructed of a handful of pixels, they would meet their doom in any number of ways, accompanied by “watery” sound effects that were strangely satisfying. My favorite was hitting a parachute with a well-placed bullet, sending the paratrooper falling to and splattering on the ground. If you were lucky, they would fall on someone who already landed, eliminating both of them.

20140502_sabotageFor a game with such simple controls, it was surprisingly deep. You could also select steerable shells, giving you the power to sweep the screen with a spray of bullets. It did nothing to help your score since bullets ate away at your point total, but boy was it fun!

Games like this and the more well-known title The Bilestoad were some of the earliest examples of games where violence was a big part of their gameplay. The Bilestoad in particular was extremely violent for its time, where pools of blood and body parts would be strewn across the game’s arena, accompanied by nasty sound effects and an ominous soundtrack. Sabotage was tame by comparison. It wouldn’t be until Midway’s Mortal Kombat in the early ’90s that videogame violence would become such a controversial issue.

20140507bruceleeOne of my favorite genres is the run & jump platformer, like Super Mario Bros., Sonic the Hedgehog, Super Meat Boy, and Rayman. While I credit early arcade games like the perennial classic Donkey Kong for sparking my love for them, I spent way more time at home with Datasoft’s Conan and Bruce Lee. Both games consisted of challenging screens to conquer, with good controls, nice graphics, and swift gameplay. Bruce Lee was particularly fast, which made it a thrill to play. Having a ninja and sumo wrestler constantly chasing you around added to the tension and pacing, and remains one of my all-time favorite games. It was also unique for boasting a nice 16-color title screen in double high-resolution, a rarity back in 1984. Two-voice music also helped set it apart from the single, linear sounds so common at the time.

20140507drolFinally, for this installment, one more from Broderbund: Aik Beng’s Drol. Like many kids, I loved cartoons, so games that had cartoon-like graphics really appealed to me. Drol was one of those, possessing superb visuals and nice animation. When we would later get a composite color monitor around 1986, it was one of the first games I played on it, just to see what it looked like in something other than green. Another game had a similar style — Tony & Benny Ngo’s Bandits (Sirius Software) — and looking back, these two games had a notable influence on my art style over the next few years, especially when it came to fonts. They both still look super-clean to me, fueling my belief that good art, no matter what the medium, never gets old.

That’s it for now. Thanks for putting up with the green screenshots, by the way. Although I would soon go on to play all of these games in color, my fondest memories of them are from that old, 12″ monochrome monitor.

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The Apple //e, Part 1: Monochrome Memories

I touched on the Apple //e’s influence on me a bit in last week’s Industry Memoirs post, but when I thought about it afterwards, I realized just how big of an impact it had on me. More so than our Atari 2600, Apple’s popular home computer — and more specifically its games — would chart a course that led me to my first job in the videogame industry. This installment focuses on the very first year the //e entered our home.

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My father purchased the computer when we were living in Spring, Texas in 1984. I remember going with him to ComputerCraft to pick it up, and all told, it cost him about $1,400, including a new desk. The store itself was very big and had a couple different floors. I still distinctly remember the smell of electronics and the glow of the monitors, something I still gravitate towards when I go to department stores today.

20120320_apple_gearEven back then, Apple knew that presentation and brand loyalty was important. The boxes were attractive and sturdy. Everything came with high-quality spiral-bound manuals. Their 5.25″ floppy disks were adorned with full-color labels and sleeves. Even their included software, like the classic Apple Presents… Apple, possessed a level of polish and fun that anyone in the family could enjoy and learn from. I “played” it endlessly, learning about the computer, its capabilities, but most importantly getting to the open apple/closed apple sorting minigame!

20120318apple2_2The hardware itself was also slick, with an attractively molded case that felt premium to the touch, with easy access to the internal expansion slots. The keyboard was comfortable and fully integrated. The Disk ][ drive’s door had a satisfying tactile feel and sound when you opened and closed it. The green monochrome monitor had “show-off” features like a tilting screen and a design that made it sit beautifully flush atop the computer.

It didn’t look like a boring business machine at all, and instead felt like something that accentuated the room it was in. Even though it wasn’t something I bought (I was only 10), I treated it with care, keeping the screen clean and the entire system covered when not in use.

20140502_karatekaThose early years with the //e were pretty magical. One of the first games I ever played was the classic Karateka. Released that same year, it was the game that first made me realize that videogames could be cinematic. Characters had personalities, emotion, and possessed great detail in their design and animation. The short, effective musical pieces exemplified early leitmotif that sounded terrific through the computer’s internal speaker. The small touches, like how you can respectfully bow to certain opponents or the various ways that the player can die, added to its uniqueness. A great intro, multiple endings, and its attention to the smallest detail totally blew me away.

20140502_microwaveAnother lesser-known game that I played to death early on was Microwave, similar in style to many maze games of that era. I loved this one, though, because it was the first computer game I’d ever heard with background music during gameplay. Not just any soundtrack either, as I distinctly remember one of the tunes being a direct lift of the well-known Creature Cantina song from Star Wars. Game soundtracks would become a very important focus for me during the 8-bit console era and beyond, much to the credit of this little gem.

20140502_stellar7Pulling off a good 3D game on the //e was pretty tough, but that didn’t stop companies from trying. One of my favorites was the Battlezone-inspired Stellar 7. The warp/launch sequence that would play after successfully completing a level was so good, pushed over the edge by the great sound effects. I also really liked the wireframe models and being able to move around them in 3D space. Very impressive, and even though the objects were simple, they were highly stylized with very memorable designs.

Dynamix remade Stellar 7 years later in 1990, which I bought without hesitation. It’s a great 256-color VGA game that is an excellent remake of the original, with clean graphics and sound card support.

20140502_loderunnerAhh, Lode Runner, one of the all-time best build-it-yourself games. Broderbund was a company that could do no wrong in the //e era, and were also responsible for the aforementioned Karateka, as well as other essentials like Choplifter and the wildly popular Print Shop.

Lode Runner is a fun game in its own right, but where I spent most of my time was in its level editor. Not only was it intuitive, but it breathed endless life into an already great title. I credit this game for getting me interested in game design. It taught me a lot about good level flow, level-breaking item and enemy placement, and being disciplined about balancing function with form. It’s a beautiful game that plays as good today as it did in the ’80s.

Another realization I had while writing this was that there are so many other games I want to talk about. For every one I brought up, there were ten others that came to mind! As I said, it was a magical time, and one that I’ll be revisiting again soon in a future GHG entry.

Have a great weekend!

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