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    Astrocade Game Reviews Compilation1.22

    "The Game Player"By

    Michael Prosise

    Contents:---------

    Preface

    i) About this Review Compilationii) About "The Game Player" Reviews

    Astrocade Reviews

    Game Player Reviews (Complete Series: 21 Columns)

    The Game Player, #1- "Castle of Horror" - Wavemakers, Tape 12

    The Game Player, #2- "Omega Valley" and "Astro Terror" - The Tiny Arcade, Tape T-101

    The Game Player, #3

    - "Exitor's Revenge" - L&M Software, Tape N16- "Dungeons of Dracula" - Wavemakers, Tape H16The Game Player, #4

    - "Gamepack G1: 'Micro Pac,' 'Caterpillar,' 'Tic Tac Tollah,''The Paper Chase,' and 'Galactic Hitchhiker'" - H.A.R.D. Software

    - "Candy Man" - L&M SoftwareThe Game Player, #5

    - "Lost in Space" and "Nam-Cap"The Game Player, #6

    - "Music" and "Secret of Pellucitar"The Game Player, #7

    - "Road Toad" and "L.T."The Game Player, #8

    - "Gamma Wars" and "Nautilus"The Game Player, #9- "Collision Course" and "Super Slope"

    The Game Player, #10- "Pause to answer the mail"

    The Game Player, #11- "Vindicator" and "The Gate Escape"

    The Game Player, #12- "Solar Conqueror"

    The Game Player, #13- "Ms. Candyman" and- Tape A1 - "Wah's Revenge," "Super Pac," "Defense Professional,""Metro Attack," and a musical selection, "Peter Piper."

    The Game Player, #14- "Flying Ace"

    The Game Player, #15- "Cosmic Raiders"

    The Game Player, #16- "Sneaky Snake"

    The Game Player, #17- Tape A2 - "Adventure" and "Night Bombers"

    The Game Player, #18- "Morse Code Trainer"

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    The Game Player, #19- "Astro Analyst" and "Memomax"

    The Game Player, #20- "Sea Devil"

    The Game Player, #21- "The Game Player ponders the future by examining the past..."

    Appendix

    A) Alphabetical List of all Reviewed GamesB) Review SourcesC) Changes/UpdatesD) What needs to be added or updatedE) AppreciationF) Closing

    ---------------------------------------------------------------------------

    PREFACE=======

    i) Preface - About this Review Compilation

    --------------------------------------

    The compilation of Astrocade reviews is maintained by Adam Trionfo([email protected] - remove "MAILBLOCKER").

    Version 1.0 of this FAQ created on January 14, 2002Version 1.1 January 19, 2002Version 1.2 January 21, 2002

    The latest version of this compilation ("astrocade_reviews.txt") can always befound at one of these three URLs: www.ballyalley.com orwww.classicgaming.com/ballyalley orhttp://groups.yahoo.com/group/ballyalley/files/.

    ii) Preface - About "The Game Player" Reviews----------------------------------------

    The author of these reviews, Michael Prosise, wrote a column called "TheGame player" for the "Arcadian" newsletter. The column made its appearance inthe last issue of volume 4 (number 12), October 1982 with this prelude:

    The following is a new feature in the ARCADIAN, that hopefully willappear on a monthly basis. It is entitled: "The Game Player," authoredby Michael Prosise of Greenbelt, Maryland. He will be reviewing for ourreaders a different game each month, by one on the many ASTROCADE

    software manufacturers, much in the manner that a movie reviewer reviews

    a movie.

    The game reviews are varied and interesting. Of the thirty-nine totalreviews, only five feature cartridge titles. The other reviews are for gamesor amusements released on cassette, NOT to be confused with 'type-in' programsdistributed on tape. This much attention is paid to games released on tapebecause it was the best way to get new games in 1982 for a system whose libraryof cartridges never reached above several dozen actual releases.

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    Some of these reviews are overenthusiastic, most all of them are lenienton mediocre software, perhaps giving us a glimpse that sometimes Astrocadeusers were taking, and accepting, just about anything they could get theirhands on.

    Read these reviews with an eye for the history of the Astrocadecomputer/console, its software, and its user base. You'll find that theAstrocade lives up to its underground reputation: users supporting users.Through the trenches this system kept on marching, gaining software for usersthat would not let their systems cover with dust. These reviews document thestruggle to hit upon the good that comes with the bad so that the waterways ofsoftware could keep on flowing.

    -- Adam Trionfo, January 13, 2002

    Astrocade Reviews=================

    The Game Player, #1 -- Vol. 4, pg. 120, October 7, 1982-------------------

    1) CASTLE OF HORRORWavemakers, Tape 12

    Danger! Beware! Death and destruction await the bold adventurer who darnsenter the Castle of Horror, a fast-paced and exciting game by Mike Peace ofWavemakers.

    Similar in concept to the coin-op arcade games "Berzerk" and "Frenzy",this one-player game of skill pits the player against five different gangs ofmonsters in five successive "castles", with each new castle representing ahigher level of difficulty.

    A wall on all four sides of the T.V. screen comprises the castle, with onedoor that opens and closes alternately about every second. This is the onlyescape. If you rim into a wall, or a monster pounces on top of you, you willquickly disintegrate with a flash of colors, flickering screen and great soundeffects.

    Unique about this game is that you do not shoot at the monsters and theydo not shoot at you. Instead, your defense is the ability to quickly build awall out of blocks, by using a combination of the joystick and trigger. Forwhen a monster walks into a block, he will disintegrate, awarding you his pointvalue.

    A new castle automatically appears after all the monsters or you, aredestroyed, complete with appropriate organ music of the "haunted house"variety.

    In each new castle there are more monsters than the previous castle. Theylook different and they are also a little more intelligent than theirpredecessors. Whereas sane monsters are stupid and will walk straight into ablock you have placed, the smarter monsters will go around and try to pounce onyou from behind. If you can last through all five castles, you will be awarded

    an extra man. You have five men to begin with.The graphics in "Castle of Horror" are superb, and there is literally

    never a quiet moment during the game, for there is always either music orbackground sound effects entertaining you.

    This is a game of strategy and quick thinking. Although it is somewhathard to get the hang of it initially, one needs only play it a few times tounderstand how to play fairly effectively. But most important, "Castle ofHorror" is fun to play. It is well designed, creative, and definitely betterthan a few of ASTROCADE's cartridge games.

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    Attention Software Manufactures:If you would like to have one of your games reviewed in "The Game

    Player," mail it post-paid to Michael Prosise [address in newsletter]. Alltape cassettes submitted for review become the property of the reviewer, at nocharge and must be recorded in new Astro BASIC.

    The Game Player, #2 -- Vol. 5, pg. 19, November 5, 1982-------------------

    1) OMEGA VALLEY and ASTRO TERRORThe Tiny Arcade, Tape T-101

    Rich in color and good in graphics, OMEGA VALLEY provides the player withnot only a fine space game, but a unique one too; for in this one-playerscience fiction space battle one must defend three "valleys" at one time, withthe catch being that you may only cue-up one valley at a time on yourtelevision screen.

    Each valley is identical in design, with four laser cannons, two on eachside, that fire across the valley in an attempt to destroy the eighteen invaderships (six per valley) before they land.

    The three valleys are named "Alpha', a green valley, "Delta", a redvalley, and "Omega", a blue valley. To select a view of a particular valley,

    you simply press the corresponding color shift key (on the keypad). Inaddition, the four laser cannons are also controlled by the keypad. The handcontrols are not used.

    Points are scored by destroying the alien ships before they land, withbonus points available under certain conditions. But beware! If three shipsmanage to land, they win (and they will tell you so, too!). After the firstwave of intruders are eliminated, another eighteen appear, spread further apartand descending at a faster rate. The pace steadily picks up as the gameprogresses, and you find yourself frantically switching back and forth from onevalley to the next and back again, trying desperately to fire on the alienspace ships before they land three of their units and declare victory over you.

    On side two of this cassette you find ASTRO TERROR, a very fast-paced,intense, nonstop action game, in which you sit at the controls of a space

    station, monitoring on your viewer screen the vast portals of space. Yourmission is to destroy the alien force ("the in-organic Vultor") when it appearson the screen, by punching in the alien's position coordinates on the computerkeypad. The coordinates are where your deflector beam will hit when you fire.

    As outlined in the instructions, the Arcade keypad serves as the commandconsole of the space station. To hit the enemy objects, you must enter thecoordinates of the target on the keypad, then fire your deflector beam. Thismay sound simple, but it is not, for the target, which is actually a bombcoming right for you, is constantly moving, making it quite a challenge topredict the proper coordinates. The game's programmer only gives you threespace stations, so, unless you are extremely fast, the game ends quite quickly.

    This is perhaps the only "flaw" in ASTRO TERROR, that the action is sofast one does not have a chance to get used to the game and develop a skill for

    predicting and punching-in coordinates. Thus, I predict that a lot of folkswill find the game a bit frustrating.

    Fortunately, however, you are given "shields" to protect yourself with.The shields will vaporize incoming bombs. You start the game with 100 shieldunits. Each hit you absorb will weaken them by 10 units. Once the shields aregone, it's goodbye space station.

    In addition to having bombs hurled at you, there is also on your screen anenemy space station, constantly on the move, which, unless you destroy it, willfire an annihilation ray at you, for which you have no defense.

    As a whole, ASTRO TERROR and OMEGA VALLEY combine to make a pretty good

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    game cassette. ASTRO TERROR has some fantastic sound effects, and as mentionedpreviously, OMEGA VALLEY is quite colorful. In addition, both provideexcitement, and also help the Arcade owner become a little more familiar withthe keypad.

    The Game Player, #3 -- Vol. 5, pg. 38, December 3, 1982-------------------

    Michael Prosise tries his at . . .

    1) EXITOR'S REVENGEL&M Software, Tape N16

    2) DUNGEONS OF DRACULAWavemakers, Tape H16

    EXITOR'S REVENGEWith the assistance of Andy Guevera of Bit Fiddlers, the innovative folks

    at L&M Software have brought forth what may be the finest sci-fi space invasiongame on tape.

    EXITOR'S REVENGE, their latest release, is an exciting one-player game ofskill that finds you, the player, as guardian of a planet that is about to beattacked by a Battle Star. Your defense is the force field above you, and your

    offense is the MX missiles that you can fire upwards, steering them with yourjoystick towards the colorful but awesome warriors of Exitor. Your mission isto destroy the five warriors as they scout out your planet, all the whiletrying to avoid the photon lasers of the Battle Star. It's not easy, but it isfun!

    The machine graphics, smoothness of motion, brilliant colors, continuoussound effects, and 3-D effect all combine to make EXITOR'S REVENGE a cartridgequality game.

    As the game unfolds upon your TV screen, you see before you in theforeground, a city, with mountains to the side and behind. In the upper leftcorner, hovering in space, is an ominous looking Battle Star. Below the city,underground, is a missile launcher which you can move left and right across thewidth of the playfield by rotating the knob of your joystick. The trigger

    fires your missile left and right.Basically the game goes something like this: From the Battle Star islaunched a capsule, accompanied by an appropriate sound effect, which movesacross and down (in excellent 3-D) to a point just above the city on the right.

    Here then emerges the first of five warriors, all of which will move back andforth across the screen, each warrior moving faster than the previous one. Youmust move your launcher into position and fire, directing the projectile at thewarrior.

    During all this, the Battle Star is firing directly at you, but you areprotected by a force field. However, and here's the catch, each hit upon theforce field destroys a small part of it. Therefore, if you keep your launcherin one position too long, it will eventually be hit. The player must stay on

    the move to survive. Three hits on your launcher and you lose. As time goeson, the force field is slowly destroyed, and Exitor's aim becomes moreaccurate.

    EXITOR'S REVENGE is a good game, and those who choose to purchase it willprobably be pleased. There is, however, only one minor item that may be asmall problem for some players. The projectile launched at the warriors is sotiny it can at times be hard to follow. L&M is aware of this situation, andsay they may increase the size of it in the very near future. In addition toEXITOR'S REVENGE, L&M has included one of their old favorites, THE MUMMY'STREASURE, an interesting treasure hunt type game that has been upgraded to

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    handle up to four players.Also worth mentioning, is an attractive tape storage album that L&M has

    made available, that can store up to four tape cassettes. With a nice itemlike that, plus a fine game such as EXITOR'S REVENGE or their recent releaseSECRET OF PELUCITAR (a very graphic, excellent Sci-fi maze game), one can bewell on their way to many satisfying hours of game playing.

    DUNGEONS OF DRACULAWell, Mike Peace of WAVEMAKERS has done it again: another cartridge

    quality game that will glue you to your TV screen for hours.DUNGEONS OF DRACULA is an adventure-strategy type game that pits you

    against the computer, a computer that in this game takes the form of sevenseparate monsters who are out to get you.

    The game consists of 10 separate and different "mazes," (not in thetraditional sense, but large and/or small geometric solids in various designswhich you must avoid), through which you must maneuver a chain and try tocapture each monster by surrounding him with your chain. At the left is whereyou, the chain, enter; at the right is where you want to exit, and somewhere inthe maze you will see a stationary key which you must first obtain in order toget out that door on the right. However, you cannot have the key until themonster is captured. Once you have the key, the door will open and you exit tothe next and naturally more difficult maze, where you face a new monster.

    The joystick controls your direction, and squeezing the trigger makes yougo faster, (quite fast indeed). Caution must be exercised not to touch

    anything, or you will disintegrate. Even the key is deadly until the monsteris captured. The monsters, by the way, will be floating throughout the playingarea, and vary in their aggressiveness from maze to maze. With a time clockticking away at your playing time, you must waste no time in blocking themonsters chances for escape and ultimately boxing them in with the chain.

    Rich in color and non-stop with sound effects, this player found DUNGEONSOF DRACULA to be both challenging and enjoyable. It will, however, probablyrequire quite a bit of practice for most players in order to reach the moreadvanced mazes. (CHECKMATE may be a good game to practice with in regards tomaneuvering your chain at high speed in close quarters.) And like most of theWAVEMAKER games, this one can also be played by one player or up to fourplayers.

    DUNGEONS OF DRACULA... a good game, a fun game, and at a bargain price,

    too!

    The Game Player, #4 -- Vol. 5, pg. 50, January 14, 1983-------------------

    1) GAMEPACK G1H.A.R.D. Software

    2) CANDY MANL&M Software

    GAMEPACK G1 (A five game tape)

    This month my panel of players sampled the five-game cassette tapeGAMEPACK G1, from HARD Software, and these players were unfortunately leftsomewhat less than excited about the tape's contents. Specifically all,including this reviewer, were a bit surprised at the overall lack of quality ofthe five games, considering the fancy advertising and up-to-now good reputationassociated with HARD.

    The five games on the GAMEPACK which sells for a walletpinching $18.00,are Micro Pac, Caterpillar, Tic Tac Tollah, The Paper Chase, and GalacticHitchhiker.

    MICRO PAC is a colorful imitation of the coin-op PAC MAN, with nice

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    graphics and three levels of difficulty. HARD has done an excellent job atreproducing the PAC MAN playfield in BASIC onto the TV screen. It even looksbetter than Atari Pac Man. But unfortunately that is where the applause stops,for MICRO PAC just does not "feel" or play like the popular PAC MAN game, andthere is one major drawback in playing the game: the ghosts do not stay in themaze, they move freely through walls.

    The most disappointing feature to most of the players was the speed of theghosts and the Micro Pac-man, which was slow, so-o-o slow, dead slow. It tooknine minutes to clear the maze of dots, plus the 55 seconds the arcade requiredto draw the playfield. Granted, difficulty level three is faster, butimpossible to play due to the ghosts ability to go through the walls.

    The root of the problem with MICRO PAC is, that apparently there are noMachine Language routines in the actual game play, although the graphics areMachine Language. That is why it plays so slowly, and why only one characterat a time can move on the screen. In addition, no "clean-up" routines wereprogrammed, with the result being that debris is left scattered throughout theplayfield, such as half a ghost, etc. This could be an excellent game, if itwere programmed completely in Machine Language; but it's not, and so ismediocre at best.

    CATERPILLAR is very similar to the coin-op CENTIPEDE. In this game youcontrol the left-right movement of a shooting device at the bottom of thescreen, and try to shoot the head off of a slowly descending "caterpillar" andan occasional spider. Again, this game does not appear to be in MachineLanguage and thus plays somewhat slowly, but not too slowly. Our players found

    the game "cumbersome."The graphics are fair and the sound effects minimal. Also, there arethree levels of difficulty to select. In general, those who played the gamegrew tired of it very quickly.

    TIC TAC TOLLAH is, as you can probably guess, a tic-tac-toe game and apretty nice one. The graphic display of the Ayatollah is excellent, eventhough it is not in color.

    In this version of tic-tac-toe, you play against the computer. But evenif you win, you lose, 'cause that's the kinda' guy the Ayatollah is, and that'swhat makes this particular tic-tac-toe game interesting.

    THE PAPER CHASE is very strange. That was the first reaction from ourplayers. In this game, a man and a woman stand on opposite sides of a pyramidof toilet paper, and try to beat the other at grabbing first the roll that

    "lights up." Unfortunately there exist no combination of words that canaccurately describe that scenario. It IS really strange.Graphically, it looks pretty good, even though it is in black and white.

    There are no sound effects, and overall was described by most of us here asjust plain boring

    GALACTIC HITCHHIKER is an exercise in frustration. It is extremelydifficult to play. In fact, three players simply threw up their hands andwalked away, and the other's eventually gave up trying to just understand thegame. Galactic Hitchhiker should go take a hike.

    In summary, GAMEPACK G1 did not rate too highly. For reasons unknown, thefolks at HARD have not yet up-graded their games to Machine Language, as have,for example, WAVEMAKERS and L&M SOFTWARE. The result, for the consumer, is aproduct of lesser quality than could be made available. Getting five games on

    one tape may well seem a bargain, but remember, it is quality, not quantity,that makes a true bargain.

    CANDY MANSpeaking of quality and bargains, LAM Software offers both in their soon

    to be released game titled CANDY MAN, a challenging and beautifully animatedgame based on the PAC MAN concept.

    You, the player, are the Candy Man, and must race through a checkerboardtype maze eating up lifesavers, worth 20 "calorie" points each, while trying toavoid the Jokers and Gremlins that not only chase after you, but also hover

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    near the last lifesavers to prevent you from eating them. You start out withthree men, utilized one at a time.

    Those who played CANDY MAN all said they enjoyed it very much, and werequite impressed with the cartridge quality animation of the characters, whichtotal six in all.

    Those characters, called Jokers and Gremlins, each have moving arms, legs,heads and eyes! This is perhaps the main feature of CANDY MAN that really setsit many notches above the other chase games. For in almost every other chasegame you are merely a square being chased by another square. But in CANDY MAN,there are up to seven animated, moving characters on the screen at one time.L&M who hope to have CANDY MAN also available as a plug-in cartridge("Videocade") sometime next year, seems to be quickly rising to the top andtaking the lead as a manufacturer of quality games for the ASTROCADE.

    The play action continues in CANDY MAN until you clear the screen oflifesavers, or reach 2500 points, at which time the screen turns blue, and likethe PAC MAN blue screen, allows you the opportunity to catch and devour theJokers, each worth 100 points. Also, you receive a bonus man every 2500points, which helps keep the game going for it's 25 screens.

    CANDY MAN is a one-player game, and it would be a good game to make into amultiplayer game if possible. The sound effects are pleasing to the ear, andthe color is good. Due to memory limitations, however, the playfield is onlytwo colors, which may initially make it a bit confusing to tell the Candy Manapart from the Jokers. This is minor and will not detract from the fun thegame provides.

    On the flip side of the cassette, one will find the game RIVER CITYGAMBLER, an ok dice game, for one to four players.As a whole, CANDY MAN is a fine game. It does not look like PAC MAN, but

    it plays like PAC MAN, and fans of the coin-op cobbler should find this L&Mgame enjoyable.

    The Game Player, #5 -- Vol. 5, pg. 62, February 18, 1983-------------------

    Michael Prosise has some fun with . . .

    1) LOST IN SPACE

    Edge Software, Tape #4

    2) NAM-CAPNew Image, Tape #1500

    LOST IN SPACESomewhere in the vast, empty portals of outer space, a lonely one-man Pod

    drifts aimlessly onward, searching for home. As asteroids and stars wheel pasthim, he reaches out for direction, a beacon, a familiar galaxy, anything thatcan lead him from the cold darkness of the universe...

    LOST IN SPACE is the game this lonely space traveler is playing, a gamequite unique in concept, in which the player must find his way out of a mazewhere he is only able to view one small section at a time as he maneuvers

    himself through with a joystick.The title is not descriptive of this game in the graphic sense, but only

    in the concept and basic idea. This is a one player maze game, in color, withnice sound effects and three levels of difficulty to choose from.

    The game unfolds upon the T.V. screen with a famous five-note theme from arecent popular science fiction motion picture. After this music, you watch thecomputer construct a maze. Upon completion of the maze, the maze disappears.But for one brief second before doing so, you are shown your position in themaze and the location of the exit. After that, all you see is a blue screenand your position. Using the joystick, you move up, down, left or right as

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    long as there is no wall blocking you. If there is, you simply go anotherdirection. Eventually, if you are skilled enough, (this is not a game of luck)you will escape "...the empty portals of space."

    LOST IN SPACE requires concentration and good use of one's memory. Youmust try to "picture", or visualize in your mind where you are in the maze.Should you forget, or feel hopelessly lost, a squeeze of the trigger will bringup the complete maze on the screen, with your present location shown. However,it is only displayed for about one second, and there is a very limited numberof times you may see it.

    LOST IN SPACE is a challenging game, and should be enjoyable for any agegroup. It was well received by all who played it. One cannot quite masterthis game because every maze is different. The only item in the program thatbothered THE GAME PLAYER was the length of time required by the computer todraw the level three maze, which took 2 minutes and 15 seconds. With a littlemachine language programming, EDGE SOFTWARE could probably eliminate most ofthat time. With the exception of that, LOST IN SPACE is a good quality game.

    NAM-CAPWhacka-whacka-whacka???... Yes! Has the little yellow gobbler finally

    made it to BALLY/ASTROCADE? Well-l-l-l, a hint is in this game's title, whichmight be spelled backwards.

    Don Gladden of NEW IMAGE has come up with quite an entertaining version(in reverse) of the popular Midway coin-op PACMAN. In fact, there are sixvariations of NAM-CAP on the cassette, each unique in it's own way.

    So what is a NAM-CAP you might be wondering. To use Don's words, thelittle guy finally ate too many dots and ghosts. Now he's spitting them out!The object of this game is to FILL the maze with dots.

    What NEW IMAGE has done is take the PAC-MAN game concept and reversed it.You have a maze, with tunnels on each side, that is devoid of dots. You steerthe NAMCAP guy through the maze, trying to fill it with dots, whilesimultaneously avoiding the pursuing block-shaped object. During the chase,your guy will, of it's own doing, deposit a stationary ghost at three differentplaces that neither you or your pursuer may pass through. To attempt this willmean your destruction.

    NAM-CAP is for one to four players, is in color, and offers the choice ofone to ten turns. The graphics are good; in fact, the ghosts are just like theone's in PACMAN. There are several different mazes. A new one will appear

    each time you complete one. In the six versions, the speed of movement isfaster than some of the others. In version four, you disappear after 500points, the maze disappears at 1000 points and after 1500 points bothdisappear! It's fun.

    Of the PAC-MAN type games that have appeared so far for theBALLY/ASTROCADE, NAMCAP is probably the closest to the coin-op as far as feelof play and visual aspects are concerned. Although the maze layout isdifferent, it functions just as well. Those who played it liked it quite abit. They even thought it was better than Wavemaker's PACK RAT. The soundeffects are nice also, and another good feature is that high score of the day,along with the final score for all players, is displayed at the end of eachgame.

    NAM-CAP is fun to play, much like PAC-MAN, and should be available by the

    time you read this.

    The Game Player, #6 -- Vol. 5, pg. 82, March 14, 1983-------------------

    Michael Prosise turns his attention to . . .

    1) MUSICGeorge Moses Co.

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    2) SECRET OF PELLUCITARL&M Software, Tape 15

    MUSICFeast your ears Arcade fans, to that which is truly beautiful; the sound

    of music.Few Arcade owners are aware that their Bally/Astrocade computer system is

    capable of producing full-bodied, harmonious, three-part music. Not musical"beeps", but the actual simulated sound of an organ, or a calliope, or, if soprogrammed, a complete orchestral presentation.

    George Moses, the pioneer in fine music programming, has done an excellentjob in producing several taped computer programs of music for the AstrocadeBASIC, and at a modest price, too.

    Those who have heard his music programs via the Astrocade have beenoverwhelmingly impressed by the quality and real-to-life sound produced.The gentleness of "Silent Night", the emotion of "0 Come Immanuel", and the joyof "Joy To The World" are but three of 27 Christmas songs faithfully reproducedon Tape #2. Simply by :INPUT; RUN G0, you can enjoy an hour of non-stop music.

    Tape #3 is the choice for Jazz fans, for 14 of Scott Joplin's ragtimeclassics are presented here.

    And Classical? Tapes #1 & #5 will bring to your ears some of the works ofJ.S. Bach. Tape#5, the Sinfonia To Cantata 29, is quite beautiful, and anexcellent bargain for $5.00.

    The younger readers of THE GAME PLAYER probably have no idea who Bach orScott Joplin are, but how about John Lennon and The Beatles? The Beatlescoming from the Arcade? Well, not yet. George has presented Jazz andClassical, but has not yet made available that certain type of music that isprobably most popular with the greatest majority of Bally/Astrocade owners:Rock & Roll. THE GAME PLAYER, and those people he has spoken with,enthusiastically urge Mr. Moses to turn his talents to producing a cassetteprogram of, as a suggestion, Beatle music. The music of the Beatles has wideappeal to a wide age group, and would probably be a hot seller for The GeorgeMoses Co. But whatever the choice, a program of light rock music wouldcertainly be appreciated by many.

    To find out more or to receive a catalog, you can write to George MosesCo. at P.O. Box 686, Brighton, MI. 48116.

    SECRET OF PELLUCITARHere's another winner from L&M Software. And guess what? Along with fine

    game play, this game has excellent musical accompaniment by non other thanGeorge Moses.

    SECRET OF PELLUCITAR features the finest pre-game presentation this playerhas seen to date. Before the actual game itself loads, a brilliant display ofartwork, featuring the Starship Enterprise, flashing colors, oscillatingsounds, and a neat musical selection are presented for your amazement.

    In this one or two player game, the television screen will display a largedome, filled with an intricate maze of tunnels that lead downward toward aninnerdome, which contains a city of sky scrapers. Your mission is to maneuvera blip through these tunnels, into the city and, finally, to a pedestal at the

    city's center.There is a choice of skill levels, from one to five. The player starts

    with a score of 20,000 points, and looses points from that figure each time heruns into something. In the two-player version, you will be treated todifferent sound effects and colors from the one-player version, and a differenttune. There are four different musical selections between the two versions.In addition, you may select a difficulty level of one to nine, as you competeagainst the other player.

    In both versions, the player(s) must contend with the "Mysterious Force",a small square that moves somewhat randomly throughout the playfield, blocking

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    tunnels and in some instances, creating momentary shortcuts.SECRET OF PELLUCITAR was described as enjoyable by all who played it. The

    machine language programming and cartridge quality of this game make it worthits $15.95 price. If there is any negative point concerning SECRET OFP=1LUCITAR, it is only that it is somewhat difficult to see, due to theintricacy of the playfield which makes its details small. This is not the kindof game you want to play on a 13 inch or smaller television screen.

    All things considered, this L&M game should prove enjoyable to most.Although it is not the type of game that would be described as "exciting" or"action-packed", it is entertaining; and that's the bottom line to any game.

    COMING UP next month in THE GAME PLAYER, a look at Wavemaker's latest release,"L.T.", and one of the newer cassette games from Esoterica, Inc.

    The Game Player, #7 -- Vol. 5, pg. 118, May 6, 1983-------------------

    Michael Prosise kills some toads and tries to phone home with . . .

    1) ROAD TOADEsoterica, Ltd.

    2) L.T.

    Wavemakers

    ROAD TOADSimilar to the coin-op game FROGGER, ROAD TOAD is a very colorful home

    version based on the familiar goal of trying to maneuver from one side of theroad to the other, without getting hit by traffic.

    It is a one player game, with machine language graphics and programming.*The player uses his joystick to prod a toad from one side of the road to theother, across 5 lanes of traffic. If he reaches the other side, he willsuddenly reappear at the bottom of the screen, to do it all again. This goeson time after time until all 3 toads have been killed by traffic.

    THE GAME PLAYER has seen and played dozens of different cassette tapegames, and ROAD TOAD is without a doubt the most colorful game to date. The

    graphics are so well detailed that the cars, trucks and motorcycles seem real.The many colors used by ESOTERICA are surprisingly brilliant. The openingartwork is attractive and quite cute, and the toad caught the affection of allof us. There are some fair sound effects, although the sound of traffic doesnot begin until the first toad is squashed.

    Opinions of the game itself were not as applauding however. Adult playerstired rapidly of this repetitive type game play, which lacked sufficientvariety to hold their interest. Younger players were more favorable towardsthe game, although some of them also grew bored somewhat quickly.

    It is not that ROAD TOAD is a "bad" game. Indeed, many will find itsufficiently enjoyable, but on the other hand, many will find its type of gameplay rather pointless. The opinion on this is that it would be moreinteresting if, like in FROGGER, you crossed each toad one at a time to the

    other side, where he would sit, awarding you points. After getting all threeto the other side, a new screen would appear, and you would try again. Thedegree of difficulty would of course increase with each screen.

    Scoring is accomplished by successfully crossing all lanes. One point isawarded for each crossing. The score is unfortunately not known until the gameis over, when it is then displayed at the top of the screen. However, if therehappens to be a car or truck in that position at game's end, the score will beblotted out by it.

    It is obvious that considerable time and planning went into the creation ofROAD TOAD. But it seems that too much emphasis was placed on the visual

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    aspect, and not enough on the gameplay.

    L.T.Completely different from Atari's hum-drum game "E.T.", and 1000 times

    better, WAVEMAKERS "L.T." game is quite challenging and well thought out.In "L.T."(Little Terrestrial), a telephone rests at the top of the T.V.

    screen. Poor little L.T. must struggle through four different screens(playfields) to reach the phone. In screen #1, L.T. must jump up a set ofstairs. One missed step and . . . oh no, down L.T. falls, but gently thanks tohis parachute. Once at the top, screen #2 appears, in which L.T. must jump upthrough horizontally moving slots. Completing those, L.T. must run from leftto right through vertically moving slots in screen #3. And finally, in #4, hewill need all his skill and daring to climb up by jumping from one moving stepto another. It's not easy, folks!

    This is a game for one to four players. Each player starts off with fourchances. The trigger and joystick are utilized simultaneously to jump and moveL.T. This game is best described as a DONKEY KONG and MONKEY KONG type ofgame, in the sense that you climb your character up steps and through slots byjumping and horizontal moves. DONKEY and MONKEY KONG fans will probably loveWAVEMAKERS "L.T." People who do not care for DONKEY and MONKEY KONG or whohave difficulty playing those type of games may not like L.T.

    Like other games from WAVEMAKERS, L.T. is rich in color with good graphics.

    It is, like all BASIC games should be these days, in machine language.* There

    are some very unusual but far-out sound effects. And if your L.T. completesall four screens, something really neat happens. I won't reveal what occurs,but will only say that there is a fifth screen "show" for you to sit back andwatch. You'll like it, for sure!

    * The term "machine language" (ML) is frequently seen nowadays inadvertisements and in this column. For those unfamiliar with it, here is abrief explanation. Games on cassette tape that are programmed in ML, ascompared to games that are not, will generally have more detailed graphics,more and richer colors, smoother and faster movement of objects on the screen,and an all-around better quality. Objects will not blink/flicker and debrisshould not be found lying around the playfield. For the consumer, a MLprogrammed game is the better buy. ML games are to non-ML games, what stereo

    records are to old 78's. ML programming helps give cassette tape games a nearcartridge quality. A non-ML game is not a "bad" game; indeed there are manymore non-ML games available, and many of those are fine. However, most wouldbe better if they were upgraded to ML. Hopefully, our software (game)manufacturers will begin upgrading their earlier games to ML. Currently, onlyWAVEMAKERS has undertaken the task to upgrade its earlier games.

    COMING UP next month in THE GAME PLAYER, we shall review L&M's sequel toEXITOR'S REVENGE, entitled NAUTILUS, and we'll have a look at GAMMA WARS fromthe Tiny Arcade.

    The Game Player, #8 -- Vol. 5, pg. 127, June 17, 1983

    -------------------

    Michael Prosise shoots 'em down in . . .

    1) GAMMA WARSTiny Arcade

    2) NAUTILUSL&M Software

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    GAMMA WARSFrom Tiny Arcade comes another shoot-em-up-knock-em-down science fiction

    game. In this space game, the player protects his planet from invaders withhis surface cannon. The cannon can be moved left and right with the knob, andshots fired with the trigger. The game is for one or two players, with eachhaving three chances.

    The graphics in GAMMA WARS are very nice, illustrating a planet's surface,bathed in a light blue color. Sound effects are well done, also, except for aconstant high-frequency buzz that appears to be a programming error, and not anintentional sound, since it is present even after the game has ended.

    Overall, this is a rather simple type of game, one that could not bedescribed as exciting. However, our players did find it on the difficult side,and we thus recommend GAMMA WARS only to those gamers who thrive on fast-paced,quick-thinking types of games that require a high degree of hand and eyecoordination.

    Those who played it all found the game to be satisfactory, but in fairnessto the consumer, I'll have to add that GAMMA WARS did not hold their interestfor too long.

    SIDE TWO of the tape contains ABSURD WORD PROCESSOR, which is not a game,but something for you to sit back and watch, or in this case, to read.

    The computer has been instructed to put together certain nouns (person,place or thing), verbs (words which show action), and adjectives (words whichdescribe), in a random fashion to produce amusing statements such as, (and Iquote), "Brook Shields roasts hot and juicy politicians." These sentences will

    scroll up your screen endlessly, each one different from the others.

    NAUTILUSAdvertised as the sequel to EXITOR'S REVENGE, this sea-faring adventure is

    another good game from L&M. The similarity to the EXITOR game is that hereagain you control at cannon that shoots up at Exitor, who is moving back andforth across the screen.

    The machine language graphics depict an ocean with several stationaryships afloat and a land mass to the right. In the sky is Exitor, who releasessmall drone ships one at a time, for you to try and blast out of the sky. Youare a small submarine, which can move left and right.

    NAUTILUS is a one player game and a surprisingly easy one at that. On my

    third try, I shot down all 45 drones, and lost only one of four subs, for atotal score of 31,500. (The game is over when you destroy 45 drones or lose allof your subs.) It is unusual to receive such an unchallenging game from L&M.On the other hand, it's nice to beat the computer, and all of us liked thegame.

    ON SIDE TWO is the game 3-D TIC TAC TOE, the very best tic-tac-toe gameyou'll find for the Astrocade. We are very impressed with it, both as a tic-tac-toe game because it's 3-D (3 boards/levels at once) and the cartridgequality. It is a two player game only. And that get's the "boo-of-the-month."Why should such a fine tic-tac-toe game be inaccessible to the single player?Surely a programming adjustment can be made to allow the single player to playagainst the computer. How about it L&M?

    Both GAMMA WARS and NAUTILUS are the shoot-em-up type of game, based on

    the classic mother of them all, SPACE INVADERS. There certainly is nothing,negative about this, but it seems the market is quite saturated with these typeof games. My sense is that there is a growing hunger for non shoot-em-up typeof games. I write this in hopes that our software manufacturers will look atwhat's popular in the Arcades and start churning out some of these. The Juneissue of ELECTRONIC GAMES reveals in their reader's poll that of the top tencoin-ops, only two of the ten favorites are shoot em-up games. (Zaxxon &Centipede) Favorites include such games as Q-Bert, Ms. Pac Man, Tron, Dig-Dug,Donkey Kong, Lady Bug, and Frogger. Astrocade owners probably have the sametastes. Let's hope we see games like these soon, and other games such as Rally

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    X, Qix, Pepper II and Battlezone. (A good tank maze game would be reallynice!) The Game Player and his panel of players urge you to write to oursoftware "game-makers" and let them know what you want. They would appreciateit greatly, I am certain.

    And Finally . . .The Game Player welcomes letters from readers. We would appreciate

    hearing what you think about the game reviews. What do you like or dislike?Do you want this game review column to continue? Do you think more than twocassettes should be reviewed each month? Less? What kinds of info do you wantto find out in these reviews?

    I will gladly answer any letter that arrives, provided you enclose astamp. Also, if you would like to tell me your highest score on a particulargame, (cartridge or tape), I will print it along with your name in THE GAMEPLAYER.

    Individual questions about particular games, software manufacturers, andrelated questions are welcome and will be answered personally.

    To communicate with the Game Player, send your questions and comments (and20 cent stamp if you want a reply) to: Michael Prosise, [address innewsletter].

    The Game Player, #9 -- Vol. 5, pg. 140, July 22, 1983-------------------

    Michael Prosise . . . wrecks his car and falls off his skis in . . .

    1) COLLISION COURSEWavemakers

    2) SUPER SLOPEEsoterica, Inc.

    COLLISION COURSENow here is a game that is fun to play! Collision Course is just like the

    coin-op version, and Wavemakers is to be congratulated for making such a truetranslation of the game for the home computer.

    In this one to four player skill game, the object of play is to steer yourcar through a circular maze until all dots are cleared from the roadway,avoiding the computer-controlled car (which moves in a head-on directiontowards you) by skillfully changing lanes at the intersections. A driver mayincrease his speed by squeezing the trigger.

    Each player starts with five cars, used one at a time. Collisions withthe computer car or the median strip destroys a player's car. Clearing alldots awards a bonus and a new screen, and bonus fuel flags appear periodically.

    (One must clear all dots before consuming all his fuel. Just like the coin-opRALLY-X.)

    COLLISION COURSE presents a respectable challenge to any player, withincreasing levels of difficulty with each new screen. Everyone who played the

    game had only good things to say about it. Sound effects are well orchestratedand the graphics are quite appropriate in quality for this type of game.

    In conclusion, this is an excellent game and very enjoyable. I highlyrecommend it.

    SUPER SLOPEIt is no longer necessary to go to your neighborhood Video Arcade and drop

    a quarter in Atari's ALPINE SKI, for SUPER SLOPE is just as good. As the oneand only skiing game for the Astrocade system, this Esoterica ski adventure isextremely good and well thought out.

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    In this one-player game, the player directs his skier downhill, avoidingpine trees and large rocks by using the joystick to ski left or right acrossthe slope. A quick tap on the joystick increases the skiers direction fromstraight to slightly angled: another tap increases the angle further; andanother tap will have the skier doing a traverse. The same holds true foreither direction. Squeezing the trigger will increase the skiers speed.

    As one who enjoys downhill skiing, I am impressed at how well Esotericahas simulated the actual movement of a real skier.

    The graphics in SUPER SLOPE are well done, and the sound of skis on snowis well simulated. SUPER SLOPE is a good example of what machine language cando for a game.

    There were only a few problems with SUPER SLOPE. The skier often leavesan arm or leg behind when he skims a tree, and we have not been able todetermine how the scoring is accomplished. The instructions, which could usesome improvement, indicate a score of 50 as not so good but less than 29 as avictory. However, the screen will show a four digit number at the end of play,such as 5471. We deliberately crashed our skier constantly and achieved ascore of 2428. What do these numbers mean? (GAME PLAYER will publish anexplanation if it receives one from Esoterica.)

    The other problem we found is that there is a loud continuous raspy noiseduring initial play until the skier hits an object. Then the noise willdisappear. Perhaps this is a problem with our particular cassette, or it maybe a program problem.

    Overall, SUPER SLOPE is an excellent game, and will probably be enjoyed

    even by non-skiers. Those who played it liked it, and it held their attention.

    It's a good game, folks.

    The Game Player, #10 -- Vol. 5, pg. 159, Aug 16, 1983--------------------

    Michael Prosise takes a . . .

    Pause to answer the mail

    THE GAME PLAYER has received numerous inquiries into the status of when

    Extended Basic (EB) game reviews will begin appearing in this column.Software manufacturers are anxious to submit EB games to us here, and theconsumers who have written indicate they are delaying their purchase of EBgames to see what GAME PLAYER has to say about them.

    Before I address this situation, let me first thank the many "Arcadians"who have written letters of praise and support. We at the GAME PLAYERheadquarters were quite surprised at how many readers of the ARCADIAN turn toTHE GAME PLAYER column first. We are pleased that the game reviews are so wellreceived. To quote one writer, "your reviews are the only source of evaluationwe have."

    The status of EB (or Z-Grass, Blue Ram, or whatever system) game reviewsis this: I do not have the funds ($$$) to purchase any add-on system. My gamereviews are written entirely on a voluntary basis; I receive no payment for the

    reviews. (I even have to pay the $15.00 subscription rate for the ARCADIANjust like you!) Costs of mailing and printing are all paid for out of my ownpocket. So unfortunately I will not for the time being, be able to provideyou, the reader, any reviews of EB games. (Astrocade, however, has agreed tosend me advance copies of any future cartridges.) Perhaps a group of softwaremanufacturers will pool their resources and provide GAME PLAYER with an EBsystem, free of charge. Or perhaps an EB add-on manufacturer will offer tosell a system to me under a very special financial arrangement. Until then, Ishall strive to continue to provide all of you with accurate evaluations ofAstrobasic (AB) taped games and cartridges.

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    THE GAME PLAYER invites all software manufacturers to submit their latestAB tapes and/or cartridges for review. Upon receipt of any merchandise, youwill be sent a postcard to verify delivery and inform you of our initialimpressions before publication.

    Best wishes & happy gaming,Michael Prosise

    The Game Player, #11 -- Vol. 5, pg. 165, Sep 28, 1983--------------------

    1) VINDICATORThe Tiny Arcade

    2) THE GATE ESCAPEWavemakers

    VINDICATORVINDICATOR is very similar to the coin-op DEFENDER, and although not as

    lavish as the coin-op, VINDICATOR provides essentially the same type of type ofplay action and entertainment.

    In this one-player game from TINY ARCADE, the player has six "lives", inthe form of a star fighter that must shoot down five orbiting robot ships,

    avoiding their lasers and the ground-to-air missiles.Using the joystick skillfully, one is able to guide his star fighter up ordown, fast or slow, and shoot left or right, as he moves across the landscape,just like in DEFENDER.

    We liked playing VINDICATOR, and one reason is that it is not a fast-pacedgame. Things do not go "flying" around the screen at high-speed, and thus theplayer does not find him/herself frantically shooting wildly and becomingfrustrated. Like the excellent game OMEGA RACE, (see ARCADIAN Vo1.5, #1,pg.19) also by TINY ARCADE, the player is given time to think and plan ahead.We think this is an important part of any game if it is to be enjoyable andsatisfying.Sound effects and graphics are quite satisfactory, although there was anannoying high frequency buzz in the background at all times.

    VINDICATOR is one of the better games to come from TINY ARCADE, but it isapparently no longer available by itself. It is currently being offered in apackage deal with five other programs for $16.95. Along with VINDICATOR, thisone tape includes GAMMA WARS (see ARCADIAN Vol. 5 #1 pg 127) VIPERIAN(unavailable for review), ART SHOW (review follows), ASTRO TERROR (see ARCADIANVol, 5 #1 p . 19), and CRUNCHER (unavailable for review).

    ART SHOW is one of the finest graphic display programs available for theASTROCADE unit. It contains seven separate and most excellent, full-colorgraphic programs. What a great way to show off the power and ability of yourBally Astrocade to others.

    Since GAME PLAYER is not able to include reviews of VIPERIAN and CRUNCHER,it would not be fair to TINY ARCADE to rate-this $16.95 tape overall. But atless than $3.00 per game, this $16.95 tape of 6 games looks like it might be a

    good bargain.

    THE GATE ESCAPEIn this latest edition to the WAVEMAKERS catalog, the player(s) will be

    maneuvering a little fellow called "Little Novos" around the playfield tocollect a scattering of X's, while at the same time trying to avoid the"Villain." There is also a number of gates throughout the playfield, which theplayer can orient to block or trap the Villian while he tries to grab more X's.

    The playfield is very difficult to describe, as far as this system of "gates"

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    is concerned. ( It is not a maze.) The gates pivot at their center, so thatthey may be positioned east-west or north-south.

    Anyway, GATE ESCAPE is a very enjoyable and challenging game to play. Itmay be played by one to four players, with each player starting with five"lives." The level of difficulty increases as you go from screen to screencollecting the X's for points. Each new screen, or playfield, brings a newVillain.

    GATE ESCAPE was well liked by everyone, though some found it hard toscore. It takes practice and planning to rack up a high score on this one, andthere is plenty of fun doing so. Graphics are quite nice, and the music (whichis always a plus in any game) is a welcome addition to the sound effects. GATEESCAPE is another good buy from WAVEMAKERS.

    Thrown in as a "freebee" game, is WAK-AMOLE, a cute game in which theplayer must "whack" the mole when he pops up out of his hole. The playfieldhere is a nine squared grid. Using the joystick, and trigger together, theplayer points the joystick in the direction (from the center square) towardsthe square where the mole appears, and squeezes the trigger. You get less thanone second to do this! However, it is fun. Everyone should enjoy it.

    ON TO THE MAILI thank everyone for their letters of support . . . For those of you

    requesting opinions of particular games not previously reviewed, I usuallycannot spare the time to do a special review. Games are reviewed monthly inthe ARCADIAN as they are received . . . No, I have not seen any of the new non-

    Astrocade cartridges. GAME PLAYER has not received any of them from ESOTERICA,so I don't know what to suggest to those of you who have delayed purchase ofthem until you see a review. If I receive one, it will get priority and bereviewed promptly . . . SCOREBOARD: Fred Olivas of California reports his highof 2064 for DUNGEONS OF DRACULA; 31,575 for EXITORS REVENGE and 31,780 forCANDY MAN. Michael Prosise of Maryland reports 1,942,443 for PIRATES CHASE onskill level 1 (took 2 hrs. 10 mins. and 117 screens!!) Anybody top these?Outa' space-- see ya' next month. (Send your highest scores on any game(s) to:GAME PLAYER, [address in newsletter].)

    The Game Player, #12 -- Vol. 5, pg. 173, Oct 24, 1983--------------------

    THE GAME PLAYER conquers the solar system . . .

    1) SOLAR CONQUERORAstrocade

    After many, many months of waiting, ASTROCADE has released two newcartridges, SOLAR CONQUEROR and COSMIC RAIDERS.*

    The many months of waiting were well worth it, however, for SOLARCONQUEROR is well-designed, challenging and a fun game to play!

    New to the game programming aspect is a unique feature not previouslyfound in home computer game-Playing systems. I am referring to the ability ofa player to move his ship in one direction, and then quickly change directions

    while his ship continues to move in the previous direction. Called the"slipper" effect by ASTROCADE, it is the same type of object maneuvering as inthe coin-op OMEGA RACE. The player has complete control of his ship over theentire screen, able to go in circles, zigzags, any direction or position youdesire. This allows you the same rapid-fire strafing ability as is found inOMEGA RACE and ASTEROIDS.

    SOLAR CONQUEROR is for one to four players, with individual selection ofone to nine ships, and individual selection of a difficulty level. Thejoystick steers the ship and controls its speed, while the trigger fires thebullets. You can have as many as eight bullets on the screen at one time,

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    which permits quite rapid firing!The object in SOLAR CONQUEROR, as written in the instruction pamphlet, is

    to "score the most points by destroying enemy defenses, defeating theirplanets, and conquering their solar systems."

    On the far right of the screen appears the edge of a planet. You will bedefending yourself against Kamikaze combat ships, ground-to-air missiles andkiller satellites. In addition, there will be several asteroids floatingaround. These deadly objects can enter the screen area from most anywhere, andmove faster as your score gets higher. The overall level of difficultyincreases as you advance to each new solar system.

    To advance to a new solar system, you must first destroy all of itsplanets. Planets are destroyed by defeating all its defenses. A good strategythat has worked for me is to knock out the surface mounted missile launchersfirst. This will give you about ten seconds to fly around and shoot down otherobjects. The missile launcher will eventually rebuild itself, so stay alert.Do not stay in one spot. Keep moving! You have superb maneuverability solearn to use it.

    The graphics in SOLAR CONQUEROR are colorful, although the details aresomewhat average. Sound effects are excellent! After defeating each solarsystem, the t.v. screen will become your ship's viewer screen for about 30seconds, enabling you to watch as you make the jump to Light Speed. It is awell done graphics display that looks much like the jump to Light speed asshown in the motion picture Star Wars.

    Overall, this new cartridge from Astrocade is excellent. We are enjoying

    it immensely. And although its price of $34.95 is ridiculously high, (you canbuy a brand new Astrocade unit at Wards for only $49.95 here in Washington!) itis still somehow worth it. So if you can afford it, we highly recommend it.Everyone who's played it loves it!

    * (Lack of funds prohibits us from being able to review COSMIC RAIDERS at,this time.)

    COMING SOON in THE GAME PLAYER, a review of a new five-game tape from anew software firm in Canada, ASTROGAMES. And hopefully a look at ASTRICADE'Sother new cartridge, COSMIC RAIDERS. Also, we hope to preview L&M Software'sfirst cartridge, Ms. CANDYMAN.

    Your best score on any game is welcome and will be published. Your

    questions and comments are also welcome. Write to us at: GAME PLAYERS [addressin newsletter]. (Please send a 20 cent stamp if you want a reply.)

    The Game Player, #13 -- Vol. 6, pg. 6-7, Nov 29, 1983--------------------

    1) MS. CANDYMANL&M Software

    2) TAPE A-1Astrogames

    Ms. CANDYMANHoping to capitalize on the huge success of their cassette tape CANDYMAN,

    (Arcadian Vol. 5 no.3) L&M has released its very first cartridge, "Ms.CANDYMAN." From all indications, it appears that this debut cartridge is goingto be quite popular, for the graphics, sound effects, and game play are ofexceptional quality.

    The cartridge, once inserted into the computer and RESET pushed, willbegin-immediately. A complete 25 second rendition of the tune "Good ShipLollipop" plays while the title screen unfolds, featuring some very attractiveartwork that illustrates the game's title, two giant red and white candy canes

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    Upon loading the tape, you will see before you a menu, just like acartridge game. The five titles are numbered, and the computer asks you toselect a game by turning the knob to the desired number and then squeezing thetrigger. (Standard procedures) The computer will then search out the game youhave selected automatically load it for you! In addition, after making yourselection, the computer will inform you of the amount of time it will take tosearch and load that particular game.

    WAH'S REVENGE opens with a full screen graphic display, as good as anyother of the graphic illustrations we have seen from other companies. It is aone-player game, (as are all the games on this tape) with the player able toselect a skill level from 1 to 7 and the number of ships from 1 to 7.

    In seven seconds a light blue landscape is completed, with four "Wahs"hovering in the sky. "Wahs" are mean looking little creatures with beady eyesthat drop bombs on your ground-laser weapon. One at a time, they will driftacross the screen sporadically, and will periodically fire down at you. Theplayer controls his laser base, moving it left or right across the ground so asto position it under a Wah and fire up at it.

    At higher skill levels the game action is accelerated. For those of youwho enjoy sound effects, there are plenty of them in WAH'S Revenge. All of usat Game Player think this is a very well done game.

    SUPER PAC is another attempt by yet another company to bring PAC MAN tothe Astrocade system. Fortunately for us, but unfortunately for thesecompanies, we already have a fantastic PAC MAN cartridge called MUNCHER*. So,

    nothing on tape is quite going to add-up to quality, speed and color of acartridge version. However, ASTROGAMES has made a notable attempt to do so.Their version opens with the Pac Man theme tune, then draws an enormous, randommaze. There are the usual four power pills and one ghost that tries to chaseyou. Unlike PAC MAN, in SUPER PAC you have the ability to eat through mazewalls. Speed of movement is fair. The problem with the game though is thatthe ghost will stop chasing you if he runs into a wall that's between you andhim, until you move above, below, right or left of whatever is blocking him.This tends to take the challenge out of the game. Our players gave SUPER PAC aso-so rating.

    DEFENSE PROFESSIONAL is somewhat similar to the coin-op DEFENDER. Theskill level is pre-set and number of ships is set at three. The screen shows agreen playfield, upon which will be one of the player's ships and three alien

    vehicles. The player's ship is located on the left, pointing right. In can bemaneuvered up and down only. The three aliens slowly cross toward the playerfrom the right. They are destroyed by the player's laser beam, which haslimited range. If you allow too much time to elapse between each destroyedalien, you will lose a ship. The alien ships do not fire back.

    This game is best described as rather easygoing and laid back. Gameaction is a bit on the slow side. Young game players should find this gameokay, but the older players may become bored early.

    METRO ATTACK 1988, the fourth game on the tape, is a surprisingly goodtranslation of the popular coin-op MISSILE COMMAND. It looks much the same asthe coin-op and basically plays the same.

    You can select up to nine "lives," and will be firing up from one of fivestationary bases. From the sky will come three slowly descending killer beams,

    that inch their way in a zig-zag fashion toward the surface. Using yourjoystick, you must position a "+" symbol in front of the beam, and then pullthe trigger in order to destroy it. There is a limited amount of fuel forfiring each base. Rotation of the knob determines which base will fire. Bonusfuel is available.

    METRO ATTACK is very challenging and fun to play. If you like MISSILECOMMAND, you should be happy with this version for the Astrocade system. Allof us at Game Player headquarters enjoyed the game.

    PETER PIPER is a nice bonus to this four-game package. It is a lively,spirited tune in three voices. You, too, will probably like it as much as we

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    do.Overall, this ASTROGAMES tape is pretty good. Hopefully this new company

    in Canada will be releasing more games in the near future. Currently theirtape A1 is available only directly from them. It's cost is surprisingly low, abargain at only $9.00, and you can purchase it by writing to ASTROGAMES at thisaddress: 3020 Cook Street, Victoria, B.C., Canada V8T-359.

    * THE one and only real PAC MAN cartridge, which sounds and plays-just like thecoin-op. Write to me for more info at Game Player headquarters.

    ---- S C 0 R E B 0 A R D ----

    High scores thus far are:

    Dungeons of Dracula 3,440 Allen ShowalterBally Pin II 234,850 Allen ShowalterIncredible Wizard(2 player) 247,350 Allen Showalter

    & Chris EmbresExitor's Revenge 31,575 Fred OlivasMs. Candyman 111,177 Michael ProsisePirates Chase (2 player) 1,942,443 Kelly and

    Michael Prosise

    SEND your scores and questions to: GAME PLAYER, [address in newsletter].

    Please include a stamp if you would like a reply.

    The Game Player, #14 -- Vol. 6, pg. 14, Dec 22, 1983--------------------

    THE GAME PLAYER . . . soars high in the sky as a

    1) FLYING ACEWavemakers, tape #2

    Now that the flood of new titles has slowed down a bit, we have time tocheck out some of the fine games that have been around for awhile.

    One of these is Wavemaker's FLYING ACE, a game that puts YOU in thecockpit of a fighter plane, and lets you seek out and machine-gun down enemyplanes.

    FLYING ACE is indeed a nice game, featuring excellent, non-blinkinggraphics, and a full repertoire of sounds and music. It made it's revisedappearance about two years ago, and was one of the first of several games tocome from Wavemakers that would soon be described as "cartridge quality"material.

    After the opening music, the computer requests the player to select thenumber or players, one to four, and number of planes, one to seven. This maybe accomplished with the hand controllers. The screen will then reveal across-hair gun sight window, which is stationary at the center. A bi-planewill then appear at any point on the screen, and slowly move around throughout

    the screen area. Changes in pitch of the airplane's sound indicates a dive,climb, etc.

    The player(s) uses his joystick to "pull" his gun sight into rangedirectly over the enemy. The gun sight never moves from the center, and thejoystick does not move the enemy plane. What it does is "move" the whole t.v.set (not literally) as if it were the nose of your plane. If you pull back onthe joystick, the t.v. will raise up toward the enemy plane. If the enemyplane is to the right of your gun sight, you move your joystick to the right,and the t.v. screen will "move" towards the plane. It is tricky, and the oneswho master the technique will be the true "Ace."

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    Up to 250 points are possible for a quickly shot down plane. You have alimited amount of time in which to shoot down the enemy. The longer it takes,the fewer points you will receive. In addition, each time you pull the triggerto shoot, you eat up even more time. A bell will ring as you approach the lastfew seconds. If you do not get the enemy in time, you will lose one "life"(plane). The player who is able to shoot down the enemy fighter plane quicklyand with few misses will receive a bonus turn.

    FLYING ACE is a real winner! We have had the tape for about a year, andfrequently play it. It is not one of those tape games that sits on the shelfunplayed. The music is a real nice touch. It opens and closes game play, andis used after each plane is shot down. The sound effects of the machine gunsound very real, as does the sound of the plane when it dives.

    FLYING ACE is s good candidate for being spiced up and put into acartridge!

    SC0REB0ARDDungeons of Dracula 3,440 Al ShowalterBally Pin II 336,700* Stan KendallWizard 453,200 Stan KendallExitor 31,575 Fred OlivasMs. Candyman 111,177 Michael ProsisePirates Chase 1,942,443 Michael ProsiseSpace Invaders 7,045 Stan KendallMuncher 36,220 Mike Prosise

    Solar Conqueror 11,488 Mike Prosise

    *Indicates new high score

    NOTES: SOLAR CONQUEROR programming flaw? Maybe. When the score goes over9,999, it changes to two digits instead of five, and six extra ships areawarded. Also, the sound effects become distorted; What's the story here?

    So long for now. Send your high scores to Game Player, [address in newsletter].

    The Game Player, #15 -- Vol. 6, pg. 23, Jan 27, 1984--------------------

    The Game Player . . . goes on the offensive in

    1) COSMIC RAIDERSAstrocade 2019

    "Warning! Warning! Enemy space fighters spotted on radar!" screamed theLieutenant.

    "Engage maximum thrust," ordered the Captain, as their Cosmic Raider spacecraft burst forward at warp speed. Glancing down at the radar, a chill of fearstruck deep within, for there one could see a vast and rapidly approachingforce of Battle Cruisers and Kamikaze ships.

    "Range .. . 1000 and closing. Sir, scanners have identified fighter craft

    as those of Larkin," reported the Lieutenant as he energized the protontorpedoes.

    The Captain flinched slightly, then turned and said, "Maintain course andspeed. The evil Larkin must be destroyed. An example of our power shall bemade."

    Little did the bold Captain and his brave lieutenant know that they weremerely bytes of memory in a ROM chip, parts of a new and exciting video game bya company called Astrocade. (Sorry gang, had to end the story somewhere.) Butyou can carry on and be your own Captain in this one to four player game, whichvery much resembles and plays like the coin-op DEFENDER.

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    In COSMIC RAIDERS, the player(s) can maneuver his ship up or down, flytoward the right or left, and control his speed also. Fast speed has a greatsound effect of full thrusters. For that matter, all the sound effects arequite good, and received praise from all our players.

    The "playing field" of the game is almost the entire television screen.At the bottom is a mountainous landscape, which passes by rapidly as you flyacross the screen. Below that is a radar screen that shows the exact positionsof all moving objects on both sides of the non-visible playing area. It isvery well designed, and an indispensable aid to the player(s).

    Each player has a choice of a skill level, 09, and number of ships, 1-9.Bonus ships can be won, but never more than nine at one time. The goal, ifyou have not guessed by now, is to shoot down all of the many types offighters, bombs, and Kamikaze ships before they get you. Doing so allows oneto proceed to the next sector, to do it all over again. Each sector is moredifficult. However, there is one object called an "Energy Star" whichperiodically floats across the screen. If your ship passes into it, you willbe protected by an invincible fence field for about ten seconds. You may usethem anytime you wish, or save them for later.

    At higher levels of play, some of the enemy fighters will fire at you frombehind, and some of the Kamikaze ships will actually chase you, and I meanright on your tail, too!

    COSMIC RAIDERS is another fine game from Astrocade. It was designed andprogrammed by Bob Ogdon, and developed by Action Graphics. It should providesome good fun for players of all ages. We really like it.

    SC0REB0ARDCartridges:

    Bally Pin I 320,430* Don GladdenBally Pin II 336,700 Stan KendallWizard (Skill 1) 453,200 Stan KendallMs. Candyman 111,177 Michael ProsisePirates Chase (Skill 1) 1,942,443 Michael ProsisePirates Chase (Skill-9) 705,284* Peggy GladdenSpace Invaders 7,045 Stan KendallMuncher 69,000* Melinda MullenSolar Conqueror 18,871* Lloyd FriedmanSea Devil 177,850* Eric Allen

    Cassettes:Dungeons of Dracula 3,440 Al ShowalterExitor 31,575 Fred OlivasYahtzee (2 player) 348 Peg Williams

    * New high score (As of 1-6-84)

    WANTED: Your opinions and comments on any cartridge or cassette game(s).Is the game fun? Or, is it a waste of money? Is it challenging, or too easy?Etc. These opinions will be included in future game reviews so that we maybetter provide an accurate appraisal of a particular game. If enough peoplerespond, we may even forward the results directly to the game's manufacturer.

    When you submit your high score on a game, please include the skill level.

    Send your scores, questions, comments to: Game player, [address in newsletter].

    The Game Player, #16 -- Vol. 6, pg. 37, Jan 23, 1984--------------------

    The Game Player . . . gets high on mushrooms in

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    1) SNEAKY SNAKENew Image

    This month we take a look at yet another new cartridge, and a fine one,too. For all of you fans of the coin-operated Arcade game CENTIPEDE, thiscartridge game by New Image is just the one for you!

    SNEAKY SNAKE is a very colorful, enjoyable family game for one to fourplayers. Each player starts with five "shooters," utilized one at a time. Thet.v. screen will-present the player(s) with a field of multi-colored mushrooms.

    At the top of the screen will appear the "snake," who will begin his decentdownward, meandering over, under, and around the mushrooms as he moves closerto you! At the bottom of the playfield is your shooter which you can maneuverleft or right, and slightly up or down. Using the trigger, the player mustshoot the snake before he makes contact with your shooter. A player may fireone shot at a time, or rapid-fire (machine gun-like) by holding the trigger in.

    Each hit on any segment of the snake wards you 50 points, and turns thatsegment of the snake into a mushroom. Any mushroom or part of one that youshoot, is good for one point. A single hit on the snake will not kill it,however. The player must hit each circular segment that comprises the snake inorder to kill it. Be fore-warned that a hit on any part of the snake may cutit into two separate snakes!

    Upon elimination of the snake, a new screen will appear. Each screen is

    different, both in intensity of play and color. The different background colorfor each screen adds visual variety to the game. The higher your score gets,the harder each new screen will be. The snake will move faster each time, andthe mushrooms will almost fill the whole screen.

    Things can get rather hectic if you do not get the snake before he reachesthe bottom of the playfield. Once down, he will move left and right until youget him, or he gets you. If you take too long, new snake segments will enterfrom the left and right, moving over, under, and around your shooter!

    There is no escape now for the player. In your panic, be careful not tobump into a mushroom; you will be destroyed if you do.

    If this is not enough to keep you occupied, there is another creature youmust contend with: the spider! That's right, folks, it's the old pesky spidertrick. Periodically, a spider will appear and try his best to pounce on you.

    He is good for 100, 200, or 300 points a shot depending on how close you are tohim when you shoot him. As a player's points get higher, each spider will movefaster and come at you continuously.

    SNEAKY SNAKE is an excellent cartridge game. Not only is the playerpresented with good graphics and full color, his ears are treated to a fancifuland light-hearted tune throughout the game. And just as the action speeds up,so does the music, further adding to the enjoyment of playing.

    Our players here really like SNEAKY SNAKE, and additionally were pleasedthat bonus shooters are awarded (at each 10,000 points). The game-play itself,along with the sounds and music, make this cartridge a real winner!

    P.S. Sneaky Snake is available from the Arcadian.

    SC0REB0ARD

    Cartridges:Bally Pin I 320,430 Don GladdenBally Pin II 336,700 Stan KendallWizard (Skill 1) 453,200 Stan KendallMs. Candyman 111,177* Fred OlivasPirates Chase (Skill 1) 1,942,443 Michael ProsisePirates Chase (Skill-9) 705,284 Peggy GladdenSpace Invaders 7,045 Stan KendallMuncher 69,000 Melinda MullenSolar Conqueror 18,871 Lloyd Friedman

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    Sea Devil 177,850 Eric AllenTreas. Cove (Tour. Level) 27,314* Fred OlivasSneaky Snake 40,600* Joe Kulak

    Cassettes:Dungeons of Dracula 3,440 Al ShowalterExitor 31,575 Fred OlivasYahtzee (2 player) 348 Peg Williams

    * Indicates a new high score

    Are there any SWL's / DXer's out there? - I'd like to hear from you.Maybe we can put together some SW programs for the Astrocade. (I use an R-2000).

    SEND YOUR HIGH SCORES on any game, along with info on the skill level, to:Michael Prosise, [address in newsletter]. Photographs of your scores are notnecessary. We trust you.

    The Game Player, #17 -- Vol. 6, pg. 43, March 30, 1984--------------------

    The Game Player . . .jumps over pits & climbs vines in . . .

    1) ADVENTURE and NIGHT BOMBERSAstrogame Tape A2

    Tape A2 - "Adventure" and "Night Bombers"

    The second release from the new Canadian software company Astrogames is apleasant departure from the usual game fare.

    ADVENTURE, which is actually a multi-adventure game, is similar in conceptto PITFALL, a popular game by Activision for the Atari unit. The second gameon tape A2, NIGHT BOMBERS, is a more traditional "shoot-em-down" type of game.Both games are for one player only.

    The object in ADVENTURE is to maneuver your man from the left side of thescreen to the right. The first part of the game is called "The Forest," and

    each screen presents a new and different set of obstacles to hurdle. Thejoystick is used to move left and right, climb and jump. There are no"creatures" to avoid or beware of, however, your man must jump over crevasses,climb hanging vines, jump from stone to stone, and land on an occasional movingstone which will then transport him to the other side.

    The player is allotted 1000 seconds to play in "The Forest," during whichthere is no limit to the number of new screens he can challenge. The quickerthe player is at completing each screen, the more points he will have at theclose of the 1000 second "Forest" sequence. Sometimes bonus point treasureswill appear hanging from the vines.

    After completing "The Forest," the player will begin a new adventure,called "Maze A-Changing Walls."

    In this adventure, you will be faced with maneuvering your man from one

    side of the maze to the other, with the added element of a constantly changingformation, or position, of the maze walls. Most of the time you are simplywalled in, unable to move. Fortunately, you are permitted seven "eats." Thatis, by pulling the trigger, the wall to your man's right will open. Points areawarded based on the amount of time used to complete the maze.

    Upon finishing a couple of these mazes, the third and final adventurebegins. This one is called "Maze B-Invisible." This maze game is like theother one, except that you cannot see the walls.

    Overall, our players enjoyed ADVENTURE. It is challenging, though notreally too difficult. Most felt it was relatively easy to play. We all felt

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    that the graphics in the "Forest" segment were somewhat ordinary, and that anattempt should have been made to animate the "man." On the positive side, thesound affects were nicely done, and the music during the first tape load wasexcellent.

    Astrogames used the multi-load method for ADVENTURE. In other words, thetape is loaded at three different times into memory. However, you only need to:INPUT; RUN GO once, at the beginning. The computer will print out commands atthe appropriate time when you must push PLAY on your recorder. Using themulti-load method does require one to rewind the tape and start over for areplay of the game.

    NIGHT BOMBERS is the other game on tape A2, and comes in an easy and hardversion. "Easy" gives the player five lives, while "Hard" gives you only threelives, plus faster game action.

    This is a fairly routine sci-fi game, in which bomber planes fly overhead,and periodically drop a bomb on your city. You, the player, control a Missilelauncher, and try to intercept the falling bombs.

    We cannot, in all honesty, describe NIGHT BOMBERS as a terribly excitinggame to play. Young players, age 10 and under, would probably be mostsatisfied playing the game. Sound effects are minimal, but fair in quality.

    Five hits on the city and the game ends. The knob controls the angle atwhich your missile is fired, and the joystick guides it.

    The hard version is extremely difficult to play. We do not like the factthat the missile is so tiny you lose track (sight) of it as it rises. It needsto be much larger.

    Tape A2 is selling for $9.00 and is an appropriate price. Most playerswill find ADVENTURE an interesting game, and the more enjoyable of the two.There is a lot that could be done to enhance ADVENTURE if it could be releasedin an Extended Basic version, or better yet, a cartridge! It's a pretty neatgame, and we think most of you will like it, too.

    MAIL BAG: Craig Conner writes to say that he thinks "the column (GamePlayer) is great and enjoys reading it. It helps in making future choices."Craig's favorite tape is "Look out for the Bull" ...Herb Matthews writes to say"thanks for the consistent high quality and informative nature of your monthlyreviews. It has definitely influenced my software purchases" ...Herb lovesSuper Slope and feels it would be terrific as a cartridge. Joe Adams reportsthat there might be a program flaw in Cosmic Raiders. Upon reaching the 50,000

    point level, the score will start back at 0. Does Joe have a defectivecartridge? If you know the answer, please drop us a line.Well, I think I've taken up enough of the space in this month's Arcadian.

    Will save some letters for next month. Bye.

    The Game Player, #18 -- Vol. 6, pg. 67, May 25, 1984--------------------

    The Game Player . . . hears dits and dahs with

    1) MORSE CODE TRAINERFred Rodney, Educational Software Designs

    There have been very few cartridges or cassettes available to Astrocadeowners with programs designed specifically to "teach". Fred Rodney, an FCClicensed Radio-Telephone Operator, has designed and made available an excellentand efficient program for learning the International Morse Code.

    As some of you are aware, one must know the Morse Code in order to obtainan Amateur ("Ham") Radio Operator license. The FCC requires a person to pass a5 wpm test for a Novice Class license. This cassette tape program is a"trainer," or, programmable "teacher" of the International Morse Code. Withit, one can learn the Code at 5 wpm, 15 wpm, or even 20 wpm, quickly and

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    easily.Mr. Rodney's MORSE CODE TRAINER can also be thought of as an educational

    "game" for people interested not just in radio, but also in cryptography ormystery. Before delving any further into the Code, here is a description ofthe MORSE CODE TRAINER cassette.

    The tape contains two programs. Side one is the Morse Code Trainer andside two is Morse Code II, for advanced study.

    Upon loading, a menu appears offering nine study levels. The easiest;level one, teaches the easy letters A,E,I,M,N,O,S,T, and U, while level ninedeals with-everything at once: the entire alphabet, numerals and punctuation.Menu two allows the selection of the learning or testing speed: Slow, Moderateor Fast.

    Menu three allows the student to choose the "Learn" mode or "Testing"mode. The beginner would select the first level from Menu one, the slow speedfrom Menu two and the "Learn" mode from Menu three.

    In the learning mode, you will hear a character presented as a series ofdits and dahs, followed by a visual of the letter or number. For example, withletter F, whose code equivalent is . . - ., you will hear "dit-dit-dah-dit."After one or two seconds, an F will appear on the screen briefly. As aregistered Radio Monitor, I can personally attest to the realism of the "dit-dah" sound produced by the Astrocade.

    The test mode is designed so the student may determine how much he haslearned. Twenty-five characters will be presented by sound only, one at atime, at the speed the person has selected. The person listens, writes down

    the character being sent and after the test can check his answers by using thestudy sheet that comes with the cassette.Side two of the tape is basically formulated the same as side one, with

    the overall level of study more advanced. It also deals with certain codedmessages.

    In addition to the tape and detailed study guide, Mr. Rodney has alsoincluded a schematic of a simple oscillator, utilizing a 555 chip, that iseasily built with parts from your "junk box" or nearest Radio Shack store.With the completed oscillator, one will be able to "send" Morse Code forfurther practice.

    This taped program is very well done. It incorporates ideas used by theU.S. Navy and by professional code instructors. The Code was developed in themid 1800's by Samuel B. Morse for the U.S. Government. Originally, the Code

    involved the clicks of a key connected to a telegraph line. With the advent ofradio, clicks were replaced by the familiar tonal dits and dahs that are madeby keying an electronic oscillator. In radio communications, the Morse Code issuperior to voice communications in a number of ways. The Code can beunderstood in very noisy situations and crowded band conditions. In addition,it only takes a couple of watts of transmitting power to communicate around theworld, whereas voice communications usually require at least 200 watts of powerand that's on a good day with a superior antenna!

    If you are interested in becoming an Amateur Radio Operator, I stronglysuggest you begin with Fred Rodney's Trainer tape. It only costs $9.00,compared to commercially prepared Morse Code teaching packages costing $100.00or more! Mr. Rodney will also be more than happy to furnish you withadditional info on how to obtain a "Ham" radio license. You may order the tape

    by dialing a 24-hour C.O.D. ordering phone at 212-629-2071, or Write to: FredRodney, 1190 Albany Ave., Brooklyn, New York 11203.

    MAIL BAG: This month Joe Adams writes to say he phoned Astrocade about theproblem with the Cosmic Raiders cartridge. (Score reverts to 0 after 50,000pts.) He reports that it was programmed this way. Interesting . . . Joe alsobought the Mazeman cartridge and says "it would have been a smash cartridge ifsome sound effects had been added." (Game has no sound.- Ed.) On that note,Fred Olivas writes "I hope you get in a Mazeman cartridge real soon because Idepend on your clear and honest reviews of game quality vs. price." Thank you,

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    Fred. No Mazeman has been received here. Someone wish to let us BORROW onefor review? MUNCHMAN question from Bruce Veit: "Is another munchman awardedbesides the one at 10,000? Could that be a watermelon after the double lemonrun?" How about it gang. Send us the answers, please . . . Uh-oh. LloydFriedman of New Jersey warns that "Blastdroids- worst game ever." Watch your$$$$ folks . . . And finally, Allen Showalter was nice enough to write in tosay "Thank you for a great column!" and thank you, Allen! Thanks to ALL of youwho have and continue to write us here at Game Player. Your compliments andpraise help keep us going!!!! Our address: Game Player, [address innewsletter].

    The Game Player, #19 -- Vol. 6, pg. 77, June 30, 1984--------------------

    The Game Player is psychoanalyzed . . .

    1) ASTRO ANALYST and MEMOMAXFred Rodney Educational Software Systems

    It's been raining for five days now, so we thought we would cue-up somegood rainy-day games. We recently received a cassette tape from Fred Rodneythat contains two excellent game programs perfect for these rainy days.

    ASTRO ANALYST is a one-player game in which the computer will list

    personality traits (ie. quiet, logical, sensitive, shy, etc.) based on how youanswer the unique program. This computer program is based on an actualpsychological exam that presents the person with a choice of symbols. Thesymbols selected by the person are interpreted by the computer according to theformula programmed into it for doing so, and results in a list of personalitytraits after all thirteen selections have been made.

    According to Mr. Rodney, the "program was originally written as a writtentest. The examinees answers were then tallied by an examiner and evaluated bya certified expert in the field of symbols and psychology.

    For example, in each case you are asked to select via the keypad, one ofthree symbols. Your selection theoretically is indicative of a particulartrait, such as "assertive" for example.

    ASTRO ANALYST was written with the help of a person well