Ribbit!
The Game: Two frogs, Bull and Pip, set out on a hazardous journey…to find some flies to eat. They must grab yummy flies while avoiding several lanes of poisonous spider “traffic”, and they also have to cross the occasional river on the backs of turtles and logs, snatching more flies out of the air without falling into the water. Each screen is cleared by the frogs eating the required number of flies. (Sega, 1991)
Memories: It’s not Frogger. It’s not even officially a sequel to Frogger (by this time, Konami, the originators of that game, had reasserted their ownership rights). But I’ll be croaked if Ribbit! isn’t at least “inspired by” Frogger – how that one didn’t get the lawyers suited up for an amphibious mission, we may never know.
Intergalactic Trade: Mark II
The Game: You must choose wisely from a field of candidates to captain your merchant battleship (as well as picking the ship, which can be upgraded at any port), and survive a series of trading adventures along a route that runs from Earth’s sun to Alpha Centauri. In the long empty stretches of space between Pluto’s orbit and Alpha Centauri, there are no resupply/repair outposts – and there are plenty of attacking pirates. Sample passing comets to mine a rare element that will improve the aim of your weapons…and watch out for the Borg. Planetside, you can buy and sell your goods, upgrade your ship, recruit additional crew members, or visit the casino in an effort to increase your funds. Your captain ages as the game progresses (long space hauls still take a while in this universe despite warp drive), and will eventually die – so don’t let yourself run out of crewmembers. (Earl Green & Robert Heyman, 1990)
Memories: I recently stumbled across the 5 1/4″ floppy containing Intergalactic Trade: Mark II while doing an entire Saturday of Apple II game screen stills, and I was floored. I had completely forgoten about this game, or how far we’d gotten into the process of programming it in our senior year of high school.
And nowhere in my wildest dreams did I imagine that it was as much fun as it is.
Borrowing its basic structure from Taipan!, Intergalactic Trade: Mark II incorporated Star Trek terminology (warp speed, phasers, etc., as well as one-in-a-million surprise attacks by the Borg), Jump Cut City placenames (which makes sense as we were still enamoured of the idea of producing our own little TV show at that time), very scratchy screen stills from Blake’s 7 for the intro and instruction screens, and even a few elements of Dungeons & Dragons and Ultima IV for good measure. In short, you can easily tell what we were watching and playing at the time we came up with this game.
In a somewhat more modernized setting than Taipan, we reasoned that there would be businesses set up at every port to upgrade shields and weapons. And in an admittedly Star Trek-inspired move, combat situations can be solved by negotiation…every once in a while. Your ability to talk your way out of a fight is influenced heavily by the randomly-generated statistics of your captain character; his age, his status (which can range from “hated” to “unknown” to “legendary”) and his charisma all come into play there. If beaten, an enemy ship’s crew may mutiny and offer your their services (and their captain’s cargo) to stay alive; showing mercy to too few enemies will, in an Ultima-esque fashion, start to erode your captain’s reputation.
In eleven years, I’d completely forgotten that I had worked on this game in my late teens. I actually find it rather addictive now – yes, it is all text and statistics, and there are still some rough edges that I may go back and try to fix up later. Or who knows? I may try to port this into something more modern – perhaps even a simple web-based game. I’m quite happy with Intergalactic Trade: Mark II (though I don’t remember what on earth happened to Mark I).
I went through the BASIC code and found that the casino odds were heavily weighted in favor of the house; not only a realistic touch, but, like Wil Wright and Richard Garriott, I was dead guilty of working my own beliefs and worldview into the game. Gambling was no way to advance yourself in the universe – indeed, spending too much time gambling also cost you points on your reputation.
Wow. My very own Phosphor Dot Fossil. Too darn cool.
This game is still a work in progress and I’m working on making what there is of the game available as a disk image; keep checking back to this page. If there’s enough interest, I may do a limited run of actual floppies with accompanying documentation, though before going there, I’d very much like to finish the game first. – EG
Lock ‘N’ Chase
The Game: You’re in charge of a getaway car loaded with crafty criminals. Your job is to sneak around the maze, avoid a bunch of cranky cops who are hot on your trail, and grab all the dough – and, of course, to escape so you can steal again another day. But the cops can trap you with a series of doors that can prevent you from getting away… (Data East, 1990)
Memories: After a quick “training” chase in a small maze – presumably in the vault while you’re making the big heist – the Game Boy version of Lock ‘N’ Chase is somewhat faithful to the original, even though it “zooms in” on the section of the maze surroundng your bank robber. However, while the original arcade game was an obvious attempt to get in on Pac-Man‘s maze-chase, dot-gobbling action without aping every aspect of the game, Lock ‘N’ Chase on the Game Boy makes the comparison obvious.
Revenge Of Defender
The Game: Players slide into the cockpit of Defender once again, defending the power generators on the surface of a human space colony from intruding aliens. As usual, the Defender is a versatile, fast-moving attack ship, but the aliens have an advantage in sheer numbers. Vaporizer bombs can clear the screen of attackers, but they’re in short supply. Eliminating all invaders clears the level and starts anew; running out of Defender craft means the aliens win. (Ensign Software, 1989)
Memories: Among the most obscure offshoots of the Defender family tree spawned by the 1980 coin-op, Revenge Of Defender is a dressed-up PC remake of the classic game, trading the complicated control scheme and uncluttered graphics of the original for a easier player controls and background graphics that actually get in the way of the game.
Q*Bert
The Game: Q*Bert, a nosey little guy with a propensity for hopping, spends his time hopping around a three-dimensional pyramid of cubes, avoiding Coily the Snake and other assorted purple and red creatures, including a few who operate on a slightly different plane (i.e., they move down the pyramid as if it were rotated one-third). Any green objects and creatures Q*Bert can catch will not hurt him – in fact, the little bouncing green balls will stop time briefly for everyone but Q*Bert. If he gets into a tight spot, Q*Bert can jump off the pyramid onto a flying disc which will despoit him back at the top of the pyramid – and lure Coily to a nasty fate by jumping into nothing. Changing the colors of the top of every cube in the pyramid to the target color indicated at the top left of the screen will clear the pyramid and start the craziness all over again. If Q*Bert is hit by an enemy or falls off the pyramid, he hits bottom with a resounding, arcade- cabinet-shaking splat and a burst of incomprehensible obscenity! (Konami/Ultra, 1989)
Memories: Ah, the eternal conundrum of Q*Bert – to turn the controller, or try to do diagonals with an NES joypad? The original arcade incarnation of the mighty orange one solved the problem pretty simply by turning a standard four-directional joystick at a 45-degree angle within the coin-op’s casing. To truly replicate that effect, you’re given the option of rotating the NES controller 45 degrees or to try to do diagonals while holding it straight (in effect, hitting the left and down portions of the plus-shaped pad simultaneously to move in that direction). There’s a whole pre-game startup screen devoted to controller orientation here. And as awkward as it is, the 45-degree angle option is much more responsive on the NES. Now, a joystick such as the Advantage may help here, but again, the hardware itself dictates that the controller won’t be as responsive diagonally.