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SET PUPA [hy wi ee Tea 8) if _ MASTERING MILLIPEDE Ate RO Hah ' Tea Le Ve een Aes ee Leen ee ker oer nee Creer ee Rog Games) arrived at our offices for review. ub ec erg etre een ee tree ooo Pei kikig ume kg curiosity. Although I don’t like the idea of a game sellingitself on violence alone (or vio- eee ries Can Pee eee erro eth eur Cee ee ou Coad reece ee less. It’s a little like Frogger, but without the entertaining background music (the best part eT er a ee sige eects Serer cte ar ard eet cer ar Lite eg plement ey petra Ct ae a as tainly doesn’t have the so-called “violent” Pree een Ceca Defender. You just watch various objects move Pere rch uns button; Texas Chainsaw Massacre (the video Pee teens Cu Ue eee ek Cec) Presa ers of Texas Chainsaw Massacre made a mis- eens ea ete lenceis an integral part of the thrill of video Peres ree i aC Pe eee a uae ferret eke ruc) BOER Rec e eury screen is the real thrill of playing video games. See an eeea re ects Peer ure eee cuca me POU ee) ere err eek has appeared on game screens before. (It doesn’t even matter very much what t) imagery is—Dragon's Lair, for example, per eet eee kaa rere suche unm e good game, then, isn’t the result of vicarious or ered a eee er Pree ne eee ey gives you. Texas Chainsaw Massacre didn’t Pie Eee ead Peet ct pocbe NEO. THE SECRETS OF DRAGON'S LAIR 32 Laser disk technology bows inthe arcades with this latest entry from Cinematronics. Well show you how it works... and how to win THE WINNING EDGE Joust 2 Even the best fivers will rack up higher scores with these top strategy tips from Eric Ginner. FEATURES STAR WARS 10 The fora is with you with Tad Perry's strategy tips for Aar's flashy new space game entry HURDLING THE OBSTACLES OF BUMP'N’JUMP 16 Fast paced strategies for he newest game to hit the driving circu MILLIPEDE: THE BUGS ARE BACK 22 The swarms have returned, but they're not unbeatable in ‘his sequel to Centipede. Beatthem in no time with these ‘ips. INTERACTIVE VIDEO: THE CHOICES YOURS 50 Home computer technology from Pioneer and RCA offers the player a series of apticns REACHING THE SUMMIT OF CANNONBALL BLITZ Master the rivet and springboard screens with undated strategy for an Apple classic. 8 DEPARTMENTS. LETTERS NEW WAVES The dest from the Consumer Electronics Stow. HOME FRONT Tho last word on bargains for your home video library. TRICKS OF THE TRADE Inside tips from the arcade pros. TECHNOCRACY CHARTS oa ee 8 8 STRATEGY REVIEW In your July 1983 issue you ‘say you can get any back you're interested in even more strategies for current- Yy popu arcade games, issues of JoyStik” for $2.95 pick up a copy of How to plus 75 cents postage per copy. Can you please send me alistof the issues that contain information on playing Q"bert and Pac Man? Sammie Bankhead Temple, TX We get many requests about strategy articles in previous issues, 89 we've ‘compiled the ‘oliowing list of coin-op game strategy articles for readers inter- ested in ordering back issues. The articles marked with an asterisk (*) are Winning Edge articles. Centipede (Jan. 83") Delender (Sept. ‘82, Nov. 82") Dig Dug (Nov. 82, Sept, 83) Donkey Kong (Noy. ’82) Donkey Kong, Jt. Jan. "83) Food Fight (Sept. 83) Galaga (Apr. '83) Joust (Jan. 63) Ms, Pac-Man (July 83") Omega Race |Sert. 82) Pac-Man (Sent. ‘82°, Apr, 83) Pongo (Apr. 83) Phoenix (Sept. '82) Fole Posiion (July ‘8 Popeye (uly 83) @bert (Apr. '3) Qx (Nov. 82) Reactor (Nov. 82) Robotron (Sept. '82) Sinistar (Sept.’83) Siar Tek (July 83) ‘Tempest (Seat, 82", Apr. 83) Tron Wan. '83) Tutankham (Nov. 82) Xevicus (July 83) Zaxxon (Sept. '82) Win Arcade Video Games by the Editors of JoyStk" ‘Magazine at your cai bookstore. It contains de- tailed strategies and aiff- culty settings for Dig Duo, Donkey Kong, Jr, Galaga, oust, Me, Pac-Men, Q'bert, Robotron, Sinistar, Thon, Xevious, Food Fight, Front Line, Pole Position, Popeye, Time Pilot, Zex- xon. and Zookeeper. How to Win Arcade Video Games is alse availablo directly from us for $2.95 (plus 75 cents postage and handing). SHARP EYES You have a great publica- tion with creat artwork, upcoming game news, and Strategy tips that havein- Greased some of my scores tremendously. Keep up the great work! While | was reading your article “Playing to Win at the Sequel Game"in the July 1983 issue, | noticed that the povrer pills in the Pac-Man/Ms. Pac-Man lay: ‘out were missing and tne dots surrounding them are noteaten. How is this pos sible? lam a serious gamer and have pouted many tokens into Pac-Man and Ms. Pac-Man, but have never been able to accom- plish this feat Steve Spatucci ML Laurel. NU Well, Stove, we can'ttel! you how to get the energiz- ers without eating any of the surrounding dots, but we can tell you how to take apicture that makes it(0ok Continued en pg. 6 ae eee aaa cae eat la aot as cee ae ANitpicker flying below the chains. JoyStik!November1983 like youdid. Since the energizers are constantly ashing on and oft, just take your picture during the fractionof asecond when the onorgizors have dis appeared (like we did). Were surprised at the number of readers that noticed this effect. Good game players (i. Kk readers) seem to bejust as observant when they read as they are when they pley. DONKEY KONG, JR. In your Donkey Kong, Jr. article (Jan. 83 issue), you neglected to mention that the Black Shoik in the Mar- ketplace, and you willbe transported to the Black Market in front of the raving lunatic. Drop a money bag nex! to the lunatic and you ~ canpass. Also, the Capstone is really lusta ple of air, nota JoyStk® stone, whichis whys — brown and you can dig ‘down through it. For more: ~ information, you can obtain ares lustrated step-by- _ step pamphlet desoribing exactly whatto do from ‘Atari by calling their Cus: tomer Service Center's tol- ‘onthe second and fellow free number at 800-538- ingchains, the Nitpickers flyall the way below the chains. Also, onthe left- mest chains, if you avoid the apple and then start to push the next two keys up (about io the apple), two!o four Snapjaws will go down the chain wih the apple. Then smply drop the apple This makesit much easier to finish the board. RobertSprnger Greeley, CO Thanks tor he tins, Robert RAIDERS TIPS Tlike io make 2 few com- ments about Rod Leach- man's arficle on Raiders of the Lost Ark in the July 1283 edition of JoyStic®. First of all, every photon itwas backwards. Second, upen ‘entering the Temple Trea- sure Room. youcanal sways get the Ankh by waiting unti the watch is at6 o'clock, Sto noon, or 5 past noon before tak- _ ing the money bag. : Getting to tne Black Market is easy Give the Chai to _ we apologize 8543 (800-672-1404 in ‘Galfornia) during business “hous, G.P. Thomas Ypsilanti, Ml "Thanks for te strategy tips, You're aght about the backwards pictures, and or the error POLE POSITION Inyour July 1989 issue, the tips you gave forPole Posi- tion aregreat. One thing, ~ though. is that when you're about to go around that ~ very sharp turn, take your ear close to the left side un- less there is.a cat already there. Stay in high ge: ‘a good gripon the steering “wheel, and spin the wheel to the left as fast as poss “ble. You will skid, butyou should make it around the turn. Since Ileamed this strategy | have been able to get Pole Position every time. _ Chris Evans - Bethlehem, GA Attmough your approach wil work, there are other cet ways fo handie the hairpin turn (fourth turn) that are: more efficiont. One is to "stay to the right, al top speed, and then turn all the way to the left so that you "slide across the track and ‘come outof the turn on the left side. This approach is very quick, Butit wont work ifother cars are coming through the turn with you. A safer approach isto dive ofthe left side of the track Just before the turn and then slide back onto the track as you come our of the turn. This way youavod the other cars completely and ‘only need enough clear ‘space to slide back onto ihe tack Regarciess of how you play it, the hairpin turnis definitely the most ‘enucial part of each lag. MR. DO! | am very interested in the gare Mr, Do! and would like to see some strategies for that game. Andy Page Charles City, 1A You've got it—next issue, we'l be including twopages of Eric Ginner's Mr. Do! strategies. Until nen, avoid falling letters andeat all your cherries. BUCK ROGERS, ASTRON BELT AND DRAGON'S LAIR In your April 1983 issue, | saw a picture of Buck Fo- gers battling treaded robots inthe trench cone. Ihave got 73,000 on Buck and | wonder how far you have to go toreach them Also, when will Astron Belt onto the arcades? | have ‘Seen picturesof it and lam hoping it will be out soon. (On anews program on TV. saw a game lke Astron Belt but itwas animated. It was called Dragon's Lair, and Iwas wondering when, itwillbe out Andrew Laird Radnor, PA The order of the screens in Buck Rogers was changed afterthe 1982 AMOA show (where we took the picture you mentioned). So. al though the tread robots will eventually appear in the trench scene, it happens at a much later point in the production game thanin the AMOA version. ‘Astron Bolt has alroady been released in Europe and Asia, butit was only out attest locations in the U.S. when this issue went topress Dragon's Lair. on the other hana, is already out and is featured ina 6-page article beginning on page 32 of this issue, Mew WAVES SCORING Finally, from an outftin New Jersey comesa solu- tion tothe desky problem of Keeping track of all those high scores you amass n the arcades and at home. The Video Gamesman Scorebooks come in two f sizes, one designed to ft in ‘your pocket and the ather tasit on a coffee table, Prostick 2002 ‘lose proximity to your THE PROSTICK ‘game console. Resides Newport Controls intro: locating spots for your duces Prostick 2002, a scores, Dad's scores end ditéct replacemen'for Tl Mom's scores, the home 99:4 and 99:.4a Home version also includes a set Compute’s, with aninter- of Video Game Wiz Kid of the Week certificates, Ir- formation is available from Video Gamesman, 2.0. 14 -Box 9120, Moniistown, NJ 07960. face unit notuded. The jystick is equipped with four-way and eight-way switchable control oe : tlpereua ee sn time for Soe oat oh Pac-Man Watch Sales ot yigco guage Florida has introduced watches and clocks featur- VIDEO TO. GO ing fully snimatad graphies in the same color schemes, as the video games then selves. The minute and second hands traditionally found on timepieces have been replacea with gob- bling jaws, quiping down the ghosts and power pills, seattered about the dial The products are marketed Inthe U.S. by Executive Sales Associates Pack up your troubles, and your Atari §200, and head fo" places unknown with the new carrying case de- signee by Souter Case, Ing. of Raleigh, NC. The storage and travel unit cartridges, AC povier acap: tex, and a TV euitch box price is $29.95. Southem Casealschas models to hold Atari 2600, Hewlett Packard, Timex: Siiciair, Commodore 64 and Commodore Vic-20 systems, holds a console, nine game and isthe size of a porteble typewniter, Suggested retail INTRODUCING BASEBALL VIDEO Aline diivesingle and MYLSTAR another run scores. The. Gottlieb & Co. the coin- ‘crowd cheers. Its Cham- op manufacturer who ‘Drought you O*Bert, has changed its name to Myl- sta’ Electronics, Inc. ©) Acedrding to the com- pany’ president, Boyd M _ Browne, the name change reflocts*plans to grow in pion Baseball from SEGA Electronics, and its as. ‘American as-—Japan? Thousands upon thou- sands of these arcade games have been shipped toJapan, anditwasthis the coit-operated fidd as phenomenal suocess ofthe. wellas... other high- ‘American pasttime over fechnolbgy segments of seas that led toSEGAs _theentertainment industry.” decision tomarket the ‘game et home 2s well ATARIUNVEILS ARABIAN ‘Taking you backin time is Alar’ latest adventure coin-op video game SEGA claims their Cham- piort Baseball game "has created nationwide excite- ment not seen sincethe Arabian. Space Invaders craze of several years ago.” You take onthe tole of a prince, who must complete four different levels (or "pages as Atari calls them), each offering difter- entchailenges. Your goa! to rescue ths lovely prin- cess held captive in a cas- tle tower. ‘The game can be played byone or two players, and features isolatad close- Ups, pinch hitters and refit pitchers, Players willbe able todo everything that happens ina teal beseball game. is there 2 free agent button? ‘Onpage one, you must limb to the crow’s nest at Q*BERTOONS thetop of a ship. Onpage The unique Obert char- two, youlr@ on the shore, ‘acter has leaped out of the and must crawl through e arcades and into Saturday cave. On page three, Morning chidrens televi’ you're at the gates o! the sion. The Puby Spears- castle and get tothe top via Produced series, “Saturday _ flying carpets. On page Supercade.” airs onCBS. four, your final level, the Starring in te serio are_princess calls to youfrom Mylstar Electronic's ~ herlonely perch. Flying Qroertanda gaggle of carpets and ropes are your devices for getting to her. Allievels feature dandy ‘opponents: Roc Birds dive at you, Oscars chase you, and Genies throw snow- friends including Q*ball (voted mos' likely tocreate trouble}, Q"tee ithe stars: honey), Q°bit (his litte. brother), and the totally awesome Qrval, The show _ bals (snowballs?) atyou. uns on Satutdays.a! 6:30 You are awarded bonus aim. EST, points for collecting brass Jugs spelling outthe wore ‘ARABIAN, oyStik" November 1983 ce ue ea LE oC) i Cees Ee Rr eek ate od Pea aera ay td a larger and clearer as it approaches. Then—in eerie tee Imperial Tie Fighter—a volley of mu eee ete es i straight for your ship. Lining up yourlas = crosshairs with the first fireball, you quickly Puree uae ao ete Eu ’ Peeters rece ary : shot breaks the Tie Fightet into two crumpled wings that spin away as you pass between cc ¢ aed ore 4 Oe eure c Death Star, is moving slowly across the scan- Pee a eee ne Perea ee ee eed “Hold on tight; we're going in.” ‘ a Pa ee eee ee fi AS ; Wateh for the Death Star, but don't iet it aistract you. Stop the fireballs early, and you won't have this problem. 14 OR edd Cau Ete Benes SCC Rn et tn CRU ak Oe te pi Berar eaanrcras eS cae) Reece cic) eeu A Ret er Screen ein per ee ae ent pan ee Pere a Cre earns costing you one shield retraite rene of the trench to fry again. PR cu ena ee ke eae has been cleared and you. tinuous streams: eet os ni Pre yeu ag ce ree ie een points ate awarded for _stead on shoot eee ark a ORL Death Star, and 5000 Perey neice meee Me On neh amen ri Pascoe Reet ce PT Rue ul nee AIL RU Re L ec Ammen eon ens a Lee nn Td ea ee ee eer Run peer a ere tg ed one a ae Payee Wave 2 Tie Fighters are topsoffthe towers, so more aggressive than __ the tops ofthe towers are ee enue mn cue eee meer Puna retry eter) Eu co ener Ree ear Ped Ree eeu ee aes Perce unis etic from 1 to 9, but Gis the etme a} PO ae ak) eae cot Ru el cure Ey eC ae ecu mR ch reer me Ur Tied Brn riers Pre ud See atc Pet er ae Ce cu ak Ree ian PO acu eed Co around. Your ship will begin moving fasteras it ey Pe eed) ee ae ett Ss eee eu) etcetera cn trench. Youcan—and —_on the first few passes, must—flyunderthetop while itis still a relatively eee rh eee COL pull back upon the con- Ul 7 (UMP by Mike Ternasky Bump ’N’Jump is a new car racing game, similar to Monaco Grand Prix and Turbo, in that a changing terrain scrolls down the screen, and the cat moves vertically across it. Unlike Monaco and Turbo the car is controlled by an eight-direction joystick, which eliminates the need fora gas pedal. Bump ‘N’Jump's car has two added abilities, it can “bump,” and it can “jump.” The purpose of the game is not to try and go as far as you canina given amount of time, butto try to com- plete as many courses as possible. There are 32 courses to master. Unlike other racing games, Bump 'N'Jump is started with five extra cars. An additional car is awarded every 30.000 points. ‘most dangerous You canbang Into other | nents Sine ee cars. Betterthanthat, —_Thetruck can gofaster _ you can even smash ‘than your car and du them ofttnoroad| for deadly rocks i path. You must. aries ance rsetiiiee © avold seh -holdits own with the “Finally thereis racing ‘There are avvariety. gamewithacarthatcan other cars intherace and all are out to get you. TI your carhasthis ability is _ rocks. Deathmobil lotryand smashevery the second moat dangs " car you can. This, how- ous foe onthe co ever, canbe very danger: They are black cars wit ous because both cars in skulls and crosebones. acollision lose control _ on them. They areas fast jorasecond. Beware! _as-you and are intelligent The other carscanand too. Watch out because | will smash you Into the rocks orwater if they ‘on you, Blue cars are have the chance, alsoastast as you but they arenotas smart as JUMPING the Deathmobiles. Yellow What doyoudowhen and green cars are slow- ‘your caris surrounded ef than you and are easily byotherracers whoare —_bumpedoffthe ro about tosmash youlinto They are your eesi the wall? Yo foe. Although tanks: Jumping is achieved by ‘simply pressing the jump button next to the joy- stick, Your car must be traveling 100 mph to slow and not particularly dangerous. Tanks can rarely be bumped off the ad due to their weight, jump. The jump itselfis so avoid bumping them. proportional to the speed aie aa youre traveling which COURSE makes speed animpor- The course Itself will tant factor in the game play. Luckily there isa speedometer onthe top right-hand portion of the screen witha flashing signthat says, “Jump OK" if you are traveling cause you more trouble. than theother cars because of ts jagged rocks, narrow bridges: and long waterways. The rocks form difficult ter: tain through which you 100 mphor faster. Jump- ‘must maneuver your cat. ing Is necessary to clear "These rocky sections of waterways intheroad _ the course are where ands helpful inavolding bumping can be hazard- ‘other cars, so itisimpor- ous sotry toavold tant to keep your speed. bumping other carsif over 100 mph, HEH ues inthis rece. they arevery | “Ithera ia water on your tet ee cere ridge, "ready to swerve or jump ifnecessary, You know _yaware on abridge you vater toyour left or to your right. Bri ‘are hazardous bocause: - maneuverabilityis im- Besa arsne ntheleft and is. lands in the middle. Waterways are areas of the road which are washed over by water. To traversea waterway, you ‘must Jump over it suc- “cessfully. When youare a waterway, a yellow exciamation olnt appears to warn you otacoming jump. There are two types of waterways. The firstis a Washed out roadway. "one or two car lengths 80 ‘Bridges are halfas wide ‘asinormal roadwayeand | ways golett on these ips and land on the ige. The bridge is only jump offites soon as you "see the end of the water- ‘way, The length of these jumps vary $0 learn to recognize the rectangu- Jar istand which will al- ways appear before the endof the waterway. The other islands are large ‘and square but the rec- tangular istand is much ‘smaller. When you see this island itis safe to jump offthe bridge ‘because the waterway willend. "washed out bridge jump is more difficult than a road Jump. The other type of water- way is awashed out bridge. These bridge jumps are more difficult than the road jumps. because there is no bridge on the left or s¢ tered islands in the water. To successfully cross these hazards you must _ jump atter you see the exclamation point while having sufficient speed. JoyStk*Mevember 1983 | Thekeyto playing Bump awarded a 50,00 -'N'Jump Is notto kill a single enemy car for an entire set. Ifyou suc- cessfully complete a “eat without smashing another car you bonus. This sounds easy butitcan be very diffi- cult In fact you may have to kill yoursalf to keep from landing onor smashing another car. It Is worth killing your ‘own carfor the points because you will be. awarded a bonus car for every 30,000 points you receive. ‘A rock barrier will sepa- rate the road in certain areas atter level 3. Al waye goto the left, just as you would on ajump from the rocky roadway. ityou are introuble ona rock set, jump; andl it itis not possible to jump, simply pull back on the joystick until you come to.acomplete stop. Your enemies, with the excep: tion of the tanks, will drive pest you. You must regain your speed before youcan jump, so only thisas a last resort. Fock funnels appear berore a jump trom arocky roadway. JoyStik’ November 1983 y vailrun intethe rocks rope Sorte ‘drop - thelr rocks. Simply wait, ehind them until the last draw the other enemy cars closer) then jump. Usuallythe other cars anddie. Be careful when driving nextto dump trucks because all you must do to smash one is touch It. This can ruin a {50,000 point run very quickly. Leam to recognize your signals, such as tho sound the exclamation point makes and the rock funnel your car will go through before a jump from a rocky roadway ‘The funnel is always the algnal of a jump. Whother you're on the ground or inthe air move lett when you seeit. Listening for the high beep made by the exclamation point allows you to tell when a jump is coming without making you look up at the exclamation point and take your eves off the road. ityou accidentally or pur- posely kill acar, continue killing them because you vei be given bonus s for each car killed. When smashing aca, youwilltravel opposite the direction of the colli- sion. Try not to hit cars in front of youbecause you willgo backwards and lose speed. It is best to ‘wait until you are in front ‘of tho ear, thon slow down and hitit. Youwill "regain the speed you lost from slowing down when you bounce off the other ~ Gar if you at a colli- sion and lose control, jump to regain it, Ifyou acaritis bestto jump again when younit Itto keep from losing control. ‘Try to learn the courses. Each time you complete a course try to remember It Iyoudiein aceriain area remember it so you don't make the same mis- take again, Luckily you can start a game from the point you finishod It you putanother quarter in festenough. This will help you memorize a.course you always dieon. To use the following strategies you must be able to complete the first three levels easily. Although the first three levels are fairly simple, here are eometips that may help your score. Level 1 has only short Jumps and dump trucks willnot drop rocks. Therefore you need only wait until you see the water before jumping. Then stay in the middle ‘of the sereen until you clear the jump. You will only see one islandon these jumps. This is the Island which appears be- fore the end of a jump. from land in later set When you are on the n rowbridge and spot this fslanditis always safe to jump and moveto the center of the screen. Level 2hastwotong — jumps from land. Make sure torecognize the rock funnel before ihe tong jumpsthen move leftto the bridge. When you see the rectangular island, jump from the bridge back to the road, The bridge jumps in this level are short. \Whon you see the rock fun- ove left tothe bridge. Level 3will introduce you toa split, which is simply a partof the road where ‘the rocks cut itinto two ‘segments. The portion of the road on theleftis nar- row almostlike the bridge froma land jump. The right-hand side of the road Is halfas wide as the normal road, ‘which is about the same width as a normal bridge cover water. The easiest “es way to traverse these | splits isto simply jump “ andland onthenarrow lane to the left, Follow this lane until you see the: endof the split andthen jump again, Level 4 is wherethe real strategy to mastering the game comes in. The first three levels are unique, ‘meaning you wilt not see them for the rest of the game. After level 3, a pat: tern of five repeating pat- terns begins. If the important charactetietics of these patterns are jearned the game is easi- ly mastered. In other words, if you leam pat: terns for levels 4; 5, 6,7 and®; you have learned the patterns for the rest of the game, as they keep repeating in ora ‘The screen changes color depending upon the season. The seasons are ot important with the exception of summer. inthe summer, the dump trucks usually will not drop rocks. Level 41s a ‘summer sotso remember youccan drive behind the dump trucks as much as 20 ‘There aré four kinds of jumps in these levels. Jumps one and two are short and tong Jumps: from a rocky roadway, ‘The short jump has only the rectangular island and canbe cleared with: out using the narrow bridge to the lett. The tong jumps fromthe rocky roadways differ in length and havemany square Islands. You must use the bridge to the left on these jumps. These two jumps henceforth willbe referred toas roadway jumps short and middle isiand. long. The other two jumps are from normal bridges, There fs a short jump which can be ‘cleared very easily. The Jong bridge jump is ali tle more difficult due to its fength. To clear this jump you must be travel- ing 180 mphand jump at the last possible second, is bestto try tohave ‘your apeod st 220 mph when approaching these jumps 80 you won't have fo.wait until the last second to jump. mertime, Level 41s the easiest of the five repeating pat- terns. It begins witha split, then along roed- way jump, another split and another long road- way jump. Then youwill come toa bridge. Do not jump once you are on this bridge because a short bridge jump is coming soon. When you hear theexclamation point, jump, and be pre- pared to jump again soon. The short segment of bridge you will land on ig not long enough for you fo jump and land on again. This type of jump- called a double-jump because of the two con- secutive jumps. After the double-jump, you can re- lax while you drive on a it bridge for a short whil is safe fo jump hereif necessary. When you eave the bridge, jump and go left because a. splitis approaching. Stay on the left side of the splituntil you are near the end, then jump, You will fly over a rock funnel and landat the entrance ofa short roadway jump. Jump again and stay in the middle of the screen. When you land do not jump because there is a Jong bridge jump ap- proaching. tis important tobe in the center of the road so youdo not get killed when the road becomes a bridge. Gain ‘speed and wait until the last possible second be- fore jumping. The screen will speed up if you make this jump: do not panic or think the set is over because there will be a short bridge jump right after the long one. This is called a long-short double-jump. When you leave the bridge, jump and move lett. Level 5 is almost identi- cal to level 4 except that after the second long roadway jump you will come ditectly into arock funnel. This funnol loads lntoa very short roadway jump. The rest of the course is identical to level 4. Level 6 is unique. Forget all previous rules when learning this course. Just iearn itand remember it. itis not that difficult, but it is much different than the other courses. The course will begin with a rocky roadway, then open upto afullroad. Do Not be fooled because JoyStik'Movember 1 You will notice thet nei- ther of these jumps has the rock funnel pos- roadvay jumps inthe game, and the second doesn't evenhave the rectangular island, Just as you complete these two jumps prepare fora long roadway jump with ‘out a funnel. A short dis- tance after this jump, another short roadway jump appears. This one hag arock funnel but ‘ends in a roadway spilt. It | youare on the left side | (es you should be), this will be notrouble for you. _ You will drive through _ morerocky roadway be- | fore coming to a bridge. It is cafo tojump at the beginning of this bridge jecessary, but do not + jumpones you have been onit for afew seconds because a short bridge jumpis approaching. Again you will drive ‘through some rocky roadway until you approach anather tong roadway jump without jump | with a short bridge jump at the end of jt. After the heads into a Dadway jump. set mul come tothe only rock funnel in the game that ~ doesnot ieadto a road- “Tae rectyrona ges nar to way jump. Inetoad, itsim- ply funnels into abridge. ‘The rest of the course is roadway until you come. iJump: This is another shor! roadway jump.withouta rock funnel. ‘Oh Level 6, this rock funnel leadsta a Level7 starts outwith a double-bridge jump, so don'tjump atthe begin- ‘ning until you see the water; then wait until you see the water again. ‘There is one jong road- way jump a short dis- tance after the double- jump. This jump ends on abridge, so be sure to - jump off the narrow bridge on the left when you See the rectangular this bridge because the jump, you” Island. This bridge does not lead Into ajump, soit is sate tojump if neces- sary. The course will cross one omer ‘short lead to a jump. twill be toyour advantage to notice when you cross next one hasa triple- shortbridge jump. Its identical io the double- jumpseries on levels 4 and 5,exceptithas one __ bridge. After landing on moresegment. This is the bridge, you must followed by along jumpimmediately or you stretch of rocky roadway — will crash. You will then with many splits. Often lend on abridge which youwwilljumpoutofa leads quickly inte a long ‘split and see another bridge jump. This one is, ‘Aitemptto land onthe standard put difficult, ofthe next because you don't have split if possible. The last much time tobring your jump of thie cot Is ashort speed back up to 180 roadway jump. mph before jumping. Level isdifficult, but if The rest of the course is you can consistently comprised of rocky road- complete it you will have way with many splits. tasteredthegame. The The course ends witha course startsoutwitha short roadway jump. rocky roadwey leading to astandard long roadway jump. After this jump, the ‘course will go through a ‘series of splits. Try not to jump unless itis neces- sary because you will need your speed for the upcoming jumps. After the third split, the road will come to a bridge which leads to along ige jump. This jump is difficult because you The closoet awinter scene. have to land on asmall island, Toreach the is- lend you must be travel- ing 180 mph and jump at the last second. If you are traveling 200 mph ot more, you must jump about two car lengths betore the end ot tne | N ; Mine bees WITH STYLE eC Cue Ly Cee aL! d Tee ae eres Ee ecm een ees Pe eeoatcy) eect Peter Toc Pree ueas tained the 12-part crea- eee curacry eee as De ete Bien ditenn Pence tn Cetera Paes Roemer and eres ead Rue See a as PRU eet nar bee wave? SM cad) Peers) to s00 that comparisons Preece as res eect Phaser eae Beers ee cues of Centipede) into new Ceara ue hice erences Cee] Be eae) Per erred ree Peeneau ta rec cued ees cuiean i eee tas eee ei Sere aed Peace can ate Dees eae’ within range of their toxic ec Reel eC tue Porn eee whenever you shoot a Bees a ie uo ey Oy) Ee CCRC Sensei Ree Tenia sta) Dee ie Dike d reer) tomove your archer Comer rn tants Pee ae the screen, and the fire Piet Seca Cree onde Pet aerated Sie ts Rua) down from the top of the OIC Se a cs You shouldn't have much Penang eee ety Perce og Dean) Atala esr rc Pena a first shot only makes him Ee eee ats ee eee Poteet shots. Perr ce es Pon Ct eho BEES pees) Perse eee Pres e ce iie ilar to the fleas in Centi- Peer ey eee Inthe action. Aad pu ecer Sener Ce eS rr Tea Perm 30,000 points you will , ae have to contend with aud Re mcd eeu eerie! Pete egg eee itater tad Sr eee Pree) Rn ca ee Eig Stes eae Peer ecu) ican races Pees cg einen Pecan re err Pan yi a BONUS AT...” message. If Re aces the spiders are fairly Cae Seed peor BEETLES Cee ee Poem euracns ey eres tryingto shoot them. A H beetle’s path is basically eeu Poe en ta fifth of the way up from a ue eet) Pe Tad eee Red crake Pugs Beery Sear) iene rn Ceara uk Ce among Dee ened Pee etc) eters g eae hy ofthe screen in the bot- PRO Pocus trad Cues Regt Ulan rts uy See earn Ree etc Pees) Setar ot with his shielding slime, PSone invincible to your shots. ete ue aed eee aac! Pence una rn rere) Bee ee ts MOSQUITOES eter hare eka Etec Pomel ess Sirus ears Rema vese iad ec cese ricochet off the sides of Peace Cee ea Prise sictas Breen Caer eee Ce caer ee oan) Reerued ar Pec racic Cee eee’ Rae True a Eee cas Pree! Perec have been lifted up many rows. This leaves the bot- PCa mad Reus aull Pensa) Peto ke aau aos eee Cy Pee Ur catch upwith you, you'll Petit Raa for how wide they swerve eeu ee ee Perseus ena Pee UR Pee mL Perens Poe acta son to shoot dragonflies Purnia EC w POC acces Peer nner) Mica) Poorer era) ae Peres Poe tea Par aed Peers hd eeu d Paneer ec eccul eee Seek Penns eet eee oon ce rd BI Earwigs are poorly dis- Oia ee ES CCU y ceed scurry across the top of orient eee se tect players should not con- Sea) eras esr eeu eee tc Pa Rua Beer crs) Psa ue Pea Onno Cus Benes peruse Ey Oe reece Cea ey with his earthly prote- Dre appreciated. At 100 emus aguy Pecans ies Ee eR Una Ree acuity aa) Noa Peay gis Rete Anticipate the Millipede’s, Poe eee Los CT Pe eee ogc Penney ee Roce) Cee near) eae nate See Roe econ recs Pere en Peete nena aa Brrr uence Per ers CCU Rs PME aeRO hard to find a DDT bomb Brera Cee Ce) eoiereercetcs Sc Peeree ec ed Peace ace OS Pu ener Peas es Seva nd Pe ene Reese De Rego Pater ear Peete ee Le] Pes ea eee) eee eg ec recs Another good time touse Plea ee as ear ed Cer ec ea Pe ean ea ing down. (Normally the ree oe end ee ene nns alter the mosquito bomb- etter Pretest ict eee ay Ret ae te Pee ene lag Cn cara ea) eer ees eer Cae agence eee seen eee as ence ee eee er the same shape for long. reste enrent) Peete renga nee eer eee ae eared entire mushroom field is replanted every 12 waves. eee ea ETE After the field of blue Errata Pete tar) the mushroom field is re- Peace ais ee eon’ ener te ees Prete cece) set of simple rules: (1) ORS erence a OSS ct Rae Oy ean peter ae ak ere ees eet ae (3) Any mushroom adja- te accent Pars errr Ls erties Pe RNS Cee cnet eee Sara ‘of bees comes pouring Pee enn ee ae ea ag Reece Ts rR ee cue cla ts eas Orie es Preteen) ee nue une PTR trey making these treacher- Seer very lucrative Race bombing waves goes: eee erent aed Pree eee Pes en eg ream ent together on the fifth wave. eae ae) Ree Ee Co eee nets) Tees Eee ge ing SUC Crs used by successful Cen- eee peer acm Cer cime yy aed eee aaa Pee ae ee CCE crea ee ena) Pres Pee rect ete cl eC nese) Cre emery the Centipede mushroom Ree Mie) ee er) Ceo ear Pore nieces ed y Poy] Your first priority eee POL eset Peers Acs PC Tag Perera Pree ats ere atta Prince rei Cree eae are Cee a Peay Perera) Pee RR Ree eerie ei eae Peta Pn ero eee) eee cee ere Don't chase Beetles unless Ret eenee eres eee OR Laced Pores rea aaa eee er eee re Ce Eee es eer Ct ean Pee Cea Pee a Perey Rea Cr etc) Taare Perera ey renee Rae ed PUR car Toe ie eet ee ete corre eet cerca) Poe tcs Peers PoC) Peale i) Se een! mosquitoes). and attempt to decrease downward Pear e a ey Prieta Poesia snus CRU Ra a a eee Re eras Coen aos ae ad eee Ceca tec he ee a ciency a As inprevious articles of rao prea nants Peer eee Ce eae re ucras Passau eee oe eek TOU ru Du ne it Pee ua peer seg eae Ce ue are ed ATR cag Reet oie Deere Peau ee Sm eae eid emer ce) Peer arc ee me ey uate aeons cc Pee Raa eae) Oran Cue ag nate pressing the button Tec acay Pera ee Cana you will be able to fly like eee eer Ce eee ee ne Poems fastest way to godownis to bounce off a ledge or the top of the screen. ee Sa eee nia cri) Ree ee Pcs Per Ree tions is also quite slow, ean ae hoe nro oO Rend eas Oe Reus peer aakucte us Pura Rotors ee Cee eee OCT rng Wave 5 and every fifth Pe un eu wave. Twelve eggs are onc Aaea kena eco tCg gee ekg rem ee Rees PU ae oS Coane es cer Pou ee a mec Rd eT ees en eee Seri auce ka eens possible to get them all betore the birds pick ‘them up. In that case, just Ca ee et) eRe as peer an iy screen, so play the fast eR Ree c) Puc Cae ences So eee erates Calan LT ee Us Ce are Pas Ciacci pearson early waves, but crea ie aca SN) iiaace ae) Seok eour acca Cees creer en a Ey Spee ed PiMeuna keane ES Pere) eta Pea epee on the bottom and fly right up into your lance. Cees riors will come after you a osc eae rot emo error) eatery Pee ere Sere) ey ers Aenea keeeeues coeeee inane When the middle ledge is missing, stand on the aU eet ats Tec player's score. You have about an inch of space in ences Cees eee a Peer ei Ress Ce ee) Pn ner Per ra eeu a Seana eid Una ed Cee ee) sink into the lava. Once Pend Pome aan CT aaa eee Peas MOS eo Per ad Oem UR Na Ee oo ead eee pene hurr a era CT ee) Rees cay Past Rumer’ See) Pee etek) era) Ee Rue Cy eee) riod Rees acc connec Mr oe eects racer) SRC aie Rua) Rec Ra) Cee cin under it. When Hunters, Pee Rte eee) Seer Pe en eed ledges. As long as you're re a puke ee Cer ay ey Rm Ce) Cee ee ad Pe aed reese a eter cs hte See reg ncaa) peer ieriear hier Ce Ra Mg nun ee eras Rea) Pe ag Cee ea kL ce ena Pee a Cee uc Re ees CO Pe ca ere Peicarer cis peraererl SHADOW LORD Pits DAU Ce ae LE reaeek ira euch Ree eee) Ree eT Ce ed Pee ume egy is determined by the pee a ety Deu oa Dunes ORCC n Rid Coed eee Ck ee eee eee emery Bom een as Rea rane you and fly straight up. cere te along the top of the mtr ac CEC sd Pata g et tay go around and collect all Bart RU ro missing, hover directly ees Perera eae ee nen ce Pane me nee La ieee a Crs ee aud Coa ea recat SUS Orns Pe aay Sees ee ey Ce ate aD ere ae Run ue Rad PC eo) er ae Rae ad res) Res cc ras Anat uc Pe Omer neously, many different eee eee TA or Pee ek aa! enero cus ee Rony eS strategies as Ina one- ea ag ee ae have to avoid the other Pmt Cea) players going for the emg eg rere ee ecg Cra rad Creat] ere OL ae eects ce geared Dur ua a Re ur Ee ea Pema Cie ca a ae Siero ee cus Pewee ec eset ee aceon yn ee can still be done. At- threatened by an enemy, Pre Rn ec eee a ee ee ere Cea ie ae both players should be ee Pe me aay ee eka cer iy Ce) Sree ne ecco Cam Bega cs ae Of the middie ledge (even Psu aS the Hunters first, then get eae cin Cea n ior eeremec nu ae Senne ML Rue Cate at mame UC Rice ee mr Oo eae eure Pie ee ere Cre ee Ca RS eer a a) Pee a eee hc Meee tea and kill the first player in A new chip was quickly _of the bottom ledge ona eee Pee e eee Mme RU Seay names ye ae ue Peet eae nr cma een een ae ee ee from the middle platform eC ce Cues eer ee cesar) : ee a a Re ec eee ecm) Rukus up and kill him. pape i Rete ere Mone Cee rg tet Ree ua Rec gO Aaa Saar It's been a long time since a truly exciting new arcade gamehas AN UU ng year, maybe even a great game or two. But a good game necessarily exciting (or vice versa), and net since Joust has ou ee ot That is, until Dragon's Lai. Ever since Cinematrorics showed a prototype version af the game at last spring’s ADE show in Chi= ofthis revolutionary technology, Dragon's Lair represents a turning point invideo game design. CR ee UCL you'll have mare success (and more fun} if you understand how Te Sn TL RT? Menosky explains what is happoning when you play the game ROE ee UC Tm ae scenes in the game. The easiar scenes have been lell out, so that you can enjoy the thrill of discovering the solutions Pes een mS Re en way across the display and PO nec And with good reason. Alter PRU eee Por Mn ent TOSS ac ese US nag roe Cee Sad Pee Cre Reno Starcom, animated by ex- Doe eS PrN d CRC ee Cae Rite Reco UL POR aU rue ac ae ee Poo ea) Loreeenereen| orc aun acca Pe Ree PEC nn tas re a a Pr ee eer Ce eed Sree urea) Doreen Pee SC UCI ES Ce Co er eas ee Preece ee Meee Ecce Tee ca Lee PS uo ec you need. pun The Dragon's Lairstary line is being held captive by your nothing to get excited aboul. typical fire-breathing dragon. A dippy-looking knight, irk But thislessthan original iale CO oe eee way through an evil wizard’s The game istiterally a feature castle ta rescue the lovely film quality animated cartoon ree ey ora You are standing in avery large stone floored room. Alow wall Se mC Ae aU CSU ae ‘once, it makes iis move, straight for your heart. And you make Pea hovering mace takes its place above you, but again, you suc- CS eee La) anil lifts off the floor in front of you and screams across the air. Sona Ta Uae a taking your broken body along as it punches through a wall, leaving behind nothiag but an outline inthe stone: you and the PO us ‘we're talking some serious CCU ea sword button and an eight- Oona oa safely guide Dirk through 40 eae Perr Rnd reaching the dravon’s fair and Oa Penne ney ‘oraphically brutal (though in- Us Pee ed Orcs es to five, but it’s adjustable) Ce Cenc) Pr RC om Rs Cea er Penn us eg eee Las PO aes ue OSTEO ey Pe Rune pees Pouce cee OST Rs computer to go to the video disk (basicaly just a Pioneer emery end Crear eee) piece of stored animation Prod beauty ofthe laser video disk cece Pree aoa ea break inthe action. The occa- ABUL ae Reema CS Cua Un) Poon cos Le beeen UN a pele ie eee Reece er cur ime CU See Dee ers invaricus directions, but only CeCe lang. Hitting the joystick in Ue eet cn Td Se ead Pea ce Ue CeCe Bae RN ce some éraoling foe or other- Pe a the next decision point. Each TOUS ae ed Increases and you get closet rae and Dirk gets appropriately Come Mae Cro ARS) matter of keeping the proper scenes rolling right along. This is done by discovering De CoN en Cr eR ting the timing down. RO ce Cec do this in a couple ct ways. Gero oa ea move always corresponds DR ema Geen cy Ue Saat ‘move left. If he has to kill Se OR nL Coe) Re ead Le IL ee, i CU RU Rg TS ONT meer Mu vid Peon re mC Cac ED episodes. & good general other). Your timing cues will Coon aR Lee Cd eon ee ee cee Te Ot Te ace oe ce ne ae UT OU Le cours Po RCn MU Per ery CeCe CCU TIM cere eS a ory Cm eee OS EL Per CS ee UC A eam LC EL eee ee ee ta) ing is Wickier. I’s best to order to reach the dragon's, associate the correct moves lair. Once thor the rool show ee Ronee eae seen other players make) with stuck inside a huge crystal the visual and sound cues in ball and the dragon has the CP ear Pe Lc eset rs Oa Sm ga co et aaa et) ry Pos CES Pen Sse CnT sarlier in the game, there's Cr LCC u eee Pe ee De ea PCN RO ema ee ee ere es eee no) aCe aL Coc OR uo Oe CEL OE Te aL pri is CRORE CC Sore Pe Cen nL) eerie eect itr) ETM aM RA erent eee TTY Nae Peace ag RL closest thing to a porn star in PEO re eee seen the line of quarters BON Bory See ea oe «= as Let iran} PE ea Cena Carre Pr a Re Rn cL ee ecu eC eI ed Pee Pome mend oes nod See) NCC LCL aS Ca LUC a PEC ea aa ae eee eee PO on ee Tn posts. Next will come the ec ae nd Cee ONC e rT POO a cn STC eo Perret eee a oe THE SMITHIE Pee era) Pee mee) Crean Purr Sore) Pee To mares Pea) ine Smithie begins to stir, Pence nay THE LIZARD KING Neen ae ISU ceo) Perea nec Sean en Lizard King raises his scepter enon eCard turn: Soon you will catch upto Praca eC AD Ree en Sue Rend eer) 36 Rs ug FIRE CU a ETTORE Te ee ud ee Ra eae eat er ee oe need eo Oe UT exit through a hole in the wall Pour ave Cee scene begins. Nex!. while on era eee Peo) PL ne Bore oad a ae ed PU nad Pane co) Brae eT Rrra Rea RON uae Rec MnO Ae ay Pec Reed Roc cm acumen rr ed UC a aR ORS Casa oS a Ue ee ce PRS eee Cac og Oe Ou Cee Carag ward into the pool. Move to oN Ue Perma ce GO eT Perna ti ly goto the side and forward Ree aL) AGEL Ors ‘As soon as you recognize this scene, start pushing the Se Ra sfick left when the stairs fall PC eed ee URL aera) en eee rR TCC TLE {eft and exil through the door. Sean} when inis scene begins. start Pe RCL When your sword has inetfec- Tu ccd lava monster and has just Cee eer the joystick forward. The next CIS er RO TCg that is to the right, and the ee oe ran A ae Ca This scene is easy once you os anor i manently stuck by the light- Ce ceo ROC RUT CeCe Ty going to the right the last time. As you exit through the Pee nL sword at you, but don't worry ers STRUT CGy Cian ae an ee ed Or un Ra Pe ee Ae Usd er eee ee Cm Te LRL A RTO through the unblocked door Po? Aras Dirk isto one side ofthe Black POC Ae hack o the side you just came Re tc) Sed PESOS {ore going forward, the next three moves alternate, and Ce en) Crs Aaa Pee) Pe he eer Rea ey eno Ee are RC) your sword will be returned, The throne spins around Te eNO must get off by going right. Rom area] Aa CU RSs er Ce Pera ae ua Poems Perea rR eT Es a] COR cer on Oe eer MU RL Cee er ae mL do. fo ASC ey [As soon as you se some of oo Ueae Poesy SS TA ea SU use aol Ritu er MCCUE ee ene Ey ate cleared. WHY 255? {you can clear 258 boards in Pac-Man, youll get to @ board that looks like the ‘one shown above, and your pattern (if you use one} definitaly won't work. Isthis an intentional deterrent to high scores —as many players claim—oris it just a problem in the game that shows up when you clear 255 boards? To understand the answer to this queston, you need to understandthe ‘concest of “rolling over” a byte of computer storage, Al playors are familiar with the concept of rolling over a game. To roll over a game treans to surpass the high- est score that the game can register, so that the score goes back to zero and be- ‘ins cimbing again. For ‘example, if the game can 46 only display six digits of score, it will roll over at 989,999 points, because there is not enough room to display a score ot 41,000,000 points. What really happens, of course, is that the score continues to clim over 1,000.00 points but only the six right-most digits of the score are displayed The byte rollover is exactly the same phenomenon oc uring at another level—in- stead of roling over the score display, you are roll ing over a singlo byto (or fegister) of computer stor- age. In the Pac-Man spit screen, for example, the register that stores the beard number has rolled over, and the game pro- gram thinks that you areon the "0" board. Since the Pac-Man program was not designed to generate a board numbered 0 jit starts at board 1, the Cherry board), it gets confused and generates the mess depicted above. Because of the way that computers store numbers (inbinary representatior), a Dyte of storage rolls over at 286. In ather words, when the game machine adds 1 to 256 it gets a result of 0. inmuch the same way that c'mon!’ YOUVE BEEN HIDING BEHIND THAT AVOCADO ALL DAY? scoring 1 point when you have a score of 999,999 in Centipede will give you a score of 0. The reason this happens is that the binary representation of 256 is 400000000, and the com- puter can only see the eight rightsmost zeros. (Just as you can only s00 the six Tight-most zeros when you score 1,000,000 points in Centipade,) The byte rollover is a com- mon problem in video games. It's the reason that Tany games come to a strange and suddon ond after 255 boards have been cleared or 255 tuins have been eamed. a game does something strange (like the Pac-Man split screen) after 256 boards, it is usually aconsequence of the byte roliover and should not bo misiakon for an in tentional trick by the de- signer. sparks will be trapped. QIx SPARK Loop There are many tricks for avoiding the sparks in Qix, GET Me THERE! AND ‘WHEN THE COAST 15 CLEAR, I SNEAK OUT AND ZAP A CUCUMBERS but theone shown above is the best we've ‘ound. By building this figuro at tho center of the top edge of the screen, you can trap all of the sparks in a small loop. Start out by moving to the top of the screen im- mediately efter appearing con the screen. You must jump over a spark on the way to the top, but dont draw any more than is ab- solutely necessary. ‘Once you've reached the top, draw three blocks to form the sides of a rectan- gle with the top edge as the fourth side. Make the block onthe side opposite where Yyou jumped the spark a lit- tle larger so thet both sparks will get back to the top at the same time. When both sparks are inside the rectancle, close off that area and move to the bot- tom of the screen. If the tao is Set up properly, all additional sparks wil go di- rectly into it and you can take as much time as you want to trap the Gix in the lower part of the screen Just be careful about mov- ing too high up the screen; if you move above the bot tom edge of the trap, the sparks will come out of the loop JoyStik*November 1983 ‘YEAK, THATS FINE, eur LIKE... Galaga bugs that can't shoot aren't a threst DISARM THE BUGS Inthe piciure above, none of the Galaga bugs are fir- ing. This n't just because wwe took the picture during a break in the action; the Galaga bugs can be made to stop firing for an entire game by the following trick Shoo! all of the bugs in a wave except for one of the two bueiyellow ones on the far lef. You can leave either oneor even doth, but itis easier to leave just one, because your next task is to avoid the bugs’ fre for up to 20 minutes without shootng them Alter you have waited long enough, (anywhere from about five to 20 minutes — we don't know why it isn't aWways the same), the bug JoyStik" November 1983 THEY WANT 10 PLAY Toot will stop firing, After he has passed through the top of the scroon four times without firing, you can shoot him. From that point on, none of the bugs will fite at you. Avoiding the bug's shots for 20 minutes can be difficult ‘Che good technique is to stay in the far tight comer most of the time. The only shot that can hit you there is one released by the bug while he is off the screen rromentanly when he ‘wraps around. If you doget killed, you can just pick up where you left of. ‘Atter the bugs have stop- ed fring, tne game is very easy, If you are careful to avoid the bugs that scroll off the bottom of the screen, you should be able to last indefinitely If youre in a two-player game, the first player can o the trick and bugs will not fire on the second player's turns either. But the first player has lost last tum, the second player's bugs will rosume firing. DONKEY KONG, JR. INFINITE PLAY This tick allows Player { to eam an infinite number of extra turns, at the expense of Player 2's game. Player 1 just plays a normal garne, but each time Player 2 has a tum he must perform a trick that costs him that ‘um ‘and earns each player an extra turn. If Player 2 can do the trick every time, Piayer 1 will always have extra tums to play with and Player 2 will always have at least one turn left to per- form the trick ie next ime around. Donkey Kong, played forever, A‘ the beginning of the first screen, Junior appears on a platiorm in the lower left comer of tho scrocn, as shown above. Walk to the Fight edge of this platform, and move as far right 25 possible without falling oft. Only Junior's heel should stil be on the platform. Wait at the edge of the platform and watch for a luo Snapjaw to como down the first vine to the right, As soon as the Snapjaw leaves the ond of the vine to fallin the water, jump toward it. You should hitthe Snapjavrat the same time it hits the water Hyou timed your jump cor- rectly, your turn willbe over but both piayers will be awarded an extra tun. You can then play normally (as Player 1) until Player 25 turn comes up again and you must repeat the trick. Ifyou wouid like to see your favorite trick inthis column, write it down and send ito us; forthisissue, we ex- tend a special thanks to Desiree MoCrorey (for the @ix spark loop) and Tad Perry for the Galaga and Donkey Kong, Je. ticks). a7 THE NEXT VOICE YOU HEAR Atari, nc, has demon- strated the first home video game controller touse voice synthesis and recog- nition, allowing the pleyer to control games with oral © commands from a con- troller headset rather than with conventional joystick | ie The new voice capability, shown at the Summer Con- sumer Electronics Show in Chicago. is made possible with an add-on modula, the Voice Centroler. The Voice Controller plugs into the controller port of the Atari 2600 and is accompanied by an audio headset. The Voice Controtier is manufactured by the Milton Bracley Company and should be available now. The initia library of games to use the module will include RealSports BASE- BALL, Star Raiders, Battlezone and Berzerk Suggested retail priceis, $99.5, . ANDROBOT Has Nolen Bushnoll done it again? We'll ust have to wait and see. I—in afew years—personal robots are as common as video games, then the man who founded Atari and Chuck E. Cheese Pizza Time The- atres can claim tohave beenat the forefront of yet another hi-tech craze. Androbot. Inc. is Bushnell’s latest venture, and he has high hopes for this small, aggressive Silicon Valey company Androbot’s frst commercial products are 8.0.8. and TOPO, person- al robots for your home. 5.0. operates entirely on his own, while TOPO re quires a home computer to ‘control him 8.0. (en acronym for “brains on board’) features three megabyte processing capability and three Intel 8088 16-it microproces- sors, Five built-inultrasonic sensors allow B.0.B. 0 lo cate andmeesure objectsin his immediate vicinity, and this information is logged inhis memory so that he tan move about at will with- out running into things. Infra-red sensors enable him to differentiats between humans and inanimate objects (based on their temperature). so that— supposedly—8.0.8, can ‘reat people like people and objects like objects. (In other words, ne knows better ‘hanto walk up toyour television setandstrike up a conversation) TOPO is simiar to B.0.8., but he hes no brans of his, own—he needs the help of a home computer to control him, A remote racio link wil allow TOPO to receive commands from your home computer up 10 96 feet away. Both robots standthree {eettall and move about on two motor-driven wheels. They are completaly stable even when they aren't moving, because of a revo- lutionary drive assembly called Andromotion (TM) 8.0.8. will sell for $2495, and TOPO wil sell for $095 Awide range of accesso- ries will be available for 8.0.8, allowing tim to perform many common household tasks. He can 198 around in his ‘Androwagon, for example, or dispense cold bever- ages from his optional AndroFridge. And an ‘AndroSentry cartridge will ‘enable nim to patrol and safeguard your home. In addition to OB. and TOPO, Androbothas announced plans to intro~ duce FRE.D. (Fiiendly Robotic Educational Device) and AndioMen. FRED. stands 12inches tall and can walk, talk, and dravr pictures on com- mand, He has a 45 word vocabulary, but his real interest is sketching, Put 2 penn his drawing pen attachment, and F.RLE.D. will duplicate any pattern you creale on your com- puter screen by dragging the pen across your floor or tabletop. With a litle plan- ning and patience, you could even teach himto do iton paper. AndroMan Is designed to play games with you on your Atari 2600. While you control the actionon the TV screen, AndroMan will b playing the sane game GameScape that you set up on the floor complete with real objects that corre- spond toimages on the screen. Androbot has not announced speciic piices ‘or shipping dates for FR.E.D. and AndroMan. THE WAIT IS OVER ifyou've been frustrated over the selection of games for your Colecovision, we've got some good news for you—the waits just about over. In a manner similar to that which got companies with varied in- terests involved in puting a glutof Atari-compatible Games on the market, a number of manufacturers are cautiously preparing Colecovision game car- fridges. The new cartridges, in many eases, outdo Coleco by eliminating the 15- second load time. You just plugin the certridge, turn the switch on, and enier game options through your keypad, orinsome games, just start playing. A major about Coleco games is now virtually elim- inated, and with compet- itors.on the market, Coleco undoubtedly will come out with their own “instant-onr cartridges. The list of manufacturers of Coleco carts is impressive and continues to grow. Im agicis the first major Atari- compatibie manufacturer 10 sign a licansing agreement with Coleco. The Nova Blast game and a yet unti- led adventure game both boast impressive graphics. Sydney Development ‘Company, a Canadian soft- ware house, is set to release Colecovision ver- sions of Evolution ane Quest for Tires. Micro Fun will be coming out with Miner 2049er, an adapta~ tion of the very popular Big Five computer game for Atari Starpath is adapting the most successiul ot its SuperCharger games to the system; the frst release will probably be Escape fromthe Minémaster, with JoyStik"’November 1963 others scheduled to follow shortly. Parker Brothers, NAP (the makers of ‘Onyssey2), and a host of others will Soon be entering the field with their own releases DIFFICULTY SETTINGS Arcade ownershave the option to adjust their ma- chines to prevent individ- Ual players from tying up a game for too long. Here are the possible diticulty set- tings for severel current games, along with the set- ling recommended by the manufacturers. Aiari designed Star Wars to be played at easy, mod- erate, hardor super hard levels. Itispossible to bogin a now game with as many as nine shields and there are zero to three bonus shields available per wave completed. When Slar Wars machines leave the factory, they are set at the hard level, games begin with six shields and one bonus shied is awarded per wave com- pleted Congo Bongo can ke set at acy, medium, hard or hard. est difficulty levels. Sega sets itor easy play. There are a potential fve hunters allocated per game and bonuses can be eared at 10,000, 20,000, 30,000 or 40,000 points. Now ma- chines are set for three hunters and bonuses are awarded at 10,000 points, Difficulty levels for Time: Piot by Centuri range from very easy to easy, difficult, ard very dificult. A possi- bile three, four or five lives doyStik':November 1983 are available and bonuses can be earned at 10,000 and 50,000 points and 20,000 and 60,000 points. Recommended settings are difficut, three lives and bonuses at 20,000 and 60.000, ‘There are ten possible levels of difficulty (ranging from zero to nine) available on Splat by Willams. The factory sets the machines onlevel 5. Ina_long game, amanis awarded every 41000 points: in very short game, a new life is earned ‘vary 79,000 points. The factorysetting lets you earn three men during a game. ‘The number of seconds per wave varies from 15t0 99, Factory standard is 30 seconds per wave, When Millipede games reach en arcade, they can beset for easy or hard ml- lipede heads, easy cr hard beetles and easy or hard spiders. A total of three, four or jive ives are poss- ble, They can be setso no bonuses are available or so exira turns are awarded at every 12,000, 15,000 or 20,000 points. The select mode enables aplayer to choose a starting love! from noviceto expert. The games leave Atari’ factory set for easy millipedes, beetles and spiders and three lives are available, Bonuses are awarded every 15,009 points and they are set at made, which begins each game ata score of zero. ‘Two levels of diticulty are possible in Cinematronics’ laser disk Dragon's Lair game. There are a possible three oF five lives available, Machines leave the factory seton level 1, giving ihre lives. The machines can also be adjusted to accept two, three arfour coins. Most accepttwo, making Dragon's Lair the first game to absolutely require a dou- biedip. BUSINESS AND PLEASURE Home video takes ona new aura of respectability with the introduction of Co- leco's Adam Farnity Com- puter System. justin time for holiday celebrations andincome tax filing. But besides the inspired marketing bid of blending business and pleasure in one package, what makes this system remarkable is its price tag. The Adam is a complete computing’ gaming package retailing for less than $600, com: parable to tha price of an electric typewriter, an appi- ance whch the system vir tually erases all need for, Giving the Adamits bite is, the union of two memory systems. A solid state 80K of RAMs supplemented by ‘a magnetic cigital drive the manufacturer dubs Data- Pak. The digtal crive stores up to 500K bytes of data (that’s 250 double- spaced pages) by expand: ing the stancard RAM to 444« with an optional 64K memory module. A mod- ular expansion port will accept a variety of periph- eras, even asecond uigital drive, allon the sameneat- ly engineered console that plays Colecovision game cartridges. Perhaps symbolic of Cole- co's newcloek of serious computing are the two game controls included in the package. Hand-neld or attached to the com- puter, they double as de~ vices for entering numbers and cursor control, as well as playing games. There are also several other fea- tures making the system an attractive multi-purpose Unit for the home. Word processing software is buit in. The keyboard full sized. An optonaiprinter which accepts fanfold corn. puter paper or conventional letterhead, delivers 129 words per minute using standard daisy wheels. Not onlyis the Adam's soft: ware integrated, permitting the interchange of data among various programs, but the system is designed to be compatible with CP:M application programs and Apple-Source Code soft- ware. Many programs wrt- ten in AppleSott Basicwill run on it. Coleco also is introducing its own line of Smart Software, including educational and informa- tion management programs. The key to the systemis a network of matched micro- processors in the key- board, printer anc memory console. Together, they free the full power of the central processing unit to simultaneously perform coordinated tasks, eo The list grows longer and the scores grew highet! Send your high scores 10 the Twin Galaxies intemational Score- board: 226 E. Main Street. Ottumwa, lowa 52501. Please include a signed verification of your score|s) from the owner ‘or manager of the arcade in which the score was achieved. Also, be sure to include the bonus and diticully settings from the machine you played, and any comments you wish to make about the game. Game Playor Miah Score __Dato Arcade Location Aabian Mike Zea 102850 6755 ‘Golden Dore: Seisbury HD Aste Leo Daniels aaronsi0 2682 ‘Ocean View Co-p: Carolina each, NC Asterocs Dolixe “Leo aniels 2.260.200 SS82____Lot Years Fmatemert Wrightsvl Bosch, NO Bagman ia Rebienek 9gasa30 a0 Gotan USA: San Jose. CA i Batlezone Jae Hasad __ 21851000 58a ofa USA: Sen Jose CA Berzerk Fen Baiey 7400 32288 Tine Oul rsade:Gas.ona,NG Dubos Sensor Curen zaa700 589 SvenoUnion Rocroation Center: Borer AT Buck Rogers Bruce Borassto yaa 388 Electr Pieazz Ta, Bish Colina bBump-n-Jurng Mike Teinasky 1arx000 520.00 piles, 4 erTime “Thomas Shot 5.663220 S189 Centipede Darren son 150755 1073 = ura Bonae Steve Haens 76470622853 Hob 818A: Kansas Cty MO Detonder Burt Jemings 753713004883 ‘Outer Lis Durer NC ig Dug ier Arthur ‘30800 vane Milee\ Games ire: lacks Berkey Keng Bal Wich e74g00 1142 Twin Galanes Arcado: Oru. Ih Dorkey Kong, Je il Mitchel 957,000 92 “Twin Gataxies Arcade: Ottumwa, Frogger “Miko Mann. 8,788,908 3483 The Arcade Oak Park Heights, MN Front Line Jet Perers 668.400 51383, ‘Siarshio Video: Upland, CA Gelaoa Mie Lymn 12.753570 22082 Pais Lakewa0o. CA Galaxien Perry Rodgers 38077051263 Martinis Tire Machine San Luss, O8 Gyruse Tedd Wiskor 905650 nollsting Galler pitas, CA - Jungle King Michael forcelo 151022053 Wogman's: Eas: Rochester, NY ‘make Tax “citon Newman TSSESIO 21:03 Outen Durbar. NG Milipede __——SC*an Gold Ba Po Vieeo Gao Gorter Datas, TK Missie Command Vito i Ba7IEO 2183 Cneceme 7 SanFrencsco.CA ‘on Patrol Mark RebioFek y2tdeo0 311-83 Golend USA: Mounta a View, CA is bs lem Mekeswr 2isaseso 51483 Cataine Arrusoment Cu: Mertosl, Quebec Ms Pasian Tom Asse ‘IG0E0 ADR Twin Gaasins: tums, A Pachan LesMarin 271080 __noistng cer Dore: Salsbury. 44D Pengo eam Le snr aosseo 22583 Wis8i03 Goro Racine, W! Phoonk Mark Golrar 9ers20 37 ‘Cloverial Wniatre Gall N. Miami Bes Pele Pasion Les Lager ‘avid 6783 ‘see Parade: San Jese, CA Popeye ‘Sieve Haris are2e0 5788 NKC 20 Hoa: Karsa8Cr MO oer Terry Menn 2.000060 57883 ‘Satutn’s Ring: Medtore: OF aie BiiCamdon OGR8O4 NBER Galan -Lynohberg, VA adie Sen Saae Wack Gold Nine: Kennet. MO enorror = wort —Siisesses +2588 ‘Wizorcs Visro Magic: hlend, WA Salar’ Hollow Michael Ware geezoss 912588 ‘ayssey Madison, Wl Scambo dem Norn {996.260 12662 ____LoM Years Amusement Wrightovile Beach, NE shistar Der tian 2685 Anolds aroado_ Kors, WA Space Duel Davie Covel aca Blin & Games: Kenosha, W Space hvaders Te roid BISA Ores: haengdac, Tk = Stargate Recor vangua Tia7s400__—_4883 ‘Outa Limi Durer. NC ‘or pes! Pole Zalcvor Bari772 ——\zea82 Many. Mar.Now oveans, LA Tina Pict fl Bracham sisaaoc 60:83 Tace Ton: Dubin. GA ss Then Hubere Gandara 9.908998 G7121B3 7.11: Torle, TX => Tune = Garin Bullard 154aez 83st For Fun Vila Park I Tutankham Mark Rebiches joodgec 4383 Goifend USK: Mip tas. CA xevious Ts Wilhame Goono0e ste 6 Tileihlascow 1D = Zenon Ere Burch seuessc 4883, CChuckE. Cheese Waco, TK ‘Zeonooner Ere Gin oar83 Golfans USA: Sunnyvale. CA 84 JoyStik"' November 1983 AN EXCITING NEV FRONTIER IN VIDEO GAMES “AT alli LOCAL ARCADE "lly MIDWAY

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