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LT WPS 38140 Jan. 1983 $2.95 Tron and Centipede Strategy CMe ae ee ER rd Bem ee cme Lu mc) new cual ne g conto’ t pak" _ concatts de of ate in ine 3 yates owner 8 ae ever eres ames sna a cea ee es ee ‘ahora aa oo = onan See — Ee Soong es sca em 0 the rescue! ‘By Matthew oe and Wayne ovat twas ‘THE WINNING EDGE Eric Ginner shares the sizzing Centipede st _ that made him a world champion! By INNERVIEW MOON AND FRANK ZAPPA a - OmiGOD! Like, it's Moon and Frank! By 1 Mert | “Topievel stratooies ft _ Ross. The MCP Cone E in Pitta SIMULATION CUT Chilling science fiction by David Brin. Ilustraied by | Hollywood special effects artist, Syd Mead. “ANYON CLIMBER — : | AReADIA's SUPERCHARGER | Danny Goodman shows you how to beef up the “Old Workhorse,” your Atari VCS, | producing improved graphics and ee : | sousT arcade games to date. By a Mahugh. NEW GAMES ’83_ JoyStik rates 72 of the newest, haitest home video _ cartridges in this comprehensive buying quide. MEGABYTE VIDEO Jim Gorzelany takes a satirical look at a fictional conglomerate. DEPARTMENTS. LETTERS ae FUTURE WAVES __ . The latest in arcade, home, and personal computer games, by David Stuart. : _ HOME VIDEO Panny Goodman examines the new ColecoVision system. ‘ _ COMPUTER ’83 David and Sandy Smai's top 10 sofware games. CARTOONS _TECHNOCRACY JOYSTIK CHARTS — MISSILES J enjoyed your premier issue ....Ido disagree with you, however, about the game Zaxxon. | feel that it isa fun and challenging game; the graphics only serve to make the game much better. | also noticed that you stated in the Zaxxon aticle that if the robot's missile is launched ‘you are one dead astro- aut." This is not true. 1 have found that if you skim the ground or dive when it ‘comes on the scroon that you have a good chance to survive. | did find your attempt at a joke in the Zaxxon article (1, Robot) comy, but amusing, Sincerely yours. P. Ferries Roseville, Michigan noticed two areas where your article was lacking proper information. First and foremost, when con- fronted by the indestructi- ble robot's missife, it may bbe avoided by moving to the top left comer im- mediately after the launch ofthe missile, Wait until the missile is almost on top of you, then drop as low as possible. The missile wil pass by and you get an- other chance when the robot launches another ‘one. Secondly, moving to a. height of one and one hal (1¥2) marks on your alti- “meter will put your ship jow enough to destroy the guns and planes on the ground, but just above their firing level. Respectfully yours, ‘Michael Conde South Windsor, CT 4 Good work. The missile can indeed be avoided (or destroyed) with these ma- newvers. However, we still hold true (0 our original feelings: the game-play is inferior to the graphics. SPLIT-SCREEN PHENOMENON My name is Richerd Chau, age 26, | started io play Pac-Man last December. By February my hgh score was 1.2 million. Atthat time this score was not bad. Then they put anew chip in the game. Of course the old patterns won't work. This May | heard the news about an 18-year-old Bultfalo, New York man who scored 2,935,590. Then the screen split. About two weeks later, | met a guy from the north of Alberta who said he had split a Pac-Man screen when his score was about 3.6 million. | thought, if he can-do it, of course {can do it. | played long games every day fora week to build up my. strength. Every game was one- million-plus. On the second of July 1 started a game to try to split the screen. My first man doing to quit but | thought, let's see what Ican do fora while longer. My second man got me to 2.5 milion The sereen split when | reached 3,180,000. On the left side the picture is nor- mal. On the right there is computer language. | stil ave two men left but | gan't continuo, lean'tget to the other side of the soreen and s0 eventually must die. After two men died quickly, it looks normal. The screen shows the usual introduc- tory material but on the ‘bottom it shows only half pictures of the fruits. The bottom of the first board should be a cherry but it shows fialf of a cherry and half of a key on the same fe. Alter cleaning up the first board the second board is perfectly normal Inmy next attempt | made it to the split screen without losing a Pac-Man. | would say thal should be a perfect game. Yours sincerely, Richard Chau Edmonton, Alberta You certainly are a top- notch Pac-Man player. There are many definitions of the perfect Pac-Man game. We have yetfo see t done, but a perfect game might be one in which you teach the Sth key on your first Pec-Man, having captured every bonus point possible including all four monsters every time that you hit an energizer. To find out more about the split-screen phenomenon in Pac Man, soo the article in the Technocracy section of this Issue, page 70. THREE IN A ROW | must say that my scores on Phoenix have soared ever since I read your arti- cle. Something unbeliev- able occurred on level five, the alien ship. Bonus points are awarded when you blow up the ship, but one time what happened to me was ridiculous. The ship was as low as possible. | punched on the forcefield ‘ahd fired at the ship. My ‘score jumped from 7,000 to 212,000! Talk about bonus points. Sincerely, Shawn Howlett (the “Master Blaster”) Asbury, New Jersey Ihave discovered strategy, a big point strategy, for the video game Phoenix. After War- birds have attacked and they are flying back, with lapping wings, to their sta- tions like this: Sie oe You get 200 points for hit- ting them, But, itthree birds are going up like that and you hit all three birds in a very short time (two sec- conds) you get 200,000 ad- ditional points. Regards, Mike Kellerer ‘Ann Arbor, Michigan ‘Your article on Phoenix has two slight mistakes. The ‘orange underbelly need not be shot out to eliminate the Alien. All that needs to be done is to shoot out the purple band. When the JoyStk™/January 1983 chip gets just above points far nat losing a ship aration ‘the man who won the Tron -the missile base, you can through an entite sector. In. including computer contest in N.Y.C. and made "guide the base underneath addition, you can get from. - software artd hardware, as almost three million points. ‘the ship and shoot the 400 to. 1500 points for il as the imagination to Alien: This will give you docking perfectly without’ make ube of those skills Sincerely. ~ 8200 points and in later using the directional but- ar - Ronnie Garcia tages you will get 9200 tons (try to be right in the - Jacksonville, Florida points. Allofthe band need — center of the word SEC- - © not fotbe croloutto sirmate TOR before attempting 0. LOVE LETTERS AND ~ We're getting more than an = “the Alien; You must shoot dock). ce ADVICE ~ “innerview" with the Tron 3 lan we arcrn ‘master. See Richard Ross’ “Blast away, ‘hae taehit Pesneghde “catearcouinning stctectes ‘Also, another thing that” Travis Stubstad ‘and | think that they are. _ starting on page 10. “Was not mentioned in'your Boulder, Colorado magnificent. like your article, when the Warbirds. peemcmnan “strateges for Tempest ard - When Dave and | (both 14) | are returning to the top you These are but a few of ihe Donkey Kong. Inever used were in the bookstore “can get 200,000 points by many ways to get bonus to like Tempest because | checking our Vid-books, ~ shooting three of them in a points in Astro Blaster, a wasn good at it; but now your magazine totally slip- - Tow. But you can only do game seemingly designed that | have tead your ped my vision and | was “this when the Warbirds are with bonus points in mind. strateges, lam great at it about to buy a different fiying to the'top, not when Although we have yet o do. when |am playing an op- __Video-mag. But then Dave “they are just returning nor- a feature article o7 Astro. - ponent. [have always been took a copy of JoyStik off “mally. They must be the Blaster, its popularity de- pretty good at Donkey the shelf and told me to ones for which you would. mands this forum for the Kong, but JoyStik’ Jook it over. | glanced normally receive two. views of fis proponents, strategy for the conveyor through it and tossed the “hunired points if you shoot Thanks forthe tips. belts helped me to get competition on the floor. “them separately. through it faster. Keep up After | got home | really GAME DESIGNING the good work.” started to get into what you ‘Sincerely yours, - FUTURE ‘were doing, Your strategies “day Biron = - Sincerely yours, are great, In the future ~ | Brian Mead Fantastic look into video ” Tim Armstong-.--eoule you crank out some Greentiold, Indiana graphics. Good work! | _ itrategy Believer” Tron. And if you have some ___ want to getinto video game Tatt, California “neat tricks to unload about “These are but three of the designing andl dan’ know it, feel free to do 50, espe- “many letters that we have which computer to buy. ei! 1d your first issue of cially fith level tanks. They. “feoelved concerning the. Your enews with game doyStk 1 especialy Iked can get nasty. Well goto. - Bizarre 200,000 point phe- designers may help me to evoues ote games cruise now, the pizza's ‘nomengn jo. Proenix, decide. Keep the 'Stik and the covetage-of Pac- here, Take it easy. comin’! Man Day. | also liked the : ‘ Video Debut by Scott Phi- Truly “no-ones,” Sia i Thanks, lips, | think that you ought . Danny and Maurer Here are some special. Jim Egan to get an “innerview" with Amherst, New York: © tips-on how.to get a few. Corvallis, Oregon ‘thousand extra points. You “ can.get 1000 points for This /s a common area shooting without missing of interest among our ASTRO BLASTER TIPS ‘throughoutFuel Status readers. We.are planning ~ Marginal, 700 points for fo have more articles on ©" demolishing an entire the workings of the ma- ~ “horizontally moving attack chines and the people who force before it reaches. design them. With so the right-hand sideof the many players out there screen, 600 points for’ hoping for a game- going through an entire designing future, i seems * Sector without hitting ticely that tre 070s who wil "> al-onthe laser tompera- succeed n the business ~ ture readout, and 500- will need well-rounded | doyStik'"danuary 1983 “peared in stores: The MyStique/Swedish Erotica Cartridges are designed for = tie Atan-VCS and retail for : Tg40.95- wait cain that its-game-°" “BABY, Irs! ‘coLD = “OUTSIDE = “Wil the sefious arcade-ak = languads arts. mnathamat . Sheanedd Gotoryalanotter: Jes, and'social.soience:. - tesy character? (Re: there are game-odulos: > member Pac-Man, Dorikey. ‘O6signad. to test the <- Kong,.-and Dig-Dug?) Players reflexes'and-dé-":< “cartridges: wil-provides <= = “Garé pares kicks ega/Grenlin; the Zaxxon, Judgefnent. a Coors’. “mOr action” “Vivid. * Bachelor Party and Cus- -'Beople, seerr to think 0..." SSntion skills:.",=-" *) ./.* =) Colors,” *réalistic souhds,"'. ter's Revenge. A company “Theik new garie Pengo: ad-'mare dafail thereby. ‘spokesman told doyStik features a “lovable.and whtols new: - that the Sexually oriented Jallant penguin: hard” whe ‘The first units ~ ‘cartridges, which will not be: o “include ‘Tion- Deadly Discs,” -S0ld:to minors, are de- ‘Super Challane eat: signed to “provide laughs, ati © a8 well-as Intense game pi J What can we Say? tranders.’Al “Software's: new Steer Astrobie: samme snith’a-serious side: = Developed by-tworleading ~» psycholoaists: the eae * Boss couple SAFETY PINS ” -patablity evaluator” gives” “Why bby just a vidBo- ~. Pinball fans can expect to -seeé Goitlieb's newest garhe-Punk. in-arcades, “Son; Grab some quarters, “tie a dbad rat fo our belt dop, and give the game a “whirl. * “people rt idea of sed = a6 ab oes “suited they- arto, eaoh." cious, ape ret Setlverardot hoWTikely they” “puter f0F acneay, ‘the same ing. =" eté-fovhave a’stecessful .” price?. That's the. questi Sting: The-atlarctic:tiéra” relationship. This is ac: ‘Conipite . wehistalsbeiy to, line up.- «complished by. éxplori = diamond-shaped blocks forthe two people's likes: and’ "> VIC-20'system.The.com: ~ extra bonus palms. =») dike’ in.seyeh areas ol “pute! features 2 full =. 7 “THE WORMS ebinpatabitty. “hypewrite-Si/e “CRAWL IN (thé froth, in-spite of > © graphics, sound Make way Killer tomatoes. SS oni ‘of the gaine’s au. “and.aLfull ange of'ebm--. — Gigantic worms have I~ thors'explains,”" Weve ds inolud- > vaded the nearly defense- eloped a flit prograny- iess towni of Teriyaki. Wel ‘come to Worm War ‘ourSelves, wo ike this eect Ke sm " ig wheel keep op rollin’ “pe 1O.wANt Get to =~ : : “Here bores Addical Ra: et each ther. Bit be ‘Akos yesh 0 20) © dil trom Nichibutsu!. Steep ~ iiind {he furr is 4 Setious» «° * (which’rétails-for Grider, © Sdesttayed much of the city: evalldtion oF how well--”.-'-> $300] doss play-games. °° One-weapon can stop the “> matched these twa people - > Ea nicer \ude~ “aftack—a_ scrappy little ="Srobk areas. And $000, alb- “ae. Loversor Strangers ~tankcacmed with deadly ‘the white avoiding’ déadly ~ Wl stimulate conversation: yr worth repellant, Who will ‘Dbstactes. I you ery ‘Taughtes ahd possibly = janeuver ttle tank, racing “driving”. ype dames, 3 f ‘complete the mission as-Monato GP.-ther this -- : ny incustry Exper pfs botore fuel rons oul? You arcade Gaine'could be riatit es els “diet that within € few years, guessed olin aboard. Sup sour aio home computers will be~" isi ‘coms vely inexpensive and: “Worm War is one of the ‘vérsaille; “gameés-only”» ~' first offerings from Twen- * @ =) Seystorne de we koow-then ” lieth Century Fox Games at Childrért as youn as six'." 12's ebrhpatible with Atah.” *; foday/ wil prodably- disap: < the Century. (Short and “years old-can-tearn abobit” —"HulT?!2 That's fight-Mattes"\ pear. The VIC-20-may- -' ” catchy name fora com- ‘computers. with the ic oF -- is introducing ther N= = = f= < pany; no?) Other Atari- *'Mattels"new "Children’s: > “Netwofk;atine oteleven’ “> that era. © compatible Cartridges in- ‘peDisoovery System: ‘The 2 > Atari-compatibfe car=~"-~ eas “clude Deadly Duck, Beany battery powered systeth’ - ridges. The company Un- NOW WE'VE-SEEN |. -) -\Sopper, Megaforce, and hds-its ovn-liquid crystal ~~ doubtedly.cops (and wants EVERYTHING © Fantastic: Voyage. “(display ‘screen that.pro-_> --a Chunk of) thé money that The first "for-adutts only! seine Mi = Vides-nteresting anifaled “adic, Activin; ang- > - video reanes poe 3 The invading crawlers have WA GQ Qo WN SEX oS CRAWL OU” “And speaking of-horrnss Son miss Spectiavision'® =“the'soréen:he-grows latger’ “after Baott-meal.-Ttie- worm must eat.a8 muctras he” ‘caf without gelting’tangled™ Sovfet foreas aie coSsiNg the nonth Gerad plains Worle Nay} has, bbégur aid yols are. “chargé of NATO ‘orces, =o Gan You gue the Free (=5 Nori from’absBhute de= siryction?: : “This 'scenarid. ahd Welvé "nothing. to.sneeze at To, “slothe's afe.offered im ArmOr “wits. "Attack an EPYX: = =: Automated: Simolation "Pick Axe PeterPIOK-OFF *" : Jor-the Atar 400/600: NAP-Coneuniet Elecionics .- pelsorfal Computer. Players "Carp. (Odyseey2) aivarded tapi shoose the Sceravic'ard...-s-etgrand phize Of ackoy- - 3 “cthe:terrain-—[tinale, desert, ~ pound 112 jroy cunses-oi sare : -Fivets city, otmoliniain. » -'-'5760-araing}"of gold bi ONT Zontestants-eaoh received sages "oh Side' ome!» dior. Thie-five-final’sts Com comiplete snorkeling set Tignids, six-tanks. heavily eee armed: with'missilés and - d threbeday-tnp 4 ‘AS compeiition increases «guns. Tefralirand type of. ~ 1 Kriodvilie,. <6 25,000 towels, "among homne-video game firg solected. determing eae uicgtid ” ‘cartridge manufacturers, game movenent_Atmof "9.8 #8 ‘ “MOC contests witht even Attack allows playets te atest: jet DB = higher Stakes will probably Comnpeis aczinst another win wrth top (our be-annouriced. One series “human pldyer or Baaihsf- --tuision’s Stannastet-chal= ' s0orers:t0 Ber- -”—~"of enmpetitions to watch for the compu Tenge. won-<.ttwee-day trip" rude for tantest playofta. - this fall is Maftel's “Video- < < 4o-Hollywioad-for the playef.-'Fitst prize winner jeceived-~ challenges,” eighteen site THE PRIZE {s RIGHT.“ and two othorss-a weit with” ~ $10,000 ler gold, with:thres odntoste on sports games; ‘Homé-video.game contests.” the sfars of ABC-TV's “The. _-runnérs-p-bdoh-fecelvinig. tha prizes to be awarded te popping ap all over the”. Greatest Arperican Her $1309: Morethan 200 ate worth" $180,000. Showers of Strangers - JoyStikYdanwary 1982 crs Murer LCE RUC ue Seu oe eed Ce ee an first game, for example, to have such a dynamic relationship with a POU eR eee eee Ce Cone ra ue La ee at een Dee un Cie eet ue eee ecu Se ee eu ae eee aCe Cee ee erent See ee ee eeu ee oe ee ee ees ee eo oe eR oreo Ot CMR ue Ce oe ene than improve your score. It will give you a keen insight into Cee et Perea ek eon kt Eee ete) ee cma for Tron prior to the dis- Dred eek cans Cr aad computer chip was used ee reams Se Cea Orme eae cc The significance of this Cee eas er Ree er Beau men eae Some Aladdin's Castle Pe au ee’ original (old) chip, but Due eae Eke Pere crear the new chip will eventu- Pe ee) eur) er ee! roe Ree Ce as difficulty within each CO Meme Rae Pea ree cones Bee mea eerie ee) Se ures Te nea Be Res Mat rea ee eo rr “4 prog er eet Ce ees ee eet ee eet acs een Cag ea etd ed eee Re Rd Pee sc RecekRee Kad Tron) vs. Evil (villain Sark ee sce) eet Sue auras Pre ae Ream Cee acraa De eae Re aeons Ren en ogc Evil, the Master Control erie buser a ee Reed Cees prereset Caucasus eee ety Pek en acs The four screens are Cena Ree mana eee Clon ccue ure eC Urs eee ead Uren eee aa Pretec) Ree acu Pec ey Peer Rua ad pete cata) Pe) Pes eRe Kad the new chip, the timer on Ce Tea pees Ree ces Cee Prema ct ca Pr ee es Eas Pare eee etna Pea Ruk ketsy if it starts at 500, you're Pou ao aon Pe ey (1000 time units) to col- eos Eee mee Cree Seep Rene aac ee na Piss urna ee RR Crees) rere are) Re ee ar er Man a a7 Se Cun Ret ey eed ea neuvering Tron in posi- Pence a Rs cua pee nang per a Re Ciera Cerra gue eer Lerma Ce Crm awarded in points the PRU! Pe Ce ric > Seca " poe Uae a ec a te ROS RC cas esa Cee enc ikegecan Reka yea Ee Reuss [ia Sean enue sc Opportunity to elevate Peter a emer aea iter descends on you (Tron), Ea Rar ee ed eer Perec een CSc Se Tos pee ee og Re ae E LE) % vA bs 5 Blocks and enter the top portion of the Cone cnr) ce Rete ei) ree ue Eies Cee ha eee ccc) Ce aca deep (vertically). This ee ees Cauca Re ene) Crean eee a side of the Cone white Prenat maa Rota eee een 4 Perea od eer Pet anc) Nr ean) oars Me Rey Reka) ee ue eek Sea aa cunt ue Cian eee rotate from right to left, Raed thicker (up to five Blocks Cau ud Pee eu ee compensated with more rapid fire. To success- cg net ia Ruma cuP any Ee em Tal ee ia ik Cee cee Ree g et ing Tron. After the first Cee al Our Seu hci CT mG auc) ht, position Tron on Cer nes Pee ea kta Perris een Puno A tae’ Ce ee tion of Cone rotation and a nk ei pence Le) RE eee} oh a ne RR ee ac} Recs elec eRe Lae eee ee Cant Re kCuu a Pec te fire as Son Cocca a Cad ars Renee eee tees Pens ecg eke et Re Mec Poms) before you gain confi- Cerone eeu heres full throttle forward as Suey Pees emer more! a ee ea CT ea ae Pt ea LTS Fue aun) Cee ae Paes kad ee ec a recy Coeur pattern is completed and eee eM eg Pure td rer cen ee) eC erat uniey Rue eared Pee es] Butane th & Se ag Cenc ree oe a Pea kan Sau) RU Rocce) Rae Sd Rr t os Pe Nicer eg Cycles. You can move Mme teens grid board in the normal ot eee ee er aca Reus Lae ec) this article were derived Dura kcuc Se ei Uren Cc ad Cee cas OC eel Ec ueeruk CSUN uk cea SOLU Pee ana OCR ee reer Uren ek kc Bee ccee PCRS ka ee on Rea Re Ru Lien Cee eco Suen each enemy tank while Oe Perce rts eu aries Peete cs the advantage of rapid fire and live bank shots. Py y74 b> § s Se cua Cate As uc Serre gurus Pec aC RuC ee er eccums Pana a eer tenes Recah ward as soon as you see eee g Pca aku ae Se aM Pau nee aC) Rue ak eau uy oe ay uaa ota Der aS Cee UR Pec ee Ree) keep in mind that you can Position your Tank half- Pes Rr cur ld Pee ce? Nee ir i mua aren CRs Cee ea with practice you may Cierny Reece cus Pcl Sumer ke cy eee ad Pua nga ic im kak ue cs Sects ‘0 2 Pe ; ote ©) is st WS F =| rr ss ig Pe Ud i Re ee) fire through center parti cc en ec eet cuca a as Biota saad Ceca STeunubulae ras Ce CRU OUI tae) Tat ono ec enn ey eee ent re a ern reat Cas cca Ly Pe kOe) ee MCP CONE: Rotates left ae oe rece ESR ta ace cu PSC ces CM Ese yl eee ed en enema cis Pea ee cen Rms Wet Rea oh cers go all the way to line (a) ee Nae at Break off at C; let up on Renee ec ee Poe uses ene eke eee Serena Blocks thick and faster. GRID BUGS: Kill all the Eee Rem kun coc Wave 3 cCe ty eee eee ee Oe Cea ees Memeo off at solid line (A) and RO nn een) of all enemy Cycles will Preece mun Pee Penta Pre Teg Ce ‘i ead yourself in (dotted line). eke arene Sree ara Rae nee Pr Reus Ree meee ni) Tron to safety in top of Cone. eee ary eeceuck koi) Ser unas Deemer Y FUCA att Peo uote etd Cues ee) | PU CH ace eee Ra 2, and 3., then move to C. Ce ua) Poa ee ascend Pee eras you miss the solid line Ore moans Purasia if you box in. Let up on. pour ae Lee Aa Move up and to far left. ees Keri Ta cero Ween aed eae eee Ea) Cun eens eed aa Ee POR us Ad Cau aes Pace ra eee neue e a rotate gun 180° and fire at een) back up to A. Hit 5 from Peek) Porn eck the way to the wall (0). If Pare ns Centre Pee eure soon as you are running up wall (E). Continue at ed eee eee to left. Move up and to a eee tid 2 ; Perera Ty Meee’ trigger rapidly when Pea prriaeae ccd Eireann niet cn Ee uu ks iad TANKS: Hit 1, from A and go to B. Blast 2., then move to C. Hit 3,, then wea es Papeete LIGHT CYCLES: Same as Ce ern faster. Critical move is off Pos De R UT a Dr aoe Dieta aren og Bae od ae GRID BUGS: Kill sur- Pent mona! Seer cmos Cees iter Rearen sce cute cor ce Ca RCR OE Ekurr ede odor eens to left. Move up and to C7 Cee le Reacek seo Cocoa eon MCP CONE: Rotates very een act and to far right. fel ele eo aCe Dens ee eer Fes Pee ha) ae fire up on 3,. Go to C eed Pe Pied ere er PCa ua ta akon Peace eter Riera anaes ei Xero Cea ee Seo sae Pe se Porro) Sale Petter ty GRID BUGS: Same as 6. Creer) Duce ar See oe Te ae ence Peers iio acd ff at the solid line at A Pema Preaek ur) aoe On eect cod Lele os (ce eee Cah De ae eu Roe aco) De tunes eee ser Pe ern Sa Re en ac) Perea air) Eee GRID BUGS: You're al- eeu Pra eRe gc CRU U gett) Bug on your right. Fire up eur eras ee reo mus eae ers Wave 12 aA Cee ace aa Leake eee GRID BUGS: Same as 6. CARE) cee ee) Carey a ee Deter ee Pe ime (oc poe Pleat ee Tecoma res eed UL Oer ee aren) Been eis Crooe erie SES core eke a ae aks eeD eso et ae Poe try DONKEY KONG JR: A GIFTED OFFSPRING by Matthew White and Wayne Robert Wi Donkey Kong Jr. is the second episode in the Kong Gycle, More will follow. It's a thoroughly entertaining game, one that demands as much respect as its lofty Progenitor, Donkey Kong (Sr.). To call Jr. Kong a ‘Sequel is missing the point. It’s the second genera- tlon, part ot a serial. And It's a powerful illustration of, the video-game dynamic. ms The sequel vs, serial distinction is important. Frenzy, Tor example, 1s a sequel to Berzerk; Asteroids Deluxe is @ sequel to Asteroids; and Galaga, for alll intents and purposes, is an updated version (sequel) of Gala- xian. All of these games are quick-money games, ‘Some of them are entertaining, some aren't. They do Rot build on a concept so much as they copy it. And, the sequel is about as far as the concept can go. A spin-off game enters the realm of a serial once it ‘adds a new dimension to the original concept. That's ‘whatMs. Pac-Man did to Pac-Man and what, in a lim- ited sense, Stargate did to Defender. These games freed the ideas from the limits of the machine. Today, Pac-Man and Ms. Pac-Man are parts of a continuous series {with Baby Pac-Man and Professor Pac-Man ‘soon to come). You can’t separate them. It would be like trying to Isolate an episode of “Flash Gordon” or “Superman’” or “All My Children”: the individual episode doesn’t make any sense by itself. You can certainly experience that episod fually— you ‘can play Pac-Man without aMs, Pac-Man machine be- side you—but it all makes more sense, and is more entertaining, in terms of the whole. Donkey Kong Jr, takes the serial concept out of adolescence and into full-fledged adult life. The origi nal Donkey Kong had four individual parts of its own. The Elevator Screen was not Donkey Kong, neither was the Ramp Soreen or the Ziggurat or the Conveyor Belt. twas all four In one that was Donkey Kong. And now Donkey Kong Jr. offers four more. Donkey Kong Jr., offers.a glimpse into the future. The setial concept may become so strong that you won't be able to play any individual machine through Its course. You may simply be introduced to a concept, ‘one rich enough to spin-off new characters and situ- ations— like a Norman Lear comedy. The serial has the potential to become the most powerful form in the. industry. And Donkey Kong Jr. is no doubt the most 3 is # é : 2 a ie ie 34 3 all Fr The simitities between Jutibr and Papa Kong aie reat ais ara Aha Aiton fees, Two of the charac eis keirialiy intact Matio aid) Donkey Kong: The Dainsel in Distress isaane, 4 ire all Whiatis rahi, aiff the original: enernies. (Barr réls, Foxfires! cement Fibs; atc.) We're nc forigat Set inva Construction site but, Ansteas in the jtnote, Theat is. three of tis boards: ate in the: junole.The final board Mario's Hicsott > is moflof a sefonicesfiction gewer works. Soma of the Contiriuty oetéen screens: Isyenevaliholigh the hase. dbjecties is, a strong 28 rer. ‘That objective is: Save Papa/konig trom the, elitches DI Mariothe ‘rofikey doing the seving'is You, Borikey Keng sin: the (ploud son of Kong; Mand, You See, has locked Pana. ia Gage at the thp ofthe Ef, malig hina soit of Sinniah prisonel-ot-war Wiatewel happened to.out Damsel ih Distessis Up for grabs. Pertians sherstig: euptbed to the {rain} 8qUi6378 oF perhaps she topiplod frof ifie building 46, er death, Whatever hap: ened. she’s done: And Mitio!s taking ful revenge On His rime anemy Kong. ‘The fad to rescue is Hazdtdous ant varied Vines have replacec Rampsiarid Ladtiers bassagewaye to the top ‘Anal that s-whers youre going); in the: origina ‘arte: {o the top of tie ‘Soren. /Stop: by treacher us step gai: as in te ‘onginal there: are four is sinel parts: oF play,ea0h Sppesrines ft & planed se: lolisrick if we call te Vines Solting A, the Chane, the Juipbeard Cand: the: Rideout 0. the first order Of <$tj8en progression =as if ‘he Sriginal Bonkey:Kong 118 ABACHAD. ck unieits aniswer-to the Ramp soreen is this-hang- ing Vie seteén. Kong is Captive’ it his eage:on. top. and Junior (you) is Feady't g0’af the bortorn ‘You! musi swing ‘Vineto- Vine 161931 to. Papa Your Bhehnies oni tis sereen. are to forms. of Srapiaws fookingjjust ike:they sound ‘The bide Snapjaws slither: down the Wines and then ‘ut ofthe game. The ‘range: Snapiaws' move. ip.and dows the Vines; 1- Freleng id the gan -untit Sauashed by Your fruits, These fruts-operate such the way Ihe rocks do in Dig Bug: You:mnust weit until yout enemy: is tndemeath ‘a feu, and then nudge the fralt loose with Junior hirn- self, Thesruitimilithen drop: xillnng your-deversaty. ‘The tire} setting is que ga5y 16 master: The most difficull naneuverocciits at the top btep. You must Jeni! howto jurdp tothe top ‘fof without bumping hard info the ledge ‘This is tricky. Thes:tbing 10 watch is your OWA Cookindss. Everything (GoRS jtistfine—deceptively: SO unlit the: fra Step. ‘Onde Voll reach tHe top Reysthe game goes out of yaor-conitak Kong dr salinters quickly ovérto his fathers otison. aad jist Defoie ne'reaches the age: of equrse, Mario puahasthe gate away. And Jou Begin new:screen: ve -hooo The Chains screen is simi- Fah io the Ziggurat (or Rivet) Seraen in tie original Kong. ‘Each Chain has a lock posi- ‘ionett at the top of it. Your favonite monkey must push keys up chains to force them into locks. Your ‘enemies on this board are the Snapjaws and Nitpic- kers. The only Snapiaws are the orange anes: they ‘move down and up the Chains. The Nitpickars are Video birds that move across the soreen, starting af the top, descending, zig- ag fashion: Contact with any of these enemies is, of course. deadly. ‘Once you've Unlocked all the:necessary locks, the ‘whole giamo comes tumb- ing dows and your first in efmmission is awarded. A ‘couple of quick notes be- tore we get on to the next Board. Your car climb up. two Chains at once, speed- ing. up tha ‘enloeking pro- ‘6985. Also, the Chains at the edges are the most dangerous. JoyStik™ January 1983 ‘Atifest glance, you'meay Confuse boatd three: for Board one, the vine, boara Dont; This js the dunioe ‘yetsion of the: Elevator Screen, complete wits Springese (Pouo Stick) Roles ate reversed, how: ‘ever. You must use the Springese 28 4 sluspboard, ‘The Sorgen is. broken inte’ two farts: top, and tions The bottom of the soreen is the hovel att of this set ting, You can’ aping thom the dlimpboard Up icone oF the moving Vines, bol nto it/ahd climb sar a fiigal iunclute=R6 the ton) partofthescrsed. Theonly other obstacles — besides: Your owe earalessness — are. the messy droppines fromm the Nitpickers ‘Gnce at the top! of the screen, the game plays. sirtlerly:t0 the first setting, ‘Thers are ino Sreipiaws) however Diily ead coping Nitpiokers, iirany ‘lpickets unt your can jump up atid gtab the: key: ‘Then Mario’ will move the wage aviay) ‘doystik"anusry 1883 ‘This. \6 one of ihe strangest Screens in video. ISicalled: Matos Hideout Maio, As: yod Femnember fromthe briginal' Gare. iS a car? enter’ For some strange reasoni he's taken ub is Gate itis video sewet— edmiplele ttt apropos Sound, elfects,, Tha soresh isia'real: challenas|oniike: the: Choveyor Belt Screen InDonkey Kong. Itrequires) {UNL peitpheral visién ane strategic planning. We: ave no feet ides Why it's here, but its a fitieg fia setting, Neiy enemies are intioe duped int Mario's Hideout ‘They are Sparkss0me: thistlike the Spans in Qe They travelindiudually About the: pipes with ult Chatgedt electrical power, You must avoid ther, orkil thee yoth that's, ght ‘tit Fruit hangs oft the: plumbing jiatures and: oat he ised to kil Sparks Nt you're novup for a’ big tut. ‘drop, however: you cain, ak ways juin the Saari, like ‘you'd jump the Bartels jn he: gavnie that started it alt Those are the basics ind the: garrie: You've got ihe use of the Sang’ cbr {fol6 48 int Donkey ‘Korta: joystick and jump butior. Thetes Howhere heat a3 Tmiuct finseispent on the ine Jetludes between plavs Anti tte music is much imore nairaland complex The honkey-tonks aoe, What you have nov is ‘strange seienea fiction. jangle imtisic, with a lot of Wate? souintis,. ‘Alnote of the imermis sion. Nlastrated of page. 54. They'te mare inte. tate, more ‘nine with the. Pacrtfah imermiasions, Maries chasing Kong whoisichasing Mario, rd ni andl on, with:heiconters: ‘and tug feet ‘Wher we first SaW aor totype of: Donkey. Keng Jes the scien order was dit ferent. Instead oF Vine ‘Chainaiuumpboard! Hideotltif went Vines! ‘Jurphoaral Hideout Chains Something’ got shaniged dlohig the way. The Hideout probably proved itself 1c0 hata ‘Dac SHIRE to Mike Vardlines Of Chicags, iit Hols. His-quick mastery of Donkey Kong Jt, ~-arid nis ability 16 peitoin. 60 com mand=-made this artic ‘poskible e : 3 e a é 3 VINE STRATEGY ‘The basic idea is to gétthat key up-above Mario's plat. fort Go out of your way to grat fruit and kill feve big-pointt Snapjaws: The first fut worth picking fate the pearson the ett: most Vine (use two Vines swhen elinbing). ‘ian ‘orange Snapjaw below the pears bY plucking the pears Swhen the: Shapiaws are patrolling underneath you. Move to the fourth Vine and ddtop the: apple on @ blue Snapiaw. Slide down the Nine. Counting from the left, move over-to Vine: 6 ‘and climb toward theipaars. Grab the bananas on Vine 5.on your way to the pears. “Alter grabbing the pears meke your Way up fo:the top'platformilocated balow Jour score: Here comes the toughest partof the screen jumping fromm the plationn up.to: Marie's platform, Move. the: joystick to:the lott ‘while: fitting the jump but- fon You cannot jump-a. Sriabjaw and the'step at the sare time. Make your way t6 the Key ane watch Matic move the cage CHAIN STRATEGY: ‘This pater is: good way. 10 gel every key inits proper lock And that’s the Dbjact of ths sereen, to get those Keys in those locks. ‘Orie iror-clad mule: you should always open the Jocks:on the! outermost Chains first In other words, concentrate infially on the leftmost Chains and the Fight-most Chains. Other W286, there wilE 890n be too many Nipickers on the Steen. And Nitpickers are over more dangerous than when Kong Jr. is close fo the edge of the screen. Here's a high-point trick if you follow the pattem smipathly, you'll soon find ‘yourself where Kong is in this insert. Thy to (pluck the ‘apie just 2s the: Nitpicker ‘crosses it, You will Kif both. that Nitpickar and a second Nitpicker belowit. Next, onthe wo Nitpickers to entet trom the upper right. Alter they've passed, You have an easy climb t6 the top, Of the four remaining keys. you should push the two on the left up fogetherand the two on the iight-up together. Sat priorities by the locations of the Nitpickers. tf they're on she tivo left Chains, push up the Chains on the right: hand side, and vice-versa. SoyStikJanuary 1983 JUMPBOARD STRATEGY “There are two ways to play. this board,’ and both are i lustrated above. The solid line is theilong wayt6 dot ‘The dotted’ line represents the short cut, One strange. observation: the long method ig more dangerous tha the short: method: Al ‘you can lo8s ont the: short cuit is time. (That's right, time;there’s: a lot of teal nd artor involved in this ‘manetver.) When traveling the long wav, youve gotto ‘watch out for deadly bird ‘droppings. The object, ‘either way, is to-get your. belf-setion that moving platform in the middie; Under the apple. The snot atiputs you'there directly The longer path takes more: finesse, although the timing isn't a5 critéal. Either way, ‘whieh you're on that moving} platform, you've got to grab the leftmost fope and iat It airy yoo to the-platform Linder the ong Chain JoyStik*/danuary 1863 ‘limb the. Chains, plick {uit anc avoid Nitpiokers; “Then make your way'to the rightof the screen. Youtan rest safely under the two pears (as shown): No Nit: pickers ean get you there. WS. a good Spot to monitor: the Nilpickers as they fly down through the gap. Walch that fant Some‘dip. down further than others. ‘Wait until: high-flying Nite picker comes through thie ‘gap: those:that don't dip down So far), and make your way to’the extrerne fight Chains. Clit the (Chains to the platform and stand to:the:right of the ‘gapé Tojump the gap. you! Thust time't'so that you just clearthe fop of a-diving Nit- picker as it turns down into: the gap. That will give yOu timefo:larid an then jump: the next Nitpicker. Jump Up afd grab the Key. ‘Then Marioiuill move the cage aivay: HIDEOUT STRATEGY: ‘The pattern illustrated here is the only possible way to the'top! And thats the only ‘easy aspect of this screen, What makes Mario's Hide- ‘oUt 86 difficult. 1s the corr stant moniforing you must 0 of all the various Sparks: onidifferent levels: Where ‘ever you jump a Spark (and you're: going to have to. jump lols ofthem-to make you have to beware of ‘Sparks on the pipes above you and also behind the ‘ane you're jumping. The Sparks: ate sirilar-t0 the. Barrels on the original Donkey Kong, but they're” harder to-aveid. You can always: ctop ‘a frult on.a Spark, rendering it ifeles This will give. you'sorie bonlis points and pertiaps a litle breathing time, But ‘Maio. wil surely throw his Switch, thereby adding one mote Spark 19 your tious) bles. Our advice: Get to the ‘Top as quickly as possible. Don't mess around with fruit or bonus points. The longer you fake, the harder it's going to get. If you ake it throtigh this screen =consistently—you're one genuine video pro, Cru) Ie ee Cun Ct Rea ae ak en fouls AU Uae eee Cancun mer i See AC a ea eee eee Ee eeu a eed To eae LR eae he ae er se ey ed In-depth look at Centipede strategy, we flew Eric to Chicago, where we eae eu ete uc eucee siatreaice keris Sd eae oe Roe eee ee ae ea eek wun eMC nit eu eee etal tl i; playing exactly as outlined here. Hf you're a casuel Centipede player or a novice, this article isn’t for you. These a ee eee ue ret surtcurcur ceed Cee oR RRO KE Ca Reet r are Dee ene Ree uC Rms geal Peta Rue ee ke ra} See oe tree coum eeu Racy A USCC ee AL ue a et er) most players view them as harmless targets sprinkled across the screen. But in Pee te eget une ee ae eer me ea on ee ae eee nea See ee MT eR CU nt eee ge Upon striking a Mushroom from either side, the Centipede drops one row and reverses direction. This is the cause of the Centipede's switchback descent. The way that Mushrooms control the dropping of Fleas is not as obvious. Basi- gy Sea eee eae eteg erent CO acum eee ater ae gat ies ou ec em cea eeu Tur etc Dorie Caer ra eu cukeie eee mi cigerg ee Ce eee eee tan aa Four different strategies are explained over the following four pages: Tunnel SAC Sect Ree ne al eo ae MES ey me Ce ee MR te ea aa et eee ‘of these when going for a high score. He uses the Blob Strategy up to 860,000 Poe aren ones nat RRO ea DR OCR eRe nese SSC Pome ees 39 The Tunnel Strategy ‘The object of this approach is Very simple—create a one-columnn Tunnel through the Mushroom field, if the rest of the soreen Is full of Mushrooms, the main Cen- tipede chain will come Stfaight down the Tunnel at the beginning of the wave. By firing up the Tunnel, ‘every shot wil hit a seq" ment of the Centipede cchain, and youll finish: Off quickly. be 3 5 vie oe a a Pires eee” é be ae ‘The Tunnel should be posi: tioned under the 1000's digit of the high score-so that tho-Centipade weil come straight down itwhen heappears. The bottom six rows should be kept clear of Mushrooms, for.good maneuverability. while finishing off the Centipede heads. Try to clear the Tunnel before cach Con tipsde appears—if there fare some Mushrooms ir the Tunnel at the endof the wave, clear them out be- fore, the next-wave begins 20675 gt U me i ‘Since a solid background of Mushrooms is necessary for a well-defined Tunnel, you should intentionally allow Fleas to-drop during the early attack waves. Whenever there is a'break in the action, shoot the lowest Mushrooms until Fleas begin falling. Even- tually, this will allow the entire gereen to fil with ‘Mushrooms. cS In the Tunnel Strategy, it is best to let Scorpions pass actoss the screen un- molested. This way the Centipede segments can hit the poisoned Mush- rooms, plummet to the bottom, and slowly wind back up and down, giving you three opportunities to shoot them before the side food bogins. The Tunnel Strategy is easy 10 understand and Use, but itis very fast- paced and intense. It re- quires constant concentra- tion; the only breaks you'll get are at the end of each tum, when it can take quite while for the poisoned and damaged Mushrooms tobe tabulated. For very long games (over 500,000 points), the Blob Strategy is slower and safer. The Blob Strategy ‘The object of this strategy is to Keep enough Mush- rooms below level 12'to keep Fleas from coming out. A secondary consé- ‘quence of this approach is that the Contipade takes a very long time to get to the. bottom of the screen be- Cause there are no Mush rooms above row.12 and every segment must cross the entire scréen on-edich Of those rows. On the first wave, you should try to clear the Screen: of as many Mush- rooms'as possible. After the Centipede has reached row 12 oF below, shoot it with a sweeping spray of shots that leaves all of the ‘Mushrooms intact (On the second board shoot-as many of the re- maining Mushrooms above roy 12 as possible by firing ‘atound the lower Mush- yooms. Don't risk triggering the Fleas by shooting any of the low Mushrooms, (Five or more Mushrooms below row 12 will stop-the Fleas at this point) As in the first wave, when the Centipede. reaches rows JoyStik “January 1983, pert ee 7-12 you should shoot it and leave its Mushrooms intact ‘You should be abletoffinish setting up the Biob in the Cae board by selectively removing just the columns that have Mushrooms above row 12. Leave the {eft-most 5 columns open— this will give you a "win- dow” through which-to all at the Centipede. On this and subsequent boards, shoot the Centipede near the top of the screen, and remove the resulting Mush: rooms when the Centipede moves over to the right edge of the Screen, It's-a 00d idee to let the last few. segments come all of the way down into the Blob atea, so'you can be con- stantly adding Mushrooms there, Note that the Scorpions.” “points. This won't last can leave no poisoned, forever, though— at Mushrooms in this strategy, 860,000 points, the Spider because there are no will begin jumping all of the Mushrooms above row 12. -way up to row 12, and he ‘Also; Ifyou keep your Blob. will soon eat most of your between rows €and 12, the . Blob. So, the Blob Strategy Spidercannot eat it be- ~~ is not effective at scores ‘gause ne doesn’t rise above 860,000 points, ‘above tow 6 after. 180,000 at ‘The Safety Zone Strategy This strategy was devel- ‘oped in response to the Impasse of the increased Spider range’at 860,000 oiate. tt makos use of a Subtle and important fact ‘10 Fleas fall coring the first board.of each attack-wave cycle. (An attack-wave oycle is a.set of 12-waves, from thé full 12-segment Gpatipede to the 12:heads board.) By clearing the screen of Mushrooms end setting-up yoursafety zone onthe last {ull-Centipede board before '860,000 poin, you can simply stay in the safety Zone and shoot Spiders Uunti'you-reach 4,000,000 points, at which point many Of the game counters start over. To set up the safety zéne, itis only necessary that there be one Mushroom near each édge of row 2: {f you keep your'shooler in rows 1/and-2, between the fwo Mushrooine; the Cen. tipede can never hit you. This is because the Cen- tipede chain (or heads} will always hit.the bottom row. ‘outside of thé two “outpost” Mushrooms, and'then travel back’up to tow.6 without coming: between them: ‘One good way to place a Mushroom in row 2 is to ‘shoot the head of a Gen- tipede chain in. row 2:and then move to:the far side of the resulting Mushroom. The chain will drop and reverse, avoiding you completely ‘The Satety Zone is chat- lenging, but not particularly ‘exciting, It slows the pace of the game down, and the only excitament comes ‘when a Spider eats one of the outposts, at which point you'll have to think for a short while about how to replace it. But the Safety, Zone and its derivatve Trap Strategy, are the only reliable way t0.get through the extended Spiderrange boards. Since itis difficult to get oth of thé outposts set dp on thé same Centipede board, itis usually more practical to try to setup just ‘one of therm onthe first board. If you watch for. ‘which direction the Cen= tipede-moves when it frst ‘comes onto thesoreen, You'll know which outpost to Set up first—only the-one ‘on the side oppostte trom the’ Centipede’s first mo, tion is necessary to Kebp-yousate. JoyStik™idanuary 1983 ‘The Trap Strategy In-the Safety Zone Stfalegy, We sav how proper placement of.the Mushrooms wil divide.the bottom 8'rows into two cis- tinct regions: the-areas the Centipede’ can reach, and the eras he can't. In that articular case, however, ‘we were only-interested in a quiok’and teliablé method for making that division; the sui wAs that the Cen- tipede was still free to roam the vast majority of the lower soreen,. By mors ‘careful placement of the ‘blocking Mushrooms, ifs possible to trap the Can- tipeds in a very’ sifall. pat cof the sereen: the bottom 6 foWs of the left-mostior right-most two colunins. Placing a Mushroorr in ‘ach of rows; 4,:and 6:oF the.second column trom: the ‘edge .will trap the Cen ‘ipede-(and-all separate heads) in a figure-eight loop there: Then you can just shoot Spiders.tf a Spider-comes out on the same sid asthe loop, he’ ‘will not be able to eattit-be- ‘caSe Spiders always jump. tothe third column from the: ‘edge whoo they-appear: “In fact, you can get'a'900- point Spider every time by waiting at the bottom of the third column. And if & Spider.entets ffom the otfiet side, you-have the ‘entice screen width in whictr to stop hin. ltmight cost you one ortwo tums {0 Set up the Trap, but the safely of, well-formed. “Trap is worth it. Once the. Trap is in-place, you can concentrate-on shooting Spiders. If you, set up the Trap on the first wave of an attack-wave cycle, no Fleés will fall; andyou can lear thé screen of all ‘Mushrooms except the’ thiee-that-constitute the Trap itself, Joust is an instant classic. The graphics and animation are better than any video game yet, and the game concept is so original that it defies classification. At the risk of gross over-simplification, Joust can be thought of as a 2-player shoot- Ree UU eee eR beeen enhancements is so strong that Joust could easily spawn a whole new breed of Pers De CUR ene eee gael Ra UN a ee Ce a ee oe ee BOER cue a ee niet ey the air and fly. You must battle with Buzzards (by jousting, of course) and avoid SS eee eee a ee ed tant enters bottom of the screen. If you're within his reach, the Lava Troll will grab the Ostrich by the legs and pull you both into his fiery home. Ore

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