Apple II series
The Apple II series is a family of home computers, one of the first successful mass-produced microcomputer products, designed by Steve Wozniak, manufactured by Apple Computer, launched in 1977 with the original Apple II. In terms of ease of use and expandability, the Apple II was a major advancement over its predecessor, the Apple I, a limited-production bare circuit board computer for electronics hobbyists. Through 1988, a number of models were introduced, with the most popular, the Apple IIe, remaining changed little into the 1990s. A 16-bit model with much more advanced graphics and sound, the Apple IIGS, was added in 1986. While compatible with earlier Apple II systems, the IIGS was in closer competition with the Atari ST and Amiga; the Apple II was first sold on June 10, 1977. By the end of production in 1993, somewhere between five and six million Apple II series computers had been produced; the Apple II was one of the longest running mass-produced home computer series, with models in production for just under 17 years.
The Apple II became one of several recognizable and successful computers during the 1980s and early 1990s, although this was limited to the USA. It was aggressively marketed through volume discounts and manufacturing arrangements to educational institutions, which made it the first computer in widespread use in American secondary schools, displacing the early leader Commodore PET; the effort to develop educational and business software for the Apple II, including the 1979 release of the popular VisiCalc spreadsheet, made the computer popular with business users and families. The original Apple II operating system was in ROM along with Integer BASIC. Programs were entered saved and loaded on cassette tape; when the Disk II was implemented in 1978 by Steve Wozniak, a Disk Operating System or DOS was commissioned from the company Shepardson Microsystems where its development was done by Paul Laughton. The final and most popular version of this software was Apple DOS 3.3. Some commercial Apple II software did not use standard DOS formats.
This discouraged the modifying of the software on the disks and improved loading speed. Apple DOS was superseded by ProDOS, which supported a hierarchical filesystem and larger storage devices. With an optional third-party Z80-based expansion card, the Apple II could boot into the CP/M operating system and run WordStar, dBase II, other CP/M software. With the release of MousePaint in 1984 and the Apple IIGS in 1986, the platform took on the look of the Macintosh user interface, including a mouse. Despite the introduction of the Motorola 68000-based Macintosh in 1984, the Apple II series still accounted for 85% of the company's hardware sales in the first quarter of fiscal 1985. Apple continued to sell Apple II systems alongside the Macintosh until terminating the IIGS in December 1992 and the IIe in November 1993; the last II-series Apple in production, the IIe card for Macintoshes, was discontinued on October 15, 1993. The total Apple II sales of all of its models during its 16-year production run were about 6 million units, with the peak occurring in 1983 when 1 million were sold.
The Apple II was designed to look more like a home appliance than a piece of electronic equipment. The lid popped off the beige plastic case without the use of tools, allowing access to the computer's internals, including the motherboard with eight expansion slots, an array of random access memory sockets that could hold up to 48 kilobytes worth of memory chips; the Apple II had color and high-resolution graphics modes, sound capabilities and one of two built-in BASIC programming languages. The Apple II was targeted for the masses rather than just engineers. Unlike preceding home microcomputers, it was sold as a finished consumer appliance rather than as a kit. VanLOVEs Apple Handbook and The Apple Educators Guide by Gerald VanDiver and Rolland Love reviewed more than 1,500 software programs that the Apple II series could use; the Apple dealer network used this book to emphasize the growing software developer base in education and personal use. The Apple II series had a keyboard built into the motherboard shell, with the exception of the Apple IIGS which featured an external keyboard.
The Apple II case was durable enough, according to a 1981 Apple ad, to protect an Apple II from a fire started when a cat belonging to one early user knocked over a lamp. Early II-series models were designated "Apple ]["; the first Apple II computers went on sale on June 10, 1977 with a MOS Technology 6502 microprocessor running at 1.023 MHz, 4 KB of RAM, an audio cassette interface for loading programs and storing data, the Integer BASIC programming language built into the ROMs. The video controller displayed 40 columns by 24 lines of monochrome, upper-case-only text on the screen, with NTSC composite video output suitable for display on a TV monitor, or on a regular TV set by way of a separate RF modulator; the original retail price of the computer was US$1298 and US$2638. To reflect the computer's color graphics capability, the Apple logo on the casing was represented using rainbow stripes, which remained a part of Apple's corporate logo until early 1998; the earliest Apple IIs were assembled in Silicon Valley, in Texas.
Impossible Mission is a video game written for the Commodore 64 by Dennis Caswell and published by Epyx in 1984. The game features a variety of gameplay mechanics from platform and adventure games and includes digitized speech. Impossible Mission, which casts the player in the role of a secret agent infiltrating an enemy stronghold, is considered one of the best games for several platforms. From 1985-1988 the game was released for the Apple II, Atari 7800, ZX Spectrum, Acorn Electron, BBC Micro, Amstrad CPC, Master System; the player takes the role of a secret agent who must stop an evil genius, Professor Elvin Atombender, believed to be tampering with national security computers. The player races against the clock to reassemble and decrypt the password to Atombender's control room while avoiding deadly robots. Password pieces are found by searching furniture in the rooms; when searching, the player can reset all moveable platforms and freeze enemy robots for a limited time. The game features similar rewards for completing bonus puzzles.
Impossible Mission enemies include two types of enemies. The first are the robots; these have a cylindrical main body. Their bodies are electrified, some are able to use a short-range death ray; some are stationary. Some have to see the player, others know where the player is at all times; the second enemy is a electrified ball. Most of these chase the player; the player has six hours of game time to collect 36 puzzle pieces. Every time the player dies, 10 minutes are deducted from the total time; the puzzle pieces are assembled in groups of four. The puzzle pieces overlap so that three pieces can be assembled before the player realizes he must start over. Pieces may be in the wrong orientation, the player may have to use the horizontal or vertical mirror images. Additionally, the puzzle pieces are randomized in every game. A completed puzzle forms a nine-letter password; the first element of the game to be created was the player character's animations, which designer Dennis Caswell lifted from a library book about athletics.
Caswell recalled, "I animated the somersault. I included it because the animations were there for the taking..." Caswell cites Rogue as his inspiration for the randomised room layouts, the electronic game Simon as his inspiration for the musical checkerboard puzzles. The hovering balls were inspired by the Rover "security guard" from the Prisoner TV series; the Commodore 64 version features early use of digitized speech. The digitized speech was provided by the company Electronic Speech Systems, who drastically raised their prices after Impossible Mission became a successful test case. Epyx did not deal with ESS again as a result. Caswell recounted: I never met the performer but, when I supplied the script to the representative from ESS, I told him I had in mind a "50-ish English guy", thinking of the sort of arch-villain James Bond might encounter. I was told; when I was given the initial recordings, the ESS guy was apologetic about them being a touch hammy, but I thought the over-acting was amusing and appropriate, they were left as is...
The game's title was one of the last elements to be finished. According to Caswell, "The choice of a name was delayed as long as possible, Impossible Mission was more resorted to than chosen, it was, at least, somewhat descriptive, the obvious allusion to Mission: Impossible was expedient, to the extent that both the game and the TV show involved high-tech intrigue." In 1985, Zzap!64 editors ranked Impossible Mission second in their list of the best Commodore 64 games, while readers ranked it first, with 26% of votes. COMPUTE! listed the game in May 1988 as one of "Our Favorite Games", writing that the sound effects of the character committing suicide was one of their guilty pleasures. The ZX Spectrum version was voted the 28th best game of all time in a special issue of Your Sinclair magazine in 2004; the sequel, Impossible Mission II, followed in 1988. It further complicated the quest with new items. Elvin's stronghold grew in size, divided into a number of towers which the player had to traverse, all the while picking up pieces of the password.
The game ElectroCop was rumored to have started as a sequel to Impossible Mission, but this has not been substantiated. In 1994, Impossible Mission 2025 was released for the Amiga, it kept the same idea as the previous games, featured updated graphics and audio allowing the player to choose among three different characters. The game contains the Commodore 64 version of Impossible Mission. Developers System 3 revamped Impossible Mission for Nintendo DS and Wii. In the US, the Nintendo DS version was released at GameStop stores by Codemasters and the Wii version was released in March 2008; the Impossible Mission series at MobyGames Impossible Mission at SpectrumComputing.co.uk Impossible Mission can be played for free in the browser at the Internet Archive A full playthrough of the Commodore 64 game can be watched on the Internet Archive
A video game is an electronic game that involves interaction with a user interface to generate visual feedback on a two- or three-dimensional video display device such as a TV screen, virtual reality headset or computer monitor. Since the 1980s, video games have become an important part of the entertainment industry, whether they are a form of art is a matter of dispute; the electronic systems used to play video games are called platforms. Video games are developed and released for one or several platforms and may not be available on others. Specialized platforms such as arcade games, which present the game in a large coin-operated chassis, were common in the 1980s in video arcades, but declined in popularity as other, more affordable platforms became available; these include dedicated devices such as video game consoles, as well as general-purpose computers like a laptop, desktop or handheld computing devices. The input device used for games, the game controller, varies across platforms. Common controllers include gamepads, mouse devices, the touchscreens of mobile devices, or a person's body, using a Kinect sensor.
Players view the game on a display device such as a television or computer monitor or sometimes on virtual reality head-mounted display goggles. There are game sound effects and voice actor lines which come from loudspeakers or headphones; some games in the 2000s include haptic, vibration-creating effects, force feedback peripherals and virtual reality headsets. In the 2010s, the commercial importance of the video game industry is increasing; the emerging Asian markets and mobile games on smartphones in particular are driving the growth of the industry. As of 2015, video games generated sales of US$74 billion annually worldwide, were the third-largest segment in the U. S. entertainment market, behind broadcast and cable TV. Early games used interactive electronic devices with various display formats; the earliest example is from 1947—a "Cathode ray tube Amusement Device" was filed for a patent on 25 January 1947, by Thomas T. Goldsmith Jr. and Estle Ray Mann, issued on 14 December 1948, as U. S.
Patent 2455992. Inspired by radar display technology, it consisted of an analog device that allowed a user to control a vector-drawn dot on the screen to simulate a missile being fired at targets, which were drawings fixed to the screen. Other early examples include: The Nimrod computer at the 1951 Festival of Britain; each game used different means of display: NIMROD used a panel of lights to play the game of Nim, OXO used a graphical display to play tic-tac-toe Tennis for Two used an oscilloscope to display a side view of a tennis court, Spacewar! used the DEC PDP-1's vector display to have two spaceships battle each other. In 1971, Computer Space, created by Nolan Bushnell and Ted Dabney, was the first commercially sold, coin-operated video game, it used a black-and-white television for its display, the computer system was made of 74 series TTL chips. The game was featured in the 1973 science fiction film Soylent Green. Computer Space was followed in 1972 by the first home console. Modeled after a late 1960s prototype console developed by Ralph H. Baer called the "Brown Box", it used a standard television.
These were followed by two versions of Atari's Pong. The commercial success of Pong led numerous other companies to develop Pong clones and their own systems, spawning the video game industry. A flood of Pong clones led to the video game crash of 1977, which came to an end with the mainstream success of Taito's 1978 shooter game Space Invaders, marking the beginning of the golden age of arcade video games and inspiring dozens of manufacturers to enter the market; the game inspired arcade machines to become prevalent in mainstream locations such as shopping malls, traditional storefronts and convenience stores. The game became the subject of numerous articles and stories on television and in newspapers and magazines, establishing video gaming as a growing mainstream hobby. Space Invaders was soon licensed for the Atari VCS, becoming the first "killer app" and quadrupling the console's sales; this helped Atari recover from their earlier losses, in turn the Atari VCS revived the home video game market during the second generation of consoles, up until the North American video game crash of 1983.
The home video game industry was revitalized shortly afterwards by the widespread success of the Nintendo Entertainment System, which marked a shift in the dominance of the video game industry from the United States to Japan during the third generation of consoles. A number of video game developers emerged in Britain in the early 1980s; the term "platform" refers to the specific combination of electronic components or computer hardware which, in conjunction with software, allows a video game to operate. The term "system" is commonly used; the distinctions below are not always clear and there may be games that bridge one or more platforms. In addition to laptop/desktop computers and mobile devices, there are other devices which have the ability to play games but are not video game machines, such as PDAs and graphing calculators. In common use a "PC game" refers to a form of media that involves a player interacting with a personal computer conne
Rescue at Rigel
Rescue at Rigel is a 1980 science fiction role-playing video game written and published by Automated Simulations. It is based on a modified version of their Temple of Apshai game engine, used for most of their releases in this era; the game was released for the Apple II, IBM PC, TRS-80, Commodore PET, VIC-20, Atari 8-bit family. The game requires the player to search out a space fortress looking for ten hostages. Presented in a top-down view, the player can only see the area around them, so the entire base has to be searched room by room. There is a 60 minute time limit on the mission. Rescue at Rigel was soon followed by Star Warrior, the two rebranded to be part of their "Starquest" series, although Star Warrior used a more modified game engine than Rigel. Players take on the role of adventurer Sudden Smith. Smith must try to rescue captives from the interior of an asteroid orbiting the star Rigel. Players have 60 minutes, they must first find the captives before delivering them to the rescue ship.
Players must defeat or avoid the enemies wandering the base: the alien Tollahs, two types of armed robots, a six-legged "cerbanth", a huge amoebic slug. As players forge deeper into the alien stronghold, they have the opportunity to acquire better weapons; the playfield is presented as a top-down view of the current location of the hero. The game is turn-based, with the player given a certain number of "points" to spend on various actions, completing their turn when the points ran out. Rescue at Rigel is similar to Temple of Apshai, a popular dungeon crawl by Epyx, part of their "Dunjonquest" series. Rescue at Rigel had a timer similar to The Datestones of an earlier Dunjonquest game. Rescue at Rigel used the concept of providing room descriptions similar to those used in some Dunjonquest games, but instead of unique descriptions for numbered rooms, the game had multiple rooms labeled "Sanctum", for example, a detailed description of what typical Sanctums contained was provided in the manual along with about a dozen other room types.
Bruce F. Webster reviewed Rescue at Rigel in The Space Gamer No. 34. Webster commented that "if you've got the interest, buy it. In fact, if you've only got either the money or the interest, buy it - you'll be glad you did."Jerry Pournelle reported in BYTE in 1983 that Rescue at Rigel was one of several Epyx games his sons enjoyed playing
The Commodore PET is a line of home/personal computers produced starting in 1977 by Commodore International. A top-seller in the Canadian and United States educational markets, it was the first personal computer sold to the public and formed the basis for their entire 8-bit product line, including the Commodore 64; the first model, named the PET 2001, was presented to the public at the Winter Consumer Electronics Show in 1977. In the 1970s, Commodore was one of many electronics companies selling calculators designed around Dallas-based Texas Instruments chips. However, in 1975 TI increased the price of these components to the point where the chip set cost more than an entire TI calculator, the industry that had built up around it was frozen out of the market. Commodore responded to this by searching, they found MOS Technology, in the process of bringing its 6502 microprocessor design to market, with which came Chuck Peddle's KIM-1 design, a small computer kit based on the 6502. At Commodore, Peddle convinced Jack Tramiel.
In September 1976 Peddle got a demonstration of Jobs and Wozniak's Apple II prototype, when Jobs was offering to sell it to Commodore, but Commodore considered Jobs's offer too expensive. The Commodore PET was announced in 1976 and Jack Tramiel gave Chuck Peddle six months to have the computer ready for the January 1977 Consumer Electronics Show, with his team including John Feagans, Bill Seiler, two Japanese engineers named Fujiyama and Aoji, Jack's son Leonard Tramiel who helped design the PETSCII graphic characters and acted as quality control; the result was Commodore's first mass-market personal computer, the PET, the first model of, the PET 2001. Its 6502 processor controlled the screen, cassette tape recorders and any peripherals connected to one of the computer's several expansion ports; the PET 2001 included either 4 KB or 8 KB of 8-bit RAM, was a single-board computer with discrete logic driving a small built-in monochrome monitor with 40×25 character graphics, enclosed in a sheet metal case that reflected Commodore's background as a manufacturer of office equipment.
The machine included a built-in Datasette for data storage located on the front of the case, which left little room for the keyboard. The data transfer rate to cassette tape was 1500 baud, but the data was recorded to tape twice for safety, giving an effective rate of 750 baud; the computer's main board carried four expansion ports: extra memory, a second cassette tape recorder interface, a parallel port which could be used for sound output or connection to "user" projects or non-Commodore devices and a parallel IEEE-488 port which allowed for daisy-chaining peripherals such as disk drives and printers. The PET 2001 was shown and sold to the public at the Winter CES 1977 in January 1977 and the first 100 units were shipped in October going to magazines and software developers, while the machine was not available to consumers until December. However, the PET was back-ordered for months and to ease deliveries, early in 1978 Commodore decided to cancel the 4 KB version. Dan Fylstra of Byte Magazine received one of the initial PETs in October 1977, S/N 16, reported on the computer in the March 1978 issue.
Fylstra praised its full-featured BASIC, lowercase letters, reliable cassette system, while disapproving of the keyboard. His machine had three faulty RAM chips and after some difficulty contacting Commodore, was mailed a set of replacement chips and installation instructions by John Feagans. Commodore was the first company to license Microsoft's 6502 BASIC, but the agreement nearly drove Microsoft into receivership as Commodore stipulated that they would only pay for it when the PET began shipping; this was delayed by over six months, during which Microsoft lost money and had their cash reserves further depleted by a lawsuit over ownership of Altair BASIC. At the end of the year, Microsoft was saved by Apple's decision to license Microsoft BASIC for the Apple II line; the BASIC included on the original PET 2001 was known as Commodore BASIC 1.0. BASIC 1.0 still had numerous bugs and IEE support was broken, so that when Commodore came out with disk drives, they could not be used from BASIC, only supported 256 array elements.
The PEEK function would not work on memory locations above 49152 so as to prevent the user from viewing the copyrighted code in the system ROMs. Aside from the 8k BASIC ROM, the PET included a 4k character ROM and an 8k kernal ROM; the first half of the kernal contained screen editor functions with the second half containing a number of function calls for tasks such as inputting and outputting data to and from different I/O devices, reading the keyboard, positioning the cursor. In addition, the kernal ROM scanned the keyboard; the kernel, an idea of John Feagans, was a spiritual ancestor to the ROM BIOS on PC compatibles and the first personal computer OS ROM to be a distinct entity from BASIC. The character ROM was 4k in size, containing four different 128 character tables, the uppercase/graphics character set and upper/lowercase character set, plus reverse video versions of both; this included a numb
Atari 8-bit family
The Atari 8-bit family is a series of 8-bit home computers introduced by Atari, Inc. in 1979 and manufactured until 1992. All of the machines in the family are technically similar and differ in packaging, they are based on the MOS Technology 6502 CPU running at 1.79 MHz, were the first home computers designed with custom co-processor chips. This architecture enabled graphics and sound capabilities that were more advanced than contemporary machines at the time of release, gaming on the platform was a major draw. Star Raiders is considered the platform's killer app; the original Atari 400 and 800 models launched with a series of plug-n-play peripherals that used the Atari SIO serial bus system, an early analog of the modern USB. To meet stringent FCC requirements, the early machines were enclosed in a cast aluminum block, which made them physically robust but expensive to produce. Over the following decade, the 400 and 800 were replaced by the XL series the XE; the XL and XE are much lighter in construction and less expensive to build, while having Atari BASIC built-in and reducing the number of joystick ports from 4 to 2.
The 130XE, released in 1985, increased the memory to 128K of bank-switched RAM. The Atari 8-bit computer line sold two million units during its major production run between late 1979 and mid-1985, they were not only sold through dedicated computer retailers, but department stores such as Sears, using an in-store demo to attract customers. The primary competition in the worldwide market came several years when the Commodore 64 was introduced in 1982; this was the first computer to offer similar graphics performance, went on to be the best selling computer of the 8-bit era. Atari found a strong market in Eastern Europe and had something of a renaissance in the early 1990s as these countries joined a uniting Europe. In 1992, Atari Corp. dropped all remaining support of the 8-bit line. Some time in 1975, Steve Jobs called his former boss at Atari, Al Alcorn, Vice President of Engineering. Jobs was sourcing components for the soon-to-released Apple II, asked Alcorn if he knew of a good switched mode power supply.
Such devices were commercially available. Alcorn instead suggested. Holt worked in Atari's consumer division and had become a leading expert on power supplies, at that time was between projects. Instead, Jobs hired Holt away from Atari, offering him "a ton of stock". Jobs began hiring many Atari engineers and refused to stop this behaviour when asked. In response, Joe Keenan, one of Atari's co-founders, began a project to make an Apple II clone machine, which Atari could produce for much less than Apple, they began design work. It was not long after that news of this project reached Jobs, two weeks he agreed to stop poaching Atari staff; the project was cancelled, ending Atari's first attempt at a personal computer. Design of the 8-bit series of machines started at Atari as soon as the Atari 2600 games console was released in late 1977. While designing the 2600 in 1976, the engineering team from Atari Grass Valley Research Center felt that the 2600 would have about a three-year lifespan before becoming obsolete.
They started blue sky designs for a new console that would be ready to replace it around 1979. What they ended up with was a updated version of the 2600, fixing its more obvious limitations but sharing a similar overall design philosophy; the newer design would be faster than the 2600, have better graphics, would include much better sound hardware. Work on the chips for the new system continued throughout 1978 and focused on much-improved video hardware known as the CTIA. During the early development period, the home computer era began in earnest in the form of the TRS-80, Commodore PET, Apple II family—what Byte Magazine would dub the "1977 Trinity". Nolan Bushnell sold Atari to Warner Communications for $28 million in 1976 in order to raise funds for the launch of the 2600. Warner had sent Ray Kassar to act as the CEO of the company. Kassar felt. In order to adapt the machine to this role, it would need to support character graphics, include some form of expansion for peripherals, run the then-universal BASIC programming language.
The 2600 had no bitmap graphics support or a character generator, all on-screen graphics were created using Player-Missile graphics and a simple background using fixed patterns. The CTIA was designed on the same model, mainly used sprites for drawing. Instead of expanding the CTIA to handle these tasks, the designers introduced an new chip for this purpose, the Alphanumeric Television Interface Controller, or ANTIC; the CTIA and ANTIC worked together to produce a complete display, with the CTIA in charge of sprites and producing color video output, the ANTIC in charge of bitmap and character graphics. Management identified two sweet spots for the new computers: a low-end version known as "Candy", a higher-end machine known as "Colleen"; the primary difference between the two models was marketing. Colleen included user-accessible expansion slots for RAM and ROM, two 8 KB ROM cartridge slots, RF and monitor output and a full keyboard. Candy was designed as a games console, lacking a keyboard and input/output ports, although an external keyboard was planned tha
Star Warrior is a 1980 science fiction role-playing video game written and published by Automated Simulations for the Apple II, TRS-80, Atari home computers. The game was branded as part of the Starquest series, consisting of Star Warrior and the otherwise unrelated Rescue at Rigel. Players take on the role of one of two members of the Furies, a mercenary group that only accepts assignments that meet their Samurai-like code. In Star Warrior the Furies have been hired by the people of Fornax, who were annexed by the Interstellar Union of Civilized Peoples but wish a return to autonomous rule. Two agents are sent on separate missions. In one, the agent must draw off and destroy enemy forces to guarantee success of the second, where the agent tracks down and kills the Stellar Union's military governor. A "directional indicator" points the way to mission objectives. Star Warrior is based on a modified version of the BASIC game engine as previous Apshai-based games. In previous games the playfield was presented as a top-down view of a series of interconnected rooms.
Only one room would be displayed at a time, a new room would be drawn after the player moved through a door. In Star Warrior the action takes place outdoors, the first Epyx game to do so, with the display showing a one-kilometer area from a seven-by-nine kilometer map, redrawn and re-centered when the player reaches the edge of the current displayed area. Sighting and range considerations were added to the engine, allowing the player to only see objects within the line-of-sight, at distances based on target size; the computer shares this limitation. In older Apshai-based games sighting was much simpler showing everything within the current room. Another change is the use of energy to power most player devices, including weapons and sensors; this limits the number of devices that can be turned on at once and requires recharge time after taking damage. The map includes various buildings, both civilian and military fortresses, as well as mobile and fixed-place enemies, such as turrets. Buildings can only be damaged by the Fury's limited number of missiles, while the blaster and powergun can damage smaller targets.
The player selects one of three suits of armor at the start of the game, each with different equipment tradeoffs, including sensor suite, shield strength and the ability to fly. Players can design their own suits at the start of the game, selecting among various equipment within a total budget of 2,500 credits. Equipment damaged in combat can be automatically repaired, although this depletes both energy and time, most suits include a medical system that does the same for the player character; the game is turn-based, with the user given a certain number of points to be spent every turn, with various actions assigned different point values. The system in Star Warrior is similar to the one used in previous games like Temple of Apshai. In the decoy mission the player selects their own time limit before being recalled to his or her ship, but in the assault mission the game ends only when the governor or player is killed; this differs somewhat from the other Starquest release, Rescue at Rigel, which has a fixed time limit of sixty turns.
Glenn Mai reviewed Money Madness in The Space Gamer No. 39. Mai commented. Recommended to any wargamer or arcade buff."Star Warrior was well received, was granted an award in the category of "Best Science Fiction/Fantasy Computer Game" at the 4th annual Arkie Awards where judges noted that "even the instruction book is a cut above the rest". "New Products: Star Warrior for Atari Computer", ANALOG Computing, Number 4, pg. 11