Crossfire | |
---|---|
Publisher(s) | On-Line Systems IBM |
Designer(s) | Jay Sullivan [1] |
Programmer(s) | Apple II Jay Sullivan Atari 8-bit Chris Iden [1] |
Platform(s) | Apple II, Atari 8-bit, Commodore 64, IBM PC, IBM PCjr, VIC-20 |
Release | 1981: Apple, Atari, VIC 1982: IBM PC 1983: C64 1984: PCjr |
Genre(s) | Multidirectional shooter |
Mode(s) | Single-player |
Crossfire is a multidirectional shooter created by Jay Sullivan for the Apple II and published by On-Line Systems in 1981. [1] Using keyboard-based twin-stick shooter controls, the player maneuvers a ship in a grid-like maze. Versions with joystick-control use the stick for movement and switch to firing mode when the button is held down.
Crossfire was ported to Atari 8-bit computers, VIC-20, Commodore 64, and IBM PC (as a self-booting disk). A cartridge version was a 1984 launch title for the IBM PCjr, announced in late 1983. [2]
The player uses the IJKL keys to move or the joystick (the Atari and Commodore versions are joystick only) and ESDF to shoot left, right, up, and down [3] through the pathways on an evenly-spaced grid of blocks, avoiding incoming fire and dispatching enemies. The player can move and fire in four directions, but can only stop in intersections. The player advances a level when all enemies are destroyed.
Along the left, right, and top sides of the playfield are 16 pockets which release enemies. These enemies emerge and move among the blocks, firing at and attempting to collide with the player. The four types of enemies differ only in appearance, not in power or behavior, and are worth 10, 20, 40, and 80 points respectively. Enemies move and fire in four directions, but are slower than the player and never run out of ammunition.
Within four blocks near the middle of the playfield are orange, spindle-shaped bonus items. Once the player has fired 12 times (after the beginning of the level or after collecting the previous bonus), the item emerges from its block. If it has not been collected after 6 shots, it returns to its block, and no further bonus items will appear in that level. Capturing the bonus items grants 100, 200, 400, and 800 points.
The player can fire a limited number of shots before having to reload. This starts at 35 and decreases by 5 each level until 15. When 10 shots remain, a cluster of four pulsing white dots appears which reloads the player's ammunition. Only one shot can be in the air at a time.
Play begins with three ships, and an extra ship is awarded every 5,000 points. [4]
The Atari 8-bit series had a separate cartridge and floppy disk releases. The cartridge version runs on a machine with at least 16K, and uses character mode graphics; while the floppy version needs 32K, runs in a bitmap mode, and duplicates the Apple II graphics. The Commodore 64 release had background music which is absent from other versions. [5]
Softline called Crossfire "a new twist on arcade games with delightfully colorful beasties and smooth animation", which "offers hours of challenge and enjoyment for the dedicated and persevering gamester". [3] BYTE called Crossfire "one of the most difficult and challenging arcade games to play ... The reflexes take a long time to master, but, once you get the hang of it, it's addictive". [6] PC Magazine 's review was less favorable, calling the alien-attack scenario overused. It described the IBM PC version's graphics as "adequate, but nothing spectacular", and the controls as imprecise and inelegant. [7]
In March 1983, the Atari 8-bit computer version of Crossfire received a Certificate of Merit in the category of "Best Arcade/Action Computer Games" at the 4th annual Arkie Awards, [8] : 32 but reviews for other versions were mixed. Ahoy! 's review was critical, stating "do we really need a bare bones grid shooting game (the VIC graphics are absolutely starved), with no character or atmosphere?" [9] InfoWorld was more positive regarding the IBM PCjr version, describing it as "an engrossing waste of time". [10] The Addison-Wesley Book of Atari Software 1984 gave the game an overall B+ rating, calling it "one of the best strategy shoot-'em-ups" of the 1980s. [11]
The Atari 8-bit computers, formally launched as the Atari Home Computer System, are a series of home computers introduced by Atari, Inc., in 1979 with the Atari 400 and Atari 800. The architecture is designed around the 8-bit MOS Technology 6502 CPU and three custom coprocessors which provide support for sprites, smooth multidirectional scrolling, four channels of audio, and other features. The graphics and sound are more advanced than most of its contemporaries, and video games are a key part of the software library. The 1980 first-person space combat simulator Star Raiders is considered the platform's killer app.
Jumpman is a platform game written by Randy Glover and published by Epyx in 1983. It was developed for the Atari 8-bit computers, and versions were also released for the Commodore 64, Apple II, and IBM PC compatibles.
Archon: The Light and the Dark is a 1983 video game developed by Free Fall Associates and one of the first five games published by Electronic Arts. It is superficially similar to chess, in that it takes place on a board with alternating black and white squares, but instead of fixed rules when landing on another player's piece, an arcade-style fight takes place to determine the victor, and each piece has different combat abilities. The health of the player's piece is enhanced when landing on a square of one's own color.
The IBM PCjr was a home computer produced and marketed by IBM from March 1984 to May 1985, intended as a lower-cost variant of the IBM PC with hardware capabilities better suited for video games, in order to compete more directly with other home computers such as the Apple II and Commodore 64.
Qix is a 1981 puzzle video game developed by husband and wife team Randy and Sandy Pfeiffer and published in arcades by Taito America. Qix is one of a handful of games made by Taito's American division. At the start of each level, the playing field is a large, empty rectangle, containing the Qix, an abstract stick-like entity that performs graceful but unpredictable motions within the confines of the rectangle. The objective is to draw lines that close off parts of the rectangle to fill in a set amount of the playfield.
The Adventure Game Interpreter (AGI) is a game engine developed by Sierra On-Line. The company originally developed the engine for King's Quest (1984), an adventure game that Sierra and IBM wished to market in order to attract consumers to IBM's lower-cost home computer, the IBM PCjr.
Lode Runner is a 2D puzzle-platform game, developed by Doug Smith and published by Broderbund in 1983. Its gameplay mechanics are similar to Space Panic from 1980. The player controls a character who must collect all the gold pieces in a level and get to the end while being chased by a number of enemies. It is one of the first games to include a level editor.
Choplifter is a military-themed scrolling shooter developed by Dan Gorlin for the Apple II and published by Broderbund in 1982. It was ported to the Atari 8-bit computers the same year, and also to the VIC-20, Commodore 64, Atari 5200, ColecoVision, MSX, and Thomson computers.
Shamus is a shooter with light action-adventure game elements written by Cathryn Mataga and published by Synapse Software. The original Atari 8-bit computer version was released on disk and tape in 1982. According to Synapse co-founder Ihor Wolosenko, Shamus made the company famous by giving it a reputation for quality. "Funeral March of a Marionette", the theme song from Alfred Hitchcock Presents, plays on the title screen.
Caverns of Mars is a vertically scrolling shooter for Atari 8-bit computers. It was written by Greg Christensen, with some features later added by Richard Watts, and published by the Atari Program Exchange (APX) in 1981. Caverns of Mars became the best selling APX software of all-time and was moved into Atari, Inc.'s official product line, first on diskette, then on cartridge.
Blue Max is a scrolling shooter written by Bob Polin for Atari 8-bit computers and published by Synapse Software in 1983. It was released for the Commodore 64 the same year. U.S. Gold published the Commodore 64 version in the UK in 1984 and ported the game to the ZX Spectrum. In 1987, Atari Corporation published Blue Max as a cartridge styled for the then-new Atari XEGS.
Astro Chase is a multidirectional shooter written by Fernando Herrera for Atari 8-bit computers. It was published by First Star Software in 1982 as the company's first game. Parker Brothers licensed it, releasing cartridge versions for the Atari 8-bit family and Atari 5200 console in 1983 and a Commodore 64 version in 1984. Exidy licensed it for arcade use with its Max-A-Flex cabinet.
Juno First (ジュノファースト) is an arcade video game developed by Konami and released in 1983. It was licensed to Gottlieb in the United States. Juno First is a fixed shooter with a slightly tilted perspective, similar to Nintendo's Radar Scope from 1980. The game was ported to the Commodore 64, Atari 8-bit computers, MSX, IBM PC, and IBM PCjr.
Gateway to Apshai is an action-adventure game for the Commodore 64, ColecoVision and Atari 8-bit computers. It was developed by The Connelley Group and published by Epyx in 1983 as a prequel to Temple of Apshai. It is a more action-oriented version of Temple of Apshai, with smoother and faster graphics, streamlined controls, fewer role-playing video game elements, and fewer room descriptions.
Legionnaire is a computer wargame for Atari 8-bit computers created by Chris Crawford released through Avalon Hill in 1982. Recreating Julius Caesar's campaigns in a semi-historical setting, the player takes command of the Roman legions in real-time battles against the barbarians.
Bandits is a 1982 fixed shooter written by Tony and Benny Ngo for the Apple II and published by Sirius Software. The game is a clone of Taito's 1980 Stratovox arcade video game where the goal is to prevent aliens from stealing objects. Bandits was ported to the Atari 8-bit computers, Commodore 64, and VIC-20.
Seafox is a shoot 'em up written by Ed Hobbs and published by Broderbund in 1982 for the Apple II and as a cartridge for Atari 8-bit computers. A VIC-20 port, also on cartridge, was released in 1983.
Kid Grid is a grid capture game which borrows heavily from the 1981 arcade video game Amidar. Written by Arti Haroutunian for Atari 8-bit computers, it was published by Tronix in 1982. A Commodore 64 port from the same programmer was released in 1983. In Kid Grid, the player moves along the horizontal and vertical lines of the playfield, turning the lines from dotted gray to solid blue. If all the lines around a square are completed, it is filled-in. Deadly creatures chase the player.
Mr. Cool is an action game designed by Peter Oliphant and published in 1983 by Sierra On-Line for the Atari 8-bit computers and Commodore 64 home computers. The ports for the IBM PC and Apple II were written by John Redekopp and released the same year. The game is heavily inspired by the 1982 arcade video game Q*bert.
O'Riley's Mine is an action game designed by Mark Riley and published in 1983 by Datasoft for Atari 8-bit computers. The game was ported to the Apple II by Larry Lewis and Commodore 64 by Al Rubin. Both ports were also released in 1983.