Squish 'em

Last updated
Squish 'em
Squish-Em-Colecovision.jpg
ColecoVision cover art
Developer(s) Interphase
Publisher(s) Sirius Software
Interphase (ColecoVision)
Designer(s) Tony Ngo [1]
Programmer(s) MSX: Uriah Barnett [1]
Platform(s) Atari 8-bit, ColecoVision, Commodore 64, VIC-20, MSX
Release
Mode(s) Single-player

Squish'em, also known as Squish'em Sam, is a 1983 action game designed by Tony Ngo and published by Sirius Software [1] for the Atari 8-bit computers, VIC-20, Commodore 64, MSX, and ColecoVision. The ColecoVision version plays digitised speech without additional hardware and was published as Squish'em Featuring Sam. The game is the sequel to Sewer Sam. [2]

Contents

Gameplay

The player controls Sam in an attempt to climb a series of vertically scrolling, uncompleted, 48 storey buildings. [3] Each time Sam reaches the top of a building he grabs a suitcase full of money and parachutes to the start of the next building. Each building is represented by a grid of girders connected vertically and horizontally in different patterns; sometimes there is only a single way up to the next storey of the building. The style of buildings does not change, but the grid layout and colors change as Sam progresses through the game. Sam moves by shimmying horizontally across the grid and climbing upwards; once he has moved up a storey he cannot climb back down. [4] [5]

Commodore 64 screenshot SquishemC64screenshot.png
Commodore 64 screenshot

The buildings are patrolled by dangerous enemies which move horizontally across the grid. Debris is dropped from above which Sam must avoid. Making contact with an enemy without jumping on them or being hit by falling debris results in Sam being knocked from the building and losing a life. The player starts the game with four lives; extra lives can be collected during play and up to 128 can be held by the player. Enemies can be 'squished' by being jumped on, they can also be jumped over or avoided by ascending to the next storey. Once an enemy has been squished it is rendered harmless for a short period, before turning white and becoming invulnerable. Once an enemy has turned white it must be avoided or jumped over; jumping over enemies is more difficult than landing on and squishing them. As play progresses enemies become taller and faster, making them harder to squish or avoid. The falling debris prevents players from climbing too many storeys at once, so enemies must be avoided skillfully in order to prevent Sam being cornered by a now invulnerable enemy which is too tall to be easily jumped over. [4] [5]

In the Colecovision version of the game digitised speech is employed when Sam performs certain actions, for instance he exclaims "squish 'em" after successfully attacking an enemy and "money, money, money" after collecting the suitcase at the top of each building. It is one of the few Colecovision games to contain speech. [4] [5]

Reception

Craig Holyoak of Deseret News rated the ColecoVision version 3 out of 5, praising the game's voice effects but criticizing it for being unoriginal, despite the boundaries of technology being pushed. He stated that the game contains "plenty of cute", enabling it to appeal to all ages and both genders. He also stated that "there is little new here that will keep an experienced gamer long at the screen." Holyoak played the game intensely for a number of days, but lost interest after mastering the ability to squish the more dangerous enemies. He finished by stating, "if you are less jaded and are looking for a climbing game with a new twist, Squish 'em may well be it." [3]

In a "B−" review of the Commodore 64 version, Video Games Player wrote, "Once you really learn to slide and squish, it feels like dancing. But don't expect this game to keep you occupied over the long winter." [6]

Legacy

An unofficial clone, even using the same name, was released for the Atari 2600 in 2007. [7]

Related Research Articles

<span class="mw-page-title-main">ColecoVision</span> Second-generation home video game console

ColecoVision is a second-generation home video-game console developed by Coleco and launched in North America in August 1982. It was released a year later in Europe by CBS Electronics as the CBS ColecoVision.

<i>Pitfall!</i> 1982 video game

Pitfall! is a video game developed by David Crane for the Atari 2600 and released in 1982 by Activision. The player controls Pitfall Harry, who has a time limit of 20 minutes to seek treasure in a jungle. The game world is populated by enemies and hazards that variously cause the player to lose lives or points.

<i>Miner 2049er</i> 1982 video game

Miner 2049er is a platform game developed for Atari 8-bit computers by Bill Hogue and released by his company, Big Five Software, in 1982. The player controls Bounty Bob through multiple levels of a mine, with the goal of traversing all of the platforms while avoiding or defeating enemy mutants. At a time when "climbing games" such as Donkey Kong had four screens, Miner 2049er had ten.

<i>Donkey Kong Jr.</i> 1982 video game

Donkey Kong Jr. is a 1982 arcade platform game that was released by Nintendo. It is the sequel to Donkey Kong, but with the roles reversed compared to its predecessor: Mario is now the villain and Donkey Kong Jr. is trying to save his kidnapped father. It first released in arcades and, over the course of the decade, was released for a variety of home platforms. The game's title is written out as Donkey Kong Junior in the North American arcade version and various conversions to non-Nintendo systems.

<i>B.C.s Quest for Tires</i> 1983 video game

B.C.'s Quest for Tires is a horizontally scrolling video game designed by Rick Banks and Michael Bate and published by Sierra On-Line in 1983. Versions were released for the Commodore 64, IBM PC, Atari 8-bit computers, ColecoVision, ZX Spectrum, MSX, and Apple II. Based on the comic strip B.C. by Johnny Hart, BC's Quest for Tires is similar to Irem's Moon Patrol from the previous year. A wheel-riding caveman is always moving forward through horizontally scrolling levels, and the player jumps or ducks as obstacles approach. The game's title is a play on the contemporaneous film Quest for Fire.

<i>Cabbage Patch Kids: Adventures in the Park</i> 1984 action/platform video game

Cabbage Patch Kids: Adventures in the Park is a 1984 action/platform game based on the Cabbage Patch Kids franchise. It is the first and only game in the Cabbage Patch Kids Adventures series.

<i>Star Wars</i> (1983 video game) 1983 video game

Star Wars is a first-person rail shooter designed by Mike Hally and released as an arcade video game in 1983 by Atari, Inc. It uses 3D color vector graphics to simulate the assault on the Death Star from the 1977 film Star Wars. There are three connected gameplay sequences: combat against TIE fighters in space, flying across the surface of the Death Star, and the final trench run. The sequence repeats with added complications and the Death Star regenerating for each. The player's X-Wing fighter has a shield which only protects against damage a certain number of times, then the next hit ends the game. Speech synthesis emulates actors from the film.

<i>Congo Bongo</i> 1983 video game

Congo Bongo, also known as Tip Top, is a platform game released as an arcade video game by Sega in 1983. A message in the ROM indicates it was coded at least in part by the company Ikegami Tsushinki. The game is viewed in an isometric perspective, like Sega's earlier Zaxxon (1982), but does not scroll. Numerous home ports followed.

<i>Bump n Jump</i> 1982 video game

Bump 'n' Jump is an overhead-view vehicular combat game developed by Data East and originally released in Japan as Burnin' Rubber. Distributed in North America by Bally Midway, the arcade version was available as both a dedicated board and as part of Data East's DECO Cassette System. The goal is to drive to the end of a course while knocking enemy vehicles into the sides of the track and jumping over large obstacles such as bodies of water.

<i>Venture</i> (video game) 1981 video game

Venture is a fantasy-themed action game released as an arcade video game in 1981 by Exidy. Each level consists of a playable, overhead map view. Upon entering one of the rooms shown on the map, the game zooms in until the room fills the screen. As a round smiley-face named Winky, the goal is to collect the treasure in each of the rooms. Winky can shoot arrows at enemies which turn into slowly disintegrating corpses when hit. Corpses are deadly to the touch. Each room has a different layout, treasure, and enemies, and some rooms have special features, such as moving walls.

<i>Smurf: Rescue in Gargamels Castle</i> 1982 video game

Smurf: Rescue in Gargamel's Castle is a 1982 video game published and developed by Coleco for the ColecoVision and Atari 2600. The game is based on the television series The Smurfs. In the game, the player must brave a series of obstacles to rescue Smurfette from Gargamel's castle.

<i>H.E.R.O.</i> (video game) 1984 video game

H.E.R.O. is a video game designed by John Van Ryzin and published by Activision for the Atari 2600 in March 1984. The game has players control Roderick Hero who traverses a mineshaft avoiding enemies and hazards to rescue trapped miners. He travels through the mines equipped with a hoverpack that allows him to traverse the game levels as well as bombs and laser that let him destroy walls and defeat enemies respectively.

<i>Keystone Kapers</i> 1983 video game

Keystone Kapers is a platform game developed by Garry Kitchen for the Atari 2600 and published by Activision in 1983. The game involves a Keystone Cops-theme, with the player controlling police officer Kelly, who traverses the many levels of a department store, dodging objects to catch the escaped thief Harry Hooligan.

<i>Amidar</i> 1981 video game

Amidar is a video game developed by Konami and released in arcades in 1981 by Stern. The format is similar to that of Pac-Man: the player moves around a fixed rectilinear lattice, attempting to visit each location on the board while avoiding the enemies. When each spot has been visited, the player moves to the next level. The game and its name have their roots in the Japanese lot drawing game Amidakuji. The bonus level in Amidar is a nearly exact replication of an Amidakuji game and the way the enemies move conform to the Amidakuji rules; this is referred to in the attract mode as "Amidar movement."

<i>River Raid</i> 1982 video game

River Raid is a video game developed by Carol Shaw for the Atari Video Computer System and released in 1982 by Activision. The player controls a fighter jet over the River of No Return in a raid behind enemy lines. The goal is to navigate the flight by destroying enemy tankers, helicopters, fuel depots and bridges without running out of fuel or crashing.

<i>Beamrider</i> 1983 video game

Beamrider is a fixed shooter written for the Intellivision by David Rolfe and published by Activision in 1983. The game was ported to the Atari 2600, Atari 5200, Atari 8-bit computers, ColecoVision, Commodore 64, ZX Spectrum, and MSX.

<i>James Bond 007</i> (1984 video game) 1984 video game

James Bond 007 is a horizontally scrolling shooter published in 1984 by Parker Brothers for the Atari 2600, Atari 5200, Atari 8-bit computers, Commodore 64, and ColecoVision. It was developed and published in Japan by Tsukuda Original for the SG-1000 under the title 007 James Bond. It was the first video game based on James Bond to be given a worldwide release.

<i>Cosmic Avenger</i> 1981 video game

Cosmic Avenger is a scrolling shooter developed by Universal and released as an arcade video game in July 1981. It is part of the first wave shooters with forced horizontal scrolling which followed Konami's Scramble and Super Cobra from earlier in the year. It was released the same month as Vanguard. The final installment in Universal's Cosmic series, players take control of the Avenger space fighter and, as in Scramble, use bullets and bombs against enemy air and ground forces. The world is one continuous level made up of different areas.

<i>Brain Strainers</i> 1983 video game

Brain Strainers is a music video game released for the Atari 8-bit computers and Commodore 64 in 1983 and ColecoVision in 1984. It contains two sub-games, one of which is a clone of the popular 1970s audio game, Simon. It is notable for being one of the earliest music video games to employ pitch-based gameplay in the Clef Climber portion of the game.

<i>Turbo</i> (video game) 1981 video game

Turbo is a racing game released in arcades in 1981 by Sega. Designed and coded by Steve Hanawa, the game received positive reviews upon release, with praise for its challenging and realistic gameplay, 2.5D color graphics with changing scenery, and cockpit sit-down arcade cabinet. It topped the monthly Play Meter arcade charts in North America and ranking highly on the Game Machine arcade charts in Japan.

References

  1. 1 2 3 Hague, James. "The Giant List of Classic Game Programmers".
  2. The cover of Atari version shows "Squish'em" as game's title (see http://www.atarimania.com/game-atari-400-800-xl-xe-squish-em_4967.html), while Colecovision's one says "Squish'em Featuring Sam" (see http://spong.com/asset/187212/3/11016877/entity)
  3. 1 2 Holyoak, Craig (June 13, 1984). "A Game to Spur Shrieking, Sneaking and Talking Back". Deseret News . Deseret News Publishing Company: 75.
  4. 1 2 3 Weiss, Brett. "Overview - Squish'em Featuring Sam". allgame . Retrieved 2011-10-15.
  5. 1 2 3 Weiss, Brett. "Review - Squish'em Featuring Sam". allgame . Retrieved 2011-10-15.
  6. "Computer Game Buyer's Guide". Video Games Player. 2 (2). Carnegie Publications. November 1983.
  7. https://www.atariage.com/software_page.php?SoftwareLabelID=2777