Spookyman
Arcade Game: Maze · ZX-Spectrum 16K · 2 players · English
Abbex Electronics Ltd · 1982 · Pound sterling 5.95
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- David M. Webbcredited
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In the magazines
- Sinclair User #111983 · Gilbert Factor7/10
Elsewhere on the web
- WorldOfSpectrum 3 votes4.00
In the magazines 28
Sinclair User1984 · p.24
John Gilbert
LEADING THE PAC New and varied life-forms now inhabit the Pacman maze. John Gilbert investigates. Pacman is part of what the video historians like to call the arcade maze craze. The game is set in a maze where a hungry little round creature eats dots and power pills scattered through the corridors. The monsters are ghosts which hunt the little man and will eat him if he is not agile enough to escape. If, however, the Pacman eats a power pill it can chase and eat the ghosts. The original game was introduced to the home computer market by Atari, primarily on its VCS video system and then on the 400 and 800 computers. The first versions for other computers, variously called Puckman, Gobbleman and Scoffer, arrived shortly afterwards and since then new versions have been released almost every month. Not surprisingly, the ZX-81 did not escape the craze. The authors of Zuckman, from DJL Software, claim that it is the first version of Pacman for the ZX-81. The game runs in 16K and is written in machine code, which gives the scrolling routines and Pacman a smooth movement. That is something unusual on the ZX-81, as most games flicker slightly. The game adheres as closely as possible to the original and the limited graphics of the ZX-81 do not matter much. One snag with playing the game on the ZX-81 is the membrane keyboard. Moving a Pacman around the screen using it can be difficult but not impossible. At the beginning of Zuckman the ghosts speed on their victim and if you panic trying to find the keys and do not press them properly you are liable to lose a Pacman or crash the machine. Once you have a fair idea of the game, however, it is surprising how quickly you can move the Pacman around. Zuckman is available for £5.95 on the 16K ZX-81 and Spectrum. Super Glooper is a version of Pacman, also for the 16K ZX-81, which is retailed by Sinclair Research. Glooper's task is slightly different from normal. Instead of gorging himself with power pills he has to paint the maze. Obviously the ghosts will not tolerate Glooper's antics - perhaps they do not like the smell of paint. The ghosts will try to kill Glooper as usual but if he can get round the maze and paint all the walls you have won. The game is very amusing and is well worth £4.95. The program will load in less than two minutes, so you will not have to wait six minutes to play the game. The launch of the Spectrum provided software houses with an excuse to try to produce the perfect Pacman which simulated the Atari version as closely as possible but Atari guards its rights over products jealously and investigated the products of several firms in the ZX industry. The Abbex Spookyman game is the most famous of the Spectrum versions. It also looks most like the original. Most games, until now, have included only dots and power pills in the mazes. Abbex has included dots, power blobs, diamonds, hearts, clubs, mean-looking ghosts and a cute little Pacman which looks like a diamond turned on its side. The keyboard is divided into three sections with left control on the left, right on the right, and up and down in the centre. The controls are very difficult to master but, once you have done so, usually with the aid of both hands, you will be surprised at the agility you can attain. At times the game is almost impossibly fast but Abbex estimates that the highest score possible after every screen has been cleared is 22,400. If you manage to reach 10,000 points you will receive a bonus life. We managed to go that far only once. Spookyman can be played by one or two players. If two play they take turns to control the Pacman. Their individual scores and the highest score are included at the top of the screen. There are two unusual features in Spookyman. The first is that you can reset the high score at any time between games; the second is that you can use a joystick. The game is compatible with the KempSton joystick and once you have seen it in action it is almost a necessity. Spookyman is available from Abbex and costs £4.95. Gulpman is another variation on the Pacman theme. The round Pacman is replaced by a little man running round the maze and the ghosts become frowning faces which smile only when they have caught Gulpman. The game is very complex and you can switch to any of 15 mazes in which to play. It is also possible to change the tempo. At tempo one the speed is bearable but at tempo 10 life is not worth living. The little man can fight back slightly more easily than in other games as he approaches with a fully-loaded laser gun. If the ghosts get too close you can blast them away but only until your energy runs out. It seems as if the space age is over-running everything. Gulpman is available from Campbell Systems and costs £5.95. Hungry Horace, from Sinclair Research, has developed a reputation as a fun game; in fact Horace is almost a legend. The game is a great improvement on the original and has remained at the top of the software top ten for some time. Horace is a large purple blob which has sprouted arms and legs. He wanders around the maze which looks like a park, eating everything in his path and trying to avoid the guards who act like ghosts and try to capture him. He can scare away the guards by using the alarm bell situated somewhere in the maze. If Horace reaches the exit of one of the mazes he can enter the next maze and continue to the next exit. The mazes become more difficult as Horace proceeds further in his adventure and we managed to reach only the third maze. With a large amount of skill, however, it should be possible to go further. Hungry Horace, for the 16K Spectrum, is available from Sinclair Research and costs £5.95. Although the arcade industry in the States, and now in Britain, is declining it is good to see that games concepts like Pacman are being transferred to micros. Some of the Sinclair versions of Pacman seem as good as, if not better than, the original Atari version. Games such as Hungry Horace are setting-up an interesting mutation in the Pacman concept. They also seem more interesting than the original version because they have added to the idea of Pacman. So far as the consumer is concerned it is to be hoped that concepts such as Pacman will not be destroyed within the industry. DJL Software, [redacted]. Sinclair Research, [redacted]. Abbex Electronics Ltd, [redacted]. Campbell Systems. (Dept. SU), [redacted].
Sinclair User #13Apr 1983 · p.30
John Gilbert
LEADING THE PAC New and varied life-forms now inhabit the Pacman maze. John Gilbert investigates. Pacman is part of what the video historians like to call the arcade maze craze. The game is set in a maze where a hungry little round creature eats dots and power pills scattered through the corridors. The monsters are ghosts which hunt the little man and will eat him if he is not agile enough to escape. If, however, the Pacman eats a power pill it can chase and eat the ghosts. The original game was introduced to the home computer market by Atari, primarily on its VCS video system and then on the 400 and 800 computers. The first versions for other computers, variously called Puckman, Gobbleman and Scoffer, arrived shortly afterwards and since then new versions have been released almost every month. Not surprisingly, the ZX-81 did not escape the craze. The authors of Zuckman, from DJL Software, claim that it is the first version of Pacman for the ZX-81. The game runs in 16K and is written in machine code, which gives the scrolling routines and Pacman a smooth movement. That is something unusual on the ZX-81, as most games flicker slightly. The game adheres as closely as possible to the original and the limited graphics of the ZX-81 do not matter much. One snag with playing the game on the ZX-81 is the membrane keyboard. Moving a Pacman around the screen using it can be difficult but not impossible. At the beginning of Zuckman the ghosts speed on their victim and if you panic trying to find the keys and do not press them properly you are liable to lose a Pacman or crash the machine. Once you have a fair idea of the game, however, it is surprising how quickly you can move the Pacman around. Zuckman is available for £5.95 on the 16K ZX-81 and Spectrum. Super Glooper is a version of Pacman, also for the 16K ZX-81, which is retailed by Sinclair Research. Glooper's task is slightly different from normal. Instead of gorging himself with power pills he has to paint the maze. Obviously the ghosts will not tolerate Glooper's antics - perhaps they do not like the smell of paint. The ghosts will try to kill Glooper as usual but if he can get round the maze and paint all the walls you have won. The game is very amusing and is well worth £4.95. The program will load in less than two minutes, so you will not have to wait six minutes to play the game. The launch of the Spectrum provided software houses with an excuse to try to produce the perfect Pacman which simulated the Atari version as closely as possible but Atari guards its rights over products jealously and investigated the products of several firms in the ZX industry. The Abbex Spookyman game is the most famous of the Spectrum versions. It also looks most like the original. Most games, until now, have included only dots and power pills in the mazes. Abbex has included dots, power blobs, diamonds, hearts, clubs, mean-looking ghosts and a cute little Pacman which looks like a diamond turned on its side. The keyboard is divided into three sections with left control on the left, right on the right, and up and down in the centre. The controls are very difficult to master but, once you have done so, usually with the aid of both hands, you will be surprised at the agility you can attain. At times the game is almost impossibly fast but Abbex estimates that the highest score possible after every screen has been cleared is 22,400. If you manage to reach 10,000 points you will receive a bonus life. We managed to go that far only once. Spookyman can be played by one or two players. If two play they take turns to control the Pacman. Their individual scores and the highest score are included at the top of the screen. There are two unusual features in Spookyman. The first is that you can reset the high score at any time between games; the second is that you can use a joystick. The game is compatible with the KempSton joystick and once you have seen it in action it is almost a necessity. Spookyman is available from Abbex and costs £4.95. Gulpman is another variation on the Pacman theme. The round Pacman is replaced by a little man running round the maze and the ghosts become frowning faces which smile only when they have caught Gulpman. The game is very complex and you can switch to any of 15 mazes in which to play. It is also possible to change the tempo. At tempo one the speed is bearable but at tempo 10 life is not worth living. The little man can fight back slightly more easily than in other games as he approaches with a fully-loaded laser gun. If the ghosts get too close you can blast them away but only until your energy runs out. It seems as if the space age is over-running everything. Gulpman is available from Campbell Systems and costs £5.95. Hungry Horace, from Sinclair Research, has developed a reputation as a fun game; in fact Horace is almost a legend. The game is a great improvement on the original and has remained at the top of the software top ten for some time. Horace is a large purple blob which has sprouted arms and legs. He wanders around the maze which looks like a park, eating everything in his path and trying to avoid the guards who act like ghosts and try to capture him. He can scare away the guards by using the alarm bell situated somewhere in the maze. If Horace reaches the exit of one of the mazes he can enter the next maze and continue to the next exit. The mazes become more difficult as Horace proceeds further in his adventure and we managed to reach only the third maze. With a large amount of skill, however, it should be possible to go further. Hungry Horace, for the 16K Spectrum, is available from Sinclair Research and costs £5.95. Although the arcade industry in the States, and now in Britain, is declining it is good to see that games concepts like Pacman are being transferred to micros. Some of the Sinclair versions of Pacman seem as good as, if not better than, the original Atari version. Games such as Hungry Horace are setting-up an interesting mutation in the Pacman concept. They also seem more interesting than the original version because they have added to the idea of Pacman. So far as the consumer is concerned it is to be hoped that concepts such as Pacman will not be destroyed within the industry. DJL Software, [redacted]. Sinclair Research, [redacted]. Abbex Electronics Ltd, [redacted]. Campbell Systems. (Dept. SU), [redacted].
C&VG (Computer & Video Games) #17Mar 1983 · p.66/105/104/10
Getting Started 6/10
Value 5/10
Playability 4/10
Eugene Lacey
Spookyman sounds more like the title of a new horror comedy film than the name of the latest Pacman type game for the Sinclair Spectrum. Although the maze looks fairly good the Pacman somehow failed to convince. If you got caught by one of the ghosts the game pauses for an annoyingly long period. There is also a sad lack of shrinking and gobbling sounds and the characteristic gulp, gulp, gulp, as you clock 200 then 400 and 800. An adequate game but far from exceptional, from Abbex of London at £4.95.
DOTS ON THE MENU Pacman may well be the last of the great craze arcade games after much mega-hits as Space Invaders, Asteroids, and Galaxians. Greater competition and an ever increasing number of games releases has created a much greater variety in the arcades and few, if any, definable trends. But there is an added dimension to the Pacman story. While the game was reaching fever pitch popularity in the US the home computer boom was also beginning to happen. The game was soon converted for the home computer and is now an essential part of the games players collection. The game takes its name from the Japanese verb Paku - meaning to eat - which aptly describes the simple task of steering a yellow chappie around a maze - gobbling up dots, bonus fruits, and power pills as you go. There are two types of computer maze game. Straight rip-offs of the Atari original and developments of the basic theme which add a number of original features. Things to look for when buying a straight copy of the Pacman game are bonus fruits, an authentic and steadily accelerating movement of ghosts, multiplying bonus score for ghost gobbling, and an accurately shaped maze. If your computer has joysticks then make sure your maze game works with them. And beware, playing Pacman without a joystick is rather like fishing without a rod. If you opt for an original maze game avoid gimmicky graphics but look for extra features which genuinely improve the playability of the game. A choice of different mazes is a useful bonus as it is good fun developing strategies and working out the best routes. Eugene Lacey
GAMES GLOSSARY If you can tell a Pacman from a Defender and a Galaxian from a Space Invader you probably know your way around computer games. But if some of the game terms we have used in this supplement, or in the issue itself, are new to you, then this page should supply the answers. In it we take some of the best known types of computer game and describe how they are played and what features these games normally incorporate. So, if we claim that Penetrator is a "Scramble-type game" and that leaves you just as much in the dark about what to expect, then below there is a full description of Scramble to put you in the picture. ASTEROIDS The Asteroids came into the arcades courtesy of Atari. It features a small dart-shaped craft controlled by the player which can rotate left or right and thrust or fire in the direction it is facing. There is one further control, the panic button (hyperspace) which lets you travel to another part of the screen chosen by the computer. The enemy is mainly made up of large asteroids which sweep across the screen in large deadly groups of rock. When blown up these break into smaller fragments worth extra points. There is extra danger supplied by two UFOs. The first larger creature you'll meet fairly early on. It tends to spray shots in all directions and often crashes into an asteroid. The smaller variety is far more deadly in its own shooting and also more difficult to hit. Each cleared screen means you start again with extra asteroids. DEFENDER You can't expect to keep a finger on every control button in Defender or you'd end up in knots. The action, which takes place above an alien landscape, involves some seven control buttons and takes patience to gain proper mastery of your lone craft. That patience can be rewarded though, as Defender is challenging from the word "Go". The Defender craft can go: up, down, thrust forward, reverse direction, fire, smart bomb and hyperspace. Ten humanoids wander on the landscape and these may fall prey to raiding alien creatures known as Landers. Landers pick up the humanoids and take them to the top of the screen. If they succeed in getting there the Landers turn into fearsome mutants hellbent on your destruction. In all there are six alien opponents. On top of Landers and Mutants, these are: Pods are quite harmless but contain the small and persistent Swarmers; Bombers seed space with white bombs and Baiters only appear if you take too long clearing a screen of the rest of the aliens. If all 10 humanoids are captured, the planet explodes and all remaining alien life attacks your craft at once. Defender games usually feature a small radar screen which shows what is going on at all parts of the planet surface. FROGGER Frogger has spawned a whole host of computer games with a similar theme. This game features a frog hero who must jump across a road and make his way across a river torrent to five frog-holes in the bank. The busy road usually features live streams of traffic travelling in both directions at varying speeds, between which the player must hop his frog without wrapping it around any fenders. Once across the road, the river can be crossed by leaping onto floating logs and onto the back of swimming turtles, until our frog can enter a vacant spot in the far bank. Turtles have a habit of diving though so don't let a frog dally too long on one. Being carried off the edge of the screen (by log or turtle) also results in a note in the funeral column of Amphibians' Weekly. When all five frog-holes have been filled, the game becomes more difficult with extra traffic being added to the road, snakes traversing the bank between road and river and alligators appearing instead of logs in the river. A timer running down on each frog also adds to the difficulties. The arcade original also featured a small lady frog who could be "picked up" on the logs and offered a lift home for a bonus. Other bonuses can be scored by entering a frog-hole in which a tasty fly meal has come to rest. DONKEY KONG Donkey Kong is the strange name for a climbing and jumping game which features a starlet-grabbing monster gorilla. Often referred to as Crazy Kong or Crazy Climber in the computer circles, it has only just found its way onto the home screen. The game features a gorilla holding a girl captive at the top of the screen and an intrepid hero (Mario the carpenter), who starts at the bottom of the screen. Between the two is a connecting network of platforms and ladders up which Mario must run to achieve his rescue. Kong hurls barrels down the screen and Mario makes use of his "jump" button to leap over them. He can also grab a hammer and smash the barrels as they approach him. Once at the top of the screen a new complex is built with Mario, again starting from the bottom with a view to rescue. This time the screen features a series of conveyor belts and deadly fires which travel around on the ladders and belts. GALAXIANS The Galaxians were the sons of Space Invaders. Instead of proceeding down the screen at a leisurely pace, they wavered at the top of the screen before swooping down in batches of two or three (or more often on a solo mission) firing bombs. The player has the usual left, right and fire controls on his laser base and must take care not to get trapped in a corner. He scores double points for a galaxian hit in mid-swoop and there are bonus points for taking out the red fleet commanders, who usually descend flanked by their generals, dispersing bombs at such a rate that the first instinct is to flee for cover. That is the essence of Galaxians but with each destroyed platoon, new waves appear at screen top and their attacks become more frequent, more accurate and, all too often, more deadly! PACMAN The ghostly world of Pacman is made up of a dot-filled maze, a hungry dot-eater and four pursuing spectres. Pacman variations can be found under a whole range of titles from Vic-men to Gobbleman, Snapper to Super Glooper and many others. Most dot-eating games are related to it. The main character is the dot-eater, which travels around the maze, eating every dot he touches. His objective is to clear the screen of dots. He is hampered in this by the four chasing ghosts whose touch is lethal. The Pacman's main defence against the ghosts, who usually number four, are energiser dots. These pulse in the four corners of the maze and, upon being eaten, reverse the roles for a short while. This means that Pacman can turn the tables on the ghosts and eat them for bonus points. He is allowed only a few seconds of dominance before the usual hunter and hunted rules come back into operation. It is also usual for fruits to appear on the screen occasionally and these too can be consumed by Pacman for bonus points. When Pacman has cleared the screen, it refills with dots and the game restarts except that this time the ghosts are a little livelier and a new fruit, worth extra points, appears at this level. SCRAMBLE Scramble should have a big one-way sign on its cabinet. The screen rolls from right to left, taking the player's craft along it into ever-increasing danger. Scramble variations often contain the word "Mission" or "Attack" but there are some weird and wonderful titles about. The player controls a craft heading right across the screen over hilly terrain His craft can never turn around and opt out of its mission but he does have some control over his destiny. His controls are up and down, fast and slow and he can both bomb and fire at his enemies. The Scrambler is not usually equipped with enough fuel to complete his task, but it is normal to obtain more fuel by bombing fuel tanks on the ground and so (mysteriously) replenish his own stocks. The enemies come in all shapes and sizes. Most common are missiles which fire up from the ground as your craft passes overhead and alien invader creatures which frequently inhabit caves and fly at the player's craft. The original Scramble game sent the player through a series of different terrains with new challenges in each section. And most computer Scrambles attempt to duplicate this with a number of different stages. Scramble requires a cool head which can find the right control in a crisis, but it makes an ideal computer game as success naturally leads to new and more difficult stages. INVADERS Space Invaders started the whole computer game craze back in 1977 and most gamers know the format backwards. Still, just a brief resume... The invaders come in waves above the ground and move in rows across the screen one step at a time, firing missiles earthwards. When one row of the aliens reach an edge of the screen, the whole platoon jump down a line and return back the way they came. When they achieve their slow progression to the bottom of the screen, the game ends. The player controls a laser base which moves left to right and fires directly up from its position. His aim is to blow up the entire fleet before it reaches the bottom of the screen. Flying saucers move across the top of the screen in both directions and can be hit for a mystery bonus score. In the arcade original, top saucer scores of 300 were achieved by firing 22 shots before shooting at the first saucer, then firing 14 shots in between each subsequent saucer. Some computer versions have copied this technique.
C&VG (Computer & Video Games) #16Feb 1983 · p.996/105/104/10
Getting Started 6/10
Value 5/10
Playability 4/10
DINING OUT WITH THE GHOSTS A stack of Pacman-type games have been cluttering up the C&VG reviews office over the last few weeks. A new maze gobbling game is added to the list of software available for the Spectrum at the rate of about one a week. We tested a batch of the more obvious straight copies of the arcade original. First on the screen was Spookyman from Abbex Software of London. This game got off to a bad start as it did not tell me which keys to move my little man around the maze. A prime consideration in this game! Although the maze looked fairly good the Pacman somehow failed to convince. It just didn't feel like controlling a little chap with a personality of his own. Having just borrowed an Atari 400 with a Pacman cartridge I was used to much better player involvement in the game. If you got caught by one of the ghosts the game paused for an annoyingly long period. There is also an absence of shrinking and gobbling sands and the characteristic gulp, gulp, gulp as you clock 200 then 400 and 800 in the arcade original. Next up was Mazeman from Abersoft of Dyfed. This was the fastest and most playable of the pile but this too left a little too much to be desired. The game produced no sound effects, bonus fruits or flashing ghosts. All of the games would have been greatly improved by the use of a joystick. Playing Pacman without a joystick is rather like Blackpool without the illuminations. Based on Pacman but with a few twists of its own was Gulpman from Campbell Systems of Essex. This game offered thorough instructions with a comprehensive list of game options. You could choose one of fifteen mazes and vary the speed of your little man and the chasers. Another interesting variation on the basic Pacman theme was a laser-gun with a limited amount of energy with which you could shoot the chasers. On the minus side Gulpman has pretty basic graphics. The Gulpman for example moves around the maze without moving his legs. It would have been more convincing had the program simulated some sort of running motion. Artic Computing of Hull also produce a Pacman-type game called Gobbleman, which I believe is a fairly close copy of the arcade game. I cannot give you my comments on this game however as it steadfastly refused to load on my Spectrum. I was not over impressed with any of these versions. I don't know if it's the software or the machine but frankly Spectrum Pacman is not a patch on its Atari and BBC model B counterparts. But if you really want a Pacman for your Spectrum, Gulpman just pips Mazeman. You might be better advised going for some of the original maze chase games.
Sinclair User #11Feb 1983 · p.297/10
Gilbert Factor 7/10
PACMAN GETS A LOOK A LIKE At last someone has produced a Pacman game for the 16K Spectrum which looks like the popular arcade game. The Abbex Spookyman has four ghosts, dots, power blobs, diamonds, hearts, clubs and the cutest Pacman you will ever see. The keyboard is divided into three vertical sections with Left control on the left, Right control on the right and Up and Down in the centre. The controls take some getting used to but once the y are mastered they make the game move faster. Abbex estimates the total score possible after every screen of the game is 22,400. The player receives a bonus life when 10,000 points have been reached. Spookyman is available from Abbex, [redacted].
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