| This was the first in a series
of 5 Alien Attack games... games which were a copy
of a copy. I modeled Alien Attack after one of my favorite
games, Threshold (Warren Schwader, 1981 Sierra On-Line)...
and Threshold was a copy of Astro-Blaster (Sega,
1981). |
|
I loved playing Astro-Blaster
in the arcade and when I could play it at home (Threshold),
it was even cooler.
I modeled the screen layout of Alien Attack after
Threshold since I played it quite a bit more. But
sadly, since this was only my third game or so, it's just
awful and no fun at all.
I had yet to figure out how to code a game properly for
it to be enjoyable - witness the way you have to wait while
your shot moves up to the top of the screen. Blah. |

| Since I loved the simple
concept of Astro-Blaster, I kept making Alien
Attack sequels... 5 to be exact, except that I never
finished the fifth one. I believe I was developing
Alien Attack V in 1984 and it was looking very nice
indeed, but I decided that I needed to concentrate on actually
creating games that could be published in magazines, and
giant 6502 assembly language games were pretty much impossible
to print. What I did have finished on Alien Attack
V was a really nice playfield with totally different
sounds, colors, super-smooth control of your ship, etc.
It was a bit beyond Alien Attack IV (which you can actually
try out), but alas, was never finished. |
 |
I actually
named all the monsters in Alien Attack when I drew
my first game ad (see below); I didn't name these guys when
I made the game - I just made the shapes and programmed
them. Let's see, I named Byte after one of my favorite
games, Snake Byte by Chuck Sommerville. Mothra
was named after Godzilla's nemesis, of course. For
Birgan, I wanted to make up a name that sounded like a Godzilla
movie monster, but Gremmin and Dyzzar were totally just
pulled outta my ass. Oh, and the second ad I did,
I spelled Dyzzar with only one 'z'. Nice!
|
| 
This is what you get
when you lose all your ships: an original ending! |
My
First Meltdown
The first time I lost a game accidentally
was when all my punchcards fell off the back of my bike.
That was no big deal because the game wasn't that big.
But Alien Attack
had grown to be 102 sectors of BASIC at one point.
One day, while I was cleaning up some files on my disk,
I typed DELETE ALIEN ATTACK. Oh god. Why?
I didn't know how to undelete back then.
Luckily, I was always
printing out my games so I could debug them when I wasn't
at my computer and I had a recent printout of Alien Attack
(that was a massive stack of paper). So, I
decided that I would try to optimize the game before typing
it all in again and I did a pretty good job because the
resulting file was almost half the size of the original!
|
| 
The original shooter,
Astro-Blaster! |
I also
messed around a whole lot with DOS 3.3/ProDOS back then,
so I figured out how to "copy-protect" my program
listings. If you type LIST at the BASIC prompt "]",
normally the BASIC program in memory is listed and you can
use CTRL-S to pause/unpause the listing. Well, with
a little trickery, I figured out how to make my entire listing
invisible!

Oh, you wanna LIST
my program and crack open
its programming secrets??? NEVER! |

| The
Trendy Game
Alien
Attack was the first game that started a couple important
trends for me, even if they were strange.
First, I started naming
my games alliteratively (same starting letter) and using
two words. If you look at the list to the left, you'll
notice a lot of games named with two words that have the
same starting letter. I guess it was one way to add
a different twist to my games. And after awhile, my
goal was to fill the entire alphabet up with games titled
this way, but I moved into the PC world and that goal of
mine died along with the Apple II industry.
John Besnard was a popular
Apple II programmer who used to name his games starting
with "Bez" and, to me, it showed that he had a
little more personality than your average game coder.
It was always funny to see a new game name he came up with
and I thought the same thing about my game names.
The other trend I began
with Alien Attack was drawing my own ads and packaging.
I was just being really creative and wanted to create my
own ads, just to bring the game more to life for me - so
I could see what it would look like if it was hanging on
the wall with all the other games.
|

Check out the first
Alien Attack
advert that I did... |
| 
This is the second
one I did, drawn in 1983 |
I created my first
ad for Alien Attack shortly after I created the
game (along with my Bomb Attack ad). The second
ad I created was about a year later when I was just pumping
out the ads for all my games at once. You'll notice
that in the second ad, Birgan was renamed to Quadraturd.
Why? Who knows. I think I was trying to be funny
or something... yeah, funny TO MYSELF. No one else
saw these ads, by the way, since they were all hanging on
my wall in my bedroom. (!)
You can click on the
ads to the right and a new browser window will open up with
a full-size version. One very helpful hint for Internet
Explorer users: press F11 when the new window opens up so
you can see everything. Pressing F11 again
will bring the window back down to launch size.
Even today I still have
ads for my games, except now I don't create them and they
look a million times better!
|
|

|
Packaging
History 101
Back
when computer games were first sold in computer stores,
packaging was usually a piece of cardboard folded in half
that had a nice picture on the front and back while the
inside was black & white text and graphics.
Computer
store walls were usually covered in ziploc baggies with
games in them; games that all had a folded cardboard brochure
with the instructions in the middle.
Sometimes there were
some folded and stapled 8.5"x11" pages with the
instructions printed on them (this was the "manual",
usually 3 pages. The Arcade Machine by Broderbund had the
largest manual back in the days of fold-over packaging
- it was about 100 pages long!
To the left you can see
a piece of Apple II gaming history: the packaging for an
awesome game by Larry Miller, published by Sirius Software
in 1981. Sirius Software was my favorite action game
company back then, especially since legendary programmer
Nasir Gebelli worked for them until he started his own game
company, Gebelli Software.
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| |
One
of the cool things about Sirius games was they would say
on the back of the packaging "Machine Language (48K)"
or "Assembly Language (48K)" meaning that the
game was coded in a HARDCORE language (not BASIC) and that
it required only 48K to run. I was so jealous of those
two words! I wanted to program in 6502 so badly and
be able to write that on the back of my game package!
Ah well... that would come
later.

|

To play this game, you will need
to download AppleWin from the Links
Page.

Download ALIEN
ATTACK
for the Apple II (DOS 3.3)

Have any comments about this game?
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1982
Crazy Climber
Dodge 'Em
Alien Attack
Phazzar
Missle Defense
Trashman
Smash 'N' Score
Maze Craze
Crazy Dunjun
Phantasm
Alien Attack II
Trashman II
Relic Quest
Bricklayer
Phantasm II
Trapped!
Alien Attack III
1983
Mach-Six
Targ II
Brick Breaker
Alien Conflict
Enemy Attack
Scramble
Battle Zone
Frogger
Donkey Kong
The Unknown
Mystery Mountain
Jumpster
Objectoids
Alien Attack IV
Phantasm III
1984
Scout Search
Miner 2049er
Mines of Moria
Snag!
Maze Panic
Cavern Crusader
Bongo's Bash
Krazy Kobra
Subnodule
1985
Pyramids of Egypt
Major Mayhem
City Centurian
1986
Zippi Zombi
Twilight Treasures
Operation: Obliteration
1987
Lethal Labyrinth
2400 A.D.
1988
Space Rogue
Might & Magic II
Tower Toppler
Wacky Wizard
Neptune's Nasties
Dangerous Dave
1989
Zappa Roids
Sub Stalker
Magic Boxes
Twilight Treasures - PC
Alfredo's Stupendous Surprise
Zappa Roids - PC
Pyramids of Egypt - PC
1990
How To Weigh An Elephant
Dinosorcerer
Same or Different
Dark Designs
Double Dangerous Dave
Dangerous Dave - PC
Catacomb II
Slordax
Commander Keen 1
Commander Keen 2
Commander Keen 3
1991
Shadow Knights
Dangerous Dave II
Rescue Rover
Hovertank One
Keen Dreams
Rescue Rover II
Commander Keen 4
Commander Keen 5
Commander Keen 6
Catacomb 3-D
1992
Wolfenstein 3-D
Spear of Destiny
1993
DOOM
1994
DOOM II
Heretic
1995
The Ultimate DOOM
Master Levels for DOOM
Final DOOM
Hexen
1996
Quake
2000
Daikatana
2001
Anachronox
Hyperspace Delivery Boy!
2002
Dig It!
Jewels and Jim
2003
Congo Cube
Red Faction N-Gage
2004
CN Block Party
2005
Gauntlet: Seven Sorrows
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