Samurai Pak (ComputerMat, 1983, On 3 Cassettes Requiring 8K Memory Expansion)
Shogun and Ninja by Robert Wallace, Talking Adventure, Adventure, and Caves of Silver by Mark William
A weird cassette game set turned up on Ebay, cheap enough for me to bite. I have to admit, the use of the term "Hi-Res Graphic" in the text describing the game still grabs me like it did 46 years ago, and a recent replacement of my Commodore VIC 20 cassette drive with one that works all of the time has me less gun-shy about cassette games. I'll get to the games in a bit, but first I had to do some research on ComputerMat, the company behind this modest package. Let's look at the only included documentation, the game's cover:
The first thing one might notice at the top, CBM was crossed out with a marker and "Vic 20" was written over it. Again at the bottom, one of the game titles is completely crossed out. Under the light, I could tell the game was "Shuttle Voyage". So this cover was clearly printed for the Commodore 64 version of the game, but the Commodore VIC 20 version was pared down a bit, and they were too lazy to print a cover insert specific to the VIC 20.
A Google search of "ComputerMat" with "Lake Havasu City, Arizona" turned up an interesting surprise. ComputerMat was not just a software house, they were a retailer of computer software, selling games made by Sierra and Infocom as well. I learned this thanks to the efforts of someone at the Museum of Computer Adventure Game History, who posted the entire ComputerMat 1984 Catalog!
A quick view of the catalog reveals the same color paper and font type as the game cover above, meaning that they just used a catalog sheet for it. Why they choose to use the Commodore 64 page for the cover and edit it with a marker remains a mystery when that same catalog had the VIC 20 game cover on another sheet. I will give them this - the case itself is a nice, three-slot cassette box that seals nicely, and the tapes are labelled clearly.
Not that the actual tape labels correspond to the box. Sure, Shogun and Ninja are there, each on their own cassette, with the only mention anywhere in the package that an 8K or 16K memory expander is required. The third cassette, titled "VIC-ADVENTURE PAK" claims that Side 1 has "Talking Adventure" and "Adventure-Caves of Silver" so possibly three text adventures? I'll get into what was actually on that cassette later.
I just want to sum up my investigation into what ComputerMat was that they were a successful national-reaching retailer, with small ads in various magazines at the time, that got into some game development of their own. I think I'm a sucker for the small independent software house jumping into the game-making game, so whether or not the games included had any quality, I'm probably going to cut ComputerMat some slack. The above-mentioned catalog has a page recruiting programmers as was sometimes included in game material back then. They did not put out slick ads or even accurate packaging, but did they put out good games?
Shogun
by Robert Wallace
The same paragraph describing the game on the box and catalog appears as text at the game start. Amazingly ahead of their time, both Shogun and Ninja have built-in instructions that load in front of the main game, and can actually be skipped if the player desires. Was anyone else doing that in 1983, I wonder? Anyway, this text painted a very pretty picture of some sort of strategy game with some level of complexity, which was really what compelled me to pull the trigger on this cheap purchase. Fortunately, the cassette-loaded instructions get a little more detailed, but certainly fail to fully explain everything going on.
To my surprise, Shogun is something really unique for its time on the Commodore VIC 20. This is a strategy role-playing game of sorts, with the player building an army and gathering resources for an eventual attack on Osaka Castle. This game has a campaign with a clear goal and a time limit, which I was able to beat, and it was a lot of fun to get there. After the instructions, the game itself starts with a title screen and a tone before asking the player to input their name and dropping them onto the map.
Like any RPG, the army wanders around on an overhead map, in this case a single screen map with only a small mountain range, a river running across the entire length of the screen, and the objective castle south of the river. Later, the player can find a map that reveals more locations. The player starts north of the river and a boat must be obtained to cross the river. It reminded me a little bit of Dragonstomper on the (Starpath-Supercharged) Atari VCS:
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| The World Map in Shogun |
Each move takes up one turn/day and there is a time limit of 365 turns/days. Sure enough, battles pop up as one wanders, and the screen changes to a list comparing the player and enemy forces so one can choose to fight or flee. Fleeing does not always work and causes some desertion among one's troops. Fighting starts up the battle screen, and weird sound effects mark the start of the battle.
Color-coded little stick figures are placed on the screen and as the sounds play some are killed. A final tally at the end determines who won, and if the player wins, troops join, resources like cannons are captured, and items like the map are acquired. If the player loses, they loose troops and slink away much weaker.
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| The VIC 20 Starts Tallying the Gruesome Pixel Carnage in Shogun |
Wandering around has an environmental danger, too, in the form of random earthquakes that cause troop loss, but so far in my sessions this seems to be a one-off event that occurs early in the game.
The tiny mountain range hides the oracle, and entering her place changes to an actual first-person view of the temple, with the question above, "What Do You Seek". Entering the first letter of what you seek, such as "M" for map and "B" for boat, gets and answer in the form of the map symbol displayed in the center circle, indicating that is where one must go to get that item. Sometime, the oracle displays an enemy, indicating that the item one seeks must be won in battle, which is the oracle's nice way of saying "keep grinding".
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| The Oracle Tells Me To Head To The Shrine If I Want A Ladder |
Following each excursion to such a place, one must return to the oracle to reset the ability to visit any other place. During these jaunts, of course, enemy engagements may occur and that is where most of the items one needs to make that final assault on Castle Osaka will be obtained, sometimes without the need to get them from the places the oracle recommends.
The game does seem to scale encounters with one's experience level, but sometimes throws a superior enemy right at them. But the type of units seem to matter as well, as I engaged a much more experienced army and won by virtue of having five cannons to their none, I think. Defeat does not mean game over, but the player loses troops and resources as they slink away defeated. Combat was fun, watching the screen fill up with troops, seeing them do their thing, and counting the survivors at the end. The victor is simply whomever has the most troops survive. The defeated enemy will also join the player's troops.
Once a boat is obtained, it is possible to cross the river on the map and access the locations there. One of them is called a Torii, an arch that is apparently a meeting place for gathering troops. Walking there, one will see either that the camp is occupied by the enemy, in which case a battle takes place, occupied by friendly troops who will join the player's army, or just empty.
I found that once I had the map, boat, cannons, and siege ladders required for the final assault, I could simply go to the Torii over and over again, usually generating enemy battles, but sometimes finding friendly troops to add to my army. Once the army gets to over 300 troops, with at least 4 cannons and 4 ladders, the battle for the castle can begin.
I found Shogun to be surprisingly complex and refreshingly original for a Commodore VIC 20 game. The strategy comes in knowing when to engage the enemy or run away, but for the most part it was not difficult to manage everything the game requires in the time limit it puts in place. In one session, the time limit was given an extra 100 days at the last minute, making it even easier.
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| I may be the only person on Earth in 2026 bragging about this. |
by Robert Wallace
Ninja starts out with the same title screen as Shogun, same text color, same background color, and instructions that load first. Again the printed description on the box is repeated here, with additional but sparse gameplay details. This one is a top-down, single-screen mission to break into the Khoga Stronghold and recover the Imperial Sword. The player has five lives, is armed with their own sword and gets to pick three specialty items to help.
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| The Kyoga Stronghold in Ninja for the VIC 20 |
Enemies and traps are of course invisible until encountered, and the player has two seconds to respond. Like Shogun, Ninja is keyboard-controlled all the way, with the arrow keys for movement and other keys assigned to item use. It took me a few deaths to understand that I needed to press S for sword when I encountered a guard.
At the start of each of the five lives, the player gets to select three items to take along from a list of six, each designed to counter a specific threat. One can select three of the same item but they do not appear to be consumed upon use, so grabbing three different items seems to be the best strategy. As with Shogun, the player can check these by pressing F1 for an inventory. There is no number next to each item, possibly confirming that they are not consumed.
The items are Tigerclaws, a Lantern, Chainmail, a Jimmy, Explosives, and a Blowgun. Tigerclaws are not a weapon but are used when one encounters a pit. Here is where the player has two seconds to respond with an input before they die, or become as the screen says “ DOOMED”. When the chainmail is in one's inventory it is already considered worn, as the player is seemingly automatically protected from exploding mines if it is there. The Jimmy is one of the game's three keys and opens red doors, but it might take multiple attempts, I think.
There are no sound effects or warnings of any kind about encounters in the stronghold. So, being a ninja after all, I would take one careful step at a time and spam the sword "S" key, and it usually worked and took out any guards I encountered. If I fell into a pit, and had the Tigerclaws in my inventory, I still had time to quickly press "T" to escape even if I was spamming the "S" when I got there. Paying attention to the text atop the screen is essential to make that quick switch.
At least one victory over a guard must be won to get the cyan key, which opens the cyan room doors in the stronghold. Once obtained, it remains in one's inventory even if and when subsequent lives are used. With that key, each room entered has its own cool first-person graphic, with locations like the Archives or Armory. Each room must be searched by walking over every available space in hopes of finding the third and final dark blue key that opens up the one checkered-red door in the place, where the sword awaits:
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| The text translates to Okanena, meaning "no money". Underpaid programmer I guess? |
And that's it, no need to escape or fight one's way out. The vague time limit implied by the game's description never reared its head either. Ninja is fun enough for a few rounds and provides a short Commodore VIC 20 adventure with a few items to use. There may be more to the game as I never understood some of the items, but the overall objective and need for exploration make it a worthy effort to bring good old 1980s ninja fun to the VIC.
Talking Adventure (Side 1)
By Mark William
The box insert with the Commodore 64 cover instead of the VIC 20 one claims that Adventure is on this cassette, but the tape label gets it correct with the title Talking Adventure. Presumably, it is called Talking Adventure because the program has the ability to output speech text to a peripheral speech synthesizer should one have it. Commodore themselves did this in their collaboration with Adventure International in bringing five of their text adventures to the VIC 20. I've never had that peripheral for the VIC 20, and there was no instruction or documentation included with Talking Adventure mentioning speech, so who knows if they pulled it off.
As expected, Adventure is a standard early-type text adventure clearly modelled on its granddaddy Colossal Cave Adventure, as the starting instructions tell the player to collect treasures for score, and not much else. In early-type text adventures the word parsers are unforgiving, lacking in any use of synonyms of words that are close, and devoid of any hints. Typing "HELP" just repeats the opening instructions.
This might be a cool text adventure, but I could not get past the first screen. I could "TAKE LAMP" and "LIGHT LAMP" but could not even figure out how to enter the cave itself. The description mentions a crack in the rocks and a sign saying to go in, but "ENTER CAVE", "GO IN", and "FOLLOW SIGN" didn't work. The four compass directions just took me to a "lost woods" maze which eventually wraps around to the starting screen. Up and Down got me messages telling me I can't do that here.
"ENTER CRACK", "OPEN CRACK", "MOVE ROCKS", nothing seemed to work. Talking Adventure might be a cool text adventure, but it certainly is obtuse enough that I'll never know.
Adventure (Side 2)
By Mark William
So is this Talking Adventure without the Talking? I'll never know as it crashes upon pressing RETURN to start the game at the same opening screen as Talking Adventure. Booooo!
Caves of Silver (Side 2)
By Mark William
I was hoping for a cheap knock off of Adventure International's Pirate Cove Adventure but apparently the pirates already came by and got my memory:
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| This is even weirder without the memory expansion inserted. |
So to summarize, Samurai Pak for the Commodore VIC 20, instead of the proclaimed "5 great Adventures" has three - one a respectable strategy RPG, one a mediocre top-down ninja game, and one a possibly standard text adventure. Two of the games included did not load. ComputerMat put this package out sometime in 1983 and it ended up here in 2026, picked apart by a sixty-year old gaming veteran who has just enough time to appreciate the effort, especially with Shogun. I even discovered an Easter Egg message in Ninja, so there was that rush too!




















