When the Commodore VIC 20 exploded onto the scene, the ensuing software rush took many forms. Some companies translated their established software hits in-house, but some liscensed their games to other publishers entirely and allowed then to translate them to the VIC. Let’s look at three.
Apple Panic (Originally Published by Broderbund, VIC 20 Version Published by Creative Software)
VIC 20 Version By Unknown. Possibly Tom Griner but he was too ashamed to put his name on it.
While everyone was cranking out Space Invaders clones and later Pac-Man, Centipede, and Defender clones as a part of their software lineup, some clever programmers went to the arcade and looked for more obscure inspiration to rip off. Ben Serki at Broderbund apparently saw Space Panic, the first arcade platform-and-ladder game, and brought it to the Apple II as Apple Panic, making it an early hit for Broderbund as well as an early computer platform game.
Space Panic predates Donkey Kong and the player does not jump nor ascend to the top to rescue anyone. Instead they dig holes, trap enemies in said holes, and fill them in to eliminate them. Apple Panic does this too, just on the Apple II. Oddly enough, the Atari computer version was not Atari Panic and the translation to the TRS-80 was not TRS-80 Panic. Thus we arrive at Creative Software’s (licensed from Broderbund) version of Apple Panic for the VIC 20, which was not called VIC 20 Panic. It turns out the little blob enemies are "wandering apple monsters" so maybe that's the justification.
I remember playing Space Panic in the arcade when it came out and loving it. A platform and ladder game was a completely new concept ahead of Donkey Kong, and although it did well in Japanese arcades, Space Panic did not make a splash in the USA. I do not remember it controlling badly but that is what one gets with Apple Panic on the Commodore VIC 20.
It's not even the Burgertime effect where the on-screen character one is controlling has to pixel-align very precisely with a ladder to be able to use it. Lots of early platform games have that, and the ladders and character are big enough here to make it manageable. Pushing left or right makes the character move that way until another input stops it - moving up, down, or the opposite direction, as well as pushing the button to dig.
It’s the digging that is bad here. The screens are randomly drawn with platforms and ladders between them each time one plays and at each new level one reaches during play. With at least two ladders intersecting each platform, sometimes more in the middle platforms with above and below ladders reaching them, diggable spots on each platform become scarcer. On top of that, the player cannot dig a hole on the space next to a ladder or another hole, and apparently can't dig while standing next to a hole or ladder either.
Compounding the limited diggable spots issue is the fact that getting the player to dig on a spot is very touchy. One walks toward the diggable spots away from ladders in that silly animation, and when one is over a certain spot the animation shows a sort of raised shovel, meaning that the spot ahead is diggable. Pressing the button starts the dig, but it seems that if the player animation moves beyond the "shovel held high" part before the player presses the button they miss the dig and have to start walking again and press the button again but aligned with the shovel. I honestly can't say for sure.
Want more design brutality? The player starts on the bottom level of the screen and not on a platform that is diggable, but a Minecraft bedrock kind of floor. So immediately the goal is the climb up at least one level and reach an area with a large enough open spot to dig one hole, avoiding the red blob apple monsters. The first level has three, the second five, and the third level has seven apple monsters to start. Their programming seems to shift from relentless to clueless at times.
I had thought in Space Panic and other versions of Apple Panic that the holes one digs could be aligned and monsters could fall further for more points, but that is not the case with this VIC 20 version. The monsters get trapped in the holes and when filled in, fall to the next platform below and die. Players that run into their own holes fall through but I could not fall more than one platform before landing as the holes would not quite line up.
The game gives the player a fair amount of time once a monster is trapped in the holes to fill it in and the monster will start flashing blue and sounding a warning before escaping. The goal is simply to trap and bludgeon each monster to clear the level. A bonus timer counts down very very slowly and there is no penalty for letting it count down to zero, so finding a good spot on a wide enough platform and digging two holes and standing on an island in between them worked for me.
It’s too bad Apple Panic on the Commodore VIC 20 controls so poorly because as a challenging game design it stands alone on its merits. Even with the aforementioned shortcomings it’s still fun enough until one remembers Lode Runner is a thing.
Choplifter (Originally Published by Broderbund, VIC 20 Version Published by Creative Software)
VIC 20 Version By Tom Griner
Younger gamers might not know about how awesome Choplifter is and was when Dan Grolin created it for the Apple II in 1982. Of all the Defender-inspired games that emerged, in my recollection only this one focused more on it’s rescue aspect than the blasting of enemies. It’s not to say Choplifter doesn’t have the player shooting at tanks, jets, and weird satellite drones, because it does, but the gameplay and indeed one’s score is centered around the picking up of sixty-four little pixel guys and landing them safely back at the starting point base.Shamus (Originally Published by Synapse, VIC 20 Version Published by Creative Software)
VIC 20 Version By Tom Griner
I saw Shamus in advertisements for the Atari computers at the time and magazine articles but didn't read too deeply into what it was. From the screenshots I saw, I had assumed it was the arcade game Berzerk brought home in style for lucky owners of those early computer powerhouses, and that was that. Fast forward to a few weeks ago when I grabbed a complete translation for the Commodore VIC 20 that I realized what Shamus really was: Berzerk combined with Atari VCS's classic Adventure






