The Apple //e, Part 3: Quest for 16 Colors

The Apple //e might have been the most popular computer in the mid-’80s, but it certainly wasn’t the most technologically capable when it came to gaming. Armed with a standard array of 7 colors in high-resolution mode (jokingly referred to as the “Big Seven” in development circles), it was only slightly better than the paltry 4-color CGA spectrum on IBM computers.

Its built-in speaker didn’t exactly set ears ablaze either with its output, and while multi-voice sound was achievable, it paled in comparison to the audio heard through the Commodore 64’s legendary SID chip or the equally excellent, but perhaps lesser-known POKEY chip in Atari’s 8-bit computers.

Games on those competitor systems blew my mind back then, and it would be depressing playing games like M.U.L.E.Ghostbusters and Moon Patrol on my friends’ computers and then come home to the weaker looking and sounding versions on the Apple.

While we would never get a Mockingboard sound card either — and let’s face it, very few games actually supported it — we did get an Extended 80 Columns Card, which gave it 128K instead of the standard 64, and enabled support of 16-color high-resolution graphics, a holy grail of sorts for Apple games back then.

That doesn’t mean that the Apple didn’t have great games, though. Quite the contrary. It’s just that they didn’t look or sound as good as they did elsewhere, especially when it came to action and arcade games.  I know the saying goes that graphics shouldn’t be the main focus, but I don’t think you can debate that they can only help if they’re done well.

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The first game I ever played with the Apple’s enhanced graphics was Penguin Software’s 1984 adventure Transylvania, based on the original non-enhanced version from 1982. For some reason, this game — along with Oregon Trail and Carmen Sandiego — was commonly found in elementary school classrooms, despite its somewhat graphic nature and adult themes. It did “teach” map navigation, comprehension, and problem solving, but we all played it for the cool graphics. It was also fun to watch out for the menacing werewolf, who would always appear at the most inopportune times.

In hindsight, the enhanced 16-color version doesn’t really look that good, held back mainly because it was based on an older game, but it did have a very ominous, new title screen, complete with an animated splash of blood, so props to Penguin for that.

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Around the same time, I got what would become one of the most famous games of all-time, Sierra’s King’s Quest (1984). This one was a life-changer for me, since at the time, playing it was the equivalent of being transported into an animated storybook or movie. It totally shifted my view of what a computer game could be. Your character Sir Graham was drawn and animated beautifully, the colors were rich, each scene had a wonderful sense of depth, and the simple act of moving Sir Graham around objects and behind buildings in each area was really advanced stuff back then.

One of my best memories about King’s Quest was how each scene was drawn.  The Apple wasn’t a particularly fast computer, so each image looked like it was being drawn on the screen by hand, filled in with color, and additional details would be splashed on the end. Seeing each one come to life like that was a treat.

The text parser was also intelligent, and for the most part, understood plain English, compared to other more simplistic graphic adventure games that only accepted two word inputs. This also helped give King’s Quest a more natural and organic feel, and it made a strong impression on people who played it. I re-bought this series a few years ago on GoG.com, and while certain aspects of it don’t really hold up that well — like obscure puzzles and vague pathways — it’s still a wonderful game full of humor and adventure.

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It wasn’t all gaming, though. Broderbund’s Dazzle Draw (1984), a computer art program that would later lead me to Deluxe Paint II Enhanced and beyond on the PC, was fantastic. I didn’t have a drawing tablet like a Koala Pad or anything, so I tried my best using a Kraft analog joystick. It was far from refined, but I thought it was just so cool to be able to have drawing tools like this on our computer. It also had a menu system that mimicked the feel of a Macintosh, so that made the entire package feel very premium and professional.

I still have my drawings on a 5.25″ floppy disk somewhere in storage. If I can find them, I’ll share them in a future post.

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Like I’ve said once or twice before, Broderbund’s output on the Apple was impressive, not just in terms of quantity, but they set very high quality bars too. Dan Gorlin’s Airheart (1986) represents the pinnacle of Apple action games for me. I was already a big fan of Choplifter, but Airheart took things to a whole new level. Not only did it sport gorgeously immaculate 16-color graphics, but the animation quality was absolutely stunning. The first time I loaded it up, I couldn’t believe what I was seeing!

Not only was the art and animation fluid and cinematic, it was also really funny and full of great little details. From the way your character would slip on his backpack to the realistically flowing robes on your “guardians”, they showed just how much Dan Gorlin cared about the look of this game. It also conveyed an impressive sense of depth as you sped over and under the sparkling ocean, your character shaking water from his head after surfacing.

One of the most unique features was how each enemy would cause a different type of end for the player. You didn’t simply blow up, but if you got hit by a bubble, you would struggle inside it trying to escape until it eventually exploded, taking you with it. Or you’d get trapped by a vacuum-like enemy, which would ingest your ship, but eject you out, leaving you to endlessly swim to your demise. All of these touches made the game such a treat on the eyes, and is one of my all-time favorite Apple games.

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Wings of Fury (1987) was another Broderbund game that required 128K to run. While it had the 16-color title screen pictured above (which really isn’t very good), the game itself ran in standard 7-color high-resolution mode, which for me was pretty disappointing. The game was lauded for its realistic physics and gameplay, but I was never able to truly get the hang of it, and only played it a handful of times before moving on to something else.

It reminded me of Star Blazer, Choplifter, and other side-scrolling Apple shooting games, but its focus on realism and slower pace made it less fun for me when I was younger. I’d be curious to try it out again now to see if my opinion has changed. It did have some novel ideas like a view that would go super-wide as you gained altitude, a pseudo-3D terrain map HUD, and a flight model that made your plane feel nice and weighty.

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Next up: New World Computing’s Might and Magic II: Gates to Another World (1988). New World had already shown players that it could produce a beautiful-looking RPG with the first Might and Magic, but this one took the series’ graphics to new heights on the Apple. The title screen alone made my jaw drop, and the huge in-game animated graphics were a revelation. Compared to most other RPGs at the time, this was the undisputed visual king.

I played it a lot, but I don’t remember ever finishing it. That was pretty common for me back then, as I would often get frustrated with traditional computer RPGs and either quit or start using things like hex and characters editors to cheat. Anyone remember The Bard’s Tale Workshop?

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Finally, Interplay’s Dragon Wars (1989) took the successful formula and look of The Bard’s Tale series and gave it a fresh coat of paint. I admittedly did not put a lot of time into this game, even though I do remember it being very good. 1989 was a pivotal year for me, since it would see the release of the Sega Genesis, me getting my driver’s license, and our family’s first IBM-compatible PC: a 386/33 with VGA graphics and a SoundBlaster.

My eyes and ears would be ill-prepared for what I would play next.

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