The Bootleg Arcade
Frogger and Zaxxon were the exceptions in these early years -- most TRS-80 "adaptations" of coin-op games casually ignored minor concerns like proper licensing. But when there was no official alternative -- that is, just about everywhere -- players made do with a number of recognizable, albeit illegitimate, ports.
Scarfman

Before The Cornsoft Group went legit with its Frogger conversion, the company had its greatest success blatantly ripping off Namco and Midway's Pac-Man.
The player's avatar is reduced to a blocky C shape locked into position like a pipe wrench; the five (innovation!) ghosts can't turn blue, so they are forced to shamefacedly cast their eyes downward instead; and the game's chirp-chirp-chirp chomping sound effect is maddening. But it does play like Pac-Man, more or less, especially when using one of the aftermarket Atari joysticks.
Meteor Mission II
"Inspired by" the early Taito classic Lunar Rescue, this Big Five Software effort remains a compelling gameplay experience. The player's tiny pod has to maneuver to the planet's surface through a scrolling asteroid field, rescue a stranded astronaut, then make its way back up to dock with the mother ship. Fuel is limited, and the pod can only fire its puny weapon upward, making the landing very different from the return trip.

Big Five also produced a solid version of Exidy's maze chase Targ, under the title Attack Force, with smart enemies and well-implemented acceleration and deceleration.
Donkey Kong

This one is a lost classic -- Wayne Westmoreland and Terry Gilman wanted to adapt Nintendo's hit to the TRS-80, and so they went ahead and did so. But Nintendo was unwilling to officially license the game, and so this title went unpublished, languishing in the authors' archives until long after the TRS-80 was commercially dead. While the visuals retain little of Shigeru Miyamoto's cartoon charm -- Mario has no hat or overalls, and his love interest resembles a fire hydrant -- the game is very playable, and just as faithful to the coin-op as the same team's Zaxxon. Like many TRS-80 games, it looks a lot better in motion, with movement helping to distinguish sprites from the background.
Venture (1982)

Why bother to even invent a sound-alike name, when you can just use the arcade game's title and cross your fingers in case the lawyers show up? Horizon Software's adaptation of Exidy's Venture is so difficult as to be almost unplayable -- for all the wrong reasons. The TRS-80's limited vertical resolution makes the main screen's maze difficult to navigate without getting trapped between encroaching spiders, and if our hero actually manages to enter a room in search of treasure, his shots crawl across the screen, taking one enemy creature out while the others close in to seal his fate.
Crazy Painter (1982)

The whole family could enjoy The Cornsoft Group's Jackson Pollock Simulator... no, wait, that's not right. Does anybody remember one of Williams Electronics' lesser-known coin-op games, Make Trax? Anyone? Well, the Cornsoft Group's Roger Pappas (Frogger) adapted it to the TRS-80 as Crazy Painter. Without the benefit of color and the arcade game's maze structure, the player's paintbrush, the enemies who threaten to destroy the paint job, and the very object of the game vanish into a morass of random pixels.
|
I find it odd, though, that the monitor's resolution was only 128x48. It's pretty obvious from the text that it could support smaller pixels... was it just a processing issue of not being able to compute more pixels than that at one time?
1. One other reason for the TRS-80's success was Radio Shack's use of its size to make deals with schools to supply systems for education. Schools got to say they were forward-looking, and Radio Shack could expand brand awareness among future computer users.
Ultimately Apple did a slightly better job here, but a lot of people know the TRS-80 because their school had one.
2. One of the reasons why the TRS-80 became extinct was that it couldn't compete with another Radio Shack computer: the Color Computer, or CoCo. It wasn't fast, running at a smoking 0.89 MHz. But the CoCo did have much better graphics, and its use of specialized logic chips and a Motorola processor (the 6809E) presaged the next wave of home computers such as the Amiga.
The TRS-80 may seem today like one step up from banging rocks together. But it was a real personal computer that fired the creative imaginations of gamers and game designers of the day. If for no other reason than that, it shouldn't be forgotten.
No arguments with your second point -- I learned BASIC on the TRS-80 Model I and 6809E assembler on the Color Computer myself. But the CoCo faced stiffer competition in the market than its predecessor did; its support fell more to small, specialized software houses, though Datasoft, Adventure International and Infocom published for it, and EA, Activision, and Sierra published some ports through Radio Shack. The Apple II actually outlived both generations of Radio Shack computers as far as mainstream and retail software support were concerned, so I let it play the role of villain/cautionary example here.
I'd basically exhausted the math curriculum at the time so I had what amounted to a whole year of playing with these things. Writing text adventure games, Peek/Poke gfx ...
And I swear Zaxxon had to look a lot better back then! At the time I thought it was amazing.
I moved on to a home CoCo later but the original Model III (and the Model I before it) was a tremendous influence on me at the time.
So each of the 64 x 16 character text slots could hold 6 pixels in any combination, 2 per character across and 3 per character vertically. Hence the 128 x 48 graphical resolution and freedom to mix text and graphics -- ALL graphics were really rendered as text, with 64 different characters assigned to handle the possible combinations of black-and-white pixels.
Despite having an NES as well growing up with classics such as Tetris and Super Mario Bros, I still have more fond memories of these games.
As a n00b I had to beg these guys to put (load) 'games' on their system - remember the Invaders and LunarLander on the Trash'80 was great with good audio. Then the day finally came when I got my BBC'B and the word changed!
We invited the UK rep to bring a TRS Colour (forget the name) to the club once, piece of rubbish, but still interesting.
And hey, doesn't anyone but me remember Starclash??
Here's a great TRS-80 resource page by Ira Goldklang: http://www.trs-80.com