Drol

Name: Drol
Programmer(s): Benny Aik Beng Ngo
Publisher: Brøderbund Software
Year: 1983

Description:

In 1983, Brøderbund Software released Drol for the Apple II, an unusual side-scrolling shooter that flipped traditional arcade gameplay on its head. Instead of battling aliens or saving the world, players control a futuristic doctor rescuing children from a strange dream world filled with bizarre creatures.

The game takes place in a surreal landscape where a young girl and her brother have been drawn into a dangerous fantasy. As the doctor, players navigate through horizontal levels while avoiding or shooting odd enemies like witch doctors, turkeys, vampire bunnies, and lizard men. The goal is to find and rescue the children and their pet goldfish while collecting bonus items for extra points.

Players control the doctor who can move left, right, up, and down while firing laser shots at enemies. Unlike most shooters of the era, Drol allows full directional movement rather than just running and jumping. The doctor can face either left or right to shoot, adding a tactical element to combat. Each level scrolls horizontally as players explore, with various platforms to navigate.

The game features four distinct levels that loop with increasing difficulty once completed. The visual style uses the Apple II's high-resolution graphics mode to create detailed character sprites and backgrounds. The audio includes simple sound effects and a memorable main theme that plays throughout gameplay.

Drol stands out from other Apple II games of its time through its unique theme and polished gameplay mechanics. While most shooters focused on space combat or military themes, Drol's whimsical setting and mission to save children provided a fresh take on the genre. The game received positive reviews for its smooth controls and creative design.

The game's success led to ports for other platforms including the Commodore 64 and BBC Micro. While not as widely remembered as other Brøderbund titles like Lode Runner or Choplifter, Drol remains a distinctive example of early 1980s computer gaming innovation, particularly in its approach to non-violent objectives and creative world-building.