Gumball
Name: Gumball
Programmer(s): Robert Cook
Publisher: Brøderbund
Year: 1983
Description:
Gumball, released in 1983 by Broderbund Software for the Apple II, put players in charge of a gumball factory where quick thinking and coordination were essential. Players had to sort colorful gumballs by directing them into matching bins while avoiding mixing colors or letting gumballs fall to the factory floor.
The game used simple but distinctive graphics, with brightly colored circular gumballs against a black background. The gumballs dropped from dispensers at the top of the screen while players controlled a series of moving platforms and chutes using the keyboard or joystick. As levels progressed, gumballs fell faster and new colors were introduced.
Each level presented players with specific sorting goals. Players needed to collect certain numbers of each color in the correct bins to advance. The game included bonus rounds where special golden gumballs appeared, worth extra points if sorted correctly. If too many gumballs were misdirected or fell to the floor, the player lost a life.
The game's scoring system rewarded both speed and accuracy. Players earned points for correct sorting while losing points for mistakes. Expert players could maximize their score by creating combo chains, sorting multiple gumballs of the same color in rapid succession.
Gumball stood out among other Apple II games of its era through its unique factory setting and color-matching mechanics. While other games focused on space battles or maze adventures, Gumball offered a mix of puzzle and action elements that appealed to both casual and serious players.
The game received positive reviews for its simple but addictive gameplay. Gaming magazines of the time praised its gradually increasing difficulty and the satisfaction of mastering its sorting mechanics. While not as well known as some other Broderbund titles like Choplifter or Karateka, Gumball found a dedicated following among Apple II enthusiasts.
Technical limitations of the Apple II hardware meant the game had minimal sound effects, mostly limited to basic beeps when sorting gumballs or losing lives. However, the clean visual design and smooth animation helped make up for the basic audio capabilities.