Splash screen for Jumpman, a computer video game by Epyx 1983

Splash screen, Jumpman

Epyx - Epyx Journey

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Epyx 1983 - 1989

Dungeon Calling

Image of Jim Connelly, co-founder of Epyx, a computer video game company 1983

Jim Connelley, circa 1983

If there’s one thing that goes together with late 70’s computer users, it’s TSR’s paper and dice game Dungeons and Dragons. Jim Connelley is dungeon master of a running D&D game in California, and one of the regular players is Jon Freeman, a neophyte to computer programming but well-versed in game design. After receiving a Bachelor of Arts with honours in English from Indiana University and a master’s degree in English from the University of California, Freeman freelances as a writer. He has two books published under his name on the subject of games: The Complete Book of Wargames is published originally by Fireside in 1978, and later in 1980 by Simon & Schuster. The other is The Playboy Winner’s Guide to Board Games, released in 1979 by Playboy Press. This work appears to be a reissue of a book from 1975 titled A Player’s Guide to Table Games, from Stackpoole Books and credited to a “John Jackson”. Freeman is also a contributor to the hobbyist magazine GAMES. Having been interested in computer programming since being a math and physics major in college in the 60’s, Connelley picks up a newfangled Commodore PET computer after they come out in 1977. Looking to write-off the purchase, Connelley enlists Freeman’s help with designing Starfleet Orion, which Connelley programs in BASIC. When they finish it in December of 1978, they have the first space-based tactical combat game for a microcomputer. Connelley initially sells it through the mail and to  friends and acquaintances, who push him to release the game commercially. In order to market the game, Connelley and Freeman form the first computer game publisher, Automated Simulations, operating out of each man’s spare bedroom in their houses in Mountain View, California. The game is followed by a sequel, Invasion Orion, also for the PET. Both games are a success and are eventually ported to other systems like the Apple II and TRS-80. An indication of the attitude the two founders have towards the type of games they want to produce is signalled by the company mascot, a stylized version of Rodin’s The Thinker holding a joystick, and the slogan ‘Computer Games Thinkers Play’.

Rodin's Thinker, plus slogan for Epyx/Automated Simulations, a computer game maker

I think, therefore I play. Epyx/Automated Simulations mascot and slogan, 1981

Ad for computer video game Invasion Orion

Opponent included! 1980 ad for Automated Simulations computer game ‘Invasion Orion’

With Freeman designing the games and Connelly as the main programmer, Automated Simulations really hits it big in 1979 with the first entry in its Dunjonquest series, Temple of Apshai. Heavily influenced by the two founder’s interest in D&D, the game is the first computer role-playing game (RPG), allowing character creation with six stats, divided into two sets: dexterity, strength, and constitution cover the physical aspect, with ego, intelligence, and intuition covering their mental state. Being a computer game, Apshai can do all the heavy lifting of probability calculations and weapons/armour modifications, leaving players to the fun of creating a character and getting on with the dungeon diving. After visiting the Innkeeper and rolling an alter ego, the player then stocks up on weapons, shield, and armour. An innovative aspect of play is the ability to haggle with the innkeeper, letting adventurers offer a slightly lower price for the equipment than the seller requests for it, in the hopes of saving a few coin on the deal. Once equipped, the player enters the Temple, populated by a variety of monsters, searching 200 rooms and catacombs for chests holding treasure. Featuring a sparse top-down display, the graphics are limited, with the rooms containing only a possible chest, guarding monster, and the bare walls. As the character is moved around the dungeon, the hallways open up to reveal new pathways and rooms, and players are directed to consult the 56-page manual, titled The Book of Lore, for immersive room descriptions and illustrations. These are written by Jeff Johnson, who also designs the dungeons for the game. Befitting the game’s close association with paper-and-dice RPGs, the manual also gives advice on how to convert your character from such a game to Dunjonquest, and how to take your experience and treasure back with you to the real world. To give players a sense of place in the Dunjonquest fantasy world, a short story titled The Adventures of Brian Hammerhand is also included.

Packaging art for Temple of Apshai, a computer video game by Automated Simulations

Manual art for Temple of Apshai, 1979

Cover art from Automated Simulations computer game Rescue at Rigel

You can see the influence of Flash Gordon and Buck Rogers in the cover for Epyx game Rescue at Rigel, 1980

Released after two months of intensive playtesting to get things balanced perfectly, Temple of Apshai goes on to win the Academy of Adventure Gaming Arts & Design’s Origin award for 1980’s Computer Game of the Year. Over 20,000 copies are sold of the game through 1981, for the Apple II, TRS-80 and the PET. In the wake of this success follows another entry in the Dunjonquest series, titled Hellfire Warrior. Featuring four new lower levels to Apshai, with over 200 rooms, ads for the game warn that beginners may not up for the challenge. The adventurings of Brian Hammerhand are also continued in Morloc’s Tower. Add-ons that require the original Temple of Apshai are eventually released: Lower Reaches of ApshaiUpper Reaches of Apshai and Temple of Ra. They are all adapted to every major game platform, including a C64 translation by Steve Bryson. The entire trilogy is re-released with improved graphics in 1985 in a package called The Temple of Apshai Trilogy. Other games produced in the early years of the company are Crush Crumble and Chomp, Star Warrior, Keys of Acheron, Datestones of Ryn, and Rescue at Rigel, among others… often released under the Epyx brand name, with another label, Mind Toys, used for puzzle and word games aimed at younger players. The brand name is originally to be “Epic”, to mark a goal of what quality of games the company was shooting for, but it has already been taken by Epic Records. Thus is the new name changed to Epyx, to make it sound a little more high-tech.

When Automated Simulations attends the West Coast Computer Faire in 1980, Freeman meets his future wife and collaborator, Anne Westfall, who is in the neighbouring booth demoing a TRS-80 surveying program for Morton Technologies. He convinces her to join his company in the summer of that year. After various run-ins with Connelley over D&D content slipped into the design of Apshai, along with other matters, on Thanksgiving Day, 1981 the two leave Automated Simulations and later form game development house Free Fall Associates, along with Paul Reiche III. At their old digs, Connelley brings in some venture capitalists to raise funds, and there is a shift of focus as new management officially adopts Epyx as the new company name, with a desire to develop more arcade-like action-oriented fare.

Jumping to Success

Largely self-taught programmer Randy Glover supplies just that kind of action in his first professionally released game Jumpman, a spectacular entry into the platform gaming genre published by Epyx in 1983. Marketing Veep Bob Botch knows he has a hit on his hands: while demonstrating the usual Epyx RPGs in a rented condo off the beaten path at Winter CES ’83 in Vegas, every chance he gets he slips Jumpman into the drive as purchase reps get more and more excited by it. By the end of the show, Botch as a pile of orders for the action game, and Epyx has a new direction. The player takes the role of the character Jupiter Jumpman, running around Jupiter Headquarters in an attempt to defuse bombs littered about by the dastardly Alienators. With three difficulty levels featuring 30 different screens each, the gameplay is fast and addictive, with some levels sporting almost diabolical design. If players are finding moving Jumpman around the levels difficult (or are impatient to get moving), they can access 8 different settings that adjust the speed at which the on-screen character moves. And a randomizing function is also included, preventing gamers from knowing which screen will be next. The game is a success, selling around 40,000 units, and even jumps onto consoles with a version for the ColecoVision. Jumpman is followed by the sequel Jumpman Jr. that same year.

1983 Summer CES booth for Epyx, a computer game company

Better CES digs for Epyx in Summer ’83: a flashy booth on the show floor

Code symbols used by Epyx in their computer video games

Look for a combination of these codes, on Epyx games at your local retailer! 1983

As Epyx shifts more towards action-oriented game play, and Connelly feels more and more pressures of management pulling his away from actual software development, he leaves the company he helped found, opting to start up his own software development firm called The Connelley Group. As a guide to the changing nature of its games,  Epyx utilizes symbols on its packaging and catalogs to help gamers gauge how the various games emphasize action, strategy or whatever combination of the two… along with any educational value, of course. Having investors in common, Epyx bolsters its personnel roster by merging with Starpath, called Arcadia until forced to change their name with Emerson’s release of their Arcadia 2001 game unit. Starpath is the inventor of 1982’s Supercharger for the Atari 2600, a device for greatly expanding the memory of the 2600 while playing games stored on cassette tapes, playable through any cassette player. Possibly the best-known game for the Supercharger is Escape From the Mindmaster, an early 3D first-person maze game by Dennis Caswell. Moving over from his position as vice president of marketing and corporate communications at Coleco, industry veteran Michael C. Katz is named the new president and CEO of Epyx.

Randy Glover, creator of Jumpman, from 1984 issue of EFWCG

Randy Glover, creator of Jumpman, from Jan 1984 issue of Electronic Fun With Computer and Games


Pitstop also roars onto the scene in 1983, a game conceived by Katz. It is an amazing head-on racing game where steadily increasing damage to the player’s tires requires the occasional trip to the pits. There the program presents a realistic pit stop sequence, with the player controlling the pit crew, racing to change the car’s tires and gas up the tank without overflowing… all while competitors roar past, moving you further back in the pack. The game design and programming is contracted out to Bob Ogdon and his Action Graphics development house. Pitstop is followed by sequel Pitstop II in 1984, sporting a dramatic increase in graphics quality, almost perfectly emulating Atari’s Pole Position, but with an equally dramatic decrease in car control. The game features the first split-screen racing display, allowing two players to compete head-to-head. Continuing the popular racing motif, Stephen Landrum borrows the roadway code from Pitstop II and creates motorcycle racing game Super Cycle in 1986.

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Comments >>

  1. avatarMax Chatsworth

    Synapse and Epyx. The two best game publishers for the Atari 8 bit home computers in my opinion. I got my hands on every title I could that they put out with my limited chore/paper route money in the early 80’s.

  2. avatarPloppy disk

    Purple Saturn Day a game by EPYX sold here at an Alco Department Store was on Floppy disk for PC.
    The year was 1999 I think ?

    1. avatarWilliam

      Interesting. I’ll assume that you mean “1989”, the same year that Epyx went into bankruptcy.

      It sounds really interesting. Kind of a “Summer Games” in space. Or just “Space Games”, maybe. 😉

      Thanks for reading and posting.


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