Snake Video Games Codexery

Quasar (video game)

A 1983 Apple II snake game with light-cycles and hazards.

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Quasar (video game)

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Quasar is a snake game for the Apple II, created by Jonathan Dubman and released by Aristotle Software in 1983. Players control an orange line with a cycle at its front, moving in four directions and leaving an orange trail behind. The goal is to score points by surrounding and eliminating opponent light-cycles, which are violet, green, and blue, all controlled by the computer. Crashing into anything—including the player’s own trail—zaps the cycle.

When one opponent crashes, the others continue until they are trapped and crash one by one. Points come from survival, but larger rewards are given for eliminating opponents, completing a level, and eating apples. Bonus lives are awarded at specific score thresholds, such as 10,000 points.

After the first level, apples appear on screen, colored like the Apple logo. Eating one earns many points and triggers a bleep, but the computer-controlled cycles ignore them. Small white balls bounce haphazardly around the screen; touching them is fatal, and one or two such balls (often called 'sparks' or 'energy balls') can appear depending on the level. At level six, a green caterpillar slithers onto the screen, growing longer and faster as the game progresses; players are advised not to interact with it.

The game offers six speeds: lower speeds (1 and 2) suit beginners, medium speeds (3 and 4) suit experienced players, and upper speeds (5 and 6) are for very experienced players. Every eighth level is a bonus board where the player and opponents become snakes; the player earns many points by lasting long and eliminating opponents, but can only survive so long before running out of air. When all cycles crash, the game ends with a finale tune. If three sirens sound, the player has a new high score and can type their name letter by letter, pressing RETURN.

Background

Quasar was written by Jonathan Dubman and published by Aristotle Software in 1983 for the Apple II. The player controls an orange light-cycle that leaves a trail, moving up, down, left, or right. The goal is to earn points by surrounding and eliminating opponent cycles (violet, green, and blue), which are computer-controlled and also leave trails. Crashing into any trail or object causes the cycle to be 'zapped'.

Apples appear after the first level and are standard point-granting items; there are no wormy or poisonous apples. One or two bouncing balls (sparks or energy balls) may appear, but never four. No pink butterfly enemy exists in the game.

Origins & Publication

Quasar is a light-cycle game that emerged from the early personal computing era. Written by Jonathan Dubman, it was designed specifically for the Apple II platform and brought to market in 1983 by Aristotle Software. The title belongs to the broader family of snake-style games, where a moving line leaves a growing trail behind it and the central challenge revolves around avoiding collisions with that trail or other obstacles. Dubman's design placed the player at the head of an orange line, directing it in four cardinal directions across the screen.

The game's publication by Aristotle Software positioned Quasar among the many titles that defined the Apple II's library during the early 1980s. Though modest in scope by modern standards, Quasar captured the playful, geometric aesthetic of that era and offered a straightforward yet deceptively challenging loop that kept players returning for longer runs and higher scores.

Core Gameplay & The Light-Cycle Concept

At the heart of Quasar lies a deceptively simple premise: the player steers an orange line with a glowing cycle at its head, moving only up, down, left, or right. Every move deposits a permanent orange trail, and touching any surface—wall, obstacle, or even one's own trail—results in an instant zap. Three AI-controlled cycles in violet, green, and blue share the screen, following the same rules of movement and trail-accumulation. They, too, vanish the moment they collide with anything.

The strategic depth emerges from the interaction between these cycles. Rather than chasing opponents directly, the player must methodically restrict the open space available to each rival, boxing them into ever-tighter corridors. Once cornered, a cycle spirals inward and destroys itself. The remaining cycles persist until they, too, are trapped and eliminated one by one.

This surrounding-and-eliminating loop forms the backbone of every playthrough, rewarding spatial planning over raw speed.

Escalating Hazards & Level Progression

Quasar's difficulty escalates through a layered menu of hazards that appear as the player advances. After clearing the first level, apples colored like the Apple logo begin spawning; touching one triggers a brief bleep and awards points, while the AI cycles show no interest in them. Later, wormy apples appear—visually similar but poisonous, punishing careless players. Small white balls bounce haphazardly across the screen, up to four at once depending on the level, and are fatal on contact.

At level six, a green caterpillar slithers across the monitor, growing longer and faster as the game progresses. The pink butterfly arrives after the second ball, homing in on the player with a venomous sting; up to four can appear, though only in the very late stages. Six speed settings accommodate different skill levels, from gentle (1–2) through moderate (3–4) to punishing (5–6). Every eighth level introduces a bonus board where all cycles become snakes and the player must survive and eliminate opponents before running out of air.

Scoring, Bonuses & The Finale

Quasar rewards players through multiple scoring channels: simply surviving earns a baseline trickle of points, while eliminating an opponent cycle, completing a level, or collecting an apple all yield larger bonuses. Every 5000 points accumulated grants a bonus cycle, effectively an extra life that lets the player continue after a crash rather than facing immediate game over. This safety net encourages riskier play as the score climbs. When all cycles on the screen have crashed, the run ends and a short finale tune plays.

If the player has set a new high score, three sirens sound as a distinctive signal. The player then types their name letter by letter and presses RETURN to claim the record. This combination of layered scoring, periodic bonus lives, and a ceremonial high-score entry gives Quasar a satisfying arc from the first tentative move to the final siren, making each session feel like a complete little achievement.

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1. Which company developed "Quasar"?

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Not quite. The answer is Jonathan Dubman.

From the source: “Quasar is a snake game written by Jonathan Dubman for the Apple II and published by Aristotle Software in 1983.”

2. Who designed "Quasar"?

Correct.

Not quite. The answer is Jonathan Dubman.

From the source: “Quasar is a snake game written by Jonathan Dubman for the Apple II and published by Aristotle Software in 1983.”

3. Which company published "Quasar"?

Correct.

Not quite. The answer is Aristotle Software.

From the source: “Quasar is a snake game written by Jonathan Dubman for the Apple II and published by Aristotle Software in 1983.”

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Sources

Compiled from Wikipedia and the sources listed below. Text from Wikipedia is available under CC BY-SA 4.0; this entry is adapted from it.

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