<1001 Video Games You Must Play Before You Die>一书中对本游戏的描述
Tapper didn’t simply live in the corner of your local watering hole. The arcade cabinet, outfitted with faux wood trim, a brass foot rest, and a joystick topped by a tap handle, feels like an extension of your local bar.The game is a direct predecessor of Diner Dash. As the bartender, you pull drinks and slide them across the bar to your thirsty customers. Hurl one beer too many, and it’ll crash on to the floor. Once they’ve quaffed their ale, drinkers send their empties right back at you. Those too will drop to the floor if not collected. More generous beer guzzlers will leave tips on the table. But it’s risky to chase after this dough: Every moment you’re away from the tap is a moment a stray mug could tumble to the sawdust.
The entire affair is colorful and slightly lurid. Tapper marked an early (and rare) instance where product placement was not just appropriate, but appealing. The Budweiser logo was prominent throughout. Maybe that’s why a second version of the game—sans references to alcoholic beverages—was created when the machine staggered to arcades. Amiable cartoon customers, caricatures of cowboys, punks, basketball players, and aliens, helped make the notion of brew-swilling that much more attractive. And the nostalgic tinkle of a saloon piano and the satisfying crack of a frosty can of beer during the bonus round contributed additional auditory satisfaction.
The introduction of the white-washed Root Beer Tapper a year later wreaked havoc with character motivation (what customer would freak out over the slow pour of a noncaffeinated soft drink?). However, the move away from alcohol was a wise, early example of the self-regulation that would typify the gaming industry’s approach to censorship. A case of better us than them.
The entire affair is colorful and slightly lurid. Tapper marked an early (and rare) instance where product placement was not just appropriate, but appealing. The Budweiser logo was prominent throughout. Maybe that’s why a second version of the game—sans references to alcoholic beverages—was created when the machine staggered to arcades. Amiable cartoon customers, caricatures of cowboys, punks, basketball players, and aliens, helped make the notion of brew-swilling that much more attractive. And the nostalgic tinkle of a saloon piano and the satisfying crack of a frosty can of beer during the bonus round contributed additional auditory satisfaction.
The introduction of the white-washed Root Beer Tapper a year later wreaked havoc with character motivation (what customer would freak out over the slow pour of a noncaffeinated soft drink?). However, the move away from alcohol was a wise, early example of the self-regulation that would typify the gaming industry’s approach to censorship. A case of better us than them.