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Rampart
1990
Designed by Dave Ralston
Perhaps Atari's last great game,
it's my vote for the best-designed video game ever made.
Arcade games had genres from nearly
the beginning. Pong-like games were
the first genre. Shooters, driving games, maze games and beat 'em ups were
well-recognized genres of their respective times. There have always been
genres, but the introduction of the modern fighting game, inescapably traceable
to Street Fighter II, marked a sea
change in the arcade industry.
For a long while, just about the only games that
were profitable were fighting games. When the mainstream abandoned arcades,
manufacturers intensified their focus on the one demographic that never really
left them: adolescent males.
Rampart was
released the year before Street Fighter
II hit. Arcades were never quite the same places
after that.
This was the beginning of the end for Atari Games. It stuck
around for some years, and even had some big hits. Even near the end it
produced interesting, popular games like San
Francisco Rush and Gauntlet Legends.
But its old tendency to release game after game, each wildly different from the
each other and what was already in arcades, ended right about here. Rampart is probably the last popular
game it produced under this system.
But what a way to go! Unlike many other Atari Games games, Rampart has style everywhere, crisp
graphics for the time, memorable sounds and music, and some of the best
gameplay ever seen in arcades.
It's even an appropriate swan song for Atari
Games' Bloody Clever period, seeing as how it combines play from Missile Command with a bit of Tetris thrown in. While the game is
abstract as anything Atari made, for puzzle games, abstraction is at least
expected.
The object of the game is to defend your island from an
invading fleet of ships. Each level is a part of the island's coastline. To some
degree the player can choose the order he plays them in. Each part of the
island has castles on the land. Around one of the castles is a wall, and inside
the wall are some cannons.
The game is divided into phases. The most action-focused
phase is one where the player aims with a crosshair, firing at enemy ships from
the cannons. Ships move around and cannonballs take time to travel through the
air, so leading the target is necessary. Meanwhile, the ships shoot at the
walls around the player's castle using their own cannons.
After a while the battle ends, and the truly challenging
part begins. In a timed phase, the player must rebuild an unbroken wall around
a castle using a sequence of quasi-random puzzle pieces.
Anything other than
plain ground will block a piece from being placed, so large pieces are worse
than small ones, and empty land is easier to build through than the mess of
single wall blocks the ships usually leave behind. To continue playing, the
player must have a castle by the time the clock runs out.
This surround-the-castle gameplay is amazingly elegant.
There are actually several castles on each map, and to stay in the game the
player can capture any one of them, but only cannons that are inside walls work
in the next battle.
The player gets additional cannons after the building
sequence has ended for every castle he captured, but the more cannons that get
placed near each other, the more area the player will have to surround during
the building phase to utilize them.
Surrounding more area provides more room
for cannons, but it takes a lot of experience to know how much space the player
should aim for. It's easy to overreach and have a long, unbroken wall that's
just short of closing in a castle when time runs out.
As the game progresses, more kinds of ships show up. Some
drop off enemies that move around getting in the way during building, and
others have shots that can make a spot of ground impossible to build on for
three turns. But really, that's pretty much it.
Rampart is easy to pick up, but the challenge has been honed to a
razor's edge. Even very good players find they sometimes get screwed over by
the random pieces. As the game goes on, pieces get more complex and harder to
fit into a Swiss cheesed wall.
As the game goes on, the building pieces get more bulky,
making them harder to fit into place. The holy grail of Rampart pieces is the single brick, a one-by-one square that can be
slotted in nearly anywhere, buts get much rarer as the game goes on.
Ships have
a knack for hitting walls where a single brick is the only thing that could
fill a hole, enough that high-level Rampart
play is much about keeping walls away from the water and other blocking objects
as much as possible, in order to prevent the enemy from creating that hard-to-fill
hole.
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The speed was unparalleled for 1978, and featured two steering wheels, as it was meant to be played with one player controlling the front, and another at the back. Unfortunately the game is completely broken if you just play the back end, as the computer will drive the front flawlessly for you, and you have more time to adjust if you're in back, but still, it was pretty neat for the time. I also quite liked how the game would reverse image polarity when you reached a certain point - everything black became white. Goooood times.
Heh heh heh... good one, Ed & Atari. Good one. I hope you're enjoying the fancy car I must have bought for you. :)
There were a few of mistakes I thought that should be corrected.
Asteroids was not the first game to have controls where a ship had left/right buttons and thrusted in the direction the ship was facing. That belongs to what many consider the first video game, Space Wars which was released in the arcade by Cinematronic and pre-dates Asteroids by several years in creation and at least a year in the arcades.
Tramil was not responsible for the Atari 8bit systems. He was at Commodore, making Atari's competitor at the time. He may have been around for a few of the last models.
Also, where did you get the info that Marble Madness used the POKEY chip for its sound? Having programmed the POKEY for many years I would never have guessed it could make those sounds, at least not unassisted.
And Gregg's suspicions are correct: Marble Madness did not use POKEY for sound. That duty was handled by a Yamaha YM2151, the sound chip developed for Yamaha's line of DX synthesizer keyboards. Atari's Marble Madness was the first arcade game to use it.
There is some confusion about Space Wars. Cinematronic's Space Wars was released in 1977, two years before Asteroids. It was inspired by the 1962 DEC PDP-1 computer game Spacewar!, which is sometimes credited as the first video game or graphical computer game (although it missed that honor by decade). Spacewar! was never a coin-op, but another game that was inspired by it was, and it was the first. It was called Computer Space, and like Asteroids, had Spacewar!-like controls. It was released in 1971 and was created by future Atari founders Nolan Bushnell and Ted Dabney.
In the interest of fairness, I'll mention that the very, very first coin-op video game was another Spacewar! inspired game called The Galaxy Game. It was released two months before Computer Space. Only one them was ever made, and at 10 cents a play on $20,000 worth of hardware, it could never be economically viable, so I'm not sure it should be considered a legitimate coin-op.
Deleted the bit about POKEY being responsible for MM's sounds.
Thanks for the tips.