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Game Design Essentials: 20 Atari Games
 
 
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Features
  Game Design Essentials: 20 Atari Games
by John Harris
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May 30, 2008 Article Start Previous Page 22 of 23 Next
 

Rampart
1990
Designed by Dave Ralston 

Perhaps Atari's last great game, it's my vote for the best-designed video game ever made.

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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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Comments

Arseny Lebedev
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Oh man! And I wanted to make a list like this for myself for ages! Thanks!

brandon sheffield
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very good read - I do wonder about the inclusion of Batman merely as an example of something Atari did wrong - there are certainly enough of those! This could've easily been substituted for Defender. Anyway, not that this should be on the list, but I quite liked Fire Truck, and think it had some rather innovative ideas itself.

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.

Andrew norton
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Intriguing list. This article has made me aware of the games designed from Atari, and not just the game consoles.

Jeff Zugale
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Aw man. No WONDER I spent all that money on Gauntlet! And most of a day with the console port version trying to get to the end. There's no end??

Heh heh heh... good one, Ed & Atari. Good one. I hope you're enjoying the fancy car I must have bought for you. :)

Gregg Tavares
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Great article. I loved many of these games.

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.

John Leffingwell
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Gregg Tavares is right about the Atari 8-bit computers, although the Tramiels did release the 8-bit XE series during their tenure with Atari using cases stylized after their 16-bit Atari ST line of computers.

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.

Christian Nutt
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The text doesn't actually say that Asteroids is the first game to use that control methodology (as far as I can read) which may be limited, even at 10:30 on a Monday morning. I don't doubt that it was the primary influence on a number of games that came later, given its massive success, though I suppose it's hard to argue that for certain, yeah?

Deleted the bit about POKEY being responsible for MM's sounds.

Thanks for the tips.

Bill Boggess
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Star Wars certainly deserved a mention as well. Even to this day that game gets an amazing amount of things right: it's simple, fast and fun; it looks great and the soundbytes were insanely advanced for the time. Also, I still don't understand why Pitfighter gets so much hate. It was an amazning accomplishment back in '91 and the digital graphics were a precursor to Mortal Kombat. It's still playable and decent fun despite how fugly the graphics now look. Great article regardless.

Lewis Pulsipher
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"I find it interesting, in games of Gauntlet I've had with other people in the past few years, that their interest tends to survive only until the point where they learn there is no ending. Times have certainly changed." This is indeed a generational difference. Older people normally play video games to enjoy the journey; younger ones to "beat the game", and many of them don't mind using codes or other tactics that the older folks regard as unfair or "cheating".

Anonymous
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The physics-game element of Asteroids had a precedent in Spacewar! too.


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