Sundry Sunday: Proving Grounds of the Bard Fox

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.

Taking a short break form gushing over Atari Games’ Rampart to bring you this fun, short animation, by Only Jerry, set to the battle theme of the Japan-only PC Engine version of Wizardry. It’s only a minute or so, so please enjoy!

Two Indie Adventure Games Worth Your Time

This is a double review of Underground Blossom and the Many Pieces of Mr. Coo, Blossom was played with a retail key, Mr.Coo was played with a press key.

0:00 Intro
00:15 Underground Blossom
2:12 The Many Pieces of Mr.Coo

Grey: A FPS on a Commodore 64

Grey is what the subject line says: a FPS, running at an acceptable framerate, on a Commodore 64, without a Raspberry Pi or other hardware to help it out. Here is its thread on Lemon64. Have a look (24 minutes):

How is it possible? Well, it’s not running 60fps for one. Updating the whole screen in one frame on a C64 is hugely challenging, but fortunately FPSes can look satisfactory running at slower framerates. It’s not Quake-level graphics, or even Doom, it’s more like Wolfenstein 3D in ability, and it’s confirmed that it uses that style of raycasting. And on top of all of that, it doesn’t use hi-res resolution, which would be really slow on an unmodified C64. It seems to use character tiles to fake a kind of low-res display. But when you’re trying to get a game running on a 1 MHz machine with 64K of RAM, tricks and shortcuts are not only necessary, but rather laudable. What a hack!

This is a work-in-progress, with a demo of the game available in a recent Pateron-available issue of Zzap 64. No source code is available yet. Let’s hope for continued development!

Arcade Mermaid: Rampart, Part 2: Overview

Arcade Mermaid is our classic arcade weirdness and obscurity column! Frequently (no promises) we aim to bring you an interesting and odd arcade game to wonder at.

We continue our lengthy, obsessive coverage of Atari Games’ brilliant, but really difficult, arcade strategy game Rampart.

Overview

Building Phase

Rampart is really two separate but related games, the single-player game and multiplayer. Both are excellent. Even so, this article mostly concerns itself with single-player, but towards the end I will have a few things to say about its multiplayer mode.

Before we begin, you should know that Rampart is a highly abstract game, and as such it might not be easy to see how it all fits together from a text description. I have uploaded several complete playthroughs of the game to YouTube, the first such on that site of the arcade version. You might watch a bit of one of them, it should make it pretty obvious how the game works.

The Board

In both single-player and multiplayer, after selecting a home castle and placing initial cannons, the game repeats a sequence of rounds, each consisting of a Battle phase, Building phase and Cannon phase. In the Battle phase, players shoot at ships or the other players’ walls, while those ships or enemy cannons fire back at their own walls. In the Building phase, players place a variety of shaped pieces in an attempt to fix their wall and/or construct walls around at least one of the castles on their land within a time limit. Then in the Cannon phase, players get a number of new cannons to place within the territory they captured in the Building phase, adding to the number of shots they can get off in Battle.

Select Home Castle, then
Cannons -> Battle -> Building -> repeat

This cycle continues until the player wins or loses. Losing happens when a player fails to capture a castle in time in Building. Winning happens, in single-player, when the game decides the ships don’t have a reasonable chance of defeating the player, and advances to the next level, out of six in total. In multiplayer, it happens when all the other players have lost and don’t continue, or for a set number of battles. If the fight goes the full distance, the winner is the surviving player with the highest score.

A defeated player can put more money in the machine to continue the game “with more firepower.” This is allowed four times in single-player, so up to five credits in all, and losing after that results in a solid Game Over. The dynamics of continuing in Rampart are really more complex than this, and I’ll explain those later, but for the time being, you should know “with more firepower” signifies several important changes that are not all clear during play.
In multiplayer, losing players can choose to continue individually twice. That can make for a decently long game if all the players choose to buy all their continues. But eventually, the game will declare a round to be the “Final Battle,” after which no continues will be offered to losing players, and the game ends regardless. The number of rounds a game is allowed to go is operator-adjustable, and continued games usually add a few battles to the overall length.
There also exists one semi-secret game variation. If just two players play Rampart, and at least one of them is joining in again after a completed game, there is a map selection screen that offers the chance to play a composite game mode, featuring both two players and ships! In this, the ships belong to one or the other side, and are color-coded based on who they belong to. They function like extra cannons, generally firing where the player aims their cursor, but are more autonomous. This mode is an interesting variation, and is fairly obscure. Could there be other such secrets hidden in Rampart’s code?

Basics

For now, we’re most concerned with figuring out and defeating the very difficult single-player game. The basic play of both games is similar, but there is a lot of difference between attacking ships or walls, and the structure of single-player is quite different, so it’s worth treating each mode separately.
When you put a coin in and press Start, this appears:

This ornate lobby screen is accompanied by booming drums and realistic, although synthesized, trumpets and fifes. With the volume turned up (as all Rampart machines should rightfully have) the effect is startling and bound to attract some attention. The purpose of this screen is to give other players the opportunity to join the game, for unlike the Gauntlet-style, “join any time” play model Atari pioneered and most arcade games used, once underway a game of Rampart cannot be entered by others. Players can only leave a game, by failing and not continuing.

An interesting thing about Rampart is that, after a game concludes, it always returns to the lobby screen and adds the player’s score to a total across all their games in the session. This encourages players to play repeated games, to see their overall score climb higher and higher. I’ve seen the total go up to over 900,000 points, which takes around 18 full-length games. I know of no reason to go for a high total score other than vanity, but if someone else has information on this I’d certainly like to know!

Your Domain

Assuming a single-player game, the screen clears and shows an overview screen of an island. There are four possible maps that can be selected for play here. At the start of the game, two areas along the shore are boxed, one marked “RECRUIT,” the other “VETERAN +5000 points.” Most of Atari Games’ arcade releases had such a selection, for it was a major part of their house style to offer a basic and an advanced difficulty, with a score bonus for starting harder. With Rampart, this choice is mostly an illusion. All choosing Recruit does is start you off with a very easy first board (the Recruit map is always the “J” map), which usually takes two rounds to finish.

Each level pits the player against a larger and more dangerous enemy navy.

At first, only weak Single-Sailed Ships attack, which go down with two hits from basic cannonry. Here, I call these Gunships.

With level two comes Double-Sailed Ships, a.k.a. Landers, which take three hits, and if they manage to get close to a diagonal shoreline, they drop off a swarm of evil little Grunts.

Grunts are a huge danger! They are the only enemy that has the power to move around during the Building phase. I’ll have more to say about them later, but for now just know that a grunt beachhead, left unopposed, has more credit-ending power than anything else in the game.

Starting with level three, Red Ships join the battle. Although few in number at first, these take five shots to sink, and their red cannonballs leave fiery craters where they land. Craters block piece placement and persist for multiple rounds. Usually a Red Ship can get off two or three shots each Battle, and they add up.

Levels four through six feature the same kinds of ships, but they’re darker in color, which in game terms means they take one additional hit before sinking. Dark Gunships take three hits, Dark Landers require four hits, and Dark Red Ships only go down after six cannonballs have struck them.

Every time you complete a level, you’re returned to the island screen to pick a new map to play. After the first level, three remaining unplayed options are offered. If you chose a Recruit game you’ll eventually have to face all these boards, but if you picked Veteran and started on level two, you end up skipping one of them, an opportunity to avoid a disliked map.

The “C” Map

The “Hat” Map

The “J” Map

The “N” Map

The maps are not even in difficulty. Generally, easier maps have castles with land around them on all sides, and more straight horizontal or vertical coastline, giving Landers fewer places to land. My opinion is that the “Hat” map is the easiest, followed by the “J” map, then the “C” and “Lowercase N” maps. A good strategy is to try to get one of the harder two maps out of the way as first selection, so you can later play the J and Hat maps to offset the harshness of the third and fourth levels, but sometimes the Veteran selection level ends up being the Hat, and you’ll have to play them in a different order.

The “Slash” Map

The “Backslash” Map

Level five is selected from one of two unique maps, both peninsulas with water on both sides. Both are difficult, although I think the “Backslash” board is a little easier. As you progress, each level starts you out with fewer castles to capture. By this point you’re only getting three castles, and you’ll probably have to use all of them to survive.

The final, “Island” Map

The last level is an island to itself, with a lake on it and only two castles! Here, ships attack from both sides of the screen. This level is a trial; although you have to sink fewer ships here to win, it’s difficult to prevent landings and grunts from overwhelming you, and the craters from Red Ships can easily give you an inescapable situation unless you mitigate them.

If you finish the last level, you get special ending music, and an illustration that few arcade goers have seen, before being returned to the High Score and Lobby screens. It may seem anti-climatic, but final victory and safe shores are their own reward.

Arcade Mermaid: Rampart, Part 1: Introduction

Arcade Mermaid is our classic arcade weirdness and obscurity column! Frequently (no promises) we aim to bring you an interesting and odd arcade game to wonder at.

The next week is going to be pretty busy for me, so I’m reusing a long long piece I originally wrote for the short-lived fanzine I made, Extended Play. It’s been seen before, but only by a very small audience.

Rampart has been an obsession to me since it came out around 1990. I still think it’s one of the finest arcade games ever made, actually one of the best video games period. People tend to describe it as either an early version of Tower Defense, or Missile Command meets Tetris, but neither description is very good. Simply, there had never been a game like Rampart before, and despite some attempts to clone it, there’s never been a game like it since, either.

We’re all as obsessed with weird old arcade games as I am, right? Right?? Most (but not all) of the next week of posts will all be about this wonderful, but extremely difficult, game, one of the best from Atari Games at their heights. Please bear with me, and please, try to understand why I’ve been so into this unique game for so long.


In the late 80s Atari Games was recovering from 1983’s Great Game Crash, which decimated the US arcade industry and resulted in a great dying out of companies. Atari Games, newly split away from the consumer electronics company that would make the Atari ST, weathered it better than most, primarily through developing ingenious kinds of games the likes of which were seen nowhere else.

This period, 1984-1990, is the age that began with Marble Madness and the System 1 hardware, followed by hits like Paperboy, 720 Degrees, Gauntlet, Toobin’, Cyberball and others. It lasted roughly to the release of Street Fighter II, which sparked the fighting game craze and made arcades inhospitable to most other genres for a while. At the tail end of this period came Rampart, designed by John Salwitz and Dave Ralston, who also created three of the games in the foregoing list.

It’s a bit obscure now, but it was quite a hit for Atari at the time. For home systems Rampart received no less than thirteen distinct ports, plus a few notable emulations. It got very good reviews from Nintendo Power (SNES version) and Videogames & Computer Entertainment (arcade). More recently, it was released emulated with network play for free for the PlayStation 3. And yet, still, no one talks about Rampart anymore.

Battle Phase


That is a weird thing about what I call Atari Games’ “Silver Age,” that time after the classic arcade boom of the late 70s/early 80s but before the rise of one-on-one fighting games, its games, while still fun and surprisingly ingenious, and widely ported, don’t have the star power, other than a couple of things like Gauntlet, that Japanese releases from the same time have garnered.

Part of the reason may be trademark-related. The name Atari still carries considerable nostalgic weight, but another company, the one formerly known as Infogrammes, bought the trademark and the classic Fuji logo, and still releases games under it. They own the rights to everything before Marble Madness. Games after that were owned by Midway for a while, but Midway then, in a crushing indignity, renamed them Midway Games West, before closing them outright in 2005, getting out of arcades altogether. Many of its assets were sold to Warner Bros. Entertainment, who presumably now owns the rights to Atari’s post-Marble Madness catalog.

I’ve written before that, at their peak, I think Atari Games was more ingenious and original than Nintendo themselves. They made some stinkers, sure (few remember Thunderjaws, or their arcade take on Tim Burton’s Batman movie) but their best games were, and still are, amazing. I think that Rampart, while little talked about now, is at the top of the gilded heap.

Rampart is great, but it’s difficult. For a game I’ve been obsessed with since its release in arcades in 1989, I can only complete it on default settings about a third of the time, and usually only after expending all the continues the game allows. This was common for Atari Games games, who tended to make arcade machines that mocked the idea of one credit runs, but even among those, Rampart is hard. You are not going to master this one overnight.

I view my purpose here usually to be a secondary source. That is, I prefer to summarize, encapsulate, explain and preserve information available elsewhere. But the thing about Rampart is, there is very little of this information to find. For a game that was popular at the time of its release and with so many ports, googling it will not turn up much to aid you. As far as I know, and I’ve searched for it many times throughout the years, Rampart has never had a good, comprehensive strategy guide written for it.

It is because of this, favored reader, that I have decided that this shall be that guide. Since most of it is self-discovered, I have no one to blame for errors but myself. I have made some efforts to make sure it’s correct, but, well, sometimes even well-considered assumptions turn out to be false. I’ve done what I can.

(More tomorrow!)

Glory Be to Frog in Heaven, it’s Fan-Made Character-Mode Gradius

Why would someone make something like this? I’m glad they did though. It’s fifteen minutes long, made for a pair of Japanese Sharp-produces home computers. Note that the proper name for this is not ASCII-art, as it makes heavy use of Japanese characters. Also note that enemy shots don’t ever seem to contact the player’s ship despite appearing to contact it in multiple places, so I don’t know how accurate the conversion is. Also also: no music, and only the occasional beep for sound. And, after the second level, it loops through some basic terrain forever with no enemies, with no Moai Stage, so you can stop watching after the second Big Core blows up.

(The Japanese description to the video notes that there’s no hit detection and no enemies after Stage 2.)

MZ-80 MZ-700 Gradius (Youtube, 15 minutes)

The Long Time Coming of Long Gone Days

For this perceptive podcast, I sat down with Camila Gormaz and Pablo Videla from This I Dreamt to talk about Long Gone Days. We spoke about how the project began, what it was like creating a game in a modern setting and trying to balance the story with the JRPG-inspired combat.

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Serenity Forge:
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