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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Sundry Sunday: NCHProductions’ Eevee Cartoons

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

If you’re familiar with Pokemon creatures, you might understand this sequence of four short animations from NCHProductions a little better, but really, it won’t be that helpful. They’re weird, but fun, but weird. They relate a sequence of events, which I say because I can’t bring myself to call it a story.

#1: Eevee Tries a Lemon (1 minute)

#2: Eevee Disassembles a Magnemite (2 minutes)

#3: Magmemites (who are also bodybuilders for some reason) evolves into Magneton, and also Umbreon’s there (1 1/2 minutes)

#4: Eevee eats fried chicken (1 1/2 minutes)

Sunsoft Hebereke Cartoons

Hebereke is that NES game, released in European territories as Ufouria, with the cute, yet somewhat bizarre, characters. It recently got a Switch release (“Enjoy edition”), and kind of a sequel.

Sunsoft has released some animations of Hebe and his friends on their Youtube channel. Each is very short, and entirely in Japanese, but most of them don’t have words anyway, and they’re all of a style of humor that I don’t think they make a huge amount of sense even in their native language.

They’re all collected in this playlist, but a couple of selections should help you understand what you’re in for. All of these are about one minute long.

Hebe buys a toy gun:

Hebe and Sukezaemon race on what I’m going to call jet-powered “vehicles”:

And, trouble with bird poop:

Legends of Wario

There’s this image going around, referred to in this video as a “greentext” image, in that way that people who are very online will just throw out there and expect that everyone knows what they’re talking about when other people (like myself) who are at least as online don’t know because they weren’t online in the same way. It seems that a “greentext” image is that way because it’s a quote in an old 4chan thread. Bleh.

But anyway. Said image is a list of obscure, but apparently canonical, facts about everyone’s favorite money-grubbing antiplumber, Wario. Narrator Mish Koz goes through each fact and tries to determine from whence it came. Many of them are sourced from an old Nintendo website. They’re entertaining at least, for 17 minutes. Here is the video:

The facts are:

  • He has a bee allergy
  • He likes wrestling & country music
  • His favorite foods
  • He can bench press 200 kg
  • Dr Crygor uses him as a guinea pig for his experiments
  • He goes treasure hunting with Mona
  • He gave 9-Volt a GBA
  • The reason for his immortality is he doesn’t feel like dying
  • Things Wario hates: smart things, jerks that are stingy with their money, chocolate with peanuts, marron glacés, peppers and jigsaw puzzles
  • Wario’s spending habits: he spends most of it on food
  • He ate 100 Poison Mushrooms and red and white spots appeared over his body
  • He washes his clothes every 10 days
  • The source of his powers: garlic
  • He has a farming background, although no one seems to actually know the source for this fact

Investigating the Wario Greentext (Youtube, 17 minutes)

/dev/scream

Computer entertainment is a wide field, and it’s easy to forget that it’s not all jut vidja gmaes. Por ejemplo.

On Linux machines, there is a system “device” called /dev/zero. If you pipe its cont ents into something else, like a file, it provides an endless stream of zero bits.

Someone, going off of that idea, created another virtual device called /dev/one. It produces an endless sequence of 1 bits. Usually this takes the form of 255 bytes, which are binary 11111111.

/dev/zero is more useful than /dev/one, since zero bits also make zero bytes. Usually, if you’re using /dev/zero, you don’t actually care much about the data you get anyway. /dev/one is mostly for the entertainment of a weird sort of Linux user, presumably one that makes jokes about vi and Emacs.

Well to that kind of person, /dev/scream should be 20% more entertaining still. (A 20% increase should rightfully, I think, be called a “Dash.”) It produces an endless randomized sequence of two characters, capital and lowercase A, and capital and lowercase H. So:

“AHAhaHaAAHHahaaAhAhHAHaAhAAHHhah”

The fact that it could be interpreted as either a sequence of screaming, or a sequence of laughing, could be taken as either a bug or a feature.

/dev/scream (GitHub)

Mission: Impossible for CP/M

Set Side B’s mission statement is to cover three categories of gaming: retro, which let’s be honest is most of what we do; indie, often the province of blogmate Josh Bycer; and niche, which is usually what all the Nintendo stuff gets filed under.

Well, you don’t get much more niche than the category of CP/M gaming. CP/M, or “Control Program for Microcomputers,” is an ancient OS for 8-bit Z80 computers that recently turned 50. Half a century old! While CP/M was very popular in its era and had a lot of software made for it, much of it is obscure and hard to find now, and in histories of home computing tends to get largely overshadowed by Apple and Commodore. It’s a huge vanished scene, but it can be thought of as the DOS before DOS: the OS that would become PC-DOS, then later MS-DOS, was made as a recreation of CP/M’s API for the 8086 family of processors.

If you think MS-DOS software looks primitive then CP/M will appear to you like the freaking Stone Age. MS-DOS had early adapters like CGA and EGA for graphics, but CP/M had none of those. The point of CP/M was that it ran on a plethora of systems, from manufacturers like Kaypro and Osbourne. Many big microcomputers from the age, like the Commodore 64, TRS-80 and Atari 8-bit line, had add-on cartridges with Z80 processors in them so they could take advantage of the huge CP/M software library. Since the point of CP/M, as would be for MS-DOS later, then Windows after that, was cross-compatibility, it had to run on all those systems. But it didn’t have the IBM PC’s standardized graphics hardware, so little, if any, CP/M software took advantage of special graphics functionality. It’s all terminal gaming.

A beneficiary of the limited prospects for games on the CP/M was Infocom, which released a number of their early titles, including the Zork trilogy, on CP/M, which wouldn’t be held back by the lack of graphics. But other games were made. Many of these titles were reviewed by the ultra-niche blog TechTinkering, which has a Youtube channel, which uploaded video of a lot of CP/M software, including Mission: Impossible.

Mission: Impossible, by Richard Altman, is one of the category of terminal games, which are often played by printing information on the game state to the screen, then asking the player to enter options from a numbered list. In addition to only rarely having real-time play, because there are no visual or aural components to engage the senses, a lot of the weight has to be borne by the gameplay, which often means it’s pretty difficult. It’s of the class of games that can be found in David Ahl’s BASIC Computer Games books, games like Star Trek, Lemonade Stand and Hammurabi.

Mission: Impossible is a fairly complex game that I don’t yet fully understand. Here, watch TechTinkering’s 19-minute video on it.

Mission: Impossible (TechTinkering)

Hidden Dialogue in Earthbound

It might not seem like it, but in the 8- and 16-bit era, text in a game was rather expensive.

The expressive power of an English sentence is great, but in a way, that of an equal number of bytes of assembly is greater, due to it living and working in the machine, and not just in the head of the player. A page of text is about 700 words; at an average of five characters each, uncompressed that’s 3,500 bytes, or 3.5 kilobytes. By contrast,the whole OS of the Commodore 64, Kernel and BASIC ROMs combined, is 8K.

Most JRPGs are thought to have lots of text, but really they have less than you might think. Square used a few tricks to make a little text seem like more than it really was: like the use of larger fonts, and using graphics to put on little skits to illustrate scenes instead of just displaying them as plain old words. And of course there’s compression. A good compression scheme, while troublesome for fan translators, can still cut down the size of text by half.

But Earthbound is a unique game in many ways, and one of them is the amount of text it has. Creator Shigesato Itoi is a copywriter and essayist, and he wrote a ton of words for Mother 2, Earthbound’s Japanese version. Translator Marcus Lindblom gave it a localization that many regard as one of the greatest of all, that manages to get across much of the wit and charm of the original.

It was a huge task. The text dump on GameFAQs, compiled by someone going by the name “BlueberryButtface,” is 391 kilobytes; the size of the game’s ROM is a bit over 3 megabytes. A direct comparison isn’t really helpful because the dump on the page is uncompressed, but it’s still useful to get a sense of scale.

A lot of this text, as it turns out, is hidden. Not in the sense of being locked off from the player, unused in the game. The text is findable in the game, but much of it is obscure, available only at a specific part of the game, or easy to miss. And, this being Earthbound, much of the text is pretty funny!

On Youtube (again), Cybershell has put together a 28-minute video that uncovers much of this hard-to find text. I already knew about much of it, because I’m weird like that, but it’s nice to have someone present a guide to what’s there and how to find it. A lot of it is the text of the Hint Guy, who, as in the style of Nintendo’s games at the time, will give you a pointer to whatever you have to do next in the story if you pay him a fee. All the hotels in the game have newspaper text appropriate to the point of the story you’re in, even the one way back in Onett, the starting town. Items have interesting descriptions if you think to ask for them. And of course, after you win the game, you can go back in and talk to the NPCs on the way back home, and frog help me, Shigesato Itoi wrote, and Marcus Lindblom translated, congratulatory text for nearly everyone in the game. And there’s more, even than that.

Here’s the video. It’s a fun use of half an hour, if you have any interest in Earthbound.

Rare and Obscure Dialogue in Earthbound (Youtube, 28 minutes)

The Flicky Blog

It’s a whole blog devoted to Sega’s arcade hit, and inspiration for some of the animals that Sonic rescues: Flicky! It doesn’t post frequently, but it doesn’t have to!

Flicky is a wonderful little game, if you’ve never played it. It’s sort of like Mappy meets City Connection. You guide a bluebird through a horizontally-scrolling level to rescue baby chicks from cats. Weirdly, the cats can’t actually hurt the chicks, but they can hurt you.

The standout post on the blog is a discussion of Flicky’s place in Sega’s history, which mentions that the game was created by Youji Ishii, who would go on to create Fantasy Zone! There really should be more games like Flicky and Fantasy Zone, I think. And I’m right!

www.flicky1984.com (Blog)

Sundry Sunday: NES Blades of Steel, Sung A Cappella

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

On Youtube, Triforcefilms has made it their niche to sing music from various game and other media properties a cappella, that is, entirely with voice doing the music.

They have lots of videos, and are still going today, but the one I’m choosing to call out is from nine years ago, their rendition of music from one of the lesser-known NES efforts: Konami’s Blades of Steel, which despite the name isn’t a fantasy hack-and-slash game, but a hockey game, actually a conversion of an arcade game of the same name, both with unexpectedly atmospheric visuals and music.

Here’s a link to a playlist of the NES soundtrack. The highlight I think is the game setup menu. While a zamboni resurfaces the ice for the upcoming match, one of the better menu tracks in the NES library plays in the background. It’s the first of three pieces in Triforcefilms’ video (2 minutes), which are the menu theme, the match start theme, and the intermission. They don’t adapt the triumphant victory theme, but I’ll take what we get.

Note, if you’re confused by the unexpected appearance of Gradius towards the end, that’s from NES Blades of Steel! As a minigame, sometimes you get to shoot at the Big Core during intermission. Win or lose, it doesn’t affect the match, and you still get the advertisement for other Konami properties.

As a minor extra, here’s a stereo separation of the soundtrack made by 8BitStereo. It’s mostly the same as the straight NES version, but in stereo, and will a little more echo.

If I’m presenting Konami sports music that rocks unexpectedly hard, I have to also link the menu theme from NES Double Dribble, and that game’s victory theme. Why did they put so much musical effort into their sports games?

Blades of Steel – Acappella (Youtube, 2 minutes)

A Complete Playthrough of the Original Zork Games

Three videos of a Youtuber called SwimYBO going through all three of Infocom’s classic Zork games. Zork was originally made for the PDP-10 by a number of students at MIT as a larger and funnier version of Colossal Cave, and was made all as one game. When remade for a variety of home microcomputers at the time, it was written in a special language, ZIL, for a virtual machine called the Z Machine. So, the game writers wrote their games once for ZIL, which had a Z Machine written for each of the target platforms. This explains how they were able to relatively easily port for every platform under the sun, back when there were over a dozen, and also why most of their games looked like they were the output of a simple terminal emulator.

Infocom was bought by Activision, used as a brand for a number of weird titles like an NES game, and eventually the Zork name would be applied to a pair of Windows graphic adventures. The property currently lies dormant in the hands of an uncarring megacorp, along with many other old computer game settings, characters and properties from over the proliferating decades of time since Pong.

Anyway. SwimYBO’s playthroughs go through the entire game and reveal all the puzzles and solutions, but they do leave some of the descriptions and game lore unrevealed for a player who might come to them later.

Zork I (“The Great Underground Empire,” 29 minutes):

Zork II (“The Wizard of Frobozz,” 30 minutes):

And Zork III (“The Dungeon Master,” 34 minutes):