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!)

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)

Shmuplations Translates An Interview With An Arcade Donkey Kong Programmer

The name of Ikegami Tsushinki Co. is a bit better known nowadays. For a long while Nintendo was content to just let the world believe they were entirely responsible for their early blockbuster arcade hit Donkey Kong, but eventually word got out that all of its program, and large portions of its design, were the work of a number of uncredited employees of that company. While Nintendo owns the trademarks over the game, the copyright of the arcade game’s code appears to be owned by Ikegami Tsushinki, or perhaps held in joint between them and Nintendo.

One of Shireru Miyamoto’s original notes for the design of Donkey Kong, at that time envisioned as a Popeye game.

Which is it precisely? Look, when you write a daily blog you don’t have time to hunt up Japanese legal records. What is important though is that this is why Nintendo doesn’t have the rights to just rerelease arcade Donkey Kong willy-nilly. To date, they have used it once since the classic arcade era: an inclusion in the N64 Rare title Donkey Kong 64. Mind, there has been an Arcade Archives release from Hamster; I presume they got the rights from both Nintendo and Ikegami Tsushinki. It’s for this reason that Nintendo almost always presents NES Donkey Kong in compilations, which is similar but differs from the arcade game in many important ways.

Hirohisa Komanome was one of the people at that company that worked in concert with Nintendo’s Shigeru Miyamoto, and several other employees of Ikegami Tsushinki, to complete the design and implement Donkey Kong from Miyamoto’s notes, finishing it in only around three months. Donkey Kong came out in July of 1981, meaning it was probably began around the beginning of the year. The quickness of their work would prove to be essential: remember, the American arcade industry collapsed in 1983, when many promising games would be abandoned or released to greatly diminished profits. If Donkey Kong had been released a little later, it may not have become such a fondly remembered hit.

Kate Willaert commissioned the translation by Alex at Shumplations of an article written by Hirohisa Komanome that was published in 1997 in the Japanese publication bit. It’s up on their site here. Given that Nintendo tends to be very tight-lipped when letting their employees talk to the press, it’s probably good for us that Donkey Kong was implemented by an outside company, or else this account of the game’s creation may never have seen print, or our eyes.

Donkey Kong: A Record of a Struggle translated into English (shmuplations.com)

The Marquee and Instruction Card For Vs. Super Mario Bros.

Vs. Super Mario Bros. was the arcade version of Super Mario Bros., which made it to US arcades a few months after the NES release. It’s a much harder game than the home version, with levels brought in from the Japanese Super Mario Bros. 2, and operator adjustments that can make it even more difficult.

A little remarked-upon aspect of the game is that it came about before the drawn character design of Mario and his enemies had been solidified, at least in the US, so the official arcade release of SMB had a weird marquee, with an image design that was never drawn upon by later releases:

Image scavenged from gameongrafix.com

It’s somewhat reminiscent of the flyer they distributed to promote the game when it was going to be titled Mario’s Adventure:

And even more interesting, it had this title card. Behold, an official Mario looking meaner than he ever had before or has since!

Can’t sleep. Mario will kill me.

Food Fight Frenzy

I am frankly amazed that this is happening, that the company now calling itself Atari seems to be on a streak of good, or at least interesting, decisions, but in addition to releasing Atari 50 and buying Digital Eclipse, they’re making updated versions of classic Atari (and Stern) arcade games, and an upcoming release of theirs is a personal favorite of mine: Food Fight!

It isn’t even their only recent sequel to it they’ve made; another would be the also-upcoming FPS Food Fight: Culinary Combat for the (current) VCS. But that seems to be an inspired-by game with cartoony 3D graphics; this looks much closer to the arcade original, and made by people with a deep love for it.

I don’t know what’s inspired their warming up this particular old property, but Food Fight was a fine game that was sabotaged mostly by the classic US arcade crash. Charley Chuck is a kid out to eat a giant ice cream cone before it melts, but out to stop him are four chefs. Scattered through each level though are piles of food that can be thrown, by either Charley or the chefs.

Like the cone that’s Charley’s goal, the original Food Fight drips with character. There are so many clever touches, especially for a game from 1983. Charley’s large eyes look in the direction he moves; the analog joystick registers many more directions than the standard digital 8-way joysticks in common use at the time. The named chefs have different personalities, along similar lines as Pac-Man’s ghosts. Each kind of food has different properties when thrown. Charley smiles when things are going well, and bears a more neutral expression when they aren’t. Charley can bring along one piece of food from a previous level. If a particularly clever move is pulled off, the game will call for an instant replay. The level select screen lists a flavor for each ice cream cone, with higher levels having dual flavors.

This is how Food Fight played in arcades (7 minutes):

The new game supports up to four players around a cocktail table form factor, in a last-kid-standing scenario. Instead of just flinging food at the chefs, the other players are also viable targets.

The original Food Fight was one of the last arcade projects of early independent game developer GCC, who designed games for other companies to publish. They also made Ms. Pac-Man and Quantum, and they also designed the Atari 7800 console and many of the arcade ports that were made for it.

Here’s is Arcade Heroes’ post on Food Fight Frenzy. Arcade Heroes also did a nine minute video talking about the game’s creation, and the changing climate at Atari that resulted in its creation being greenlit, and that shows off the gameplay, which looks very faithful to the original!

People who want to hear quite a bit more about this upcoming release can watch/listen to episode 140 of the Youtube/podcast series Indie Arcade Wave (36 minutes).

1 Credit Clear of Tower of Druaga, With Explanations

This one I find rather fascinating. There may be no arcade game ever made as purposely frustrating to play as Namco’s Japanese-only game The Tower of Druaga.

Hero Gilgamesh (often shortened to “Gil”) must pass through 60 maze levels, collecting a key from each then passing through the door to the next, while defeating enemies that get in his way, in order to rescue his love Ki from the villainous Druaga.

BUT almost all the levels have a secret trick to perform. If this trick is accomplished, then a chest will appear that, if collected, will grant Gil a special ability. Some of these abilities are helpful. Some, in fact, are necessary, and if they aren’t collected then on some future level Gil will be unable to advance! The tricks are explained nowhere in the game: it just expects you to know them, if not discovered personally then learned through word of mouth. (This was like a decade before most people had access to the internet.)

What is more, nothing in the game explains what the treasures are or what they do, or what you’ll find on each level if you do know the trick. And a few of the treasures are actually harmful! It means that, to win, you have to rely on a host of hidden information, obtained by both your own observation and from what you’ve heard from others. Which requires a ton of quarters to get, which suited manufacturer Namco just fine. Unfortunately (or, maybe, fortunately?), the game crash prevented Namco from trying its luck with this game in Western territories.

As a result, The Tower of Druaga is a game that’s probably experienced watching someone else play, rather than playing yourself. That’s what this video is, Youtube user sylvie playing through the whole game, not just advancing through, but explaining how it’s done along the way. It’s an hour and three minutes long:

Sundry Sunday: Gyruss Themes

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

While there are examples of excellent music from the classic era of arcades (Frogger comes immediately to mind), I don’t think there is much that can equal that of Gyruss’ arrangement of Bach’s Tocatta and Fugue in D Minor. Here it is, isolated from the rest of the game’s soundtrack, from Youtube uploader StyleK226 (1 1/2 minues):

Wikipedia tells us that the arcade arrangement is reminiscent of a version of the song from the British band Sky, titled just “Toccata” (4 1/2 minutes):

If you only know Gyruss from the NES port, you might be surprised that it’s an almost entirely different arrangement from the arcade version! Maybe it was changed because of the similarity to Sky’s version. Some people prefer that one, it’s got a bit more variety, although I think the arcade’s is a bit better. Judge for yourself (3 minutes):

The Toccata is only used for the intro and the first warp on each planet, which is a bit of a shame, the rest of the music isn’t bad, but it’s not Bach. In Japan, Gyruss was a Famicom Disk System game. The FDS had extra sound hardware, and the result is an upgraded version of the NES soundtrack (14 minutes in all):

There’s been a number of fan versions of the Gyruss soundtrack, although most of them seem to be inspired by the NES port rather than the arcade original. Here’s a metal medley of that particular musical mutation (3 minutes):

As commenter @Fordi says, “What I love is that Intro / Stage 1 is a genre cover (metal) of a game’s adaptation (Gyruss) of a genre cover (Sky – Toccata) of classical music (Toccata and Fugue in Dm).”

SjASMplus

No image this time. There’s nothing to take a screenshot of! SjASMplus is, simply, a cross-platform assembler targeting the Z80 platform, the processor that runs many classic arcade games. (I refuse to say “powers,” that’s not what that word means!) If you have interest in writing new games for old arcade platforms, it’s something you’ll need.

It’s the holidays still, and I’m trying to unwind a bit. I’m failing, but at least the effort is there: the effort to reduce effort. Maybe someday.

Cam’s Pac-Man Fun Page

From the linked page. Piranha is one of a whole category of Pac-Man bootlegs that try to obscure their origin.

I’m considering writing more on the subject of the male-gendered Pac, which I assume is a mere matter of social custom among the Pac-People since they have no genitalia or clothing. Pac-Man bootlegs, in particular, are bizarre and wonderful, even if they often aren’t very fun to play.

But Cam has a nice page devoted to Pac mutants. And these old Geocities-style pages need much more love these days, so for now I’ll link to them. Have a look!

A little remarked-upon aspect of these Pac-legs is how their character name is strictly determined by how many letters long it is, so that they can fit on this screen in the same amount of space that PAC-MAN did.

Names For Bootleg Pac-Man Ghosts

From a bootleg made by “SegaSA / Sonic.” Appears to have no relation to the Sega we know, or its spiny progeny. One of the few bootlegs that gives Pac-Man himself a nickname.
From a bootleg made to work on Moon Alien hardware. These are the “alternate” official names for the ghosts. Are they direct translations of the Japanese ghost names? Those are remarkably ugly ghost colors: hence, this remark.
These boring names are from “JPM bootleg,” I assume that is its maker.
From NewPuc2, Set 2. The best bootleg names I’ve seen so far, by a wide margin, even if they have nothing to do with their colors or personalities. I can almost forgive the misspellings.

Dan Fixes Coin-Ops Repairs a Baby Pac-Man

Over on Mastodon, Dan Fixes Coin-Ops has been documenting an epic quest: the repair of a Baby Pac-Man machine.

It’s one of the non-Namco Pac-Man spinoffs that Bally/Midway released in the wake of the original’s extremely high popularity. I’d like to remind readers that while Namco has been the sole beneficiary of Pac-Man’s heights lately, the original game, at first called Puck-Man in Japan, was not popular there. The spin-offs, console ports, handheld games, trading cards, stickers, clothing, cartoon show, Christmas special, breakfast cereal and unnumbered other items, that was all Bally/Midway’s doing. Toru Iwatani created and designed it, his team made it into a game and cabinet, Namco released it in Japan to middling success, and from there Bally/Midway got behind it and turned it into one of the most gigantic video game hits there’s ever been, a machine that at one point had one hundred thousand units.

Now, I’m not going to deny that their effort led to some erasure of knowledge of Namco’s existence at the time. All those Pac-Man machines and spin-offs mentioned “Bally Midway Mfg. Co.,” with nary a mention of Namco. But it’s undeniable now that erasure is happening in the other direction: a search over the History page on official Pac-Man website has no mention of Bally at all, even though the page acknowledges that the game was “a major hit in the United States.”

Some of that success leaked back to Japan and fueled some Namco-made sequels: Super Pac-Man, Pac N Pal, Pac-Land, Pac-Mania, Pac-Man Arrangement and eventually Pac-Man Battle Royale and Pac-Man Championship Edition, and more recently things like World’s Largest Pac-Man and Pac-Man Battle Royale Chompionship.

Bally/Midway made their own sequels. One of those, Ms. Pac-Man (created by GCC), came to eclipse the original in popularity, but in addition to their licensing of Super Pac-Man and Pac N Pal they made Jr. Pac-Man (also from GCC), as well as Professor Pac-Man and this game here. The one Dan Fixes Coin-Ops repaired. Baby Pac-Man.

Baby Pac-Man is a game that only could be made by Bally, because it’s a video game/pinball hybrid.

Bally, together with the company that would buy them, Williams, is arguably the greatest pinball maker there’s ever been. Up until around 2000 (a heartbreaking year) they made wonderful machines like The Addams Family, Twilight Zone, Attack From Mars, Star Trek: The Next Generation and quite a few others. In 1982 though pinball was in a slump while video games had reign over arcades. The decision to make a game that connected one of the greatest arcade games of all with pinball must have seemed obvious. (It wasn’t their only attempt to capitalize on their golden license with a pinball table, witness Mr. & Mrs. Pac-Man, which I’m informed was released eight months before Baby Pac-Man.)

The combination of an arcade video game and pinball makes for a unique experience. It also makes for a game which breaks down even more often than your standard arcade game, as the thread notes: there’s three computers in the thing, and it’s subject to all the typical arcade game problems, all the typical pinball problems, and special problems with the portions of the machine that connect the two halves together.

The thread begins memorably:

In case y’all were tired of hearing about popular Fediverse people making bad decisions, just thought I’d let y’all know I bought a 1980’s hybrid pinball/videogame tonight

I bought a god damn Baby Pacman

Like this isn’t for a client, I’m not working on it to earn. This game COST money. This is my game now, I paid for it and it lives in my house. I’m not gonna get to give anybody a bill.

This is such a perversion of the natural order of things. I’ll probably route it one day, but for now this is an arcade machine that I SPEND money on!

It’s taken me a little while to get it into the house and have a chat with the mate who sold it to me and let the littleun have a go and put her to bed and fix a couple things and have a go myself so I’ve not been catching up on my notifications, I saw some questions so I’ll do a little thread on it over the next couple of days

I cannot stress enough that you should not buy one of these things

Folk who like 80’s pinball want stuff like this or Haunted House and you shouldn’t buy a Haunted House either

These are games for pinball techs or people with money to hire pinball techs or very close friends of pinball techs

Except Baby Pac-Man needs you to be friends with an arcade tech too.

He finally got it working after three months of work, and what a journey it is. He did it for love of the game: while Baby Pac-Man is dissed in some circles it’s a genuinely interesting game. But to like it, you have to abandon the relatively lenient expectations of classic arcade video games. Pinball is inherently unfair, and that unfairness oozes out and coats even the video portion of Baby Pac: the ghosts don’t waste time in coming after you, and you start with no Energizers: you have to earn them in the pinball portion, which for the most part you can only visit once per life/board. You can return to the video portion temporarily though by locking the ball in a scoop.

Here is the full thread (to date) in Masto Reader, which is a Mastodon version of Threadreader. It takes maybe half a minute to collect the posts and present them though, so to read the whole saga you’ll have to be a little patient.

An interesting video about Baby Pac-Man (although with some bad sound) District 82 Pinball’s here (12 minutes), which covers the tech and gameplay:

And Joe’s Classic Video Games’ demonstration (25 minutes):

Dan Fixes Coin-Ops: Baby Pac-Man Repair

District 82 Pinball’s Baby Pac-Man play and tech tips (Youtube, 12 minutes)

Joe’s Classic Video Games on Baby Pac-Man (Youtube, 25 minutes)