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Blaster
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Name:
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Blaster |
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| Company: |
Atari |
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Model #:
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N/A |
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Programmers:
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Eugene Jarvis & Larry DeMar
(Vid Kidz) |
| Year: |
1984 |
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Released?
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No
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Notes:
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Unofficial sequel
to Robotron: 2084 |
Few people even remember, much less have actually seen a
Blaster arcade machine. This unique 3-D shooting game was
actually the unofficial sequel to Robotron: 2084 (set in the
year 2085). Unfortunately the powerful 3-D graphics used
in the game made it very expensive to produce, so only a few
hundred were made (estimates say around 500). Another
problem was that while Blaster was gorgeous to look at and fun
to watch, it was a very difficult game to play. Few
players were skilled enough to reach the end, and as most arcade
operators know, overly difficult games don't make much money
(such was Gravitars fate). The odd 3-D style graphics also
tended to confuse people and scare away potential players (this
was 1983 after all). This is a shame because games like
Blaster and I, Robot were really ahead of their time.
It is worth noting that the screenshots on this page simply
don't do the game justice due to the inability of a still
picture to capture unique 3-D movement of the objects.

At this point you're probably thinking that Blaster
is just another great looking arcade port for the 5200 right?
Wrong! It was actually the arcade version that was the
port! As hard as it is to believe, the Atari 400/800 version
was the first version of Blaster to be developed. Vid Kidz
was so convinced that the Atari 5200 was going to become one of
the greatest systems of all time that they developed Blaster for
the Atari 400/800 while they waited for the 5200 hardware to be
finalized and released (400/800 code was easily ported to the
5200). However once they showed their prototype to Williams,
Williams decided that the wanted to do an arcade version of
Blaster because "The arcade version always came first".

After the arcade game came out and met with modest
success, Vid Kidz went to Atari with their prototypes to work out
a deal. Unfortunately by this time it was 1984 and the video
game market was crashing fast. Although Vid Kidz finally
worked out a deal, Atari decided not to release the game due the
weak market. The really sad part of all of this is that the
8-Bit version was ready back in 1983 and could have been a huge
hit for Atari had Williams not demanded that the arcade game come
first.

Blaster is a first person 3-D shooter seen from the
cockpit of the Blastership. Although it may look odd and
confusing, the the controls couldn't be simpler. Pushing
left or right will move the ship left or right, and pushing down
and up will cause the ship to climb or dive. Since the game
is seen though the cockpit of the ship, you will see the whole
screen move in response to the controls rather than seeing a ship
move around a stationary screen. This can make avoiding
obstacles a little difficult since you can't exactly tell where
your ship is, but the game gives alot of leeway in this
department.

The game is separated into four different stages:
The Robot Grid, Time Tunnel, Outer Space, and Planetoids.
Each stage has its own unique characteristics, but the goal
of each stage is the same: shoot anything and everything that
moves, rescue all humanoids, and avoiding losing all your energy.
After clearing all four stages, you will be returned to the
Robot Grid and the difficulty will increase.
Robot Grid
This is the first stage you'll encounter and is
arguably the best looking of the four. The Robot Grid plays
a bit like Buck Rogers: Planet of Zoom, in the fact that you must
move through archways while shooting all enemies that get in your
way. While it isn't absolutely necessary to pass through
each archway, doing so will net you massive amounts of bonus
points. The first archway is worth 1,000 points, and each
successive archway is worth an additional 1,000 points.
However if you miss an archway the bonus will be reset back
to 1,000. Robots can be similarly chained for large bonus
point payoffs (starting at 100 and increasing 100 points with each
robot).
As you weave your way through archways while
navigating the plain you'll also run across walls. Walls are
transparent grids that are reminiscent of the obstacles in the
trench scene of Star Wars: The Arcade Game. Avoiding walls
is rather difficult as they take up a large area of the playfield,
but it is absolutely necessary as they take off a large portion of
your energy if hit. Starting on level 2 Kamikaze planes will
attempt to ram your ship at regular intervals. The closer
the ship is when you destroy it, the more points it is worth, but
be careful that you don't wait too long...

Time Tunnel
The stage is reminiscent of the Time Warp stage
from Gorf. Here you must maneuver around the time tunnel in
an attempt to save as many humanoids as possible. These
humanoids are from a 20th century starship disaster and have been
stuck in the time warp for a millennia. The first humanoid
you rescue is worth 1,000 points, and each successive humaniod is
worth another 200 points (up to a maximum of 2,000 points).
Missing a humanoid will reset the bonus value back to 1,000
points. Thankfully there are no enemies on this stage so you are
free to concentrate on collecting humanoids.

Outer Space
This stage is similar to the Robot Grid, but there
are no annoying archways to fly through. Unfortunately there
are a ton more enemies on this stage, making your trip much more
difficult. There are four different types of enemies, each
enemy type poses a unique threat.
| Xitan Mineships |
Xitan Mineships are tricky little buggers.
They like to buzz your ship at high speeds and then
throw a barrage of deadly space mines in their wake.
Avoid these mines at all costs! |
| Z-15 Fitershipz |
Z-15's are your standard attack ship and
will confront you directly with lasers blazing. On
an interesting side note, the Fitershipz look suspiciously
like Tie Fighters... |
| Destructor Satellites |
Destructor Satellites are large four
paneled objects that appear at the most inopportune times.
These fast moving sentinels take up such a large
portion of the screen they are quite difficult to avoid.
Take special care to avoid their deadly laser
barrage when taking evasive action. |
| Death Riders |
Death Riders are the absolute deadliest
enemy in the game. These deadly creatures (which
resemble a skeleton riding a rocket) pack some serious
firepower and they aren't afraid to use it. If they
fail to penetrate your shields they will attempt to ram
you at high speeds. |

Planetoids
This is the final stage of each level. This
stage is similar to the Time Tunnel, but this time there are
deadly planetoids and saucers to avoid. There are two
different types of saucers that hide in the planetoids: Purple
Saucers simply move about the screen taking pot shots at you, but
Red Saucers will attempt to ram into your ship. Red Saucers
can be shot at close range for a large bonus and chained for an
even larger bonus (up to 3,000 points).
As you navigate the planetiod field you will
eventually hear a beeping noise, this is your cue that the
Energizer is near by. The Energizer looks like a large
glowing E and is hiding somewhere along the rocks. Touching
the Energizer will instantly repair your ship and warp you to the
next level. You may eventually notice that all the stranded
humanoids in this stage make a path that leads right to the
Enegizer, so it's in your best interest to try and rescue them
along the way. Missing the Energizer won't cause you any
harm, but it will make the next level more difficult.

Blaster is an amazing piece of programming shows
that the 8-Bit computer line was capable of great things when
properly programmed. Blaster may not have had much success
as an arcade game, but would have been a sure fire hit for Atari
if it had been released when it was originally finished in early
83. Unfortunately management bureaucracy once again reared
its ugly head and ruined another great game. Thankfully we
can all now enjoy one of the greatest lost games of all time.
| Version |
Cart Text |
Description |
| 2/27/84 |
|
Final Version (Atari Credit)
|
| ?????? |
Blaster |
Final Version (Williams Credit) |
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