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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 |
| 3/23/84 |
|
Final Version (Atari Credit)
|
| ?????? |
Blaster |
Final Version (Williams Credit) |
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