Publisher:
CBS Electronics
Action
Puzzle/Maze
1983
(Images courtesy of MobyGames.com)
(Images courtesy of MobyGames.com)
SYNOPSIS:
The
nasty old troll, Ollie Ogre, is once again terrorizing a peaceful community in
the maze game, Blueprint. This time he's chasing Daisy Damsel. Therefore, with
blueprint in hand, it's up to you to build a contraption to knock off that
pesky creature. However, weapon parts are hidden in bomb-laden houses
throughout the neighborhood, and you're on a time limit.
A
neighborhood in this game consists of ten houses, eight containing parts and
two containing bombs. To advance to the next neighborhood, you must find all
the parts (one at a time), position them in their proper places on the
blueprint (a rectangle at the bottom of the screen), and use the completed
device to thwart Ollie and rescue Daisy. If you pick up a bomb instead of a
part, you must defuse it in a hurry by hauling it to the monster pit at the
bottom right side of the screen.
In
addition to bombs, you must concern yourself with Sneaky Pete, the neighborhood
nerd who lives in the bomb pit. He'll surface from time to time to push a start
button at the lower left portion of the screen that will slip your parts off
the blueprint. In level three, you'll be harassed by Fuzzy Wuzzy, a vengeful
fellow whose advances were once spurned by Daisy. In all the levels, as Ollie
relentlessly pursues Daisy across the top of the screen, he will sometimes
knock flowerpots off the ledge. When a flowerpot hits bottom, it will grow feet
and bounce your way.
Once
you complete your contraption, a warning signal will sound, alerting you that
it's time to rescue Daisy. So, push the onscreen start button to activate the
device allowing you to fire basketballs at Ollie as you maneuver horizontally
along the lower portion of the screen. One lucky or skillful shot will knock
Ollie on his duff. Begin Blueprint with five lives and gain a new one when you
score 20,000 points. Choose from seven skill levels.
REVIEW:
When
I first played Blueprint for the Atari 5200 back in the day, I had no idea what
to expect. I had never played (or even heard of) the arcade version. With a
name like Blueprint, the game seemed like some kind of needlessly complicated
strategy contest or an esoteric simulation of some sort. In short, I was
prepared to be utterly bored. Much to my delight, I discovered that Blueprint
is a maze game, a very strange and original one at that. And while some of my
favorite games are dot-munchers (Ms. Pac-Man and Lady Bug come to mind), I
found it refreshing to play something different.
One
interesting aspect of Blueprint is that it forces you to use your memory. This
is unusual for a maze game. A crucial aspect of gameplay is remembering which
of the ten houses you entered. This may sound easy, but when the action gets
hot and heavy, it's easy to forget, especially when you're down to one or two
more pieces of the contraption. With the help of the pause button, you could
cheat and slap stickers on the TV screen to indicate which houses you've been
in, but you wouldn't want to do that, would you? Another plus is the strategy.
You can speed up and slow down at will, and a speed indicator monitors how much
speed you've used. This lets you cruise quickly when trying to get rid of a
bomb or dodge an enemy, while letting you save energy when you're walking
around the maze unencumbered. I haven't even mentioned the clever onscreen
start button and monster pit!
By
now, you probably think I'm crazy about Blueprint and would recommend it. Unfortunately,
after playing the game for an extended period, I found enough flaws to make it
one of the lesser titles in the formidable Atari 5200 library. The most
annoying thing about the game is Fuzzy Wuzzy. Not only is his name stupid and
unoriginal, but he also gets in the way when you're trying to get rid of a bomb
or go to another part of the maze. Sure, that's his job, and a game without
enemies is like a story without conflict, but he is a classic overachiever. But
sometimes, no matter what you do, Fuzzy will not stray from his path and your
only options are to make a suicide run or let the clock expire. This isn't
challenging—it's frustrating and unfair. I like a cunning enemy as much as the
next gamer, but I don't like a cheater!
Another
frustrating moment occurs after you've built the basketball-shooting device.
You work hard to build the contraption, but the scene in which you actually use
it is much too short. All you have to do is hit Ollie Ogre a single time with a
basketball -- a fast and fun, yet underutilized part of the game. Expanding
this sequence would make Blueprint half maze-game and half shooter—a very cool
notion.
Finally,
the controls aren't precise enough, making it too easy to go into the wrong
house when trying to turn a corner. Adding to the list of drawbacks are only
one maze design, only one route between the right and left sides of the maze,
you can't see the timer, and the game just isn't as cute or as addicting as Ms.
Pac-Man, Lady Bug, or Mouse Trap.
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