Alright, today we're
looking at Scramble, a 1981 Side-scrolling shoot 'em up developed by
newcomers Konami.
This game marks the
first true side-scrolling shoot 'em up! See, while Defender might
have had the side view aesthetic, it has little in common with the
side-scrolling shoot 'em up of today. Scramble on the other hand uses
forced scrolling and has multiple distinct levels, things that side
shooters still use to this very day.
In this game, you
play as the Planet Express ship and your goal is to make it through
five different levels to bomb an enemy “base” at the end. You
must dodge landscape obstacles which range from mountains to
buildings, while avoiding and/or destroying enemies, all while making
sure your rapidly depleting fuel supply doesn't drop to zero. You can
refuel your ship by bombing or shooting fuel tanks that are scattered
throughout every level. If you successfully make it to the enemy
“base” and destroy it you're rewarded with text congratulating
you on your accomplishment, then starting over from level one with
slightly increased difficulty.
This game is... Not
that great. I have to be honest here, I didn't care for it much. The
controls are okay, we finally have rapid firing. It only took
what, four years now? But the bombs are atrocious! They don't
just drop straight down, nor do they follow the inertia of your ship,
they kind of shoot our ahead of you then kinda fall at a weird angle
that is near impossible to aim with. Now, this wouldn't be so bad if
it were a standard shooter and you didn't have to worry about fuel,
but the problem is that your fuel depletes at such a rapid rate that
there's no way to complete the level without hitting at least a few
fuel canisters, and the only way to hit most of them is to bomb them
from above, but the aiming with the bombs is so wonky that my
accuracy was maybe 1/10. And that's if I was lucky. Why was this
mechanic necessary? Did they think the game was too easy? I
understand that arcade games need to have the right balance of
challenge vs. reward, but the game was hard enough with the random
rockets launching up at you, you didn't need a depleting fuel supply
as well. If I were actually paying for this with my own quarters, I
honestly would have given up on it after the second or thrived try to
go play Donkey Kong, and that's never a good sign. Speaking of
Rockets, Those things are more annoying than the Qix was, and that's
hard to do. There was never any pattern with them. Sometimes they
launched in front of you so you could blow them up, or hit them if
you failed, but then other times they didn't launch until after you
pass over them, and sometimes they didn't even launch at all! There
were times that I would be forced to fly extremely close to the
rockets only to have one launch up at me before I could even move out
of the way! And if that weren't enough, the sounds are below par, the
graphics are sloppy and uninventive, and the colors are just
nauseating, especially when you die. I actually got a headache from
the flashing neon colors. I'm surprised nobody got a seizure off
this, it's that bad. Here, here's some gameplay footage of me failing
at this game. You'll see what I mean.
Overall, I didn't
like it, but I can say that this game does have a legacy, I mean, it
IS something different. While it's still a space shooter, they
weren't content with just making another space invaders clone, they
made something unique and distinct. And while the game itself falls
flat, I have high respect for Konami for attempting something new,
and without this game, side-scrolling shooters may have never gotten
off the ground, which means games like Gradius or R-Type would not
exist today. So while I can't recommend it, and I'll even go as far
as to say that you should skip this game, I still have to respect it
for attempting something different, that took guts, and I admire
that.
Up next: Stargate
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