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Rockball
Name:
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Rockball |
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Company: |
Roklan |
Model #:
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N/A |
Programmer:
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Anthony Weber
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Year: |
1983 |
Released?
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No
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Notes:
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Port
of the unreleased Techstar arcade game
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Would a rose by any other name smell as sweet?
Apparently Roklan was willing to bet the answer to this timeless
question was an emphatic Yes, as they developed this blatant clone
of Atari’s Asteroids. But is there actually more to Rockball
than meets the eye? Read on to find out.
On the surface, Rockball would appear to be one of
staggering number of ‘me too’ Asteroids clones that appeared in
arcades and on home consoles in the early 80’s. The concept
of copyright infringement was still a foreign concept when it came
to computer games, so clones ran rampant. While it is easy
to dismiss Rockball as one of these clones, it sports a number of
interesting innovations if one takes the time to dig a little
deeper.
The first change Rockball made is that the asteroids are
now, say it with me, rock balls! Each rock ball is composed of
three layers in the form of colored circles. Each time you
shoot one of these balls, the outer circle disappears and the ball
splits into two. The screen can support a surprising number of
these balls with a minimal amount of flicker (although they will
eventually overwhelm the processor causing flicker and
slowdown). This can make for hectic and frantic gameplay at
the higher levels
The next change is actually a new feature that improves on
the gameplay instead of merely changing it. At the start of each
of your lives, a rectangle (protection box) will appear before
your ship warps in. If there are any asteroids (err rock
balls) in the protection box your ship won’t appear until the
coast is clear. This welcome features eliminates the cheap
insta-deaths that occasionally occur in Asteroids.
Unfortunately this means you may have to wait a bit before the
screen clears enough for you to warp in. This becomes more a
problem at the higher levels where the player can wait 10-20
seconds for an opening. Thankfully this can be overridden by
push up on the joystick.
Then we have the small addition of
boundary walls. Both the player’s ship and bullets will
bounce off the sides of the screen during the game. The rock
balls however pass right through the screen boundaries, just like
in Asteroids. This is a small but welcome change as it makes
it possible to bank shots. However this also means that you
can now accidentally shoot yourself, so be careful.
But what
really makes Rockball stand out from Asteroids is Neutron
Star. Occasionally a Neutron Star will appear and pull
your ship into it (think warp gate). If your ship gets
sucked in it will randomly appear elsewhere on the screen
including, occasionally, right on top of a rock ball. This
is equivalent to using Hyperspace in Asteroids, but the player
has no control over it. Although it sounds like it would
incredibly frustrating, this random element actually makes the
game a lot more interesting.
But what's with the
fuel gauge at the bottom of the screen you ask? Well I'm
glad you asked because I had completely forgotten
about that! The fuel gauge acts as a sort of timer in the
game and slowly diminishes as the game goes on. The only
way to replenish the fuel gauge is to shoot rock balls (or die,
but I don't recommend that). Each rock ball you shoot
restores a healthy chunk of the gauge so fuel isn't ever really
a huge problem, but it is something you still have to keep track
of as you hunt down those last remaining rock ball cores.
Although it may look like an original programming effort, Rockball
is actually a port of an unreleased arcade game by an obscure
company called Techstar. Techstar only released one game
under their own label (Macho Mouse), but actually created several
others including Da' Fuzz (also ported but unreleased by Roklan)
and Mr. TNT which was ultimately released by HES for a few home
computers. How Roklan found out about Techstar's arcade
games is a bit of a mystery, but Roklan obviously thought they
were something worth licensing. According
to Anthony, he was shipped the internals of the arcade machine to
study while programming the game. However neither the arcade
game or any of the home ports were released.
Rockball was completely finished and even a sample cartridge
was even made before the plug was pulled. Several other
Roklan ports created around this time also suffered the same fate
including another Techstar port called Da' Fuzz. The exact
reason behind this is unknown but Roklan was starting to suffer
financial issues around this time due to the collapsing market and
an ongoing lawsuit with Motorola. They may have decided to
pull out of the publishing market and only work on ports of other
companies.
At its heart, Rockball is still an Asteroids clone but it’s
a pretty good one featuring some oddly misplaced surfing music
(really!). The only real issue with the game is that it’s
HARD. Not only does Rockball play much faster than
Asteroids, but the rock balls seem to break apart into more pieces
than in Asteroids. Couple this with the ability to
accidentally shoot yourself and you’ve got a recipe for
frustration. Thankfully Rockball is pretty generous with the
extra lives which come every 5,000 points. However even then
you'll find yourself burning through them at an alarming rate on
the higher levels. Speaking of which, you can choose to
start at any level between one and fifteen so don't have to suffer
through the easier levels once you build up your skills.
It’s a shame we never got to see this clone at home or the
arcades, but that’s the way the rock ball crumbles.
Version |
Cart/Disk Text |
Description |
4/23/83 |
|
Missing sound and the Neutron
Star
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7/25/83 |
Rockball Source Code |
Has sound and a different Neutron Star |
9/7/83 |
Rockball Source SDEN 3A 9/8/83 |
Similar to 7/25 but the Neutron Star is the same
as the final |
?/??/83 |
Rockball
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Very close to the final version (cartridge)
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?/??/83 |
Rockball Joe Hellesen 2I (C)(P) 1983 Roklan Corp.
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Final Version? |
?/??/83 |
Rockball Final
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Final version on Cartridge
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to 8-Bit Software
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