The Game: You are the intrepid, barbershop-quartet-suited J.J. (hey, it’s better than being O.J.!), out to save a damsel in distress from a pursuing monster. How does a guy in a little striped suit do this? By building a mobile, tennis-ball-launching contraption to dispatch said dastardly monster, naturally. The catch? The eight pieces of your mechanical creation are hidden somewhere among ten little houses in a maze – and those houses that don’t contain parts of your machine contain a bomb that must be dumped into the bomb pit immediately (else they’ll explode and kill J.J.). Critters also roam the maze to annoy you, including one pesky monster who will prematurely jump on the “start” button, rattling your still-unfinished machine to bits. If you don’t build your Rube Goldberg gizmo in time, the monster catches the damsel and you lose a life. (CBS Electronics, 1983)
Memories: One of my favorite genre-crossing arcade titles, Blue Print was one of several in-house gems from Bally/Midway which were licensed under an overall deal with CBS Electronics. And while I mourn the fact that they never got around to making Kickman for the 5200, I can take come comfort in the work of art that is CBS’ home version of Blue Print.
Previously translated, though in a graphically rudimentary form, for the VCS, Blue Print on the Supersystem is about as close as you can get to having the coin-op sitting in a corner of the living room.
If there’s one catch, it’s those fabled 5200 controllers. Ye gods, but they make navigating that maze hairy at times. But not hairy enough to make the game a misfire. It’s still highly recommended, if a little bit hard to get a hold of.