Sunday, June 22, 2025

Grav





Downlow on Brownlow

I've had Grav on my bucket list for far too long. Like many, it's something that I fondly remember and wanted to share with those who may have missed it. Grav is a game similar to Oids, Thrust, and Rotor. However, it wasn't commercial, but rather shareware, released by Martin Brownlow in 1991. Now that's impressive.

The story goes that something evil is going about conquering galaxies and now has its eyes on ours. This predictably evil creature has arrived at Earth, so rather than wait for our demise, we are tasked with a preemptive strike attack at two of its secret bases. Each is split into four separate missions, and we can choose either to do first. Every mission has a briefing; always read that before attempting the challenge. Completing all the levels wins the game and sends whatever this evil entity is back to its own galaxy.

Fancy a quick break? I hope so because I have some screenshots on their way...



The start screen - read the briefing and use its craft options wisely.



Wait, STOP!! Don't shoot that generator because we only have half a tank of fuel.



Phew! I wasn't an idiot after all... That blue glow means I'm refueling.




Gimme that joystick!

Before diving into the main game, I recommend starting with the three training missions. As you begin, you'll notice key information at the bottom of the screen: your score, unused bombs, fuel level, shield strength, and remaining lives. These training levels are designed to help you get familiar with the controls, understand the typical cavern layout, and learn about the dangerous enemies you'll face. The controls are similar to other shooters: Left and Right rotate your craft, Up activates thrust, and Down is something you need later. Tap the fire button to shoot, or hit the Spacebar to launch a powerful bomb - perfect for tougher foes.

Each cavern has a myriad of hostile objects that the enemy has planted in various locations. Turrets are everywhere and fire constantly, while other hazards like Repulsors push your ship away. (Yes, there are Attractors too, pulling you in). Later levels introduce new and improved turrets that fire more rapidly. Another enemy launches homing bombs that seek you out - so shoot them first. The base cannot be destroyed until its bay doors are open. Additionally, don’t go around blowing up everything without thinking. Remember that fuel gauge at the bottom of the screen? You’ll need it. Generators - oddly enough - refuel your ship when you land near them. So maybe don’t shoot those straight away, not until you've robbed them of their worth!

Always begin your game by reading the mission briefing; it instructs you exactly what is required to beat each level. What I didn't expect was the "Review Craft" option, which allows you to use a limited supply of "resource points" to upgrade your craft. This is similar to Rotor but much better and feels part of the game rather than a bolt-on. It's here you get the opportunity to make several adjustments to the controls...

  • Impact Shields - to protect from enemy fire (1 point)
  • Turn Rate - alter the rotational speed (0 points, so use it)
  • Shot Power - costs the most and is possibly overrated at the start (5 points)
  • Vane Strength - for better landings (2 points)
  • Thrust - for a speedier ship, but practice first! (0 points)

I'm sure you are ready for a screenshot break before the gripping conclusion? Here you are then...


Beginning the first stage, and it's tough from the get-go!


Turrets are firing from both sides, so don't dawdle!


I made it up, and instantly, a hidden turret appeared. I was quick (for once) and shot it!




CryptO'pinion

Let's be honest, for a shareware game, GRAV rocks. It's absolutely superb and almost up there with its commercial siblings, which is quite incredible when you think about it. I adored being able to alter the ship's mechanics (I preferred to reduce the turn whilst increasing the thrust and improving the shields). However, nothing can completely compensate for my gaming skills, but Grav sure tries its hardest. Ha!

It's not all roses, as I found the cavern designs harder than I first imagined. Boy, are there some tight spaces to try and navigate? Not to mention if near a Repulsor, that made it nigh on impossible for me to pass. Also, I hated having to restart from the beginning after dying. My last moan is about the audio - I find it odd that the ship makes no thrusting sound. Everything else makes a sound, yet the engine is eerily silent.

Like the other games previously mentioned, Grav is another "Gravitar" game to gleefully add to our catalogue. It's great to play with smooth scrolling and sampled sound effects. Plus, I loved the little touches - like being able to intercept enemy fire, making use of training missions, and reconfiguring your craft. The only thing is, it's very tough. Are you a good enough pilot to take on this challenge? I hope so because this is a damn fine shooter. Although I shall never have the skills to complete it, I rate Grav an alien-splattering 80%.


Yet another tight space to try and navigate through without embarrassingly dying!



Another tricky maneuver is needed here...



Being shot at from all angles, and then I noticed that bomb-launcher up there!!

Thursday, June 19, 2025

The Story of Wizball II




First impressions

Wizkid was designed by Chris Yates of Sensible Software in 1992 for Ocean, and oddly enough, I’ve never actually played it. Which is strange, because I remember drooling over the magazine screenshots at the time, thinking the game looked incredible with its weird and wonderfully colourful levels. So what happened back then? I’ve no idea, but I figured 33 years was long enough to leave it sitting on the (virtual) shelf.

Now, I didn't read the instructions, and perhaps I should have, but the game feels instantly playable with a nice training camp and easy learning curve. Explaining the gameplay is tricky. Imagine Arkanoid, but instead of a bat, you’re a disembodied head flinging scenery at the baddies. It’s weird. No, it’s totally bizarre!

The first few screens are all about killing whatever critter happens to be nearby. To do this, you must break the objects so they fall or are thrown across the screen. Once the enemies are dead, you hoover up bubbles and... other stuff. Not quite sure why, something about a tune... I really should’ve read the manual.

Anyhow, next thing I know, I’m falling down a well that leads to a public toilet. I didn’t know what to do, but found and used a broken loo. This began flooding the place, floating me back to the surface. I told you this game is weird. Whether there was more to this section or not, I’ve no idea. Where did I put that manual...

Ignoring how silly the concept is, this is actually a straightforward game and more fun than you can shake a stick at. Flinging objects at baddies never gets old, and it’s all backed by some cracking chip music and comical graphics. Wizkid is zany, stupid, ridiculous, and I loved it a bunch. I need to play more now!!

Wednesday, June 18, 2025

Cisco Heat






Another racing gem

Here is an arcade game that gets slammed for its jerky framerate and bizarre 90-degree turns! Rightly so, eh? Well, hold on... Similarly to Power Drift, we have a racer that uses the Blitter chip within the Atari STe for a much-needed power boost. It also utilises the extended palette and features incredible DMA digidrums to bop along to. Yet, none of this is mentioned on the game's box to promote it. Why would a company do that? I bet sales would have doubled if a typical STe owner thought their hardware was being used.

Before I begin, let's do a copy/paste from the Power Drift feature, because the same applies here, "...don’t take this for a review - it’s more of an excuse to add another game to my STe Enhanced section. Yes, AtariCrypt actually has a section dedicated to enhanced games! Bet you didn’t even know that, did you? Well, take a look to the right of any page and you shall see a link to this list (WIP - loads more to come)."

I’ve run Cisco Heat on real hardware (STf & STe). It's the same on both, but the STe sounds great and delivers a better framerate, especially noticeable when dodging cars, and everything feels smoother by comparison. Don’t get me wrong - this is still a conversion that’s far too impractical for a 16-bit machine. There are too many cars, obstacles, and hideously hilly roads that help to work against the already struggling framerate.

It’s surprising to learn that the Atari STe code was quietly added by Douglas Little. Makes you wonder if ICE Software wanted to avoid embarrassing the almighty Amiga! Overall, the Atari STe fares better than a Blitterless ST. Dammit, I actually enjoyed playing Cisco Heat on the STe – something I never thought I’d say!

Ratings are as follows: for the ST, I’d say 60% – it’s playable, but your eyes feel like they’ll pop out thanks to the choppy framerate. On the STe, I’m giving it a law-breaking 75% because I could actually enjoy it for more than a few minutes. And my eyes stayed in my skull, and I even “mastered” those horrendous corners.

Far too ambitious for a 16-bit, but give it a try and let me know what you think...




Drop the number of cars (ie stupid drivers getting in the way) and we have a good racer!



I love the hills of San Francisco, but sometimes, they're a bit too mad...



Oh no, a dreaded corner is approaching. I hope you've practised O_o



Finally, I'm starting to get to grips with these corners!!



Another corner successfully taken...


Unlike her in the blue car, I'm rocking it!!


Sadly, I'm getting too big for my boots. Or wheels. Either way, I'm eating humble pie.


After a zillion collisions, I'm nearly done. They Think It's All Over...



It Is Now!! Three weird, jiggling cops show up for a boring Game Over!

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