Friday, December 30, 2016

Outrun New Year Demo





Goodbye in STyle

I'm going to end 2016 with a brand new release by Bionic Nerd - aka Peter Jørgensen. It is the Outrun New Year Music Demo, which has just been released, so I've recorded a little sample from each track as a teaser for you all. Clickety click to grab this cool music disk right now and enjoy it. It's brilliant. :-)

Here is a little background provided by Peter...

"Hi all, I made this little new year music demo because I always loved the music from outrun and I felt that we Atari ST guys were cheated on. Firstly, there was a track missing. Secondly, it kept shifting between the two other tune every time one would die. Lastly, I do not think that David Whittaker did his best. The music files are YMT format running at 300hz and the reason the program file is so big. In the new year I will make a new sound format, still as fast, but be taking less space but you will need a 2mb Atari to run this. Thanks to everyone for listening and I hope you like this? Thanks, Peter."

Sunday, December 25, 2016

SantaFly





Merry Christmas

It's got to that time of year when I post something Christmassy! Here we have SantaFly by the awesome Reservoir Gods, and regular readers will remember its sister game. Yes, SantaFly is every bit as frustrating, but with a peculiar Christmassy theme. It's great fun! You should clickety click and download it.

Thanks to everyone who visited AtariCrypt throughout the year. I wish you all a Merry Christmas †
Luke 2:11
The Savior—yes, the Messiah, the Lord—has been born today in Bethlehem, the city of David!

Thursday, December 22, 2016

Jetpac





Ugh, not the Speccy again?

I love it when I find something new - new to me. After decades of using an Atari ST, I stumbled upon a program that I'd never heard of - an emulator called Artemis. This is a Z80/ZX Spectrum emulator by Jörg Tochtenhagen and Ralf Hemsing and features numerous options for the technically minded - not me then lol. Thankfully, it seems to perform very well indeed on my own Atari (the video above is via emulation).

Feel free to tinker with the configuration. The performance, as is, is more than acceptable on the stock ST. That's a relief because Artemis doesn't work properly on faster computers! Plus, there is no support for colour, meaning your game is in black and white. Even more peculiar is that we only have one game - Jetpac.

The program uses a file format I've not heard of before --> .PRO
Can anyone help with more information or other games in .PRO format?

Playing Jetpac is never a bad thing, and even though it's not as good as the real machine (or indeed the Speccy emulator), it is great to find something new. Note: Artemis comes with no documentation, lacks colour support, and doesn't work properly with computers other than the stock 8MHz Atari ST/e.

Needs other games, but I have enjoyed finding this gem deep within the ST archives.

Download: Floppyshop disk "UTL-3025"

Wednesday, December 21, 2016

Unheart





A fun puzzler?

Unheart is something I've been meaning to feature for far too long. It's new and was only released in 2014 at Silly Venture by Masters of Electric City. It's based on the original PC game, Heartlight, which happily mixes Sokoban with a dollop of Boulder Dash to produce a riveting and refreshing brain-teasing challenge.

Boulder Dash fans should look elsewhere because this is a Sokoban game and a brilliant take on that. We are a dwarf who enjoys digging through caves looking for love hearts. Watch out for falling rocks that might block your path or worse, a head-crushing blow. You might even come upon a bomb as you crawl through the soft soil, but be careful, because these will detonate when impacting something hard, like a wall or rock. Heck, there are even balloons that will float upwards, potentially pushing whatever gets in their way...

Don't worry if you get stuck, hit ESC will humorously explode our dwarf so we can restart. Also, a level-skip function is used to bypass those brain-destroying levels with the option of coming back later. The difficulty remains constant throughout, with cunning map designs causing the most intense problems!

The graphics are simple yet superbly detailed using a gorgeous C64-like palette. The status bar is displayed using overscan, which is always going to be a great thing for obvious reasons. The chip music is on another level. It is breathtaking and perfectly suits the gameplay - I just wish there was more.

Unheart is good fun and pushes you to think differently. Its difficulty remains constant throughout, with shrewd map designs causing the most intense problems to overcome. Thankfully, with unlimited retries - and the ability to skip troublesome levels - you aren't distracted and will keep coming back.

Unheart is challenging, distinctively brilliant, and one of the beST puzzlers on the Atari ST.


- SCREENSHOTS & DOWNLOAD -



Some levels look simple, yet they are not. Perhaps well-placed explosions will help?



I spent ages on this level and yet it is so easy to complete!! Sometimes physics helps a bunch.



Another level that appears so simple, but that didn't stop me from pulling out my hair!!



I can imagine Boulder Dash fans loving the first level, but not so much the others!


Grab the download at Demozoo & Silly Venture!

Tuesday, December 20, 2016

Anduril






Wilf is back

Anduril is a PD game by Markus Dheus that features a flying hero. Like the ZX Spectrum game, Kokotoni Wilf, this is a flick-screener with cunning rooms to explore. Unfortunately, unlike Kokotoni Wilf, our guy cannot walk or even touch the landscape scenery. If he does, it results in an instant loss of life. Thankfully, he can fly like a Flappy Bird using simple controls: use the SHIFT key to fly with H + J turning left/right.

I imagine Anduril is beginning to sound rather easy? You couldn't be more wrong, as anyone who loves a challenge will get just that - the first screens are easy, but it isn't too long before the game's true sadistic nature is exposed. Most of the map is made up of tight spaces in which to guide our man. If that wasn't tough enough, once gravity is factored in, Anduril becomes distressing for all but the patient gamer.

The graphics are crisp and detailed, but I sometimes had collision detection, which often worked in my favour, so I shouldn't complain. Sounds are almost void, with only a low-volume spot effect for item pickup.

Very difficult, so not for everyone, but I found it an enjoyable change.

Download Anduril from AtariMania, and this program will help those without a high-res monitor.

Monday, December 19, 2016

Pung





Pong?

Pung is an Atari STe game that has finally been released after years of lurking in purgatory. Obviously, it's based on the 1972 classic and currently stands at v0.30, so it may have a few bugs that could lead to those infamous bombs. Just reset and keep on playing! I'm glad this got a release as we have enjoyed playing it over the weekend - it's different with a few neat ideas, and I recommend you take a look.

Get it downloaded and let me know what you think...
  • Demozoo website has a download with all the credits and more.
  • I nabbed the MOD music file off Demozoo and made a recording. Love it!

Sunday, December 18, 2016

Potsworth & Co







Another platformer? Yawn, let's check it out...

Potsworth & Co is a cutesy platformer developed by Ben Walshaw for Hi-Tec Software (1992) and is based on a Hanna-Barbera cartoon (which I'd never heard of). I've just learnt that Potsworth is a dog who happens to have a group of kiddy mates - The Midnight Patrol. The story is that someone stole a sleep potion and broke it up throughout five worlds. It's up to the kids to return it to a Grand Dozer (whatever that is).

As different members of the Midnight Patrol (depending on the level, each has different mechanics for powers and abilities). For example, in the first, we are a stroppy girl who begins underground in a place Rick Dangerous would love. It appears this heroine only has to open her mouth to kill most of her foes.

Sounds weird? You betcha! But I think you're gonna love it. Read on...



Each level is different and uses the other characters, who come with their own skills.





Developers who care!

Potsworth & Co offers a style similar to Doodlebug or Magic Boy, but don't let the comical visuals trick you; this game is not easy and very challenging. Each world features many hazards and, of course, a wide range of baddies who aimlessly walk back and forth, doing their best to make life troublesome. There are also puzzles, but these won't have you stumped; it's more like moving a block onto a switch panel (or a teddy bear!).

This isn't an easy-to-pick-up-and-play platformer, if I'm honest. I think it has a testing learning curve thanks to a difficulty level famous throughout the 8 and 16-bit era. Personally, I think a lot more lives should have been given by default, and there are some parts of the later levels that are quite irritating. But all this is solved by having more lives or (cough) a trainer, which means you're then able to enjoy this game fully.

The joystick controls are superbly responsive, so exploring is a breeze without any sluggishness. When you move onto a new level, the game changes your character, which is unusual. I especially liked the third world, where we play as a dog in a candy land - this is bursting with cool mechanics and is brilliant fun to explore.

Let's see a screenshot of that stroppy-looking girl level I mentioned...


No lame port here, but there are... walking guns in this Ricky Dangerous level!





Model looks!

The visuals are stunning, and it certainly proves what a developer can do when they care about their product. This looks the business, alright, and feels quite console-y with fantastic environments, awesome sprites, and bundles of colour throughout each and every level. The scrolling is both fast and fluent, which means we're being treated, rather than enduring a jerky, lame Amiga port. Amazing, just amazing.

Sadly, the audio is the mirror opposite of those lovely pixels and appears to be an afterthought. There are only a few spot sound effects and, even worse, no background chiptune, which would have been perfect. Oh, and don't even ask about a title theme. That is absolutely terrible and should be skipped - quickly!!

Why is that? So much effort was spent on the visuals and gameplay, yet little on the audio...



Another new level and another different character to master.





The CryptO'pinion?

This is superb and provides a fantastic venture through several interesting worlds. Each is a vibrant and charming experience and, not only that, but a testament to the power of the Atari ST when in the hands of a talented programmer. Prepare thyself for a game that is as challenging as it is beautiful.

This is one of the best platformers there is. I've loved every second with The Midnight Patrol. If I can pass on a piece of advice, it would be this: Don't be a knob and download this game right now. There ya go.

Downloads for floppy disk & hard drive.

Saturday, December 17, 2016

MonoPack




The most exciting screenshot ever!

MonoPack was released by Shrimp of NewCore and allows the Atari ST (w/ colour display) to run in the high-resolution mode without the need for the correct monitor. Yes, there are already programs that do this but I think this is better because it saves itself onto the boot sector of a floppy disk. This means a fast way to activate. Plus it supports the Blitter coprocessor for faster rendering. Yup, this is an excellent utility!

Clickety-Click to download MonoPack and let me know what you think in the comments below.

Thursday, December 15, 2016

Super Space Invaders






Space Invaders!!

How could anyone contemplate enhancing Space Invaders? How about supersizing it with power-ups and other cool ideas!! This is exactly what Domark did with the imaginatively titled Super Space Invaders, an authentic take with an array of next-gen invaders to quench our two-dimensional alien-zapping thirst.

> From the start, we're treated to a superb intro you should watch. I can't stress that enough!

When a game begins, select your path through a variety of grouped stages, similar to Blasteroids. As an attack wave begins, it's quite slow and gradually speeds up with each kill. These new invaders will attack using a variety of tactics - some will bloat after being shot, thus requiring extra effort. Don't expect the same attack formations, this time they use various styles with some breaking away - Galaxian style!

Let's peep at a screenshot of an unlucky guy struggling at his daily job. Some have it tough...



The intro is legendary. I loved it, and it's definitely something you don't skip!!




Can't knock the classic formula

An easily targeted mothership frequently passes by and, if destroyed, drops a power-up in true Arkanoid fashion. These power-ups are key to success and an enhanced gameplay experience. There are many. I love the laser, which slices through the alien horde like a hot knife through butter. I must admit to taking a liking to that rapid-fire power-up! Perhaps I should state this fact again? The power-ups are key to a better game.

If Space Invaders had a flaw, it's repetition. Super Space Invaders attempts to break that by introducing bonus rounds, different stages, and boss levels. One bonus is the flying saucers screen, which shows them hovering in the rural countryside, trying to abduct cattle! The groovy end-of-level bosses are in urgent need of a good hiding!! I am especially impressed by the boss after level three, which is beautifully animated.

Here is a screenshot that might look a bit awkward, but playing is miles better...



Some aliens balloon when hit, which is funny but also means more shooting!!




Aesthetics

The graphics are excellent with nicely detailed invaders, and I especially liked the huge insects. Framerates are great, but the game will appear sluggish without using power-ups. I really enjoy the colour schemes throughout; it has a surreal feeling. Finally, the End-Of-Level bosses are a fantastic example of cool pixel art.

Musically, very interesting as I am weirdly reminded of Escape From The Planet Of The Robot Monsters. The effects are good, but I was disappointed not to hear the famous cannon sounds from the arcade!

Okay, let's see a cutscene, and this one has helpless cows wanting a quiet life...



Now those pesky aliens are after cattle. I need burgers, so shoot them down now!




The CryptO'pinion?

I've had a blast (sorry) playing this. It's still Space Invaders, but with extras that bloat and bastardise the original format. Purists might turn up their noses in disgust at this abomination. Nonetheless, it's a terrific game in its own right, and the power-ups are key to getting the most from this alternative rendition. They really are, and transform what would otherwise be a predictable clone into a freakishly entertaining affair.

I feel this is an addictive and entertaining take on the original idea. Great fun and highly recommended!

Can you protect humanity from Space Invaders?
Help is stored ready on hard disk or floppy.

Wednesday, December 14, 2016

a real wallpaper!





Look at what came in the post today from Chris Swinson (aka Exxos). Designed by Darren Doyle for the release of AtariCrypt Magazine, and today it's on my bedroom wall like I'm 15 again. There are some ace ST folk in our community - thank you so much, Chris. I’m curious how long the wife will tolerate this up!!

Regardless, I LOVE IT!!! :-)

Saturday, December 10, 2016

Collaboration One



   



A new group!

The Atari ST/e demoscene has entertained us with incredible productions over the decades. Predictably, these are often by the talented people who made our jaws drop from the late 80s onwards. Well, today we have something different and by a brand new group called STatariART, who have released their first slideshow!

It's called Collaboration One and features pixel art created by people from all walks. Along with the images, there is chip music and a lamer's scroll to read. Let's hope this is the start of something great!

Credits
Big Boss Man - Code
Cornervizion - Music
D-Force - Graphics
FedePede04 - Graphics
Forgotten Grove - Graphics, Text, Other (Conception)
Greyfox - Graphics
JOSE.ANT - Other (Group theme-tune on Site)
Lachoneus - Graphics
Loggins - Graphics
Pandafox - Graphics
Scarlettkitten - Graphics
spiny - Graphics ((and coding advice))

I hope you guys enjoy this, and to tempt you further, here is our theme tune by Cornervizion...


Saturday, December 03, 2016

Zool






Whoosh, it's Zool!!

Zool was released in 1993 by Gremlin Graphics. Late in the ST's life, yet they went that extra mile to support both models of computers. Respect. At first, it appears to be a Sonic clone and does indeed have similarities, but Sonic it ain't. That fact disappointed many, back in the day (like me). I guess we wanted our Sonic? Well, I figured enough time had passed. Should I give this zippy insect another second chance?

Our little protagonist is a rather odd, badly-disguised ant-like ninja from the "Nth Dimension". He can run, climb, leap and perform an airborne pirouette. Sounds very Sonic'ish!! His mission is to travel six worlds and prove himself worthy of earning the black belt accolade he so richly desires. Each world is split into three segments of progressive difficulty and is littered with traps and countless baddies to contend with.

Sonically, a very cool game this (ugh, sorry). Let's see the first screenshot of this ninja roadster...



The first level is excellent and has a little iddy biddy Sonic vibe to it...




Run and leap like crazy!

There are several levels; the first is "Sweet World", which could be a child's best dream: an entire planet made of candy. But these are killer sweets: like wobbly jelly and a cute, rapidly-firing dolly mixture! The second is musically themed with angry instruments like bongo drums and some that play helpful musical notes.

Sadly, that is as far as I've managed to get. Very disappointing but, that's me and my skilful gaming reactions for ya'!! Well, be disappointed no more for I am extremely grateful for a cheat I found. This allows me to play on the later levels, and the Meccano-style in Tool World is excellent. Just carry on reading for more information about this handy cheat!

Zool is simple; it's all about collecting the items (in Sweet World, that's candy). Look at the bottom/left of your screen, which shows how many are required with an arrow pointing you in the right direction to find more. Thankfully, losing a life isn't a game-buster, as there are checkpoints from which to continue. That’s no easy task. Each level features a cruel layout filled with hidden traps and a huge number of enemies.

Power-ups are also frequently available to ease your hectic adventure, like Two Zool - your doppelganger. Zool even has an energy shield that can be replenished during play, but it can survive only three hits before you're as dead as a dodo. I would have liked more to balance it against the number of nasties.

However, this isn’t just a game that demands lightning-fast reactions; you’ll need to replay it countless times. Learning the levels is essential for progression; otherwise, you’ll be caught off guard by unexpected obstacles. This inherent replay value makes Zool’s replayability massive by default.

It's screenshot time, and this one was taken with my phone when using real hardware...



Watch where you're walking! So many dangerous places in this world of weird.




Input & Output

The joystick controls are incredibly intuitive and responsive. There’s also an inertia option, which I leave disabled (yikes!). For rapid firepower, keep banging the fire button. If you tap it again during a jump, a pirouette manoeuvre activates, allowing you to kill even more colourful nasties in this crazy world.

Visually, Zool is fantastic, and I’m sure they’ve used every colour imaginable for a strangely gaudy display. The sprites are lovely, particularly the purple dolly mixture. It’s incredible that a game like this runs on the ST, given the lack of hardware scrolling. It’s far superior to other similar games I could mention.
Of course, it's best on the Atari STe, as Gremlin made use of the hardware with 50fps scrolling. It's a thrill and crushes the experience you had using the standard ST. Not only that, but there are more colours too. Weirdly, there is some slowdown, which is a shame and doesn't make sense.
The audio is superb with effects and optional chiptunes. It would have been nice to hear DMA samples, especially noticeable in World Two, with its oddly silent musical instruments. A missed opportunity?

Right, who fancies a lollipop? No? Oh! Well, don't look at this next screenshot then...



Right, hands up who wants a lollipop now? What... Just me? Darn it!!




The CryptO'pinion?

Zool is a fantastic platformer packed with speedy fun, but some frustrating mechanics spoil what would have been a perfect game. For instance, don’t expect to zip across great distances like the spiky hedgehog. Zool’s levels are designed to contradict his Ninja-like abilities, as the levels are littered with deadly objects, many of which are off-screen. Plus, enemies constantly respawn, which is incredibly annoying.

Despite these negatives, I must admit I enjoy Zool. It’s fast, crazy and bursting with personality. It’s a great platformer, especially when played on the Atari STe. Now, give me some Chupa Chups!


8BitChip has the download for those with a hard drive/Ultrasatan.
If you're stuck using floppies, Atari Legend will ease your pain!
AtariMania features Zool in their ST database (with manual & code wheel).


To cheat, type in PANDA on the menu, and you will see a flicker.
During a game press:
          -> Spacebar 1 - will make you invincible.
          -> Spacebar 2 - to skip forward onto the next stage.
          -> Spacebar 3 - to skip forward onto the next world.