It's that time when I find something Christmassy from within the Atari ST archives. However, this time I didn't want a game, so I opted for a demo. I think I've found a belter: Xmas '88, which was released by Kenrick Productions. I hope you like this. I find it endearing with cute animations and a few appropriate chiptunes to get you in the festive mood. Merry Christmas, everyone, and I wish you all the very beST †
That's right, Death Chase was programmed in STOS, a tool that can produce some neat results but... more often than not... tends to leave me feeling cold. Usually, that's down to the jerky scrolling or oversized sprites! Anyhow, I thought Death Chase was going to be a remake of Mervyn Estcourt's ZX Spectrum racer. Alas, it isn't.
Actually, I'm glad!!! This is a vicious top-down shooter developed in 1996 by Daniel Fielding for the Atari STe and takes inspiration from a variety of action/shooters. It even supports both solo and an incredibly cooperative two-player mode. Yep, this is sounding awesome already, whether you're playing solo or not.
Our character roams Rogue-like locations and initially is armed with a pistol. It's our task to explore the rooms that are inhabited by cyborgs armed to the teeth!! Death Chase is loud, exciting and bursting with big explosions and many baddies. It's intense!! Come on, we have guns and many bad guys to kill. Oh yeah, bring it on!!
Wanna see a screenshot from my (one-player) game? No? Well, here you go anyway...
Each room holds so many possibilities for a whole new level of violence!!
Guns and loud violence?
We start with a pistol, but our armoury is huge with a possible 18 weapons - including shotguns, rocket launchers, and lasers. I bet Star Wars fans will enjoy using the lightsaber. Ammo and health are found in most rooms, so inspect lockers and tabletops. Beware of potential traps like mines or even TNT crates!
The deaths are hilarious! Zap, slice, or blow up the enemy, and there is often a bucketload of blood splattering throughout the room! Each death will be different depending on the weapon used (how he's killed). And death leads me onto the excellent continue option - that means you can try again after dying - without restarting from the beginning. However, you lose the bigger weapons and start with the pistol. :/
This might be a bold statement, especially because the Atari ST has games like Rick Dangerous, Lemmings, and Gods, but I think Death Chase has the best death scenes. Ignoring the enemy's deaths, ours are just as great. Which is an odd thing to say. Getting shotgun-blasted and seeing your body thrown across (numerous) rooms into a bloody heap is nothing short of sickening & hilarious all at the same time. Fantastic!!
This is an alluring game stuffed with an insane amount of violence, and I love it! Screenshot time...
Death Chase has bucket loads of fun. Either solo or with a friend.
Enemies?
This may sound like the weakest part of the game, as there are only two enemies. I know, just two enemies sounds puny, doesn't it? Well, on one level it is, but it isn't a problem whatsoever. Let's see...
Security Guards - these are common and wear blue uniforms but have no intention to serve & protect. Their armour is weak but they can use a range of devastating weapons and will often attack in packs.
Eliminators - these are the toughest and stand out like sore thumbs in their girly yellow body armour. These guys can carry a range of advanced hardware, like a mini-gun or a rocket launcher. Also, they don't care who gets in their way - even unlucky Security Guards can be torn to shreds during a pursuit. Interestingly, these guys aren't restricted to the current room and love chasing you through many screens. So beware because running away like a chicken has little benefit.
Strangely, having only two baddies is odd, but it works well, so let's see a screenshot...
Only one guy stood between me and that ammo. So I fried him alive. Mwahaha!!
Controls, Gfx, Audio
Similar to Rogue, movements are performed within a grid layout in all 4-directions. However, I would not recommend using the joystick because it's too sensitive, and the documentation advises using the keyboard. It's dead easy: the A and D keys are used to turn anti/clockwise. W walks us forward with the Spacebar used to choose from an array of weapons (read the docs). Finally, banging on the Right Shift key produces an enormous amount of gratifying blood-soaked violence (I love the double-barrel shotgun). Absurdly superb!!
The graphics remind me of how today's developers seem to think "retro gaming" looked in the day. It ain't no Enchanted Land, but I'm impressed by the perfect pixel art, which is a style apt to the theme. Everything you see is gorgeously drawn with fine attention to detail. Needless to say, I love the visuals :-)
The audio is equal to the stunning visuals in all respects, thanks to an array of incredible Mad Max chiptunes. These tunes play alongside the sound effects - which are crystal-clear DMA samples for almost every action you can think of. You will recognise many; these were recorded using Microdeal's Stereo Master from movies like The Evil Dead. Wow, so much effort went into every aspect of this killer game!!
Death Chase is almost like a nightmarish and blood-soaked version of Rogue. Love it!!
This is why we play Atari!!
What a pleasure it is to play Death Chase - The Remix. It's good when a game comes along that not only takes you by surprise, but completely blows you away. Death Chase first appeared quite modest, gimmicky, and perhaps even stupidly senseless. But a few moments pass during your first game, and you are HOOKED. Use the keyboard and enjoy the frantic action, which is exhilarating and bursting with bloody mayhem.
I can't stress how much of a rush it is to experience such a psychotic shooter. The unexpected "continue" feature is an excellent addition. Likewise, supporting two players spices it up beyond perfect to guarantee hours of fun. It's barbaric, and Death Chase is one of the best games I've played. Well done, Daniel Fielding.
I said that. Not only a brilliant Atari STe game, but one of the best games I have ever played. Ever.
Atlantis Software released Creepy in 1991, and it may sound like yet another predictable good vs evil affair, but just wait until you play it! Some might say it's inspired, or maybe a shameless Ultimate rip-off.
Creepy is a little fella, but very brave. In fact, he's so brave that he is about to enter a castle owned by the Lord of Darkness. Why, I hear you cry? Is he mad? No, it's to find four pieces of the Necromancy Scroll that will defeat this nasty man and restore peace to a land ravaged by evil monsters. But of course it is!
What, you don't believe Atic Atac appeared on the Atari ST? You'd better take a look at this then...
I killed a warrior, so pinched her dragon and rode him like John Wayne!
Dark rooms and lots of monsters!
The Lord's castle has rooms spawning a bunch of monsters. Some are easy to kill, but others are harder, like the She-Warriors who ride on dragons. She might be tough, but when you defeat her, Puff is left behind, so hop on for a ride. Watch out for other nasties like the odd-looking Frankenstein and a ginormous spider!
So how can we defend ourselves in this dangerous castle? We are equipped with arrows, but these are slow, so it's best to upgrade to something better in the shop. Yes, this castle has a shop with stuff like health and fireballs - I liked the fireball weapon, and restoring health is always a wise purchase. Locked doors can be opened with the correct key, and tiny yellow keys will unlock treasure chests that adorn many rooms. Gamblers will love these, as you never know what's inside - something useful or something sinister?
Monsters won't aimlessly wander and love to play chase - at the expense of your energy level (displayed as an apple rather than a roast turkey). A life lost no longer leaves behind a Cross where we breathed our last breath. Oh, and I still haven't made up my mind about which has the best effect when falling between floors.
Creepy isn't a carbon-copy clone of Ultimate's game. It plays quicker with other subtle differences within a castle that is dingier than the colourful Spectrum game. It took me a while to feel comfortable with the speed but it wasn't long until I was zipping through the rooms like a crazy medieval dude.
Whether you came from the ZX Spectrum or not, you'll love this ripoff game :)
The CryptO'pinion
Those old enough to have gasped in awe at Ultimate's 1983 classic might turn up their nose at this blatant imitation. Please don't. Yes, it's a ripoff, but it's still a fantastic game in its own right. I am incredibly impressed by the fast and furious oldskool gameplay, which takes that original and adds its extra zest.
Creepy is nothing less than a nostalgic 48K impersonator with addictive gameplay. A genuinely excellent 8-bit game with 16-bit aesthetics. I enjoyed plundering the castle, bashing in monsters like it was 1983.
Deathbringer is a horizontally scrolling hack and slasher that reminds me of a bunch of different Atari ST games like Barbarian II, Golden Axe and, dare I say it, Shadow Of The Beast. You are Karn, a warrior with muscles who must kill an evil wizard using a sword possessed by a blood-hungry spirit called Abaddon.
Our world is viewed side-on and can be travelled in either direction through a variety of eye-popping landscapes. Of course, the basic gameplay remains much the same, which means wielding your huge sword whenever you see anything nasty. Predictable or not, I like the sound of this slasher already!!
Karn can run & jump using 3 attack moves: fire + left/right for a jab that is handy against skeletons. Push up for an overhead swing - great for flying enemies. Pull down for an underhanded swing that works well for the goblins and other peculiar nasties like rocks. Yep, rocks.
Killing is the name of the game to keep Abaddon happily stuffed with souls - represented in the status bar by the sword's blood. The more baddies you kill, the happier our resident demon is. Try not to starve him otherwise; he might just get his fix elsewhere. It's silly, but I admired this unique mechanic.
Many other monsters will want to stop you from completing your noble quest: baby dragons, trolls, skeletons, bats, giants, and birds who drop stinky eggs. A boss screen follows each level and is rather easy!
It's time for an extraordinary screenshot. Breathe. Now, check this out...
The graphics in this game are outstanding.
Psygnosis, eat your heart out!
Deathbringer has fantastic graphics - truly fantastic - and regulars will remember I featured the game within our Pixel Art section because of its intro/boss stages and outstanding artwork. The in-game multilayer parallax scrolling is legendary and proves the power of the Atari ST in the hands of a decent programmer.
Aesthetically, this game makes our port of Shadow Of The Beast look like Pong!!
The audio is on par with the visuals and a great title tune, along with funny in-game sampled sounds - I love the horrific screaming in the intro!! However, I can't help but be disappointed that Empire didn't make use of the Atari STe. Even so, we have sampled effects and smooth parallax scrolling. Eat that Psygnosis!
I only hope they didn't concentrate on the aesthetics too much. Let's see another screenshot...
A goblin riding a snail is not the quickest way to get about lol
The CryptO'pinion?
Deathbringer appears to have it all, but I've not yet mentioned how this Conan wannabe actually plays. Surely running and hacking at slimeball enemies is guaranteed fun? Well, it should be, but this is where disappointment rears its ugly head, thanks to the unresponsive controls. The mirror opposite of what a game like this needs. It's the last thing you need during the heat of battle when dexterity and agility matter!
For example, press fire/up for an overhead swing which actions a split-second later. Other niggles exist like when Karn and a baddie are standing too close - so are unable to hit each other. How weird!
Deathbringer's strong points are its beautiful graphics and sound effects. I would also include its wide variety of interesting monsters too - I don't think I have ever seen a goblin on a sleigh before! Sadly, I'm left wondering if anyone at Empire actually bothered to play this game before releasing it. Probably not, which is oddly peculiar. With a little tweak to the control system, this would have been a show stopper!!
Ultimately, a good game, but the laggy controls ruin what might have been something tremendous...
Only one move will kill these skeletons, but I don't care because it's fun!
I needed a game that compensated for the horror I just suffered playing (Platform Capers). So, Dave Munsie has rushed to my rescue with his adaptation of the 8-bit classic, Berzerk. However, I admit I had my fingers crossed when first loading - hoping it didn't suck compared to the great 2600/5200 games!!
We are the wobbly stickman intruder running through randomly generated rooms, killing robots. Interestingly, these robot guys are a mixed bunch - some dumb enough to fry themselves on the electrified walls, whilst others are amazingly accurate shooters. Try to kill them and collect the bonus reward; otherwise, you're called a chicken!! Otto is fearless and only too eager to rear his smiley mug and chase you across the screen.
Some (those under 40) might scoff at the boring blocky graphics. I appreciate that they aren't spruced up to ST standards, but that would have ruined the authenticity. Also, I treasure the speech synthesis, which is spot-on perfect and makes me grin like the Cheshire Cat. "Chicken, fight like a robot" -this is fantastic!
Berzerk is one of the best 8-bit conversions I have ever played. An easy 10/10 from me!!
What an easy decision it was to award this game with the AtariCrypt SMASH accolade.
Platform Capers was released in 1992 by Kay Downes for Budgie UK and has obvious 8-bit roots I'm instantly attracted to. Aesthetically, I feel it's a cross between Clod Hopper, Jumping Jack, and Donkey Kong with adorable, authentic graphics and sound effects. These transport me back to the early 80s when I was a kid sitting in my cold room in front of an old portable TV waiting for my Speccy to finish loading from tape.
The objective is simple: collect the keys on each level before exiting through the doorway. However, there is a myriad of frustratingly cunning enemies we need to avoid. Touch one, and a life is lost as we go tumbling down the screen like a fat plumber. It's brilliant and classically old-school gameplay, but it's very hard.
I believe there are 7 levels but I dare anyone to complete this game without resorting to a cheat!! At best, I have reach level 4. However, I more often than not, will struggle to complete level 3, if I'm honest. On bad days, I can struggle to beat level 2 and usually end up throwing the joystick down in temper!
Superbly programmed, but the design is far too difficult. I feel it's all down to the small jump, which needed to last a bit longer. It's so unforgiving. I find myself loving and hating Platform Capers in equal measure.
I was bored and converted a picture I found on the internet to 16 colours using Imagecopy 4. I figured it would make a great wallpaper background, so I booted up Deskpic - which is on ST Format cover disk #60.
That's my rock and roll lifestyle. Yep. Anyhow, that's enough for today. STay Atari.
The Lost World was developed in 1989 by John Leather, who, sadly, didn't find a publisher. The game is complete, except for the audio, and he "only" managed to create half of the planned 100 levels. What a slacker, eh? I've always loved platformers of this ilk. It's obvious John was inspired by various 8-bit games with superb level names and a character that even walks quite similarly to Master Willy, which I liked.
Well, cry no more because we can finally get to play this platformer - and with audio. Grazey has added an unreleased Mad Max chiptune that plays in the background. This ended the deafening silence and suited the gameplay too. So, I just had to tick this off my bucket list and take it for a spin.
Stop right there and take a look at this beautiful screenshot...
Look at the intricate layout and design. You ain't gonna complete this on your first go!!
Let's begin!
The Lost World is very challenging, and I struggled. The first screen is tough, and it took me a few attempts before I beat it. Thankfully, this game is generous with many bonuses littered throughout, along with stickmen for extra lives. Pressing the spacebar displays a dialogue of potential spells and potions for effects like invulnerability. Also, I love how each screen has a different name, like Pie Processing Plant!!
The controls are superb, with simple movements that feel natural for a 2D platformer. You'll appreciate that because the level design is shrewd with hazards, be it a sharp object, sinking ledges, or tricky jumps. Evil critters roam the screens and aren't limited to simply moving back 'n forth. Did I mention this is a tough platformer? Level two is actually easier, but the third cranked up that difficulty once again. Sadly, I didn't beat 'The Locksmith', so I fear it's doubtful I'll be disappointed John didn't fulfil the plan to create more screens!
Perhaps I should try the level editor? Yep, if dozens of levels aren't enough for you, then why not create some using the in-game editor? That's quite exciting and the potential is huge!
Right then, I can sense you want another screenshot? Here you are then...
Whatever you do, don't forget the keys... What's the little man doing there?
Willy's mansion never looked this good!
The graphics are a true 16-bit spin on an 8-bit genre and lovely. Every screen is stuffed to the brim with incredible decor using intricate attention to detail. I love the colour schemes, and the sprites are smooth.
Audio never made it into the original, making our Atari ST as loud as a ZX81. Thankfully, Grazey (Psycho Hacking Force) changed that so we can enjoy a fantastic Mad Max chiptune. It's brilliant, but I admit to missing sound effects for the jumping and collisions. I know, I'm being picky, but I do miss those effects.
This is an 8-bitter hiding behind 16-bit graphics, and I love it. Hey, it's screenshot time...
That purple flying monster is a pain in the £@$!! and killed me more than once!
The CryptO'pinion?
For a homebrew game, this is huge, and I don't simply mean the number of levels. The creativity that went into its development is exquisite, and there is always something new that keeps dragging you back. Sadly, it is hard, so be warned!! Please don't wimp out, learn the mechanics, and beat its cruel learning curve.
When you do, you have a tremendous platformer. Step back in time and enjoy a great platformer!
The Ultimate Arena was released in 1995 by STeam and must rank as one of the last real commercial releases. Of course, it's a beat'em up, and the first thing to do is choose our character: Sandy or Terry. After that big decision, we can then proceed to the first match against a series of dodgy villains, each of whom has their own skillset and special abilities. Some might say it is Atari Mortal Kombat, and why not, because we fight in various arenas against several lunatics whilst watched by a bloodthirsty crowd. Sounds good to me!
Each arena offers a different environment, but they're not just for looks, as they can have unique features: I chuckled when I noticed the electrified fence - just one touch, and you're crispy burnt toast!! Each warrior has their own personality with a degree of speed, talent and special abilities. Watch out for a T800, which is really well done, and there is also an Indiana Jones wannabe who is an incredibly tough opponent.
No beat 'em up would be worth its salt without fast and responsive controls to kick seven bells outta your opponent. The Ultimate Arena has what it takes, and I found it easy to learn the various moves along with their special abilities. Interestingly, your energy bar isn't fully replenished at the start of a round, thus increasing longevity for determined gamers to figure out all the moves. This is a fun beat'em up!
Got a friend? Yes, this type of game demands two-player support, and it's got it!! This is great and allows us to play as the other characters (all except the final guy). This is superb, tons of fun, the joystick controls and display never lag, and it's the best reason to play the game. A turbo mode is optional, but I found it pointless; I simply wasn't impressed. Oh, and the blood & gore can also be turned on/off (what... why?).
Now let's check out a couple of screenshots of a Terminator and some silly fighting...
Whether you're Samantha Fox or a Terminator - this game is kick ass!! Love it!!
Showing off some cool moves there? Or is he just defying gravity? You decide.
Don’t forget to breathe, very important!
Like Domark's Pit Fighter, each character is digitised, and they try their best to look macho whilst kicking seven bells outta you. It's quite remarkable the amount of detail squeezed into each pixel with smooth animations. The backgrounds are always interesting, like the Terminator watching you on a screen, and the crowd with their silly movements. However, I'm not so sure about the colour palette, which is too brownish.
The audio doesn't disappoint and makes use of the DMA hardware with good music and a range of silly sampled sound effects for every kick, punch, and grunt. For once, I'm glad the YM wasn't used. Love it!
Let's fight our way through some more screenshots without getting electrocuted...
Kick people to death while they're already being electrocuted. It's all allowed!!
Or just pounce from a great height until they are splattered. All good fun!
The CryptO'pinion?
I'm no expert when it comes to beat 'em up games, but I am genuinely shocked at how much fun I've had with this Mortal Kombat wannabe. I half expected it to suck, especially being released so late in the ST's life. Surprisingly, even though the STe has no hardware to move the sprites, it's shockingly brisk and lively. A delightful game and a possible replacement for Double Dragon 3 as my favourite game?
Also, I love how it doesn't take itself too seriously, and the fact that I can try my luck against a Terminator is kinda cool. It's obvious that a lot of hard work and love went into its production - and all during the twilight years. Beating the hell out of digitised guys is a great way to spend a couple of hours!! Play this.
The floppies are on Atarimania. (stay away from any betas as they are rubbish!)
The Golden Dawn released many PD and Mod Disks for the Atari ST during their time (Demozoo link). However, this particular disk is something quite different and features a humorous hack of Cannon Fodder. Click play to watch little ST soldiers graffiti the Amiga HQ which obviously escalates into war. Of course, this will end in bloodshed :-)
A superb idea and one that represents the tensions between ST and Amiga users back in the day. Well, mainly Amiga users because we ST guys were too busy enjoying our machine rather than looking over our shoulders! After the intro, this disk is stuffed with cool tunes and supports various playback options, including the stereo playback on the Atari STe.
Thanks to STompy for this piece of gold and get it downloaded right now. Fantastic stuff!!
ImageWorks' 1988 hit Bombuzal is one of those games that I remember seeing in the magazines of the day. Those pixels - I couldn't believe the cartoon-like quality of the main character within a colourful isometric world. We play the part of an odd potato-shaped dude who performs a funny expression as the bombs are exploding!! There are some big names associated with this game, but is it any good to play?
This is quite a simple puzzler at heart. It requires us to detonate clusters of red bombs. Each level contains squares used to help calculate our best route. There are traps to look out for - crumbling tiles that can be walked on only once before they disappear forever. Others might be too slippery, some transport us, and slotted tiles can move bombs to different locations (usually to avoid being caught in an explosive chain reaction).
This is a fun game that looks great while it taxes the brain cells. It's bomb-blastingly excellent!!
It's a weird feeling when I come across a game that I've never heard of before. I mean, there are plenty I've heard of yet never played (which is strange enough!), but this is completely new to me. I'm baffled by my ignorance! How do these things happen? Well, I've slapped myself, so let's read the storyline...
A virus has infected the machines on Mars so the robots have captured our scientists and holding them captive. We have no anti-virus program so it's our job to destroy any robots that get in our way and help lead the boffins to safety. Jump inside your spaceship and get ready to save the day, again!
Rebellion is a top-down shoot-'em-up similar to a Gauntlet game. Each screen has several hostages, which are located in different parts of the level. Some are behind a forcefield which can be partially deactivated by disabling a section of its wall, but you won't have long before a repair droid appears. Others can be in locked rooms, which require a key card, which a robot may reveal when killed. Every level has a minimum number of hostages to rescue within a set time. Miss it, and the spaceship will leave without you. Yikes, so ruthless!
Nearly 30 years have passed without playing this game! Dang...
How are you going to break into that complex, rescue everyone, and get out in time?
Tactics, strategy, guns!
Enemy robots have a range of abilities: some are slow, whereas others are much faster, and some can even lay down explosive mines. Some have no projectile weapon, but others are only too eager to turn you into a blood splatter! Watch out for gun turrets, trapdoors, and tanks. Interestingly, when you do lose a life, the robots are paused for a few seconds, thus giving you extra time to whack 'em full of lead. Most satisfying!
Our weapons are superb, and the machine gun can be upgraded with greater power and faster action. Try not to kill any humans in the crossfire! You'll be pleased to hear that there are a variety of other power-ups to enhance shields, invincibility, a radar scrambler, and even a supply of extra lives. Oh yeah, we've got it all.
Visually, the graphics are small and detailed, but hardly groundbreaking for a 16-bit computer. Some might turn up their nose at the pace and tiny sprites, but it's ideal; otherwise, each level would feel cramped and difficult to navigate. Sounds are good, and you hear the bam-bam-bam of your weaponry the most.
Guns, tactics, strategy, and extreme military violence. I'm all in!! This game rocks...
As you can see, each level is swarming with enemies and folk to rescue. It's never easy!
The CryptO'pinion?
I don't normally enjoy games that have me worrying over the safety of people whilst being hunted myself. I panic too much, so people usually end up dead!! However, Rebellion works well, even though the hostages are lame at following you!! They can get stuck behind a wall, so remember that when planning your move.
Rebellion is great, and I’ve thoroughly enjoyed being anxiously entertained. Each level is captivating, progressing through increasingly challenging situations. It’s addictive and one of those games that keeps you coming back for more. The rush of killing the baddies while guiding the scientists to safety is exhilarating.
Magnificent, and one of the best games I have played in ages. I absolutely love Rebellion!!
It's time for more Atari ST box art, and this time we have 9 Lives. Like most Arc games, they've used their template, which is comical with a Bob the cat, who is laughing like a maniac. I must admit, I laughed at the glowing reviews plastered by three popular magazines! This has to be a great purchase, right?
Unfortunately, they were mistaken because 9 Lives is problematic, as something negatively impacts gameplay. Initially, I suspected this was due to the controls, which require some time to master. However, once I got the hang of them, I was easily controlling Bob through the rooms, and the long leaps are guided by a metre for precise control. So, no matter what some say, it's not the controls, which are nicely responsive.
Stop. Let's view a couple of screenshots...
What a massive and unique variety of characters this game has.
Just look at those funny faces! I'm sure these were designed by insane people!!
So what's going on?
I think it's the game's design that presents several awkward flaws that irk me: the sprites are too big, so each screen appears "zoomed in" and very cluttered, thus Bob cannot help but touch something nasty. Sure, I can knock them out with my yo-yo, but soon they're back up and ready to zap more of my lifeforce!
Also, the levels are incredibly unfair and require a psychic gamer to be previously aware of the off-screen traps. Argh, those darn spikes!! And, oddly, for a cat, Bob cannot fall far without dying!! However, this produces a hilarious animation effect not too dissimilar to Wile E. Coyote from the Road Runner cartoons.
The idea is great, but the design doesn't quite feel right. I think it's time for more screenshots...
Another life was lost... Well, at least I'm going up and not DOWN!! Phew.
Another life lost at the hands of the frustrating and overcrowded level design...
Aesthetics?
Simon Butler’s superb cartoon graphics are a feast for the eyes. The sprites are drawn with incredible detail, feeling more like an exhibition than a game. The animations throughout are brilliant, particularly Bob’s confident strut across the screen. And his clinging to a ledge just before pulling himself up is simply fantastic!
Martin Walker and Simon Butler’s gorgeous YM Chipmusic ensures the audio doesn’t lag behind. The music throughout is simply perfect, and I have no complaints about the musak. It's fabulous!
No more screenshots! This time we get to see what's inside the box...
Okay, there's not much in the box, but the manual doubles as a poster!
The CryptO'pinion?
Personally, I believe 9 Lives had the potential to be a fantastic platformer, but I doubt its creators enjoyed playing games. It certainly wasn’t beta-tested before release, which is a shame. I imagine most players will only play it once or twice before giving up, which is a pity. It’s still a piece of ST history that I’ll cherish.
Take it for a spin and enjoy the aesthetics, but just make sure you enable a trainer!!