Reach out for the power
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...
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.
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...
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...
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!!
Floppy disks at Atari Legend & HDD game by 8BitChip.






I have a question, who wrote the 9 lifes music? // Viktor Sandhagen
ReplyDeleteAtariMania has the answer :)
Deletehttp://www.atarimania.com/game-atari-st-9-lives_10967.html
..."the sprites are too big so each screen appears "zoomed in"...
ReplyDeleteMany games on the ATARI ST have got lower resolution, lower / less colors sprites, etc...
I am glad to see eg. big Garfield.
IMHO, there's only so much screen real-estate available, so the (gorgeous) sprites should have been smaller. Again, it's just IMHO mate.
DeleteI got the demo of this on a Magazine in 1990, I was 12, I was hooked on it's atmosphere, map, sprites, soundtrack and wicked hardness. I keep coming back to it, and truly believe it can have much more potential with smooth scrolling and larger game play area. The game invites you to explore it.
ReplyDeleteIf it had STe enhancements, then that would have helped massively. imho
DeleteGame is from 1990...
DeleteIn 1990 many developers were very critical of ATARI for the promises they made and failed to keep regarding the STe.
214 / 5 000
New audio chips – even the ProTracker couldn't play true 50KHz; a trick was created for a pseudo-50KHz. Paula or BackTrack.ACC, for example, played a barely stable 12.5KHz @100% CPU. Later, algorithms for 25KHz appeared.