Monday, August 26, 2024

Killing Impact




Glad?

Imagine a fantastic sci-fi future where we are a member of an exciting explorational team called X-Plorer. Deep space is scary and, you guessed it, something went wrong! But something always goes wrong, right? Yep, we end up stranded on an alien planet light years from home. Of course, it's an unfriendly world of vicious creatures that need killing before we can escape home. Or is it just a Joust ripoff set in the wilderness?

Killing Impact is based on the Falcon030 original by David Fournier of Rebel Vision who appears to have only produced this one game. The idea is simple and if you've played Joust, you will already know what to expect in terms of basic gameplay. Unlike the original, Glad takes place over dozens of jungle screens on an alien planet. Its wilderness is crammed with enormous plant life and crazy critters that don't like your presence. The objective is straightforward, travel the terrain killing everything whilst making your way to the exit.

Sadly, that's not possible for the unlucky ST protagonist because our conversion appears somewhat unfinished with only two levels complete. Not only that but when/if you reach the end, you're left trapped in the final room. Regardless, of that fact we have a huge game with dozens of screens to play.

As a version of Joust, the controls ought to be spot-on. I'm grateful they are just that and implement the standard jousting practice - defeat the enemies by lancing them from a higher position. There are optional weapons like bombs, but these are impossible to use. In stark contrast to the main controls, they are awful and demand a combination of holding a direction whilst hitting fire - in midair!! That doesn't work.

Being Joust, this doesn't need to be a solo mission as Killing Impact supports two players. This is quite special and adds tremendous value, especially when one player can lure the enemy into the open for the other to strike. The expected restrictions apply ie, both players remain on the screen at the same time.

That's about it to Glad Killing Impact; flip-flap through every screen killing anything nasty. Forget the weaponry and concentrate on the (excellent) jousting to defeat your foe. Ultimately, you will reach a boss and these guys are always tough nuts - so beware!! This leaves only one question, what is this "Glad" thing about?

Okay, let's pause the boring reading for a couple of sexy screenshots...



Watch out for the dragonflies that are deceitfully cunning creatures.



Oh no, a dragon!! These chase well but aren't quick, so easy prey.



Aesthetics

As you can see from the screenshots, the visuals are exquisite. If I had one, I'd tip my hat to Frédéric Fournier and Christian Rey for their gorgeous jungle and underwater artwork. Equally, the sprites are a variety of nasty creatures superbly detailed and with excellent animation - I love the jellyfish and dragonflies.

The hardware scrolling/Blitter isn't used so we're disappointly stuck with single screen push-scrolling. Thankfully, it's implemented well for good effect and maintains a fluent update on each screen. Sadly, this isn't perfect and can be irritating whenever you're inconveniently near the screen's edge.

The audio is a different story with passable spot effects used for movement, killing, and other oddities like the underwater bubbles. There needed to be more but perhaps the near-silence is a good thing so you can hear the jouster's flip-flap? Hey, at least the title screen has a decent (non-DMA) digital tune - is it Quartet?

As conversions go, it looks better than it sounds. Let's view some more screenshots...



Later on, level one takes us underwater and is very nice.



This is just one insanely difficult screen from level two. Ugh, so tough!!!



The CryptO'pinion?

Bear in mind, I haven't played the original Falcon game, somehow the ST version feels "rushed" and certainly incomplete. Don't get me wrong the basics are ported well with great graphics and jousting controls. Level one is massive, incredibly well-designed, and a bucket load of fun. This is why I decided to map the game!!

However, the second level is incredibly difficult to be anything other than terrible because it's cramped with too many enemies. Additionally, the weaponry is overcomplicated so something I never bothered with.

Based on the first level, a thoroughly excellent Jouster I heartily recommend. My rating is 85%



The final room. I defeated the boss but then nothing happened...


Can you beat my high score?



Maps & Downloads

There are two recommended downloads, a 2-disk floppy by Elite and PP's hard drive version.

As always, the images you see are simply thumbnails and you can download the hi-res originals by clicking here. Additionally, I've mapped many other Atari ST games which you can access by clicking here!! I hope my maps persuade you to play all these great games yourself? Hey, let me know in the comments below.



The first part of level one is incredibly playable.



With a couple of new monsters and a change of style; well, it's more of the same.



The third part is mostly underwater and a great way to complete the level one journey.



This is level two and is impossible - without cheating. It's a barstool of a level!!

Thursday, August 22, 2024

I have a question




What's your favourite Pompey Pirates disk?

Lately, I've been plodding through a wedge of my Pompey Pirates disks. Such excellent cracks made me fondly remember the chat/information/banter within the scrollers. They gave me access to games I would never have been able to afford. Right or wrong, a service was provided. Of course, the excitement of the postman delivering the latest Pompey disk was brilliant. Sigh, I miss those days... hence my noSTalgic website!

I enjoy asking stupidly impossible questions [1] and [2]. So, with that pointlessness in mind, what would you say is their best release? For me, disk #095 is my favourite because it features three belting games - Hunter, Lotus II, and Head Over Heels. In terms of the menu, that's another tough choice. It's probably disk #048 because of Syd B's fantastic War Of The Worlds picture. Not only that but it features a superb Mad Max tune. You gotta read the scroller for a surreal tale that is suspiciously accurate for today's absurd world.

That's what I love about awesome crackers like these, their scrollers are an unsuspecting time machine. Righto, what is your favourite Pompey Pirate disk? While you ponder over that, here are some links...

Exxos has access to the entire Pompey archive - https://exxosforum.co.uk/atari/...
Atari Legend - Pompey Pirates disk #048 - https://www.atarilegend.com/PP48...
Atari Legend - Pompey Pirates disk #095 - https://www.atarilegend.com/PP95...
Demozoo - a page dedicated to Pompey Pirates - https://demozoo.org/groups/2228/
Atarimania - Pompey Pirates Mega Muzak Demo - https://www.atarimania.com

Monday, August 19, 2024

Gilbert's New Adventures




Indiana Jones?

While trolling through the immense archives on Atari Legend, I stumbled upon a platformer called Nowe Przygody Gilberta. I thought that name was gobbledegook until I translated the Polish text into English. Gilbert's New Adventure was developed in GFA Basic by Adamsky who supports the Blitter and DMA audio!

Whatever the storyline, we appear trapped in a labyrinth of rooms with locked doorways and treasures to collect. Think something "roughly" similar to Manic Miner, Treasure in Cave, Montezuma's Revenge...

Gilbert's New Adventure looks like an 80s old-school platformer, which immediately appealed to me. Upon loading, we're greeted with an amateur image of Indiana Jones, taken from the ZX Spectrum. Don't look at it for too long and hit the spacebar for a helpful screen depicting the items and objects within the game.

Yes, I said helpful and here is a screenshot to prove that fact... Ahem...


Never have I known so many words to contain a 'Z'!! Let's translate...



Polskie Klucze

Polish might be completely alien, but that key is quite obvious. Starting at the top/left and moving sideways: wall, hammer, red key, loose stones, treasure, blue key, another type of wall, parachute, green key, spikes, a red-key door, ladder, fire, a blue-key door, teleporter, energy drink, and finally, a green-key door.

As you can see, it's simple stuff with walls, ladders, and tools. The rest is basically colour keys for corresponding doors plus a few dangers. However, there is a teleport pad too... but... more on that one later!

Let's step back in time and take a look at the opening screen from this game...



The status bar shows energy, cash, and also any collected items.



Gameplay

Immediately beginning my first game - I was hooked. I don't mind sounding like an old man reliving his youth but, that's exactly what happened. The appearance is terribly bare, so unspoilt by pointless glam. This innocent structure uses small blocks and feels like it was dragged kicking and screaming out of 1982.

The controls are dead easy: left/right to walk, up/down to jump and use ladders, and the spacebar will activate a teleporter. However, this simplicity wasn't good enough for Adamsky who decided to alter things. To diagonally jump, use the Insert key (to jump left) and the Clr Home key (to jump right).

Gilbert's task is to collect treasure whilst scouring the rooms for items that could help him along the way. We are free to explore all rooms but watch out for tricky routes and blatant pitfalls - like fire pools and deadly spikes. Dangers like these instantly kill our intrepid hero. Oddly, there are no monsters but the emphasis is on treasure hunting so having baddies aimlessly wandering might have gotten in the way?

Every screen has rudimentary puzzles like a hammer to bash through loose rock, differently-coloured keys for specific doors, and parachutes to prevent falling to our death. A few screens have a teleport pad but the destination is cycled between several screens. Blindly exploring could leave you stranded without a necessary item. Transporters made exploration quite confusing and felt unnecessarily disjointed.

Are you ready to guide Gilbert through the rooms to fill his pockets with treasure and escape?



Hey, this room looks familiar yet I can't think why heh.



Graphics and Sounds

Nowe Przygody Gilberta is a simple platformer without zany aesthetics. In fact, back in the 80s, I'm sure it would still have looked as dull as dishwater compared to others. However, many homebrew games are made by someone who couldn't draw, so it's perfectly understandable and also suits the aged theme.

I've played games like this on the ZX Spectrum, simple screens made of 8x8 bricks and nothing close to the graphical quality we're used to seeing in Fire & Brimstone or Ghouls & Ghosts. I can imagine how disheartened you feel by the screenshots? Don't be, this is a platformer for gamers who care nothing for glam.

The audio features DMA sound effects but, not many which is odd considering the effort already made. You shall hear something when landing on your feet, an "ugh" after falling but, little else. Sadly, there's no background music which is a shame because a chiptune would have compensated for the lack of effects.

I know, it's like a near-silent ZX Spectrum platformer but without the colour clash...


Using a parachute is the only way to go down in this room.



The CryptO'pinion?

Adamsky has created a platformer with all the aspects of a wonderful old-school treasure hunt. Ignoring the modest appearance, each room is superbly designed and requires thought before blinding running off. This humble puzzle aspect adds much to the exploration and is thus addictive and enjoyable.

However, the game is hampered by having one life thus forcing you to restart from the beginning each time. As you know, I did not like the transporters which increased my frustration, especially with only having one life. Plus there are minor niggles like using ladders which is too slow compared to our other movements.

Moaning aside, believe it or not, I have tremendously enjoyed Nowe Przygody Gilberta. It's far from perfect and that's a shame because it could have been great with more thought. I'd say 70% - close but no cigar.

Greetings to PP for adapting a new version that features unlimited energy!!



As you can see, this map is incomplete because of the dreaded transporters.
One day I'll return and finish this if there's enough interest.
This is a thumbnail,
click here to download the high-resolution image!

Friday, August 16, 2024

exQUIZitely




Tests? Exams? Ugh, NO!!

It's always great discovering something new that people are working on and I've been talking with Ole who runs the Exquizitely website. This is dedicated to playing online quizzes with one area devoted to the Atari ST. There are different quiz modes, and all scores are recorded and saved with an option to replay anytime.

I normally hate things like this as I'm rubbish at quizzes but I've thoroughly enjoyed it. You shall note that a few of us from the ST world have already played. It was no shock (for me) to discover who made the top slot. I'll say nothing more but I'm sure you have already guessed? I'll give you a clue, it isn't me! :)

ExQUIZitely is a professionally designed website by two friends, Ben & Ole. What a great website and I'm happy to have helped (a little) to beta test it. Also, I asked Ole for some background on their work...

"Ben and I created the site to make something purely driven by passion. We both have day jobs, so we do this exQUIZitely project on the side, after hours. That's why word of mouth (or any other help) is so important. We wanted a clean, playful, ad-free, no-BS site. Ben is a programmer, and I do all the other stuff (design, content, reaching out). We wanted an 80s theme, hence the pixel-style graphics and the old-school 80s TV screen layout for the quiz."

I urge you all to check this out for yourselves... https://exquizitely.com/quiz/Atari-ST-Games



Three quiz modes last 1-3 mins or you can play sudden death.
Here, I am playing "stacker" mode. This is abbreviated by "ST" pleasingly enough!



Challenges can be set with the results taken and recorded.
Ole challenged me in the (of course) Atari ST quiz.



There are loads of other quizzes you can partake in.
I tried one about the capitals of countries. Never have I sucked so badly... Ugh!!



If you're interested in more external ST-related websites, check out this section of AtariCrypt "Other STuff Out There!". That is listed on the right, alongside tons of other sections!


Wednesday, August 14, 2024

The Addams Family




Creepy, Kooky, Ooky, Spooky

I am a massive fan of the original TV series plus the movies from the 90s are favourites in our house. I've no idea what's taken me so long but eventually, I got around to Ocean's 1992 platformer developed by James Higgins. The same programmer behind two superb games - Navy Seals and The Untouchables.

The story is an 'original' one about kidnapping and rescuing. Morticia has been abducted by Abigail Craven who is after the Addams' family fortune. The other characters have been captured and imprisoned in the mansion's many rooms. As Gomez, we must locate Pugsley, Wednesday, Granny, Uncle Fester, and Morticia.

I reckon we need to see the first screenshot which proves it always pays to explore...


That looks ominous but let's be daft and climb up it... Hmm, what is that below?



The Game

We begin outside the front door of our mansion but I would stay outside for a while. Go for a walk, who knows what treasures and power-ups there could be! You may also uncover underground passages. Outside the mansion is the perfect place to get used to the controls and the method of killing the monsters.

Gomez can walk left/right and jump using the fire button (hold down for larger jumps). He has no weapons and kills enemies by leaping into the air before landing on them. It's like we have in the excellent budget platformer Well 'Ard. This technique works brilliantly except for those enemies protected by spikes or fire.

Once inside the house, you stand in the hallway that grants access to several "rooms". These are the levels that lead to a boss who is holding a family member captive. The Addams Family is a non-linear platformer so you can choose any level you like. All are massive. When I say massive, I really do mean massive!!

Whatever level you play, a wealth of monsters feature constantly. Never have I known a game with so many enemies - any contact will drain energy. This is represented by love hearts which can be replenished along the way. Interestingly, having lost all lives doesn't mean the game is over because there is the option to continue or quit. The caveat of continuing is having to restart from the beginning of your current level.

Run and stomp monsters like a crazed Sonic! However, slow down otherwise, you might miss hidden rooms, power-ups, and secrets. Also, there is Thing's Box, which reveals a clue about the level. Nothing mindblowing, stuff like "some doors are less visible than others". Essentially, that means pay attention!

Let's look at the power-ups left sparsely scattered about every level...

Small hearts - replenish a heart's level.
Dollars - for every $25 you replenish a heart and $100 grants a 1-UP.
1-UP - will also grant a new life.
Shield - invincibility for a short period (shown as a star trail)
Shoes - mega run and jumps! (Argh, this should be the default!)
Fez - Fezi-copter works on current level and allows flight (it's brilliant - think Joust!!)

After running through any level, you eventually reach the boss, who is holding a family member captive. Once defeated by the same leap and stomp method, he/she seeks refuge in the Music Room with Lurch. The big guy remains in this room throughout, as he plays with his organ (come on, I just had to).

As you free family members, they will also come to this room. Once everyone is gathered, Lurch can properly play the organ music that magically grants access to the underground chamber. This is where we stash all of our cash but more importantly, the location where Morticia is held prisoner. The big boss here is tough.

Once the final battle is over, everything returns back to normal for the Addams. The game then ends with a funny and loving Gomez and Morticia scene. Finally, you get to see caricatures of the game developers.

Okay, let's pause this boring reading with a pixel-sexy screenshot...


Within the mansion offers many doorways to different levels.



Graphics

Warren Lancashire and Simon Butler designed the visuals and to say they are great is an enormous understatement. Never have I played a platformer with so many characters!! Each with incredible detail and great animation. It's beyond admirable to see something like this for a 16-bit platformer.

The backdrops are truly stunning with an individual style and theme appropriate to that part of the house or grounds. I love the 'heat' levels that actually felt hot thanks to their bright palette. Every level looks gorgeous and my favourite is the outside areas which I thought looked the most pleasing.

Push-scrolling is used alongside a heavily reduced screen size. There are many other similar platformers with proper scrolling. Also, many use the push method without any screen/size reductions.

I bet you want to see a creepy tree and dancing flowers? Here you go...



The artwork is stunning and I just had to capture a GIF for this scene!


Audio

Music and sound effects are by Jonathan Dunn who worked on Elf, New Zealand Story, and Rambo III. The Addams Family theme plays on the title screen but sadly, isn't a sample. The gameplay is accompanied by several fantastic chiptunes, alongside adequate spot effects - for jumping and squashing the enemies. 

If you like the Addams Family theme then check out ZombieCrypt slideshow!

Before the gripping conclusion, let's see a werewolf in a cemetery against a mysterious sky...



The Graveyard is great but quite difficult, especially when fire falls from the skies.



CryptO'pinion

When I began playing the opening scenes, I was grinning like the Cheshire Cat. It's fantastic and provides an opportunity to grasp the superb joystick controls. Not only that, these areas feature secrets and power-ups. However, once you go inside you realise this is a poor conversion with serious issues.

The Addams Family could have been great but I grew weary of plodding through levels that felt like they wouldn't end. Plus it's impossible without a trainer because there are too many dangerous obstacles and enemies. It's way off-balance. With a trainer, I endured to the bitter end and earned codes you're welcome to use...

1Z9KX - Wednesday
1G99? - Fester
KGH9C - Pugsley
KL#RJ - Granny
RLRRX - Heart Power Up

I'm not sure why Ocean released this stinker but the combination of thin screen, push-scrolling, and impossible difficulty amplifies my sorrow. Play a different platformer - Jim Power, Black Tiger, Zone Warrior, Stario, Wonder Boy, Giana Sisters, Kid Gloves 2, Astro Marine Corps, Potsworth & Co, The Viking Child, etc/etc.

The Addams Family is a lame duck and should be grateful for getting a bleak 60%.

Masochistic gamers should download from D-Bug (and Atari Legend has several menu disks).



I'm on my way to rescue Wednesday but losing the will to live because it's so tough!!



Lurch has left friendly advice at the start of some levels.



Look at that photograph, it's Christopher Lloyd!



I took this screenshot simply because I liked the look and its colour!



I thought the background on this level was the best looking.



The Music Room is where Lurch attempts to play, note the blocked door on the right.


Every house has a vault, right? Fill your boots!


The first of the boss screens, this one frees Wednesday and he's a right bas$@^!!!


This boss was the best (easiest) because you can use Uncle Fester.


The boss holding Pugsley captive wasn't difficult. Sinister face on him!


The boss holding Granny looks great but is pretty tough.


When I encountered this boss, I was bored and lost the will to live †



Ocean nailed it with this fantastic option screen!!



Morticia's boss is the most annoying of all as he stays out of reach a lot.


Eventually, the quest is completed...



Fireworks "light up the sky" but a screenshot is all you're getting.

Tuesday, August 13, 2024

1943 Cracktro



Oldskool

I'm in a nostalgic mood, which is something of an odd thing to say considering the website you're looking at right now! Anyhow, this is one of the earlier cracktros. It might look lame but, it is legendary. Blade Runners used this intro several times and it takes me right back to my early ST days in the 80s. Ah, simpler times :-)

Grr, now I cannot get that chiptune out of my head...

More Information & Downloads

ST Computer Service [ Demozoo's group page ]
Blade Runners [ Demozoo's group page ]
The Gigabyte Crew [ Demozoo's group page ]
Music by David Whittaker [ Atarimania's game list ]
Scroller text by Harrie [ Swapper! ]
Garfield game download [ Atari Legend's menu disks ]

Wednesday, August 07, 2024

In the eye of the beholder




Pleasing pixels

Upgrading to the Atari ST was a monumental moment. I remember seeing games like Dungeon Master, Xenon, The Pawn, and International Karate. I couldn't believe the detail and range of colours - without colour clash! Of course, that feeling happened again when I bought The Union Demo. The joy my eyes and ears experienced with extra colours, glossy fonts, plasmas, parallax scrolling, etc. What a moment that began a new era!!

So where is this yabber taking us? I was sitting here wondering what my favourite ST/e image is. Over the years, I've seen great pictures from people using programs like NEOchrome, Degas, Spectrum 512, and Photochrome. Not to mention the creations of the demoscene, embedded within intros, cracktro, demos, etc.

You can see my choice (at the top) taken from Drone, an Atari STe demo by DHS. It was originally created by Ultradialectics and is horrifically exquisite. Drone is a remarkable demo with an ominous style and presentation yet it remains funky-fantastic! Yes, that's my silly way of describing their hard work!

So what is your favourite pixel art and why? I'm not talking about the technical aspect as it can be anything - monochrome, 16-colour, or feature thousands of colours in overscan! Beauty is in the eye of the beholder. However, the caveat is that the Atari ST/STe must be able to display your choice (not TT/Falcon).

Links

Original artwork by Ultradialectics [ Deviant Art ] [ Demozoo ]
28-colour STe version [ Dead Hackers Society ]
Drone demo for Atari STe w/ credits and download [ Demozoo ]
Dead Hackers Society [ Demozoo ]
The Union Demo [ Demozoo ]



You know the rule - best experienced using a real Atari STe.



Addendum

An overwhelming response... So here are a few examples of gaming #pixelart that I admire.


Rambo III.
Starting with an obvious one! The resemblance to the artwork is astounding. Love it!!


Escape From The Planet Of The Robot Monsters.
Jaw-dropping pixel artistry was used for its intro. A truly stunning screen.


Black Lamp.
Perhaps a cheat as it's basically a collection of sprites! A legendary screen!!


Fire And Brimstone.
Of course, this isn't a title screen but just look at that outstanding pixel art!!!!


Laser Ball.
Technically not the best but the exotic toon results are superb.


After The War.
Wow, a surprisingly good beat 'em up and this screen is mind-blowing!!


Spikey in Transylvania.
Not a title screen, but a scene from the game I absolutely love. Gorgeous expressions!


Dungeon.
So bad, it's actually good. I love the dripping flesh. Amazing!!


A Prehistoric Tale.
I wanted to keep this to just games but the demoscene had to sneak in! ;) #SUPERB

Some more random ATARI ST articles

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