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!

Tuesday, June 17, 2025

Amadeus Wolf Gang





Something old, something new

I stumbled upon this Megademo by accident when searching for something completely different. Not only that, but this is something I've never heard of and most certainly never seen before (at least my old memory doesn't recall). That's always a great feeling, which whisks me back to those carefree teenage years!

The Wolverine Megademo was released in the summer of 1991 by Amadeus Wolf Gang, including contributions by other French groups I hadn't heard of - Titanium, Kids Ghosts Brothers, Genesis, and The Storm Brothers. These are all new names to me, and ones I'm now keen to research further. Gotta love the ST scene :)

The main menu is similar to many productions of this era - a horizontally scrolling landscape provides doorways to each demo. The display moves fast, but the controls are awkward when objects are in your way. Be warned, there is a screen by Titanium that I'd advise you to skip (unless you're still that spotty teenager).

Many demos are old school with rasters, multiple scrollers, and sprites wizzing about. There is also an impressive use of overscan - I especially liked the Evil Dead screen. Intriguingly, there also appears to be a locked door concealed behind a wall – a potential red herring or perhaps a cleverly hidden demo screen waiting to be found! Sadly, it's a shame there's no reset screen or anything dedicated to the enhanced STe hardware.

The Wolverine Megademo might not be the best showcase of what the Atari ST is capable of, but it still has some good screens. I liked it a lot, and if, like me, this is new to you, then get it downloaded. This article is dedicated to Marko Latvanen – a fantaSTic friend who is a pleasure to know, and endlessly helpful!!

Right, ST Nutters - stop reading this boring text and get this excellent demo downloaded. I'll end with some animated captures from my favourite screens to tempt you to download it. Enjoy the 16-bit show...




This gave me Carebear vibes! An excellent and colourful screen by The Storm Brothers.



Wolverine Screen by Kids Ghosts Brothers is good; the old school vibes are superb!



Incredibly impressive is the Star Only Demo by Genesis. Could be a screensaver without the other bits!



The Evil Dead by Amadeus Wolf Gang is one of my favourites. Loved this one a bunch!!

Saturday, June 14, 2025

Bio Hazard






Imperial Transporter Equadus

Bio Hazard is a 3D first-person adventure developed in STOS by Les Greenhalgh. If you’ve ever played Dungeon Master (I can’t believe I just said that), you will know exactly what to expect in terms of its basic gameplay. The documentation claims this is Dungeon Master in Space, and while the style and visuals support that, I’d say this is a completely different experience, being more of an action/adventure shooter.

We're in space, aboard a ship with a radiation leak on its fourth deck. It gets worse: the xenomorph containment vessels have ruptured, and an infestation is imminent - of course it is. Don't worry, a security team was sent to assess the damage. Actually, no - do worry - because all contact with them has been lost!

Meanwhile, the ship's computer is preparing to wake the remaining operatives from hypersleep and has initiated the self-destruct sequence to stop the xenomorphs from falling into enemy hands. Our job is to place plutonium fuel rods into their designated slots. Once that's done, we’ll have two minutes to escape before the entire ship undergoes a thermonuclear implosion. The escape shuttlecraft is located on the first level.

Enough of my jibber jabber, let's see some screenshots...



Based on the Dungeon Master engine, we explore a camp ship with a weird colour scheme.



Look everywhere for items that may help. Hey, what's that camouflaged on the ground?





Let's explore!

First things first, you won’t get far without fully understanding the user interface. It will be confusing at first, but once you get used to it, it’s actually quite good - just a bit clunky. The main window gives you a first-person perspective, while below it, you’ll find details of what you’re carrying along with your vital stats. Over on the right, there’s a cluster of icons that, frankly, could have been better - less is more & all that.

Now, before you charge off to an untimely death (courtesy of a xenomorph that looks suspiciously like a metallic Facehugger), take a moment to get familiar with this interface. Below, I’ve included a screenshot of the main screen and also the inventory, with helpful numbered markings for this guide...

  1. Use the icons to navigate, but I preferred using the keyboard.
  2. The two icons in the middle of the arrows are to aim, and the other operates the doors.
  3. Pickup... Drop items... Load weapon/Battery... Recruit a person to your team.
  4. Up ladders/teleporters... Same, but down... Inventory... Use syringes/disks.
  5. These weirdo guys are the team members you've chosen.
  6. This is where you can view a level map (it doesn't last long!)
  7. Left and right hands to carry and use items - like laser guns and more.
  8. Stats - until later in the game, only worry about "S" for Stamina.

The opening area is free from aliens, so take time to explore and get comfortable with this interface. You will find a disk on the floor with a message welcoming you to the game and instructing you to gather your team. Don’t forget to check the wall dispensers for extra goodies - ammo, a battery, and a syringe. Finally, you’ll notice two doorways. One is locked(!), but the other is open and ready for you to step through. Dare you?

You don't need to be brave and open that door - not with more screenshots to view...


They sure made these spacecraft with trippy colours using two main colour types.
Check out the numbered markings and use the key above. It's easier than it looks!



You can store everything in the inventory from a spanner to a grenade.
However, there’s a catch: you can’t transfer items directly between team members.
Instead, you must drop the item on the floor and get another character to pick it up...





Let's kill aliens!

I’m guessing you’ve taken that next step and opened that door? From here on out, things get dangerous - especially since you’re unarmed! Thankfully, after a few steps, you will see several wall dispensers. Surely, one of them has a weapon we can use? You will also notice some with faces - these people you can add to your team. Strangely, there’s no real info about them, so I suppose we’re judging purely on looks?

Make sure you grab the map and, more importantly, find that weapon - which, as it turns out, is an axe. Not exactly sci-fi, but it gets the job done because there are no electronics or moving parts. A reliable weapon that is effective at close range. Later, you’ll come across a laser gun, though it’s not quite as dependable as you shall discover. Hey, did you happen to spot a repair terminal back there? That might come in handy!

The first level is big and nicely "divided" into sections using closed doorways, each crawling with aliens just waiting to be smashed with that axe (remember to close these doors!). As you push forward, you'll start getting access to other weapons, like a laser gun, mines, and grenades. Be careful with anything explosive - if you’re too close when it goes off, the character leading your team is going to take some heavy damage!

Each level has "hidden" areas you can access by what looks like a rubber swimming ring. It’s actually a teleporter that whisks you away to a separate section packed with rooms to explore and wall terminals to loot. Eventually, you’ll reach a point where the enemies are getting bigger and nastier. Your axe will do the job, but whatever you do, don’t stand still and soak up unnecessary damage - keep moving and stay sharp!

This game is probably starting to sound very familiar. A rip-off? But I'd say, Bio Hazard is very much a game of action and exploration - walk, search, find, use, and take down anything that gets in your way. I really like how the game eases you in with a simple map packed with useful items. This helps you get your bearings while also letting you experiment - reloading weapons, using syringes, reading disks, and so on.

The learning curve extends to the enemies as well. Before long, you’ll start coming across eggs. They may look harmless at first, but don’t be fooled - think of the Alien films! Once they (somehow) sense your presence, they crack open. And that’s when something jumps out - something that looks suspiciously like a spider. Or maybe an Alien Facehugger. Either way, it's time to put that new axe to good use!

At this point, you’ll probably start paying attention to the stats at the bottom of the screen. For now, it's only worth keeping your eyes on the first as the others won't really come into play until later.

  1. "S" for Stamina is essentially your health. This can be replenished with items you find.
  2. "R" for Radiation - though I never actually saw this increase.
  3. "I" for Impregnation - I have no idea if that applies to you or the ship!
  4. "C" for Countdown kicks in when you’re racing to escape at the end.
  5. "L" for the level of radiation during the final moments.

Dungeon Master in space? I’m more like Jason Voorhees in space! Let's have more screenshots...



The first real enemy on level one is a big mother with teeth!



Kill her and a few Facehuggers, and you will see the exit to the next stage.





Aesthetics

The colour scheme in this game is... interesting. The early levels are drenched in beige and purple, which doesn’t exactly scream "stylish". However, it’s not a massive issue, and not commercial, so I'll not moan. Regardless, this beige theme actually works well for the user interface - it’s clean and precise.

This front-end feels overwhelming at first - so I jotted down notes about the function of each icon, ensuring my old brain wouldn’t get confused. But after half an hour, it becomes second nature. There are a lot of icons, maybe too many, but you get used to them. The real pain comes with swapping weapons and items between characters - it’s a bit fiddly. But overall, the display works well, even if the colour choices are peculiar!

The audio is absolutely spot on with a wide range of effects for nearly every action - doors sliding open, the dispensers, and that gratifying clonk when you smack an alien with your axe. You’ll love hearing your own cries in action! The only letdown is the lack of footstep sounds, though I guess that’s not surprising.

I think I've yapped on enough! Let's see some screenshots before the gripping conclusion...



Something big is coming, and I can fight or close that doorway and run.



I was being beaten senseless. So... Game over, man. Game over!





The CryptO'pinion

To recap, the interface is (initially) awkward and cluttered with icons for actions that don’t need them - like separate buttons for picking up and dropping items instead of a simple click-&-drag. Recruiting teammates makes sense, but the system is clunky - item exchanges are cumbersome, and equipping them becomes a chore that’s easy to overlook. Worst of all, the map. It's super handy until its power drains way too fast!

That said, despite these gripes, for a homebrew adventure, this game absolutely rocks. Navigating through the ship is quick and easy, with no lag. The maps are cleverly crafted, hitting that sweet spot - engaging and progressively tougher, yet never impossible. And, unlike similar games, Bio Hazard is generous with its items, such as ammo and health, which makes it possible to progress deeper into the unknown.

It’s funny, but I wasn't expecting much when I first saw the graphics. I thought it would lack the charm of the commercial games and be nothing more than an “also ran.” How wrong I was. Bio Hazard is a blast! It's well-designed, fun, and worth checking out if you fancy a break from a traditional crawler.

Think of it as more of a Lite Dungeon Master that earns a respectable 75% rating from yours truly.
  • The only download worth getting is the registered game from Atarimania!!
  • However, there is a demo version with a simpler user interface/etc, which may tempt other players to take a stab at this rewarding game? I hope so. This can be found at Atari Legend that has a few Menu Disks. AtariUpToDate has the demo on a Floppyshop disk.

Friday, June 13, 2025

Happy Commodore Day!!





Wait, come back...

I bet you didn't expect to see that logo here? lol. Well, I have decided to create a light-hearted Amiga presentation to celebrate a great 16-bit computer. No, I'm not trying to be sarcastic! So, why the sudden burst of Amiga appreciation? Well, ever since I posted about STDOOM and DOOM8088ST, I have received a flood of childish and downright nasty comments on both this site and my YouTube channel. Rather than rise to their bait and retaliate, I figured I would record a silly yet respectful video to say thanks for the fantastic banter over the years, not to mention the zillions of Tracker tunes (as a chiptune guy, I hated typing that).

I've hunted down some cool Amiga-themed demos, images, and music. Nothing bitter, just a playful tribute with a few cheeky extras thrown in for a laugh. Surprisingly, there’s actually a fair bit of Amiga-themed content for the ST/STe, which is kinda cool. So I picked out a few that I liked, but Demozoo has loads more.

The productions I’ve picked are shown briefly in my video, so I’ve included all the links below to enjoy each one properly. I loved the AN Cool demo - just wish it was longer, especially as a ZZ Top fan! Commando is actually a VT-52 text file, and I recorded it in full, as it scrolls a bit too fast, so it’s probably easier to watch on YouTube. If, like me, an animated text file fascinates you, check out Josh Renaud's excellent website.

Okay, as for the minority of keyboard warriors, leaving nasty comments - seriously, why are you here? I mean, we don’t spend our time lurking on Amiga websites just to troll. We're too busy enjoying our ST to be looking over our shoulders. To the rest, the normies, let the banter continue for many more decades!!

Regardless of your allegiance, I hope that you enjoy watching my video recording. STay Atari :x

Thursday, June 12, 2025

System IV - Mister Tenqus Adventure




Bizarre finds...

Sometimes I stumble upon a game that is just weird, and System 4 is exactly that. It looks like QBert and plays more like Painter: we control a robot that hops around the screen, changing tiles so they all match in colour. Unfortunately, there are a bunch of bizarre enemies constantly getting in your way - Robot Hunter, Mad Devil, Paint Fool, and even one called Girl Friend (yes, really!). These scurry about, messing up your tiles, and it's best not to bump into them too much. They try their best to undo your hard work, so be quick.

Interestingly, this was designed and programmed in 1991 by Hugues De Jonghe [aka Lord Blitter] and R. Puchner. Which got me thinking... Sure enough, System 4 uses the Blitter for its sprites and screen draws. This was enough to warrant this quick gameplay video to add System IV to our Enhanced Games page!

Please note that the game appears to be corrupt when loading on the Atari STe; simply wait and press F1 to begin. System IV also runs on the STf, but is slower unless equipped with a Blitter Chip (which is odd, given how undemanding the game is). Best of all is hitting F2/3 on the main menu to access an extra player with the option for multiplayer, which is superb! Though be warned, it does make the screen even busier with so much going on.

This is a good game and worth booting up to see how far you can get, especially with a friend. You know, I love unexpected finds like this, and System IV has you running around like a headless chicken, but it's also kind of amusing. I've no idea why, but I really enjoyed playing it a bunch. No, honestly, I did!!

Before you download (Automation #505), here are some cool screenshots. Can you beat me?









Monday, June 09, 2025

Defender





The arcade comes home

The Atari ST boasts a small but brilliant selection of Defender-styled games, including great alternatives like Anarchy and StarRay. Of course, there’s also the classic Defender II by ARC, a favourite of mine with its flash & pizzazz. However, I don’t recall ever playing a proper official port of Williams’ Defender.

Earlier this year, I came across a new thread on Atari-Forum by sark02 for an arcade-perfect version of Defender. He began reverse-engineering the gameplay functions by translating the 6809 assembly and modifying it to work on the ST/e. The original's resolution is similar at 320x256, but instead of losing pixels, he implemented overscan to remove the lower border. Not only that, but he also utilises the DMA audio hardware for 25 kHz playback, while still supporting the STf. Quite remarkable, right? We need to duplicate this guy ASAP!!

This ancient arcade masterpiece deserves a break from my boring text with a lovely screenshot...



Shoot them all; take no prisoners!! (And note the taller image)




What is it?

Nobody is wondering what kind of game Defender is. Of course, if you've been hiding under a rock, then it's a speedy, intense shooter unlike anything else at the time. This horizontally scrolling space-blaster has us killing aliens and rescuing humans from abduction. It is fast-paced with flashy explosions and tough as nails. But it has that special "one more go" factor that keeps dragging you back. Defender is an arcade classic.

The first thing you should do is wait for the authentic but pointless boot intro to finish, then hit the F4 key to access a wide range of options. By default, the keyboard is active; however, you can change this to use the joystick or pad instead. Other options include auto-saving high scores, switching fonts between Defender and Atari, and the credits. Save your options, and we're good to go and blast the alien scumbags!

Now, pick up the joystick, blast aliens, have fun, and blast some more aliens. What more could you ask for? Well, best of all, the game feels completely genuine with the same movement and silky smooth aesthetics. Look out for Landers, Mutants, Bombers, and others as you try to protect those plucky humans.

Have you grasped just how cool this arcade game is? No?? Well, here's another screenshot, then...



Do you have any idea how tough it is to get a screenshot without getting killed?




CryptO'pinion

I can't rate this any differently than I would the arcade. It's the same game, which I find mega-mind-boggling, if I'm honest. In the documentation, sark02 writes, “If it feels like Defender, then that’s because of them. If it doesn’t, then that’s because of me.” By "them", he means the original programmers at Williams, which I fully understand. But come on, credit where it’s due - in my humble opinion, he has done an extraordinary job of morphing everything together to create an exceptional Atari ST/e shooter.

I can’t emphasise enough how great this is on the ST (even better on the STe!). This is a jaw-dropping conversion of Defender, built around the original arcade code and beefed up with overscan visuals, buttery-smooth controls, crisp DMA sounds. The effort sark02 put into it shines through. Where has he been for the last few decades, and what's next? Talk about bringing back those golden childhood memories!!

An authentic classic shooter that I'm pleased to rate a swarmer-busting 95%.




Don't forget to hit the F4 key for an array of options.



The keyboard doesn't work for me, I need the joystick!


Fonts? How boring!!



Not really! Which one do you prefer?


Well done sark02. This was an easy game to rate, an AtariCrypt SMASH!!

Like what I do? Hey, do you wanna help support AtariCrypt??

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