Saturday, March 08, 2025

Invasion of the Mutant Caterpillars





Two Day Challenge

What a brilliant title for a "challenge" set by Atari ST User magazine in 1992. This game was developed by Darren Ithell to showcase the STOS 3D extension and was featured on their April cover disk. It’s a fairly simple game, somewhat reminiscent of Starglider, but with gameplay mechanics similar to Missile Command. The objective is straightforward - huge slabs of polygon caterpillars are hurtling towards the city. There isn't much time before they destroy us so shoot them down before they reach the city's (ahem) many buildings.

The game's framerate is surprisingly good - better than the official Battlezone, I would say. The controls are superb using a joystick, mouse, or cursor keys. Personally, I found that a combination of keyboard and mouse worked best. Optionally, the F1 key toggles between displaying ground terrain and a starlit sky, while the F2 key switches the rather tiny scanner on and off. It’s a handy feature, but why is it so small?

It’s always refreshing to play something different, and I enjoyed this for a few goes. It’s nothing groundbreaking, but considering it was developed in two days, that’s pretty impressive! I don’t know much about STOS, but I’m now tempted to track down more of its 3D games to see if the quality and speed improved over time. A modest shooter that came free with the magazine, it’s great fun and deserves at least a 70% rating.




We begin each level near the "city" that needs our urgent help.



They're coming, use the radar scanner and hunt these caterpillars down!


Taken this screenshot purely for effect. Yes, I let the citizens of the city perish!



I shoot at one Battlezone style!!



A risky distant shot but he's too close not to try.


Credit: Atarimania for the online ST User magazine.



Yep, I even have this cover disk in my collection <geek>!!

Friday, March 07, 2025

Quartet Player





Tricky Tracker

Quartet Player is a free program by Dan Panke for playing ".4Q" files (I know how that sounds - stop laughing!) which are MOD-like, 4-channel digital music files. Quartet was originally released by Microdeal in 1989, with an improved version around 1991 that added stereo playback for the Atari STe using its DMA audio hardware. Now, I am more of a chiptune kind of person, but I have loved the smooth sounds this program produces. I have always seen it as our version of a Tracker - which, let’s be honest, it absolutely is!

Quartet was used by musicians to create some fantastic tunes for loads of games and demos, and I’ll try to link some below. With so many tracks, it’s great having a program like Quartet Player to play them. Unfortunately, it doesn’t seem to support DMA hardware, so while playback might sound good, it’s only in mono.

If you want to hear them in stereo, you must use the official Quartet program. That is most disappointing but not a big deal these days, thanks to websites like Atarimania, but I still find it odd that a (STe) standalone player was never released. You’d think one would have appeared at some point - but apparently not.

To make things even trickier, .4Q files are compiled, bundling both the song and its voices together. That means they need to be deconstructed before Quartet can recognise them. Weird, right? But don’t worry - it’s an easy fix, thanks to a handy little program called Separate, also by Dan Panke.

Personally, I love having a quick and easy program like Quartet Player and I'm surprised there aren't others out there. However, if I come across a tune I really like, I’ll run it through Separate so I can hear it in stereo. So much better! (I do wonder if someone out there will ever make a standalone stereo player)

Anyhow, give Quartet Player a playtest and enjoy some wonderful tunes...



Of course, much of the scene used Quartet; here are some I love with screenshots...




Quartet v1.5 (hit that F5 key ASAP!!)



Dan's Quartet Player. A superb program but F5 does nothing, sigh...



The Bootlegger released a fantastic compilation which supports stereo playback!!



Not their best effort but it features stereo playback of a great tune by David Moss (Spaz!)



Quartet Demo is simple but could prove nice with your own image. Sadly, not in stereo.


Ignore the previous text it displays; this is a great disk of tunes - in my opinion!


I never realised the audio was made using Quartet! Brilliant demo this!!

Sunday, March 02, 2025

Anthony Rosbottom

Anthony has a rich and fascinating history across a variety of platforms. Naturally, his pixel skills on the Atari ST are what I found particularly interesting - he contributed to some of my fave games: Prophecy I: The Viking Child, Special Forces, 
Rock'n Roll, and Zone Warrior. In addition, he is credited with three games I have yet to showcase on AtariCrypt (shame on me), Butcher Hill, Combo Racer, and Xenophobe.

It was a pleasure chatting with this fellow Lancashire lad, and I was thoroughly captivated by his intriguing history. Of all his stories, I loved the one about the left-handed mouse! Unbelievable, and pretty silly when you look back on it, haha. Also, his casual visit to the job centre was a surreal moment that marked the beginning of his new 16-bit career. What a fantastic moment in time!

I want to express my gratitude to Anthony for taking time out of his busy schedule to chat. Not only that, but he kindly waded through a pile of old 'stuff' and found several photos I'm sure you'll love. I've thoroughly enjoyed this journey down memory lane; I hope you all enjoy the interview as much as I have.

If you'd like to read more interviews with other ST Legends, click here!



~ Anthony Rosbottom The Interview ~


Tell us a bit about yourself

Growing up as a kid in South Australia, I was obsessed with my Dad's Commodore 64. As a kid, I used to draw C64 character sprites on graph paper - then typed the pixel values into basic code to display them. Then he got an 8086 PC and I was intrigued by that machine because though the graphics were less colourful than the C64, the machine could run 3D games slightly better and I remember being wowed by early flight simulators.

Anyway, we emigrated to Preston, Lancashire when I was 17. I needed a job and my Dad suggested going to the job centre to see what they had going. The lady there asked me what skills I had and I answered "Gardening and drawing". She went into her filing cabinet and pulled out a job posting. It was a video game company in Preston looking for a graphic artist. I said to her "Sure, I'll give it a go".

So I went along to the interview not expecting much as I had no experience using computers to make game graphics. All I had to show was a portfolio of paper drawings. The company was called DMA Systems (not to be confused with DMA design of GTA fame) and they were just finishing off the Atari ST and Amiga ports of Airborne Ranger for Microprose. The company consisted of two coders. They had a graphic artist but he left near the end of Airborne Ranger so they were looking for a replacement.

After a fifteen-minute chat, I was told I had the job. Since then I've had the occasional gap in employment but I've generally made game graphics since that first job. I didn't think I'd be drawing graphics for a living!



Which game did you enjoy working on?

My favourite Atari ST game to work on was Rock n' Roll, published by Rainbow Arts. It was the first game I worked on where I did all the graphics. I helped finish a few bits of Butcher Hill before Rock n' Roll but this was the first game I was responsible for all the graphics.

The guys at Factor 5 did a great job with the original Amiga version and they included an Amiga mouse and Monitor in the front-end menu. For the ST version, I drew an Atari ST mouse and a colour monitor made for the Atari ST (I can't remember the model number).

AtariST Rock n' Roll was a great training ground for me. The game is like a top-down Marble Madness clone/homage. The player needs to find four different colour keys that match the four different colours of the gate used in the game. This was all straightforward on an Amiga with 32 colours but I only had 16 colours (well 15 colours and the transparent, black colour) to represent the four different colours of the gate, key combos, and the other graphics in the play area. Quite a challenge but satisfying when I got it all working in 16 colours.



This shot was taken during the development of Special Forces.





What do you think is your best work?

I think my best AtariST work was some of the front-end menu screens on Special Forces. It was my last AtariST project and I think I honed my 16-colour skills pretty well by then. My favourite AtariST work would have to be the high score input screen in Viking Child. A bit random but I just like how it turned out.



How did you find the industry?

DMA Systems was a subcontractor for Imagitec which is why I helped out on the graphics for Butcher Hill and how we got to do the Atari ST version of Rock n' Roll. I'm hazy on the details but partway through working on Rock n' Roll, Imagitec acquired DMA Systems and we moved from Preston to Mirfield, West Yorkshire to work in-house at Imagitec.

A few games later and after Prophecy: Viking Child was finished, myself and the two DMA coders, moved back to Preston to start our new studio, Sleepless Knights.

In those early days of the video game industry, particularly through the 16-bit era, there was a culture of either working late nights or drinking in pubs, peppered with outrageous parties a few times a year. Professional project management was in its infancy back then. Attempts were made to plan the projects but they were always a hectic rush at the end to finish.



A cheeky marketing shot from 1990, taken just before the release of Viking Child. While other developers were posing on their red Ferraris, this Fiat was the closest thing they had to a red Italian sports car! (Barry Leitch is top left, Anthony is top right, and Mark Fisher is on the bonnet)





Was the industry all that you had hoped?

Microprose was really good to work for. They didn't micromanage or ask for relentless demos like some publishers do today. The following story isn't directly related to Microprose but it wouldn't have happened if we, the Sleepless Knight team, hadn't visited the Microprose office in Tetbury for a meeting.

We planned to stay there overnight. We booked a room above a rowdy pub and in the evening got chatting to a Scottish guy. We explained how we were big fans of the Highlander film. He explained that he was an extra in the film and used to live in the nearest village to where the Scottish parts were filmed. We excitedly agreed to drive from Tetbury in the morning all the way to the Scottish Highlands to visit the castle and bridge used as locations at the start of Highlander. Which we did and loved it. We loved the Highlands so much that we had two more holidays up there after that.



Tell us about the programs you used.

For the first few years, I worked directly on the AtariST to do the game graphics. I used an art package called OCP Art Studio. It was mainly designed to do sprite animations and you could only work on one 64 by 64 pixel area of the screen at once. It was a bit convoluted to use it to draw whole screens like title pages, loading screens etc. but I got used to it.

Ironically what was harder to get used to was using a mouse on a computer. On my first day of work, they put me in front of an AtariST and the mouse was on the right-hand side of the machine (like they normally are). The trouble was, I am lefthanded for drawing and writing. It didn't occur to me to move the mouse to the left-hand side of the AtariST!

Instead, I drew bad graphics for two weeks while my brain re-wired circuits to my right hand. I thought I was about to get fired for not producing anything useable in my first two weeks but then luckily it all clicked and was, in hindsight,  a blessing. To this day I can use a PC mouse with my right hand and use a pen tablet with my left hand. Super useful and something I wouldn't have learnt if I had the common sense to move the AtariST to the left-hand side.



Mark Fisher's desk while working for Sleepless Knights.





What about the hardware?

I never owned an AtariST while I was working on AtariST games but a few years later, when I was working at Probe, they gave me an AtariST and monochrome monitor which I used to experiment with making dance music on.

As I'm sure you know, an AtariST running a copy of Cubase was the setup to have in the 1990s for music production because of its built-in MIDI ports. The musicians at Probe had moved onto PCs by mid-1990 so the Atari STs were sadly surplus to their requirements.

I sold that ST a little while later but did enjoy owning it.



Any fun tales to tell?

The last Atari ST game I worked on was Special Forces and the animated intro was created unusually. Well, the helicopter shots were. To get animation frames of the helicopter, we bought a toy helicopter and a black and white CCTV camera. The toy helicopter was plastered with gaudy stickers but more troubling was that it was one of those friction toys with wheels that you pushed along the floor.

We took the wheels and axle off the helicopter but I didn't have the time or the skill to cut off the large, plastic bulge on the helicopter body that housed the friction mechanism. So we left the large bulge and pretended it was some sort of surveillance radar housing. We took the stickers off the toy helicopter, painted it with grey primer and basically stop-frame animated the helicopter sliding along a desk, both towards the camera [that was taking black and white photos] and away from the camera.

I then took all the black and white, digitised photos of the helicopter, deleted the background, recoloured them and incorporated them into the animation. This was a convoluted process but it was 1991 before digital cameras were a thing.



"We spent the day at Hoghton Tower, having Keith's wife take some
'marketing photos' of us, for the upcoming release of Special Forces."





Final words...

I have a great fondness for the AtariST. When people find out I created graphics for 16-bit games, they assume I made the graphics on an Amiga and reduced the amount of colours for the AtariST. But back then, especially in the smaller development companies, the Amigas, which were about 25% more expensive than the equivalent ST (the amount of RAM), were reserved for coders working on Amiga versions and musicians who used its audio sample capabilities.

I didn't use an Amiga much at all. If there was a time near the end of a project, I'd jump on someone else's Amiga and increase the colours in the ST graphics. But I always had an AtariST on my desk which I used every day of my early career.

I stayed in video game development till 2021 but since then the industry has crashed and I've had to freelance in other industries. I'm looking into ways of breaking into the Indie game scene and making my own small games. For that, I'll need to dust off my old pixel art skills. I'll keep you posted on how I get on :)


Friday, February 28, 2025

The DM Editor





The Ultimate ST Game

I realised some time ago that I would never find a copy of Dungeon Master at a reasonable price or in decent condition (and certainly not both). So, I hate to admit this but I gave up searching years ago! However, I have since chanced upon what I consider an oddity. I don't mean the software, but rather the fact that I’ve managed to find something most people would have likely left to gather dust in their attic.

The Dungeon Master Editor was released in 1988 by Edward Penman for Softex. I remember seeing adverts for it in magazines like ST Format, but it was something that passed me by at the time. Only now, looking back, do these things excite, fascinate, and captivate me beyond words! (the wife says I'm a weirdo)

Well, hold onto your hats because I actually own the real thing! This surprises me, as I would have thought it lost to time - in its physical form. I have The Way of the Firestaff, the editor’s manual, and the floppy disk. Not only that, but I also bought the floppy disk and manual for Dungeon Master. Granted, it’s not boxed, so incomplete, but I’m still thrilled. I guess that is a meagre consolation - but a damn fine one at that!

The software can be downloaded at Atari Legend and Atarimania. Also, the Dungeon Master Encyclopaedia website has scans and more information about the Editor. So, a cynic might question why I bought this product. Let's be honest, nothing beats the feeling of holding the originals. So I am one happy bunny!

Okay, I have taken a few photos of my precious warez...










Tuesday, February 25, 2025

Things That Made Us Go Hmmm....





Almost a Megademo

Every so often, I come across a demo I have not seen before, and today, I’ve got a rather good one - Things That Made Us Go Hmmm by The Watchmen. It starts with the above screen, cycling through a range of psychedelic colours that look absolutely stunning!! The main menu plays an original (ahem) tune and also reminded me of Life’s a Bitch by The Lost Boys. From here, you can access a selection of five demos…

> Now There's A Frood. This one features multiple background layers scrolling in different directions, along with a scroller that you’d struggle to read unless you’re an owl! It’s packed with proper old-school effects, executed brilliantly, and paired with some super-duper music.

> A Toaster Called Zippy. I first came across this a while back and absolutely loved it. I even recorded it because I was so taken with its simple yet stylish 3D presentation and that (Mmmm) compelling chip music. Thanks to a couple of cool chaps, I later found out the music is from the movie Fletch - how did I not spot that straight away?

> There's A Flower Dying In The Vase On My Shoulder. Quite possibly one of the strangest title ever! It starts with a simple screen featuring a massive logo and a sweet chiptune. Then, the full-screen scroller kicks in! It’s been done a million times before, but this is still a fantastic screen.

> The Joy Of Sex. No, not what you’re thinking! But if you’re expecting swirling, sexy 3D visuals, you’re in for a treat. This was easily my favourite demo of the lot - not because of full-screen effects or flashy extras (because there aren’t any), but because the 3D itself is superb. The thick, vibrant lines give it a laser-like effect, making it look absolutely stunning.

> The Fifth Screen. This one is a greetings demo packed with... well, greetings and lots of stars!

One more thing I must also mention is each demo's loading screen which has incredible artwork. Overall, this is a superb demo and I tip my hat to The Watchmen because I've enjoyed it as if it were 1992.

Demozoo has the download and also a dedicated group page for The Watchmen.

Credits

Chris(tophe) - Code
Ian - Graphics
Mad Max - Music
Zogg - Graphics (additional graphics in 'A Toaster Called Zippy')






Sunday, February 23, 2025

Battlezone





3D Tanx

I first played Battlezone at a friend's house on his Atari 2600. As a Speccy guy, I was captivated by its vibrant colours, smooth movements, and gritty sound effects. However, I have to admit (to my disappointment) that the ST conversion has never impressed me. And I hate saying that. The framerate is sluggish, the controls are awkward, and we can't even use the mouse. Making matters worse (for me) everyone else appears to like it. I don't get what they are seeing. Am I missing out on the ST's version of an iconic arcade shooter?

Years later, I watched an excellent video review by Trusteft and he enjoyed it. This came as a shock but it got me thinking - what was he seeing that I wasn’t? I felt I needed to give this ST conversion another try. However, I didn’t merely want to copy the lad, so I booted it up in monochrome instead. Think different, uh?

In light of that shocking decision, let's pause for a couple of screenshots...



I see this broken screen a lot...



Oh no, I know where that is heading!!




Vector wars

Before loading the game, I gave myself a little pep talk - stay open-minded and be prepared to admit I might have been wrong all these years. The game boots up, and I find myself enjoying its iconic title screen. Unfortunately, no matter how many attempts I gave it, my experience was just as terrible as it was years ago. I never reached a point where I felt my initial impressions were proven wrong. The sluggish controls simply don’t work. Since the arcade version uses two sticks, I can’t help but wonder if a combination of keyboard and mouse could have been implemented? Or even a method similar to 3D games like Virus?

The framerate isn’t sufficient for the game’s demands; the Atari ST has demonstrated it can do better in Resolution 101, Starglider, Simulcra, etc. This lack of agility aids the overly difficult action. Hitting tanks is already challenging, but dodging their shots feels nearly impossible! Sure, it’s clear you shouldn’t stand still and need to keep moving, but nothing can compensate for the flaws of this broken game.

This wasn't a review; watch videos by Trusteft and Into The Vertical Blank for in-depth information. I'm only here to be an obnoxious disgruntled gamer. With that in mind, they are both wrong because Battlezone is the suckiest arcade port I've played (ignoring Rolling Thunder). And I'm gutted to write that. I genuinely am.

What a nasty piece of work I am. So let's calm down and check out some more screenshots...



Dammit, my tank is so lame. It's not the driver, honest.



It was now that I reset and booted up Resolution 101.




6502 Power!

Interestingly, Klaz may have the answer for my constant frustration with Battlezone. Apparently, the ST is emulating/translating 6502 code in real-time which absolutely baffles and amazes me equally. Maybe it was quicker to go that route than to invest time and money into making a real 68000 version?

Oddly, I now find myself developing an undeserved respect for this game running like this. The fact that it’s being emulated is impressive, even though it shouldn’t be. Well, you know what I mean. What I wanted was a decent conversion. Hang on, could this be the only commercial Atari ST game that is emulated?

Regardless, I’ll be sticking with the exceptional 2600 conversion. Now then, what a game that is!!

Thursday, February 20, 2025

Defender II





Defenda

Unlike many of you, my first experience with Defender wasn’t in the arcades but on my ZX Spectrum. That little machine wasn’t exactly a powerhouse, but it was versatile and capable of handling this arcade shooter. I could be wrong, but I'm sure it was Defenda by Interstella Software, released in 1984. I absolutely loved it, though I wouldn’t exactly call myself skilled. Oh, what a shocker - Steve is rubbish at a fast-paced shooter!!

Fast forward a good few years, and along comes ARC with Defender II, developed by none other than Jeff Minter. Oddly enough - and I know this is practically sacrilegious coming from an Atari ST guy - whenever I hear his name, I immediately think of the Jaguar's Tempest 2000. I spent countless hours playing that trippy game in 1994/95. And half the time, I’d just leave it running in the background!! But anyway, back on topic - Minter programmed Defender II for the ST in 1990, and it’s everything you’d hope for, with loads of extra visual flair jazzing up the arcade classic. Not only that but the two original games are included as well.

Yes, Defender and Stargate are included, but my focus is Defender II. Don’t get me wrong, having all three games in one is incredible, but if I’m being brutally honest, they’re pretty similar. That statement might get me slapped by a purist, but hey - whatever! At the end of the day, I fire it up to play Defender II.

Let's have a break for some screenshots that really don't do the action any justice...



As a base comparison, this is the original Defender. It's zany, zappy, and FUN!



Defender II explodes all that zappy'ness into a zillion Llama-crushing pieces.





Defender II

From the golden era of Space Invaders, Asteroids, and Pac-Man came a furious shooter called Defender. The objective is always the same: little men wander the planet’s surface, innocently going about their business - until aliens swoop in from the skies, intent on abducting them for some bizarre, probe-related experimentation. We can’t let that happen! So, we skim the planet’s surface, blasting every last alien into smithereens. It’s a wonderfully simple concept, like so many old games. Straight to the action and I love that.

The controls weren’t quite what I expected, Defender II uses a combination of mouse and keyboard. Moving the mouse adjusts altitude, the left button thrusts, and the right changes direction. So how do you shoot? That’s done with the Shift key, which you can hold down for rapid firing. And because this is Defender, I naturally want a smart bomb to clear the screen when things get tough - just hit Control, and hey presto, BOOM!!

But there’s more gun love just waiting to be discovered - pressing Alt unleashes an electrical weapon called the Smart Laser, which instantly fries anything nearby. It’s powerful but has limited fuel reserves, so I tend to use it early on when the screen is flooded with (far too many) enemies for my meagre reflexes. Thankfully, every 10,000 points earn you a fuel top-up, along with an extra life and another smart bomb.

Jeff Minter didn't hold back and cranked up the mayhem, making Defender II an even more exhilarating arcade experience. And it doesn’t stop there - we have an optional AI Drone, a handy companion that mirrors your actions for much-needed extra firepower. Hitting the Spacebar toggles its functions between this standard mode into a powerful "toothpaste" laser (stronger beam), up-shooter, and bombing mode.

Defender II goes beyond anything I expected from a mere Defender clone. Jeff has transformed it into something else entirely. The AI Drone is a brilliant addition, but for me, the true game-changer is the Smart Laser. With that, your experience - and progress - improves more than you ever thought possible!

It's about now that you should leave to boot up your Atari ST to play. Wait, don't go just yet...



The training mode is superb as it introduces you to everything very nicely.



Completing a wave results in this nifty info screen with bonus rewards.





Aesthetics

It’s hard to imagine a game from the early 80s could be dramatically improved. After all, it’s Defender - a game where a black background takes up 95% of the screen. Well... hold my beer... because ARC’s version is an absolute visual feast, far beyond anything the original ever was. The credit for these sexy pixels goes to Wayne Smithson and Simon Butler, though, at first glance, they might not look like much.

What I mean is, that the magic happens only when triggered by playing the game - firing and obliterating enemies. These actions turn boring old Defender into a psychedelic explosion of party pixels. It’s pure visual chaos - stunning and borderline hypnotic. At first, I found myself watching the dazzling display rather than playing - so I kept dying! When playing properly, the action never lets up, throwing an eye-popping, high-energy spectacle at you from start to finish. Honestly, it’s one of the best-looking games I’ve seen.

The audio is almost as impressive, packed with superb sound effects that belch and burp loudly with every move you make. The laser - easily the most frequently heard sound - has more of a machine-gun vibe, though it takes a backseat whenever explosions and other effects are heard. It’s a shame the DMA hardware wasn’t utilised, but honestly, I have no complaints - Defender II is as loud and obnoxious as it is visually glamorous.

Interestingly, the theme music was created by Martin Walker using Microdeal's Quartet. I love what musicians have managed to produce with that, and I only wish it had been used more often. Superb music.

Right then, I'm yapped on enough so carry on scrolling for the ultimate opinion you're dying to read...



Having 3-in-1 is tremendous Minter value. Play the originals - they're damn excellent!



Of course, it's Defender II I prefer - there's nothing quite like it!





The CryptO'pinion

Disregarding the fantastic value of three games in one, this is an absolutely stupendous product. Defender II is a monumental shooter - a true masterpiece, perhaps even superior to StarRay or Anarchy?

It’s not just the frantic speed or the jazzy visuals that make this version so brilliant; it’s the innovative new weaponry that transforms the basic gameplay without ruining it. The drone is a worthy addition, offering several attack modes (though, in my humble opinion, it’s best left as it is). It’s the smart laser that really tips the balance, elevating the game from being great to truly exceptional. This underrated feature is a must-use, as it compensates for slower reactions and lets you progress deeper into the later missions.

I’m sure you’ve all guessed it by now: I’m giving it a massive 98% and awarding it the AtariCrypt SMASH accolade. Defender II is arguably the best horizontally scrolling shooter for the Atari ST. Wow, that's a bold statement alright so let me know what you guys think in the comments section below.

Right, waste no more time and click these links to play Defender II...

Level 5 - FLOYD
Level 9 - FURRY
Level 13 - BEAST
Level 17 - LEMAC
Level 21 - ZIPPO
Level 25 - LASER
Level 29 - DAFAD
Level 33 - MAGOG
Level 37 - FUNKY
Level 41 - DONKY
Level 49 - KANJI
Level 53 - IRATA
Level 57 - NEURO
Level 61 - STOAT









Any easy SMASH rating so go and grab it off those download links!!

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