Monday, January 13, 2025

Clown-O-Mania





Clowns make everyone laugh, right?

Clown-O-Mania sounds like the perfect title for today's crazy world. Instead, it's an Atari ST game developed by Matthias Krenzel and Carsten Mohr and released in 1990 by Starbyte. However, it's not a game I remember; my first impressions are of Spindizzy Worlds or Crystal Castles, which is not a bad thing.

So what's the story? Well, Beppo the Clown was strolling through the circus and found a mysterious map. Not just any map but a mysterious map! This tells of a hidden place with valuable crystals. Beppo cannot ignore the temptation and quits the circusOddly, he remains in his clown gear and makeup! Anyhow, he finds the location and wants the crystals. Can we help him get rich? It's doubtful with me in charge of the joystick!

Let's look at the opening level which is a great way to learn the basics...



Many levels are designed with multiple layers accessible via ladders and more.
I've collected a few crystals, but what are those two green "things"?
Can you see those blue boxes? They look helpful.



Let's play

All levels are displayed as an isometric map using different square tiles. Each is a mini-labyrinth made of sections so teleporters, ladders, and more are used to get around. The objective is dead simple - collect every crystal. Earlier maps are easy, and they help to gradually introduce different elements and enemies as you progress. That's about as complex as this game gets. Collect the pills like Pacman and move on to the next.

Of course, it's not always so straightforward, as later levels are large, and littered with pitfalls and enemies. Thankfully, there are collectables to aid your quest like "jumps" and "razors". Jumps are a teleport and great when things get too difficult. Razors can be used as projectile weapons to kill the nasties.

The tiles of each maze offer various benefits alongside some strange effects. Arrowed tiles allow you to only move in a particular direction. Coloured tiles provide bonuses when they're all the same. Blue tiles reminded me of Wipeout to provide extra speed. Jump tiles leap you into high places (rewards for landing on a baddie!). However, the most infuriating, are the yellow patterned tiles that twist the world on its head!

Additionally, funnels and transporters provide instantaneous access to other areas. Those are blue with a yellow dot and reminded me of a litter tray lol. Use the pyramids to block the path of roaming baddies - think along the lines of Highway Encounter. However, you should increase your energy levels to utilise them fully. Fortunately, clown masks are scattered throughout the levels, offering a much-needed extra life.

Movement is slick and responsive using the joystick, of course. Pushing up moves you diagonally up/right whereas pulling down moves you down/left. It sounds awkward but I grew up with isometric games from 1984 (thank you Knight Lore) so I'm used to this concept. It's easy to learn and perfectly apt.

What, you think this is an overcomplicated isometric Pacman? Let's break with some screenshots...



One of the first collectables is a severed bald head. Or a 1-UP ;o)



Watch out, those yellow tiles will flip everything on its head!




Aesthetics

Visually, this game is both fantastic and disappointing. What, I hear you cry! Am I insane? Well, yes but hear me out... The pixel art is (I think) by Orlando Petermann and Roman Bossart and they did a wonderful job. Beppo's details are superb, albeit with a surreal Rolling Ronny vibe. I also love the baddies (great AI) and each level, whilst lacking the glam of other isometric games, looks clean and concise.

Sadly (here we go) the poor old AtariST might look good but the programming behind the scenes fails by comparison. It feels like a weak Amiga port because there is no scrolling. That makes later levels far too difficult as you cannot see what enemies are nearby. Not until it's too late (think Cannon Fodder).

The audio fares much better with a belting chiptune by Adrian Dalecki. It's subtle and suits the gameplay without overpowering your concentration. Sadly, this is the only tune constantly playing alongside the sound effects. There's nothing wrong per se as the music (and effects) are good but, more tunes were needed.

It's not looking that great, isn't it? Well, let's take another pause for some screenshots...



Why not change the colour of those tiles like in Jumping Jack'son.



Level 9 appears far more complex than it is. Hey, if I can do it...




The CryptO'pinion?

It's tough to give an opinion when I didn't get anywhere near completing this game. After about a quarter of the way through, I hit a brick wall as the lack of scrolling made it impossible for me to continue. I'm genuinely gutted because I was having a blast until then. The levels are great and require much concentration to figure out a safe route whilst worrying about other elements such as traps and the map's many enemies.

This game had great potential but ultimately, it didn't fully deliver. It's obvious why. I'm disappointed Starbyte rushed this game through without utilising the ST's capabilities. My rating is a disappointing 55%.

I hate lame ports but I'm always interested in your thoughts. Let me know in the comments.

+ Floppy disks can be found over on Atari Legend: https://www.atarilegend.com/games/clown-o-mania
+ 8BitChip has the hard drive version: https://atari.8bitchip.info/SCRSH/clownom.html




Hey, I wonder what will happen if I jump inside that funnel?


I loved this level, those arrows aren't nearly as bad as they look!



I should really take the screenshot before collecting the pills. Looks a bit dull ;-)



Do you want a tip for later levels? Always collect the razors (blue/red lines)



Level 19 is insane and gave me isometric Dungeon Master vibes because of the baddies!
(that green tree thingy reminds me of a Screamer)

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