Showing posts with label 1989. Show all posts
Showing posts with label 1989. Show all posts

Wednesday, April 30, 2025

Power Drift






More Speed, Less CPU Strain

This is an arcade racer I’ve always loathed. I remember playing the ST conversion and instantly taking a dislike to it. Looking back, I reckon it was probably because the game was too ambitious for a 512KB 16-bit computer. I wouldn’t have thought that at the time, of course, but that’s how I translate my old memories.

Now, 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).

Wait… what? Power Drift is STe enhanced? Well, yes and no. It makes use of the Blitter, which is something within every Atari STe. The standard ST is supported - if you were lucky enough to have one installed - like the Mega ST (I also believe late-model STfms had an empty socket waiting to be filled?). Okay, considering the game was released in 1989, I would have been using my older 520 STfm (without a Blitter). That would certainly explain my long-standing grudge against this racer, which I never bothered loading up again - until now!

Fast forward way too many years, and I’m lucky enough to own both machines (though Hatari’s a decent option). So, booting it up on an ST without a Blitter, and the framerate is awful. Fire it up on an STe, and it’s a different story. The Blitter kicks in - probably handling the sprites - and the framerate feels much better. That might sound dramatic to some of the ST Nutters out there, but trust me, it makes all the difference.

If I'm honest, I only ever expected a small improvement. Something hardly noticeable because I still expected to be unimpressed by a rubbish port. Turns out, I was completely wrong! Power Drift is actually a blast, and I can’t believe I’ve spent decades ignoring it. Sure, it's not the best racer we have because it's far too ambitious for any 16-bit computer. But if you use an Atari STe, download this game and give it a whirl.

It's weird how such an old game surprised me like this. Power Drift isn't a serious racer; rather one to take lightly, but it's fun. Highly recommended and I'm confident to rate at 75% (40% without Blitter).




Master those corners, and you have a cracking racer. Well, on an Atari STe!!

Wednesday, March 26, 2025

Jungle Hero





Take cover fast!

I remember those episodes of classic 80s TV shows like The A-Team, where they would trek through a jungle in some third-world country to rescue hostages held by the cartel. It was so cheesy and totally unrealistic, yet always entertaining. I really miss the 1980s, especially the TV shows and the music!

Anyway, let's not dwell too much because Jungle Hero takes us back to those days. It’s a straightforward game created in STOS for the Atari ST (not the STe) by Jason Holliday in 1989. There are just four screens, but the objective is simple - on the first screen, there’s a sleeping guard. Sneak up and take him out, but watch out for three twigs precariously lying on the ground. Breaking them will alert the guard.

The second and third screens are about ducking and dodging until you get close enough to take the shot. Unfortunately, I failed, so I jumped through and exploited an obvious bug in the code. The final screen’s a breeze - just shoot the boss holding the (invisible) hostage. Then, it's back to the beginning to repeat the whole thing, like an endless nightmare lol. I managed to rescue one prisoner, but that was as far as I got.

I think it's clear by now - this game is an absolute disaster. It’s awful beyond words. The controls are so finicky that even the smallest mistake gets you shot. The basic mechanics make no sense, and you just die over and over again. It's a constant cycle of frustration. Also, the graphics look like something I would have drawn, and the animations are a joke. Honestly, it’s probably the tackiest game I’ve ever played.

So why on God's green earth am I featuring Jungle Hero?

Easy. Because this is a brilliant game. It's ridiculous, makes no sense, and is mind-numbingly pointless. However, I kept on playing. I couldn't stop. Not only that but the death scenes are incredible, packed with 'gore'. There might only be four badly designed and senseless screens, but trust me, you’ve got to give this a go.

Jungle Hero is so bad it's great! No, it's actually terrible but I absolutely loved it.




He's fast asleep but too far away. Tread carefully and shoot him when close enough.


You're supposed to be able to duck from his firing but I found that impossible.



This giant won't even shoot if you hop towards him like Bugs Bunny!



One final shot rescues the hostage. Not them all, just one...

Friday, February 07, 2025

Puffy’s Saga





Cheesy Gauntlet

What do you get if you mix Gauntlet with Pac-Man? If you guessed Puffy’s Saga, well done - you’ve clearly read the title! Released in 1989 by UBI Soft and developed by Claude Sablatou, this adventure sees Puffy and Puffyn trapped in a 20-level dungeon on an alien world. Naturally, it’s packed with monsters lurking around every corner, ready to attack or (hopefully) be avoided. The goal is simple - collect all the power dots and escape.

Each level is designed much like Gauntlet, with a similar look and feel. There are plenty of traps to avoid (if you can), and the monsters are a bizarre bunch - jellyfish, living puddles of water, and relentless eyeballs that will chase when you get too close - and they can’t be killed! The joystick controls are responsive, especially for Puffyn, who moves with a bit more agility (Puffy is stronger with better weapon fire).

You can play as either character, but this isn’t a multiplayer fest like you might first assume, but rather solo. However, there’s a small co-op element in the form of character switching, though this relies on a collectable item called a Magic Gom. Picking one up lets you swap characters, gain better firepower, move faster, and so on. If you’re lucky enough to find more, you can even skip a level or slow down the monsters.

Playing Puffy’s Saga is a fun, familiar experience because it feels like Gauntlet. However, it is more like a chaotic game of chase in a maze (I like how that sounds). There are tons of monsters eager to hunt you down, and every touch drains your energy. That is displayed on the status panel and gradually depletes over time. So you will need to constantly hunt for food to keep going, which detracts from the fun of exploration.

Ultimately, Puffy and Puffyn are essentially playing Pac-Man - grabbing dots, dodging enemies, and rushing to the next level in a bewildering panic. The challenge is with the monsters' sheer number (and strength) because there are way too many to cope with. As a result, your energy drains far too quickly, which was my biggest gripe - it's not balanced and feels restrictive. Because of this, I never made it past a handful of levels.

Okay, let's take a small break and check out a couple of screenshots...



Being chased, losing valuable energy... at least I have a near-pointless map!


Looking remarkably like Gauntlet for the second level, I thought.




Monsters, Power-Ups, and Other Stuff!

The main menu is essentially a help sheet, so take a good look before blindly starting. It showcases the monsters - some, like the eyeballs, are invincible and best avoided (if you can), while others can be defeated or lured away. You’ll also spot a list of power-ups, though I only managed to find extra speed and firepower!

Interestingly, the function keys unlock a variety of “hidden” features:
  • F1 will pause the game.
  • F2 flips between 50/60Hz.
  • F3/F4 will slow/increase the speed of the game.
  • F5 utilises that empty part of the screen with a map (requires two Magic Goms).
  • F6 provides a training mode that whisks you off to level 7.

These power-ups require one magic gom to work:
  • The HELP key will switch between the two characters.
  • F key will give you bad breath as a temporary firepower.
  • S key provides a speed bonus.
  • Pressing H adds 100 points to your health.

These two functions require two magic goms:
  • The UNDO key zips you off to the next level.
  • And the M key slows the monsters down.

Hang on, what's a Magic Gom? It’s a blue ball - grab them whenever you can. That said, keep an eye out for food as well, as it restores health. It only adds 100 points, which isn’t much, but hey, it’s better than nothing!

Right, I'm hitting the F1 key to pause the chat for a couple of screenshots...


Pods, keys, beef, and magic are what you need. Stay clear of the "monsters"!



On this level, I was struggling (as always) with my health and needed food. Use the map!




Aesthetics

The visuals are a bit odd and left me with mixed feelings. On the one hand, the design might be a bit familiar (cough - cough - totally ripped idea), but everything still looks great. I really liked the use of colour, and the cartoon-like designs of the sprites and items are superb. The scrolling is fairly smooth, though it can slow down a little when a bunch of enemies are chasing after you. The real bummer is that older STs (without a Blitter Chip) suffer from awful push-scrolling, which is horrendous for a "must-scroll" game like this.

Surprisingly, this game supports the Blitter! Yep, the Mega ST and all Atari STe computers will produce real scrolling instead of that push muck!! In all honesty, I was shocked by this discovery as it fees like a hidden backdoor attempt of supporting the Atari STe? Almost a secret!

Perhaps this is the first game to support the Atari STe? Although it appears to have been released before the computer itself. Or rather the first game to support the Mega ST as that had a Blitter from 1987. But it would require TOS 1.04 because the game isn't compatible with TOS 1.02.

My head is about to explode!! Anyhow, kudos to Claude for going that extra mile!!

The audio is delightful, with samples for every action - eat something, and you hear “YUM!”. When low on energy, you’re warned about death. It’s all cute and in a French style we love. However, and I hate to say this, but after a while, it can get a bit grating. I would’ve loved the option for YM effects instead. That said, I’ve got to tip my virtual hat to Claude for going the extra mile with so many silly sound samples.

Could this be one of the first Blitter games? Let's see some screenshots while we ponder over that...



As with Gauntlet, keys unlock the barriers blocking our path.



I just started the level and immediately I'm surrounded by those damn jellyfish!




The CryptO'pinion

Puffy’s Saga was always going to be seen as a Gauntlet knockoff, but that doesn’t mean it couldn’t have been a decent game. Unfortunately, it falls short due to its cumbersome design. You're always in a panic, worrying about dying due to the lack of health and food pick-ups. The hordes of monsters become nearly impossible to defeat when they all swarm. Factor in the complexity of the power-ups, Magic Goms, and the absence of a default map, and it all becomes too much to handle, making it more frustrating than enjoyable.

Wow, this isn't looking good, is it? Despite my whinging, the core gameplay isn’t bad - running through Gauntlet levels and killing monsters is fun. I liked the speed of Puffyn and the power of Puffy; this spices things up nicely. Plus, like many French games, the aesthetics are lovely - stunning visuals and silly samples.

Puffy's Saga needed more energy and greater rewards from food pickups. Not to mention better use of items/power-ups and dumping that bad idea of Magic Goms!! All this would’ve eased the difficulty, making it balanced and more enjoyable. As it is, I struggled to get too far without running out of energy!

I reckon I need to rate this based on the hardware. On older STs without a Blitter, the push-scrolling is painful, so I’d have to give it a rather brutal 35%. But on something like the Mega ST or Atari STe, it runs much smoother and plays way better. The proper scrolling makes it a lot more enjoyable - so I'd say it deserves a surprisingly decent 60%. At the end of the day, though, Blitter or not - just play Gauntlet II instead.

  • Atari Legend has the best floppy disk by The Midland Boyz.
  • 8BitChip has an installable hard drive game that now supports the Blitter.
  • It's not often I record videos these days, but check out the ST scrolling...


Friday, November 01, 2024

Axel's Magic Hammer




The son of Thor!

Axel is a young boy with a hammer. No, he's not a raging lunatic but a young lad on a mission. His girlfriend, Lucy, has been kidnapped and is held in the dungeon of Mystic Castle. How did this tragedy happen I hear you cry. Well, a nasty green dragon called Nilmerg is the villain responsible. To rescue Lucy, he must be slain. Of course, Nilmerg is far away; we must cross several large continents before reaching his castle.

This journey is going to be long and treacherous. It begins in an old Roman village before climbing the "cliff section" to reach the ice caps that lead to a tropical jungle. The Egyptian Pyramids are next and preceded a rather interesting industrial stage. The penultimate level is within caves and woodlands before eventually reaching the castle. Could Alex have simply travelled in a straight line? Who knows lol

Anyhow, every level is crammed with nasties so Axel must defend himself with his hammer. But that's not all we can do as each screen has many destroyable areas. Those can help gain rewards or access to other regions. I love platformers and this one sounds rather interesting, especially being able to break stuff!

Let's pause my blabbering for some nifty screenshots from the earlier levels...


Each level has a secret or two to discover. These are often places with high rewards.


The second level takes us underground. Hey, they look quite familiar!


Things get chilly for the third level so bring a heavy coat and scarf.



Let's play!

Axel walks, leaps, and bashes critters (and blocks) throughout the levels. Anything can be killed if you hit it enough times like an insane serial killer. Only ghosts are immune to your clobbering but are rare until later. The status bar displays the score, items collected, and two bars for energy and a timer. Yes, a timer...

Getting around each screen is a breeze with responsive joystick controls. However, jumping diagonally is (initially) annoying because it's something you cannot do mid-jump. That needs to be initiated from the start to make the intended jump. Yeah, that might sound awkward but you easily get used to it.

Each screen offers the same troubles - monsters, obstacles, and destroyable blocks. The addition of smashing blocks is a fantastic feature that reveals many different power-up bonuses. Most of these provide extra points but you can also find weapon upgrades and energy/timer replenishment. Also, keys are scattered throughout which will unlock restricted areas with loads more bonuses. Yes, this game certainly loves bonuses!

I enjoy most platformers because of their mix of adventure, dexterity, and exploration - run, leap, fight, and explore new screens. That's it. I'm happy that Axel has this in abundance thanks to its great design, which is interesting and engaging. The added mechanic of block bashing isn't only for fun or power-ups - this can carve a different path to climb further in the room, collect (even more) bonuses, or uncover hidden places.

Let's take another pause for some rather sexy screenshots...



Jumping straight to level 5, we find ourselves in a place Daniel Jackson would love.


This is the entrance of an industrial complex which I enjoyed a bunch.


Finally, I'm at the castle. It's spooky and difficult near the end. Very difficult!



Aesthetics

From the moment, I saw the loading screen I thought this game was gonna suck big time. I'm not exactly a fan of its crude and childish artwork. Perhaps I'm being harsh there? Anyhow, the game itself is much better; all eight levels are attractive and diverse using a Kid Gloves/Mega Twins style I found most appealing.

There is no scrolling as the push effect is used to move from "room to room". If this was a Mario/Giana clone, it would fail miserably. But it's not. So, each screen has its own distinct mini-adventure and plays as such. Ignore what you might have heard, there is no need for scrolling whatsoever.

Disregarding the Egyptian level, all of the other levels are incredibly beautiful. Terry Lloyd designed gorgeous scenarios that are high in detail. I liked the sprites the most, as the creatures are cute, cunning, and well-drawn. You might even see some similarities with those from Rick Dangerous, for the obvious reason.

Musically, things are less impressive with one main theme tune by Ben Daglish. It's a good chiptune and suits the "young theme" but, hardly his best work. There are no in-game tunes but the sound effects are superb with many silly samples that work well. Like the graphics, you might hear the odd familiar sound effect.

Right then, I've got one more batch of screenshots to share before the gripping conclusion...


This is your big chance to slay the beast and grab the girl!


Of course, I did it and got a kiss too!! All without a trainer... ahem...


The map proves walking in a straight line would have been much quicker ;)
Hey, can you beat my score? Nah, I bet you can't.



CryptO'pinion

I'm sure you can tell how much I've enjoyed playing Axel's Magic Hammer? It's a straightforward platformer with great controls and interesting levels, and we've been given a hammer to bash animals with. Not only that but this tool is also utilised to reach difficult parts of the screen, uncover bonuses, and hidden rooms. This adds so much depth to almost every room you visit. Yes, I have thoroughly enjoyed being young Axel.

As you might expect, nothing in this life is perfect and I have one of two niggles. Along with the weird diagonal jump, which takes some getting used to, I found a few rooms rather troublesome as their difficulty was suddenly harder than the rest of the game. Also, there is a completely unnecessary timer - whhhhhhhy!!

Axel is a humble platformer without many distinctive qualities but that doesn't stop it from being interesting and damn good fun. I have enjoyed hopping and bashing my way through the levels. It's playable and addictive, not to mention we have a hammer. I rate this a respectable 80% and highly recommend you have a bash!

Floppies can be nabbed via Atari Legend and 8BitChip has the hard drive version.

Thursday, January 19, 2023

Rotor






One for the collection?

In the not-too-distant future, everything will be impossibly expensive. Jobs becoming scarce with no opportunities for the majority of us (now that's a surreal and scary prediction). Hmm, perhaps we should quickly move on? Anyhow, there is the prospect of joining the Roto-Raiders who pilot huge tanks through dangerous caverns for a lucrative reward. Only the brave need apply because the missions are deadly.

Dare you sign up? What, really? Yeah... Of course, we do so count me in!

Gravitar-Esque games are popular for the Atari ST. We have killer titles that are extraordinarily awesome - Oids and Thrust instantly come to mind. That means Arcana had to bring something new to the table in order to stand out from the crowd. Plus I naturally had high expectations considering the strong competition!

Before we crack on, I bought Rotor off eBay so let's look at all the goodies...


Yeah, it's hardly in perfect condition but it's pretty good and I like the design too.


  
Hmm, mind-blowing content? It's minimalistic but it's nice owning a piece of hiSTory.





Get to it, I wanna blow stuff up!

Rotor is like Thrust with numerous tasks split into separate missions. We begin with a training simulator to learn the controls, how to collect items, and kill the many different types of enemies. This is a great way to understand the basics and to learn (or rather grasp) the technical user interface. Oh, and the training needs to be fully completed before moving on to the real missions. That sounds like a con but it is a good thing.

You can attempt each mission in many different environments - earlier levels are tame compared to the torturous ones later. Every cavern has antagonists (as the manual loves to say) who are enemies like Cannons, Laser Guns and Gravity Generators. Some can be destroyed whereas others can be temporally disabled.

Our spaceship is a large circular craft with adequate but sluggish manoeuvrability. Physics plays a part, so there is gravity to consider and you can only accelerate in the current facing direction. The caverns are vast and claustrophobic due to the ship's size and lacklustre abilities (feels leaden compared to Thrust or Oids).

All missions follow the path of needing to complete requirements like shooting Container Pods for their contents. Destroying them and killing as many enemies as possible rewards extra points. All this is within the time constraints of limited fuel and armour. Once you're finished, exit coordinates detail where to go to escape.

Simple stuff, so let's take a peep at a couple of early screenshots...


The training missions are a fantastic way to learn the ropes.


In this simulator, we only need to shoot (and then collect) what's in that box. Easy!





Power-ups & other stuff

Rotor could have been a simple game of shooting/collecting stuff. But it's not. Arcana obviously thought this would be far too boring, so jazzed it up with pointless clutter. Let's begin with its user interface...

On the left-hand side, is a map detailing your position, the dots above that are your remaining lives. The coordinates of zeros will change once the mission is complete to show the exit location to rendezvous (the other coordinates are your current location). The three icons between these are 1) the time left until a bomb explodes. 2) The time left until a disabled laser resumes. 3) The required number of crystals to gain exit coordinates.

At the bottom of the screen is the radar and this shows helpful information like the state of your armour, cargo, and remaining fuel. However, it also displays potential enhancements that can be gained by collecting pearls. For example, the second icon is for the ship's rotational speed. The third icon improves upon its lethargic thrust.

Hang on, what was that about Container Pods and Pearls? Container pods offer a variety of goodies like fuel, upgrades, explosives (potential traps) and sun crystals (to exit the level). Pearls affect performance significantly: collect two and the ship rotates faster. Pick up a third and you can upgrade the thrusters.

I cannot help but wonder why they needed to be earned rather than come as standard? It feels unnecessary to upgrade the ship during a mission instead of concentrating on the task. Too convoluted.

Let's take another look at some more screenshots from my victorious venture...


Blast those gun turrets before attempting to sneak by.


Things are getting hectic in Lego land which is very difficult to manoeuvre through.





Tips and level codes!

  • Don't even think about skipping the training missions. Trust me!
  • Bombs automatically activate after first shooting the pod. You have two options, leave the screen safely and survive or collect the extra cargo and take it home.
  • Beware of how much cargo you're carrying. Extra weight means a slower ship using more fuel.
  • Watch the walls, take your time and let the scrolling catch up with you.
  • If something is able to shoot at you then it's best to shoot that first and clear the way.
  • I hate to say this, but don't worry about ship upgrades as this wastes time (and fuel).
  • I said don't skip the training but, if you really can't wait, here are the level codes:
  • Level 1 = GAG,
  • Level 2 = LIP,
  • Level 3 = SLY,
  • Level 4 = MEW,
  • Level 5 = AWE,
  • Level 6 = TNT.

 


As tough as it is groovy-looking. Must admit, I do love the weird palette!


Argh, this level looks so passive but is insane! I died straight after taking this screenshot.





Input & Output

Controls are as familiar: fire button to (erm) fire, upwards to thrust and left/right rotates your craft. I doubt there would be any reason to change this asteroid-ripping formula because it's tried, tested and works great. However, my problem is the craft's manoeuvrability which is far too sluggish by default, and that's a bit rubbish.

Graphically, Rotor is lovely, with a futuristic/Tron-like feel for the training simulator. Later levels look funky with colour and a design that feels 8-bit in some respects. The screen scrolls in all four directions smoothly but it will struggle to keep up with your ship if go too fast. Hmm, at least that forces you to be more careful I guess?

The sounds are acceptable albeit not the best you've heard. There are effects for the engine, shooting, enemies, etc. They hold back the deafening silence of space and make Rotor pretty much what you expect.

I think it's time for the final run of sexy screenshots...


Later levels are far too hard (for me) because there's too much going on for your sluggish ship.


Another later level which has far too much going on for my reactions to cope with!





The CryptO'pinion?

I've enjoyed Rotor but not nearly as much as I should have. Don't get me wrong, Rotor has some good points like the training missions and groovy graphics. However, it complicates what should be a fun shooter for no decent reason. The worst is the necessity of ship upgrades during the game rather than after each stage.

There's a lot to moan about, I guess? I have enjoyed Rotor, it's good to play and something new. But let's not kid ourselves, it's bordering on mediocre compared to Thrust and Oids. Close but no cigar!

PP has adapted Rotor to be run from a hard drive and Old Games Finder has the floppy disks.

Sunday, February 14, 2021

BBC #48



No, it means Bad Brew Crew

Okay, I thought it was about time I featured another Menu Disk and here we have the 48th release by Bad Brew Crew. The menu itself is quite good with their logo, scroller and some rather nice digi-music to enjoy before deciding which game to play. There are two options Skull & Crossbones and California Games for the Extreme fans!

Demozoo and Atari Legend have more from the Bad Brew Crew incl. downloads!

Onto the games, and I think I remembered liking Skull & Crossbones because I have always enjoyed hack 'n slashers and this one features pirates! Surely a win? Anyhow, I doubt I would have ever booted up California games back in the day because joystick-waggle and/or athletics isn't exactly something that interests me.

So, I guess this menu disk is a perfect choice to experience something new and familiar? Let's play...



~~~ Skull & Crossbones ~~~


Hoist The Jolly Roger!

I need a parrot on my shoulder and speak every sentence with an "ARRR!" for we are about to hit the high seas for an exciting swashbuckling adventure with nasty pirates, treasure and fair maidens in need of rescuing ARRR!! ARRR matey, a wizard has stolen our booty ARRR and we need to get it back ARRR!! This shouldn't be hard as pirates are usually crippled with a wooden leg and missing an eye ARRR so let's kill all the scurvy scum ARRR!!

Okay, I think we should now drop the ARRR... Skull & Crossbones is based on the arcade game that had us frantically fighting pirates with nothing more than our trusty sword. We are One Eye and have suffered a humiliating theft of our booty by a nasty wizard. Wizards and pirates? What an odd combination, but let's crack on and play!

Hang on, we cannot even think to begin this without seeing a screenshot! So, here ya' go...



Maybe it's just me but I thought Hulk Hogan had seen better days!



Time to be Errol Flynn!

Skull & Crossbones is basically a 2D platformer for one or two players. Yup, two people can take part at once which is potentially superb. The adventure begins on our ship which has been boarded by a couple of pirate goons that need slicing and dicing. Only after, are we able to jump aboard the wizard's ship but that crafty magician blasted us back onto our ship - just in time to watch your booty stash disappear before your very eyes.

Each level is basically the same with different graphics but it's fun repeatedly killing a barrage of sea-faring enemies: pirates, soldiers, ninjas, and even a few silly monsters. Getting around each level is quite cumbersome for what's basically a 2D fighter and feels trickier than it should at times. You are able to move in all four directions with attacking and blocking moves. Just bang on the fire button whilst moving in a particular direction:

Attacking

Pressing the fire button and moving left/right plunges your sword in their chest.
Pressing the fire button and moving up + left/right pokes them up their noses!

Blocking

Pressing the fire button and pushing up performs an upwards block.
Pressing the fire button and pushing down performs a downwards block.

Also

Pressing and holding down the fire button turns Red Eye around.
I even managed to stab backwards once or twice in my blind panic!
Apparently there are a couple of special moves which I never managed to suss out. 



A few hopeful, unresponsive jabs and poof!! Yep, a pirate goes up in smoke.



Argh, I'm dead. Again!

Now that you're clued up in the art of battle, you should practice because this is a tough game to master. Each enemy often attacks in turn, which prevents the screen from getting cluttered or confusing. Killed enemies drop a little treasure to reclaim. However, the bigger guys are really hard to defeat like the executioner and an annoying pirate hiding inside a barrel. I found both of these irritatingly difficult and managed to lose many lives!

Keep your eyes on the health meter; the more hits you sustain the more blood pumps out from your bleeding wounds (which is actually pretty cool). What's not cool is the game's terrible difficulty thanks to its cumbersome and sluggish controls. Attacking is quite basic but gets rather repetitive after a while plus I didn't care for the defence moves which offer little benefit. However, I guess there's only so much a one-buttoned joystick can do?

The concept is enjoyable and follows the arcade rather well. Killing pirates is fun but I felt that the difficulty was too high from the second stage. Those soldiers are tough nuts and seem to attack with great speed which feels unfair. Enabling a trainer helped, and I managed to reach the third stage which was a painstaking journey.

16-bit games seem to be made for tough people? Perhaps I'm too soft? Hmm, let's see another screenshot...



Eventually, I'm back up on deck and there's a girl who needs rescuing. Yep, I'm in!



Graphics and Sounds

To look at, Skull And Crossbones is cartoony with lots of colourful locations and detailed sprites. Sadly, it bombs when actually playing thanks to jerky scrolling and dreadful animation. The scrolling often works against the player from the start - jumping onboard the wizard's ship leaves you open to attack by pirates still offscreen!

Sound effects are basic but the music is quite literally brilliant with excellent chiptunes by Matt Furniss.



We're now plundering a castle and this big fella is nigh on impossible to kill. I'm losing interest...



The CryptO'pinion?

Skull & Crossbones looks the part and could have been a great release with a little more effort. Sadly, the stodgy controls ruin what might have been; not only is it incredibly sluggish but One Eye is often awkward to manoeuvre. I had some fun but the difficulty, later on, is way off and ruined any chance of progress.

The best thing about Skull & Crossbones is the two-player option, which is a brilliant addition and certainly helped compensate for its shortcomings. Unfortunately, I'm getting a distinct whiff of a lame port which is incredibly disappointing. Golden Axe, Guardian Angel and Double Dragon III are all far better choices.





~~~ California Games ~~~


BMX? Nah, I'll stick with my Grifter!

I remember the advert with the girl's legs for this sporty Epyx released back in 1989. Sadly, I never played the game as I'm not really a fan of such things, so I must admit I'm quite sceptical about booting it up today.

Athletic events aren't something that I particularly like and I remembered breaking my Quickshot II joystick playing Daley Tompson's Decathalon back in the mid-80s. How pointless! But, upon booting up California Games, I was presented with an array of alternative games which was a pleasant surprise for this couch potato!

In light of that revelation, I think we should take a gander at the first screenshot...



Practice! Otherwise, you'll fall flat on your face only to be hit by the rolling skateboard!



Run, Jump and Throw Something... Yawn?

No, none of that boring stuff here, California Games has taken a different approach with a handful of unexpected events. All are completely different from each other, which is something I liked the sound of. I mean, frisbee throwing? I never saw that one coming but I gotta admit I like the style of these Californians!

One to eight players can take part in six extreme events like surfing, skateboarding and BMX biking. Executing each event properly earns you the most points and it's all about the highest scores in this tournament.

Half Pipe Skateboarding

Here we push up when the skater is going up the ramp and push down when, well, I think you get it? Moving left/right or pressing the fire button just at the right time will perform stunts like a hand plant or kick turn. It's all rather childish and probably one of the least stimulating games imaginable yet, I quite liked it!

Foot Bag

This is one of the most peculiar sporting games I would never have imagined to be real. Imagine a soccer player keeping the ball in the air - but with a little bag. And that's about it. What a lame event but the ST does a grand job of trying to make it fun. It's all rather silly and quite difficult timing your movements just at the right moment. Oddly entertaining and I enjoyed it, but try not to his the seagulls (lol brilliant!!)

Surfing

Now we're talking. This is about the only sport I associate with California and it doesn't disappoint. The learning curve is possibly the highest of all the games but, don't give up because riding these waves is exhilarating. Who would have thought that balancing on a board in shark-infested waters would be enjoyable? Plus we don't need to worry about trying to slip into a wetsuit on a beach of perfect bodies.

Roller Skating

I expected this game to suck, but it didn't. As an event, it's pretty weak and possibly the easiest but that didn't stop me from enjoying it. Pushing up/down gains speed and then you need to avoid or hop over hazards like pavement cracks! Yeah... Okay, this is nothing special but I possibly played it the most?

BMX Racing

Now we're talking, blokes with bikes in the dirt! A game with easy controls to master and a course that's fun and great to play. Sometimes it gets a little too tight, which is unfair, so that's when my man ends up eating the dirt. The physics are pretty terrible but I kept on coming back for more and I'm sure you will too!

Flying Disk

Somehow this kiddy game is now a serious event? Anyhow, along with Surfing, this is a tough one to master thanks to the controls - it took ages to stop dropping the frisbee on my feet!! Not to mention the art of successfully throwing it far enough. Hmm, feels like Frisbee version of Leaderboard to me!



This event sets a great example for the kids as she kicks and screams like a baby. Brilliant!!



Joystick Waggling Fun?

Thankfully, you won't break your joystick with this game as each event requires a specific control with precise timings to perform certain actions or stunts. However, you should ignore any temptation to jump straight in to win a trophy. It won't happen. Practice first and learn what to do with each event, it's harder than you realise.

However, because each event is so different, so are the controls. There is little consistency, each has its own style and technique to master. I admit to being a bit of a geek(!) so I made notes to remind me what to do and when. This worked, but I admit the irregularity makes for a massive learning curve greater than I imagined.

I'm not sure about over-complicating anything. Especially the controls! So let's have another screenshot to view...



Now we're talking! Great controls and dodgy physics make this so much fun.



Graphics and Sounds

Graphically, it's okay with summer backdrops and interesting locations but I got the impression it was limited by its 8-bit roots. Summer Olympiad is much nicer but the BMX and Frisbee stages are good with decent scrolling. I enjoyed the attention to detail that makes each background entertaining - seagulls flying dangerously close, people boating, sharks and creepy critters lurking underneath the skateboarding pipe. Lovely little touches!

The in-game sound effects are often a weird mix of chip and samples which works fine albeit without blowing you away. Music is by the late, great Ben Daglish and is something that proves chiptunes will live forever.



It's okay fella, nobody looks good in shorts but what's with those ape arms?



The CryptO'pinion?

The concept of "extreme" sports for the Atari ST has proved itself to be a cracking idea and is something I feel Epyx executed well. The sheer variety of mixed events is a splendid change from the usual sorts. Getting grabs with each game's controls is the biggest challenge but, stick with it and make yourself some basic notes!

California Games will appeal to everyone, whether you enjoy sports games or not. Trust me, I'm a couch potato so I know. Ultimately, it will shine brightest when the family are gathered around your Atari ST compared to plodding through solo. What an excellent game and also a nice surprise to boot up something different.



~~~ The Ultimate CryptO'pinion? ~~~


The Bad Brew Crew never released a dodgy disk as they always have quality intros and BBC #48 is no exception. As for content, this is a decent floppy disk which I've thoroughly enjoyed from the moment I heard the intro's music. Although there are only two games on the disk, each is huge and offers a fantastic opportunity for multiplayer fun.

Of course, Skull & Crossbones was pretty much a dreadful Amiga port but it's actually a million times better with a friend. California Games is superb even though a part of me still cannot believe it's based on real events! Anyhow, I think Epyx produced an excellent game which I highly recommended, especially with friends & family.

And now y'all gotta scroll all the way back up to the top for the download links... :^)

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