Showing posts with label 1990. Show all posts
Showing posts with label 1990. Show all posts

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!!

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)

Friday, June 28, 2024

Allein Gegen Die Mafia




Alone Against The Mafia

If Allein Gegen Die Mafia looks familiar, it's based on an old ZX Spectrum called Saboteur by Clive Townsend/Durell Software.
Developed using GFA Basic by Diethard Zellmann in 1990 and translated into English by me (okay, the web helped too). It only works in monochrome and isn't something I'd heard about until a while back (greetings Jim!).

The narrative was changed... just enough... possibly to stop Clive from getting annoyed. This time we aren't a ninja but a secret agent for the police force. It's our mission to infiltrate the Mafia's hideout and destroy their computer and secretive data. Oddly, their headquarters look very much like those in the original but, if you keep quiet, so will I.

Let's pause this boring read to gander over a couple of screenshots bursting with colours...



Right, we've arrived and are ready for action. Bring it on, Mafia boys!



Hardly a ninja! I practice with the controls and end up looking like a knob.



Gameplay

The moment the game begins, it feels familiar yet excitingly surreal. Fans will note that the mafia's lair is remarkably faithful. Many rooms have slight visual changes here and there, but the overall layout remains comparable. Quite a feat!! This also applies to the enemy placement albeit less so. I remember the Speccy game having more guards (?)

Arriving on a dinghy, we climb onboard dry land and immediately begin to notice that there are only two types of enemies; guards and dogs. Our four-legged friends will chase but, the soldiers remain still, reacting only when you're within their line of sight. So, in true ninja style... sorry... in true secret agent style, explore carefully using stealth and tactics. If you enter a room and see a guard, but are unarmed, leave. He could be facing the other way when you return (/tip).

The mafia's hideout is large with many areas to explore. However, several doors are locked thus blocking access to further areas. This is probably the only puzzle element in the entire game. These locked doors have an ID number. Remember that number. To unlock seek the corresponding computer terminal with the associated number.

To succeed in Allein Gegen Die Mafia, you must be stealthy and quick on the draw. Explore carefully and unlock doors only as and when you need to. Don't waste time blindly roaming around, have a plan. And while you're there, look for bricks to throw at the guards. That never gets old! Of course, a gun is much better - with limited ammunition.

Fancy a couple more screenshots? I hope so because here they are...



Oh no, that guard is facing the wrong way and will kill you. Find another route!



The guards are tough but I'm tougher. He's dead and I'm alive. What more do you need to know?



Interface & Controls

The status panel is just like the original. On the left are the items you have found and currently carrying (limit of one removed). On the far right you shall see an empty box, this will only display an item if nearby. Next to that is the timer, I hate timers but this one isn't so bad. Finally, along the bottom, you shall notice the replenishable energy bar.

This bar begins to zap with every move and falling great distances also has an impact. However, I'm not sure it was needed because a single shot from a guard kills instantly - regardless of your energy level.

Ditch the joystick. It's a fact, that secret agents are best controlled with the keyboard. He can run, leap, and shoot/throw objects. Unlike the Speccy game, there are no fighting moves. I guess that's why we're not a ninja now?

The keyboard control might, initially, appear awkward? They're not as bad as you first assume. Well, yes they are. No, they're not. Look, it's gonna take a couple of go's before you fully grasp it. Practice makes perfect. He says...


cursor left = run left
cursor right = run right
cursor up = climb up
cursor down = climb down
shift + cursor left = jumps left
shift + cursor right = jumps right
shift + cursor up = item pick up
shift + cursor down = item drop
spacebar = fire gun or throw an object
shift spacebar = use computer when at a terminal or switch weapons




Aesthetics

Saboteur is, effectively, a game of little colour so black & white offers the perfect ambience. Hey, at least there's no colour clash!! I love the backdrops that use a repeating tiled effect, copying the original idea well. Also, the characters look good with extra details in high resolution. However, I still find it odd that the guards don't walk - like they're skiving, frozen solid, or waiting for trouble to come to them! Still, without combat moves that makes sense, I guess?

The audio is very, very light on the ground with only a few spot effects - for the gunfire and sadly, nothing for footsteps. In fact, almost all the gameplay is silent which, I fear, heavily detracts from the atmosphere. Disappointing.

Enough yapping, let's see some more sexy secret agent screenshots...




Deeper into the adventure I find a room with an exit sign. Surely a trap?



Talk about overkill, I accidentally killed the guard with dynamite. Sod it, I'm still leaving!




CryptO'pinion

When I began playing, I thought this was nothing but a lame ripoff. I wasn't happy with the controls or instantaneously getting killed by the guards and having to restart from the beginning. Thankfully, I didn't walk away and translated the instructions. Once learned, the keyboard controls work very well with responsive movements.

Diethard must be a massive Saboteur fan who spent months beavering away in GFA Basic. Sure, there are visual differences but the screens marry to form the same map. So impressive. Once you are over that initial learning curve, you can run around like an angry ninja with a gun. So blast those guards and explore the Mafia's massive labyrinth.

Even with missing mechanics for the guards/combat moves, I'm blown away by such an authentic conversion. This is a blast and something I cannot recommend highly enough, especially if you liked the original. A fantastic remake.

I proudly rate this 75% and suggest you download Allein Gegen Die Mafia. Right away now - go!!

Download the floppy disk via Hang Loose at the Atari FTP Archive.

Saturday, March 09, 2024

ZOG



Grab your joystick!

During my time away (wow, that made me sound like a criminal) I was enjoying videos by many YouTubers - ugh, I hate that expression. Anyhow, people like Trusty, PJ Neiland and those Vertical Blankers have released several amazing Atari ST videos. Go on, click those links and take a look for yourselves - but remember to come back here afterwards.

Earlier in February, Into The Vertical Blank released a massive video about many different ST shooters. One of which was called Zog by Chris Lloyd who designed it using SEUCK by Palace Software - and this acronym stands for Shoot 'Em Up Construction Kit. Now, one thing I did pick up from their video was his American pronunciation of SEUCK. I can't speak for all ST nutters over here in Blighty, but everyone I knew pronounced it as a human sound effect: Schhhhuck!

Ah... Okay, so it was just a few of us crazy fools over here then? Damn, let's move on quick...



Frantically bashing the fire-button like a madman hoping not to die!



Am I getting old and slow?

Chris released Zog in 1990 and it appears to be his one and only shooter 'em up (at least for the Atari ST). The gameplay is typically simple; a vertical-scrolling shooter with nothing flashy or fancy as you might imagine - but this is homebrew stuff we're talking about. The docs are pretty thin on the ground but perfectly explain the gameplay: shoot everything that moves. Even shoot the stuff that doesn't move. And that sums up this perky little shooter very nicely.

As with any similar game, we are positioned near the bottom of the screen with the nasties coming into view at the top. Shoot, dodge and blast everything you can whilst trying not to die. Points are awarded for successfully killing the enemies but you only get three lives - which isn't nearly enough. Thankfully, an extra ship can be earned every 10,000 points.

If... you... survive... long... enough!!

Our ship(s) manoeuvre very spritely, but that doesn't mean avoiding the bullet hell is easy. Well, certainly not for me thanks to my old man's reactions. Fortunately, Zog supports two-player mode which is absolutely superb!! Another cool thing is the use of autofire. Yep, no need to hysterically bash the button and I loved this little 'cheat' a lot if I'm honest.

Right then, it's got to that point where I stop waffling on and show yet another screenshot...



With two gamers playing at the same time things improve drastically!!



Aesthetics

Visually, this is a pretty neat game considering that it isn't commercial and also reminds me somewhat of Frenetic. I've played a few games developed with SEUCK and none will blow you away. However, it looks pretty good and the scrolling is smooth(ish) albeit with a slightly reduced screen size. Enemy sprites move predictably, making their way across your screen briskly as the landscape scrolls - a positive testament to the ability of this underrated development tool.

Sadly, there is no title music and all in-game sound effects are the traditional zaps and zings you've heard before. These YM effects are good but a decent background chiptune would have been a miles better option.

Steve, stop complaining because this is public domain! Sheesh, that idiot fella? Hey, it's screenshot time...



A message you see a lot. Argh, if only the gameplay was better optimised...



The CryptO'pinion?

Let's be honest, I doubt anyone will bother downloading this game any time soon. There are already many ace ST shooters like Lethal Xcess, Flying Shark, SWIV, Goldrunner, or Xenon. Heck, maybe even Chopper X. Well, maybe! ;)

However, Zog was released as public domain, so, with that in mind, I enjoyed it. Embarrassingly, I have to admit that didn't get very far! This is one tough cookie and I would have loved any kind of optimisation to its insane design. No matter how I try to avoid the stray enemy bullets, I always end up dying quickly. Which is hardly entertaining, is it?

Having said all that, it's a totally different story as a two-player shooter. With a friend, the hoard-blasting gameplay is fantastic. In fact, I'd go as far as saying this shooter feels like it was meant to be played this way.

So, how should I rate Zog? That's right, a slight improvement to the "CryptO'pinion" as I shall now provide a score (let me know whether you think this is a good idea). Firstly, my greetings to the Fulton boys for their enthusiasm by (wickedly) bringing this game to my attention. It's never a dull moment finding something new and I had lots of fun!

I'm gonna rate it a respectable 65% for dual-gaming. Knock off 10% if you're hammering that fire button alone.

What, you disagree with me? Then get it downloaded from Atarimania and let me know what you think in the comments below? Finally, go and check out Atarilegand for a ton of other SEUCK games listed.

Saturday, July 29, 2023

Torvak the Warrior





Rastan the barbarian?

So, Torvak? Why do I love this imperfect hack & slash platformer? In this scrolling platformer, I'm transformed into Hercules with giant weapons (ooer) and is something I've kept returning to over the decades - whenever I'm brassed off and feel the need to hit something hard. Now, whilst the wife breathes herself a massive sigh of relief, I admit that it could have been better. But I still boot it up regularly because it's damn good fun.

The basic concept is incredibly familiar but it whiffs of a rushed port with a small screen, strange controls, and suspect collision detection. Additionally, attempting to kill something that demands multiple hits and you soon realise that this is definitely no Golden Axe. Having said that, it looks great, sounds great, and plays well. So, no matter how old I get, I'm always happy to boot it up, especially with a trainer enabled!

Torvak The Warrior was released by Core Design and programmed by Andy Green who developed a couple of stinkers but redeemed himself with Masters of the Universe, a game I think is unexpectingly excellent. The rastan visuals are by non-other than Lee Pullen of Chuck Rock fame and Matt Furniss produced the gorgeous chiptune bleeps that are nothing less than exceptional.

I bet you're dying to play this beastmaster wannabe? I hope so because it's a lot better than most people say! Just remember to hold down the fire button to use spells and grab that Broadsword (located near the beginning). Like I said, it's far from perfect but enjoyable and I'd love to know if you guys are fans too.

Downloads are available for your hard drive and floppy disk. Righto, I'll end with some nifty screenshots...



I love the first stage because it's not too difficult and the level I play the most!



The second stage is a lot harder and you'll get attacked from both sides.



The third stage is a lot better than my gaming skills might suggest!



Lots of jumps in the fourth stage and it's very hard with many hidden dangers.



The fifth level always felt a bit Castlevania'ish to me. It's good but too samey...



And this is the screen I see the most, so use your noodle and activate the cheats!

Sunday, July 23, 2023

The Amazing Spider-Man






Friendly Neighborhood Spider-Man!

For all those who love to read the rubbish I post here, you might remember this article: "5 Random Atari ST Games". I enjoyed doing that and was mightily impressed with Spiderman because I loved the saboteur element as I sneakily explored each location. That concept transformed what I expected to be a tacky platformer into something quite different. So, you've guessed it, I figured it was time that I tried this "platformer" again and hopefully dig a little deeper into it.

The Amazing Spider-Man was released in 1990 by Empire Software and programmed by John Wood of Oxford Digital Enterprises - the same guy responsible for one of the quirkiest adventures, Sleeping Gods Lie. This game was an alternative, open-world but bring a bad of pebbles as it's definitely worth playing!

Getting back on topic, this is an intriguing platformer set in a hostile Hollywood world with each stage split into separate movie sets. This makes for a great place to chase the dreaded Mysterio, who has kidnapped Spidey's girlfriend, Mary Jane. That means only one thing: it's time to mask up and save the day. And get the girl, of course.

Before the game starts, we are treated to a fantastic comic strip representation of the realistic storyline...


 
 
This is a great intro and the series of images only goes to prove two things:
One, gingers are some of the sexiest women alive. Two, not so much for the men!





Erm, let's Marvel?

Unlike most platformers, this one feels very different from the go. Visually, it's more like an older 8-bit platformer using smaller sprites, and that's something I like because too many ST games went big and thus felt clunky (ala 9 Lives). However, controlling Spidey surprised me because the ST's joystick was never meant to do much beyond its basic single firing and four directions. So, I was curious how Spidey was going to scale walls and ceilings like I had imagined.

Well, I love the joystick controls as they are unique and incredibly well-thought-out. Of course, he can walk left/right but, when coming into contact with a wall, move the joystick as if you were following the shape of that. Same for the ceilings, but hanging upside down is weird - as pushing upwards will crouch and pulling down allows him to stand. I think I've made the controls sound rather awkward but they're not. Tough to explain but actually fun to play.

Of course, we wouldn't be Spiderman if we weren't able to shoot sticky webs out from our wrists. It's dead easy to do but also an integral part of the game - just hit the fire button whilst also choosing from eight directions using the stick. There is an unlimited supply of his goo which we use to stun enemies, hit switches, and swing just like Pitfall Harry!

Many subtle Hollywood references are used throughout and here is Godzilla at the top of a Manhattan skyscraper...



These are two of my favourite screens because of their excellent mechanics.
Note the slippy wall parts leading to the dinosaur! Can you also see the exit up there?





Playing in DC World

The Amazing Spider Man isn't really that complex of a platformer, to be honest. Each room is a part of the larger puzzle using basic puzzle elements to work out your route through to Mysterio who is hiding in the executive offices of Rockwell Film Studios. This is a labyrinth with many pathways blocked either by an obstacle or something else so it won't be easy. To get by every so-called puzzle, we must source the switch and hit it with our webs (or walk over it). However, some areas are quite tough and may require a series of switches to hit in order but, that's about as complex as it gets.

Mysterio isn't daft and the environment is riddled with traps that force Spidey to use his cunning and special abilities. For example, laser beams, fire, greased walls, and electrified water will mean crawling along other surfaces to safely pass. However, the madman also has many henchmen like robots, mummies, and rats so our arachnid powers are needed to fire webs. That isn't deadly, stunning for only a short period, but it's enough to execute any tactical plans!

A giant image of SpiderMan is located on the right side of the screen to represent energy levels. As they deplete, his flesh will strip away from his bones - Atic Atac style! Getting worried about that? Then look out for Clapperboard rooms.

It's time for a screenshot and here is the opening room where we can safely experiment with the controls...


The screen information is a bit pointless - at the top is your score with a bar that indicates progress through the current stage. That heart beats faster the more you are hurt but, tbh, none of this matters much. Just keep your eyes on the massive Spider-Man figure which depicts our energy levels. The more it turns into a skeleton the closer you are to death!





Graphics

I was quite surprised to discover Deathbringer artists Colin Swinbourne and Kevin Ayre are responsible for the visuals. That game wasn't great but it was a visual feast with large sprites, colourful landscapes and parallax scrolling. In fact, it was quite the showcase product even though I wondered how much better it might have been on the Atari STe. Ah well...

Anyhow, this game is basically the complete opposite with static screens, a reduced gameplay window, intricate designs, and a style reminiscent of older 8-bit platformers in many respects. However, it's the sprite animations that make this game very special as Peter Parker's movements are nothing less than exceptional for all his actions.

Hey, do you want a zippy-zappy laserbeam screenshot with a room of near-impossible-to-beat danger? You got it...


I love how integrated each room is and these two follow on perfectly.
Find a way to bypass the mummy but the next screen is very tough. Do you see all the switches?





Audio

Sadly, the audio fairs less than the gorgeous visuals I thought. The title screen music is fine but there is little else with only a few spot effects used in-game for actions like firing our webs. Impressively, they didn't wimp out and used quality samples that worked well and I loved hearing the distant Mysterio laughing. It's pointless but I enjoy additions like that!

Sadly, it's not all good because whoever made the effects obviously has a sinister streak deep within their soul. Try walking over something dangerous or touching a baddy and you will hear an eardrum-bursting noise - extremely irritating!

Okay, here's the final run of screenshots from the dreaded sewer screens! Ugh, use that clapperboard...



What were they thinking? This is the most frustrating room in the entire game!!


These rooms offer access to later stages and are also handy for replenishing energy.





The CryptO'pinion?

This game is all about being sneaky and I love that aspect. Getting around is interesting and enjoyable but the real challenge comes from careful exploration as a saboteur. Lying in hiding, waiting, and waiting for when to stun enemies to avoid contact to make a safe pass. It's invigorating and makes this a game I wholeheartedly recommend.

However, some rooms are terrible in design and frustrated me no end: the sewer regions! Thankfully, that is a small selection of rooms from the entire game but it took me ages to beat and I didn't enjoy a single second of it. In fact, it's not overly challenging, it's badly designed with too many environmental hazards, enemies and stupid switches.

So, the game ain't perfect but what is? Well, there's much to like and I feel positive about the perfect controls, interesting environments, and stunning animations. We're not really Spidey but rather a sneaky saboteur who silently and tactically explores each location. I find that thrilling, especially as I can't think of another Atari ST game quite like this.


Scroll down for the map (click the image).
There are many more maps for ST games right here! 

Atari Legend and D-Bug have the downloads: floppy and hard drive.




This is the opening level fully mapped. It might look small but this was challenging to finish!!
[ Clicking on it shall download the glorious high-resolution version ]

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