Showing posts with label 8-BITTERS. Show all posts
Showing posts with label 8-BITTERS. Show all posts

Sunday, June 16, 2019

Bugziacs




1983 has come knocking!

A brand new remake of Don Priestley's Maziacs is being released by Bello Games with coding by George Nakos (aka GGN) and graphics by Niels Kleine (aka Tinker) and Kevin Dempsey (aka SH3). At the moment, this is an unfinished port but I loved the ZX Spectrum original so much that I couldn't wait to get my grubby mitts on this olde classic.

I expected differences but, right from the start, this feels authentic and with a remake of the old DK'Tronics loading screen. Surprisingly, there is a good reason Bugziacs feels so much like the original - "This version actually runs the original Spectrum code translated to 68000 using a custom tool and then some routines replaced with ST-specific code". Wow. Extremely interesting and I hope many more Spectrum conversions are in the pipeline?

Check out the first few screenshots! Yep, I feel like I'm 12 again looking at these Speccy delights...



Ohh, the menu system is just like the original. Even the font...



...and these silly sprites too. Comical and I love it.



I wish more games had an intro detailing what to do. Brilliant idea.




Wow, it really is Maziacs!

Once the game begins, things feel familiar but the look (and movement) are a lot better than my favourite Z80 computer could ever manage. The goal remains the same: explore a maze looking for hidden treasure. And then make your escape. It sounds easy - but it's not - especially as you cannot carry both a weapon and the treasure at the same time.

Like the original, each maze is randomly generated which means a different game each time you play it. But the one thing that remains constant is those angry Maziacs who roam the corridors looking for a scrap with our plucky hero. Thankfully, some kind soul has left swords scattered throughout. However, these can oddly only be used once per battle! So this is where the map feature comes in handy along with your memory for those you've already walked past.

This might sound a little weird and rather limiting but it works perfectly to keep you on your toes. The ST game plays like I remember and, unlike most 16-bit updates, it doesn't feel like it's lacking that certain 'je ne sais quoi'. This is authentic yet also an improvement, which is very unique. That in itself is impressive because I'm tired of classic games being spoilt by better graphics or unnecessary changes. I'm thinking about the terrible Chuckie Egg II as an example!

What, you don't believe how good this is? Well, you better check out some more screenshots then...



The Atari ST version looks amazing. Authentic, yet a cracking advancement too.



Of course, you could step back in time and use the original Speccy graphics?



Whatever you decide, it's always best to use the map. Don't get lost!




Don Priestley would love this!

One thing to remember when playing is that you're not Superman! Keep an eye on your energy levels (displayed using a vertical bar) because that ticks down as you explore. Fear not, whoever left the swords has also kindly left energy drinks. Also, I advise chatting with the prisoners who are usually willing to aid you on your travels. Although it's odd they know so much yet never ask to be freed? Finally, use the map which will be more than helpful at crucial times!

Yes, I am really enjoying Bugziacs!! This is well-balanced and incredibly playable. Sure, it's got some quirks/bugs as those randomly generated maps can sometimes be rather unfair: more than once, I began with a Maziac standing beside me!! But let's not forget this is a work-in-progress so I'm extremely eager and excited to see the final product.

You can probably tell how thrilled I am to play a classic game like this on my Atari ST!! Hey, it's screenshot time...



Maziacs... oops!! Bugziacs has the most helpful prisoners you could ever imagine.



The swords are necessary but probably made in China - they don't last very long!



Hang on a mo, three monsters and only one sword? Oh no!!




The CryptO'pinion?

Bugziacs has taken me back to my roots in the earlier 80s. What an absolutely fantastic version this is and being able to switch between Atari ST and ZX Spectrum visuals is just too good for words. It's always great to see a "new" game InDev for our computer. I hope GGN can put this tool to use in the future and get other Speccy games converted? GGN - please develop Chuckie Egg 2 next as this is my favourite 8-Bit platformer but I have a massive list too :-)

Whether you're old enough to remember the original game or not, Bugziacs is a bundle of frantic mayhem. It's a simple idea that has been perfectly executed. What a rush it is to hunt down the treasure before panicking to quickly escape. Yes, it's tough but it's so much fun. This is a brilliant game and one I cannot help but highly recommend to everyone.

Maziacs is brilliant on the ZX Spectrum but guess what? So is Bugziacs for the Atari ST. Absolutely superb!!


Both AtariMania and Demozoo have Bugziacs to download.

Tuesday, October 30, 2018

MANIC MINER





We're going back to 1983

It gives me the greatest of pleasure to present Manic Miner for the Atari ST!!! This has been InDev by my mate Peter Jørgensen throughout the year. It's a brand-new remake with redesigned graphics and incredibly funky music (sound effects are yet to be completed). Each, and every one, of the twenty screens is included but there will also be a few surprising extras which I'm excited about. However, we are wickedly keeping these under wraps for the time being!

Those who have played the original on their old 8-bit computers like ZX Spectrum or MSX will instantly be at home with this new Atari ST platformer. The basic game control mechanics and physics are perfectly replicated. This means it feels just like it should with authentic gameplay that hasn't been altered (or spoilt, like we saw with Chuckie Egg II).

Please note, this is still a WIP as there are a few niggles to be ironed out. Each level faithfully follows the same playable mechanics of the original but, don't for a second think this means we have a boring ripoff. Willy's adventure has received a cool makeover with beautiful YMT audio and each screen has been designed with painstaking accuracy.

Peter has kept the keys familiar and included extra keys for a few additional features...
  • During the title intro, press 1, 2, 3 to change the music.
  • Pressing R will display a CPU usage raster for the geeks.
  • In-game, use the cursor keys to walk and he jumps by slapping the spacebar.
  • You can quit and kill poor Willy anytime by hitting the K key.
  • Need a wee? Just pause the game by hitting the P key.
  • Crazy fools who don't love the gorgeous thumping tunes can hit M to mute.

Without cheating, I have reached level 14 - Skylab Landing Bay. However, I have never beaten this terrible screen in 40 years - either on my ZX Spectrum or Atari ST. It's a killer room that blows my mind. Let me know how you do!

Keeping this project quiet from everyone has been tough - months of beta testing have been an absolute joy. It's impressive how development progressed into a fully playable game. The final version is near completion, so you know where to come when it's ready. Genuinely, this is one of the most exciting Atari ST games released in recent years.

I'd like to take a moment to thank Peter for creating this Atari ST version of Manic Miner. It originally started as a joke, a playful teaser, but it wasn't long before he began programming a playable demo. From there, we created and tested what was nothing less than a crisp clone of the original - with spanky new aesthetics. To think that we now have a (near) complete version of Manic Miner is mindblowing. So, I'd like to thank Peter for all his hard work and kindness. This is something I'll always appreciate beyond words.

Okay, the latest version is now available to download via the Demozoo website. Go on, grab it now!!



A few words by Peter...

I wrote Manic Miner because I have a friend that was very sad that this platformer didn’t exist for the ST. So I thought that I would make him happy and began drawing the title picture which soon lead me onto designing the intro screen - but I only wanted to make a prant screenshot for April 1st. Sadly, I did not finish in time. But then the idea started to continue on with the programming to see what happens. However, I’ve not made a game in decades because life always got in the way but I wanted to do this remake just to stop my friend from crying.
So you could say that this is a Manic Miner AtariCrypt Edition! (I love that -Steve)

My goal was to make the gameplay feel as close to the original as I could but still take advanced of the Atari ST's hardware. Thus, this is a remake rather than a conversion because I have not used a single piece of the original code. I have spent many hours analysing each level, and I’ve used the original sprites and recoloured them but some needed minor changes to work. The map graphics were changed in a big way, to what I think was the idea was behind each level. I played the MSX version so I could see how the game acts and I also think this is close to the Speccy original.

Overall, I'm quite pleased with the results and I hope people enjoy playing Manic Miner :-)


Atari ST Music and Game Map





The famous menu screen with its funky music. It's also (kinda) used in the final level.



The first room everyone knows so well and brilliantly reconstructed for the ST!



A confusing level which is actually easier than you think.



Perhaps my favourite level in the entire game. And I've no idea why!



This is the erm, I forget... Oh yes, the 16th level :o)



You cannot tell, but what Peter did with this final screen is legendary!!



This is the level to prove how authentic the game is. Faithfully reconstructed!!



An iconic room and so much fun without being overly difficult.



He's back and dying to be slaughtered once again!



I could never complete this screen as a kid but it is doable!


Ugh, what is this??? It's a map of our Atari ST game which you can now download :)


Tuesday, July 17, 2018

Bug Spray




Robbie the Robot

Pssst, wanna play a game bursting with frantic fun and originality? Then check out Bug Spray, developed by Philip Bishop which should please gamers with both green fingers and a natural love for killing nasty insects. In fact, it might look familiar if you're old enough to remember the 1983 Speccy original by Ultimate Play The Game (that ran in 16Kb).

Sunflowers need our protection from various hungry pests who love to nibble at them. To stop this, we use three different cans of bug spray as each type is designed to kill a specific creature. So spraying a bug with the wrong type will only stun them. Sadly, our gardener can only carry one at a time so it's a rush battling the critters as they swarm.

Just like Jet Pac, this is so much like the original but it isn't an exact replica. However, it's close enough and brought back many happy memories for me. The graphics are pretty much ZX Spectrum standards and the sprites are cute, especially the spiders. Sound effects are adequate but there is an option for chipmusic which is a far better option.

Bug Spray is a blatant rip-off but it works so well. My only criticism is manoeuvring the gardener into the gaps which feel quite tight. That aside, I've enjoyed playing what is essentially a fantastic 16-bit conversion of Ultimate's Pssst!

Monday, December 04, 2017

Creepy




Atic Atac?

Atlantis Software released Creepy in 1991, it may sound like yet another predictable good vs evil affair but just wait until you play it! Some might say it's inspired, but it's nothing more than a shameless Atic Atac rip-off.

Creepy is a little fella but very brave and his old brother appeared in a famous 1983 game. Well, he is about to enter a castle owned by The Lord Of Darkness. Why, I hear you cry? Is he mad? No, it's to find four pieces of the Necromancy Scroll that will defeat this nasty man and restore peace to a land ravaged by all kinds of evil monsters.

What, you don't believe Atic Atac appeared on the Atari ST. Hmm, you better take a look at this then...



I killed a warrior so pinched her dragon and road him like John Wayne!



Dark rooms and lots of monsters!

The Lord's castle is huge with rooms spawning a whacky bunch of evil monsters. Some are easy to kill but others are a lot harder, like the She-Warriors who ride on dragons. She might be tough but, when you defeat her, Puff is left behind so hop on for a ride. Watch out for other nasties like the odd-looking Frankenstein and a ginormous spider!

We are equipped with arrows but these are slow so it's best to upgrade to something better in the shop. Yes, this castle has a shop with stuff like health and fireballs - I really liked the fireball weapon and restoring health is always a wise purchase. Locked doors can be opened with the correct key and tiny yellow keys will unlock treasure chests that adorn many rooms. Gamblers will love these as you never know what's inside - something useful or something sinister?

Monsters won't aimlessly wander and sure love to play chase - at the expense of your energy level (displayed as a crunchy apple rather than a roast turkey). Also, a life loss no longer leaves behind a Cross where we breathed our last breath. Oh, and I still haven't made up my mind about which has the best effect when falling between floors...

Ignoreing the graphics, Creepy is not a carbon-copy clone of Ultimate's game. It plays quicker with other subtle differences within a castle that is dingier than the colourful Spectrum game. It took me a while to feel comfortable with the speed but it wasn't long until I was zipping through the rooms like a crazy medieval dude.



Whether you came from the ZX Spectrum or not, you'll love this ripoff game :)



The CryptO'pinion?

Okay, those old enough to have gasped in awe at Ultimate's 1983 classic will probably turn up their nose at this blatant imitation. However, please don't. Yes, it's a blatant ripoff but it's still a fantastic game in its own right. I am incredibly impressed by the fast and furious oldskool gameplay which takes that original and adds its extra zest.

Creepy is nothing less than a nostalgic 48K impersonator with addictive gameplay. I enjoyed plundering the castle's rooms, bashing in monsters!! A genuinely excellent 8-bit game with 16-bit aesthetics. Highly recommended.

DOWNLOADS

Wednesday, November 15, 2017

Berzerk





Let's go way back...

I needed a game that compensated for the horror I just suffered playing Platform Capers). So, Dave Munsie has rushed to my rescue with his adaption of the 8-Bit classic, Berzerk. However, I admit I had my fingers crossed when first loading - hoping it didn't suck compared to the great 2600/5200 games!!

We are the wobbly stickman intruder running through randomly generated screens killing robots. Interestingly, these robot guys are a mixed bunch - some dumb enough to fry themselves on the electrified walls, whilst others are amazingly accurate shooters. Try to kill them all and collect the bonus reward otherwise, you're called a chicken!! Otto is fearless and only too eager to rear his smiley mug and chase you across the screen.

Some (those under 40) might scoff at the boring blocky graphics. I appreciate they aren't spruced up to ST standards but that would have ruined the authenticity. Also, I treasure the speech synthesis which is spot-on perfect and makes me grin like the Cheshire Cat. "Chicken, fight like a robot" -this is fantasticl!!

Berzerk is one of the best 8-bit conversions I have ever played. An easy 10/10 from me!!


- Download the floppies from Atarilegend -




Shoot those angry robots before they shoot you!



Then again, some will kill themselves cos they're stoopid!

Wednesday, October 04, 2017

River Raid for Mega STe




Thank you, Carol Shaw!

I fancied a quick blast with a favourite ZX Spectrum game - RIVER RAID!! Okay, I know it's lame compared to the Atari 2600/5200 versions but I have happy memories. I figured I should put the Mega STe muscle to use and boot up the Speccy emulator for some colour-clash gaming action (there was never an official Atari ST version released).

Obviously, I cannot record directly off my Mega STe so I duplicated the setup in Hatari to make this video: a stock 16Mhz Mega STe with TOS 2.06 runs the game well as it's almost at the same speed as a real Speccy. Hey, perhaps my recording might fool people into thinking this is real? Well, until they see the GEM desktop right at the end!!

If you wanna emulate more older computers on your Atari ST then check out this section of my website.

Sunday, June 11, 2017

Jetpac





16Kb is all you will need

I'm sure everyone knows that Jet Pac was originally released in 1983 for the ZX Spectrum by uber-gaming legends, Ultimate Play The Game. It's one of the most iconic 8-bit games from the era and still plays brilliantly today. Our remake/conversion was developed by Pete J. Whitby in 1992 for Budgie UK. Heck, he also designed all the graphics and sound effects, very impressive. Talent like this never ceases to impress me.


Interesting tidbit? I owned Jetpac on both cassette and cartridge (ZX Spectrum). I also had a huge Speccy collection that dated back to 1981 plus others like an Interface II (I'm such a geek). Sadly, I sold the lot when we got our first house/mortgage! :(


Right, what's the story? Well, our Jet Man is a lucky fella working as a space pilot for Acme Interstellar Transport Company. They're sending him to fifty planets to assemble (and playtest) their technological creations. Sadly, his luck ran out as each planet was bombarded by hostiles ranging from fiery comets to fluffy aliens.

I thought I'd never see Jet Pac on the ST yet here is a screenshot to make us all very happy...



There are so many different baddies to blast and many new ones too...




Planets, aliens, and lasers!!

Playability is impressively legit from the start. The controls are tight, responsive, and instantly familiar - albeit a tad quicker than I remember. Jet Man's movements are exactly as you would expect but he oddly cannot wrap around the screen. However, he compensates for that lost ability with a new one - shield power-ups.

That's right, the fuel pods aren't the only thing dropping in from the skies. Collect one of the bubbles and you're protected from harm. It doesn't last long but that grace period is good enough during the heat of battle.

Those space nasties use differing attack patterns that help keep the arcade action very engaging. Many are new and some require several shots whereas others are invulnerable. Also, watch out for deadly platforms that can zap Jet Man into an early grave. Heck, there is even an end level - this is something missing from the original. If only I had better gaming skills to witness that for myself? Yeah, I know. Not gonna happen!

Let's view another screenshot and this time I've beaten the hoard and escaped in my rocket...



Jet Man is one lucky dude who gets to play with all the cool new rockets!




Aesthetics

Visually, there wasn't much to the original but it wasn't needed and the same applies here. The Atari ST remake follows the same format albeit with smooth-moving sprites and extra colours. The only thing I didn't like was the new background, which I felt wasn't needed. I wonder if there can be a way to remove it?

The audio is good but not great. You can play with either the sound effects or chip music by Mad Max. Personally, I would recommend you leave that exceptional music playing because the sound effects are bland. Actually, it's humorously disappointing to hear the Atari ST out-bleeped by the inferior ZX Spectrum sound effects.

Okay, it's time for one last screenshot and this one represents the action nicely...



Zip Zap (geddit?) the aliens the best you can!! And refuel that rocket!




The CryptO'pinion?

Jetpac is Jetpac and this game will always be magnificent no matter the year. Admittedly, our remake wasn't going to beat the original but, I feel, Pete has done enough to capture the authenticity whilst also successfully implementing new ideas that work well and set it apart from being a mere clone.

What's not to love about frantically rushing about the screen, zapping a relentless alien hoard whilst gathering fuel pods? I loved playing it and enjoyed the new features. The boring sound effects aside, this is an utterly excellent game that I highly recommend. Let me know in the comments below what you think.

+ Waste no time and get it downloaded for floppies and hard drive.
+ Play the original game on your Atari ST using an emulator:
     > Artemis is a unique (albeit colourless) emulator that works only on 8MHz Atari ST/e computers. Recommended for those wanting to experience something different.
     > Speccy is another emulator with full support for colour and supports faster Atari computers. What a class emulator this is!!

Tuesday, January 17, 2017

Head Over Heels



Heading back to my Your Sinclair days

I stumbled upon Head Over Heels by pure chance today. It's been donkey's years since I played this on my old ZX Spectrum and seeing it again is a heartwarming reminder of my 8-bit days. Ocean released this tough isometric adventure in 1989 for the ST but I don't recall ever booting it up. Perhaps an 8-bit game wasn't appealing to me back then?

Head Over Heels is more complex than it first appears - solve puzzles using two characters who have their own skill sets. It's superb to see this game again and anyone who loved the "filmation" genre will surely be in heaven. The graphics are Spec-tacular with superb details and more colour than my old rubber Speccy could ever have dreamt of.

Head Over Heels is a huge and intriguing adventure offering many sleepless nights! Highly recommended.
AtariMania features this in their ST database including an interesting tidbit! Download Head Over Heels from 8BitChip as this supports a trainer and hard drive installation. Also, here is an interesting website for the ZX Spectrum version with maps, videos, and more which prove helpful.


Monday, March 28, 2016

Highway Encounter




1985 has come knocking!!

This is one of my all-time favourite 8-bit games from the brilliant mind of Costa Panayi, Vortex Software. It's an understatement to say I was flabbergasted when I read an old post on Atari-Forum concerning the unreleased ST game; developed in 1990 by the late Mark Haigh-Hutchinson. Sadly, Vortex was unable to find a publisher, so the game was left to gather dust for years. Which is terrible when you think about it!

I always had a soft spot for Vortex and fondly remember playing Android, Cyclone and Revolution but Highway Encounter was my favourite. It takes place on a stretch of highway populated by aliens, tricky puzzles, and many other obstacles to get in your way. The aliens invaded and our robot convoy has the task of merrily pushing a bomb down the highway to destroy their mothership (located at the other end of this road).
Funny tidbit, I remember making a VERY basic map of this game back in the day. Very crude but I was pleased with my progress. Well, until I saw a screen-captured version in one of the magazines. Typical... Anyhow, there's a link to the Atari ST map right at the bottom of the page for all interested.

Right then, let's stop this badly written review for the first screenshot... 


Guide our little friends the best you can, they have dangerous cargo!



Road rage!

Our version of Highway Encounter has not been modified with pointless bloatware so, remains much the same. The obvious improvements are with the graphics; gone are the monochrome visuals for a world of technicolour. The highway and your objective remain the same with many whacky aliens roaming about causing trouble. Our droid colleagues are still daft and will get stuck on objects just like the original. However, this can be good: leave them behind - in safety - so you're free to clear the highway ahead of the dreaded aliens.

The joystick controls are spot-on perfect and, if you appreciate isometric games, you'll be at home - left and right rotates, forward to accelerate and pulling back slows/stops movement. As expected, the weaponry is the same and features an ultra-cool energy bolt. This can be improved upon - thanks to power-ups lying along your road trip journey. So, the ultimate question - can you make it to the end of this motorway and save the day?
Interestingly, there is also an editor to create your own highway. This is something I've yet to play with but I'd love to know if any of you guys have used it. Let me know in the comments below!

Let's take another pause from the reading to see another lovely screenshot... 



Some wobbly things are approaching! Let's kill 'em!!



Speccy aesthetics?

Visually, this is a joy with old-fashioned styles. In fact, I'm transported to 1985 by its authentic style that is updated yet preserved using a gorgeous palette that isn't over the top. In the 80s, isometric games were the in-thing and this was one of the best examples of that genre. The sprites are as crazy as ever, making you appreciate the finer details of what was achieved. The ST has taken the original and bettered it.

As for the audio, in-game music would have spoilt the atmosphere and been something I would have muted. Highway Encounter is all about careful planning and strategy so it has to be sound effects. Thankfully, they are made from samples and perfectly futuristic for the zapping. It sounds great and I love it!

I think we've got the room to squeeze in one final screenshot...



Those guys are almost too cute to kill. But let's kill 'em anyhow. Do you see a theme here?



The CryptO'pinion?

Let's take a moment to think about something. This is an Atari ST version of Costa Panayi's exceptional shoot 'em up. Additionally, the original has been bettered with marvellous aesthetics whilst remaining faithful. What more could we desire? Unlike many, this is how all 16-bit remakes should have been produced.

Well done Mark, I say. You respected the original game and honoured us with a polished conversion. Highway Encounter will always be a Crash Smash and the Atari ST has gained an exquisite remake. I Love it!!

Download floppy / hard drive (ultrasatan)

AtariMania has an awesome map!

Friday, October 23, 2015

Chuckie Egg II



My fave Speccy game!

After playing the Atari ST version of Jet Set Willy, I remembered that we had another 8-Bit platformer by Lothlorien called Chuckie Egg 2. This made me incredibly happy because I love the ZX Spectrum original and I even spent hundreds (thousands?!) of hours exploring and mapping its immense and whacky world that was fascinating.

Let's cut to the chase - the Atari ST conversion is awful. Okay, I guess it looks and sounds better but the gameplay is completely different because it doesn't feel anything like the original whatsoever. In fact, the controls are diabolical so guiding Harry around any room is nigh on impossible. His movements are way too fast and they altered the basic mechanics of jumping too. You know, I expected some differences but this is a joke beyond anything I imagined.

This is a car wreck of a game!! A terrible port of what was originally brilliant. Terrible is the word!! 😡

It's not recommended but, if you're feeling stupid and wanna play this game, then the floppies can be found using Old Games FinderA hard drive installable game can be found over at 8BitChip.

Sunday, October 18, 2015

Jet Set Willy



Willy is back!

Who still plays the Willy platformers on their retro computer? Indeed, they are the most respected series of 8-bit platformers ever to grace a CRT screen. Sadly, the Atari ST missed that party as people expected more from their 16-bit computer by the late-80s. A fact that saddens me somewhat if I'm brutally honest as we missed out on a classic.

Yep, Software Projects never released the game because they felt people's expectations had changed since 1984? I see their point, I really do. However, it's a massive shame because the game is timeless. I will always love this platformer.

Actually, the Atari ST game was completed but simply not released. Until now! The screenshots you can see are of the Atari ST game, a perfect replica of the original. Yep, it fully mimics the same gameplay style without unnecessary bloatware "improvements". This means it plays, looks, sounds and "feels" just as you remember playing in 1984.

Matthew Smith had nothing to do with this release as it was coded for the Atari ST by Carl Whitwell and Paul Taylor. Best of all, this was during their university years. Wow, take 5 mins to think about that fact for a moment... Can you imagine programming this game possibly as their coursework? Perhaps it was just a side project to keep them busy.

Wait, are you disappointed how the Atari ST game looks? Perhaps you expected better 16-bit aesthetics with more detail & colour?? Stop, slap yourself right now!! Did you forget about our version of Chuckie Egg II...

Okay, I should help Master Willy clean up his messy mansion. Maria is quite angry so wish me luck...

* Download JetSet Willy from my own Dropbox file server.
AtariMania has an interesting piece of text to read on its website.
* Here is a pretty darn cool map of the entire Willy Mansion. Ahh, the memories!!
* What? Do you want Manic Miner as well? Then click that link ASAP!!!



I thought this room would be tough but it's easier than it looks.


One of the coolest screens this (for me). I don't know why but I love it.


I remember reaching this screen on my Speccy as a kid - waiting for the hoax!


I tried the code... but it didn't appear to work. I wonder if the hidden gem is still here?

Saturday, August 22, 2015

Starquake




Stepping back in time...

Today, I thought that I would descend deeper into the realms of retro gaming with an oldie that I've not played since I was 14 years old, Starquake by BubbleBus / Mandarin Software. Like most people, I did not own an expensive Atari ST in 1985 and was instead using a ZX Spectrum. Yup, I've not played Starquake since the mid-80s!

You're a BLOB (BioLogically Operated Being) who has crash-landed on a planet and it's your job to save it before it implodes! Each screen is basically a platformer in design and filled with cutesy (yet annoying) baddies that can zap away your energy or kill you outright. To me, it always felt like Atic Atac but, visually, reeks of Underwurld.

Let's pause the reading and view a malfunctioning screenshot...



The intro is short but not without good humour which I love!



Run, Shoot, RUN!!

Starquake is such a big game and one which will instantly appeal whilst you get yourself completely lost wandering from screen to screen. There are tasks to complete, like collecting objects and computer codes, which is a lot harder than it sounds. Oddly, you cannot collect items when using a hover pad... so be prepared to think!

Thankfully we have a weapon but the nasties are relentless with a swarm-like attack that never ends. Curiously, we cannot jump but have the ability to build temporary platforms that help reach those higher places. It's kinda cool and makes climbing fun and different - also dotted about the map are hover-pads which you can make use of.

Starquake is a quirky little shooter/puzzler that never lets up and yes, it reminds me of Underwurld by Ultimate Play The Game with similar schematics, styles and mechanics. However, the puzzler and exploration elements are as tough as they are interesting and this is the part of it that makes you think - all whilst frantically shooting everything in sight.

I've always liked Starquake and that Atari ST version doesn't disappoint. Hey, let's view a screenshot...



As soon as you begin, cute critters appear from nowhere - constantly!



Colour clash and bleeps?

Visually, fans of the 8-bit original will absolutely adore the updated Atari ST version which looks the same but tarted up with gorgeous 16-bit colours and lots more detail. Wow, I wish the old Speccy game looked this good back in the mid-80s. I mean, come on, check out those sprites - this must be one of the cutest games ever made!

The audio is superb with fantastic music by none other than Jason C. Brooke. I could listen to this all day long! All in-game effects are pretty neat but I'm going to shock myself here and say that the ZX Spectrum game is actually better. How can this be? It's true as I miss those zappy, buzzy Spectrum sounds that this ST conversion lacks.

Right, we've got time for just one more screenshot. So, here you go...



Finally, an upgraded 8-bit game that isn't bloated and ruined!!



The CryptO'pinion?

I found the Atari ST version to be harder than the Speccy original. That alone took some time to get used to and felt completely unnecessary if I'm being honest as it zapped some of the fun, especially for a casual gamer. However, Starquake isn't something for the casual gamer as it demands time and commitment to get the most from it.

Yes, it's tough. Yes, it's crazy. And yes, it's probably a little too difficult so you may need to cheat for infinite lives! You'll need a pen and paper to map it and make notes. However, it's definitely a brilliant conversion of the 8-bit classic and also an excellent game in its own right and offers a massive, long-term challenge. Highly recommend!!

Download Starquake via Old Games Finder.
Here is a map of the Speccy game!

Thursday, January 15, 2015

Cybernoid - The Fighting Machine



All 8-Bit conversions suck!

Cybernoid is a shooter developed by a legend - someone who repeatably rocked the 8-bit world, Raffaele Cecco. Yep, I was a Spectrum owner and it seemed everyone was crazy about him back then and rightly so. However, there have been many games that had terribly dodgy 16-bit conversions so I was more than a little dubious upon loading Cybernoid.

The 16-bit conversion is by Tony Cooper and is thankfully amazing. Offering the same level of thrills as the original, its gameplay is smooth with comfortable controls that are responsive throughout each of the spruced-up screens. Yes, graphically, this is head and shoulders above the original with eye-popping colours and lovely animations. The sound effects are a joy, accompanied by a fantastic chiptune. And I really do mean fantastic!!

However, this is one tough cookie. No, it's an incredibly damn tough nut cookie and some screens are intense!! It will take most gamers many attempts to master its cruel personality. It's especially annoying when enemies can seem to fire their weapons through solid walls or objects. Stick with it because Cybernoid is actually awesome and ultra-addictive.

Crack the cunning learning curve and you've got yourself a wonderful and challenging shooter!

UPDATE: see the latest posting for Cybernoid which is now mapped :-)

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