Showing posts with label Collect'em. Show all posts
Showing posts with label Collect'em. Show all posts

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 21, 2024

Sam In Monster's Garden





The monsters are coming!

Every so often I find some kind of silly software that makes me smile for no peculiar reason. It doesn't have to be a game, just look at the Steve or BoinkSave articles. That's what I love about the Atari ST, the history is immense but can also be surprisingly frivolous. Well, here is a game that made me grin like the Cheshire Cat so I had to play it.

Sam in Monster's Garden was released in 1995 for the Atari STe by Sebald Loic [aka Sam23]. That's right, STfm owners should leave, because this game supports the Blitter, extra colours, and DMA. Now that you're expecting big things? Well, these images show that it's similar to Dig Dug with its screen laid out like a maze with several items to collect.

Remember, this is public domain! Okay? Right, let's check out a couple of screenshots...



He smiles but still looks rather worried. Or drunk? Yes, drunk, because of that walk!!



The yellow monsters are pretty dumb but often massive in number.




Dig Dugging through the garden

Sam in Monster's Garden is a simple game. Sure, it's a ripoff but I like it. Walk the screen, gathering the various items and, once all are collected, exit to the next level. Dead simple. Well, it would be but for the monsters! After all, we're in their garden so I guess they're not happy about us being there? From what I've seen, there are two monsters:
The yellow ones aimlessly wander whereas the purple ones come crashing in and can carve their own path through the garden. Each will materialise a few seconds after you begin a level, which offers a moment of grace. However, once they start to appear, their numbers are plentiful and they spawn fast and regularly.
However, there are ways to kill these dreaded beasts. The first is to use the garden's apples. Walking under these loosens the soil and they fall, crushing anything underneath. Another way is to push them Pengo-style. Lastly, we can use a gun that fires one bullet at a time. This bullet bounces around the open areas until it hits a monster (can be recollected).

That's all there is to this bizarre little game; collect the items as quickly as possible and begin the task again on the next level. As you progress, the difficulty increases with more enemies adding to the frantic gameplay. It's a bit mad!!

Hardly original but, it's silly and I'm positive the kids will love it. Let's check out some more screenshots...



I was panicking here as I had one last fruit to collect and these monsters are fast!



As you can see, they appear in droves but are as stupid as they are quick.




Aesthetics

Each level looks much the same; a basic green background with different places for the apples and other collectables. Sure, it's (umm) based on Dig Dug but everything is overly large thus creating a rather cluttered or claustrophobic feel later on. Apparently, the Blitter is used (for the sprites?) and the extra colours are displayed. Can you see 'em?

The sprites are the strongest aspect of the visuals with the monsters a quirky bunch with decent animation. Sam wobble-walks like Frankenstein's Monster and his dying animation is superb. Touch a monster and you'll see his body break up and fall to the ground. Fantastic!! Whether all this was Sebald's intention I don't know but, I love it.

The audio is very good with a boppin' chiptune playing in the background. The music is accompanied by a few DMA sound effects. It's hardly Death Chase for quality or quantity but good to have. Zero complaints here.

Hopefully, you've remembered this isn't a commercial game and are still here? If so, let's see more screenshots...



Broken body and dead. Reaching level 25 was my personal best.



In the following game, I bettered that to reach level 27. Sadly, I never beat this achievement lol




CryptO'pinion

If you have spare time to play something different from the norm, Sam In Monster's Garden is oddly great fun!! The gameplay has been kept simple, and I liked that, just collect the items, run around panicking, don't get caught, and repeat.

The first few levels are ridiculously easy and can be completed before any monsters appear. That grace period is most welcome later on when the action is frantic. However, it's these monsters that make and break the gameplay: 1) there are too many for a cramped screen. 2) there is some rather suspect collision detection that I fell victim to. 3) they can spawn where you are standing. I wish Sebald had tweaked these basic annoyances that spoiled what might have been.

I'd rate this around 55% as it could/should have been much better. However, I appreciated having something different to play and I'm positive your children will enjoy this for all its pointless mayhem. What do you think? Go on, download it and let me know in the comments below. I might then consider playing Sebald's other game, Sam In Monster's Land...

Sunday, December 26, 2021

Old Towers





Yet another brand-new game!!

On Christmas Eve, out of the blue came a new game by Andy Noble for the Atari ST. It's a conversion of a RetroSouls' Sega Megadrive game which takes place inside a massive tower filled with nasties, puzzles and many yellow dots that need collecting. Personally, I was reminded of Nebulus and Yopaz IceStar.

Old Towers is a simple concept that works incredibly well. We are in control of a cute little guy(s) who runs around a vertical tower collecting yellow pills like our friend from that maze. He can run in all four directions but, once he begins to move, momentum continues in that direction until coming into contact with a wall or object. Once all the yellow items are collected he can head towards the exit tile and onto the next level.

Sounds cool, right? Yep, so let's check out some screenshots of this funky little game...



Look at him move! So fast he leaves a blur of light that Superman would be proud of.



Starting level 6 introduces a new concept of solo/multi-control for the player!




Zip-Zap Crazy Fast!

As you play the first level, you get a feeling for how the game thinks and its challenges. The earlier levels break you into the style of control, how to solve puzzles and the thought processes you need to employ to beat it. The difficulty soon increases but I'm pleasantly surprised there is no timer as that would only pressurise the player into making mistakes. This lack of a timer is excellent and enhances the experience enormously.

It's a hazardous tower! Monsters roam, spikes are always going to hurt, and some rocks will spit out a dart in the style of Rick Dangerous. Thankfully, these aren't crowding the levels and only help to make the game challenging rather than impossible. However, I cannot speak for the later levels - blame my lack of skills for that!

Thankfully, there are helpful parts of the tower to assist us: some blocks only appear after passing through their placeholder. Arrowed areas allow you to pass through, but only in the direction that they are pointing. Angled panels will throw you around the tower without any control. Useful but how will you stop?

Take a look at my video recording to see how well this game plays. Tell me it isn't fun zooming through the levels at a speed that puts Sonic to shame? Also, my video shows how I finally sussed out level 10 (slow brain!) but then I made a stupid blunder and died right before completing it... Enjoy!! 

No screenshots can do the gameplay any justice but, just to be awkward, here are some anyways...



Notice the square placeholder on the right? Zip over that to turn it into a rock. Very handy!



Level 8 is when my old brain began to stress! How can I reach the yellow square to exit?




Input & Output

Directional controls are sharp and responsive for quick action when zapping around the screen like a fool. Hitting the fire button flips over to the other character - if he's knocking around. It's great having a helper inside the tower. Also, if the joystick doesn't work for you then there is an option to redefine your own keys.

Hitting ESC not only gives the option to quit but can restart a level after you realise you have gotten yourself stuck in a corner! Hold down the fire-button activates the option to scroll the screen without you moving. This helps view what's ahead without accidentally bumping into something deadly.

Graphically, this is hot. It looks great with a cracking design and funky colour palette. The animations are nice with smooth scrolling that keeps up with the pace of the gameplay. Old Towers gave me an odd C64 feel, which I liked, but with a ton more colour. I don't get that either but it's how I feel. I love the visuals!!

Sonix are neat with nice effects and YM tunes blurping away by Oleg Nitkitin. During the game, we have a rendition of the Popcorn tune which I find irritating but, it grows on you I must admit. The title screen music is brilliant and plays whilst rotating through a number of the intro screens. This is beautiful chip music.

So it looks and sounds brilliant which means I'm gonna dump some more screenshots right here...


An arrow hits my head on the 9th level. It's a killer so don't rush!! Just listen to those sound effects...



It may have taken me a couple of attempts but here is proof I finally made it to level 10 :)




The CryptO'pinion?

What an amazing treat it is to play something new, especially as it was completely unexpected. Okay, I'm not the biggest fan of puzzle games, my skills in the video certainly prove this, but what the video doesn't show is just how much enjoyment I had. Old Towers is polished and thoroughly entertaining whilst challenging the player to use their mind and reactions equally. I think I'll be playing this a lot over the holidays...

I would like to thank Andy for going to the effort of converting this to the often-forgotten Atari 520ST. Check out his website which includes a download. Eat, drink, be merry and enjoy this fantastic puzzler.

I managed to reach the 8th stage on my first play. In fact, I would have done much better, but for all the eating and drinking I needed to do. Ahem, honest... burrrrrp!! Merry Christmas everyone :)

Saturday, July 25, 2020

Mr. Do! Run Run





4-bitplane sex appeal

Here is a game I consider a visual feast and a superb arcade conversion with utterly gorrrrrgeous gameplay. Yep, it's Mr Do! Run Run which was released in 1990 by Time Soldier dudes, Electrocoin. (actually, I liked that bizarre shooter).

In this top-down runaround, we play the part of a clown who dashes around the screen collecting fruit whilst trying to avoid various chasing nasties that get in our way. We're armed with one ball used to defend ourselves, and this can be replaced by picking up several smaller balls off the floor. Heavy logs have been precariously propped up. These require only one well-timed nudge to see them roll down squashing anything in their path. Just don't get caught in the way!

Let's see why I adore this game and its aesthetics so much. Yes, it's time for screenshots...



This is the campest title screen I've ever seen. It's absurd but very colourful.



The overhead display is superb for a clear view of the task ahead.



Check out those melon monsters! But look, I can see logs just waiting to be knocked.




Shockingly awesome conversion!

This gameplay is fairly similar to PacMan but, Mr Do is also writing a line as he moves (think Qix). Use this to draw a box and turn the pills into fruits: repeat the process to flip them into oranges, lemons and eventually pineapples for extra points. Yes, it is based on Qix but the gameplay mechanics are excellent, providing a frantic adrenalin rush as you busily race around the screen. The level is completed once all the balls are collected or the baddies are dead.

Basically, this game is as old-school as it can get and, it works perfectly. In fact, it works so well with zany action that is as crafty to master as it is stunning to look at. Yes, I am shocked by how much I enjoyed this game but, what shocks me even more, is never playing it back in the day. What was I thinking? Where was I? How did I miss this game?

Okay, gaming dudes, let's see more Qix'y screenshots from the game...



Oh, I love the design of each level and how colours are used to enhance that.



Lots to do and many monsters to kill. This game is an action fest and I love it!



Another level of pixel beauty which honours the arcade game perfectly.




Aesthetics

I love the graphics. Stunning. The sweet pixels were created by Gary Felix who was responsible for Exolon & Future Sports. Ignoring the lame animated intro (sorry Gary), the title screen that follows demonstrates what to expect from the game. That means peculiar and freaky pixels - especially if you hate clowns? Meh, I don't see what all the fuss is about.

The in-game graphics score the most points because they are authentic to the arcade original using a rich, bold style with cutesy sprites. Lovers of Mr Do and PacMan are instantly going to feel at home in this queer world. In fact, it (almost) makes Rainbow Island look drab. Well, no it doesn't, but this game is just as glam. It's gorgeous!

Things aren't slowing down! The audio is amazing thanks to the creative efforts of Wally Beben. I'm often amazed at what the YM can produce but he knocked the ball out of the park with outstanding arcade-style sounds. His chip music truly does suit the gameplay and sounds ace. Check it out and click on the green arrow below...

The CryptO'pinion?

Mr Do! Run Run is a challenging game with the first level being an absolute butt-kicker!!! Stick with it. The joy I felt when reaching the second level was ecstatic. My advice: ignore the Qix elements, concentrate on the controls, and then how to kill the monsters. Once comfortable, learn how to farm fruits and collect the bonuses.

One of the most overlooked arcade conversions for the Atari ST. Truly an exceptional arcade conversion!!


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