Showing posts with label Game Maps. Show all posts
Showing posts with label Game Maps. Show all posts

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 really 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 used an alternative style which felt open-world but isn't really - just bring a bad of pebbles as it's definitely worth playing!

Getting back on topic, this is an intriguing platformer taking place within a hostile Hollywood world and each stage is 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!



It's time to 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 4-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 different 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 this? 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 work 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 not only offer access to later stages but 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 your own careful exploration as a saboteur. Laying in hiding, waiting, knowing when to stun enemies to avoid contact in order to make a safe pass. It's invigorating and makes this a game I wholeheartedly recommend.

However, there are some rooms that are terrible in their design and frustrated me no end: the sewer regions! This is actually a tiny part of 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. However, it's being a sneaky saboteur who silently and tactically explores each location. That is something I find exciting especially as I can't think of another Atari ST game quite like this.

Before clicking on the next image (level one mapped), here are the links for 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 ]

Monday, June 19, 2023

Spikey in Transylvania



What, no Lucky Eddie?

Spikey is a Viking who crashlands near a village called Transylvania after suffering horrendous weather conditions in the North Sea. He has no weapon or shield but has kept hold of his helmet - just to maintain that Viking look. Weirdly, his shipmates have been rounded up and locked away in a dungeon - so it's our job to free them. Thankfully, the cell keys have been scattered about in many different places. All we have to do is find them and free our comrades. Easy.

Is it just me or does Spikey look an awful lot like Hägar the Horrible? Anyhow, Spikey in Transylvania comes from the same Code Masters stable as the Dizzy series so it's hardly surprising that it looks quite familiar for both gameplay and visuals. Released in 1991 and programmed by Dave Clarke who sadly, didn't seem to create a whole lot more for the ST.

Hey, wanna see some screenshots of the earlier puzzles? Of course, you do! So gander at this lot...



Farmer Piles!!! It's like something from a Carry On movie. Brilliant!


The pixel art in this room is amazing. Love the cauldron, the wizard, and the king's painting!



So what's the plan?

Our adventure begins in a village of a few houses, including a pub and a very hungry farmer. After escaping from one of the houses, our task is to gain entrance to the castle where our friends are held captive. Surely an impossibility, as it's guarded by a really mean soldier (hmm, why not try bribing him with cash). If you've played any of the Dizzy games before then you will already know what to expect as you help Spikey scour many rooms for carelessly-discarded prison keys.

Things begin simple and, if I'm honest, remain simple throughout. For example, the first puzzle is escaping from a house - the front door has no handle but look, there is a doorknob on the floor. This is the level of difficulty for most of the puzzles and I enjoyed that a bunch because they never came with baffling/vague clues - or a solution that made no sense.

Yep, that's the level of the difficulty which isn't bewildering but very entertaining. It's time for more screenshots...



I wanted to take this screenshot as the dog approached to take a bone. But he was quicker than me!


Bored, eh? I think he needs a Walkman to listen to. Showing my age now, right?



Explore, examine, scrutinize!

Once inside the castle, it's a myriad of mazes but nothing too overwhelming. And I liked that a lot. Getting around is very easy and makes exploration perfect. Once again, there are puzzles to solve but nothing mind-blowing. For example - a drink for a thirsty guard, ghosts will flee from the Cross, and you should wear Wellington boots in the mud. The only puzzle I failed to instantly solve was with the cannon - which was dead simple and something I didn't even consider!

Walking around the village and castle areas is never too troubling but there are still some dangers to look out for. Spikey only has four lives and each has a finite amount of energy that depletes when coming into contact with angry soldiers, rats, ghosts, dripping acid and so on. Sadly, health replenishment is scarce (very scarce actually) with only the odd pieces of chicken or bread left lying about. Stay clear of rotten foods that will only make Spikey feel a lot worse.

Unlike the adventures Dizzy endured, Spikey can walk left/right but cannot jump. Instead, he moves diagonally in/out of the screen which is pretty cool. Sadly, it's not perfect as you can occasionally get stuck on objects or walls. The inventory is a cinch, just hold fire and move up/down to pick up/drop and left/right to select what object you wish to use. Dropping most objects near another character will solve that puzzle as they will automatically collect it and reward you.

This isn't a huge game but it's big enough for a pub, which is never a bad thing. Check out these beer swiggers...



The local Wetherspoons! My kinda place. But then everyone stops and stares at me! Creepy.


Hmm, weren't there some gloves carelessly left lying about?



Aesthetics

The graphics are by Jonathan Smyth who also did Cj in the USA and Cj's Elephants Antics. As you would expect, they are gorgeous and would look perfect in any cartoon with a colourful design. The backdrops are good but it's the characters that feature stunning details - I loved the beedy-eyed rats who watch Spikey. Sadly, there is little animation which, I'm not too bothered about, but it would have been nice to see a roaring fireplace rather than a static flame.

The audio fairs differently with a choice of chip music or sound effects that can only be chosen on the title screen. The music is by Ashley Hogg (again, who worked on Cj in the USA and Cj's Elephants Antics) and is absolutely superb. Sadly, there is only that one tune which loops around constantly during play. If you opt for sound effects instead then you shall hear Spikey's footsteps along with a ding when interacting with objects. And that's that. Bit disappointing tbh.

Here is one of the cells holding a shipmate so hurry up and find all the other keys! Then everyone can party...



This is one of many cells holding our mates. Simple task - find the keys!


This is the end screen - just to prove I did it!! Sorry for the spoiler :p



The CryptO'pinion?

I have thoroughly enjoyed playing Spikey in Transylvania! However, it's not a big adventure and there isn't enough food available to replenish his energy. Also, the puzzles are quite easy (even for me) and I completed the entire thing in just a couple of hours! I cannot imagine fans of Dizzy, Elf, Spellbound or Stormlord will be impressed by that?

However, ignoring these quibbles, this is extremely enjoyable and very addictive. So I loved the progress I made right from the start. The puzzles are logical without any irritatingly pointless solutions which meant I continued on and loved every second. So how can I say anything terrible about a game that gave me so much pleasure? I cannot.

Before you view my map (click it), grab this cool puzzler for either a floppy disk or a hard drive and enjoy...


Friday, March 31, 2023

Sword Of Kadash (part three)



Phew, what an adventure!

Well, I've finally done it. I've completed Sword Of Kadash... I think! (don't ask, just carry on reading to the end). When I first started, I genuinely thought that I would be playing for months due to its sheer size and also the fact that I wanted to painstakingly map it. Yet here we are with the third article and the game is finished and mapped.

You know, I have really enjoyed it too because this is a mapper's delight with a wealth of integrated rooms, secret routes, puzzles, hidden rooms and tons of hideous monsters to kill. The map design is very interesting and I like its style. However, it's not all good news as there are a few quirks and peculiar differences I didn't expect.

Before I begin, this is the third part of a mini-series. Have you read the innocence of Part One or the enthusiasm in Part Two? No, I didn't think so! Okay, click on those two links to get an idea of the pain and pleasure I have endured over recent weeks. Go on, both links open up in new browser windows and I'll be waiting here for when you get back.

While waiting for y'all to return, I shall enjoy dumping a couple of funky screenshots below...



I see the devil with horns and beady eyes staring at me! What do you see?
Interestingly, the room just to the south of this location is a formidable part of the maze design!


These little gremlins are weak but very difficult to shoot!!


Back to basics

Okay, because you've clicked the above two links, we all know the story and what's generally involved so let's continue on rather than starting afresh. Unlike many ARPGs, this begins the same each and every time: we start at the entrance of the caverns with a dagger, 2000 hit points (health), armour and fear spells. So, that means we're a dude without a choice of race, personality, skillset or attributes. Still interested? I know, I know, but you should be so read on!

Let's begin with the controls as there are three methods used to guide our little hero and this seems to have confused some YouTubers. The joystick is by far the best method (the keyboard felt unnatural and the mouse is nothing less than a nightmare). So, just press CTRL J to change from the default to the joystick when you first begin your quest. You are able to move (and shoot) in all directions, including diagonally. To shoot, press and hold the fire button and then 'move' in the direction you wish to aim. Oh, and hitting the spacebar activates your one and only magical spell.

Wanna see a couple of really annoying screens that made no sense? Of course, you do so here you go...


Trust me, unless you use the fear spell you have no chance of killing them without getting hurt.


One of the final rooms and it's stuffed with cursed items. Yep, every single item is cursed and there is no way (that I know of) to get around them. Thankfully, if you go back a couple of screens, there is a symbol/cross that can help.


The quest awaits!

I feel I should begin with a little piece of advice for newcomers - when you are about to begin, do not head north without checking out that tree. It's also worth heading back, southward, to find better weapons. Now head north into the fortress where there are a couple of ghosts and bats before stumbling upon a scroll - leave that be as it will come in handy if/when you get cursed. Next, head west for a room of scorpions, thus lots of xp for the killing. There is also a chest, and extra xp, but don't leave without searching for the secret passage that leads to a different room - with a sword!

Yes, items are a big deal in this dungeon and they are also a bit of an oddity. You will frequently find weapons and armour along with others like chests and keys. Collecting anything increases xp but you cannot use the keys as there is nothing to unlock. Nor can you plunder a chest as it's just a chest that does nothing more than increase experience. So, more often than not, the item you're collecting isn't for a particular usage - it's to gain xp and the benefits of that.

However, a selection of items is cursed which severely hampers ability and performance. Only two types of items can help cure you - the symbol cross and magical scrolls. However, this is where the game reveals its truly insidious personality because there is a chance that those might also be cursed. Cruel, very cruel!! So why not make notes? :)

Along the way, there are weird messages which are blatant and helpful. But not in these two screenshots...



I love how the designers left silly drawings and messages (Damon Slye)


The Pit is a disastrous moment but there is a hidden area to hide, but I wasn't quick enough!


Traps!

The cruelty doesn't end with cursed items because the dungeon is host to a myriad of different traps and, just about everything will trigger something nasty. Heck, you may do nothing more than simply walk into a new room - and BAM!! Lots of arrows begin hurtling towards you. Most of the traps are triggered whenever you collect an item which is weird because you soon become cagey whenever you see something that might be worth picking up.

Many triggered traps are a lot worse and some can fill the room with a bunch of materialised monsters! Not only that but some are super strong and cannot be killed - so run! Lastly, there are a few which truly are game-enders: the boulders that appear from nowhere, rumbling down a corridor to block you in with crushing force! Did you save the game?

It's insane how many traps there are!! Never have I played any game that comes close to this...


Picking up an item and suddenly the screen is full of Mr T's - but one is stuck in the wall lol


This is one of only two puzzles/traps that take serious thought (relates to the 'devil' screenshot - above)


Walls

As I said in the previous article, walls sure play a big part in this adventure. I know that's a weird thing to say as most are just, erm, walls but it depends on their colour. The blue ones can be destroyed thus aiding your journey with a new pathway. Sometimes these can help to provide a tactical vantage when shooting the baddies who are unable to reach you. Green walls will repel all your shots which is actually a great mechanic that works very well in battle.

Also, there are invisible walls that are a pain to navigate - there is still one screen which I've not managed to figure out. Heck, other rooms are made entirely from a maze of hidden walls and take, what feels like a lifetime, to suss out! Finally, there are secret walls that are revealed when you walk into it at the right point. However, some need to be shot first - it was only because of my map that I could see the potential routes to many hidden rooms that I might have missed.

So, it can be a bit inconsistent. Which I personally feel means that it was always designed for the gamer to create a basic map with notes. Annoyingly, there is still one room that I never managed to discover how to enter! Which is infuriating for an adventure like me who leaves no stone unturned. Gotta admit defeat now and then, I guess?

Well, I've talked enough about walls so let's see a couple of different screenshots...



Towards the end, some rooms had little fair play element - all items here are cursed! Why???


Oh no, a Lich. This guy is one tough cookie so be quick and deadly in your attack!


Armed to the teeth

Oddly, weaponry felt like an after-through as there are only four: dagger, morning star, axe and sword (all can be augmented magically to a max of +4 for extra damage). Battles are fought only by a range method, regardless of what you are carrying, and there is no actual melee or magic. Also, each weapon is expressed as an arrow and can only be fired in a series of three shots. Of course, you can fire again once they have expired or hit their intended foe.
About magic: there is one spell but it's not offensive and more of a fear spell. When used, all monsters will scarper, thus making it easier to kill them or for us to run away. This effect doesn't last too long but it certainly helps when there are loads of monsters. Use these wisely!
Don't worry about encumberment or inventory because there is no ability to look over your stock or play with your equipment. Whatever you collect is added to your xp with the potential to level up, thus increasing hit points (excluding cursed items). Weaponry will add to your xp but will only be used if it's better than what you already carry.

Right then, I think it's time for some tricky trappy screenshots...



Spiders spring out from the trap and are really tough in this dungeon. Hey, two swords? Beware!


This is the other puzzle that takes some serious thought. Looks easy, right? Hmm...


Monsters

Being an action game, you won't tread for more than a few steps without having to kill something beastly ranging from ghouls, ghosts, bats, snakes, barbarians, spectres and more all the way up to the Liches. Those guys are very tough and can even spawn other monsters into the arena so step lively. Each enemy has a number of hit points before dying, not that there's any information about that to possibly complicate the already near-non-existent RPG aspect.

It's all a case of keep firing and, if they're strong and still chasing - run away. Now, fire some more shots and start hoping for the best! Of course, touching any will drain them of their hit points, but, at the expense of yours too.

However, all enemies are a bit daft and follow a basic pathway to get you, which often means struggling to navigate around objects. Sometimes that's a good thing as you can tempt them out from another part of the room, one by one. Thus making the overall battle easier albeit rather disappointing in other respects. Learn to manage the hoard.

The next screenshots are from the final rooms that only dedicated players will see (ha!)...



We're nearing the end of our quest. This is Aladag, the dragon guarding the sword.


It's possible to sneak by Aladag to grab the Sword Of Kadash (it looks like a banana!)


Aesthetics

I was never going to boot up this old game and expect glorious visuals. It was developed around 1984 so I would be a fool to judge it based on what the Atari ST is actually capable of. The graphics are pretty much what I experienced with my old ZX Spectrum and use a basic design with lots of repeating red brick walls and black backgrounds.

Visually, the monsters are the best part and we get to slaughter a varied and whacky crew. Yes, they're quite poorly drawn compared to Rogue but I love how amateur their movements and animations are - they wobble across the screen. The gremlins are my favourite, small and made from very few pixels yet they still manage to look great.
Sadly, the framerate drops badly when dozens of baddies are persuing. It's a shame as it affects the final rooms heavily. But, something I can forgive for such an ancient release for the (then) new Atari ST.

The audio is almost zilch with no music and few sound effects. What you hear is mostly from your weaponry or when coming into contact with nasties. That's about it. Oh, a little jingle plays when the Lich appears! This is an incredibly short tune but is eerie and works surprisingly well. Otherwise, the entire game is silent without any distractions.

Okay, it's screenshot time again and here we have two sets of enemies that are badass...



I think this monster is called the Mukra, a Jason Voorhees wannabe who is very tough.


Wraiths are incredibly mean and move quickly. So, unless you're armed well ... forget it!


The map!

So the moment you have all (?) been waiting for... the map! My task to complete this game was a very enjoyable and addictive pleasure. However, the ending rooms are a disappointment in comparison to the rest of the entire game.
When at the end, the idea is to kill the dragon Aladag who is guarding the Sword Of Kadash. But there is a hidden passage north of his location, so you can skirt around and pinch the sword. A greeting then appears (the last screenshot below) but the game does not end. In fact, there are a couple more (pointless) rooms to explore, which doesn't make any sense as they are dead ends. So, armed with the Sword Of Kadash, I went back to kill Aladag and, once again, the greeting appeared but it still doesn't end. How odd!!
Rather an anti-climax but I won't let that spoil my memories of what is nothing less than a superb oldskool shooter. As always, the image below is a thumbnail, so click on it to download the high-resolution version. Or zip over to Atari Legend who is kindly hosting a similar version. Anyhow, I hope you guys enjoy using the map??

Carry on scrolling for my final thoughts on Sword Of Kadash...


Greetings to PP for helping me out with a better version of the game and also to Maarten for hosting.



The CryptO'pinion?

I'm sure you can tell how much I have enjoyed playing this? Not only writing the three articles but the mapping was an absolute pleasure and one that enhanced my experience greatly. I've honestly loved every second of the adventure albeit not the RPG that I imagined. In fact, those basic elements are diluted into the background so it has little depth. I would say it's more of an action/shooter with an emphasis on the freedom to roam without following a linear path.

My grumbles are minor, the combat system is limited as each weapon feels the same and there isn't any support for melee at all. Also, the cursed items are a pain in the bum because there are only two types of objects (for a cure). That is very restricting and I would have liked magic to have included the side benefit of dispelling curses too.

Anyhow, if you're in the mood for an alternative "roguelike" then this could be everything you desire. The dungeon is massive, with monsters at every turn, secret passages, and lots of infuriating traps! Just remember to save regularly and make notes. Of course, I have made a map (marking all cursed items) so you could use that as a guide?

Sword Of Kadash is humble and feels old so hasn't aged well but the gameplay is well-balanced throughout and that is something I thoroughly appreciated. I hope you ignore the bland aesthetics and take on board the challenge!!

The best download has just been updated for hard drive and the older floppies are right here.



After all the trial and tribulation, this is the finale. But then it carries on - to a dead end! Bugged?

Wednesday, February 15, 2023

Fire & Brimstone -mapped



Fancy a holiday in Nilfheim?

Are you ready for more ST game maps? I hope so... and this time it's a Nordic platformer that is so tough I genuinely cannot imagine anyone playing it without cheating. That's right, it's the dreaded Fire And Brimstone by Vectordean/Firebird which you may remember was featured on AtariCrypt many moons ago? Wow, how time flies...

Anyhow, it's been fun trolling through the entire game but, there's no way I'd have beaten the first level without infinite lives. Absolutely no way! Regardless, I love this platformer. But what were they thinking with such unfair difficulty, like the stupid bosses or those ledges that set alight without any warning? Ugh, those killed me too many times to count!

Perhaps we were tougher back then? I've obviously gone soft but not enough to wimp away from weeks of mapping. Scroll down and check out the thumbnail of my "hard work". The hi-res images can be downloaded by clicking here. 👈🏻

* I wanna send a shout-out to Chris Sorrell for his striking pixel art. Mind-boggling quality!!
* There are lots of downloads but I preferred playing D-Bug's excellent crack.
* ST Format featured a basic walkthrough of the earlier levels in issues 11-13.
* Greetings to Maarten from Atari Legend for his incredible fuji support.
* What? You missed our review... sheesh why do I bother? :p Go on, click this link!
* Hey, there are more Game Maps on my website, just look to the right for that link...

This has been another fantastic Atari ST platformer that I have thoroughly enjoyed mapping. Interestingly, I did find a couple of "bugs" along the way. Level 5 is impossible without carrying a blue potion. However, you had to know about that before leaving level 4 as there isn't one to collect. Very odd, so I'm glad that I kept my older game saves to return to!

Anyhow, it might have taken several agonising weeks and lots of tears (lol) but I hope you like this collection of ST maps? Yes/No? Let me know in the comments below... but whatever you think, do one thing - STay Atari.



No, don't bother clicking this picture - just download the hi-res image from the above link!


And after all my hard work the end screen isn't exactly worth waiting for! Can you beat my score??

Thursday, February 02, 2023

Deluxe Nostram


Into the Wonderful

This takes me back and I remember playing the original Nostram thanks to a magazine cover disk. It was a good platformer but some screens were too fiddly as I recall so I didn't get very far. Well, it was a freebie so I shouldn't complain too much! Deluxe Nostram is the sequel and kinda the same game albeit more polished and with better controls.

Released in 1993 by Powerfist, it was programmed in STOS by Daniel Walton with graphics by Ian Wilkinson. The game map is ginormous with an incredible amount of rooms to pillage and that potential, as an adventurer, is something I value. The documentation has a line that I thought was brilliant: "THE GREATEST ADVENTURE YOU WILL EVER EXPERIENCE". Well, that's surely a bold statement and one that only made me excited for great things. (Yeah, I'm easily pleased)

Wait, this sounds too good to be true? Who knows, maybe, but let's crack on and check out two screenshots...



Oi, you with the helmet head, this is the starting screen where your adventure begins.

Ah, a doorway and it looks wide open too. Don't be fooled, a key is still oddly required...


Don't fall asleep

Today's muscular hero is an adventurer in a castle tower of considerable rooms and bizarre monsters. Our objective is to collect five crystals scattered throughout the castle in order to escape and regain the Wings Of Flight. During the journey, there are obstacles, trinkets to collect and locked doors granting access to mysteriously hidden places.

Any platformer demands effortless, instinctive controls that are responsive and precise. Deluxe Nostram nails this especially as the jump mechanic was improved for the latest release so our warrior is very agile. However, numerous screens are void of monsters or dangerous obstacles which means little reason to exercise these controls. Which is very odd!

So that makes this a rather strange game as I expected content similar to any generic platformer. Nope, Deluxe Nostram presents more of an exploration adventure with a few basic puzzles along the way. But it's mostly just us wandering about looking for keys and crystals if I'm brutally honest. Weird right? Are you still interested?

Nevertheless, it's this explorational element that appeals to me as it's possible to visit most of the screens without resorting to a cheat - because there's little to endanger you. It's silly, but I admit to enjoying going through the entire game rather than worrying about defeating impossibly tough screens. Although, I doubt many reading this will feel the same way?

What, you're still here? That's good! Okay, let's take a look at more purple and orange screenshots...



A weird purple monster walking against the purple background. Hmm...

One of the more bizarre enemies you will come across. I'd say kill it before thinking of moving on...


Aesthetics

Graphically, this is <cough> very familiar thanks to a look and design all too godlike, albeit less sophisticated. I do appreciate the overall display because it's clean and concise so works well. However, there isn't enough variation so everything begins to look quite samey and a little boring after a while. I was also weary of seeing the same colour scheme!

The audio is less than favourable because there is no music and the effects are limited to hitting monsters or collecting stuff. Basically, it's silent and that's a massive shame as a chiptune would have been most welcome.

Fancy a gander at even more gaudy purple and orange screenshots? No? Well, I'm in charge, so tough luck...


One of the most stupid screens as it's impossible to pass the two blades without losing energy!

See that crystal over there? You need that but how will you get it? Make a map!


The CryptO'pinion?

Deluxe Nostram isn't the best platformer I've played but, it's far from the worst. The castle is huge and well-design but sadly, there are too many rooms with little to do. Ie, no moving platforms, slides, acid pools or even roaming monsters! As a platformer, it fails to engage the player and I fear that fact might dishearten a lot of potential players.

To be honest, that factor was actually a nice change, as it enabled me to travel through the castle and that's probably why I enjoyed mapping it? Deluxe Nostram is for those who enjoy exploration so I doubt it will appeal to any generic platformer fan? This is a weird one, I will definitely be interested to know what you guys think in the comments below.

The floppy can be downloaded but PP has adapted a better version that you can grab by clicking here.


The Maps!

Here are the thumbnails for each of the four levels. As you can see, they are all complete but I wasn't able to exit and finish the game as the door (top/left of map 3) loops back (in error) to map 4. And that is the same as the door on the second floor, so I can only assume it's a bug seeing both doors lead to the same place. Yes, I am gutted by this!!


On map 1, the door on the first level takes you to the dungeon level (which is map 2).
On map 1, the door on the fifth level takes you to map 3 (bottom/left door there).
On map 1, the door on the third level is used as an entrance only.
On map 3, the door on the first level takes you to the entrance door mentioned above.
On map 3, the door on the second level takes you to map 4.
On map 3, the door on the fourth level also takes you to map 4 (perhaps a bug?)



[Map 1] This is where we begin our adventure...


[Map 2] The Dungeon, a tiny level that (erm) looks nothing like a dungeon!


[Map 3] Possibly the best level of them all, albeit still with few monsters to contend with!


[Map 4] Presents another place to explore. See what I did there? You would if you had played it... ;)