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

Saturday, December 07, 2024

Slightly Magic




Heavy on the Magick

Almost all ST users have played one of the Dizzy games. Code Masters had this type of puzzler nailed! Not all their games featured an egg and, like our favourite viking, this game also follows the same premise of collecting useful items to solve puzzles. This time we are a character called Slightly. What an odd name, eh?

Slightly Magic was developed by Colin Jones, a name you should remember from Rock Star Ate My Hamster? As storylines go, this one is weak but, long story short, Bigwiz is a wizard who unwittingly left us in charge. The goal is to rescue Princess Croak from a sunburnt dragon using magical spells scattered about the lands waiting to be found. Yep, you heard correctly, a dragon that's been in the sun for too long.

What medication was Colin on? Anyhow, let's have a peep at a couple of troubling screenshots...



When I first played, I struggled to jump onto the middle platform. So practice!



You will never get the metal pin from that side of the screen. Hey, don't get burnt...




Rescuing Princess Croak

Fans of Dizzy will instantly feel at home. Slightly can explore the rooms looking for helpful items the game's characters demand. That often grants passage to a different part of the map with more similar puzzles. Interestingly, some items are merged together to create spells - like a hearing spell for the deaf guards. Others scare ghosts, grant safe passage underwater, and enable us to fly like a wibbly-wobbly bird.

Getting around each room is a cinch albeit initially awkward because Slightly moves quickly. This made it difficult to master jumping which became apparent on the second screen. The room features a wide gap to leap, which I struggled with. Heed my advice and practice jumping here before continuing on.

Multiple items can be collected and hitting the fire button displays our inventory unless you're close to an item. The puzzles start easy; providing dragons with the correct buckets of water. Once their thirst is quenched, the game opens up with some rather obvious dilemmas to solve. For example, scissors to cut the string of a yoyo. A magnet that attracts a metal pin. It's hardly rocket science and kept me intrigued to the end.

Leap with joy because there are no time limits to ruin the experience. Also, the monsters will not instantly kill you. However, there is an energy meter that drains if you come into contact with them. Once depleted, you lose a life. It's now that you shall notice stars in most rooms. Collect them to replenish the energy.

In terms of places to explore, this game isn't very large. The puzzles give the illusion of a larger world, as you'll constantly experiment to figure out what works. There is much guesswork and lots of backtracking before you gather what goes where. An obvious mechanic for a game like this and I enjoyed it a lot.

However, there are some niggles with the map layout. It often makes no sense with many screens looping around without reason. I also noticed several rooms that lay on each other (the first is near the deaf guards). These abnormalities didn't make sense and caused me problems. So, I decided to map the game before I kicked the ST's monitor through the window!! You heard me, just keep scrolling to download that.

How about an image of a giant's bald head? Yeah, some puzzles make little sense, like this one...



An angry giant (with no body)? Well, I'd be angry being a bald severed head!



I never did figure out how to crawl and collect that star. Maybe a bug? Maybe it's me!




Aesthetics

Graphically, this game is gorgeous using cartoon styles any Dizzy fan will adore. The intro is fantastic with dancing dragons that you meet later. Each room features a comical theme I found joyful and cutesy, especially on the underwater stage. Slightly has a peculiar walk that looks odd but his movement is smooth and graceful. The enemy's motions are also ultra-smooth with humorous detail; I liked the sinister Cheshire Cat, the menacing ghosts, and the wibbly Octopuses. However, the two guards are my personal favourite!

It’s safe to say that Keith Ross created exceptional artwork but some areas left me wondering what drugs he could have been on. For example, the giant's head doesn't fit the rest of the game and feels like a late addition. The ugliest graphic is ironically on the most beautiful level - a witch that looks like I drew her!

Thankfully, the audio follows a constant level of awesomeness. There are no effects but wonderful chip music by Allister Brimble plays throughout. It's a lovely tune that blends into the background perfectly.

Let's take one final break before the gripping conclusion I know you're eager to read...



Ghosts'n Goblins vibes with a sinister cat lurking in the trees. Lovely graphics!



Absolutely killer artwork. Animated too. I loved this amazing logo.




CryptO'pinion

Slightly Magic will appeal to fans of the genre. I had a bunch of fun - feeding water to dragons, exploring a spooky forest, and rescuing the princess from the sunburnt dragon. Who thinks of these stories?

Unfortunately, many of the puzzles lack consistency, being either too easy or overly obscure. Other parts are rubbish, like riding tiny bubbles to reach higher platforms - quite difficult and badly conceived. Of course, I got through all these troublesome areas because I was having fun with the adventure.

I can't say it's Code Masters' best effort but I enjoyed it (nearly) as much as Spikey in Transylvania. A challenging puzzler without the refinement of Dizzy but worth playing. My rating is a respectable 70%.

+ Great floppy disk options at Atari Legend https://www.atarilegend.com/games/slightly-magic
+ 8BitChip has adapted a cool version for hard drives https://atari.8bitchip.info/ASTGA/S/slightm.php
+ Gears Of Games has a good channel but wasn't quite as impressed ;) https://youtu.be/...



As always, this image is a thumbnail so click here to download the high-res original.

Sunday, November 17, 2024

Axel's Magic Hammer




Baby Thor is back!

Hands up who saw this coming? Yeah, I'm getting predictable, right? Well, I was about three or four rooms into this game before I realised two things. One, I was having a blast with what I knew would be a great platformer. Two, I quickly restarted because I knew I needed to map the Atari ST version (what else?)

If you're wondering what I'm going on about, that means you missed my ultra-sexy review! How could you? Well, breathe a sigh of relief - your life isn't a total failure as you can read it by clicking here.

Seriously, this is a belting game, and definitely one you should add to your playlist. I loved the controls and the easy exploration, albeit by a linear design. I know it didn't break the mould but I thoroughly enjoyed playing this game. I can't imagine anyone struggling to get deep into this one. Just take your time and use those block-bashing skills as best you can. They often give access to a different route and hidden areas.

Btw - if you're interested in other ST game maps then take a gander on my new page!

As always, the images here are thumbnails. Click me to download the hi-res versionsEnjoy my maps...


Level one is tremendous fun and plays great at introducing the game mechanics.


Level two and things look a little familiar. This is another great level.


Another great level but it's getting boring hearing this yet again?


This level feels familiar! The tree parts are seriously awkward.


I called this level 'boring' but that's not really right. It's quite tough, however.


I thoroughly enjoyed this level, quite traditional albeit with a couple of nasty rooms!


Looking familiar, yet again. But the gameplay is spot-on!


I wouldn't say it's tougher than the rest, however, those final lava rooms are insane!!!!


Within the end room is a stationary Dragon - who has your girlfriend. Kill it!!

Monday, August 26, 2024

Killing Impact




Glad?

Imagine a fantastic sci-fi future where we are a member of an exciting explorational team called X-Plorer. Deep space is scary and, you guessed it, something went wrong! But something always goes wrong, right? Yep, we end up stranded on an alien planet light years from home. Of course, it's an unfriendly world of vicious creatures that need killing before we can escape home. Or is it just a Joust ripoff set in the wilderness?

Killing Impact is based on the Falcon030 original by David Fournier of Rebel Vision who appears to have only produced this one game. The idea is simple and if you've played Joust, you will already know what to expect in terms of basic gameplay. Unlike the original, Glad takes place over dozens of jungle screens on an alien planet. Its wilderness is crammed with enormous plant life and crazy critters that don't like your presence. The objective is straightforward, travel the terrain killing everything whilst making your way to the exit.

Sadly, that's not possible for the unlucky ST protagonist because our conversion appears somewhat unfinished with only two levels complete. Not only that but when/if you reach the end, you're left trapped in the final room. Regardless, of that fact we have a huge game with dozens of screens to play.

As a version of Joust, the controls ought to be spot-on. I'm grateful they are just that and implement the standard jousting practice - defeat the enemies by lancing them from a higher position. There are optional weapons like bombs, but these are impossible to use. In stark contrast to the main controls, they are awful and demand a combination of holding a direction whilst hitting fire - in midair!! That doesn't work.

Being Joust, this doesn't need to be a solo mission as Killing Impact supports two players. This is quite special and adds tremendous value, especially when one player can lure the enemy into the open for the other to strike. The expected restrictions apply ie, both players remain on the screen at the same time.

That's about it to Glad Killing Impact; flip-flap through every screen killing anything nasty. Forget the weaponry and concentrate on the (excellent) jousting to defeat your foe. Ultimately, you will reach a boss and these guys are always tough nuts - so beware!! This leaves only one question, what is this "Glad" thing about?

Okay, let's pause the boring reading for a couple of sexy screenshots...



Watch out for the dragonflies that are deceitfully cunning creatures.



Oh no, a dragon!! These chase well but aren't quick, so easy prey.



Aesthetics

As you can see from the screenshots, the visuals are exquisite. If I had one, I'd tip my hat to Frédéric Fournier and Christian Rey for their gorgeous jungle and underwater artwork. Equally, the sprites are a variety of nasty creatures superbly detailed and with excellent animation - I love the jellyfish and dragonflies.

The hardware scrolling/Blitter isn't used so we're disappointly stuck with single screen push-scrolling. Thankfully, it's implemented well for good effect and maintains a fluent update on each screen. Sadly, this isn't perfect and can be irritating whenever you're inconveniently near the screen's edge.

The audio is a different story with passable spot effects used for movement, killing, and other oddities like the underwater bubbles. There needed to be more but perhaps the near-silence is a good thing so you can hear the jouster's flip-flap? Hey, at least the title screen has a decent (non-DMA) digital tune - is it Quartet?

As conversions go, it looks better than it sounds. Let's view some more screenshots...



Later on, level one takes us underwater and is very nice.



This is just one insanely difficult screen from level two. Ugh, so tough!!!



The CryptO'pinion?

Bear in mind, I haven't played the original Falcon game, somehow the ST version feels "rushed" and certainly incomplete. Don't get me wrong the basics are ported well with great graphics and jousting controls. Level one is massive, incredibly well-designed, and a bucket load of fun. This is why I decided to map the game!!

However, the second level is incredibly difficult to be anything other than terrible because it's cramped with too many enemies. Additionally, the weaponry is overcomplicated so something I never bothered with.

Based on the first level, a thoroughly excellent Jouster I heartily recommend. My rating is 85%



The final room. I defeated the boss but then nothing happened...


Can you beat my high score?



Maps & Downloads

There are two recommended downloads, a 2-disk floppy by Elite and PP's hard drive version.

As always, the images you see are simply thumbnails and you can download the hi-res originals by clicking here. Additionally, I've mapped many other Atari ST games which you can access by clicking here!! I hope my maps persuade you to play all these great games yourself? Hey, let me know in the comments below.



The first part of level one is incredibly playable.



With a couple of new monsters and a change of style; well, it's more of the same.



The third part is mostly underwater and a great way to complete the level one journey.



This is level two and is impossible - without cheating. It's a barstool of a level!!

Sunday, August 04, 2024

Nostram




Locked Doors, Keys & Demons

You may remember I mapped a platformer by Daniel Walton called Deluxe Nostram? That is the sequel to... wait for it... Nostram which he released a year earlier and many got it on an ST Action cover disk.

Anyhow, this earlier version features fewer rooms but the visuals, lack of sound effects, and puzzles remain very familiar. Sadly, there are quirks with the controls and I noticed several bugs. One forces you off the screen to displace us stuck in a distant wall. Another made it impossible to kill the boss if you got too close! Thankfully, I have listened to my own nagging (for once) and made sure I saved regularly.

I won't review this game because it's incredibly similar to the Deluxe edition so I would only come to the same conclusion. However, it is definitely worth playing and I loved the explorational element. Plus I completed it within a day (wow!!). Hmm, I might actually prefer this game because there are fewer empty rooms!!

Okay, the image below is a thumbnail of the complete map; to download the hi-res version click here. I've not labelled any spoilers (although if you get stuck feel free to comment for help). But let's be honest, the puzzles are easy - a lantern for the dark room and locked doors need a key. Yep, it is that tough.

Nostram is downloadable from these cool kids... [ Atarimania ] [ Atari Legend ] [ AtariUpToDate ]



AtariCrypt has other ST games mapped. They are linked at the top, or lazy people can click here :-)

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!



Let's Marvel

Unlike most platformers, this one feels very different from the go. Visually, it's more like an older 8-bit platformer using smaller sprites and that's something I like because too many ST games went big and thus felt clunky (ala 9 Lives). However, controlling Spidey surprised me because the ST's joystick was never meant to do much beyond its basic single firing and 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 that? Then look out for Clapperboard rooms.

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


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



Graphics

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

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

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


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



Audio

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

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

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



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


These rooms 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 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.

Scroll down a little more to view the completed map (click the image).
There are many more maps for ST games right here! 
Atarilegend and D-Bug have the downloads: floppy and hard drive.



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

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 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 familiar for both gameplay and visuals. Released in 1991 and programmed by Dave Clarke who sadly, didn't seem to do 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 and 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 selected on the title screen. The music is by Ashley Hogg (who worked on Cj in the USA and Cj's Elephants Antics) and is 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...



Don't be a muppet and click the thumbnail image to download the hi-res map of the game.

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