Showing posts with label PD - platformers. Show all posts
Showing posts with label PD - platformers. Show all posts

Monday, August 19, 2024

Gilbert's New Adventures




Indiana Jones?

While trolling through the immense archives on Atari Legend, I stumbled upon a platformer called Nowe Przygody Gilberta. I thought that name was gobbledegook until I translated the Polish text into English. Gilbert's New Adventure was developed in GFA Basic by Adamsky who supports the Blitter and DMA audio!

Whatever the storyline, we appear trapped in a labyrinth of rooms with locked doorways and treasures to collect. Think something "roughly" similar to Manic Miner, Treasure in Cave, Montezuma's Revenge...

Gilbert's New Adventure looks like an 80s old-school platformer, which immediately appealed to me. Upon loading, we're greeted with an amateur image of Indiana Jones, taken from the ZX Spectrum. Don't look at it for too long and hit the spacebar for a helpful screen depicting the items and objects within the game.

Yes, I said helpful and here is a screenshot to prove that fact... Ahem...


Never have I known so many words to contain a 'Z'!! Let's translate...



Polskie Klucze

Polish might be completely alien, but that key is quite obvious. Starting at the top/left and moving sideways: wall, hammer, red key, loose stones, treasure, blue key, another type of wall, parachute, green key, spikes, a red-key door, ladder, fire, a blue-key door, teleporter, energy drink, and finally, a green-key door.

As you can see, it's simple stuff with walls, ladders, and tools. The rest is basically colour keys for corresponding doors plus a few dangers. However, there is a teleport pad too... but... more on that one later!

Let's step back in time and take a look at the opening screen from this game...



The status bar shows energy, cash, and also any collected items.



Gameplay

Immediately beginning my first game - I was hooked. I don't mind sounding like an old man reliving his youth but, that's exactly what happened. The appearance is terribly bare, so unspoilt by pointless glam. This innocent structure uses small blocks and feels like it was dragged kicking and screaming out of 1982.

The controls are dead easy: left/right to walk, up/down to jump and use ladders, and the spacebar will activate a teleporter. However, this simplicity wasn't good enough for Adamsky who decided to alter things. To diagonally jump, use the Insert key (to jump left) and the Clr Home key (to jump right).

Gilbert's task is to collect treasure whilst scouring the rooms for items that could help him along the way. We are free to explore all rooms but watch out for tricky routes and blatant pitfalls - like fire pools and deadly spikes. Dangers like these instantly kill our intrepid hero. Oddly, there are no monsters but the emphasis is on treasure hunting so having baddies aimlessly wandering might have gotten in the way?

Every screen has rudimentary puzzles like a hammer to bash through loose rock, differently-coloured keys for specific doors, and parachutes to prevent falling to our death. A few screens have a teleport pad but the destination is cycled between several screens. Blindly exploring could leave you stranded without a necessary item. Transporters made exploration quite confusing and felt unnecessarily disjointed.

Are you ready to guide Gilbert through the rooms to fill his pockets with treasure and escape?



Hey, this room looks familiar yet I can't think why heh.



Graphics and Sounds

Nowe Przygody Gilberta is a simple platformer without zany aesthetics. In fact, back in the 80s, I'm sure it would still have looked as dull as dishwater compared to others. However, many homebrew games are made by someone who couldn't draw, so it's perfectly understandable and also suits the aged theme.

I've played games like this on the ZX Spectrum, simple screens made of 8x8 bricks and nothing close to the graphical quality we're used to seeing in Fire & Brimstone or Ghouls & Ghosts. I can imagine how disheartened you feel by the screenshots? Don't be, this is a platformer for gamers who care nothing for glam.

The audio features DMA sound effects but, not many which is odd considering the effort already made. You shall hear something when landing on your feet, an "ugh" after falling but, little else. Sadly, there's no background music which is a shame because a chiptune would have compensated for the lack of effects.

I know, it's like a near-silent ZX Spectrum platformer but without the colour clash...


Using a parachute is the only way to go down in this room.



The CryptO'pinion?

Adamsky has created a platformer with all the aspects of a wonderful old-school treasure hunt. Ignoring the modest appearance, each room is superbly designed and requires thought before blinding running off. This humble puzzle aspect adds much to the exploration and is thus addictive and enjoyable.

However, the game is hampered by having one life thus forcing you to restart from the beginning each time. As you know, I did not like the transporters which increased my frustration, especially with only having one life. Plus there are minor niggles like using ladders which is too slow compared to our other movements.

Moaning aside, believe it or not, I have tremendously enjoyed Nowe Przygody Gilberta. It's far from perfect and that's a shame because it could have been great with more thought. I'd say 70% - close but no cigar.

Greetings to PP for adapting a new version that features unlimited energy!!



As you can see, this map is incomplete because of the dreaded transporters.
One day I'll return and finish this if there's enough interest.
This is a thumbnail,
click here to download the high-resolution image!

Saturday, March 12, 2022

Hector vs The Mutant Vampire Tomatoes From Hell




Attack Of The Killer Tomatoes?

Hector vs The Mutant Vampire Tomatoes From Hell was released in 1993 by Pete Whitby of Jetpac fame (a superb conversion). Of course, this is a platformer based loosely on the Space Panic genre and begins with a fascinating demoscene-like presentation I loved. Heck, it even has a scroller to read - what a great start.

Each screen has a selection of evil tomatoes roaming like they own the place! There are four types each with different characteristics and abilities but the only way to kill them is to dig holes with our trusty spade and hope they fall in. Then we rush over and smash in their faces with a spade. Gruesome fun and dead simple.

The monsters have various levels of AI. This means there are the thickos who are all too willing to fall into a gaping hole. Plus the the smarter ones who can jump and brandish weapons. What, you thought these privileges were yours alone? Don't expect them to remain helplessly trapped inside a dug hole - hurry!

Actually, there's little need to hurry because there's no time limit. That's right, no time limit. Fabulous!!


The first level nicely introduces you to the game so experiment with leaping, digging, and killing.



Joystick Controls

Hector can walk, jump, and climb ladders and I must say how slick and responsive the joystick controls are. To dig, hold down the fire button and push upwards, whereas pulling down fills it in. A hole doesn't need to be completed to temporally capture a tomato. That is a superb element, especially on later levels.

Hector is free to change direction in mid-jump anytime and can cling and fall off ladders at will. That's a lot better than it sounds. This tomato-basher can even sneak up on any tomato to instantly begin the joy of clubbing. Try it!! Oh, and don't forget to jump! Have I said just how amazing the controls are? Okay, let me say this - the joystick controls are extraordinary for both function and fluidity of action. Wonderful just wonderful!!

Splattered tomatoes produce a range of bonuses - points, bigger leaps, extra lives, and more. Do you want guns? We have guns that can shoot, freeze and even throw out sliding landmines (an unexpected and welcome mechanic). Always grab any bonuses as they are an integral part of the gameplay and success!

Okay, let's take a moment's pause with the boring reading for another screenshot...


Okay, I've got a weapon and I'm not afraid to use it.



Aesthetics

Each level feels 8-bit and is no Rainbow Islands or Magic Pockets but that's okay because I like the style. This is perfectly apt for the Panic theme. The sprites are the best thing with cute expressions and are nicely animated - just wait until you see the Berzerker, so freaky. A great and unique drawing - I love how he looks!!

Music is wonderful and there's a great reason for that - thank you Jochen Hippel for his magical musical talent!! The sound effects are produced from a variety of FM samples so, I imagine Pete didn't have an Atari STe, which is a tremendous shame. Hang on, did I just hear a Rick Dangerous sound effect? Oh yes, excellent!!


Argh! Don't forget where you dug those holes otherwise, you're left hanging and vulnerable.



The CryptO'pinion?

Hector provides a brilliant spin on the Panic genre with perfect controls for fluent movements that have us leaping and clubbing the freaky fruits with ease. However, I'm baffled why he climbs the ladders so slowly as this doesn't gel with the rest of his movements. And that's my only beef with this incredible PD game.

For me, the game design, controls, and AI are marvellous. All these help make the game so playable and therefore very, very addictive. Quite simply this is one of the best platformers I've played in ages.

Okay, the all-important download, a great video by Wasabim, and more awesome screenshots...


The main menu is ace with a belting chiptune, scroller and helpful information.


The only level I didn't like the look of because it's a bit too green 'n mushy!


Those tomatoes are annoying so squash them for a great pizza topping!


I love the armour this guy is wearing but who's that sneaking about near the top? Freaky!!


I scored 9301 on my second attempt. Not a bad score if I'm honest. Can you beat me?

Sunday, March 06, 2022

Rodney vs KFC




Zinger Burger anyone?

Rodney is a cool chap who loves his Atari ST and meeting up with fellow friends. One day, he was happily on his way to the Dullsville copy party until he had his compact disk collection stolen by KFC Gang. No, not the tasty fried chicken place but a mob calling themselves Klepto Foreign Chickens, which is hilarious. So he went back home determined for justice! Grabbing an anti-chicken gun, he headed to their hideout for revenge - and his floppy disks!

In case you're wondering, they are ST compact disks and not CDs. ;-) Think Automation, Replicants, Fuzion, Pompey Pirates, Elite, Dream Weavers and many, many others that you can find over on Atari Legend.

Okay, the plan is to kill the chickens and reclaim his disk collection. But, he's only got a few minutes before the bus drives off leaving him behind - and he doesn't wanna miss the copy party! Yep, this may sound like a lame 90s dream but we must help Rodney get his collection back so he can meet up with his mates and copy lots of ST games and demos.

Yeah, it's like going back in time alright so let's check out the first couple of screenshots...



Chickens everywhere should be scared of Rodney with his anti-chicken gun!



Those look like the unbranded disks we would all order by the 100s back in college :D


Rodney should have locked his disk box!

As you've guessed, this is a platformer in a similar mould to the likes of Magic Pockets and others. Infiltrating the gang's hideout is easy, to begin with. This place is inhabited by the thieving scumbag birds who robbed all our floppies and then foolishly scattered them about their lair. Thankfully, one shot is all it takes to kill them and, if you see your disks, then grab 'em quick. Walk, jump, shoot, collect disks - that's about as complex as it gets.

Interestingly, Padman coded the game in GFA Basic for all 1MB computers. But it's best when run on an Atari STe thanks to the extra colours, DMA sound effects and gorgeous music. And it is just that, gorrrrgeous!

The controls are superb and very responsive: left/right walks and pushing upwards leaps Rodney - with diagonal support. The fire button blasts a puny gun that sends the chickens to a slaughterhouse - I found it best to press once, instead of repeatably bashing the button. Hey, these cluckers make a funny noise when dying which I love!

However, don't dawdle with idle exploration or listening to the chickens die. Remember that bus we need to catch? Yep, there's a timer and it's immensely restricting without any allowance for mistakes. So, if you need to backtrack after missing a ledge, don't bother. It's best to restart because you'll never make up for the lost time.

Once all disks are collected, and the KFC dead, you can head towards the exit and then catch the bus to see all your ST mates at the copy party. This quest is straightforward: locate the disks and kill the KFC gang members along the way. I won't knock that simplicity because this is fun and the map is huge with a superb design.

Okay, it's that time again. Yep, you've guessed it! Let's take a look at a couple more screenshots...



I love how the chickens have those beady eyes and fall off the screen when shot.


This is possibly the hardest part of the game, one slip and you fall into the fire!!


Aesthetics

Graphically, this game is great with a murky palette that nicely represents KFC's underground hideout. The sprites are few but humorously bright and perfectly drawn - I love those chickens so much! All animations are excellent and I adore how Rodney's quiff flaps as he walks (a ripped sprite from an unreleased Amiga game is what I heard)

The scrolling is smooth in all directions but a little sluggish and could have been better, especially on the Atari STe. Perhaps I'm being harsh because Padman miraculously used GFA Basic so the results are outstanding in one respect. However, the cynic within asks why the Blitter/hardware scrolling wasn't used for a faster movement.

For the audio, we have excellent sampled sounds used for dying chickens, disk pickups and an 'ugh' as we jump. Okay, it's no Death Chase but what we have, I like. However, it's the music that sets this game apart from the crowd thanks to terrific chiptunes. TAO's in-game music (Atari STe) is absolutely phenomenal. Yes, I said that.

Righto, the last screenshots before I give my much-desired opinion that you all crave so badly...



Liking the subtle stamp Padman placed here. Let's turn that chicken into a curry!!



Can you beat my high score? In fact, this was my first-ever attempt. So beat that! :p


The CryptO'pinion?

I've enjoyed (trying) to help Rodney reclaim his Atari ST disk box but there are a few issues that obviously narked me. For one, there is no indication of the outstanding disks left to collect so I felt blinded, wondering what I'd missed. Plus I wanted a better gun and a LOT more chickens. Worst of all, I hated that time limit with a vengeance.

Nevertheless, I don't want to be overly harsh as this isn't commercial and better than some of the dross we've endured from many companies. Rodney vs KFC is incredibly playable and, although it's doubtful I will ever find all the floppy disks, it keeps dragging me back for that "one more go". I love that addictive aspect of this cool platformer. Play it!!

Grab the floppy disk from Atarimania and check out this excellent video by Gears Of Games.

Wednesday, August 07, 2019

Mole Mayhem




Monty Mole is back!

Er, no. Mole Mayhem is an Atari STe platformer by Croft Soft Software. The city of Moledonia is under attack from a dictator who intends to blow everyone to the kingdom come. We are Philby, a secret agent working for the Moledonia Underground Intelligence Corporation who must destroy all bombs before everything goes BOOM!!

Each screen has a number of bombs that need to be neutralised by Philby and there's usually a particular route through which you need to figure out. Also, look for hazards like electricity and hidden ledges - which you either can't see or might first appear as part of the background. Some levels have teleporters to blindly transport you to another area - so make sure you have that route planned!! Once all the bombs are exploded you can use the exit.

Controls are easy but require precise timing for the wider gaps otherwise Philby falls to a bloody death. Humorously, falling short of that fatal threshold has him squeaking to let us know how close we came to dying? Philby can jump either upwards or sideways (depending on how he stands) and detonating a bomb is done by pushing up. This mole ain't daft, he will protect himself using his superhero cape as a shield of steel - Batfink style!

Graphically, there's little to write home about but I do like the humble appearance which is functional and works well. Sound effects are played using the DMA for jumping, detonation, death, and so on. Sadly, there's no background chip music so it's more or less silent when not leaping about. I expected more from my STe...

Mole Mayhem is simple and progressively challenging, but I ran out of lives before I could reach the later levels. Thankfully, it has that "just one more go" appeal, but I wanted a password system because it's frustrating having to restart from the beginning. Overall, an addictive platformer that I have thoroughly enjoyed!!

Oddly, there are limited sites to download this but the mighty Demozoo has it safely archived.


   
Detonating bombs is easy when wearing a cape but sometimes it can be a faff just to reach them.


   
Some obstacles require good timing... whilst others take you where no man has gone before!

Sunday, June 02, 2019

Pop!





Menu Disks!

One thing I love is trolling the ST's massive archive of menu disks and Golden Dawn #44 features quite a few unexpected crackers. The first is Pop! by Manuel Castrillo of Bit Culture, a 1993 shareware game. The instructions are quite difficult but we're on Skuiskie Island and armed with a gas gun to kill lots of nasties!

Pop! is a platformer that feels kinda like a weird mix of Pang and Monster Business. Actually, it's rather odd if I'm honest, and certainly not what I expected to play. Right from the start, you're thrown in at the deep end which means instant death. Why game developers think something like this is a good thing, I do not know.

Stick with it and, after many pointless deaths, you will get the hang of things. Use your gun to gas these critters to Hell - they take a few hits! Enjoy their cute expressions but hurry up because they need to die before the time limit expires. The controls feel nice but are too slow, especially when trying to turn around in the frantic heat of battle. Interestingly, there is support for two players which adds a whole new level.

So what about the graphics and sounds? Well, I couldn't ever be too judgmental about the aesthetics of any shareware game but Hoog has already set that bar impossibly high. However, Pop! has nice graphics with some neat touches - like your death. The colours are a little off so I think a better use of the palette should have been made, especially when monsters blend into the scenery and your gun's bubbles are invisible against the background sky. Music is DMA and in stereo but sadly very little audio is heard during gameplay...

This is a shockingly silly game but addictive too. With a little more thought, I'm sure Pop! could have been better but it's spoiled by sluggish controls and a terribly harsh time limit. Having said that, I obviously thought it was good enough to feature - so either I'm going soft or I had myself some fun on this rainy morning?

Go on, grab yourself Golden Dawn's disk via Demozoo, and take a look at this screenshot...


Instantly eaten alive by something oddly cute. Must try harder...


Kudos to them for putting most commercial companies to shame by making use of the STe!

Friday, July 27, 2018

Cud Lee's Quest





A cuddly platformer?

I remember playing this quirky platformer by Robert Dytmire many years ago. I enjoyed its alternative style as it features some rather "odd" mechanics which are very weird. But stop - wouldn't life be boring if every platformer played as you expected? With that in mind, Cud Lee (geddit?) was originally aimed at a younger audience with interesting child/tutor features by design. But I also think there's something quite charming about this so should appeal to all.

The aim is to fight our way through the hoards of baddies to rescue captured Pixies at the end of each level. It sounds easy but you better watch out for a range of enemies who are happily roaming through the screens. It's like a weird dream and this mechanic I adore. They are literally wandering the screens going about their business - whether you can see them or not. These suckers love to jump and many are really tough and can even fire weapons. It's madness!!

The joystick controls are the first thing that hits you because everything feels very low-grav with super-weird movements. Collecting power-ups is a good idea to increase speed, jumping abilities, weaponry, and extra lives. Keys will unlock doors and some walls can be climbed like Zool because of "strange knobby things". What a weird game.

Yes, it's weird. I say that a lot because, well, it's weird! Let's see the first screenshot...



Gotta love the baddies and their freaky jumps but watch out for the little blue guy's arrows!!




Aesthetics?

Graphically, this is no Hoog or pretty much anything else from the Atari ST's PD library. Backgrounds are a boring black and the environments aren't anything much to write home about. However, it's got a certain charm with the character sprites being the best thing. Plus their numbers are huge and I found that detailed and styled with buckets of humour.

The sound effects are made from a mix of chip with samples. This mash works really well but the 'WORRR' when something dies is quite pathetic. So pathetic that I loved it to bits. Hey, it's a PD game... Come on!

Never has such a weird platformer been played by me! There's that weird word again! It's screenshot time...



Weapons are great and can be powered up to kill these hopping crazies with great efficiency!!




The CryptO'pinion?

Cud Lee's Quest is crudely entertaining and I think that's the point. I am unsure it will appeal to everyone because it's hardly a conventional platformer. What I love is the freedom we're given and the speed at which to explore a strange world. Also, the ability to float (err jump) with such great efficiency through the screens is utterly superb.

Genuinely, one of the silliest and most compelling platformers so why not have yourself a daft hour? Enjoy it!!

Grab the disk image if you're tempted?

Friday, July 06, 2018

Kev's World





Another GEM lurking within the ST's library!

Kev's World was developed for FloppyShop by Ben Pritchard and is the prequel to The Curse Of Bolda. In this flick-screen platformer, we explore many rooms, grabbing stars, and shooting monsters. All this to rescue our beloved Katherine from the clutches of the nasty villain, Bolda. Okay, I know what you're thinking but stay with me on this one!

This is a typical platformer with many pitfalls and even the odd puzzle to solve using special keys and teleporters. This journey will eventually lead to a battle with that deranged-looking Bolda. During a rather crude end-of-level boss fight. Hey, remember this wasn't commercial - so keep an open mind and forget comparing it until you've played it.

Think less Magic Boy or Rainbow Islands when you gander at my screenshot...



There are many baddies but watch out for the little green alien thing - I hate those!




It's time to be a 2D hero again!

Any platformer needs responsive controls that blend well with the mechanics of the game. The joystick controls are perfect and I love how agile Kevin's movements are. This is a typical platformer but there are a few neat touches that I love: keep this Krazy Kid busy otherwise, he complains that he's bored using a speech bubble. Not new but a fun characteristic.

Actually, that bubble is also used to indicate whenever Kev's hurt. Along with any items/power-ups he has collected. Floor panels are randomly placed and stepping on one will reward you with extra points or a smart bomb that kills everything on-screen. However, this is totally random and may cause a rockslide, alert the baddies to your location or reverse the controls. Are you ready to take a chance? I know right, it's something different whilst being familiar.
Lots of bonuses are scattered throughout and offer a variety of features:
  • QuintStar contains the value of five individual stars.
  • Aurora Of Invincibility provides temporary invulnerability from everything but spikes.
  • Hero Head ... well, don't get too excited because it's a 1UP!!
  • Power Heart boosts Kevin's health.
  • Sands Of Time adds to the ever-decreasing time limit.
  • Oh, and Kevin's also partial to playing arcade games, if you happen to find one.

Right then, it's time for another screenshot! This piccy features Katherine plus the mean and nasty Bolda... 



Shoot Bolda in the face to save your girlfriend from this fiend!




Aesthetics

A platformer needs to have a clear and concise design. One that not only looks nice but isn't too visually obtrusive so the enemies are clearly visible, objects aren't easily missed, and you don't want to accidentally bump into something deadly. Well, Kev's World might not look as good as Rick Dangerous but its design is superb and eye-catching.

The sprites look ace and very comical. Some of the nasties are cute and it's obvious Ben spent most of his time getting these just right. Sadly, no Atari STe hardware is being utilised so STOS is struggling somewhat.

The audio is also excellent with tons of samples used throughout the game. However, like the visuals, Kev's World isn't using the Atari STe's DMA hardware. This means the effects are rough and the playback feels like it's pushing STOS to its limits. Don't get me wrong, I love the effects but I think the YM chip would have been a better option.

Games like this prove why the Atari ST has/had a fantastic PD scene. Here's the final screenshot...



Argh, that damn Bolda. My girlfriend is (slowly) whisked off once again!!




The CryptO'pinion?

What I love about Kev's World is its traditional oldskool gameplay which is just downright excellent and enjoyable. The joystick controls are superb and responsive plus I liked the gameplay mechanics with the additional bonuses, smart bombs, and other surprises. These help make the game stand out from most other PD/Shareware platformers available on the ST.

I have enjoyed playing this two-level demo and is definitely something I would have bought in the mid-90s. What a cool platformer and I hope Ben finds the full-registered game someday soon. We need to play that!!

The demo of Kev's World can be downloaded for either a floppy or a hard disk.



Completed!! I made 12th place and even beat Metallica. Can you beat me?

Saturday, May 05, 2018

Rumbo



Rumbo is a flick-screen platformer developed in STOS by Pete Halloran and isn't too dissimilar to Rick Dangerous with more than its fair share of <cough> similarities. The story is simple, our girl has been kidnapped by something hideous so it's time we dressed like Rambo and tool-up to begin our valiant rescue mission.

After watching a short, but superb, intro of our girl being kidnapped the game begins inside the underground in caves - a place that only Rick Dangerous himself would normally enjoy exploring. Within here are many rooms with a variety of tricks and traps - but many predictable ones like spikes to leap over. Also, there are some cruel ones like strange creatures who appear out of thin air without any warning. I hate him!

The first end of level boss is a giant bat but don't fret too much because it just moves up and down. It's lame and probably should have been left out if I'm honest. But Rumbo has come prepared for all these monsters and bosses and is loaded with more than enough ammunition, which is something I love about the game.

When level two begins it's pretty much more of the same, but with different graphics! However, there appears to be a bug that prevented me from completing the final(?) room: hitting a switch did nothing that I could see. Thus I found myself stuck with no way to venture on which is a huge shame because I was really enjoying Rumbo until that moment. I'm now wondering if I've missed something stupidly obvious in the previous rooms?

Graphics are quite average Joe but do their job even if entering a new room draws at ST Basic speeds. Sound effects are made up of a few fuzzy samples but they're good and I especially liked those howel of death. Also, Rumbo's tippy-tappy walk reminded this old gamer of Chuckie Egg 2 (ZX Spectrum version). I know I'm being daft, but I loved it and it also broke the near-silence due to the lack of in-game music. Which is a shame?

Overall, I have really enjoyed Rumbo which I've found to be balanced and fun to play. Sadly, there's that bug on level two but maybe it was me? I tried it twice and each time I got stuck... Ignoring that, Rumbo offers platform fans to be an avenging squirrel in a Ricky D world. This is cool so grab your bandana and download the floppy disk!

Saturday, March 17, 2018

Michigan Mike And The Lost City Of Zorog



Michigan Mike is a scrolling platformer developed using GFA Basic by Gordon Storey. It features an Indiana Jones wannabe who's got himself into a spot of bother and now desperately needs our help to escape.

As you would expect from any platformer, each level has poisonous critters and many traps like crumbling rocks, acid pools, and spikes. However, Mike's energy levels are slowly depleting, which is really annoying because this forces you to rush. Of course, touching any of the nasties only helps to increase that energy loss - so collect food to replenish him. Having said that, it's worth watching him die just to enjoy the explosive graphics!

Michigan Mike And The Lost City Of Zorog is a no-frills platformer with great joystick controls that make it very playable. Okay, he may have big feet and freaky eyes but I've actually enjoyed this. My only gripe is the energy meter because this goes down far too quickly. Not a great platformer but far from being a bad one. Give it a try!

Tuesday, February 20, 2018

Mario's Quest



Mario's Quest was released in 1993 by Dean Sharples of Silly Software and is basically a Hunchback clone. However, this time we're an unofficial clone of that ridiculous Italian plumber but the gameplay remains pretty much the same. The screens feature lots of tricky jumps, pesky platforms or annoying arrows trying to kill you.

I adore the humble visuals which use a cool 8-bit design and the music is superb too. However, the controls are far too sensitive so judging exactly where a platform ends - without falling to your death - is nigh on impossible.

Sadly, Mario's Quest is one of the most frustrating games I have played. An infuriating platformer!

Friday, February 02, 2018

Goin' Down With The Captain





Wait... Come back!!

Goin' Down With The Captain was developed in GFA Basic by Terry King of Ninth Wave Software and must be one of the silliest titles since the robot monsters invaded. Or is it just me? Anyhow, imagine yourself as the unlucky cabinboy onboard a sinking ship who is running around for the lifebuoys. Can you help save him?

Collecting the lifebuoys is easy, but you must venture deep into the waters to find some scattered about the ship. Fetch them back to their hangers up on the top deck but you are only able to carry a maximum of two at a time. Later levels will require multiple trips into Poseidon's realm. This is a frantic race against the clock!

Sounds interesting, right? Okay, let's take a look at a screenshot...



Leaky pipes, rising water and now a crab has spotted sent us to heaven, ala Monty Mole!




This ain't no killing gameshow!

The flooding is constantly rising due to leaky pipes spurting out water. These can be patched with a sticky plaster and some decks have pump levers to reduce water levels. Flooded decks can be accessed - if you hold your breath and use air bubbles to replenish oxygen. Any treasures you find are yours to keep but beware of snippy crabs roaming the lower decks who love nipping at your toes. There's much going on but never feels OTT.

The joystick controls are incredible with responsive movements and no learning curve. Oh, and using the levers is an entertaining moment that brought back memories of Decathlon albeit waggling up & down!!

It's fun and very hectic - trust me! Hey, I think it's time for another screenshot...



Some levels are a little more puzzling with lifebuoys hidden behind locked doors...




Cheap & cheerful

The graphics aren't exactly Bitmap Bros standard but they do their job albeit with the occasional slowdown. Scrolling is great and I have massive admiration for the palette - especially when underwater.

The audio is in stereo on the Atari STe but I'd much rather have the crisp YM chip over poor-quality samples. Yep, the music and sound effects are made from low-quality samples which I didn't care for. Hence, this is another reason why chiptunes are timeless compared to many MODs. Flame me all you like but it's true.

Am I trying to start a fight? Bring it on Commies! No, let's chill with another screenshot...



Remember, not every door needs to be unlocked - so use your keys wisely before you drown!




The CryptO'pinion?

This is an oddball with more than a hint of a certain other action platformer. I enjoyed the gameplay style, it's fantastic with many interesting ideas. In fact, it's downright silly at times but you won't mind one bit. Ignore the weak visuals and fuzzy audio because the gameplay is top-notch and that's what matters.

Going Down With The Captain is challenging, addictive, and one of the best PD games I've played.

Goin' Down With The Captain download @AtariMania

Sunday, November 05, 2017

The Lost World





Yet another unreleased game!

The Lost World was developed in 1989 by John Leather who, sadly, didn't find a publisher. The game is complete, except for the audio and he "only" managed to create half of the planned 100 levels. What a slacker, eh? I've always loved platformers of this ilk. It's obvious that John was inspired by various 8-Bit games with superb level names and a character that even walks quite similar to Master Willy, which I liked.

Well, cry no more because we can finally get to play this platformer - and with audio. Grazey has added an unreleased Mad Max chiptune that plays in the background. This ended the deafening silence and suited the gameplay too. So, I just had to tick this off my bucket list and take it for a spin.

Stop right there and take a look at this beautiful screenshot...



Just look at the intricate layout and design. You ain't gonna complete this on your first go!!




Let's begin!

The Lost World is very challenging and I struggled. The first screen is tough and it took me a few attempts before I beat it. Thankfully, this game is generous with many bonuses littered throughout along with stickmen for extra lives. Pressing the spacebar displays a dialogue of potential spells and potions for effects like invulnerability. Also, I love how each screen has a different name, like Pie Processing Plant!!

The controls are superb with simple movements that feel natural for a 2D platformer. You'll appreciate that because the level design is shrewd with hazards, be it a sharp object, sinking ledges or tricky jumps. Evil critters roam the screens and aren't limited to simply moving back 'n forth. Did I mention this is a tough platformer? Level two is actually easier but the third cranked up that difficulty once again. Sadly, I didn't beat 'The Locksmith' so I fear it's doubtful I'll be disappointed John didn't fulfil the plan to create more screens!

Perhaps I should try the level editor? Yep, if dozens of levels aren't enough for you, then why not create some using the in-game editor? That's quite exciting and the potential is huge!

Right then, I can sense you want another screenshots? Here you are then...



Whatever you do, don't forget the keys... What's the little man doing there?




Willy's mansion never looked this good!

The graphics are a true 16-bit spin on an 8-bit genre and lovely. Every screen is stuffed to the brim with incredible decor using intricate attention to detail. I love the colour schemes and the sprites are smooth.

Audio never made it into the original, making our Atari ST as loud as a ZX81. Thankfully, Grazey (Psycho Hacking Force) changed that so we can enjoy a fantastic Mad Max chiptune. It's brilliant, but I admit to missing sound effects for the jumping and collisions. I know, I'm being picky but I do miss those effects.

This is an 8-bitter hiding behind 16-bit graphics and I love it. Hey, it's screenshot time...



That purple flying monster is a pain in the £@$!! and killed me more than once!




The CryptO'pinion?

For a homebrew game, this is huge and I don't simply mean the number of levels. The creativity that went into its development is exquisite and there is always something new that keeps dragging you back. Sadly, it is hard so be warned!! Please, don't wimp out, learn the mechanics and beat its cruel learning curve.

When you do, you have a tremendous platformer. Step back in time and enjoy a great platformer!

D-Bug has both of the downloads and
AtariMania has level editor help!

Friday, April 21, 2017

Hoog





Prepare thyself!

The Atari ST is a computer with a huge public domain library, be it games, programs, utilities, etc. In fact, our archive proves how popular the ST was for both users and creative folk with the talent to code and create art or music. This is what I love about the Atari ST and something I've yet to "feel" from a modern computer.

Believe it or not, Hoog is a shareware platformer released in 1994 by MP Lord - yes he of Droid fame. It's incredible to look at and feels similar to Creatures but with more of a puzzle theme. Some elements reminded me of Sleepwalker and Lemmings but whether or not that's a good thing I'll leave you to decide.

Okay, I think that's enough reading for the moment! How about some sexy screenshots to whet your appetite...



Using the balloons, we can float upwards to access places otherwise impossible to reach.



A bundle of stars and a cheeky grin make this platformer something extra special!




Aww little baby Hoogs!

The objective is simple - rescue baby Hoogs that are trapped inside cages! Sounds so cruel? Yes, it is and they're trapped, innocently waiting for us to free them. However, these little kiddies are darn stupid and, when released, will blindly wander off through their dangerous new world - and die!! They can get trapped, drown, or fry in burning flames. There's a lot of strategic thought needed when guiding these little babies home.

Hoog himself can walk, jump, and chuck bombs at his foes. However, he's only a short, stubby fella so cannot do much without the help of his environment, like helium-filled balloons that offer a chance to reach inaccessible areas. There are various other mechanics to aid; look for springs to bounce high into the air, switches that unlock hidden ledges, and special gateways that transport Hoog long distances in the blink of an eye.

This is a game that is easy to pick up and play. The controls are responsive, without lag or finicky irritations. You're not thrown in at the deep end and gradually taught how to get the best from your environment to save the babies. I was impressed with how each level becomes steadily and progressively harder. I personally get that warm, fuzzy feeling playing this game because a lot of thought went into its creation!

Fancy some more colourful screenshots? I know, I know, of course, you do so here ya' go...



There's that cute, happy face again! How can you not love the graphics :)



Things are hotting up now! Not only the difficulty but those flames will easily cook a baby hoog!




Amateur homebrew aesthetics?

Visually, this must be one of the most impressive "Public Domain" games I have ever seen. The entire artwork is astounding and way beyond anything else that I can think of from the ST's homebrew scene. Each level features landscapes of stunning beauty, and I truly do mean stunning. Miles has made lovely use of colour because everything is so bright and cheerful. It's unbelievable and I recommend sunglasses before you play!

But that's not all, the sprites are stunning and even have a Bitmap feel. Animations are lovely with neat attention to detail - like when Hoog smiles during a jump. He even wiggles his bum in flight. Finally, I cannot end without mentioning the smooth parallax scrolling. This is a commercial game, right? What, no you say?!!

The audio is a treat proving chiptunes will last forever compared to most tracker tunes. Sadly, there's only one in-game tune so it gets tiresome after a while. Don't get me wrong, it's a good tune your YM2149 is knocking out but I'd have liked a selection. However, I love what we have and I cannot get it out of my head lol.

Hoog screenshots are great but we have to end sometime. So here are the final two screenshots...



Use the ledges but hang on a minute, I see two cute critters below that appear asleep?



When everything is peachy and fire can't harm him. I'm too cute to burn........... honest!!! <evil grin>




The CryptO'pinion?

Hoog is something rather special but it isn't easy. It will take practice to figure out the most efficient way to solve the puzzle of rescuing babies. Well, unless you enjoy watching cute critters drown or burn? Perhaps you do? Or is it just me lol? Anyhow, whatever your sadistic preference, this is an utterly superb platformer. It will keep you occupied for many hours with its humorously challenging, addictive gameplay.

Once again, Miles Lord has released a wonderful game that humiliates many commercial companies who rushed through sloppy Amiga ports. This proves what the Atari ST is capable of in the hands of talent; it's a magnificent example of great coding. Hoog is a mind-blowing platformer and one of my favourite ST games!!

More random ATARI ST articles from the archives

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