Showing posts with label Platformers - MultiScrn N-Z. Show all posts
Showing posts with label Platformers - MultiScrn N-Z. Show all posts

Wednesday, December 11, 2024

Tony - Montezuma's Gold






Montezuma's Gold

Many excellent productions came from this year's Silly Venture, but it was a platformer that caught my eye. Tony Montezuma's Gold is a conversion of the C64 original by Rafał Dudek, based on the explorer Tony Halik. Coded by ST legend George Nakos (aka GGN), it's a mash-up of Rick Dangerous and Pitfall Harry.

"Embark on a pixelated journey inspired by Tony Halik, the real-life Polish explorer and filmmaker whose adventures spanned continents and decades. He was exploring ancient civilisations for NBC, Tony's love of discovery knew no bounds. Now it's your turn to step into Tony's digital shoes and unravel the mysteries of Montezuma's Castle in this nostalgic 8-bit homage."

You know me. I love platformers, and this one is outstanding with superb joystick controls that feel natural and responsive. Each screen features ledges to jump, spikes to avoid, crushing pillars, and more. Look out for helpful items like keys to unlock doors and potions to help prevent death. Only four items can be carried at once, so think before blindly encumbering yourself with something you might not immediately require.

Most games are tough, and soon I'm searching for a trained version. Let me ask, are there any LAMERS here? I'm looking for a show of hands... Good, because there is an option for infinite lives in the game's settings. What a fantastic feature, albeit at the expense of labelling you a lamer. Don't care; I've no shame :D

You may have looked at the graphics and assumed they were high-resolution. No, this is in low res with a black-and-white design by Rafał Dudek. His effect works flawlessly to represent the aged theme, but can be tinted using a variety of colours. Likewise, the audio can flip between sound effects or music, but you would be insane to disable the incredible tunes by Adam Gilmore. A minor quibble, I only wish the STe hardware was used so (as an option) we might be able to hear sampled sound effects alongside the incredible music.

I've only been playing for a short while, but I'm eager to report this as a wonderful platformer. It's so playable, and I'm enjoying the exploration and old-school excitement of reaching new screens!! Heck, I even managed to map the first level. I hope to find time over Christmas to complete all of the levels.

Don't waste any more time reading. Download the demo before purchasing the game - enjoy!!




Settings can be changed for colour tints, sfx/music, and even a lamer mode!


The first level begins in the jungle. Loads of pitfalls and great fun.



The swamp level is a lot tougher. Go lamers!


The catacombs crank up the difficulty but remain so playable.


I mapped the ST's first level. Scroll back up for the download link!


Smile and be as happy as Tony because the ST has a brand-new platformer!


The Bugziacs man did us proud for a wonderful conversion!!



A boxed version is available to pre-order!!!!

Sunday, March 10, 2019

Sam Nasty






A nasty new game!

It's a pleasure to see a new game in development for our beloved Atari ST, but Sam Nasty is different. This puzzle-based platformer was created in the early 1990s using STOS by Jerome Mahieux. Oddly, he never released it, but found the floppy disk, so here we are in 2019, playing the game. How cool is that!!

Upon loading, we're greeted with a title screen for help and other options to disable the sound effects/music. The game itself is a static-screen platformer, and for each level, we find ourselves trapped inside a prison and must find a way to escape. This might sound familiar, but it's also got some rather unique features.

But first, let's check out a couple of screenshots with some rather cute & dodgy characters...



The copper is seeing stars like in a cartoon. I love that!!



Talk about antagonising the enemy by sticking out your tongue! lol ace!!!




The Great Escape!

As you might imagine, the earlier screens are quite humble to break you in gently. So escaping is easy while you learn the basics. But it's not long before Sam finds himself inside prisons that must put Alcatraz to shame. There are always a variety of cunning pitfalls to avoid, so look out for things like laser beams that will zap you into an early grave! Also, there are patrolling coppers, and some are even armed...

It's a good job our thug has the ability to punch. The screenshots prove how entertaining that is!!

Escaping is always going to be different for each of the levels. So look for anything that might help, like a switch, for example. Today, my gaming skills excelled, and I reached the fourth prison - not bad at all for a fella with terrible gaming skills (sometimes I wonder why I bother running a gaming website lol). Yep, a joyous occasion that sadly didn't last all that long, as you will see in my YouTube video recording.

Let's pause the reading and check out a couple more screenshots...



It's a tight fit there, so get down and crawl in silence.



Stars and tongues! That's this game to a tea and I love it!!




Aesthetics

The graphics are nothing like I expected, and I mean that in a good way. Tiny design, but with superb attention to detail for each of the prisons. However, it's the sprites that I love the most: the laughing policeman, Sam sticking out his tongue, and those punched faces with broken teeth. Fantastic pixel art and something that will make the most miserable gamer smile with joy. Throughout, you will be impressed by the humour.

The music is chip and very jolly, but we can disable that. So I did. Now, just listen to the sound effects and tell me you're not reminded of countless ZX Spectrum platformers!! Regardless, I enjoyed the chipmusic, but I absolutely loved the amazing effects. Seriously, just get this game and listen for yourself!!

This is something else! I love how it looks and sounds, so let's see some more screenshots...



Okay, things are getting tough now, and that copper has a gun!



The death scene is great and a little Rick Dangerous too... Can you see me?




The CryptO'pinion?

I'm impressed by the demo and, never in a million years, would I have imagined breaking out of prison could have been fun. Sure, there are a few bugs (that Jerome is in the process of fixing). Plus a few niggles that I'd like tweaked - like overly sensitive joystick controls and the desperate need for more lives. (WIP)

Sam Nasty is a fantastic concept, and I'm gobsmacked he didn't release this back in the day. I'm sure it would have gone down a storm! So make sure you download the demo, have a play, and consider sending him your feedback and support. A thoroughly enjoyable and addictive game, and thoroughly worth buying!!

2 euros for the full game - support Jerome & the ST scene!

Saturday, May 26, 2018

Switchblade






Ricky D. has a new bandana

Switchblade was released in 1989 by Gremlin Graphics and programmed by Simon Phipps. Yes, he of the Atari ST classic Rick Dangerous. Okay, we are a little dude called Hiro, who wears a bandana and can kick hard. He must explore the UnderCity to locate sixteen broken fragments of the Fireblade to reap revenge on today's evil entity - Havoc! This beast has been on a savage rampage after being dormant for 10,000 years.

So it's time for us to save the day... again! What a shocker :)

I'm usually worried when a big name makes something that is along similar lines to what they're famous for. After all, it's another platformer, so will we get a carbon copy of Rick Dangerous, or will it be different?

I worry too much, right? Well, let's begin with a couple of cool screenshots...



Wow, that is in-your-face aggression, alright!



Hmm, looks easy. Just gotta drop down a couple of levels. Hang on, what's that?




Get ready for a great adventure

We begin on the planet's surface before taking the leap (fall) into the orientally-inspired UnderCity. This labyrinth comprises numerous individual rooms, and exploring each one is fascinating. Tread with caution because you never know what baddies might materialise from out of thin air. Your route is completely "free-roaming", which is excellent (rather than moving from room to room in a specific order i.e. Manic Miner).

Look out for dodgy blocks that crack with a single kick: these can unveil health and weapon power-ups or may even lead you on into hidden rooms with more goodies. Boss characters appear regularly; the first is easy to kill, whereas later ones can be tough and beaten only with patience and lots of well-timed jumping.

The controls are superb, with the usual movements like running, jumping, and climbing ladders, and three types of attacks. Tapping firing allows you to punch like a weak Arnold Schwarzenegger, but you should notice a white combat meter along the bottom/right. This helps with two kicks: holding the fire button for a mere second (so the meter isn't at full strength) will perform a high kick Jean Claude Van Damme would be proud of. Holding it down indefinitely performs a powerful Chuck Norris sweeping kick.

Master these moves before you begin exploring. Okay, let's view more screenshots...



Wake up, there's something creeping up on you, mister!



Tighten that bandana, Rambo. Now, go and kick his monster ass!




NESthetics!

I doubt the visuals will blow your socks off, but they're well-designed, Nintendo-style. Beneath these unassuming graphics lies a functional design featuring mysterious rooms. The characters are excellent with nice details that I adored. Also, the game self-maps in a similar fashion to Ranarama or even Rogue.

Switchblade has killer audio from none other than Ben Daglish. Or you could decide to hear sampled sound effects? I love both and couldn't decide which I preferred in the end (a good predicament)

In most respects, Switchblade looks and sounds different, yet superb. Love it. Screenshot time...



There is a Ricky D. vibe plus a dollop of Saboteur and NES thrown in for good measure.


The level guardians are either daft or plain awkward to hit - I wish they would keep still!!




CryptO'pinion?

Switchblade is amazing. In fact, I could end this gripping review right there, because it is just that.

Okay, this game has a superb blend of adventure and action. Plus, the lack of a linear structure is perfect for an explorer like me, eager to see what's around the next corner. Thus, it keeps you enthralled throughout. The controls are incredible, and I've thoroughly enjoyed every second playing this platformer.

This is one of the few games I've completed, and I will come back to it again (and again). As with Rick Dangerous, this is one of the best platformers available for the Atari ST. Don't miss it!!

Grab the floppy or hard disk installable games.
Tip: You might find these maps useful.

Tuesday, August 30, 2016

Saboteur III - The Egyptian Mission






Durell on the Atari ST?

Saboteur 3 was released in 2012 by Shadow Team for the Atari STe and Falcon (also STfm, if you have a Blitter and TOS 1.04). Developed by George Lefèvre [Shadow 272], with graphics by Mister DID, and music by Mathieu Stempell [DMA-SC]. It's obviously an unofficial fan game based on the original games by legendary Durell Software. Incredibly, it was programmed using GFA Basic, a tool known for many great games.

Right, I’ll begin by saying I’m a massive fan of Saboteur 2: Avenging Angel. I played to death and mapped it, so I'm excited to see this release. Although I'm anxious and wondering how it will compare.

Saboteur III: The Egyptian Mission takes us into an ancient world as we search for fragments of a key to unlock a treasure-filled sarcophagus. However, someone has rigged most of the rooms with traps! Beware of spikes and creatures like mummies, bats, and scorpions. So don't expect this quest to be easy - ha.

Let's pause the reading for a screenshot...



Ok, let's begin the mission... Yeah, that means killing Mummies!




Authentic or worse?

Each room looks like a surreal retake of the original. I like the design layout employed by most rooms, and there's always something that needs to be kicked to death using my ninja skill set. Looking at the map, Saboteur 3 is smaller than the previous games on the ZX Spectrum, but who cares about that?

Movements are kind of what I expected: down/fire makes our ninja hit under the belt without using the kicking mechanic. A slight change, yet not damaging to the playability. In fact, the joystick controls are responsive, and I'm impressed by the fluency of our actions, helping make it feel authentically pleasing.

I expected differences, but some irk me: like falling off a ledge. That is instant death, rather than draining you of (replenishable) strength. Yes, I miss that red bar and wonder why it was dropped. Also, I fail to see the point of those spikes that pop up to impale you each and every time (even during mid-jump!!). However, the most annoying oddity is the ladders because too many of them go nowhere, and that's just absurd.

Quite harsh, eh? Better calm down a bit and view another screenshot...



As you progress, things get odd and very difficult! Perhaps too difficult?




Aesthetics

Visually, it's superb, albeit overly colourful in places. Or is that how Egypt looks! I'm glad they didn't try replicating the original look and style (can you imagine the horror of monochrome graphics?). The characters and their animations are great, which makes kicking the baddies to death an absolute joy!

The in-game music is by Dma-Sc and thus a beautiful example of his extraordinary chiptune talent. I would have liked an option for (DMA) effects to play alongside the music, but I'm being rather picky! Sorry :p

I think we've got time for a screenshot? How about one of me, dead...



Sooner or later, I usually end all my games looking this good! ;o)




The CryptO'pinion?

Saboteur 3 is a good platformer, but far from perfect. I fear hardcore fans will pick at it, as many Saboteur characteristics are altered or missing. However, this is still a great game in its own right, and I think that even Clive Townsend would enjoy playing this alternative take on his classic game. I sure did!!

A challenging platformer; admiringly recommended for both Saboteurs and Ninja wannabees.

Grab the download if you think you're tough enough!
I've recorded a cool gameplay video!

Friday, July 31, 2015

Prehistorik






Would you Adam and Eve it?

Rub your eyes in disbelief because I've managed to find a decent STOS game! That's right, and it was released in 1991 by one of my favourite companies, Titus. Okay, I know they released a couple of dodgy games, but there's something about them that I like. Plus, they released some corkers, like this platformer!

Prehistorik is nothing less than the cutest dino-platformer using cartoon-like visuals. We're taken back to a time when dinosaurs roamed the lush countryside. We play the part of a plucky young caveman wielding a big club. Imagine something like BAMM-BAMM from The Flintstones, but older - with a beard! Add the psychotic desire to club cute prehistoric animals, and you have the perfect entertainment for any game!

Fancy a selection of screenshots? Of course, you do scroll on down...



Running leap onto a vicious dinosaur. Well, okay, hardly vicious, and he is easy to knock out, too!


Inside each cave are lots of things to nosh on.


Those angry yellow dudes are quick on the draw!




Clubbing animals is fun!

The object is to explore the lands, looking for food to feed your family. This means we have a typical platformer to run & leap our way through a 16-bit Jurassic Park. Along the way are a variety of pitfalls and exciting places to discover: caves are always interesting, as they offer goodies to consume along the way. But watch yourself because these caves aren't dark and creepy at all, plus something cute and fluffy might be inside!

Each level has unique dinos roaming, and some are huge, thus requiring several hits from your trusty club. The end of each area features a massive boss to defeat. Sadly, these are intensely difficult without a cheat for extra lives. That's about the gist of it, really: collect food, club animals to death, and find the exit.

The joystick controls are simple and perform well. I love the freedom to move during the jumps, and clubbing your prey is great fun and perfectly timed, so you never feel too close or stuck in a tight corner. Considering this is STOS, I'm impressed with the responsiveness, which makes exploring a bunch of fun.

This is possibly the best STOS game I've played. Let's celebrate that fact with some screenshots...


Did I mention there are secret hidden levels to find?


This guru dude appears now and then. Club him hard for a reward!


The boss levels are kinda lame, and this one is the worst imho.




Seven big tips

  • Explore everything. Look in every cave to collect all the goodies.
  • See a guru-looking dude? Club him and steal whatever he's carrying.
  • I found it best to enable auto-fire for a more frantic bashing experience!
  • Cave critters only emerge when you're on the same level.
  • Something doesn't look quite right? Maybe there's a secret level?
  • 90s games are way too tough with never enough lives. Use a trainer!
  • The bonuses are pretty lame and never last too long, but if you're lucky, you will find the odd gem (usually via the Guru), like an extra life and bigger jumps. But the others suck simply because they don't last long enough!!



Watch out when near a cave entrance, you never know what might emerge from the darkness!!


Crazylegs Crane's uncle has made an appearance!


Prehistorik is full of basic puzzles. How are we going to cross this lava?




Aesthetics

The visuals are pretty and cartoony: the backgrounds are well-drawn, and each dino sprite is absolutely gorgeous. It's the characters that I love the most because they are funny and feature their own personality and silly expressions - especially when knocked unconscious. I almost feel bad clubbing them. Almost.

Music can be played throughout and reminds me of Where Time Stood Still. It's got that lovely chip feel with a style that complements the gameplay. Very nice and never overwhelming, but if you so desire, you can play without music. Pressing F2/F3 alternates between music and sound effects, but music wins for me.

It looks and sounds great, so what's my opinion? You'd better carry on scrolling to read that...


A platformer without ... platforms? Avoid the fish, always good advice!


Oh no, these are tough animals to kill and require multiple hits. Club 'em quick!


Check out that snowman. The artwork is always stunning.




The CryptO'pinion?

Prehistorik doesn't break the mould, and some might turn their nose up at that. However, stop right there because this might be a no-frills affair, but don't let that put you off. Prehistorik is really good, stuffed with hilarious moments, and extremely playable. The only thing I didn't like was the pointless timer.

It's almost like a Jurassic version of Grand Theft Auto, as clubbing animals is very satisfying. Not only that, but it's the best STOS game I've ever played. Yep, this game is cute, violent, and addictive! Hey, m
ake sure you're wearing animal skins before deciding whether to download either the floppy or hard disk version!

Update:
I've mapped the game with each level in high resolution - click here to view/download :)