Showing posts with label Platformers - Scrollers. Show all posts
Showing posts with label Platformers - Scrollers. Show all posts

Friday, January 09, 2026

Sleepwalker






Nightwalker

Imagine me in 1993, a dedicated Atari STe fanatic, but my beloved computer wasn’t valued nearly enough by the commercial gaming world, and its enhanced hardware remained largely ignored. So when Ocean promised an STe-powered platformer, I was ecstatic, imagining a vibrant world of exploration and adventure with extra colours, smooth scrolling, and sampled sounds. Then I got my hands on a cracked copy (99.9% sure it was Flame of Finland), and I was gutted. I wanted a platformer to be a platformer – run, jump, explore, pick up bonuses, and so on. No, it's more like Lemmings, and I hated that with a vengeance (sorry, not sorry).

For Sleepwalker, we take on the role of Ralph, a desperate dog whose owner, Lee, suffers from sleepwalking and might wander into all kinds of hazards. We must guide him safely through a gauntlet of different levels. Not only do we need to keep him alive, but we cannot let him wake up, or the shock kills him (good, I say!).

As Ralph, we rush to clear away any obstacles, some easy, some dangerous (this part weirdly reminded me of Highway Encounter). As you do this, you're opening up a pathway for the idiot kid, but you may still need to give him a (ahem) gentle kick in the right direction. I guess it’s a mix of puzzle-solving, wrapped in a slapstick package - with the ever-present tension that one wrong move could see Lee tumble into disaster.

As you can see, Sleepwalker does indeed share a bit of its DNA with Lemmings. However, I guess it’s more of a distant cousin you don't like, and, even though we're not digging holes or erecting ladders, you still manipulate the environment to steer Lee away from hazards. The challenge comes from being quick on the joystick and remembering the level map, all whilst thinking ahead to react and redirect Lee.

Sleepwalker is technically stunning, demonstrating the Atari STe with amazing graphics, sounds, and brisk hardware scrolling. Sadly, that means nothing when the game is doggy-do-do. Plus, I couldn’t shake the feeling that it's a cheap Lemmings in disguise. Only this time, we're stressing over a child. Something I do in life, and not what I desire from a game. Playing Sleepwalker is like being on unpaid babysitting duty!

It may have been for Comic Relief, but the only relief I got was switching off my STe and going to bed.

  • Experience my version of 1993 with the same disks - Flame of Finland (download at Atari Legend).
  • The best way to play Sleepwalker is using a hard drive, thanks to Peter Putnik.
  • Sleepwalker is now listed in the Atari STe enhanced games list!
  • Silly tidbit time... I decided to play Sleepwalker after a poll that I posted on X. While it didn’t quite go as planned (ahem), I would like to thank everyone who voted. Follow me on X.


So, we begin, and straight away, the first level is huge and easy to get lost in.


The next level looks really nice, with a bit of a Pitfall feel to it.


Irritating game!! This stupid kid is really annoying me...


...so, I left him and went exploring!


Lost the will to carry on here. So I let him die, for a laugh. Why not!


Once again, I left him to go exploring. I like to wander, me.



The daft look on my face as I realised games were supposed to be fun!



And after all that stress and hassle, the stupid kid is still asleep!!
(check out his big toes lol)

Wednesday, October 01, 2025

Mega Twins






Chiki Chiki Boys

Once upon a monster-infested time, when the peaceful kingdom of Alurea was overrun by a horde of nasties, leaving the royal castle in ruins. With their father, the brave King, tragically slain, his young twin sons were left powerless to stop the chaos. But time passed, the boys grew stronger, and now they’re ready to take back what’s theirs. Armed with courage, oversized swords, and matching outfits, the dynamic duo set off on a quest to reclaim their homeland - and track down a mythical stone said to hold the key to peace.

I’ve wanted to feature this platformer for ages. It’s been sitting in my downloads folder for several years, and today I finally booted it up! Who says I’m slow? Mega Twins is an absolute corker of a platformer - instantly fun, with slick joystick controls and colourful, comical visuals. The earlier bosses aren’t too tricky - even I managed to beat them - with a few credits! The latter ones are a real challenge for anyone playing solo (so use your extra powers wisely). Wait, that’s right, two people can play at once - which is absolutely fantastic!

The visuals are absolutely superb, with a charming cartoon vibe running throughout the levels. The sound effects are excellent, but oddly, I didn’t notice the lack of in-game music until the underwater stage - probably because I stopped hammering the fire button to figure out how to clobber things down there!

I'd rate this platformer a Double Trouble 85% because it's brilliant with perfect controls, loads of levels, and supports two players. However, be warned, some of the later levels are way too hard without a cheat or better reactions than mine! Enjoy my gameplay video of the opening level before clicking on these links...


The first level is so good that I almost wanted it to continue throughout.


TWO players can, erm, play - at the same time. BRILLIANT!!


We've now gone underwater. The controls are very different, but still cool.


Didn't want to kill this cute beast. But I did.


One of those bosses that moves/jumps too fast for our little hero.


Those blue bats are gorgeous. Then again, everything in this game is!


Probably the best of all the bosses before a Nebulous stage, that is superb.


We're on the way down - as it explodes!



Made it to the end. Wait, no... There is one more boss before we're done.

Wednesday, August 14, 2024

The Addams Family






Creepy, Kooky, Ooky, Spooky

I am a massive fan of the original TV series, plus the movies from the 90s are favourites in our house. I've no idea what's taken me so long, but eventually, I got around to Ocean's 1992 platformer developed by James Higgins. The same programmer behind two superb games - Navy Seals and The Untouchables.

The story is an 'original' one about kidnapping and rescuing. Morticia has been abducted by Abigail Craven, who is after the Addams' family fortune. The other characters have been captured and imprisoned in the mansion's many rooms. As Gomez, we must locate Pugsley, Wednesday, Granny, Uncle Fester, and Morticia.

I reckon we need to see the first screenshot, which proves it always pays to explore...


That looks ominous, but let's be daft and climb up it... Hmm, what is that below?




The Game

We begin outside the front door of our mansion, but I would stay outside for a while. Go for a walk, who knows what treasures and power-ups there could be! You may also uncover underground passages. Outside the mansion is the perfect place to get used to the controls and the method of killing the monsters.

Gomez can walk left/right and jump using the fire button (hold down for larger jumps). He has no weapons and kills enemies by leaping into the air before landing on them. It's like we have in the excellent budget platformer Well 'Ard. This technique works brilliantly except for those enemies protected by spikes or fire.

Once inside the house, you stand in the hallway that grants access to several "rooms". These are the levels that lead to a boss who is holding a family member captive. The Addams Family is a non-linear platformer, so you can choose any level you like. All are massive. When I say massive, I really do mean massive!!

Whatever level you play, a wealth of monsters feature constantly. Never have I known a game with so many enemies - any contact will drain energy. This is represented by love hearts, which can be replenished along the way. Interestingly, having lost all lives doesn't mean the game is over because there is the option to continue or quit. The caveat of continuing is having to restart from the beginning of your current level.

Run and stomp monsters like a crazed Sonic! However, slow down; otherwise, you might miss hidden rooms, power-ups, and secrets. Also, there is Thing's Box, which reveals a clue about the level. Nothing mindblowing, stuff like "some doors are less visible than others". Essentially, that means pay attention!

Let's look at the power-ups left sparsely scattered about every level...

  • Small hearts - replenish a heart's level.
  • Dollars - for every $25 you replenish a heart and $100 grants a 1-UP.
  • 1-UP - will also grant a new life.
  • Shield - invincibility for a short period (shown as a star trail)
  • Shoes - mega run and jumps! (Argh, this should be the default!)
  • Fez - Fezi-copter works on current level and allows flight (it's brilliant - think Joust!!)

After running through any level, you eventually reach the boss, who is holding a family member captive. Once defeated by the same leap and stomp method, he/she seeks refuge in the Music Room with Lurch. The big guy remains in this room throughout, as he plays with his organ (come on, I just had to).

As you free family members, they will also come to this room. Once everyone is gathered, Lurch can properly play the organ music that magically grants access to the underground chamber. This is where we stash all of our cash, but more importantly, the location where Morticia is held prisoner. The big boss here is tough.

Once the final battle is over, everything returns to normal for the Addams. The game then ends with a funny and loving Gomez and Morticia scene. Finally, you get to see caricatures of the game developers.

Okay, let's pause this boring reading with a pixel-sexy screenshot...


Within the mansion, there are many doorways to different levels.




Graphics

Warren Lancashire and Simon Butler designed the visuals, and to say they are great is an enormous understatement. Never have I played a platformer with so many characters!! Each with incredible detail and great animation. It's beyond admirable to see something like this for a 16-bit platformer.

The backdrops are truly stunning with an individual style and theme appropriate to that part of the house or grounds. I love the 'heat' levels that actually felt hot thanks to their bright palette. Every level looks gorgeous, and my favourite is the outside areas, which I thought looked the most pleasing.

Push-scrolling is used alongside a heavily reduced screen size. There are many other similar platformers with proper scrolling. Also, many use the push method without any screen/size reductions.

I bet you want to see a creepy tree and dancing flowers? Here you go...



The artwork is stunning, and I just had to capture a GIF for this scene!



Audio

Music and effects are by Jonathan Dunn, who worked on Elf, New Zealand Story, and Rambo III. The Addams Family theme plays on the title screen, but sadly, it isn't a sample. The gameplay is accompanied by several fantastic chiptunes, alongside adequate spot effects - for jumping and squashing the enemies. 

If you like the Addams Family theme then check out ZombieCrypt slideshow!

Before the gripping conclusion, let's see a werewolf in a cemetery against a mysterious sky...



The Graveyard is great but quite difficult, especially when fire falls from the skies.




CryptO'pinion

When I began playing the opening scenes, I was grinning like the Cheshire Cat. It's fantastic and provides an opportunity to grasp the superb joystick controls. Not only that, these areas feature secrets and power-ups. However, once you go inside, you realise this is a poor conversion with serious issues.

The Addams Family could have been great, but I grew weary of plodding through levels that felt like they wouldn't end. Plus, it's impossible without a trainer, as there are too many dangerous obstacles and enemies. It's way off-balance. With a trainer, I endured to the bitter end and earned these codes...

  • 1Z9KX - Wednesday
  • 1G99? - Fester
  • KGH9C - Pugsley
  • KL#RJ - Granny
  • RLRRX - Heart Power Up

I'm not sure why Ocean released this stinker, but the combination of thin screen, push-scrolling, and impossible difficulty amplifies my sorrow. Play a different platformer - Jim Power, Black Tiger, Zone Warrior, Stario, Wonder Boy, Giana Sisters, Kid Gloves 2, Astro Marine Corps, Potsworth & Co, The Viking Child, etc/etc.

The Addams Family is a lame duck and should be grateful for getting a bleak 60%.

Masochistic gamers should download from D-Bug (and Atari Legend has several menu disks).



I'm on my way to rescue Wednesday, but losing the will to live because it's so tough!!



Lurch has left friendly advice at the start of some levels.



Look at that photograph, it's Christopher Lloyd!



I took this screenshot simply because I liked the look and its colour!



I thought the background on this level was the best looking.



The Music Room is where Lurch attempts to play. Note the blocked door on the right.


Every house has a vault, right? Fill your boots!


The first of the boss screens, this one frees Wednesday, and he's a right bas$@^!!!


This boss was the best (easiest) because you can use Uncle Fester.


The boss holding Pugsley captive wasn't difficult. Sinister face on him!


The boss holding Granny looks great, but is pretty tough.


When I encountered this boss, I was bored and lost the will to live †



Ocean nailed it with this fantastic option screen!!



Morticia's boss is the most annoying of all, as he stays out of reach a lot.


Eventually, the quest is completed...



Fireworks "light up the sky", but a screenshot is all you're getting.

Saturday, July 29, 2023

Torvak the Warrior






Rastan the barbarian?

So, Torvak? Why do I love this imperfect hack & slash platformer? In this scrolling platformer, I'm transformed into Hercules with giant weapons (ooer) and is something I've kept returning to over the decades - whenever I'm brassed off and feel the need to hit something hard. Now, whilst the wife breathes herself a massive sigh of relief, I admit that it could have been better. But I still boot it up regularly because it's damn good fun.

The basic concept is incredibly familiar, but it whiffs of a rushed port with a small screen, strange controls, and suspect collision detection. Additionally, attempting to kill something that demands multiple hits, and you soon realise that this is definitely no Golden Axe. Having said that, it looks great, sounds great, and plays well. So, no matter how old I get, I'm always happy to boot it up, especially with a trainer enabled!

Torvak The Warrior was released by Core Design and programmed by Andy Green who developed a couple of stinkers but redeemed himself with Masters of the Universe, a game I think is unexpectingly excellent. The rastan visuals are by non-other than Lee Pullen of Chuck Rock fame and Matt Furniss produced the gorgeous chiptune bleeps that are nothing less than exceptional.

I bet you're dying to play this beastmaster wannabe? I hope so because it's a lot better than most people say! Just remember to hold down the fire button to use spells and grab that Broadsword (located near the beginning). Like I said, it's far from perfect but enjoyable, and I'd love to know if you guys are fans too.

Downloads are available for your hard drive and floppy disk. Righto, I'll end with some nifty screenshots...



I love the first stage because it's not too difficult and the level I play the most!



The second stage is a lot harder, and you'll get attacked from both sides.



The third stage is a lot better than my gaming skills might suggest!



Lots of jumps in the fourth stage, and it's very hard with many hidden dangers.



The fifth level always felt a bit Castlevania'ish to me. It's good but too samey...



And this is the screen I see the most, so use your noodle and activate the cheats!

Saturday, April 24, 2021

Droid Special Edition





Missing: One Droid

Droid was originally developed by MP Lord (he of Hoog fame!!) and was a smash hit that saw a sequel three years later. Sadly, neither of these games supported the enhanced hardware of the Atari STe which meant chip fx, flick-scrolling and a fair bit of slowdown when things got hectic. Not only that, but the joystick controls were finicky - I would accidentally fall off ledges when struggling to precisely time a jump!

I remember (2016) being excited to hear Jamie Hamshere was working on an improved version that would take advantage of the Atari STe hardware. I could only imagine what it would be like to play a scrollable Droid. Jamie even planned to tweak those controls to remove the irritation that threatened each and every jump.

That project was completed late last year yet somehow, I completely missed it. What planet have I been living on? Anyhow, I figured I should boot it up to see how this cult ST shooter played on my Atari STe.

So, without further ado, here is the first sexy screenshot to whet your appetite...



Get out quick, this area is pretty hellish with droids and wall-mounted guns!




An armless Robocop!

Just imagine yourself as a mechanoid armed to the teeth and able to leap huge heights. Somehow, this beast is trapped inside a massive underground cavern and wants to escape to get home for tea. However, the path through isn't as easy as walking in a straight line into the light ahead. That would be too easy!

The caves are a labyrinth and are guarded or patrolled by mechanoids all too willing to blast you into smithereens. This is a hideous maze designed with numerous dead ends that require keys to unlock many doorways. It's an underground hell and is nigh on impossible to escape without making yourself a map to help plot your journey. No, wait we don't need a pen and paper because Jamie has added an auto-mapping tool. That helps navigate, find objects and prevent the frustration of getting lost. An exceptional new feature.

That's not all that's changed, the old (large) status panel has gone and replaced by the tiniest bar so we can enjoy more screen space. This still shows the same information for lives, weapons, energy /etc but we now have far more gaming real estate. The various weaponry you're able to carry is also shown - pressing the ALT key will cycle through what you have available. Don't waste your supplies on the wrong monsters!

Come on, let's view another screenshot? Yeah, let's do it...



Oh no, a different type of droid and this one is throwing bombs!




Mummy, I'm scared!

Droid might be a metallic brute but that doesn't mean he's invincible. Look for droids wandering back and forth protecting their part of the cave. They're a few butties short of a picnic but will shoot on sight. As you progress, you'll see other areas are protected by a variety of strange objects: some shooting out bombs and others like wall-mounted lasers. There are other things to avoid, like fire or falling into the bottomless pit.

Using the map is an absolute must otherwise, you will get lost and probably give up. Keep on looking for the keys and carefully plot a route. Mini-bosses appear throughout the entire journey and the first is like an angry prawn! The armoured truck is excellent - an unexpected boss to find in a cavern. I wonder if it's Jet Man?

This game has always been a tough nut for tough nutters. This still applies as the later rooms are merciless with a cruel design that feels OTT sometimes with lasers, bombs and mechs all ganging up on you at once. Death results in a life loss which unfairly sends you back to the checkpoint. Only a skilled and determined gamer (willing to spend time and effort) is going to succeed. So good luck because I've no chance O_o

Fancy a screenshot that shows a rather weird monster? Don't run away, check this out...



What the heck is that, some kind of sea creature? I hope you saved your better weaponry?



Fancy a few juicy tips?
  1. Don't kill everything you see and therefore run out of precious ammo.
  2. Collect power-ups for energy and ammo only when you need to!
  3. Closely stalking droids is fun plus it's safer and uses no ammo.
  4. Learn to use the mapping tool. It's a little odd at first and reminded me of Heartland.
  5. Some weapons are best left until you need them for a specific purpose.
  6. Learn the controls and enjoy a few practice games before taking on the challenge.
  7. Walk away and give up. You're not good enough!! (I'm kidding!!)

Did those tips help? Are you man enough to play? Whatever your reply, here are more screenshots...



Be patient and unlock the doorway barrier only after the droid walks away.




Did you know?

Jame worked with Jonathan Thomas on the recent Lotus Esprit Turbo Challenge for the Atari STe. This is an upgrade of the classic racer that brings the game in line with the Amiga version (except for in-game tracker music). Now, I know what those guys will think, but I prefer chip music over a MOD any day. I personally don't see YM Chiptunes by Ben Daglish as a bad thing. Quite the opposite and it's one of the many aspects that makes the ST so cool. In fact, chip music is what defines the ST as an ST. If that makes sense?

To play, all you need is a 1MB Atari ST so check it out, folks because the collaboration between these two has proved fruitful. And the expertise Jamie has for the DMA hardware is jaw-dropping. Lotus has been transformed from a great racer into an awesome racer which - not an easy task. I'm sure you will all love playing it!!

  • The original web feature proves why 2021 might not suck after a year of paranoia.
  • The current release of #LotusSTE is now available so get it downloaded right now!!

It's an exciting time to be an Atari user. Always was but let's stop talking and view a screenshot...



Another killer area with droids, bombs, guns and fire. RUN!!




Aesthetics

Things appear similar to the original but a keen ST gamer will notice the play area has increased by a huge amount. The colours are better and the Blitter is moving the sprites so that the slowdown has gone. The only thing missing is Droid's minigun from the original. Finally, we have smooth scrolling in all directions compared to the horizontal flick-screen method. Jamie, you've (respectfully) blown the original into pieces!!

The audio has also seen big changes with the addition of in-game music and sampled sound effects thanks to his skills in getting the utmost out of the audio hardware. Check out the funky theme music using his own program: Turbochip to knock out 7-channels using the DMA and YM2149 together for phenomenal results.

It looks and sounds amazing so let's see the game's map right now...


The new map tool. Finally, I won't get lost anymore. He says...



The CryptO'pinion?

Miles did a great job and produced a platformer that was challenging and stuffed full of action. Incredible considering it wasn't commercial so all credit to his talent, commitment, and love for the Atari ST. However, the lack of dedicated hardware had a negative effect on the end product. Plus I found the controls irritating and I would also get myself lost a lot. I guess Jamie felt the same way and wanted to rectify these niggles?

Jamie's project to enhance an already great game was risky but came together well because it's a perfect blend of improved aesthetics and gameplay. And I'm not falling off ledges by failing to make those tricky jumps. As remakes go, it's fascinating to think how much hard work he invested into improving this ST classic.

It's the same shooter but one that has been rolled in glitter so sparkles bright and I love it.

- DOWNLOADS -

AtariMania has a floppy disk download.

Jamie bravely recorded a complete playthrough!

Fancy going Godlike with infinite energy and ammo?
Enter this code on the title: FEELCOSMICALLTHETIME

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