Showing posts with label Platformers - Scrollers(STe). Show all posts
Showing posts with label Platformers - Scrollers(STe). Show all posts

Tuesday, November 10, 2026

Creatures [ Atari STe ]





Clyde is back

You may recall that I recently improved Thalamus' Creatures by giving it the proper scrolling that it desperately needed all along? No!!? How did you miss such an important release? Slap yourself, then click this link to read all about it. Right, are you back, stinging from that slap yet feeling enriched with knowledge?

Well, I didn't stop there; I've improved it further by adding background music to fill the silence when you're not actually hitting the fire button. I've also improved the scrolling, as the previous beta went into grandma mode whenever something was happening (still better than push scrolling!).

So, it's Claude's pleasure... No! It's my pleasure to announce what I feel is the final and best release of Creatures for the Atari STe (floppy disks not supported!!). I hope you enjoy playing it.

  • Creatures: The Sadistic STe Edition is at Atarimania and AtariUpToDate.
  • STOT fans will be pleased to find out that Creatures is part of December's line-up. [info]
  • It's about now that I usually offer a link to the other STuff I've made, so click here.

Friday, October 30, 2026

SOTB





Shadow of the Poop

I said I would never do it, but here we are. Yep, for years, I've told myself that this abomination was never worthy of appearing on this glorious website. Well, AtariCrypt anyhow. So what changed my mind? Of course, you've seen the title above and have come to the Claude conclusion. Good.

Long story short, it was never going to be perfect without complete rewrites. But the turd got polished as best it could and, you know what, it isn't that bad. So what's changed? Well, quite a bit, actually:

  • Firstly, all credit to Psygnosis and Peter Putnik for his adaptation.
  • Repackaged for hard drive and will work on an Atari STe with 2/4MB RAM.
  • I've added a start screen: infinite energy option and details.
  • Title and Game Over screens now play their music in stereo.
  • In-game, press F2 to hear the original's boring sound effects instead of lovely chiptunes.
  • The frame rate is now much sprightlier, running around 24fps.
  • Improved player turning added.
  • Fixed a few bugs and removed screen glitches.

Considering this is an STfm game, it was never going to truly shine on the STe (feel free to prove me wrong). At least not without a human developer working on it with Claude from the ground up. Surprisingly, I've come to respect this beastly game, because the ST has no extra hardware, yet it still pumps out layers of parallax scrolling (kinda!). I think Mark McCubbin deserves a pat on the back for doing the impossible.

Of course, the game itself is terrible, but it runs better now! With that in mind, I hope you enjoy it...

  • The download is considered a beta and is freely available at Atarimania.
  • Wanna see more I've worked on over the years? Click here then!
  • As this is now an enhanced game, it gets banged on this list.
  • For the best comparison, I highly recommend playing the original game first.


Let us begin with lovely trees and nice skies. All downhill from here...


Watch out for unfair mechanics like spikes appearing from nowhere.


These eyeballs are probably the best enemies in the entire game!


Gotta hand it to the graphics artists. The loading screens are superb.


Terrible level design and ugly enemies hit from all angles.


Argh, what an annoying level. Shock, another one... Ugh.

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. I was thrilled when Ocean promised an STe-powered platformer. I imagined a vibrant game brimming with exploration and adventure, featuring extra colours, smooth scrolling, and sampled sounds. Yes, I had high hopes.

Of course, I was gutted when I got my hands on a cracked copy: I wanted a platformer to be a platformer - run, jump, explore, pick up bonuses, and so on. Something like Rick Dangerous or Ghosts and Goblins. No, it's more like Lemmings, and I hated that with a vengeance (sorry, not sorry). Glad I saved my cash!

Enough reminiscing about my disappointments, let's see what this game is actually about! In 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 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)

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, with 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 - Arghh, I would accidentally fall off ledges when struggling to precisely time a jump!

So, I was 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 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 to an exit. 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 with numerous dead ends and doorways that require keys to unlock. It's an underground hell, nigh on impossible to escape without making yourself a map to 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 been replaced by the tiniest bar, so we can enjoy more game 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 that other areas are protected by a variety of strange objects: some launch bombs and others are wall-mounted lasers. There are other things to avoid, like fire or falling into the bottomless pit.

Using the new map is a 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 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 it's still merciless, with a cruel design that sometimes feels OTT, 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 invest time and effort) will succeed. So good luck because I've no chance O_o

Fancy a screenshot that shows a 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?

  • Don't kill everything you see, and therefore run out of precious ammo.
  • Collect power-ups for energy and ammo only when you need to!
  • Closely stalking droids is fun, plus it's safer and uses no ammo.
  • Learn to use the mapping tool. It's a little odd at first and reminds me of Heartland.
  • Some weapons are best left until you need them for a specific purpose.
  • Learn the controls and enjoy a few practice games before taking on the challenge.
  • Walk away and give up. You're not good enough!! (I'm kidding!!)
  • Hopefully, these tips will help. Man up and play this excellent game!

Enough pep talk from me because here is another screenshot...



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




Aesthetics

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

The audio has undergone major changes (massive understatement) with the addition of music and awesome sampled sound effects. Check out the theme music, made with his own program, Turbochip: this knocks out seven channels using the DMA and YM2149 together for phenomenal results. Wow!!

It looks and sounds amazing, so let's see another screenshot to celebrate...


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



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 negatively affected the game. Plus, I found the controls irritating and kept getting lost. I guess Jamie felt the same way and wanted to rectify these niggles without ruining things.

His project to enhance an already great game was very risky, but it worked. 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's been rolled in glitter, so it sparkles brightly. I love it!!

-  L I N K S  -

AtariMania has a floppy disk download.

Jamie bravely recorded a complete playthrough!

Bitmap Soft has a boxed version to buy!!

Fancy going Godlike with infinite energy and ammo?

Enter this code on the title: FEELCOSMICALLTHETIME

Wednesday, June 20, 2018

Escape 2042






A slick new game

Escape 2042 has just been released for the Atari STe by Cedric Bourse (yes, he of Yopaz IceStar). It's an exciting new platformer with great gameplay mechanics, ultra-smooth scrolling, and DMA sound effects. It's something else, alright!! The game can 
be downloaded for only a few pounds, which is insane value for money, I'm sure you'll agree. Your purchase will get you both the floppy disk and hard drive versions.

Firstly, let's read about the background story, which goes something like this...

In the year 2042, a socialist government is in power, but nobody had foreseen the progressive dictatorship that settled in. The elites of the government hid behind a sham democracy, disconnected from the lives the people were leading and acted solely in their own interests.
The regime considered the dissidents as conspiracy theorists, treated them like terrorists and locked them away in highly-secured prisons, to prevent them from telling the people the truth about the media's complicity with the government's power.

You are Shun, a computer engineer and member of the Truth Defenders coalition.

After a clandestine operation to inform the people, you are locked away in the highly secured prison, Bulor 24. But your knowledge of security systems will enable you to escape.

Your turn now to escape as fast as you can from this place!


Let's Play

Escape 2042 drops you into a futuristic prison complex and leaves you to figure out how best to survive. At first glance, it looks like a straightforward platform game, but there’s a little more going on beneath the surface. Running and jumping are important, but you'll also need to keep an eye out for security systems, locked doors and hostile guards patrolling the various levels. Quick reactions will be required.

This is also a game that encourages a more cautious approach than simply charging through like Mario. Certain terminals can be accessed to disable nearby systems or unlock new areas. Security cameras and guards can quickly kill if you're careless, so timing your movements becomes incredibly important.

After a couple of hours of playing, I can honestly say this is incredibly slick. It’s a refreshing change from what I expected, and the puzzles are challenging yet doable. The joystick controls are perfectly responsive, and everything moves and reacts flawlessly. This is truly a slick game. Has that word been overused?

Well, how about this then: Escape 2042 is quite literally an epic release!!!


Links and Screenshots





The Atari STe looks good, with detailed visuals and ultra-smooth scrolling.



Watch out for those cameras flipping between two points of view.

Friday, September 08, 2017

PouifOuf






English translation, please?

PouifOuf is a French word, but it seems no translator understands it. Well, it's the name of a unique platformer developed by Le Glod for the Atari ST using the old favourite: GFA Basic. Firstly, don't go off the familiar visuals because it's nothing like you might imagine, and there are no magic pockets, either!

This familiar-looking platformer also features a kid. But his journey is different, and he must run around, almost like a headless chicken, collecting items scattered on each screen. It's manic with a frantic style, reminding me of a cross between Roger and CarVup. We can walk left or right, but cannot jump or use any weapon with our idle magic pockets. Thankfully, there are platforms with "springboards" to use. These propel us upwards to reach those higher places. It's now that you realise the cunning thought needed to beat its design.

Curiously interested, or have you already walked away? Here is a screenshot for those still here...


Hang on, is that the Bitmap Kid I see? The little fella is running around collecting everything!




Boing!!!

The gameplay is very different from what I expected. It's a little crazy, and there are lots of silly enemies who love to get underfoot and make our lives hell. They aren't lethal but will humorously bounce you around the screen like a pinball. The emphasis here is Zool-like speed and fun, which is a breath of fresh air.

Sometimes, fruit items fall from the top of the screen, but they don't appear much more than something to be collected. Simple stuff, but I now assume PouifOuf is an unfinished project? I would love to know more about this hidden GEM, and I've contacted Le Glod, but have heard nothing back yet. So, gather those items because we can only move on to the next level once all are collected. Yep, very simple, and darn good fun!!

Glad you stayed? Of course, you are, because this game is cool. Here's a screenshot...



I was enjoying the game, and then a giant face appeared in the middle of the level. Wonder how it is ;)




Aesthetics

The visuals are lovely, and everything scrolls perfectly smoothly to complement the gameplay requirements. Ignore the ripped graphics and enjoy the blistering speeds. Note, I cannot stress this enough: play using real hardware for the best possible experience. Wonderful programming for a wonderful game.

Sound effects or music can be activated at any time using the F-keys, but I prefer the gorgeous chiptune.

It zips about like a drunk driver on a busy high street! Let's see another screenshot...



Use the springboards, but watch out for the baddies who will make you tumble!




The CryptO'pinion?

I have thoroughly enjoyed playing this platformer, which is a refreshing surprise - and nothing like I first imagined. It had me smiling like a Cheshire Cat thanks to its hectic playability. I might not be able to pronounce "PouifOuf", but I know a great game when I see it. And this is a blummin' furious platformer!!

Simple gameplay that is incredibly fun. I cannot recommend it highly enough, so grab yourself a copy.

Monday, June 19, 2017

Roger






Roger the Dodger

Spot... Erm, sorry, Roger is a fast-paced 25-level platformer released by Tobe of MJJ. It offers a frantic run through various Sonic-like levels, collecting jewels for a demanding girlfriend, Georgette. This "platformer" has many jewels - without any ladders and few ledges. So how will Roger complete this task?

Bubbles, of course! All he needs to do is jump on one and, when it bursts, the force thrusts him upwards. If there's another bubble, then the cycle continues, and he uses that momentum to reach other jewels. Roger has limited health, so it's advisable to avoid the sharp spikes that burst on contact, as they drain his energy. Power pills can be collected to compensate for that, but they are few and far between.

Okay, let's take a break from the reading as I have a sexy picture to share...


This is what it's all about, and Georgette is a babe with her luscious red lips!




Quick Reactions R Needed!

Use the joystick to walk left/right, and the fire button helps Roger leap with joy via the bubbles. Once you begin bubble-jumping, it's a matter of adjusting your trajectory towards the next bubble whilst collecting the nearby jewels as you zoom through the air. Burst bubbles reappear after a second or two, and that aspect cunningly allows you to revisit the areas you might have previously missed during this insane journey.

Want a tip? Gotta learn the level layout as you are hopping about like a crazy fool!

Are you getting a little worried about how deranged this game sounds? It's not nearly as stupid as you think because the mechanics of bubble-hopping work brilliantly. In some ways, I got a Sonic vibe from it, but, unlike that hedgehog, Roger is zooming around your screen in all directions with one primary goal.

It's a maddening thrill being Roger, and you'll love it, so let's see another screenshot...


Check out that stride - gotta love those lanky legs!




What about the aesthetics?

The graphics are a mixed bag; Roger's sprite is superb with side-splitting animation - I could watch those lanky legs for hours!! The framerates are frighteningly fast with smooth scrolling thanks to the Blitter. Sadly, the in-game decor is quite a disappointment, with drab backgrounds that only change every 5 levels.

Sound effects are crisp and perfectly suited to the style: I like the explosion sound for the spikes, and the music is magnificent throughout. Well, I say magnificent, but that's because I cannot think of a better word - I could listen to them all day!! This certainly proves that chip music will last forever and rightly so.

Right then, let's see one final screenshot before the gripping climax...



Finally, a different background after the first few levels, and it's much nicer too.




The CryptO'pinion?

Roger is quite a unique experience and feels like an airborne Boulder Dash meets Sonic. It's weird, and I never would have expected to like it. It's easy to pick up and play, and I guarantee you won't be able to put down your joystick. Hopping from bubble to bubble is stupidly frantic, and I loved every second of it.

Roger's gameplay is legendary. Enormously addictive with an extreme adrenaline rush!! Play this.

Roger can be found on Demozoo for floppy/hard drive installation.
Tobé's archive is detailed on Demozoo, although he strayed a little ;-)

Saturday, December 03, 2016

Zool







Whoosh, it's Zool!!

Zool was released in 1993 by Gremlin Graphics. Late in the ST's life, yet they still went the extra mile to support both computer models - respect. At first, this appears to be a Sonic clone and does indeed have similarities, but Sonic it ain't. That fact disappointed many, back in the day (like me). I guess we wanted our Sonic? Well, I figured enough time had passed. Should I give this zippy insect another second chance?

Zool is a ninja from the Nth Dimension who finds himself stranded in a strange sugary universe filled with giant sweets, cakes, and enough sugary treats to make you insulin-resistant and fat. To earn the rank of a fully-fledged Ninja of the Nth Dimension, he must prove his worth by journeying through a series of colourful worlds, battling bizarre enemies and overcoming countless hazards on his quest to return home.

Our hero is a rather odd, ant-like ninja who can run, climb, leap, and even perform an airborne pirouette (big girl's blouse). It all feels more than a little Sonic-inspired, with fast-paced platforming and plenty of opportunities to keep moving. Each world is divided into three increasingly challenging stages, packed with hidden dangers, tricky obstacles, and an army of enemies determined to halt your progress.

Sonically, a very cool game this (ugh, sorry). Let's see the first screenshot of this ninja...



The first level is excellent and has a little iddy biddy Sonic vibe to it...


Things are getting music for the next level. And harder!


Look out for secret levels, this one sure looks like a horizontal shooter!




Run and leap like crazy!

There are several levels; the first is "Sweet World", which could be a child's best dream: an entire planet made of candy. But these are killer sweets: like wobbly jelly and a cute, rapidly-firing dolly mixture! The second is musically themed, with angry instruments like bongos and others that play helpful notes.

Sadly, that is as far as I've managed to get. Very disappointing, but that's me and my terrible gaming reactions for ya'!! Well, be disappointed no more, for I am extremely grateful that I found a much-needed cheat. This allowed me to play on the later levels - and the Meccano-style used in Tool World is excellent. Just carry on reading for more information about this handy cheat!

Zool is simple; it's all about collecting the items (in Sweet World, that's candy). Look at the bottom/left of your screen, which shows how many are required with an arrow pointing you in the right direction to find more. Thankfully, losing a life isn't a game-buster, as there are checkpoints from which to continue. That’s no easy task. Each level features a cruel layout filled with hidden traps and numerous enemies.

Power-ups are also frequently available to ease your hectic adventure, like Two Zool - your doppelganger. Zool even has an energy shield that can be replenished during play, but it can survive only three hits before you're as dead as a dodo. I would have liked more to balance it against the number of nasties.

However, this isn’t just a game that demands lightning-fast reactions; you’ll need to replay it countless times. Learning the levels is essential for progression; otherwise, you’ll be caught off guard by unexpected, dangerous obstacles. This inherent replay value makes Zool highly replayable by default.

It's screenshot time, and this one was taken with my phone when using real hardware...



Watch where you're walking! So many dangerous places in this world of weird.


Use the environment's features. The trombone boosts you up in the air.


Weeeeee, slide over those items and grab the points!




Input & Output

The joystick controls are incredibly intuitive and responsive. There’s also an inertia option, which I leave disabled (yikes!). For rapid firepower, simply keep pressing the fire button. Tapping it again during a jump activates a pirouette manoeuvre, letting you kill even more colourful nasties in this crazy world.

Visually, Zool is fantastic, and I’m sure they’ve used every colour imaginable for a strangely gaudy display. The sprites are lovely, particularly the purple dolly mixture. It’s incredible that a game like this runs on the ST, given the lack of hardware scrolling. It’s far superior to other 'similar' games I could mention.

Of course, it's best on the Atari STe, as Gremlin made use of the hardware, with 50fps scrolling. It's a thrill and crushes the experience on the standard ST. Not only that, but there are more colours too. Weirdly, there is some slowdown, which is a shame and doesn't make sense.

The audio is superb, featuring zesty effects and chiptunes. It would have been great to hear DMA samples, especially noticeable in the absence of them in World Two’s oddly silent musical instruments. I mean, come on, it's a music world, so a big chance to use the DMA... Perhaps a missed opportunity, I fear?

Right, who fancies a lollipop? No? Oh! Well, don't look at this next screenshot then...



Right, hands up who wants a lollipop now? What... Just me? Darn it!!


Zool is leaping with joy because he loves 50fps scrolling!


Woooo, watch out, Zool. Don't lose your balance.




The CryptO'pinion?

This is a great platformer packed with speedy fun, but some frustrating mechanics spoil what would have been a perfect game. For instance, don’t expect to zip across great distances like the spiky hedgehog. Zool’s levels are designed to contradict his Ninja-like abilities, as the levels are littered with deadly objects, many of which are off-screen. Plus, enemies constantly respawn, which is (arghh) incredibly annoying.

Despite my grumbles, I must admit I have enjoyed Zool. There's an infectious energy to its manic experience that keeps pulling you back for more. The action is fast, chaotic, and bursting with ridiculous stupidity. All in colourful worlds of bizarre enemies, ensuring there's always something weirdly unexpected.

Zool dares to be different, and for me, that sense of speed, constant silliness, and console-style action more than compensates for its flaws. It’s a blast, so prepare for frantic joystick mayhem that’s even more exhilarating on the Atari STe. This is an excellent platformer. Now, give me some more Chupa Chups!


8BitChip has the download for those with a hard drive/Ultrasatan.
If you're stuck using floppies, Atari Legend will ease your pain!
AtariMania features Zool in their ST database (with manual & code wheel).


To cheat, type in PANDA on the menu, and you will see a flicker.
During a game, you can now press:
Spacebar 1 - will make you invincible.
Spacebar 2 - to skip forward to the next stage.
Spacebar 3 - to skip forward to the next world.