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

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 that 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 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?
  • 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 reminded 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!!)

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 make the ST so cool. In fact, chip music is what defines the ST as an ST. If that makes sense?

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 is 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 seen big changes with the addition of music and sampled sound effects, thanks to his skills in getting the utmost out of the hardware. Check out the 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 game. Plus, I found the controls irritating, and I would get 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 it works! 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 it 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

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.

The only requirement is an Atari STe with 1MB of RAM (2MB for HDD installation). Additionally, a boxed release is planned for later in the year for all interested!! (I hope to buy this - sadly, now sold out) :(

Having played for a couple of hours, I can genuinely say how slick this platformer is. It's so different compared to what I expected, and the puzzles are tough without being too tough. The joystick controls are spot-on perfect, and everything moves and responds perfectly. This is one slick game. Have I used that word too much?

After a couple of hours of playing, I can honestly say this platformer 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 epic!!!

The story goes like this... 
In the year 2042, a socialist government is in power, but nobody had foreseen progressive dictatorship that settled in. The elites of the government hid behind a sham democracy, disconnected from the life 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 manipulating medias accomplice of the government 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!



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 something I would never have expected to like. 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 went that extra mile to support both models of computers. Respect. At first, it 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?

Our little protagonist is a rather odd, badly-disguised ant-like ninja from the "Nth Dimension". He can run, climb, leap and perform an airborne pirouette. Sounds very Sonic'ish!! His mission is to travel six worlds and prove himself worthy of earning the black belt accolade he so richly desires. Each world is split into three segments of progressive difficulty and is littered with traps and countless baddies to contend with.

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



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




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 bongo drums and some that play helpful musical notes.

Sadly, that is as far as I've managed to get. Very disappointing but, that's me and my skilful gaming reactions for ya'!! Well, be disappointed no more for I am extremely grateful for a cheat I found. This allows me to play on the later levels, and the Meccano-style 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 a huge number of 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 obstacles. This inherent replay value makes Zool’s replayability massive 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.




Input & Output

The joystick controls are incredibly intuitive and responsive. There’s also an inertia option, which I leave disabled (yikes!). For rapid firepower, keep banging the fire button. If you tap it again during a jump, a pirouette manoeuvre activates, allowing you to 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 you had using 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 with effects and optional chiptunes. It would have been nice to hear DMA samples, especially noticeable in World Two, with its oddly silent musical instruments. A missed opportunity?

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!!




The CryptO'pinion?

Zool is a fantastic 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 incredibly annoying.

Despite these negatives, I must admit I enjoy Zool. It’s fast, crazy and bursting with personality. It’s a great platformer, especially when played on the Atari STe. Now, give me some 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 press:
          -> Spacebar 1 - will make you invincible.
          -> Spacebar 2 - to skip forward onto the next stage.
          -> Spacebar 3 - to skip forward onto the next world.

Wednesday, July 27, 2016

The Chronicles Of Omega






A game for both Atari STs

Chronicles of Omega was released by ARC/Atari in 1990 and is probably the first commercial game to support the enhanced Atari STe, by making use of the hardware scrolling and DMA Audio. But that doesn't mean the STfm has been forgotten because this displays gorgeous rasters for the sky, which aren't possible on the STe when using hardware scrolling. So each machine has something rather cool up its sleeve!

The lands of Omega were peaceful until the day came when a demon captured all of the children from the village. Play as either Alwin or Irma and battle your way through five evil-infested lands, killing everything in your wake, and defeating Demon Champions (aka bosses). Ultimately, be the hero and save the day!

Here's a handy map of Omega, which I must admit looks like a lovely place to visit...



This map plots Alwin and Irma's journey through the lands of Omega.




Shoot, Shop and Kill

This is a cute platformer with interesting levels that aren't overly large and filled with many ghouls. Walking from left to right, you'll encounter different monsters along your journey, and they're all stuffed with cash. Kill as many as you can and collect their loot, which can be used to purchase power-ups in the Good Witch's shop.

There's always someone willing to cash in on any noble crusade. Well, she pops up during each level to tempt you with her wares. Prices aren't cheap, so you should try to kill as many monsters as possible instead of running scared. Annoyingly, all purchased power-ups are lost after losing a life, which sucks! End-of-level guardians are rather lame and easily defeated, even though they can materialise right where you're standing!

First impressions? This is one of those moments when I can see the potential which wasn't taken advantage of in some respects. There are so many awesome ideas (and some ripped) but this is essentially a decent platformer. With a little fine-tuning, Arc could have had something special on their hands.



The Atari ST has more background colours and gorgeous chip music!




Aesthetics?

So let's look at the graphics and audio, which are different depending on which ST you use...

Visually, Chronicles of Omega is a treat with lovely characters and lush landscapes. Both are rich in colour, and the Atari STe gets to use its hardware scrolling for a smooth 50fps. The older ST hasn't been forgotten, and what it lacks in framerate is compensated for by extra background colours. However, the Atari STe wins by far.

For the audio, both computers take advantage of their strengths: the Atari STe uses DMA samples for the music and sound effects. The older ST uses its YM2149 for stunning chipmusic, which I must say is a million times better than what the STe pumps out. This is too easy; the older Atari ST wins the audio battle hands down.

My opinion? I'd dump the ST in a flash with its fancy rasters for the STe's ultra-smooth hardware scrolling. However, the ST wins the audio battle because Steve Barrett excelled with the quality of his chiptunes over the blurry DMA music. We all know the Atari STe is capable of better, and ARC should have given STe gamers the option to chose between chip or DMA. That would have been perfect.



The Atari STe lacks the background colours but runs at a silky-smooth 50fps.




The CryptO'pinion?

I must admit to being disappointed by this enigma. It plays the same on both models of Atari ST, but is spoiled by the magic wand's mechanics. This is due to its inability to fire more than twice at any given moment, which means walk...shoot...walk...shoot. If you forget, then you're left defenceless in tight situations.

I pushed myself through the fluffy-control pain barrier and (shockingly) found myself enjoying this quirky game. In fact, I managed to reach the final level, and I was genuinely having fun, albeit with the awkward firing. Kudos to ARC for making use of the Atari STe, which certainly makes me wonder why later platformers didn't.

Whatever you're thinking, this isn't a terrible game. Not in the slightest; definitely worth playing!! Okay, there are better platformers for the Atari ST, but give it a shot, and let me know what you think in the comments.

Downloads are available for hard drive & floppy.