Showing posts with label Shoot 'em ups - 3D. Show all posts
Showing posts with label Shoot 'em ups - 3D. Show all posts

Saturday, May 31, 2025

Zero-5






Poor gameplay and my death

Some games sit on the hard drive, gathering digital dust as the years slip by unnoticed. Zero-5 is one of those, I’m embarrassed to admit. Going all the way back to 2016, I posted a short review along with an interview with the game’s creator, Andrew Gisby. 2016! Almost a decade ago. How did that happen?

Anyway, as most of you know, I’ve got a Mega STe sitting proudly on my desk, so I figured it was time to stop everything and fire up this classic shooter. Zero-5 is an Atari STe game (yes, yes... and the Falcon too) that takes full advantage of the enhanced hardware. I would say it’s more of an arcade shooter than a space sim, as it's packed with frantic 3D blasting - with some missions taking us down onto planet surfaces.

My video is a collection of short clips - no long, boring, unedited footage that nobody’s going to sit through anyhow (read the video's description for the clickable links). Let's hope I don't leave it nearly a decade before I play this cracking game again. Enjoy the video and make sure you download the game...

Sunday, February 23, 2025

Battlezone






3D Tanx

I first played Battlezone at a friend's house on his Atari 2600. As a Speccy guy, I was captivated by its vibrant colours, smooth movements, and gritty sound effects. Sadly, I have to admit (to my disappointment) that the ST conversion has never impressed me (I hate saying that). The framerate is sluggish, the controls are awkward, and we can't even use the mouse. Making matters worse (for me), everyone else appears to like it. I don't get what they are seeing. Am I missing out on the ST's version of an iconic arcade shooter?

Years later, I watched an excellent video review by Trusteft, and he enjoyed it. This came as a shock, but it got me thinking - what was he seeing that I wasn’t? I felt I needed to give this ST conversion another try. However, I didn’t merely want to copy the lad, so I booted it up in monochrome instead. Think different, uh?

In light of that shocking decision, let's pause for a couple of screenshots...



I see this broken screen a lot...



Oh no, I know where that is heading!!




Vector wars

Before loading the game, I gave myself a little pep talk - stay open-minded and be prepared to admit I might have been wrong all these years. The game boots up, and I find myself enjoying its iconic title screen. Unfortunately, no matter how many attempts I made, my experience was just as terrible as it always was. I never reached a point where I felt my initial impressions were proven wrong. The sluggish controls simply don’t work. Since the arcade version uses two sticks, I can’t help but wonder whether a keyboard-and-mouse combination could have been implemented? Or even a method similar to Virus.

The framerate isn’t sufficient for the game’s demands; the Atari ST has demonstrated it can do better in Resolution 101, Starglider, Simulcra, etc. This lack of agility makes the already difficult action even harder. Hitting tanks is already challenging, but dodging their shots feels nearly impossible! Sure, it’s clear you shouldn’t stand still and need to keep moving, but nothing can compensate for its flaws.

This wasn't a review; watch videos by Trusteft and Into The Vertical Blank for in-depth information. I'm only here to be an obnoxious, disgruntled gamer. With that in mind, they are both wrong because Battlezone is the suckiest port I've played (ignoring Rolling Thunder). I'm gutted to write that. I genuinely am.

What a nasty piece of work I am! Let's calm down and take a look at more screenshots...



Dammit, my tank is so lame. It's not the driver, honest.



It was now that I reset and booted up Resolution 101.




6502 Power!

Interestingly, Klaz may have the answer to my constant frustration with Battlezone. Apparently, the ST is emulating/translating 6502 code in real time, which absolutely baffles and amazes me. Maybe it was quicker to go that route than to invest time and money into making a real 68000 version?

Oddly, I find myself developing an undeserved respect for this game running like this. The fact that it’s being emulated is impressive, even though it shouldn’t be. Well, you know what I mean. What I wanted was a decent conversion. Hang on, could this be the only commercial Atari ST game that is emulated?

Regardless, I’ll be sticking with the exceptional 2600 conversion. Now then, what a game that is!!

Wednesday, May 09, 2018

Galactic Conqueror





STress relief!!

Sometimes I need to keep my life simple and take time to enjoy blowing stuff up. This is Galactic Conqueror, published in 1988 by Titus. This is a personal favourite of mine because it grants stress-busting, wanton violence without any hassle. No life-sucking storyline - shoot everything and enjoy the pointless destruction!

That's as complex as it gets - pick up the joystick to mindlessly destroy everything. It's a wicked mash of Buck Rogers: Planet of Zoom, Afterburner, and Thunder Blade. Okay, it's not perfect, but it's excellent fun, and that's what matters most. Highly recommended, especially after a "great day" at work (yes, sarcasm!!).

Play this game to blast away the stress from your rat race. A fantastic shooter!!

Download this awesome space shooter now!

Tuesday, March 20, 2018

Virus






My computer caught a virus

When playing with fractals the other week, I recalled David Braben's Virus. A complex game I've not played since the shops stocked Atari ST games. The original is best, but that's like comparing the STFM to a Falcon! So we should stop right there, because our version is a 16-bit classic running on a 16-bit computer!

Going for a test flight over its chequered landscape is an incredible experience. The mouse controls are tough to master, but soon become 
intuitive. Stick with it because once you've got the feel of how it handles, there's an amazing game waiting for you. Check out my animation above, I did quite well ;)

Visually, this game is a gem with an excellent style using smooth 3D that is fast. There are lots of neat touches, and I've gotta say, I love the ship's exhaust as it spurts out those lovely particles of thrusting power. The audio is great with crisp sound effects that are refreshing, thanks to the YM2149 doing us proud.

Virus is a fantastic 16-bit conversion of the original 32-bit masterpiece. Sure, it has a cruel learning curve (so be prepared for that), but after beating that, you've found yourself a killer game that's gonna eat away the hours. This game rocks, and I found it really enjoyable and extremely addictive. What a game!!

This infectious shooter provided me with hours of fun. Ignore the reviews. Play this game now.

Monday, January 29, 2018

Whirligig





Spinning in space

Whirligig was developed by Maelstrom Games of Midwinter fame for Firebird, and I've recorded a short video which I thought might be fun to share. Why? Simply because I cannot play Whirligig for love nor money - zipping about in space without ever being able to properly control my direction is agonising. If I happened to kill one of the baddies, it was pure luck because I usually end up killing myself instead!! This is a good game, but could so easily have been great with a bit of thought... I don't know, but I appear to be grumpy today.

Technically, Whirligig is impressive, and I could have dug my heels in and mastered the controls. But I couldn't be bothered, which is my mood today. Enjoy my video recording, and I promise to try harder next time!

Sorry for this terrible article :o)

* Floppy disks can be nabbed off Exxos [Automation #10] and via Stonish [Klapauzius #1].
AtariMania has links to reviews and the manual. In hindsight perhaps I should have read that? lol

Friday, March 25, 2016

Operation: Zero-5






To boldly go...

I recently met Andrew Gisby, the creator of a distinctive shoot-'em-up for the Atari STe (and Falcon) set in the darkness of space. It's called Zero 5, released in 1995 by Caspian Software, and is certainly a rare gem! So it wasn't long before I came up with the notion of an interview. (carry on scrolling to read that).

Set in the year 2044, with a silly storyline of aliens who are about to invade Earth. Unsurprisingly, we are the only hope to save mankind, so we head out into the heavens because the fate of all humanity depends on us. I kinda get tired of saving the day, but as a hero, I hopped inside my spaceship.

The first thing that struck me about Zero-5 was its style, not that a screenshot shows that...



Come on, that warping effect is so stunning. Love it!!




There are always aliens. Kill them!

Zero 5 is a first-person 3D shoot-em-up that feels like an artful mix of Star Wars and Starglider. Taking place amongst the countless stars, with many missions played out in space or upon the surface of remote planets. Our spaceship is a cool slab of old-skool 3D called Perseus, which must be piloted through these missions. That might involve attacking an alien strike force, defending allied ships, and lots more exciting stuff.

Control is performed with the mouse (or a JagPad) and is responsive and feels natural. The realistic effect of momentum provides a necessary learning curve, but you'll soon get the hang of it quickly. What's probably the hardest to learn is the GUI with the instruments that provide a wealth of mind-boggling information.

At its heart, this is a space shoot 'em-up with battles on distant planet surfaces. Each location is very different, along with the task at hand, and no mission is too easy to make this game a pushover. Take your time, learn the controls, and always complete the task for a great gaming reward. If you can!

Hey, it's time for another screenshot...



This has some impressive 3D polygons, which will take advantage of faster computers.




Aesthetics

Zero 5 is a gorgeous 16-bit bombshell you will adore. The number of on-screen colours has been increased whilst also making use of the Blitter, which helps produce those cool 3D visuals. Faster computers are supported, so anyone lucky enough to own a Mega STe or Falcon will enjoy smoother frame rates.

Audio is outstanding for both music and effects, all of which use the DMA hardware at a sweet 25kHz. The effects during warp and other scenes are Frontier-beating. This is one of those games I wish had come out on CD, as I wonder how limited Andrew was by a floppy disk. This is one sexy-sounding shooter.

The Atari STe was 5 years old in 1994. Just imagine if more software houses had this commitment...



Oh no, incoming enemies are identified and locked. Only one thing left to do - kill 'em!!!




The CryptO'pinion?

I have always enjoyed playing this space shooter, because it's fast and thrilling, with a wide range of interesting missions. Its style and presentation, using cool menus, are unique, and I enjoy the range of missions, which is the best part of all. Love the graphics, and the booming sound effects are fantastic.

A slick shooter incorporating many astonishing technical achievements to put most developers to shame. It's great on the Atari STe and even better on faster computers like the Mega STe and Falcon. Love it.

Zero 5 is scattered all over the internet, but I think Atari Legend has the best floppies, thanks to Supremacy disks #61 and #62Installing to the hard drive/Ultrasatan is even better, and 8BitChip has a funky download that I highly recommend.


THE INTERVIEW - ZERO 5 - ANDREW GISBY

Zero 5 has a wonderful next-gen feel, yet is often unknown to many people returning to the scene. Tell us about your game and what it means to you.

I had been trying to get published in one way shape or form for several years. Back in the day, I lived the life of the Indie / hobby / night owl developer. Holding down a job during the waking hours and coming home to hack away on my much loved (at the time) Atari’s.

I remember buying my Atari 512STFm in the late 80’s. I spent hours teaching myself to program in 68K Assembler. Bulletin boards, books, magazines & chance discussions at shows to pick up game dev knowledge. I’m no mathematician, but a series of articles in (I think) ST World on transformations and 3D math gave me so much. I could finally make the leap into 3D.

Everything had to be done in assembler to keep up the speed and finally reading something that explained techniques to turn formulas into assembler was a revelation. To this day, I still keep a pocket “Signetics S68000 User’s Guide” - It was my Bible for machine code programming. An awful lot was learnt the hard way through trial and error (no instant online answers).

I used to look at the latest effects in games (and film) and try to do something similar. So I think Zero-5 marked a highpoint for me. The peak of understanding of what I could personally do with (by then) the STe to make a game. I had built up a large library of routines & techniques to achieve some of the visual and audio effects.

So, in summary, Zero-5 was the realisation of a couple of dreams:

  • I really wanted to see a game I had written myself published.
  • My fascination of 3D sim & bring to life things you can only dream about.

Was Zero 5 inspired by anything else from your gaming history?

Everything I had developed was an inspiration for the game. A cheap answer, but my whole gaming exploits (to this day) are a sequence of inspirations. However, if I was to list a few things that inspired the game.

  • Elite (who wasn’t). But for me, I learnt programming on an Acorn Electron and playing Elite planted the seed for wanting to understand game writing and 3D.
  • Carrier Command (an amazing game with a level of automation and sophistication that I was just in awe of)
  • Captain Blood (The art, galactic expanse and imagination was just brilliant)

Sci-fi films and TV programs had a lot of influence. I’m a bit of a science fiction addict. But to list a few that helped inspire ideas in the game:

  • The Last Starfighter (I recall a sequence when the hero ship flies through a swarm of enemy ships ... That was the start of Zero-5).
  • Forbidden Planet (big influence for me, generally)
  • U.F.O. (Fundamentally, I used the same threat mechanic in the game)

What was your background prior to working for Caspian?

See above ... Self taught hobby game dev trying to get published!

Most commercial companies had left the Atari ST by 1994, so what inspired you to carry on during those dark days?

At the time, I thought the Atari Falcon030 and Jaguar was going to save the day. I only knew how to make games on the Atari’s and thought that if Zero-5 was a success, I’d move on to these platforms properly. The Falcon030 enhancements in Zero-5 were done in the last few months. I didn’t really do it justice (but the extra CPU speed helped push the content level up).

Zero-5 really was a labour of love and I was under my first proper gamedev contract - Inspiration enough right !?!

Did Zero 5 live up to your expectations?

Technical Stretch: Yes (I used every chip/trick I knew in the STE!)
Creative Achievement: Yes
Critical Acclaim: Yes (at the time)
Commercial Success: No

I put so much effort and creativity into the game. The landfall sequences were a personal triumph. Turning a bitmap (height map) into a 3D landscape on an STe ... yes!) - One of those 3D simulation dreams realised.

The lack of commercial success was tough to take - We had lot of trouble with piracy (it was rife by then). I spoke to a lot of people that had played the game and loved it. As you say though, the sun was setting on Atari home computers - a shame for me at the time. Thinking back, I think the sheer effort involved did burn me out a bit.

Looking back, would you do anything different?

Launch the game 2-3 years earlier?

What happened after Zero 5, and why didn't you continue on after Caspian's demise? (freelance, etc)

Newly married, we started a family soon after Zero-5. I couldn’t commit to working on the Jaguar version of the game (my daytime job in IT paid the bills). Creatively, the console wasn’t a copy of the original other than souped-up manic fighting sequences (arguably something I was trying to do when I first started developing the STe version). I was involved on a consultation basis but the Jag was new and it was a steep learning curve for the guys at Caspian. It was pretty exciting to be working with Atari though.

How long did it take you to code this game? What tools did you use, and was it on an actual Atari?

1 - 2 years to develop. I pulled in a lot of previously developed libraries and routines. Interesting memory about this. I used one of the first routines I’d ever dev’ed in assembler to simulate a 3d starfield. Development of the game went to the wire. I had this intermittent bug where the machine was (every so often) crashing! What felt like a few hours (day or so I think) before the game went to press, I found the cause ... That starfield routine (Randomly, I was managing to plot the odd star just outside memory reserved for the screen - d’oh!).

I used a 1Mb STe and laterly Falcon030 to develop the game. I got an HDD sometime through the project that saved doing the floppy / ram disk shuffle (speeded up game dev no end).

I recall using the blitter chip and new audio chip enhancements to great effect. Certainly without them, there was no way I could have thrown so many things around on screen and in your ears. Although it makes me chuckle at what we thought was a reasonable frame rate back then! Recalling the game audio engine I developed as part of Zero-5 - It give me multiple stereo Left / Right channels and a scripted approach to sound effect generation. The upshot was I could chain, stretch, compress and generally mess around with samples without eating too much precious CPU. 8bit samples of course, so sound pretty harsh nowadays.   

Main tools I used:
  • Devpac (I think that was it’s name) for Assembler dev
  • TCB Tracker (although I didn’t do the music in the end)   
  • Degas Elite (Graphics)
  • A sound sample editing programme (can’t recall name)

Were you active in the ST scene elsewhere, or was it just Caspian / Zero 5?

No, not really, I had a brief flirtation with demoscene but game dev was always my interest.

After our chats on Twitter, I'm aware you now see an Atari ST scene which is still very much alive and kicking. What do you think about this, and will you rejoin in some capacity, or have you left forever?

Never say never. Honestly though - I’m well into Unity 3D and what spare time I have goes into that.

Do you still own an Atari computer? What is it, and how often are you using it / what for?

I still have an Atari STe and Falcon030 tucked away alongside a massive trunk of floppy disks (Oh and a back catalogue of ST World). I haven’t really used them since the 90’s. I had a gamedev break late 90s till the 00’s really.

Tell us about your future plans and what you're working on today.

I’d like to bring something made with Unity to the masses. My current project is a game called “Konjitto”. With my family more or less grown up, I’m now steadily been drawn back to game dev more and more. A dream would be to give up the day job and spend my days writing games! I get a kick out of doing the coding, graphics, sound and music (although this is my weakest area).  

Anyone can keep an eye on my game dev twitter feed or youtube channel to see what is on the boil.


Thanks for getting in touch, it has been fun reminiscing. Seeing people still appreciate those efforts back in the day is wonderful. Certainly made me and the family smile! Keep up the good work on the site.

Answering the questions has been pleasure!

Thanks
Andy

Sunday, March 29, 2015

Starglider





Unplug the TV!

If I had to name an Atari ST game that defined the 1980s, then Starglider would be up there with the best of 'em. This 3D shooter somehow appeared from out of nowhere and rewrote the book on how a shooter should be. A whole new generation of gamers witnessed this explosion of 3D aesthetics like never before.

Today I wanted to show you a lesser-known aspect of Starglider. It supports the ST’s crisp Hi-Resolution mode, sacrificing colour for increased definition thanks to the 640x400 display. A legendary game running on a display, unlike anything else at the time. Of course, everything else remains unchanged, including the gameplay.

I've always loved Starglider as it's a perfect blend of action and strategy. The mouse controls are spot-on, and the combination of using both buttons to fire/move is extraordinarily efficient. The sound effects are superb and feel somewhat arcade-like to me. However, it's the opening music that many remember the most. What can I say... Staaaaaaaarrrrrrgliiiiiderrrrrrr from Rainnnnnnbirrrrrrd (insert echo effect)!!!

This is still a jaw-dropping shooter, which plays every bit as well as I remember. Everything from the smooth framerate to crisp sound effects to exciting gameplay style. It's challenging yet a constantly enjoyable shooter. In fact, it's timeless. Play it by downloading either the floppy or hard disk versions. Yes, right now.

Sunday, December 21, 2014

Killing Spree






TLB made a game!

I loved The Lost Boys; they started as Britain's answer to the Carebears! Their demos are outstanding, and I remember my jaw dropping to the floor when I saw Ooh Crikey Wot a Scorcher - a masterpiece!!

And that "main menu" used to access each demo screen? Impressive, to say the least? Hmm, but what would happen if it were adapted into a game? Would it be good enough? Why not take a look for yourself at Killing Spree, because I think its potential is insane. Like an early Cybermorph... what might have been?

Demozoo features a massive page dedicated to The Lost Boys and their fantastic ST catalogue.