Showing posts sorted by relevance for query asteroids. Sort by date Show all posts
Showing posts sorted by relevance for query asteroids. Sort by date Show all posts

Sunday, June 05, 2016

Asteroidia





Breaking rocks

Dave Munsie is a legend within the Atari ST world. It's as simple as that. The guy released several outstanding games like Berzerk, Frantick, and Kid GP. Some of his games were even enhanced for the Atari STe.

Asteroidia, as you've probably guessed by now, is a Munsie-take on the Asteroids arcade genre. This means it's hardly going to win an award for originality, but don't be put off because I've a sneaky suspicion this might be worth your time downloading this rock blaster. Well, it's a Munsie game so that's a given, right?

Forget about a static/no-scrolling screen with vector graphics. Dave is transporting us to a part of space where moving pixels rule thanks to the Atari STe hardware. Pixels powered by the Blitter chip; scrolling at blistering speeds. Not only that but you can expect DMA audio too. Your monitor won't know what hits it!

To be honest, it's hard to imagine Asteroids looking impressive but, I'll post a screenshot anyhow...


The planet is powered by the Blitter and whizzes by!




Boring old asteroids, right?

As you would expect, the gameplay is predicably asteroids with us controlling a ship chasing lumps of rocks. It's initially quite hard and surely takes some practice because everything moves so fast. Thankfully, the controls are a cinch to master so it won't be long before you realise how fantastic this alternative conversion is.

Visually, it looks nice but it's the speed that will impress. Planet Earth swooshing across your monitor and makes you realise how under-utilised the Blitter and Atari STe was by many commercial gaming companies. Mr Munsie puts them to shame. The audio hasn't been forgotten and we get DMA support which plays a short sampled tune. However, it's quite repetitive so I switched to far better chiptune/sound effects!

Here is the options screen where you can activate the Blitter, flip to PAL/NTSC, and much more...



Gotta tip my hat to Mr Munsie... Blitter, 50Hz, Atari STe / Falcon support. Incredible!!




The CryptO'pinion?

Sure, this is Asteroids but the twist is how it performs with impressive Blitted graphics zooming about the screen. Not only that, it's like watching a demo that proves how much-untapped potential the Atari STe has. That changes and enhances the gameplay mechanics of the genre vastly. Factor in the excellent joystick controls and you know why this is rock-smashingly addictive. One of the most entertaining games I've played.

Blitted graphics or not, this is bucketloads of fun and a superb Asteroids conversion. Highly recommended!


 Download Asteroidia from AtariMania 
 Hey, can you beat my hi-score below? 


Sunday, November 20, 2016

Blasteroids





Boring old asteroids again?

Yep, once again, the galaxy is overrun with rocks that need smashing to smithereens. Well, it is Asteroids! Rocks everywhere of all shapes and sizes plus some rather strange ones too: Popcorn rocks which bloat before eventually freezing. Red rocks that leave behind crystals to conveniently recharge your shield. So are you ready for more rock blasting?

I hope so because this game is frantic and we're not alone! Along with rocks, aliens frequently rear their ugly heads! These should be killed quickly to reveal a range of nifty power-ups - such as a double shot or the impressive Ripstar.

Okay, let's end the pointless chitter-chatter with some screenshots...



Who ya gonna be? Quite the selection for different gamers.



But how tough are ya? Come on, be brave and don't wimp out on me now!!




It's all rocks and aliens!

Blasteroids is split into segments with those split into smaller sectors. These must be completed before reaching a gruesome End Of Level Boss - the monstrous Mukor!! Your ship is equipped with upgradeable weapons, a powerful shield, and the ability to transform itself. Once all the rocks are pounded into dust, a transporter appears to whisk you off to the next sector. Come on, don't be disappointed - how else could they glam up Asteroids without bloating and ruining it?

Once all sectors are cleared you will finally get to lock horns with Mukor, a festering evil entity who fires miniature spaceships using his tentacles - so shoot each of these suckers first. That's my big tip and then you can watch him scarper like the fatty bloated coward he is. I actually enjoyed our battles which are fun without being impossibly tough!

This game is superb fun and features cool graphics with a style I admire. Wanna see some screenshots...



Attacks from all angles and tremendous BAM BAM BAM fun!!



Asteroids, but with flashy backgrounds and colourful pixels? You are a cynic!!




Joyslick action?

Controls are excellent and responsive: rotate the ship using left or right, push up to thrust, and keep slamming on that fire button to shoot anything rocky. Predictable stuff but gravity and momentum play their parts to affect performance. Don't worry, your shield will help compensate for your poor piloting skills!! Not that I have any...ahem...

Pulling back on the joystick will transform your ship between three different models: the Speeder is agile, Fighter has great weaponry, and Warrior is a burly beast. Friends can jump in on the action - at any time - with impressive cooperative two-player support. Just like in the arcades - a superb feature you shouldn't overlook (I cannot stress that enough!!)

Fantastic stuff, right? Well, it's time to stop reading and view some rather cool screenshots...



The gravitational effect between sectors is superb...



...and then it's more rock-blasting again!




Aesthetics

Graphics are gorgeous - for what used to be a visually stark experience. I love the nicely animated rocks rolling through space. The enemy ships are superb and all other sprites are large, detailed and well-animated. Oddly, the backgrounds are 4-colours but you would never notice that due to their apt design and gorgeous artistic flair, which I admire.

Sadly, the audio disappoints with lame bleep-bleep sound effects instead of samples, which the ST would have easily handled for a game like this. Music is also a touchy subject as it soon becomes extremely repetitive. Thankfully, that can be switched off, but that only highlights those inadequate sound effects... catch-22. So, yes, I am disappointed.

Looks fantastic yet sounds poor. Can't have it all, eh? Let's view some more screenshots...



Shoot!! Kill!! Destroy everything!! <insert evil laugh>



BAM!! BAM!! BAM!! BAM!! BAM!! So-much-fun!!




The CryptO'pinion?

This is a great conversion albeit with a few niggles that spoil an otherwise great rock-smashing experience. Asteroid purists probably won't like it with all the extra changes and improvements but, keep an open mind, because this game is tons of fun. Ignoring the sound effects, they have improved the genre as best they could, without adding bloatware to ruin it.

If someone put a gun to my head and made me choose between this and Stardust, I fear the latter would win. However, it wouldn't win by much, because Blasteroids is exceptional and utterly addictive. Make the time - play this!!

Download for hard drive or floppy disk



Oh yeah, baby!!! I own this beauty :-)

Friday, April 08, 2016

Stardust





Meh, another Asteroids?

Stardust was released late in the ST's life by Bloodhouse in 1994 and it's not only one of the last commercial games released but is actually an STe-only product. Developed by several famous names from our great demoscene (thank you Aggression) these guys burnt the midnight oil to deliver a wicked twist on the original Asteroids arcade genre.

It not only plays similarly to that old favourite but also features modern aesthetics for extra zest. Such as ludicrously awesome colours and sampled sound effects; all are quite stunning and complement the frantic action.

Wanna see the war plan? It's technical but translates to "kill everything and don't die!". Check this out...



A clear and accurate war plan, I'm sure you'll agree? lol




Bam! Bam! Bam! Blast the rocks!

There are a total of five levels with each containing six missions. All are host to a variety of rocks along with the expected dangerous baddies. After each level is completed, you must travel through a wormhole-like tunnel onto the next part of the galaxy like something from Buck Rogers or Starwars!! These tunnels are filled to the brim with oncoming rocks for you to dodge or destroy - no easy task but it's a thrilling moment that I never expected to play!

Bonus levels pop up regularly and feel similar to a particular Thrust clone. Note, these are optional but you must be daft to ignore the fun. So don't be daft!! Of course, a game like this wouldn't feel right without End-Of-Level Bosses. Each mission has them and these guys are tough! Much perseverance will be required during these enjoyable romps.

It's time to stop reading and enjoy some pixels! Let's take a peep at another screenshot...



Check out these outstanding and colourful visuals!! Amazing stuff.




Enhanced gaming!!

Stardust is something else. It's on another level with gritty, fast-paced gameplay. The basic mechanics are what you would expect - Asteroids - so it also feels more or less as you would expect. This is awesome because you can jump straight in and begin playing without that learning curve. Heck, it's all about dodging and shooting. Are you tough enough?

The controls are also familiar: left and right will manoeuvre your spacecraft around. Pushing upwards will thrust you forward into hell. Don't worry, we have a shield that aids you during those sticky moments. Finally, our ship's main weapon is more than capable - perfect for gratifying rock-blasting!! Nothing wrong here, folks. This is all super-spacey-gun-fun!

This next screenshot does itself no justice. Seriously cool stage with mind-blowing fx...



Buck Roger's side event is absolutely exceptional. Impossible not to be impressed.




Enhanced Aesthetics

Graphically, Stardust is utterly glorious. Everything is bold and colourful with stunningly smooth animations. The rocks are also something else with jaw-dropping 3D renditions that look beautiful. Not only that but the display is running in overscan!! Yep, it looks so HOT and everything is in overscan which means lots of extra pixels to blast.

Equally impressive; is the audio with beautiful examples of thumping stereo tunes, accompanied by BAM!! BAM!! BAM!! DMA sound effects. This is one shooter that's gonna blow your socks off. If I can offer one piece of advice: crank up the volume!! Yes, I guarantee you will love everything Stardust delivers so turn it up high. No, even higher! :-)

This is one of the best-looking/sounding Atari STe games ever released. Let's have another screenshot...



Look out! Move quick and keep on firing - are your reactions good enough?




The CryptO'pinion?

This is a spectacular showcase of what the Atari STe is capable of when in the hands of people with talent and commitment. These guys didn't simply rehash an old idea or produce a weak Amiga port. No, they unleashed a product that feels fresh and exciting. The effort that everyone put into the gameplay, visuals, and audio is far beyond praiseworthy.

Stardust is a joyride of rock-blasting thrills and a perfect shoot 'em-up. One of the best games I have played.

Download for floppy or hard drive.

Tuesday, February 02, 2016

Megaroids





The oldest ST game?

Asteroids is a true arcade classic that has been converted for every home computer. Not to be left out, Megamax released Megaroids in 1985 for the Atari ST. That's right, 1985 when the ST was a baby. Interestingly, they developed it using their own (brand new) C programming tool. Now that's fearless for the time!

The gameplay is, obviously, Asteroids and faithful to the original. Shoot the rocks for points but don't forget to blast the alien ships - for lots more points! Joystick controls are dead easy with Z and X rotates your craft and SHIFT to fire. Thrust uses ? key and SpaceBar activates a hyperspace when you're in trouble.

Graphically, it's different from the original; gone are the vectors in favour of bitmaps. The ST's high resolution looks stunning, and Megaroids' framerate is superb. The rocks sweep across the screen like butter off a hot knife. Thankfully, colour systems aren't forgotten, as it's compatible with medium resolution. But this is interlaced to produce 640x400 but with colour. That's right, essentially 640x400 in colour on your TV!!

Sounds are nothing more than you would expect for asteroids. They're nice and work very well. Especially when you remember this is a 1985 game for a 1985 computer. I'm really impressed all things considered.

Megaroids has an authenticity I admire. The gameplay feels perfect, and I'm shocked that something this good was released the same year as the ST. I'm impressed by the silky-smooth framerate and flicker-free interlace support for colour systems. This is a wonderful conversion with bucket loads of rock blasting!!

the floppy disks to download.

Monday, March 27, 2017

r0x





Asteroids?

Set within deep space, you are Commander Perez who humorously finds himself alone in uncharted space during a meteor storm. R0x was released in 2009 by NoExtra / RGCD and is an Atari STe game that requires quick reactions to pilot your spacecraft through a continuously hectic (and colourful) asteroid field.
Before you load it up - make sure you read the storyline within the 'Readme' file included in the download. What a brilliant read and it had me laughing at loud. It's superb!!





Hang on, this isn't Asteroids!

This isn't the arcade shooter that I first imagined. Instead, it's an avoid 'em that requires skill and careful timing to skim past hundreds of rocks about to zoom down your screen. It may sound simple but the rocks are flying furiously at great speeds and range from iddy-biddy stones to huge planet killers. There is a distance counter at the top/right of the screen that indicates how long you need to survive before the level ends.

The longer you last, the faster the rocks move - many zooming diagonally - and intent on squashing you into pieces. Your ship is equipped with smart bombs to zap the local area when things get too hair-raising. This also offers a brief moment to rest from the rocky onslaught but it's not long before they're back!







This is different. I like different!

A range of bonuses are available for daring pilots to collect - bonus letters that spell out "EXTRA" for another life but watch out for the fakes, especially the blue one which inverts your controls! You shall see Treasure Rocks, these look different to the rest and offer up points should you bump into them. There are even teeny cosmonauts floating helplessly in space just itching to be rescued - a lot harder than you imagine!

Skilled pilots can scrape their ship alongside any rock for a massive hike in bonus points but the risk of being obliterated makes this a dangerous job. Interestingly, co-op is supported for those lucky enough to have friends or, like me, a gullible 7-year opponent who is eager to be my next victim!! This game mode also involves dodging more of those space rocks but with the added incentive to rescue 20 astronauts for the win.
For such a humble game the graphics are fantastic with beautiful colours and smooth movements by C-Rem, Heavy Stylus, and Templeton. Audio is the bee's knees with utterly fantastic chiptunes by Crazy_Q, TomChi, and DMA-SC. I will fight anybody that dares to disagree with me!!






The CryptO'pinion?

Shoot 'em up fans might be disappointed that R0X isn't ... well ... a shoot 'em up! It's a game of avoidance, I guess. It's straightforward and easy to pick up and play but tough to master. Each level becomes progressively challenging and I guarantee it's nowhere near as easy as you imagine. The rock-scraping mechanics add to the appeal and longevity. R0x is unexpectedly different and tremendously addictive!

The latest version is available from RGCD along with everything else you need to know. Also, a secret menu is unlocked when your high score betters 800,000. Easy, right? Send in your screenshots!

Thursday, February 20, 2025

Defender II





Defenda

Unlike many of you, my first experience with Defender wasn’t in the arcades but on my ZX Spectrum. That little machine wasn’t exactly a powerhouse, but it was versatile and capable of handling this arcade shooter. I could be wrong, but I'm sure it was Defenda by Interstella Software, released in 1984. I absolutely loved it, though I wouldn’t exactly call myself skilled. Oh, what a shocker - Steve is rubbish at a fast-paced shooter!!

Fast forward a good few years, and along comes ARC with Defender II, developed by none other than Jeff Minter. Oddly enough - and I know this is practically sacrilegious coming from an Atari ST guy - whenever I hear his name, I immediately think of the Jaguar's Tempest 2000. I spent countless hours playing that trippy game in 1994/95. And half the time, I’d just leave it running in the background!! But anyway, back on topic - Minter programmed Defender II for the ST in 1990, and it’s everything you’d hope for, with loads of extra visual flair jazzing up the arcade classic. Not only that but the two original games are included as well.

Yes, Defender and Stargate are included, but my focus is Defender II. Don’t get me wrong, having all three games in one is incredible, but if I’m being brutally honest, they’re pretty similar. That statement might get me slapped by a purist, but hey - whatever! At the end of the day, I fire it up to play Defender II.

Let's have a break for some screenshots that really don't do the action any justice...



As a base comparison, this is the original Defender. It's zany, zappy, and FUN!



Defender II explodes all that zappy'ness into a zillion Llama-crushing pieces.





Defender II

From the golden era of Space Invaders, Asteroids, and Pac-Man came a furious shooter called Defender. The objective is always the same: little men wander the planet’s surface, innocently going about their business - until aliens swoop in from the skies, intent on abducting them for some bizarre, probe-related experimentation. We can’t let that happen! So, we skim the planet’s surface, blasting every last alien into smithereens. It’s a wonderfully simple concept, like so many old games. Straight to the action and I love that.

The controls weren’t quite what I expected, Defender II uses a combination of mouse and keyboard. Moving the mouse adjusts altitude, the left button thrusts, and the right changes direction. So how do you shoot? That’s done with the Shift key, which you can hold down for rapid firing. And because this is Defender, I naturally want a smart bomb to clear the screen when things get tough - just hit Control, and hey presto, BOOM!!

But there’s more gun love just waiting to be discovered - pressing Alt unleashes an electrical weapon called the Smart Laser, which instantly fries anything nearby. It’s powerful but has limited fuel reserves, so I tend to use it early on when the screen is flooded with (far too many) enemies for my meagre reflexes. Thankfully, every 10,000 points earn you a fuel top-up, along with an extra life and another smart bomb.

Jeff Minter didn't hold back and cranked up the mayhem, making Defender II an even more exhilarating arcade experience. And it doesn’t stop there - we have an optional AI Drone, a handy companion that mirrors your actions for much-needed extra firepower. Hitting the Spacebar toggles its functions between this standard mode into a powerful "toothpaste" laser (stronger beam), up-shooter, and bombing mode.

Defender II goes beyond anything I expected from a mere Defender clone. Jeff has transformed it into something else entirely. The AI Drone is a brilliant addition, but for me, the true game-changer is the Smart Laser. With that, your experience - and progress - improves more than you ever thought possible!

It's about now that you should leave to boot up your Atari ST to play. Wait, don't go just yet...



The training mode is superb as it introduces you to everything very nicely.



Completing a wave results in this nifty info screen with bonus rewards.





Aesthetics

It’s hard to imagine a game from the early 80s could be dramatically improved. After all, it’s Defender - a game where a black background takes up 95% of the screen. Well... hold my beer... because ARC’s version is an absolute visual feast, far beyond anything the original ever was. The credit for these sexy pixels goes to Wayne Smithson and Simon Butler, though, at first glance, they might not look like much.

What I mean is, that the magic happens only when triggered by playing the game - firing and obliterating enemies. These actions turn boring old Defender into a psychedelic explosion of party pixels. It’s pure visual chaos - stunning and borderline hypnotic. At first, I found myself watching the dazzling display rather than playing - so I kept dying! When playing properly, the action never lets up, throwing an eye-popping, high-energy spectacle at you from start to finish. Honestly, it’s one of the best-looking games I’ve seen.

The audio is almost as impressive, packed with superb sound effects that belch and burp loudly with every move you make. The laser - easily the most frequently heard sound - has more of a machine-gun vibe, though it takes a backseat whenever explosions and other effects are heard. It’s a shame the DMA hardware wasn’t utilised, but honestly, I have no complaints - Defender II is as loud and obnoxious as it is visually glamorous.

Interestingly, the theme music was created by Martin Walker using Microdeal's Quartet. I love what musicians have managed to produce with that, and I only wish it had been used more often. Superb music.

Right then, I'm yapped on enough so carry on scrolling for the ultimate opinion you're dying to read...



Having 3-in-1 is tremendous Minter value. Play the originals - they're damn excellent!



Of course, it's Defender II I prefer - there's nothing quite like it!





The CryptO'pinion

Disregarding the fantastic value of three games in one, this is an absolutely stupendous product. Defender II is a monumental shooter - a true masterpiece, perhaps even superior to StarRay or Anarchy?

It’s not just the frantic speed or the jazzy visuals that make this version so brilliant; it’s the innovative new weaponry that transforms the basic gameplay without ruining it. The drone is a worthy addition, offering several attack modes (though, in my humble opinion, it’s best left as it is). It’s the smart laser that really tips the balance, elevating the game from being great to truly exceptional. This underrated feature is a must-use, as it compensates for slower reactions and lets you progress deeper into the later missions.

I’m sure you’ve all guessed it by now: I’m giving it a massive 98% and awarding it the AtariCrypt SMASH accolade. Defender II is arguably the best horizontally scrolling shooter for the Atari ST. Wow, that's a bold statement alright so let me know what you guys think in the comments section below.

Right, waste no more time and click these links to play Defender II...

Level 5 - FLOYD
Level 9 - FURRY
Level 13 - BEAST
Level 17 - LEMAC
Level 21 - ZIPPO
Level 25 - LASER
Level 29 - DAFAD
Level 33 - MAGOG
Level 37 - FUNKY
Level 41 - DONKY
Level 49 - KANJI
Level 53 - IRATA
Level 57 - NEURO
Level 61 - STOAT









Any easy SMASH rating so go and grab it off those download links!!

Sunday, May 12, 2024

Richard Davey

I'm always excited to meet people from the ST world, both past and present. I'm especially thrilled about this interview as it transported me back to the ST's later days, including my emulator years after migrating to the Apple Mac (PPC/1997).

So far, I've interviewed 16 incredible ST guys, which has been an absolute honour. So, let me present the 17th with great pleasure. Yep, it's Rich who you will know as the brains behind the Little Green Desktop! Not only that, but he's also the fella behind those cute visuals in Stario, a gorgeously cute (cough) Mario ripoff.

I found it interesting to discover his motives and passions for the Atari ST. He knows his games and favours some crackers too (do you remember me playing Color Clash?). Not only that, it was fascinating to discover how he came to love the demoscene and its culture. Hearing of his history concerning the MSX and Speccy +3 was fascinating. At least this lead the way to the mighty Atari ST and its Super Pack.

I found Richard kind and enthusiastic although I was shocked by his "modesty" regarding those pixel skills I admire so much. Especially when you consider the Calvin and Hobbes factor. My gratitude to Richard for his time and I hope you enjoy this interview as much as I have? Hey, after you've finished reading this, check out even more interviews?

Richard is featured within the Demozoo archives where you can view more of his excellent work.



 Richard Davey ~ The Interview 

Hello Richard, tell us all a bit about yourself

I was born in 1975 and for as long as I can remember, if we went around to friends or family and they had a computer or console. That would be me lost to the sirens' call of the devices :) We'd travel to the seaside on holiday, and I'd vanish into the arcades until my money was exhausted. Once it was so I'd just stand there mesmerized, watching others play. They were captivating to me in a way nothing else was.

To this day, I can remember visiting a friend who owned a BBC. He ran a program on it, which was an animated demo featuring dancing skeletons. They would take their heads off, roll them down their bony arms, and flick them back on again, all in time to music. I was enamoured that a computer could do this. I pestered my parents for a home computer. I didn't care which one. I just wanted one!

They relented and bought a Toshiba MSX. It had many wonderful games, including lots of Konami cartridges such as Antarctic Adventure, Hyper Rally, and Yie Ar Kung Fu. It also came with several books on BASIC programming, which I devoured. The first program I entered, I didn't realise you had to press RETURN at the end of each line, so I just moved the cursor down. Strangely enough, it didn't work :)

However, I didn't know any other kids who owned an MSX, and I was frustrated at being unable to swap games at school. So we "upgraded" to a Spectrum +3, with those crazy expensive disks. Of course, in retrospect, it wasn't an upgrade at all. The MSX is significantly more capable, with a great keyboard and some staggering games that load instantly thanks to the cartridge. The +3 was a technical step down, but the volume of games available to me exploded. Interestingly, MSX content is extremely collectable these days, with good-quality items going for hundreds! And I sold ours just to get a Speccy. Ahhh, the joy of hindsight.


It's a shame that no MSX photo was ever taken. At least we have a later capture with his Falcon!



Tell us about the years that followed

It was less than a year after getting the +3 when I started seeing the Atari ST appearing in anger in magazines like C+VG. To this day, I still remember the C+VG issue that had Xenon on the cover (issue 77, March 1988) and the screenshots inside of it. The graphics were like nothing I had ever seen before. A world apart from the Spectrum and even the MSX.

I knew I had to have one. I saved money from my paper rounds and odd jobs, and combined with a birthday, I took the bus into the city with my Mum one weekend, visited a large department store, and bought the Atari ST Super Pack. I carried it home on the bus, beaming from ear to ear. My life had changed forever.

The Super Pack came with a large bundle of games, including Xenon, Thundercats, Buggy Boy, and Ikari Warriors, all of which sucked-up hours of my life. It also came with a few real duffers like Chopper X and Road Wars! But even those were graphically way beyond the Spectrum I was used to.

Using a mouse was great, and I enjoyed the power of GEM and the loading speed from disk compared to tape. In August 1989, I bought issue 1 of ST Format, and the cover disk contained a demo of Bloodwych, GFA Basic, and what I thought was an amazing sampled sound demo: Stringray.

That, combined with menu disks from the likes of the Pompey Pirates, introduced me to the demoscene. It felt like the disks could hold so much content back then. In terms of actual bytes, of course, they couldn't, but if you look at it from the point of view of the variety of content you could fit on them, they were absolute gold mines.

Previously I had been all about playing games on the MSX and Spectrum, with a little artwork and coding - but the ST represented something different. A new computing era for me. Perhaps it was my age? Perhaps I was just mature enough to be able to explore the creative side of computing now? I was growing as a person, the ST was there, growing with me, showing me all of these great new avenues and communities I never even knew existed. And I dove head-first into it.


The power and versatility of the Atari ST must have been mindblowing at that time.
It eventually led to projects like Stario and many more throughout the 90s.



This is a games website, so what are your faves?

Like lots of gamers, I struggle to maintain a consistent list of favourites. Remembering one title sparks off the memory of another, and soon that list has grown beyond its original bounds. So instead, here are some games that sit very fondly in my mind for several different reasons:

  • Buggy Boy - this came with my ST and I played it for hours! It's a superb racing game and one of those rare titles that I feel has aged well.
  • Bloody Money - there's something addictive about this shooter. I think it's the slow pace, it's almost sedate in nature but dials up the challenge little by little.
  • Turrican 2 - the raster sky effects! The music! The speed! That final level, when you're escaping the exploding thunderball in your spaceship! Just perfection.
  • Dungeon Master - do I need a reason? It's Dungeon Master, for goodness sake!
  • Oids - this game is sublime. A wonderful take on Thrust with a brilliant level editor and great animations. The way you can melt the poor oids with your thruster still makes me grin.
  • Dynabusters+ - this PD game is a brilliant take on Bomberman with great sampled sounds.
  • Flood - this sits alongside Captain Dynamo as one of those often overlooked but sublime to play platform games.
  • Golden Axe - there aren't many arcade conversions I rate on the ST, but this is up there with the best of them.
  • Hunter - definitely responsible for my love of sandbox gaming. Who can forget all of those great vehicles at your disposal?
  • Nitro and Super Cars 2 - they are in the same camp of great overhead racing games. I like my cars to have guns, otherwise I'm just not interested.
  • Special Forces - a tactical espionage/infiltration game from Microprose. I lost hours to this when I should have been doing my GCSEs!
  • Robotz - if you own an ST, you know how great this PD game is.
Me - how odd that he didn't mention Stario ;)


Richard has great tastes and we share many favourite Atari ST games.



Let's talk about Stario and how this came about

I was talking to James (of Top Byte) one day, and he told me about this game he had been sent. It was a complete rip of the NES Mario Bros, right down to the graphics! He wanted to release it but knew he legally couldn't. I said I'd be happy to look at the graphics, and we took it from there.

I received a few disks and set about making sure it wasn't entirely Nintendo's pixels that Atari players would see on screen. I used Deluxe Paint ST because it was (and remains) my favourite art tool on the ST, although I actually did the graphics on my Falcon running under ST emulation. It was a real challenge to maintain the speed of the original, the sprites used dramatically limited bit planes. For all of them, I had 3 colours maximum I could use (from a fixed palette of 16).


Going legit...

I was a big Calvin and Hobbes fan, so I redrew Mario to look like a little pixel version of Calvin. The other creatures I modified as best I could. Strange spikey monsters, frogs, etc. You can tell I was losing steam when it came to the tiles? Because those are very similar to the Nintendo originals. All in all, it only took a few weeks to do. I shipped them back, and that was that.

I did have a little interaction with Adrian (the developer), via his Dad, who requested a few changes. But what you see in the final game is largely the first pass at it all.

Looking at it now, the graphics aren't very good. A real pixel artist could have done a much better job, even with the bitplane limitations. Thankfully, when people play it, they mostly focus on how fast and smooth it is - and because it feels responsive and moves well, they can forgive the amateur graphics.


Any regrets about making the change?

No, it would have been taking the piss to release it with the actual Mario graphics still in it! Plus, I don't think any magazines would have reviewed it. So it was sensible to change the graphics. I'm glad I found the old disks with the Mario graphics on, though, so they eventually got released anyway.


Top Byte/Top Dollar

I liked James (who ran Top Byte). He was an enthusiastic guy and had a knack for cultivating a good little community. That is what the Atari was all about at that point. The big commercial companies had left, and it was the grassroots communities that held it all together. I'd talk with him for ages over the phone.

On the downside, I never saw a penny for my work on the game :) So I've no idea how many copies it sold. I doubt it was big numbers, but it did review well, so likely a few hundred copies at least.

Me - I see you have a boxed version. Wanna donate it to the Crypt?

Rich - It sits proudly on my gaming shelf, where it will remain :)
 

Of course, I tried bribing Rich, but sadly, he had none of it. Damn!!



What about other games?

I've never done any serious commercial games. Although to be honest, I never tried to either. I was too fascinated by the PD and demo scene. Games were more just for creating and throwing out there fast, to share with friends, not for 'making money' with them.

Robert Annett, a friend from the Storm / STOS days, and I worked on a couple of games - with me on the graphics. We released Super Tet and Shockwave. He did most of the heavy lifting. I just pixel-pushed for them. Shockwave was a good Asteroids-style game and published as licenseware by New Age PDL, whom I traded disks with a lot at the time. Super Tet was released in 1992 and was a standard Tetris game, although even now, I still like the graphics I did for it. DPaint fills for the win.

Fun fact: the digitised face in the middle of the playfield is Sting. I didn't even like Sting's music, I just had his head on a disk for some reason, and it slotted in well.

I've also worked on other games over the years, including Dopewars, some graphics for Biohazard 2, and a strategy game called Outrider. I was clearly stealing other people's art there! The title screen is obviously a scan from White Dwarf magazine, which I then drew a logo over. And the lady on the credits screen was nicked from an art disk. The 3D intro was taken from the PC. I don't actually remember which game, but I stole the cockpit and 'mini-screens' animation - and then I coded the star field effect and the planet appeared.

The game itself was a fun little strategy title. I did the in-game graphics, which was a nice change of style. Small buildings, tanks, UI, etc. Again, it's not exactly great. I'm absolutely not a good artist! Even so, I enjoyed making it. If I remember correctly, the game was actually called Battle for the Stars. We renamed it to Outrider for Top Byte. There are other silly games, too, like Octopod and GoSub! I still have the graphics lurking around.


All images are kindly supplied by Rich. The middle two are of the unreleased game Blasto.



Tell us about the demos!

I adored the demoscene, and I still do. Storm was never a serious demo group. It was more just a collection of friends, both in school and people I traded disks with. We all used STOS and wanted to make demos with it. So, we did. There are only really two megademos to our name, and I use that term very loosely as the first one didn't even have a proper menu system!

The second demo, Cor Blimey, was mostly the work of Robert Annet and his older brother, who developed a number of the screens and compiled the whole thing together. There were a few STOS crews back then, such as the Radioactive Hedgehogs, and it was a fun rivalry. Although the release of the Misty and Missing Link extensions kind of put paid to that.

The demoscene was and still is all about the community. Sure, there were the technical challenges and one-upmanship, of course. Bragging rights were a big part. But I think most would agree it was the friendships built up and within the demo groups that endured long after the machines fell out of grace.


Storm pushed STOS quite well and Richard created the face image using Crackart (1999).



You appear to enjoy diskmags?

I loved disk magazines! I loved reading them, and I loved helping create them. The ST had loads of great mags: ST News, Maggie, Ledgers, Power Mag, STOSSER, Ictari, etc. They fascinated me, and I spent many a fun evening reading and writing for them.

I bought one of the first Atari Falcon 030s on the market. It was crazy expensive. I had worked for months to save up for it! Yet it was and remains the pinnacle of Atari home computing. I enjoyed many years with my Falcon, running the Falcon Owners Group, a big PD library, publishing a magazine, and squeezing every last drop of love out of that machine before the PC finally took over the world. I still have a Falcon today, which I recently renovated (recapped, new parts, etc) - but perhaps that's a story for another day?

The first 3 (maybe 4) issues of Falcon Update were printed. I've sent you issue 1 and some pics from 2 and 3, but I have not scanned the whole of issue 2. I did scan the whole of issue 3 but don't have the time to convert it to a PDF right now.

The diskmag used a magazine shell that I coded in GFA Basic 3 on my Falcon! I bet it would work on Hatari, might be worth trying. I worked with Anthony Jacques to create a Falcon-specific shell, which was based on the Windows 95 concept of using a start menu. It was nicely coded, lovely for the time - but sadly never used and never released. I did release the prototype shells years ago, but no actual magazine was made using it.

Me - I cannot wait for Rich to complete PDF issues 2 and 3!!

Again, I think it all comes back to the social aspect. I know I keep harping on about this, but for me, that is what made the ST and Falcon special. It wasn't the machines themselves (although that did play their part). It was the people I met while using them. Some of which I'm still in contact with today.


Richard is right, the ST/Falcon has an incredible community to this day!



I couldn't end without asking Rich questions about LGD

Ahhh, good old LGD :) I created the first version of the site back when emulation was really taking off. PaCifiST had been released, and I loved it! I still had most of my Atari disks and a few CDs or burned games, and I was working for an ISP, helping look after their servers and working on web development full-time. So it was the perfect marriage at the perfect time.

When it came to creating the site, I knew it had to look like GEM. I also had all of the Pompey, Automation, Medway, etc. disks available. So I stuck them on my PC in the office of the ISP I worked for and ran an FTP server. When I put the site live, it utterly saturated the bandwidth on our line! So I had to introduce some rate limits, but the ball had started rolling, and visitors to LGD spread like wildfire.

Lots of other ST sites were popping up at the time: Demonburps ST Emporium, Lunar Jetmans site, etc. It was fun to be part of all of this. Like the old community was coming back together again, this time via the web and emulation. I contacted the developer of PaCifST, and LGD became its official home. After which, we added WinSTon (one of my all-time favourite ST emulators), and it grew from there.

LGD itself went through a few variations over the years, adding in the games database, the magazine scans, the YM player music, the TOS ROMs, and more. You have to remember back then, most people were still connecting via dial-up, so a nice speedy site was important. It was a wonderful few years, and I met a lot of famous ST legends thanks to it. I'm pleased with the role it took in bringing the Atari ST back into the public consciousness. Plus, I still believe it did it elegantly, much more so than most other sites at the time :)

And yes, I really ought to get around to fixing it one day. I've gone into the ancient PHP code and had a look a few times over the years, but wow, it's really old. I mean decades old. And I've never justified the time it would take to redo it so it could run on a modern server. One day, perhaps...

An iconic moment and website for many of us back then. Much loved!!



What are you up to these days?

I run my own company, Photon Storm (named after the classic Jeff Minter ST game!), and my day job is the creation/maintenance of the game framework Phaser. This allows developers to create games in and for the browser, although you can take them out to Steam and mobile stores. It's open source, heavily inspired by my love of the Atari, the demoscene, and all things retro, and is financially supported by its great community.

It may be 4 decades later, but that excitement and thrill I got from computers and gaming back in the 80s has never left me. And I'm very happy that I can bring this to fresh new developers today. It's like everything has come full circle. I guess some things just never change :)

Tipbit: I collect ARC games and Photon Storm
is the only one I've left to buy! #spooky



One more thing...

Hey, before you go, how about some insider photos from Richard's years throughout the 90s? These photos are excellent but the PDF of Falcon Update is unbelievable. My gratitude to Rich for everything and thank you for taking the time to answer all my Qs over such a long period of time - we eventually got it done! :)
Don't rush off just yet! Check out this final run of images kindly donated by Rich...


Richard's room at university was taken around 1993.


This photo was taken during his Falcon Update years - around 1994/95.


Check this out, the original Stario with that annoying Italian plumber Mario!


Now this is a cool image!


Does anyone remember this remarkable image?


Taken from issue 7 of Falcon Update.


Unreleased shell from FOG issue #10.

More random ATARI ST articles from the archives