Friday, September 09, 2016

Where Time Stood Still






8-Bits of joy!

Where Time Stood Still is one of those games that bridged my transition from the ZX Spectrum to the Atari ST. Legends Denton Designs developed this adventure, and Ocean Software published it in 1988. Denton Designs came out of the ashes of Imagine Software - I spent my youth playing/mapping their games! Tidbit time - I really miss playing The Great Escape, which sadly never made it to the Atari ST.

So the story goes like this: our plane crashes on a remote Himalayan plateau. You and three passengers survive the wreck but find yourselves in a land inhabited by prehistoric creatures, dodgy bridges, quicksand, rock-hands, and strange tribal dudes who are angered easily at their new white friends.

I bet you're wondering about the graphics? Don't, you idiot! That doesn't matter, so read on...



Day and nighttime zones don't slow down our family of budding adventurers!




Let the adventure begin!

Familiarise yourself with the user interface, which shows health/ammo and will help you decide when to eat, drink, or rest. The display is easy to understand but can be confusing at first (especially the inventory). Control can be used with either the mouse or the joystick, but I found the latter best.

Your name is Jarret, a classic hero who has a chiselled jaw, muscles, and designer stubble! The other people are computer-controlled and follow wherever you go, as long as they're happy, fed, and content. Each person has their own personality - Clive is a rich man who moans and tyres easily. Gloria and Dirk are a couple in love, and I hear Dirk has some language skills. Well, so long as he has Gloria to keep him happy.

The characters are ace and add, erm, character to the adventure. When you start and wonder what to do or where to go, don't. Experiment and take a gander at your surroundings. Check out items and see what you can carry and do. Hey, common sense is not included; bring that yourself!

  • Grab the rope at the start; otherwise, you might get into bother crossing a bridge.
  • Surprisingly, it's often possible to run away from dinosaurs!
  • Refill your flask in the river.
  • Just because someone (chubby) is moaning, he can be pushed to continue on...
  • There are two types of natives, and the first are the friendly guys!
  • Keep moving in the swamp - don't stop!
  • Wandering hands love a piece of fresh meat!


Right then, this bridge looks completely safe, so let's go... Ahem...




Sounds a bit boring?

Hardly. This game is brilliantly designed and unfolds across an enormous map, so exploration is key to success (when is it not?). Not only should you map the area as you venture out, but you should also take your time; much isn't as it first appears. Look out for anything useful that could assist. Think ahead.

Be a careful explorer - what's the rush? Who knows what nasties are around the next corner or if the ground is even safe to walk on? (That's a big hint for ya!). Rocks fall, things break, and even the natives aren't always guaranteed to be nice. Coming face-to-face with a dinosaur is scary, so maybe it's best to be stealthy. A longer route might be safer? Hang on, I see woodland nearby that would be great for cover and shelter.

Be a people person; don't forget about your team and their morale. They’ll let you know when they need rest, food, water, or if they’re injured. They are needy and a bit clumsy, but that doesn't mean you should pander to their every request. Push them harder without being a slave driver, because tired people are often grumpy. And grumpy people are harder to control and might leave to go off on their own.

Take your time, check the inventory, and recon the area. Let's pause for a screenshot...



Bugger, I've lost all my friends, so I'm going to sit here and sulk!




Aesthetics

Visually, you might be confused by what you're seeing. No, this isn't a trick using a ZX Spectrum emulator - even though it looks almost the same at first glance. Actually, there are many 16-bit differences, along with other improvements: better scrolling and greater detail. That said, these aren't massive improvements, so the game is as faithful to the original as it can be (without being a clone).

The music is by Fred Gray (he of Black Lamp) and is ace, so it perfectly suits the atmosphere. However, if you prefer, you can use sound effects instead. Unless you're mad, stick with the chip music!

Does this game trick your ST into thinking it's a Speccy? Well, no complaints. Screenshot time...



Watch out, you don't slip and die!




The CryptO'pinion?

I've been playing throughout the "summer" and have made significant progress: my team has made it through the swamps, found a box of dynamite, run like a girl when they hear a scary T. rex, and chatted with the locals. Then a hand came out of a wall from nowhere and choked me to death, which forced a rethink. Sadly, advancing across the river wasn't a good idea when hungry natives were waiting.

Imagine being eaten alive?!! Yikes, but as you can tell, I am enjoying this, and I can sense victory is close. You know, this is what an 'open-world' game should be like: the potential for your own unique adventure. Where Time Stood Still has it all, and I feel I should be wearing a butchered animal skin while playing it.

This game is immense and bucketloads of fun. A truly fantastic adventure.

Download for HDD or FLOPPY

Thursday, September 08, 2016

Gobliins 2





Funny creatures with funny expressions

My latest addition to my collection is Coktel Vision’s Gobliins 2. The cover is cheesy, as intended, with their silly faces and creepy expressions. I only wish the sticker on the left wasn’t there; I can see eyes watching me! (I hate it when they put stickers on boxes.) Overall, the box art is absolutely superb.

I’ve never played a "Goblins" game, so this is new to me. In this sequel, a demon king has kidnapped The Prince (a bit of a buffoon), but the gruesome duo, Fingus and Winkle, will save the day. This is a unique "co-op" adventure, and I’m eager to play it later. [Grab the floppy or hard drive downloads]

I wasn’t sure what to expect when I booted it up. It’s different and comical, but also shares characteristics with other point-and-click adventures like Lure Of The Temptress. I wish I had bought both Goblin games so I could play the original. Ah well, one day... For now, a download will suffice! ;-)

This looks incredible, though, and I'm excited to play it. Let's view some box/screenshots...


Can you imagine seeing the back of this in a shop? It's so "buy me!"


The manual is short but straight to the point, with plenty of information and tips.


Ah, the previous owner marked his possession!! I wonder who S Scott is?


Codes to stop crackers? Well, maybe not, but definitely to annoy legit buyers!



Well, I think he's choking a chicken while a giant sleeps under a tree. Nice scene!



LOL Just look at the old dude in the window. Awesome artwork.



This game is certainly living up to my expectations. I'm having a blast!!

Retro Image Tool







Argh, why are there so many different formats?

I recently found a video by Sascha Springer, aka Anima, who has created a tool to convert any type of picture into the Spectrum 512 format. This can then be loaded on your Atari ST/e with astounding results!!

These 3 pictures I created for my Atari STe are now in Spectrum format (extended palette). Fantastic results, I'm sure you'll agree. Give this extraordinary tool a playtest to see what you can create/convert.

Check out the other two images below that look ace on my Atari STe. Enjoy experimenting!!


Watch the tutorial video before using Retro Image Tool (use Chrome).
View any 'SPU' image using his slideshow program (any Atari ST/e computer)


  

Wednesday, September 07, 2016

Pommitus





Pomm...what?

I recently read a post on social media by Tatu Salmela, the creator of Pommitus, which he developed back in 1996. It turns out he learned programming by reading ST Format, and he’s still actively working on and improving Pommitus to this day. Since then, it has been converted from Finnish into English.

Pommitus is a multiplayer strategy game where you use calculated tactics to bomb your opponent. Initially, I wasn’t impressed with the user interface as I often clicked outside the control box and accidentally fired. However, it quickly became second nature and was a blast blowing up my neighbour with great ease.

The sound effects are minimal but effective, and the monochrome graphics are sharp and detailed. Of course, you’ll need a monochrome monitor for the best experience. Being GEM-based, it should work on all Atari computers and even supports those fortunate enough to have a maths coprocessor.

Oddly, an emulator like Hatari might run Pommitus slower than a real Atari ST, but that is easily fixed by flipping the CPU setting to 16 or 32MHz. Erm, nothing ever beats the real hardware...!

I’m incredibly impressed with Pommitus and so grateful Tatu shared his work with me. Here’s some exciting news: he’s developing a new Atari ST game, similar to Pommitus, that will run on ST Low. It’s still in the early stages, but I’m thrilled to see another Atari ST game in development. Watch this space, folks. :-)

Tuesday, September 06, 2016

Spontaneous Compression





A brand new album

Say hello to the third album by YM-Digital, Spontaneous Compression, released yesterday, featuring nine tracks of awesome audio for us to enjoy. Of course, each track was created using Atari ST computers!!

01. AdraSTea Orbit (16,61 kHz)
02. Cell Synthesis (16,40 kHz)
03. The Lost Confidence (50 kHz)
04. Aomi - The ST Version (16,40 kHz)
05. Yellow Leaves Are Falling (16,40 kHz)
06. Neutralizer II (16,40 kHz) / original composer: Rudolf Stember
07. Digiloo Digiley (50 kHz) / original composer: Kemal Ezcan
08. Draconus - The ST Cover (22,75 kHz) BONUS TRACK / original composer: Adam Gilmore
09. Aomi - The STE Version (50 kHz) BONUS TRACK
Total Time: 32:33 min.

All songs (except "Aomi - the STE version") were recorded using an ATARI 520ST computer (YM2149).


Wednesday, August 31, 2016

BeGEMeD






Dear puzzle fans, brace yourself...

Forget playing Candy Crush on your phone because something better is out on the Atari STe. It's by Alexander de Vries and called BeGEMeD, and is a twist on the Bejewelled theme. It's a new game for the Atari STe with 16 beautiful colours and DMA sound effects. Those familiar with the genre will love this because it plays brilliantly and is challenging - without irritation or frustrating mechanics. You'll be playing for hours!

The graphics were designed by Carnivac, and it's difficult to believe that he used only 16 colours. The quality is superb, so it appears there are far more on-screen. This talented use of colour is impressive. Accompanying the lush visuals is music by Dma-Sc, one of my favourite musicians, and it's mesmerisingly awesome. We also have familiar sound effects as we play. This includes samples letting us know how awesome we are.

Hey, let’s check out the readme…

Nice of you to visit this text, it will give you all the basic information you need to know to get started. Don’t worry it's easy so you will get the hang of it very soon!!

We are visiting Jack Bright, the castle lord of a medieval castle. He has already lived there for a lot of years and the castle needs some work. But his cash flow is a little bit on the downside so to earn some cash he has to swap gems for it.

He has lots of them hidden in his castle but it is a real mess. They are just piled on top of each other in no order at all. To swap them for cash he has to sort them out! But he can only do so if he has 3 or more of the same collection.

How does he do that? Well simple, just align 3 or more gems horizontal or vertical. For every successful swap, he earns those coins. Click the gem you van to swap with one of its neighbours and then choose the one you want to swap. Or even better just drag it over the other one by holding the mouse button, it both works...

As the coin meter reaches the top you have earned enough cash to go to the next level. The aim of the game is to reach the biggest high score of course.


The CryptO'pinion?

I contacted Alexander to thank him for developing this, and we got chatting! It was only a short time before I was beta-testing a new version - I'm thrilled to report numerous bug fixes and extra features.

This has been a blast because Alexander is a cool chap and I'm honoured to have played a (tiny) part in producing a fantastic and addictive puzzler. I'm confident with the following statement: BeGEMeD is one of the best Bejewelled games there is. A fantastic puzzler that looks and sounds as good as it plays.

Don’t waste any more time and click the link below this text. NOW!!


AtariMania has the latest download




The first screenshot... what a nice display with lovely colour and design!



The second screenshot... It kinda looks the same as the first, doesn't it? lol

Tuesday, August 30, 2016

Saboteur III - The Egyptian Mission






Durell on the Atari ST?

Saboteur 3 was released in 2012 by Shadow Team for the Atari STe and Falcon (also STfm, if you have a Blitter and TOS 1.04). Developed by George Lefèvre [Shadow 272], with graphics by Mister DID, and music by Mathieu Stempell [DMA-SC]. It's obviously an unofficial fan game based on the original games by legendary Durell Software. Incredibly, it was programmed using GFA Basic, a tool known for many great games.

Right, I’ll begin by saying I’m a massive fan of Saboteur 2: Avenging Angel. I played to death and mapped it, so I'm excited to see this release. Although I'm anxious and wondering how it will compare.

Saboteur III: The Egyptian Mission takes us into an ancient world as we search for fragments of a key to unlock a treasure-filled sarcophagus. However, someone has rigged most of the rooms with traps! Beware of spikes and creatures like mummies, bats, and scorpions. So don't expect this quest to be easy - ha.

Let's pause the reading for a screenshot...



Ok, let's begin the mission... Yeah, that means killing Mummies!




Authentic or worse?

Each room looks like a surreal retake of the original. I like the design layout employed by most rooms, and there's always something that needs to be kicked to death using my ninja skill set. Looking at the map, Saboteur 3 is smaller than the previous games on the ZX Spectrum, but who cares about that?

Movements are kind of what I expected: down/fire makes our ninja hit under the belt without using the kicking mechanic. A slight change, yet not damaging to the playability. In fact, the joystick controls are responsive, and I'm impressed by the fluency of our actions, helping make it feel authentically pleasing.

I expected differences, but some irk me: like falling off a ledge. That is instant death, rather than draining you of (replenishable) strength. Yes, I miss that red bar and wonder why it was dropped. Also, I fail to see the point of those spikes that pop up to impale you each and every time (even during mid-jump!!). However, the most annoying oddity is the ladders because too many of them go nowhere, and that's just absurd.

Quite harsh, eh? Better calm down a bit and view another screenshot...



As you progress, things get odd and very difficult! Perhaps too difficult?




Aesthetics

Visually, it's superb, albeit overly colourful in places. Or is that how Egypt looks! I'm glad they didn't try replicating the original look and style (can you imagine the horror of monochrome graphics?). The characters and their animations are great, which makes kicking the baddies to death an absolute joy!

The in-game music is by Dma-Sc and thus a beautiful example of his extraordinary chiptune talent. I would have liked an option for (DMA) effects to play alongside the music, but I'm being rather picky! Sorry :p

I think we've got time for a screenshot? How about one of me, dead...



Sooner or later, I usually end all my games looking this good! ;o)




The CryptO'pinion?

Saboteur 3 is a good platformer, but far from perfect. I fear hardcore fans will pick at it, as many Saboteur characteristics are altered or missing. However, this is still a great game in its own right, and I think that even Clive Townsend would enjoy playing this alternative take on his classic game. I sure did!!

A challenging platformer; admiringly recommended for both Saboteurs and Ninja wannabees.

Grab the download if you think you're tough enough!
I've recorded a cool gameplay video!

Sunday, August 28, 2016

Creatures






Cute & Cuddly Gaming

Somewhere in the far reaches of the universe is a planet called Blot. Much like Eden, this is a wonderful place; everything is perfect, and everyone is happy. The inhabitants are creatures called the Blotians. However, for some peculiar reason, these guys got bored with their paradise and wanted something better, so they came up with the daft notion of a new identity on a different planet. They're now called Fuzzy Wuzzies!!

Thalamus released Creatures in 1992, and  Philip Watts of WJS Design programmed it. Yes, he of Leander and Ork, two decent scrolling games you should definitely check out.

What these sad creatures didn't realise was that evil demons already lived on this new planet. And they are a bad-tempered bunch, too! Needless to say, they should have been happy where they were because everyone had been captured and awaited a cruel and bloody fate. You are Clyde Radcliffe; your breath stinks terribly, but your job is to rescue all your simple-minded friends from these fiends! Good luck, you'll need it.

What an insane story, so let's look at an authentic screenshot I took with my phone...






Actually, this is quite sadistic!

Clyde is the cutest thing and has a rapid-firing weapon, which is handy because many of the baddies annoyingly take multiple hits. Power-ups are available. I love the 'wriggler', but there are many others to choose from. However, your superpower is the funniest weapon of all. Hold the fire button to breathe bad breath on anything that gets too close. A bad-breathed hero must surely be a first?

A good tip for Creatures is to not rush. Enemies can take more than a few hits, which is a bit weird and often feels OTT. Try to kill what's already on the screen before moving on and being overrun by evil, cute critters. That's a simple and obvious tip, but there ya' go. Take it or leave it!

Controlling Clyde is a cinch thanks to great joystick controls and fantastic level designs. The monsters come in all sorts and manage to bring a smile to this ugly mug of mine, thanks to great attention to detail and cruel personalities. End-of-level scenes are particularly cruel (but funny), but employ a harsh time limit before a fellow Fuzzy Wuzzy meets their bloody death at the hands of a sadistic demon!

Wait! It's not screenshot time. Oh, no, let's jazz this up with a video recording...






Sexy Pixels & Smooth Audio?

Creatures looks absolutely stunning with lush, vibrant aesthetics, a beautiful colour palette, and intricate, breathtaking details. The sprites are as adorable as they are delightfully evil, and they never fail to impress; every frame feels alive and full of personality. The visual quality genuinely blows you away, which makes the push-scrolling aspect such a shame. While that technique works perfectly for something like Rick Dangerous, this game cries out for smooth, proper scrolling. Wow, that lets down the whole experience :(

The audio is excellent, with a theme tune that has you bobbing away to its funky beats. The sound effects are making use of the DMA hardware - if you're lucky enough to own an Atari STe? They are ace!!!

Let's break up the silence! The shock of that push scrolling means we have another screenshot...






The CryptO'pinion?

Creatures is enjoyable with well-balanced gameplay and a sadistic sense of humour. However, it was originally designed as a scrolling platformer, and a scrolling platformer needs to SCROLL. It sadly falls short compared to other versions and feels like a rushed port. Maybe I'm too fussy? Tell me!

Don’t get me wrong, Creatures is totally worthwhile. It has a humorous theme, good controls and audio. However, it's a shame they didn't make full use of the Atari STe. Or even push the STfm like so many other companies did with their platformers. I'm rather disappointed in WJS and Thalamus.

Help Clyde and grab this game for floppy & hard drive.

Saturday, August 27, 2016

Annex






DM meets Doom!

Annex is a first-person shooter published by LAPD in 1995, and attempts to blend together the action of Doom with a little Dungeon Master thrown in. Nasty aliens have taken control of the science space station, Annex. Guess what? It's our job to kill every last one of them whilst fixing the life support reactors.

At first, I didn't think this would work using 90° turns, but it works out very nicely. Movement is performed using a combination of the keyboard and mouse: the keyboard walks and activates switches with the used mouse to aim and shoot. As you can imagine, this works well, and whenever a bad guy sees you, they actually speak. This conveniently acts as a nifty "heads-up" alert so you're not taken by surprise.

The graphics are great, but lack variety in both colour and texture, so things tend to look samey after a while. Sadly, there is also no map function to help - the docs suggest making your own. A very good idea.

I like the way it combines action with adventure, but you need a pen and paper to map as you explore. Far from perfect, but fans of the first-person shooter genre should definitely take a look at this. Annex is fantastic!

  • AtariMania has a download available from their Atari ST database.
  • Zogging Hell has a nice selection of the LAPD library.

Friday, August 26, 2016

Floyd The Droid






One of my earliest purchases

Floyd the Droid was developed in 1986 by Paul Lay for Analog Software. We're a droid who loves to explore, but this trait got him into trouble, so now he's stuck inside a (wait for it) topo-dimensional converter. So you're alone in the void of whatever this existence is and surrounded by weird enemies intent on your death.

This game is simple: shoot everything - robots, spaceships, C64's, etc. We begin each game with 75% health, which increases with enemies killed. Sadly, it also decreases if you bump into them or if you shoot an Atari logo. Kill everything and move on to the next level to do it all over again at a faster rate. Don't panic!

Interestingly, you can hit F1-F6 to start on the following stages: 1, 10, 20, 30. 40 and 50. Loved that!!

The graphics are basic, but it's all about the sprites, which are huge and beautiful in their own weird way. The music is insanely awesome. Insane, because it's so zany and weird, yet I leave it playing - I love it. There is also speech, which is quite superb for such an early ST game. A lot of love went into this excellent game.


Overall, it's a little rough around the edges because it's an early title, but this is also a piece of Atari ST history. I enjoy frantically blasting a relentless hoard of invading oddities - it never gets old, and it's so addictive. This is ancient retro gaming at its best, so hit that fire button and try to last as long as you can!!


I managed to find the original of Missing One Droid, and I just had to buy it!!