Robotz is a game I got on a cover disk; it was developed by P Fox of ProjectX and feels somewhat like a tactical version of Berzerk. Once again, we find ourselves in deep space on board a ship that has been invaded by robots. As the last surviving crew member, we must eliminate them before they take over the ship!
That won't be easy because each room has electrified walls - instant death! Each room is different and populated by randomly placed robots who follow your movements in their own specific order (use that to your advantage). We are armed with a one-shot gun, but the robots are protected by a shield. However, you can stun them for a few seconds. If only there were a shield generator we could blast into smithereens...
For a homebrew game, I adore the visuals that remind me of a cross between Xenon and Leavin' Teramis. The palette is gorgeously metallic, and I adore the shadows that add depth to the scenario. All sprites are simple but nicely detailed and animated, and I always giggle at our protagonist's legs as he walks. It's funny, but nowhere near as entertaining as his "ouch" scream when losing a life! Why didn't he wear rubber gloves?
Robotz is a cracking example of what lurks inside the Atari ST's public domain library. A stunningly stressful game with bundles of tension and anxiety. Yeah, Robotz is tough but tremendously addictive.
I rate Robotz 88%, so stop what you're doing and play it. Yes, now!!
Each level has a design that demands lots of time to master the tighter areas.
Those robots are indestructible! Surely there's a way to kill them?
Some levels have more freedom to move, but that doesn't mean they're easy!
This level is extremely tricky. When I say tricky, I mean agonisingly difficult!!
Hmm, this appears easy? One generator... but... three droids!
Oh no, this level features TWO generators to destroy BEFORE the robots are killable.
It gives me the greatest of pleasure to present Manic Miner for the Atari ST!!! This has been InDev by my mate Peter Jørgensen throughout the year. It's a brand-new remake with redesigned graphics and incredibly funky music (sound effects are yet to be completed). Each, and every one, of the twenty screens is included but there will also be a few surprising extras which I'm excited about. However, we are wickedly keeping these under wraps for the time being!
Those who have played the original on their old 8-bit computers like ZX Spectrum or MSX will instantly be at home with this new Atari ST platformer. The basic game control mechanics and physics are perfectly replicated. This means it feels just like it should with authentic gameplay that hasn't been altered (or spoilt, like we saw with Chuckie Egg II).
Please note, this is still a WIP as there are a few niggles to be ironed out. Each level faithfully follows the same playable mechanics of the original but, don't for a second think this means we have a boring ripoff. Willy's adventure has received a cool makeover with beautiful YMT audio and each screen has been designed with painstaking accuracy.
Peter has kept the keys familiar and included extra keys for a few additional features...
During the title intro, press 1, 2, 3 to change the music.
Pressing R will display a CPU usage raster for the geeks.
In-game, use the cursor keys to walk and he jumps by slapping the spacebar.
You can quit and kill poor Willy anytime by hitting the K key.
Need a wee? Just pause the game by hitting the P key.
Crazy fools who don't love the gorgeous thumping tunes can hit M to mute.
Without cheating, I have reached level 14 - Skylab Landing Bay. However, I have never beaten this terrible screen in 40 years - either on my ZX Spectrum or Atari ST. It's a killer room that blows my mind. Let me know how you do!
Keeping this project quiet from everyone has been tough - months of beta testing have been an absolute joy. It's impressive how development progressed into a fully playable game. The final version is near completion, so you know where to come when it's ready. Genuinely, this is one of the most exciting Atari ST games released in recent years.
I'd like to take a moment to thank Peter for creating this Atari ST version of Manic Miner. It originally started as a joke, a playful teaser, but it wasn't long before he began programming a playable demo. From there, we created and tested what was nothing less than a crisp clone of the original - with spanky new aesthetics. To think that we now have a (near) complete version of Manic Miner is mindblowing. So, I'd like to thank Peter for all his hard work and kindness.
This is something I'll always appreciate beyond words.
Okay, the latest version is now available to download via the Demozoo website. Go on, grab it now!!
A few words by Peter...
I wrote Manic Miner because I have a friend that was very sad that this platformer didn’t exist for the ST. So I thought that I would make him happy and began drawing the title picture which soon lead me onto designing the intro screen - but I only wanted to make a prant screenshot for April 1st. Sadly, I did not finish in time. But then the idea started to continue on with the programming to see what happens. However, I’ve not made a game in decades because life always got in the way but I wanted to do this remake just to stop my friend from crying.
So you could say that this is a Manic Miner AtariCrypt Edition! (I love that -Steve)
My goal was to make the gameplay feel as close to the original as I could but still take advanced of the Atari ST's hardware. Thus, this is a remake rather than a conversion because I have not used a single piece of the original code. I have spent many hours analysing each level, and I’ve used the original sprites and recoloured them but some needed minor changes to work. The map graphics were changed in a big way, to what I think was the idea was behind each level. I played the MSX version so I could see how the game acts and I also think this is close to the Speccy original.
Overall, I'm quite pleased with the results and I hope people enjoy playing Manic Miner :-)
Atari ST Music and Game Map
The famous menu screen with its funky music. It's also (kinda) used in the final level.
The first room everyone knows so well and brilliantly reconstructed for the ST!
A confusing level which is actually easier than you think.
Perhaps my favourite level in the entire game. And I've no idea why!
This is the erm, I forget... Oh yes, the 16th level :o)
You cannot tell, but what Peter did with this final screen is legendary!!
This is the level to prove how authentic the game is. Faithfully reconstructed!!
An iconic room and so much fun without being overly difficult.
He's back and dying to be slaughtered once again!
I could never complete this screen as a kid but it is doable!
Ugh, what is this??? It's a map of our Atari ST game which you can now download :)
Dungeon is an adventure released in 1993 by TC Basset for the legends Budgie UK. It uses the Talespin game creator engine, which is something I've personally never encountered before. Upon loading, we are greeted by a creepy dude (with an obvious blood pressure problem), who has an incredible sense of humour. He warns us of the adventure ahead and offers the choice of character, but listen carefully and heed his warnings.
Ultimately, we must battle the evil necromancer, Malik Abdul Aziz, and recover something called The Great Orb of Thoth. The dungeons are straightforward, but infested with hideous creatures, so tread carefully. Hey, it wouldn't be right without monsters! Choose your character wisely, but newcomers are best picking a Warrior or Fighter as they come readily equipped to tackle most beasts. And who doesn't love a free weapon?
With that in mind, let's check out a couple of screenshots of what you're likely to encounter...
No sooner had I begun than the first nasty creature was a blood-dripping zombie. YEAH!!
A couple of steps deeper into the dungeon, and the mother-in-law appears. An old bat!
Then this weird dude appears from the darkness, fancying a piece of me.
Monsters, battles and blood!
You are not alone inside the dark corridors, so stay frosty and be ready for anything freaky that's waiting to jump out: decaying zombies, barbarians, venomous snakes, gnarly bats, and many more hideous creatures are lurking in the shadows. The art of fighting is crudely entertaining and more frequent than you think.
The metallic chinks of your weapons are great, but battles can also be fought magically using potions, and victory ensures a deathly scream - before hearing their bodies crumple to the ground. Each defeated enemy will reveal a hidden treasure chest filled with random goodies, so collect your loot and leggit!! Those that cluck like cowardly chickens may wanna run away? Your choice, but beware, there could be a price to pay...
There's nothing better than exploring a village. Hey, check me out here (and my body)...
The first dingy tunnel takes us into a medieval village.
It actually looks like a nice place. Might stay and enjoy a beer or two?
Mr Muscles is actually me. Yes, me!
Chat and try your luck
Exploration is never a bad idea, so take your time and turn over every stone. Why not chat with the locals? There are interesting characters with super silly personalities, even if conversations are a little shallow. Communication reveals more than you realise, and perhaps you might earn a bob or two and make friends?
A tavern is a safe place to rest and recuperate. Just as with Lure Of The Temptress, they are the place for a chat, and why not order yourself a beer and enjoy a flutter whilst here? Perhaps I had too many beers, but I loved this experience, which constantly entertains with a wicked sense of humour. Those outside this island of ours might not appreciate it, but we Brits always had a daft sense of humour. Well, I had a great laugh!
Fancy a beer? Of course, you do. It's a fact that no man can refuse beer...
Being a normal guy, I head straight for the tavern, which opens up a world of new options.
I gambled with these likely lads but didn't do very well... Wait a moment, is that a trapdoor I see?
Aesthetics
Graphically, we have a homebrew Dungeon Master wannabe. It's good, well-drawn and often humorous (I believe the funky images were taken from Deltronics' Fantasy Graphic Disk?). I was gobsmacked when the first zombie appeared - to eat my brain - an intense moment lol. Yes, this game has superb pixel art.
There are no atmospheric tunes, but at least the sound effects are all made from samples. These enhance the game's humorous nature: footsteps, knocking doors, groans, and the clang of metal are all good. But it's the horrifying screams that are amazing and make me chuckle. I love the effort gone into this!!
We seem to meet the same type of monster down in a dungeon. Which is great stuff...
Abandon hope all ye who enter here, as each step reveals something scary!
Or even a hideous ... erm ... Viking?
Beat all of them, and then a giant snake appears. Will it ever end?
Sometimes emulation is better than real hardware!
I've never previously experienced a game that uses the Talespin engine, and it's obvious this creator has limits. The problem is an agonising wait between each and (almost) every action, which is quite poor and spoils things somewhat. Oddly, installing it onto a hard drive didn't present much of a benefit.
Every game I play and review is done on my 4MB Atari STe, and I tried my 16MHz Mega STe, but it didn't have the positive effect I'd hoped for. In fact, it made things slightly worse because a few screens suffered palette corruption, and some sound effects didn't play correctly. So, (sigh) I find myself in new territory here, and thus advise using an emulator like Hatari - I sped up those waits by hitting CMD X (Mac).
One final screenshot and it's something no adventurer ever wants to see...
I should have spent more time in the tavern!! At least the great humour remains until the very end.
The CryptO'pinion?
I enjoyed discovering something 'new', and this certainly offered an intriguing adventure filled with silly characters and numerous battles against unearthly creatures. Unfortunately, the Talespin engine itself is slow and lets it down. However, if you can tolerate that, you’ll find this adventure extremely enjoyable.
It has its flaws with that speed, but this is an entertaining and delightful adventure.
It's been a while since I posted something cool in our Music section. So, I went looking for something extra special and then I remembered this gem: a "Dark Rock" remake of the Rob Hubbard original. This completely blew me away!!
Okay, I'll award 100 points to those who can answer this question: What game is this music from? (Noooo, don't look at the post title hehe. Pah, never mind). All credit to Yoshitaka Hojo who you can check out on Soundcloud :)
I'm on the lookout now for other "dark rock" or "darker" remakes of ST tunes...
Yomo is an oldskool-styled shoot 'em up by Aaron Fothergill for Mandarin Software. It was runner-up in The 1989 Games Writer Of The Year Award competition which is pretty cool. I've had this on my bucket list for a while because I always admired its 8-bit feel which reminded me of games I played as a youngster back in the early 80s.
The world is viewed two-dimensionally with a landscape populated by many destructible buildings and whacky vehicles which use the most frustrating mechanics. Our character is a tiny stickman who's on a mission to recover a dodgy nuke dropped behind enemy lines. However, this won't be easy because the baddies are constantly attacking so why not fire off a few heat-seeking missiles before jumping inside something probably stolen from the 1960s? On foot isn't fun, but if you see other stickmen wobbling across your screen then hit fire and gun 'em down!!
Visually speaking, you better not have high hopes because this ain't no glamourous Bitmap Brothers product: the graphics are lame with titchy sprites and ugly scrolling that had my Atari STe crying out in agony. However, I must admit that the sounds aren't bad thanks to lots of crunchy samples - lightning is oddly my favourite!
Yomo is pants but it's also surprisingly a lot of fun and the ability to jump into any aircraft is genius. However, there isn't enough ammo and collecting extra supplies is laborious and very tricky during the heat of battle. Overall, Yomo is frustrating and overly difficult but if you enjoy blowing stuff up then it's possibly worth downloading.
21st Century Entertainment released Rubicon in 1992, and is something I've enjoyed for years. It's my kinda game because it's a ludicrous mix of platformer and shoot 'em-up genres. A great run and gunner!! However, I admit I'm also rubbish and fail to reach the third level - sometimes I cannot beat the first!! So, I've whacked on the trainer and played through to the end (watch my video if you don't believe me lol).
Developed by the Fingerbobs, who certainly had a grim view of the future - by 2011 there would have been a nuclear accident which transformed the local wildlife into vicious mutations. Apparently, the situation was so bad that Finland and Russia were evacuated. Okay... it's our mission to kill everything before these creatures find a way to blow us all up!! Tool up, soldier!! So yeah, an original storyline, I'm sure you'll agree?
Hey, wanna see some amazing screenshots? Well, whatever you said, here they are...
Level one introduces us to the unfair mechanics, it's not long before infinite lives is enabled!!
But it's also now that you realise the beautiful artwork too.
I love level two with its enormous enemies and trapdoors, which host something silly.
Oi, pick on someone your own size!!
Right, I'm impressed
The first thing that hits you is the tracker music, which is stereo on the Atari STe and nice (which is high praise from this chiptune guy). Why couldn't other developers go that extra mile? Anyhow, the aesthetics keep on getting better with superb in-game graphics: smooth scrolling across gorgeous landscapes with a wide variety of mutated monsters all intent on killing you. The attention to detail is constantly outstanding, but the animations are hit-and-miss because some are great, whilst others are oddly void of any extra frames.
Sadly, slowdown occurs when particular (ie, ginormous) enemy sprites are displayed. I must admit that I'm disappointed they didn't also utilise the Blitter along with the DMA - that would have helped with these sprites! Curiously, this framerate drop occurs for unanimated sprites like the Ceratopia, which is surprising after battling a screen-sized skeleton and a squid! But who cares about a little slowdown? Let's play!
I can live with a little slowdown here and there, so let's check out more outstanding screenshots...
Level three continues the theme, but in the snow! That tank driver should have ducked down...
Get out of that tank and fight like a man!
We're Pitfall Harry for level four with sinking stepping stones, spikes and lots of monkeys!
That is gonna hurt...................
I need a big gun!
This game is fun, but throughout the seven levels, it's much the same with different graphics. I loved the last two levels, which reminded me of Thunder Jaws and, of course, Aliens. Our hero has access to lots of weapons, and the single-shot gun initially does the trick well, but it's not long before you need to upgrade to something with a little more muscle because those bigger enemies are nigh on impossible to kill with your peashooter.
Weapons are excellent, but the laser sucks. Thankfully, there are many other weapons to choose from, like the "Scatter" and "Napalm" (my fave). However, we start with zero ammo for everything other than our basic gun, so collect ammo boxes that are periodically dropped in. This isn't bad, but it can be awkward because you must press the required Function Key to choose your desired weapon before making the pickup. I would have preferred random types of ammo dropped to save us from fumbling for the right key before it disappears!!
Nothing makes more sense than a fun and senseless game of killing, so let's see more...
Level five is incredible, with many obscure enemies, so upgrade your weapons!
Check out my flame thrower. Take a closer look!
Level six takes us into deep waters, and I dare anyone not to love every second of this.
I'll kill you and eat you for my dinner. Well, no, I won't, but I sounded macho!
The CryptO'pinion?
Rubicon is fantastic, but doesn't break the mould with any originality. It's stupidly difficult at times, especially on levels two and three. Having said all that, it's another Torvak the Warrior - a game I love to play regularly. I love the action this freakishly weird platform offers - levels six and seven are my favourites.
Rubicon is far from perfect, but it's still bucketloads of fun and definitely worth your time playing.
If you fancy going shirtless and flexing your rippling muscles before taking on the hoard then you have this choice: grab either the floppies or one of these versions for a hard drive: 8BitChip or D-Bug.
The final level has us battling Aliens, Facehuggers, giant eggs, and even the queen herself!!
This is one of the classiest games for the ST and is even better when played on the Atari STe with loads more colours, better sounds, and so on. You play as Sagyr, a powerful wizard who’s been cursed by the evil sorceress Xandrilia. To break the spell and defeat her dark magic, you must battle through hordes of enemies across seven dangerous levels - ranging from forests to dungeons within a dark and gothic world.
This isn't a review. I simply wanted a reason to post my gameplay video recordings. Plus, every ST Nutter out there already knows just how cool this shooter is! Am I right? So, here are some of my tips...
It pays to practice as much as possible because this is a challenging shooter. With each wave of enemies killed, bonuses and power-ups are dropped, offering multiple options for new firepower. I would say learn what each one does and "know your weapons". Some are great, whereas some are less effective. Stick with what you like and don't blindly upgrade for the sake of it.
It's often a good idea to stay clear of the skull icons, which annoyingly offer a downgrade - not what you need in the heat of battle. That "HaHa" you hear can become intimidating, so learn the weapons and ignore the skulls. Additionally, perhaps consider abandoning any thoughts of staying in the central part of the screen, as this is a hotspot of activity. Likewise, don't remain along the bottom as the baddies do attack in an array of patterns. Hey, perhaps you can memorise those?
I hope that helps some of you guys. Wings of Death is a standout shooter, combining slick visuals, stunning audio, smooth scrolling, and a brilliant variety of weaponry. It’s tough (very tough) but also kinda fair, and its gameplay holds up incredibly well. Easily one of the Atari ST/STe’s finest arcade-style shooters.
Look, despite my joystick skills, I've recorded another video to complement the one above. Why? Because I love this shooter so much. Yes, even though I'm terrible at it and require the reactions of a 12-year-old!!
Features up to 154 colours on-screen simultaneously (introduction screen)
Features up to 144 colours on-screen simultaneously (options or static screen)
Features up to 26 colours on-screen simultaneously (in-game)
Features digitized title soundtrack at 12.5KHz (stereo) on STe
Features digitized title soundtrack at 12.1KHz on ST
Features partially digitized in-game soundtrack at 6.25KHz on STe
Features partially digitized in-game soundtrack at 6.1KHz on ST
Features digitized sound fx at 6.25KHz on STe
Features digitized sound fx at 6.1KHz on ST
Additionally, if this game isn't enough for you, then give Lethal Xcess a playtest. Finally, here are some screenshots to drool over before you click on a download for Wings of Death. Here are the download choices for either hard drive (D-Bug), hard drive (PP), or a menu disk on floppy (Atari Legend). Enjoy!