Sunday, July 26, 2015

Team




Jumpers For Goalposts

Team is a soccer game released in 1995 (late in the day that, eh) by a dedicated company called Impact Software. Specifically developed by Ralph Lovesy on the Atari STe, it makes full use of the enhanced hardware often ignored by commercial companies: extra colours, 50fps hardware scrolling, Blitter and DMA audio. Wow!! O_o

Disclaimer... If I'm brutally honest, I feel unqualified to review Team as I'm not a soccer fan. However, from what I have played, I was impressed. I'm hardly a convert but I did enjoy running around the pitch and having a good kick about! But not knowing the game's technicalities stopped me from progressing further. Interestingly, there is a friendly mode that displays much of the game's styles and playability, like passing, tactics, and tackles. Hmm, sounds like fun?

Well, it is and I've surprisingly enjoyed playing this pointless game of runaround. The tactics and strategy elements are limited with little beyond picking your team and conditions to endure, like a muddy pitch or windy weather. But that's good, right? Who would wanna play any kind of Football Manager? Erm, forget I said that!

Anyhow, as an arcade/sports game, it's impressive. I genuinely enjoyed playing a few games - the control of each player is fast and responsive with accuracy and precision. That means it's quick to move around the pitch and the ball was easy to get a hold of and went where I wanted to kick it! Look, if you're a footy fan, then I'm sure you'll love it. I know I did.

It's about now, I end my chitter-chatter with some screenshots. Not this time! How about a video instead...



Remember, I'm not a fan but I have managed to record a little video. Note the overscan!



Graphics!

Have you watched and enjoyed that video? Okay, check out the two images, below, that cunningly display just what Team has hidden up its sleeve? Yep, overscan is used to drastically increase the playable area. Oddly, the footballer's sprites are small but their movements are fast and the screen is fluently moving at a smooth 50fps. But, from what I've seen of most other footy games, this is normal. I suppose it wouldn't work very well if they had giants on the pitch!

The animations are great for the tiny players. The pitch colours are deep and strong and I liked the subtle use of colourful styles in the menus. But, come on, having the gameplay in overscan is simply amazing. Once again, the Atari STe proves itself (as the most under-utilised computer on the planet). Kudos to the skill and commitment of Ralph Lovesy.

Right, let's see what I mean. Two images below, the first normal and the second overscan enabled...


    
The left image is captured at the standard resolution of 320x200 whereas gameplay uses overscan!



Plink Plonk Sounds?

Sound effects are good - when you hear them. Perhaps that's the norm in these types of games, but I found the stadiums eerily lacking in atmosphere and ambience. It's annoyingly silent for most of the game. Okay, there are kicking effects and the odd Ref whistle blow but it's pretty lame and a lot more was needed. Like the roar of the crowd being heard frequently. Perhaps I'm wrong but hearing the fans in the background feels like the weakest part of the entire game.

Thankfully, the music is excellent with cheesy MOD music throughout the various menus. It's tacky but in stereo with the tracker routines developed by a familiar name from the Atari ST demoscene - GRIFF. How cool is that?!!

I couldn't stomach another grassy screenshot so how about another pic of the box art (rear). Brace yourself...



The front cover was... different... and the back of the box isn't much better ;-)



The CryptO'pinion?

Look, I was never gonna be blown away but, I had lots of fun which shocked me seeing as I hate soccer! Whether it's better than Kick Off, Sensible Soccer, or even Speedball, I couldn't say. I will say this, as a hater of a boring sport, Team was seriously entertaining. So take it for a kickabout and try it for yourself? Hey, if I can enjoy footy then I reckon anyone can...

Take it for a kickabout and I'm sure you'll enjoy it so let me know what you think in the comments below.


Download from 8bitchip which has been adapted for HDD!
Old Games Finder has access to floppy disk images.
Team's author, Ralph Lovesy, was interviewed for Maggie #16.

Friday, July 24, 2015

Prophecy I - The Viking Child



Brian the Viking!

Viking Child is the tale of a young boy who is thrown into an adventure that takes him through several medieval lands in search of his friends. He needs to rescue them from the clutches of the evil demigod, Loki. Now, it might look spookily familiar to a console gamer but don't be put off, this is a great Atari ST game in its own right.

There are a humungous 16 levels of platforming fun to plunder with 8 bosses to battle long before you even think of reaching Loki. Walk and leap over all obstacles and use your weapon to kill anything that looks likely to hurt you. After a monster is slain, coins are left behind to be used as currency in the local power-up store which offers better weapons and the usual assortment of goodies. I love the fire weapon but I first advise that you upgrade your weapon - a dagger.

Graphics are exceptional with super-smooth scrolling proving yet again that the STFM is more than capable when in the hands of talented people. I love the gorgeous cartoon-like scenery and the sprites are well-detailed, even if the animation is humble. Sound effects work great but you can exchange those for excellent chiptunes if desired.

Viking Child is a creative and technical masterpiece. What it lacks in originality is more than made up for in playability. Entertaining, interesting and challenging gameplay throughout with aesthetics to drool over! This is a cracking game and you soon realise why it's one of my favourite platformers on the Atari ST. I highly recommend this one, folks!!

Download for hard drive thanks to 8BitChip.
Floppy disk images can be grabbed via Old Games Finder.
Here are a few level codes to skip your way forward:
Forest level: DENIS<E>
Landbridge: THE BLIZ
Labyrinth: SHARKMAN
The Desert: NYMHARSW







Wednesday, July 22, 2015

Overscan Invaders




Overscan Invaders was released in 1994 by Janet Dean under the esteemed Budgie UK licenceware label. Obviously, this is a Space Invaders clone but one with a rather unexpected twist not normally exploited. Yes, I think you've guessed it? It's running in overscan so uses lots of extra pixels and also breaks the 16-colour limit.

This is a great twist on the original Space Invaders which plays as well as I'd have hoped and is really addictive. Ironically, it's the sound effects which I love the most - yes, even more than the overscan! They are superb and so authentic. Just listen to the video recording for all those childhood memories to come flooding back.

Overscan Invaders is definitely one of the better clones and I’m sure any Invader fan will love it. I did.

Saturday, July 18, 2015

Ghost Battle



The demoscene is here!

Thalion games always oozed a superior visual and audio style that few others could match. However, I don't think I ever played Ghost Battle which is very odd as I'm a fan of platformers and Thalion. So, let's play...

We are the stereotypical muscle-bound hero who needs to rescue his kidnapped girlfriend who was recently whisked away by a giant hand. Yeah, that's right, a giant hand!! At least you get to travel to some of the most beautiful places trying to find her and along the way, you should kill everything in your wake! However, I fear the control and basic gameplay mechanics are a little awkward and affect your movement which feels stiff, so will take some getting used to.

The initial weapon isn't exactly great because of its poor firing rate, which isn't nearly enough to match the demands of a quick kill. So, no matter how many times you try to rapidly hit that fire button, most monsters will manage to survive just long enough to zap your precious energy. It's frustrating and spoils what might have been.

This is a lot like the Ghouls And Ghosts with similar level designs and a few puzzles. The action is predictable but very hard and will surely torment the most discerning gamers. Did Thalion employ beta testers? It's very difficult...



Okay, what's up with those freaky eyes!! That's drugs for ya, kids!


What a cute intro... Well, until a giant hand appears and whisks away your dolly bird!


- Graphics & Sounds -

The graphics are astounding with stunning artwork by Henk Nieborg. The scrolling is silky-smooth and is best viewed on the Atari STe (and older STs that might have a Blitter). It reminds me of a mix of Ghouls And Ghosts, Risky Woods, Stormlord and maybe even a tickle of Shadow Of The Beast? It's hard to imagine a prettier platformer but this is!

Like the visuals, the audio is outstanding and matches the pixels for their quality in equal measure. I think you'll guess who's behind the music and it's nothing less than fabulous! Mad Max helps prove that chip music will last forever.



The opening level is stunning and scrolls beautifully smooth. Now, master those controls!!


There are lots of enemies and they look gorgeous. Watch out for that chainsaw guy!


- The CryptO'pinion -

Ghost Battle could so easily have been a crackerjack platformer as it's got so much going for it and is aesthetically one of the best 16-bit games on the planet. However, it suffers from its own stupid design flaws thanks to some of the most awkward control mechanics I've ever seen. Argh, so frustrating because its potential is immense but you'll see very little unless you spend years mastering the cruel learning curve. Okay, you could just cheat and use a trainer?

Ghost Battle looks and sounds incredible but it's going to need lots of time otherwise don't bother. However, once you've mastered that and progressed beyond the confusing open levels, there's a good game here - nothing beats seeing a zombie on a pogo stick! Overall, quite good but the unbalanced gameplay and controls let it down.

Sadly, there are better games to play on the Atari ST although I doubt they'll look or sound as good!

The floppy disk can be found using Old Games Finder
And 8BitChip has the HDD version.

Sunday, July 05, 2015

Sea Of Colour


[[No words are needed for this jaw-breaking demo]]

Credits, and my ultimate respect, are sent to the following ST heroes
Evil - coding | Excellence in Art - music | Gizmo - data | Templeton - graphics

Stop! Download Sea Of Colour demo for the Atari STe right now!

Friday, July 03, 2015

Dragon Lord


Have you ever spent time trying to learn a game only walk away completely baffled and wondering why you bothered? Well, here is Dragon Lord, an extremely unusual multi-screen platformer released in 1990 by 16-32 Diffusion. We are playing the part of a huge dragon who appears to be living in a whole wide world of weird! The objective is to become the new dragon lord which means plundering through over a hundred screens looking for artefacts, killing some fascinating creatures and ultimately battling an evil guardian.

Gameplay is simplistic thus easy to pick-up and it's fun breathing fire onto a scorched enemy. I found the map design a little laborious and would often end up getting lost so I would instead spend my time burning down the bad guys!! However, the control a clumsy because we are a massive dragon sprite moving around tight environments.

The visuals are quite (ahem) unique. Pretty amateur artwork that looks like it was coloured in by somebody suffering from colour-blindness. Ignoring this graphical nightmare because Dragon Lord’s sprites are massive and also of a great and humorous variety! Sadly the sound effects are pretty much a joke and the less said the better!

Overall, I was quite disappointed because I can see the potential but it doesn’t gel together very well. Dragon Lord's poor mechanics and eye-bleeding graphics spoil what could have been an interesting game. Having said all that, I did find myself having “just one more go” yet I cannot for the life of me think why. Perhaps I'm going mad?

Saturday, June 13, 2015

Time Bandit




HiSToric gaming!

Microdeal released Time Bandit in... wait for it... 1985 so it ranks as one of the first Atari ST games. Programmed by Bill Dunlevy, long before any developers knew how to push our 16-bit computer. However, but my first impressions weren't good as I felt this was a cheap Gauntlet ripoff but, I continued to play. Until my sanity returned.

Yup, ignore my foolish first impressions because I fear there might be a funky game lurking behind those old 8bit visuals. Fwiw, Time Bandit was released for the TRS-80 a couple of years before Gauntlet.

We begin in The Timegates, a place that permits access to numerous strange worlds and each is completely different. These range from ancient Egypt to a bomb-making factory and other weird surprises - like the Pac-Man land. They have their own style and objectives with gameplay reminiscent of Gauntlet, to a degree.

For each world, the exit is blocked, so we need to find the key(s) or complete tasks to escape. Interestingly, each world can be played again for an increased level of difficulty and a variety of fascinating design changes all of which keep the gameplay interesting and progressively challenging. Battles are fought using a rocket launcher and, best of all, you've been blessed with unlimited ammo too!! Very nice and that suits me just dandy.

Yes, this was a lesson in aesthetics and my ignorance. Never go off first impressions based on the look of a game. Time Bandit is a cracker with so many interesting levels to plunder and each offers its own unique charm. It might look like Gauntlet but it's very different and offers its own styles to become a true Atari ST classic.

Budding time lords should download this great game for either floppy or the superb hard disk version!!














- Sixteen whacky worlds -

 
Underworld Arena has many spectators and Darkside Dare is incredibly odd with unexpected twists.


 
Castle Greymoon is one of my favourite levels as is the dingy Excalibur spaceship!


 
Shadowland? Nah this is a Pacman ripoff lol. Welkin Island looks rubbish but is very cool.


 
Omega Complex, one vowel off being blocked. The Sentinel reminded me a little of Tutankhamun.


 
Gridville appears to have rude tomatoes but Hotel California allows us to play as John Wayne!!


 
Watch out for strange aliens in Major Hazard but the Old Bomb Factory takes that to another level!!


 
Cheops' Curse offers more than you think but there's a spooky graveyard in Ghost Town.



Guardian is tough even on the first attempt. Watch out for the creepy crawlies in King's Crown.

Sunday, June 07, 2015

Laserball 2015




Wear your thinking head, Worzel

Laser Ball was initially released in 1991 by Thomas Ilg and then updated in 2014 with bug fixes and larger screens. After months of tinkering and making even more improvements, we have the completed product: Laserball 2015. The game can be downloaded for free with the option of buying a boxed version - which is what I had to get!

This is a puzzle game that first appears simple in nature but turns out to be furiously challenging. If you've ever played Deflektor and the like, then you will immediately have a grasp on the basic concept. The game has many screens of increasing difficulty with all featuring a laser gun shooting out a beam of light in a straight line.

In order to complete a level, that beam must be redirected onto a red ball using mirrors and other objects. That means using the various mirrors by tilting them to redirect the light toward distinct directions. These can be physically moved in all four directions - and move continuously until blocked by an object or wall. So, it's paramount to stop and think.

Righto, let's take a gander at a screenshot of the first level that gently breaks you in (he says)...



This is the first level where I learned a lot about when and how to move those mirrors.



My brain hurts!

It's your calculative thinking that chooses where to place the mirrors in order to align the beam of light just right - so it can blast that red blob! However, doing so proves a LOT harder than you first imagine thanks to each screen's design. As you progress, you'll see lots of different types of objects that can either aid or restrict your options. For example:

Closed doorways need to be activated using the beam before they can be used. Easy that, init!
Some objects cannot be moved - except by the beam of light. I now hate timers even more.
Some eliminate walls and others present hidden functions. Dare you experiment?

Watch out for the timer. Sigh... Yes, there's a timer which I didn't like at all - I felt rushed which spoilt the fun for me (so I would like to personally thank Thomas for implementing a feature to disable it). Finally, try not to zap a bomb otherwise it's game over - but you can always come back to a particular level without replaying the previous screens. There is an insane number of levels to wade through - which should keep you busy for weeks! No, months.

Feeling brave? Think this game is easy? Okay, let's take a look at the next screenshot to shut you up...



A timer or not, this level is a ticking timebomb. Look closely and you'll see what I mean!!



Aesthetics?

Visually, this is a nice looker thanks to its clear-cut display style that suits the cute theme. However, let's face it, puzzlers are rarely jaw-dropping and how can they be? With that in mind, I think Laser Ball actually has excellent graphics. Each screen is without unnecessary clutter whilst also featuring an appealing type of youthful style that I really admire.

Sadly, there aren't many sound effects (ahem) beyond the few key clicks and funny jingles... But that doesn't matter in the slightest because Laserball features charming chip music by xFalcon that suits the game perfectly. It's beautiful.

So, it looks nice and sounds great! I think it's time to celebrate that fact with the final screenshot...



Now things have changed once again with new mechanics I couldn't grasp at first. Killer game!!



The CryptO'pinion?

I've learned many things about myself playing Laserball both, as a gamer and as a person. Like my patience - or rather lack of it!! The fact that I can spend so much time on any level - constantly replaying it over and over. But then be utterly flabbergasted at what is often a simple solution that I failed to work out. Argh, it's so infuriating!!

But this is a fascinating puzzler too and I've been quoted saying, "Probably one of the best thinking games ever released for the Atari ST". You know what? I think that humble sentence pretty much nails it and definitely sums up this game. And that's saying something when you consider just how many awesome puzzlers are already out for the Atari ST!!


- Download Laserball for floppy & hard drive -



   
Update: check this out!!! Thank you, Thomas, for making this new level :-)

Thursday, May 21, 2015

Interphase




Another ST game from my collection!

It's time for some more box art and we have a gorgeous "Starglider" alternative by Image Works. Interphase was given away free on a magazine cover disk and I reckon every ST guy has played this game before? However, I never actually owned the boxed original - until now!! It's actually in fantastic condition and with all contents perfectly preserved.

As I boot this up, I know this will be an amazing gouraud-tastic experience!! Such a fine shooter and a great example of what the ST can achieve when programmed by people with talent and commitment. Not only are there superb sound effects, but smoother framerates than any other 16-bit computer manages. An excellent game!!

Grab yourself a piece of this 3D action and grab the download for either the sluggish floppy or your hard disk.

I can't end this without including some screenshots so, here you go...



Ya' can't beat a Fine Young Cannibals sample for this cool title screen.



You begin in this weird tunnel sequence which is better and tougher than you realise.



The graphics are fast and smooth with unique polygons - like the unicycling frog!! O_o



The power and performance of the Atari ST... when in the hands of developers with talent!

Tuesday, May 19, 2015

Cerror Terror!



Music to your ears!

A Beginning is a music disk that was released to celebrate Roel Heerspink (aka Cerror) and his joining of Dead Hackers Society. It's one heck of a production that was made with the excellent MusicMon software. The recording (above) features a minute, or so, of each track and they are all gorgeous chiptune goodness that your Atari ST/e deserves.

So get down and boogie, folks because it is chip-tune Tuesday!! :^)

Credits:
Cerror - Music
Evil - Code
Gizmo - Code
Proteque - Graphics

Monday, May 18, 2015

Elvira - The Arcade Game



A game with sex appeal

Elvira has graced our favourite 16-bit computer three times with two of them being adventures - which I own and cherish dearly. However, the third is a little-known platformer by Flair Software which is a platformer not too dissimilar to the likes of Turrican or Gods. Yes, that doesn't sound very original but I don't care. Also, it's enhanced on Atari STe thanks to the Blitter and lots of extra colours. So, kudos to the boys at Flair for supporting both computers.

For this game, we get to be the Mistress who finds herself awoken by a wizard. Yep, a wizard. Anyhow, he needs her to complete a mission (here we go) and, apparently, we need to recover the Queendom. Whatever the story, I'm in, but it does mean there are three ginormous worlds to explore. And guess what, there are also many demons to fight!!

Let's take a look at their loading screens which I thought are beautiful examples of pixel art...



Those looking for a tan might first wish to play the Underworld of Fire?


Or perhaps you prefer to plunder the cold depths of Arctic Earth? Bring a scarf!


Let's play with Elvira

If you're thinking this looks like Gods or Turrican, then you'd be right so no prizes for originality. There are two levels: Underworld Of Fire and Arctic Earth but the third cannot be played until these are completed. Each has a different range of baddies either walking the levels or flying in the sky. Hitting fire shoots a magical weapon with loud and exciting deaths - but it's shameless ripoff effect. There is constant action through huge, colourful levels stuffed with monsters.

The controls are good but turning this sexy woman around feels a little too slow. Elvira moves in a majestic way, it's quite something special to see her flaunt her legs when turning and jumping. The walk is quite funny as she stomps the ground but gravity appears low so jumping takes on the form of Neil Armstrong on the moon. Actually, this is great for killing the monsters as the jump mechanic itself takes longer so you can change direction as needed.

There's little here that feels new as Elvira is more than a little inspired by several different games. That's fine but it also means there's nothing unexpected so everything feels quite familiar. I also found the levels too big and quite bewildering. The ability to save progress via checkpoints could have been better. As you can imagine, I kept on getting lost!

Right then, let's take a peep at a jazzy screenshot of the fireworks you will get to experience...


Elvira doesn't waste any time flashing you a quick glimpse of her underwear!


Aesthetics

Visually, this is a corker with gorgeous levels that feature lots of colour and detailed sprites that exploded like it's bonfire night. Parallax scrolling is smooth but the action can get a little stuttery when there is a lot happening at once. The screen width has been squashed a little to maintain the framerate on older STs which is understandable.

The Blitter Chip is supported for both Atari computers if present (obviously, a standard on the STe). This makes the game run at a smoother albeit slower pace. So, an STfm without Blitter features a lower framerate but faster gameplay. Personally, I'm somehow preferring the game without Blitter support! :o

Theme music is by Sean Connolly and is excellent. The sound effects are very nice and pretty much Gods-like (S key toggles). To be honest, there's not an awful lot of effects and you'll hear Elvira stomping more than anything else.

Righto fellow ST Nutters, it's time for the final screenshot and guess what? It's beautiful too...


Elvira is so hot she can create sparks even in the cold Ice World.


The CryptO'pinion?

Sadly, not even the busty goddess is perfect because I feel the levels are perhaps too big and thus the quest soon becomes tiresome without more frequent checkpoints. Although the graphics are legendary, and I tip my hat to Flair for using the Blitter, I think dropping the parallax effect in favour of a larger display or spritelier scrolling would have been best?

Elvira The Arcade Game may never have been in the arcades but I don't care about that. Who doesn't enjoy dressing up as The Mistress Of The Dark? Oops, did I say that out loud? Anyhow, it might feel like a cheap Gods or Turrican clone but I've enjoyed it all. I'm sure Elvira will keep you entertained for many hours. Mmm, given half the chance...ahem!!

Who wouldn't help Elvira if she asked?
Exactly, so grab her by the floppy or hard disk!!

Tuesday, May 12, 2015

lotsa stars!




I figured that it was about time I uploaded a video of this demo. I've had it for absolute yonks but I should have uploaded it ages ago. Why? Because it's so impressive and needs to be shared amongst the demoscene fanbase. I mean, come on just, look at the specs: 1265 zillion+ stars, calculated in real-time and at 50fps. Mind-boggling specs on show!!

I would like to see another 16-bit computer try this! So sit back and enjoy the show... 

Credit
No More - Music
Phenomenon - Code, Graphics (Logo)
TiNKer - Graphics (Font)
Download from Demozoo.

Monday, May 11, 2015

Blood Money



No lame Amiga ports (for once)

This is one of my favourite Atari ST shooters and by Psygnosis, a company (more or less) synonymous with weak Amiga ports. This game features some of the best graphics you will see in any scrolling shoot'em up and it sounds excellent too.

It's all thanks to the talent of Wayne Smithson who proved the power of the ST when in the hands of a decent programmer - who needed no custom chips. Still, I cannot help wondering how an STe would have done... Just saying...

Okay, soak your money in blood and play this amazing game using either a floppy or off your hard drive.


Wednesday, May 06, 2015

Do Things [Cream]



Chipmusic will live forever!

Here is a fantastic music disk for the Atari ST and STe, Do Things by Cream. Yes, it works on both machines but the colours are better on the Atari STe plus the tunes are in stereo. Which is lovely!! The disk features some fantastic #chiptunes by Tao, a talented musician I really admire and I think you will too after listening to this.

The demo also has a w
onderful tunnel effect which leads you to the main music screen where you'll find a huge list of chiptunes. But the fun doesn't stop there - press the spacebar to view an incredible comic strip with legendary artwork. Some of the best I've ever seen. Cream has done it again so download this now!!

  

All the Creamy credits go to this bunch of talented folk :
Abyss - Code | Agent T - Graphics | Candyman - Code, Music (End part) | Tao - Music

Atari STe demos playlist ( link )  |  Atari chiptune playlist ( link)
- Demo Encyclopaedia -

More random ATARI ST articles from the archives

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