ImageWorks' 1988 hit Bombuzal is one of those games that I remember seeing in the magazines of the day. Those pixels - I couldn't believe the cartoon-like quality of the main character within a colourful isometric world. We play the part of an odd potato-shaped dude who performs a funny expression as the bombs are exploding!! There are some big names associated with this game, but is it any good to play?
This is quite a simple puzzler at heart. It requires us to detonate clusters of red bombs. Each level contains squares used to help calculate our best route. There are traps to look out for - crumbling tiles that can be walked on only once before they disappear forever. Others might be too slippery, some transport us, and slotted tiles can move bombs to different locations (usually to avoid being caught in an explosive chain reaction).
This is a fun game that looks great while it taxes the brain cells. It's bomb-blastingly excellent!!
It's a weird feeling when I come across a game that I've never heard of before. I mean, there are plenty I've heard of yet never played (which is strange enough!), but this is completely new to me. I'm baffled by my ignorance! How do these things happen? Well, I've slapped myself, so let's read the storyline...
A virus has infected the machines on Mars so the robots have captured our scientists and holding them captive. We have no anti-virus program so it's our job to destroy any robots that get in our way and help lead the boffins to safety. Jump inside your spaceship and get ready to save the day, again!
Rebellion is a top-down shoot-'em-up similar to a Gauntlet game. Each screen has several hostages, which are located in different parts of the level. Some are behind a forcefield which can be partially deactivated by disabling a section of its wall, but you won't have long before a repair droid appears. Others can be in locked rooms, which require a key card, which a robot may reveal when killed. Every level has a minimum number of hostages to rescue within a set time. Miss it, and the spaceship will leave without you. Yikes, so ruthless!
Nearly 30 years have passed without playing this game! Dang...
How are you going to break into that complex, rescue everyone, and get out in time?
Tactics, strategy, guns!
Enemy robots have a range of abilities: some are slow, whereas others are much faster, and some can even lay down explosive mines. Some have no projectile weapon, but others are only too eager to turn you into a blood splatter! Watch out for gun turrets, trapdoors, and tanks. Interestingly, when you do lose a life, the robots are paused for a few seconds, thus giving you extra time to whack 'em full of lead. Most satisfying!
Our weapons are superb, and the machine gun can be upgraded with greater power and faster action. Try not to kill any humans in the crossfire! You'll be pleased to hear that there are a variety of other power-ups to enhance shields, invincibility, a radar scrambler, and even a supply of extra lives. Oh yeah, we've got it all.
Visually, the graphics are small and detailed, but hardly groundbreaking for a 16-bit computer. Some might turn up their nose at the pace and tiny sprites, but it's ideal; otherwise, each level would feel cramped and difficult to navigate. Sounds are good, and you hear the bam-bam-bam of your weaponry the most.
Guns, tactics, strategy, and extreme military violence. I'm all in!! This game rocks...
As you can see, each level is swarming with enemies and folk to rescue. It's never easy!
The CryptO'pinion?
I don't normally enjoy games that have me worrying over the safety of people whilst being hunted myself. I panic too much, so people usually end up dead!! However, Rebellion works well, even though the hostages are lame at following you!! They can get stuck behind a wall, so remember that when planning your move.
Rebellion is great, and I’ve thoroughly enjoyed being anxiously entertained. Each level is captivating, progressing through increasingly challenging situations. It’s addictive and one of those games that keeps you coming back for more. The rush of killing the baddies while guiding the scientists to safety is exhilarating.
Magnificent, and one of the best games I have played in ages. I absolutely love Rebellion!!
It's time for more Atari ST box art, and this time we have 9 Lives. Like most Arc games, they've used their template, which is comical with a Bob the cat, who is laughing like a maniac. I must admit, I laughed at the glowing reviews plastered by three popular magazines! This has to be a great purchase, right?
Unfortunately, they were mistaken because 9 Lives is problematic, as something negatively impacts gameplay. Initially, I suspected this was due to the controls, which require some time to master. However, once I got the hang of them, I was easily controlling Bob through the rooms, and the long leaps are guided by a metre for precise control. So, no matter what some say, it's not the controls, which are nicely responsive.
Stop. Let's view a couple of screenshots...
What a massive and unique variety of characters this game has.
Just look at those funny faces! I'm sure these were designed by insane people!!
So what's going on?
I think it's the game's design that presents several awkward flaws that irk me: the sprites are too big, so each screen appears "zoomed in" and very cluttered, thus Bob cannot help but touch something nasty. Sure, I can knock them out with my yo-yo, but soon they're back up and ready to zap more of my lifeforce!
Also, the levels are incredibly unfair and require a psychic gamer to be previously aware of the off-screen traps. Argh, those darn spikes!! And, oddly, for a cat, Bob cannot fall far without dying!! However, this produces a hilarious animation effect not too dissimilar to Wile E. Coyote from the Road Runner cartoons.
The idea is great, but the design doesn't quite feel right. I think it's time for more screenshots...
Another life was lost... Well, at least I'm going up and not DOWN!! Phew.
Another life lost at the hands of the frustrating and overcrowded level design...
Aesthetics?
Simon Butler’s superb cartoon graphics are a feast for the eyes. The sprites are drawn with incredible detail, feeling more like an exhibition than a game. The animations throughout are brilliant, particularly Bob’s confident strut across the screen. And his clinging to a ledge just before pulling himself up is simply fantastic!
Martin Walker and Simon Butler’s gorgeous YM Chipmusic ensures the audio doesn’t lag behind. The music throughout is simply perfect, and I have no complaints about the musak. It's fabulous!
No more screenshots! This time we get to see what's inside the box...
Okay, there's not much in the box, but the manual doubles as a poster!
The CryptO'pinion?
Personally, I believe 9 Lives had the potential to be a fantastic platformer, but I doubt its creators enjoyed playing games. It certainly wasn’t beta-tested before release, which is a shame. I imagine most players will only play it once or twice before giving up, which is a pity. It’s still a piece of ST history that I’ll cherish.
Take it for a spin and enjoy the aesthetics, but just make sure you enable a trainer!!
Mystic Realm is an action/adventure that feels like an early 80s mash of Gauntlet. It may scream "1985", but it was actually released in 1990 by John Lince for STart Magazine. Impressively, it's programmed in GFA Basic, a powerful language that has produced many games over the years. So I already have high hopes.
The story is about a vagrant who kidnapped a Princess (or Prince if you wish to play as the only other gender). Man or woman, both will plunder monster-infested dungeons for a valiant rescue. Expect to battle zombies, ghosts, bats, etc. Obviously, I picked the prince even though he looks like a gingerbread man!!
Ignore its 8-bit appearance and enjoy the first exquisite retro screenshot...
Don't run away!! Remember that golden rule? Gameplay matters - not the graphics.
Plunge the depths!
There are 14 massive levels to explore, with the basic objective of finding keys to unlock doors to venture through - and ultimately rescue our beloved. Each level is made from separate rooms, and navigation is aided by directional arrows displayed at the top of the screen, which show the current room's exits.
The levels are mapped and included on the disk (scroll down to view). Each is designed to be challenging, but never to a point where you feel bewildered or bored. Expect the usual and battle against a range of monsters, and solve puzzles that are slowly integrated into your adventure. For example, a wooden gate may block your path, but that isn't a strong obstacle against a couple of hits. However, later puzzles require more thought than simple brute force. I loved this aspect as it makes you think rather than just hitting everything.
Yeah, it's fun, but remember to use your brain too. It's time for a screenshot...
Hang on, am I a gingerbread man? Well, I look like one lol!!
Tread carefully, adventurer
Various weapons can be collected, and each translates into a specific number of knives (visually) for our adventurer to throw. No other weapons are actually used, but collecting a high-ticket item - like an axe - will reward your inventory generously. The firing method will instantly feel familiar to Berzerk fans: just hold down the joystick button and tap the direction you wish to throw a knife. It's apt and works well.
Hit points are displayed top/left of the screen and detail our vitality from 0 (you're dead) to 999 (maximum). It's hungry work being a heroic gingerbread man, so chomp on whatever you find to keep yourself alive. If you are already near the max, then it might be worth leaving food until later? Sadly, health isn't regenerated at the beginning of a brand new level. You will transform into a skeleton if you foolishly starve to death!!
Tips? Easy, be a savvy adventurer! Beware not to waste ammo because you never know how long it will be before you can top-up your arsenal. Remember to eat only when hungry. There are lots of locked doors - but use your keys wisely because not all doors need opening. Use your brain, Rambo!!
Oh dear, it looks like I've run out of energy and thus instantly became a skeleton. Love it!
Aesthetics
Don't be fooled by the humble graphics. Mystic Realm is fascinating, as it reminds me of the games I played as a kid in the early 80s. Sure, there are more colours, but that "feeling" remains. Also, the sprites are all nicely drawn with comical details, like the wobble of a zombie walk. But the ghosts are my favourite!
Audio? Well, even the meagre sound effects transport me back to the 80s. Hearing a knife skim through the air on its way to hit a fiend is brilliant!! I'm not ashamed to admit this, I adore its 8-bitness.
Mystic Realm teleports me back to my pre-ST days, and I'm loving it. Let's see a screenshot...
Prince or Princess, here are the details for power, weapons, your enemies and everything else.
The CryptO'pinion?
Mystic Realm is one of those games that proves jazzy graphics and sonic boom sound effects aren't required to be a great game. Fans of dungeon crawlers will love its no-thrills action and fantastic adventure elements, I'm positive of it. I have thoroughly enjoyed the arduous task of rescuing another damsel in distress!
What a platformer this is, but... hang on... I hear a new version is under development. I found an interesting thread on Atari-Forum about a new version of Ghouls And Ghosts for the Atari STe by Sascha Springer. He's teased us with images/videos of lush sprites & landscapes and has released an early beta. This was a jaw-dropping moment that proved the potential of the Atari ST, when in the hands of talent.
I cannot wait to see more and wish Sascha much success!
An early download is available via Atari-Forum [requires a 4MB Atari STe w/ hdd]
Most Atari ST games/demos/PD software/cover disks are still available on floppy disks. Many can be found as a disk image (.ST and .MSA format) and can be downloaded from the Internet. IMGRF2X is a program developed by Peter Putnik that provides a way to use these images on your real Atari ST - without the hassle of needing the actual floppy. It's basically software CosmosEx/Gotek and works with many disks.
Obviously, the requirements are raised beyond the stock 520ST because you need extra memory. Anything more than 2MB RAM. Also, a hard drive or UltraSatan is beneficial for storing loads of these virtual floppies.
I don't think many Atari ST users are struggling with only 512K RAM these days. Exactly, so read on...
But how is this possible?
It's simple: assign either ST or MSA file types in GEM. Dead easy - just watch my video recording. Now you can double-click on any image from your collection to load Image Runner - this copies it into RAM and reboots. The ST will start up as if it has that disk physically inside its drive - powered by black magic!!
Sadly, GEM cannot assign multiple file types to any single program. To get around this limitation, make a second copy of "IMGRF2X.PRG" and rename it to something similar (don't worry about drive space, this isn't a BIG program). Now you can assign both types of disk images (ST/MSA) to each of these "two" programs. Just double-click any image for instant access to your collection of downloaded floppy images!
Or manually edit the Desktop.Inf file using a text editor like Everest or similar. Easy-peasy!
The CryptO'pinion?
I must say, Image Runner worked rather well, and I enjoyed a good success rate. This program is a Godsend for us without a Gotek or CosmosEx and has certainly allowed me to enjoy Menu disks again! However, please remember that this is software, so YMMV. But nobody can deny that this program is genius!!
I shudder at cutting the case to fit a Gotek device, so I think many will appreciate this program; the results are often positive. I love it and hope Peter continues working on this to improve compatibility. Okay, there are two downloads on his website for IMGRF2X (which includes an easy-to-use option). Just watch the video!!
Let me know in the comments what you think and what worked for you. Above all, enjoy yourself :)
Update: if you enjoyed using this program, then you may wish to purchase the SidecarTride Multi-Device. It plugs into the cartridge port and uses wifi to download menu disks on the fly!!
Enduro Racer is one of my favourite Atari ST racers because it's fast, fun, and an uncomplicated thrill. In fact, it's the classic arcade racer, and our conversion is pretty good considering the age of this 1987 release!
As you can imagine, I was excited to find out that Peter Jørgensen (Mr Manic Miner himself!) has begun development of an enhanced update specifically for the Atari STe!! He's graciously given me the latest beta, and it's looking impressive with many improvements - more are planned. This version is fast!!
The Blitter is utilised to push a brisk framerate!
Expect many more colours on-screen at once.
Usage of the extended palette.
Remaster YMT music of the original ST scores by legend David Whittaker.
Arcade samples played using the DMA hardware.
From what I've seen, heard, and played, this is tremendous!! To take one of my favourite Atari ST racers and improve upon it using the STe hardware is mind-blowing!! Good luck, Peter - I cannot wait!!
Don't go just yet, check out these screenshots and... watch this space... :-)
Strange Robots was released in 2013 for Silly Venture by BlaBLa and Mandarin. It's one of those demos I've had on my Ultrasatan since the beginning and is a personal favourite of mine. I love the unique presentation styles that display an incredible range of colours with a funky 505 tune throughout. What's not to love?
I've always been fascinated with Astral's haunted house platformer from all the way back in 1990. It's like a 16-bit B-Movie in its own right - full of charm with a comical edge hidden amongst the horrors. Also, no haunting would be the same without lots of frightful creatures, which it has. There is everything from witches, zombies, werewolves, vampires, ghosts, and even the odd, weird statue that sticks out its tongue at you.
Each level has a particular task, which is described to us during a mini-intro at the start of the stage. The objective is to hunt down and collect all the skulls and lay their souls to rest. However, that won't be easy because this is one tricky platformer using a maze of creepy screens that often contain infuriating traps to catch you out. This is no arcade-style platformer, more of a Fire and Brimstone, so keep your composure and wear your patient head, Worzel. And by that, I mean it starts easy but ends up 'challenging'!
I've adored 'horror' theme games since playing Chiller, so let's check out the first scary screenshot...
The artwork is beautifully creepy, and I love the attention to detail - look at those eyes!!
Enter the haunted house!
The first level introduces us nicely to the freaky horror with some puzzle-solving, along with a variety of classic baddies: zombies, headless ghosts, and a Morticia Addams lookalike. The puzzles are quite easy and shouldn't tax the grey matter too much: move a table to reach an item, find keys to unlock doors, and wear cute booties to creep past something scary. Things heat up on the next level with tougher monsters and trickier-level designs.
Every character is different and, I must admit to liking the wolfmen - but I hate the old hunchbacked witches who will drop rocks with surprising accuracy! Hint: look for hidden rooms leading to secret objects, different keys, and more. Every level has a password, so there is no need to restart from the beginning each time, which is excellent (I wish more games would have this support. Yes, I'm talking to you, Navy Seals!).
This game is tough and no pushover, so expect lots of comical deaths. Like this one right here...
Oh no, a skeleton with a bow!!! Gets me every time...
Aesthetics
The visuals are perfectly apt for the 1950s cinematic theme with smooth scrolling, spooky artwork, and freaky characters. The horror aspect is typically cheesy, and I love it. Everything you see is superbly animated - like when you die and see yourself shudder before violently suffering a Scanners-like headache (no matter the cause). I'm impressed with the palette; each level looks tremendous with super attention to detail.
The audio is nothing short of incredible, with a chippy rendition of Montagues and Capulets (I'm sure I'll be humming that all day long). The sound effects are high-quality samples, with the wolf howls being my favourite. However, I'm disappointed there is nothing for my head-exploding deaths? That's weird!
Sound and vision are almost perfect in every respect! So let's look at an evil witch with her pet wolf...
I hate it when the old witch drops objects on my head!
The CryptO'pinion?
This is one of those games that will eat away your spare hours, but it requires practice and a lot of it. In fact, it's often infuriating on the later levels, just try Family Chapel if you don't believe me. Oh, and Horror Zombies From The [Atari]Crypt is the perfect title for such a cheesy platformer. See what I did there? heh
Yes, I wish it were easier on some screens, but I'll never get bored with killing wolfmen and zombies, but those piercing glares of a vampire are tremendously scary! Overall, this is a great platformer with good puzzles throughout a landscape of cruel design. Like with Fire & Brimstone, it's tough, but it's excellent.
I fancied a blast with a favourite ZX Spectrum game - RIVER RAID!! Okay, I know it's lame compared to the Atari 2600/5200 games, but I have happy memories. I figured I should use the Mega STe muscle and boot up the Speccy emulator for some colour-clash action (There was never an official Atari ST version).
Obviously, I cannot record directly off my Mega STe, so I duplicated the setup in Hatari to make this video: a stock 16Mhz Mega STe (TOS 2.06) runs the game well. It's almost at the same speed as a real Speccy. Hey, could my recording fool people into thinking it is real? Until they see the GEM desktop at the end!!
If you wanna emulate more computers on your Atari ST, then check out this section of my website.
I spent time last night listening to many tunes from the SNDH Archive. Biomechanoid Locomotion, by Shinobi (aka Marcus Andre Rousseau) was my fave of the night, so click the green arrow to hear it :-)
Turn up the volume and use these programs to play everything from this amazing archive. 🎧
Pole Position is a classic arcade racer from a time when the computing world was youthful and fresh. I played it on the Atari 2600 at a friend's house, but I mostly played the ZX Spectrum version. The Atari ST has a raft of great driving games, but sadly, it never received an official port of this old favourite. Until now.
Official might be the wrong term to use, but don't get your knickers in a twist. A brand new version has been developed by Jonathan Thomas, who reverse-engineered it from the arcade machine itself. He has also implemented many cool features, using real-time sprite scaling, DMA sounds, and more.
The requirements are 1MB RAM, a joystick, and an appreciation of what is nothing less than a brilliant racer. It's quite surreal to have such an iconic arcade racer on the ST. Upon first booting up, I got a giddy feeling at having a phantom arcade machine in the house. Hey, no need to find any 10-pence coins!
I should break for the first screenshot, and I love it for obvious reasons...
I'm feeling like a kid in a Blackpool arcade, spending all my pocket money!!
Yes, put your money away!
It's not an overstatement to say this is authentic, as it even features the same (ripped) visuals and sonix I fondly remember. Now, if you're looking at the screenshots and wondering why the gaming display is narrow, then blame Namco because it's all down to the arcade's vertical monitor. The Atari STe was meant for a different display, so it isn't the same ratio. It merely attempts to replicate the slim ratio.
Playing is tough, and initially, I was all over the road. Slipping and sliding into cars or skidding off into roadside objects. In fact, it felt like I was purposely trying to hit everything - and doing a great job of it!! Ideally, I need a wheel, but stick with it, put aside half an hour to master the controls. The corners are a killer!
I don't think we need a boring screenshot? So, how about an animation instead? Here ya go...
The actual framerate is twice as good as you can see here in my capture.
The gory details
The latest release candidate has major improvements and delivers near arcade-busting gameplay:
60fps framerate to bring the speed and difficulty correctly in line with the arcade machine. Can you keep up with that?
You can thank the Blitter Chip for whizzing the graphics so fast and furious. If only more games had used this chip!
Sprite scaling is utilised for ultra-smooth results. Check out that road zooming up close, so impressive.
Even good 'ol Mount Fuji is displayed in all its glory!
The sky gradient is back, along with numerous glitches fixed, and it looks very nice using a good flow pattern.
The sound effects are taken from the arcade game using the DMA coprocessor. Doesn't get any better than that - gorgeous!
Code compiled with GCC 7.1 for a significant performance increase. Sounds good to me, but what would I know about programming!
Many new optimisations, mainly around text rendering for authenticity.
Emulation is fine, but it's BEST played using a real Atari. By far.
If only those tyres would look like they're rotating (come on, Jon) :-)
The CryptO'pinion?
It's impressive to think that here we are in 2017 with a version of Pole Position that's been reverse-engineered from the arcade machine. Everything looks, sounds, and feels like we remember, with only a couple of missing features: the animated tyres are nothing more than a bit of a colour wobble (needs fixing)
Pole Position is very addictive, a cracking arcade port making use of the Atari STe hardware: I love its framerate, audio, and authenticity. Possibly one of the toughest racers, but it certainly keeps dragging you back for more - kicking and screaming!! Pole Position is nothing less than a spectacular arcade racer.
What are you waiting for? Come on and play this outstanding game!! (Download from AtariMania).
Space Monsters was developed by Darren Ithell for Goodman PDL, and I'm sure you've already guessed it's a conversion of the arcade classic, Space Panic. I'm often a little dubious of 16-bit conversions for old arcade or 8-bit classics because, quite often, they don't work or it feels like something is missing.
The game looks good, with each screen having the expected platforms and ladders with horrid nasties roaming. It's instant death if you bump into one, so Spaceman has discovered the best way to kill these critters is to dig a hole. Once they've foolishly got themselves stuck (for a few seconds), he has the opportunity to whack 'em with his spade for a splattery death. Spaceman is a truly gruesome fella, but whatever works, right?
Let's check out the different types of nasties that you'll encounter. . .
Oh, the nasties in this game are so... well... nasty!! The Boss is tough, but Don is a killer!!
No matter how much I try, I still panic!!
Yup, there are only three types of monsters, but that doesn't mean that's boring. The first is a "Creature" and is gullible and easy to avoid or kill. However, the other two aren't so dumb and possess a freakishly cunning AI. "Boss" is tough, and "Don", well, he's the real boss. Try not to anger them!!
Also, it takes a greater falling distance to kill the stronger nasties, but you are rewarded with lots of points. However, if you fail to smash in their faces with a spade, then they angrily climb out looking for blood!! Finally, watch out for that time limit. Don't dawdle and get these beasts killed before your oxygen runs out.
Right, let's check out an in-game screenshot...
Right, we've got him just where we want him. Quick, club the sucker!!
Input & Output?
The controls are superb, with pixel-perfect alignment for climbing the ladders. Digging holes and caving in the heads of aliens is easy and so much fun. My only quibble is not being able to fall down a hole; otherwise, the authenticity for both style and gameplay has been perfectly captured, and I love that.
Visually, everything is as you expect, with a clean-cut design and cutesy sprites. It won't win any awards, and nor should it, but who cares? The audio is super with sampled sound effects throughout - that ROAR as a monster climbs out of a hole will scare you to death!! I just miss the lacking background chiptune.
Well, you guessed it! Yes, it's time for another screenshot, so keep on scrolling...
'Creature' is a cute but gullible goon, and temporarily falling into a hole will make him angry!!
The CryptO'pinion?
Space Monsters is fantastic and captures that oldskool vibe in both look and style. The gameplay itself gradually increases for a stressful experience, and trying to tactically dig the right holes whilst worrying about what could creep up on you is truly a PANIC. This is literally one of the best conversions I have played.