Thursday, September 17, 2020

Kid Gloves II




The Kid has hung up his gloves?

Kid Gloves II was developed by Dave Semmens (click that for his interview) and is nothing like its prequel. In fact, it's more like a Wonderboy, Giana, Mario and the ilk. I believe it was originally called Little Beau but Digital Magic went bust and Millenium stepped in with their own ideas. Anyhow, this is great news for me because I was never a fan of the first.

The background story, you say? Okay, brace yourself... the love of our life has been kidnapped by an evil wizard who now has trapped her in his castle. We want her back, of course. So that means travelling through five islands before reaching his castle lair to rescue our beloved. Hardly original, I'm sure you'll agree, but I'll buy into it like the sucker I am.

Kid needs to travel through a number of islands on his way to that castle. Each is split into sections with its environment: ice, water, fire, sand, and wind. That means they're all slightly different with their own hazards, monsters and the usual types of platforms to leap across. It's classic and nothing new but something tells me that doesn't matter.

Okay... Firstly, let's take a look at some screenshots to see what kinda game we have here...



Ice Island is excellent and nicely introduces you to the gameplay styles.

Water Island has been flooded so bring your swimming costume!

Things are hotting up for the third level with... hmm... warmer visuals!

The fourth level has you walking like an Egyptian...

It's getting windy on the fifth level but things are looking rather samey!


We made it to the castle but only with extra lives and a timer freeze. Oh yeah!!



Looks nice, but how's it play?

As you can see, the levels look great with the first stage being of ice. This is a superb starting area with snow, melting platforms, and much more. Each island follows the same mechanics so is pretty much what you'd expect albeit with the obvious aesthetic differences. However, I found the fifth island tiresome with irritating platforms that were hard and integrated with very long jumps - which meant losing lots of time backtracking!

Getting around most areas is exceptionally easy thanks to responsive controls and helpful arrows guiding you on your merry way. Kid actually walks using a two-fold method: shorter bursts, from a still, are of a slower pace for jumping across the ledges. Whereas a continuous run is faster and just perfect for leaping over those wider gaps.

The monsters may look cute but they need killing with your trusty dagger (upgradable!). When slain, they drop items like coins, energy fruits and others that can empower special abilities - super-high jumps, monster-squashing boots, balloons, critters and fireballs. Ultimately, we're searching each level for the baddie carrying the exit key. Once you are through the stages, the end-of-level guardian is waiting for you - for an easy battle!

Kid Gloves II features a couple of "hidden" features which you might find when exploring the levels. Stumbling upon something that looks like it should be in Vegas provides a chance to earn yourself lots of rewards be it a fruit machine or an arcade game. Use your selection of coins in a slot machine or a horizontally scrolling shoot 'em up.

Hey, perhaps this is the perfect time to show you those extra bits of this wonderful game...



Hey, what's that I see? Perhaps I should stop and take a break from the girlfriend's rescue?

Woohoo, I'm back in Vegas baby!! Well, there's a chance this machine might yield big rewards.

Ignore his freaky eyeballs because this shoot 'em up is a lot harder than you might first think.



I want juicy aesthetics!

Well, you've got 'em because graphically, Kid Gloves II is a cutie pie, thanks to the talents of Doug Townsley. I love its 8-bit personality with each stage different and gorgeous. However, it's the sprites that stand out the most with awesome attention to detail. The backgrounds are also fantastic but I was a little puzzled on Wind Island as everything looks samey - so some platforms are difficult to see. Which is a tad annoying, especially compared to the rest of the game.

Not many know this, but Kid Gloves 2 was the first platformer I booted up when returning to the Atari ST a number of years ago. I instantly fell in love with its cartoon visuals and how smoothly it scrolled - my happy days had returned again!! Oh, the floppy still works and remains one of my most cherished possessions.

Musically, this is fabulous with a fantastic selection of chirpy chiptunes by Andy Severn and Justin Scharvona. What's interesting is that they each suit the gameplay style perfectly. However, I didn't find a way to switch off the tunes in favour of sound effects which is odd. But, if I'm honest, I wouldn't have wanted to anyway - chipmusic will last forever!

So it looks and sounds magical? Yes, so let's celebrate with a screenshot before the final conclusion...



Critters are ace because they're as deadly as they are cute!



The CryptO'pinion?

As you have probably already guessed, I've absolutely loved playing Kid Gloves 2. However, nothing is perfect so what didn't I like? Well, each level kinda feels the same albeit with different visuals and the bosses are far too easy to kill. However, my biggest beef is the unnecessary timer that spoils my chances of beating the third island. Yes, I admit to cheating on those later levels and I normally never cheat. Honest. Ahem, anyhow no game should rush the player!

Wow, I sound like a right old moaner? Okay, I apologise because Kid Gloves 2 is a genuinely fantastic platformer packed with fun levels, lots of baddies to kill, great power-ups and the control mechanics are fast and fluent. I think your kids will enjoy it as much as we Dads did back in the day? What say you? Let me know in the comments below.

An enjoyable console-like platformer that I cannot recommend enough. Quite simply, it's a truly fantastic game.

Download available by D-Bug
Floppies can be found using Stonish.

Saturday, September 05, 2020

Gary Antcliffe

Tracking down the geeky kids from the 80s/90s is often tough but always rewarding. I'm grateful that I was able to get in touch with Gary Antcliffe, of PAL Developments (my thanks to his wife Jen who helped me with my stalking)

You may remember that this is the talented fella behind seven Atari ST games for HiTec and Virgin Mastertronic? His final two games were absolute knockouts: Alien World is a shoot 'em up with frenzied action. Whereas Scooby-Doo & Scrappy-Doo is...well... a new personal favourite of mine. Terrific games!

So, I thought it might be an idea to track down this fella and have a chat about his history? I found him interesting, especially with regards to his upbringing - like the need to get two paper rounds to afford a Commodore 64. A humble start, for what was about to be the beginning of a very special career. My sincere gratitude to Gary for taking the time out of his schedule to answer all my questions and I hope you all enjoy the interview?

However, I must admit that I almost censored his photograph... Hmm, I can't think why! ;-)



Gary Antcliffe - The Interview


Hello Gary, please tell us about yourself

I got interested in games at an early age. I was probably around 8 or 9 when I first saw and played Space Invaders. This would have been when we were on holiday and in later years my parents took us to Butlins and I remember visiting the arcades lots to try out all sorts of other games. This was only once a year though and as I grew older I became aware of home computers starting to become popular. I remember looking through the Argos catalogue and flipping between the Spectrum and Commodore 64 and dreaming about owning one of those machines.

I think initially I was drawn to the Spectrum as it was cheaper and had all sorts of peripherals in the picture. One day though my friends and I visited an electrical/appliances store called Comet. They had some computers on display and we could play some games that were already running on them. I'm not sure if it was Tony Crowther's Loco or Suicide Express but as soon as I played that game I was hooked, I had to have a C64!

We were a working-class family though, my dad worked in a steel mill and my mum was a cleaner at the local college. The C64 was just too expensive. However, my mum made me a deal: if I could save enough pocket money to pay for half of the C64 then they'd get me one for Christmas. I was already doing 2 paper rounds and had saved some money so after about a year of saving that I had enough and my folks bought me a C64 for Christmas. I think I was about 13 at that time and this was the start of a life long passion.

I spent loads of time playing games, swapping tapes with friends at school as kids did. I was always curious as a child and would take things to bits to see how they worked. I also loved building things in Lego and Mechano, so I think this curiosity and creativity lead me down the path of wanting to create my own games. It was hard to get started though, I tried Basic but it was too slow. I used to type in pages of listings from magazines but often these were just data statements and told you nothing of how to program a game.



The programming bug was about to be born...

I was aware that real games were written in machine code but had no idea how to do that until one day I came across a basic listing for an assembler. This gave me a route to trying out and learning to program in assembly. The only problem was you had a limited number of lines before it ran out of memory. I then saw an Action Replay cartridge advertised in a magazine. This had a machine code monitor and disassembler, so I saved up more paper round money and bought one. I would then type directly into memory in hex and disassemble the code to make sure I had done it correctly. This was the start of my proper programming days and I was able to experiment with writing scroll routines and moving sprites around the screen...

It was hard though and I had a love/hate relationship with coding initially, getting frustrated and going back to just playing games, then really wanting to make my own creations and coming back to programming and trying again. I wanted to do so much but just didn't know how to. All I had was a C64 reference manual, an Action Replay cartridge and my own creativity. Looking back on it now, writing directly in machine code is pretty cool given my age at the time. To this day I still remember some of those hex opcodes!

The next few years were spent on and off between playing games and trying to write them on the C64. I'd often get partway through a game then have ideas for another game and start working on that instead. Actually finishing a game can be the hardest part of it.

I left school and went to college to study programming. Unfortunately, they dropped that just before it started and put me on a business course instead, boring!!! Fortunately, they had a great careers advisor and after a few months, she secured me a work placement at Alligata Software. After 2 weeks they offered me a full-time job!


What was it like working for Alligata?

At Alligata it was pretty standard. I started as a junior programmer helping out on a C64 game doing things like the intro, high score table, music and sound code. I had access to an assembler rather than doing everything in hex. We assembled from a tape which took about 20 mins and sent the game over the parallel port to another C64.

I later moved to programming the Amiga and we used GenAm to assemble the code and ran it on the same machine. This was a bit time consuming as you'd take over the operating system so you had full control of the machine and all of the memory. So you had to reboot and reload everything after each run.



Onto PAL Developments...

Where things got more interesting and unusual was later in my career when working for PAL developments which published games though Hi-Tec Software. We built our own development system from the ground up. I wrote almost all of the software so I created assemblers for different chipsets (6502, Z80, 68000) and we connected to different machines using parallel cables. I wrote a text editor, disassembler, machine code monitor and communication software on both the Amiga and ST. We could then send over and run the code on the C64, Spectrum, Amstrad, Amiga, ST, MSX and then I later altered the Z80 assembler so we could write Gameboy games as well. It was a similar chipset to a Z80 but with some registers and instructions missing, so we called it the Z40 internally.

We had to build some specialised hardware as some machines such as the Spectrum, Amstrad, MSX and Gameboy didn't have a parallel port, but an electronics wiz (Ian) from Alligata built those for us and wrote the comms software on those machines. This was a huge time saving for us, no more rebooting after each run, just sending it over the parallel port and running it on the target machine.

If the game crashed then you could inspect the registers, disassemble the code, save off memory etc. Best of all was that the assemblers were lightning-fast, your whole game was built in about a minute. You'll be pleased to know that I mostly developed on the Atari ST as the CPU ran quicker than the Amiga so it would build the code faster.

That was just one part of what was needed. I also wrote map editors, tools for cutting out sprites, placing objects, creating collision data, full-screen animation codecs... I think the only commercial software we used was DPaint. It's not like today, there were no engines, few commercial software tools, you built everything yourself.


A do-it-yourself world?

As I mentioned we built our own development system and I wrote most of my own tools such as the map editors. These would also get refined with extra features added each time we made a new game, so there was a gradual improvement over time.

I think I used the ST as my editor/assembler. We used a standard 520 ST and an Amiga 500. For the graphics then Richard Morton would draw the blocks and sprites in DPaint and then import these files into our editors. The editors would then cut the blocks up, pull out the sprites and palettes and then he could go about creating the map files for the levels and then save these in a binary format that I'd use in the game.

For audio, I wrote a tracker player and we'd outsource the music. It's so long ago that I can't remember how we did sound effects, I think for the ST, maybe I did those myself with a little editor I created to define the sounds we played? It’s so long ago I really can’t remember!



A very different world?

I guess when I started at PAL it was a step backwards. Alligata was a bigger company with more people located in the same office working together. PAL was just me and another programmer Richard Stevenson in a back room of a small office building. It really didn't matter though as I was doing what I loved which was writing games.

Over time the team grew and when Hi-Tec was set up then there were more opportunities to do slightly larger and more challenging games. The atmosphere improved as well as you could discuss ideas with other coders and artists, chat with the team who created the box art, did the publishing and the advertising.

The early games for Mastertronic were written in a matter of weeks, maybe a couple of months. As my programming skills developed and PAL / Hi-Tec became larger then the games became a bit more ambitious and took a bit longer. The longest title in development was Scooby & Scrappy Do, which took about 6 months for the Amiga and ST.


You appeared to master the Atari ST so quickly?

I think there are a number of reasons the games got better. I certainly got better at programming. Going from the 6510 in the C64 to 68000 CPUs was a big step up and the 68K was just fantastic to code for. 15 32bit registers and a feature-rich instruction set, it was just a dream to use.

In the early days, we'd outsource the graphics as well as the music and the games were much simpler. As the company grew though, Richard Morton joined us and we worked together on pretty much every game I did from that point onwards. That teamwork made a big difference to the quality of the games and ideas we had, it was very collaborative and a really enjoyable time in my career.

As the standard ST didn't have much in the way of hardware then horizontal scrolling was one of the big challenges. The CPU just isn't fast enough to software scroll the full screen and render sprites at a reasonable framerate. We worked out a technique though which I called pairs scrolling. I'd look at adjacent blocks that were scrolling on to the screen and pre-shift (software scroll) these into a cache. I'd do this for the whole scroll area and when I came across 2 blocks that were already in the cache then I could directly copy them to the screen rather than having to incur the slow cost of shifting and combining them again.

I think this is probably what you're seeing with Alien World and Scrappy that makes a big difference, along with improved sprite drawing routines that I optimised over the years. It's all about counting the number of CPU cycles taken and looking for ways to optimise the code to get better performance.



Who inspired you?

Initially, my inspirations came from C64 games as that was the machine I was using. Tony Crowther was a definite inspiration, he produced many games I played as a kid and I met him a few times when I started in the industry. I used to read Zzap64 every month and you'd learn the names of the more prolific programmers. I loved reading the programmer diaries and Andrew Braybrook made a big impact as well. Paradroid and Uridium were favourite games of mine and reading about how these were developed drove that internal craving to make my own games.

Archer Maclean created some amazing games as well, Dropzone and IK+ on the C64 are fond memories. I was actually playing Dropzone at the Cambridge Computing History Museum last year showing the game to my son and who popped up behind me to watch, only Archer! I’m not sure how I knew it was him having never met him before, but I did. Anyhow, we had a long chat and it was great to be able to thank him for the influence he and his games had on my life, which ultimately helped shape me into the person I am today.

We were always trying to make better games and we'd often look at arcade games for inspiration too. You can see it in a number of the games we produced, Ikari Warriors gave us ideas for Blazing Thunder, R-type for Alien World, Space Harrier for T-Bird / Futurebike and there were a whole host of platform games that gave us ideas for Scooby. I was a big shoot-em-up fan and we still visited the arcades occasionally. I remember on one trip out Dave Thompson completed Space Harrier on a single credit, pretty good value for just 10 pence!


Any inspirations from the demoscene?

I remember looking at demos early on with the C64 and later on the Amiga and ST. It certainly had an influence on me when trying to program. How could they get more than 8 sprites on the screen when that was all the hardware supported? I then started to experiment myself and wrote little C64 demos with bouncing raster bars, opening the borders and some basic sprite multiplexing, although it wasn’t very sophisticated. Hey, I was still a kid!

Writing the title and high score screens for a game can be a bit of a bind as they tend to come late in development and you’re pretty tired by this time. As I mentioned earlier, finishing a game is really hard. I think some of the things I did was just to make the title screens look a bit different, and to give myself something enjoyable to do!

There are some great demo coders out there and I’ve worked with a number of them over the years, especially at Core Design. Coders from that era were always looking at ways to push the machine, whether that was doing things the hardware wasn’t designed for or meticulously counting CPU cycles to optimise your code as well as you could. I believe this attitude has helped me over the years. If you look at Killzone Mercenary on the PS Vita that game really pushes the boundaries of what is possible on a handheld device at that time. I was the engine lead and the brief was to produce a game that looked like a PS3 title. That was a lot of hard work and performance analysis as the PS3 is a beast when you fully leverage the SPUs, so it’s massively more powerful than the Vita! It was a struggle getting so much out of that machine, but I think we did a really good job in the end.



Any spare time left to play a few games?

Unfortunately, I don’t get that much time to play games these days as family life doesn’t leave me with lots of spare time. I can’t say I’ve booted up any of my old games over the last few years. I don’t have the time to invest in large games but I do have a Switch and I do like to look at some of the indie titles that are out there.

I have recently bought a PC-Engine mini and I’ve been enjoying playing some retro games. I was aware of the PC-Engine when it was out but it wasn’t easily accessible so I bought a MegaDrive instead at the time. I must say though I’m really impressed with it. Some of the arcade conversions are almost perfect and the fact that it’s running an 8bit 6502 derivative CPU is astounding.

I also take my kids to the Cambridge Computing History Museum quite often so I get to play some of the older games and it’s a great day out. My wife isn’t a gamer though so she thinks it the most boring place on the planet!


Looking back, any regrets?

I’m not sure really. I’ve had a long and varied career, worked in many different studios, cities and sometimes other countries. Everywhere that I’ve worked I’ve met interesting people and have gained some life long friends. Even when things have been tough, if you look back you can usually find something positive from the situation. Programming and especially writing games is a life choice; you’re choosing to have a life where you continually learn. You have to otherwise you just can’t compete and the games industry is a very competitive place.

I remember one of the times when I went to see Tony Crowther and he showed me a scrapbook with reviews of all of his games, cut out of every magazine he found a review in. At the time I thought ‘damn it, wish I had done that!’. It would have been good to have a record of all the games I’ve worked on, a copy of each title and the original source code. Unfortunately, a lot of this has been lost over time and if I was to go back then that’d be something I’d do differently. It’d be nice to be able to show my kids and pique their interest in following their own creative endeavours as they grow up, whatever they decide to choose.


Would you say that times have changed for the better?

That would be quite a long answer but you could put a link to my The Centre for Computing History video here if you like? Which is a superb idea because this is a very interesting video and an eye-opener - Steve.



What are you doing these days?

I guess a lot has happened since the early 90s. I’ve worked on most platforms since the 16bit era, all of the Playstation platforms, N64 and PC. I’ve worked on some well-known titles - Tomb Raider, 24, Medievil, Little Big Planet and Killzone to name a few. We pushed the boundaries of what was thought possible in VR with RIGS on PlayStation VR. I’m no longer in the Games industry these days though. When Sony decided to close the Cambridge Studio I decided to try something else. I’ve been made redundant 5 times in the games industry due to companies going into liquidation. Most of those times finding a new job had meant moving to another city as well. This isn’t something I’m prepared to do anymore now that I have a family.

I do miss writing games but what I miss most is the creative side and teamwork. I don’t miss the stress, pressure and unrealistic expectations from publishers, massive teams where you’re a tiny cog in a huge machine. I miss the small team vibe, pushing the boundaries of what you believe can be done. I occasionally tinker around on an emulator and have been writing a Uridium style shooter on the C64 but I’ve had to put that on hold since the pandemic started. I’ll look at this again during some of my holiday time when I don’t need to focus quite so much on my work life.

I now work for Arm in Cambridge who designs chips and you probably have several of these in your phone, tablets, smartTV and other devices. I lead a team that looks at GPU performance when running general-purpose compute on those devices, so languages such as OpenCL and Vulkan compute rather drawing graphics using vertex and pixel shaders. With advances in technologies such as Machine Learning and digital assistants, more of this processing is moving on to mobile devices rather than being run in big data centres in the cloud. This is where being able to run general computing workloads on a GPU, rather than just rendering graphics, becomes ever more important.

It’s very different to working in the games industry, but challenging in a good way and my skills with pushing the boundaries of performance come in handy. I’ve worked at many places before but I’ve never known any company to care about its employees as much as Arm does. They’re very open with their staff, promoting a sharing community with learning and development as a pivotal part of the job, so this suits me well.

Thanks for getting in touch Steve, it’s been quite a trip down memory lane!

Friday, September 04, 2020

Electrons From Acorns




A new disk mag

My old mate Stuart, aka the Elk of STatariART, is working on a new diskmag which he's developed using GFA Basic (is there nothing that tool can't do!). He's already at issue three which features a nifty user interface, a silly letter (that you shouldn't read) and lots of superb medium-resolution artwork (I'm looking forward to more pics in the future).

Content is low, at the moment, but steadily increasing now that the groundwork for the magazine structure is there. He hopes to release a disk each month, which is ambitious, to say the least. His plan is to recreate that community vibe from the 90s. So, you're invited to contribute whatever you like and have your say. Come on and get involved. :-)

EFA issue #3 can be downloaded from over at the Demozoo website and I invite you all to check it out sometime over the weekend. Here are a few sneaky screenshots to tease you into clicking on that download link.

I asked Stuart why he's making an Atari ST diskmag in the 21st century and here's what he had to say...

Hey Steve! First, can I say thank you to the Crypt for picking up my new diskmag thing - I appreciate it cos I know how busy things are down in the fiery depths of the undead Atariverse! Here's a bit of background about me and how I arrived at the idea of doing this diskmag thing for the ST.

My name is Stuart Johns but I go by 'the elk'; my passion thereby being Public Domain, specifically creating artwork and music to contribute to the PD scene. I started out in computing back in 1983 when my folks bought an Acorn Electron and it got me hooked into the 8-bit world. Come the late '80s and we upgraded to a C64, but I soon replaced this with a Miggy and it was on that machine that I began to fiddle around in Deluxe Paint and ProTracker.

After these beginnings in the '80s and '90s amongst Acorns and Commodores, it wasn't actually until 2016 that I got my first ST machine! When I was younger, a musician friend of mine had an ST and I had always been intrigued by them. The chance to get one at a good price came up and I grabbed it. I immediately fell in love with it; not just the aesthetic but the way it worked and of course the MIDI side of things.... and Degas Elite... I mean what can I say? True Love!

It's always been important to me that people use the stuff I am creating as a truly public domain resource - I encourage people to reuse it and change it themselves without any credit to my original work. But I am always trying to find new ways of getting the art out there. The EFA diskmag idea was borne and the Atari ST seemed like the perfect way to springboard this. I wish I had got an ST back in the day instead of the miggy, but it's all good... it just means I have a lot of catching up to do!

That brings me onto the EFA diskmag as it stands. It's up to issue 3 (that being released on September 5th, 2020) and I am coding it in GFA Basic on my STe. The first two issues were extremely bare-bones, but with issue 3 I see a bit of an evolution - sub-menus, structure, cleaner coding for displaying pictures and even displaying text files within the mag itself - with a good deal of help from folks over at the Atari-Forum.com (what is probably simple coding to most folks lol).

So I see issue 3 as a foundation issue. I admit that content is thin, but I feel there is a structure to move forward with and hopefully, people will email their letters, thoughts and pictures (PI2 format please). I will hopefully be doing some interviews and such as time goes on and also looking at the ST itself as a vehicle for PD art and music. Everything starts from something, right?


- EFA diskmag Issue #3 screenshots -






Friday, August 28, 2020

Crazy Cars III





Oh no, another Crazy Cars game?

Yep, and I must admit that I was a bit worried because the first game was rather crude and the second had infuriating mechanics that angered me a lot. So, as you can imagine, I was skeptical about the third. Okay, it's 1992 (I wish) and Titus appears to have redeemed themselves with something that actually looks rather good. What??

Yeah, it looks cool and the background story is funny and proves you should never look a gift horse in the mouth. Well, when somebody offers you a Lamborgini Diablo, at a rock-bottom price, take it and then drive it away as fast as you can!! Which is exactly what we're doing for Crazy Cars 3. Sure, we spent most of our life savings running it but we have a sexy sports car. More importantly, enough cash remaining to compete in America's Bull Run - the Saturday Night Races.

That might sound lame but this event is a huge event taking place throughout the lower 48 States against many rival drivers. There are four divisions and, of course, we begin right at the bottom of the fourth with a measly $6000 left in the pot. Thankfully, that's more than enough to get us racing through Miami, Denver, and Memphis. Each win increases your purse, thus opening up the possibility of competing in the more expensive races in other locations.

Enough yapping, I think it's time we viewed a few opening screenshots...








Put the pedal to the metal!

Before you rush off and waste precious cash, it makes sense to practice. So look at the map and take a stab at any location. Each is different with a varying degree of difficulty thanks to narrow, twisty lanes, obstacles, and other cars. Not to mention the cops who are looking to boost their Christmas party fund. Well, why bother arresting real criminals!

Anyhow, once you feel you've practiced enough, slap yourself and then practice some more. You won't regret it. Eventually, you will be ready and can head over to the Tournament with confidence. Pick yourself a character, I'm always the Mr T lookalike! It's now a good idea to start cheap with something you can afford, I advise Memphis. All "yellow" coloured places are initially open to you with details of fees, prizes, and details of those dreaded cops.

Prize money is awarded for coming 1st, 2nd, or 3rd but it's possible to boost that via your fellow rival drivers. These guys are always up for a flutter - might be a good opportunity to earn extra money? So long as you don't get too big for your boots and have bothered to practice on more than just a few tracks. Yes, you really should practice. Take the hint!

It sounds quite complex but it's not so let's take a gander at some more sexy pixels...








Titus 2:13

I'll say it now, I love Crazy Cars III which is thankfully nothing at all like the first two racers - in terms of gameplay and quality. In fact, it's quite a rush slamming down the road, zooming by the other cars, with the thrill of passing a dreaded rival. The controls are excellent with our joystick used to steer this red beast: push up or hit fire to accelerate and pull back breaks. You can choose between manual or auto gearboxes which means I always choose the latter!

This racer is fast and furious (sorry) and feels like Titus sneakily took inspiration from a number of others, like Lotus II for example. But that's okay, there are lots of examples of ripoffs being better than the originals. The gameplay here matters so play dirty if you need to but always keep an eye out for the cops. Those guys never give up and will try to chase you all the way through to the end. So whaddya gonna do? Flee or be a good citizen... FLEE, of course!!!

Rich rewards for good drivers so collect the bounty for winning and then grab what's owed to you by losing rivals. Now, it's time to think and decide just how you're gonna spend that cash. Car repairs, or enhancements like a better gearbox, turbo boost, tyres, etc. Perhaps another harder race which is now unlocked because you're the Million Dollar Man? This routine is continued until you earn enough dosh to enter into the Divisional Race for a possibility of promotion.

And finally, it's time to view some amazing in-game screenshots. Enjoy these...








A shiny red car and a roaring engine?

Yup, now we move onto the aesthetics - which never matter but is still nice to have. So what do we have?

Well, the graphics are ace. Simple as that. This is one of the most glamorous 16-bit racers with a decent framerate and good sprite scaling for everything that whizzes by. The weather effects are a nice addition but only if you've remembered to change the tyres. The palettes I adore as they use beautiful colours!

The audio is good with a neat tune and decent sound effects. Most effects are YM chippy and could have been better but there are some neat touches, like when going under a bridge. The best is the whirring sirens of the cop cars which are excellent. But this also highlights the Diablo's mundane engine sounds. Ah well, can't have it all?

Okay, here are some funny faces and the sweet smell of failure for the last few screenshots...








The CryptO'pinion?

Every game has a flaw or two and I thought my Diablo suffered lethargic cornering compared to the others. Also, I wasn't a fan of the - overly - narrow tracks with many stupid locals getting in my way! My driving skills suffered, as did my wallet paying for all the extra repairs! Possibly too many cars populate the roads? Or is that just me?

Crazy Cars III is fandabbydosey. It's the best in the series (hardly a revelation) with tons of thrills and excitement. Also, I love the freedom to enhance the car, gamble, race through superb locations, and the rush of being chased by the cops (who are relentless). Is this better than Lotus II? Possibly!! An enticing thought. So, set aside a couple of hours over the coming weekend for you and the kids. You won't regret playing this need for speedster - it's blummin' excellent!!

Download the floppies via Atarilegend

Monday, August 24, 2020

ymphibian


DOOM!

I recently read that Effect had released a brand new demo by Tom Kito which is stuffed with 12 tunes by Proto. I love chiptunes, and the Atari ST already has some incredible musicdisks in its library, so I had high hopes. Thankfully, ymphibian is foot-tappingly superb and I enjoyed it so much that I made this recording to share.

There's a range of crackers here and that E1M1 tune is shockingly great and something this old Doomguy enjoyed!! (how could I not?). Also, I really appreciated the autoplay feature, which is something every music disk should have. So, as their website says, "sit back, grab a beer and enjoy the banging beats coming from your Atari ST’s YM2149".

You can download this excellent music disk from the Effect website. Enjoy...

Sunday, August 09, 2020

Party Seven!



Gary's games

I was looking back through the AtariCrypt archives and came across Alien World, a sensational shoot 'em up. Oddly, unknown to many gamers out there. It was developed by Gary Antcliffe for Hi-Tec Software in 1992 and is a bit like Blood Money or Zynaps. You know the kind - kill everything whilst trying not to die a humiliating death!

Anyhow, he's also the man behind Blazing Thunder, Bomb Fusion, Future Bike Simulator, Scooby-Doo and Scrappy-Doo, T-Bird and Yogi's Great Escape. Quite a bunch... So, I began to wonder what his other games might be like.

You've guessed it! Yes, here is a quick compilation of Gary's games for the Atari ST. Take a look...




- Alien World -

Firstly, there's no need to rewrite any more of my junk! Just take a walk down AtariCrypt's memory lane and then download what is nothing less than an exciting, if brutal shoot 'em up with super-sonic visuals to boot. Yep, it's tough and takes no prisoners but a skilful and persistent player will be rewarded with a fantastic game.

Grab the floppy disk download from Stonish and the HDD from 8BitChip.






- Blazing Thunder -

Remember in Ikari Warriors when you could kill soldiers from within the relative safety of your little tank? Have you ever wondered what it might be like to permanently be inside a near-invincible tank throughout the entire game? Well, wonder no more because this arcade-inspired (aka blatant rip-off) offers exactly that.

Stop! Don't touch the keyboard because there is an incredibly cheesy intro which is hard not to love. The graphics, and sound effects, are both excellent with our hero looking like a Rambo wannabee with the mad 80s permed hair! Following this is the title screen which is worth leaving displayed just to enjoy the thumping music.

As we begin this vertically-scrolling military shooter, everything is pretty much what you'd expect with soldiers blindly offering themselves as free cannon fodder whilst others lurk in trenches, trees or operate guns. What it obviously lacks in originality is more than made up in the fun department right from the start:

Level one takes place in a jungle, of course before advancing onwards to wetter places for the next stage. These two levels are possibly the best reasons to boot up the game.
We head into the desert for the third stage which is where I found my tank starting to show its cumbersome colours. Having to navigate back 'n forth through the terrain was a pain, especially when ginormous tanks are blocking the way! The boss is impossible to beat without a cheat!
Watch out for the firey landscapes of level 4 with tougher enemies and awkward landscapes. Things are now impossible and I cannot imagine anyone playing this without a cheat!
Level 5 is a breath of fresh air, feeling somewhat like the first two levels and I got serious vibes of Fernandez Must Die. Just watch out for the trains and grenade launchers! The boss is impossibly difficult and even if you do defeat it, the robot guardian appears to kick your butt.
Completing the game rewards you with a lame well-done message. Sigh...

I love rumbling through the jungle in my massive and beastly tank but what were they thinking about when creating such an enormous sprite. It's huge!! Thankfully, the controls are sweet with fast movement and level design which makes it easy to manoeuvre. Running down the soldiers is the first thing to do! Why not? I'm in control of 100 tons of steel so I'm bound to enjoy squashing the enemy into the tank's tread. Watch out for mines that will sap your energy (yep, your tank has energy!) and stay clear of hidden bombs marked with a B... for BOOM!!

Thankfully, there are power-ups that aid health and improve weaponry. Hitting Spacebar operates your own collection of bombs - this is insane and dead funny when soldiers are caught in the explosion. They turn into black-singed corpses!! In fact, the bombs are most useful against the bigger baddies and end-of-level bosses.

Graphically, this is an average looker with a poor framerate that doesn't come close to Dogs of War or War Zone. I liked the palette and the sprites are the best thing to look at. However, there is little or no animation - your tank! If you're wondering about the audio, don't. Spot effects which are well, you know...

Blazing Thunder is a good shoot 'em up but gets repetitive after the first level and is very difficult. However, fighting from the "safety" of a tank does offer an alternative spice to the genre and running over soldiers is always fun. Okay, I'm never going to delete Ikari Warriors for this but I did enjoy it. Not great but not bad either.

Grab the floppy disk download from Stonish.






- Bomb Fusion -

Like many Atari ST guys, I upgraded from an 8-bit computer which means lots of fond memories and I've always got a soft spot for anything reminiscent of that era. A good example would be the Dizzy games, Starquake, Highway Encounter, Head Over Heels and most certainly the recent and incredible Bugziacs.

Okay, here goes... in Bomb Fusion, Terrorists have sneakily planted explosives inside a nuclear station and we've come to save the day - arriving in a Sinclair C5. So it's our job to systematically defused each bomb before the radiation levels reach dangerous levels. I'm getting whiffs of Bomb Jack but there is also the additional task to collect and store any leaked fuel pods. Well, I guess that adds a little more depth to the game?

Getting around each level is easy thanks to the number of platforms used to access each remote bomb. Sometimes these are way out of reach which means using pressure pads or falling off the screen. Yep, falling off the bottom of your screen allows you to reappear at the top which is a nifty idea. Also, there is a weird ball randomly bouncing around for some reason - touching that isn't good for your health.

Graphics never make the game but, let's be honest, it's always nice to see your Atari ST looking hot!! Sadly, I can only imagine the shock on anyone's face when they first played this - did we get a direct Z80 port or something? Also, the music is irritating and possibly the worst I have ever heard from the Atari ST. Be quick and hit F10 to flip to sound effects before your ears bleed. Yes, they are still lame but a zillion times better than the music!

Once you've got over the shock of your Atari ST pretending to be a ZX Spectrum, this is quite good. Scurrying off the screen, frantically trying to defuse the next bomb is a rush. However, it doesn't really go anywhere beyond that and later levels are very difficult. Ten minutes of fun but definitely the weakest game here.

Grab the floppy disk from Stonish and the HDD from 8BitChip.






- Future Bike Simulator -

Apparently, motorbikes were banned in 1995 only to be replaced by 300mph anti-gravity Future Bikes! The highways have been converted into The Strip, which is a new track designed for speed without annoying roadworks or Sunday drivers. Each section is littered with mines, bombs and other riders who can be shot and then robbed of their loot. Use this cash to upgrade your bike with missiles, shields and other goodies.

The controls are great but, sometimes, a track would feel a little too cluttered, especially in the city. Ride, blast and kill anything that gets in your way and survive as long as you possibly can. What more could you want?

Visually, I might have been impressed around 1988 but this came later so I'm shocked it's not better - although I thought the sprites scaled nice. Interestingly, there is an option to increase the framerate by hitting the F key which is fast and excellent. You can flip back using the N key but then everything oddly feels rather sluggish. Sadly, the audio is very disappointing with mediocre sound effects but at least the title screen music is superb!
I found that the 25Hz mode was best experienced using real hardware. By far!
This is a neat game but I failed to see anything resembling a simulator so I'm renaming it to Future Bike Racer. The tracks are long and crammed with many bad guys to blast into smithereens but there's nothing mind-blowing here. However, I did find enjoy the simplicity of doing nothing more than riding my bike and killing folk!

Grab the floppy disk from Stonish and the HDD from 8BitChip.






- Scooby-Doo & Scrappy-Doo -

I'm a bit of a fanboy for platformers and this Scooby snack helps to prove why I love the genre. It's bright, colourful, and detailed with excellent controls. However, it's based on Scrappy-Doo, that annoying pup who ruined what was once a fantastic cartoon. Anyhow, Shaggy and Scooby have been kidnapped by the evil Baron Von Drak which means we are (groan) Scrappy-Doo who must attempt the rescue. We begin on a ship, heading to a desert island with later levels taking us through caves and forests before a battle with the Baron himself.

Each stage is superbly designed and fun to explore with the chance to enter hidden secret levels for tons of bonuses. The enemies are varied and run around like crazy fools with some hopping to and from the different ledges, which was most unexpected. There are several items to collect for health or power-ups and Scrappy can throw a mean couple of punches, even if his reach isn't that great. Collecting Scooby snacks will eventually reward you with an extra life and you will need that for the desert stage and onwards when things get a lot trickier.

Visually, this is an excellent treat alright!! Scrolling is smooth, sprites are cartoon perfect and the levels are utterly gorgeous with a great design using bundles of colour. Audio is probably the best of all the games mentioned here thanks to funky chiptunes. You can switch to sound effects but I wouldn't bother if I were you.

Overall, this is a tie with Alien World for the best of Gary's games. They're very different of course but I cannot decide between the two. Good old Scrappy has delivered a killer punch with something that looks, sounds and plays brilliantly. I personally think this is one of the best platformers for the Atari ST. Yep, I said that.

Grab the floppy disk from Stonish and the HDD from 8BitChip.





- T Bird -

It's time to put on your Buck Rogers big-boy pants for a blaster similar to Space Harrier or Galactic Conqueror. It's easier than the Sega conversion, so nowhere near as difficult as I originally feared thanks to its casual mechanics and fantastic controls. Graphically, there is a serious lack of colour and flair so things look incredibly bland. I don't get it, it's not like they sacrificed any glam for that (ahem) extra speed... Audio fairs a little better with chip music playing in the background and there is the option to hear sound effects instead. Don't bother.

T-Bird isn't a bad shooter but the above-mentioned games are miles better so I'm sensing that this was a port with little dedicated ST love. That is a massive shame because the ST rocks with 3D games like this. Ignore what I said about Bomb Fusion because this is definitely the weakest of the bunch and I'm gutted about that.

Grab the floppy disk from Stonish and the HDD from 8BitChip.





- Yogi's Great Escape -

Jellystone Park is going to close and all the animals are to be transported to the zoo so Yogi decides to escape before it shuts down. I imagine the local council sold the land to a housing property developer... Anyhow, I had high hopes for this platformer after seeing the screenshots full of colour and gorgeous cartoon sprites.

The main objective is to dash through to the end of each level avoiding any nasties along the way. There are picnic baskets and items to collect but your main objective is to escape before the timer expires. Each level follows the same basic principle and there are lots of enemies, moving platforms, rolling platforms, long jumps and other stuff to ruin his day. Most of them feel fiddly and unfair, especially those irritating rolling platforms!!

The controls are responsive but Yogi's movements feel somewhat wooden and unrealistic. Plus he's too big for the environment which makes some jumps rather awkward. In fact, it doesn't feel like he can jump - it's more like floating? Very similar to something like Ghost Battle, rather than what you would actually hope for.

Visually, I love its cartoon appeal. Lots of care must have gone into going that extra mile - smooth scrolling, tons of colours and gorgeous sprites. Okay, the animation is lacking but this is one gorgeous looker! The audio is terrible with no in-game music only meagre spot-effects! Plus I didn't care for the fuzzy title music whatsoever.

Overall, Yogi felt flawed with weird mechanics and limited content which is a shame because it looks the business and certainly had potential. There's just something that puts me off and doing little more than rushing through each level. Sadly, it looks like Yogi isn't smarter than the average bear, after all and you're better off with Potsworth & Co, Rolling Ronny, Stario, Magic Boy, Magic Pockets, Terry's Big Adventure, etc/etc/etc...

Grab the floppy disk from Stonish and the HDD from D-Bug.





- The CryptO'pinion -

Well, that was a peculiar and mixed bunch of arcade-inspired games. It's obvious there is a couple of direct ports here, which is a shame but understandable, I guess. It's also obvious that Gary's skill in getting the best out of the Atari ST improved considerably over the years and he certainly ended on two huge highs with Alien World and Scooby-Doo & Scrappy-Doo. In fact, these two are Christmas crackers and blew me away in terms of quality programming and gameplay.

I often wonder what it must have been like for people developers back in the day working against the constraints they were under. Anyhow, I personally enjoyed doing this compilation and found it incredibly interesting. So who knows what I'll do next? Hey, have you played any of these games? What did you think? I'm interested to hear your thoughts...

More random ATARI ST articles from the archives

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