Monday, January 13, 2025

Clown-O-Mania





Clowns make everyone laugh, right?

Clown-O-Mania sounds like the perfect title for today's crazy world. Instead, it's an Atari ST game developed by Matthias Krenzel and Carsten Mohr and released in 1990 by Starbyte. However, it's not a game I remember; my first impressions are of Spindizzy Worlds or Crystal Castles, which is not a bad thing.

So what's the story? Well, Beppo the Clown was strolling through the circus and found a mysterious map. Not just any map but a mysterious map! This tells of a hidden place with valuable crystals. Beppo cannot ignore the temptation and quits the circusOddly, he remains in his clown gear and makeup! Anyhow, he finds the location and wants the crystals. Can we help him get rich? It's doubtful with me in charge of the joystick!

Let's look at the opening level which is a great way to learn the basics...



Many levels are designed with multiple layers accessible via ladders and more.
I've collected a few crystals, but what are those two green "things"?
Can you see those blue boxes? They look helpful.



Let's play

All levels are displayed as an isometric map using different square tiles. Each is a mini-labyrinth made of sections so teleporters, ladders, and more are used to get around. The objective is dead simple - collect every crystal. Earlier maps are easy, and they help to gradually introduce different elements and enemies as you progress. That's about as complex as this game gets. Collect the pills like Pacman and move on to the next.

Of course, it's not always so straightforward, as later levels are large, and littered with pitfalls and enemies. Thankfully, there are collectables to aid your quest like "jumps" and "razors". Jumps are a teleport and great when things get too difficult. Razors can be used as projectile weapons to kill the nasties.

The tiles of each maze offer various benefits alongside some strange effects. Arrowed tiles allow you to only move in a particular direction. Coloured tiles provide bonuses when they're all the same. Blue tiles reminded me of Wipeout to provide extra speed. Jump tiles leap you into high places (rewards for landing on a baddie!). However, the most infuriating, are the yellow patterned tiles that twist the world on its head!

Additionally, funnels and transporters provide instantaneous access to other areas. Those are blue with a yellow dot and reminded me of a litter tray lol. Use the pyramids to block the path of roaming baddies - think along the lines of Highway Encounter. However, you should increase your energy levels to utilise them fully. Fortunately, clown masks are scattered throughout the levels, offering a much-needed extra life.

Movement is slick and responsive using the joystick, of course. Pushing up moves you diagonally up/right whereas pulling down moves you down/left. It sounds awkward but I grew up with isometric games from 1984 (thank you Knight Lore) so I'm used to this concept. It's easy to learn and perfectly apt.

What, you think this is an overcomplicated isometric Pacman? Let's break with some screenshots...



One of the first collectables is a severed bald head. Or a 1-UP ;o)



Watch out, those yellow tiles will flip everything on its head!




Aesthetics

Visually, this game is both fantastic and disappointing. What, I hear you cry! Am I insane? Well, yes but hear me out... The pixel art is (I think) by Orlando Petermann and Roman Bossart and they did a wonderful job. Beppo's details are superb, albeit with a surreal Rolling Ronny vibe. I also love the baddies (great AI) and each level, whilst lacking the glam of other isometric games, looks clean and concise.

Sadly (here we go) the poor old AtariST might look good but the programming behind the scenes fails by comparison. It feels like a weak Amiga port because there is no scrolling. That makes later levels far too difficult as you cannot see what enemies are nearby. Not until it's too late (think Cannon Fodder).

The audio fares much better with a belting chiptune by Adrian Dalecki. It's subtle and suits the gameplay without overpowering your concentration. Sadly, this is the only tune constantly playing alongside the sound effects. There's nothing wrong per se as the music (and effects) are good but, more tunes were needed.

It's not looking that great, isn't it? Well, let's take another pause for some screenshots...



Why not change the colour of those tiles like in Jumping Jack'son.



Level 9 appears far more complex than it is. Hey, if I can do it...




The CryptO'pinion

It's tough to give an opinion when I didn't get anywhere near completing this game. After about a quarter of the way through, I hit a brick wall as the lack of scrolling made it impossible for me to continue. I'm genuinely gutted because I was having a blast until then. The levels are great and require much concentration to figure out a safe route whilst worrying about other elements such as traps and the map's many enemies.

This game had great potential but ultimately, it didn't fully deliver. It's obvious why. I'm disappointed Starbyte rushed this game through without utilising the ST's capabilities. My rating is a disappointing 55%.

I hate lame ports but I'm always interested in your thoughts. Let me know in the comments.

+ Floppy disks can be found over on Atari Legend: https://www.atarilegend.com/games/clown-o-mania
+ 8BitChip has the hard drive version: https://atari.8bitchip.info/SCRSH/clownom.html




Hey, I wonder what will happen if I jump inside that funnel?


I loved this level, those arrows aren't nearly as bad as they look!



I should really take the screenshot before collecting the pills. Looks a bit dull ;-)



Do you want a tip for later levels? Always collect the razors (blue/red lines)



Level 19 is insane and gave me isometric Dungeon Master vibes because of the baddies!
(that green tree thingy reminds me of a Screamer)

Thursday, January 02, 2025

Treasure in Cave





Montezuma's Revenge

Treasure In Cave was released in 2021 by Bülent Özgür for Silly Venture. It's a platformer developed in STOS for the Atari STe and appears to be a tribute to Montezuma's Revenge. It feels somewhat of a teaser because there are only five rooms. Not only that but I found bugs - my character managed to walk within the floors! Also, the game fails to boot up on my Mega STe. Thankfully, my 2/4MB Atari STe running TOS 1.62 is fine.

There are no docs so I presume it's modelled on the above. Hey, we might even be a distant relative to Panama Joe? Anyhow, the objective is easy, collect the coins in each cave as you venture deeper into the caverns. Uncomplicated gameplay works for me and I love the chance to play a version of this platformer.

Let's start on a negative with a silly screenshot of his feet walking inside the floor...



The bugs are disappointing but do not ruin the game.




Five 16th century caves

As a fuji Panama Joe, use your joystick to walk left/right, climb ladders/ropes, and jump. Thankfully, there is no timer but we have an energy meter that depletes by touching a monster, falling, and (wait for it) jumping. All caves have a few coins and also special items to unlock the exit door and replenish energy.

Each room is a mini labyrinth of platforms, ladders, and ropes. The design is simple and easy to navigate; made slightly harder by each cave's lone monster. So collect the coins, top up your energy, and grab the exit key. Once all five caves are complete, the game is over, and you're thrown back at the little green desktop. That's strange, but I suppose there's no point in staying any longer. Always leave them wanting more, uh?

Let's break up the chitchat with a cool photo of Bulent's superb computer room...


What a setup!! And it's only one part of his room. Links below for more photos.




Aesthetics

The graphics are quite adequate albeit poor compared to other platformers. Very much 8-bit, which is oddly what I like and reminds me of the Monty Mole games. The sprites are good but there are so few enemies and they move very slowly. Sadly, some bugs might hamper your efforts to collect items, leap onto platforms, and use the exit door. It's not something that can't be fixed by repositioning a little, but it is disappointing.

The audio fares much better with stereo music by Raphaël Gesqua [aka Audiomonster]. This plays throughout and alongside a whopping array of different sound effects - I'm being sarcastic because you hear a sound only when collecting coins. Honestly, sound effects would only detract from the brilliance of the music.

Few games feature a help screen and this one has an Atari joystick for extra glam...



I had to read that twice, I didn't grasp why jumping would cause energy loss!




CryptO'pinion

I've enjoyed Treasure in Cave but it kills me that I cannot continue after the fifth cave. It's not nearly enough and I desperately wanted to ransack many more. appreciated the homage to Montezuma's Revenge and thoroughly enjoyed the old-school vibe. I'm hoping Bulent continues development as it has great potential.

For now, I'm slapping it with a heartbreaking score of 50%. Disappointing, I know but it needed more levels. However, remember Bulent is new to the Atari STe, and this is his first game. Considering that, I'm genuinely impressed with Treasure in Cave, and I look forward to playing his next release soon!

Treasure in Cave can be downloaded at AtariUpToDate and Atarimania.



~~> Bülent Özgür <~~


I contacted Bulent to ask about his game; I wondered if development had ceased or been put on hold. Thankfully, his response wasn't negative, "You can be sure that if there is a development in the game, I will let you know first". We've been talking more since then and I've discovered Bulen is eager to continue and hopes to collaborate with others from the ST community. Is there anyone reading this who can help?

Okay, here are a few more words from the man himself...

By the end of 2018, my friend @KNG (Kaan Gülnihar) and I work at the same workplace. We spend some of our time together. He is probably 7 years younger than me. However, during our conversations, I realized he is also interested in retro computers. He is interested in the Amiga 500/1200 series whereas I had an Atari 800XL in my youth.

As we talked, the old days came to life again. Thanks to @KNG, I got to know retro again. I would like to express my gratitude to him once again. I think the resurgence of memories was the main reason to get away from stress. Amiga, C64, and Atari 1040 STe are computers I could not afford back in the day; I always looked up to them with envy.

Kaan encouraged me to make a game. I said yes, I should do something. While I researched, I met the “Silly Venture, Poland” group. Their impressive and friendly interest made me addicted to their activities. I thought I could do something for this group. Although I had software experience, I had not written a retro game. When I discovered the STOS language on the Atari STe and realized that the language was not just a simple basic language. I felt that this was what I was looking for.

First of all, my game had a long development period, but COVID provided the time. Getting to know the STOS language, learning what I could do, and creating algorithms, sprites, and scenario took place during this time. It was a difficult period. For this reason, I wanted to remember the healthcare workers who caught COVID and worked on this issue. I dedicated my game to them.

The game consists of 5 chapters. I wanted to manage a character who fell into a cave and looked for an exit while collecting the treasure in the cave and fighting some creatures. After the preparations were completed, I decided to participate in the SV20+1 (2021) SE Compo and submitted my game. It was very meaningful that I won the 3rd prize out of the four participating games. The first 2 games were very professional and were made as a team and I understood that I had entered the champions club with them when I came in 3rd.

I really want to do more. However, working alone on this subject is quite tiring. I hope to meet in environments where I can do something together with others who are enthusiastic about this subject from all over the world. Those who want to know me better can also visit my website. I embrace you all with my warm greetings.

Bülent Özgür
a.k.a. @freedom




I was hooked the moment I saw the first cave. I love the 8-bit style and design.



Things get a little trickier in the second cave but there's only one wiggly worm to worry about!


The third cave is easy but the last bit may catch you out.



The fourth cave appears more complex than it is. Easy Peasy!



The fifth and final cave is probably the toughest but, erm, not that tough really.



Yes, I mapped it!! You can download the high-res version by
clicking here.

Like what I do? Hey, do you wanna help support AtariCrypt??

More random ATARI ST articles from the archives