Friday, April 15, 2016

Buggy Boy



A 16-MHz Buggy!

Buggy Boy is great and the ST received a fantastic conversion with gorgeous aesthetics that suit its style perfectly. This is a no-frills arcade racer that doesn't take itself seriously - it's simple, extremely addictive and I love it. However, there are a zillion videos scattered throughout YouTube land so I thought I'd make something a little different... My video emulates the game running on my 16Mhz Mega STe which is ludicrously fast and rather insane.

I don't know why I made this video but I hope you enjoy what is nothing but a silly recording!! :o)

Friday, April 08, 2016

Stardust




Meh, another Asteroids?

Stardust was released late in the ST's life by Bloodhouse in 1994 and it's not only one of the last commercial games released but is actually an STe-only product. Developed by several famous names from our great demoscene (thank you Aggression) these guys burnt the midnight oil to deliver a wicked twist on the original Asteroids arcade genre.

It not only plays similarly to that old favourite but also features modern aesthetics for extra zest. Such as ludicrously awesome colours and sampled sound effects; all are quite stunning and complement the frantic action.

Wanna see the war plan? It's technical but translates to "kill everything and don't die!". Check this out...



A clear and accurate war plan, I'm sure you'll agree? lol



Bam! Bam! Bam! Blast the rocks!

There are a total of five levels with each containing six missions. All are host to a variety of rocks along with the expected dangerous baddies. After each level is completed, you must travel through a wormhole-like tunnel onto the next part of the galaxy like something from Buck Rogers or Starwars!! These tunnels are filled to the brim with oncoming rocks for you to dodge or destroy - no easy task but it's a thrilling moment that I never expected to play!

Bonus levels pop up regularly and feel similar to a particular Thrust clone. Note, these are optional but you must be daft to ignore the fun. So don't be daft!! Of course, a game like this wouldn't feel right without End-Of-Level Bosses. Each mission has them and these guys are tough! Much perseverance will be required during these enjoyable romps.

It's time to stop reading and enjoy some pixels! Let's take a peep at another screenshot...



Check out these outstanding and colourful visuals!! Amazing stuff.



Enhanced gaming!!

Stardust is something else. It's on another level with gritty, fast-paced gameplay. The basic mechanics are what you would expect - Asteroids - so it also feels more or less as you would expect. This is awesome because you can jump straight in and begin playing without that learning curve. Heck, it's all about dodging and shooting. Are you tough enough?

The controls are also familiar: left and right will manoeuvre your spacecraft around. Pushing upwards will thrust you forward into hell. Don't worry, we have a shield that aids you during those sticky moments. Finally, our ship's main weapon is more than capable - perfect for gratifying rock-blasting!! Nothing wrong here, folks. This is all super-spacey-gun-fun!

This next screenshot does itself no justice. Seriously cool stage with mind-blowing fx...



Buck Roger's side event is absolutely exceptional. Impossible not to be impressed.



Enhanced Aesthetics

Graphically, Stardust is utterly glorious. Everything is bold and colourful with stunningly smooth animations. The rocks are also something else with jaw-dropping 3D renditions that look beautiful. Not only that but the display is running in overscan!! Yep, it looks so HOT and everything is in overscan which means lots of extra pixels to blast.

Equally impressive; is the audio with beautiful examples of thumping stereo tunes, accompanied by BAM!! BAM!! BAM!! DMA sound effects. This is one shooter that's gonna blow your socks off. If I can offer one piece of advice: crank up the volume!! Yes, I guarantee you will love everything Stardust delivers so turn it up high. No, even higher! :-)

This is one of the best-looking/sounding Atari STe games ever released. Let's have another screenshot...



Look out! Move quick and keep on firing - are your reactions good enough?



The CryptO'pinion?

This is a spectacular showcase of what the Atari STe is capable of when in the hands of people with talent and commitment. These guys didn't simply rehash an old idea or produce a weak Amiga port. No, they unleashed a product that feels fresh and exciting. The effort that everyone put into the gameplay, visuals, and audio is far beyond praiseworthy.

Stardust is a joyride of rock-blasting thrills and a perfect shoot 'em-up. One of the best games I have played.

Download for floppy or hard drive.

Tuesday, April 05, 2016

uIP-tool




Easy-peasy transfers

As you may have read in my previous article, I've bought the NetUSBee. This is a gorgeous slab of hardware available from Lotharek. It's brilliant and has an ethernet socket to potentially connect to the outside world very easily.

It's possible to connect your ST to a Mac/PC thanks to Mariusz Buras who has developed a program called uIP Tool. This will transform your Atari ST into a file server without any configuration. Just load it up and it will automatically assign itself an IP - which you use in Google Chrome on your Mac/PC. Now you can access the Atari ST and begin transferring files.

NetUSBee with uIP-tool makes transferring files to/from your Atari ST a cinch...

In fact, you don't need to use a web browser at all. Load up uIP-Tool and then copy a file over to your Atari ST using the command line. It's geeky but it works very well so is lots of fun! Here is the example command to copy 'myfile.zip' over to the D-Drive on my Atari ST...

curl -0T myfile.zip 192.168.2.2/d/myfile.zip

uIP-Tool makes the entire process of getting files onto your Atari ST very easy. It's simple to use, with a great interface and gets the job done. Yep, NetUSBee is a fantastic piece of kit and uIP-Tool marries up very well. Excellent software!

Help for those using WiFi

If your router is in a different room to your Atari ST then you might think uIP-tool isn't compatible with your setup unless you have a mega-long ethernet cable? Not so. My router is located downstairs so I bought myself a very short ethernet cable to physically connect the Mac to my Atari STe.

To provide uIP-Tool with a working IP address - just enable the Mac's Internet Sharing. Sorry, I don't own Windows or Linux, but I expect a similar function exists? Just follow this:

 1) load up System Preference (via the Apple menu)
 2) click on Internet Sharing (view me)
 3) choose WiFi in the dropdown menu & tick the ethernet box (view me)
 4) lastly, tick the box left of "Internet Sharing" to activate this service.
 5) now quit System Preferences.
 6) load up uIP-Tool on the Atari ST and note the IP it displays for you.
 7) enter that IP into Google Chrome so you can now access your Atari ST. Job done!

Monday, April 04, 2016

Mouse Trap




Not the board game!

Billed as "old in style but brilliant in design" is Micro-Value's 1987 platformer, Mouse Trap (based on the original Acorn Electron game). I love platformers but not the Mario/Sonic kind but the ZX Spectrum kind I grew up with: Chuckie Egg II, Manic Miner, JSW, Monty Mole, Saboteur II, etc. As you can imagine, I was eager to give Mouse Trap a go!

We are Marvin The Mouse who desperately wants to win back the heart of his ex-girlfriend that left him for another. She must be quite the materialistic female when you think about the plan he's come up with to win her back? Scrounge dozens of lethal rooms looking for precious items that are gonna impress her. Yep, that'll work. Hmm, women...

Anyhow, this is a cruel and unforgiving platformer: make one mistake and it's often impossible to go back and try again - which usually means a life lost as you replay. Each screen needs every item collected before you can progress to the next. Finishing each is a matter of working out the best route rather than what appears the quickest.

There is a time limit, so hit the 'F' key to pause - now study the layout to figure out the best route.



No, he's not floating but simply in mid-fall. And that aspect took me a while to fully master...



Wow! Those colours... This game is incredibly different from the norm and I love that.



Some levels are pretty simple. Not only to look at but complete very quickly. Like this one!



Input & Outputs

The controls are excellent. However, I initially found them a little fiddly and quite perplexing. For example, if you're facing left and then tap "right" (to turn around) Marvin will not only do this BUT he also walks a couple of steps in that direction. I'm used to Manic Miner, so this frustrating mechanic took me some time to master. And I did.

Visually, Mouse Trap looks like an 8-bit platformer but with the ST's extra pixels and colours. It's kinda weird and features the oddest sprites: check out the old man with the big nose who appears on level two!! A weird-looking game with sprites that are either excellent or just plain crud: like the floating skulls which are awful. Yet somehow it works.

Music is eerily enjoyable but will get annoying, so press M to turn it off when your ears begin to bleed.



This baffled me at first but it's actually a lot easier than you realise. Love the sinking ledges!



Some of the levels are far simpler than you first think. Just take your time...



There is the odd dodgy screen but then it redeems itself with this blue beauty!



The CryptO'pinion?

Mouse Trap is a charming platformer with an incredible variety of different screens - all as difficult as they are quirky and you will always be drawn back for that one-more-go! The only negative aspect is the lacking a save-game feature. That absolutely baffles me because there are so many levels to plunder (ie, you are forced to replay).

Having said that, I have enjoyed Mouse Trap because it's a blimmin' excellent platformer. (Nearly) top marks from me!!

Download for hard disk or floppy.



Can you beat my current Hi-Score without cheating? No, I didn't think so!! :p

Saturday, April 02, 2016

Floppy Shop



Disks through the post?

For those of us old enough to remember Floppyshop, you will be pleased to hear that Chris Swinson has brought back to life their entire catalogue. That's right, it's all here and, unlike the old days, everything is completely free of charge!! All that is required is nothing more than a click of the mouse to relive those PD days.

Each disk is split into the original 16 categories and I'm currently hitting the games... How predictable of me!

Art & Graphics / Astrology / Clip Art / Communication / Demos
Disk Mag / Educational / Fonts / Games / Programming / Midi
Music / Product Demos / Sound / Utils / Word Processing

Anyhow, everything you once saw advertised in the latest issue of ST Format is now available to download. Kudos to Chris for supplying this service. I've already downloaded tons of disks and I hope you guys do too :-)

Thursday, March 31, 2016

NetUS-Bee



Lotharek has done it again!

I've just received my latest gadget from Lotharek, the NetUSBee. This awesome piece of hardware slots into the ST's expansion port to provide the option for fast ethernet networking and two modern USB ports.

I've connected a USB mouse (worked a treat) but sadly, at the moment, there are no more USB devices to use. I hope this changes soon because the potential is huge. Using a modern mouse is nice but I'm really looking forward to getting the ST connected to my home network. I've already been able to access my FTP file server. Later, I shall attempt to configure STinG and get my Atari ST on the internet using CAB - so wish me luck!

I look forward to future drivers getting more out of this. NetUSBee is a fantastic product and built like a tank.

Tuesday, March 29, 2016

Vaxine




Contaminated box art

It is time for another example of awesome box art from my own collection with US Gold's fantastic voyage into the human body. It's actually a familiar 3D shooter set within a unique environment and The Assembly Line always developed great games but with Vaxine they even made some use of the enhanced hardware lurking inside Atari STe: glorious [STE] technicolour visuals along with DMA samples, which are a substantial improvement over the ST.

I've always enjoyed playing this game because it feels like a weird dream. Very different and a great adventure.

Floppy disks can be found using Old Games Finder and 8BitChip has a version for your hard drive!

Monday, March 28, 2016

Highway Encounter




1985 has come knocking!!

This is one of my all-time favourite 8-bit games from the brilliant mind of Costa Panayi, Vortex Software. It's an understatement to say I was flabbergasted when I read an old post on Atari-Forum concerning the unreleased ST game; developed in 1990 by the late Mark Haigh-Hutchinson. Sadly, Vortex was unable to find a publisher, so the game was left to gather dust for years. Which is terrible when you think about it!

I always had a soft spot for Vortex and fondly remember playing Android, Cyclone and Revolution but Highway Encounter was my favourite. It takes place on a stretch of highway populated by aliens, tricky puzzles, and many other obstacles to get in your way. The aliens invaded and our robot convoy has the task of merrily pushing a bomb down the highway to destroy their mothership (located at the other end of this road).
Funny tidbit, I remember making a VERY basic map of this game back in the day. Very crude but I was pleased with my progress. Well, until I saw a screen-captured version in one of the magazines. Typical... Anyhow, there's a link to the Atari ST map right at the bottom of the page for all interested.

Right then, let's stop this badly written review for the first screenshot... 


Guide our little friends the best you can, they have dangerous cargo!



Road rage!

Our version of Highway Encounter has not been modified with pointless bloatware so, remains much the same. The obvious improvements are with the graphics; gone are the monochrome visuals for a world of technicolour. The highway and your objective remain the same with many whacky aliens roaming about causing trouble. Our droid colleagues are still daft and will get stuck on objects just like the original. However, this can be good: leave them behind - in safety - so you're free to clear the highway ahead of the dreaded aliens.

The joystick controls are spot-on perfect and, if you appreciate isometric games, you'll be at home - left and right rotates, forward to accelerate and pulling back slows/stops movement. As expected, the weaponry is the same and features an ultra-cool energy bolt. This can be improved upon - thanks to power-ups lying along your road trip journey. So, the ultimate question - can you make it to the end of this motorway and save the day?
Interestingly, there is also an editor to create your own highway. This is something I've yet to play with but I'd love to know if any of you guys have used it. Let me know in the comments below!

Let's take another pause from the reading to see another lovely screenshot... 



Some wobbly things are approaching! Let's kill 'em!!



Speccy aesthetics?

Visually, this is a joy with old-fashioned styles. In fact, I'm transported to 1985 by its authentic style that is updated yet preserved using a gorgeous palette that isn't over the top. In the 80s, isometric games were the in-thing and this was one of the best examples of that genre. The sprites are as crazy as ever, making you appreciate the finer details of what was achieved. The ST has taken the original and bettered it.

As for the audio, in-game music would have spoilt the atmosphere and been something I would have muted. Highway Encounter is all about careful planning and strategy so it has to be sound effects. Thankfully, they are made from samples and perfectly futuristic for the zapping. It sounds great and I love it!

I think we've got the room to squeeze in one final screenshot...



Those guys are almost too cute to kill. But let's kill 'em anyhow. Do you see a theme here?



The CryptO'pinion?

Let's take a moment to think about something. This is an Atari ST version of Costa Panayi's exceptional shoot 'em up. Additionally, the original has been bettered with marvellous aesthetics whilst remaining faithful. What more could we desire? Unlike many, this is how all 16-bit remakes should have been produced.

Well done Mark, I say. You respected the original game and honoured us with a polished conversion. Highway Encounter will always be a Crash Smash and the Atari ST has gained an exquisite remake. I Love it!!

Download floppy / hard drive (ultrasatan)

AtariMania has an awesome map!

Sunday, March 27, 2016

Happy Easter



Happy Easter everyone!!

Okay, I needed an egg-related game for Easter which usually means Dizzy or perhaps even Chuckie Egg 2 (Nah, I'll never play that terrible game again!). So, here is Heartland released in 1996 by Tony Greenwood of Stosser Software and later improved for the Atari STe by TOS-Crew with 50fps STe-scrolling. Fantastic stuff!!

That's right, the original was good but they supersized it for the Atari STe. Something I always love to hear...



Hey, what's Dizzy doing here in the land of whizzy scrolling!


Eggcellent!

This is a cracking (sorry) platformer but I admit that I struggled to fully grasp it due to the sheer size of its map. This is a big game and something you either play properly or not at all - unless you enjoy running around for a few minutes just to enjoy the smooth 50fps scrolling whilst listening to the DMA sounds burping out through the speakers?

This is a great upgrade and I enjoyed the graphics whizzing across my screen like silk that completes the experience. However, I wasn't so sure about the music as I prefer chip. Okay, let's take a look at the keys:
Move using the cursor key's: left & right
space: jump (or use the joystick or JagPad)
m: map
r: show processor time left rasters
s: toggle sample (STE, Falcon), sound chip, effects and no-sound
Esc: quit the game
c: to toggle between sizzy and sazzy
h: toggle 50/60 Hz (ST, STE only), on 8 MHz machines



Woo, this map is confusing at first. And boy, is this game big. Perhaps too big?


Play it

Okay, it's the same game we all enjoy and aesthetics never matter much to the actual gameplay but, I must admit, they sure are nice to have. TOS-Crew has taken a good game and made it even better with proper scrolling that slides across the monitor like never before. I think this will help you to enjoy Heartland more than ever.

This sure proves the power of the Atari STe which the commercial gaming world chose to ignore. What a wonderful upgrade. In fact, I wish there were more Atari STe upgraded games - congrats @TOS-Crew for going that extra mile!! Grab the floppies or a hard disk installable version and I hope you all have a great Easter †

Friday, March 25, 2016

Operation: Zero-5



To boldly go...

I recently met Andrew Gisby, the creator of a uniquely distinctive shoot 'em up for the Atari STe (and Falcon) that takes place in the darkness of space. It's called Zero 5, released in 1995 by Caspian Software and is certainly a rare gem! So it wasn't long before I came up with the notion of an interview. (which you can read if you carry on scrolling).

Set in the year 2044 with a silly fictional storyline of aliens who are about to invade Earth. Unsurprisingly, we are the only hope to save mankind so jump inside your spaceship and head out into the heavens because humanity is depending on you. Being a gamer, I kinda get tired of saving the day but, sigh, I went on ahead anyhow. What a hero I am!

The first thing that struck me about Zero-5 was its style and this screenshot does the animation no justice...



Come on, that warping effect is so stunning. Love it!!


There are always aliens. Kill them!

Zero 5 is a first-person 3D shoot 'em up which feels like an artful mix of Star Wars, Starglider and some elements of Frontier. Taking place amongst the countless stars, with many missions played out in space or upon the surface of remote planets. Our spaceship is a cool slab of old skool 3D called Perseus which must be piloted through these missions. That might involve attacking an alien strike force, defending allied ships, and lots more exciting stuff.

Control is performed with the mouse (or a JagPad if you have one) and is precise, responsive and feels very natural. The realistic effect of momentum provides a necessary learning curve but you'll soon get the hang of it very quickly. What's probably the hardest to learn, is the GUI with the instruments that provide a wealth of mind-boggling information.

At its heart, yes, this is simply a shoot 'em-up taking place in space, or on the surface of unknown remote planets - which is so amazing. Each location is very different along with the task at hand and no mission is too easy to make this game a pushover. Take your time, learn the controls and always complete the task for a great gaming reward. If you can!

Hey, wanna see another screenshot that does no justice to how this great game looks and moves...



This game has some impressive 3D polygons which will take advantage of faster computers.


Aesthetics

Graphically, Zero 5 is a gorgeous 16-bit bombshell you will adore. The number of on-screen colours has been increased whilst also making use of the Blitter co-processor - which helps produce those cool 3D visuals. Faster computers are supported, so anyone lucky enough to own a Mega STe or Falcon will enjoy smoother frame rates.

Audio is outstanding, for both music and effects, all of which use the DMA hardware ticking over at a sweet 25KHz. The effects during warp and other scenes are Frontier-beating. This is one of those games I wish would have come on CD as I wonder how limited Andrew was by floppy disks. Folks, this is one sexy-sounding Atari STe shooter.

Sigh, the Atari STe was 5 years old in 1994. Just imagine if more software houses had Caspian's commitment...



Oh no, incoming enemies are identified and locked. Only one thing left to do - kill 'em!!!


The CryptO'pinion?

It's a tough cookie but I have always enjoyed playing this space shooter because it's fast and thrilling with such a varied and wide range of interesting missions. Its style and presentation using cool menus are unique and I enjoy the range of missions which is the best part of all. Love the graphics and the booming sound effects are fantastic.

Overall, a slick shoot 'em up incorporating many astonishing technical achievements to put most game developers to shame. It's great on the Atari STe and even better on faster computers like the Mega STe and Falcon. Love it.

Zero 5 is scattered all over the internet but I think Atari Legend has the best floppies thanks to Supremacy disks #61 and #62. Installing to hard drive/Ultrasatan is better and 8BitChip has a funky download that I recommend.


THE INTERVIEW - ZERO 5 CREATOR - ANDREW GISBY

Zero 5 has a wonderful next-gen feel yet is often unknown to many people returning to the scene. Tell us about your game and what it means to you.

I had been trying to get published in one way shape or form for several years. Back in the day, I lived the life of the Indie / hobby / night owl developer. Holding down a job during the waking hours and coming home to hack away on my much loved (at the time) Atari’s.

I remember buying my Atari 512STFm in the late 80’s. I spent hours teaching myself to program in 68K Assembler. Bulletin boards, books, magazines & chance discussions at shows to pick up game dev knowledge. I’m no mathematician, but a series of articles in (I think) ST World on transformations and 3D math gave me so much. I could finally make the leap into 3D.

Everything had to be done in assembler to keep up the speed and finally reading something that explained techniques to turn formulas into assembler was a revelation. To this day, I still keep a pocket “Signetics S68000 User’s Guide” - It was my Bible for machine code programming. An awful lot was learnt the hard way through trial and error (no instant online answers).

I used to look at the latest effects in games (and film) and try to do something similar. So I think Zero-5 marked a highpoint for me. The peak of understanding of what I could personally do with (by then) the STe to make a game. I had built up a large library of routines & techniques to achieve some of the visual and audio effects.

So, in summary, Zero-5 was the realisation of a couple of dreams:

  • I really wanted to see a game I had written myself published.
  • My fascination of 3D sim & bring to life things you can only dream about.

Was Zero 5 inspired by anything else from your gaming history?

Everything I had developed was an inspiration for the game. A cheap answer, but my whole gaming exploits (to this day) are a sequence of inspirations. However, if I was to list a few things that inspired the game.

  • Elite (who wasn’t). But for me, I learnt programming on an Acorn Electron and playing Elite planted the seed for wanting to understand game writing and 3D.
  • Carrier Command (an amazing game with a level of automation and sophistication that I was just in awe of)
  • Captain Blood (The art, galactic expanse and imagination was just brilliant)

Sci-fi films and TV programs had a lot of influence. I’m a bit of a science fiction addict. But to list a few that helped inspire ideas in the game:

  • The Last Starfighter (I recall a sequence when the hero ship flies through a swarm of enemy ships ... That was the start of Zero-5).
  • Forbidden Planet (big influence for me, generally)
  • U.F.O. (Fundamentally, I used the same threat mechanic in the game)

What was your background prior to working for Caspian?

See above ... Self taught hobby game dev trying to get published!

Most commercial companies had left the Atari ST by 1994 so what inspired you to carry on during those dark days?

At the time, I thought the Atari Falcon030 and Jaguar was going to save the day. I only knew how to make games on the Atari’s and thought that if Zero-5 was a success, I’d move on to these platforms properly. The Falcon030 enhancements in Zero-5 were done in the last few months. I didn’t really do it justice (but the extra CPU speed helped push the content level up).

Zero-5 really was a labour of love and I was under my first proper gamedev contract - Inspiration enough right !?!

Did Zero 5 live up to your expectations?

Technical Stretch: Yes (I used every chip/trick I knew in the STE!)
Creative Achievement: Yes
Critical Acclaim: Yes (at the time)
Commercial Success: No

I put so much effort and creativity into the game. The landfall sequences were a personal triumph. Turning a bitmap (height map) into a 3D landscape on an STe ... yes!) - One of those 3D simulation dreams realised.

The lack of commercial success was tough to take - We had lot of trouble with piracy (it was rife by then). I spoke to a lot of people that had played the game and loved it. As you say though, the sun was setting on Atari home computers - a shame for me at the time. Thinking back, I think the sheer effort involved did burn me out a bit.

Looking back, would you do anything different?

Launch the game 2-3 years earlier?

What happened after Zero 5 and how come you didn't continue on after Caspian's demise? (freelance, etc)

Newly married, we started a family soon after Zero-5. I couldn’t commit to working on the Jaguar version of the game (my daytime job in IT paid the bills). Creatively, the console wasn’t a copy of the original other than souped-up manic fighting sequences (arguably something I was trying to do when I first started developing the STe version). I was involved on a consultation basis but the Jag was new and it was a steep learning curve for the guys at Caspian. It was pretty exciting to be working with Atari though.

How long did it take you to code this game, what tools did you use, and was it on an actual Atari?

1 - 2 years to develop. I pulled in a lot of previously developed libraries and routines. Interesting memory about this. I used one of the first routines I’d ever dev’ed in assembler to simulate a 3d starfield. Development of the game went to the wire. I had this intermittent bug where the machine was (every so often) crashing! What felt like a few hours (day or so I think) before the game went to press, I found the cause ... That starfield routine (Randomly, I was managing to plot the odd star just outside memory reserved for the screen - d’oh!).

I used a 1Mb STe and laterly Falcon030 to develop the game. I got an HDD sometime through the project that saved doing the floppy / ram disk shuffle (speeded up game dev no end).

I recall using the blitter chip and new audio chip enhancements to great effect. Certainly without them, there was no way I could have thrown so many things around on screen and in your ears. Although it makes me chuckle at what we thought was a reasonable frame rate back then! Recalling the game audio engine I developed as part of Zero-5 - It give me multiple stereo Left / Right channels and a scripted approach to sound effect generation. The upshot was I could chain, stretch, compress and generally mess around with samples without eating too much precious CPU. 8bit samples of course, so sound pretty harsh nowadays.   

Main tools I used:
  • Devpac (I think that was it’s name) for Assembler dev
  • TCB Tracker (although I didn’t do the music in the end)   
  • Degas Elite (Graphics)
  • A sound sample editing programme (can’t recall name)

Were you active in the ST scene elsewhere or was it just Caspian / Zero 5?

No, not really, I had a brief flirtation with demoscene but game dev was always my interest.

After our chats on Twitter, I'm aware you now see an Atari ST scene which is still very much alive and kicking. What do you think about this and will rejoin in some capacity or have you left forever?

Never say never. Honestly though - I’m well into Unity 3D and what spare time I have goes into that.

Do you still own an Atari computer? What is it and how often are you using it / what for?

I still have an Atari STe and Falcon030 tucked away alongside a massive trunk of floppy disks (Oh and a back catalogue of ST World). I haven’t really used them since the 90’s. I had a gamedev break late 90s till the 00’s really.

Tell us about your future plans and what you're working on today?

I’d like to bring something made with Unity to the masses. My current project is a game called “Konjitto”. With my family more or less grown up, I’m now steadily been drawn back to game dev more and more. A dream would be to give up the day job and spend my days writing games! I get a kick out of doing the coding, graphics, sound and music (although this is my weakest area).  

Anyone can keep an eye on my game dev twitter feed or youtube channel to see what is on the boil.


Thanks for getting in touch, it has been fun reminiscing. Seeing people still appreciate those efforts back in the day is wonderful. Certainly made me and the family smile! Keep up the good work on the site.

Answering the questions has been pleasure!

Thanks
Andy

Thursday, March 24, 2016

Master CAD




A Day in the Life

Master CAD is a program by MichTron that I've had gathering dust on my ST shelf for ages. I nabbed it off eBay but have never booted it up. I figured I should rectify that and see what professional software was like in 1987.

After brushing away a thick layer of dust, I opened the box and lifted out a weighty manual. "Time for a good read", I thought. It wasn't long until I almost fell into a coma! Wow, such dull reading and confusing - so I decided to stop and power on the ST. Installation was a stumbling block: it insists on being stored on Drive C, which is doable but means cluttering up my boot partition. The next problem was a lack of examples to work from (and yes, that means stealing).

With little guidance, I continued on the best I could. Don't laugh, but I had foolish plans to make some kind of map of Doom's E1M1. I've no idea why, I just did. However, it was clear that MichTron wrote this manual for the established designer. Not somebody like me. I was now getting to that stage where I wanted to pull out all my hair!!

After many hours, my map looked nothing more than a cluttered mess. In fact, it looked like something a child would have done, embarrassing to say the least. This program tortured me every step of the way. It wasn't fun and I had nothing to show for all the time wasted. Another day of my life gone and I'm wondering what made me do this. Madness!

Wanna see just how badly Master CAD affected me? Scroll down...

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Tuesday, March 22, 2016

Stormlord




Muscle men, fairies, and kisses

Hewson never seemed to disappoint and in 1989 they released a platformer with a difference. Stormlord is a puzzler of sorts, with stunning aesthetics, and challenging gameplay. It's set within a world of myths and legends - you are the Stormlord, a muscle-bound Viking dude who is responsible for rescuing fairies from the clutches of a wicked queen.

Occasionally you might find yourself blowing romantic kisses at the scantily clad fairies and, in return, they grace you with their fallen tears. This sounds far too girly, right? Well, prepare thyself because you couldn't be more wrong.

Graphics never really matter but it doesn't hurt to have gorgeous visuals! Here is the first screenshot...



Completing the first level produces lots of fair love - and kisses!



Girls, puzzles and boobs!

Beginning in a spooky forest, this eerie platformer is host to lots of creepy monsters like man-eating plants, wibbly worms, bees, egg-hatching demons, and more. Thankfully, you're equipped with a magical weapon that can also double as a super huge sword, if you hold the fire button. Interestingly, springboards are scarcely scattered about the levels for travel. These act like a crude wormhole flinging you far into those distant places - saves walking and it's lots of fun!!

Stormlord rips ideas from games like Dizzy by featuring tricky puzzles. Some might require you to collect objects: like a key for a door, honey for angry bees, or an umbrella for the pouring rain. However, the most difficult aspect of this entire aspect of the game is figuring out the order to complete these basic puzzles. So that means lots of trial and error!

However, I'll help you with my walk-through off level one as also shown in the video recording...

       -> From the start, head left passed the boobs and pick up a key.
     -> Walk right and hop onto the jump pad.
     -> Use this to whiz by leftwards so you can free your first fairy.
     -> Once freed, use the pad to jump back.
     -> Next collect the honeypot and walk right.
     -> Don't use that jump pad!
     -> Continue on passed the pad and walk right.
     -> Swap honey for the key and the bees move away from the fairy.
     -> Rescue her.
     -> Walk left a little and grab the umbrella.
     -> Now use the jump pad which is now to your right.
     -> Once you've whizzed across the sky, walk right.
     -> Free the fairy.
     -> Walk all the way back and use the jump pad.
     -> Grab the key to your left.
     -> Turn around and walk right and free the fairy.
     -> All done. So now it's time to accept lots of fairy kisses!



The second level has some aggressive monsters but the object remains the same.



Sexy Hewson aesthetics

The graphics are awesome thanks to the talents of Mark K. Jones. Everything looks tremendous, from the gorgeous landscapes to the intricate detail of the scenery and the scrolling is silky smooth. It has to be said that the sprites are equally stunning with some rather sexy pixels too and throughout, the animation is simply lovely.

The music is monumental. In fact, it's quite a showcase for just what the Atari ST can knock out when in the hands of talented musicians we know so well. Sound effects are excellent but you need to make a choice about which you prefer - before the game begins - which is a shame. Yeah, I know, perfect audio and yet I still find something to moan about.

Another stunning Hewson release so let's see another screenshot. This time is of the second level...



However, it's a lot harder learning the design thanks to the nasties. They're nasty!



The CryptO'pinion?

Stormlord is awesome but sadly, nothing is perfect: I feel that the time limit wasn't necessary. Plus the ability to carry only a single item at once is understandable - but annoying when there's much travelling to do. However, this bizarre adventure still offers a gruelling quest with a massive replay factor so it's as addictive as it is challenging and rewarding.

They did it again, we have another Hewson mega-hit. Yes, it is sexy, stylish, and delightful. Highly recommended!!

Download for hard drive or floppy.

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