Sunday, July 23, 2023

The Amazing Spider-Man




Friendly Neighborhood Spider-Man!

For all those who love to read the rubbish I post here, you might remember this article: "5 Random Atari ST Games". I really enjoyed doing that and was mightily impressed with Spiderman because I loved the saboteur element as I sneakily explored each location. That concept transformed what I expected to be a tacky platformer into something quite different. So, you've guessed it, I figured it was time that I tried this "platformer" again and hopefully dig a little deeper into it.

The Amazing Spider-Man was released in 1990 by Empire Software and programmed by John Wood of Oxford Digital Enterprises - the same guy responsible for one of the quirkiest adventures, Sleeping Gods Lie. This game used an alternative style which felt open-world but isn't really - just bring a bad of pebbles as it's definitely worth playing!

Getting back on topic, this is an intriguing platformer taking place within a hostile Hollywood world and each stage is split into separate movie sets. This makes for a great place to chase the dreaded Mysterio who has kidnapped Spidey's girlfriend, Mary Jane. That means only one thing, it's time to mask up and save the day. And get the girl, of course.

Before the game starts, we are treated to a fantastic comic strip representation of the realistic storyline...


 
 
This is a great intro and the series of images only goes to prove two things:
One, gingers are some of the sexiest women alive. Two, not so much for the men!



Let's Marvel

Unlike most platformers, this one feels very different from the go. Visually, it's more like an older 8-bit platformer using smaller sprites and that's something I like because too many ST games went big and thus felt clunky (ala 9 Lives). However, controlling Spidey surprised me because the ST's joystick was never meant to do much beyond its basic single firing and 4-directions. So I was curious how Spidey was going to scale walls and ceilings like I had imagined.

Well, I love the joystick controls as they are unique and incredibly well-thought-out. Of course, he can walk left/right but, when coming into contact with a wall, move the joystick as if you were following the shape of that. Same for the ceilings, but hanging upside down is weird - as pushing upwards will crouch and pulling down allows him to stand. I think I've made the controls sound rather awkward but they're not. Tough to explain but actually fun to play.

Of course, we wouldn't be Spiderman if we weren't able to shoot sticky webs out from our wrists. It's dead easy to do but also an integral part of the game - just hit the fire button whilst also choosing from eight directions using the stick. There is an unlimited supply of his goo which we use to stun enemies, hit switches, and swing just like Pitfall Harry!

Many subtle Hollywood references are used throughout and here is Godzilla at the top of a Manhattan skyscraper...



These are two of my favourite screens because of their excellent mechanics.
Note the slippy wall parts leading to the dinosaur! Can you also see the exit up there?



Playing in DC World

The Amazing Spider Man isn't really that complex of a platformer, to be honest. Each room is a part of the larger puzzle using basic puzzle elements to work out your route through to Mysterio who is hiding in the executive offices of Rockwell Film Studios. This is a labyrinth with many pathways blocked either by an obstacle or something else so it won't be easy. To get by every so-called puzzle, we must source the switch and hit it with our webs (or walk over it). However, some areas are quite tough and may require a series of switches to hit in order but, that's about as complex as it gets.

Mysterio isn't daft and the environment is riddled with different traps that force Spidey to use his cunning and special abilities. For example, laser beams, fire, greased walls, and electrified water will mean crawling along other surfaces to safely pass. However, the madman also has many henchmen like robots, mummies, and rats so our arachnid powers are needed to fire webs. That isn't deadly, stunning for only a short period, but it's enough to execute any tactical plans!

A giant image of SpiderMan is located on the right side of the screen to represent energy levels. As they deplete, his flesh will strip away from his bones - Atic Atac style! Getting worried about that? Then look out for Clapperboard rooms.

It's time for a screenshot and here is the opening room where we can safely experiment with the controls...


The screen information is a bit pointless - at the top is your score with a bar that indicates progress through the current stage. That heart beats faster the more you are hurt but, tbh, none of this matters much. Just keep your eyes on the massive Spider-Man figure which depicts our energy levels. The more it turns into a skeleton the closer you are to death!



Graphics

I was quite surprised to discover Deathbringer artists Colin Swinbourne and Kevin Ayre are responsible for the visuals. That game wasn't great but it was a visual feast with large sprites, colourful landscapes and parallax scrolling. In fact, it was quite the showcase product even though I wondered how much better it might have been on the Atari STe. Ah well...

Anyhow, this game is basically the complete opposite with static screens, a reduced gameplay window, intricate designs, and a style reminiscent of older 8-bit platformers in many respects. However, it's the sprite animations that make this game very special as Peter Parker's movements are nothing less than exceptional for all his actions.

Hey, do you want a zippy-zappy laserbeam screenshot with a room of near-impossible-to-beat danger? You got it...


I love how integrated each room is and these two follow on perfectly.
Find a way to bypass the mummy but the next screen is very tough. Do you see all the switches?



Audio

Sadly, the audio fairs less than the gorgeous visuals I thought. The title screen music is fine but there is little else with only a few spot effects used in-game for actions like firing our webs. Impressively, they didn't wimp out and used quality samples that worked well and I loved hearing the distant Mysterio laughing. It's pointless but I enjoy additions like that!

Sadly, it's not all good because whoever made the effects obviously has a sinister streak deep within their soul. Try walking over something dangerous or touching a baddy and you will hear an eardrum-bursting noise - extremely irritating!

Okay, here's the final run of screenshots from the dreaded sewer screens! Ugh, use that clapperboard...



What were they thinking? This is the most frustrating room in the entire game!!


These rooms not only offer access to later stages but are also handy for replenishing energy.



The CryptO'pinion?

This game is all about being sneaky and I love that aspect. Getting around is interesting and enjoyable but the real challenge comes from your own careful exploration as a saboteur. Laying in hiding, waiting, knowing when to stun enemies to avoid contact in order to make a safe pass. It's invigorating and makes this a game I wholeheartedly recommend.

However, there are some rooms that are terrible in design and frustrated me no end: the sewer regions! This is actually a tiny part of the entire game but it took me ages to beat and I didn't enjoy a single second of it. In fact, it's not overly challenging, it's badly designed with too many environmental hazards, enemies and stupid switches.

So, the game ain't perfect but what is? Well, there's much to like and I feel positive about the perfect controls, interesting environments, and stunning animations. However, it's being a sneaky saboteur who silently and tactically explores each location. That is something I find exciting especially as I can't think of another Atari ST game quite like this.

Scroll down a little more to view the completed map (click the image).
There are many more maps for ST games right here! 
Atarilegend and D-Bug have the downloads: floppy and hard drive.



This is the opening level fully mapped. It might look small but this was challenging to finish!!
[ Clicking on it shall download the glorious high-resolution version ]

Thursday, July 20, 2023

The best of Dave Munsie VOLUME 1 :)




A lucky find!

I'm always on the scrounge for Atari ST goodies, especially floppies - who knows what gold is still out there waiting to be rediscovered? I see many tempting auctions of Atari ST disks but most are silly prices! Or the disks have degraded due to poor storage - I went through a box recently and only two floppies still worked. That wasn't a good week!

Well, sometimes you get lucky and, this week, I feel I've hit the jackpot. Within a slim envelope were 7 disks and one was by PD Library, Goodmans. I loved that company and remember buying tons from them over the years. However, there was a disk in their collection that I had previously never heard of - "Dave Munsie Game Collection Volume 1". Thankfully, the disk still worked 100% so I quickly made an image of it, because I noticed a carbon copy didn't appear to exist.

On it are a staggering nine Munsie games: Bugs, Kid GP, Evader, Kaboom!, Frogger!, ST Invaders, Dark Pearl, Kid Kong, and Bobble! Now that's some hefty gameplay just waiting for you to boot up. So let's check 'em out...

  1. Bugs - Think Centipede/Millipede and you get the idea for this cracker!
  2. Kid GP - Rainbow Islands meets Bubble Bobble for kiddies. Well, I know I loved it :)
  3. Evader - this is kinda like a weird mash of Galaxians, Phoenix and Space Invaders. Great fun.
  4. Kaboom! - I remember playing this on a mate's 2600 as a kid. Infuriatingly frantic action!
  5. Frogger! - It's good, but possibly the weakest of the bunch, especially compared to Black's version.
  6. Invaders - Once again, Dave messes with the original to produce something new and exciting.
  7. Dark Pearl - I've never liked these games if I'm honest. However, this is well-programmed, I'll say that.
  8. Kid Kong - Another game I'm not too keen on but it's fun - for the Kong fans!
  9. Bobble - It's Tetris, kinda interesting for those who enjoy that. I guess?

Okay, this long-lost floppy disk is now safely stored within the archives of Atarimania so go and grab yourself a copy. It's impressive just how many great games are on this disk plus they're all by Mr Munsie (sounds creepy doesn't it). He certainly knew his stuff and this floppy disk proves just how much fun he must have had making games.

There are more Munsie games for the Atari ST that you should play with several already on AtariCrypt - Asteroidia, Frantick, and Berzerk. Righto, before rushing off to download this disk here are photos and screenshots to gawk over...



This is the disk! The photo makes the disk look nicer than it is - thanks to Instagram for that lol.



Did the world ever get to see Volume II?



I wasn't too impressed with this Centipede clone at first but it's excellent!



Plain, blocky but with tons of colour and cute sprites. It's still a ripoff but a great one at that!



Framerate could be better but this is a superb shoot 'em up of mixed genres.



Oh yeah!! This takes me back to playing the old Atari 2600 game. Simple yet fantastic fun!



2016 saw the definitive Frogger but this older version from 1993 is a great release!



Another game of Dave's that I wasn't umm totally sure about but is yet another exciting blaster!



Ugh, it's not you, it's me (that line, eh). You guys might like it but it's not a game I personally enjoy.



Donkey Kong fans are gonna love this one but is it better than Crash Time Plumber? :o



One for fans of the Tetris genre. Not for me, I'm sorry to say!

Sunday, July 09, 2023

Leviathan





Fly, dodge, shoot, die!

Leviathan is a Zaxxon-inspired (cough.. ripoff) isometric shooter released in 1987 by English Software. Interestingly, this is one of the oldest Atari ST games that I own even if it narks me. What, I hear you cry? Yep, every time I attempt to play it, I get nowhere. Either I'm crashing into the landscape or some canny alien smashes into me kamikaze style!

The box is one of those squishy DM types that never lasts very long but, I must admit, mine is in quite good condition considering. The back cover has an incredible line, "A space shoot 'em up to end all space shoot 'em ups!". That's a bold statement if ever there was one and it kinda makes you wonder if it's true? Hmm, anyhow if you wanna see some professionally-captured photographs of my boxed game, then continue to scroll past this amazing review.

Okay, so the storyline is pretty thin on the ground but it takes place over three different planetary zones in the darkness of space. Now, I'll only ever get to see the first one (of course) but they are: Moonscape, Cityscape and Greekscape. As you might have guessed, each level is stuffed with aliens that need blasting into smithereens.

Well, by now you'll wanna see a couple of screenshots from this Zaxxon wannabe? Of course, you do...



Okay, shall I try and shoot those boxy aliens? Or race off in the hope that I might flee to safety?



I must admit, the landscapes are quite desolate but still superb in both look and design.




Let's play

Yes, Leviathan blatantly rips off the Zaxxon idea without any shame but, it does feature a few differences and additional "improvements". From what (ahem) little I've seen, we pilot a plane armed to the teeth with a rapid-firing laser gun. There are also a few smart bombs that should only be used as a last resort when things get (even more) tough.

Skimming across the diagonally scrolling landscape isn't easy. Aliens appear in waves with an uncanny knack for getting underfoot and I found this aspect very difficult, as you might have guessed. Quick reactions are required to beat the alien formations but there is often little room to manoeuvre thanks to the terrain which isn't flat or dormant. So that presents its own challenge because I am either being beaten by the alien hoard or smashing into a chimney!

The joystick controls are fairly similar to Zaxxon - altitude can be changed by pushing up/down. Minimum speed can be increased if you hold down fire and push up/down. Strafing the ship left/right isn't possible and instead, the ship will turn itself in that given direction. I didn't like this at all because it takes time and leaves you feeling defenceless.

The status bar is feature-rich detailing score, remaining fuel, smart bombs, the next wave of incoming aliens, and (groan) a timer. Also, there are two arrows displaying the alien's location - this means we can head backwards and aren't restricted to flying forward. However, for me, that presents a fistful of new problems trying to safely fly backwards!

If you're copying someone's idea then don't attempt to be clever trying to improve it. As shown here...



Argh, massive floating eyes in space but it's too tough trying to shoot when moving sideways!!



The unnecessary fuel top-ups clutter up the game further. Well, if you survive long enough!




Aesthetics

From the amazing title screen to the smooth scrolling, Leviathan always looks fantastic. Each level uses a cosmic environment design that I really liked. Of course, I had no chance of seeing the later levels but I loved the rocky, industrial landscapes that I did manage to play. The aliens are often bright and colourful so stand out from the cold, stark backdrops.

The audio fairs well and begins with a sampled tune that isn't (hmm) too bad I guess. Then again, a 16-year-old me in 1987 would have been chuffed at its ambition and quality. Today, however, I'm not a big fan and much prefer chip tunes, especially as this is by Mr Whittaker. Thankfully, the sound effects are crisp and zesty so suits the gameplay dandy.

Let's see a couple more screenshots before reading the gripping conclusion of this pointless ripoff...



Ugh, why did the ship need to turn like that? Totally unnecessary. Hate it!



Is anyone a fan of ZZ Top? Got a Rough Boy feel about this? Fans will see it.

 


The CryptO'pinion?

Leviathan should have been an addictive shooter full of thrills and excitement but it's not. The graphics are superb and I liked the concept of simply clearing each level of its aliens. Sadly, it's the overly complicated joystick controls make the game that much more difficult. Whoever decided that the ship should physically turn instead of strafing should be shot!

I'm genuinely gutted to find an Atari ST game that I dislike almost as much as the hate I feel for Carlos or Chuckie Egg II. However, I'm always open to opinions and fear that it might just be me that sucks because Leviathan might actually be fantastic. Could this possibly be true? Hmm, let me know what you guys think in the comments below...

Before viewing the glorious box art, here are the downloads: floppy disk and hard drive.



I have the American version which is in better condition than my photography skills show.



Guess how many planetary zones I got to see... Go on, guess!



36 years later and the disk still works... I must remember that when selling on eBay!



I wonder how many filled this in? I should give it a bash and see if they're still alive lol



It's small but it's a great manual. Hang on, Commodore 64! Whaaaaat?

Saturday, July 08, 2023

Geeky memories




The biggest games club in the world

Today I was going through a few games from my collection, deciding what I should keep or (sigh) get rid of. Apparently, there's only so much space a married man is allowed for this "old junk", as she calls it. She's a cruel woman!

Anyhow, inside one of my game boxes was a flyer from Special Reserve - these guys were superb and sold many discounted Atari ST games. I've not seen this advert before so it was an exciting find for this old man. I remember joining them and getting many great deals that our one-and-only local computer shop couldn't compete with. I think I was a member until the mid-90s when our gaming era was drawing to a close. A sad time but, with many mega-cheap deals!

You know, I absolutely love finding geeky stuff like this! It makes my day and is going up on my ST Wall because it's something to treasure! Does anyone else remember this catalogue company? Let me know in the comments below.
Oddly, there were two copies of the same flyer inside my game box - I'll freely send the other to anyone who is interested in this tiny slice of ST history (sorry, UK only). I've taken a few photographs...


Can you imagine ringing their helpline for a game like Dungeon Master or another RPG?


Rubbish! All games worked on the Atari STe. Well, if you used a menu disk hehe!


Even the then-new Atari Lynx gets a little support. I miss my Lynx...


The prices are pretty darn good. I'll take North & South, please!


The mega blaster sounds cool, especially with its steel shaft. Stop it!

Monday, June 19, 2023

Spikey in Transylvania




What, no Lucky Eddie?

Spikey is a Viking who crashlands near a village called Transylvania after suffering horrendous weather conditions in the North Sea. He has no weapon or shield but has kept hold of his helmet - just to maintain that Viking look. Weirdly, his shipmates have been rounded up and locked away in a dungeon - so it's our job to free them. Thankfully, the cell keys have been scattered about in different places. All we have to do is find them and free our comrades. Easy.

Is it just me or does Spikey look an awful lot like Hägar the Horrible? Anyhow, Spikey in Transylvania comes from the same Code Masters stable as the Dizzy series so it's hardly surprising that it looks familiar for both gameplay and visuals. Released in 1991 and programmed by Dave Clarke who sadly, didn't seem to do a whole lot more for the ST.

Hey, wanna see some screenshots of the earlier puzzles? Of course, you do! So gander at this lot...



Farmer Piles!!! It's like something from a Carry On movie. Brilliant!



The pixel art in this room is amazing. Love the cauldron, the wizard, and the king's painting!



So what's the plan?

Our adventure begins in a village of a few houses, including a pub and a very hungry farmer. After escaping from one of the houses, our task is to gain entrance to the castle where our friends are held captive. Surely an impossibility, as it's guarded by a really mean soldier (hmm, why not try bribing him with cash). If you've played any of the Dizzy games before then you will already know what to expect as you help Spikey scour many rooms for carelessly discarded prison keys.

Things begin simple and, if I'm honest, remain simple throughout. For example, the first puzzle is escaping from a house - the front door has no handle and there is a doorknob on the floor. This is the level of difficulty for most of the puzzles and I enjoyed that a bunch because they never came with baffling/vague clues - or a solution that made no sense.

Yep, that's the level of the difficulty which isn't bewildering but very entertaining. It's time for more screenshots...



I wanted to take this screenshot as the dog approached to take a bone. But he was quicker than me!



Bored, eh? I think he needs a Walkman to listen to. Showing my age now, right?



Explore, examine, scrutinize!

Once inside the castle, it's a myriad of mazes but nothing too overwhelming. And I liked that a lot. Getting around is very easy and makes exploration perfect. Once again, there are puzzles to solve but nothing mind-blowing. For example - a drink for a thirsty guard, ghosts will flee from the Cross, and you should wear Wellington boots in the mud. The only puzzle I failed to instantly solve was with the cannon - which was dead simple and something I didn't even consider!

Walking around the village and castle areas is never too troubling but there are still some dangers to look out for. Spikey only has four lives and each has a finite amount of energy that depletes when coming into contact with angry soldiers, rats, ghosts, dripping acid and so on. Sadly, health replenishment is scarce (very scarce actually) with only the odd pieces of chicken or bread left lying about. Stay clear of rotten foods that will only make Spikey feel a lot worse.

Unlike the adventures Dizzy endured, Spikey can walk left/right but cannot jump. Instead, he moves diagonally in/out of the screen which is pretty cool. Sadly, it's not perfect as you can occasionally get stuck on objects or walls. The inventory is a cinch, just hold fire and move up/down to pick up/drop and left/right to select what object you wish to use. Dropping most objects near another character will solve that puzzle as they will automatically collect it and reward you.

This isn't a huge game but it's big enough for a pub, which is never a bad thing. Check out these beer swiggers...



The local Wetherspoons! My kinda place. But then everyone stops and stares at me! Creepy.



Hmm, weren't there some gloves carelessly left lying about?



Aesthetics

The graphics are by Jonathan Smyth who also did Cj in the USA and Cj's Elephants Antics. As you would expect, they are gorgeous and would look perfect in any cartoon with a colourful design. The backdrops are good but it's the characters that feature stunning details - I loved the beedy-eyed rats who watch Spikey. Sadly, there is little animation which, I'm not too bothered about, but it would have been nice to see a roaring fireplace rather than a static flame.

The audio fairs differently with a choice of chip music or sound effects that can only be selected on the title screen. The music is by Ashley Hogg (who worked on Cj in the USA and Cj's Elephants Antics) and is superb. Sadly, there is only that one tune which loops around constantly during play. If you opt for sound effects instead then you shall hear Spikey's footsteps along with a ding when interacting with objects. And that's that. Bit disappointing tbh.

Here is one of the cells holding a shipmate so hurry up and find all the other keys! Then everyone can party...



This is one of many cells holding our mates. Simple task - find the keys!



This is the end screen - just to prove I did it!! Sorry for the spoiler :p



The CryptO'pinion?

I have thoroughly enjoyed playing Spikey in Transylvania! However, it's not a big adventure and there isn't enough food available to replenish his energy. Also, the puzzles are quite easy (even for me) and I completed the entire thing in just a couple of hours! I cannot imagine fans of Dizzy, Elf, Spellbound or Stormlord will be impressed by that?

However, ignoring these quibbles, this is extremely enjoyable and very addictive. So I loved the progress I made right from the start. The puzzles are logical without any irritatingly pointless solutions which meant I continued on and loved every second. So how can I say anything terrible about a game that gave me so much pleasure? I cannot.

Before you view my map (click it), grab this cool puzzler for either a floppy disk or a hard drive and enjoy...



Don't be a muppet and click the thumbnail image to download the hi-res map of the game.

Friday, June 16, 2023

Simon Butler

Earlier this year I was fortunate to buy ARC's Defender II in mint condition and I shared a photograph of it on Twitter. Now, I'm not generally a fan of social media but it got many likes and even a response from none other than Simon Butler! Yep, the fella who designed much of the awesome graphics for this fantastic shooter. Not to mention many more ST games.

For me, talking to anyone from the 16-bit industry is always a surreal moment. Think about it, these are the people behind the games we bought and played. Not only that, but years later we get to meet and chat with these legends. It's weird, but a nice weird. ;-)

Simon worked on a number of games over the years and is credited for many Atari ST games: Addams Family, Gazza II, Platoon, and Star Breaker (I need to review these games!!). Wait, there are even more under his belt which I've already featured right here on AtariCrypt: 9 Lives, Elf and Badlands Pete. A mixed bag alright with one thing in common - awesome visuals!

Personally, I found Simon to be frank and straightforward, yet humble and possibly unaware of the joy he's provided with his pixels. I would like to thank Simon for kindly taking the time to chat and I hope y'all enjoy this interview?



Simon Butler - The Interview


Hello Simon, please tell us a little about yourself

I entered the games industry in 1983 almost as it began. Imagine software was in its infancy and my best friend Steve Cain was head of the art department there. He asked me to help on a project, Pedro’s Garden even though I had never done any game graphics before, but who had? I did two days of work and was paid a ridiculous amount of money. Regardless of my regular calling into the Imagine office to see friends, I never thought that this was going to be my career for the next forty years.

I made my way through the 8-bit days, working at independent development houses and finally found myself in-house at Ocean Software. While there, I honed my craft, such as it is until I got itchy feet and wanted to work on the 16-bit machines. At the time, this was not on the horizon for Ocean, so I quit and went to work with Steve Cain again at his new company Frames. It was here that I first encountered the Atari ST.


Was it fun working for Arc and Ocean?

It was just a job. It didn’t matter who I worked for, and the only real exception was that bigger studios gave you a more concrete sense of permanence, while smaller teams lived from day to day and the spectre of it all falling apart was always looming at the edges. I did my fair share of freelance work from the spare room in my house as this was par for the course for a solo pixel pusher. (I love that description, pixel pusher! -Steve)



Not the best game in the Atari ST's catalogue but the comical sprites are exceptional.



What software tools did you use?

I rarely sketched on paper by this point in my career as I found it almost as quick to simply doodle on the screen. So the software I used was Degas Elite which wasn't as powerful as the tools found on the Amiga, but it suited me. And I thought I was more than reasonably proficient at the time.


Did you enjoy creating back then?

I enjoyed creating the graphics for Nine Lives as I was given carte blanche to do what I wanted. Even though the project was less than amazing on release due to an appalling push scroll.

I loved every minute of working on the Addams Family, regardless of the main platform being the Snes, but I beavered away on my Atari ST at home and in the Ocean office like a madman. I had total freedom, and I just threw out sprites like there was no tomorrow. It was one of the very few occasions in my career where every day was an absolute joy. (This shows because the Atari ST game looks so beautiful - Steve)

Addams was fun from start to finish and I still have one or two examples of the work I did to this very day...


  
Yes, I had to ask him for proof!!! These two Addams Family animations are simply awesome.



Star Breaker is really cool. No?

I was still using Degas at that point. It was a title for ARC games and at that point I was working for Frames, another company formed by Steve Cain. I vaguely remember all manner of graphical restrictions on this one so unsurprisingly, I was less than happy with the finished product.


What happened with Gazza II?

This was a title I worked on for the laughingly names Active Minds. We were up against the clock from day one and the game design was virtually non-existent as such. We did the best we could while also working on Total Recall. It was one of the worst-managed companies I have experienced and that is saying something.


What involvement did you have with the underrated Platoon?

I did the design for Platoon while at Ocean. They sent me to London to watch a private viewing of the movie months before it was released! I did storyboards for every level and oversaw production on each version. It received good reviews at the time and is one of the titles I am most proud of being involved with.



Platoon is a really good game I thought. Must play it some more and get a review done!



What involvement did you have with Elf?

My involvement with Elf was merely the bitmaps between levels, so I can take no credit for the in-game graphics. They were certainly impressive, but I personally felt the game was lacking in certain areas, but others thought otherwise. Either way, it was yet another title on my CV.


What about your role in Defender II?

I was working on another title at the time and, through this project, I was somehow brought in to do a few bits on Defender Two. I have vague memories of doing spaceship animations, but whether they found their way into the game is anyone’s guess. I do know that the title screen is mine as I spent a lot of time trying to emulate the style used in the logo for a hair-metal band I liked back then. I was quite happy with the result.



Elf is an adventure of epic proportions although it appears not so for Simon!



Who inspired you?

There were pixel pushers I thought had done a sterling job on this title or that, but I never aspired to emulate them, nor did I feel I was in competition. As I said before, it was a job. I pushed pixels and if my art manager was happy and the salary cheque cleared every month then all was fine in the world of Simon Butler. A very mercenary view perhaps, but I had a family to provide for and artistic integrity doesn’t pay the bills.


Any funny tales to tell?

I have plenty of funny stories from my tenure in the industry, but any that might be ST related seems to have disappeared along with my hairline! (Yikes, I never expected that reply - Steve)



Badlands Pete. The visuals are marvellous and I love the tones with their dusky palette.



Do you still have that Atari ST?

I cannot recall how I managed to acquire my Atari ST that served me so well in my 16-bit freelance years but I do know that I sold it to a friend. These days, I have no old hardware as I am vehemently anti-old school.

I see them as dust hoarders that have no place in my life. As the years have mounted up I have slowly de-cluttered the parts of the house where I stored vinyl, cassette and CD albums, movies on VHS and DVD and what few things I have from “back in the day” are all stored digitally.
 

Any final words to share?

Since 1983 when I stumbled blindly into pixel pushing I have continued to do exactly the same thing, push pixels. I am still professionally involved in game development and, if truth be told, have taken time off from doing spot effects for my latest game in order to answer these questions. There have been highs and lows, but this whirlwind ride is something I never planned and would not have missed for the world.

I’m a gamer and a game creator and this is not only something I am eternally grateful for it is a badge of honour I will defend against the Johnny-come-lately types of the YouTube brigade who profess to be historians of my past. If anyone is playing anything from the ST era that bears my name I can only apologise.

We tried our best, but if it makes you smile, then we got it right. (Got it dead right I'd say - Steve)

More random ATARI ST articles from the archives

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