Monday, November 13, 2017

Platform Capers






My ST has turned into a 2600!

Platform Capers was released in 1992 by Kay Downes for Budgie UK and has obvious 8-bit roots I'm instantly attracted to. Aesthetically, I feel it's a cross between Clod Hopper, Jumping Jack, and Donkey Kong with adorable, authentic graphics and sound effects. These transport me back to the early 80s when I was a kid sitting in my cold room in front of an old portable TV waiting for my Speccy to finish loading from tape.

The objective is simple: collect the keys on each level before exiting through the doorway. However, there is a myriad of frustratingly cunning enemies we need to avoid. Touch one, and a life is lost as we go tumbling down the screen like a fat plumber. It's brilliant and classically old-school gameplay, but it's very hard.

I believe there are 7 levels but I dare anyone to complete this game without resorting to a cheat!! At best, I have reach level 4. However, I more often than not, will struggle to complete level 3, if I'm honest. On bad days, I can struggle to beat level 2 and usually end up throwing the joystick down in temper!

Superbly programmed, but the design is far too difficult. I feel it's all down to the small jump, which needed to last a bit longer. It's so unforgiving. I find myself loving and hating Platform Capers in equal measure.

Sunday, November 12, 2017

Deskpic





Dump the green

I was bored and converted a picture I found on the internet to 16 colours using Imagecopy 4. I figured it would make a great wallpaper background, so I booted up Deskpic - which is on ST Format cover disk #60.

That's my rock and roll lifestyle. Yep. Anyhow, that's enough for today. STay Atari.

Sunday, November 05, 2017

The Lost World






Yet another unreleased game!

The Lost World was developed in 1989 by John Leather, but was never released. The game is complete, except for the audio, and he "only" managed to create half of the planned 100 levels. What a slacker, eh? There isn't much of a storyline, nothing like an angry Maria making you clean a mansion. Instead, we're in a mysterious prehistoric land where survival depends on skill and quick reactions. That's me done for!

Today, we finally get to play it, and Grazey has added a new Mad Max chiptune. This ended the deafening silence and suits the gameplay. I've always loved platformers of this ilk. It's obvious John was inspired by various 8-bit games, with level names and a character who even walks much like Master Willy, which I like.

Stop right there and take a look at this beautiful screenshot...



Look at the intricate layout and design. You ain't gonna complete this on your first go!!




Let's begin!

The Lost World is very challenging, and I struggled with it. The first screen is tough, and it took me a few attempts before I beat it. Your goal is straightforward: explore each screen, collect the required items, and locate the exit. Progression isn't simply a case of just that, as the levels require you to locate keys and other objects before the exit can be opened, adding a neat puzzle element.

Thankfully, this game is very generous, with many bonuses scattered throughout all rooms, like stickmen for much-needed extra lives. Pressing the spacebar displays a dialogue of potential spells and potions for effects like invulnerability. Also, I love how each screen has a name, like Pie Processing Plant!!

The controls are superb, with simple movements that feel natural for a 2D platformer. You'll appreciate that because the level design is shrewd with hazards, be it a sharp object, sinking ledges, or tricky jumps. Evil critters roam the screens and aren't limited to moving back and forth. Weirdly, level two is actually easier, but the third cranked up that difficulty once again. Sadly, I didn't beat 'The Locksmith', so I fear it's doubtful I'll be disappointed that John didn't fulfil the plan to create more screens. Yep, I'm that bad lol.

Perhaps I should try the level editor? Yep, if dozens of levels aren't enough for you, then why not create some using the in-game editor? Not only that, but this also offers the option to create levels we've seen in other games. That's quite exciting, and the potential is huge!

Right then, I can sense you want another screenshot? Here you are then...



Whatever you do, don't forget the keys... What's the little man doing there?




Willy's mansion never looked this good!

The graphics are a 16-bit spin on an 8-bit genre, and lovely. Every screen is stuffed to the brim with incredible decor using intricate attention to detail. I love the colour schemes, and the sprites are smooth.

Audio was never included in the original, making our Atari ST as loud as a ZX81. Thankfully, Grazey (Psycho Hacking Force) changed that so we can enjoy a Mad Max chiptune. It's brilliant, but I admit to missing sound effects for the jumping and collisions. I know, I'm being picky, but I miss sound effects.

This is an 8-bitter hiding behind 16-bit graphics, and I love it. Hey, it's screenshot time...



That purple flying monster is a pain in the £@$!! and killed me more than once!




The CryptO'pinion?

For a homebrew game, this is huge, and I don't simply mean the number of levels. The creativity that went into its development is exquisite, and there is always something new that keeps dragging you back. Sadly, it is hard, so be warned!! Please don't wimp out, learn the mechanics, and beat its cruel learning curve.

When you do, you have a tremendous platformer. Step back in time and enjoy a great platformer!

D-Bug has both of the downloads and
AtariMania has a level editor!