Tuesday, May 01, 2018

Commando




Elite did it again!

I remember trying to conquer this arcade shooter on my ZX Spectrum long before I got an ST. However, no matter how much I loved it, I sucked because it was so difficult. Thankfully, I've improved with age because I've finally beaten the first stage with its tricky soldiers. It's small victories like this that keep me going!

Unsurprisingly, our conversion has more glam compared to the Speccy. I think we received an authentic conversion with responsive controls, gorgeous smooth scrolling and everything is as spritely as it should be. The one-joystick/button method to control works well compared to the original arcade controls.

Commando is something I love and hate with equal measure so it's a good job this shooter is infuriatingly addictive. Highly recommended - if you can master its hideous learning curve!!

Grab a BB Gun and download Commando for floppy + hard disk.

Saturday, April 28, 2018

Fred





Let's get medieval

Ubi Soft's Sir Fred (aka Fred) was released in 1989 and is a platform/beat 'em up. It was programmed by Tuan Do Cao and Philippe Villain and I feel they were inspired by many older games I played back in my Spectrum days.

Our adventure begins with a fantastic intro animation depicting our fearless knight tragically zapped into a midget by an angry dwarf. Shocked by this, he shakes his fists at his foe but, they cannot help themselves and burst out laughing. Then, adding salt to Fred's wounds is a little gnome who completes Fred's ridicule. What a brilliant opening intro!!

That's the basis of the game, we need to heal our wounds. Wanna see some screenshots? I know you do...



Now come on, who would have ever expected rude gnomes to be our enemy?



Hang on, these are armed. They might be little but they're evil little b4s@£@s!




A garden centre platformer?

Beginning our life as a miniature warrior, we first explore the spooky forest to battle those cute garden gnomes. Other beasts lurk in the woods and castle grounds - skeletons, snakes, headless axemen, and ghosts. Everything wants you dead! So kill them with your arrows - these will even reach the baddies off-screen, which is kinda cool.

Fred is a nimble chap with the ability to walk, leap and roll his way through his quest. However, these controls often got me into trouble: turning around reminded me of Black Lamp feeling laborious and lethargic. This cumbersome method of turning around spoils the action somewhat because our ability to react is hampered by that speed.

The graphics are interesting beyond their looks, using a multi-layer arrangement. This effect is used to climb steps and bypass obstacles like rocks or trees, representing a 3D feel. At first, this will feel weird when you are too high/low (behind/in front of objects). It's a good idea but awkward in battles because both parties need to be on the same level.

Energy levels are indicated by three apples and, once they're gone, you're dead as a dodo. These don't last long but, your death produces a hilarious effect as our hero drops his sword in agony. This is just one more aspect of the visuals that is brilliant. There are lots of new and cool ideas in Fred, I just think some weren't needed for this game?

What was it with developers, didn't they play their own games? I know one thing, it's screenshot time...



I absolutely love the details and the murky palette which is perfect for the creepy scenario.



Check out that headless axeman and the gnome's facial details are astounding.




Aesthetics

Jean-Marc Torroella and Jerome Guerry should be forever proud of what they created. This is one of the best-looking games for the Atari ST using unique and colour landscapes with stunning attention to detail. The palette is eerie as it is comical with the cute sprites. The characters are animated perfectly, even the rude ones who stick out their tongues!!

The audio is (almost) as good as the visuals with a crunchy sampled tune playing on the title screen and intro. Charles Callet did great but, I'm more of a chiptune guy. In-game sound effects are sampled and I love these. From the firing of arrows, and clanging of swords to the silly screams of your enemies. Hardly high in quality but very enjoyable.

We've just enough time left to see a couple more screenshots. Keep on scrolling...



Those darn gnomes are a pest even the rude ones lol



Oh no, is that a skeleton or a zombie? Whatever it is, I should run away!




The CryptO'pinion?

Fred is a good game but it's too difficult thanks to the fudgy controls that needed to be quicker. Also, I feel more checkpoints were required to prevent restarting from the beginning. That is so annoying. Don't get me wrong, this is a good game but it looks better than it is. Am I right? Let me know in the comments below what you guys think.

Grab a sword and boot this up on floppy disk or for your hard drive.

Friday, April 27, 2018

Portal To Xenithor





Another STosser!

Portal To Xenithor is a flick-screen platformer currently under development by Michael Keenleyside. The adventure begins with us having survived a crash landing on a monster-infested moon colony. Our job is to kill the nasties and search for a replacement spaceship before piloting through to a victorious escape.

It's early days, but the storyline and map designs are taking shape. End-of-level cutscenes are planned to be used as the adventure unfolds. The visual style is dark and moody and soon to be enhanced by eerie music. Michael is about six months into the project and considering the possibility of a different engine for other parts of the game. These will use the hardware scrolling and DMA Audio of the Atari STe.

Michael is nuts about STOS Game Creator and wishes to pay homage to Francois Lionet so development will be done using this and Missing Link/Maestro. The estimated requirements are a 4MB Atari ST with support for hard disk installation. Personally, I'm reminded of Stryx and Baal and can't wait to see it completed!


Update: Michael has started a STOS Coders group with Francois Lionet






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