Sunday, January 08, 2023

Badlands Pete




On a steel horse, I ride. I'm wanted, dead or alive...

Sorry, I just had to get that in. Okay, let's crack on... ARC released Badlands Pete in 1990 and is an action-adventure set in the American Wild West. I love anything like this, so couldn't play without the attire - I'm wearing a stetson, chaps, spurs, etc. This helps me to write even though the wife laughs at me. But I know that I look like Clint Eastwood. Honest.

Badlands Pete is a platformer incorporating a pseudo-3D method of walking in/out of each scene. It's a bit like what we saw in Fred and they're calling it Strip-A-Mation, which is quite a cool name. Using this movement alters what's visible. So changing position might mean seeing additional objects along with the ability to navigate differently.

This is a really neat idea that adds depth to the mechanics of each scene and allows freedom to explore everywhere in separate ways. Well, that's if it works properly, otherwise, it could be cumbersome and messy therefore totally ruining the game. Sometimes it's best to keep a platformer simple so we can concentrate on just playing the game!

Anyhow, let's take a look at some screenshots from the 16-bit American frontier...



This is where we begin, riding into town on a Union Pacific train. Nice!



There's a shifty-looking cowboy to our right. Try to chat with him and see how he reacts!





Get out of Dodge!

Arriving in town by train, the task is to rescue the Governor's daughters who have been kidnapped by ruthless thugs from the Badlands. He enlists the help of Pete Coyote, aka Badlands Pete. Yep, that's you - the quickest draw in the west. However, my first game didn't go well - I soon realised the town is full of irate cowboys, crazy Indians, sleepy Mexicans and other townsfolk who first appear to be innocently going about their business (don't be fooled!!)

First things first, the controls are easy: walking left/right is obvious and you can also move in/out of any scene by pushing up/down. However, I would practice in the comfort of the train station area before daring to explore the town itself. Your guns are drawn/holstered by hitting the spacebar with the fire button to shoot.

The user interface shows Pete's energy levels, our score and ammunition. Energy is obvious and when Pete is shot, his bleeding heart needs replenishing with food & drink. The belt of bullets is for ammo - running out leaves you defenceless in this insane frontier so top it up whenever possible - dead bodies are a great source to find goodies!

The score is shown as a dollar bounty which goes up when collecting items or killing someone who's already decided to shoot at you (beware: a negative bounty equates - to others - your worth to them). Finally, the ladies you see at the bottom of your screen are the governor's daughters who require rescuing for a lucrative reward. If you live long enough!

Let's take a look at some more screenshots from my "victorious" gameplay...




I entered a room and was ambushed, for no reason, so I killed him. What's wrong with these people?


Arrrgh even a preacher pulls out his weapon (again, for no reason) and then starts shooting!!



Gunfright!

As you begin, a Wanted Poster depicts the task at hand with the reward. Walking around is kinda cool if I'm honest thanks to the stunning artwork using an arid colour palette. Leaving the station depo for the town reminds me of Rio Bravo and other westerns. Almost all characters have a dollar value but it pays to be coy rather than trigger-happy because those who draw first aren't well respected plus serial killers only end up as wanted themselves... think about that.

After only a short time you soon realise everybody is out to get you. It's rare to walk close to someone who doesn't pull out a weapon in aggression. Most people are nuts, even the preacher wanted me dead! After a while, this constant pointless onslaught is irritating as it halts any chance of progress because you're constantly fighting off everyone.

You can help yourself to various things that replenish your health and ammo: look out for items like a hot pie cooling on a windowsill or a box of ammo, etc. It's worth remembering where these items are usually located because it won't be long until you're backtracking in extreme desperation. And this is constant throughout your gameplay. Yes, constant.

In all honesty, I didn't understand why most characters needed to have such hostile actions. It's not like unlimited supplies are lying about town to compensate! Anyhow, I think we need to see a couple more screenshots...




Great, now the Indians are shooting arrows at me. Why? I didn't do anything to provoke him!


Oh joy, I walked into the sheriff's office. What happened? Of course, another shooting match!



Aesthetics

I'm a big fan of westerns and I love the old John Wayne movies the most. Badlands Pete is a cartoon representation of that era and it works remarkably well. In fact, I adore the artwork with its dusty frontier for each scene as it reminds me of being in Wichita, Tombstone or West Texas. And that makes this old Atari cowboy very happy indeed!

Sadly, Arc somehow decided against utilising the Atari STe as they did with Chronicles Of Omega. Why I do not know because this game feels very sluggish. Slow to move and also slow to scroll. I think a little help from the Blitter would have been a marvellous improvement. Having said that, there is no reason at all that it's this bad on the STFM!

The idea behind Strip-A-Mation of walking in/out of each scene is superb. This, not only unveils objects that you might have missed but also suggests alternative ways to explore. This game design is by Steven Cain (Black Lamp) and Badlands Pete appears to have evolved somewhat from that. I admire what they where trying to do.

Musically, things aren't bad with a title screen tune that sounds great considering ARC foolishly made no use of the Atari STe. Gotta say though, I liked it a bunch! Sadly, the in-game effects are quite lame by comparison. I'd have loved samples from Westerns like Rio Bravo or A Fistful Of Dollars. Heck, any stock samples would have worked.

Feeling like a bit of a rushed port, isn't it? And by Atari too! Hmm, here are a couple more screenshots...




Hey, this town has a mine. Let's use Strip-A-Mation to walk in to see what's lurking below...



The steps lead off and down. I wonder what's here? I'll save you time - another pointless gunfight!



Hints & Tips

I did wonder whether it was worthwhile even writing this section. I imagine nobody has scrolled this far so I could probably write whatever nonsense I like? Hmm, Atari Legend sucks. Commodore wimps love to whine like big crybabies. ARC hated the ST. Commodore is the best. I love Amigas. Amiga forever!! I have never owned an Atari ST!! I'm pregnant!!

That was fun but I think that I better write some tips, which is extremely difficult for this game...

  • Have many practice games and learn the controls, especially with regards to quickdraw.
  • Don't get too close to somebody you intend to have a gunfight with. Very weird!!
  • Be patient, let the bad guys draw first. I know, I know...
  • Never draw your weapon in front of a lady. Ooer!
  • Look for items and also top-ups for health and ammo.
  • Don't go looking for trouble, run away if you can. If you can...
  • Arc obviously had no beta testers so we desperately need a trainer!




I entered the town's jail. Looks quiet, right? No!! After I took this screenshot, they began firing!



This is a screen that you will see a lot!!



The CryptO'pinion?

I'm not exactly sure where to begin... Okay, I love the idea behind Badlands Pete but it's far too difficult so I failed to make much progress. No matter where you go, someone pulls out a weapon and begins firing. It's weird and this relentless attack soon becomes irritating, especially as you find yourself repeatably looking to replenish health and ammo.

The idea behind Strip-A-Mation is great but would be more suited in an adventure rather than here because it's too fiddly to be functional at speed. Along with Carlos and Chuckie Egg 2, this is possibly one of the worst games I've featured here on AtariCrypt. Ignoring the theme, and excellent visuals, I've nothing much more to say about Badlands Pete.

For those still wanting to be a lame version of John Wayne, download Automation #409. Good luck!

Friday, January 06, 2023

Street Fighter



A disgruntled gamer

Back in the summer of 1988, I was the only guy in college with a ZX Spectrum. Don't get me wrong, I loved my Speccy but had grown out of it. I spent much of that year dreaming of Atari's new supercomputer. It was tough seeing magazine reviews as the Atari ST games had graphics lightyears ahead of everything else.

I always remember the advert for Street Fighter. It featured screenshots taken from various systems, the Atari ST being one. It was a jaw-dropping moment seeing amazing details and bright colours (the image above). In reality, the advert was a lie because that image was actually taken from the arcade version!!

Not that it mattered because this beat'em up was something of a shambles thanks to Tiertex chimps randomly hitting their keyboards until it was ready for release. I honestly don't know how they got away with it - not only the jerky scrolling and laughable animations but the sluggish control system is vastly unresponsive.

After months of yearning for the Atari ST, I finally got one at Christmas. Ignoring Street Fighter, this slab of grey power lived up to my hopes and desires! You can imagine the joy on my face when I first booted up Xenon, Buggy Boy, and Beyond The Ice Palace. Magical moments in my history. (Atari STFM Super Pack)

If you're still interested in playing Street Fighter, you're obviously insane. But here are the links...

  • 8BitChip has the download for hard drive/ultrasatan installation.
  • Floppy disks can be found using Old Games Finger (Automation #41)
  • Wasabim has recorded a fantastic YouTube video!
  • Type "STREETCHEAT" on the title screen and you can hit the Help key to skip levels.
  • Maybe you're curious how Street Fighter would have performed on the Atari STe? (unfinished)
  • Hey, why not check out our Beat'em Up section, go on and click the links! 


Even though a trainer was enabled, I endured much pain to get these screenshots! I wanted to play through it, but it went on forever. I hope you appreciate the hell I went through to get these?

Dare I ask if there are fans of the ST beat'em up out there!

I hope you enjoyed my silly post (a disgruntled gamer) remembering US Gold's misleading advert? O_o



Look at him trying to punch me even though I've jerkily leapt 15 feet in the air.



Look at the magazine advert and then try and tell me that it's the same as the ST game!



Look at the size of this bad boy. Hmm, let's punch him in the nuts - that'll work!



Another giant dude to fight, so I decided to cower in front of Ian Dury's little car heh.



You'll see something like this at the end of each stage. Great, uh?



Look at all those strange faces watching. Quite scary!



Another clipping of the advert (enhanced using online tools, hence the weird text)

Monday, January 02, 2023

SDI: Now The Odds Are Even





The Star Wars program is happening!

Wow, it's incredible how quickly time passes as I've not played this game since I got my first Atari ST. The Sega arcade shooter was converted by Alaric Binnie of Source for Activision and released in 1988. I remember being impressed and unimpressed in equal measure - probably because I liked what I saw but was absolutely terrible at playing it!

As most of us, older gamers might remember, SDI stands for Strategic Defense Initiative and is based on the original Star Wars concept by President Regan devised during the cold war. This technology was supposed to defend Earth (USA!) from the inevitable Soviet attack. Yeah, I know, it never happened... shocker, right?

The game is obviously an action shooter set within the darkness of Earth's space. As it turns out, the defence initiative is actually just a lone satellite armed with a laser gun! Use that to protect mankind from a legion of Soviet nuclear missiles, fighters, and more. Why only one satellite I don't know but, that's the game, so let's crack on.

Okay, let's take the first break from reading with two sexy screenshots...



Soviets are sending everything they have. Well, in stages thankfully.



At first, it was distracting to see the moon moving by. I should have been concentrating!




The fate of mankind...

Our quest begins with the Space Shuttle conveniently dropping us off right before a barrage of Soviet missiles appears. The game is split into two separate modes depending on your performance, offensive and defensive. The first is not unlike other horizontally scrolling shooters attacking everything that swarms onto the screen. The second is like a 3D Missile Command and a final chance to save everyone from the previously missed missiles.

You'll soon discover that SDI isn't a complex game at all. This is a frenzied shooter with us engaged in battling squadrons of enemy artillery. So shoot everything as quickly as you can physically move the mouse. Of course, each stage gets more aggressive, right up until the point my hand-to-eye reactions simply cannot cope anymore (see the video!).

No need to fret, you're not alone as allies will periodically send power-ups. However, during the heat of battle, these look similar to everything else! Especially when you're in a mindset of blasting everything as quickly as possible. So that means they're immediately destroyed - far too soon to collect their cargo that you watch floating away. Sigh...

A damage meter is shown at the bottom of the screen which is an indication of the state of your performance. Survive, and the Space Shuttle reappears to whisk you off to safety where that performance is rated on a scale. Anything less than perfect and you're sent through to a defensive stage to help defend from the attack. However, a perfect score gets you lots of extra points with a blue dancing duck. (I know what you're thinking and I agree - this makes it all worthwhile!!)

Are you bored of reading this? Chill. Take five. Look at these screenshots...



The blood-red moon looks awesome. Don't admire, concentrate on the killing!



I let some missiles get through so now I'm defending the base Missile Command style!




Input

Initially, SDI might appear tricky because you have to do two things at once - keep the satellite safe and choose the direction in which it fires. Arcade games can sometimes lose their functionality when converted to a home computer with a one-button joystick. Not so here, all controls are fully configurable using a combination of mouse, joystick and keyboard.

It is possible to use only the mouse, but I wouldn't advise that. I play using the keyboard to direct the satellite and my mouse to aim/shoot. A joystick would also be a good idea but only if it has good suckers to stick onto your desk. The keyboard/mouse method is kinda like the WASD/mouse combo used in FPS games. You'll love it.

This plays great but that doesn't mean we don't want screenshots. So, here you are...



It's not long before things get crazy with lots to shoot at. Trigger-happy heaven!



Ignore the asteroid shower because it's time to shoot more of that Ruskie hardware.




Output

Space is mostly empty so the good thing about a Cold War is having celestial objects as backgrounds rather than boring black. All graphics are by Bryn Redman who treats us to great images of the Earth, its Moon and an asteroid field - I believe later levels feature the Death Star? My gaming skills won't allow me to personally witness that. Hmm...

The darkness of space dictates a more sombre colour palette which suits the Cold War scene but there are some brighter moments to behold. I love the red moon that boldly stands out from everything else, it looks amazing. Sadly, there is some slowdown during later levels that are bombarded by tons of enemies. Meh, I can live with that as it's not too bad.

Paul Summers is responsible for the audio and he did a stellar job (see what I did there?). The title screen features a grungy sample but nothing compares to the glorious in-game chiptunes. These are subtle and suit the ambience whilst also complementing the zappy sound effects. To say I adore the (in-game) tunes would be an understatement!

Breathe and relax as it's the final screenshot break before the gripping conclusion...



Come on, the defensive stages really are Missile Command. Rip-off but brilliantly done!!



Do well and make the hi-score table. Hang on, this feels like a game in itself? ;-)





The CryptO'pinion?

SDI could so easily have been a bust due to the control system (not to mention the massive graphical requirements). Alaric Binnie has done a fantastic job, not only aesthetically speaking but also migrating the arcade's control system over to the ST by using its keyboard/joystick and mouse. This combination works a treat, a commendable effort.

However, I usually find something to moan about and SDI is no exception. I failed to see the logic in having a dark blue cursor that can be problematic against the backdrops. Also, the power-ups are so difficult to catch. No, impossible (for me) to catch!! Finally, why aren't we treated to a nuclear explosion at Game Over. Oh, how I wanted to see that...

This is a simple shooter at heart with little depth. Some might say it's an alternative Missile Command and I get that, the similarities are there. SDI is an exciting shooter and one that is utterly addictive albeit I'm shockingly bad at it. Make sure you choose the control method that suits you to prevent Western civilisation from catastrophic demise!

Let me know in the comments what you think about SDI (download for hard drive or floppy disk)

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