Monday, August 26, 2024

Killing Impact





Glad?

Imagine a fantastic sci-fi future where we are a member of an exciting explorational team called X-Plorer. Deep space is scary and, you guessed it, something went wrong! But something always goes wrong, right? Yep, we end up stranded on an alien planet light years from home. Of course, it's an unfriendly world of vicious creatures that need killing before we can escape home. Or is it just a Joust ripoff set in the wilderness?

Killing Impact is based on the Falcon030 original by David Fournier of Rebel Vision, who appears to have only produced this one game. The idea is simple, and if you've played Joust, you will already know what to expect in terms of basic gameplay. Unlike the original, Glad takes place over dozens of jungle screens on an alien planet. Its wilderness is crammed with enormous plant life and crazy critters that don't like your presence. The objective is straightforward: travel the terrain, killing everything whilst making your way to the exit.

Sadly, that's not possible for the unlucky ST protagonist because our conversion appears somewhat unfinished with only two levels complete. Not only that but when/if you reach the end, you're left trapped in the final room. Regardless, we still have a huge game with dozens of screens!

As a version of Joust, the controls ought to be spot-on. I'm grateful they are just that and implement the standard jousting practice - defeat the enemies by lancing them from a higher position. There are optional weapons like bombs, but these are impossible to use. In stark contrast to the main controls, they are awful and demand a combination of holding a direction whilst hitting fire - in midair!! That doesn't work.

Being Joust, this doesn't need to be a solo mission as Killing Impact supports two players. This is quite special and adds tremendous value, especially when one player can lure the enemy into the open for the other to strike. The expected restrictions apply ie, both players remain on the screen at the same time.

That's about it to Glad Killing Impact; flip-flap through every screen,     killing anything nasty. Forget the weaponry and concentrate on the (excellent) jousting to defeat your foe. Ultimately, you will reach a boss, and these guys are always tough nuts - so beware!! This leaves only one question: what is this "Glad" thing about?

Okay, let's pause the boring reading for a couple of sexy screenshots...



Watch out for the dragonflies, which are deceitfully cunning creatures.



Oh no, a dragon!! These chase well but aren't quick, so easy prey.





Aesthetics

As you can see from the screenshots, the visuals are exquisite. If I had one, I'd tip my hat to Frรฉdรฉric Fournier and Christian Rey for their gorgeous jungle and underwater artwork. Equally, the sprites are a variety of nasty creatures, superbly detailed and with excellent animation - I love the jellyfish and dragonflies.

The hardware scrolling/Blitter isn't used so we're disappointly stuck with single screen push-scrolling. Thankfully, it's implemented well for good effect and maintains a fluent update on each screen. Sadly, this isn't perfect and can be irritating whenever you're inconveniently near the screen's edge.

The audio is a different story with passable spot effects used for movement, killing, and other oddities like the underwater bubbles. There needed to be more, but perhaps the near-silence is a good thing so you can hear the jouster's flip-flap? Hey, at least the title screen has a decent (non-DMA) digital tune - is it Quartet?

As conversions go, it looks better than it sounds. Let's view some more screenshots...



Later on, level one takes us underwater and is very nice.



This is just one insanely difficult screen from level two. Ugh, so tough!!!





The CryptO'pinion?

Bear in mind, I haven't played the original Falcon game, somehow the ST version feels "rushed" and certainly incomplete. Don't get me wrong the basics are ported well with great graphics and jousting controls. Level one is massive, incredibly well-designed, and a bucket load of fun. This is why I decided to map the game!!

However, the second level is incredibly difficult to be anything other than terrible because it's cramped with too many enemies. Additionally, the weaponry is overcomplicated, so something I never bothered with.

Based on the first level, a thoroughly excellent Jouster, I heartily recommend. My rating is 85%



The final room. I defeated the boss, but then nothing happened...


Can you beat my high score?





Maps & Downloads

There are two recommended downloads, a 2-disk floppy by Elite and PP's hard drive version.

As always, the images you see are simply thumbnails and you can download the hi-res originals by clicking here. Additionally, I've mapped many other Atari ST games which you can access by clicking here!! I hope my maps persuade you to play all these great games yourself? Hey, let me know in the comments below.



The first part of level one is incredibly playable.



With a couple of new monsters and a change of style. Well, it's more of the same.



The third part is mostly underwater and a great way to complete the level one journey.



This is level two and is impossible - without cheating. It's a barstool of a level!!

Thursday, August 22, 2024

I have a question




What's your favourite Pompey Pirates disk?

Lately, I've been plodding through a wedge of my Pompey Pirates disks. Such excellent cracks made me fondly remember the chat/information/banter within the scrollers. They gave me access to games I would never have been able to afford. Right or wrong, a service was provided. Of course, the excitement of the postman delivering the latest Pompey disk was brilliant. Sigh, I miss those days... hence my noSTalgic website!

I enjoy asking stupidly impossible questions [1] and [2]. So, with that pointlessness in mind, what would you say is their best release? For me, disk #095 is my favourite because it features three belting games - Hunter, Lotus II, and Head Over Heels. In terms of the menu, that's another tough choice. It's probably disk #048 because of Syd B's fantastic War Of The Worlds picture. Not only that but it features a superb Mad Max tune. You gotta read the scroller for a surreal tale that is suspiciously accurate for today's absurd world.

That's what I love about awesome crackers like these, their scrollers are an unsuspecting time machine. Righto, what is your favourite Pompey Pirate disk? While you ponder over that, here are some links...

Exxos has access to the entire Pompey archive - https://exxosforum.co.uk/atari/...
Atari Legend - Pompey Pirates disk #048 - https://www.atarilegend.com/PP48...
Atari Legend - Pompey Pirates disk #095 - https://www.atarilegend.com/PP95...
Demozoo - a page dedicated to Pompey Pirates - https://demozoo.org/groups/2228/
Atarimania - Pompey Pirates Mega Muzak Demo - https://www.atarimania.com

Monday, August 19, 2024

Gilbert's New Adventures




Indiana Jones?

While trolling through the immense archives on Atari Legend, I stumbled upon a platformer called Nowe Przygody Gilberta. I thought that name was gobbledegook until I translated the Polish text into English. Gilbert's New Adventure was developed in GFA Basic by Adamsky who supports the Blitter and DMA audio!

Whatever the storyline, we appear trapped in a labyrinth of rooms with locked doorways and treasures to collect. Think something "roughly" similar to Manic Miner, Treasure in Cave, Montezuma's Revenge...

Gilbert's New Adventure looks like an 80s old-school platformer, which immediately appealed to me. Upon loading, we're greeted with an amateur image of Indiana Jones, taken from the ZX Spectrum. Don't look at it for too long and hit the spacebar for a helpful screen depicting the items and objects within the game.

Yes, I said helpful and here is a screenshot to prove that fact... Ahem...


Never have I known so many words to contain a 'Z'!! Let's translate...



Polskie Klucze

Polish might be completely alien, but that key is quite obvious. Starting at the top/left and moving sideways: wall, hammer, red key, loose stones, treasure, blue key, another type of wall, parachute, green key, spikes, a red-key door, ladder, fire, a blue-key door, teleporter, energy drink, and finally, a green-key door.

As you can see, it's simple stuff with walls, ladders, and tools. The rest is basically colour keys for corresponding doors plus a few dangers. However, there is a teleport pad too... but... more on that one later!

Let's step back in time and take a look at the opening screen from this game...



The status bar shows energy, cash, and also any collected items.



Gameplay

Immediately beginning my first game - I was hooked. I don't mind sounding like an old man reliving his youth but, that's exactly what happened. The appearance is terribly bare, so unspoilt by pointless glam. This innocent structure uses small blocks and feels like it was dragged kicking and screaming out of 1982.

The controls are dead easy: left/right to walk, up/down to jump and use ladders, and the spacebar will activate a teleporter. However, this simplicity wasn't good enough for Adamsky who decided to alter things. To diagonally jump, use the Insert key (to jump left) and the Clr Home key (to jump right).

Gilbert's task is to collect treasure whilst scouring the rooms for items that could help him along the way. We are free to explore all rooms but watch out for tricky routes and blatant pitfalls - like fire pools and deadly spikes. Dangers like these instantly kill our intrepid hero. Oddly, there are no monsters but the emphasis is on treasure hunting so having baddies aimlessly wandering might have gotten in the way?

Every screen has rudimentary puzzles like a hammer to bash through loose rock, differently-coloured keys for specific doors, and parachutes to prevent falling to our death. A few screens have a teleport pad but the destination is cycled between several screens. Blindly exploring could leave you stranded without a necessary item. Transporters made exploration quite confusing and felt unnecessarily disjointed.

Are you ready to guide Gilbert through the rooms to fill his pockets with treasure and escape?



Hey, this room looks familiar yet I can't think why heh.



Graphics and Sounds

Nowe Przygody Gilberta is a simple platformer without zany aesthetics. In fact, back in the 80s, I'm sure it would still have looked as dull as dishwater compared to others. However, many homebrew games are made by someone who couldn't draw, so it's perfectly understandable and also suits the aged theme.

I've played games like this on the ZX Spectrum, simple screens made of 8x8 bricks and nothing close to the graphical quality we're used to seeing in Fire & Brimstone or Ghouls & Ghosts. I can imagine how disheartened you feel by the screenshots? Don't be, this is a platformer for gamers who care nothing for glam.

The audio features DMA sound effects but, not many which is odd considering the effort already made. You shall hear something when landing on your feet, an "ugh" after falling but, little else. Sadly, there's no background music which is a shame because a chiptune would have compensated for the lack of effects.

I know, it's like a near-silent ZX Spectrum platformer but without the colour clash...


Using a parachute is the only way to go down in this room.



The CryptO'pinion?

Adamsky has created a platformer with all the aspects of a wonderful old-school treasure hunt. Ignoring the modest appearance, each room is superbly designed and requires thought before blinding running off. This humble puzzle aspect adds much to the exploration and is thus addictive and enjoyable.

However, the game is hampered by having one life thus forcing you to restart from the beginning each time. As you know, I did not like the transporters which increased my frustration, especially with only having one life. Plus there are minor niggles like using ladders which is too slow compared to our other movements.

Moaning aside, believe it or not, I have tremendously enjoyed Nowe Przygody Gilberta. It's far from perfect and that's a shame because it could have been great with more thought. I'd say 70% - close but no cigar.

Greetings to PP for adapting a new version that features unlimited energy!!



As you can see, this map is incomplete because of the dreaded transporters.
One day I'll return and finish this if there's enough interest.
This is a thumbnail,
click here to download the high-resolution image!

Random ATARI ST articles from the archives