Monday, March 24, 2025

Super Chicken





Faster than a speeding nugget!

I always say this, but I’m dead chuffed when I come across summat new for the ST. Well, new to me, anyway. Odds are, everyone else already knows, and it’s just me who’s been left in the dark? With that in mind, here’s a game I happened to stumble on by chance while moochin’ through the Hang Loose archive.

The moment I saw the name Super Chicken, I was amusingly intrigued. I chuckled to myself, assuming it would be some childish, half-baked attempt at a shooter or something. As it turns out, it’s actually a platformer developed in STOS by a guy called Thomas Smith in 1996. Maybe some of you have heard of it before, but I certainly hadn’t - because, around that time, I packed up my ST and went the Mac route.

The objective of the game is simple - just collect all the eggs and make your way to the exit. However, there is a catch! As soon as you pick up an egg, the floor tile beneath it becomes electrified, meaning you can’t step on it again. So, you’ve got to grab the egg and keep moving, or you’ll end up as fried chicken! Along the way, you will come across ladders and escalators to help you reach other eggs. Some tiles even have two eggs, but you can only pick up one at once! The exit remains blocked until all eggs are collected.

Super Chicken is all about planning the best route in real-time as you walk, making sure you never have to step on the same tile twice. Well, you physically can’t, unless you fancy getting zapped! Miss just one egg, and there’s no way to go back for it. No matter how many others you collect, the exit will remain blocked. It’s incredibly frustrating - especially when you realise you’ve left just one egg behind (as in my screenshots).

I think this is surprisingly good for a homebrew game released in the ST's dark ages. It’s frustrating, yet incredibly addictive all at the same time. I was shocked to stumble across it - but even more surprised to find that it looks comical, scrolls smoothly, and sounds great. Thomas clearly knew his stuff! It’s just a shame it came out several years too late for most ST gamers to hear about it. Or is it just me, again?

Give this a download - I’m sure you’ll enjoy it for a few plays! Let me know what you think in the comments. This review is dedicated to Miesiu who visits AtariCrypt all the time and leaves comments on so many pages! Okay, since this isn't a commercial title, I’m giving it a solid 60% because it’s damn good fun!



This is the start, shall we take the escalator or ladder route?


Can you see where I went wrong here?


Foolishly I thought I was rocking the opening level.


Yep, I missed one egg so I could not exit... ARGHHH!!


Instead, I was fried alive like something from an old cartoon!

Thursday, March 20, 2025

QuartetCrypt





I made another disk!

I’ve got a feeling you knew I was up to something daft after I went on about my love for Quartet recently. Well, you were right - I've crammed a floppy disk full of Quartet tunes! Well, sort of. These music files can be pretty large, so you can’t fit loads onto a single disk. But hey, I went ahead and made a disk anyway!

Yes, here is a floppy disk by yours truly that I've decided to call QuartetCrypt. Apologies - my lack of imagination for these titles is astounding, right? Anyhow, my disk boots up with background music and a dead-interesting scroller before dropping into GEM where you can pick from a bunch of cracking Quartet tunes.

You guys already know I've no programming, music, or pixel art skills! So how have I done this? Easy, I used the talents of other people! So here are the due credits along with some more links you will love...

  • Message Writer by Gareth Pople
  • Quartet Player by Dan Panke
  • Background music by Unknown
  • Dead Human by Spaz / The Lost Boys
  • PYM Reset by Spaz / The Lost Boys
  • Indian Swirl by DNA and Exarch / Paranoia
  • Good Old Times by 607
  • Wreckers by Warren Cann

Don't forget to check out my previous Quartet post https://ataricrypt.blogspot.com/quartet-player.
Additionally, I recorded Wreckers (DMA stereo) https://www.youtube.com/@AtariCrypt.
There are loads more Atari ST disks by me! https://ataricrypt.blogspot.com/about-me.html.

Friday, March 14, 2025

FateMaster






Strange creatures with guns

Fate Master is a top-down RPG released by Animal Soft in 1992 and programmed by Floris Muller (remember Color Clash and the Gobblin & Piggy games?). We are Tsin-Fei on planet Tafoi, which is at war with the Swocki who have killed many Galluks. Weird names, but it's the usual storyline with puzzles and payback.

As Tsin-Fei, we have 20 hit points, plus stats for strength, speed, and defence. Our inventory includes a pistol, two grenades, and a V-potion (health). We begin in town looking for information and items that may help our quest for justice. Explore, but beware, some places have bizarre monsters whizzing about...

Contact with them results in an automatic battle that begins with two options: Attack & Escape (that rarely works). These battles are turn-based and conclude once someone dies. Successfully killing the enemy provides a cash reward you can use with traders to purchase better weapons and V-potions. The more cash you have, the better the weapons you can afford. I particularly like the very effective grenades and rockets.

Along the way, there are clues, hidden games, items (mostly pointless), and characters with information. Some might provide a hint to nudge in the right direction. You're unlikely to get lost as the levels aren't large and the puzzles are easy to suss. Just make sure you have a stockpile of V-Potions and a decent weapon.

Right then, I'm getting bored with all this chit-chat. Let's see a couple of screenshots...



I accidentally bumped into a spider and had to fight it to the death!
Most enemies appear to have (ahem) similar strengths.



The red splodge is a dead enemy and you can see my HP, stats/etc.
Killing enemies increases stats, but you will run out of HP (and cash) doing so.





Something's not quite right

It's time for a whinge. Have you ever played a game, but felt let down because something didn’t feel right? Something that makes you wonder what was going through the developer's mind. Well, I wasn't long into the first level before I noticed that "something". The concept of Fate Master is superb but spoilt by unfair mechanics. The idea is to battle/earn money, buy weapons, and progress deeper into the adventure. Simple.

However, the money earned by defeating monsters should be better when compared to the expensive shop prices. That difference is way off balance. So you're left deciding whether to buy a better weapon and hope you don't lose too much HP, or buy V-Potions. Rarely can you do both. It's a catch-22.

Not only that, but avoiding battles isn't always possible. Many rooms have no way to safely pass, so you are thrown into an unnecessary conflict. To make matters worse, the defeated won't stay dead and respawn fresh and healthy to do battle again! Yup, you're forced into (yet) another fight on your way back!

Also, I'm not sure this is an "RPG" as there is no sense of progression and my stats never seemed to affect performance. Basic character interaction is, well, very basic!! Also, all weapons -more or less- perform the same. Perhaps a lite RPG but I feel it's more of an action/adventure and its "RPG" aspects can be ignored.

Okay, I barely scraped through level one, but the unfair design made the second impossible - without cheating! Sigh, the cash rewards don't work, but maybe it would if monsters didn’t respawn? Anyhow, this mix of unfair rewards and endlessly respawning enemies kills the game’s potential. Disappointing.

I'm shocked Animalsoft made such an unfair game! Let's console ourselves with screenshots...



The rockets are great but expensive! He respawned so I had to fight him again :(
And yes, my HP is maxed at 20 because I am cheating!! I had no choice O_o



The stats for strength/etc don't appear to have any effect. Kinda odd, right?
The "escape" option rarely works. In fact, it only ever worked once or twice for me!





Aesthetics

Floris' visual styles use a cartoon design we all recognise. This design stands out a mile and looks great with its strange-looking characters. I loved the extra attention to detail, especially the blood! Each location is rather basic, but I liked the unnecessary clutter which is clean and functional using a quirky perspective.

The audio is lame because there isn't chip music to help keep us engrossed. In fact, we only have a few spot effects when something gets shot, blown up, or dies. Yeah, it desperately needed a chiptune.

This game isn't exactly impressing me, right? Let's wipe away my tears with more screenshots...



Blood and dead bodies were everywhere. Wait, I see a survivor hiding!
One of the more gruesome screens in the entire game.



The second stage is good but would have been better with more shops.
It's impossible to play, without a decent gun and lots of V-Potions in stock!





The CryptO'pinion

I absolutely loved the simplicity Fate Master presented when I began playing. It's easy to get around using smooth controls, the locations are no-frills but work well, the storyline is predictable yet interesting, and the monsters are humorously weird. I was hooked, so much so, that I began mapping it with vigour.

Sadly, my passion waned halfway through the first level. I simply didn't have many opportunities to upgrade both weaponry and V-Potions to compensate for the loss of my HP. Not to mention the fact I was pointlessly fighting some of the monsters for a second time. Hence, even more HP loss which made the game impossible. Now, add suspect collision detection and Houston, we have a problem. A misquote, but it applies!

At its heart, this could have been a great action/adventure. However, the cash situation is off balance by a mile, and the respawning enemies killed any chance the game had to redeem itself. Never have I been so disappointed by a game for many years. I shall rate Fate Master a depressing 25% which kills me to type.

  • Atari Legend has the floppies and I recommend Neon Lights #15.
  • Carry on scrolling for the hi-res level maps (others here).



Perhaps the most impressive room? Access to information, dynamite, and a freebie weapon.
However, try to exit this screen without coming into contact with an enemy. If you can!



Hidden games exist that provide a humorous and welcome break from the game!
You can find them all using the maps. Just keep on scrolling...




Level 1-3 Mapped

Firstly, I'd like to express my sincere gratitude to Peter Putnik for helping me with my gruesome project to map Fate Master. Sadly, the game appears to crash when fighting the "last" monster, as it cannot die. However, after playing and mapping three levels, I lost interest. Perhaps there is a fourth level; who knows/cares?

As always, these images are thumbnails so click here to download the high-res originals!



For the most part, level one was a hoot to play!



The second level is tiny, difficult, and without much-needed rewards.



The third level is possibly the "easiest" but without decent options to restock.

Random ATARI ST articles from the archives