Those with a good memory may remember seeing Frenetic here on AtariCrypt about five years ago. My review was, ahem, less than favourable. If I remember correctly, the graphics were nice, and I thought the gameplay was well-balanced. Yet, I oddly rated it as nothing more than a cheap Amiga port. That was a long time ago, so I figured I needed to revisit Core's vertically-scrolling shooter. Let's see if I was wrong back then.
Frenetic transports us slap-bang into the 23rd Century with soulless scientists still debating over the possibility of extraterrestrial life. Well, as often happens in the world of sci-fi, life on Earth is under attack from such creatures. The aliens from the planet "Mozone". Hmm, we have to head into the unknown to pave the way for the safe travel of Earth's vessels and help prevent the extinction of humanity. Sounds like fun, right?
Before we begin, how about a screenshot? Let's do just that, so here you go...
Giant trees and rocks throughout level one, and it's pretty much green throughout!
Big levels, Big Guns, Big Monsters
There are eight ginormous levels stuffed with hundreds of aliens. Some will stroll into your line of fire, whereas others swirl majestically onto the screen. So, it's obvious what to do - bang on the fire button and kill them. Power-ups are available to upgrade your ship's firepower. They are essential and blessed with different types of upgrades: forward firepower, speed, side armaments, shields, etc. Sadly, these pickup areas are few, so I was often left vulnerable and underpowered after losing a life. Yes, power-ups are gone after dying.
Hang on a moment, do you have a friend sitting idle? Well, there is a cool option for two players, which is brilliant and certainly comes in handy on those harder levels later on. It's the best part of the game!! Sadly, I have no friends... Sniff... boohoo...
Each stage has an end-of-level boss, and these are huge beasts. When I say huge, I really do mean it. They will take lots of time and firepower to defeat, but most aren't that tough (beyond the time required). Unless you have just lost your power-ups, then you can expect that battle to last a long time... a very long time!
Let's take a break from reading and view a screenshot that looks creepy and very alien...
Later levels might look funky, but the gameplay remains exactly the same!
Aesthetics
The backgrounds are excellent on most levels, especially the first, with tons of colour. The enemies move spritely with different attack patterns, and the bosses are ginormous creatures. The vertical scrolling isn't great, which is disappointing because the Atari ST has similar games with far smoother framerates.
The music is by Martin Walker and is brilliant!! Not only that, but it works well alongside the sound effects, I thought. Sadly, that same tune plays throughout, which is disappointing and a massive shame to hear just one of Martin's tunes. We needed more, as I know I would have enjoyed listening to more of his work.
It looks pretty and sounds great, so let's celebrate with one final screenshot of a funky boss...
Some of the bosses are great, and some are... rather rubbish!
The CryptO'pinion?
Well, it looks like I wasn't wrong after all. At best, this is an average shoot 'em up, but if you can find a friend, then it will be more bearable. Well, for a few games anyhow. Frenetic needed more progression, more power-ups, and more pizzazz. So boot up something like Plutos, Wings Of Death, SWIV, or Flying Shark.
What I liked: the first couple of levels have well-balanced gameplay, and I even reached the third stage - without cheating! However, the best feature is the two-player mode, which is fantastic and certainly helps to (partially) compensate for the things I am now about to moan about.
What I didn't like: the power-ups are needed to defeat the bosses, but these are lost after losing a life, and new pick-ups are scarce. Each level is a long slog without variety, excitement or progression, and the repetitive tune becomes irritating. I'm getting a whiff of a rushed Amiga port.
Reading this back, I feel that I'm being harsh. Or perhaps I'm in a bad mood? Am I wrong? Is this a great shoot 'em up, and I'm talking nonsense? Feel free to let me know what you guys think in the comments.
Atari Legend has loads of floppy menu disks. Wow, so many!!
D-Bug has the best version for a hard drive with far quicker loading times.
Rob & Lee, coder and artist for Frenetic. Gee whiz, thanks, guys. It's a lame ending screen, too!
It's been yonks since I posted in our Software sections, so here is a utility that is the bee's knees. Yet Another Atari RAM Test, by Christian Zietz, rolls through a number of intense tests that execute algorithms to help diagnose potential problems with our beloved Atari computers. Let's hope it finds nothing!
I won't pretend to understand its wizardry, but I love utilities like this. I want my ST healthy, so I've had it running for what feels like a lifetime, and it's not (yet) found any errors. This is excellent news, but I'm thinking that this program could be helpful to anyone experiencing weird anomalies or peculiar crashes.
I enjoy finding programs like this lurking in the ST archives, and I hope YAART proves helpful if you're suffering from any hardware problems. The download comes ready to support the ST/STe/TT/Falcon, but take a moment to read the text file and boot cleanly with as much spare RAM as possible (read YAART.TXT)
I hope you have healthy Atari computers? Let me know in the comments below. Good luck!!
'Unnamed Intro' is a remarkable screen created by The Fingerbobs and used by Ripped Off for their 87th disk. This is one of those intros I have always loved because it's one of the most bewitching things I have ever seen. An astounding animated journey for dozens of little men, each one running around their wacky world, is simply fascinating. It's different, and I love that, so this makes for a mesmerising and entertaining treat.
Go on, pick any guy and follow him throughout his journey. Brilliant STuff, I'm sure you will agree!! :-)
Today is a great day - I've just been given the honour of playtesting a
preview of Jonathon Thomas' enhanced Lotus Esprit Turbo Challenge for the
Atari STe. He's been working on this project for a while, on and off, to
improve the original racer in different ways using the often idle
enhancements of the Atari STe.
After "mulling it over", he's returned to this project with fresh ideas and
assistance from our (fantastic) community over on Atari-Forum. In fact, he
came back stronger and managed to develop a playable release after only weeks!! Oh, and for those wondering yes, he is the same racing fella behind
Pole Position.
Let's stop and take a deep breath. Do you feel better now? Good.
Let's view some screenshots...
The practice track. I need this more than you realise...
We begin in Italy and Mmm look at that sky!
In fact, Italy is looking a little better these days all thanks to the
Atari STe palette.
Put the pedal to the metal!
Yes, everyone loved and still loves Lotus Esprit. It's a frantic racer
with fast graphics, cool music, great driving mechanics, and even allows
another player to join in. Those collisions might lose precious speed
and I hate the person who decided to leave dangerous rocks on the road but,
this is a thrilling racer alright. Who doesn't enjoy zooming passed cars or
sliding around each of the curvy and hilly corners?
However, there are a few limitations in the ST game that aren't immediately
obvious during the frantic racing. These have obviously bugged Jonathan
enough for him to take on the challenge of fixing them...
"It wasn't until recently that I realised how much of a massive difference
there is between the Amiga and ST versions - the magazines of the time
didn't seem to make much of this difference in their reviews
of the time. I've been meaning to take a closer look at the Lotus code on
the ST for a number of years now, but it was upon realising the degree of
difference between the two versions (along with a relatively quiet period
at work) that I decided something needed to be done!"
There is no excuse for a lame port. Is this that? I'll let you decide while
you view these screenshots...
Mexico now has a skyline quite apt to the feel of this country.
Okay, let's try not to crash into any objects when trying to grab a
screenshot!
Oh, bummer!! Playing and capturing screenshots is a tough job.
Judder be gone!
It's funny, but I hadn't paid much attention to these issues myself. It wasn't until I returned to the original I could tell what had been going
through Jons' mind. For me, the nicest improvements are to the sky and how the
cars move across the track. This game feels fresh and is far better
than I ever imagined.
1) The tracks are quite barren and devoid of much detail so the Blitter will
now render the road and pit lanes with extra details to lane markings and
widened rumble strips.
2) The sky was one solid colour which was okay but that has now been
replaced by a 16-step gradient that makes full use of the enhanced STE
palette.
3) Cars and scenery move smoothly without the old judder of side to side in
16-pixel blocks.
4) The already zippy framerate has been improved with more tweaks on the
way!
5) Thankfully, the Ben Daglish chiptunes are staying but the effects are
going to be replaced with samples pumped through the DMA hardware. (with a
possibility of DMA sounds and YM music together!)
Also, minor improvements are being considered to the rev counter, fuel
indicator and player two will soon have the new sky gradient. There is also
the possibility of new and extra trackside scenery being added. Heck, he's
even mentioned that there might be a few new tracks on the way too - oh
yes!!
Okdoke, it's time for the last run of screenshots of this wonderful new
version. Try not to drool...
Iceland and everything looks rather chilly.
Ahem, there was ice on the road. Honest.
Check out those widened
rumble strips!
The CryptO'pinion?
Lotus Esprit Turbo Challenge was originally programmed by Shaun Southern and
Andrew Morris and is an excellent racer. However, Jon has improved it to the
level Lotus should have been all along for the Atari STe. I cannot express how exciting it's been to see this project develop, especially over
recent weeks.
The new colours, speed, and smoothness all help give this racer a new coat of
paint. Bring on the extra framerate and sampled DMA sound effects! Yes, it's
shocking how renewed it feels running on the Atari STe so I'm looking forward to what comes next. My greetings to Jon. Watch this space for
the next release.