ImageWorks' 1988 hit Bombuzal is one of those games that I remember seeing in the magazines of the day. Those pixels - I couldn't believe the cartoon-like quality of the main character within a colourful isometric world. We play the part of an odd potato-shaped dude who performs a funny expression as the bombs are exploding!! There are some big names associated with this game, but is it any good to play?
This is quite a simple puzzler at heart. It requires us to detonate clusters of red bombs. Each level contains squares used to help calculate our best route. There are traps to look out for - crumbling tiles that can be walked on only once before they disappear forever. Others might be too slippery, some transport us, and slotted tiles can move bombs to different locations (usually to avoid being caught in an explosive chain reaction).
This is a fun game that looks great while it taxes the brain cells. It's bomb-blastingly excellent!!
It's a weird feeling when I come across a game that I've never heard of before. I mean, there are plenty I've heard of yet never played (which is strange enough!), but this is completely new to me. I'm baffled by my ignorance! How do these things happen? Well, I've slapped myself, so let's read the storyline...
A virus has infected the machines on Mars so the robots have captured our scientists and holding them captive. We have no anti-virus program so it's our job to destroy any robots that get in our way and help lead the boffins to safety. Jump inside your spaceship and get ready to save the day, again!
Rebellion is a top-down shoot-'em-up similar to a Gauntlet game. Each screen has several hostages, which are located in different parts of the level. Some are behind a forcefield which can be partially deactivated by disabling a section of its wall, but you won't have long before a repair droid appears. Others can be in locked rooms, which require a key card, which a robot may reveal when killed. Every level has a minimum number of hostages to rescue within a set time. Miss it, and the spaceship will leave without you. Yikes, so ruthless!
Nearly 30 years have passed without playing this game! Dang...
How are you going to break into that complex, rescue everyone, and get out in time?
Tactics, strategy, guns!
Enemy robots have a range of abilities: some are slow, whereas others are much faster, and some can even lay down explosive mines. Some have no projectile weapon, but others are only too eager to turn you into a blood splatter! Watch out for gun turrets, trapdoors, and tanks. Interestingly, when you do lose a life, the robots are paused for a few seconds, thus giving you extra time to whack 'em full of lead. Most satisfying!
Our weapons are superb, and the machine gun can be upgraded with greater power and faster action. Try not to kill any humans in the crossfire! You'll be pleased to hear that there are a variety of other power-ups to enhance shields, invincibility, a radar scrambler, and even a supply of extra lives. Oh yeah, we've got it all.
Visually, the graphics are small and detailed, but hardly groundbreaking for a 16-bit computer. Some might turn up their nose at the pace and tiny sprites, but it's ideal; otherwise, each level would feel cramped and difficult to navigate. Sounds are good, and you hear the bam-bam-bam of your weaponry the most.
Guns, tactics, strategy, and extreme military violence. I'm all in!! This game rocks...
As you can see, each level is swarming with enemies and folk to rescue. It's never easy!
The CryptO'pinion?
I don't normally enjoy games that have me worrying over the safety of people whilst being hunted myself. I panic too much, so people usually end up dead!! However, Rebellion works well, even though the hostages are lame at following you!! They can get stuck behind a wall, so remember that when planning your move.
Rebellion is great, and I’ve thoroughly enjoyed being anxiously entertained. Each level is captivating, progressing through increasingly challenging situations. It’s addictive and one of those games that keeps you coming back for more. The rush of killing the baddies while guiding the scientists to safety is exhilarating.
Magnificent, and one of the best games I have played in ages. I absolutely love Rebellion!!
It's time for more Atari ST box art, and this time we have 9 Lives. Like most Arc games, they've used their template, which is comical with a Bob the cat, who is laughing like a maniac. I must admit, I laughed at the glowing reviews plastered by three popular magazines! This has to be a great purchase, right?
Unfortunately, they were mistaken because 9 Lives is problematic, as something negatively impacts gameplay. Initially, I suspected this was due to the controls, which require some time to master. However, once I got the hang of them, I was easily controlling Bob through the rooms, and the long leaps are guided by a metre for precise control. So, no matter what some say, it's not the controls, which are nicely responsive.
Stop. Let's view a couple of screenshots...
What a massive and unique variety of characters this game has.
Just look at those funny faces! I'm sure these were designed by insane people!!
So what's going on?
I think it's the game's design that presents several awkward flaws that irk me: the sprites are too big, so each screen appears "zoomed in" and very cluttered, thus Bob cannot help but touch something nasty. Sure, I can knock them out with my yo-yo, but soon they're back up and ready to zap more of my lifeforce!
Also, the levels are incredibly unfair and require a psychic gamer to be previously aware of the off-screen traps. Argh, those darn spikes!! And, oddly, for a cat, Bob cannot fall far without dying!! However, this produces a hilarious animation effect not too dissimilar to Wile E. Coyote from the Road Runner cartoons.
The idea is great, but the design doesn't quite feel right. I think it's time for more screenshots...
Another life was lost... Well, at least I'm going up and not DOWN!! Phew.
Another life lost at the hands of the frustrating and overcrowded level design...
Aesthetics?
Simon Butler’s superb cartoon graphics are a feast for the eyes. The sprites are drawn with incredible detail, feeling more like an exhibition than a game. The animations throughout are brilliant, particularly Bob’s confident strut across the screen. And his clinging to a ledge just before pulling himself up is simply fantastic!
Martin Walker and Simon Butler’s gorgeous YM Chipmusic ensures the audio doesn’t lag behind. The music throughout is simply perfect, and I have no complaints about the musak. It's fabulous!
No more screenshots! This time we get to see what's inside the box...
Okay, there's not much in the box, but the manual doubles as a poster!
The CryptO'pinion?
Personally, I believe 9 Lives had the potential to be a fantastic platformer, but I doubt its creators enjoyed playing games. It certainly wasn’t beta-tested before release, which is a shame. I imagine most players will only play it once or twice before giving up, which is a pity. It’s still a piece of ST history that I’ll cherish.
Take it for a spin and enjoy the aesthetics, but just make sure you enable a trainer!!
Mystic Realm is an action/adventure that feels like an early 80s mash of Gauntlet. It may scream "1985", but it was actually released in 1990 by John Lince for STart Magazine. Impressively, it's programmed in GFA Basic, a powerful language that has produced many games over the years. So I already have high hopes.
The story is about a vagrant who kidnapped a Princess (or Prince if you wish to play as the only other gender). Man or woman, both will plunder monster-infested dungeons for a valiant rescue. Expect to battle zombies, ghosts, bats, etc. Obviously, I picked the prince even though he looks like a gingerbread man!!
Ignore its 8-bit appearance and enjoy the first exquisite retro screenshot...
Don't run away!! Remember that golden rule? Gameplay matters - not the graphics.
Plunge the depths!
There are 14 massive levels to explore, with the basic objective of finding keys to unlock doors to venture through - and ultimately rescue our beloved. Each level is made from separate rooms, and navigation is aided by directional arrows displayed at the top of the screen, which show the current room's exits.
The levels are mapped and included on the disk (scroll down to view). Each is designed to be challenging, but never to a point where you feel bewildered or bored. Expect the usual and battle against a range of monsters, and solve puzzles that are slowly integrated into your adventure. For example, a wooden gate may block your path, but that isn't a strong obstacle against a couple of hits. However, later puzzles require more thought than simple brute force. I loved this aspect as it makes you think rather than just hitting everything.
Yeah, it's fun, but remember to use your brain too. It's time for a screenshot...
Hang on, am I a gingerbread man? Well, I look like one lol!!
Tread carefully, adventurer
Various weapons can be collected, and each translates into a specific number of knives (visually) for our adventurer to throw. No other weapons are actually used, but collecting a high-ticket item - like an axe - will reward your inventory generously. The firing method will instantly feel familiar to Berzerk fans: just hold down the joystick button and tap the direction you wish to throw a knife. It's apt and works well.
Hit points are displayed top/left of the screen and detail our vitality from 0 (you're dead) to 999 (maximum). It's hungry work being a heroic gingerbread man, so chomp on whatever you find to keep yourself alive. If you are already near the max, then it might be worth leaving food until later? Sadly, health isn't regenerated at the beginning of a brand new level. You will transform into a skeleton if you foolishly starve to death!!
Tips? Easy, be a savvy adventurer! Beware not to waste ammo because you never know how long it will be before you can top-up your arsenal. Remember to eat only when hungry. There are lots of locked doors - but use your keys wisely because not all doors need opening. Use your brain, Rambo!!
Oh dear, it looks like I've run out of energy and thus instantly became a skeleton. Love it!
Aesthetics
Don't be fooled by the humble graphics. Mystic Realm is fascinating, as it reminds me of the games I played as a kid in the early 80s. Sure, there are more colours, but that "feeling" remains. Also, the sprites are all nicely drawn with comical details, like the wobble of a zombie walk. But the ghosts are my favourite!
Audio? Well, even the meagre sound effects transport me back to the 80s. Hearing a knife skim through the air on its way to hit a fiend is brilliant!! I'm not ashamed to admit this, I adore its 8-bitness.
Mystic Realm teleports me back to my pre-ST days, and I'm loving it. Let's see a screenshot...
Prince or Princess, here are the details for power, weapons, your enemies and everything else.
The CryptO'pinion?
Mystic Realm is one of those games that proves jazzy graphics and sonic boom sound effects aren't required to be a great game. Fans of dungeon crawlers will love its no-thrills action and fantastic adventure elements, I'm positive of it. I have thoroughly enjoyed the arduous task of rescuing another damsel in distress!
What a platformer this is, but... hang on... I hear a new version is under development. I found an interesting thread on Atari-Forum about a new version of Ghouls And Ghosts for the Atari STe by Sascha Springer. He's teased us with images/videos of lush sprites & landscapes and has released an early beta. This was a jaw-dropping moment that proved the potential of the Atari ST, when in the hands of talent.
I cannot wait to see more and wish Sascha much success!
An early download is available via Atari-Forum [requires a 4MB Atari STe w/ hdd]