Thursday, July 20, 2023

The best of Dave Munsie VOLUME 1 :)






A lucky find!

I'm always on the scrounge for Atari ST goodies, especially floppies - who knows what gold is still out there waiting to be rediscovered? I see many tempting auctions of Atari ST disks, but most are silly prices! Or the disks have degraded due to poor storage - I went through a box recently, and only two floppies worked!

Today, I took delivery of a slim envelope containing 7 disks by PD Library, Goodmans. I loved that company and remember buying tons from them over the years. However, there was a disk in their collection that I had previously never heard of - "Dave Munsie Game Collection Volume 1". Thankfully, it still worked 100%, so I quickly made an image, because I noticed a carbon copy didn't appear to exist online.

On it are a staggering nine excellent Munsie games: Bugs, Kid GP, Evader, Kaboom!, Frogger!, ST Invaders, Dark Pearl, Kid Kong, and Bobble. That's some hefty gameplay just waiting for you to boot up.

Let's check 'em out...

  • Bugs - Think Centipede/Millipede, and you get the idea for this cracker!
  • Kid GP - Rainbow Islands meets Bubble Bobble for kiddies. Well, I know I loved it :)
  • Evader - this is kinda like a weird mash of Galaxians, Phoenix, and Space Invaders. Great fun.
  • Kaboom! - I remember playing this on a mate's 2600 as a kid. Infuriatingly frantic action!
  • Frogger! - It's good, but possibly the weakest of the bunch, especially compared to Black's version.
  • Invaders - Once again, Dave messes with the original to produce something new and exciting.
  • Dark Pearl - I'm not really a fan of this type of game, but this is well-programmed!
  • Kid Kong - Another game I'm not too keen on, but it's fun - for the Kong fans!
  • Bobble - It's Tetris, kinda interesting for those who enjoy that. I guess?

This long-lost floppy disk is now safely stored within the archives of Atarimania, so grab yourself a copy. It's impressive how many games are on it, plus they're all by Mr. Munsie (sounds creepy, doesn't it). He certainly knew his stuff, and this disk proves just how much fun he must have had making games.

There are more Munsie games for the ST, with several already on AtariCrypt - Asteroidia, Frantick, and Berzerk. Before rushing off to download this disk, here are photos and screenshots to gawk over...



This is the disk! The photo makes the disk look nicer than it is - thanks to Instagram for that lol.



Did the world ever get to see Volume II?



I wasn't too impressed with this Centipede clone at first, but it's excellent!



Plain, blocky, but with tons of colour and cute sprites. It's still a ripoff, but a great one at that!



Framerate could be better, but this is a superb shoot 'em up of mixed genres.



Oh yeah!! This takes me back to playing the old Atari 2600 game. Simple yet fantastic fun!



2016 saw the definitive Frogger, but this older version from 1993 is a great release!



Another game of Dave's that I wasn't umm totally sure about, but is yet another exciting blaster!



Ugh, it's not you, it's me (that line, eh). You guys might like it, but it's not a game I personally enjoy.



Donkey Kong fans are gonna love this one, but is it better than Crash Time Plumber? :o



One for fans of the Tetris genre. Not for me, I'm sorry to say!

Sunday, July 09, 2023

Leviathan







Fly, dodge, shoot, die!

Leviathan is a Zaxxon-inspired isometric shooter released in 1987 by English Software. Interestingly, this is one of the oldest Atari ST games that I own, even if it narks me. Yep, every time I attempt to play it, I get nowhere. Either I'm crashing into the landscape, or some alien smashes into me kamikaze style!

The box is one of those squishy DM types that never lasts long, but I admit, mine is in good condition considering. The back cover has an incredible line, "A space shoot 'em up to end all space shoot 'em ups!". That's a bold statement if ever there was one, and it makes you wonder if it's true. Anyhow, if you wanna see some professionally-captured photographs of my box, then scroll down past this amazing review.

So the storyline is pretty thin, but it takes place over three different planetary zones in the darkness of space. Now, I'll only ever get to see the first one, but they are: Moonscape, Cityscape and Greekscape. As you might have guessed, each is stuffed with aliens that need blasting into smithereens.

Let's see a couple of screenshots from this Zaxxon wannabe? Of course, you do...



Shall I try to shoot the boxy aliens? Or race off in the hope that I might flee to safety?



I must admit, the landscapes are quite desolate but still superb in both look and design.





Let's play

Leviathan blatantly rips off the Zaxxon idea, but it features a few differences and additional "improvements". From what (ahem) little I've seen, we pilot a plane armed to the teeth with a rapid-firing laser gun. There are also a few smart bombs that should only be used as a last resort when things get tough.

Skimming across the diagonally scrolling landscape isn't easy. Aliens appear in waves with an uncanny knack for getting underfoot, and I found this aspect difficult. Quick reactions are required to beat the alien formations, but there is often little room to manoeuvre thanks to the terrain, which isn't flat or dormant. So that presents its own challenge because I am either being beaten by the alien horde or smashing into a chimney!

The joystick controls are fairly similar to Zaxxon - altitude can be changed by pushing up/down. Minimum speed can be increased by holding down fire and pushing up/down. Strafing the ship left/right isn't possible, and instead, the ship will turn itself in that direction, which takes time and leaves you vulnerable.

The status bar details score, fuel, smart bombs, the next wave of incoming aliens, and (groan) a timer. Also, there are two arrows for the alien's location - this means we can head backwards and aren't restricted to flying forward. However, that presents a fistful of new problems trying to safely fly backwards!

If you're copying an idea, don't try to be clever by "improving" it. As shown here...



Argh, massive floating eyes in space, but it's too tough trying to shoot when moving sideways!!



The unnecessary fuel top-ups clutter up the game further. Well, if you survive long enough!





Aesthetics

From the title screen to the smooth scrolling, Leviathan looks fantastic. Each level uses a cosmic design that I really liked. Of course, I had no chance of seeing the later levels, but I loved the rocky, industrial landscapes I played. The aliens are often bright and colourful, so they stand out from the stark backdrops.

The audio fares well and begins with a sampled tune that isn't too bad, I guess. Then again, a 16-year-old me in 1987 would have been chuffed at its ambition. Today, I'm not a big fan and much prefer chip tunes, especially as this is by Mr Whittaker. Thankfully, the effects are crisp and zesty, so suits the gameplay dandy.

Let's see more screenshots before the gripping conclusion of this pointless ripoff...



Ugh, why did the ship need to turn like that? Totally unnecessary. Hate it!



Is anyone a fan of ZZ Top? Got a Rough Boy feel about this? Fans will see it.

 



The CryptO'pinion?

Leviathan should have been an addictive shooter full of thrills. The graphics are superb, and I liked the concept of clearing each level of its aliens. Sadly, the overly complicated joystick controls make the game that much more difficult. Whoever decided that the ship should physically turn instead of strafing should be shot!

This could have been great, but I'm genuinely gutted to find an Atari ST game that I dislike so much. I’m open to opinions, but I’m also worried it might just be me who’s rubbish because Leviathan might actually be fantastic. Could this possibly be true? Hmm, let me know what you guys think in the comments below...

Before viewing the glorious box art, here are the downloads: floppy disk and hard drive.



I have the American version, which is in better condition than my photography skills show.



Guess how many planetary zones I got to see... Go on, guess!



36 years later, the disk still works... I must remember that when selling on eBay!



I wonder how many filled this in? I should give it a bash and see if they're still alive lol



It's small, but it's a great manual. Hang on, Commodore 64! Whaaaaat?

Saturday, July 08, 2023

Geeky memories





The biggest games club in the world

Today I was going through a few games from my collection, deciding what I should keep or (sigh) get rid of. Apparently, there's only so much space a married man is allowed for this "old junk", as she calls it. She's a cruel woman!

Anyhow, inside one of my game boxes was a flyer from Special Reserve - these guys were superb and sold many discounted Atari ST games. I've not seen this advert before, so it was an exciting find for this old man. I remember joining them and getting many great deals that our one-and-only local computer shop couldn't compete with. I think I was a member until the mid-90s when our gaming era was drawing to a close. A sad time, but with many mega-cheap deals!

You know, I absolutely love finding geeky stuff like this! It makes my day and is going up on my ST Wall because it's something to treasure! Does anyone else remember this catalogue company? Let me know in the comments below.
Oddly, there were two copies of the same flyer inside my game box - I'll freely send the other to anyone who is interested in this tiny slice of ST history (sorry, UK only). I've taken a few photographs...


Can you imagine ringing their helpline for a game like Dungeon Master or another RPG?



Rubbish! All games worked on the Atari STe. Well, if you used a menu disk hehe!



Even the then-new Atari Lynx gets a little support. I miss my Lynx...



The prices are pretty darn good. I'll take North & South, please!



The mega blaster sounds cool, especially with its steel shaft. Stop it!

Monday, June 19, 2023

Spikey in Transylvania






Lucky Eddie

Spikey is a Viking who crash-lands near a village called Transylvania after suffering horrendous weather conditions in the North Sea. He has no weapon or shield, but has kept hold of his helmet. Weirdly, his shipmates have been rounded up and locked away in a dungeon - so it's our job to free them. Thankfully, the cell keys have been scattered about in different places. All we have to do is find them and free our comrades.

Is it just me, or does Spikey look an awful lot like Hägar the Horrible? Anyhow, Spikey in Transylvania comes from the same Code Masters stable as the Dizzy series, so it's hardly surprising that it looks familiar for both gameplay and visuals. Released in 1991 and programmed by Dave Clarke, who, sadly, didn't seem to do a lot more for the ST. That's a shame, because I've got a sneaky feeling this is a good game.

Wanna see screenshots of the earlier puzzles? Of course, you do! So gander at this lot...



Farmer Piles!!! It's like something from a Carry On movie. Brilliant!



The pixel art in this room is amazing. Love the cauldron, the wizard, and the king's painting!




So what's the plan?

Our adventure starts in a small village with a few houses, including a pub and a hungry farmer. After escaping from one of the houses, our task is to gain entrance to the castle where our friends are held captive. Surely an impossibility, as it's guarded by a mean soldier (bribe him?). If you've played any of the Dizzy games before, then you will know what to expect as you help Spikey scour rooms for discarded prison keys.

Things begin simply and, if I'm honest, remain simple throughout. For example, the first puzzle is escaping from a house - the front door has no handle, and there is a doorknob on the floor. This is the difficulty level for most puzzles, and I enjoyed it because I dislike baffling or vague clues and pointless solutions.

So, that's the difficulty, which isn't bewildering but entertaining. It's time for more screenshots...



I wanted to take this screenshot as the dog approached to take a bone. But he was quicker than me!



Bored, eh? I think he needs a Walkman to listen to. Showing my age now, right?




Explore, examine, scrutinise!

Once inside the castle, it's a myriad of mazes, but nothing too overwhelming. Getting around is easy and, once again, there are puzzles to solve, but nothing mind-blowing. For example, a drink for a thirsty guard, ghosts will flee from the Cross, and you should wear Wellington boots in the mud. The only puzzle I failed to instantly solve was with the cannon, which was dead simple and something I didn't even consider!

Walking around the village and castle areas is never too troubling, but there are still some dangers to look out for. Spikey only has four lives, and each has a finite amount of energy that depletes when coming into contact with soldiers, rats, ghosts, dripping acid, etc. Sadly, health replenishment is scarce, with only the odd pieces of chicken or bread left lying about. Stay clear of rotten foods that will make Spikey feel a lot worse.

Unlike the adventures Dizzy endured, Spikey can walk left/right but cannot jump. Instead, he moves diagonally in/out of the screen. Sadly, you can occasionally get stuck on objects or walls. The inventory is a cinch, just hold fire and move up/down to pick up/drop and left/right to select what object. Dropping most objects near another character will solve that puzzle, as they will automatically collect them and reward you.

It's never a bad idea to venture into a pub. Check out these beer swiggers...



The local Wetherspoon! My kinda place. But then everyone stops and stares at me! Creepy.



Hmm, weren't there some gloves carelessly left lying about?




Aesthetics

The graphics are by Jonathan Smyth, who also did Cj in the USA and Cj's Elephants Antics. They are gorgeous with a colourful cartoon design. The backdrops are good, but it's the characters that feature stunning details - I love the beady-eyed rats who watch Spikey. Sadly, there is little animation, which, I'm not bothered about, but it would have been nice to see a roaring fireplace rather than a static flame.

The audio fares differently, with a choice of chip music or sound effects (selected on the title screen). The music is by Ashley Hogg (who worked on Cj in the USA and Cj's Elephants Antics) and is superb. Sadly, there is only that one tune which loops around constantly during play. If you opt for sound effects, then you shall hear Spikey's footsteps along with a ding when interacting with objects. And that's that.

A shipmate is trapped, so hurry up and find all the other keys! Then everyone can party...



This is one of many cells holding our mates. Simple task - find the keys!



This is the end screen - just to prove I did it!! Sorry for the spoiler :p




The CryptO'pinion?

I have thoroughly enjoyed Spikey in Transylvania! However, it's not a big adventure, and there isn't enough food available to replenish his energy. Also, the puzzles are easy (even for me), and I completed the entire thing in a couple of hours! I can't imagine fans of Dizzy, Spellbound, or Stormlord will be impressed by that.

Ignoring my quibbles, this is extremely enjoyable and incredibly addictive. So I loved the progress I made right from the start. The puzzles are logical without any irritatingly pointless solutions, which meant I continued on. So how can I say anything terrible about a game that gave me so much pleasure? I cannot.

  • Before you view my map (click it), grab this puzzler on a floppy or a hard drive.



Don't be a muppet, click the image thumbnail to download the hi-res version.
Hey, click this link for loads more ST game maps.

Friday, June 16, 2023

Simon Butler

Earlier this year, I was fortunate to buy Defender II in mint condition, and I shared a photograph of it on Twitter. Now, I'm not a fan of social media, but it got many likes and even a response from none other than Simon Butler: the fella who designed much of the awesome graphics for this fantastic shooter! Not to mention many more ST games.

For me, talking to anyone from the 16-bit industry is always a surreal moment. Think about it, these are the people behind the games we bought and played. Not only that, but years later, we get to meet and chat with these legends. It's weird, but a nice weird. ;-)

Simon worked on several games and is credited with many Atari ST games: Addams Family, Gazza II, Platoon, and Star Breaker (I need to review these games!!). Wait, there are more under his belt, which I've already featured right here on AtariCrypt: 9 Lives, Elf, and Badlands Pete. A mixed bag, alright with one thing in common - awesome visuals!

I found Simon to be frank and straightforward, yet humble and possibly unaware of the joy he brought with his pixels. I would like to thank him for kindly taking the time to chat, and I hope y'all enjoy this interview.



Simon Butler - The Interview


Hello Simon, please tell us a little about yourself

I entered the games industry in 1983 almost as it began. Imagine software was in its infancy and my best friend Steve Cain was head of the art department there. He asked me to help on a project, Pedro’s Garden even though I had never done any game graphics before, but who had? I did two days of work and was paid a ridiculous amount of money. Regardless of my regular calling into the Imagine office to see friends, I never thought that this was going to be my career for the next forty years.

I made my way through the 8-bit days, working at independent development houses and finally found myself in-house at Ocean Software. While there, I honed my craft, such as it is until I got itchy feet and wanted to work on the 16-bit machines. At the time, this was not on the horizon for Ocean, so I quit and went to work with Steve Cain again at his new company Frames. It was here that I first encountered the Atari ST.


Was it fun working for Arc and Ocean?

It was just a job. It didn’t matter who I worked for, and the only real exception was that bigger studios gave you a more concrete sense of permanence, while smaller teams lived from day to day and the spectre of it all falling apart was always looming at the edges. I did my fair share of freelance work from the spare room in my house as this was par for the course for a solo pixel pusher. (I love that description, pixel pusher! -Steve)



Not the best game in the Atari ST's catalogue but the comical sprites are exceptional.



What software tools did you use?

I rarely sketched on paper by this point in my career as I found it almost as quick to simply doodle on the screen. So the software I used was Degas Elite which wasn't as powerful as the tools found on the Amiga, but it suited me. And I thought I was more than reasonably proficient at the time.


Did you enjoy creating back then?

I enjoyed creating the graphics for Nine Lives as I was given carte blanche to do what I wanted. Even though the project was less than amazing on release due to an appalling push scroll.

I loved every minute of working on the Addams Family, regardless of the main platform being the Snes, but I beavered away on my Atari ST at home and in the Ocean office like a madman. I had total freedom, and I just threw out sprites like there was no tomorrow. It was one of the very few occasions in my career where every day was an absolute joy. (This shows because the Atari ST game looks so beautiful - Steve)

Addams was fun from start to finish and I still have one or two examples of the work I did to this very day...


 
Yes, I had to ask him for proof!!! These two Addams Family animations are simply awesome.



Star Breaker is really cool. No?

I was still using Degas at that point. It was a title for ARC games and at that point I was working for Frames, another company formed by Steve Cain. I vaguely remember all manner of graphical restrictions on this one so unsurprisingly, I was less than happy with the finished product.


What happened with Gazza II?

This was a title I worked on for the laughingly names Active Minds. We were up against the clock from day one and the game design was virtually non-existent as such. We did the best we could while also working on Total Recall. It was one of the worst-managed companies I have experienced and that is saying something.


What involvement did you have with the underrated Platoon?

I did the design for Platoon while at Ocean. They sent me to London to watch a private viewing of the movie months before it was released! I did storyboards for every level and oversaw production on each version. It received good reviews at the time and is one of the titles I am most proud of being involved with.



Platoon is a really good game I thought. Must play it some more and get a review done!



What involvement did you have with Elf?

My involvement with Elf was merely the bitmaps between levels, so I can take no credit for the in-game graphics. They were certainly impressive, but I personally felt the game was lacking in certain areas, but others thought otherwise. Either way, it was yet another title on my CV.


What about your role in Defender II?

I was working on another title at the time and, through this project, I was somehow brought in to do a few bits on Defender Two. I have vague memories of doing spaceship animations, but whether they found their way into the game is anyone’s guess. I do know that the title screen is mine as I spent a lot of time trying to emulate the style used in the logo for a hair-metal band I liked back then. I was quite happy with the result.



Elf is an adventure of epic proportions although it appears not so for Simon!



Who inspired you?

There were pixel pushers I thought had done a sterling job on this title or that, but I never aspired to emulate them, nor did I feel I was in competition. As I said before, it was a job. I pushed pixels and if my art manager was happy and the salary cheque cleared every month then all was fine in the world of Simon Butler. A very mercenary view perhaps, but I had a family to provide for and artistic integrity doesn’t pay the bills.


Any funny tales to tell?

I have plenty of funny stories from my tenure in the industry, but any that might be ST related seems to have disappeared along with my hairline! (Yikes, I never expected that reply - Steve)



Badlands Pete. The visuals are marvellous and I love the tones with their dusky palette.



Do you still have that Atari ST?

I cannot recall how I managed to acquire my Atari ST that served me so well in my 16-bit freelance years but I do know that I sold it to a friend. These days, I have no old hardware as I am vehemently anti-old school.

I see them as dust hoarders that have no place in my life. As the years have mounted up I have slowly de-cluttered the parts of the house where I stored vinyl, cassette and CD albums, movies on VHS and DVD and what few things I have from “back in the day” are all stored digitally.
 

Any final words to share?

Since 1983 when I stumbled blindly into pixel pushing I have continued to do exactly the same thing, push pixels. I am still professionally involved in game development and, if truth be told, have taken time off from doing spot effects for my latest game in order to answer these questions. There have been highs and lows, but this whirlwind ride is something I never planned and would not have missed for the world.

I’m a gamer and a game creator and this is not only something I am eternally grateful for it is a badge of honour I will defend against the Johnny-come-lately types of the YouTube brigade who profess to be historians of my past. If anyone is playing anything from the ST era that bears my name I can only apologise.

We tried our best, but if it makes you smile, then we got it right. (Got it dead right I'd say - Steve)