Wednesday, July 03, 2024

Welcome to my adventure - day one





The trouble with me is...

Wow, where do I begin with that? Anyhow, regarding the ST and AtariCrypt, I'm a bit daft and usually annoy myself. I always have too many games on the go! I hardly ever finish writing before moving on to the next. Sigh, so this time I've decided to concentrate on one game. Something that I find truly fascinating.


Cosmos Chronicles

If you're wondering what Cosmos Chronicles is,   then you're either dead, in a coma, or just insane. I previewed it yonks ago. Perhaps you should check that link out? This is such an engaging adventure, a unique mash of ideas and somewhat a futuristic Ultima you might say - with touches of Sundog and Frontier!

So, I figured it would be a great game to feature my progress. Kinda like I did for Atari's Super Pack and when mapping Sword Of Kadash. However, with shorter posts this time, I can knock them out more quickly. However, note that I'm no expert adventurer. I'm merely an ST dude with a wonderful new game :)


The game

We are a chap called Floyd Cooper, and we live on Acriel, a small rock orbiting a larger planet called Nova. Here we work the land as farmers with my Auntie and Uncle Vetea. Sadly, the military turned up and killed them! Our father's spaceship is inside the barn, and a friend is to the north. Better check all that out, eh?

Exploring Acriel is easy, similar to what you would have seen in Ultima. Move with the cursor keys, then enter a building by walking up to it and tapping the 'up arrow'. Once inside, explore as you did outside. Additionally, to interact and select/talk/pick up, you should press the 'Return key'. The cursors are now used to select items in the inventory and to perform relevant actions. Hitting "backspace" cancels and returns to the game.

Interestingly, Cosmos Chronicles supports the Blitter Chip so will feel faster on the Atari STe.

Additionally, the backspace key will be used within the Cosmos to take off and enter space. The 'spacebar' is also used, but more on that later in this series. Finally, the 'ESC key' can be used to quit. Don't be a quitter!!


"Day one"

The early stages of this tragic storyline are ideal for learning the gameplay. It allows easy learning of the interface, exploration, item collection, radar use, and interaction with the soldiers (battles!). The interface is straightforward - top/right is the planet's conditions under the radar. Further down are details on health, fatigue, food and water. Under the play area are your inventory and a message/communication area.

I'll no doubt die and restart multiple times, but I hope this will be an enjoyable adventure to document. Perhaps this might inspire you to buy the game? Please note that this isn't a walkthrough - not possible - it will be my romp through the adventure. Wish me luck - my only wish is not to embarrass myself ha!!

Let's look at the trials and tribulations we go through before the game really begins...



We've been rumbled! Skiving under a tree, we hear a distant noise at the farm.
(Note the radar, top/right, this helps to show where the farm is)



Heading northwest, we arrive at the farm, but our uncle has a worried look on his face!
(Hey, there's a field of food... I wonder what is inside that barn?)



Of course, we decided to check out the farmhouse first... Ah, a weapon!
(Note the inventory - food/water. On the right are your stats)



Those soldiers are cruel. At least they didn't kill that cute cow!
(Mmm, there's nothing tastier than a big, juicy steak)



This takes us into our first battle. Note the new options and helpful info on the right.
(Your first battle is confusing - choose to arm yourself first and then attack)



Buried them quick, didn't I? Anyhow, our uncle survived long enough for a few final words.
(You could walk north, it's not far. But you have a spaceship now...)


We're scared but bravely head northwards into unknown lands.
We find food, animals, and a house. Let's investigate inside that house!

Sunday, June 30, 2024

Money For Nothing





Money for nothin', chicks for free

I was going through some older videos on my channel and found this one by the Glasgow Computer Centre. The Picture And Sound Show is a partial sample of the sound recording of the legendary song "Money For Nothing" by Dire Straits. I must admit, I'm curious about how they came up with their name for it!

Your ST requires 1MB of RAM and a double-sided drive. Don't scoff, this was 1986, and my family couldn't afford an Atari ST for two more years. Heck, I didn't know the joy of 1MB RAM until around 1990 when I got the SIMS for my STe. Additionally, they released a half-meg version for those unwilling to upgrade ;-)

It's incredible that this "music demo" was released in 1986. I would easily have assumed 1988/89 if I didn't already know. Of course, this isn't the complete song; the ST would have needed a hard drive, and who had one back then? Look, for 1986, it is jaw-dropping, so leave it playing and enjoy the quality recording.

This is a timeless song. A rock classic. Let me know in the comments if you want more...


Credits

Glasgow Computer Centre
John Ray - Code
Scott - Code

Glasgow Computer Centre - https://demozoo.org/groups/38699/
Download in POV #085 by Persistence Of Vision - https://demozoo.org/productions/73899/


Friday, June 28, 2024

Allein Gegen Die Mafia






Alone Against The Mafia

If Allein Gegen Die Mafia looks familiar, it's based on a ZX Spectrum game: Saboteur by Clive Townsend/Durell Software.
Developed using GFA Basic by Diethard Zellmann in 1990 and translated into English by me. It only works in monochrome and isn't something I'd heard about until a while back (greetings Jim!).

The narrative was changed... just enough... to stop Clive from getting annoyed. This time, we aren't ninjas but secret agents for the police force. It's our mission to infiltrate the Mafia's hideout and destroy their secret data. Oddly, their headquarters look much like those in the original, but if you keep quiet, so will I.

Let's pause this read to take a gander at a couple of screenshots bursting with colour...



Right, we've arrived and are ready for action. Bring it on, Mafia boys!



Hardly a ninja! I practice with the controls and end up looking like a knob.




Gameplay

The moment the game begins, it feels familiar yet excitingly surreal. Fans will note that the mafia's lair is faithful. Many rooms have slight visual changes here and there, but the layout is comparable. This also applies to enemy placement, albeit to a lesser extent (the Speccy game has more guards?)

Arriving on a dinghy, we climb onto dry land and immediately notice that there are two types of enemies: guards and dogs. Our four-legged friends will chase, but the soldiers don't, reacting only when within sight. So, in true ninja (oops) secret agent style, explore using stealth and tactics. If you enter a room and see a guard, but are unarmed, then leave. He could be facing the other way when you return (tip).

The mafia's hideout is large with many areas to explore. Several doors are locked, thus blocking their access. This is probably the only puzzle element in the entire game. These locked doors have an ID number. Remember that number. To unlock, seek the corresponding computer terminal with that number.

To succeed in Allein Gegen Die Mafia, you must be stealthy and quick on the draw. Explore carefully and unlock doors only as and when you need to. Don't waste time blindly roaming around; have a plan. Look for bricks to throw at the guards. That never gets old! Of course, a gun is much better, with ammunition.

Fancy a couple more screenshots? I hope so because here they are...



Oh no, that guard is facing the wrong way and will kill you. Find another route!



The guards are tough, but I'm tougher. He's dead, and I'm alive. What more do you need to know?




Interface & Controls

The status panel is the same as the original. On the left are the items you have found and are carrying. On the right, you shall see an empty box; it will only display an item if one is nearby. Next to that is the timer. I hate timers, but this isn't so bad. Finally, along the bottom, you shall notice the replenishable energy bar.

This bar decreases as you move and falling great distances also has an impact. However, I'm not sure it was needed, as a single shot from a guard kills instantly, regardless of its level.

Ditch the joystick. It's a fact that secret agents are best controlled with the keyboard. He can run, leap, and shoot/throw. Unlike the Speccy game, there are no fighting moves. Well, we're not a ninja now!

The keyboard control initially seems odd. They're not as bad as you first assume. Well, yes, they are. No, they're not. Look, it's gonna take a couple of goes before you fully grasp it. Practice makes perfect. He says.

Take a look at this nifty table box I made...


cursor left = run left
cursor right = run right
cursor up = climb up
cursor down = climb down
shift + cursor left = jumps left
shift + cursor right = jumps right
shift + cursor up = item pick up
shift + cursor down = item drop
spacebar = fire gun or throw an object
shift spacebar = use computer when at a terminal or switch weapons





Aesthetics

Saboteur was a game of little colour, so black & white offers the perfect ambience. I love the backdrops that use a repeating, tiled effect, which faithfully replicate the original idea. Also, the characters look good with extra details in high resolution. However, I still find it odd that the guards don't walk - like they're skiving, frozen solid, or waiting for trouble to come to them! Still, without combat moves that make sense, I guess?

The audio is light on the ground with only a few spot effects for the gunfire. Sadly, nothing for footsteps. In fact, almost all the gameplay is silent, which, I fear, heavily detracts from the atmosphere. Disappointing.

Enough yapping, let's see some more sexy secret agent screenshots...




Deeper into the adventure, I find a room with an exit sign. Surely a trap?



Talk about overkill, I accidentally killed the guard with dynamite. Sod it, I'm still leaving!




CryptO'pinion

When I began playing, I thought this was nothing but a lame ripoff. I wasn't happy with the controls, getting killed by the guards, and having to restart from the beginning. Thankfully, I didn't walk away and translated the instructions into English. Once learned, I could properly play. And boy, am I glad I did.

The keyboard controls work well with responsive movements. Even with missing mechanics for the guards/combat moves, I'm blown away by such an authentic conversion. Once you are over its initial learning curve, you can run around like an angry ninja with a gun, blasting guards in the Mafia's labyrinth.

Diethard must have been a massive Saboteur fan who spent months beavering away in GFA Basic. Sure, each screen has slight differences, but everything marries up to form the same game map as is in the ZX Spectrum original, mind-boggling!! A fantastic remake that I proudly rate a marvellous 80%.

Are you old enough to remember the original? Then I suggest you download Allein Gegen Die Mafia!!

> Download the floppy disk via Hang Loose at the Atari FTP Archive.

Tuesday, June 25, 2024

Stormlord





Top dollar purchase

I won't say how stupid it is to splurge money on an old game, as it's worth it. Stormlord is one of the best puzzle/platformers for the Atari ST. It also looks and sounds as good as it plays. That means I might have paid "too much" (wife's words), but I couldn't be happier! I know - a kid on Christmas morning.

Those with a keen memory may remember that Stormlord was featured on the Crypt many moons ago (incl. a walkthrough). You should check that out. Yes, now. Go on, click that link and read the review.

<sarcasm>
Keep scrolling if you wish to see the goodies Hewson included inside the box...
</sarcasm>


Credits

Hewson ©1989 (archive fully listed on Atarilegend)
Programming by Keith McMurtrie (he also helped develop Rubicon)
Graphics by Mark K. Jones (credited for many superb games, like Rambo III)
Audio by the legendary Jochen Hippel and Charles Deenen (who also worked on Death Trap)




Unlike the front, the back of the box is pretty lame.



The manual is crammed with information. Not really but, tbh it's not necessary.



Hey, who drew a picture of my mother-in-law?



And finally, the two floppies. How gripping was this?!!



This is level one. Gorgeous isn't it?



Level 2 is a lot harder than you might imagine. I should replay this someday!



Like I said in the review, level 2 has some nasty nasties!

Friday, June 21, 2024

Sam In Monster's Garden






Monsters are coming

Every so often, I find silly software that makes me smile for no particular reason. It doesn't have to be a game; just look at the Steve or BoinkSave articles. That's what I love about the Atari ST: the history is immense, but can also be surprisingly frivolous. Well, here is a game that made me grin like the Cheshire Cat!

Sam in Monster's Garden was released in 1995 for the Atari STe by Sebald Loic [aka Sam23]. That's right, this game supports the Blitter, extra colours, and DMA. Now that you're expecting big things? Well, these images show that it's similar to Dig Dug, with its screen laid out like a maze with several items to collect.

Remember, this is public domain! Okay? Right, let's check out a couple of screenshots...



He smiles but still looks rather worried. Or drunk? Yes, drunk, because of that walk!!



The yellow monsters are pretty dumb, but often numerous.




Dig Dugging through the garden

Sam in Monster's Garden is a simple and familiar game. Walk the screen, gathering the various items, and once all are collected, exit to the next level. Dead simple, right? Well, it would be but for the horde of dreaded monsters! After all, we are in their garden, so I guess they're not happy about us being there?

From what I've seen, thanks to my gaming skills, there are two monsters:

The yellow ones aimlessly wander, whereas the purple ones come crashing in, carving their own path through the garden. Each will materialise after you begin a level, which offers a moment of grace. Once they start to appear, their numbers are plentiful, and they spawn regularly.

There are ways to kill these beasts: the first is to use the garden's apples. Walking under these loosens the soil, and they fall, crushing anything underneath. Another way is to push them Pengo-style. Lastly, we can use a gun that fires one bullet at a time. This bullet bounces around the open areas until it hits a monster.

That's all there is to this bizarre game; quickly collect the items, and begin the task again on the next level. As you progress, the difficulty increases with more enemies adding to the frantic gameplay.

Hardly original, but it's silly, and I'm positive your kids will love it. Let's check out more screenshots...



I was panicking here as I had one last fruit to collect, and these monsters are fast!



As you can see, they appear in droves but are as stupid as they are quick.




Aesthetics

Each level looks much the same: green area with apples and other collectables. Sure, it's (umm) based on Dig Dug, but everything is overly large, thus creating a rather cluttered or claustrophobic feel later on. Apparently, the Blitter is used (for the sprites?), and the extra colours are displayed. Can you see 'em?

Regardless of silly expectations, the sprites are the strongest aspect of the visuals, with the monsters a quirky bunch with decent animation. Sam wobble-walks like Frankenstein's Monster, and his dying animation is superb. Touch a monster, and you'll see its body break up and fall to the ground. Fantastic!!

The audio is good with a boppin' chiptune playing in the background. The music is accompanied by a few DMA sound effects. It's hardly Death Chase for quality, but good to have. Zero complaints by me.

Remember, this isn't a commercial game. Still here? Good, let's see more screenshots...



Broken body and dead. Reaching level 25 was my personal best.



In the following game, I bettered that to reach level 27. Sadly, I never beat this achievement lol




CryptO'pinion

Sam in Monster's Garden is great fun!! The first few levels are ridiculously easy and can be completed before any monsters appear. That grace period is most welcome later on when the action is frantic. However, it's these monsters that make and break the gameplay because there are too many, and the screen becomes cramped. Add in a pinch of suspect collision detection, and they've spoiled what might have been.

I'd rate this around 65% as it could/should have been much better. However, I appreciated having something different to play, and I'm positive your children will enjoy this for all its ridiculous mayhem.

> Go on, download it and treat your family to some silly, pointless gaming!