Wednesday, July 03, 2024

Welcome to my adventure - day one





The trouble with me is...

Wow, where do I begin with that one? I'd better not! Anyhow, with regard to the ST and AtariCrypt, I'm a bit daft and usually annoy myself. I always have far too many games on the go! I hardly ever finish writing before moving on to the next. Sigh, I'll never change, but I have decided to try to concentrate on one game. Something that I find truly fascinating.


Cosmos Chronicles

If you're sitting there - bored stupid - wondering what Cosmos Chronicles is,   then you're either dead, been 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, as and when it's made. Kinda like I did for Atari's Super Pack and when mapping Sword Of Kadash. However, this time, with smaller posts, I can knock them out quicker (he says). However, note that I'm no expert rogue slayer! I'm merely an ST Dude having fun with a wonderful new game :)


The game

We are a young 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. Long story, cut short, the military turned up and killed them! Our father's spaceship is inside the barn, and a friend is located northwards. Better check all that out, eh?

Exploring Acriel is easy, similar to what you would have seen in the Ultima games. Move using the cursor keys and enter a building (like the farmhouse) by walking up to it and tapping the 'up arrow' to enter. Once inside, explore as you did outside. Additionally, to interact and select/talk/pickup, you should hit the 'Return key'. The cursor keys are now used to select items in the inventory, plus 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, backspace will be used inside 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. Are you a quitter, boy??? I expect not!


"Day one"

For those who read what I previously published, does this appear to be a repeat? It is. Apologies, but I decided to restart from the beginning again - which makes perfect sense for this run of articles covering my progress. I hope!

The initial parts of this tragic storyline are perfect for learning the gameplay basics. It allows easy learning of the interface, exploring, collecting items, using the radar, and interacting with the soldiers (ie, learning how to fight). 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 is your inventory and an area for messages/communication.

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 for yourself? Please note that this isn't a walkthrough - not possible - it's merely an enjoyable romp through a fantastic adventure. Wish me luck - my only wish is not to embarrass myself (too much).

I would love to hear from anyone who is playing this game.
How deep into it are you?
Share your tips!

Okay, are you ready? Let's view the trials and tribulations we go through before the game properly 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 decide 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!

Brace yourself for the second daring part of my adventure...

Sunday, June 30, 2024

Money For Nothing





Money for nothin', chicks for free

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

Your ST requires 1MB 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 now obsolete half-meg version for those unwilling to upgrade! ;-)

It's incredible that this "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 need multiple floppies and a bucket load of extra RAM. Look, for 1986, it is jaw-dropping, so leave it playing while you search your CD collection.

BTW, I've made many changes to AtariCrypt and worked hard (trying) to group things better. You will note different sections on the right-hand side of my website. Hey, do you want more demos/etc featured here on AtariCrypt? I hope so; the #demoscne is crammed with quality from many talented people.

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 a ninja but a secret agent 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 boring read to gander over a couple of screenshots bursting with colours...



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 remains comparable. This also applies to the enemy placement, albeit less so. I remember the Speccy game having more guards (?)

Arriving on a dinghy, we climb onto dry land and immediately notice that there are only two types of enemies: guards and dogs. Our four-legged friends will chase, but the soldiers remain, reacting only when you're within line of sight. So, in true ninja... sorry... secret agent style, explore using stealth and tactics. If you enter a room and see a guard, but are unarmed, 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 access to further areas. 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. Also, 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 like the original. On the left are the items you have found and are currently carrying. On the far right, you shall see an empty box; this will only display an item if 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, copying the original idea well. 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 makes 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 be 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 map in the ZX Spectrum game. A fantastic remake that I proudly rate a marvellous 80%. I suggest you download Allein Gegen Die Mafia right away!!

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 massive in number.




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 a own path through the garden. Each will materialise after you begin a level, which offers a moment of grace. However, 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!