Sunday, May 04, 2025

STDOOM





DOOOOOOOOM!!

If you’ve been following me on Twitter/X, you will know I've shared screenshots and video clips of Doom running on my Atari STe (and later my Mega STe). This is thanks to Jonas Eschenburg, who has been hard at work getting the source code to compile and run on our favourite 68000 computer. It’s mind-boggling to see this game running on my Atari ST, but it’s also bittersweet because it reminds me of when I first saw Doom in 1993. By then, the 16-bit era was drawing to a close, and Doom’s release was like the final nail in the coffin [sigh!]

Decades later, I’m geeking out about the ability to “run” Doom on my Atari ST. This all started thanks to a thread over at Atari-Forum, with a post by Badwolf that had my mouth watering. Okay, it's an accelerated computer, but the possibility of "STDOOM" began. (Greetings @Badwolf for that download)

Later, I read a post on Twitter by Jonas, and the joy truly began when I saw screenshots of Doom running on the ST. Accelerated/emulated or not, this was starting to "be something". I contacted him and we've since found/fixed errors and even got it to work within 4MB of RAM. This has been fun and exciting!!

I eagerly asked Jonas for his thoughts on what he hopes to accomplish with STDOOM...

I would like to emphasize I was a little surprised that apparently no officially recognized ST port existed. I kind of naively tried to compile the official Doom sources to Thorsten Otto‘s great GCC port. After ripping out code that was never going to work on the ST, I had a version running after just one night of hacking.

I was mainly interested in supporting the ST‘s original graphics, so I experimented with medium-res using black & white. I had ideas for how to support 16 colours, so that came next. I really like the dithered colours now. The experiences I gained on my VoxelSpace demo were very helpful.

It’s a technical challenge, and not a very hard one. There’s an emotional aspect to it as well. In a way I’m giving a present to my 13-year old self who saw his friends, with their PCs, play doom while I was left with an old ST. I know some of you feel the same. Whatever your reasons are, I’m happy if you enjoy the fact that there is now DOOM for the ST.

I won’t make any promise of playability on original (8MHz) hardware, but I’ll see what I can do. However, I’m pretty sure that id software did their best optimizing the hell out of this game. It was considered a hardware seller for the PC platform at the time for a reason. But even if it only runs at acceptable speed, with accelerated hardware or under emulation, I think having a best-effort port for the ST is valuable on its own.

One thing missing is audio and I’m not experienced with the YM2149. If anybody would like to help me with support for DMA sound effects and YM music, I would love to accept help.

Yep, nobody expects Doom to be properly playable on an 8MHz STe, but Jonas is convinced more optimisation can be done. A carrot & donkey moment for me as I hope to moderately play it on my Mega STe.

Seriously, I wonder what lies ahead on this long road that leads into Doom heaven (hell?).

Remarkable times, folks!! Check out these links and watch this space...




Okay, I've sludged through the slideshow framerate and found a Shotgun Guy!



He turns and hits me, but it's futile in God Mode!


Oh yeah - Take that!!


His already dead corpse is... dead for good this time!!


Reload and move on for the next zombie to slay!


There is no sound yet, but reducing the screen size helps a (tiny) bit!


This help screen is for anyone who’s never heard of Doom - bless ’em...

Wednesday, April 30, 2025

Power Drift






More Speed, Less CPU Strain

This is an arcade racer I’ve always loathed. I remember playing the ST conversion and instantly taking a dislike to it. Looking back, I reckon it was probably because the game was too ambitious for a 512KB 16-bit computer. I wouldn’t have thought that at the time, of course, but that’s how I translate my old memories.

Now, don’t take this for a review - it’s more of an excuse to add another game to my STe Enhanced section. Yes, AtariCrypt actually has a section dedicated to enhanced games! Bet you didn’t even know that, did you? Well, take a look to the right of any page and you shall see a link to this list (WIP - loads more to come).

Wait… what? Power Drift is STe enhanced? Well, yes and no. It makes use of the Blitter, which is something within every Atari STe. The standard ST is supported - if you were lucky enough to have one installed - like the Mega ST (I also believe late-model STfms had an empty socket waiting to be filled?). Okay, considering the game was released in 1989, I would have been using my older 520 STfm (without a Blitter). That would certainly explain my long-standing grudge against this racer, which I never bothered loading up again - until now!

Fast forward way too many years, and I’m lucky enough to own both machines (though Hatari’s a decent option). So, booting it up on an ST without a Blitter, and the framerate is awful. Fire it up on an STe, and it’s a different story. The Blitter kicks in - probably handling the sprites - and the framerate feels much better. That might sound dramatic to some of the ST Nutters out there, but trust me, it makes all the difference.

If I'm honest, I only ever expected a small improvement. Something hardly noticeable because I still expected to be unimpressed by a rubbish port. Turns out, I was completely wrong! Power Drift is actually a blast, and I can’t believe I’ve spent decades ignoring it. Sure, it's not the best racer we have because it's far too ambitious for any 16-bit computer. But if you use an Atari STe, download this game and give it a whirl.

It's weird how such an old game surprised me like this. Power Drift isn't a serious racer; rather one to take lightly, but it's fun. Highly recommended and I'm confident to rate at 75% (40% without Blitter).




Master those corners, and you have a cracking racer. Well, on an Atari STe!!

Wednesday, April 23, 2025

Phantasie - Day 4





Izzy, wizzy, let's get busy!

Hello and welcome to day four of my grand adventure through Phantasie I. If you’ve missed the previous entries, don’t worry - they are all available and neatly grouped together for easy catching up. Yeah, I know you want to click that link, and I'll wait here until you return. Okay, are you back yet? Then let's carry on...

To recap, it was Into The Vertical Blank that initially sparked my interest in this RPG. We began by exploring the bustling town of Pelnor to see what services it offered. Afterwards, we delved into the most crucial aspect of the game - combat! Today, I’m expanding on that by diving into the magical side of fighting.

This plays a pivotal role in Phantasie. In fact, you won’t get far without making use of spellcasters within a well-balanced team of different magical (and melee) players. I think it's fair to say that magic isn’t an optional extra in Phantasie - it’s an absolute necessity. Without it, your journey would be cut short rather quickly!

You have many options for race/class, but my approach involves a simple magical duo: a Priest and a Wizard. I decided to rely on two spellcasters to keep the whole team alive and kicking (although my range/melee characters have limited tricks up their sleeves as well, but it's nothing compared to a real spellcaster). Each brings something vital to the table, ensuring my party stays in top form whilst being aggressive.

There are two basic types of magic used in battle, passive and active. Each has its own benefits, and you soon begin to realise that the manual is a very good thing to have! There are a few exceptions, such as using a vision spell in the wilderness. So with all this in mind, let's take a peep at my two spellcasters...


The Priest

My Holy Man is the team's lifeline because his skills help keep us alive and prolong the fight. He is a genuine team player with healing and tactical spells instrumental in my survival. Hey, he's saved my bacon loads of times, and I doubt I’d have made it this far without his help. Here’s a breakdown of the spells he wields...

  • Charm – Pacifies an enemy, making them easier to defeat.
  • Awaken – Invaluable when ambushed, rousing any stunned or sleeping party members.
  • Healing – Restores hit points to a selected character, an absolute must-have. Remember to upgrade this skill; otherwise, it becomes less effective later on.
  • Protection – Strengthens defences to withstand incoming attacks (for each character). It's a passive skill that remains throughout the battle.
  • Binding – Immobilises foes, effectively nailing their feet to the ground! Or their wings...
  • Confusion – I prefer the priest to use this (and it's stackable) to muddle an enemy’s mind, making it difficult for them to fight/cast spells competently.
  • Dispel Undead – Useful against skeletons and other undead horrors. Fantastic skill to have!


The Wizard

While the Priest helps to keep everyone standing, my Wizard takes a more direct approach to an encounter. He has an arsenal of spells and is never afraid to use them (when I'm in charge!). He can obliterate enemies with a range of devastating spells, but not all are offensive. Here are some of my favourites...

  • Fireflash – A searing burst of light to scorch the enemy!! (Again, upgrade when possible.)
  • Quickness – Enhances agility, improving attack speed and evasion. Quite weak until upgraded.
  • Mindblast – Damage an enemy just by thinking about it. Not bad, but needs upgrading.
  • Strength – Temporarily boosts a character’s muscles, making them hit like Schwarzenegger! Something to use early in a battle, I find.
  • Flamebolt – Like the fireflash but not quite as powerful.
  • Ninja – Enhances stealth, allowing for surprise attacks. Don't use it until you've upgraded.
  • Fear – One to stack. Instils dread, making them run away. Probably.


With the risk of repeating myself, magic isn’t just useful - it’s essential. Of course, it’s not just what your spellcasters can do offensively; they can also counter enemy magic aimed at you. Trust me, when your melee fighters are affected by a Confusion spell and having trouble landing a hit, you’ll be glad to have a wizard on your side to tip the scales in your favour. And these things are what I love about Phantasie!

Well, that’s my quick look into the magical side of Phantasie - at least the spells I’ve tried so far. Don’t forget to spend your earned XP at the town’s guild to level up, aka train. This improves certain abilities and unlocks new spells to try out. The progression system is great, always pushing you to master more powerful magic and discover fresh spells. Training increases your MP (Magic Points), so you can cast more spells before needing a break. And speaking of breaks, be sure to stop by a town often to restock your resources.
This post is dedicated to my mate Paul Neiland, whom I've known for many moons (over three decades!). Thank you, my friend, for all your support of my little AtariCrypt venture :-)
Next time, we will look at scary, monster-infested, trap-ridden dungeons!! Until then, happy slaying!



Wizz is my, ahem, wizard. As you can see, I've made progress over the weeks.


Some of the spells my Wizard can use (with upgrades).


Some more spells my wizard loves to cast.


Charlie is my priest and is a helpful chap, albeit with a poor name.


Some of the spells my Priest is a master of.


Good'ol Charlie helps the team with a Binding spell.

Thursday, April 17, 2025

Magicland Dizzy






I'm so dizzy, my head is spinning

To celebrate the Easter holidays, I thought I should do something a little eggy (no, not that!). Yep, I've gone and mapped another game for my ever-increasing collection that I hope you check out. Magicland Dizzy can be found mapped elsewhere on the internet, but I wanted to make an official Atari ST version!

Originally released by Code Masters in 1991, it was developed by Derek Leigh-Gilchrist with graphics by Leigh Christian and music by Matthew Simmonds. Now, being a bit of an odd bod, I've never taken much time to properly play the ST's Dizzy games. So, I figured I should choose Magicland Dizzy because I started playing it a few years ago, but never finished. Not even close! So, here we are, and it's also fully mapped.

So what’s the story then? Well, Magicland’s fallen under the spell of a nasty evil wizard who’s gone and captured several of our deliciously nutritious friends - who are at serious risk of being fried, poached, and scrambled (well, they would be if I had anything to do with it lol!). But wait - the wizard clearly didn’t count on Dizzy’s puzzle-solving talents, because our little egg-on-legs hero plans to save the day!

This sounds like a cracking game. Well, let's see a helpful screenshot before we carry on...


The game has a fantastic intro showing off the basics of exploration and puzzle solving.





Eggciting gameplay?

As you would expect, explore Magicland and tackle loads of ridiculous puzzles - some are straightforward, while others are irritatingly vague. Cracking these will help us rescue each of our friends and, in turn, take down the wizard himself. Let’s just hope Dizzy’s up to the task - especially with me in charge of the joystick.

Talking of joysticks, the controls are spot-on perfect as you wander around each screen looking for anything helpful. However, the only places this isn't so are the ones that had me leaping over water. One slight blunder and Dizzy is plunged into an immediate death (with a precious life lost). These parts are so finicky and annoying compared to all other rooms, which are perfectly designed. Yes, I ended up using a trainer!

Guiding our Easter egg through a charming fantasy world filled with quirky characters and oddball items is pretty brilliant. Well, to start with. You will soon find yourself scratching your head over most items; some are pretty obvious, as the game breaks you in gently, like using a key to unlock the castle door. Others are harder, like helping the witch and finding the dagger to free Denzil. Factor in having only three lives and (replenishable) energy drainage by touching anything nasty, and it soon becomes a tough challenge.

Sadly, many puzzles don’t make much logical sense (at least not to me!). Some problems are bizarre, and that situation worsens the further you venture. Magicland Dizzy goes beyond trial-and-error problem-solving and into the lands of guesswork and pure luck. Honestly, I would have never cracked the game without online help. That's something I'm not happy about, but impossible without. Especially when wanting to make a map!

I'm egghausted now! We need a little screenshot break...


I had to capture this screenshot simply because of its name!





The CryptO'pinion

I enjoyed Magicland Dizzy, but I struggle a lot - maybe I don’t get the logic behind each problem? Possibly, as I had a similar experience with Slightly Magic. Though to be fair, that game felt more straightforward, with puzzles that actually followed some level of common sense. At the end of the day, Spikey in Transylvania still stands out as the best of the bunch (at least from the ones here on AtariCrypt). It managed to strike the right balance, offering puzzles that were not only clever but also genuinely fun and satisfying to solve.

Okay, I might be giving a negative opinion here? Well, I'm not saying Magicland Dizzy is a bad game. It's not. It's got loads of cool screens with silly puzzles that expert Dizzy fans will appreciate. The graphics are beautifully cartoon-like, and the audio features stunning chip music. However, what puts me off rating Magicland Dizzy as high as Spikey In Transylvania is the puzzles, which is the game when you think about it. I found many made little sense, and I would never have sussed 'em out without resorting to help.

Magicland Dizzy reminds me of my 8-bit days playing Stormbringer, which brought back many happy memories. Sadly, I had more fun playing the previously mentioned games than this one. Don't get me wrong; it's a good game, but there are better Dizzy-esque games. So I rate this an overcooked, hard-boiled 60%.

Not the result I was hoping for, but it's hardly a rotten egg. I hope you download and use the map. This game deserves your playtesting, so let me know what you guys think. Have a blessed Easter †




An angry monkey is sitting in the trees, throwing rocks!


Falling down the well too soon is deadly, but check out the artwork for the mouse!


The areas around the witch have tricky jumps. I hated seeing that "Whoops" message!



The closing moments of the game, but who asked me to cast Zak's ring into the flames?


Oh dear, trust the devil to try and ruin our Easter fun! And we're helping him O_o



After defeating Zak, peace and harmony reign over the lands once again. And we are in love!



Dizzy gets to spend time with his freed family, and they all make a yummy omelette together.


This is a thumbnail of the game's map. The download link is above!!

Saturday, March 29, 2025

Transylvania






Hammer House

I’ve been a fan of this adventure game for years, even though I’ve never played it. I sound crazy, right? Visually, it has a blend of 8/16-bit styles I’ve always found curiously captivating (something you only get from early ST games). Plus it reminds me of the adventures I played as a kid - The Hobbit and Twin Kingdom Valley. I know I'm bonkers, but I’ve always fancied having a go just to wander around its "spooky" locations.

Transylvania was originally developed by Antonio Antiochia in 1982 by Penguin Software for the Apple II. Our version was ported by Robert Hardy and released in the ST's infancy. Considering the ST was 0 years old, it still punched out classics like Ultima II, Megaroids, Mudpies, Time Bandit, and loads of adventures.

It feels weird to finally play something that’s been sitting on my bucket list for decades. I’m not expecting anything on the level of Magnetic Scrolls, but I’m still geekily excited to finally boot it up!

So, after that glimpse into my dark mind, let's crack on and take it for a playtest...



This is where the adventure begins with nothing more to see than a stump!
However, for illogical reasons, you will return later for a knock or two...



This location leads in four directions, although not always how you imagine.
I only got to read the note here because of the dreaded Werewolf chasing me!





The Adventure Begins

Let's start with the (very) original tale: The Royal Court of Wallachia needs a champion (here we go again). The king’s in a panic because his daughter, Princess Sabrina, has gone missing. He’s calling for a hero to bring her back, but it means trekking deep into the creepy forests of Transylvania - a dark place probably with many monsters. Still, for a hero like us, rescuing damsels in distress is just another day on the job!

There are two ways to control your adventure, you can type using two-worded commands - "get item", "open object", "enter place", and the like. Sentences can increase in length and complexity but I rarely found the need, if I'm honest. Optionally, you can use the mouse to list your inventory and explore using the compass directions. However, you aren't able to use the mouse to interact with items or objects in the main window. It's a bit strange to have mouse support, so I recommend sticking with the keyboard for everything.

A tree stump marks the beginning of our adventure and leads to the first location which appears completely pointless. So, moving on, the next screen provides the first clue - a note briefly explaining that the princess dies at dawn. Yep, that’s all we get, and from here on out, we’re pretty much on our own. So, like any good adventurer, we start exploring, hoping to find more clues or anything useful along the way.

The woodland area isn't large and is made from select locations with a few notable spots to check out. You are likely to wander in circles, passing by the cabins, an old wagon, and a grave. The cabins have a piece of garlic, which could come in handy later? The wagon’s got a coffin on the back, but it’s nailed shut for some reason. And the grave, though drawn quite terribly, surely has some kind of dark purpose? Who knows...

Around this point, you might start noticing a Werewolf showing up every now and then. As you'd expect, this creature is fast, so you’ll need to react correctly with the next command. That means leg it out of there using one of the available exits. He will still follow in the background and will eventually catch up, so when that happens, just repeat the process. If I'm honest, he pops up way too often (which starts to get dead annoying) especially when you’ve got to keep going in and out of the same places to get something done.

A bit further on, we find a house and inside, is a loaf of bread and a gun! That’s when I thought I might be getting somewhere. Unfortunately, the gun’s not loaded. Nearby is a castle, with its one lone vampire, perhaps that garlic might come in handy? Be quick, as you only have a couple of moves before he sinks his teeth into your neck. It's now, things are coming into play nicely but, I need bullets for my gun!

Sadly, after wandering about like a fool and getting nowhere, I feel I've hit a dead end. On top of that, I wasn’t finding any useful items. I did come across a goblin with a key, but he wasn’t having any of it - and looked a bit freaky! Also, I wanted to get into that coffin on the wagon - not something I thought I would ever say. However, I couldn’t find anything to open it with. Later, I found a frog beside a lake and realised that was the way out (after rescuing the princess). If she's not with you, the King’s guard sends you straight back.

I had a great time getting this far but I reached my natural end and failed to venture further. Plus I was getting fed up with that Werewolf showing up, near enough, on every screen - I never did find a silver bullet to kill him!! Also, I didn't discover a way to open the coffin which was curiously placed for an obvious reason. For a small adventure, there wasn’t much to work with. So... I gave up and ended it there. Gutted!

Or did I? Well, carry on scrolling after you've browsed these next screenshots...



I thought locations like this would have housed tools to logically solve puzzles.
Nope. And that damn Werewolf turned up AGAIN!



Oddly, I'm including this screenshot simply because I love the artwork.
At least the Werewolf stayed away long enough for me to capture it. There's a first!





GameFAQs

As you can imagine, I was pretty frustrated with my lack of progress. Getting into the castle felt like a big deal, and I thought I was on the verge of breaking the adventure's back. But the vampire shows no mercy, and he’s quick to dig his teeth into my neck. I also had this nagging feeling that I’d missed something obvious with that coffin on the wagon - why couldn't I open it (Grrr!!). And don’t get me started on the cabin with the deer's head - it drove me mad, no matter how many times I pushed, pulled, or kicked that stupid ornament!

So... I ended up going online and found a walkthrough (linked below). I don’t usually like doing that because it spoils the point of playing a game. But, in all honestly, I felt like I’d wasted enough time aimlessly wandering around an empty woodland that I originally imagined would be full of spooky creatures!

Their guide is pretty much spot-on for the ST version and it solved the obvious and not-so-obvious puzzles I was struggling with. Honestly, some of the puzzles, I never would’ve figured out in a million years. For example, the cabin puzzle made absolutely no sense at all. Oh, and watch out for the eagle with its grabby claws!

I later discovered that the princess requires a potion to wake her as she's spending the last moments of her life drugged up on Rohypnol. Once she’s awake, she follows you completely, so head to the lakeside boat to sail away. It’s a bit of a rubbish ending, but thanks to GameFAQs, I got to see it after all my anxiety.

It’s nice to finally finish a game, even if it was with a walkthrough!! Screenshot time...



Other than heading southward, I wonder what might have triggered that?
The game has many moments which made me smile.



Here is another - this room contains one item, garlic. I ate it here lol.
I'm sure you can guess the use inside the castle? Come on, sure you can!





The CryptO'pinion

It may sound like I didn't enjoy Transylvania, but I actually did! It’s a fun adventure that doesn’t take itself too seriously, with intriguing puzzles that I really liked. And, considering it's an early game, it looks good with decent graphics that draw before your very eyes. Well, ignoring a few locations like the graveyard which are terrible. I love this olde effect that's not nearly as slow as you initially dread. But, let's have a whinge...

Being called Transylvania, I expected lots of Hammer House Of Horror cliches with bloody gore, corpses, and maybe a ghostly haunted house. But, nothing of the sort. Ignoring the Werewolf and the castle's Vampire, there's not much "horror". In fact, other surprising oddities don't fit the horror theme whatsoever - like a giant frog, a tormenting goblin, and (wait for it) aliens who appear in their spaceship. Quite bizarre!!

Plus, many locations are oddly designed, making mapping tricky since the game ignores its own paths. For example, if you walk south from the forest to the lakeside, you can’t go back north as the trail no longer exists! There are other examples which make no sense and spoil the experience somewhat.

Despite everything, the most annoying part of the whole adventure has to be the werewolf. It's a good feature but he is constantly lurking, ready to pounce far too often. That frequency needed lowering as running away only prevented the inevitable for this never-ending chase. I needed to find a silver bullet for my gun!

Okay, I feel I should be a little lenient as this was released the same year the ST was birthed! Sure, it has its faults but it's an engaging adventure and not too large so it's impossible to feel lost or easily bored. Sadly, I was disappointed by its so-called horror theme but that didn't stop me from having fun killing the vampire. But I never did find a silver bullet - I would have loved to have blown away that damn Werewolf!!

Overall, I'm glad I finally got to play this anomaly after all this time! Even if it didn't quite live up to my expectations, I bet a younger me in 1985 would have loved it. Regardless, if you are after a bit of gore and fancy a decent horror-themed adventure then check out Ooze, Uninvited, and The Curse of Rabenstein. Gratefully, I dedicate this review to my friend Carlos, who kindly bought me a few coffees recently! :-)

Transylvania is flawed but amusing for budding adventurers so I'd rate this a surprisingly warm 69%.




I thought I'd post one more screenshot of this damn Werewolf!



This is a puzzle I would NEVER have sussed out without the guide!



Snow White is finally awake and heading home to see her dad, the king.



Unfortunately, that didn't go down too well...

"After a precarious few minutes, the Journey goes smoothly. A somewhat tired and bewildered Princess Sabrina graciously thanks you as you return to her kingdom. The king is suitably impressed and asks that you be sent to deepest Africa to save his other daughter. That evening, you sneak out in peasant dress, plotting your rescue of Sabrina from the king's castle... Well Done!!! THE END."

Wednesday, March 26, 2025

Jungle Hero





Take cover fast!

I remember those episodes of classic 80s TV shows like The A-Team, where they would trek through a jungle in some third-world country to rescue hostages held by the cartel. It was so cheesy and totally unrealistic, yet always entertaining. I really miss the 1980s, especially the TV shows and the music!

Anyway, let's not dwell too much because Jungle Hero takes us back to those days. It’s a straightforward game created in STOS for the Atari ST (not the STe) by Jason Holliday in 1989. There are just four screens, but the objective is simple - on the first screen, there’s a sleeping guard. Sneak up and take him out, but watch out for three twigs precariously lying on the ground. Breaking them will alert the guard.

The second and third screens are about ducking and dodging until you get close enough to take the shot. Unfortunately, I failed, so I jumped through and exploited an obvious bug in the code. The final screen’s a breeze - just shoot the boss holding the (invisible) hostage. Then, it's back to the beginning to repeat the whole thing, like an endless nightmare lol. I managed to rescue one prisoner, but that was as far as I got.

I think it's clear by now - this game is an absolute disaster. It’s awful beyond words. The controls are so finicky that even the smallest mistake gets you shot. The basic mechanics make no sense, and you just die over and over again. It's a constant cycle of frustration. Also, the graphics look like something I would have drawn, and the animations are a joke. Honestly, it’s probably the tackiest game I’ve ever played.

So why on God's green earth am I featuring Jungle Hero?

Easy. Because this is a brilliant game. It's ridiculous, makes no sense, and is mind-numbingly pointless. However, I kept on playing. I couldn't stop. Not only that but the death scenes are incredible, packed with 'gore'. There might only be four badly designed and senseless screens, but trust me, you’ve got to give this a go.

Jungle Hero is so bad it's great! No, it's actually terrible but I absolutely loved it.




He's fast asleep but too far away. Tread carefully and shoot him when close enough.


You're supposed to be able to duck from his firing but I found that impossible.



This giant won't even shoot if you hop towards him like Bugs Bunny!



One final shot rescues the hostage. Not them all, just one...

Monday, March 24, 2025

Super Chicken





Faster than a speeding nugget!

I always say this, but I’m dead chuffed when I come across summat new for the ST. Well, new to me, anyway. Odds are, everyone else already knows, and it’s just me who’s been left in the dark? With that in mind, here’s a game I happened to stumble on by chance while moochin’ through the Hang Loose archive.

The moment I saw the name Super Chicken, I was amusingly intrigued. I chuckled to myself, assuming it would be some childish, half-baked attempt at a shooter or something. As it turns out, it’s actually a platformer developed in STOS by a guy called Thomas Smith in 1996. Maybe some of you have heard of it before, but I certainly hadn’t - because, around that time, I packed up my ST and went the Mac route.

The objective of the game is simple - just collect all the eggs and make your way to the exit. However, there is a catch! As soon as you pick up an egg, the floor tile beneath it becomes electrified, meaning you can’t step on it again. So, you’ve got to grab the egg and keep moving, or you’ll end up as fried chicken! Along the way, you will come across ladders and escalators to help you reach other eggs. Some tiles even have two eggs, but you can only pick up one at once! The exit remains blocked until all eggs are collected.

Super Chicken is all about planning the best route in real-time as you walk, making sure you never have to step on the same tile twice. Well, you physically can’t, unless you fancy getting zapped! Miss just one egg, and there’s no way to go back for it. No matter how many others you collect, the exit will remain blocked. It’s incredibly frustrating - especially when you realise you’ve left just one egg behind (as in my screenshots).

I think this is surprisingly good for a homebrew game released in the ST's dark ages. It’s frustrating, yet incredibly addictive all at the same time. I was shocked to stumble across it - but even more surprised to find that it looks comical, scrolls smoothly, and sounds great. Thomas clearly knew his stuff! It’s just a shame it came out several years too late for most ST gamers to hear about it. Or is it just me, again?

Give this a download - I’m sure you’ll enjoy it for a few plays! Let me know what you think in the comments. This review is dedicated to Miesiu who visits AtariCrypt all the time and leaves comments on so many pages! Okay, since this isn't a commercial title, I’m giving it a solid 60% because it’s damn good fun!



This is the start, shall we take the escalator or ladder route?


Can you see where I went wrong here?


Foolishly I thought I was rocking the opening level.


Yep, I missed one egg so I could not exit... ARGHHH!!


Instead, I was fried alive like something from an old cartoon!

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