Showing posts sorted by relevance for query isometric. Sort by date Show all posts
Showing posts sorted by relevance for query isometric. Sort by date Show all posts

Monday, January 13, 2025

Clown-O-Mania






Clowns make everyone laugh, right?

Clown-O-Mania sounds like the perfect title for today's crazy world. Instead, it's an Atari ST game developed by Matthias Krenzel and Carsten Mohr and released in 1990 by Starbyte. However, it's not a game I remember; my first impressions are of Spindizzy Worlds or Crystal Castles, which is not a bad thing.

So what's the story? Well, Beppo the Clown was strolling through the circus and found a mysterious map. Not just any map, but a mysterious map! This tells of a hidden place with valuable crystals. Beppo cannot ignore the temptation and quits the circus. Oddly, he remains in his clown gear and makeup! Anyhow, he finds the location and wants the crystals. Can we help him get rich? It's doubtful with me in charge of the joystick!

Let's look at the opening level, which is a great way to learn the basics...



Many levels are designed with multiple layers accessible via ladders and more.
I've collected a few crystals, but what are those two green "things"?
Can you see those blue boxes? They look helpful.




Let's play

All levels are displayed as an isometric map using square tiles. Each is a mini-labyrinth made of sections, so teleporters, ladders, and more are used to get around. The objective is dead simple - collect every crystal. Earlier maps are easy, and they help to gradually introduce different elements and enemies as you progress. That's about as complex as it gets. Collect the pills like Pac-Man and move on to the next.

Of course, it's not always so straightforward, as later levels are large and littered with pitfalls and enemies. Thankfully, there are collectables to aid your quest, like "jumps" and "razors". Jumps are a teleport and great when things get too difficult. Razors can be used as projectile weapons to kill the nasties.

The tiles of each maze offer various benefits alongside some strange effects. Arrowed tiles allow you to move only in a particular direction. Coloured tiles provide bonuses when they're all the same. Blue tiles reminded me of Wipeout, providing extra speed. Jump tiles leap you into high places (rewards for landing on a baddie!). However, the most infuriating are the yellow-patterned tiles that twist the world on its head!

Additionally, funnels and transporters provide instantaneous access to other areas. Those are blue with a yellow dot and reminded me of a litter tray lol. Use the pyramids to block the path of roaming baddies - think along the lines of Highway Encounter. However, you should increase your energy levels to utilise them fully. Fortunately, clown masks are scattered throughout the levels, offering a much-needed extra life.

Movement is slick and responsive using the joystick, of course. Pushing up moves you diagonally up/right, whereas pulling down moves you down/left. It sounds awkward, but I grew up with isometric games from 1984 (thank you, Knight Lore), so I'm used to this concept. It's easy to learn and perfectly apt.

What, you think this is an overcomplicated isometric Pac-Man? Let's break with some screenshots...



One of the first collectables is a severed bald head. Or a 1-UP ;o)



Watch out, those yellow tiles will flip everything on its head!





Aesthetics

Visually, this game is both fantastic and disappointing. What, I hear you cry! Am I insane? Well, yes, but hear me out... The pixel art is (I think) by Orlando Petermann and Roman Bossart, and they did a wonderful job. Beppo's details are superb, albeit with a surreal Rolling Ronny vibe. I also love the baddies (great AI) and each level, whilst lacking the glam of other isometric games, looks clean and concise.

Sadly (here we go), the poor old AtariST might look good, but the programming behind the scenes fails by comparison. It feels like a weak Amiga port because there is no scrolling. That makes later levels far too difficult, as you cannot see what enemies are nearby. Not until it's too late (think Cannon Fodder).

The audio fares much better with a belting chiptune by Adrian Dalecki. It's subtle and suits the gameplay without overpowering your concentration. Sadly, this is the only tune constantly playing alongside the sound effects. There's nothing wrong per se, as the music (and effects) are good, but more tunes were needed.

It's not looking that great, isn't it? Well, let's take another pause for some screenshots...



Why not change the colour of those tiles like in Jumping Jack'son.



Level 9 appears far more complex than it is. Hey, if I can do it...





The CryptO'pinion

It's tough to give an opinion when I didn't get anywhere near completing the game. After about a quarter of the way through, I hit a brick wall as the lack of scrolling made it impossible for me to continue. I'm genuinely gutted because I was having a blast until then. The levels are great and require a lot of concentration to figure out a safe route, whilst worrying about elements such as traps and the map's many enemies.

This game had great potential, but ultimately, it didn't fully deliver. It's obvious why. I'm disappointed Starbyte rushed this game through without utilising the ST's capabilities. My rating is a disappointing 60%.

I hate lame ports, but I'm always interested in your thoughts. Let me know in the comments.

+ Floppy disks can be found over on Atari Legend: https://www.atarilegend.com/games/clown-o-mania
+ 8BitChip has the hard drive version: https://atari.8bitchip.info/SCRSH/clownom.html




Hey, I wonder what will happen if I jump inside that funnel?


I loved this level, those arrows aren't nearly as bad as they look!



I should really take the screenshot before collecting the pills. Looks a bit dull ;-)



Do you want a tip for later levels? Always collect the razors (blue/red lines)



Level 19 is insane and gave me isometric Dungeon Master vibes because of the baddies!
(That green tree thingy reminds me of a Screamer)

Monday, December 14, 2015

Escape From The Planet Of The Robot Monsters






B-movie gaming

Evil Reptilons are hell-bent on destroying us humans and taking hold of Planet X. They've enslaved much of the population, forcing them to build a robot army for an invasion. Jake and Duke are two heroes with a simple plan: destroy as many robots as possible, trash the computers, rescue cute girls, and save the day.

Robot Monsters is played in a fashion similar to other 3D isometric games you might have seen, going back to the days of Knight Lore. Imagine a pinch of Buck Rogers with a dollop of Gauntlet, and you get the idea. The goal is to rescue the humans, without forgetting those held in stasis pods! Along the way are traps designed for us, soft fleshy humans: sharp spikes, rotating chunks of metal, and electric floor panels.

All this is going on whilst Planet X constantly spawns enemy robots. Yes, the alien horde is relentless, so you'd better be quick on the trigger, otherwise you will be overrun. It's insane, but it works. And it works better than other games that employ the same mechanic because it's manageable and playable.

This game is like living a B-Movie, so let's see some screenshots from the intro...









Grab a raygun and fight

We're not going to sit back and take this invasion lightly. Armed with a powerful weapon that is great for quick kills. However, refrain from overuse; otherwise, it is less effective. Thankfully, it can be charged by collecting the green blobs that a dead robot might leave behind after dying. There are also bombs - hit the shift key and they detonate. That kills anything nasty within your vicinity - even the captives, so be careful.

There are bonus stages along a canal route after a few levels, and they feature many extra bonuses. These aren't essential to your overall progress. Also, I wasn't too eager about them because I wanted to get playing the main game. The big Reptilon boss will first seem an impossible opponent, but there is a cunning way to avoid it by using a few bombs and a little joystick waggling!! Just ask me if you need any help.

A cynic might say, that's all there is to this game: Run around, kill monsters, rescue girls. Well, yes and no. Yes, that's the gist, AND IT'S BRILLIANT!! But no, you're a knob for even thinking that. Look, just play it.

I know, I know, you want more screenshots from the intro. Well, you're in luck...








Next-Gen aesthetics!

Back in the day, I remember being blown away by the comical artwork, which still looks great. In-game, I adore the isometric 3D viewpoint, which is perfect, and the entire environment has superb attention to detail. The Alien Hoard is varied and excellent - my favourite being the biscuit-looking guys lol. They're not biscuits, of course, but they are cute! That's this game to a tee; it's different and loves to be different. It works perfectly.

The audio is a blast, with zappy effects complementing the gorgeous background music. I like how it integrates during gameplay. Sure, I wish we had an extra channel, but the music beats away while you hear relevant sound effects. It works and sounds amazing. I loved the music, so click the arrow and listen for yourself.

Go on, I said, click this arrow just below and enjoy the YM Bliss...


Don't run away. Come back, there are girls to be rescued and robots to kill!




The CryptO'pinion?

I have really enjoyed playing this great game again after all these years. This is one of those shooters stuffed to the brim with originality and frantic metallic mayhem. Running around killing everything is totally demented and done with a comical personality, using great characters. This is a superb isometric shooter.

It's as much fun to play today as it was in 1990. Such an iconic 16-bit shooter, and I love it to bits!!

- DOWNLOAD for hard disk and floppy -

Saturday, July 11, 2026

D/Generation






Past futures

D/Generation drops you into the not-too-distant future of 2021. Wait, what? Never mind, we're a courier sent on a routine jet-pack delivery to Genoq Biolabs in Singapore. Of course, nothing goes to plan for Steve the delivery man, as the building went into lockdown the moment I arrived. The automated security systems have gone haywire and have activated their lethal defence systems, malfunctioning equipment and genetically engineered nasties. What was meant to be a simple delivery quickly becomes a fight for survival, along with the small matter of rescuing the unfortunate staff trapped inside. If possible, I shall try. Honest.

From the moment I jetpacked in, I knew this was going to be something special. The objective is simple in theory: explore each floor, disable the threatening security systems, rescue survivors, and work your way through the building. In practice, every room is a carefully designed puzzle with switches, doors, laser barriers, teleporters, security turrets, hostile creatures and the occasional terrified employee.

This game is futuristically very cool, just look at these opening screens...


Just like Colt Seavers, we've jetpack-jetted in to complete our usual courier duties...


The moment we arrive, the entire building goes into lockdown. Typical, eh!




The future is nothing like we thought

Within an instant, we’ve transformed from a humble courier into John McClane. The world we're trapped in is beautifully presented in isometric form, a style that's been a favourite of mine since the days of Knight Lore, Nightshade, and Fairlight. Each location acts as a self-contained challenge, with problems to solve and enemies to kill. Don't worry, you’re (soon) armed with a laser gun, but this isn’t a run-and-gunner.

What really makes D/Generation shine isn’t the viewpoint or the futuristic setting; it’s the puzzle design. The game is unapologetically brutal and rarely intuitive. Early on, you’re still learning how the game "thinks", and even something as simple as rescuing the receptionist on the first floor becomes a valuable lesson in careful timing. That rotating turret looks impossible to pass, until you realise there must be a switch. From that moment on, you start approaching every room with caution rather than confidence.

The joystick controls take the longest to master, which is often the case with isometric games (the numeric keyboard is much better). Trying to dive into a safe corner, only to snag on a bit of scenery, creates a terrifying moment of panic as a turret continues moving towards your location! Learning to make quick, precise dashes to switches is essential, and once that clicks, many rooms start to reveal their logic.

Each room is a separate puzzle, but later levels often connect rooms in some cunning way, forcing you to return to progress. Flipping certain switches in a particular order, finding a key, using teleporters, or even positioning yourself to shoot (and activate) a remote switch. Progression through the building is steady, with each new floor introducing fresh hazards and new combinations of old ones.

Rescuing survivors isn’t for kindness; it rewards you with extra lives. Just be careful not to shoot one by accident! Pressing ENTER lets you talk to them, and it’s always worth a shot, as you never know what valuable information they might have. The "U" key shows available weapons. You have a laser, but it’s insufficient against some enemies, so search for other items. The "S" key displays your status, which is helpful.

Also, look out for the enemy. These are called Neogens: one is a red balloon that bounces around the room, and if it sees you, it goes transparent before attacking, so shoot it!! Another is a blue spring-like cylinder that can attack surprisingly fast. Each room has its own range of dangers; success depends entirely on planning ahead. Rush in blindly, and you’ll be rewarded with death. And you'll look like a right plonker!

A tremendously challenging game for all the right reasons. Let's see some screenshots...


This is the first tough screen, which has a key and another item (partially hidden).


Once armed, you can defend yourself against the red-balloon enemies lol.




Aesthetics

The isometric style isn’t new and might only appeal to fellow oldies from the 80s, but it works exceptionally well. The palette, with its futuristic and Blade Runner-esque tone, is particularly striking. The attention to detail, from the computers and office equipment to other elements, is superb. Steve Leney, one of the creators behind these pixels, is also responsible for Knightmare (ugh, a terrible game, but it looked gorgeous). The only things that look dodgy are us and the characters we're rescuing; it's like I've drawn them lol

The intro features a nice chiptune that sets the scene for our jetpack landing. In-game, the effects are good: laser fire, ricochets, switches, etc. This is exactly what you want; any music would be distracting.

Right, let's see a couple more screenshots before the gripping conclusion...


Yikes, how can I get by the laser and rescue that guy?


Oh dear, I seem to have got myself stuck in a room with no way out!




CryptO'pinion

When I first booted this up, I loved the presentation, but I wasn't sure about the controls or how to solve puzzles. Boy, am I glad I stuck with it. To say I've enjoyed D/Generation would be a massive understatement. Almost every room is a unique challenge, with later floors often being integrated in some way. Everything is linked with a methodical solution that involves as much thought as it does joystick dexterity.

The constant need to study, plan and beat a room is what keeps D/Generation engaging. It never feels random. However, mistakes are punished harshly, and progress often comes through careful experimentation rather than instinct. One of the most shockingly addictive games I have ever featured. An easy 95%.



Many screens require fast action. Walk onto that pink teleporter, and you'll see!


Hitting the Return key chats to the staff. Sometimes it's worthwhile...


Ah, a key. But it's behind three walls of laser beams bouncing back and forth...


The start of the next level is a killer - be quick!!


Argh, I see the (yellow) exit, but I need to head back to get the security key.


One of the hardest rooms in the entire game!! You'll see...


Easy for us to dodge the lasers, but not so much for the guy we're about to rescue.


Getting by the turret is easy, but then you have two security nasties to contend with.


You knew this was coming, right? Well deserved, a brilliant game!

Monday, March 28, 2016

Highway Encounter






1985 has come knocking!!

This is one of my all-time favourite 8-bit games from the brilliant mind of Costa Panayi, Vortex Software. It's an understatement to say I was flabbergasted when I read an old post on Atari-Forum concerning the unreleased ST game, developed in 1990 by the late Mark Haigh-Hutchinson. Sadly, Vortex was unable to find a publisher, so the game was left to gather dust for years. Which is terrible when you think about it!

I always had a soft spot for Vortex and fondly remember playing Android, Cyclone and Revolution, but Highway Encounter was my favourite. It takes place on a stretch of highway populated by aliens, tricky puzzles, and many other obstacles to get in your way. The aliens invaded, and our robot convoy has the task of merrily pushing a bomb down the highway to destroy their mothership (end of the road).
Funny tidbit, I remember making a basic map of this back in the day. Very crude but I was pleased with my progress. Well, until I saw a screen-captured version in one of the magazines. Anyhow, there's a link to the Atari ST map right at the bottom of the page for all interested.

Right then, let's stop this badly written review for the first screenshot... 


Guide our little friends the best you can; they have dangerous cargo!




Road rage!

Our version of Highway Encounter has not been modified with pointless bloatware, so it remains much the same. The obvious improvements are with the graphics; gone are the monochrome visuals for a world of technicolour. The highway and your objective remain the same, with many wacky aliens roaming about, causing trouble. Our droid colleagues are still daft and will get stuck on objects just like the original. However, this can be good: leave them behind - in safety - so you're free to clear the highway ahead of the dreaded aliens.

The joystick controls are spot-on perfect. If you appreciate isometric games, you'll be at home - left and right rotate, forward to accelerate and pulling back slows/stops movement. As expected, the weaponry is the same and features an ultra-cool energy bolt. This can be improved upon - thanks to power-ups lying along your road trip. So, the ultimate question - can you make it to the end of this motorway and save the day?
Interestingly, there is an editor to create your own highway. This is something I've yet to play with but I'd love to know if any of you guys have used it. Let me know in the comments!

Let's take another pause from the reading to see another lovely screenshot... 



Oh no, some wobbly things are approaching.




Speccy aesthetics?

Visually, this is a joy with old-fashioned styles. In fact, I'm transported to 1985 by its authentic style that is updated yet preserved using a gorgeous palette that isn't over the top. In the 80s, isometric games were the in-thing, and this was one of the best examples of that genre. The sprites are as crazy as ever, making you appreciate the finer details of what was achieved. The ST has taken the original and bettered it.

As for the audio, in-game music would have spoiled the atmosphere and something I would have muted. Highway Encounter is all about careful planning and strategy, so it has to have sound effects. Thankfully, they are made from samples and perfectly futuristic for the zapping. It sounds great, and I love it!

I think we've got the room to squeeze in one final screenshot...



Those guys are almost too cute to kill. But let's kill 'em anyhow!!




The CryptO'pinion?

Let's take a moment to think about something. This is an Atari ST version of Costa Panayi's exceptional 8-bit game. Additionally, the original has been bettered with marvellous aesthetics whilst remaining faithful. What more could we desire? Unlike many, this is how all 16-bit remakes should have been produced.

Well done, Mark, I say. You respected the original and honoured us with a polished conversion. Highway Encounter will always be a Crash Smash, and the Atari ST has gained an exquisite remake.

Originally unreleased, yet shockingly one of the best games for the Atari ST!! 10/10.

Download floppy / hard drive (ultrasatan)

AtariMania has an awesome map!

Wednesday, July 25, 2018

The Last Trooper






I'll be Danny Welinski

Last year, I spent several fantastic weeks enjoying Where Time Stood Still, but was later left deflated because I also wanted to play The Great Escape. This was one of my favourite ZX Spectrum and a truly outstanding release. Alas, the Atari ST game was never meant to be (unless I used an emulator lol), but wipe away those snowflake tears because there might be light at the end of this 16-bit tunnel? Well, I hope so!

Here we have Mastertronic's very own The Last Trooper, which appears to be more than a tad inspired by the 8-bit classic! However, the historical storyline and adventure elements are completely gone in favour of four levels of brutal arcade-style killing. So grab your big boy pants because this is going to be tough!

Wanna see screenshots of this isometric Commando shooter? Yeah, of course, you do...



Escape the POW Camp in true A-Team style using whatever you can find...


Now it's time to attack your foes, but watch out for those GEM-Green mines!




Good but tough!

So, the game begins a little weird. We're a muscle-bound Schwarzenegger trapped inside an isometric POW camp, and we already have a machine gun! The objective is to find a way to escape - before attacking the enemy and destroying their entire base. The enemy will come after you constantly, but they're not the most intelligent and run around like headless chickens - a little annoyingly. Other soldiers will hide in trenches or operate gun turrets, and you should also look out for other traps, like camouflaged mines.

The controls are simple and very responsive, but I initially found it frustrating learning how to line up a shot to kill the frantic headless chickens - aka the enemy!! Your crusade won't last very long unless you eat the food that's been carelessly left lying about. Don't forget to top up your weapon with fresh ammo.

There are items you will need to source that will help you out later in the mission. These are essential items that might not be obvious at first: ropes are always handy to have, and there's a supply of wire cutters left inside the POW camp. Hmm, that's two interesting pointers you should remember. How helpful am I?

Well, enough reading! Let's check out some more screenshots...



Things got a little tiresome by the third level, which was more of the same but a lot harder!


But the fourth level is explosive and much better. Although it's a shame about the poor ending...




The CryptO'pinion?

I've quite enjoyed playing The Last Trooper - but only after activating a trainer for infinite lives. Without that, I failed to beat the second level due to the ridiculous difficulty, primarily thanks to the headless chickens running about. They blindly shoot everything with extreme efficiency. Who play-tested this game?

An above-average shooter that's quite flawed with its difficulty, but it's still a bundle of fun for an hour or two. However, if I'm being brutally honest, I'll stick with Fernandez Must Die and Elite's Commando.

Download for floppy or hard disk.

Wednesday, May 18, 2016

Gauntlet III - The Final Quest






Oh, dear...

Sorry, I meant to say that we have Gauntlet 3 by Software Creations for US Gold. Yet another sequel to the incredible arcade game we all love. Only this time, somebody thought that the winning formula of speed and frantic action wasn't good enough for the 1990s. Here we go. Yup, somebody decided that a modernised version with a new isometric design was needed to replace the classic overhead view.

Please note that I tried to keep an open mind throughout. Rather than being a grumpy old man wondering why his favourite game had been drastically changed. It's not all bad surely? Of course not, but why change a winning formula? Nevermind, let's crack on with the review...

Yes, it looks different, but in a good way, actually. I liked how we begin the opening levels in a spooky forest; this stage looks the part. All the familiar Gauntlet elements are lurking in these woods: ghosts, generators, treasure, and food. The idea remains much the same as ever - we hack and slash through to a medieval church, killing everything in our wake. Not only that, but the levels appear huge; this is a big game.

Let's view a cheap & tacky screenshot that I took with my phone off my Atari ST...



The ruins of an old church deep in the woods. That tree looks scary, so let's get inside quick!




Let's kill monsters!

First things first, who do we want to be - Warrior, Wizard, Rockman, Lizard Man, Elf, and more. That's right, there are many more characters! One or two players can team up (definitely better with two), and the classic gameplay mechanics remain much the same. We're still throwing axes, arrows, magic, and more directly into the faces of ghosts, goblins, and other hideous creatures that emerge from their generators.

The levels are vast and divided into several smaller sections, which you can revisit whenever you like. Monsters constantly spawn, so blast the generators! Remember your usual strategy: collect treasure and eat food. Shooting a potion clears the screen of enemies, or you can collect them for later use. Escaping to the next realm is only possible after completing simple tasks like collecting keys and that sorta stuff.

Essentially, they wanted this to be Gauntlet but with an isometric perspective. Unfortunately, I doubt that’s feasible. The original’s appeal stemmed from the ability to start blasting monsters instantly, whether solo or with others. The action was fast-paced, but this isn’t the case with Gauntlet 3. Not even close.

I've progressed into the weirdly designed church for this next screenshot...



Inside the church are many ghosts and awkward objects to try to walk around...




Fighting in slo-mo?

The gameplay is much slower, so the instant enjoyment of mass killing we love is gone. The thrill has been replaced with a more sedate exploration that happens to include killing. That's how it feels to me; the frenzied action has gone. That's made worse thanks to the level design and terrible control mechanics.

Even walking is an issue, as the levels are littered with objects to walk around. That might not sound like a big deal, but it is. I was sick & tired of getting stuck on the scenery. This applies to your weapons, which are often blocked when trying to hit a target. Heck, even the ghosts suffer from this problem!

The controls are lethargic and verrrrrry sluggish, making walking incredibly tiring. Furthermore, the attack speed is far too slow. This means we can’t destroy generators unless we walk and fight through hordes of ghosts, losing energy in the process. A faster firing rate would have instantly fixed this problem.

Surely, it's not all bad? No, but let's view one final screenshot before my judgment...



Looks like we've just walked straight into an ambush. Shoot the generators, if you can!




The CryptO'pinion?

Gauntlet 3 was programmed by Bill Barna of Software Creations, and I wonder if his job was to rush through a nasty Amiga port. It certainly feels that way. This is very disappointing given the company’s history of producing classics like Bubble Bobble, Ghouls & Ghosts, and Bionic Commando. What went wrong?

Ignoring its "Gauntlet" name, this is a reasonably enjoyable game in its own right. Exploring the lands and battling the creatures can be entertaining, despite some awkward controls and sluggish gameplay. The problem is that it isn't a Gauntlet game, lacking much of the speed and immediacy that made the earlier games so enjoyable. Forget the name, and you may have a good time, especially in coop.


Downloads for floppy disk and hard drive.


Update: A GLIMMER OF HOPE?

Update: I have contacted Peter Putnik (8BitChip) to ask about a hard drive version that supports faster Atari computers. Once again he worked his magic and I've been enjoying Gauntlet 3 on my 16MHz Atari STe and yes, I said the word with enjoy in it!!
Sure, it still isn't perfect but, if you have a faster computer, then this update will help to eliminate some problems, especially with the unresponsive controls. 
And that's big news!! Gauntlet III is playable, at last.

Friday, October 18, 2019

Marble Madness






It's all balls!

Of all the games in this wonderful Super Pack collection, it is (ironically) Atari's own Marble Madness which I was looking forward to the least. I've never played the arcade original, but I did have a number of clones back in my Sinclair ZX Spectrum days - and I hated every one of them!! So, we're off to a good start lol.

Shockingly, the ST conversion was programmed by Will Harvey. After all, this is the guy who made the excellent Zany Golf and The Immortal, so my expectations were already high... Ahem...

To be honest, I find the whole Marble Madness concept frustrating. I've simply no patience to spend any amount of time on something that was obviously designed to torture people like me. However, I must keep an open mind and attack this game just as I would any other... Maybe I've been wrong all these years?

Not exactly off to a great start, so let's take a break for a couple of screenshots...



The first level looks good, but is a cheap imitation with missing decals



Level two introduces us to the enemy - a black ball that loves to play chase... Weird!




So what's it about?

The aim of Marble Madness is to navigate a ball through six isometric mazes that feature tricks like moving platforms, vents and even "monsters" that zap you for valuable time loss. Yes, there's a timer, so the faster you complete each screen, the more time you accumulate for the next one. This idea is pretty cool and forces you to master each level the best you can. Or you could play coop head-to-head, which works well.

The controls are awkward, so you will probably miss that trackerball. Sure, I've no trackball myself, but I found the ST's mouse to be nothing less than useless as I wildly zipped about in every direction except the one I wanted. The joystick proved to be a better choice for diagonal movement, and holding down the fire button delivers a burst of speed. This is much better and good for climbing slopes or avoiding baddies.

The controls still aren't without their quirks, and it felt like my blue ball had a mind of its own: many times, I'd move one way only to see it go another! Plus, there are bugs, lots of bugs: level two features an invisible wall that your ball can ignore and drop down into oblivion. Level three crashed on me twice!

Not going well, is it? Well, let's take another break for some more screenshots...



I've dodged two wibbly things, but there's another black ball about to chase!!



Those green blobs are slow and easy to beat. Hang on, what's that vent used for...?




Aesthetics

Graphically, I expected better from the ST. Just look at its title screen if you don't believe me - what were they thinking? The game resembles the arcade levels but feels rushed with many missing decals, bland colours, and weak shadows. It's rubbish compared to other isometric games I've enjoyed on my Atari ST.

The audio is quite poor. The sound effects barely resemble the original, and the music is irritating at best.

Yikes, I really am not enjoying this part of the Super Pack!! Screenshot time...



Level four has some of the most infuriating moments...



...the kind that has you screaming at the poor ST!!!!




The CryptO'pinion?

Okay, I know I have never liked Marble Madness, but I have kept an open mind. Honestly, I've tried my best, but time has not healed my wounds, and it failed to deliver the slightest hint of enjoyment. Also, the ST appears to have received an incredibly lame conversion that feels rushed and riddled with silly bugs.

Marble Madness is the weakest game in the Super Pack; it's worse than Chopper X, so I think I'll be fine not booting it up again. It feels rushed and without the dedication the ST deserved.

Almost as bad as Carlos or Chuckie Egg II... Yep, I hate Marble Madness with a passion!!

Do you desire to experience the torture?
Then download the floppies or a hard disk version!!