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

Tuesday, October 30, 2018

MANIC MINER






We're going back to 1983

Manic Miner has been in development by my mate Peter Jørgensen throughout the year. It's a brand-new remake with redesigned graphics and incredibly funky music (sound effects are yet to be completed). Each and every one of the twenty screens is included, but there will also be a few surprising extras (which the retro gaming geek in me is excited about). However, we are wickedly keeping these under wraps for the time being!

Those who have played the original on their old 8-bit computers like the ZX Spectrum or MSX will instantly be at home. The game control mechanics and physics are perfectly replicated; this means it feels just like it should, with authentic gameplay that hasn't been altered (or spoiled, like we saw with Chuckie Egg II).

Note: this is a WIP as there are some niggles to be ironed out. Each level faithfully follows the playable mechanics of the original, but don't think this means we have a boring ripoff. Willy's adventure has received a makeover with YMT audio, and each screen has been designed with painstaking accuracy.

Peter has kept the keys familiar and included extra keys for a few additional features...
  • During the title intro, press 1, 2, 3 to change the music.
  • Pressing R will display a CPU usage raster for the geeks.
  • In-game, use the cursor keys to walk and he jumps by slapping the spacebar.
  • You can quit and kill poor Willy anytime by hitting the K key.
  • Need a wee? Just pause the game by hitting the P key.
  • Crazy fools who don't love the gorgeous thumping tunes can hit M to mute.

Without cheating, I have reached level 14 - Skylab Landing Bay. However, I've never beaten this terrible screen in 40 years on my ZX Spectrum. It's a killer room that blows my mind. Let me know how you do!

Keeping this project quiet has been tough - months of beta testing have been an absolute joy. It's impressive how development progressed into a playable game. The final version is near completion, so you know where to come when it's ready. Genuinely, one of the most exciting Atari ST games released in recent years.

I'd like to take a moment to thank Peter for creating this Atari ST version of Manic Miner. It originally started as a joke, a playful teaser, but it wasn't long before he began programming a playable demo. From there, we created and tested what was nothing less than a crisp clone of the original - with spanky new aesthetics. To think that we now have a (near) complete version of Manic Miner is mindblowing. So, I'd like to thank Peter for all his hard work and kindness. 
This is something I shall always appreciate beyond my meager words.

The latest version is now available to download via the Demozoo website. Go on, grab it now!!



A few words by Peter...

I wrote Manic Miner because I have a friend that was very sad that this platformer didn’t exist for the ST. So I thought that I would make him happy and began drawing the title picture which soon lead me onto designing the intro screen - but I only wanted to make a prant screenshot for April 1st. Sadly, I did not finish in time. But then the idea started to continue on with the programming to see what happens. However, I’ve not made a game in decades because life always got in the way but I wanted to do this remake just to stop my friend from crying.
So you could say that this is a Manic Miner AtariCrypt Edition! (I love that -Steve)

My goal was to make the gameplay feel as close to the original as I could but still take advanced of the Atari ST's hardware. Thus, this is a remake rather than a conversion because I have not used a single piece of the original code. I have spent many hours analysing each level, and I’ve used the original sprites and recoloured them but some needed minor changes to work. The map graphics were changed in a big way, to what I think was the idea was behind each level. I played the MSX version so I could see how the game acts and I also think this is close to the Speccy original.

Overall, I'm quite pleased with the results and I hope people enjoy playing Manic Miner :-)


Atari ST Music and Game Map





The famous menu screen with its funky music. It's also (kinda) used in the final level.



The first room everyone knows so well and brilliantly reconstructed for the ST!



A confusing level which is actually easier than you think.



Perhaps my favourite level in the entire game. And I've no idea why!



This is the erm, I forget... Oh yes, the 16th level :o)



You cannot tell, but what Peter did with this final screen is legendary!!



This is the level to prove how authentic the game is. Faithfully reconstructed!!



An iconic room and so much fun without being overly difficult.



He's back and dying to be slaughtered once again!



I could never complete this screen as a kid, but it is doable!


Ugh, what is this??? It's a map of our Atari ST game, which you can now download :)


Wednesday, May 29, 2024

ATORIC






Tangerine Dream

It's often a pointless venture, without any real-world use, but I still enjoy emulating other computers on my Atari ST. Yes, I'm a geek! If you're as weird as I am, check out our Emulation section here on AtariCrypt and watch as I painstakingly try to suss out how to emulate computers like the PC, ZX Spectrum, C64, Tandy, and ZX81 (plus other silly stuff).

I love finding programs like these, and today, I shall turn my Atari ST into an Oric Atmos. The "Oric computer" is actually two machines - the older Oric 1 looks futuristic, but (from what I've read) had many bugs. The Oric Atmos followed a year later and was basically the same computer with many of the bugs ironed out (more information online if interested).

I recall seeing the Atmos in Rumbelows (remember them!?), which they featured on a pedestal in the middle of the shop. Perhaps they had high hopes? Anyway, I still remember how cool this computer looked with a great design and a proper keyboard. I wanted one, but all my friends had ZX Spectrums, and that was that. What a fool I was. Unless a time machine is invented - very soon - I might always regret not choosing computers like this and the 8-bit Ataris.

Anyhow, I might not need that as there may be light at the end of the tunnel thanks to a program called Atoric...



The later release of Atoric boots to a Microdisk default with many different options.





ATORIC

So, here we are in 2024, emulating the Oric using my Atari ST thanks to this program developed by Christian Peppermueller. I managed to find a few different versions online, but for most of this article, I was using v0.3 until (ahem) I remembered that I had already downloaded v0.9 ages ago. But somehow forgotten about it... Doh!

Actually, all versions work much the same with surprisingly accurate emulation, albeit very slowwwwwww. Yes, the stock 8MHz Atari ST oddly struggles compared to the other emulators I've used. I would estimate its performance is about a tenth of the speed of the original Oric, which is shocking compared to the speed of the Spectrum emulator. Even the Falcon/TT don't perform well, so I can only imagine (and hope) that the modded Atari computers do better.

Anyhow, enough whining! Atoric is an excellent piece of software and very easy to use. Depending on which version you try, it's easy to load games. Later versions can simply use the command CLOAD"", which uses the ST's file selector. Although you can also enter the command in full: CLOAD"MANIC" (for example, to load Manic Miner - which I renamed).

The latest version (that I found) of Atoric is v0.9, and it comes with Microdisk/Sedoric disk operating tool that features many functions. Use it to boot up in Atmos mode and "begin playing". Interestingly, there is a tool to amend the Atoric configuration file. This can alter how Atoric performs and more: default path locations can be chosen along with ST/Falcon displays (colour and high-resolution). It can use overscan, which makes up for the Oric's resolution.

It's worth reading the documentation before attempting any changes...



The configuration tool is enhanced somewhat in the later releases and is very easy to use.





Let's get straight to the games!

In terms of the emulation, fantastic is the word because almost everything worked well. Sadly, in terms of speed (when running on my STe), I can only say that poor is a better description. My old 8MHz computer doesn't have the grunt, and the emulation speed is shocking. Which I find odd, especially compared to the Speccy emulator. After all, the Oric is similar, with a slower processor, so I'm quite bemused by the sluggish performance. But, what do I know...

Okay, I booted up about 40/50 random games - I've never used an Oric, so I didn't know anything about its library. However, the Oric has Manic Miner, so that was obviously the first game I tried. The quality of the emulation is superb, and everything looks great. However, it's running at less than 1fps, which means it's totally unplayable.
Booting into Hatari and configuring as a 32MHz ST improved things - but only slightly. The Falcon/TT configs didn't improve matters. Not that much - so I can only wonder what type of Atari computer would!
Okay, let's see some more games. Almost everything works perfectly, if you ignore the speed! There were one or two issues with a few other games where the overscan failed, so I couldn't see the bottom of the screen. Also, a couple of games appeared to work, except the keyboard stopped accepting input. Very handy. Not!

It's now that we declare defeat and admit that the Atari ST will never run an Oric game properly (I really need a Medusa). So, with that in mind, I plodded on and "playtested" a few games with the first being Manic Miner (emulated in both colour & mono). As a Willy fan, it's surreal to see the Oric version running on my ST!! What a shame it plays like a slideshow!



(low-res) Manic Miner on the Oric on my Atari ST. Fantastic stuff!! #geek



(hi-res) I thought the 
performance might be better without the stress of colours. It wasn't lol.

And it's now that I must plug the incredible Atari ST version of Manic Miner developed by Fede Pede in 2018. It's 95% complete and downloadable so give it a whirl. It's a cracking repoduction of the 8-bit original!!




Donkey Kong

This was actually called Honey Kong - to avoid the usual Nintendo troubles - and is a fun conversion. Visually, a bit bland, so I thought the performance might be better. It wasn't. Although not as slow as Manic Miner, it was still unplayable. Additionally, the display is quite fluffy with a few glitches - so make sure you enable the overscan option for better results.

Forget this one, dear ST people. Has anyone got an Atari TT they wants to donate? Hmm

Credit: V. Nicolas for Sprites.


I later enabled overscan, and everything worked dandy. Except way too slowly!




Football Manager

Yes, Kevin Toms' famous face has even managed its way onto an Oric cassette. I'm not a footie fan but - stop the press - this was actually playable!! Well, with the acceptable performance expectation. So, with that in mind, it is playable. Yes, I use all of these terms lightly, but always positively. Forget the official ST game and play this one instead! ;-)

Credit: Addictive Games


I reckon Football Manager came out on every computer?




Zaxxon

This isn't a game I had high hopes for, but I tried it anyway. I was shocked when I first booted it up, as I thought the graphics had been screwed up because it looked nothing like the US Gold release. But this game was programmed in BASIC, so I guess the look and performance are as expected. Great results considering it's BASIC, but it's best we move on...

Credit: Richard Juhel


I wasn't impressed, but then I learnt it was programmed in BASIC!




Driver

This is a weird one that reminded me of a mix of Motor Massacre & Bugziacs. We drive around a maze looking for flags whilst avoiding enemy cars. The graphics are screwy (especially without overscan), and the scrolling is probably the reason for the poor performance. You know the story, it's one of those games that makes me wish I had an upgraded ST.

Credit: Francois Lionet (whaaaaat?)


The sprites look odd unless that's normal? As ever, far too slow to play...




Galaxians

This shooter is by one of my favourite 8-bit companies, Softek. It's another game that is fully playable and emulated extremely well with decent graphics and sounds - albeit only for the original Oric computer. Okay, I'll now stop mentioning the lack of speed when using an Atari ST because I'm sick of repeating myself. If only my ST ran at 128MHz lol.

Credit: Gordon Russell

I had a few issues with this game, but it eventually worked with overscan enabled.




Ghost Gobbler

Hey, it may have a bizarre name, but it's still Pac-Man and a great version too! However, I'm not sure what Ian was on when he developed this game. After all, those lavish colours will drive anyone insane after a few games. Perhaps that was his plan? Who knows!! Anyhow, I do know that this is a great version of the classic arcade game.

Credit: Ian Hothersall


Who doesn't love Pac-Man? This is a great version for those with the hardware to run it!




Krillys

The file I found gave the impression this was a Defender clone, but it's nothing like Jeff Minter's wondrous release. In fact, it's more of a Scramble, which is excellent news to this fan! It appears to be very good, but the graphics are a little messed up. It plays well, and I can imagine a faster Atari computer would be fine booting this up for a quick blast.

Credit: John Cumming, Gary Munroe, Ian Marshall


Something wonky has happened to the graphics, but it plays well enough.




Road Frog

I wasn't expecting this to beat the ST's 2016 release of Frogger, but I was expecting to play ... something. Sadly, this is one of the few games that crashes! Right after the loading screen, it pops up with this: "Syntax Error 500". Ah well!

Credit: Philip Hulme


This looked great, but it's one of the few games that produced an error message.




Velnor's Lair

An adventure game released by another of my favourite 8-bit companies, Quicksilva. Originally a Speccy game, from what the link tells me, although I have never previously heard of it. Now, don't expect graphics as this game is purely text and, as a result, is fully playable on the bog standard 8MHz Atari ST. Yippee, I am one happy bunny!

Credit: Derek Brewster and John Airey


There are no flashy graphics, and it's still slow lol. Thankfully, it's not that (hmm) bad!




The Warlock's Mountain

Believe it or not, this game was originally a Your Computer type-in from 1984 (remember that magazine?). Of course, being programmed in BASIC means it worked well in the emulator and was playable, to a degree. Well, I'm being generous, but you get like that after so much constant disappointment. Of course, play it on a supped-up ST for best results.

Credit: A.J. Edgington


This is a game I'm keeping to play using the Mac emulator. It's different and I love that.




Hunchback

Yet another game by the mighty Ocean, and it's a cracker too. I loved playing the Speccy game, and the ST has some odd remakes. Sadly, like their Road Frog, this game had troubles. It froze right at the start of a new game. Bugger!

Credit: Philip Hulme


I was looking forward to this one as the Speccy game is a favourite of mine. Sadly, it froze!




Xenon 1

Don't even think about it!! This shooter is nothing like the Bitmap Bros' ST game. No, it's more of a Phoenix clone from what little I managed to see. Yeah, it really needs a beefy computer to run properly - and is better when overscan is enabled.

Credit: John Sinclair


It's slow and impossible to play, but I imagine it's great on a real Oric.




Wizard's Lair

Like our Atari ST, the Oric is getting new games released and, by sheer chance, I stumbled upon a #roguelike by Rax & Iss. This game is incredible, but arghhh, I couldn't get the controls to work. I don't know why, because it appears to be running fine. Anyhow, I had to see more, so I booted up an Oric emulator for my Mac to take this screenshot.

(credit to Defence Force for the find: https://forum.defence-force.org)


I dare anyone not to be impressed with this Rogue game. It's a belter!!




The CryptO'pinion?

Oric computers are great and better than I expected. I mostly used the Atmos model as it's the same spec as the original computer, but with many bugs ironed out. In many respects, the Oric is much like a ZX Spectrum, but better. I wouldn't say it's as good as the C64 or Atari 8-bits, but it's close. What a massive shame it flopped (outside of France).

Atoric is a wonderful piece of software, and I've enjoyed tinkering with it. It's obvious that Christian put a lot of blood, sweat and tears into its production. The end result is impressive and complete - so it emulates the Oric remarkably accurately. He also included a configuration tool providing access to different features and basic defaults for hardware, paths, etc. The overscan ability is brilliant and eliminates the flickering due to the different resolutions.

Sadly, it's the speed that will disappoint. Oric games might be emulated accurately, but are unplayable on an ST. In fact, the Falcon/TT machines I set up in Hatari faired only slightly better. If I'm honest, I don't understand why that is, as the Oric runs at 1MHz, slower than the other computers we can emulate. Yet, the results are terrible by comparison.

However, that's not the point of playing with old software like this. A program like Atoric proves how vibrant and energetic the Atari ST scene was back in the '80s/'90s. Plus, I've had a blast wading through the Oric's gaming library. Okay, I played very few games, but it was an adventure. And one I've thoroughly enjoyed. Yes, I am insane. I know I am!!

Atoric is a magnificent program that I've thoroughly enjoyed. I only wish I had a faster Atari ST :/

I expect somebody out there wants to try Atoric for themselves? I genuinelly hope so!! I have bundled together everything that I've been using which you can download off my Dropbox.

Additionally, if you're after a bundle of Oric games, then grab 'em from Emu-Land.
If you're mad like me and enjoy using emulators on the Atari ST, let me know how you got on using the comments below. My options were limited by my humble 8MHz Atari STe and also Hatari. I would love to hear from you guys with better Atari computers regarding the performance.

Thursday, January 28, 2021

Jon Garry

Jon Garry is the man behind one of the best and most liked alternatives to Pac-Man, H-Mec. The maze is still there, but gone are those dozy ghosts in favour of a sinister AI that gave it a Lode Runner feel.

And it worked so well, H-Mec appeared on an ST Action cover disk!

I think H-Mec was a hit because it was instantly playable and addictive. In fact, it is a simply great game and one that sported superb visuals & audio. Oh, and it was exclusively available for the Atari STe!!

Yes, his first game and already he was making good use of the enhanced hardware - extra colours, Blitter, smooth scrolling and DMA audio. Later on, a sequel was released along with a new game called Oh No! Not More Radioactive Mineshafts. H-Mec II was basically more of that winning formula, but his Mineshaft game was something new and much underrated, with simple gameplay mechanics, yet immensely addictive. And I loved it.

I was eager to contact Jon for an interview, and he agreed. Heck, he actually seemed giddy about the idea and was a pleasure to chat with, a great bloke. I was impressed to discover the part his Dad played in this - come on, he sold the family car! However, what was he thinking about games like Ghouls 'n Ghosts! Whaaaaat??

I'd like to thank Jon for being a great sport over the last few months, and I hope y'all enjoy this interview!


- The Jon Garry Interview -


Hello Jon, tell us all about your hiSTory

My coding life began on the ZX Spectrum when I was about 8. Funnily enough, around 1982, my Dad sold the family car to buy us the computer and that's where I first got the coding bug. How he got that past Mum, I've no idea! He thought that computers were the future and bought it for us to play on. I cut my teeth learning to program and the first game we played was Manic Miner which had a huge impact on me. From the moment I saw it, heard it and played it I loved it. The colours, the sound, the humour, the obstacles, the names of the levels!

I think of Manic Miner as the "Sgt Pepper" of computer games so, 1982 was where my coding journey started. Whilst I loved this, I wanted to know how to make it myself. Fairly soon, I went from "Guess the number" to understanding screen coordinates, variables, algebra, sprites, etc. In short, I taught myself a lot of maths and, by the age of 10, I was able to make a platform game more like "Lode Runner" than Manic Miner, which never happened.

Christmas Day around 1989 I guess when we got our Atari STe, our brand new "16-bit" computer and we couldn't wait to plug it in! We were lucky that my Dad had a bonus from work and used that to buy us the STe. I think it's the most important present that I ever had, just because of the impact it had on my life. I can't thank them enough for that. They weren't flush with cash and used that bonus to treat us to an extra present.

By the time the Atari came, I understood BASIC and the maths behind games. This helped me move back into programming — wanting to make my own version of games I was seeing on the STFM and Amiga. I was used to only having BASIC on the Spectrum so it was strange to find you could choose your language on the ST.

I found STOS too slow so that was out of the window. By the same token, the effort needed to learn Assembly seemed huge. I didn't know C at the time and it seemed difficult to use the tools. However, when I came upon GFA Basic, I started coding. GFA was surprisingly fast on the Atari STe, probably not much slower than C.

In the meantime, I'd started to see what the STe could do on demo disks and more people were getting them. So, I was getting introduced to the idea that the Atari STe could — easily - have full-screen smooth scrolling, lots of action on the screen, digi-music, no borders and a 256 colour palette.



Hey Jon, you're in luck! Manic Miner has been released for the Atari ST (by Peter Jørgensen)



What games did you play?

I just didn't code all the time and still did lots of other non-computer things. I was — still am — a huge football fan and spent hours with friends playing Kick Off 2 and Player Manager. To this day I still think those games were almost perfect — simple, fun and once you'd got around the ridiculous speed of the games they were utterly addictive. I think our Mum and Dad must have bought tens of joysticks after we wrecked them lobbing the keeper!

I also loved playing Castle Master, Terry's Big Adventure, Xenon 2, Stunt Car Racer, Continental Circus, Toki, Millennium 2.2, Speedball 2, Mega Lo Mania, Wonderboy, Vroom, Giana Sisters to name a few!

I loved Ghouls N Ghosts and Ghost N Goblins on the arcade, but the ST ports were poor. Well, any game on the STFM just wasn't as smooth as the arcades, or in truth even compared to the Amiga. I thought they were the 'past' and basically were no good for arcade games and that the STe was the future. So, the combination of coding, watching demos and seeing the STe as the future paved the way for what would become H-Mec!



Tell us about H-Mec

From memory, the first 'application' I wrote was ProbeST which allowed you to 'rip' music and graphics from games. ProbeST was actually a great help in ripping music to use in the two H-Mec games! In terms of H-Mec, I think that technically it was quite impressive for its time. It couldn't run on the STFM, certainly not smoothly.

All the coding for H-Mec was in GFA Basic - a superb language at the time. It supported the Blitter chip which meant that I could use this chip to do full-screen smooth scrolling using about 20% (from memory) of the CPU. This meant that I could 'afford' 20% for digi-chip music and the rest for the rest of the game. To see that full-screen smooth scrolling with the music and the gameplay was quite something at the time.

So, you have a game that is smooth, great graphics, great music and is quite playable. I sent it off to a few PD libraries to share. I thought it was a good game, but didn't expect much more than a few decent reviews. Just after I posted the disks, we all went on a family holiday for a couple of weeks.



What happened next?

When I came back, I had about 30 letters waiting for me telling me how they'd loved the game on the ST Action cover disk... but I never sent it to ST Action! I was puzzled! So I went to our local newsagents and sat on the shelves was ST Action. As you'll know, ST Action was 'the' ST gaming magazine which always had commercial game demos on the cover disk but for that month it was H-Mec.

For anyone to remember this game after all these years is touching. It's hard to explain but something I created as a 17-year-old is still available on the internet and someone is asking about it.

My game competed with commercial games! The review said something like 'this game was too good to review so we put it on the cover disk!'. This was an STe-only, PD game on their cover disk and I was blown away. I got loads of letters from all over Europe and the UK for weeks afterwards which was brilliant!



Forget Pac Man, the ghosts here are brutal and never give up until you are dead meat!



Where did the name H-Mec come from?

From memory, it came from the noise of a dog barking in the local park I used to walk past to get the bus!
I remember hearing a dog bark, and it sounded like "H-Mec" and it stuck with me for some reason. It didn't mean anything as such but I guess to me at the time it also sounded slightly modern too! :)



So what about your other games?

H-Mec 2 was just adding some other ideas on really — the pointed traps and graphics. I'd gone to University to study Computer Science and I just didn't have time anymore. I think it was just added a few things like the spikes, updating the graphics and (rather primitive) AI. I had too many other things to do then!

Radioactive Mineshafts was a quick idea — it certainly didn't take long to write. I didn't think it was good enough to release as a full game (see the falling block graphics). The penguin character and the jumping action were the start of a platform game — remember, I was hugely influenced by Manic Miner - which didn't happen.

Funnily enough, I always thought it was a better game than H-Mec and in recent years when I've played, I still feel the same. I just think it was on the same disk as H-Mec 2 and was pretty much overlooked. A few years ago, I did think about porting it to phones as I think it would work where you could tilt the phone to control the penguin!



Which game are you most proud of?

Without a doubt, H-Mec. After I did my degree, I applied to do a Masters degree in Multimedia. I went for an interview with the Doctor who was running the course and his first question was "What is multimedia?". I spoke about graphics, music, animation, co-ordinating them as well as computer science aspects. Of course, it led to H-Mec and the magazine reviews. He was impressed by the reviews, and we spent a lot of time talking about it. H-Mec got me a place on the course for my Master's degree, and basically kick-started my professional career. 

A few years later, I remember thinking it was quite an achievement to have written the game. Especially when I think about how much I'd taught myself. Remember, there was nothing in schools to teach kids anything about programming. I taught myself from magazines and library books — there was no internet! To go from ZX Spectrum basic to understanding blitter chips, CPU cycles, ripping music and spending months working on a game was really hard work. The reviews it received were astonishing, and I am really proud of the work I did.

My Dad was right about computers being the future, and both myself and my brother work in IT. If my Dad hadn't sold the Beetle or used his backpay differently, my life would have been different. So, H-Mec definitely is the one I'm most proud of — technically impressive, decent gameplay, great reviews and helped me enormously!



I see this screen a lot but it always makes me smile thinking about H Mec's "grilling" lol



Inspirations?

Demos were definitely a huge inspiration. Whilst H-Mec isn't a demo it shares some of their traits — the big palette, smooth scrolling, and the intro screen look like a demo disk. H-Mec was a platform game to start with, but it was just easier to do mazes rather than something like Rainbow Islands!

I'd say, on the whole, I am still proud of the work I did and it definitely surpassed any expectations I had!

Also, quite a few people did donate which was very kind and generous. I had enough to pay for a few nights out which was great! I also had quite a few football pennants from around Europe sent to me as 'thank yous' as well which was lovely. I had all of them up on my bedroom wall for many years after!



What was it like being a part of the ST scene?

I loved it! Whilst a lot of the Atari ST scene was done through posting disks, I was also a member of a very social ST Club in Oldham. This club was based at the Bowling Green in Hollinwood, eventually moving to the Lancaster Club in Failsworth and, every week, about 50+ people would turn up armed with STs, TVs and 4-way plug sockets! You'd have rooms, where each plug socket had a 4-way in and each socket on the 4-way had a 4-way in which had 4 ways in with all these ST's and TVs plugged in!

The club was very friendly and had a real mixed bag of members. People from 8 to 80, some were there just to play Kick Off 2 every week, others to swap games, others came to chat and others had connections to the Pompey Pirates and download games on a primitive internet. It was very, very social and was enormous fun. Just lots of people, of all ages and backgrounds, with an interest in the Atari ST coming together to chat and have a good time. Nowadays, it would all be on the internet and nowhere near as social. I do miss those days.

Through ProbeST and H-Mec, I got in touch with other people around Europe too - Germany and Finland in particular. The PD Libraries were great and I'd regularly swap disks with people who ran them. All this would be done on the internet today, but I think that it was more personal back then as you had to -write- to someone. Whether it was the club in Oldham or the letters to Europe I do feel privileged to have experienced it.



Jon and Sally?

In terms of the handles I had, I can't quite remember them, to be honest. I was obviously Jon, and Sally was our dog haha! I think the names were probably to make it look like lots of people had worked on the games but in reality, it was me coding and others did the music and graphics. Sadly, Sally the dog died although she did extremely well for an Irish Red Setter and lived till she was about 17.


Imagine yourself back in the day knowing people who had contact with the Pompey Pirates!



Did you make music with your STe?

Whilst I can play a bit on the keyboards and I can play the guitar, I never wrote music on the Atari. At University, I did do some sampled music for fun, but nothing decent. I was a big fan of "Count Zero" who I thought made the best Atari music. I loved his version of the end of Tubular Bells and it's no surprise it's used in everything I did!



Very creative!

At the time, I didn't consider making games to be particularly creative, but as I've got older I have a different perspective. In my teens, I thought being creative was about painting, films, playing music or drama, etc. Not programming. But when you write a game from scratch it's one of the most creative things you can do!

You start with a white screen and nothing happens. You then create a world — the visuals, the sound, what it looks like and the rules. And how each screen flows from one part of the game to another. It's a VERY creative process and when you play a good game, you can tell that someone has really thought about the whole experience.

I'd also written some other tools that kind of grew out of H-Mec as well. ProbeST, was well-received when it was pushed out to PD libraries. It was written by me and my friend Clover at the time. We had lots of ideas, but most didn't come to fruition. It's probably just like someone in a band — you start 500 songs and finish one!



Any unfinished games lurking in the attic?

No, but I started a football manager game and I thought if I could combine Championship Manager with the in-game graphics of "Football Manager" I used to play on the Spectrum, it would be a winner. Sadly, it never went anywhere but it did give me an appreciation of what's involved.

I honestly used to start a new game every week, but most of them didn't go far. Writing a game from end-to-end takes effort and determination and I fully respect anyone who's actually done it. It probably took the best part of a year from start to finish to do H-Mec. Obviously, I wasn't working on it all the time, but it's a real effort to make games.

As I've said, the Spectrum was an influence on me and a game that we loved was "Lords of Midnight" and the sequel "Doomdark's Revenge". I must have started 100 versions of these on the Atari but again, nothing came of it. As soon as you try to make a copy of a game, you really get to see what absolute geniuses people are.


This didn't make it to the top of Jon's list, but I thought this was a darn excellent 'hopper'



What happened after your STe days?

I went to University in 1993 and I didn't have the time anymore to write games. I moved away from home, I stopped going to the club and the letters became harder to keep up with. Still, I used my Atari to write code and essays for a couple of years until I had to get a PC - which again, my parents got for me. It had an astonishing 8MB DX processor (a good one at the time) and a hard drive.

However, compared to the Atari it was such a big, clunky, noisy, ugly machine that couldn't do a lot and the graphics and sound were TERRIBLE. Windows wasn't a patch on the GEM Desktop, but it felt like I had to move. I was learning languages like Pascal, Smalltalk, Assembly and Ada which weren't available on the ST. I was genuinely amazed that Windows was seen as the future at the time, as it was truly awful not to mention - unreliable and slow. The languages just didn't have the power of GFA Basic either!

However, in recent years as Windows improved and emulators appeared I started looking back at the games on Hatari. It really is great to go back and play the games I remember as a kid! Some haven't aged too well but I still get the buzz seeing the old classic games. However, I could never quite get H-Mec to work and maybe, part of me didn't want to be embarrassed by what a 17-year 'me' made!

But part of me wanted to see it and I saw your YouTube video. It's a peculiar feeling though. Remember, this is me in my mid-forties looking back at a game I wrote as a 17-year-old so you will be looking at yourself back in time. When I look at it, I am quite proud although I can see that 16/17/18-year-old boy in there. I can still see 'me' in the game and what I was thinking. I do think 'he/me' was a very good programmer - I'd hire him today!



What are you doing today?

Nowadays, I'm a professional programmer who pays the bills writing web applications and business software. I haven't written games for many years now, but I feel incredibly lucky to work as a programmer.

If you'd had asked me what I wanted to be as a 10-year-old, other than a footballer, I would have loved to have been a computer programmer. I think if you asked my parents, I bet they'd agree that selling that old VW Beetle was one of the best decisions they made!


This is a photo from around 1991 of Jon and his mate "Booze" playing Kick Off 2.



And Finally...

It's funny really, but when you got in touch it brought back a LOT of memories. I could have written a book! As I said, I was touched that you got in contact, and it's quite something to think that something I did nearly 30 years ago is still available on the internet. I can absolutely guarantee that most people won't be able to say that! The fact you and others are preserving that slice of late 80s and early 90s culture should be applauded.

I've been very lucky in my life that my parents supported me and my brother, selling the family car, getting us the Spectrum and later the ST and the life it's given us. I feel very lucky to have been part of a wonderful scene in the late 80s/early 90s and met some fantastic people. I genuinely feel very honoured that you asked to do this interview and I send a very heartfelt "thank you" for bringing back many wonderful memories!


This interview was a pleasure, and Jon is a great bloke. Fancy reading more Atari ST interviews?

Saturday, May 26, 2018

Switchblade






Ricky D. has a new bandana

Switchblade was released in 1989 by Gremlin Graphics and programmed by Simon Phipps. Yes, he of the Atari ST classic Rick Dangerous. Okay, we are a little dude called Hiro, who wears a bandana and can kick hard. He must explore the UnderCity to locate sixteen broken fragments of the Fireblade to reap revenge on today's evil entity - Havoc! This beast has been on a savage rampage after being dormant for 10,000 years.

So it's time for us to save the day... again! What a shocker :)

I'm usually worried when a big name makes something that is along similar lines to what they're famous for. After all, it's another platformer, so will we get another carbon copy of Rick Dangerous, or will it be different?

I worry too much, right? Well, let's begin with a couple of cool screenshots...



Wow, that is in-your-face aggression, alright!



Hmm, looks easy. Just gotta drop down a couple of levels. Hang on, what's that?




Get ready for a great adventure

We begin on the planet's surface before taking the leap (fall) into the orientally-inspired UnderCity. This labyrinth is composed of numerous individual rooms, and exploring each one is fascinating. Tread with caution because you never know what baddies might materialise from out of thin air. Your route is completely "free-roaming", which is excellent (rather than moving from room to room in a specific order i.e. Manic Miner).

Look out for dodgy blocks that crack with a single kick: these can unveil health and weapon power-ups or may even lead you on into hidden rooms with more goodies. Boss characters appear regularly; the first is easy to kill, whereas later ones can be tough and beaten only with patience and lots of well-timed jumping.

The controls are superb with the usual movements like running, jumping, and climbing ladders, but there are also three kinds of attack. Tapping firing allows you to punch like a weak Arnold Schwarzenegger, but you should notice a white combat meter along the bottom/right. This helps with two kicks: holding the fire button for a mere second (so the meter isn't at full strength) will perform a high kick Jean Claude Van Damme would be proud of. Holding it down indefinitely performs a powerful Chuck Norris sweeping kick.

Master these moves before you begin exploring. Okay, let's view more screenshots...



Wake up, there's something creeping up on you, mister!



Tighten that bandana, Rambo. Now, go and kick his monster ass!




NESthetics!

I doubt Hiro will blow your socks off with its clean and well-designed 8-bit Nintendo style. Underneath these unassuming graphics is a rather functional design with mysterious rooms. The characters are excellent with nice details that I adored. Also, the game self-maps in a similar fashion to Ranarama or even Rogue.

Switchblade has killer audio from none other than Ben Daglish. Or you could decide to hear sampled sound effects? I love both and couldn't decide which I preferred in the end (a good predicament to be in?)

In most respects, Switchblade looks and sounds different, yet superb. Love it. Screenshot time...



Yes, there's a Ricky D. vibe plus a dollop of Saboteur and NES thrown in for good measure.


The level guardians are either daft or just plain awkward to hit - I wish they would keep still!!




CryptO'pinion?

Switchblade is amazing. In fact, I could end this gripping review right there, because it is just that.

Okay, this game has got a superb blend of adventure and action. Plus, the lack of a linear structure is perfect for an explorer like me who is eager to see what's around the next corner. Thus, it keeps you enthralled throughout. The controls are incredible, and I've thoroughly enjoyed every second playing this platformer.

This is one of the few games I've completed, and I will come back to it again (and again). As with Rick Dangerous, this is one of the best platformers available for the Atari ST. Don't miss it!!

Grab the floppy or hard disk installable games.
Tip: You might find these maps useful.