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

Wednesday, July 22, 2015

Overscan Invaders


Overscan Invaders was released in 1994 by Janet Dean under the esteemed Budgie UK licenceware label. Obviously, this is a Space Invaders clone but one with a rather unexpected twist not normally exploited. Yes, I think you've guessed it? It's running in overscan so uses lots of extra pixels and also breaks the 16-colour limit.

This is a great twist on the original Space Invaders which plays as good as I'd have hoped and is really addictive. Ironically, it's the sound effects which I love the most - yes, even more than the overscan! They are superb and so authentic. Just listen in the video recording for all those childhood memories to come flooding back.

Overscan Invaders is definitely one of the better clones and I’m sure any Invader fan will love it. I did.

Sunday, March 18, 2018

Fullscreen Construction Kit



I've always had a thing for overscan!

The Atari ST/e might not officially support overscan but that hasn't stopped many games, demos, programs and more from making use of it. There's a lot out there with many already featured here on AtariCrypt not to mention the ability to activate overscan within GEM. Yep, the Atari ST is a versatile machine and often underrated.

Anyhow, Fullscreen Construction Kit is a cool utility program developed by FMC Connexion to display high-resolution pictures using this same overscan technique. It works by piecing together four Degas images which ultimately join up to generate the finishing picture. This image can be viewed on your ST using the program provided.

The process is simple but I had difficulties with the palettes because I'm not gifted when it comes to art!! Hence the reason Milla is in greyscale and the dog is red instead of brown. Also, it's worth noting that I found it easier to create the blocks using my Mac and there are online tools available to split images.

Six test images are already on the floppy plus you also have the ability to create your own. This set of image blocks [by Killer D] should give you an understanding of what's expected from budding artists? But even those without any skills (me!!) should be fine, so why not give this program a playtest to see what overscan goodies you can create?

This is a belting program and I've enjoyed dabbling! Let me know what you think of it in the comments below.





Sunday, July 26, 2015

Team



Jumpers For Goalposts

Team is a soccer game released late in the day by a dedicated company called Impact Software in 1995. Specifically developed by Ralph Lovesy for the Atari STe, it makes full use of the enhanced hardware often ignored by commercial companies: extra colours, 50fps hardware scrolling, Blitter and DMA audio. Wow!! O_o

If I'm honest, I feel unqualified to review Team as I'm not a soccer fan. However, from what I have played, I was impressed. I'm hardly a convert but I did enjoy running around the pitch and having a good kick about! But not knowing the game's technicalities stopped me from progressing further. Interestingly, there is a friendly mode that displays much of the game's styles and playability, like passing, tactics, tackles... Hmm, sounds fun?

Well, it is and I've really enjoyed playing this pointless game of runaround. The tactics and strategy elements are limited with little beyond picking your team and whether you'd like it muddy and windy. But who would wanna play any kind of Football Manager? Erm, forget I said that! Anyhow, as an arcade/sports game, it's ace. Really enjoyable with fast, responsive and accurate action. If you're a footy fan, then I'm sure you'll love it. I know I did.



Check out this video record dear soccer fans of the world!


Graphics!

Check out these two images, below, which cunningly displays just what Team has hidden up its sleeve? Yep, overscan is used to drastically increase the playable area massively. Oddly, the footballer's sprites are quite small but their movements are fast and the screen is fluently moving at a smooth 50fps. But, from what I've seen of most other footy games, this is pretty normal. I suppose it wouldn't work very well if they had giants on the pitch!

Animations are fine and the pitch colours are deep and strong. Plus there's both a great and subtle use of colour and style throughout the menus which works really well. But, come on, all the gameplay is in overscan... Amazing. Once again, the Atari STe proves itself. Kudos to the skill and commitment of Ralph Lovesy.


  
The left image is captured at the standard resolution of 320x200 whereas the game is played in overscan!


Plink Plonk Sounds?

Sound effects are good - when you hear them. Perhaps that's the norm in these types of games, but I found the stadiums eerily lacking in atmosphere and ambience. It's annoyingly silent for most of the game. Okay, there are kicking effects and the odd Ref whistle blow but it's pretty lame and a lot more was needed. Like the roar of the crowd being played more frequently. I don't know, but it's the weakest part of the game which is a shame.

Thankfully, the music is excellent with cheesy MOD music throughout the menus. It's tacky but in stereo with the tracker routines developed by a familiar name from the Atari ST demoscene - GRIFF. Excellent!!



The front cover was... different... and the back of the box isn't much better ;-)


The CryptO'pinion?

Overall, I had lots of fun which shocked me because I hate soccer! Whether it's better than Kick Off or Sensible Soccer or even Speedball, I really couldn't say. But, I will say this, as a hater of this boring game, Team was seriously entertaining so take it for a kickabout and try it for yourself. If I can enjoy footy then I reckon anyone can...

Take it for a kickabout and I'm sure you'll enjoy it so let me know what you think in the comments below.

Download from 8bitchip which has been adapted for HDD!
Old Games Finder has access to floppy disk images.
Team's author, Ralph Lovesy, was interviewed for Maggie #16.

Tuesday, January 12, 2021

Tecnoball


It's Brick Buster time!

Tecnoball Z was published in 1991 by TLK Game and is a Breakout conversion developed by Pierre Denis. Oddly, I had never heard of this game until a good friend happened to mention it a few weeks ago (thanks Paul). Sadly, I have no idea whether it was ever officially released over here in the UK. Does anyone know?

Okay, we all love a quick blast of Breakout/Arkanoid now and then; olde classics have stood the test of time for a reason. I would say Arkanoid is the most well-known, unless you're an ST guy then it's perhaps Bolo. I'm always open to an alternative, especially when it's an Atari ST game I have never played before!!

Okay, let's take a look at a screenshot with its strange colour scheme and... erm... something else...



Here, I held onto the ball whilst blasting the bricks with a weird laser weapon. Sweet!!


It's 1976 all over again?

The first thing that struck me was the use of overscan for a larger display but the brick-busting gameplay remains much the same. Each screen has a different collection of blocks that must be cleared using your bat and ball and, with each hit, points are earned with a chance of spawning cash, power-ups and sometimes enemies.

The mouse controls are great; precise and accurate just as you would hope. However, it isn't long until you realise that the physics is 'different' as the ball often doesn't react as expected. Manipulating strikes using the different parts of the bat doesn't work and might even force the ball to bounce in a different direction! That means it's tough trying to finish a level when only a few blocks remain! But, there's a power-up in the shop to help with that...

Yep, a shop pops up after each level to offer goodies like extra lives, a bigger bat, weaponry and more. Heck, it's even possible to install extra bats on the remaining three sides of your screen! I like surprises like this plus that silly idea reminded me of the chaos I suffered in Wacko Software's Video Games I. Innovation like this keeps the player interested which is how I managed to clear several levels and defeated a couple of bosses!



Check out my power-up pads on all 4-sides of the play area. It's mental!

Over-what?

Graphically, I like Tecnoball as it's quite futuristic in style and different from the original our Dads used to play ;-) Overscan has been used to great effect and provides a better experience, more arcade-like perhaps because of the extra screen space? The use of colour is good and everything feels smooth but I thought the blocks themselves lacked a bit of pizzazz? Sometimes I did wonder what they were thinking with the choice of colours.

Hey, see how I've not mentioned the guy in the status panel who freaks me out. Darn, I just did...

Sound effects are great using samples for the 'dinks' but there is no in-game chip music so it's almost as quiet as the original, I guess. Even worse, there's no theme tune for the title screen which I found very disappointing.



This is the first boss screen and oddly, it features no blocks!


The CryptO'pinion?

This is a fun take on the original game but the physics are peculiar which acts as a "bug". At one stage, the ball hit an enemy (at the top of the screen) which then ricochets it sideways. The call began bouncing from left-to-right, in a perfectly straight line. Weirdly, that continued for about 30 seconds!! Luckily, it hit a wandering enemy that changed its trajectory so I could carry on playing. Not very good, I'm sure you'll agree?

Having said that, this is still a good game and I enjoyed ploughing through the many levels. The addition of a shop works well to provide a great variety of extra features that helped improve the game massively. Give it and try and see how it compares to your favourite version of Breakout? Let me know in the comments below.

Download the floppy from Stonish on Cobra #27 menu disc.



Gotta love the artwork and even this Game Over screen is in overscan.

Friday, April 08, 2016

Stardust



Meh, another Asteroids?

Stardust was released late in the ST's life by Bloodhouse in 1994 and it's not only one of the last commercial games ever released but is actually an STe-only product. Developed by several famous names from our great demoscene (and thank you Aggression) these guys managed to deliver a wicked twist on the original Asteroids genre.

The game not only plays similarly to that old arcade favourite but also features modern content for extra zest. Such as ludicrously awesome aesthetics which are quite stunning complementing the fantastic gameplay action.

Wanna see the war plan? It translates to "kill everything and don't die!". Check this out...





Bam! Bam! Bam! Blast the rocks!

There are a total of five levels with each containing six missions. All are host to a variety of rocks along with the expected dangerous baddies. After each level is completed, you must travel through a wormhole-like tunnel onto the next part of the galaxy like something from Buck Rogers or Starwars!! These tunnels are filled to the brim with oncoming rocks for you to dodge or destroy - which is definitely no easy task. But it's a thrilling moment I never expected to enjoy!

Bonus levels pop up regularly and feel similar to a particular Thrust clone... Now, these are optional but you will be daft to ignore the fun. So don't be daft!! Of course, it wouldn't be right without End-Of-Level Bosses and each mission has them. Beware, these guys are tough! Much perseverance will be required during these enjoyable romps.

Okay, it's time to see some more pixels so let's take a peep at another screenshot...





Enhanced gaming!!

Stardust is something else. It's on another level with gritty, fast-paced gameplay. However, the basic mechanics are pretty much what you would expect so it also feels more-or-less as you would expect. This is actually very awesome because you can jump straight in and begin playing without much of a learning curve. Heck, it's all about dodging and shooting.

The controls are also familiar: left and right will manoeuvre your spacecraft around. Pushing upwards will thrust you forward into hell. Don't worry, we have a shield that can aid you during those sticky moments. Finally, our ship's main weapon is more than capable - perfect for gratifying rock-blasting!! Nothing wrong here, folks. This is all super-spacey-gun-fun!

This next screenshot does itself no justice. Seriously cool stage with mind-blowing fx...





Enhanced Aesthetics

Graphically, Stardust is utterly glorious. Everything is bold and colourful with stunningly smooth animations. The rocks are also something else with jaw-dropping 3D renditions that look beautiful. I've not finished yet - everything is running in overscan!! Yep, not only does it look HOT but it's in overscan which means lots of extra pixels to blast.

Equally impressive is the audio with beautiful examples of thumping stereo tunes, accompanied by BAM!! BAM!! BAM!! DMA sound effects. This is one game that's gonna blow your socks off. If I can offer one piece of advice: crank up the volume!! I guarantee you will love everything Stardust delivers so turn it up high. No, even higher! :-)

Oh yeah, this is one of the best-looking/sounding Atari STe games ever released...





The CryptO'pinion?

This is a spectacular showcase of what the Atari STe is capable of when in the hands of people with talent and commitment. These guys didn't simply rehash an old idea or produce a weak Amiga port. No, they unleashed a product that feels fresh and exciting. The effort that went into the gameplay, visuals and audio is commendable.

Stardust is a joyride of rock-blasting thrills and a perfect shoot 'em-up. One of the best games I have played.

Download for floppy or your hard drive.

Sunday, April 12, 2020

STAX #90




Everyone knows I love Menu Disks and there's nothing better than going through a pile of floppy disks - even just to listen to the tunes or read through a scroller relevant 30-odd years ago! Yes, it all sounds rather sad to anyone under 50? ;-) Ignoring that, here is a belter by STAX - it's their 90th disk and features a nice intro followed by a couple of demos and games - which are all impressive for different reasons. The rest of their disks (and more) are available on Demozoo and Pouet.

Menu disks are an exciting part of the ST world and I've enjoyed this feature so I'm thinking I should do more?



- Aromatica -

Aromatica is a collection of old skool demo screens by The Swedish Meatballs and features lots of scrollers with extra colours and chiptunes. It reminded me of the days prior to the Union Demo, which is no bad thing. There's nothing here to blow you away, but I still enjoyed flicking through this neat collection. Definitely worth a look.





- Flight Over Sirius -

If you love dots then you're gonna fall big time for this dentro by The Sirius Cybernetics Corporation. There are several cool effects here with a fantastic chiptune. And just wait until you see those end credits with that diagonal scroller!! I felt it could have sped up a little with each section but I really enjoyed this fantastic demo.





- Snacman -

Everyone loves running around a maze popping pills with Pac Man and the Atari ST/e already has a number of fantastic clones. Snacman was developed by Ralph Lovesy of Impact Software, the same team that gave us ... Team for the Atari STe! Multiple players are also supported using a combination of keyboard/joystick.

For one-player things are pretty much what you'd expect with PacMan even sporting some cool shades. Four ghosts haunt the maze: Eeney, Meeney, Miney and Mo and chomping a power star turns the tables on them. Fruits are available for extra points and a freebie life is awarded when reaching 20,000. Also, you can grab a couple of isolated family members and huddle around the ST to play as Eenie and Meeney? This is a brilliant feature being able to chase Snacman around the screen - watch the end of my video recording for a quick demonstration.

Visually, there's little to spruce up this oldtimer but that's exactly what they've done using gorgeous colours. Music is by Greg Lovesy and best heard on the Atari STe with stereo tunes on the title and also in-game!!

Snacman is tons of fun and implementing support for more players - as the ghosts - is fantastic. You and your kids will be playing Snacman for hours - especially those plucky Atari STe dudes who get to hear stereo music. Crank up the volume and enjoy what is nothing less than a fantastic game of PacMan. An easy 10/10.





- Masters Of Chaos -

Now, this is an interesting one and I first thought we had another Dungeon Master clone on our hands but it's actually a two-player shoot 'em up developed by Genuwax Games. Yes, one or two players are supported either using the same computer or connected via Midi. The screen is split using separate gameplay windows for each person and it's now that your jaw drops to the floor thanks to the use of overscan for a ginormous display!

As player one, we move and shoot with the WASD key combination and 1-4 to handle objects/buttons (a second player uses the numerical keypad). Exploring the halls feels instantly familiar with basic puzzles and hidden doorways. Our health, stamina and mana are all shown as the green bars. Blasting out a couple of fireballs is your best defence when coming face-to-face with any of the dungeon's nasties! The ripped graphics look superb, especially in overscan! However, there are no sound effects which is disappointing and oddly freaky.

This was a fascinating find and not something that I ever expected. As a shooter, it works quite well but there are no sound effects, few monsters and it's easy to get lost - unless you've got a pen and paper at hand? Okay, I could live with the silence but it needed many more monsters for my liking. Overall, a unique-presented game which is best in multiplayer.

Credits to Damon Chaplin for the background music (from The Last Trooper)

Saturday, June 19, 2021

SuPer eXcellent graphics demo


Let's play!

Yep, I've been enjoying another doodle on my Atari ST and if you wanna see more of my work then click here for a laugh. Okay, this time I've been experimenting with SPX, a technology by Electronic Images, that magically stitches together several Spectrum 512 pics into a ginormous image displayed in scrollable overscan.

I've always loved the idea of the SPX format and remember buying several PD disks back in the day. Of course, most of the pictures were titillating girls or something of a fantasy theme. The potential of huge Spectrum 512 images, in overscan, was quite mind-blowing at the time. (ignore my capture, the scrolling is silky smooth).

SuPer eXcellent Graphics Demo can be downloaded from my Dropbox. Be warned, it's pretty big. In fact, too big to fit onto a real floppy as I got carried away and made lots of SPX images, so installation is intended for a hard drive or Ultrasatan. However, I have made a huge ".ST" image that should work as a good alternative for those using Hatari. Within my download, I've included the Atari ST programs used to create each SPX picture.

Perhaps you feel inspired to make your own SPX images? If so, I'd love to see whatever you guys managed to create!! Righto, I hope you enjoy my humble graphics demo? Let me know in the comments below...


Go, create!

Now, reading these instructions might appear dull and longwinded? Possibly far too much hassle if you're as lazy as me but don't worry because it's actually very easy to make your own SPX images. Have a bash:

- Those without any artistic skills, ahem, should download imaged off the internet!! Look for something large, possibly with a clean background and try to select something that uses a portrait ratio.

- Crop that large image into 320x199 segments. (a pixel line is lost due to a limitation of Spectrum 512). This cropping can be done on the ST or a PC/Mac (I used the freebie 'Preview' on my Mac).

- Once you have your image split into several segments, it's best to convert them into GIFs. Again, this can be done on the ST but is probably much quicker on the Mac/PC if I'm honest. Yowzers!

- Now copy all your new GIF files over to the Atari ST.

- Each GIF will need converting into Spectrum 512 format (.SPC) and the best program for that is 'GIF to Atari Spectrum 512 Picture Converter' by Steve Belczyk. A brilliant program and very fast too!

- Finally, each SPC file can now easily be imported into SPX Creator for both previewing and, well, creating. All your SPX pictures can be displayed using the dedicated viewer, 'SPX_V18D.PRG'


An example...

Check out this portrait image of Jason Voorhees split up into three segments. As you can see, I carved it into the relevant sections, which are converted to GIFs and imported into SPX Creator. A standard ST might take a few minutes to save this fantastic image but it's well worth it (don't worry, it's already on the disk!).




SuPer eXcellent Graphics Demo

Idea and creation were all me - Steve, Crypt Keeper, Strider, AtariCrypt, whatever you call me, it's my fault!

The Credits

Spectrum 512 - Boris Tsikanovsky.
SPX Creator/Viewer - Electronic Images (Gizmo + The Phantom).
Original images - Everything was freely sourced off the internet with appropriate credit.
AtariMania & Demozoo - two super Atari resources that I used for my dabble.

Programs Used

Preview - a freebie Mac program to resize and clip each image into 320x199 segments.
GIF2SPC - a wonderful Atari ST program by Steve Belczyk.
SPX Creator - the program that stitches together each of the GIF pictures into SPX images.

Links

SuPer eXcellent Graphics Demo is the latest AtariCrypt production. Yes, there's more here << O_o
Electronic Images released a load of cool disks so check 'em out on Demozoo.
There are many SPX Slideshows although I remember more? I should research and build a collection!

Tuesday, May 26, 2020

Line Of Fire



We're going to war, bring a mouse!

Line of Fire was converted from the arcades in 1990 by Creative Materials for US Gold and is basically a "crosshair" shooter. It begins from behind enemy lines as we're trying to escape never-ending hoards of angry bad guys. They're annoyed because we've sneaked in and pinched their brand-new toy - a Rapier Gun. Of course, we have no intentions of returning it so must now escape in a blaze of glory. A-Team style!

The gameplay is really simple: move the mouse onto the enemy soldiers and hit fire to send 'em to hell. Kill anything that looks mean, including the hardware that they use: a truck, plane, boat, or even their incoming missile attacks. Well, that's about as technical as this shooter gets - lots of frantic killing and loud explosions. Great stuff!

Oh yeah, so let's start by taking a look at the first screenshot...



The map shows our escape route through the base, jungle, rocky canyon, town, etc.


And bring a friend too!

One or two players is supported for a single or a (much-needed) co-op onslaught of pure adrenalin. Solo is controlled using the mouse which is perfectly precise but I felt the crosshair should have been bigger because it sometimes got lost among the action and explosions. Try it - hit the SHIFT key to spark a nuclear explosion (aka grenade) but be thrifty because these are best left for the end-of-level bosses. Trust me, you'll need 'em all.

We begin trapped inside the enemy compound with lots of baddies lining up the corridors all ready to kill us! The display shows our health and the number of grenades - both of which can be topped up by shooting the corresponding supply boxes left lying on the ground. There's a boss waiting at the end of every stage, be it two ugly brutes firing missiles, a plane stuffed with a cargo of airmen, or a ghost train and its endless supply of soldiers.

Okay, shall we take a stroll through the many levels of this crazy game? Yes, a good idea...



- Eight Stages To Freedom -


Level 1 - The Enemy Camp

This is where we broke into the enemy camp, kicked in their sandcastle and make the bad guys cry. However, tons of smurf-looking soldiers were alerted (very odd) and they're mean and sneaky - some even hide inside the floor panels and ceiling vents. Once you reach the end it's time to battle two enormous bad guys who are just asking to eat those grenades.

Overall, I really enjoyed this opening stage albeit very short. Should have been much longer!


Level one kicks in with an assault of smurf soldiers!


It's not long before a couple of bosses appear but I brought fire!!



Level 2 - Destroy The Enemy Jungle Base

Those smurfs failed to stop us and we made it outside to jump into our jeep and head for the jungle. Lots of enemies are lurking in these muddy waters, along with choppers and planes dropping bombs of mass destruction! The action feels unbalanced for solo gamers but the helicopter boss is pretty cool and a good fight without being too complicated.

Overall, this stage proves the developers used ST Basic and had no beta testers! Let's take a look...


Chug...Chug...Chug... alongside an unused Blitter...


Be quick and get blasting everything you see on the screen. Gun love time!



Level 3 - Exit By Speed Boat

Pretty much more of the same as the previous level - but this time we're riding through the soggier parts of the massive jungle. Watch out for the soldiers hiding on the river banks and you might even see the odd Rambo impersonator. The two bosses are back but this time they've brought some help for what is quite a fatiguing battle.

Overall, this level is more of the same which isn't great unless you have a faster computer?


It's good fun actually. Essentially, my pessimistic attitude is because of the framerate.


Okay, the two guys have brought in some help. It's very tough so expect to lose lives.



Level 4 - Fighting In The Canyon

Like the jungle, this time the graphics have changed to an odd-looking rocky canyon. Hmm, those walls don't look right, especially when you see soldiers hovering in mid-air! Anyhow, this level is another which is stuffed full of gun love and there's even an aeroplane boss that lunges rockets at your face.

It's probably better than the jungle stages but just as crazy with too many enemies eating away at your credits.


Enemies everywhere! Shoot - quicker - shoot some more. No, be quicker!


Gotta be impressed by the boss scenes, especially as no Blitter is utilised.



Level 5 - Do Or Die Battle In The Desert

Landscape graphics are gone and the display is reduced to objects and sprites. It's now that I noticed the odd blue background - it really stands out because there's nothing else. Looks very strange. However, the benefit of this sudden change is a decent framerate which means it plays better than all the other levels. The boss stage is a train, which is something solo players should fear!

Overall, a great level and I wish the others were as fast and responsive as this one. I enjoyed it :o


It looks... odd... but fear not there's a bunch of fun to be had here!


The train level is great actually, but there's a lot to do and it seems to last forever.



Level 6 - Foes Await In The City's Ruins

Finally, we've made it into a rough shantytown for a terrifying urban siege. Terrifying because that horrendous framerate has returned with a vengeance - I think this stage is the most sluggish of all? To be honest, it's a bit boring and also far too tough in solo. Where's the boss stage?

Overall, it's okay but all a bit... meh because of the dreadful framerate.


The idea behind this stage is actually very good but poorly implemented.


I'd had enough by the time this screenshot was taken and that's not good, is it?



Level 7 - Evade The Enemies Aircraft

We're on the runway and zoom off into the skies for aeronautical hell. However, this stage is tacky with a lame submarine boss - which is rubbish. Overall, this feels like a stocking filler and is the worst level so far.

Wow, I said that after playing the previous stage? Dang!


I've really had enough...


Oh, go away! (Yes, I've really really really had enough of the game now)



Level 8 - Fly To Your Base By Helicopter

Glad I didn't throw in the towel because Howling Mad Murdock would have loved this stage! The enemy chucks everything at you for one final attempt to get their fancy gun back! Don't get defeated because the end is very near. Sadly, I did, because it's insanely difficult! Which means I failed to save the Western World from the dreaded Terrorists.

Ah well, at least I tried...


That blue background might look daft, but imagine it black. See, it's actually a good idea!


No matter how much I tried, I failed to complete the final stage by my lonesome.



Graphics and Sounds

Visually, Line Of Fire is an oxymoron because it impresses and shocks in equal measure. Overscan is utilised with both top and bottom borders removed to provide tons more pixels. I also loved the palette which is comically bold, the sprites are huge and those explosions are just ginormous! Sadly, the sprites look like I've drawn them and the framerate shocking. In fact, it's possibly the worst performance I've seen from an Atari ST which is a sad thing to type.

The audio failed to impress. It begins with a nice title screen chiptune with a humorous intro but it's all downhill afterwards. In-game sound effects are basically your gun and grenades. So it's your gunfire that you're constantly hearing, which sounds like a room full of dancers shuffling their feet. Ugh, turn down the volume.

A mixed bag of goodies alright but the Blitter would have helped a lot... sigh... Time for another screenshot...



Gotta take my hat off to the developers for using overscan albeit at the expense of framerate? :/


The CryptO'pinion

I must admit, I'm not a huge fan of crosshair shooters but Line Of Fire shocked me. There's no 2D landscape with pop-up cardboard soldiers waiting to be shot. Instead, we have a first-person perspective similar to something like Narco Police but in overscan. Which is kinda cool for a machine with only half a meg Ram!

However, this conversion is screwy and appears to do everything it can to make the Atari ST perform like a Vic-20. Okay, I would never compare a home computer to the specs of an arcade machine with its faster processors, sprite scaling hardware, etc but this feels rushed and should have been better. I don't understand what Creative Materials were thinking. Then again, aren't these the guys that gave us Street Fighter 2 and Days Of Thunder?

Overall, I enjoyed Line Of Fire because it's something different from what I usually play. It's better with a friend as it's not balanced for solo play, but at least it provides a few continues to keep you interested. I'm glad I didn't buy this terrible game, but I still enjoyed rampaging through the various levels. Worth playing - but only with a friend.


- Downloads -

Floppy - Bad Brew Crew #33 (Stonish)
Hard Disk - 8BitChip (w/ extra credits)

Sunday, July 09, 2017

Atari ST demos



Today I fancied some ST GLAM!!

I've just been going through the latest uploads on Demozoo and there have been many incredible releases of demos, artwork and music from both the Outline and Sommarhack parties. I'm constantly blown away by what the DHS boys can produce: the video above is of Midnight Sun for the Atari STe which runs in complete overscan!!

Check out these screenshots for an idea of what the Atari ST #demoscne is cable of knocking out. Remember, YouTube is good, but nothing beats the experience of using a real Atari ST/e computer. #JustSaying :p

Thursday, April 06, 2017

Clod Hopper



Big feet, big... shoes!

Clod Hopper was released through the Budgie UK label back in 1992 by scener Goth, aka Gary Wheaton. It's a platformer that features a fella called Bill who's in search of his girlfriend. She foolishly wandered off into the nearby plutonium mines which are inhabited by crazy creatures, numerous whacky puzzles and dangerous hazards. Women, uh? Luckily, she left a convenient trail of footprints which we can use to track down our beloved. And save the day, of course!

Bounty Bob fans will love this game: each screen contains platforms that need walking over before we can exit and progress deeper into the mine. Anyhow, this isn't as easy as it sounds thanks to tricky level designs and cunning puzzle elements - and these often need completing in a particular order. Watch out for those slippery slides, dangerous falls, and the nasty inhabitants who seem to love getting underfoot. Thankfully, there are magical items we can collect that will render these creatures defenceless, if only for a short period of time (so think tactical before picking them up)

The third level features working machinery, necessary to operate to help you clear the level. It's a fascinating concept and that works well but I doubt I'll ever see the fourth... Sadly, as with many older games, there is a time limit so don't dawdle for too long as Bill has about five minutes of air supply. I must admit, I hate them but this time limit is decent.

I would have loved to have shown you many more screenshots but Clod Hopper is a tough cookie alright. I managed to get onto the third level - which is a killer. I know how to complete it but there are many slides and ... just ... one ... wrong ... move!! ARGHHHHH this platformer is incredibly tough. But I'm blaming my wonky joystick! Ahem.

On that note, let's see some screenshots of this Bounty Bob platformer...


Level one breaks you in gently to paint those platforms with your feet...

The second level is far trickier and needs to be completed in the correct order.

The devilish third level. I know how to complete it but my skills deny me the pleasure!


Looks and Sounds?

Graphically, I really admire Clod Hopper. The look and design are reminiscent of those early 8-bit days and this style works very well. Plus everything moves as smooth as silk with a console-like feel with awesome animations. The level designs took me right back to when I was a kid and without looking like a cheap or tacky ripoff. A superb 8-bit vibe throughout.

Along with the 8-bit feel and smooth performance, Gary uses overscan for the score/timer display!!

As for the audio, well, brace yourself. Music is absolutely beautiful using an Atari-Console quality that I loved. The effects are great, from the raspy level intro to all the other in-game sounds. A lot of effort went into how this game sounds!

Do you want more screenshots? How about a video recording and screenshots? Here ya' go then...


Check out this intro!

Can you make the hi-score table? Not on your first go, you won't lol

Would you believe it? Gary only lives up the road from me...


The CryptO'pinion?

Wow, have I enjoyed this playing this olde platformer!! Of course, it will appeal to fans of Bounty Bob and indeed any console owner from the early/mid-80s because this quality platformer is reminiscent of the era for gameplay, sounds and visuals. The effort and dedication that's gone into this game shine through, to think it wasn't commercial. Outstanding stuff.

However, there's always something to moan about, and my only gripe is the measly three lives - which aren't enough for such a challenging game. A game this tough needed many more because it's so damn difficult. I managed to reach level three but those slides are insanely tricky - one wrong move and there's no way back up again.

Having said that, this is a brilliant platformer and a freakishly outstanding old-school romp. Oh yeah, I loved it!!

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