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

Wednesday, February 12, 2020

Atari Super Pack (the results)

Snippets from each game and even some Zynaps skills on show. Watch that and be jealous!!


Atari's Super Pack giveaway!

Well, I finally got around to finishing what took a lot longer than I originally thought. Yep, I completed the task of reliving Christmas 1988 by playing Atari's Super Pack - it all started with this article (click & read) :p

To be honest, I probably played the games a lot more this time around. Back in the 80s, I would have spent the most time on Buggy Boy, Beyond The Ice Palace and Xenon? I doubt I would have had the patience for Marble Madness nor the desire to spend hours on Quadralien. And even at 17 years old, I didn't have the reactions to cope with Return To Genesis.

Here is a list of all the games. BTW, each game is searchable if you look to the right > >


 The Atari Super Pack Games 

  1. Arkanoid II - Pure old skool gaming and it is brilliant.
  2. Beyond The Ice Palace - Blondes really do have more fun!
  3. Black Lamp - Faster turning would have made this perfect.
  4. Buggy Boy - Come on, who doesn't LOVE this arcade racer?
  5. Chopper X - Turn down the volume... and it's still rubbish!
  6. Eddie Edwards Super Ski - It's fun wearing milk-bottle lenses!
  7. Ikari Warriors - A classic arcade conversion.
  8. Marble Madness - Not my cuppa tea and a buggy lame port.
  9. Quadralien - A great game to dig your heels into this!!
  10. Ranarama - Gauntlet, for those who enjoy using their brain?
  11. Return To Genesis - Swoosh, I'm dead! Whoosh, I'm dead!
  12. Road Wars - There's always one...
  13. Seconds Out - Then again, make that two!
  14. Starquake - What a belting ZX Spectrum conversion.
  15. Summer Olympiad - Good fun but needed a few more events.
  16. Test Drive - Yeah, it's time for a road trip in my new Corvette.
  17. Thrust - Come on, this is a beauty. Love it!!
  18. Thundercats - A bit wooden and far too difficult. Whhhhhhy??
  19. Wizball - A corker, if you master its massive learning curve!
  20. Xenon - It's all about level one for me. A great game.
  21. Zynaps - Thanks to Hewson we ended on a massive high!


So, which game won my heart?

Wow, that is a tough question alright especially when you look at the massive list above. But, IF I'm in the mood for something of a platformer then it's no contest: Beyond The Ice Palace wins hands down. A shooter? Zynaps! Arcade? Ikari Warriors, easy! Thrust and Buggy Boy are up there as is the amazing Rana Rama.

However, the Super Pack is diverse in content and quality. Although the list changes daily, I feel the need to push myself for a decision!! Cue "Whole Lotta Love" because my Top Of The Pops desert island floppy disks would probably be...





The CryptO'pinion?

Well, this has been enormous fun over the last few months and it certainly proves that Atari went that extra mile in the 80s. What a giveaway it was - 21 incredible games AND an Organiser too (Woo, fun times). Anyhow, my Super Pack mission is now over with so let's see what else is lurking within the Atari ST archives throughout 2020...

I hope you guys have enjoyed this run through the Super Pack? Let me know in the comments below :)

Saturday, September 07, 2019

Atari 520 STFM Super Pack


Update!!!!

Every Atari Super Pack game is now featured, so use the search function at the top/right of this website. Those wondering what games won then click here for my final thoughts on this great Atari ST giveaway. Enjoy the read! :)



I've had an idea...

And this is something that I've been thinking about for a while but somehow never managed to get around to doing. Let me begin by saying that my first Atari computer was (shock) the 520 STFM model and this beautiful machine came bundled with a ton of games called the Super Pack. I remember that Christmas well and this new computer was quite remarkable with jaw-dropping speed, sounds, colours and immense next-gen gameplay!!

Until that day, I'd only ever owned a ZX Spectrum so booting up Xenon for the first time was, well, mind-blowing. Pure witchcraft!! Don't get me wrong, I loved my old Speccy but this was another level completely. So, I figured it would be a fantastic(?) idea to replay each of the bundled games and relive Christmas Day all over again.


The games...

Arkanoid II Revenge of Doh, Beyond the Ice Palace, Black Lamp, Buggy Boy, Chopper X, Eddie Edwards Super Ski, Ikari Warriors, Marble Madness, Quadralien, Rana Rama, Return to Genesis, Road Wars, Seconds Out, Starquake, Summer Olympiad, Test Drive, Thrust, Thundercats, Wizball, Xenon, and Zynaps. Phew, 21 games!!!

As you can see, seven games are already searchable right here on AtariCrypt - so click their links to see what I thought. Thankfully, there are many remaining and a few which I've not played since that first Christmas so I'm very excited to see how well they've aged over the last three decades. Yes, I'm talking to you Seconds Out!!


You excited? I know I am...

I'll begin my Super Pack journey alphabetically which means starting with Imagine's colourful breakout, Arkanoid: Revenge Of Doh. The last time I enjoyed a decent brick buster was Bolo a few years back [what a classic] so I hope this lives up to all my expectations. Let the joyride through the Super Pack begin - watch this space :)


Greetings to Róbert Tercsi and Marko Latvanen for
their help hunting down images and information


Friday, October 11, 2019

Eddie Edward's Super Ski



Thick glasses and a funny face!

So far, my Super Pack adventure has been very strong with some huge titles: Arkanoid II Revenge of Doh, Beyond the Ice Palace, Black Lamp and Buggy Boy. All are searchable right here and all are sweet Atari ST classics. However, there's always an exception and that was Chopper X. But we'll say no more about that! Surely, things are gonna get better?

Well, the sixth game in the Atari Super Pack is Eddie Edward's Super Ski which is basically an "Eddie The Eagle-endorsed" version of Microids' Super Ski. Now, everyone (here in sunny England) admired our lovable sporting icon who was our plucky hero that certainly won over the entire nation's heart. Heck, he even got his name on an Atari ST game which is a gold medal moment in itself. Come on, far more impressive than the Calgary Winter Olympics. Oh yeah!

Hey, before we continue I think we should view a couple of wintery screenshots...



Okay, there's no music but the interface is clear and well-designed.


I like the ability to instantly jump into the action and play any of the games!

Oddly, I had a bit of trouble running this game on my own STe so I switched over to Hatari and configured that to emulate a basic STf (TOS 1.02). Also, (thanks to AtariMania) I had a good laugh reading the box cover which says: Fly like "the Eagle" on the Ski Jump!!

But is it any fun to play?

Super Ski is a 3D skiing simulator where we compete in slaloms, downhill racing and a ski jump. Each event is experienced from a third-person perspective to show Eddie in the thick of the action - which basically means we try our best to help keep him on course using our lightning-fast reactions. Which is harder than it sounds...

The races are fast. And I do mean fast! Chose three tracks that increase in their number of twists and turns for a chaotic experience. Controls are superb - move from side to side to steer through as you zoom down the snowy hills (press the fire button to move quicker). To increase your speed, push up, for an insane boost!

Competition mode supports multiple players using the Booking Office (which is a bit weird) to choose how many and their names. Now you can find out who can jump the best and ski the fastest without incurring too many penalties. You might even become a human snowball... Tell me that ain't the funniest thing you ever expected to see!

Okay, it's time to view some more screenshots so brace yourself for action...



If you can handle it, ride low for faster speeds.


I did and even finished without turning myself into a snowball!!


Oh, how I need the practice...

There is a training mode used to practice each of the four events before taking part in the competition. Using this is something I cannot recommend highly enough, because you will certainly need lots of practice:

The slalom games are fast so require quick reactions to safely navigate each of the progressively difficult tracks. The harder you go, the more winding the path and all whilst trying to hit through the gates. Wow, these races are insane - dare you hit UP to go even faster??

Ski Jump is simple and simply awesome. Sure, it's over within the blink of an eye compared to racing, but it's exciting to see Eddie fly like the eagle he was (ahem). I really enjoyed trying to get the speed and angel just right - now all you've gotta do is try and stop. If you can!

Downhill Racing is very similar to the slaloms and, I suppose, sports fans will hate me for saying that? However, I found it harder because I felt snowblinded due to the lack of colour and visual objects! It's fast, it's furious, it's racing so crouch down if you can handle the exhilerating pace.



This has got to be one of the best moments in gaming? I never expected to be Eddie The Snowball!!


Aesthetics

Graphically, I'm impressed by Super Ski which nicely presents an Olympic scene. Everything flows at a frightening pace and possibly too fast for my old eyes that desired less speed and more frames. We even have foolish spectators standing in dangerous places just waiting to be splattered. Actually, it's good that they're there because I'd probably go snowblind in this white world. But I shouldn't complain because this is brilliant for 1988.

Audio is less impressive with the YM2149 trying to make swooshy/sliding noises and penalty alerts. It's fine but could have been far better? Sadly, there are no chiptunes to bop along to, either in the menus or during play.

Looks great but sounds poor? Well, at least these screenshots show the best of the game...



Looks like the fans are enjoying it?


I wonder if I can entertain them as much as the real Eddie... Yup!


The CryptO'pinion?

You know me, sports games aren't really my bag, baby. I enjoy certain motorsports and even a few beat 'em ups, but I admit to being pretty much meh about athletics. Super Ski is fun but I am concerned about its lack of variety and felt we needed "more" to set apart the events - like a bobsleigh or even curling!! Of course, they're not exactly Eddie's chosen events, but this would have added a lot more to the game which feels quite restricted.

However, I will say that this skiing game really impressed me. The controls are perfectly responsive for each frantic event and the feeling of zooming downhill is a thrill - it's almost like a snowy version of Vroom! Also, the training mode is a Godsend to help brush up on your skills before foolishly jumping into a competition. Overall, Super Ski is great, especially when playing against family or friends - and we had a laugh!! And that's good enough for me - highly recommended.

This Eddie version of Super Ski was a tough find... Thankfully, AtariMania has the correct download.

Thursday, November 14, 2019

Atari Legend



It's Hollywood time!

I'm taking a quick break from my Super Pack adventure to share something very special. Well, it's only special because of one reason - but I'll let you guys decide what that is!! Atari Legend has a FANTASTIC YouTube channel run by Maarten Martens. Oh, there is also a crummy website too, apparently... I've never seen it! (heh sorry mate)

Anyhow, it shocked me to discover that many ST users don't know about his amazing channel. I love Maarten's silly sense of humour which is equally matched by his video production skills. Everything always comes together for great entertainment. So I hope you will enjoy this video as much as I have enjoyed taking a small part? Hang on, what did I just say?

Okay, I shall now be heading back into the depths of my Atari Super Pack adventure... Wish me luck!!

Saturday, July 18, 2020

Dave Rogers

Dave Rogers is one of my favourite musicians who I've enjoyed listening to over the decades. However, that's quite an odd statement when you consider his name is credited on only three Atari ST games (chip). Well, I don't care about quantity because I could never forget my first Atari ST Christmas when I booted up Zynaps and Rana Rama. What a magical moment in time it was hearing these tunes!!

So, with only three chiptunes under his belt, how could I possibly say that Dave Rogers holds this accolade? Easy, because quality reigns over quantity and I've never stopped enjoying his work for over 3 decades. So he must have done something right?

Okay, back when I was running with the Super Pack feature, I got the notion to contact Dave after reviewing the *legend* that is Zynaps - a fantastic and underrated shooter with a massive learning curve. Yep, it takes no prisoners but the rewards are great if you put the time into beating its cruel nature. Which is just what I did - check out my video (which features all Super Pack games).

Well, knock me sideways because Dave replied and kindly took the time to answer a few questions. It was interesting chatting with the guy I've admired for decades and, like me, he's a northern lad. Talk about win-win! My sincere thanks to Dave for taking the time to be interviewed and I'll try my best to forgive your Mac hatred ;-)


DAVE ROGERS - THE INTERVIEW


Tell us about yourself...

The first computer I wrote music for was the Amstrad, using the basic sound command in Locomotive Basic and later I used my own compilers and drivers. For Spectrum and Atari ST games, the music and sound were not written on the machines themselves but were written on the Amstrad and the data was ported across. So, for example, the ST version of Zynaps uses the same sound data as the Amstrad version with a different driver.

I worked entirely from home (I had no choice really, due to some health problems at the time). I never met any other programmers, or anyone in the software industry, apart from two local guys here in Liverpool - Colin Hogg, who later founded The Code Monkeys software house, and Paul Kenny, who worked with me on the Sega.


What hardware was used?

This is quite the list: ZX81 and extras, Amstrad CPC 464, Amstrad disc drive, Dragon32, Spectrum 48k, Spectrum +3, Atari ST, Atari monochrome monitor, Atari disc drive, Sega Megadrive, Gameboy, custom electronics to interface the latter two, PC. I have never owned or used a Commodore 64.

The music compilers, editors and sound drivers for the Amstrad and Spectrum were my own. The driver for the ST was a line-by-line conversion of the Spectrum driver, done by a programmer at Hewson because I was new to the Atari ST and the 68000 (I never found out who did the conversion). The first time I used MIDI was with Cubase on the ST. I very much enjoyed using that setup. The Atari monochrome monitor was very clear, and that early version of Cubase was very simple and intuitive, unlike the cluttered mess that it has evolved into today.





Hang on, did I hear you say MIDI?

I used that Atari setup for doing the Megadrive and Gameboy music (Universal Soldier, Centipede, etc). Everything was written on the Atari ST and tracks were auditioned using sounds from a Korg DW8000 keyboard and a Roland D110 rack module put through a home-made mixer. Then the MIDI stream was converted to data for the Megadrive or Gameboy. Voicings for the Sega's FM sound chip and the Gameboy's sound chip were also done on the ST, using editors and drivers designed by Colin Hogg and myself.


Living the rockstar lifestyle, eh?

Almost everything was composed on guitar, a Gibson SG, but not through an amp. I just played it in a very quiet living room, usually in the small hours of the night when I could think clearly. As the music gradually took shape on the guitar I typed in the notes and durations in the form of plain text into my compiler program.

One note at a time. On a 1 to 10 scale of tediousness, it was an 11.

In your interview with Jason C. Brooke, he describes what sounds like a similar method: giving each note a text label, like "c3" to mean C at the third octave. I think many of us came up with similar methods.





Who inspired you back then?

I can find something to like in almost all genres of music, and from all eras, but particular favourites include XTC, Genesis, Police, It Bites, and Nik Kershaw. I'm always looking around for new stuff, and I'm constantly amazed by the brilliant musicians that can be found on YouTube if you look a bit outside of the mainstream.

However, the music that I always go back to, time and again, is by Tony Banks, both within Genesis and his solo work. Such epic, elegant tracks as Afterglow, Burning Rope, Mad Man Moon. Coincidentally, one of Banks' lesser-known tracks, "Charm", appears to be a nod towards early chip music, including the distinctive sound of fast trills. "Tony Banks - The Fugitive - Charm" https://www.youtube.com/watch?v=fGS9xzyp9go

Trills were often used by chip musicians to try and compensate for the severe limitation of having only 3 channels to play with. So if, for example, you had a melody line on channel 1 and wanted to accompany it with a 4 note chord, say Cm7, you could trill between C and G on channel 2, and between Eb and Bb on channel 3. It wasn't a proper chord of course, but by trilling rapidly, at say 25 Hz, it gave a reasonable impression of one.

The only musician I worked with was a friend, Paul Kenny, on the Sega titles. But maybe cross-platform conversions could be thought of as "working with" other musicians? In Ranarama for example, Steve Turner had written an excellent melody line for the Spectrum version of the game, so when I did the ST conversion I followed his melody closely, added an intro, added bass and harmonies, then made a completely new section to lengthen it.


Why only three Atari ST chiptunes?

Well, the ST work only started towards the end of my stint with Hewson. Before that, it was all Spectrum and Amstrad, and after that, it was Sega and Gameboy. So my time writing for the ST was pretty short. Another reason is that I tried to aim for originality. Anything that sounded too much like existing music was thrown away.

Also, there are three tunes that were never used. One of them was my first attempt at the title music for Stormlord, which Raffaele Cecco didn't like, so I had to write another. And I'm glad because the first one was awful!





Looking back...

I'm quite happy with maybe about 70% of my work. Some of it has aged well with me, some has not. I'm still fond of Zynaps. However, a slight annoyance is that some YouTube videos contain glitches and spurious sounds. In this recording, for example, there's a horrible high pitched screech from 1:52 that wasn't in the original. The clean version for comparison can be found at https://www.youtube.com/watch?v=RkMe4vH7Zug


What's Dave Rogers doing these days?

I've never stopped writing music, but hardly any has been published, just these few on Soundcloud.

I'm currently using a PC (I hate MACs, sorry) running Cubase SX. I know that is out of date, but I'm comfortable with it. The software synths I'm using are similarly outdated, favourites being the Wavestation, Edirol Orchestra and some FM emulators. Inputs are from a Casio MG-510 Midi guitar, and occasionally an Edirol keyboard.

I think it's amazing that there is still so much interest in old computers and the games. Although maybe it's not all that surprising really, because they were a part of people's lives as they were growing up, and those sort of memories do tend to stick around. Anyway, I loved being involved in it, and contributing in some small way to the memories, and I really do appreciate the kind reviews and comments I've received over the years.

Cheers,
Dave Rogers, July 2020, Liverpool

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.

This ST conversion was programmed by Will Harvey, which shocked me somewhat. After all, this is the guy who gave us the excellent Zany Golf and The Immortal so my expectations were always going to be high.

To be honest, I find the whole Marble Madness concept pointless and very 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?



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 wacky isometric mazes that feature lots of tricks like moving platforms, vents and even "monsters" that zap you for valuable time loss. Yes, there's a timer so, the quicker you complete each screen, the more time you accumulate for the next. 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 I thought worked well.

The controls are awkward, so it's now 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 the better choice for the diagonal movements and holding down fire delivers a burst of speed. This is good to climb slopes or avoid baddies - just try not to fall over the edge!

Sadly, the controls aren't without their quirks and sometimes 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: for example, level two features an invisible wall that your ball can ignore and drop down into oblivion. Level three crashed on me twice!



Okay, I've dodged two wibbly things... but... Oh no, 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 itself resembles the arcade levels but feels rushed with missing decals, bland colours and weak shadows. It's pretty rubbish when 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.



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


The kind that have you screaming at the poor ST!!!!


The CryptO'pinion?

Okay, I know that I've never loved 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. The STs first-ever lame port?

Marble Madness is the weakest game in the Super Pack (so far) and yes, it's even worse than Chopper X so I don't think I'll be booting it up again anytime soon. Sorry guys, but I absolutely hated this game with a passion!!

Those wishing to endure torture can download the floppies or a hard disk version. Good luck...

Thursday, January 23, 2020

Xenon




Kelly X

Finally, there is light at the end of my Super Pack tunnel - the penultimate game is a beast of a shoot 'em up released in 1988 by Melbourne House. The mighty XENON was my first experience of what the Bitmap Brothers were capable of. A team that (for me) was the Atari ST equivalent of Ultimate Play The Game, high praise indeed from this old fan. Few titles, but each one pushed our machine to its limits whilst also oozing a level of class beyond others.

I can still remember loading up Xenon for the first time on Christmas morning. Once the graphics appeared, I was so impressed - when compared to my 8-Bit experiences. However, my jaw didn't drop to the floor like a weighty anvil until that music kicked in, just as the visuals raced down my TV screen. What a simple yet, brilliant intro. Timeless

However, I always wondered why the pilot zooms over the entire level - because I've only gotta travel back up through the baddie-infested lands? Gee-whiz, thanks! Well, I should shut up and stop being silly because it's fantastic to watch and the digitized recording of Erich Matthews saying "Sector One" is pure gold. Iconic even!!

Righto, do you fancy some screenshots from the first level? Of course, you do so here you are...



The first level is iconic. It looks great. Sounds great. Plays great. Then you meet the boss...


Very few times I beat this sucker. It's a lot harder than anyone admits!



Plane And Tank!

We start in our little tank which is fast and manoeuvrable, but it's not long until you realise that you can't hit anything up high. Waggle that joystick (or hit the spacebar) to transform into a jet aircraft!! This is ace but, unlike the tank, cannot hit those critters crawling the floor... So, once again, get waggling to morph back into the tank. This method of flipping between the two vehicles is genius and can be done anytime during normal play one level 1/3.

Initially, Xenon's gameplay is neither fast nor furious - yet I still panic when something is chasing me and my little tank! The first level isn't really that difficult and you get to see a small selection of the baddies that the game was hiding up its sleeves. Heck, we even have ladybirds! There are more traditional defences that need blowing up, like aeroplanes and ground-based missile silos. So flipping between your two attack vessels now begins to prove fruitful those super-sexy bonuses.

If you managed to beat the boss then you're whisked off to the second stage where it's much harder...



The second level proves just how cruel and sadistic those Bitmap Brothers truly were!!


Having said that, I think the boss is slightly easier than on level one.



Frantic. Mayhem. Death!

A status panel (along the right side of your screen) shows a range of different stats including your score, altitude and fuel. But there are also power-up letters that might be available after blasting something to smithereens - and Xenon has a great selection. Well, except for the balls that follow behind your ship - I hate those. Always have! Anyhow, each power-up offers a wide variety of features to refuel, increased shot length and more. But here are the cool ones I like:

  • W = This is probably my second favourite power-up. Instant extra firepower!
  • A = Stay protected and stronger in your ship.
  • S = Side shots is a pretty cool upgrade, especially on the harder levels.
  • H = Homing missiles help to make things so much easier.
  • B = Balls, which can be stacked up to three. Great...
  • L = This is so fantastic and possibly my fave - and picking up "G" reverts back.
  • Z = Surely every game needs a smart-bomb?

Of course, there's always an end-of-level guardian and Xenon is no different. In fact, the Sentinels also appear halfway through each level. That's right, four levels so eight times you're having to battle these guys. They can only be killed by carefully aligning firepower at their weakest point. It's now that you die only to reload with a trainer enabled.

However, if you manage to win, then you're allowed to play the remainder of the level before another boss battle at the end. Beating him (for that second time) will whisk you off to the next level to fight against another massive array of new foes. And it's always tougher so I doubt you'll last very long - and that's the main issue I have against Xenon. It's just too hard after level one. How many ST players have seen the later levels without resorting to a cheat? I thought so.

Enough reading as it's time for more screenshots and, you guessed it, here are a couple from the third level...



Don't adjust your monitor... Yep, level three sure does look familiar albeit in pink. Ugh!


The toughest boss in the game. This one is a killer and I have never beaten it (without a cheat!)



Pixels

Visually, and for the most part, this game is a total babe. Level one has a stunning metallic charm which I absolutely love. Heck, even now it looks outstanding to today's spoilt brats on their PS4s! Every stage looks great but I admit to not being a fan of the fourth level - I think it looks rather out of place and kinda like an Amstrad game. I know, weird, right?

Sprites are stunning, even those peculiar pink-brain things on level 4! Scrolling is always smooth and perfectly paced for the gameplay. Overall, Xenon epitomises that mind-blowing late 80s era when we upgraded from older machines like the Sinclair ZX Spectrum or Commodore 64 to the glorious 16-Bit world. Yes, this game is nothing less than a visual feast!

Okay, I've hinted at the gore but here are some screenshots from the odd-looking fourth level...



Level four is insane and there are enough enemies to strike down an Asgard mothership!!


I wonder how many got that Stargate reference? Does anybody read my website?



Audio

Dave Whittaker has produced everything booming out of your ST mono speaker and what you hear is every bit as mind-blowing as those gorgeous visuals. Sound effects are a blast, even if they do mute one channel to work.

However, having said that it's the music that is just... Mmm, timeless. Level one has possibly one of the best and most brilliant chiptunes ever? So turn up the volume because the YM2149 is about to rock your house!!





The CryptO'pinion?

Hands down, this is one of the best 16-Bit shooters there is. The range of powerups is great and I love how we can flip between tank and plane. Sure, the bosses are annoying and later levels have too much action for even Superman to contend with. But, there is no denying this is an exciting shooter and a timeless classic I've loved for over 30 years.

Xenon is just downright awesome and very addictive. Play it and try to hate it. I dare you!!


Download available for floppies or hard drive.


Begin your drooling! Yes, I really do own this ace Atari ST game!! Oh yeah :-)

Sunday, September 15, 2019

Arkanoid - Revenge of Doh



Doh!

It's time to kickstart my Super Pack adventure with Imagine's Arkanoid: Revenge Of Doh. Now, I'm sure everyone has played this at some point in their life because it's such a popular classic and easy to pick up and play.

Our ST conversion was developed by a familiar name from the 1980s, Peter Johnson. This wizball not only did all the coding but everything you see and hear too which is quite staggering when you think about it. From the moment this loads up, I'm in love with its authentic intro! Okay, it's short but it works and features that zappy music!

Check out these screenshots. Crisp, colourful and arcade faithful...


The first level breaks you in nicely and it wasn't long before I found an M power-up!!




No keyboard, please

Using the mouse... Yes, the mouse!! Control the Vaus Craft to deflect the energy bolt back and forth destroying every (destructible) block - Breakout style. You can guide the bolt depending on how contact is made: inner areas produce a taller vertical direction whereas outer parts deliver a wide-angled shot. I must say, the mouse controls are excellent, but don't think that means easy because your hand-eye coordination will definitely be tested!!

Each level follows a trippy design to compensate for the ridged format and later screens are incredibly tricky. Watch out for the aliens who enjoy hovering around to get in the bolt's way and ricochet off at an unexpected angle - which is really infuriating!! So use the Vaus to nudge them into an early grave when they get too close...

Thankfully, the power-ups are back and we have a wealth of snappy bonuses to make full use of:
B - Who doesn't love skipping levels if given the chance?
C - The Vaus Craft gains velcro!
D - Split the bolt into eight - can you handle it though?
E - Bigger is always better, right?
I - We have a ghost Vaus to make our hits a little easier.
L - Hit that mouse button because we have weapons!!
M - Destroys blocks like they're not even there. Amazing.
N - Splits the bolt, which regenerates to keep on damaging.
P - Sounds boring but extra lives are incredibly valuable.
R - The cold of space has shrunken you!
S - Collect this if things are getting too hectic.
T - You gain a twin to help you in your quest!


Aesthetics

Graphically, you won't see any mind-blowing artwork but it's reminiscent of the arcade original using vivid colours. The aliens might be incredibly annoying at times but at least these sprites look great. Arkanoid is as bold and colourful as you would expect and shows just how far we came from the original 1970s Breakout!!

Sound effects aren't going to drive you wild with excitement but who expected anything beyond dink...dink...dink...? Thankfully, the tunes are superb even if we're only talking for mere seconds, but I love their authentic quality.

Overall, for an older game based on boring Breakout, this looks and sounds superb. Love it all.


Personally, I think this is one of the hardest levels in the entire game. Just try and get that last block...




The CryptO'pinion?

Usually, I would now mention all the things about a game that narks me. There are none...

Okay, I think it's easy to say that Arkanoid took the Breakout genre to a whole new level. This sequel is so addictive and infuriating yet always keeps you coming back for more. It's everything I would hope for in an arcade conversion and is certainly one of the best. Overall, I rate Arkanoid II Revenge Of Doh as categorically outstanding!!

Downloads are available for either floppy or using a spanky hard drive device. And, for those of us that are far too impatient, why not skip a level by hitting the S key during gameplay? All ya gotta do is hit the CAPS Lock key when the title screen is displayed and enter MAGENTA. Sweet!

Sunday, September 29, 2019

Chopper X



I love SWIV...

Chopper X is a vertically-scrolling shoot 'em up released in 1989 by Paradox that places us in the seat of an Assault Helicopter which is armed with Viper Air To Ground missiles to battle against hoards of bad guys. The blurb says this pushes the ST with its stunning graphics - What absolute twaddle. Don't believe that for a single second!

Anyhow, I should first admit that I'm not exactly the biggest fan of the whole vertical shooter genre. In fact, I can probably count on one hand the games that I have enjoyed over the decades: Flying Shark, SWIV, Wings Of Death, Xenon, Xenon II and Lethal Xcess. Most are searchable here and yes, I'm a freak with six fingers lol. (do you get that? Sigh...)


  
From the start, I knew this was going to be a corker. Yup, right up there with the best of 'em. Ahem!


Never go off looks, right?

Upon starting, the first thing that hits you is how crude it looks. Then you pick up the joystick and realise that the controls are equally as bad because they feel clunky without any swift action manoeuvring your chopper about the screen. Hmm, that just sounds wrong... Anyhow, it simply doesn't feel right to me.

Shooting down enemies should always be fun but I'm not so sure Chopper X has the most accurate collision detection system. Perhaps it's the scrolling which throws me off? But there are times when killing them (and them killing me) seemed somewhat unnaturally fake. Our main weapon doesn't feel good enough, it's like I wanted more from it... Thankfully, there are powerful Cluster Bombs that help out during those sticky situations.


  
The ship does nothing other than help mask the enemy fire!! At last (right pic) we reach the end.


Stick with it!

Each stage is quite short and static in design which is fine because many shooters follow a similar design. However, that means I could soon learn when something was about to appear and these guys are pretty dumb too: they will blindly shoot in a direction which is approximate to your location on the screen. So, if you're quite high up, then their bullets are fired diagonally upwards rather than directly towards your current location. Weird...

It's probably a lot easier to keep your chopper quite low on the screen to avoid the enemy's pathetic attack patterns from above. However, and annoyingly, death not only results in a loss of life but also forces you back to replay the entire level from the beginning rather than the place where you croaked it. Quite infuriating.


  
As you can see, the enemy cannot directly fire at your location but only in the general direction.


Aesthetics

Graphically, this is pretty poor by ST standards with bland sprites, dreary backdrops and horrendously jerky scrolling. It's perhaps one of the worst I've seen and I include those developed with Shoot'Em-Up Construction Kit!

Audio... Well, this is the game's one saving grace with an incredibly funky tune that I really enjoy. However, it doesn't last very long before looping back to the start and, because this plays constantly, it isn't long before it grates on your nerves!! Sound effects are pretty lame, especially when you die or kill something. Lame? Yes, very lame.

Midi is supported and is something I would love to experience - I'm after a Roland MT32. Can ya help??


  
The 2nd level adds a splash of brown but still looks dreadful, I'd lost the will to live by the 3rd.


The CryptO'pinion?

Well, it looks like my fantastic run of Super Pack games has finally come to an end with Chopper X. Yes, I've never been the biggest fan of vertically-scrolling shoot 'em ups but the ST has some corkers in its library - like Xenon 2 or Flying Shark. However, this game is average, to say the least. It's far too easy, dull as dishwater, and I got little enjoyment.

Oddly, this game has its fans and I've no idea why? Are you a fan? Tell me why in the comments below. For me, there are better shoot 'em ups on the ST so stay clear of this choppy chopper. Play SWIV instead I say!!

Perhaps you're insane and wish to play this? The floppies can be sourced using Old Games Finder and you can lose precious hard drive space by installing this version by 8BitChip. Enjoy!

Sunday, November 17, 2019

Road Wars



There's always one

For the most part, my Super Pack run has been a glowing success featuring lots of brilliant Atari ST games. Okay, there's been a couple of bumps along the way, but that's only to be expected and even Atari wasn't able to please everybody all of the time. Although I seriously doubt I'll ever load up Chopper X or Marble Madness again.

Well, up next is Road Wars by Melbourne House which looks a bit like Eliminator. Apparently, a computer controls the safety mechanisms of the highways but it isn't working properly so the roads are no longer safe. Perhaps it was running Windows, who knows? So hop into your Battlesphere droid and rid the roads of menaces!


  
Weirdly, I like that their title screen and they get straight to the point with the instructions!


Fast & Furious!

Road Wars is a 3D racer but, instead of a car, we're a mounted-gun sliding down a yellow highway. We're also inside something called a Battlesphere which looks like a giant bowling ball and acts as a shield. Two players are supported and solo gamers will be happy to see the computer automatically assume the role of an absent friend.

The highway is walled on both sides with several types of enemies and other problems. Some wall panels are blue and fire electricity across the highway. Shooting either panel will disable that or you could just roll through hiding inside the safety of the Battlesphere. When both panels are gone, you're free to zip onto the next level.

Controls are simple to move left/right and pushing UP activates the Battlesphere's shield to hide inside. Pulling DOWN removes this so you're free to kill stuff using the fire button. The controls work okay but there is a noticeable lag when things get busy. I also found it way too easy to kill my friendly opponent. Clumsy me... Oops!

We're not alone! Beware and look out for the dangers on these futuristic yellow roads...
Red balls. Yup, red balls. These can kill you with one touch unless you're shielded - but even then, it'll completely destroy your sheid leaving you vulnerable. These can also appear in clusters which obviously gives you much more to shoot at. Also, beware of those that turn into missiles!!
Chevrons are an unusal surprise and it worth rolling over one...
Spikes are a pain in the rearend so cloak up quickly and hide inside your protective sheld!
Satellites frequently flyby and some can fire a deadly laser beam.
Barriers are quite fun and something to enjoy ramming through. Well, if cloaked!


  
We begin on Electric Avenue hunting down the evil villain, Eddy Grant. No, not really!! :p


Aesthetics

The graphics are drab. When I say drab, I really do mean drab. The only thing I actually like is the loading screen which features the two developers - because I felt had a demoscene vibe to it. Oh, I also like the rolling moon animation which isn't too shabby. Well... However, what disappoints me the most is its ludicrously sluggish framerate.

The audio is freaking annoying with the one tune that plays constantly. Aggravating!!


  
Taking screenshots is usually a mad rush during the fun of frantic gameplay. Not during Road Wars! Yawn...


The CryptO'pinion?

Road Wars had the potential to be so much more, but its limited design lets it down because there ain't an awful lot to this shooter. I did wonder if we had another Quadralien on our hands but, no matter how long I played, I was bored by the repetitive gameplay, laggy controls, terrible framerate, and the constant music only makes matters worse!

Overall, this has to be one of the most disappointing games I've played and I'm struggling to think of something nice to say. Well, for what it's worth, Road Wars comes on the same floppy disk as Chopper X. I rest my case.

Masochists will be happy to know that AtariMania has the download!!

Tuesday, January 07, 2020

Wizball



We are a green... thing!

We're finally approaching the end of my Super Pack adventure and Wizball is one of those magical games which I only have to hear and all my Christmas morning memories to come flooding back. There's just something wonderful and eerie about the audio, be it the cool theme tune or that trippy in-game background "music".

Well, perhaps I played Wizball quite a lot that morning? But you wouldn't guess that if you saw me playing it today lol!! However, this still has a special place in my rapidly-thumping ST heart with our conversion handled by the great Peter Johnson, of Arkanoid fame. And I feel confident in saying that he did a brilliant job, once again.

Check out these screenshots with its initially-confusing dashboard...


My first attempt didn't go well. A weird power-up was collected...

...but then a *red* wiggly worm appears and kills me!


Here we go...

Wizworld was once a lovely and colourful place until the evil Zark turned everything grey and rather drab. We play as Wiz and are... well... a ball thingy who must attempt to add a splash of Technicolor back into his bleak world. We do that by collecting power-ups to aid us in shooting Zark's space monsters who will then drop bubbles of red, green or blue. Using these primary colours, we can recolour this drab world to its former glory. Well, in theory!

This is a horizontally scrolling "shoot 'em up" which supports both single and multiplayer - believe it or not. Solo gamers get to be Wiz, with the additional help of Cat thanks to using power-ups. Those with friends can choose their preferred character from the start and even compete in coop - which is pretty cool, I must say. But I'm playing solo (no friends!)

On that sad note, let's take another gander at some more cool ST screenshots...


Okay, let's restart and try again... Just what are those weird alien things?


Who cares? Erm, just shoot 'em!!


Need help?

Initially, Wiz gets around by bouncing across a rather drab-looking landscape. The fire button shoots a weapon and tapping left/right controls direction and speed. This is difficult at first but the controls are light and responsive. However, you won't get very far without shooting those aliens that look like something from a chemistry lab.

Once dead, they turn green so are safe to collect and begin to offer a range of different power-ups:
  • The first comes in two parts helping to give far better control and then preventing gravity from taking its affect. Therefore we stop bouncing! Yes, I like this power-up a lot!!
  • The next gives a much-needed boost to our weaponry and in both directions.
  • Feeling alone? Collect three and you'll be rewarded with a new Cat to help you out.
  • Superpowers are awarded for four power-ups!
  • Five green blobs enable vertical shooting...
  • Smart bomb... I don't think I get so far into the game to need this!
  • Finally, seven green blobs gives you a shield. Umm yeah!
Power-ups are key to the game so take your time! Why not view a couple more screenshots...


The power-ups disable gravity and also do lots more...

...but then a load of eyeballs turn up to kill you. Great!


Practice makes...

It's these power-ups that you really need to use, so waggle the joystick when something takes your fancy. For me, I gotta stop him from bouncing first and foremost. It's then that I make the decision to either make use of the friendly Cat or go for shields/better firepower. The choice is yours but I feel nobody will ignore the option to defy gravity...

There are also other aliens which can drop various colours, either for special treats or to recolour your world. They come in a wide and funky variety but are usually very tough to kill... Thankfully, this world is pretty big and there are escape tunnels to traverse into different areas. However, I feel these aliens are often far too hard to kill so rarely did I reach the bonus stages or use the Wiz Lab for permanent power-ups. Which I'm gutted about as you can imagine!!
I believe some older game disks are bugged and prevent completion. Sadly, ahem, I was never able to test that theory but I'm interested to know if this is true. For now, I'll blame my creaky old joystick...
Don't run away and hide like a baby, this game is superb. To prove it, here are some more screenshots...


His world might be as colourful as ST High Res...

...but at least the aliens are rather jazzy and very colourful!


Graphics

Wizball is a corker and a great looker for the 80s. I absolutely adored it from the first moment I saw the title screen which begins to reveal its colours using several funky different methods. Sprites are well-drawn and little Wiz is cute and funny - especially when he opens up in the Wiz Lab. Yeah, it's silly but I really like little touches like that!!

A game like this needs to scroll and wimping out by saying that the ST cannot scroll would have been totally unacceptable (a bad workman and all that). Thankfully, Peter Johnson never wimped out and everything moves fast and smoothly, which is a relief because the action needed to feel agile and spritely. Which it does.

A lot of dedication went into making this game visually very impressive. Wanna see more proof...



Trivia question: what beautiful megademo has Wiz appeared in? Too easy, right...


Sounds

The audio is both great and weird. Don't get me wrong, the theme tune is incredible, something I've loved throughout the decades and never gets old (have a listen below). Also, the sound effects work well but it's that strange background "tune" that adds a spark of brilliance to the overall atmosphere. Yep, a lot of effort went into making this game.

Don't believe me? Been too many years, has it? Well, click on this below and take a listen...


What do you reckon? Funky tune, right? Let me know in the comments below.


The CryptO'pinion?

Wizball is a lot harder than the 8-Bit original and ultra-fast reactions are needed. Personally, I feel it's the firing of our weapon which should be quicker and more like a Jeff Minter game? Okay, maybe that was a bad example but it's too lethargic. Also, in one-player mode, controlling Cat is awkward and not what you need when aliens are invading the screen.

Having said all that, I really enjoyed Wizball. I genuinely wish there were more hours in my day to play it and (maybe) beat this infuriating shooter. I'm going to be returning to it again, simply because I need to know how everything looks in colour!! So don't be quick to judge because it's surprisingly entertaining and I've thoroughly enjoyed it.

Don't be a sissy - download this for either floppy or hard disk and help Wiz restore his world!