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

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!

Saturday, November 23, 2019

Seconds Out



Wanna be a Tyson Fury?

Do you remember a game called Frank Bruno's Boxing on the ZX Spectrum? Well, it looks like the folk over at Tynesoft did when they released Seconds Out in 1988. As in the Speccy game, we're in a boxing ring fighting ugly dudes and the action is viewed ringside from behind our noble challenger. Yup, it's original alright!

We are Marco, a challenger who must compete against five increasingly difficult champions from around the world. His first bout breaks us in gently against Joe Weed who lives up to his name and is pretty easy to knock out. The second is much harder, closely shadowing you and can easily block your punches. The third is rather odd and that's saying something for this peculiar boxing game: it's a lame fella who wears glasses and can headbutt. (I believe there are two more champions: an American and a Russian. Just don't ask me if I can reach that far!!)



First up is Joe Weed, an easy opponent! But Jonesy is harder, although he seems shocked to lose!



Punching people with a joystick?

Controls are initially odd but the one-button ST does well after a few practices. Moving left/right is easy, but slow, and we can guard ourselves using up/down with a little sway thrown in for good measure - if absolutely pointless. With the fire button pressed, we can punch with either arm as we float around that ring looking to sting. Well...

Energy levels are displayed along the top of the screen: decreasing with each hit taken and increasing when dealing out damage/resting. Also, a throbbing boxer's "KO" glove will indicate when your opponent is weak enough for a knock-out. That is the time to hit up/fire to perform the special ability, a swift right hook!!

Each round lasts for 1:30 seconds but oddly feels longer against the tougher guys who cannot easily be knocked out. Between rounds, we are slumped in the corner with our coach who helps to recover lost energy - something I didn't realise until after I made my recording. That'll teach me not to read the manual... Doh!!



Don't be a fool like me!! Waggle that joystick and put that old man to some good use ;o)



Graphics & Sounds

Graphically, this ain't anywhere near what the ST is capable of but it does feature lots of comical aspects - like Mike "Hammerhead" Hagman!! Also, the see-through wireframe idea works well but is spoiled by us having a pixelated head. Animations are okay and the crowd make very few movements so look rather bored.

Audio has been forgotten with no music and the near-static crowd is completely silent for such an event.

That...
Silence...
Is...
Freaky!


Watch out for this dirty Jeff Minter fighter. Even when I'm knocked out, he still tries to headbutt me!!



The CryptO'pinion?

This game has massive drawbacks, like speed. There isn't any. These athletes are the slowest I've ever seen! But never will you feel like you're participating in a big event with a motionless and silent crowd. Also, the gameplay itself is very short and obviously linear in structure, so I'm sure better players could complete it in under an hour... Float like a butterfly, sting like a bee? Hardly, it's like walking barefoot in slutch, with a broken leg!!

That being said, Seconds Out is still quite enjoyable and everyone needs to witness that Glaswegian and his idiotic headbutts! Overall, an average sports game, that needed to be much quicker, flashier and a lot noisier.

Those who fancy sparring with Marco can find the Super Pack floppies on AtariMania.

Saturday, September 21, 2019

Buggy Boy



Silly & Screwy Racing

After the joy of Arkanoid 2, we continue our trip through Atari's Super Pack with Beyond the Ice Palace and Black Lamp. However, both are already featured here on AtariCrypt [click the links] so let's move onwards for a favourite of mine, Buggy Boy. Those with a keen memory will remember that I've already covered this?

Well, yes and no... Yes, it's featured but no, it was just a silly post showing Buggy Boy running at dizzy speeds on my 16Mhz Mega STe!! Still, it's worth viewing... Honest.

Buggy Boy is an arcade classic and one that doesn't take itself seriously whatsoever. Forget the crucial stuff like road surface, tyres, suspension, handling, pitstops or even the paint job. Nope, just choose which of the five tracks you fancy and then jump into your buggy and race through checkpoints - all against the clock.

But let's not forget the belting cartoon-like visuals for a chance to view a couple of screenshots...



Who doesn't love two-wheel stunts? If Michael Knight can do it, so can I.


Abandoned logs help our cute buggy to leap high into the air!


Fun, Fun, Fun!!

Everything you see is completely unrealistic thanks to roads cluttered with obstacles and whacky physics. The first track is an offroad loop whereas the others are segmented by their checkpoints as you progress. This racer was always meant to be fun so provides silly leaps and two-wheel driving, Knight Rider style :-)

Points can be earned by collecting flags in the order shown at the top of your screen. Once completed, they begin to flash - so now is a good idea to collect more before that stops... Also, slalom-style gates are scattered throughout for tons of points and some even offer time bonuses. Heck, you might even see a soccer ball... Go on, kick it!!

Football, in a driving game? Yep, check out the screenshots that follow...



Hit that soccer ball like Pele and see what happens to eagle-eyed drivers.


Why not climb those sloping walls to avoid obstacles like annoying rocks.


Forget sim, this is pure arcade joy!

Some tracks have banked curves and can be used like you're racing at Bristol Motor Speedway which was an unexpected surprise that certainly adds to the overall excitement. However, not all is good, look out for rocks, bushes or barriers which slow you down or take you for a tumble. Driving head-on into a wall will cause you to explode and water has never been good for any vehicle. Each bad event forces the loss of precious time!

The joystick controls are brilliant albeit limited by the ST. Of course, an analogue wheel was always going to be missed, but the weirdest aspect is pushing upwards to accelerate rather than using the button. That's because tapping this switches between your two gears... it's odd but you'll get used to it after a race or two.

Arcade fun on your Atari ST? Whatever next? I'll tell you, some more screenshots...



There was plenty of room but I still chose to leap over that rock. Why not!


Watch out, tunnel ahead! Enter without hitting slap-bang in the wall if you can?


Aesthetics

Graphically, Buggy Boy hasn't aged too badly and certainly brought back all my old arcade memories. The sprites are nice, the colours are gorgeously vivid, and the overall appearance is cartoon-like. Okay, the framerate isn't exactly Vroom but it looks cute and performs smooth enough not to hurt my eyes, ala Cisco Heat and OutRun!!

The audio is darn cool and captures the arcade experience with its beautiful chiptunes - all produced by the talented Jason C. Brooke. Sound effects are almost as good with jazzy jingles and funny "boings" as we leap.

So, it looks and sounds great? Do you know what that means? Yep, some more screenshots to gawk at...



Bumping into some obstacles slows you down...


...whereas others cause the buggy to realistically tumble. Ahem.


The CryptO'pinion?

It's difficult to find something negative to say about this racer. But, if I was to be picky, then the framerate could be a tad smoother and I miss the audio touches like skids or driving through tunnels. But I really am being picky!!

Overall, this is an outstanding conversion of the arcade original. It looks, sounds and plays absolutely great plus the ability to instantly select your preferred course is a huge bonus. It's authentic and brilliantly entertaining, so it will always keep on dragging you back for more. Buggy Boy is an Atari ST gem and I love it. Simple as that really.

The floppies can be sourced using Old Games Finder but, if you have the necessary hardware, I would advice you to download the cool hack by D-Bug. This not only comes with a fantastic intro but also supports faster Atari computers, like my own Mega STe. This, is a superb feature that I love to bits!! (can you tell? lol)

Friday, January 06, 2023

Street Fighter


A disgruntled gamer

Back in the summer of 1988, I was the only guy in college with a ZX Spectrum. Don't get me wrong, I loved my old Speccy but I had grown out of it and spent much of that year dreaming of Atari's new supercomputer. It was tough seeing magazine game reviews because the Atari ST games appeared to have graphics lightyears ahead of the current competition.

However, I will always remember the advert for Street Fighter because it featured screenshots taken from various systems, the Atari ST being one. It was a jaw-dropping moment seeing such amazing details and bright colours (the image above). In reality, the advert was a lie because that image was actually taken from the arcade version!!

Not that it mattered because this beat'em up was something of a shambles thanks to Tiertex chimps randomly hitting their keyboards until they thought it was ready for release. I honestly don't know how they got away with this product - it's not only the jerky scrolling and laughable animations but the control system is sluggish and vastly unresponsive.

Of course, after months of yearning for the Atari ST, I finally got one at Christmas. Ignoring Street Fighter, this slab of grey power lived up to all my hopes and desires and you can imagine the joy on my face when I first got to boot up Xenon, Buggy Boy or Beyond The Ice Palace. Magical moments in my history. (Atari STFM Super Pack)

If you're still interested in playing Street Fighter then you are obviously insane, but here are the links...

8BitChip has the download for hard drive/ultrasatan installation.
Floppy disks can be found using Old Games Finger (Automation #41)
Wasabim has recorded a fantastic YouTube video!
Type "STREETCHEAT" on the title screen and you can hit the Help key to skip levels.
Maybe you're curious how Street Fighter would have performed on the Atari STe? (unfinished)
Hey, why not check out our Pixel Art & Beat'em Up sections, go on and click the links!
 

Even though a trainer was enabled, I endured much pain to get these screenshots! I wanted to play through until the end, but it seemed to go on forever so I was thoroughly braindead and gave up. Anyhow, we're here for the (static) pixel art so I'll stop moaning about that advert and game. Dare I ask if there are fans of the ST beat'em up out there!

I hope you enjoyed this silly little post by a disgruntled gamer remembering US Gold's misleading advert? O_o



Look at him trying to punch me even though I've jerkily leapt 15ft in the air.


Look at the magazine advert and then try and tell me that it's the same as the ST game!


Look at the size of this bad boy. Hmm, let's punch him in the nuts - that'll work!


Another giant dude to fight, so I decided to cower in front of Ian Dury's little car heh.


You'll see something like this at the end of each stage. Great, uh?


Look at all those strange faces watching. Quite scary!


Another clipping of the advert (enhanced using online tools, hence the weird text)

Sunday, December 22, 2019

Thundercats



Today's cartoons are rubbish! #JustSayin

Thundercats was released back in 1988 by Elite and is obviously based on the old kid's TV show. Now, I don't remember the programme myself but YouTube does, which meant I finally got to see what all the fuss was about. An interesting show for the time and the game has many similarities, especially with the characters.

Gameplay is represented as a sideways-scrolling platformer over a number of (torturous) levels. We are Lion-O, a Thundercat with flame-red hair and a huge sword who battles strange animal foes. These baddies are from something called Mumm-Ra who have not only stolen the Thundera jewel but have also kidnapped the other Thundercats. What shall we do?

I think this translates as - we need to save the day! Okay, let's see some screenshots...



The first level breaks you into the mayhem nicely. Look for power-ups and try not to panic.


However, things soon get freaky with loads of enemies attacking from all sides!


Being attacked by so many birds at once isn't my idea of great fun.


The weapons are great but I didn't like that slowwwwww laser gun!


Run...Shoot...Die!!

The terrain is straightforward with monsters, deadly water, disappearing platforms and rocks/etc to leap over - watch out for the bigger baddies who will follow. Random power-ups will appear at regular intervals and will need to be struck before you can collect them (I liked the mushrooms). An extra life is appreciated but I wasn't thrilled about the laser gun which is limited - it doesn't fire far thus annoying when something is out of reach! That doesn't make sense, does it?

The gameplay is regularly broken up by bonus rounds like trying to rescue Tygra, which proved impossible: one touch and you have failed the mission!! Also, the levels are broken up into themes which you can choose between: they are Fire, Water, Air and Earth. Basically, little changes but we do get different visuals and baddies to kill.

Okay, are you ready for more Atari ST screenshots? Of course, you are...



That creepy fella is tough, so repeatedly hit him where it hurts. No, not his wallet!


Don't forget the mushroom power-ups... You will need all the help you can get.


Hang on, what's this? A spaceship? Gun? Plane? Hover car?


Nope, it's a lame spaceship and one that features that silly laser too... Joy!


16-Bit gamers are tough!

The joystick controls are rather easy to learn and also very responsive: left/right walks our flame-haired hero and he can also jump and crouch with ease. I liked these controls which work well and the best part is our huge sword - which puts Conan's to shame!! However, it is oddly used more like a club which is weird, but it works.

Sadly, no matter how responsive the controls are - there are too many baddies to cope with. This is because they appear from both sides of the screen - so you're soon overrun as the hoards gang up. To make matters worse, your weapon can only kill what is directly in front of it so you're constantly jumping, crouching, and turning around... Add that to everything else and it won't be long until you've died - or launched the joystick in frustration! Yikes.

Yes, I think games were a lot harder back in the day and Thundercats certainly proves that!



I love the macabre artwork here. It's a bit crude yet very cool... and his toes are funny!


Graphics & Sounds

Visually, things are rather good I thought. The colours are bold and represent the cartoony-feeling very well plus I also loved the sprites which are superbly detailed. However, what shocks me most is how smooth the scrolling is and with a second parallax layer too. It's always nice to see when developers don't wimp out with flick/push-scrolling.

The in-game sound effects are okay, even if everything sounds all too familiar. However, it's the music I adore. This game ROCKS and the theme tune is pure Rob Hubbard awesomeness! It's brilliant and I love every second!

Check out this artwork and why not listen to the tune. Go on, it's lovely...


I always fail to rescue poor old Tygra!

 Click on the green arrow and enjoy this outstanding Rob Hubbard chiptune. Mmm, I love it!!


The CryptO'pinion?

Thundercats is a good game albeit ridiculously challenging. My red-haired hero was walking, jumping and crouching like a crazed hip-hop'ster on speed yet I still couldn't kill everything - without dying several times!! Even with a trainer, it's still far too hard but at least I got to see the later levels. Those who playtested this game needs their head examined!

I've moaned a lot about this game and yes, it's crammed full of annoying mechanics. However, it's still a game to boot up and play because it looks great, sounds great, and who doesn't enjoy clobbering animals with a huge sword? Personally, I'm more of a He-Man fan but I enjoyed this platformer and I think you will too. Flawed but a lot of fun.

AtariMania has the Super Pack floppy disks and 8BitChip has a hard drive game.

Friday, February 07, 2020

Zynaps




This game was FREE with my first Atari ST

Zynaps is a Nemesis-Esque shoot 'em up that spookily reminds me of another Hewson title, Slayer. We pilot the Scorpion Mk1 Fighter through the heavens in search of a secret alien base. Along the way, are hoards of alien scumbag - some in ships, or a variety of ground-based defences, and even motherships. I know what you're thinking - it's original, right?

Update: you know, to this day I have never played Slayer. How odd is that!

Hewson released Zynaps in 1988 and it was developed by Howard Ball of Microwish Software who was responsible for Ikari Warriors, Victory Road, Slayer and 5th Gear. I've always felt this was a game coded by someone that knew the Atari ST hardware very well but Howard only ever made this shooter and nothing more. At least it's quality!

Hey, why aren't you watching the video above? Ah well, perhaps just a couple of screenshots instead then...



The first level is cool but it's not long before a guardian appears!


That thing bounces around the screen like an old-school demo!


Shoot! Kill! Shoot some more!!

Our Scorpion spaceship is pretty snazzy and comes with different levels of propulsion along with various weapon upgrades. However, we do start off quite limited with sluggish movements and firing - so shoot that first wave of bad guys to collect their loot for speed-up. Then look to improve lasers or even bombs and missiles. It's simple - pimp your ship!

Activating these power-ups is a little strange. When a group of baddies snuffs it, they leave behind a pod. Collecting that changes the power-up being displayed in the status bar. So when something appears that you like the look of - hold down the fire button during the next pick-up to be granted permission to use it. To be fair, this is a bit weird and rather naff - especially during the heat of battle. Surely this could have been designed much better?

The enemies attack in predictable formations, which kinda reminded me of Wizball oddly enough. At first, firing accuracy is difficult so hitting the bad guys feels a lot harder than it should be. This learning curve I found to be massive - it took a great number of attempts before I started to destroy an entire wave and then begin collecting the pods!

Sigh, that's annoying, isn't it? Well, let's cheer ourselves up and see some more screenshots...



Woo! What's happened to the landscape backgrounds on the next level?


Getting past those asteroids is tough but now it's a boss fight and he's a bit weird...


Practice makes perfect!

Most levels take you through beautiful environments whereas others might take you into an asteroid field. No matter where you are, watch out because the slightest collision loses a life which is easily done too. This is made worse by ultra-cramped areas thanks to the bulk of that scenery (and the status bar). Fly like Buck Rogers... or die.

Eventually, you will reach an end-of-level boss and most are really tough so it's doubtful you will see many victories on your first go! The first boss hops around the screen like a sprite from an old skool-styled demo. Rarely did I see the end of the second level (without using a trainer) but, YMMV. Just don't give up, you wimp and keep playing!!

Wimps only ever see the first level so practice and you might see more! Screenshot time...



Things get freaking on level 3 but it's a good kind of freaky :-)


Well, except for the boss(es). Very lame!



Graphics

Zynaps is a gorgeous shoot 'em up, it really is. Sure, I know games like Xenon 2, Magic Boy, Gods, Deathbringer, and others blow it out of the water but, this old shooter (from 1988) holds its own thanks to the efforts of Pete Lyon!! The title screen is wonderful - pure art - and many of the levels feature a Menacing array of beautiful environments.

But that's not all, the sprites move fast and very smoothly following those incredibly difficult flight patterns. But what about the scrolling? Programmers without talent tell us the ST cannot scroll. Well, don't worry because it's nigh-on perfect and very smooth so feels just dandy during gameplay. Yep, this is another quality Hewson product.

For me, Hewson where a company that was always consistent without resorted to lame ports...




Things get a little Menacing for the fourth level - which looks stunning - if deadly. I never beat it...





Sounds

Zynaps theme tune is outstanding thanks to the talent of one of my favourite musicians, Dave Rogers: a man responsible for many of my ZX Spectrum memories, not to mention ST beauties like Ranarama and Cybernoid.

Okay, the sound effects might pale in comparison to the music but they're still excellent and offer an arcade-like style which I really admire. I love that sharp "zing-zing" when you shoot, the crunchy death effect, and how you are mocked when it's game over. Like the visuals, I think that a lot of love went into the audio which is brilliant.

Yep, the audio proves what the Atari ST can sound like. Wanna hear it...





The Crypto'pinion

Zynaps is one of those games which appears to have it all but, many give up after a few goes because of its learning curve. The action is relentless so you're always on the edge of your seat wondering what's coming next. The method of using power-ups might be flawed but these are essential to enhance the Scorpion with better firepower and manoeuvrability.

Hewson rarely disappoints and Zynaps is yet another corker from their incredible library. Sure, I've had a moan about a few things but nothing is perfect so I can forgive - because of the Can-I-have-one-more-go. Very addictive!! What an extraordinary shoot 'em up and it's a great feeling to end my Super Pack series on a massive high. You need to play this game.

Grab the floppies if you dare but I recommend these excellent HD versions by Klaz and PP.