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

Thursday, March 09, 2017

Thrust





Reliving my college days!

The thumping chiptune of the day is awarded to Thrust!! Let me explain... Earlier, I enjoyed a couple of plays and now must suffer the reward of having its funky music booming through my tiny mind. Yep, I just can't get it out of my head lol. Well, it's a good job then that it's one of my favourite Rob Hubbard masterpieces.

I love Thrust, but I don't recall there being many rave reviews. Probably because it didn't appear to be much of a technical improvement over the 8-bit originals? For me, that's good because it's perfect, and any cosmetic changes would have been a huge mistake. Remember Chuckie Egg 2, a shocking 16-bit disaster.

Thankfully, Thrust isn't like that. It's still a great game with tough mechanics and hugely addictive gameplay. I love it and so will you because it's a cracking game. It's as good today as it was back then. I should know, I spent most of my college years in the 'library' playing Thrust on a BBC Micro instead of studying!

It looks funky, sounds boomtastic and plays great, so it's a timeless classic for the Atari ST!!

  • D-Bug has a version of Thrust that you can install onto a hard drive/ultrasatan.
  • Those who need the floppy disk can check out Atari Legend.
  • SNDH Record is the place if you fancy driving yourself crazy with this gorgeous chiptune?
  • Masochists can download it to play later, courtesy of the SNDH Archive. All good fun :-)

Thursday, January 19, 2023

Rotor







Another one for my collection

In the not-too-distant future, everything will be impossibly expensive. Jobs will become very scarce with no decent opportunities for the majority of us (yikes, what a surreal prediction). Hmm, perhaps we should move on quickly? Anyhow, there is the prospect of joining the Roto-Raiders who pilot huge tanks through dangerous caverns for a lucrative reward. Only the brave need apply because the missions are deadly.

Dare you sign up? What, really? Yeah... Of course, we do so count me in!

Gravitar-Esque games are popular for the Atari ST. We have killer titles that are extraordinarily awesome - Oids and Thrust instantly come to mind. That means Arcana had to bring something new to the table in order to stand out from the crowd. Plus, I naturally had high expectations considering the strong competition!

Before we crack on, I bought Rotor off eBay, so let's look at all the goodies...


It's hardly in perfect condition, but it's pretty good, and I like the design too.


  
Mind-blowing content? It's minimalistic, but it's a piece of hiSTory.




Get to it, I wanna blow stuff up!

Rotor is like Thrust with numerous tasks split into separate missions. We begin with a training simulator to learn the controls, how to collect items, and kill the many different types of enemies. This is a great way to understand the basics and to learn (or rather grasp) the technical user interface. Oh, and the training needs to be fully completed before moving on to the real missions. That sounds like a con, but it is a good thing.

You can attempt each mission in many different environments - earlier levels are tame compared to the torturous ones later. Every cavern has antagonists (as the manual loves to say) who are enemies like Cannons, Laser Guns and Gravity Generators. Some can be destroyed, whereas others can be temporarily disabled.

Our spaceship is a large circular craft with adequate but sluggish manoeuvrability. Physics plays a part, so there is gravity to consider, and you can only accelerate in the current facing direction. The caverns are vast and claustrophobic due to the ship's size and lacklustre abilities (feels leaden compared to Thrust or Oids).

All missions follow the path of having to complete requirements like shooting Container Pods for their contents. Destroying them and killing the enemies rewards extra points. All this is within the time constraints of limited fuel and armour. Once you're finished, exit coordinates detail where to go to escape.

Simple stuff, so let's take a peep at a couple of early screenshots...


The training missions are a fantastic way to learn the ropes.


In this simulator, we only need to shoot (and then collect) what's in that box. Easy!




Power-ups & other stuff

Rotor could have been a simple game of shooting/collecting stuff. But it's not. Arcana obviously thought this would be far too boring, so jazzed it up with pointless clutter. Let's begin with its user interface...

On the left-hand side, is a map detailing your position, the dots above that are your remaining lives. The coordinates of zeros will change once the mission is complete to show the exit location to rendezvous (the other coordinates are your current location). The three icons between these are 1) the time left until a bomb explodes. 2) The time left until a disabled laser resumes. 3) The required number of crystals to gain exit coordinates.

At the bottom of the screen is the radar and this shows helpful information like the state of your armour, cargo, and remaining fuel. However, it also displays potential enhancements that can be gained by collecting pearls. For example, the second icon is for the ship's rotational speed. The third icon improves upon its lethargic thrust.

Hang on, what was that about Container Pods and Pearls? Container pods offer a variety of goodies like fuel, upgrades, explosives (potential traps) and sun crystals (to exit the level). Pearls affect performance significantly: collect two, and the ship rotates faster. Pick up a third, and you can upgrade the thrusters.

I cannot help but wonder why they needed to be earned rather than come as standard? It feels unnecessary to upgrade the ship during a mission instead of concentrating on the task. Too convoluted.

Let's take another look at some more screenshots from my victorious venture...


Blast those gun turrets before attempting to sneak by.


Things are getting hectic in Lego land, which is very difficult to manoeuvre through.




Tips and level codes!

  • Don't even think about skipping the training missions. Trust me!
  • Bombs automatically activate after first shooting the pod. You have two options, leave the screen safely and survive or collect the extra cargo and take it home.
  • Beware of how much cargo you're carrying. Extra weight means a slower ship using more fuel.
  • Watch the walls, take your time and let the scrolling catch up with you.
  • If something is able to shoot at you then it's best to shoot that first and clear the way.
  • I hate to say this, but don't worry about ship upgrades as this wastes time (and fuel).
  • I said don't skip the training but, if you really can't wait, here are the level codes:
  • Level 1 = GAG,
  • Level 2 = LIP,
  • Level 3 = SLY,
  • Level 4 = MEW,
  • Level 5 = AWE,
  • Level 6 = TNT.

 


As tough as it is groovy-looking. Must admit, I do love the weird palette!


Argh, this level looks so passive but is insane! I died straight after taking this screenshot.




Input & Output

Controls are as familiar: fire button to (erm) fire, upwards to thrust, and left/right rotates your craft. I doubt there would be any reason to change this asteroid-ripping formula because it's tried, tested and great. However, my problem is the craft's manoeuvrability, which is too sluggish by default, and that's a bit rubbish.

Graphically, Rotor is lovely, with a futuristic/Tron-like feel for the training simulator. Later levels look funky with colour and a design that feels 8-bit in some respects. The screen scrolls in all four directions smoothly, but it will struggle to keep up with your ship if you go too fast. Hmm, at least that forces you to be more careful!

The sounds are acceptable, albeit not the best you've heard. There are effects for the engine, shooting, enemies, etc. They hold back the deafening silence of space and make Rotor pretty much what you expect.

I think it's time for the final run of sexy screenshots...


Later levels are far too hard (for me) because there's too much going on for your sluggish ship.


Another later level, which has far too much going on for my reactions to cope with!




The CryptO'pinion?

I've enjoyed Rotor but not nearly as much as I should have. Don't get me wrong, Rotor has some good points like the training missions and groovy graphics. However, it complicates what should be a fun shooter for no decent reason. The worst is the necessity of ship upgrades during the game rather than after each stage.

There's a lot to moan about, I guess? I have enjoyed Rotor, it's good to play and something new. But let's not kid ourselves, it's bordering on mediocre compared to Thrust and Oids. Close but no cigar!

PP has adapted Rotor to be run from a hard drive, and Old Games Finder has the floppy disks.

Sunday, June 22, 2025

Grav






Downlow on Brownlow

I've had Grav on my bucket list for far too long. Like many, it's something that I fondly remember and wanted to share with those who may have missed it. Grav is similar to Oids, Thrust, and Rotor. It wasn't commercial, but rather shareware, released by Martin Brownlow in 1991. Now that is impressive!

The story goes like this: something evil is going about conquering galaxies and now has its eyes on ours. This predictably sinister creature has now arrived at Earth, so rather than wait for our demise, we are tasked with a preemptive strike at two of its secret bases. Each is split into four separate missions, and we can choose which to do first. Every mission has a briefing; always read that before attempting the challenge. Completing all the levels wins the game and sends whatever this evil entity is back to its own galaxy.

I love original storylines with evil creatures wanting us dead! Let's take a screenshot break...



The start screen - read the briefing and use its craft options wisely.



Wait, STOP!! Don't shoot that generator because we only have half a tank of fuel.



Phew! I wasn't an idiot after all... That blue glow means I'm refueling.




Gimme that joystick!

Before diving into the main game, I recommend starting with the three training missions. As you begin, you'll notice key information at the bottom of the screen: your score, unused bombs, fuel level, shield strength, and remaining lives. These training levels are designed to help you get familiar with the controls, understand the typical cavern layout, and learn about the dangerous enemies you'll face. The controls are similar to other shooters: Left and Right rotate your craft, Up activates thrust, and Down is something you need later. Tap the fire button to shoot, or hit the Spacebar to launch a powerful bomb - perfect for tougher foes.

Each cavern has a myriad of hostile objects that the enemy has planted in various locations. Turrets are everywhere and fire constantly, while other hazards like Repulsors push your ship away. (Yes, there are Attractors too, pulling you in). Later levels introduce new and improved turrets that fire more rapidly. Another enemy launches homing bombs that seek you out - so shoot them first. The base cannot be destroyed until its bay doors are open. Additionally, don’t go around blowing up everything without thinking. Remember that fuel gauge at the bottom of the screen? You’ll need it. Generators - oddly enough - refuel your ship when you land near them. So maybe don’t shoot those straight away, not until you've robbed them of their worth!

Always begin your game by reading the mission briefing; it instructs you exactly what is required to beat each level. What I didn't expect was the "Review Craft" option, which allows you to use a limited supply of "resource points" to upgrade your craft. This is similar to Rotor but much better and feels part of the game rather than a bolt-on. It's here you get the opportunity to make several adjustments to the controls...

  • Impact Shields - to protect from enemy fire (1 point)
  • Turn Rate - alter the rotational speed (0 points, so use it)
  • Shot Power - costs the most and is possibly overrated at the start (5 points)
  • Vane Strength - for better landings (2 points)
  • Thrust - for a speedier ship, but practice first! (0 points)

I'm sure you are ready for a screenshot break before the gripping conclusion? Here you are then...


Beginning the first stage, and it's tough from the get-go!


Turrets are firing from both sides, so don't dawdle!


I made it up, and instantly, a hidden turret appeared. I was quick (for once) and shot it!




CryptO'pinion

Let's be honest, for a shareware game, GRAV rocks. It's absolutely superb and almost up there with its commercial siblings, which is quite incredible when you think about it. I adored being able to alter the ship's mechanics (I preferred to reduce the turn whilst increasing the thrust and improving the shields). However, nothing can completely compensate for my gaming skills, but Grav sure tries its hardest. Ha!

It's not all roses, as I found the cavern designs harder than I first imagined. Boy, are there some tight spaces to try and navigate? Not to mention if near a Repulsor, that made it nigh on impossible for me to pass. Also, I hated having to restart from the beginning after dying. My last moan is about the audio - I find it odd that the ship makes no thrusting sound. Everything else makes a sound, yet the engine is eerily silent.

Like the other games previously mentioned, Grav is another "Gravitar" game to gleefully add to our catalogue. It's great to play with smooth scrolling and sampled sound effects. Plus, I loved the little touches - like being able to intercept enemy fire, making use of training missions, and reconfiguring your craft. The only thing is, it's very tough. Are you a good enough pilot to take on this challenge? I hope so because this is a damn fine shooter. Although I shall never have the skills to complete it, I rate Grav an alien-splattering 80%.


Yet another tight space to try and navigate through without embarrassingly dying!



Another tricky maneuver is needed here...



Being shot at from all angles, and then I noticed that bomb-launcher up there!!

Friday, April 08, 2016

Stardust






Meh, another Asteroids?

Stardust was released late in the ST's life by Bloodhouse in 1994. It's not only one of the last commercial games, but it's a STe-only product. Developed by famous names from our demoscene (thank you, Aggression), these guys burnt the midnight oil to deliver a wicked twist on the Asteroids arcade genre.

It not only plays similarly to the old favourite but features modern aesthetics for extra zest. Such as ludicrously awesome colours and sampled sounds, all are quite stunning and complement the frantic action.

Wanna see the war plan? It's technical but translates to "kill everything and don't die!"...



A clear and accurate war plan, I'm sure you'll agree? lol




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 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!! These tunnels are filled to the brim with oncoming rocks for you to dodge or destroy - no easy task, but it's a thrilling moment that I never expected to play!

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

It's time to stop reading and enjoy the pixels! Let's take a peep at a screenshot...



Check out these outstanding and colourful visuals!! Amazing stuff.




Enhanced gaming!!

Stardust is on another level with gritty, fast-paced gameplay. The basic mechanics are what you’d expect: asteroids, and it feels more or less the same. This is great as you can jump straight in and begin playing without that learning curve. Heck, it's all about dodging and shooting. Are you tough enough?

The controls are also familiar: left and right will manoeuvre your spacecraft. Pushing upwards will thrust forwards into hell, and we have a shield that aids during those sticky moments. Finally, our ship's main weapon is more than capable of gratifying rock-blasting!! Nothing wrong here - all this is super-spacey-gun-fun!

This next screenshot does itself no justice. Seriously mind-blowing effects...



Buck Rogers' side event is absolutely exceptional. Impossible not to be impressed.




Enhanced Aesthetics

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. Not only that, but the display is running in overscan!! Yep, it looks so HOT in overscan, which means lots of extra pixels to blast.

Equally impressive is the audio with thumping stereo tunes, accompanied by BAM!! BAM!! BAM!! DMA sound effects. This is one shooter that's gonna blow your socks off. If I can offer one piece of advice: crank up the volume!! Yes, I guarantee you will love everything Stardust delivers, so turn it up high.

This is one of the best-looking/sounding Atari STe games released. Let's have another screenshot...



Look out! Move quick and keep on firing - are your reactions good enough?




The CryptO'pinion?

A spectacular showcase of what the Atari STe is capable of when in the hands of talented people. These guys didn't rehash an old idea or produce a weak Amiga port. No, they unleashed a product that feels fresh and exciting. The effort put into the gameplay, visuals, and audio is far beyond praiseworthy.

Stardust is a joyride of rock-blasting thrills and a perfect shooter. One of the best games I've played.

Download for floppy or hard drive.

Tuesday, March 03, 2020

Temple of Apshai Trilogy






Another dungeon!!

Temple of Apshai Trilogy was released in 1986 by Epyx, with the Atari ST conversion handled by Westwood (Command & Conquer!). The package features the original plus two expansion packs, "Upper Reaches Of Apshai" and "Curse Of Ra". Oddly, Hellfire Warrior is not included (does anyone know the story behind that?).

It's a turn-based RPG with few expected similarities to Rogue. Each of the three realms has four distinct difficulty levels, but unlike Rogue, each dungeon has been designed rather than randomly generated. Curiously, there is an almost nonexistent storyline beyond the point of killing and treasure hunting. Understandably, this might disappoint some adventurers, but I enjoyed the freedom to roam without a bothersome backstory.

Let's see a couple of screenshots. Just to get rid of those who only care about pretty visuals...



Yep, you're probably wondering about the graphics. Right?



Please don't do that. Graphics never make the game, and this game proves that fact.





Monsters, weapons and freedom to roam?

First things first, we need to build ourselves a character using a combination of different attributes that will affect strength, dexterity, intelligence, and so on (you can save and reload your characters). Either keep it real and roll a die, or fudge the numbers to get playing. Personally, I wouldn't restrict myself at all.

You can venture naked with only your pride as a weapon, but it's best to visit the Innkeeper to get equipped. He has everything you need, even if you must haggle for the best price - if you can be bothered? Armour, weaponry, arrows, and more. But these all come with a financial and weight cost. Be very wise and savvy.

Let's have a deeper look at some screenshots that detail much of the RPG side...


  
The Innkeeper seems to have everything you need to get started. Well, for a price...


  
He's not a generous man. I tried to explain that I couldn't pay, so his heavies broke my kneecaps!





Role-play like it's 1986!

Temple of Apshai allows you to start at the beginning or (foolishly) jump in at the deep end on the later levels (these are tough!). When you begin, your world is viewed from a top-down perspective with helpful information listed on the right for health, ammo, information, etc. And yes, it's running under GEM :)

Oddly, there isn't any real objective to the dungeons - other than exploring, killing the baddies, and collecting loot. Although Upper Reaches does attempt to give your adventure some purpose. Well, it tries.

For example...

Level one takes place behind the Innkeeper's Backyard which needs tidying up. Yep, we're on cleaning duties but at least he's warned us of a bandit in the area. Come on, this has to be the strangest tasks ever?

Level two, Merlis' Cottage is quite odd. We're in Merlis' home looking for cash because he failed to cough up after we painted his fence!

Level three is Olias' Cellar but nothing is mentioned in the manual so I assume we're back to killing and looting without reason? Fine by me!

Level four is set within Benedic's once peaceful Monastery which has been turned into an unholy Romero movie thanks to an evil vampire!


  
Start slow. Why not fire an arrow at your first opponent, and don't forget to search...





Stay Awhile and Listen

Whatever realm you're in, each room has a design with a description detailing what you can see and hear. There's no need to pick up the manual for the ST game; just hit [return] to read about your environment. Also, the rooms are numbered, so you can make a map of routes, traps, hidden doorways, etc.

Getting around the dungeons is done using a keyboard command system, quite similar(ish) to something like Ultima. Predefined keys are used to walk, turn, fight, talk, search, etc. You can use the mouse - but that's bad, so stick to using the keyboard. This is perfect and a lot better than you might initially assume:

RETURN = Make sure you read each room's description!

0 = Use this to rest and recover from some of that nasty fatigue.
L/R = This is pretty obvious and makes turning around easy.
V = Swoosh, you've just made a complete 180°
1-9 Let's go for a little walk, under the moon... Erm, never mind!

A = Hit 'em hard when you're up-close!!
T = Thrust a lunging attack which might leave you vulnerable?
P = Defend yourself with a countermove, you wimp!!
F/M = Take 'em out from a safe distance, sniper-style.

E = Budding adventurers will look under every stone.
O = Doors won't just open themselves you know!
S = Don't rush through, search for those hidden thangs...
I = Inventory (there's a shock).
G = Grab any treasure you find.
D = Ugh, drop that heavy trash.

Q = Shushh, did you hear something?
! = Dr Dolittle, he talks to the animals!

H = Heal yourself before you croak it.
Y = Ohh, gimme some of that fancy Elixir healing.


  
I found a secret room inhabited by a swamp rat. I killed that and took the Magic Sword!!





Characters, with character!

Yep, characters make any adventure fun and interesting, so it comes as no surprise to find out that this Trilogy is stuffed with many exotic creatures and spooky delights. The first being a skeleton - a classic encounter. This guy is pretty tough, so I wouldn't let him get too close if I were you. Challenging from the start!

Brilliantly, we have the option to listen out for distant sounds and even talk to some of the nasties. I doubt you'll get much sense from many, but some creatures might respond. They could let you pass or reveal something of interest. Attempting a dialogue is something unexpected, mind-blowing, and pretty funny too.

Each of the realms has a myriad of ghoulish creatures and some unexpected ones. Battles are fought using a few weapons, but victory comes to those prepared. Press [A] to attack when up close, but you could use [T] to execute a ravaging thrust? This might plunge your sword into a beast's heart, but at what cost? Those carrying a bow can use arrows to kill their prey from afar. Just make sure you're facing them - don't be a fool!

You must admit that this is different and amusing. So, let's view more (clickable) screenshots...


  
There are some fantastic enemies within the dungeon. And ants and mosquitoes too...


  
Upper Reaches is so different, but can you find the bandit? Whereas Merlis' home has ... a cat!


  
The Antmen are incredibly tough blighters, but oddly, the Ghoul was an easy victim of mine!


  
Bears and Giant Bats, whatever next? You'll be telling me there are Vampire Bats around the corner!





Mind As You Go

Playing any part of this trilogy is an amazing experience, but it's an idea to experiment with your newly-created character, just to see how clothing and weaponry feel to your own preferences. Experience is gained as you progress deeper into the dungeon, and it's good practice to take it slow at first. Remember to search/examine/listen no matter where you currently are. Loads of secrets - you never know what might be nearby, be it a treasure chest, a trap or something lurking in the dark waiting to pounce. It's never a bad idea to read the room's written description. Some might say that it's essential!! (/end of hint!)

Always keep an eye on your fatigue, which can take a hit whether you're exploring or battling something freaky. Walking isn't free, and multiple movements will cause a little tiredness that adds to your fatigue (hitting [0] can be rewarding). As with purchasing a box of band-aids before heading out into the unknown.

Remember, we're not God, and any demanding battle might result in severe wounds, possibly leading to death. Not all is lost - roaming these dungeons are three helpers who may help. Bendic is a lost priest who can revive your broken body. All he asks in return is a financial donation. However, others aren't as kind, watch out for a dwarf or wizard who yields greater sacrifices - you might wanna keep your hands in your pockets?



During those desperate moments when all has gone wrong, this is the message I prefer!





Graphics & Sounds

Visually, this is pretty lame by ST standards yet faithful to the bare-bones originals. The backdrops are rather basic, but the sprites are detailed and can look good. I prefer the visuals in other RPGs, most of the time, but Apshai still has its own unique charms. Also, it's GEM-based, which I think is crude - yet it works well.

Audio features chiptunes on the title screen, but only spot effects during the game. However, I do love the clipping for when a monster appears - scary stuff! lol. If ever there was a game that proved fancy aesthetics aren't needed, this is it. In two words, authentically pleasing. I have nothing bad to say.

Hey, let's see another screenshot and this time one with a woman in it...



Please remember what I said, graphics never make the game. Play this RPG!!





The CryptO'pinion

Temple of Apshai Trilogy is brilliant. It's also possibly a forgotten (and much-underrated) game, and that's a shame because the original was a massive success. Dare I say that our Atari ST conversion captures the original's essence perfectly, whilst also making many more improvements I appreciated.

Whatever adventure you choose to play, each one is huge with loads of rooms to explore. Most of my time has been spent within the realms of the temple, which I'm still battling through as I write. The theme is compelling, captivating, and I adore the pre-designed layout. That, I did not expect.

If you want to relive an age of exploration, secret passages and monsters, then this old-timer is definitely for you. Ignore the graphics, don't use the mouse, read the descriptions, and remember to save regularly! A whole world awaits, so expect lots of late nights. One of the best olde-style RPGs that the Atari ST has.

Grab a copy of this brilliant RPG
for a hard drive or floppy.


An easy winner of the accolade of an AtariCrypt SMASH!!

Sunday, February 22, 2026

Utopos






Gravity, Guns, and Glorious STe Action

Yet another game I love, but without a write-up here on AtariCrypt. Which is just weird! Well, from my point of view, anyhow. Developed in 1993+ by Jani Penttinen and Jan Achrenius, Utopos is a slick "Gravitar"-style shooter specifically designed for the Atari STe. And when I say slick, I mean greasy-spoon slick!!

We are dropped into the cockpit of a nimble spaceship, trapped in a series of cavernous levels. As with Oids, Rotor, Thrust, etc, we are still fighting gravity and inertia, but you can alter these settings to your own tastes. Warning: the learning curve is massive, so it pays to tinker with them!! Once you're happy, things become more forgiving, and you will be zipping about, dodging obstacles, and blasting stuff like a pro.

Utopos takes inspiration from games I've just mentioned, but with a more arcade-like approach that favours speed and action over realism. What makes Utopos really stand out is its (overscan) presentation and superfast frame rate. It glides like warm butter on a non-stick frying pan in zero gravity! The backgrounds are subtle but effective, and the STe’s enhanced sound chip gets a proper workout with music and effects.

"This joystick feels like it came from the war." – My daughter, after 30 seconds.

As a single player, it's incredibly tough. Perhaps too tough? It doesn't appear to have the playability or strategic depth of Oids, as it prefers a fast-paced, arcade-style over realism. Personally, I think it's best as a two-player, even though nobody here (ahem) can control their ship. In fact, my daughter hated this game, so I'm left to go it alone - but don't listen to her, she's mad and wrong about this stupendous Atari STe game.

  • Atarimania appears to have every version (demo and registered), but it seems that the one-player mode was dropped from the final release? I had to use version 1.52
  • A must-watch video by Maarten/Atari Legend.
  • A remake appears to be in the works, even supporting the Mac!!
  • Being an STe game automatically enters it into the Enhanced List. Check that out!!
  • This post is dedicated to our eldest daughter, Katie. 🤍
  • If you are one of the few visitors to look back through the Crypt's archives, you’ll see an old recording of mine that I posted all the way back in October 2014. How has over a decade passed so quickly? Anyhow, the link is on the right-hand side if you scroll down a bit (or click here!) :^)



The one-player game is next to impossible without altering the gravity...


...and even then, it's next to impossible!



The two-player game is an absolute killer...


...well, if your family can get their head around the controls.