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

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!

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


Saturday, November 17, 2018

Robotz



Chicken, fight like a robot!

Once again, we find ourselves in deep space on board a ship which has been invaded - by robots. However, they are the most sluggish robots I've ever known so how these brutes managed this is anyone's guess. Anyhow, as the last surviving crew member, we must eliminate them before they take over. This won't be easy because each room has electrified walls for instant death! (Hey, let's find some rubber gloves before we begin! No? ...sigh...)

Developed by P Fox of ProjectX, Robotz is kinda like a tactical remake of the Berzerk genre. Each of the rooms is different and populated by a number of randomly placed robots which follow your movements in their own specific order (use that to your own advantage). We are armed with a one-shot gun which is my only gripe because it's rather restricting! Especially as each robot is protected by a shield so your shots cannot destroy them but will stun them for a few seconds. Ultimately, blast each generator into smithereens to leave the invading robots helpless!

For a homebrew release, I must say that I adore the visuals which personally remind me of a cross between Xenon and Leavin' Teramis. The palette is gorgeously metallic and I love those shadows which add so much depth to the scenario. All sprites are simple but nicely detailed with good animation and I giggle at our protagonist's legs as he walks. Yeah, it's funny but nowhere near as entertaining as his "ouch" scream when losing a life (Grrr!!)

Thanks to ST Format, I think many have played Robotz back in the day - but how long did you last before hitting the ST's reset button? Personally, I think this is a cracking example of 16-bit Marmite, but whether you will enjoy the stress and tension as much as I did is debatable. Yeah, Robotz is cruel yet tremendously addictive. Highly recommended.


Each level has a design that demands lots of time to master the tighter areas.


Those robots are indestructible! Surely there's a way to kill them?


Some levels have more freedom to move, but that doesn't mean they're easy!


This level is extremely tricky. When I say tricky, I mean agonisingly difficult!!


Hmm, this appears easy? One generator... but... three droids!


Oh no, this level features TWO generators to destroy BEFORE the robots are killable.

Monday, April 02, 2018

Enhanced Games



New game updates!

Everyone knows that Peter Putnik has adapted hundreds of games for hard disk installation. These often include extras like bug fixes, TOS compatibility, 4MB patching, and so on. However, some are also super-charged with cool coding that utilises the Blitter coprocessor and other hidden chips lurking inside the Atari STe.

I thought it would be nice to offer a brief round-up of these enhanced games as a compilation here on AtariCrypt. Oids and Uridium are particularly impressive as both updates improve tremendously upon their original counterparts. I also enjoyed playing my own music during a game of Xenon 2 (read the docs and convert music from your library). There's something here for everyone and I hope you find this useful. Let me know what you think!




Let's play...

Okay, let's take a look at some of these enhanced games that you can download and play right now...

 Xenon II - updated for the Atari STe and features DMA streamed music. Turn up the volume!
 Cannon Fodder - enhance this lame port with your chosen DMA streamed music.
 Prince Of Persia - allow the DMA hardware lurking inside the Atari STe to replay the game's sounds.

  


Did you enjoy that? Well, here are three enhanced FTL games that are nicely improved...

 Dungeon Master - far cleaner samples are heard thanks to the DMA hardware within the Atari STe.
 Chaos Strikes Back - Again, the DMA hardware allows cleaner sample playback for this awesome sequel.
 Oids - the potential for double framerates deliver a smoother experience when rescuing the stickmen.

  


Right, let's take a peek at three more which aren't exactly favoured well by the average ST gamer...

 Jinks - this jerky game is weird but at least it now uses the smoother STe scrolling [original disks still required]
 Menace - I cannot thank Peter enough for replacing that horrendous yellow ship with a white one!
 Uridium - Blitter-boost that sluggish ship and add DMA-streamed background music while you're at it!

  


Now let's take a little run-around with these three you might never have expected to boot up...

 Giana Sisters - this Zamuel_a enhanced game now also comes with optional DMA streamed music!!
 Hard 'n' Heavy - gone is that embarrassing flip-screen gameplay, all thanks to cool Blitter programming.
 Road Runner - Improved and also Blitterized for faster scrolling - but it's still a rubbish game (sorry!)

  


Okay, let's end in style! Here are two ST classics and (wait for it) a PC classic too! Ooh, nice...

 Goldrunner - Some might not like this, but I love hitting the F3 key to disable that fuzzy speech!
 Gauntlet - this sluggish hack 'n slash arcade game gets big improvements but still needs extra CPU grunt.
 Wolfenstein 3D - Ray's jaw-dropping FPS now has bugs removed with decent save game support.

  

Friday, March 24, 2017

Peter Putnik

Here is an interview that I am extremely excited to publish because Peter Putnik is a name paramount with Atari ST gaming mainly because of his hard disk adaptations. This means no more running games from an unreliable floppy disk!

I have been using his warez for a long time and ST gaming wouldn't be nearly as much fun without his efforts. The adaptations offer us the ability to install games onto our "hard drives" instead of the sluggish and failing floppies.

The experience is therefore far superior and usually comes with a trainer to help bad players (like me). Each game often comes with support for faster Atari computers which is incredible when booting up something like Frontier on my Mega STe. What's even more interesting is his 'Gamex' a method of snapshotting your progress instantaneously - kinda like an old Multiface!

I was particularly surprised to hear about his past with regards to not only the Atari ST but also ZX Spectrum. Two great computers also form my own computing history. I hope you all enjoy this interview of the man responsible for hundreds of adaptations along with several outstanding Atari STe enhanced upgrades. I don't think there is anybody so active on the Atari ST scene. My sincere gratitude to Peter for taking the time out for a good chat.


- The PP Interview -

What is your Atari hiSTory?

My history started in 1987 when I decided to upgrade from a ZX Spectrum to something much stronger and the Atari ST was my first thought. However, the Amiga had just arrived in the shops so I was in dilemma, but not for long, the Atari ST had far better quality of software and the prices were almost equal. Also, the Atari seemed a better platform for some serious activity. I soon upgraded the RAM to 1MB and also added another floppy driver and made an EPROM programmer (a must for anyone dealing with hardware mods).

I already had some experience with ASM programming with the Z80 so I soon started on the Atari ST. 68000 ASM is really nice to work with, especially with a good assembler like Devpac. I wrote utilities for my own needs with help from Atari Profibuch book and created a floppy copier combined with a RAMdisk. Most learnings was via books and magazines, unlike today with easy software availability. Pirates were pretty much active in these days, even during 1988's PCW Show in London. :-) In Eastern Europe, they were the only source for computer software, I must say. I also wrote some articles for Yugoslav computer magazines during these early years.





What setup are you using these days?

Currently, I have one Mega ST, one STe and a Mega STe. The truth is, I don't use them much because they are very old and fragile and I've needed to repair them a few times, except the Mega STe which is indeed best built. The extra speed is welcome, even for games, although Mega STe was never intended for gaming. I bought this some 9 years ago, and I've since replaced the hard drive. Now used mostly with UltraSatan - much easier data exchange, less noise...

I mostly use the Atari computers to test and to play but my main tool for adaptations is using Steem Debugger and, without this, development would be much slower and harder. This emulator, equipped with a complete overview of emulated computer status, may see all hardware at any moment and following the program flow (even with history). Steem is a very good emulator, and luckily, a couple years ago they released sources so I was able to do some modifications for my needs. On the real hardware, there are limited possibilities of tracing, especially with some software working in very low RAM. Older computers have too low a resolution with a small screen area but there are some things I can not do with my PC: GAL and EPROM programming - where I still use Atari and old programs.


History of your famous game adaptations?

Adapting games started during my Spectrum years actually. However, there was not much to adapt but POKE was popular to exploit the code which decreases a player's life count and the like. I also made a snapshot saving program which was in fact very-very simple and only needed to save the RAM and CPU registers to then restore from where we wanted to play. I did it with faster routines, so loading only took some 2 minutes instead 5. :-) Next step was when I added a floppy interface to the Spectrum and then I wanted to transfer all good games onto floppies. So, basically same thing as the Atari ST with game adapting, except that this was way easier because Spectrum software was singleparted in 99% cases and that means no further loading was required after starting the game. I transferred hundreds of games onto floppies very quickly - one disk could store over 20 games, using compression. Next step was adding hard disk like with Atari ST and I designed my own IDE adapter...

In case of Atari ST games, it was more time consuming, some 60% do not directly access the hardware but instead TOS functions for floppy access. This means it was sometimes simple but other problems might arise, like TOS version incompatibilities, RAM usage, etc. Again, it was easiest with singleparted games, so my first hard disk adaptations were with such games that didn't have any disk access after loading - like Stunt Car Racer and Sentinel. Afterwards, I made adaptations using a RAMdisk for faster loading before the later adaptations, like Formula 1 GP.




Incredible results achieved but why did you begin this?

I started all this because I wanted to get rid of unreliable and slow floppies. The real leap was probably the arrival of Flash cards, so we can now have small, silent, fast, cheap storage. I started to deal with them right at beginning - first one was 8MB Smart Media card in 2004. :-) I certainly did not plan, or expect, that it would reach a count of over 1000 adapted games!


What are your favourite games?

I first played Flight Simulator II which I bought together with Atari ST. Then I was playing Dungeon Master, Carrier Command, Millennium 2.2, Formula One Grand Prix and not forgetting Potsworth & Co.


What other stuff have you created?

My first serious software was MC Tracer, a debugger, for the ZX Spectrum. It could run any software, step by step, and there was a circular buffer feature to store the last 100 executed instructions. What's interesting is that I made almost the same relocating system (it must working at any RAM area) as what is used in TOS executables :-) Also worth a mention is my Spectrum modded ROM - for floppy and hard disk (all available at zx48.8bitchip.info).

For the Atari ST, I first made some floppy utilities and then a hard disk driver, which is still under development. I did some Windows utilities for accessing and transferring data with Atari ST formatted floppies and also hard disks. Soon after the Internet became accessible in our area, I started a website for my Spectrum and Atari ST projects. The site moved couple times during years, I hope that current place will stand for a long time.




Any current hardware projects?

I have many plans but things are moving slowly, especially with hardware. Mostly I would like to finish old projects, like the cartridge port IDE adapter and ACSI port CF adapter. No specific STE projects currently, but the cartridge adapter works better on STE and movies look much better. :-)


What's your favourite hardware creation?

My personal favourite ... hmm it could be the IDE hard disk adapter for Sinclair Spectrum because that was good exercise with GAL programming. For the Atari ST it would be the cartridge IDE adapter.


As a programmer, who inspires you?

I don't think that I was particularly inspired by a particular programmer but there are certain names I associate with high quality. Games by Costa Panayi, Andy Pennell for Devpac ASM and Geoff Crammond for his good simulations.




What about the Atari ST/e future?

My concern is that real Ataris will not last much long. More and more people will use emulators or clones like Mist. Still, adaptations can make playing a lot easier on both. I think doing STe-improved versions of games seems the right choice now. However, this can be very time consuming, I started Uridium couple years ago and simply disassembling it properly took a couple days. I then had to put it on ice because of a lack of time but, luckily, I was finally able to finish this recently.

Other problems are a lack of sources for better sound effects and corrupt or missing original disks. We need flawless images to work with for so many games, like Son Shu Shi, Jinks and others. Thankfully, we recently got Giana Sisters, the internet is a great thing and we need to work together. :-)

Links...

 - I always try and link to Peter's 8BitChip adapted games and all are listed right here!
 - There is also an 8BitChip Forum you should join and a YouTube Channel with lots of adapted game videos.
 - Have you ever seen Peter's Atari STe versions of Xenon 2, Cannon Fodder, Dungeon Master, etc, etc??

Sunday, March 12, 2017

Beyond The Ice Palace



Brace yourself for a corker!

I think everyone has played Beyond The Ice Palace at some time in their life? I got mine free with my first Atari ST computer. Until that day, I was a Spectrum user, so I'm sure you can imagine the look on my face when first loading the ST version with its colourful graphics, smooth scrolling and jazzy sound effects. It was something else I can tell you!

Much like Ghosts & Goblins, this is a scrolling-platformer that involves three monster-infested levels. But there is something special about this platformer because Elite has everything spot-on perfect with awesome joystick controls to the vast variety of enemies within its tricky levels. It's interesting and playable so why couldn't every platformer be this good?

Right then, let's break this pointless trip down memory lane with a couple of funky screenshots...



I knew this game was gonna be great from the start but choose your weapon carefully.


Hey, I think I've found a severed head!! Hmm, what could it possibly be?


Play the game

The first level is a trip through scary woods and is pretty much the typical platformer environment with lots of peculiar baddies to encounter with a freaky end-of-level boss. Actually, each level follows the same formula with interesting places and many monsters to shoot/avoid/run away from. The second and third levels are, more or less, the same: a vertically scrolling cavern filled with hideous creatures before eventually reaching the wicked witch.

You're not alone: a good spirit can be summoned which helps clear the screen of the baddies. There are only so many times you are allowed this feature - a funny face is displayed in the status bar when one is ready to use. So choose your moments wisely when you are most vulnerable - then watch it zig-zag down your screen-killing baddies.

Ice Palace isn't complex but can sometimes be tricky due to awkward mechanics. For example, the blue demon is quite irritating as he cunningly appears just as you begin to use the elevating platforms. My advice is to leap off just at the moment he appears as it's easier to kill. Otherwise, you are stranded on the platforms and very vulnerable.

Hey, I think that we need two more screenshots of our hero with his flowing blonde locks...



Argh, you've blown it by staying on that life. Now the battle is much harder!


Oh no, here is the end-of-level green worm guardian!


A 16-bit jaw dropper

I've always felt the graphics were extraordinary for the period as they perfectly demonstrated our superiority over the 8-bit computers. The 80s were an era of no-lame-Amiga-ports so this game has been programmed well. The scrolling is smooth but the backgrounds are basic. However, each level looks great with gorgeous sprites. Heck, even dying is a beautiful moment and I'll never tire of the flicky death effect as my soul ascends into heaven. That is an amazing effect.

Sound effects are ravishing with a sharp arcade-like quality throughout. The music is by David Whittaker and plays alongside the sound effects using a technique we saw in Xenon. After all, there are only 3 YM channels. The music is awesome.

So it plays brilliantly whilst also looking and sounding superb too. What a game, eh? Screenshot time...



Level two ramps up the difficulty with weird wolfmen roaming the labyrinth!


Let's leap for joy, for we have collected another severed head!!


The CryptO'pinion?

I've sometimes found that Beyond The Ice Palace is a much-underrated platformer. This is odd because it holds a special place in my retro-gaming heart. Why? Well, it was one of the first games I booted up on Christmas morning in 1988. Just imagine how I felt seeing its graphics and hearing that music - they blew me away. What a time that was!

After all these years, it's still great fun and completely addictive thanks to great joystick controls, smooth scrolling and variety in gameplay. The only downside is the size of each level - I wish they were bigger.

Okay, he might wear cute green boots but I guarantee you will love this platformer. A cracking game!!


Midi tune of the awesome game music.
Maps for the ZX Spectrum game, aren't needed but nice to have.
Downloads are available for hard drive installation or floppies.



My Hi-Score. Can you beat me????? No, you cannot is the answer! ;p

Tuesday, February 09, 2016

Xenon II - STE - Megablast!



Real music in-game!!

Xenon 2 is pretty much Marmite - some love it and some appear to hate it. Well, I love it. It's one of my favourite shooters with fantastic power-ups and freaky baddies. Plus, it's a technical masterpiece with outstanding aesthetics that proves the power of the Atari ST - when in the hands of developers with talent and commitment in equal measure. We need no custom chips nor those horrendously lame Amiga ports from the 90s!!

Okay, rant over. Here is a brand new Xenon II upgrade for 1MB+ Atari STe computers with an UltraSatan or decent hard drive. This new version streams 25KHz music, during gameplay, thanks to the DMA Audio hardware. There is no CPU hit whatsoever so everything is as good as it ever was BUT with your choice of music :-)

Just convert any song into: 8-Bit @ 25033Hz using a free program like Audacity. I've a massive selection of rock/metal songs stored and ZZ Top is currently during my games!!

Xenon II just got even better and I hope Peter converts many more games to make use of the DMA co-processor. The possibilities are endless... Hmm, perhaps I should send him a wishlist? LOL he'll block me!!

Thursday, January 28, 2016

Diamond Edge



I loved Hi-Soft!!

Isn't Diamond Edge a brilliant program? One of its features is 'Test Disk' which scans for various types of potential problems and, only the other day, this saved my bacon because Drive C (a 32MB partition) suddenly reported itself as 22MB. Why I do not know, but Diamond Edge came to the rescue and fixed several serious errors!!

I have also found it particularly useful to optimise (defrag) the partitions in order to better stream audio for (storage) demanding games (Cannon Fodder / Xenon II) or other programs like ST Video Player. I try and defrag the drives on a monthly basis. Don't even get me started with Undelete, another superb part of the Diamond Edge suit.

Diamond Edge is one of the most fundamental utilities for all Atari computers equipped with a hard drive. Anodyne has Diamond Edge freely available to download along with the manual too. Which is simply excellent.

Tuesday, December 29, 2015

lotharek



Thank you Lotharek

Shortly before Christmas, the hard drive inside my Mega STE died. Thankfully, I had only just backed it up the previous day (how lucky am I) but this did give me a big kick up the backside to invest in something better. After all, it was the original 47MB SCSI from 1991 so it was only a matter of time before it went BOOM!! ;-)

Lotharek is selling the Ultrasatan via their web store and I'm currently restoring everything I can. It's quite something to go from a noisy 47MB drive to a fast and silent SD card offering much more space. I must say, Lotharek are quick, as this arrived on Christmas Eve so I'm spending the holidays playing! The possibilities appear limitless because I am no longer struggling with meagre storage. Lotharek's UltraSatan is a brilliant piece of Jookie kit. Buy this!!

Why not use your UltraSatan to game or enjoy a few demos...



One of the most famous shoot 'em ups ever - Xenon II Megablast. This will always be a firm favourite of mine so it was exciting to hear Peter Putnik had doctored it back in January with his magic.

The game now streams 25Khz music directly using the Ultrasatan (sorry STFM guys - this feature requires the audio co-processor hardware of the Atari STe). What a jaw-dropping upgrade!! Such an unbelievably huge size for an ST game and worth it. I certainly hope Peter converts more games in the future!






Drone, an Atari STe demo which I would personally rank as a masterpiece. Stunning audio, artwork and presentation.... all far beyond excellent. It was released back in 2012 by the legendary Dead Hackers and is a whopping 11+MB. It was released for Sommarhack to pay special tribute to the Ultrasatan.

This is one of the best demos I've ever experienced.




Thursday, September 10, 2015

exxos

Exxos is pretty much a hardware genius who is always thinking of new ways to make our favourite computer even better. He has rescued old websites like Atari Music, UVK and also hosts ST Format coverdisks along with the entire FloppyShop archive.

Yep, he never seems to stop and will certainly be the only guy I'll trust to upgrade my Atari ST. Chris is a genuine guy with technical knowledge of the internal workings of Atari computers so I thought it was time that we got to know a little more about this soldering-iron geek. Now, this is a pretty big interview so go and grab yourself a coffee, sit back, relax and read. I hope you all enjoy this as much as I have?

My thanks to Chris for taking the time to write (waffle on!) and produce one heck of an interview! Don't forget that coffee and enjoy reading about one of the biggest players on the scene.


Mr Exxos, please tell us about yourself.

Hello Steve :) Well my real name is, as most know, Chris Swinson aka exxos. I should point out that I am not the company EXXOS who some confuse me for :) My handle is all lower case as not to confuse ;) I used to work in electronics repair for about 10 years. This was the leisure industry, So all kinds of fruit & arcade machines to jukeboxes I have repaired over that time.

My main area was Audio systems, From CD players to higher power amplifiers to electromechanical jukeboxes. I also ran the company BBS system, which was a dial-up network for depot's to download software updates. That system sucked, so I re-wrote the software in VB6.


Which Atari computers are you using?

The odd thing is, I don't actually use any working Atari at least currently anyway. I just don't have the time :( My trusty STFM had a video fault a year ago, so its been in bits. That was really 1MB RAM and my 1.44 floppy upgrade. It was a really old machine. Though once I get some time I plan on updating it and bringing it back to life. That machine was at my girlfriends were we mostly played games.


What is your own Atari hiSTory?

I got a 2600 way back, it was my first "computer". I loved that thing. I still have it with 4 or 5 games I think. I remember playing pole position to the point that it wasn't so much what score I could get, but how many times I could loop back around to 0000000. After while I wanted something better. I was probably around 14 at the time. I saved like crazy to buy an STFM. I found it was on offer at a local computer shop, so managed to buy it. Thanks to my father for putting the last few quids!

Later I brought my Falcon 030 and that was pretty much it, I think. A long time after buying my STFM, I got distracted into wanting to do hardware for it. My first design was a 1.44 floppy kit. Basically, it resulted in me killing that machine. Though as ST's were flooding onto eBay I could buy machines for less than 10quid and fiddle that way. That's pretty much what I still do all these years later :)


Are you a gamer?

I used to be years ago. Not so much lately as all my time is taken up with work or hardware development. I loved games like, Super Cars 2, Termodroid, Squareoff, Starquake, Xenon, Vroom, Chuck Rock, Castle Master. That game took me 25 years to finish, my girlfriend helped a bit ;) Back in the day, games were expensive and cash was limited, so mostly I was doing swaps with menus like automation. Though I had very few games back then and a lot were on cover disks.


Your website is huge!

STOS is the main section on my site, I try to keep everything STOS related all in one place. The games, I could do more pages, but with larger indexes and others hosting them, then I don't think it's worth taking up the drive space with re-hosting the same stuff. My site is around 35GB!

I wrote the Floppyshop site as a searchable index where people could search and download PD. Almost everyone will have a copy of the collection, but just having a copy isn't using the stuff. I felt a lot of PD was simply "lost" so The Floppyshop page was born. Recently, I hosted the UVK2000 site and took over atarimusic.net which was a mess and I barely got it running on my server. Its a wonder it ever worked at all, I spent much time debugging that site, getting it in some form of working order.


Why the STOS fascination?

The main reason I wanted a computer was to write my own games. I remember looking through Argos, seeing a few pages of Atari ST's in various "packs". I went for the discovery pack as it had STOS "the game creator" so its the one I went for. Oddly there were only 1 Am*ga for sale, which looked a bit "dull" software-wise so I never went into Am*gas. So you could say if Argos never had the discovery pack with STOS included, then I may not have stayed with Atari's.

I did do some programs. Though they got rejected by the PD houses, basically because there was too many typos or spelling errors in stuff. They were programs like "Data Card" which was an address book program. The only stuff which saw light was MEGA Diskzine where I did 4 issues, with help from a few others. When STOSSER vanished, I wanted to do my own zine and keep the programming aspect in STOS, but also add Tesla coil type stuff, sci-fi or anything odd strange or cool. So, MEGA was born. I barely got issue 4 out and contributions were next to zero. I was doing most of the work myself and about that time I had started full-time work, So I simply didn't have time to do the coding or write articles. I have an epic amount of STOS projects I started but never finished.


Do you have a favourite upgrade?

I think my favourite must be the 1.44 floppy kit. It marks the first kit I designed and got working and it's even still produced today. While most of my work is in the boosters, I of course like the V2 for example. But once something is designed and finished, I somehow start to hate the thing. It's old, I could do better, I want to add more features. So Its design pretty much goes out the window and I am always thinking 2 or 3 steps ahead into the future.

As many know, I am still working on the CPU boosters. I recently went into production with the V1 STE booster which runs at 32MHz. I've basically hit the limit speed wise of the 68000. So I have drifted over to the 020 and 030 CPU now. Ultimately I want something along the lines of a 50MHz 030 CPU, with 32bit access to ROM & Fast-RAM.


England's own Jookie/Lotharek?

I don't really know why I do this stuff lol. I guess I love to design stuff and seeing it working on a computer just gives me a warm fuzzy feeling. I think it's an addiction. Like when I produce the first 16MHz booster, I though yayyyy I've done it, now onto 32MHz... It never ends. Just seeing those benchmark results pushing up higher and higher just wants me to push them up evermore.

I'd like to get the super speed hard drive working properly that I have been working with PPera for a while. Also the STE booster going into production along with the new PSU's. The V2 booster sales funded the ST PSU project, The ST PSU funded the Falcon PSU etc. So you can see how it all works. If it wasn't for those guys buying my items, then likely I would have given up and closed shop a long time ago. So big thanks to those customers as they really help fund more productions which at the end of the day, helps more people and gives me motivation to continue.


Your girlfriend deserves a medal!!
How many Atari ST's are dismembered?

Well, I don't live with my girlfriend, it's why I am not around on weekends. I've taken over her space with all the Atari stock, she doesn't mind one bit. She has the stock which is for sale, and she packs the orders and posts them for me. No surprise I just don't have enough time to pack orders and make trips to the post office. So everyone in Atari land should be thankful she posts the stuff for me.

I'm not sure how many ST's I have. Probably about 10 STE's, maybe 30 STFM's and then about 30 various motherboards. In general, it seems to cost about £35 for each machine as a general figure. So around £2,500 probably in machines alone. If you priced up all the upgrades as well, that would be tough. Things like the V2 booster, they are about £65 each, If I have 20 of them its £1,300 worth of stock. Similar to the 4MB MMU RAM upgrade kit, they are about £65 as well. I think I totalled that stock to over £2,000 a while ago. So if you factor in I have on sale around 40 different items, some are not expensive parts though, then you could probably take a guess of what the stock is worth In total. I would guess somewhere around £15,000 of current stock.


Where did Atari go wrong?

Oh gosh. I think this has been a huge debate for a long time. Lack of expansion seems to be popular. Though the ST did have the cartridge port which could do a fair few things. Atari knew expansion was needed as they produced the MEGA with an expansion port. While the ST wasn't born with PCI slots to easily update it (PCI wasn't invented for some years later aka sarcasm) I think Atari limited the ST's design too much. Everything is just so tangled up that if Atari had some forethought and built the ST with the idea that one-day people might want a faster CPU, then maybe there would have been a lot more hardware add-ons produced by 3rd parties such as Fast-technologies etc.
I think Atari fell into a type of "trap" which is something I try to avoid myself actually. Why do an ST 030 booster when we can have a whole new machine? Why stop at that, let's spend more time on updating the video hardware. Why stop at that? Let's add a DSP to help those audio guys out, let people play tracker tunes on it without taking up CPU time. Let's updated this, and that and take several years doing so until we get an awesome machine that we want. The fundamental problem is, waiting too long to produce hardware, and producing hardware on an "as perfect as possible" basis.
Overall, the Atari couldn't easily be upgraded which was the first nail in the coffin. Then, when Atari did start with the 030 CPU, the second nail was that they never produced it as an add-on kit. I think the geeks of the day would have loved to hack in a 030 into their ST's. Nobody has a crystal ball as to what will sell and what doesn't. Atari made the best choice they could probably make back then. They gave us the ST line of computers and they are still around even today. If you asked an STE user do they want a “super STE” with an 030 CPU and no other upgrades or a Falcon with lots of enhancements, but this would take 10 years longer, then you can probably bet people would want the “super STE” as they could always upgrade to a Falcon at a later time anyway.


What do you think of the current scene?

I think The Atari world hit a bit of a slump until fairly recently. There has always been a community, though it's not like the peek of the computer boom in the 80s kinda thing. There are more hardware guys about today like jookie developing hard drives for us. I think that has helped as people can download games images and play thousands of games.

I think websites like AtariCrypt are good to have. Review games on there, there is like a billion games to which who knows what they are or if they are any good. So games being reviewed with videos and images I think really will help people out in the long run. For me, I have seen some interesting games which at some point I would like to have a go at. (Wow!! I never expected to read that. Thanks - Steve)

I think as people buy their First Atari ST if the first couple games they play are just random, and the chances are they will be, let's just say bad games. Just not enjoyable to play. It's likely going to put that person off and they may not bother with the Atari ST again. Though if there are sites reviewing games, good ones which are fun to play, then chances are those new Atari people will keep coming back for more and more games. But it's not just games, there are music people out there using MIDI stuff. I'm not sure if people would bother to do word-procession or print letters out these days, so I think Games and Midi are what people would most likely to use their machines for.


Does the Atari ST have a future?

I started a thread on just that on a forum not long ago. My concern is: as the ST's are failing, due to bad PSU's etc, in 10 years time there is not going to be any working Atari ST's. If they are maintained, then the machines life is greatly extended. I think it's important to keep these machines running, which is why I build things like new PSU's as its one of the most common things to fail.

The Atari community needs new blood, new young blood that is to keep going. Gamers shouldn't need fancy high resolution 3D graphics to have fun. The Atari ST has a huge games list and I think there is far more variety than on today's PCs. Most games just seem to be running around shooting things but on the ST we have Pushover, Chuck Rock, Xenon and so many more which are still fun to play even after 30 years. I think the younger generation needs to see that they don't need a powerhouse to have fun gaming. Somehow think the Atari games will live on for a long time yet :)


- THE LINKS -

- I'm sure you all want to check out his website right now!
- Itching to see what he sells and is currently developing? I bet you are, then clickety-click right here.
- Take a look at his FloppyShop website which is simply an AMAZING resource!!
- Don't forget to keep your Atari ST clean and free of those horrid virus' with the latest UVK!
- Here is a TV appearance which nicely follows up on the amazing interview with Chris Swinson!
- my MEGA ST thanks to Chris for this interview and we have many more to read right here. :-)