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

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

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??

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, February 17, 2020

Sardonic



Another brand new game!

Sardonic is a brand new (well, for the Atari ST) vertically-scrolling shoot 'em up that was recently released by José Mário. Yep, it's already out on other (lesser) systems so it's fantastic to see it also getting a 16-bit Fuji conversion!! Now, I love getting my grubby mitts on anything new for the Atari ST so let's see what all the fuss is about.

This game is basically an old skool-styled shooter and the idea is to blast as many aliens as possible, use power-ups, kill the end-of-level boss and repeat. These aliens are constantly invading the screen in waves using various attack patterns - and from three sides of the screen. Our spaceship can only fire upwards but is freely able to move in all directions - rather than being limited to just left/right, ala Space Invaders. And it works brilliantly too I might add!

Righto, let's quick the reading for some screenshot viewing...



Each type of alien is unique and the power-ups will help to recover lost lives and much more!

 
Sardonic is an arcade-style shooter. So I love it already, check out that funky mothership!


Interestingly, our Atari ST conversion has a few enhancements = extra power-ups, different enemies and new attacking styles. This is pretty cool and even more so when you remember than this is Jose's first Atari release!! Hold onto your hat because he's also implemented support for both ST models making use of the Blitter and also the STe's hardware scrolling = ultra-smooth 50fps action!


Boy, is this a tough game? At first, I didn't very last long and it took a few more attempts before I even came close to reaching the first boss! The action feels familiar but it isn't some cheap clone of Space Invaders, Phoenix or even Galaga, but instead feels more like a game of dodgeball - in space! You can only fire a couple of shots at once and the enemy will come at you using some seriously wacky patterns so be prepared to battle hard.

Thankfully, blasting five of these blighters into smithereens will result in a random bonus for speed, armour, bombs and so on. This will help newcomers and thus I eventually got into the flow and reached the fourth guardian - which you can see in my video recording. Hint: if I was you, I'd save all those bombs for these bosses!

Wimps need not apply. Hey, come back!!! Here are some more screenshots...


 
They're attacking from all directions and then their boss shows up for some gun love!

 
I hate Stealth ships. They're so tough to destroy and then Mummy Stealth turns up!


16-Bit Aesthetics?

Well, no. There's not a whole lot to see beyond a black background populated with a few stars which is quite disappointing. The enemy sprites make up for that with nice colours and brisk movement and I'm talking 50fps which is gloriously smooth. Love it, I just wish the background had a little "more" to it other than a few stars.

Sadly, the audio failed to impress me after the title screen's funky chiptune. The in-game sound effects are rather insufficient, to say the least. Our YM chip has only three uses: firing, pickup and explosions. That is it. So I personally think more could have been done to dazzle? Especially on the Atari STe using DMA samples.

Yeah, umm, so it's hardly going to be another Xenon II in terms of aesthetics but that won't stop these screenshots...


 
Can you believe I made it to level four? Until fatigue beat me and then the boss ...sigh!


So cruel... LOL


The CryptO'pinion?

Sardonic is a good shooter alright. I love how those aliens attack in so many different formations and the frequency of power-ups is excellent. Okay, it's quite repetitive, but this is a fun arcade blaster and is very addictive. It's impressive to think that one guy was behind it all and he supported Atari STe graphical hardware too!

Quite the slick shooter and something new that I have really really enjoyed. So go and grab Sardonic right now!!

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. :-)

Saturday, November 09, 2019

Return To Genesis




Dream Team?

Firebird released Return To Genesis the same year I got my Atari ST and it was developed by the incredible "ST Dream Team". Yup, Steve Bak, Pete Lyons and David Whittaker: three masters in their own field. These guys aimed for quality and always pushed our computer without ever resorting to excuses or using a lame Amiga port. #respect

RTG is basically a funky take on Defender where Mechanauts have forced scientists into slavery. We've gotta rescue each of these guys which means jumping into a spaceship to skim the surface of 50 psychedelic worlds. At great speed!!

Wanna see the first bunch of screenshots? Then wait no longer because here they are...



Can you see the Mechanauts? Not easy, is it? Wait, now I see a scientist waiting to be picked up!




I'm getting too old and slow

If you've ever played Defender then you should be right at home with RTG. It only has a tiny learning curve - hold fire and kill everything. But let's play properly? It's worth slowing down to pick up the scientists rather than killing them: once onboard, hit the HELP key to see what cool power-ups they might provide. These guys are useful and could improve weaponry, shields, invisibility, and so much more. However, Festus might be less than fun as the master of self-destruction!!

A scanner shows the location of each scientist but this sadly falls short of detailing the level layout. I don't know why, but this doesn't work well for me. Sigh... how many more times must I be rebounded back and forth like a yoyo. Yes, this is one incredibly FAST shoot 'em up that has you on the edge of your seat. Blink and you're dead!!

Screenshot time and here are twelve scary-looking people from the future...



This is an incredible idea that uses who you rescue in a positive way for the next level. It's superb!



Aesthetics

Pete Lyon designed everything you see but I'd be lying if I said this was his best work (I personally think Zynaps won that accolade). Don't get me wrong, RTG looks lovely but it's also pretty gorky and I sometimes found it difficult to distinguish the aliens against those funky backgrounds. The scrolling is smooth to prove, once again, that the Atari ST needed no custom chips when in the hands of talented people that care about the product they're working on.

Audio is such a treat. Dave Whittaker sure knew how to get the best heard from our computer - his work proves "chip" will last forever. Okay, it does sound <cough> familiar but it suits the gameplay perfectly. Heck, our ST talks to us which is a zillion times better than Gold Runner. Dave certainly gets the YM processor rocking in ways only he could achieve!

It looks, moves, and sounds superb so certainly a dream team production! Here are a couple more screenshots...



Oh, look, a weapons upgrade. I knew it was better to rescue these guys rather than blasting 'em!




The CryptO'pinion?

RTG is one of those games that has it all - it looks, scrolls and sounds absolutely brilliant yet I'm still unsure. I love a good Defender but this is too difficult thanks to its blistering speeds which means hitting lots of objects and suffering humiliating deaths. However, the scientist's power-ups are a wonderful idea that compensates for the difficult gameplay.

Return To Genesis is an iconic shoot 'em up for most Atari ST gamers! But, it's way too furious for me and thus another Anarchy. Sorry, but give me Xenon or Menace any day of the week. Overall, I like it but, I don't love it.

Return To Genesis is available on floppy or a hard drive device.

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.

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)