I've just received my latest gadget from Lotharek, the NetUSBee. This awesome piece of hardware slots into the ST's expansion port to provide the option for fast ethernet networking and two modern USB ports.
I've connected a USB mouse (worked a treat) but sadly, at the moment, there are no more USB devices to use. I hope this changes soon because the potential is huge. Using a modern mouse is nice but I'm really looking forward to getting the ST connected to my home network. I've already been able to access my FTP file server. Later, I shall attempt to configure STinG and get my Atari ST on the internet using CAB - so wish me luck!
I look forward to future drivers getting more out of this. NetUSBee is a fantastic product and built like a tank.
It is time for another example of awesome box art from my own collection with US Gold's fantastic voyage into the human body. It's actually a familiar 3D shooter set within a unique environment and The Assembly Line always developed great games but with Vaxine they even made some use of the enhanced hardware lurking inside Atari STe: glorious [STE] technicolour visuals along with DMA samples, which are a substantial improvement over the ST.
I've always enjoyed playing this game because it feels like a weird dream. Very different and a great adventure.
Floppy disks can be found using Old Games Finder and 8BitChip has a version for your hard drive!
This is one of my all-time favourite 8-bit games from the brilliant mind of Costa Panayi, Vortex Software. It's an understatement to say I was flabbergasted when I read an old post on Atari-Forum concerning the unreleased ST game; developed in 1990 by the late Mark Haigh-Hutchinson. Sadly, Vortex was unable to find a publisher, so the game was left to gather dust for years. Which is terrible when you think about it!
I always had a soft spot for Vortex and fondly remember playing Android, Cyclone and Revolution but Highway Encounter was my favourite. It takes place on a stretch of highway populated by aliens, tricky puzzles, and many other obstacles to get in your way. The aliens invaded and our robot convoy has the task of merrily pushing a bomb down the highway to destroy their mothership (located at the other end of this road).
Funny tidbit, I remember making a VERY basic map of this game back in the day. Very crude but I was pleased with my progress. Well, until I saw a screen-captured version in one of the magazines. Typical... Anyhow, there's a link to the Atari ST map right at the bottom of the page for all interested.
Right then, let's stop this badly written review for the first screenshot...
Guide our little friends the best you can, they have dangerous cargo!
Road rage!
Our version of Highway Encounter has not been modified with pointless bloatware so, remains much the same. The obvious improvements are with the graphics; gone are the monochrome visuals for a world of technicolour. The highway and your objective remain the same with many whacky aliens roaming about causing trouble. Our droid colleagues are still daft and will get stuck on objects just like the original. However, this can be good: leave them behind - in safety - so you're free to clear the highway ahead of the dreaded aliens.
The joystick controls are spot-on perfect and, if you appreciate isometric games, you'll be at home - left and right rotates, forward to accelerate and pulling back slows/stops movement. As expected, the weaponry is the same and features an ultra-cool energy bolt. This can be improved upon - thanks to power-ups lying along your road trip journey. So, the ultimate question - can you make it to the end of this motorway and save the day?
Interestingly, there is also an editor to create your own highway. This is something I've yet to play with but I'd love to know if any of you guys have used it. Let me know in the comments below!
Let's take another pause from the reading to see another lovely screenshot...
Some wobbly things are approaching! Let's kill 'em!!
Speccy aesthetics?
Visually, this is a joy with old-fashioned styles. In fact, I'm transported to 1985 by its authentic style that is updated yet preserved using a gorgeous palette that isn't over the top. In the 80s, isometric games were the in-thing and this was one of the best examples of that genre. The sprites are as crazy as ever, making you appreciate the finer details of what was achieved. The ST has taken the original and bettered it.
As for the audio, in-game music would have spoilt the atmosphere and been something I would have muted. Highway Encounter is all about careful planning and strategy so it has to be sound effects. Thankfully, they are made from samples and perfectly futuristic for the zapping. It sounds great and I love it!
I think we've got the room to squeeze in one final screenshot...
Those guys are almost too cute to kill. But let's kill 'em anyhow. Do you see a theme here?
The CryptO'pinion?
Let's take a moment to think about something. This is an Atari ST version of Costa Panayi's exceptional shoot 'em up. Additionally, the original has been bettered with marvellous aesthetics whilst remaining faithful. What more could we desire? Unlike many, this is how all 16-bit remakes should have been produced.
Well done Mark, I say. You respected the original game and honoured us with a polished conversion. Highway Encounter will always be a Crash Smash and the Atari ST has gained an exquisite remake. I Love it!!
Okay, I needed an egg-related game for Easter which usually means Dizzy or perhaps even Chuckie Egg 2 (Nah, I'll never play that terrible game again!). So, here is Heartland released in 1996 by Tony Greenwood of Stosser Software and later improved for the Atari STe by TOS-Crew with 50fps STe-scrolling. Fantastic stuff!!
That's right, the original was good but they supersized it for the Atari STe. Something I always love to hear...
Hey, what's Dizzy doing here in the land of whizzy scrolling!
Eggcellent!
This is a cracking (sorry) platformer but I admit that I struggled to fully grasp it due to the sheer size of its map. This is a big game and something you either play properly or not at all - unless you enjoy running around for a few minutes just to enjoy the smooth 50fps scrolling whilst listening to the DMA sounds burping out through the speakers?
This is a great upgrade and I enjoyed the graphics whizzing across my screen like silk that completes the experience. However, I wasn't so sure about the music as I prefer chip. Okay, let's take a look at the keys:
Move using the cursor key's: left & right
space: jump (or use the joystick or JagPad)
m: map
r: show processor time left rasters
s: toggle sample (STE, Falcon), sound chip, effects and no-sound
Woo, this map is confusing at first. And boy, is this game big. Perhaps too big?
Play it
Okay, it's the same game we all enjoy and aesthetics never matter much to the actual gameplay but, I must admit, they sure are nice to have. TOS-Crew has taken a good game and made it even better with proper scrolling that slides across the monitor like never before. I think this will help you to enjoy Heartland more than ever.
This sure proves the power of the Atari STe which the commercial gaming world chose to ignore. What a wonderful upgrade. In fact, I wish there were more Atari STe upgraded games - congrats @TOS-Crew for going that extra mile!! Grab the floppies or a hard disk installable version and I hope you all have a great Easter †
I recently met Andrew Gisby, the creator of a uniquely distinctive shoot 'em up for the Atari STe (and Falcon) that takes place in the darkness of space. It's called Zero 5, released in 1995 by Caspian Software and is certainly a rare gem! So it wasn't long before I came up with the notion of an interview. (which you can read if you carry on scrolling).
Set in the year 2044 with a silly fictional storyline of aliens who are about to invade Earth. Unsurprisingly, we are the only hope to save mankind so jump inside your spaceship and head out into the heavens because humanity is depending on you. Being a gamer, I kinda get tired of saving the day but, sigh, I went on ahead anyhow. What a hero I am!
The first thing that struck me about Zero-5 was its style and this screenshot does the animation no justice...
Come on, that warping effect is so stunning. Love it!!
There are always aliens. Kill them!
Zero 5 is a first-person 3D shoot 'em up which feels like an artful mix of Star Wars, Starglider and some elements of Frontier. Taking place amongst the countless stars, with many missions played out in space or upon the surface of remote planets. Our spaceship is a cool slab of old skool 3D called Perseus which must be piloted through these missions. That might involve attacking an alien strike force, defending allied ships, and lots more exciting stuff.
Control is performed with the mouse (or a JagPad if you have one) and is precise, responsive and feels very natural. The realistic effect of momentum provides a necessary learning curve but you'll soon get the hang of it very quickly. What's probably the hardest to learn, is the GUI with the instruments that provide a wealth of mind-boggling information.
At its heart, yes, this is simply a shoot 'em-up taking place in space, or on the surface of unknown remote planets - which is so amazing. Each location is very different along with the task at hand and no mission is too easy to make this game a pushover. Take your time, learn the controls and always complete the task for a great gaming reward. If you can!
Hey, wanna see another screenshot that does no justice to how this great game looks and moves...
This game has some impressive 3D polygons which will take advantage of faster computers.
Aesthetics
Graphically, Zero 5 is a gorgeous 16-bit bombshell you will adore. The number of on-screen colours has been increased whilst also making use of the Blitter co-processor - which helps produce those cool 3D visuals. Faster computers are supported, so anyone lucky enough to own a Mega STe or Falcon will enjoy smoother frame rates.
Audio is outstanding, for both music and effects, all of which use the DMA hardware ticking over at a sweet 25KHz. The effects during warp and other scenes are Frontier-beating. This is one of those games I wish would have come on CD as I wonder how limited Andrew was by floppy disks. Folks, this is one sexy-sounding Atari STe shooter.
Sigh, the Atari STe was 5 years old in 1994. Just imagine if more software houses had Caspian's commitment...
Oh no, incoming enemies are identified and locked. Only one thing left to do - kill 'em!!!
The CryptO'pinion?
It's a tough cookie but I have always enjoyed playing this space shooter because it's fast and thrilling with such a varied and wide range of interesting missions. Its style and presentation using cool menus are unique and I enjoy the range of missions which is the best part of all. Love the graphics and the booming sound effects are fantastic.
Overall, a slick shoot 'em up incorporating many astonishing technical achievements to put most game developers to shame. It's great on the Atari STe and even better on faster computers like the Mega STe and Falcon. Love it.
Zero 5 is scattered all over the internet but I think Atari Legend has the best floppies thanks to Supremacy disks #61 and #62. Installing to hard drive/Ultrasatan is better and 8BitChip has a funky download that I recommend.
THE INTERVIEW - ZERO 5 CREATOR - ANDREW GISBY
Zero 5 has a wonderful next-gen feel yet is often unknown to many people returning to the scene. Tell us about your game and what it means to you.
I had been trying to get published in one way shape or form for several years. Back in the day, I lived the life of the Indie / hobby / night owl developer. Holding down a job during the waking hours and coming home to hack away on my much loved (at the time) Atari’s.
I remember buying my Atari 512STFm in the late 80’s. I spent hours teaching myself to program in 68K Assembler. Bulletin boards, books, magazines & chance discussions at shows to pick up game dev knowledge. I’m no mathematician, but a series of articles in (I think) ST World on transformations and 3D math gave me so much. I could finally make the leap into 3D.
Everything had to be done in assembler to keep up the speed and finally reading something that explained techniques to turn formulas into assembler was a revelation. To this day, I still keep a pocket “Signetics S68000 User’s Guide” - It was my Bible for machine code programming. An awful lot was learnt the hard way through trial and error (no instant online answers).
I used to look at the latest effects in games (and film) and try to do something similar. So I think Zero-5 marked a highpoint for me. The peak of understanding of what I could personally do with (by then) the STe to make a game. I had built up a large library of routines & techniques to achieve some of the visual and audio effects.
So, in summary, Zero-5 was the realisation of a couple of dreams:
I really wanted to see a game I had written myself published.
My fascination of 3D sim & bring to life things you can only dream about.
Was Zero 5 inspired by anything else from your gaming history?
Everything I had developed was an inspiration for the game. A cheap answer, but my whole gaming exploits (to this day) are a sequence of inspirations. However, if I was to list a few things that inspired the game.
Elite (who wasn’t). But for me, I learnt programming on an Acorn Electron and playing Elite planted the seed for wanting to understand game writing and 3D.
Carrier Command (an amazing game with a level of automation and sophistication that I was just in awe of)
Captain Blood (The art, galactic expanse and imagination was just brilliant)
Sci-fi films and TV programs had a lot of influence. I’m a bit of a science fiction addict. But to list a few that helped inspire ideas in the game:
The Last Starfighter (I recall a sequence when the hero ship flies through a swarm of enemy ships ... That was the start of Zero-5).
Forbidden Planet (big influence for me, generally)
U.F.O. (Fundamentally, I used the same threat mechanic in the game)
What was your background prior to working for Caspian?
See above ... Self taught hobby game dev trying to get published!
Most commercial companies had left the Atari ST by 1994 so what inspired you to carry on during those dark days?
At the time, I thought the Atari Falcon030 and Jaguar was going to save the day. I only knew how to make games on the Atari’s and thought that if Zero-5 was a success, I’d move on to these platforms properly. The Falcon030 enhancements in Zero-5 were done in the last few months. I didn’t really do it justice (but the extra CPU speed helped push the content level up).
Zero-5 really was a labour of love and I was under my first proper gamedev contract - Inspiration enough right !?!
Did Zero 5 live up to your expectations?
Technical Stretch: Yes (I used every chip/trick I knew in the STE!)
Creative Achievement: Yes
Critical Acclaim: Yes (at the time)
Commercial Success: No
I put so much effort and creativity into the game. The landfall sequences were a personal triumph. Turning a bitmap (height map) into a 3D landscape on an STe ... yes!) - One of those 3D simulation dreams realised.
The lack of commercial success was tough to take - We had lot of trouble with piracy (it was rife by then). I spoke to a lot of people that had played the game and loved it. As you say though, the sun was setting on Atari home computers - a shame for me at the time. Thinking back, I think the sheer effort involved did burn me out a bit.
Looking back, would you do anything different?
Launch the game 2-3 years earlier?
What happened after Zero 5 and how come you didn't continue on after Caspian's demise? (freelance, etc)
Newly married, we started a family soon after Zero-5. I couldn’t commit to working on the Jaguar version of the game (my daytime job in IT paid the bills). Creatively, the console wasn’t a copy of the original other than souped-up manic fighting sequences (arguably something I was trying to do when I first started developing the STe version). I was involved on a consultation basis but the Jag was new and it was a steep learning curve for the guys at Caspian. It was pretty exciting to be working with Atari though.
How long did it take you to code this game, what tools did you use, and was it on an actual Atari?
1 - 2 years to develop. I pulled in a lot of previously developed libraries and routines. Interesting memory about this. I used one of the first routines I’d ever dev’ed in assembler to simulate a 3d starfield. Development of the game went to the wire. I had this intermittent bug where the machine was (every so often) crashing! What felt like a few hours (day or so I think) before the game went to press, I found the cause ... That starfield routine (Randomly, I was managing to plot the odd star just outside memory reserved for the screen - d’oh!).
I used a 1Mb STe and laterly Falcon030 to develop the game. I got an HDD sometime through the project that saved doing the floppy / ram disk shuffle (speeded up game dev no end).
I recall using the blitter chip and new audio chip enhancements to great effect. Certainly without them, there was no way I could have thrown so many things around on screen and in your ears. Although it makes me chuckle at what we thought was a reasonable frame rate back then! Recalling the game audio engine I developed as part of Zero-5 - It give me multiple stereo Left / Right channels and a scripted approach to sound effect generation. The upshot was I could chain, stretch, compress and generally mess around with samples without eating too much precious CPU. 8bit samples of course, so sound pretty harsh nowadays.
Main tools I used:
Devpac (I think that was it’s name) for Assembler dev
TCB Tracker (although I didn’t do the music in the end)
Degas Elite (Graphics)
A sound sample editing programme (can’t recall name)
Were you active in the ST scene elsewhere or was it just Caspian / Zero 5?
No, not really, I had a brief flirtation with demoscene but game dev was always my interest.
After our chats on Twitter, I'm aware you now see an Atari ST scene which is still very much alive and kicking. What do you think about this and will rejoin in some capacity or have you left forever?
Never say never. Honestly though - I’m well into Unity 3D and what spare time I have goes into that.
Do you still own an Atari computer? What is it and how often are you using it / what for?
I still have an Atari STe and Falcon030 tucked away alongside a massive trunk of floppy disks (Oh and a back catalogue of ST World). I haven’t really used them since the 90’s. I had a gamedev break late 90s till the 00’s really.
Tell us about your future plans and what you're working on today?
I’d like to bring something made with Unity to the masses. My current project is a game called “Konjitto”. With my family more or less grown up, I’m now steadily been drawn back to game dev more and more. A dream would be to give up the day job and spend my days writing games! I get a kick out of doing the coding, graphics, sound and music (although this is my weakest area).
Anyone can keep an eye on my game dev twitter feed or youtube channel to see what is on the boil.
Thanks for getting in touch, it has been fun reminiscing. Seeing people still appreciate those efforts back in the day is wonderful. Certainly made me and the family smile! Keep up the good work on the site.
Master CAD is a program by MichTron that I've had gathering dust on my ST shelf for ages. I nabbed it off eBay but have never booted it up. I figured I should rectify that and see what professional software was like in 1987.
After brushing away a thick layer of dust, I opened the box and lifted out a weighty manual. "Time for a good read", I thought. It wasn't long until I almost fell into a coma! Wow, such dull reading and confusing - so I decided to stop and power on the ST. Installation was a stumbling block: it insists on being stored on Drive C, which is doable but means cluttering up my boot partition. The next problem was a lack of examples to work from (and yes, that means stealing).
With little guidance, I continued on the best I could. Don't laugh, but I had foolish plans to make some kind of map of Doom's E1M1. I've no idea why, I just did. However, it was clear that MichTron wrote this manual for the established designer. Not somebody like me. I was now getting to that stage where I wanted to pull out all my hair!!
After many hours, my map looked nothing more than a cluttered mess. In fact, it looked like something a child would have done, embarrassing to say the least. This program tortured me every step of the way. It wasn't fun and I had nothing to show for all the time wasted. Another day of my life gone and I'm wondering what made me do this. Madness!
Wanna see just how badly Master CAD affected me? Scroll down...
Hewson never seemed to disappoint and in 1989 they released a platformer with a difference. Stormlord is a puzzler of sorts, with stunning aesthetics, and challenging gameplay. It's set within a world of myths and legends - you are the Stormlord, a muscle-bound Viking dude who is responsible for rescuing fairies from the clutches of a wicked queen.
Occasionally you might find yourself blowing romantic kisses at the scantily clad fairies and, in return, they grace you with their fallen tears. This sounds far too girly, right? Well, prepare thyself because you couldn't be more wrong.
Graphics never really matter but it doesn't hurt to have gorgeous visuals! Here is the first screenshot...
Completing the first level produces lots of fair love - and kisses!
Girls, puzzles and boobs!
Beginning in a spooky forest, this eerie platformer is host to lots of creepy monsters like man-eating plants, wibbly worms, bees, egg-hatching demons, and more. Thankfully, you're equipped with a magical weapon that can also double as a super huge sword, if you hold the fire button. Interestingly, springboards are scarcely scattered about the levels for travel. These act like a crude wormhole flinging you far into those distant places - saves walking and it's lots of fun!!
Stormlord rips ideas from games like Dizzy by featuring tricky puzzles. Some might require you to collect objects: like a key for a door, honey for angry bees, or an umbrella for the pouring rain. However, the most difficult aspect of this entire aspect of the game is figuring out the order to complete these basic puzzles. So that means lots of trial and error!
However, I'll help you with my walk-through off level one as also shown in the video recording...
-> From the start, head left passed the boobs and pick up a key.
-> Walk right and hop onto the jump pad.
-> Use this to whiz by leftwards so you can free your first fairy.
-> Once freed, use the pad to jump back.
-> Next collect the honeypot and walk right.
-> Don't use that jump pad!
-> Continue on passed the pad and walk right.
-> Swap honey for the key and the bees move away from the fairy.
-> Rescue her.
-> Walk left a little and grab the umbrella.
-> Now use the jump pad which is now to your right.
-> Once you've whizzed across the sky, walk right.
-> Free the fairy.
-> Walk all the way back and use the jump pad.
-> Grab the key to your left.
-> Turn around and walk right and free the fairy.
-> All done. So now it's time to accept lots of fairy kisses!
The second level has some aggressive monsters but the object remains the same.
Sexy Hewson aesthetics
The graphics are awesome thanks to the talents of Mark K. Jones. Everything looks tremendous, from the gorgeous landscapes to the intricate detail of the scenery and the scrolling is silky smooth. It has to be said that the sprites are equally stunning with some rather sexy pixels too and throughout, the animation is simply lovely.
The music is monumental. In fact, it's quite a showcase for just what the Atari ST can knock out when in the hands of talented musicians we know so well. Sound effects are excellent but you need to make a choice about which you prefer - before the game begins - which is a shame. Yeah, I know, perfect audio and yet I still find something to moan about.
Another stunning Hewson release so let's see another screenshot. This time is of the second level...
However, it's a lot harder learning the design thanks to the nasties. They're nasty!
The CryptO'pinion?
Stormlord is awesome but sadly, nothing is perfect: I feel that the time limit wasn't necessary. Plus the ability to carry only a single item at once is understandable - but annoying when there's much travelling to do. However, this bizarre adventure still offers a gruelling quest with a massive replay factor so it's as addictive as it is challenging and rewarding.
They did it again, we have another Hewson mega-hit. Yes, it is sexy, stylish, and delightful. Highly recommended!!
Since getting my UltraSatan, I've been stuffing the SD card with lots of Atari ST files (okay, I mean games!!). Now, I don't wish to compromise my collection of ST goodies so I check for errors and viruses quite regular.
There's only one real Atari ST virus killing program worth its salt and that's Ultimate Virus Killer by legend Richard Karsmakers. Well, thanks to Chris aka Exxos, we have the complete and last edition freely available to download but is it still worth it after all these years? Surely the dreaded ghost virus is now extinct?
Sadly, I feel this program is still needed because most ST software is now archived online which means there's a chance so are the various nasties. It's like they're frozen in time just waiting to thaw and inflict their curse all over again. So let's kill 'em all using this amazing program which I highly recommend, even today!!
We are B.J. Blazkowicz, an all-American hero battling his way through the dreaded Castle Wolfenstein killing every evil Nazi baddie along the way. No, you're not dreaming. Rub your eyes in disbelief all you want because it really is happening - Wolfenstein 3D is running on the 8Mhz Atari ST and enhanced for the STe too. Staggering!!
Yes, this classic ID game has been converted to the Atari ST/e by Reimund Dratwa (The Sirius Cybernetics Corporation) and just in case you're wondering, the gameplay is authentic using controls that are excellent and ultra-responsive without any lag. This old computer is running this classic first-person shooter as well as I could hope. It feels like the same game we remember playing with levels, enemies, sounds and more just like in the PC game.
It features 32 on-screen colours, authentic texture mapping, and a high-detail mode (activated by hitting the asterisk key on the numerical keypad). Chipmusic is by Mathieu Stempell and thus truly outstanding as you would expect. Sound effects are fantastic and played using the DMA hardware on the Atari STe. I'm drooling here...
Everyone knows Wolfenstein helped change the gaming world back in the early 90s - in favour of the PC. Our version is incomplete but what we have is polished and every bit as good as you'd hope. In fact, there's a part of me that still cannot believe this is real and I can only imagine what witchcraft was used for its development! Reimund stayed up most nights coding until 5am and I'm positive he scraped together every last droplet of Atari ST power.
We have Wolfenstein 3D for the Atari ST. Take a moment to think about that. Now, get it downloaded right away!
Yerzmyey has released a new album this week called aTTraction which was produced entirely using Atari computers. This includes an Atari TT with Hex Tracker, a Falcon with Digital Home Studio and then he decided to make a couple of bonus tracks in Cubase using an Atari ST. The final shocker is the extra track that was done in Chaos Music Composer and NeoTracker on the Atari 600XL. Don't miss this from da' scene - download it now!!
Take a gander at his website because he's created even more. As I type, I'm listening to "Wake Up" from the "Chiptunes" album which is another absolutely fantaSTic album!
Check out the aTTraction tracklist, I'd say hear them all!!
Lots of games have cool intros but Domark's Race Drivin' must surely rank high as one of the best? It may only last a minute or so but it's a zany mix of Wacky Races and a dollop of Carmageddon thrown in for good measure. A brilliant intro for what is one of the toughest racers - can you drive in a straight line? Well, I know I can't!! O_o
8BitChip has the hard disk installable game and Stonish has the floppy disk Sigma #1.
I saw a stupid tweet the other day concerning the Atari ST demoscene by someone who was obviously an Amoeba user. Rather than rise to the bait, it inspired me to write this quick post! Besides, we know the ST has a belting scene which is very much alive & kicking! (view recent masterpieces like We Were @ + Strange roboTS). Powerful STuff!!
Later, I chanced upon a web page written by Georges Kesseler of ULM. It details his interesting ST-history which I thought was pure gold and I wondered if it was originally part of an older website? An intriguing read of a great ST coder.
Page 6 is a great slice of Atari history and they now have a website for the magazine and even their PD Library software is available to download. I remember buying stuff from Page 6 when I first became an Atari ST addict but their magazine had been going long before then and continued until 1998, true enthusiasts. Happy days!
"Page 6 is remembered fondly by many Atari owners as a unique and invaluable resource, supporting true enthusiasts in the heyday of Atari home computing" - I'd say that sums up Page 6 rather well :-)
Superfly is a cunning "avoid 'em" scroller controlled with just one button. As the screen automatically begins to scroll, just press the joystick's button to increase your height. This stops you from crashing into oncoming objects along with preventing gravity from crashing you into the ground. This might sound familiar to that Flappy Bird but Superfly is a lot faster, and slicker and was released way back in 2002!!
Without giving away the storyline, you are in control of a submarine and must rescue your kidnapped girlfriend. Please make sure you read the funny write-up included within the download!!
Running at 50fps, Superfly is extremely smooth and the audio is tremendous with gorgeous tunes. I believe the STe's enhanced hardware is detected and successful players can unlock features like a gallery and jukebox. This is an insane game which will have you swearing like a docker! Superfly is wicked, yet with an addictive charisma that compels you to play more. Forget frustrating flappy birds and play Superfly instead.
LINKS
- Downloads are available for both floppy and hard drive users.
- Want more? Try the follow-up Santafly!!
Do you need a fully-featured web browser for your Atari computer? NetSurf is an excellent choice and something I've enjoyed using for well over a year. You will need a decent spec and one that runs MiNT OS (check out my own virtual Falcon). To download NetSurf (click here) and for the bleeding-edge builds (click here). Enjoy!!
Well, maybe! But here is Leaderboard Golf which was released in 1986 by Access Software and is undoubtedly one of the least technically impressive games to grace the Atari ST. Let's not be too hasty as this was released all the way back when the ST was just a baby one year old. And the 8-bit computers reign was at its peak.
When loaded, the main menu is rather crude, but functional, and is used to commence a new game. Each hole is rendered in front of your eyes to be played via a third-person perspective - we can see ourselves ready to take each shot. You shall note the golfing jargon on the right and basic information like weather, clubs and distance and a shot meter.
The picture I'm painting isn't exactly wonderful, right? I know, I know, but let's view a screenshot...
Select each club carefully and watch out for those high winds!
Slow down and think about it...
With each and every shot, is a unique distance to the hole so a different club is always required. Long distances will require a 'wood' and (from what I can gather) they're rated W1-W9 and a 1W will achieve the greatest distances whereas the 9W might produce a more acute shot albeit with less power. The 'irons' feel similar to this golfing noob here at AtariCrypt but you might choose a 9I for a more acute shot when in a troubled rough spot.
Finally, the 'PW' is the pitching wedge and is used for those final moments when accuracy is needed to get that little white ball into the hole. Yes, what a golfing connoisseur I am. You shall also note a little pole in the ground that is casting a shadow of varying angles and lengths? Use that to help determine the current conditions.
Sadly, Leaderboard has no save game feature built-in but there are scorecards inside the box and mine (see the picture below) has pages filled in by the previous owner. I love finding stuff like this which I think is excellent as a tiny piece of ST history is preserved. So, here is an interesting tidbit for y'all...
I wonder who David is and how much he enjoyed the game?
It's all about whacking a ball really hard?
Leaderboard is actually quite simple to play but also quite challenging. It's all about choosing (and using) the best club for the shot at hand, of course. Correctly hitting each ball is a balance of lining it up and mastering the power and snap meter. That determines how far you wish your ball to travel and whether it should go straight or curved to the left or right.
Weather will affect the direction and conditions your golfer must face. Plus he also has many of the usual pitfalls to contend with, like the rough, trees, puddles of water and those nasty bunkers. It might be an idea for novice golfers to disable those weather conditions whilst you learn the game's controls and basic mechanics.
Okay, golfing dudes let's take another gander at another amazingly realistic screenshot...
Get that power and snap meter just right for the current shot and weather conditions
Next-Gen visuals!
Visually, I'm sure many will find Leaderboard far too unrealistic and extremely minimalistic, especially when compared to certain other ST games. However, Leaderboard has a nostalgia that I love; the way it draws each scene so methodically is superb - and brings back happy memories during a time when it would have impressed everyone.
Sound effects are on par (see what I did there?) with the visuals. In fact, they're more than enough for this quiet stroll through the countryside using a spot-fx for hitting the ball or selecting the clubs. Hearing the ball drop into the hole is crazy but my favourite is that mushy effect when it falls into the water. So lame, but it's genuinely brilliant!
I tried hard to get a nice screenshot - so appreciate it and take the time to view it properly...
Oh dear, there are lots of pitfalls to avoid on this hole. Can you do it?
The CryptO'pinion?
This was great fun yet I think most golfing connoisseurs might foolishly turn up their noses at such an old game in favour of something better? I would say stop and think about that because this is one of the most charming and entertaining moments you can experience with an old computer. It's so easy to pick up and play and incredibly addictive.
I hate most sports games - I don't even like golf - yet I adore Leaderboard and so will you. This is one of the best games - from the earlier years - that you can play for the Atari ST. Truly this looks poor but is superb!! A fantastic game.
Take a swing and download for either floppy or hard disk (come on, hdd if you can!!)