Tuesday, June 28, 2016

megahertz war


I had to "laugh" when I read this article by Andrew Wright from issue #24 of Atari ST Review magazine. How right he was about the times and I do wonder if he had a crystal ball? (if so, it was probably a GEM program). By the mid-90s, the PC industry had taken over to claim (and keep) the crown for the winner of the computer wars. Sure, we were still around but we knew our days were numbered and, for gaming especially, the ST was as dead as a Dodo.

All due to Atari's poor management and their lack of enthusiasm throughout the previous years by restricting the old ST to the same 8MHz they gave it in 1985. So, our beloved Atari TOS computer began fading away into the darkness and, by the late 90s, every ST was probably hidden away inside thousands of attics... I jest, but the millennium days where sure gloomy. Cheer up because it also happened to those Commie computers too!

Saturday, June 25, 2016

ST Review Invaders



Quick, get inside your laser cannon!

I've just found an ST Review cover disk (#11) and on it is the imaginatively titled ST Review Invaders, a magazine exclusive by Dave Munsie. Sadly, my first impressions weren't great because some traditional elements are altered far too much for my liking. Such as how the cannon moves over a rocky landscape so I wasn't feeling the love.

However, I slapped myself and then began to mellow! After a few games and found myself enjoying this quirky space shooter and the nifty new mechanics which I thought were excellent. Also, I enjoyed the faster gameplay which is superb. I love how the pesky aliens no longer shoot in predictable straight lines and their attack patterns are quite brilliant. Level two sees them bopping along in a humorous fashion with a Mexican wave following later on!!

Overall, the authenticity has been altered far too much for my liking so it's not Space Invaders anymore. However, it's still a great game in its own right and certainly has that 'just one more go' factor. I really enjoyed playing this game!

Wednesday, June 22, 2016

Atari ST menu disks



Astonishing!

Menu Disks... Hmm, I love them for the opportunity they gave to us poor folk that couldn't afford to buy many games but I hate them for prematurely killing the Atari ST gaming scene. Whether they did or didn't is an argument that's been going on for years so it's up to you what to think. The one thing you cannot deny is how great they are with their superb visuals, music and text. Like it or not, they are an essential part of Atari ST history.

Some disks are incredible and often by a kid in his bedroom who puts commercial companies to shame with jaw-dropping effects. I have many favourites myself, like Dream Weavers, and I adore: Automation, Fusion, Elite, Replicants, FOF, Cynix, D-Bug, FOFT, Zulu, Mad Vision, POV, Bad Brew Crew and more. Ahh, the list is almost endless!

Sadly, not many of us kept these floppies - or they have stopped working over recent years. These menus are getting harder to find and some have disappeared from existence, which is terrible. Thankfully, a website has taken up the challenge to preserve this part of Atari ST's history. It's called Stonish (now Atari Legend) and is run by Bruno Mathieu.

I asked Bruno why Stonish and what he hopes to achieve:

"Stonish.net tries to collect all menu disks made on Atari ST. They are mainly games menus, but it will feature tools, demos and mod menus in the next months. The site provides more than 1600 disks at the moment (more to come). All disks have been tested and some of them have been repaired.

The goal is, of course, to provide a safe database for all disks, but not only. Some crews didn't spread very well their disks. A lot of compilations have been lost since the 80's. So we need to fill the gap: any help is welcome ;) This is the first of the website, which will probably evolve in the next months.
"

Many disks have now been rescued but there is still lots missing so please, if you find anything lurking in your attic then consider helping. Stonish is a great website, doing great work, I wish them much success!

STay Atari.

Monday, June 20, 2016

Moon Patrol



Luna road-tripping

Oh no, the moon is under attack from a legion of nasty aliens and it's our job to stop them! We've managed to find ourselves a cute Space 1999 buggy which appears to mostly drive itself. It even follows handy checkpoints to stop you from getting lost so dust off your spacesuit in anticipation of the Atari ST version of this amazing arcade classic.

With your foot always on the gas, you can only control the level of acceleration as you travel the terrain trying to avoid potholes and any obstacles. Moving the joystick left/right changes that acceleration and pushing up allows you to leap over the potholes. However, be careful because that requires precise timing because the wheels aren't too great at going over potholes. So the slightest missed jump causes the buggy to violently explode like something from a cartoon!!

It sounds silly, and it is, but isn't that what makes a lot of older games intriguing? Let's crack on...



Don't let the graphics put you off from playing what is nothing less than a beast!!


Simple mechanics yet still tough!

There are two difficulty modes, beginners and champions. As you can imagine, if you're new to Moon Patrol and wanna break yourself in gently, then choose beginners. This gradually introduces the game's twisted mechanics and alien monsters at a steady rate. Use this mode to learn joystick controls and the general feel of the game. It's cool.

However, the latter difficulty is much better and certainly offers a far more interesting alternative with many extra features, obstacles and enemies, etc. Here, the landscape is terribly hostile and made worse by even more invading aliens who frequently appear from all corners of your screen. It's manic but wait, don't run away there are weapons!!

Yep, banging on that fire button will simultaneously shoot two weapons: one at the top, is a machine gun firing upwards plus there is a front-mounted rocket launcher for the approaching enemies. So keep one eye on the road ahead and another on those pesky aliens. It's a lot harder than you might think so keep on firing and hope for the best!

Okay, it's screenshot time but why not use a different monitor? Check this out...



Hang on, there are mountains in the background with snow. Hmm, very odd... ;-)


Aesthetics

Graphics appear dated because they are. And that's exactly what you would expect from an 80s game. The decor is authentic with silky smooth scrolling supporting a three-layer parallax effect plus the buggy's animation is superb as it rumbles over the bumpy terrain. Don't forget, Moon Patrol also works in ST High (640x400) and looks gorgeous.

A funky chiptune bops away in the background which is oddly, very much excellent. It's foot-tappingly excellent in fact and I love it. This is accompanied by vintage bleeps for the sound effects to suit this classic game perfectly.

I love it when a game transports me back in time rather than trying to improve (ruin) it...



The checkpoint idea is great for a number of reasons plus it's fun breaking a record.


The CryptO'pinion?

Moon Patrol is an excellent conversion that offers a groovy step back in time to 1982. This is instantaneous fun and I love how its troublesome landscape combines the pothole hopping whilst frantically trying to shoot down the aliens. It's tough but very addictive so keep your eyes on the road otherwise - KABOOM! Instant moon junk!!

A faithful conversion of an arcade classic with rock-solid playability. Trust me, this is #retrogaming gold!!


Old Games Finder has access to all the floppy disks
8BitChip has a version for hard drive installation!
Strategy Wiki lists the many versions of Moon Patrol
Here is their walkthrough which I thought was pretty funny.

Saturday, June 18, 2016

Atari 1040 STf



When eBay proved fruitful

I've bought an Atari ST off eBay which also included an SM125 monitor. However, both are in terrible condition! Very dirty with many battle scars and also what looks like scorch marks near the power unit area. Anyhow, I took the chance and ended up winning the bid for a shocking 99 pence. Yep, less than one pound and that included the monitor as well :-)

Once home, I began the cleaning - which took a long time!! This poor old computer must have suffered fire damage at some point in its life judging by the scorch marks inside. It also appears to have suffered other damage at some time as I saw several repair company stickers inside. Funnily, I needed to hoover around the floppy drive area because of a soot-like sludge that looked like tar. Plus also a thick bunch of spider webs covering all the cables. Quite the toxic state!

Well, after all the hard work, I'm so happy to have this marvellous ST up and running! Plus the SM125 is a fantastic monitor that still looks great. To think of its previous condition with the keyboard grime, burn marks, and all that weird thick sludge is gross. For once, eBay has produced a bargain and I'm glad to have rescued this beautiful old computer.

SysInfo reports it to be a 1040 STF with TOS 1.00 and 1MB RAM ...and all for 99 pence. Woop Woop!


Filthy but even worse inside thanks to a thick sludge and many cobwebs!!

I wish I would have taken a better photograph but the old ST scrubbed up beautifully :-)

Tuesday, June 14, 2016

A Prehistoric Tale



The Lost Boys!!

If there were ever giants that graced the Atari ST demoscene, it's these fellas. In 1990, they ventured into the commercial gaming industry with A Prehistoric Tale, published by the mighty Thalion. So how does it play and can a demo group make a good game? We all now remember TCB's Enchanted Land. Talent doesn't always equal great gameplay :/

Those who remember Chuckie Egg or Panic will feel at home with this game. We have been teleported back in time when dinosaurs roamed with a constant threat of being eaten alive. But this is the time for sexy cavewomen who all happen to look like Raquel Welch. We are tasked to collect dino eggs so all mammals don't become extinct.

Take these to the teleport for safekeeping but, there is a time limit and you can only carry only three eggs at once (unless you use an egg basket). To make matters worse, the teleporter changes location after each use, lots of spiders and other prehistoric critters constantly appear, and you should watch out for the swarms of Pterodactyls!

The graphics are reminiscent of the 8-bit days with a lovely 16-bit quality. It's almost like we're playing a demo by The Lost Boys because of the palette used - and I love it. The audio excels, all thanks to Jochen Hippel and I'm sure you'll be tapping your foot along to his gorgeous chiptune beats. To say the audio is fantastic would be an understatement.

A Prehistoric Tale is straightforward but hiding underneath a humble exterior is a worrisome experience that keeps you on your toes. Even the most gifted player will struggle at first, practice and you will love it. Superb game.

Downloads are available on a floppy disk and 8BitChip has a hard drive version.


Is that a teleporter or has he simply eaten all his Ready Brek!


The pixel art animation when dropping off a ledge is hilarious!!

The Lost Boys archived collection on Demozoo

Monday, June 13, 2016

Storm 94



Alien Breed?

Storm 94 is a shoot 'em up developed in STOS by Marcus Platt / Fugitive Freelancers in 1994 for the Atari STe. It's based on the familiar alien theme with a style reminiscent of Alien Blast and Alien Thing and was originally released by LAPD.

Like other similarly inspired games, we are exploring a spaceship whilst suffering a constant onslaught from the ravenous alien baddies. These are (of course!) relentless, so shoot first and never bother asking silly questions! Ammo, health and security keys are littered throughout the levels but if you find yourself needing extra then these can all be purchased from the computer terminals. Our job is to find key cards to operate the airlock and allow us to escape.

My only quibble is the time limit which is way too short and if you notice the screen turning red, you're near death!! For me, this game didn't need a timer whatsoever and ...umm... spoils itself somewhat. I hope somebody like PP gets a hold of this game and adapts/removes this timer then I might be able to see more of it lol. Sorry, not sorry.

I liked Storm '94 because of the action mixed with strategic elements. It's quite amazing to think this was programmed in STOS but that timer spoils it somewhat. Anyhow, a furiously fun game which I have thoroughly enjoyed!!

Sunday, June 12, 2016

ATARI STM (...continued)


I thought it was about time that I followed up on my previous article concerning my new Atari STM. Well, I have opened it up for a good clean and it powered on perfectly. Sys Info reports: 1mb Ram / TOS 1.2 / GEM 0.13 / AES 1.20 and I have successfully connected up my external floppy disk drive and played many games. Yes, I'm a happy bunny :)

Also, this is such a cool-looking computer and one with a super-compatible gaming specification. I now need to buy myself a pair of midi cables for Midi Maze against my 6-year-old daughter. Yes, I sense so many easy victories ahead!!

Wednesday, June 08, 2016

NES



Hang on, isn't this an Atari website?

Nesulator is a collection of programs by Ed Cleveland that emulate five famous Nintendo/NES games: Donkey Kong Jr, Castlevania, Dig Dug, Mario and The Legend Of Zelda. Each program is the same emulator but dedicated to that particular game. This package was released at STNICCC 2000 but sadly never completed - a massive shame. However, as is, they show the outstanding potential that this project offered - with Dig Dug performing the best I thought.

Thankfully, we can still get to play with these betas and have some fun - remembering that they are unfinished!! You will need an upgraded Atari ST or something like the Falcon because each game demands lots of horsepower to run at an acceptable speed. A fantastic piece of software (on all but 8MHz STs) but I sure wish Ed would have finished his work...

I now wish I could go back in time to tell myself NOT to sell my TT or Falcon. Yep, sad isn't it?


- Screenshots and a download from Demozoo -







Tuesday, June 07, 2016

Midi Maze



FPS - long before Doom!

Midi Maze hit the shelves in 1987 thanks to the talents of Xanth FX and was an early taste of multiplayer first-person gaming. It takes place inside a labyrinth of weird smilies who roam looking for blood. So ignore their happy faces because they're anything but nice - and need killing!! You could say, the last sphere "standing" wins? Okay, maybe not...

The controls are rather straightforward and very easy to master. You can use either the joystick or mouse - but I personally think the joystick works the best. Those without midi cables can play in Solo mode which allows up to 15 computer-controlled bots with three levels of AI. Those with MIDI cables and other Atari STs can invite friends over with the potential to link 2-16 computers. Think about that, it is quite staggering for an '80s deathmatch. This was 1987, folks!!

The graphics are good but the walls are "paper-thin" and also without any texture or ambient lighting but do remember just how old this game is. Frame rates are fast and exceptionally smooth and I was impressed to see the baddies have a shadow, thus adding to the 3D perspective. Sound effects aren't going to win any awards but they do their job.

There is nothing I enjoy more than a good first-person shooter and Midi Maze certainly packs a punch albeit killing cute smiley faces! Single-player is welcome and works well but Midi Maze comes into its own when linked with other Atari computers. Midi Maze is one of the best games I have featured and is easily a true Atari ST gaming legend!!

* Check out this Midi Maze fanzine (It's in German but Google Translate will help!
* Here is a PDF document of the original game manual
Atarimania has all three games listed in their Atari ST database.
* Floppy disk images are available from Old Games Finder.

Monday, June 06, 2016

It's-a-me, Mario!



Oh no! Mario is now available for the Atari ST. Phew, thankfully, I'm lying!! This is actually a cool intro screen that was created to be a main menu for some demo that never got completed. Good old Demozoo informs that it's by Channel 38 and features neat music and a large "play area" making good use of those borders. Oh yeah, so nice!!

My apologies for my video recording which is pretty poor. A real ST/e performs silky smooth.

Sunday, June 05, 2016

Asteroidia




Breaking rocks

Dave Munsie is literally a legend within the Atari ST world. It's as simple as that. This guy released several outstanding games like Berzerk, Frantick, and Kid GP. Hey, a couple of his games were even enhanced for the much-loved Atari STe.

Asteroidia, as you've probably guessed by now, is a Munsie-take on the old Asteroids arcade genre. This means it's hardly going to win an award for originality, but don't be put off because I've a sneaky suspicion this might be worth your time downloading and playing this rock blaster. Well, it's a Munsie game so that's a given, right?

Okay, forget about a static/no-scrolling ST screen and those old vector graphics. Dave is transporting us to a part of space where moving pixels rule thanks to the hardware of the Atari STe. Pixels that are powered by the Blitter chip so scroll along at blistering speeds. Not only that but you can expect DMA audio too. Your monitor won't know what hits it!

To be honest, it's hard to imagine Asteroids looking impressive but, I'll post a screenshot anyhow...


The planet is powered by the Blitter and whizzes by!



Boring old asteroids, right?

As you would expect, the gameplay is predicably asteroids with us controlling a ship to try and chase down those lumps of rocks. It's initially quite hard and surely takes some getting used to because everything moves so fast. Thankfully, the controls are a cinch to master so it won't be long before you realise how fantastic this alternative conversion is.

Visually, this is a nice looker but it's the speed of everything that will impress the most. To see planet Earth swooshing across your monitor certainly makes you realise just how under-utilised the Blitter and Atari STe was by the bulk of the commercial gaming companies. Once again, Mr Munsie puts them to shame. Audio hasn't been forgotten and we get DMA support which plays a short sampled tune. However, it's quite repetitive so I switched to chiptune/sound effects!

Here is the options screen with options to use the Blitter and flip between PAL/NTSC...



Gotta tip my hat to Mr Munsie... Blitter, 50Hz, Atari STe / Falcon support. Incredible!!



The CryptO'pinion?

Sure, this is Asteroids but, the twist is how it performs with impressive Blitted graphics zooming about the screen. It's like watching a demo and it proves how much potential the Atari STe had yet wasn't utilised. The joystick controls are superb so your gameplay is rock-smashingly addictive. This is one of the most entertaining versions of this original.

Blitted graphics or not, this is bucketloads of fun and a superb Asteroids conversion. Highly recommended!!


 Download Asteroidia from AtariMania 
 Hey, can you beat my hi-score below? 


Saturday, June 04, 2016

A degas dabble!


Check this out, folks! Marc Johnson needs no introduction but look at what he created for me when fed with chiptunes (and a bottle of wine). Thank you mate, this is an awesome logo. Absolutely superb STuff!!

Friday, June 03, 2016

Crime Wave



Well, I tried...

You know me, I love the Atari STe so am always on the hunt for games, demos and programs that make use of its enhanced hardware. Well, I was flicking through ST Format #58 and noticed a review of a game called Crime Wave, by Dillon Agoma from 1994. It appears quite similar to Super Cars and makes use of hardware scrolling! However, the reviewer didn't seem too pleased with the controls so perhaps it was a work in progress?

This is a tough one to research because its name is the same as a commercial US Gold game and no PD library stocked it because Crime Wave was only available directly from the author. I've searched online but sadly found no downloads or information... But I have written and posted a letter so let's hope he is still living in the same house!

Update: I've managed to contact Dillon and these are the latest pieces of information...

June 2016: This is the date I originally posted the letter!
Feb 2017: Sadly, I never received a reply to my letter. (I later found out that he had moved!)
July 2017: I managed to contact Dillon online and he thinks his disks are still in storage :-)
Oct 2017: Nothing turned up there, but he now hopes that those disks are in his attic.
April 2019: I've sent Dillion another message but sadly I've heard nothing back. I hope he's okay but I'm now starting to think this piece of ST history is now lost forever. Perhaps I should give up? I am gutted :(

Monday, May 30, 2016

Marko Latvanen

Marko Latvanen currently handles all of the Atari ST administration for the AtariMania website which must be a massive undertaking but one he is committed to finishing. AtariMania is a popular website that has catalogued and detailed almost every Atari ST game. I don't think a day passes without a visit from myself and zillions of other people, I'm sure.

Of course, AtariMania isn't just about Atari ST gaming because they also feature utilities, applications, demos and even scans for books, adverts and magazines. Not to mention support all other Atari machines, from those odd-looking consoles to the mighty Falcon computer & Jaguar CD.

Marko is a cool chap and works hard for our Atari scene so I figured it was about time he answered few questions for a feature here at AtariCrypt towers - thank you Marko! You know what to do... clickety-click and visit the AtariMania website right now!


THE INTERVIEW
MARKO LATVANEN


What is your role within the world of AtariMania?

Atarimania is a huge project which tries to preserve and catalogue the golden memories of gaming but also demos and utilities over 9 different systems (Arcade coin-op, 2600, 5200, 7800, Lynx, Jaguar, Atari 800-series, Atari ST–series and Falcon030 / TT. A lot has been done but also a huge amount of work is still ahead for a small team like us. Our headquarters is in France and we have 5-7 active members for the whole Atarimania website.

My role is mainly Atarimania ST database moderator. So I’m basically doing a lot of “household” work with our custom built software. It includes building database records, correcting information based on our own research, adding screenshots, hunting down unreleased games and their creators, helping them with utilities to save precious ST productions before they break down, doing a lot of cross reference checking, game archiving and research which is the most interesting part. I like being a software archaeologist for the digital dawn of 16bit computing.

In the last 12 months I’ve been also building a database for Atari’s last beast, the Jaguar. Oh and I’ll update the Atarimania Facebook page as well. What else, surely missed something (grin emoticon). I get of course a lot of help from Stefan_L and Champions_2002 who also do the database moderation, background research and are equally as important part of Atarimania ST-section.


What does the Atari ST platform mean to you?

It was the first computer I bought with my own money after working hard the whole summer 1990. My parents really didn’t dig computers so we never had one when I was a kid. That’s why I jumped straight to the 16bit waggon. Played a lot with Philips VideoPac G7000, C64 and Amiga with my mates though. After seeing an ST in Finland’s leading computer magazine Mikrobitti I knew what I wanted. I had to wait for a few years but when I finally was old enough for the summer job, oh boy! There they were side by side at the computer shop – an Amiga 500 and Atari 520STfm. I still remember it like yesterday. My choice was clear and I never regret it (wink emoticon)

So I grew up with my ST, it offered me thousands of hours of fun with games and some jaw dropping demos, I learned English (sort of anyway!) by using an ST and it helped me to secure my job in Desktop Publishing business (thanks to Calamus and TimeWorks Publisher). For a while, I even got paid using an ST as a workhorse in mid 90’s.

I do this because I want ST and its memories to live forever. It’s also my way to say huge thanks to all those game, demo and serious software developers, graphics artists, musicians and designers who offered me so much fun over the last decades. Their work should not be forgotten. It’s also a most rewarding feeling to get unreleased stuff dug out of people's attic to save them from destruction.


I hope you are in this for the long haul?

Been into the Atari ST every day since 1990 so I’ll be there as long as most of my fingers and senses are working! And of course, as long as Franck keeps the site up and running. Retro computers just keep getting better every year!


How do you envision AtariMania 10 years from now?

In 10 years it should be a top research-quality database for the future generations of computer historians, journalists and the people who want to see and feel what Atari was about its golden years. Hopefully, it will also feature a lot more videos, music files and a capable online ST / Falcon emulator to try out the games and demos.


What Atari computers do you own?

Erm.. Well, they sort of started to pile up since 1996 when people practically gave them for free or for very little money… I think it’s better to just click here: http://www.gameberry.net/user/kokoelma.php?1503211172 ;-)
(like wow!!! -Steve)


What are you favourite Atari ST games?

I’ve always been a big fan of racing games from the day one so Vroom, Microprose GP, Stunt Car Racer, Crazy Cars III, Toyota Celica GT Rally, Lotus and Super Cars series were the ones I’ve played most back in the day. For the other genres, i guess I'm still playing Kick Off, Phantasie III, Obsession, Pro Tennis Tour, Fire & Ice, Elite and most part of the awesome Power Pack bundle in the retirement home if they allow computers!


Are you planning any changes to AtariMania?

As I’m only an ST moderator it is really up to Franck to decide where the future of Atarimania is heading. I think there’s so much work ahead in most of the databases itself. We should concentrate on that until the work is done.


Is the Atari ST database close to completion?

I would say something like 45-50 percent. We have most of the commercial releases in as well as the biggest demoscene productions from ST’s commercial years. We are still missing many hundreds of PD / shareware games, a huge amount of Falcon stuff and utilities.

From the artist credits part, it really is not yet in such shape it should be used for research purposes without double checking first. The problem originates mostly from the imported list Atarimania used as a basis of the database. It, unfortunately, had a lot of errors in it. Another part is caused by me as doing too many 10-11 hour Atarimania days at the start of the project wasn’t maybe wisest move after all! It’s an extremely slow task to check everything, but we’ll publish the correction progress on the Atarimania news page a bit by bit.


AtariMania's ST games are not playable on real hardware?

It’s because we try to preserve games as originally as possible. Most cracked versions had title screens or even digital music tracks removed or altered so the originality was gone. As we want to give the full credits and support to the original authors who did the hard work in the 80’s and 90’s, we don’t use cracked versions on ST section.

However, I must point out that game crackers did a very important job historically speaking if you look it nowadays. The majority of the classic games would have been lost without people spreading them back in the days, and there probably wouldn’t be commercial interest in retro gaming nowadays without crackers who kept the software alive. So they really deserve the credit for their work but we just like to do things unedited when possible.


You have so many aliases on Demozoo! Why?

Hmm. There seem to be some errors. The ones I used were mostly related to Jean-Michel Jarre’s recordings. Not sure where the Beatdrum or Squish came from… Probably from some lazy editing of my crappy MOD-files.

I guess I just couldn’t make my mind. First, we had a little user group called The Atariga Crew. We did some 40+ compact disks mostly for our own use and had little gaming parties. We also toyed a bit with STOS Basic but I soon found out I had no character of a coder. My highlight was to get a UFO sprite bouncing around the screen (grin emoticon). My cousin was a bit better but he never got much running either. So we used an util called Intro Concept to run our menu disks. I concentrated mostly on swapping and graphics.

After my cousin got bored on ST I started Alien Nation to do some graphics work. In later stages, we finally got a real coder from the UK. Under that name, we released 10 MOD disks and some 40 more compact disks, again mostly for internal use. I used some of the graphics in them I did with Canvas and Deluxe Paint ST. I also did a new set of VW Buggy themed graphics for PD racing game called Hot Wheels but the disk is unfortunately lost. After a while, our coder went to iMac and we had some plans to make a game for but it got nowhere.

In the meantime, a crew called “Depression” asked me to do some logos for them. One of them is actually painted using Amigaarghh (don’t shoot me, my STe was collecting dust at a computer shop for memory expansion) and others with 68030 powered Apple Macintosh IIfx in PhotoShop 3. Shame on me! (demozoo weblink)


What makes Marko tick?

Having two under 10-year-old daughters, a Collie dog and doing mainly working hours from 3pm to 11pm does, unfortunately, rule out most of the social hobbies.

Besides Atari things, I'm also a big Mazda Motorsports fan and follow everything Mazda-related racing action closely. They’ve an amazing racing heritage in the USA thanks to the rotary engine which was something no other car manufacturer managed to get working properly. I even travelled to the UK last year just to see and hear their vintage rotary powered racing cars. I also keep my 1995 323F’s and 1992 MX-3 in running order, expanding my 520+ title racing games collection.I try to go to as power metal gigs I can & of course have a beer or two with my friends from time to time and play retro games.

Monday, May 23, 2016

Walls Of Illusion



Sit back and relax for its Jackanory time!

Today, I picked up a random (#101) issue of Atari ST User magazine (see below) from my collection and sat down for a good read with a nice cuppa joe. All of a sudden, I was in shock, and almost spat out my coffee in disbelief. There it was. Something I had forgotten about: my old Motelsoft favourite - Walls Of Illusion.

How could I have forgotten about this?? Perhaps I'm crazy!! Yes, but, for those that don't know, Walls Of Illusion is a "Dungeon Master" and follow-up to Arcan which was released in 1993/4 (shareware). This is an impressive and extremely well-made RPG so I think I should lock myself away for a few days to relive the adventure?

Has anyone played this great RPG? I'd love to know if there are any fans out there and what you think of the game, especially in comparison to the original. I remember playing this game like crazy even though I would never have come close to finishing it! Anyhow, I feel like I've just been reunited with an old friend and I'm so happy :)

AtariMania has the full registered version to download. Go on, get it. Play it. Live it!!


Okay, it's time to be flabbergasted because
Motelsoft still has a website w/ Atari ST downloads!


Sunday, May 22, 2016

CRAPMAN



Crapman was originally featured within the Synergy megademo and later released as a standalone product in 1993. Most Atarians rate this as one of the best Pac-Man and it's obvious why with spot-on perfect gameplay: those pesky ghosts are clever and a cunning level design helps make this extremely challenging.

The graphics are marvellous and the Scavenger music is just perfect - gorgeous and timeless! Crapman may have a silly name but it's a fantastic twist on the original and immensely addictive. Right, I cannot stress this enough, stop what you're doing and play this game right now. Quite possibly the best Pacman clone?

Download Crapman game from the Demozoo website.
The Synergy Megademo is one of the best Atari ST demos so download it.
I also recorded a few more videos from the superb Synergy:

Saturday, May 21, 2016

Lure Of The Temptress




An Adventure To Lose Yourself In

Every so often a game is released that breaks the mould and completely blows you away. Virgin Games released this point-and-click adventure back in 1992 and it's something quite remarkable. A game of great character, lore and charm. Interestingly, it was developed by David Sykes and Tony Warriner of Revolution Software and appears to be their only Atari ST game. I hate it when that happens as I cannot help but wonder what else they would have made...

The story begins with you waking up one day, only to find yourself locked away in a creepy dungeon. You are a nobody, a peasant, and are called Diermot. You were previously part of an attempt to free the village of Turnvale from Selena and her army of Orc lookalikes, called Skorls. Sadly, that campaign ended in tragedy and everyone was killed! Whilst the bloodshed reigned, you bumped your noggin and were knocked unconscious only to be easily captured.

Upon waking, you find yourself banged up in jail with a bad-tempered Skorl as your guard. Yikes!!



The intro is fascinating to watch. Like a 16-bit mini-movie!


I love the opening scenes which nicely introduce you to the world you're in.



As you begin to explore, you meet new people like this old chap idly relaxing...




It's Like Having A Second Life!

Lure Of The Temptress is something in which to become lost. Immerse yourself in this wonderfully crafted adventure taking place within a gorgeous Olde English setting. It's a point-and-click adventure controlled using the mouse: the left button guides your character around the screen and can also display status and object information. The right button is used to command and interact with characters and more. This system is well-designed, intuitive and easy to master.

Gameplay is experienced in real-time with the populous merrily going about their daily business while you go about yours. Having woken up in jail, your first task is to escape, so it's fortunate Skorl's aren't the brightest bulbs in the box. Ie, easily fooled. Throughout, your progress will be down to careful exploration, examination, and communication so pick up every object because you never know when you might need it. Talk to everyone and see what information they can reveal and sometimes somebody might ask you to do them a favour before divulging.

The world is populated by some of the most entertaining personalities and delightful characters that will certainly win your heart. Just start a chat with someone in a tavern, for example, a dialogue guaranteed to entertain! This charm and charisma are displayed early on as you rescue a fellow inmate called Ratpouch who immediately becomes a loyal friend. He is actually good company and will often try to help - when he's not in the pub that is! But watch out because he doesn't half get himself into trouble by saying the silliest of things to other characters. Such a mischievous guy and a best friend.

Let's take a look at a few more screenshots with subtle hints...


It's worth exploring everywhere and chatting with everybody... Even the half-naked man!



Or you could play dress-up and enjoy being a dude in a dress. Incognito is fun!



Relax. Have a beer and chill with your mate Ratpouch. Maybe you'll hear something interesting?




Looks And Audio

This adventure is one of the most visually stunning 16-bit games I have ever played. The artwork is an absolute joy and perfectly sets the mood for a wonderful medieval setting. The characters move with smooth animation and I love those added intricate details - like the bird which sits on the fence for a few moments before flying off. A delicate touch to the scene and impressive to witness during play. It's things like that which make you appreciate the atmosphere.

The sound effects are the only weakness but please don't misunderstand me - they are beautiful and made from high-quality sampled sounds. However, there are also some screens that don't have any background audio at all. I personally found that a little disappointing in comparison to the rest of this beautiful game.

I'm moaning about nothing there, aren't I? Well, let's take a look at one final screenshot that you will see a lot...



Oh no, it's game over for another fallen adventurer. They think it's all over? It is now!!




The CryptO'pinion?

Lure Of The Temptress is most certainly an impressive adventure and one you will adore getting to grips with. Hilarious, captivating and very addictive so my advice is to make time for this wonderful game. Make notes and talk to everyone. Yes, even those people who may resemble a street bum or a wacko in a pub knitting. Everyone has a tale to tell.

You never know what the game will throw at you next. Such a massive adventure with so many twists and turns cunningly interwoven into its storyline. Heck, you may even fall in love... I shall say no more about that! Personally, I would rank Lure Of The Temptress as one of the best adventures for the Atari ST and a pinch away from total perfection.

 - I found this cool image on the internet which maps the village.
 - 8BitChip has adapted a version for Ultrasatan/hard drive users.
 - No hard drive? Then instead check out Old Games Finder for the floppy version.
 - ST Format featured a superb walk-through [issue #67 / page 83].

Friday, May 20, 2016

MiNT OS

ST's can't multitask

Here's a thought: why not ditch TOS for a spanky installation of MiNT? This has been done and is called ST MiNT by Marcello. It's based on Cripple MiNT (w/ extras) and is intended for a 4MB ST running in High Res. All you need is a spare SD card for your Ultrasatan (or similar) and you're flying free in a multitasking world!!

I've installed this myself and it's shockingly easy to get up and running. It's an incredibly impressive product!!

Installation is very easy and Marcello has even provided helpful instructions to recreate the image. However, I thought I'd also add my own installation experience just for us Mac folk - but it's dead easy to do on any computer...

1) Download ST Mint disk image.
2) Insert the SD card (if an alert appears, choose ignore)
3) Open up Terminal.app and enter in three commands:
     3a) diskutil list (this displays the necessary information to identify your SD card - diskX on my iMac was disk1)
     3b) diskutil unmountDisk /dev/diskX (now that you know the device ID you can unmount it - but leave physically inserted!)
     3c) sudo dd if=st_mint-0.7.img of=/dev/diskX (dd is the command that transfers the data onto the SD card and will take several minutes. Enter your password and wait!!)
4) Now eject and insert the SD card into your ultrasatan
5) Switch on the Atari ST and enjoy a baby MiNT OS

This next bit is optional and only for those struggling to identify the SD card device ID. Okay, here is a copy of my Terminal activity and, as you can see, I entered the "diskutil list" command twice. Once before I inserted the SD card and afterwards just to compare the differences in the output (before running the above)

iMac:~ ataricrypt$ diskutil list
/dev/disk0 (internal, physical):
   #:                       TYPE NAME                    SIZE       IDENTIFIER
   0:      GUID_partition_scheme                        *1.0 TB     disk0
   1:                        EFI EFI                     209.7 MB   disk0s1
   2:                  Apple_HFS Macintosh HD            999.3 GB   disk0s2
   3:                 Apple_Boot Recovery HD             650.0 MB   disk0s3
/dev/disk3 (disk image):
   #:                       TYPE NAME                    SIZE       IDENTIFIER
   0:     Apple_partition_scheme                        +18.1 MB    disk3
   1:        Apple_partition_map                         32.3 KB    disk3s1
   2:                  Apple_HFS Flash Player            18.1 MB    disk3s2
iMac:~ ataricrypt$
iMac:~ ataricrypt$ diskutil list
/dev/disk0 (internal, physical):
   #:                       TYPE NAME                    SIZE       IDENTIFIER
   0:      GUID_partition_scheme                        *1.0 TB     disk0
   1:                        EFI EFI                     209.7 MB   disk0s1
   2:                  Apple_HFS Macintosh HD            999.3 GB   disk0s2
   3:                 Apple_Boot Recovery HD             650.0 MB   disk0s3
/dev/disk1 (internal, physical):
   #:                       TYPE NAME                    SIZE       IDENTIFIER
   0:                                                   *1.0 GB     disk1

/dev/disk3 (disk image):
   #:                       TYPE NAME                    SIZE       IDENTIFIER
   0:     Apple_partition_scheme                        +18.1 MB    disk3
   1:        Apple_partition_map                         32.3 KB    disk3s1
   2:                  Apple_HFS Flash Player            18.1 MB    disk3s2
iMac:~ ataricrypt$ diskutil unmountDisk /dev/disk1
Unmount of all volumes on disk1 was successful
iMac:~ ataricrypt$
iMac:~ ataricrypt$ sudo dd if=~/Desktop/st_mint-0.7.img of=/dev/disk1
Password:
1228800+0 records in
1228800+0 records out
629145600 bytes transferred in 986.684138 secs (637636 bytes/sec)
iMac:~ ataricrypt$

Wednesday, May 18, 2016

Gauntlet III - The Final Quest




Oh, dear...

Sorry, I meant to say, here we have Gauntlet 3 developed by Software Creations for US Gold. Yet another sequel to the incredible arcade original we love. Only this time somebody thought that the winning formula of speed and action wasn't enough. So, it was decided a modernized version with an isometric viewpoint was needed instead.

Please note that I did try to keep an open mind throughout. Rather than being a grumpy old man wondering why his favourite game had been so drastically changed. Anyhow, it's not all bad surely? Of course not, but why change a winning formula? Nevermind... Anyhow, let's crack on with the review...

Gone is the top-down view in favour of a funky isometric 3D perspective, which isn't actually too bad if I'm honest. It looks different but in a good way. I liked how we begin the opening levels in a spooky forest, this looks the part. All the familiar Gauntlet elements are lurking in the woods: ghosts, generators, treasure and food. The idea remains much the same as we hack and slash through to a medieval church, and this is just the first level. Level wise, this is a big game.

Let's view a cheap & tacky screenshot that I took with my phone off my Atari ST...



The ruins of an old church deep in the woods. That tree looks scary so let's get inside quick!



Let's kill monsters!

Before you begin, we go through the Gauntlet motion of deciding who to be. This time there are a lot more to choose from - Warrior, Wizard, Rockman, Lizard Man, Elf and more. One or two players can team up (definitely better with two) but the basic gameplay mechanics remain pretty much the same. We're still throwing axes, arrows, magic and more directly into the faces of ghosts, goblins and other hideous creatures that emerge from their generators.

The levels are big and split over a number of small sections, which you can re/visit at any time. Monsters are constantly popping up so blast the generators quickly! Now follow the same rules you always have - collecting treasure and noshing on food to stay alive. Shooting a potion will clear the screen of baddies or they can be collected to use later. Escaping to the next realm can only be done once humble tasks are completed - keys to collect and that sort of thing.

Essentially, they wanted this to be Gauntlet but with an isometric point of view. Sadly, it isn't really possible if I'm honest. What made the original such an instant and timeless classic was the ability to begin immediately blasting monsters (either solo or with others). The action was fast and furious but this isn't the case with Gauntlet 3. Not even close.

I've progressed into the weirdly designed church for this next screenshot...



Inside the church are many ghosts and awkward objects to try and walk around...



Fighting in slo-mo?

Gameplay is a lot slower, so gone is that instant enjoyment of mass killing we love. The thrill has been replaced with a more sedate exploration that happens to have some killing. That's how it feels to me because the frenzied feel has gone. That's made worse thanks to the level design and terrible control mechanics. Even walking is a problem...

The opening levels are littered with objects that need to be walked around. That might not sound much of a big deal, but it is. I was sick & tired of getting stuck on the scenery. This also applies to your weapons which are often blocked so can't hit their target. Heck, even the ghosts suffered from this problem!

Even worse are the controls which are so sluggish and even make walking tiresome. Plus the rate with which you attack the monsters is far too slow. That means we can't destroy any generator unless you choose to walk through lots of ghosts to get a closer shot - and thus lose energy. A faster rate of firing would have fixed that instantly.

Surely, it's not all bad? Well, no, but let's view one final screenshot before my judgement...



Looks like we've just walked straight into an ambush. Shoot the generators, if you can!



The CryptO'pinion?

Gauntlet 3 was programmed by Bill Barna of Software Creations and I wonder if his job was to rush through a quick and nasty Amiga port? It certainly feels like it. This is very disappointing when you consider this is the same company that proudly gave us classics like Bubble Bobble, Ghouls & Ghosts and Bionic Commando! What went wrong?

Forgetting that it's supposed to be the third in the series, it's actually an enjoyable game in its own right. I enjoyed exploring the different lands and going through the motions of kill, kill, kill. It's pretty good ignoring the problematic controls. However, it fails big time as a "Gauntlet" game and can only redeem itself in co-op with a friend.

Downloads for floppy disk and hard drive.


A GLIMMER OF HOPE?

Update: I have contacted Peter Putnik (8BitChip) to ask about a hard drive version that supports faster Atari computers. Once again he worked his magic and I've been enjoying Gauntlet 3 on my 16MHz Atari STe and yes, I said the word with enjoy in it!! Sure, it isn't perfect but, if you have a faster computer, then this update will help to eliminate some of the problems, especially with the unresponsive controls.

More random ATARI ST articles from the archives

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