Saturday, January 14, 2017

Nebulus



Pogo the frog? Oh boy, this is gonna suck

Nebulus was released in 1988 by one of my favourite gaming companies ever, Hewson. It features an armed frog with big eyes called Pogo. But he isn't too happy with the thought of eight large sea-based towers and decides they need climbing and blowing up! Essentially, this is a platformer with some interesting pseudo-3D mechanics that provide a pretty unique visual style within an ingenious design. This is class programming as you will soon discover...

All towers are cylindrical with several platforms dotted all around the outside and nifty tunnels which offer a great way to quickly access the opposite side - if the current route appears a dead end. The world certainly revolves around little Pogo because he remains at the centre of the screen with horizontal movements causing the screen to scroll in a "three-dimensional" circular motion. Thus turning the tower around into view, it's quite brilliant.

Sounds rather insane, right? But let's ignore that initial opinion to check out this colourful screenshot...



Talk about going the extra mile and NOT sticking to 16 colours! Absolutely superb.


Frogs love water, right?

Getting through any of the towers will never be easy thanks to a barrage of unusual nasties to either shoot or avoid - and one that flies by to conveniently get in your way. Access to the top will involve careful strategy because your route is broken thus forcing you to use opposite sides of the tower depending on where you are. Always consider the option of using these tunnels to quickly nip through, they might come in handy to avoid those flying obstacles!!

Nebulus may sound easy but, it's actually very challenging and a brisk time limit allows little room for error. Bumping into an enemy will drop you down to the previous ledge, which is fantastic because that doesn't necessarily mean a frustrating loss of life, nor will it impede your momentum as you pick yourself up to try that part of the tower all over again. However, if there isn't a ledge to land on, you might fall even further down thus requiring lots of hefty backtracking, which could prove too much if little time remains. Ohh, the pressure!!

Falling further still (and into the water) is strangely fatal for this froggy - the only frog ever to have existed who can't handle the deep waters. Yup, that means we lose a life! Also interesting is a bonus game is featured between the levels - this has Pogo travelling to his next tower via a nice horizontally-scrolling level. It's a shooter with lots of Psygnosis-busting smooth parallax scrolling! It should have been longer because I really enjoyed it a bunch.

Right then, you guessed it! Yep, it's time for another cool screenshot...


Another day and another tower to climb. Ahh, this one looks too easy, right?


16-Bit Sex Appeal!!

Throughout our adventure, the visuals are utterly tremendous. Nebulus is programmed by legend, John M Phillips, who also helped treat us to a lovely display of great artwork and ultra-smooth framerates. Not only that but he spared no idle cycles to burst the colour limit with a ton of extra shades for the backdrops. The end result is a game that puts others to shame. Isn't it incredible what the Atari ST could crank out - when programmed by somebody with talent and commitment?

The audio is equally impressive with gorgeous sound effects that are zesty and sharp totally suiting the gameplay styles. Also, a beautifully unique chiptune that I could leave running all day long... it's captivating. Totally enchanting audio.

This is how all 16-bit games should look and sound. And that was all in 1988 too. Wow!!


Okay, ignore my jerky capture because this part scrolls so smoothly. And is great fun!!


The CryptO'pinion?

Nebulus can feel daunting thanks to its hefty learning curve which is steeper than you might first expect. With lots of practice, I guarantee hours of addictive gaming because Nebulus is a real firecracker. I love how it integrates both arcade action and strategic thinking using a fascinating visual style. I think in many respects this game was ahead of its time.

Yes, it's pretty tough at first, but you will soon get the hang of this rather unique and wonderful shoot 'em up. In fact, I would personally rate it as an Atari ST classic thanks not only because of how it looks and sounds but the addictive gameplay. Enjoy this beautiful piece of JMP magic which is nothing less than an icon of the 16-bit era.

Floppies are available on Stonish
and 8BitChip has a hard drive version!

Monday, January 09, 2017

Donkey Island



Monkey Island?

All the way back in 1997, Ed Cleveland (aka Eddie Cat) spent many moons working on a comedy adventure called Donkey Island. However, the latter end of the 90s were bitterly cold days with most of us having sold up and moved onto the world of Mac/PC. Sadly, it appears he got little feedback from us all and thus, decided to call it a day. I'm gutted!!

Well, that's my take on what I read. Whatever happened, it's a shame because his talent and dedication were on the way to creating something rather special. Yep, it's disappointing but at least he released this final/beta version work. This was very kind of him and, as is, it's more-than-worth downloading and playing.

Donkey Island is a graphical adventure that is quite different from what I was first expecting. Think of something vaguely similar in style and content to Lure Of The Temptress or a Sierra On-Line game and you get the idea. But with a comical twist: we are Fred, a geek who loves playing games on his Atari ST. So he's a smashing lad and life is obviously TOS-taSTic!

However, that changed when he found out that Donkey Island, a game he has been eagerly awaiting, had been cancelled. Fred is crushed and cannot accept the news so he powers off the little green desktop computer and begins exploring his hometown to find out why it was cancelled. (Sigh, a feeling not new to ST gamers in the 90s!)

That's depressing, isn't it? Well, let's check out a screenshot to cheer us all up...



The cartoon design works really well and some drawings are superb!


He looks familiar O_o

Fred is controlled using the cursor keys which is very simple and effective. The keypad is used to interact with your surroundings and characters - who are incredibly entertaining and interesting, to say the least. It's now that I feel even sadder that this game wasn't finished because the style and sense of humour gone into making Donkey Island is quite beautiful. Although incomplete, there is a large town to explore with some cute surprises to discover.

In its current form, this is pretty much a broken adventure game but one we can still fully play. Getting around Fred's town is a cinch and we have all the abilities to investigate this horrifying gaming incident. Roam, explore, and never forget to chat with the locals. They're nothing like you are expecting and their humour is often superb!

Although unfinished, full exploration is possible and many characters are available to knock up a conversation with. Some rooms are complete whilst others are in an unfinished state. Yet, they are still available for us to rummage through, which is brilliant. I'm so happy this "beta" was released yet, at the same time, I am gutted. What a game this almost was!

Yep, we will never know what may have been. Here is one of the unfinished locations...



Sadly, some areas of the game will never be finished but at least they're left in for us to play.


Aesthetics

Each location is depicted using a cartoon style similar to a comic book which Fred walks through in a rather crude but functional fashion. The artwork isn't exactly brilliant but the amateurish quality works wonders and the characters are superb. I love the way we communicate with others and our surroundings which is quite unique in style.

The sound effects are good but what I really love is the technique used for speech - it reminds me of Charlie Brown's teacher. Come on, tell me you can't hear that too? Well, I think it's superb :)

So, visually and sonically superb so here is another screenshot. My daughter says he looks like me...



Exploration is always the key to success and there are lots of (hidden) locations.


The CryptO'pinion?

Donkey Island had incredible potential and I imagine it would have ended up being a hugely fascinating adventure. It still is of course, albeit unfinished. I've enjoyed playing what is potentially a killer product that offers a different approach to the genre whilst being thoroughly entertaining with a wonderful sense of humour, strange locations and the silliest characters.

Trust me, this is a hidden gem and something truly brilliant. I wholeheartedly recommend you play this!!


Wednesday, January 04, 2017

Motor Massacre



Mad Max with choppy graphics?

Motor Massacre was released by Gremlin Graphics and feels like a wicked blend of a number of my favourite games. The action takes place in a grim post-apocalyptic future where each city is suffering from the devastation of war and resembles a Mad Max movie! All food stores were destroyed in the holocaust so people were starving until Doctor A. Noid came up with a substitute called "SLU" to help the waning populous. This all sounds great, right?

Why are these masterminds almost always qualified doctors? Anyhow, it was all a trick because SLU tastes like poo and turns people into zombies! So it's up to you to rescue the city from its psychotic drivers, explore buildings, and then battle in a demolition derby event to ultimately find the doctor and end this misery. See, it's basically Mad Max in game form :)



Pandy's Pork Palace sounds a lot better than it actually is!


It's Carmageddon out there!

Yes, this is more than one single game: the cities are explored from the comfort of an ATV - top/down similar to Chicago 90 but when inside buildings, it changes to something like Time Bandit or Gauntlet.

Driving around the city is tremendous fun because you are completely free to roam the streets and that also means blasting at anyone who might get in your way. All other drivers are out for blood and want you dead by any means and their road rage antics are vicious - so defend yourself using the cannon fitted to your vehicle.

Use this to blast the suckers into oblivion but also watch out for hazards such as oil spills and explosives carelessly left lying in the road. Do note the gun turrets which line many streets and are annoyingly highly accurate.



It's demolition derby time when we can shove other cars into dark oblivion.


Explore and have fun!

An interesting "mechanic" is how your vehicle's appearance alters the more damage it endures, so I'm grateful the holocaust didn't destroy the repair shops which also offer a wide range of other services like fuel, weapons, and ammo. The mechanic working here scares me, but I like his T-shirt! There are some more places and these offer a good opportunity to collect goods like weapons and health, so look out for their location using the road markings (Pandy's Pork Palace is available right from the start and contains a handy ATV upgrade).

You soon discover that these various places are thriving with ghouls and other creatures lurking in the shadows. Nowhere is safe, but you're armed with a pistol so shoot first and ask questions later! Keep searching these areas and you should find an arena pass to the demolition derby. This event is pure Carmageddon and nothing beats pushing your opponents into a chasm! Success here, grants you access to the next city.



The mechanic is freaky. It's almost on a Chucky level here... (shudder)


Aesthetics?

Visually, this is a basic affair with crudely-drawn graphics and jerky scrolling to boot. However, I must admit being mightily impressed with the animation of the running men which reminded me of Impossible Mission.

Sadly, the sound effects are probably worse than the visuals. Truly terrible.



However, we need him because the roads in the future are just terrible.


The CryptO'pinion?

Motor Massacre has been a nice surprise. Sure, it's about as glam as a dog turd but I enjoyed the mix of arcade-style action with levels of adventure lurking below the surface. Also, being able to enter buildings adds that extra dynamic which I loved - and there's always something stupid waiting for you! So don't take it seriously and have fun.

I have enjoyed zipping around the city looking for my next victim. It's crude but fantastic and really enjoyable!!


Mel Gibson wannabes can download the floppies
Tear up the roads like Mad Max!

Monday, January 02, 2017

Lure Of The Temptress



I wanted to kick off the new year with something special and that means more cool BoxArt for one of my favourite Atari ST games, Lure Of The Temptress. I reviewed this last spring, it remains one of my most popular posts and for good reason. So, click that link!! Downloads are available for either floppy disks or, best of all, your hard disk.

Friday, December 30, 2016

Outrun New Year Demo



Goodbye in STyle

I'm going to end 2016 with a brand new release by a good friend of mine - Bionic Nerd - aka Peter Jørgensen. It is the Outrun New Year Music Demo which has just been released so I've recorded a little sample from each track as a teaser for you all. Clickety click to grab this cool music disk right now and enjoy it. :-) Here is a little background by Peter:

"Hi all, I made this little new year music demo because I always loved the music from outrun and I always felt that we Atari ST guys were cheated on. Firstly, there was a track missing. Secondly, it kept shifting between the two other tune every time one would die. Lastly, I do not think that David Whittaker did his best. The music files are YMT format running at 300hz and the reason the program file is so big. In the new year I will make a new sound format, still as fast, but be taking less space but you will need a 2mb Atari to run this. Thanks to everyone for listening and I hope you like this? Thanks, Peter."