Most Atari ST games are available on a floppy disk which has been converted into a disk image and downloadable off the Internet, be they legit or not. Nothing beats the sound & feel of using a real ST with its floppy disk chugging away. What an authentic way to spend an evening and there are thousands of games to choose from.
IMGRF2X is a program, developed by Peter Putnik and provides a great way to use these images - without the hassle of finding a real floppy disk. It's basically software CosmosEx/Gotek and works with most files: .ST and .MSA. Obviously, the requirements are raised beyond the stock 520ST because you need >2MB RAM. Also, a hard drive or UltraSatan is beneficial to store all your virtual floppies. Which is only obvious, right?
I don't think there are many Atari ST users these days struggling with only 512K RAM. Exactly, so read on...
But how is this possible?
It is very simple: firstly, assign either ST or MSA file types in GEM. Dead easy - just watch my video recording. Now you can double-click on any image from your collection to load Image Runner - this copies it into Ram and reboots. The ST will start up as if it has that disk physically inside its drive - powered by black magic!!
Sadly, GEM cannot assign more than one file type to any single program. To get around this limitation, just make a second copy of "IMGRF2X.PRG" and rename it to something similar. Now you can assign both types of disk images to each of these two programs for instant access to your collection of downloaded floppy images!
Or manually edit the Desktop.Inf file using a text editor like Everest or similar. Easy peasy!
The CryptO'pinion?
I must say Image Runner worked rather well and I enjoyed a good success rate on the whole. This program is a Godsend for us without a Gotek or CosmosEx and has certainly allowed me to enjoy Menu disks again! However, please remember that this is software so YMMV. Nobody can deny that this is genius so enjoy!!
I think you will all appreciate this program as the results are often positive. I love it and hope Peter continues working on this. Okay, there are two downloads on his website for IMGRF2X (which includes an easy-to-use option). Watch the video!!
Let me know in the comments below what you think and what worked. Above all, enjoy yourself :)
Enduro Racer is one of my favourite Atari ST racers because it's fast, fun and an uncomplicated thrill. In fact, it's the classic arcade racer and our conversion is pretty good considering the age of this 1987 release!
As you can imagine, I was very excited to find out that Peter Jørgensen (Mr Manic Miner himself!) has begun the development of an enhanced update specifically for the Atari STe!! He's graciously given me the latest beta to play and it's already looking impressive with many improvements - more are planned. This version is so fast!!
1) The Blitter is utilised to push a brisk framerate!
2) Expect many more colours on-screen at once.
3) Usage of the extended palette.
4) Remaster YMT music of the original ST scores by legend David Whittaker.
5) Arcade samples played using the DMA hardware.
From what I've seen, heard, and played, this is a tremendous project. To take one of my favourite Atari ST racers, and improve upon it using the STe hardware, is going to be mind-blowing!! Good luck Peter - I cannot wait!!
Don't go just yet, check out these screenshots and... watch this space... :-)
Strange Robots was released in 2013 for Silly Venture by BlaBLa and Mandarin. It's one of those demos I have had on my Ultrasatan since the very beginning and is a personal favourite of mine. I love the unique presentation styles that also display an incredible range of colours with a funky 505 tune enjoyed throughout. What's not to love?
I've always been fascinated with Astral's haunted house platformer from all the way back in 1990. It's full of charm with a comical edge and no haunting would be the same without lots of frightful creatures! We have everything from witches, zombies, werewolves, vampires, ghosts and even the odd weird statue that sticks out its tongue at you.
Each level has a particular task which is described to us during a mini-intro at the start. The objective is to hunt down and collect all the skulls and lay their souls to rest. However, this is one tricky platformer through, it's a maze of creepy screens that often contain infuriating traps to catch you out. This is no arcade-style platformer, more of a Fire And Brimstone so keep your composure and wear your patient head, Worzel. And by that, I mean it starts easy but ends up 'challenging'!
I have always adored a 'horror' theme since playing Chiller, so let's check out the first scary screenshot...
The artwork is beautifully creepy and I love the attention to detail - look at those eyes!!
Enter the haunted house!
The first level introduces us nicely to the game's freaky, yet comical personality with some puzzle-solving along with a variety of classic baddies: zombies, headless ghosts and a Morticia Addams lookalike. Initially, the puzzles are quite easy and shouldn't tax the grey matter too much: move a table to reach an item, find keys to unlock doors, and wear cute booties to creep past something scary. Things hot up on the next level with tougher monsters and trickier-level designs.
Every character is different and, I must admit to taking a liking to the wolfmen - but I hate the old hunchbacked witches who will drop rocks with surprising accuracy! Every level has a password so there is never a need to restart from the beginning each time which is an excellent idea and one I wish more games would have supported (I'm talking to you Navy Seals!). Hint: try and remember to search for hidden rooms or secret objects that may need a different type of key.
This game is tough and is no pushover so expect lots of comical deaths. Like this one here...
Oh no, a skeleton with a bow!!! Gets me every time...
Aesthetics
The visual style is perfectly apt for the 1950s cinematic theme with smooth scrolling, spooky artwork and freaky characters. Everything you see is superbly animated - just wait until you die and see yourself shudder before violently suffering a Scanners-like headache. No matter the actual cause of death! I must say that I am impressed with the palette, each level is its own mini-movie and looks tremendous. The horror aspect is typically cheesy and I love it.
The audio is nothing short of incredible with a chippy rendition of Montagues and Capulets which couldn't have been a more perfect choice (I'm sure I'll be humming that all day long). The sound effects are high-quality samples with the wolf howls being my favourite. However, I'm disappointed there is nothing for my head-exploding deaths? That's weird!
Sound and vision are almost perfect in every respect! So let's look at an evil witch with her pet wolf...
I hate it when the old witch drops objects on my head!
The CryptO'pinion?
This is one of those games that will eat away your spare hours as it requires practice and a lot of patience. This game can be so cruel at times. In fact, it's often infuriating on the later levels, just try Family Chapel if you don't believe me. Oh, and Horror Zombies From The [Atari]Crypt is the perfect title for such a cheesy platformer. See what I did there?
Okay, I wish it was a little easier on many screens but I'll never be bored of killing wolfmen and zombies. Although I admit to running away like a scared child from those piercing glares a vampire can give! This is a fun platformer with lots of puzzles, action and a cruel design that's always going to win. Like with Fire & Brimstone, it's tough but it's superb!!
I fancied a quick blast with a favourite ZX Spectrum game - RIVER RAID!! Okay, I know it's lame compared to the Atari 2600/5200 versions but I have happy memories. I figured I should put the Mega STe muscle to use and boot up the Speccy emulator for some colour-clash gaming action (there was never an official Atari ST version released).
Obviously, I cannot record directly off my Mega STe so I duplicated the setup in Hatari to make this video: a stock 16Mhz Mega STe with TOS 2.06 runs the game well as it's almost at the same speed as a real Speccy. Hey, perhaps my recording might fool people into thinking this is real? Well, until they see the GEM desktop right at the end!!
If you wanna emulate more older computers on your Atari ST then check out this section of my website.
I spent some time last night listening to many incredible tunes from the SNDH Archive. Biomechanoid Locomotion, by Shinobi (aka Marcus Andre Rousseau) was probably my fave of the night so click the green arrow to hear it :-)
Turn up the volume and use these Atari ST programs to play everything from this amazing archive. 🎧
Pole Position is a classic arcade racer from a time when the world was an exciting place without social media! And pop music was something you could enjoy without it grating like fingernails on a blackboard. The Atari ST has a raft of excellent driving games but sadly, never received an official port of this olde arcade favourite. Well, until now that is.
Today that changes because Jonathan Thomas has released a brand new version which he has reverse-engineered from the arcade machine itself. He's implemented many cool features and even uses real-time sprite scaling, DMA sounds and much more. The requirements are 1MB Ram, a joystick and the appreciation of what is nothing less than a brilliant racer. Booting it up is surreal, feeling like you've got an arcade machine in your home - no need to bring any 10 pence coins!
Okay, I need to break up the text for the first screenshot. And this one I love for obvious reasons...
I'm feeling like a kid in a Blackpool arcade, spending all my pocket money!!
Yes, put your money away!
It sounds silly, but I'm impressed seeing Pole Position running on my Atari STe. What an authentic conversion of the original arcade game. It even features the same (ripped) visuals and sonix I fondly remember. Now, if you're looking at the screenshots and wondering why the display is narrow, then blame Namco because it's all down to the arcade's vertical monitor. Obviously, the Atari STe doesn't feature the same spec so it merely attempts to replica that ratio.
The gameplay is tough - very tough. Initially, I was all over the road, slipping and sliding into other cars and skidding off into the roadside objects. In fact, it felt like I was purposely trying to hit everything - and doing a great job of it too!! Ideally, I need a wheel but, stick with it and put aside half an hour to master the controls. Watch out - those corners are a killer!
I don't think we need another screenshot just yet? So how about an animation instead? Here ya go...
The actual framerate is twice as good as you can see here in my capture.
The gory details
The latest release candidate I've played has major improvements and delivers near arcade-busting gameplay:
1) 60fps framerate to bring the speed and difficulty in line with the feel of the arcade. 2) You can thank the Blitter Chip for whizzing the graphics so fast & furiously! 3) Sprite scaling utilisied for ultra-smooth results. Check out that road zooming up close! 4) Even good 'ol Mount Fuji is displayed in all its glory! Well, why not, eh? 5) The sky gradient is back along with numerous glitches fixed and it looks superb. 6) Sound effects are taken from the arcade game using the DMA coprocessor. Gorgeous! 7) Code compiled with GCC 7.1 for a significant performance increase. Sounds good to me. 8) Many new optimisations, mainly around text rendering for authenticity.
If only those tyres would look like they're rotating (come on, Jon) :-)
The CryptO'pinion?
It's sad to think that this game wasn't originally released for the Atari ST. Yet, here we are today in 2017 with a game that's been reverse-engineered from the arcade itself. Everything looks, sounds and feels like we remember with only a couple of missing features: the animated tyres are nothing more than a bit of a colour wobble (I hope that gets fixed)
Pole Position is very addictive, a cracking arcade port that's making good use of the Atari STe hardware: I love its framerate, audio and authentic feel. Possibly one of the toughest racers but most certainly one that keeps dragging you back for more - kicking and screaming!! Pole Position is nothing less than a spectacular arcade release.
What are you waiting for? Come on and play this outstanding arcade racer!! (Download from AtariMania).
Space Monsters was developed by Darren Ithell for Goodman PDL and I'm sure you've already guessed it's a conversion of the arcade classic, Space Panic. I'm often a little dubious of 16-bit conversions for old arcade or 8-bit classics because, quite often, they don't work or it feels like something is missing. So I tightly crossed my fingers and booted it up.
Initial impressions are great, the game looks good with each screen having the expected platforms and ladders with horrid nasties roaming. It's instant death if you bump into one so Spaceman has discovered the best way to kill these critters is to dig a trap. Once they've foolishly got themselves stuck (for a few seconds) he has the opportunity to whack 'em with his spade which for a splattery death. Spaceman is a truly gruesome fella but, whatever works, right?
Let's check out the different types of nasties that you'll encounter. . .
Oh, the nasties in this game are so... well... nasty!! The Boss is tough but Don is a killer!!
No matter how much I try, I still panic!!
Yup, there are only three types of monsters but that doesn't mean their numbers are limited or boring. The first is a "Creature" and is pretty gullible and easy to avoid or kill. However, the other two aren't so dumb and possess a freakishly cunning AI. Next is "Boss" who is tough and then "Don", well, he's the real boss. Try not to anger them!!
Also, it takes a greater falling distance to kill the stronger nasties but you are rewarded with lots of extra points. However, if you fail to smash in their faces with a spade, then they angrily climb out looking for blood!! Finally, watch out for that time limit. Don't dawdle and get these beasts killed before your oxygen runs out - I'm never a fan of timers!
Right, let's check out an in-game screenshot...
Right, we've got him just where we want him. Quick, club the sucker!!
Input & Output?
The controls are superb!! This is a relief as I've played a few similar games which required pixel-perfect alignment with the ladder before you're allowed to climb it. That's always a pain which I'm happy to say doesn't exist here. Digging holes and caving in the heads of aliens is easy and so much fun. My only quibble is not being able to fall down a hole otherwise, the authenticity for both style and gameplay has been perfectly captured and I love that.
Visuall, well, it's Space Panic so is everything you expect it to be with a clean-cut design and cutesy sprites. It won't win any awards and nor should it, but who cares? The audio is far better with nice sampled sound effects throughout - that ROAR as a monster climbs out of a hole will scare you to death!! I just miss the lacking background chiptune.
Well, you guessed it! Yes, it's time for another screenshot so keep on scrolling...
'Creature' is a cute but gullible goon and temporally falling into a hole will make him angry!!
The CryptO'pinion?
Space Monsters is fantastic and perfectly captures that oldskool vibe in both look and style. The gameplay itself gradually increases for that expected stressful experience and trying to tactically dig the right holes whilst worrying about what could creep up on you is truly a PANIC. Yep, this is literally one of the best conversions I have played.
Sabre Team was released in 1992 by Krisalis and is a turn-based war zone of hardcore strategy. We're in control of an elite SAS squad who enter the lion's den to kill bad guys, rescue hostages, and save the day. This ain't a fake arcade action affair but instead, tries to be realistic and thus requires stealth and tactical thought so a wrong move could end with team members being killed. And dead means dead, there are no second chances in this world.
Okay, the first job is to select a 4-man team from eight of the best warriors available. Equip these guys with the right weapons for each mission whilst taking into consideration type, rate of fire, ammo, weight, and noise. There is a lot of cool hardware to choose from like machine guns, assault rifles, sniper rifles, stun grenades, and gas canisters.
This is next screenshot is of you! Choose your weaponry wisely and specifically for the mission at hand. Remember, some weapons need a reload after each shot. You're not superman, it's often advisable to wear a bulletproof jacket. I hear there are a limited number of medkits? But these will certainly help to recover from injuries.
This guy is ripped yet still manages to look a bit gay. Put on a shirt mate!
Think covertly
Yes, there is a lot to consider, so you should put aside any ideas you may have had of arcade-style action. This isn't that game. Sabre Team demands careful, calculative and strategical thinking so your assault should be executed with a stealthy approach that protects your men from danger. For example, don't stand near an open window! The terrain isn't just something nice to look at, use it for cover as the enemy won't know you're there if they cannot see (or hear) you.
The battlefield is viewed isometrically using detailed environments and our soldiers are controlled through the use of action points. This means your men are allowed a specific number of moves before the computer gets a turn. The user interface is excellent and has helpful animations to identify their purpose (just hover the mouse over them).
These are used to turn, walk, shoot and do other fun stuff like searching dead bodies. The compass not only controls the soldier's direction but displays the number of action points required for each particular task. Along with alerts for what a soldier might see (red) or hear (blue). And this is exactly how you should play - as if you were there. Got that!?
The next screenshot explains the general task of the mission. Read it carefully and don't be daft...
Always read the backstory and gather as much detail as you can. It will help.
No manual to read?
Sabre Team provides incredible insight into the strategy and tactics like few other games. Running in, guns blazing will only get you, and your teammates, killed. Also, this is perfectly suited to the turn-based genre as it works so well. However, waiting 3/4 minutes for the computer to decide what it wants to do is brutal and I hated it. Yep, that long!
So here's a tip for those without the manual - press and hold the mouse button to speed up the process. Odd, but it works. However, I feel this quicker method should have been the default - as I'd have preferred to hold the mouse button during the moments I wanted to watch more closely. Perhaps it's just me but it took me a while to get used to this method.
Right then, let's see another screenshot taken with my phone on my real Atari ST...
Sometimes I hate emulator screenshots and prefer using my real ST. Sometimes it's a bit naff!
Graphics & Sounds
We begin with a title screen depicting a sinister SAS soldier emerging out of the darkness ready to assassinate terrorists. It's almost like a post-apocalyptic/Who Dares Wins and is so incredibly impressive. I think Phil Hackney did a superb job with all the in-game graphics - each environment features fine attention to detail for landscapes and scenery.
However, there is some rather dodgy artwork, which I'm sure you have noticed? Thankfully, the game is finely detailed with wonderful precision and I adore how the environments take on a realistic scene without feeling cheap or tacky. For example, standing at a bad angle near an open window leaves you vulnerable to being picked off.
The sound effects are excellent with samples used to complement the tension of tactical warfare. Their quality is great and I'm excited to see they didn't wimp out by using samples for weaponry, cries, and other effects.
Hey, I need another screenshot from my Atari ST that shows how great I am at the game... He says...
Another shot from the ST and here I am helping a poor civilian to safety.
The CryptO'pinion?
Ignoring my minor quibbles, never have I enjoyed a game that employs such a tremendous demand of tactics, stealth and strategy thinking. It's fantastic yet also instantly appealing with great depth. There is a large learning curve to master, so don't expect a cakewalk. I'm sure your initial attempts will end with many incredibly laughable casualties as you uncover the joy of what this realistic game has to offer. It's cruel and takes no prisoners but very, very addictive.
Sabre Team demands lots of thought, effort, patience and skilful wit to be successful. So, put aside time for nothing less than an innovative and invigorating experience. The attention to detail is massive and helps make this a very realistic yet enjoyable strategy affair. Spending your time, carefully and covertly eliminating nasty terrorists, is extremely satisfying.
What we have here is nothing short of a classic. Yes, I said that, and I loved every second of this amazing game.
PouifOuf is a French word (I imagine?) but no online translator seems to know what it means. Well, it's also the name of a unique platformer developed by Le Glod for the Atari ST using the old favourite, GFA Basic. Firstly, don't go off the familiar visuals because it really is nothing like you might imagine and there are no magic pockets too!
This familiar-looking kid must run around, almost like a headless chicken, collecting items scattered on each screen. The style is frantic, reminding me of a cross between Roger and CarVup. We can walk left or right but cannot jump, or use any weapon with our idle magic pockets. Thankfully, there are platforms with "springboards" to use. These propel us upwards to reach those higher places. It's now you realise the cunning thought needed to beat its design.
Curiously interested or have you already walked away? Well, here's a screenshot for those still here...
Hang on, is that the Bitmap Kid I see? The little fella is running around collecting everything!
Boing!!!
This is a great platformer but also very different from what I expected to play. It's a little crazy and there are lots of silly enemies who love to get underfoot and make our life hell. They aren't lethal but will humorously bounce you around the screen like a pinball. The emphasis here is Zool-like speed and fun which is a breath of fresh air.
Sometimes, fruit items will fall from the top of the screen but don't appear to do much more than offer visual diversity for extra points. I'm not sure but I can only assume PouifOuf is an unfinished project, so I would love to know more about this hidden GEM. I have contacted Le Glod but heard nothing back as yet. Anyhow, gather all items because we can only move on to the next level once everything is collected. This is basic stuff but it's darn good fun!!
Glad you stayed? Of course, you are because this game is different and so playable. Here's a screenshot...
A giant face in the middle of this level. Wonder how it is ;)
Aesthetics
The visuals are lovely and everything scrolls very smoothly and perfectly compliment the ultra-fast gameplay requirements. Okay, ignore the ripped graphics and enjoy the blistering speeds. Note, I cannot stress this highly enough, play using real hardware for the smoothest possible experience. Wonderful programming for a wonderful experience.
Sound effects or music can be activated at any time using the F-keys but I prefer the gorgeous chiptune.
It zips about like a drunk driver on a busy high street so let's check out one final screenshot...
Use the springboards but watch out for the baddies who will make you tumble!
The CryptO'pinion?
What a game!! Yep, I have really enjoyed playing this platformer which was a refreshing surprise - and nothing like I first imagined. It had me smiling like a Cheshire Cat thanks to the fantastic, zesty playability. I might not be able to pronounce "PouifOuf" but I know a great game when I see it - and this is a blummin' furious platformer!!
Simple gameplay that is incredibly fun. I cannot recommend it highly enough so grab yourself a copy now.
Jack is a fella who simply wanted to chill out and listen to a few of his favourite records but he never got the chance. Why, I hear you scream? Well, I'm glad you asked, the soul of Rock 'n Roll is somehow trapped and now manic classical instruments roam the land looking for blood. Of course, your blood... Yep, if there was ever a strange idea then this is it!
Jack's world is viewed top-down and made up of square tiles which he can hop on. There are also special tiles that alter colour with each hop - that will produce a record if you make them all the same colour. This must correspond to an unused turntable so, for example, a red record for a red player. The song will gradually compile as each record player is activated - which means that the level is only complete once all are working. Sounds weird but it works well.
Yeah, it may sound peculiar but it looks hotter than hell itself. Check out the first screenshot...
Never would I have imagined such a silly game would be so brilliant!
Not your normal game...
Each level is different and much like a jigsaw in design. Some aren't continuous, so the use of a transporter may be required - but be careful because you don't want to bump directly into a baddie! There are instruments that chase, if you get close, and will kill you using a humorous "Pif-Paf" cartoon-like effect (this is fantastic). There are many items to collect for extra points and other features: wear a pair of cool shades... or rest to safely gather your nerves on a chequered tile.
Also, why not try dropping a couple of your old cassettes on the floor to block an instrument dead in its tracks. Well, for a few seconds, but that gives the gameplay a desperately needed break - nobody uses those old tapes anyhow! As you progress, the maps become more technical and offer a greater challenge in this insane musical world of craziness!
What an insanely unique game and I did rather well and made the hi-score table...
Can you beat my Hi-Score? Nah, I didn't think so!
Aesthetics
Infogrames have (yet again) worked their magic and produced another jaw-dropper. I normally start with the graphics but, not today! Because this game is a blast - the sound effects are superb and these go to making up the thumping tune which is great. Other sound effects for the instrument monsters are excellent and I love it when some will begin to violently bash out their sounds if you get too close. Sigh, just imagine if they'd have used the DMA hardware?
The graphics are frequently amazing throughout each and every level. Constant, rich in colour, beautiful backgrounds, and all that with the funniest musical sprites chasing you. Mad! The scrolling is ultra-smooth and I even loved the high-score table which is almost like a funky demo screen! Hey, check it out above, can you beat my first-attempt score?
As you can tell, I love this game and wish you would boot it up also. Don't miss out! One final screenshot...
Oh no, something mean and green is attacking me!
The CryptO'pinion?
Jumping Jack'Son is superb and has lots of great, unique humour. Come on, there's nothing like an angry trumpet chasing you down the screen! It's maddening and very challenging yet remains one of the prettiest puzzlers on the Atari ST. I feel this is a timeless classic and something that feels fresh and innovative today. A lot of love went into making this game.
I cannot stress enough just how highly I recommend this game. It's a personal favourite. 10/10.
The Phantom Demo was released by Amiga/PC crew, Arkham who (for me) seemed to appear on the ST out of nowhere, only to disappear once again. This demo is actually two different party releases from 1993/4 bundled together. They feature super-duper visual effects and fantastic chiptunes by Kane Wood. Can you tell that I enjoyed this a bunch!!
The two videos are incomplete but a good idea of how fantastic it is. This was deliberate as I didn't want to spoil the fun - the demo is best viewed using a real Atari ST computer. If you can, please do!! The download is available on AtariMania with more of Kane's music on Demozoo. Enjoy what is nothing less than blummin' immaculate :)
Top Banana is a vertically scrolling platformer not too dissimilar to Magic Boy or Rainbow Islands. Ignoring the stupid eco storyline, this has an unusual mix of weirdness but begins with a tripped-out acid-style intro that reminds me of Grotesque and Aciid Burn (Whattaheck). Well, a little, and it's in stereo so worth watching.
The gameplay is simple, we start at the bottom of the screen and leap upwards using the platforms whilst avoiding the rising water levels. Along the way are the unusual nasties and our weapon appears to be "love" itself. We deliver a fatal kiss of death to anything that gets in our way. So take no prisoners and enjoy killing loving everything!!
Considering this is a game full of eco-preservation, it contradicts itself by killing animals. Anyhow, you win when you reach the top and then the screen falls and you can collect lots of doughnuts and other items before starting the next stage. Nothing new or mind-blowing but I actually quite enjoyed this incredibly cr4p platformer!
Before we go any further, let's take a peep at the first screenshot (which is taken from the ST version)
Top Banana played on the Atari ST (the oldest model without a Blitter Chip)
Aesthetics
That's right, this is one of the few games taking advantage of the Atari STe, so kudos to Hex for going that extra mile. However, what do you think about these screenshots? The ST version is rather lacking with an empty feel whereas the STe is the complete opposite with a crazy display of mess scrolling along your monitor using parallax-scrolling. My eyes are bleeding, my head hurts... I think I'm going to die if I play for much longer!!
Top Banana is incredibly unique. Never have I seen a game with such a weird abstract style. I admit, at first, I hated it because it was cluttered so I would struggle to see the dangers ahead in time. After a few games, I eventually overcame that eye-burst feeling and was used to it. Well, I must applaud the artists for daring to be different.
Interestingly, Top Banana supports the Atari STe which features madenning graphical design! But it supports parallax scrolling and also comes bundled with DMA sound effects. These effects certainly beat the chirpy YM effects into dust but, (like the visuals) are possibly way OTT. Check out this Atari STe screenshot...
Top Banana on the Atari STe. Eye-bursting visuals albeit with parallel scrolling.
The CryptO'pinion?
Top Banana is unusual alright. It offers an enjoyable challenge and I've nothing but respect for Hex for supporting both Atari computers. However, it looks, sounds and plays drab on the ST whereas it's way OTT on the STe. In fact, Atari STe owners should take out health insurance because your ears might burst with the incredibly annoying samples and the bloated parallax-scrolling display will give you a headache or a brain tumour.
I do wonder what Hex was thinking when they made this weird little game. Having said that, it is also pretty good and obviously inspired by Rainbow Islands. Sadly, it's one that I fear everyone might ignore which is a shame. Okay, I wouldn't bother if you're an ST guy but I'm tempted to sadistically recommend it for all STe owners!!
The D-Bug boys have a hard drive version and Stonish has two floppy disk options you need to try:
1) Fuzion #151 (a one-disk download without the intro)
2) Pure Energy #6A and #6B (with the silly intro but it comes on two disks)
Glutton for punishment Mike, of The New Retro Show, has just released the second part of our Ironman Challenge. As you may remember, I gave him a list of Atari ST games which I thought would help push him over the edge. Well, he's still with us, so let's see what torture he endured for the final part of this challenge (above).
This new video features Fire And Brimstone, Crash Time Plumber and R0x. If you missed the first video from this Ironman Challenge then simply clickety-click to watch that video of Mike's torment! Get the popcorn - enjoy :)
Crackman was released for the Atari STe by Teenage [Pung] and has one of the most idiotic storylines I've ever heard - make sure you read the docs. Okay, I'm sure you've already guessed, Crackman is a PacMan clone but is also one of the most challenging I have ever played. Well, that's an understatement actually...
The maps are huge with a crafty design but it's the ghosts that cannot fail to impress with insanely intelligent AI. This dictates practice before considering matching wits as their AI isn't like previously seen, it's more like Lode Runner. My first game almost ended in tears - I needed many more attempts before recording a video.
Along with the crazy storyline are a few surprises like mines, hidden walls and power pad support. I love the ghosts and our little pill-popper has a full set of teeth but my favourite is when he dies and turns into a puddle of gore. The Atari STe produces silky smooth 50fps hardware scrolling and superb DMA audio.
Everyone knows Pac-Man but if you thought it was boring then take a look at this - I dare you!! Is it better than Crapman? I don't know... but what I do know is that we have yet another excellent Pac-Man game!!
This demo was released at Silly Venture 2013 by Genesis Project and is amazing. No, it's outstanding and I love ElefantaSTic because it breaks from the norm with unique and stunning styles. Plus the artwork is superb with beautiful effects and a perfectly apt chiptune. This is one of my personal favourites and is downloadable from Demozoo.
I've always had a spark of curiosity for Rogue but (looking back) I have also wondered why I should even bother with anything "roguelike" when I could instead crawl within the '3D' realms of Dungeon Master. Of course, I'm being stupid because this dates back to 1980 when gamers spent their lunch breaks staring at Rogue's text-based dungeons looking for Rodney's Amulet of Yendor! Epyx released our turn-based conversion back in 1986 and it's essentially the same venture through the Dungeons Of Doom but graphics have replaced that original text display (no complaints from me! lol).
Don't run away in disgust just yet, this dungeon may look rather 8-Bit but that works perfectly to suit the atmosphere and I really love it!! For me, it's the monsters that look the best as these are superbly drawn - I love the Ice Monster the most. And the Zombie looks like he's about to get down and boogie. Pressing the Enter key will zoom out to display and the entire map is viewed full screen. This is probably favourable to the purist using a more traditional oldskool view of the dungeon? Monsters are then represented by letters, ie: B for Bat, R for Rattlesnake, Z for Zombie, etc...
Which visual display style do you prefer? Let's take a look at both right now in these screenshots...
Carefully explore each and every unique location and zoom out to see the map...
Let the adventure begin!
From the start, we're introduced to the adventure schematics which easily allow us to explore in relative safety against the easier baddies to contend with. I liked this learning curve because a novice adventurer (ie, me) should appreciate it. However, having said that, take a look at my screenshot from a recent game which I'd only just begun - Wow, quite an incredible gang of nasties, I'm sure you'll agree? But this is also a testament to the game's ability to randomly generate interesting scenarios with each new game. So, Rogue will always feel different each time you decide to boot it up.
Directional control of our little explorer is done using the ST's keypad which can be used in combo with or without the mouse. Personally, I prefer to use the keyboard for everything. There are other useful functions such as ALT/click to identify an object or creature. Also, pressing F1 duplicates your last attack action with other shortcuts like 0 to rest and '.' to search (repeated searches give the best results). Try it keyboard only and I'm sure you'll agree.
Rogue is an ARPG that is meant to be enjoyed from start through to death/victory. Once you've been beaten, you are buried and this state is permanent. You can save your progress but, coming back to continue is only allowed once (as that file is deleted). Hence, permadeath, and this may sound unfair but it works well and suits the theme perfectly.
Hey, do you fancy a couple more Rogue screenshots? What? Really? I knew you did...
There's so much more to this old dungeon crawler than just slaying the funky monsters!
Beware, you're not alone!
The enemies are a wild bunch alright! From traditional beasts like Snakes, Zombies and Bats to fantasy spooks like Ice Monsters, Hobgoblins and even Emus. Yes, there are emus down there! It's worth noting that not every character is immediately aggressive so it's advisable to try and tiptoe around a Leprechaun, a Nymph or a Centaur. I only wish Trolls and Wraiths had that relaxed temperament - they're so mean - so make sure you have good armour.
Fight back using swords, axes and more but there are also magical scrolls and potions which perform an insane variety of uses. For example, illuminating the dungeons or increasing health, weapon strength, and so much more. However, not all are good so you may wish to empower yourself with the ability to identify any obscure items you may be carrying. After all, you might mistakingly conjure a demon or leave yourself blind in the darkness. Yikes!!
Like the dungeon itself, both the enemies and objects are randomly generated so you never get to perform the same battle twice or know the location of items. This is one of the many things that makes Rogue very special.
Let's put the reading on pause whilst you gander at a couple more screenshots...
Some kind soul has left food but it isn't long before something appears from out of the darkness!
Tricks and traps
This is a game with its fair share of humour with lots of hidden traps so, if something doesn't feel right, then remember to search and you might just uncover a hidden passage. Watch out for teleporters that will zap you to another part of the map or maybe even drop you down a level. Gas sends you to sleep and bear traps are dangerous and require a few turns to escape their clutch. Avoid the temptation of a Nymph who might sneak something from your inventory - and I certainly laughed when battling a Leprechaun as he actually managed to rob me of my gold. O_o
Rogue has some aspects which are traditional yet still very funny - like being caught by cursed clothing which is then impossible to remove without using the right spell to counteract it. I travelled for five levels before being able to remove a nasty piece of cursed chainmail. Cursed clothing, who'd have thunk it? Irritating but humorous too.
Finally, remember to look after yourself and watch those stats. Food is sparse down in the dungeons, which kinda makes sense, so collect everything and only stop for a bite when it's absolutely needed. The action is lurking around every corner but a careful adventurer will find tactical exploring to be both enjoyable and rewarding. Think before you act.
Can you tell that I'm really enjoying Rogue? I'm a noob but this game is hot stuff. It's screenshot time...
Carefully sneak by the old bat (insert mother-in-law joke) and beware of leprechauns on level 7
Aesthetics?
Nobody loads up Rogue to be blown away by dazzling visuals but this is actually much better than I imagined. I love how the dungeon itself looks which is bright, colourful and quite basic. It looks the business and feels like a graphical upgrade on the original but without ruining it. As I said earlier, the best parts are the sprites and seeing those little iddy-biddy monsters lurking in the dungeon is fantastic. They all look brilliant yet faithful to the original theme.
Sound effects are pretty much authentic to the original, ie there aren't any! Well, little beyond the default clicks & dings we're all used to as ST owners, which is perfectly fine and natural to what Rogue is all about. However, I'd have liked an option to turn off the clicks without having to resort to using something like XControl (don't forget that!!).
I had an idea for my video recording - that's at the top of this page - so scroll back up. I wanted to replace the silence with something eerie using the Atari STe ACCessory: STe Background Audio Player. This plays samples using the DMA coprocessor and works tremendously well without any slowdown. Let me know what you guys think?
Hey, you should really watch the -STe enhanced- video if you scroll back. Until then, here are two screenshots...
Remember to use this view for a bigger image of your dungeon and keep stock of the inventory.
The CryptO'pinion?
As I write, I'm exploring level 14 but Rogue seems to have cranked up the difficulty a lot since level 9 and I admit to struggling: a Wraith and a Troll ganged up and sent me to an early grave so, I reloaded only to later suffer a humiliating beating by a Quagga! I now need to rest and hope nothing creeps up while I'm vulnerable. Hang on, I've a healing potion that should help me feel better and a spell to confuse the monsters. There is so much to this fascinating game!!
Yes, Rogue is easy to get into and extremely rewarding. I'm still learning the ropes of this immense dungeon crawler and I feel I have only scratched the surface. But I'm loving every minute of what is a tremendous experience and possibly one of the best Atari ST games. This is a blast into the past that proves just what makes #roguelike so excellent.
Actually, this is literally one of the best games I have ever played, regardless of the platform. Absolutely wonderful!!
Brave adventurers can install Rogue on to hard drive.