Friday, November 27, 2020

Iceblox Plus



Yet Another New Game?

Okay, I might be a couple of years late but here is Iceblox Plus, a brand new Pengo remake by Karl Hornell for Côté Gamers. It's based on the recent Commodore 64 conversion - which is actually based on the old mobile phone original. Phew, that's quite a history and it's actually strange to think it was something I could have played on my old Nokia!

Anyhow, the game introduces us to Pete the Penguin and explains the gameplay basics which are crushing blocks and the methods used to eliminate our enemies. As in Pengo, there are 16 icy screens with blocks to shove or smash; some you wanna break whereas others can be used to slide into the baddies for an instant kill (flames and burning wheels). A few blocks will contain hidden coins and it's these that we should break open to complete each level.

Sounds cute and cuddly doesn't it? Well, let's check out the first screenshot of our chubby fella...


Wee-SMASH!! Well, this image fails to display my joy at sliding a block for a kill. Points awarded too!

Gaming like it's 1982

Iceblox breaks you in gently with just the one flame lurking about the first level but things soon heat up with the next level having two flames chasing after you. By the fourth level, three flames are chasing which is pretty frantic. However, I personally found the difficulty drastically increasing from level 6 which is all thanks to those dreaded burning wheels! These do a magnificent job of tracking down poor old Pete for a terrible death by fire. He prefers it cold!

It's interesting how the levels become progressively harder; thanks to their unassuming design and those firey enemies who appear in a variety of combinations (up to) four at once. Both have great chasing techniques that feel somewhat like H-Mec II but killing them results in many bonus points. Plus a much-need short breather, before they respawn!

You won't last long without a few practice games, trust me. This next screenshot was a killer...


Run Pete, RUN!!! (He's got no chance because I was controlling him <insert evil laugh>)


Fancy some tips?

Oh heck, I only managed to reach level 12 which isn't too bad at all - for me! I hope this helps you guys:

1) Don't just run around like an idiot - think before you make your move! 

2) Use the blocks to extinguish those dreaded enemies for a burst freedom albeit only for a second or so. Hey, don't knock it, every second counts.

3) Each nasty provides a high degree of cunning chase, rather than blindly heading to your location. However, the wheels can be infuriating so take them out as quickly as possible.

4) Use the maze design by hiding behind static blocks for cover (see below).

5) Don't panic. I know, it's easier said than done, but panicking only gets Pete killed quicker!



Pete is a penguin and NOT a chicken. Ahem, you can't hide forever...

Graphics & Sounds

Okay, this is no Gods or Magic Boy but I doubt any version of Pengo would drop your jaw to the floor? Well, Iceblox is actually strikingly 8-Bit with a bold design using colourful and beautifully animated sprites - I love how Pete wibbles as he walks! Plus he actually turns into a skeleton when dying, which is kinda sad but also funny. It looks old yet sorta new?

The audio is just as cute as the visuals with jingles and chip music by M.D. Smit. Everything has a simplicity I adore - it's not trying to produce the greatest ST music but it's humorously apt for the task at hand. Love it!!

So, it looks and sounds like the 8-Bit era should have done all along? Yup, and it's screenshot time too...


Oh no, things are hotting up (sorry) with both a flame and a burning wheel chasing you!

The CryptO'pinion?

I don't think I've played a version of Pengo since the 80s and that was probably on my ZX Spectrum. Iceblox Plus is a great twist on the original theme and, rather than a straight conversion, it comes with bells and whistles that I like. My only real gripe is the limited play area using a grid layout of 12x10 which I thought was a little claustrophobic.

I really enjoy how Iceblox Plus transported me back in time and those of us old enough to remember the original (or the 8-bit conversions) will appreciate the balance of both authentic and updated styles. Although I panic like a big girl's blouse from level six onwards, I'm completely smitten by the exhilarating oldskool gameplay. Iceblox is a great game!

AtariMania has the download and I hear there's a boxed version by Cote Gamers (that I'd love!!)

Saturday, November 14, 2020

Techno Cop



I Am The Law!

Have you ever booted up something that instantly felt cheap and tacky yet you spent hours playing and never once considered hitting the reset button? Think Club Drive for the Atari Jaguar... Well, here is a game by Gremlin Graphics that tries to blend together two genres: car racing and a quiet walk through rough neighbourhoods.

If you hadn't already guessed, we're one of the heroes in blue but, no ordinary policeman. No, we're a Techno Cop who is under orders to take down various members of the DOA - Death On Arrival. This is a huge gang of thugs who enjoy driving fast cars, live in abandoned buildings and look like extras from a Death Wish movie!

Actually, being a Techno Cop must be cool because they get to drive a VMAX Turbo Interceptor sports car and use a Magnum to kill anyone they don't like the look of. That's about as technical as it gets and I love that simplicity so, ignoring first impressions, I soon started to enjoy what is nothing less than crude and violent.

Sounds like my kinda game then!! Shall we take a gander at the racing part first of all...


It's hardly Crazy Cars 3 or Vroom, but this is a fun section of an insane game!


All In A Day's Work

For each stage (scene of a crime), we begin behind the wheel of a fancy sports car on the way to a troubled hotspot. The roads are cluttered with DOA agents but our VMAX is fitted with a cannon to blast those suckers into smithereens. The dashboard shows speed, revs and even a damage meter that worsens with each roadside skirmish. Also displayed is the distance to a crime hotspot - so put the pedal to the metal!

Upon arriving, we get out for a stretch of the legs as the game flips into a scrolling shoot 'em up quite similar to Thunder Jaws or Rolling Thunder. These rundown apartment blocks are full of trash, graffiti, thugs, hookers and even rats that nibble your toes. The thugs are relentless; carrying chains, whips, baseball bats, knives and more. It's now that you should use the magnum and blast 'em into a gloopy mess of blood and gore. More, later...

Mission objectives detail how you uphold the law; be it a hostage situation, a mugging in progress, a boss to eliminate, etc. It would be impossible to follow out these orders without using your wrist gadget that shows lives, score, and jumping energy - plus you can even swap the magnum for a net, used to capture rather than kill. Importantly, it also features a radar to help locate each boss. Beware, this isn't a direct route so you may need to use the elevators to avoid a dead-end. Completing a mission grants points and promotion through the twelve ranks:

1 Grunt... 2 Rookie... 3 Flat Foot... 4 Patrol Man... 5 Cop... 6 Officer...
7 Sergeant... 8 Enforcer... 9 Commander... 10 Top Cop... 11 Chief... 12 Technocop


Okay, now that you have an idea of this whacky game, let's take a look at the next screenshot...


Hey, have I got the time? Erm, no I don't so let's just move on searching for bad guys!


Gimme That Joystick!

The VMAX handles like a wooden wedge and is very unrealistic. Okay, this is an arcade racer and nothing serious but, even so, it's lagging way behind something like Crazy Cars 3, Test Drive, Lotus 2 or Buggy Boy. And by a mile. Sadly, it's all too easy to crank up the damage by smashing into the roadside objects when preoccupied with shooting enemy cars. Plus, I didn't care for the initially sluggish rate of fire. Road Blasters, this stage is not!!

I learnt that it's good practice to simply rush to the next crime hotspot, ignoring the DOA cars the best you can. This is not only quicker but saves lots of potential damage so your game should last longer too. Plus, quick racers are awarded upgrades such as a turbo boost and (much needed) faster firing.

The crime stages are best where we can walk, crouch, leap and run through (yet another) condemned building with ease. The leaping is ace, allows you to explore quicker, and is best when surrounded by henchmen. The radar is a huge help and I doubt it would be possible to complete any mission without using it. And learning the map.

Gun love is why we're here and Techno Cop is superb. In fact, there are times I forget I'm a policeman and behave more like an escaped psychopath because it's easy to ignore the plan and go about killing everyone. Yep, everyone! Even the odd innocent kid stupidly runs by or when playing outside. The death of all victims is bloody and violent as they scream and explode into a pile of gloop. Gloop with eyes stuck on top. Brilliantly brutal and I love it.

You won't believe how cool that is. Argh, go on then, here is a screenshot to prove it...


Come on, how cool is that? Play the game and enjoy the effect for yourself lol


Aesthetics 80s-Style!

The driving scenes are quite bland with little scenery and average framerates. Though I did like the mountains and the palette choices/changes. Weirdly, the DOA cars are cumbersome beasts and the road changes far too quickly to be driven well. The fuzzy sampled sound effects are great... Okay, it's not Turbo Cup but I enjoyed them.

The scrolling-crime parts are excellent!! Each building is packed with incredible attention to detail: litter, traps, graffiti, broken plaster, damaged floors, dead bodies, loot and traps. It's basically the perfect environment for the Michael Winner movies!! Enemy sprites are nicely animated and detailed, even down to their spikey punk hair. Okay, the scrolling could have been better but at least the developers didn't wimp out with push/flick.

Audio is made using crunchy samples which are nice and add to the violent atmosphere although I don't understand why our Techno Cop makes a silly "meow" when he jumps! Anyhow, the best sound effect from the entire game is the screaming explosions when killing a criminal - your gun can turn a human into a horrendous pile of slop! It's brilliant and makes Techno Cop one of the most hilarious killers you could imagine. Fan-freaking-tastic!!

It's fun, fun, fun and looks/sounds the part. So, one more screenshot of me getting promoted...


Promotion leads to better gameplay with many more baddies all too willing to challenge me!


The CryptO'pinion?

You can't go wrong with fast cars and big guns. This game has what it takes but there are a few more niggles that bugged me: the driving stage feels like a clunky afterthought but the power-ups are a neat touch. The missions are pretty much the same, thus quite repetitive and later tasks certainly require extra time.

However, Techno Cop still scores very highly because of its arcade styles, and killing scumbags is quite simply brilliant. Okay, it could have been better in parts but blasting baddies into a pile of mush is bliss. I loved it.

Download for floppy or hard drive.

Saturday, November 07, 2020

Sine Scrollers?



Wibbly-Wobbly-Scrolling

I've always had a thing for sinus scrollers! I mean, just look at it. Gorgeous!! This screen is called The Two-Screens-Together Demo by Black Byte/Bytechangers and weighs in at only 3.5Kb - less than JetPac!! But why so tiny? Well, it was programmed for the first-ever STNICCC in their "VIC Times Revisited" competition. I guess, the rules were obvious with a Ram limit based on the Commodore machine. Impressive results, to say the least.

Sadly, there's no music but I guess there wasn't enough space left over, which is completely understandable. However, I'd still love to see this screen updated with music and freed from the shackles of that old competition because it's too good to remain as is. I'm sure something beautiful could be done with this piece of code?

I'm always on the lookout for screens with similar scrollers but only found a limited number over the years. Sadly, I fail to remember which disks I saw back then, so it's been a painful process hunting them down. Of course, similar effects are used in many demos for waves, circle scrollers, distorting images, etc... but I'm specifically referring to a sine wave used for a horizontal text scroller - like the one displayed above in all its wavey sexiness.

There must be a ton of cracktros and demo screens that I've forgotten about!! So, if you know of any using this sine scrolling technique, then please let me know in the comments below. Until then, here is a selection of text scrollers using the sinus effects which are all utterly amazing and definitely worth downloading...



Possibly the best-known ST sine scroller I'd say? Okay, there's no sound but the visual effect is great and incredibly well coded. I wish more would have been done but there's no denying how cool this is.

Circle Dots by MJJ Prod

This is such a smooth screen and with gorgeous music by Dma-Sc. The scroller is sine-tastic and works well with the stark palette style which really appeals to me. Oh, and there are some dots too which ain't too bad!

Sinfull Sinuses by Chronicle

What a great demo this is with a bunch of cool visual fx and great music. The sinus parts are very good throughout but this is all about the sinus text so I loved their big blue sine scroller, which is just lovely.


Another fine sine example and taken from one of the best megademos there is - Just Buggin'

Disk #0052 by BITS

A slap-bang, in-your-face, no-frills sinus scroller and it's pretty darn excellent too!!

Flexiscroll by The Resistance

An awesome screen from the Decade Demo but it spends (most) of its time doing everything other than what I wanted to see! However, as a demo, it's pretty cool with some lovely fx and wonderful chipmusic.

Genesys by Aenigmatica

Yes, it's quite mild but the sine scrolling is there and I like it. This is a pretty great demo too.

Menu #3 by Electronic

I don't remember this group from back in the day but here's an intro with a nice sine-scroller. Sadly, there appear to be many of their disks that still need to be found and preserved. Can you help?


An intro for a cool MOD disk that includes (possibly) the best player available for the Atari STe? Well, I was blown away by it! Anyhow, this intro has a dodgy image, cool music, and a neat sinewave to enjoy.

Arsch Screen by FOXX

This was released as part of Phaleon's GigaDemo and boy what a screen from an outstanding megademo. Nothing short of mind-blowing. Yes, both the sine scroller and the megademo. What a point in time this was!!

Alvin Puzzles Cracktro by Elite & STAX

This cracktro was used many times because it's fast, classy, and superb. I only wish the sine scroller has a splash (ahem) more colour! One of my favourite intros for the ST. Erm, cracktro I meant to say.

Mr Heli Cracktro by The Replicants

The Replicants released what seemed like a zillion hacks and I've found a fantastic sine-scroller disk!!


The Anomaly Megademo is an absolute cracker and this screen is simply divine. Outstanding. [link]

Phototro by Hemoroids

This is a superb demo with a great plasma screen but the sine scroller is also pretty darn cool.

Saturday, October 31, 2020

Go Ahead Make My Bed


Happy Halloween!

I figured I needed to make a silly video for Halloween and what better than Chainsaw Massacre by The Lost Boys? It's a short and nostalgically entertaining demo but, also a fantastic example of the banter between ST groups back then. I love this a lot and ended my video recording with a beautifully scary image taken from Halloween, by The Black Twins.

Those of you who are too much of a wimp to watch a Swedish Carebear getting mutilated might be better off playing a game or two instead? The Atari ST has many ghoulishly 'scary' games to choose from and many I have yet to feature here on AtariCrypt. But here are some nerve-racking ideas which are highly recommended by yours truly...


Horror Zombies From The Crypt is the obvious choice - because it's fiendishly superb. Ooze was recently reviewed and, while it's a little quirky, there are lots of things going bump in the night to entertain. Following on in a similar vein is The Curse of Rabenstein, a brand new slice of horror which is jaw-droppingly awesome. Frankenstein takes us all on a humerous B-Movie adventure. But now, I feel I need to inject some violence into the world of horror and I personally feel nothing beats Death Chase for immense blood and gore! Finally, there is Nightbreed if you dare to try your luck within the disturbed mind of Clive Barker?


I'm now in the mood for something new (for me) to play: Brides Of Dracula, Munsters or Night Hunter. Has anyone played 'em?? Let me know what you think in the comments below. Oh, and don't forget about ZombieCrypt which is spine-chillingly cool. By that, I mean it's that lame slideshow I made a while back. Watch it and let me know what you think!

Happy Halloween folks and remember, it'll soon be Christmas!! ;^)



Evil Ash, from Evil Dead II and then featured in ZombieCrypt on the Atari ST. How cool is that!

Sunday, October 18, 2020

GEM Desktop Music


Music while you work!

Over the decades, I've seen many neat programs that would play a piece of chip music, in GEM, as a background task. I always thought this was so cool and wondered why there wasn't more. Well, it turns out that there are a lot on several Budgie UK disks. (I don't think I ever saw these types of programs on any other floppy disks?)

Anyhow, I've spent some time going through my disks to gather a quick, no-frills compilation. Some of these tracks were made by Goth but I'm not sure who else to credit for the rest - possibly Budgie UK? There's also an intro included which is a scroller text by me using a utility coded by Dogue de Mauve of Overlanders.

I hope this floppy disk is of some interest to you ST Nutters? Like it? Let me know in the comments below!
(my download is updated to v1.1 -thanks to Tronic of Effect for his superb new addition!!) :-)

Friday, October 16, 2020

Evasion II


Ignore the looks - play it!

Evasion 2 was developed by Chris Skellern for Budgie UK and is a maze game where we run around collecting pills whilst being chased by the nasties. Yes, I know this sounds all too familiar but the structure of the gameplay's mechanics is different and very much a frantic rush. Each level offers a chance to collect power-ups - to freeze the baddies, drop smart bombs and gain extra lives. Heck, you can even drop mines in their path which is a brilliant touch I thought.

There might only be 8 levels but completing them grants the chance to do it again - but with insanely zippy baddies!! This is a perfect example of how cool retro gaming is. Evasion is maddening and I really enjoyed the frenzied challenge.

No, it's not a lame pac-man clone. You will love the adrenaline rush it provides. Highly recommended!!

Grab the download off AtariMania and why not also play Starburst (another corker by Chris Skellern).


Ignore how it looks. Yes, it isn't 1982 but since when did aesthetics matter? #GameplayMatters


Beware, these humble-looking tiny blighters are actually infuriatingly intelligent and fast!


Arghhh!!! I came so close to finally completing the game - and without cheating! :o)

Saturday, October 10, 2020

Dave Semmens

It's now over three years ago since I featured a platformer called Spellfire The Sorceror, something that I hadn't previously heard about so was pleasantly surprised how much I enjoyed it. It's tons of fun and very easy to pick up & play. Plus another glaring example that the Atari ST can scroll - when in the hands of talent.

It was programmed by Dave Semmens, the same guy how gave us Kid Gloves II, but he also made a couple of older ST games which, ahem, left a lot to be desired. I began to wonder what could have changed for such an immense leap in quality compared to those earlier efforts? The difference is quite staggering!

So I tracked him down to find out, and then asked a few more questions too! :-) Dave was more than willing and I thank him for being such a great guy taking the time to chat with me. I hope you enjoy this little interview and don't forget to check out his incredible photography (and FaceBook group) which are both linked below.



- The Dave Semmens Interview -



Hello Dave, tell us all how you began...

I got interested in computers when I bought a C64 as a teenager. I soon started programming in basic and then looked at assembler. Within a short period, I realised that I wanted to try Z80 so sold the C64 (which was 6502) and bought a ZX Spectrum with microdrive. I bought an assembler and started coding simple games like TRON. One of my mates spotted an advert for programmers in Otley. I decided to give that a try and got the job.

The company was Source The Software House and they did many conversions from arcade/other home computer formats. I worked on a number of Spectrum titles and then added Amstrad (which is also Z80) to the list and then moved up to 16 bit with the Amiga and Atari ST. After a couple of years at Source, I went freelance and spent around 4 years working for Mirrorsoft, Probe and US Gold on various 8 and 16-bit projects.


What were you using back then?

We used a system called Programmers Development System (PDS) - it allowed a PC to be connected to the target machine and for all the assembly of code to be done on the PC then downloaded to the target. This meant that if the machine crashed (which it did often) then the code was still safe. Originally, I started with a basic Amstrad PC that didn't even have a hard drive - just huge floppy disks. We slowly moved over to faster and better-equipped PCs as time progressed and the codebases/graphics for each game got larger.

I still have my Atari ST in the loft along with copies of all the games I worked on and quite a lot of magazines with reviews of my games. But it's much easier these days to just boot up an emulator to play them :)


Dave hard at work in 1986 in an office made in heaven!


What was it like working in the games industry?

This industry is not like any other I have worked in. The people (most of them) would put themselves through hell to get a game out. I have worked with teams that spent days in the office, with very little sleep, and that was on floors or couches in the meeting rooms. I remember rushing disks down to a waiting motorbike courier, who would speed off at high speed to deliver the latest build to our QA people. I always said that crunch time to get a game out (normally the last 2 months) was the best of times and the worst of times.

To see a team come together and work together in this period was fantastic - the late-night antics and comradery were brilliant. But the impact it had on people was huge 20-hour shifts; nothing but take-away food for days on end was a killer and I had one lead engineer end up in the hospital with heart problems after one game.


How did you find this development?

I was always pushing to speed up the code as I wanted it to be better than anything out there - I wanted to have a proper dual playfield parallax not just a wrapping background etc. So I was always looking to improve. I discovered that, on the Atari ST, if I had the sprites at a 0-pixel shift when they hit the scroll point, then I had more processor time to scroll the screen which compensated for the lack of hardware for screen/sprite manipulation.


Any inspirations?

The games by Ultimate always blew me away - such great games and so playable.




Rainbow Warrior, eh?

This was late in my time at Source and the project had been given to an engineer. He was new to the company (if I remember correctly) and, in the end, he didn't get it completed. I found that the programmers coming in, who had not worked on the 8 bit systems, did not have the same concerns for memory. They had 512k to play with and didn't have to worry about finding ways to compress the graphics and save as much memory as possible.

As this was based on several mini sub-games, it was decided to split them up across a few programmers. I picked up a couple of levels and (maybe) the front end. I think Rainbow Warrior was my first Atari ST/Amiga game.



And then SAS Combat Simulator?

SAS was a straight conversion from one of the 8-bit versions (C64 I think) so I was just asked to create a like for like version for the Atari ST. The problem with budget conversions was that you were limited to what was possible on the 8-bits. There wasn't much time to do the conversion if you wanted to make good money, so it was a case of doing the best you could in a short time. The game played ok as it followed the playable C64 version.

By the time you had finished any game, it was hard to judge how playable it really was as you had to spend so much time playing and replaying sections yourself to test it. That got very repetitive!



But then two fantastic games!

I think one main reason for both Spellfire and Kid Gloves 2 being better and more polished is because they were my games. They were not conversions - I designed and put in more time/effort as they would not have had the same time limitations as the other conversions. As I designed the games, I could also make the mechanics fit well with the limitations of the system I was working with. Time and polish = quality :)

I was also on a royalty deal for both so made sure everything was as perfect as possible. As a programmer, I had a set of routines that I would use for all games - the basics like sprite and scroll routines. I would improve these over time and the main time to put extra effort into improving these was for my own creations.



Looking back, would you do anything differently?

No - I loved my time in the industry and would do it all again. I wish I had been 3/4 years earlier as that is when the big money was flying around. I will always remember the teams and people I worked within the Games Industry. I have yet to find a more dedicated bunch of people and, as I am getting on a little, so I doubt I ever will.


So what are you up to these days?

I now work as a project manager/agile data specialist for the largest online betting companies in the world. I still code in VBA and Tableau. I have a wife (the same one who suffered the games industry :) ), three kids (all grown up), a grandson and a small yappy Yorkshire terrier. My passion is now photography - not writing code. You can find some of my images on Flickr and I have a Facebook Group :) His photography is outstanding!! -Steve

Wednesday, October 07, 2020

Into The Vertical Blank



The boys are back in town!

If you love retro gaming, especially using the world's best 16-bit computer, then check this out... Jeff, from Into The Vertical Blank, has recently released two video compilations featuring a ton of Atari ST games - Photon Storm, Rainbow Islands, Stunt Car Racer, Sideways, Scooby-Doo, Fire And Ice, Oids, James Pond, Bubble Bobble and lots more.

But hold your horses, there's also a hefty wedge for the often-overlooked Atari STe!! Stuff like Rock 'n' Roll Clams, Asteroidia, Uridium, Prince of Persia, No Buddies Land and other (Atari STe) upgraded titles.

I have really enjoyed watching both videos because the presentation is fast and fluent; ie, they don't drag on with overly long clips! This means you get to watch many different games within a short period of time. I also enjoyed the varied range of games too, along with the fact the Atari STe was used whenever possible. Yep, I hope there are more in the pipeline!

Both videos are on YouTube but don't forget to check out their excellent website with ST games, Podcasts and more.

Saturday, October 03, 2020

Ooze



Get ready to be scared stiff!!

I'm often a little sceptical of so-called horror games because they're never really gonna be that scary. In fact, the only game that has ever made me jump was the Jaguar's Alien vs Predator - it was late at night and I jumped out of my skin when an alien shrieked. Terrifying at 3am!! Anyhow, enough of my scooby-doo adventures.

I first featured Ooze in our Box Art section and figured it was about time I dusted it off and booted up this adventure developed by H. J. Braendle and Guido Henkel of Dragonware Games back in 1988. My box is quite battered with floppy disks that no longer work! But at least I have the manual which is, for a number of reasons, most helpful to me.

Helpful because I'm not a massive fan of text adventures if I'm brutally honest. Though I have enjoyed a few over the years on both my ZX Spectrum and Atari ST. And, more recently, I bought a couple of crackers - Hibernated 1 and The Curse of Rabenstein so I felt confident with Ooze to see what kind of horrific journey might be on offer.

Okay, let's begin with a screenshot from the beginning of our adventure, at Carfax Abbey...



We begin standing outside and looking at our inheritance. Oh, how I wish this was real life!!


I love cheeseburgers!

We play as a character called Ham Burger (fantastic!!) and have just inherited Carfax Abbey from our late uncle, Cheez Burger (oh, these names are killing me). Yep, this sounds like a horrifying comedy? Anyhow, it appears he died under mysterious circumstances so, rather than enjoying our wealthy new lifestyle, we instead investigate what's happened.

From the start, the game sets a creepy atmosphere upon arriving to check out our new home. Thunder is rumbling and an old signpost details the address, 666 Rue Morgue. Nervously walking up, we see the porch and an old rocking chair but this ain't an ordinary chair because it's haunted. That's right! In fact, almost every room is haunted by something, so it's a good idea to take it slow and ponder the environment carefully. Very carefully.

Ooze has a fantastic sense of humour. Wait too long and a panicky message appears asking if you're still there. Don't leave me here alone, it whimpers lol. Just try sitting on the porch chair for an eye-opening experience that I did not expect. The characters are excellent and I laughed when rescuing Marie: "Marie EnToilet"!! However, Murx is an oddity which made me chuckle and scratch my head. Oh, and when you die, the game pranks you - by banning you from the RAM!!

Oh yes, there are lots of silly pranks and fun places to explore so let's see some more screenshots...






I'm rich and also haunted!

The world of Carfax Abbey is small but will feel bigger because of the time spent in each location. It's tempting to rush off and explore but that means you will miss everything important (as expected) and probably die. So be warned! Getting around is done using the expected compass directions (N/S/E/W) plus U/D for up/down. It's possible to 'sit down' or 'run south' to hastily exit. A handy command called 'exits' will inform you of all possible routes out from your location.

Each area has a vivid description which is extremely longwinded so it's possible to overlook something blatant, like the lance - which was totally infuriating. I know, I know, all adventures require that you read the room's description but it's apparent that Ooze takes this to the extreme thanks to the amount of detail mixed with subtle hints. Thankfully, that feature can be changed by using the 'brief' command, which I did from the moment I entered the Abbey!

The parser is good but I fear something was lost in translation from its German roots. Simple commands are often confused by a pedantic requirement for correct input. Try unlocking a door, searching a trunk or switching on the lights. Well, light... Quite irritating, so Level 9 quality this is not. Whatever you read in the description, examine that said object fully because nothing is obvious. Find the chalk if you can, or suss out what you're supposed to do with the Parlor rope.

Surely you're interested to see more? I thought so, so let's view some more screenshots...






An adventure with an atmosphere?

Visually, I loved how Ooze combined the two resolutions for great effect. Low is obviously used to display a range of gorgeous images whilst the clarity of Medium is put to great use in order to read the text. This is superb and works really well. Weirdly, not every room you visit appears to have its own separate image which I found a little confusing at first.
Those with a crisp monochrome monitor will be happy to know Ooze works in high resolution. The text looks wonderful but the images... hmm... not so much. It's as if the low-res images have simply been converted on the fly, rather than drawn specifically for the mono display. Which is a shame.
The audio is superb with lots of samples for eerie creaks, footsteps, ghoulish screams and so on. However, the atmosphere is spoilt by the ST's keyboard clicks, which I didn't see any way to disable. It's no big deal but I'd have preferred to disable them because they are a lot louder than the sampled sound effects. (and no, xcontrol did not work)

Looks great, sounds great. That can only mean one thing, more screenshots...





The CryptO'pinion?

Ooze is a great adventure and will undoubtedly appeal to those looking for something of a horror nature rather than fantasy. Sadly, I found the room descriptions overly longwinded and, at times, poorly translated into English. Exploring is finicky from the moment you enter the Abbey - walking upstairs is quite an event. If ever there was an adventure that demanded you make a map, this is it. I found it impossible to explore upstairs otherwise.

This isn't something you can easily pick up, not without spending a lot of time with it. But, if you fancy a break from those fancy Magnetic Scrolls, then I am sure you will love this one. Ooze offers a sarcastic twist on the horror genre with neat puzzles and a fantastic sense of humour: give Marie a kiss! Oh, and don't forget the pen and paper. Enjoy!



A preview image from another game that was never released. I wonder what happened?

Monday, September 28, 2020

Recovery



The Atari ST cannot scroll

Well, don't be so quick because here is Recovery, a shoot 'em up by New Deal Productions. Oddly, it's something I've not heard of until the other day! It takes us on a *Fantastic Voyage* through the lower bits of some poor soul in need of medical assistance. I assume we're trying to help him recover from something nasty as we begin at the bottom and work our way up through the liver (I think), and then onto the heart before finally smashing through the old grey matter.

Recovery is much in the vein of something like Menace or R-Type but runs at a far quicker pace with many of the patient's body parts whizzing around the screen. It's like Anarchy and just as tough - almost nigh on impossible when trying to dodge everything. But our ship is spritely and we're armed with a laser so shoot first and never ask dumb questions.

I love finding something 'new' to play and this is an exciting shoot'em up...


It's a shooter. So, shoot everything!

Each part of the body is a separate stage and also incredibly long, almost to the point where you think it will never end! However, they all feel much the same with a vast array of different "aliens" to avoid or kill. These use a variety of attack patterns but touching any reduces energy levels, so bad pilots ultimately end up losing yet another life. Strangely, there is no end-of-level boss. A beastly tumour would have been nice to destroy - a sentence I thought I would never say!

The joystick controls are excellent - very fast and responsive without any sluggishness. Our main weapon is a laser beam and quite effective too - pressing and holding fire shoots this laser and kills anything in front of you. Sadly, there are no other types of upgrades or special weapons so all we have is one laser and nothing more.

Thankfully, our sleeping patient appears to have popped many pills, which you'll see floating through his body just waiting to be collected. These can boost your weapon's rate of fire, energy and shields which are all displayed in the status bar. I never figured out what "LIGH" is for - I hit every key but nothing, nada, zip. Does anyone know?

Okay, let's take a break from reading and view another lovely screenshot...


Aesthetics?

Visually, this is a mixed-body bag that isn't quite as healthy as you would hope. Don't get me wrong, a scroller needs to scroll and each parallax layer moves very smoothly. However, the backgrounds can be quite bare-bones, but there are tons of funky sprites which only goes to prove how weirdly wonderful we are on the inside. Maybe!

Hitting F4 flips between 50/60Hz which speeds things up even more - if you can handle it?

Sonically, this is going to appeal to lovers of chip music. To be blunt, it's quite simply fantastic and foot-tappingly awesome so makes you realise just how cool your ST is. However, those insane people amongst us might wish to turn it off and hear sound effects. No problem, just hit F2/F3 but why would you ever wanna do that? I know, because you're stupid.

Okay, you've guessed it - stop reading and enjoy another gorgeous screenshot...


The CryptO'pinion?

Recovery is a damn good shoot 'em up and also technically impressive. It slaps the faces of all those lazy programmers that said the ST cannot scroll. However, gameplay could be better as each stage feels overly long with zillions of frantic 'aliens' constantly buzzing about. This static style doesn't seem to go anywhere, so it gets samey after a while. Also, our weapons cannot be upgraded which is a massive disappointment but not as much as having no bosses to fight.

Okay, I'm sure you can tell that this isn't the greatest shoot 'em up but it's far from being the worst. I've enjoyed blasting through some fella's intimate body parts all in the name of science fiction. Recovery is definitely worth booting up for a quick game or two. If only to see who can survive the longest, good luck with that because you'll need it.

Check out these screenshots before deciding whether to download for hard disk or floppy...





Friday, September 25, 2020

Ambermoon Music Demo


Let's kick back and enjoy some toons!


I've had this little gem on my hard drive for ages and I finally got around to making a recording of what is nothing less than a jaw-dropping collection of chiptunes converted by Gunnar Gaubatz aka Big Alec. It was (eventually) released for Sommarhack 2019 by Grazey of Psycho Hacking Force and features several tunes. I've recorded snippets from each track but it's advisable to get it downloaded onto your own Atari ST to enjoy it properly.


But what about Amberstar?


Well, Thalion may not have finished the ST version but, this got me thinking of the prequel, Amberstar. A game I've never actually played - not ever! I remember seeing it featured in magazines and the graphics looked very nice. So, today, I downloaded the pre-configured HDD version by 8BitChip and had myself a playtest...

Stonish has the floppies but there's three of 'em. Good luck with that disk swapping!

We begin with an overhead view of a graveyard which is a dead interesting place (sorry). This leads onto the City Of Twinlake which flips our view from 2D to 3D, ala Dungeon Master. It's now the adventure appears to really begin as there are plenty of places to explore and different folk who are only too willing to stop for a good natter. The first thing that grabbed me where the aesthetics which look and sound brilliant. However, I was quite unsure by the clunky user interface which feels a little cumbersome and messy. Meh, perhaps it's just because I'm new to it?

Amberstar is quite difficult to get into from the start, and I'm a little perplexed that I wasn't able to create my own characters - but that's something to do with a dodgy installation program the Thalion boys made? Tut Tut Tut... Anyhow, the world of Amberstar appears huge so I'm wondering if I should add it to my ever-growing list of Atari ST games to play over a quiet weekend. Yeah, I think we all know how that plan will go. Hmm.


An early CryptO'pinion?


Considering I only played for half an hour, I'm quite taken aback by what appears in-depth RPG. There's so much to initially overcome from the interface and characteristics, as with any new game. Graphically, it's amazing and the storyline is interesting. Although I'm wondering if I need another life-sucking RPG especially as I still play Temple of Apshai, Rogue and the mighty Shadowlands. Not to mention the obvious ST classic!

Have you played it? Are there any fans out there? What can you share about this Thalion RPG? I'm looking forward to what you guys think because it sure looks good. Well, something for me to ponder over?

Until then, take a gander at these screenshots and try not to drool...











Thursday, September 17, 2020

Kid Gloves II



So, the Kid has hung up his gloves eh?

Kid Gloves II was developed by Dave Semmens and is nothing like its prequel. In fact, it's completely different and more like a Wonderboy or Giana, Mario and the ilk. I believe it was originally called Little Beau but Digital Magic went bust and Millenium stepped in. Anyhow, this is great news for me because I was never a fan of the first.

The background story, you say? Okay, brace yourself... the love of our life has been kidnapped by an evil wizard who now has trapped her in his castle. We want her back! So that means travelling through five islands before reaching his castle lair to rescue our beloved. Hardly original, I'm sure you'll agree, but I'll buy into it.

Kid gets to travel through a number of islands on his way to the castle. Each is split into smaller sections with its own environments of ice, water, fire, sand, and wind. That means they're all slightly different with their own brand of hazards, monsters and the usual types of platforms to leap across. But first, let's take a look at some screenshots...



Ice Island is excellent and nicely introduces you to the gameplay styles.

Water Island has been flooded so bring your swimming costume!

Things are hotting up for the third level with... hmm... warmer visuals!

The fourth level has you walking like an Egyptian...

It's getting windy on the fifth level but things are looking rather samey!


We made it to the castle but only with extra lives and a timer freeze. Oh yeah!!


Nice, but how's it play?

As you can see, the levels look great with the first stage being of ice and is a superb start with snow, melting platforms and so on. Each island follows the same mechanics so is pretty much what you'd expect albeit with the obvious aesthetic differences. However, I found the fifth island tiresome with irritating platforms that were hard and integrated with very long jumps - which meant losing lots of time backtracking!

Getting around most areas is exceptionally easy thanks to responsive controls and helpful arrows guiding you on your merry way. Kid actually walks using a two-fold method: shorter bursts, from a still, are of a slower pace for jumping across the ledges. Whereas a continuous run is faster and great for leaping over those wider gaps.

The monsters may look cute but they need killing with your trusty dagger (upgradable!). When slain, they drop items like coins, energy fruits and others that can empower special abilities - super-high jumps, monster-squashing boots, balloons, critters and fireballs. Ultimately, we're searching each level for the baddie carrying the exit key. Once you are through the stages, the end-of-level guardian is waiting for you - for an easy battle!

Kid Gloves II features a couple of "hidden" features which you might find when exploring the levels. Stumbling upon something that looks like it should be in Vegas provides a chance to earn yourself lots of rewards be it a fruit machine or an arcade game. Use your selection of coins in a slot machine or a horizontally-scrolling shoot 'em up.



Hey, what's that I see? Perhaps I should stop and take a break from the girlfriend's rescue?

Woohoo, I'm back in Vegas baby!! Well, there's a chance this machine might yield big rewards.

Ignore his freaky eyeballs because this shoot 'em up is a lot harder than you might first think.


I want juicy aesthetics!

Well, you've got 'em because graphically, Kid Gloves II is a cutey pie, thanks to the talents of Doug Townsley. I love its 8-bit personality with each stage looking different and always gorgeous. However, it's the sprites that stand out the most for me with awesome attention to detail. The backgrounds are also fantastic but I was a little puzzled on Wind Island as everything looks samey, so some platforms are difficult to see, which is a tad annoying.

Not many know this, but Kid Gloves 2 was the first platformer I booted up when returning to the Atari ST a number of years ago. I instantly fell in love with its cartoon visuals and how smoothly it scrolled - happy days had returned!! Oh, the floppy still works and remains one of my most cherished possessions.

Musically, this is great with a fantastic selection of chirpy chiptunes by Andy Severn and Justin Scharvona and I think they all suit the gameplay style perfectly. However, I didn't find a way to switch off the tunes in favour of sound effects which is odd. But, if I'm honest, I wouldn't have wanted to anyway. Chipmusic will last forever!



Critters are ace because they're as deadly as they are cute!


The CryptO'pinion?

I've absolutely loved playing Kid Gloves 2 but nothing is perfect so what didn't I like? Well, each level kinda feels the same albeit with different visuals and the bosses are far too easy to kill. However, my biggest beef is with the timer which is unnecessary and spoils my chances of ever beating the third island. Yes, I admit to cheating on those later levels and I normally never cheat. Honest. Ahem, anyhow no game should rush the player!

Wow, I sound like a right old moaner? Okay, I apologise because Kid Gloves 2 is a genuinely fantastic platformer packed with fun levels, lots of baddies to kill, great power-ups and the control mechanics are fast and fluent. I also think this is something your kids will enjoy as much as we Dads so it comes highly recommended!!

Download available by D-Bug
Floppies can be found using Stonish.