Tag Archives: Atari A to Z

Atari A to Z: Quasimodo

Dem bells, dem bells, dem… blue bells… wait, I think I’m confusing at least two unrelated things there, aren’t I?

Ahem. Anyway. This is Quasimodo by Synapse Software, brought West by U.S. Gold’s early imprint Synsoft. It’s an unusual platform-action game that involves flinging rocks at Bad People climbing ladders, swinging from bell-ropes, swearing at bats and collecting crystals.

And despite its hunchbacked hero, it most certainly is not a clone of the arcade game Hunchback. Give poor old Quasi the respect he deserves!

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Atari ST A to Z: Klax

It is the ’90s, and there is time for Klax.

To be fair, there is time for Klax whenever you care to make time for Klax. It is currently 2018, for example, and there is still time for Klax, so I always thought this particular marketing slogan was rather odd. But it was certainly memorable if nothing else, and few would argue that the dude depicted playing Klax on the cover of Tengen and Domark’s Atari ST release of this match-3 puzzler is not a quintessential example of a distinctly ’90s-looking gamer.

Anyway. Klax is one of the earliest puzzle games I recall having a good time with — I actually played it before I played Tetris for the first time, I believe — and it still holds up well today. Though I’m absolutely not as good at it as I used to be. And the Atari Lynx version is better. But this ST version is still worth a look!

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Atari A to Z: Pharaoh’s Curse

Pharaoh’s Curse is legitimately one of my favourite games on the Atari 8-bit, and one I frequently revisit to unironically enjoy every so often.

Developed by Steve Coleman, who we last saw at the helm of Mastertronic’s NinjaPharaoh’s Curse is an early example of an open-world 2D action adventure, allowing players to explore 16 screens arranged in a 4×4 grid in an attempt to recover all the awkwardly positioned treasures before escaping.

16 rooms doesn’t sound like much, does it? Well, you clearly haven’t counted on the intervention of the mummy. And the pharaoh. And all the traps. And that stupid bastard absolute penis of a flying thing that always shows up at the worst possible moment. Not that I’m bitter at all, no no no.

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Around the Network

Hello again, dear reader. Are you ready for Christmas? I’m not. But then it’s only just December, so despite what popular culture and The Shops would have you believe, it’s only just now getting into the Christmas period.

I’ve been working hard to get the Project Zero series done and dusted and I’m pleased and proud to say that it is finally done! This week saw the final installment of the articles about this fascinating and unusual survival horror series, and I’m delighted that I’ve finally taken the time to enjoy it in its entirety — and will be continuing to enjoy its various postgames over the course of the New Game Plus video series.

That now leaves me some free time for the MoeGamer Awards 2018 throughout December — I still want your suggestions, by the way! — as well as the opportunity to get a head start on whatever I’ll be covering next year. Question is… where to begin?

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Atari ST A to Z: James Pond

Back in the ’90s, there was a bit of a rivalry between people who played games on home computers and those who played games on consoles.

What am I talking about, “back in the ’90s”, this is still a thing! Well, the difference is that back then, the home computer players were secretly envious of the console players, since during that period, consoles were the more powerful, specialised games machines.

As such, we saw a fair few computer games that attempted to emulate the success of “mascot games” on consoles. One such example that saw some success — and a couple of sequels — was James Pond, a rather British underwater agent with a penchant for environmental do-gooding…

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Atari A to Z: O’Riley’s Mine

“Digging games” were a bit of a mainstay of the games industry in the ’80s.

Some tried their best to ape the formulae of successful arcade titles such as Namco’s Dig Dug and Universal’s Mr Do! — we’ve already seen one example of the latter here on Atari A to Z in the form of Adam “Elektra Glide” Billyard’s quick-and-dirty cash grab of a game, Henri.

Others, like DataSoft’s O’Riley’s Mine, did something a little bit different by eschewing the usual “falling boulder” hazards in favour of other ways to meet your maker beneath the earth. Better keep one step ahead of that rushing water…

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Whew! Another busy week, and I feel like it’s only going to get busier as we get closer and closer to Christmas.

Still, one thing many of us have to look forward to is the impending release of Super Smash Bros. Ultimate for Switch… you just, uh, might want to stay off Twitter for a bit, as those bloody dataminers are at it again. If you want to enjoy some pleasant surprises from the game as actual surprises, consider yourself warned!

Another thing you have to look forward to that dataminers can’t ruin is the continued light and joy my work here and on YouTube undoubtedly brings to your life. So let’s take a moment to recap what you might have missed out on this week!

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Atari ST A to Z: Interphase

Today’s Atari ST game is one of my favourites from my childhood… and a cool example of a developer thinking creatively.

Interphase, developed by The Assembly Line and published by Image Works and Mirrorsoft, is a game about infiltrating a building. The twist is, you don’t control the one doing the infiltrating; instead, you are hooked into the building’s electrical systems, manipulating them from an abstract 3D representation of “cyberspace”, while your off-screen companion is doing the difficult bit of actually getting through the building.

It’s a really cool game, and one that had a decently long lifespan too, thanks to its original commercial release being followed up by the complete game being given away as a freebie on an ST magazine’s cover-mounted floppy disk — ST Format, if I remember correctly. It remains solidly playable today, and well worth a look.

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Atari A to Z: Ninja

Kick, punch, it’s all in the mind! Pushing diagonally backwards and up while holding the fire button to swing your sword, however? Somewhat less intuitive…

Enter Mastertronic’s Ninja from 1986. This was a game developed by Steve Coleman (who was previously responsible for Pharaoh’s Curse, which we’ll be coming to in a few weeks) that combines open-world 2D adventuring with a fusion of one-on-one fighting and beat ’em up mechanics to produce something altogether unique.

Ninja was a game of “firsts” for me growing up. It was the first time I saw a ninja and learned what it was. It was the first time I saw (and learned the name of) a lot of pieces of traditional Japanese architecture such as torii gates. And it was one of the first games I played where fighting mechanics were a little more complex than simply mashing the fire button to do a single type of attack. It’s still pretty fun, too… though it puts up a lot more of a fight than I remember!

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Atari ST A to Z: Haunted House

Sometimes you feel nostalgia for something not because it was “good”, but because you associate it with happy times.

One such example of this from among the library of Atari ST games I’ve played over the years is Eidersoft’s public domain title Haunted House, a pretty terrible platform game that is essentially a take on the Jet Set Willy formula. Explore, collect things, try not to die.

Atrocious collision detection, the worst run cycle you’ll ever see and the fact it might not even be possible to actually finish the damn thing doesn’t stop me thinking quite fondly of it, however, because I will forever associate it with pleasant memories of childhood. Ahh, simpler times…

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