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P A I N I U M D I S A S T E R ------------------------------------ by Anvil Soft 1996-2001 (CRUOR) GAME DESIGN Ralf Zenker, Roland Wendt RAYTRACING Lucas Wendler PROGRAMMING Ralf Zenker GRAPHICS Ronald Wendt MUSIC Martin Kleinhenz Now, this is a game we all considered lost in the depth of the odd and twisted history of the Falcon, now all of a sudden, it is being released, for free. So grab your modem, pray for a reliable connection and download roughly 6 MB of vertical-scrolling shoot'em up game, that has been wandering so many PD libraries as a preview and so many mailboxes and FTP-sites as a rumour. What was Painium Disaster about ? Oddly enough, the README-File that comes with it doesn't tell. I vagualy remember it was about a new microprocessor named "PAINIUM" that went all mad and threatened the whole universe. But it doesn't say anywhere in the game or the files that come with it so I guess it doesn't matter really. How often did Der Komtur and I blast all the levels of Lethal Xcess without knowing what the game is about either. Starting You need a Falcon030 for this game, RGB or VGA and at least 3.8 MB of free memory. According to ST Survivor you also need a Jaguar Pad. There is an option named "Joystick", but according to STS, this doesn't really work. You of course also need some space on your harddisk, Painium Disaster occupies roughly 11 MB on it. What i soon found out is that you also need to start the game in a Falcon- resolution and not an ST-compatible one. Around the game The game starts with something game programmers today call "FMV" - full motion video. Yes, the first thing you see, besides a funky rendered Anvil Soft logo is a nicely rendered animation that displays a space- craft running through a technical environment, finally planting a little rocket on a very critical target. Right after that, you get the main-menu, accompanied by some music. The menu lists the options: Overscan - Turns Overscan mode on TV/RGB off or on Joystick - This toggles Joystick/Joypad control Highscore - Displays the highscore screen Credits - A little screen featuring the credits Quit - Leaves the game Start - Starts the game The menu behaves rather slowish so don't get confused if it doesn't seem to react, just be patient for a while. If you finally decided to select Start you are now presented a character-selection screen. Yes, indeed, there are 4 characters to chose from and all of them feature their special abilities besides a funky Manga-like - and very colourful - snapshot of the person's face. If you read through the special abilities and decided for a certain character, you are once again presented a nice "FMV", this time of your spacecract taking off, leaving the space-station and a picture of the planet you are now heading for. The game Like said in the introduction, this game is a classical vertical scrolling shoot'em up game, meaning : You see your ship, the enemies and the landscape from above while the landscape moves from the upper part of the screen slowly downwards. The little game panel, the number of remaining ships, smart-bombs and the energy bar of your ship are not enclosed in a certain window but are directly displayed on the screen, giving you basically a full screen of action. Pressing the direction-pad on your joypad makes your ship move, pressing the B-Button makes it fire standard armament. The C-Button fires a missile, if your ship is equipped with one, the A-Button launches a smart-bomb, if you own one. And that's basically all there is to know. Move, ditch, shoot and survive. There are both airborne targets - the majority - that can be hit and eliminated with the standard weapon (Button B), there are also ground targets that can only be eliminated with missiles. From time to time you encounter a very big sprite - a boss. There are, like in Xenon 2, in-between bosses that might as well wander off screen if you do not take them out, then there are the level-end bosses that means business : It's either you or him. You start with 3 ships in reserve and the minimum armament displayed on the character selection screen. You can however expand your weaponary by collection coloured bonus-objects that change or advance your main armament. The system is the same as in Lethal Xcess or Wings of Death, meaning : If you want to expand your weapon, you have to collect bonus- objects of the same colour/type. If you do, you reach several stages of this armament. If you collect a different colour, you are automatically back to level 1 of this type of weapon. The colour codes for the bonus-objects are: Red = FIRE Green = LASER BLUE = PROTON Purple = MISSILE Light blue = SMARTBOMB Yellow = ENERGY (increases your energy) Grey = OHNO (This symbolizes the man himself, yes death is around. Try to avoid this one, decreases your speed, firepower or energy) Turquoise = LIFE (you get a extra life, for free) Pink = SPEED (increases the speed of your ship) If you wasted all 3 of your reserve ships, the game-screen is being removed to display a game-over logo which then again vanishes for the high-score screen. Oh yes, and pausing the game enables you to alter sound-settings like seen in many Jaguar-games : You can toggle music and sound EFX volume. Funny enough, the music volume is turned to 0 so the first impression you have is that there is no music - There is, you can turn it on this way. The other screens The high score screen is a table of high-scores accompanied by a very fluent moving star-field known from the Lethal Xcess -high score table. The Credits screen is a colourful horizontal scrolline that swings up and down, featuring a mirrored copy right beneath it, a vertically stretched copy of it above it and a little Anvil-Soft logo hovering under it, swinging just in the same pattern as the scroller does. Quit does as promised, no big surprises here. Overscan however stays untested from my side since I cannot access a TV set currently. Note of STS : I could only test the game and no play it but I tried this option which allows TV users to extent the game window to its fullest size. Nice ! Summary Painium Disaster has, according to the readme-file, been finished in 1997 and just resided on someone's desks until now before it finally got released as freeware. It is known to still have a _few_ _slight_ bugs, none of which I encountered. I did see a slight bug in the left screen management, but this is anything but serious. So let's have a closer look at all the details. First of course it is very nice that the demo runs on a 4 MB Falcon and does not require any additions, on the contrary - using a speeder might mean trouble when running the game. It is also very nice that the game can live with both RGB and VGA monitors, running basically "full screen" on both of them. This enables all Falcon-users to play this game without a minority being locked out again. Then again, if ST Survivor's problems with the joystick persist, you do need a Jaguar PowerPad to play the game, which again makes it impossible for a few people to play the game. Technically, there is hardly anything to criticize about the game. The video-sequences play nicely, there is a massive amount of sprites on screen, the scrolling is fluent and quite slick, so do the controls react. There are neither long loading-times nor large breakes. The surrounding code, like the main menu or the credits, is nothing to get wild about, but they are nice and do their job well - except for maybe the slowness of the menu. The graphics are good and colourful - and this where we run into the first problem. On the one hand, the rendered animations look terribly good, but they hardly match the colourful Manga-style of the other graphics - which are good in their own, but different way. Then again, the relatively bright background- and landscape graphics through the game often enough mask the enemy bullets, which are usually plain white, making it hard sometimes to ditch them. The sprites are looking nice and fit the colourful landscape graphics very well, but they are not very variable and not very innovative either. Don't get me wrong, they do their job well, but they are nothing to get really wild about either. The music is - first of all - hidden. The menus, the first FMV and the high score screen always have music, but to have music in the game, you need to pause first. The music is of good replay quality and features some kind of a techno-rave beat (like of the early to mid-90s) and it underlines the gameplay well, not distractingly well, but well. Don't get me wrong, the music is not bad at all, i like it, but it is nothing to get wild about either. The sound effects are of lower quality and they are very low in volume. If you turn on the music and set the volume to 100%, you will hardly notice sound effects anymore. If you want the sound effects to overlay the music, you have to turn the music-volume to roughly 20%, otherwise the music will dominate. Most of the sound-effects are simple BOOM- and BANG! noises with just a few spoken samples - like the announcement of the bonus-object you just collected. So don't get me wrong, the sound effects suit the game well, but they are nothing to get wild about either. Obviously, the designers of the game did a lot of research on success- full vertical scrolling shoot'em ups. The character selection screen reminds of Zalor Mercenary on the Atari Lynx, the extra-weapon system matches the one from Wings of Death or Lethal Xcess, however without matching the innovative weapons themselves : You always have a primary weapon that shoots bullets, missiles and if you're lucky a smart-bomb. Extraordinary weapons like the static ray in Lethal Xcess or one very weak bullet that has to travel to the middle of the screen to explode into 3, 4 or 5 large bullets are missing in Painium Desaster. The high score table is a direct import from Lethal Xcess and so is the system of having more than 1 ship PLUS an energy bar for all of them. Unfortunately, the genius of Wings of Death or Lethal Xcess stays unmatched. The enemy formations are rather simple and remind rather of the classic Jupiter Probe than of the ingenious and devilish enemy movement of Wings of Death or Lethal Xcess - The patterns of the enemy sprites are a bit simple and even the bosses tend to move a bit uninspired. Besides that, there seem to be no "critical spots" in any of the enemies, neither in the simple ones nor in the bosses - Just hitting them seems to be sufficient to kill them. And just by the way, no enemy that requires to be hit several times signals a hit by flashing white as it is done in many shoot'em up games nowadays. Then again, you have also ground targets, like you have in Xevious . In Xevious however you did not need to "collect" a missile power-up to eliminate the ground-based targets which you have to do (if playing with one of the first two characters) in Painium Disaster . However, there are areas where you desparately need the missiles to survive and yet the missile moves relatively slow, you are only granted one or two per screen and if you miss a ground-based target, you usually have to wait quite a while to fire again - which usually implies massive loss of energy or a life. Even worse that most of the bullets fired by ground-based targets move quite quickly all over the screen and not just vertically downwards like the bullets of the airborne enemies do, making it even more difficult to ditch them in front of bright background patterns. And if you do not have a missile out of various reasons, you are then really in trouble because you cannot stop the cannons from firing either. Mentioning the firing of the enemies, it is also kind of unusual that you are - from the beginning on - confronted with more enemies than the relatively weak equipment you start with can handle. Of course there is no need to shoot every enemy since you only need to stay alive until you reach the final boss of the level, but having trouble right from the start in getting rid of the enemies on screen is unusual - basically every shoot'em up game I know reserves such situations for later levels. "Painium Disaster" has you resign relatively quickly in your attempt to battle all enemies on screen to collect the precious power-ups, making you rather ditch than fight the enemies. So, putting all the pieces together of this review, Painium Disaster is without a doubt a good game - but unfortunately also a game in which the details a game consists of do not match perfectly. That begins with the graphics that stand in contrast to the style the video-sequences are kept in. That continues with the too bright background patterns that camouflage the bullets a little and thus interfere with the game a little. It also holds for the music which goes nicely with the game but cannot push the player in a way that for example the soundtrack of Wings of Death does. It is also true for the game itself, in which all basics for a good shoot'em up game, fluent scrolling, many sprites, slick controls, large amount of enemies, intelligent power-up system, variance of weapons and ground- and air-borne targets, are easily met while the details are not, enemies too stabile, moving patterns and formations too simple, armament to battle ground-based targets weak and not automatically supplied etc. Now for a freeware game, Painium Disaster stays a cracker for sure. It is fun to play, it bears 4 levels for you to get into, different weapons, music, sound effects, speech, excellent rendered intro sequences, overscan full-screen scrolling, slick controls and all that for just 11 MB on your harddisk and a 6 MB download. But then again, it is nowhere near Wings of Death or Lethal Xcess which can be considered the masterpieces of vertical scrolling mayhem on the Atari ST. Painium Disaster easily resides among games like Jupiter Patrol or Zarlor Mercenary, it clearly beats games like Slap Fight or Crescent Galaxy (even though this is a horizontal scroller) or the Falcon version of Raiden. So get it, as long as you can, you will not regret it, even though you will surely not play it with the same fascination or dedication like you would play Wings of Death . I am quite sure, if Painium Disaster had made it in time and had been released around 1995, it would have been a very nice "first" vertical scrolling shoot'em up game like Goldrunner or Jupiter Probe had been when the Atari ST was young, with others following that would have then been compared with Painium Disaster. This way, Painium Disaster today still is a good game, but it does not hold up to what many people have expected. Well, off to play another round ... ------------------------------------------------------------------------------ The Paranoid Paranoia of the Lunatic Asylum Think you can handle it ?! ------------------------------------------------------------------------------ |
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