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__ __ ___ ___ _ ___ _____ _ ___ | \/ | __/ __| /_\ / __|_ _/_\ | _ \ | |\/| | _| (_ |/ _ \\__ \ | |/ _ \| / |_| |_|___\___/_/ \_\___/ |_/_/ \_\_|_\ V1.0 (This is not my Ascii by the way..) Does this game SEUCK? See CiH briefly take the ASM Software challenge! Well it is a long wait between Reservoir Gods releases, and we must do what we can. Certainly that is what Matthias Arndt of ASM Soft thought, when he decided to release this little shootemup into a summer stupefied Atari scene. ASM soft seem to have a little bit of history, mainly on the linux-dad side of things, and they also seem to do Sun/Java stuff, although this bit of their website is still under construction. Their coding activities under the glorious Fuji sign seem to be a fairly recent development, or possibly a very ancient one when he found an ancient cobwebbed floppy disk left over from his boyhood, or something? It is a small download, either as a PeeCee emulator friendly disk-image, or a faff-free and time-saving zipfile for those of us with original Atari hardware. Unzipping reveals a small bunch of files, some image and odd looking data files, and an executable 'rungame.prg' which looks promising. Getting it going proved to be easier than the confusing instructions seemed to imply. "In other cases make sure to "Install Application" with RUNGAME.PRG on the extension .SCK and leave the file structure intact including the folder EDITFILE." CiH translates to:- Drag the file 'megastar.sck' and drop it onto the 'rungame.prg' executable. The program then loads and you are ready to go! So now you can all go away and play this game for yourself, rather than rely on this dubious testimony. The author tended to be cautious about the subject of compatibility. Certainly a good old bog-standard 1987 vintage STFM was safe, he even had reports that it was okay on an STe. Some emulators had tried it and found it worked okay. Well I'm smugly adding to the available data, as Megastar is quite happy to do its thing on the Falcon as well. Yes, even a CT2 powered machine was able to handle the awesome power of this game. The only constant being through the different generations, that the host machine is able to reproduce a low resolution ST-mode sixteen colour screen, and it has provision for the old fashioned 9-pin style joysticks. Up to two players can join in! There isn't really any difference between running on 8 mhz, and 50 mhz, the game loads a lot quicker on the faster system, but that is all. As for the game itself, the screenhot below gives you a flavour of what it is like. It looks a lot like the sort of thing that would be done as a budget label in the later days of the Commodore 64, which might make some people nostalgic! The gameplay is adequate, and pitched at a medium-ish difficulty level for this kind of shootemup. There isn't a lot to tell here, point at the target, click on the fire button for all you are worth, evade the bad guys. Some of these can be quite tricky if you aren't paying attention. As a game based on a construction kit system, it certainly isn't 'Wings of Death', it isn't even 'Raiden', but as a shootemup, it does work. The graphics are, by the authors own admission, generally poor, and the sound is functional and bleepy. Without wanting to disparage the author, I think this is the sort of release that doesn't usually get a wide circulation, outside of immediate friends and family. I think that there might be a little bit of retro-appeal, but this isn't going to be one that you will spend a long time over beating even the first level. CiH for Alive! Mag, Oct '02 |
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