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Software: Start Arcade

Son Shu Shi

March 21, 2021 by ST Graveyard

What an accomplishment this game is. Created with such a small team, the result is really amazing. The game oozes creative passion. While the gameplay is really well balanced, it is a tough cookie, very hard from time to time with its moments of sheer frustration. As of level 3, timing becomes key. You will need to practice and learn the levels to complete this game, there are so many bad guys on screen it sometimes gets a bit hard to take.

Blood Money

April 4, 2020 by Morcar

Graphically, it's also nice on the eyes with well-defined graphics and animation. You really get the feeling that the developers put some thought and love into the game. Remember what I said about the large levels? Well these are wonderful and are very different to each other, they also scroll fairly smooth in all four directions.

Cybernoid - The Fighting Machine

March 28, 2020 by Morcar

When you boot up the game you’re presented with a fantastic loading picture of your ship. It's detailed with bold colours and it tells you This is 16-bit, bitch. Then you get the wonderful rendition of the Cybernoid theme that's on all the 8-bit versions. It's not exact but the changes still make it noticeable to anyone who knows it.

Did you know?

The Atari symbol is known as the "Fuji" because of its resemblance to Mt. Fuji.

Start Arcade

Start Arcade (Game) is present on 1 menudisk.

Latest Comments

Marcer Final Fight
Some notes "hidden in game"

Dear ST Cracker.. here's the Amiga startup-sequence, in case
; you want some amusement.. it's amazing how people can waste disk
; space isn't it?
å Final Fight
; å -å= -
;å © 1991 U.S. Gold
;
;å Written for Creative Materials by Richard Aplin
;å (Started 10th January 1991)
;
;Ok. Remember Line Of Fire? Here we go again, crackers! Fill in the blanks:
;
type (Loads of pointless ANSI codes and whizzy animated bits)
echo "å_  of å_  presents the latest in Hot Warez.."
echo ""
echo "Final Fight å+ 4 14925%!"
echo
echo "Cracked, Trained, Nobbed-Up and ½-parted by the amazing å_ !!!"
echo ""
echo "Call our UK HQ on ____-å_  for 1.4Tetrabytes of"
echo "warez stored on Sinclair Microdrive, on-line 25hrs a minute, 75-19.2Gigabaud."
echo ""
echo "Hot Greets to Taz,Faz,Gaz,Baz,Haz,Kaz,Waz and Saz!!"
echo "Limp Armwavings tFo HumungousBigPenisSubstitute of The UtterlyInanelyNamedCrew!!"
echo ""
echo "Look mum! I can use SEKA, TETRAPACK and DMS! (Next week I'm learning bowel control)"
echo ""
echo "(I've got a mate who can do fantastically dull psuedo house music on NoiseTracker,"
echo " and another mate is really amazing at doing uninteresting bas-relief metallic logos on Dpaint"
echo " - We're going to call ourselves WetDream Design, and do a game for Psygnosis"
echo " and they'll pay us £75å0  and we'll get our photos ridiculed in Zero and then"
echo " we're going to do Soopa Fannycon games and charge more than the national debt of Brazil"
echo " and after that it's virtual reality and I actually SAW Andrew Braybrook at the PC Show"
echo " and he actually SPOKE to me and we had this really good conversation and I told him all"
echo " about how crap Rainbow Islands is and how he should have written it using Seka and used"
echo " hardware sprites for the scrolling background and when I asked him why he left out the"
echo " bit on the arcade machine when you first turn it on and some gliched graphics come up for a"
echo " thirtieth of a second - which really contributes to the gameplay - he said 'Why don't you shut the f**k"
echo " up and leave me alone, you irritating little t*at' and I knew he was just saying that cos"
echo " he knew I was right and how much better than him I am and I bet he's never written a"
echo " parallax sprite starfield sine scrolly bob demo with soundtracker music in his life"
echo " and I bet he wouldn't even know how and he's rubbish anyway you know I actually saw"
echo " one BNE in his code that could have been a BNE.S and I nearly wet myself I mean how can"
echo " he call himself a programmer when he obviously isn't nearly as good as me.. etc,etc,etc,etc,etc)"
echo ""
echo "Anyway I must go now as my mum says my rusks are getting soggy... CUL8RAIGWNGIS DUDES!"
echo ""
echo "Intro by HugeRedPorkSword of The TotulAnihilashunAndDeth2Evreywun(sic) Crew"
echo ""
echo "P.S. When I grow up I want to be a British Rail guard"
echo ""
echo ""
;
Totally_Naff_Intro_With_Some_Filled_Polygon_Graphics_That_Rotate_Around_Their_Own_Axies_Cos_I_Dont_Have_A_Clue_How_The_Code_Works_As_I_Got_It_Off_My_Mate_In_Sweden
;
Pointless_And_Really_Badly_Bugged_Trainer_Options_With_OH_MY_GOD_Not_ANOTHER_Parallax_Starfield_And_Sine_Scrolly_Message_If_I_Ever_See_Another_One_I'm_Going_To_Leave_The_Country_And_Become_A_Trappist_Monk_In_Tibet_Mind_You_That_Wouldn't_Be_A_Very_Good_Idea_Now_The_Chinese_Have_Invaded_Ah_Well_Maybe_Just_Suicide_Or_Even_DemoWriterIcide_Is_The_Answer
;
Pitifully_Badly_Cracked_Version_Of_The_Game_That_Only_Runs_With_An_A501_Insider_Ram_Board_On_My_Computer_And_Anyway_The_Fileloader_I_Got_Out_Of_Amiga_Disk_Drives_Inside_And_Out_Has_The_Headstep_Delay_Set_Much_Too_Fast_So_It_Crashes_All_The_Time_And_Even_Then_It_Uses_A_Software_Timing_Loop_So_It_Won't_Work_On_Faster_Processors_Sometimes_I_Really_Don't_Know_Why_You_Lot_Bother_I_Really_Don't
;
Oh_Shit_It's_Guru'd_Ah_Well_What_Do_You_Expect_Your_Amiga_Has_The_Wrong_Colour_Fat_Agnus_Chip_And_The_Power_Light_Is_Too_Bright_And_The_Drive_Makes_The_Wrong_Pitched_Clicking_Noise_It_Works_Alright_On_My_T.V._Honest
;
Resetå
Right, that (to quote my Line Of Fire Startup-Sequence) is that over with!å
å* Q
*You May Not Read Further If You Are Under 14 or Have A Datel Action Replay Mk.I*
*(The Mk.II one's ok cos the software's much better)å* 
å* 5å
Yes kids, It's *PROGRAMMER'S EGO* time!å
Other games I've written: (the list gets longer!)
Double Dragon I (Amiga,ST,Amstrad CPC)
Double Dragon II (Amiga,ST,Amstrad) (Aargh! Endless beat-em-ups!)
Shinobi (Amstrad)
Block Racer (Amiga,ST)
ESWAT (Spectrum!)
Line Of Fire (Amiga,ST)
Rotox (Amiga,ST)
Fly Spy (Amstrad)
The Islands of Dr.Destructo (64)
U.C.M. (64) (barf)

Utilities,etc:
Zap (Amiga)
Cyclone (Amiga)
TimeWarp turbo loader (Amstrad)
Invade-a-load (64)
+various other bits'n'pieces & in-house stuff.


Right, that's the programography over with, now the customary rubbish that
I sometimes put in the startup-sequence to amuse you pirates before you get
down to the 5-minute job of cracking the game (see also Line of Fire!)

Incidentally, I gave up protecting games seriously after I spent a week
doing the protection for Shinobi and Double Dragon II on the Amiga, which
was (and I say so myself), pretty bloody good.. even if Weetabix did
eventually crack DD2 (by the way, I never did find out how long it took
you!)

The way I look at it, the better the protection, the greater the challenge,
and although it would be fun if protection could adapt itself to what the
cracker is doing (like a game of chess), as it is the whole game is a bit
one-sided. I mean, whatever I do for protection, once I've done it, it's
cast in stone, and as it is impossible to cover every one of the bizarre
things you lot will try, eventually a game will get craïcked, so why bother
in the first place? I don't agree with piracy, but as in-game protection
is just providing you lot with some amusement over a boring weekend, I
don't bother much any more..

I daresay some people still think that it's possible to do 'pirate-proof'
protection, but personally, after DD2 (which really did have some bloody
neat ideas in it), I don't!

Another problem is that when I do a really neat disk format, that, say,
gives you 6.5k a track and is well hard to copy, the *$#?**!ing duplicators
can't duplicate it! Kind of defeats the object really!


Any road up, on this game I'm reasonably pleased with the interrupt-driven
disk loader; everyone else did it ages ago - so did I, but that sort of
loading is not really suitable for most types of games: you need dynamic
memory-allocation and multi-tasking uncrunch routines for a start, and then
you run into all sorts of problems with ram fragmentation, and eventually
you end up spending more time sorting out the problems caused by the system
than it solves, but I thought I might as well use it in Final Fight, just
so that Ronald McDonald at the Sales Curve would shut up! (Sorry Ronald!)

Oh yeah.. the real-time x/y-flipping and decompressing sprite-routine is
alright too.. but a tad slow. Ah well, the Line of Fire real-time scaling
sprite routine was slightly neat as well, and look how slow that game was!

The main problem with this game is the amount of time & memory used up by
all the massive sprites.. I ripped all the graphics out of the arcade
board's roms, and I really didn't want to have to shrink them or anything,
so we end up with what you see here.. bloody huge sprites!



Tum te tum.. what next..? I know! It's..

å The arcade machine's specs:

(The standard CapCom board- as used on everything from Ghouls'n'Ghosts
to Strider and Dynasty Wars)

68000 running at about 10Mhz
Z80 driving the sound chip (standard Yamaha 6-voice FM chip) and sample-
playback hardware
1.5Mb of program and data roms (aargh!)
2Mb of sprite & character graphic roms (double aargh!) - there's space on the
board for 16Mb!
256k of sample/music rom
Triple playfield screen, with a rather interesting method of displaying
data (see later)
Loads of 128x128 hardware sprites with hardware X & Y flipping (bog standard)
64k of video ram
64k of processor ram

The screen displays are quite interesting.. the 3 overlayed playfields are
made up differently.. but they are all character-mapped, not bitmapped.
Naturally they all have independant hardware scroll! There's also no
practical limit on the number of characters you can access at any one time
with a screen - all the character map screens use 16-bit character numbers!

Playfield 1:
The back parallax layer consists of 32x32 character blocks, with each block
having a selectable pallette (of 16 colours) from a set of 32 different
pallettes.. (that's up to 512 colours on this screen alone!)
Playfield 2:
The main playing area.. Uses 16x16 character blocks, each with a 16 colour
pallette selected from another bank of 32!
Playfield 3:
The top layer for scores, text,etc. Uses 8x8 characters, 16 colours, from
yet another bank of 16 pallettes.

All characters can be individually X and Y flipped, and the playfield 2
characters can be set to appear in front of or behind (or both) any
sprites!

Each sprite is up to 128x128 pixels, and is character mapped too! Only 16
colours in any one sprite, but the sprite pallette is selected from yet
another set of 32 different ones! Naturally, the sprite can be flipped in
either direction by just setting a bit! I don't know how many sprites you
get, but I suspect 64!

Right, so that give you a grand total of 1280 colours on screen, not
counting the sprites, without even using raster-splits! Don't you just
want to BURN your amiga?

Can you believe what you could do with this board? EVERYTHING is done in
hardware, and you've got a 10Mhz 68000 just do change a few registers with!
It doesn
January 16, 2022
Marcer Dugger
This message goes to all crackers, who will ever read this message: Please do not crack this little program, because it was a hard work to create it. So please give this program a chance, and wait some time, so that it can be sold sometimes. Thank you ! Till and Markus and Jochen!
January 16, 2022
photonstorm Missing:... One Droid
This is actually a really nice early ST game. I remember it was one of the first I ever heard with sampled speech: "Floyd the Droid ... onna run" Felt like an 8-bit game with super chunky sprites, but fast and furious.
December 7, 2021
majenko Gyro Cucumber
My house mate introduced me to this game back when we were at University in the early 90's. I spent many hours on his Falcon playing it. Such a simple game, and yet strangely addictive.

The premise is simple: the "cucumber" is a slowly rotating green line. You have to guide it through a maze of obstacles to get through to the next screen without touching the walls. Timing is key: wait for the rotation to be in just the right point and roll through that pinch point to get to the exit...
November 17, 2021
deanosharples Pakiman
I had this game years ago. It was written in STOS Basic. Racist humour over the top but still enjoyable to play. The skins move at random and are not like the pacman ghosts at all. If anyone can tell me where to download it I would be greatful.

Deano Sharples
October 17, 2021
fridward Kicker
KICKER was one of the first German-speaking football managers. Inspired by the Footballmanager published in 1984 on the ZX Spectrum, KICKER was developed on the Atari ST from 1987 and had a number of then really fresh features that set it apart from comparable games. KICKER was later bought bei Starbyte and published commercially as Starbyte Super Soccer.

I just wanted to let you know that there is a memorial page about KICKER

You can find it on https://kicker.weigand.xyz

You can find there a new release for the Atari ST that fixes some bugs of the version finalized in 1991. It runs great with all the Atari ST emulators like Hatari.

What set KICKER apart from other football management games in the early 1990ies

- 4 leagues from the association league to the Bundesliga
- Participation in the German and international cup
- over 700 authentic German players, and over 100 clubs
- A well thought out and well structured game menu
- Mouse control (!)
- Exciting graphic game scenes
- 1 - 6 players
- Player transfers, training camps, team management, advertising, stadium expansion and more….
- A variety of graphical statistics and tables
- Probably unique to this day: self-defined “football worlds”, in which the rules could be individually adapted
May 30, 2021
Final game (2020 version) download link here
January 16, 2021
Marcer Jungle Boy
Very close to 8bit Jungle Hunt
January 7, 2021
muguk H.A.T.E
The conversion of the classic ZX Spectrum game by Costa Panyai.
December 27, 2020
muguk D Day
One of the few games released which had left all of the debugger symbols inside the main program.
December 24, 2020

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