Archive for the ‘STe Games’ Category

Kolmik (Deluxe Edition) review.

February 4, 2011

Kolmik is the new Atari ST game from Paradize and as you would have guessed it’s another puzzle game which this time has the player create columns and lines of same colour tiles (depending on game mode).

Presentation: The presentation of the game is quite good actually with a lovely Paradize logo displayed and a nice mod being played at the beginning, while the game logo is one of the nicest I’ve seen. The game options screen is very informative and it includes the game type selection, the game rules while the setup screen allows you to select between music and sound effects on/off and the difficulty level.

Kolmik Options screen

The Kolmik options screen

Graphics: The game graphics are very reminiscent of the graphics used in the Paradize previous offering Znax with the usual for the group predominance of purrple. They work very well and are easy on the eye and after all this is a puzzle game. The colours do fit very well.

Sound: This is really the strongest part of the game with some lovely tunes from DMA-Sc. There are separate tunes for each game mode, for almost every screen and game mode and though music is in the ear of the beholder I like all of them very much. The sound effects are minimalistic but they do complement the game very well.

Classic Kolmik screen

The classic Kolmik screen.

Gameplay: There are two game modes, classic kolmik and square frenzy. In the classic mode you get 3 rows of 12 tiles each and you need to drag them left or right so as to make columns of the same colour. You have a limited amount of moves and for each column completed you get an extra move. In the square frenzy mode you have a square of 8×8 tiles and you need to complete one row or column of the same colour. Again you have a limited number of moves which get renewed once you complete a row or column. The game is controlled with the mouse and three methods are used, a drag and drop method where you drag and drop a line left or right, the use of arrows left or right of the tile area and the keypad. Square frenzy only supports drag and drop. I personally prefer using the arrows but the drag and drop method isn’t that bad. It’s not that good either.

My biggest complaint though is that it’s not really addictive. While you get used to the controls I find little point in the game. I can’t really point my finger at one thing I find dull in Kolmik, perhaps it’s its slow nature or the fact that I’ve matched colours on tiles so many other times before but it really didn’t do it for me. I am sure though that others will love it and disagree with me right here in the comment section.

Grades:

Graphics: 3.5/5

Sound: 4.5/5

Gameplay: 2.5/5

Advertisements

It rOx!

August 15, 2009

After the release of “r0x”, we played the game in the STOT #2/21. We all liked the game, so we asked Tomchi the coder, to give us an interview.

r0x

rOx

LowRes: Could you please introduce yourself.

tomchi: Nicolas FLANDIN, french , optician and born in 1975. I own an STE since 1989 and try to contribute with my very limited skills to the Atari scene since 2007.

LowRes: When did you got the idea, what were your inspirations?

tomchi: Heavy Stylus had the idea and the gfx, i just proposed him to code the game :)

LowRes: How long did it take to do the game?

tomchi: As for the code, we started late december and we can say that it was released in june that’s about 7 months.

LowRes: Was it hard to find a team of graphicians and musicians?

tomchi: Original gfx were ripped from deluxe galaga by Heavy Stylus and I had some unfinished chiptune, so we had everything at the beginning. Then Templeton gave us these really cool gfx after a chat with him and DMA-SC made the game main tune at Outline, so all in all we can say that it was easy and that ST sceners are really cool and motivated if you have a project that is not vapour ware ;)

LowRes: How did you communicate?

tomchi: Mostly mails and MSN.

LowRes: What tools and machines do you used to code the game?

tomchi: ATARI STE 4 Mos, PC and gfa :P

LowRes: Did you drop some ideas during the development?

tomchi: Indeed, we wanted it to be a full game with levels and so on, I wanted to code a shop ala xenon 2 where you could buy speed, lives and so on, but then that was to much for the gameplay of r0x.

LowRes: Are there some hidden parts in the game, and could you give some hints to unlock them?

tomchi: Just grind the rocks to make an insane score and rank … erm .. 3 rd IIRC ;)

LowRes: Are you happy with the feedback?

tomchi: Yes, people at outline liked it, at least more than the other games as it ranked 1st :P Some blogs also have a complete review of the game, thx ThorN for r0xing a STOT round too :) As far as a few people enjoyed playing this game, that’s cool :)

LowRes: What are your next plans?

tomchi: I made a Jagpad only version of r0x … I like to release it in two weeks.grtx

Many thanks for this interview.

Here are two of the Blogs that reviewed the game:

StickHeads review
Matty’s review

Also r0x won the title “Best game of the year (season)”, given by the STOT players

Here some comments of the STOT Players

SSB:

  • I really like the soundtrack of this game!
  • Most of the time I end up with loss of 2 lives before I get 10000 points 😕

ThorN:

  • I like the graphics, the sound is superb and the intro is really great. I look forward to test the 2 player mode.

Good game

Good game

StickHead:

  • I can see this getting very addictive! I concur, lovely game with superb graphics and music.

Xerus:

  • Also watched your video but, but … shame on me, I didn’t know we could scrape points close to the meteors – bloody hell, and you still got 1.5 million?! It would be interesting to see what you can get now… (StickHead)