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Mega STE Love
by Shiuming Lai
1 September 1992 Ten years ago, on
the birthday of the Bee Gees' Barry Gibb, a
milestone computing acquisition would join
my trusty 800XL of seven years' service.
Yes, I was late, but better late than never:
I was finally going to get my own ST, having
wanted one when I first found out about it in
1987 (how I managed to miss its first two years
remains a mystery), the powerful imagery of
its graphics and imposing physical
stature firmly embedded in my mind right
from those early days.
Perhaps the wait
was worthwhile, for the choices by the time
consisted of the ageing and limited 520/1040
STE series and the awesome TT which, even if
I could afford, and though not my main reason
for a new machine (I was well aware of the ST's
impending retirement from the mainstream
of entertainment platforms), wasn't a
good choice for games. The Falcon was sure to
become a reality but not in my time-scale or
price range, besides, new machines are always
full of bugs. That left the machine representing
the pinnacle of ST development, a Mega version
of the STE, aptly called the Mega STE. What
a way to join the clan!
If it were merely
a two-piece version of the STE I would have stuck
with the 520 or 1040 and spent the extra cash
on peripherals, but I'd read the magazines (in
particular, Atari ST User's December 1991 issue
full review) and collected countless brochures at exhibitions in the many months preceding.
I'd even tried to look like a serious enquirer
at London's Tottenham Court Road branch of the
now-defunct Silica Systems (formerly Silica
Shop, the major force in British Atari
retail during the very early '80s), where on
the top floor in the "business"
area, there was a Mega STE with SM144 on display,
running next to an Amiga 4000/040 (evoking mild
resentment that Atari was yet to even show a
prototype 68040 machine). The Mega STE's 16 MHz CPU, FPU socket, VME bus, faster serial
controller, internal hard disk
expansion bay and that fabulous TT-style
casing and build quality, were all definitely
worth the additional outlay.
I decided on
the 1 MB base model with DD floppy drive as
advertised by my local dealer, only to
be told upon placing my order at the shop that no such models
were stocked. The only machines available had
been opened for engineering work because apparently
they'd been wrongly fitted with Dutch RF modulators
(Atari ST User reported this in its January
1992 issue news, "Mega snag").
They also happened to have 4 MB RAM, which I
cynically reckoned was added
during the modulator swap. Considering a 520STE
Discovery Xtra pack could be had for £199,
I was already pushing it with the Mega but in
the end coughed up the necessary £550, never
to regret going for 4 MB in the years to follow.
I rushed home and
eagerly fitted the mains plug I had bought during
a visit to Shepherd's Bush Market the week before.
Even in 1992 it was not uncommon for electrical
goods sold in the UK to come without a mains
plug, a point of ridicule by visiting friends
and relatives from abroad for as long as I remember.
Then I continued to build up the machine, I
unwrapped the keyboard and found to my horror
the extruded Fuji symbol on the top-right side
was damaged. Of course it's cosmetic and doesn't
change how the machine works but all things
considered you can imagine all the reasons for
disappointment and fear that the dealer wouldn't
give this a second look. School-boy kudos was
at stake here, my first sixth-form term
was due to start in a matter of days and here
I was with my new pride and joy,
already blemished. Fortunately the numeric keypad
also had a very sticky [Enter] key, enough to
warrant a no-quibble exchange, to my relief.
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![[Photo: Mega STE running Stereo Master software]](images/megaste1.jpg)
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Ahh,
the distinct beautiful aroma of new electronics
- I can still catch a whiff
of it from the keyboard after
all these years... Here is the
Stereo Master sampling software
given away on ST Format cover-disk
31,
I would later purchase the complete
package with sampler.
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![[Photo: Mega STE running fractal generator]](images/megaste2.jpg)
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At
this point I hadn't learnt to reduce the shutter speed
on my Minolta 7000AF SLR, hence
the screen is captured half-scanned.
The plastic wrapper on the keyboard
cable stayed on for years,
keeping it factory-fresh. For
a short while I used the groove
on the main unit's front lip
as a pencil holder but decided
this looked cheap and thereafter
used it for its intended purpose
of clipping the keyboard flush
against the main unit (even
if only to give myself some
wrist-rest space at the front
of the desk).
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![[Photo: Mega STE box]](images/megabox.jpg)
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My
Mega STE's shipping carton features
this special flyer promoting
the very last of the legendary
exhibitions put on by Atari
Computer GmbH, the Düsseldorf
Atari Messe. Was my machine
intended for exhibition or was
this merely an advertisement?
I may never know.
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News spread quickly.
On the first day back at school people
were already asking, "How's your new ST?"
unbeknown to them this was no ordinary ST gaming
rig as they were accustomed to. This was
a professional specification power machine intended
to carry me through A-Level studies as well
as provide quality entertainment. Initial sightings
by classmates in my early demonstration sessions drew
looks of astonishment, they thought I'd flipped
and gone all-out on a TT! Still, 4 MB RAM was
peerless in anything with a modicum more style
than the
rich kids' dowdy 386 and 486 boxes, "4 MB? That's...
4,096 KB?! I remember when having a 128 KB Spectrum
+2 was respect!" said my mate Steve
(everybody has a mate called Steve, right?).
Utopia I
was like a duck to water with the ST (I've only ever had to look at the manual
once, and that was within the first week of
ownership, to find out how to re-name a file)
and the next few months were spent intensively
trying out all the PD games, demos and cover-disks
I'd accumulated from buying ST Format and Atari
ST
User magazines a whole year in advance. Once,
I had a copy ST Format confiscated at school
because I was reading it during a lesson (Religious
Education, for those interested).
There
was no getting enough of this wonder machine.
Favourites from this era include Teserae (a
decent Tetris clone from an STF cover-disk
with "drunk" moving wallpaper
background from the unforgettably named Albanian
Sausage Corporation. Note to other would-be
Tetris clone makers: you only make the blocks
fall for as long as the down key is depressed,
not all the way at one press), Sonic Projects' ST Tracker
Music Demonstration (fuzzy replay quality but
top toe-tapping tracker tunes, also possibly
better known by the title, "A Little Music
Demo" from a magazine review) and countless
fractal generators.
Colours of spring and summer
Care-free
sunny days and a raft of top-notch graphics
programs from ST Format cover disks built
up the excitement in the final months of GCSE
studies leading to Mega STE owner
status. STF 33 in April gave us QRT, the Quick
Ray Tracer, both magazine and disk were graced
with tantalizing screen-shots of particular
3D scenes that
were commonly shown on screens of high-end PCs
in advertisements of the day. Hot on its heels
was GFA Raytrace in STF 35, June, part of a
GFA bonanza give-away. Two more months and we
got Douglas Little's sizzling PhotoChrome "graphics
card emulator". Seemingly made to complement
QRT, PhotoChrome was a revolutionary picture
convertor and displayer delivering the most
advanced rule-breaking graphics modes ever to
hit the ST and STE, on the latter allowing
up to a staggering 19,200 colours on-screen
from a palette of 32,768! Perfect for displaying
those smoothly shaded ray-traced and photographic
images. Then STF 38 in September added
the impressive Spectrum 512 to my graphics armoury.
Without a doubt, my first foray into the world
of ST graphics would be immersive and prepared
with some of the best tools and cutting-edge
technology.
Spectrum 512's
anti-alias function became one of my favourite
features of any paint program, I imported Neochrome
pictures and added colour and smoothed off edges
like there was no tomorrow. When not doing that
I spent hours and hours processing all the QRT example files,
here the Mega STE's 16 MHz processor slashed
render times by almost 50% though some complex
scenes still required overnight number-crunching.
Never before had I owned a computer with a built-in
cooling fan, I was used to golden silence. I
also used to worry when sometimes in the
morning, before going to school, I found that
I'd left my 800XL on all night and it had
become quite warm. Before long I was using my
Mega STE for extended periods of time as
a matter of course, my current record power-on
time standing at one month (this being
achieved two years later at university, where
my £52 per week rent included electricity so
I made sure to get my money's worth and installed
a 500 W halogen floodlight, too).
Wobbly graphics
problem discovered QRT generated files
with 24-bit colour depth, so they needed to
be converted down to something more manageable
for display on the ST. The colour reduction
could not be done in real-time, so PhotoChrome
had to filter the data into its own format,
requiring a two-pass conversion for the outrageously
good PCS-STE mode. Both PhotoChrome and Spectrum
used palette-switching to achieve more than
16 colours on-screen at once. That entailed
re-jigging the colour assignments during a frame
scan, every frame. Easy enough between scan-lines
(look at any game that has a linear gradient
fill for the sky - only one colour in the palette
needs to be reserved for the sky and only this
colour need be changed "on-the-fly"
to get a very colourful effect) but these two
even changed palette during scan-lines
making it possible to have more than 16 colours
per line! Furthermore, PhotoChrome achieved
its "impossible" colours (the STE
really only has 4,096 colours in hardware) by
an interlacing technique, causing a visible
flicker,
meaning between alternate frames there could
be different palettes for the same parts of
the screen!
No doubt the
mind-bending precision required to pull this
off was causing some upsets in my Mega STE's
video hardware, manifesting in seemingly unpredictable
levels of instability. Randomly flickering pixels
and 16-pixel wide streaks (in patches of varying
size, sometimes covering nearly all of the screen),
the entire screen occasionally "twitching"
by an offset of one or two pixels, indicated
this was originating in the digital domain.
Of course, all these programs worked perfectly
on those £199 520STE machines...
Eventually these
display errors would stabilize and I'd get a
beautiful picture, normally straight after a
long ray-tracing session. Otherwise it was plain
embarrassing when trying to show off (echoing
Doug's own words in the documentation regarding
the Spectrum 512 format's susceptibility to
a video synchronization flaw which he solved
during the development of PhotoChrome, not related
to my problem). Dealers didn't understand or
appreciate esoteric software like this,
to them these were GEM boxes that did what the
specifications said and that was that. The Atari
factory diagnostic equipment wouldn't detect
such an obscure phenomenon because any software
that didn't hit the hardware direct and do clever
things did work all right. So I just
learnt to live with it (but that wasn't the
end of it, oh, no!).
Games, games,
games... Unlike the 520 and 1040 models,
the Megas were never bundled with any (heaven
forbid) games, so I started by borrowing. I
used to love playing Psygnosis' Blood Money
at my mate Mark's house and I had to borrow it. I
completed it in eight days and before giving
it back I made sure to plaster my name all over
the high score table. Hehe.
Needless to say,
a lot of pirate games were around and some of
these made it into my hands. I'd play them,
and any I liked, I would go out and buy. The
others, I would return to the "owners"
formatted. People very quickly learnt not to
give me their dodgy cracked games disks! My
philosophy was two-fold: first, new ST games
were already becoming scarce so obtaining them
illegitimately wasn't going to help (to be precise
not
so much the form of distribution itself but
consequent lost sales of the truly good games
from people who then continue to
play but not pay), and second, why bother wasting
space with all the trash? Some people just
seemed to gloat over having every single game,
rather like today's mindless undiscriminating
MP3 music hoarders, just because they could get them
free. How many can you possibly play or listen
to in the hours sent to us?
One of the cracked
games which really caught my attention at a
friend's house was Wings of Death, the famous
vertical scrolling shoot 'em up. Already two
years old at this time, I vaguely remembered
a short, favourable review of it in
Page 6 Publishing's New Atari User, of which I was a subscriber.
![[Image: Wings of Death review in Page 6 New Atari User 48]](images/wodrevw.gif)
Its
graphics were arcade quality and the action
so frenetic (I ignored the cracked version's
trainer mode, no point kidding oneself), I vividly
remember the sweaty palms, stiff fingers
and acute muscle ache
in my arms as I pounded the famously tough
ABS-plastic Zip Stik to its limits. I made a
mental note to seek out and purchase this game
at any cost.
For
my entire two years as a sixth-former, every
single one of my lessons happened to be scheduled
at the local convent school with which
our boys' school sixth-form was federated. Besides
the obvious perks, both years I had very relaxed
form tutors back at my rather stricter school,
they didn't require me to register with them
first thing in the morning, or catch the
inter-school bus back over to register at lunch-time.
Unless somebody told them I'd been run over
by an elephant or something, they'd just
assume I was at the convent school (which I
was) and mark me present in the register.
Funnily enough I was made a prefect by my school
in the upper-sixth, not bad considering I was
never there to all intents and purposes! Being in such a situation also
allowed me to take full advantage of the fact
that for both years, I also had a one-hour free
study period either side of the lunch hour every
Friday, equating to three hours to do whatever
I liked, on or (more often) off the premises.
So
it was on the first of these outings that I
ventured off into Kingston upon Thames town centre, not
too far (to get a scale of time - I soon worked
out I could get into central London, grab a
bite, down a pint, visit Carnaby Street,
then get back in time for Art at the end of
the day, not so much a problem for me but
if my mate Steve was late for Business Studies
he'd be dead meat). Checked into the local established
independent game retailer run by Amiga-heads
and
before my eyes in the centre of the shop, among
the pile of 16-bit games, were two copies of
Thalion's Wings of Death! They were not shrink-wrapped
but for a paltry £7.99 I wasn't about to fuss over
that. I picked the one in better condition and
quickly paid. Somehow I accidentally only handed
over £7 but got away with it.
On
the 131 bus back to school, through rain, I drooled
over the packaging and read every small detail
and specification. This was fantastic, these
guys were clearly ST nuts! Full use of STE hardware
and available memory up to 4 MB, up to 95 objects
on-screen at once, all graphics drawn with Neochrome
(gob-smacking) and the title picture with Spectrum
512, even the manual was designed using Calamus!
Effectively, this was the Atari equivalent of
Psygnosis, comprising mainly talented enthusiasts,
not marketing men, passionately striving for
technical excellence and
artistry on our platform, the antidote to the
second-rate fodder offered to ST users by
many other publishers. In future
I would look for games bearing the Thalion logo.
![[Photo: Wings of Death box front and rear artwork]](images/wingsbox.jpg)
Crackling
DMA sound problem discovered "Wings
of Death... Ha! Ha! Ha! Ha!", those immortal
words from demo group The Lost Boys' Tim "Manikin"
Moss greeted players in the title music,
on STE machines in stereo! David Moss (Spaz),
Tim's graphic artist younger brother,
told us, "We had quite a laugh doing the voices for that
game. We were both working
there [Thalion] at the time and they already had some voices in the game, but as
everybody who worked there was German their accents were terrible. In the
end we both recorded versions but it was decided that Tim's was the
best."
Hang on a minute,
though, something wasn't quite right... Little
random clicks, like electrostatic discharge,
appeared in the music. I re-tested the game
on a 1040STE, indeed my Mega STE had a minor
irritation. Over the coming months I would discover
more specific conditions about the symptom and
related issues but a solution was nowhere to
be seen.
Every
spare minute available I played Wings of Death
solidly, spurred on by the catchy Mad Max music
and in awe of each progressively more graphically
intense level design ("Neochrome?!"
constantly swimming around inside my head).
Like Blood Money before, I completed it in eight
days, a feat I would have thought impossible
from my tough encounter with the cracked version.
The final boss was a hard nut, my eyes
nearly popped out of their sockets at the amount
of stuff flying around the screen as I tried
to focus on breaking the castle's defences.
Rejoice! Another great tracker tune from Mad
Max accompanied the end animation sequence.
I was hungry for more quality games like this.
One
of a few other cracked games I found worthy
of note was Jimmy White's Whirlwind Snooker.
At the 5th International 16-bit Computer Show
in February I'd purchased a full copy from Miles
Better Software (a long-standing and popular
retailer of XL/XE games) for a classmate. Come
the time I wanted to buy it for myself I couldn't
find it anywhere (certainly not locally) so
I had to borrow my mate's copy for a while.
The cracked version was interesting because
it ran as an executable from the desktop, not
an auto-booting, protected disk, meaning I could
first switch my Mega STE from default 8 MHz
into zippy 16 MHz mode, a task only possible
with the control panel from desktop at the time.
Cue (ahem) the zippiest, smoothest 3D green
baize yet seen on the 16-bit machines. My Amiga
chums insisted it was "not that much smoother..."
but anyone could see the frame-rate was
superior to even a standard ST. Jimmy White's
was added to my Mega STE technical demonstration
repertoire.
My
17th birthday fell on a Friday this year so
naturally I spent my three-hour break shopping
for a treat. I had pored over the ST Format
reviews of Ocean's Robocop 3 and Epic, rated
94% and 91% respectively. At this time there
was a nice shop in Kingston's Eden Walk Shopping
Centre called Play Game, nothing fancy,
just stacks of games for all popular formats
at very attractive prices (after its closure
the shop space enjoyed a brief stint as a sweet
shop and is now an optician store). Robocop
3 was very easy to find - includes holographic
sticker, nice - I didn't waste any more time
and went straight back to school. I brought
a bunch of mates home after school and we played
some games on my Mega STE in between scoffing
birthday cake, Robocop 3 was an
instant hit with everyone except myself! They
raved about it but I simply couldn't see the
point, it was woefully lethargic, over-ambitious
for the ST, lacked atmosphere, the code protection
was a pointless obstacle (easily defeated
by use of a photocopier), plus the endless disk-swapping
was annoying (to be fair it would take advantage
of a second floppy drive) compounded by the
stale graphic interludes... It just didn't grab me in
the same way as Wings of Death. I only played
it to shoot the little girl hostage between
the eyes, I was highly disappointed by this
game and banned it forever after! I would force
people to play the much more exciting and responsive
Wings of Death, except this made everyone
feel bitter at not being able to play Robocop
3 and not only that, they would make silly jokes
about Wings of Death at school during Physics,
the only lesson where we could escape from the
girls and behave like idiots. Fact is those
guys were rubbish at Wings of Death! My retort would be another joke along the
lines of Wings of Death II, unaware it
would later make an appearance for real...
1993
The
March issue of Atari ST Review, the ST magazine
which rose from the ashes of Emap Images' popular
multi-format gaming magazine, ACE (Advanced
Computer Entertainment), screamed, "Look
at me!" by featuring my favourite computer
on its cover with an unfeasibly large professional
quality monitor. Such high-end glassware and a VME
graphics card were the stuff of fantasy, I imagined
my own Mega STE decked out with all that gear
and the infinite possibilities it would bring.
The cover story, about a Spanish Atari-based
DTP house in Barcelona, made for highly
interesting reading. Why was there never anything
like that in the UK?
Closer to my
financial reach, the PD reviews page waxed lyrical
about a new music demo disk, by the name of
High Fidelity Dreams. Quite rightly, a music
demo is about music, well reflected in the review
and score of 4/5. Noting that it was STE-enhanced,
I got hold of a copy. What fantastic
tunes and sound quality! It even switched up
to 16 MHz on Mega STEs when de-crunching the
songs. In spite of my crackling sound problem
I played the tracks on this disk endlessly (Jester's
Elysium became my standard soundtrack when doing
Art homework, probably much to the dismay of
my neighbours). ST Format's review in issue
39, October 1992, had so blatantly missed the
point, moaning about lack of things to look
at on the screen, failing to mention the STE-enhanced
replay at 50 KHz in stereo and giving it a measly
67%. Contrary to this review, the simple and
relaxing bouncing-bar VU meters suited
the demo perfectly, anything more would
have been a distracting gimmick.
During
one of the rare occasions I was at my own school,
I got to know an STE enthusiast in the
upper-sixth called Piers. Outside the sixth-form
common room one day, one of us saw the other
reading ST Format and it
went on from there. Like myself, Piers was not
happy about the STE support situation and was
carefully selecting his software. He gave me
some of his disks to try out, one was the Fingerbobs
STE tracker module player with a selection of
tunes - 12.5 KHz replay and a nice interface,
not bad (it didn't support some important effects commands
though). More interesting was BackTrack, a bare-bones
desk accessory for playing tracker modules in
the background. I discovered from later versions
sporting a proper user interface that BackTrack
was programmed by a certain Karl Anders Ųygard.
Remember that name if you don't already know
it. BackTrack was supplied to me with an infectious
little number called SHORT,
appropriately. Its replay quality was very low,
presumably to avoid eating too much processor
power on standard 8 MHz STEs, but I still used
it a lot, I would load First Word Plus (freebie
from ST Review, took ages to load from floppy)
into a
RAM disk (M-Disk 4.3) and have music while I
worked all day long. Very cool.
Experimentation
with BackTrack, the Stereo Master sampling software and
CPU speeds (since this was a desk accessory, I could
access the Control Panel to switch speeds and
observe the effect on system responsiveness
under additional load) led to a revelation:
my DMA sound crackling problem (I didn't get
this from the Yamaha PSG chip) only seemed to
happen with tracker replay with the CPU at 8
MHz, and not in straight sample replay. The
D/A convertors can't differentiate between the
two, they just convert binary data into analogue
signals, but in the latter case the sample data
source is static and finite while in the former
case, it is synthesized in real-time (and thus,
incidentally, also potentially infinite)
with many possible variations in respect to
timing reference. Something was going awry during
this stage. At least I had a partial solution!
In return for
the Fingerbobs player and BackTrack, I had given
Piers a copy of High Fidelity Dreams. The next
time we met, he was the first to speak, before
even exchanging greetings, expressing his
sheer amazement at the sound quality and musicality
of the tunes. Just what did ST Format mean by,
"...you have to be pretty desperate to
listen to this instead of putting on the radio
or a tape if you want to listen to some sounds."?
Mainstream
STE support at last? One February afternoon
in the school canteen, reading my ST Format
as usual, a new game advertised on the back
cover caught my attention. Never mind the blurb,
or the fact that £4.32 from each sale would
be given to charity, it was the magical words,
"STE only" - had the game publishers
finally woken up and realized the need to exercise the
STE's new features and banish half-baked productions
aimed at the lowest common denominator?
![[Image: Sleepwalker box advertisement]](images/sleep.jpg)
Nevertheless,
this game had come out of the blue so I didn't
buy it immediately, I waited for someone else
to buy it first and if it was no good I'd sooner
give my money direct to the charity.
Sleepwalker
turned out to have very nice, colourful cartoony
graphics and a nice twist on the platform game
concept, you controlled a dog to navigate and
guide its sleep-walking master to the end of
the level, working out puzzles and taking all
the flak in the line of duty (sometimes with
hilarious consequences) so he doesn't get woken.
As I remember I wasn't impressed by the controls
and technically it seemed like it was only STE-only
to get it to market quickly, it had the
most basic use of STE hardware, sound being
limited to effects punctuating eerie silence -
and the scrolling, while fast, was still not
perfectly smooth. Nice try but not good enough
for my collection.
Early
in the year one of my uncles gave me a box of
computer games that mistakenly made it into
his possession. Very nice except they were for
PC, Life & Death II and Ocean's Epic.
I sold these and on the first day of March went
to spend the cash at the Virgin Games Centre
in Kingston (now Electronics Boutique while
Virgin relocated to the opposite side of the
road and expanded into a Megastore). Weeks before
I had gazed at the rolling demo
of Thalion's No Second Prize, the motorcycle
racing simulator, on the screen behind the counter.
It was superbly executed, the colours, the smooth
motion and sweeping camera tracking flowed with
real panache. "The ST version should be
slightly faster", said the lad at the till,
quite aware of the ST's clock speed advantage
in 3D. Right on, brother! I like to shop where
the staff know of what they speak.
I snapped up
the only copy on the shelf and looked at the
box, more Thalion loveliness, all screen-shots
from the ST version, in Thalion's refreshing
change of bias from the norm. No Second Prize
showed a departure in packaging style for Thalion,
gone was the distinctive paper-tear along
the bottom of the box. Instead, it had the same
glossy box type (two separate pieces) completely
in black with a classy embossed Thalion logo,
around which an edge-to-edge artwork sleeve
would slide in place to hold it together.
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![[Photo: No Second Prize box front and rear artwork]](images/nspbox.jpg)
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Very
switched-on, Thalion. In the
small print it is stated that
the program is not copy-protected
so the lawful possessor may
create personal back-ups. Nothing
I tried could make a copy, maybe
I missed something.
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![[Image: No Second Prize pencil study]](images/nsp.jpg)
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I
loved the artwork on Thalion's
boxes, here's a pencil study
of the complete rider from the
magazine advertisement. I was
quite ignorant (or just lazy)
about aspects of art and design
like pencil lead grades and
did everything with a HB.
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No Second Prize
had me hooked. Its perfect blend of technical
prowess (where it mattered, in this case, chucking
polygons around the screen) and game-play created
a greatly rewarding player experience.
One of my friends had bought it a couple of
weeks earlier and returned it, saying it was
impossible to control. Nonsense! Nothing could
be better than the finely tuned mouse control,
it gave a real feeling of balance at speed and
required patience to master. Motorcycle racing
games had come and gone, some were endorsed
by big names from the sport, yet none could
match the exhilarating sense of racing
found in No Second Prize.
Learning to
track Dr
Satan's Empire Noisetracker 1.5 was my grounding
with ST trackers, before I'd only seen them
on Amigas, from a distance. To me, tracker songs
sounded
good because the instruments were "real",
but the hexadecimal notation just looked
an absolute impossibility. Did people actually
understand (and more to the point, interpret
music in terms of) that gobbledegook? Evidently
so, judging by some of the swinging tunes that emanated
from these programs.
Noisetracker
1.5 was given away on a PD and shareware magazine
cover-disk and I got a copy of the program for
research purposes. Crude as it was, it worked.
The replay quality was fuzzy and strictly monophonic,
not the stuff of STE software (though to be
fair neither did it claim to be).
![[Screen-shot: Empire Noisetracker 1.5]](images/noisetrk.gif)
However,
taking
inspiration from the musical possibilities demonstrated
by High Fidelity Dreams, I made a big effort
to learn how to write tracker songs (modules) and it suddenly
clicked, it was so easy, finally, the perfect
tool for me to play with sound in the way I
imagined. By the start of June I could
lay down nearly any musical idea with proficiency.
Noisetracker was pressed into heavy use
for friends Martin and Steve's band, Paragon
Bollocks, which was all guitars and no drummer,
and due to play a summer concert at Steve's
local church. Proper tickets were printed
and we programmed numerous
drum tracks to be recorded for a backing tape.
The Chaos
Engine STE owners demanded special
software. The Chaos Engine from The Bitmap Brothers
of Xenon and Speedball fame, promised to be just
that. Always discerning in choice and so far happy
with my game collection, I looked forward to
the Bitmaps' new creation with great anticipation,
hoping that their STE enhancements would lift
it above the quality of their previous
ST versions of games. Impeccable style was order
of the day in this game, surpassing even the
Bitmaps' own high standards. Several advertisements
appeared in the ST press and I quote, "Atari
ST (STE Enhanced)", and ST Format 48 in
July (actually June, remember print magazines
come out at least a month ahead of their cover date)
gave it a glowing review, 94%, ST Format Gold.
"If you play on an STE, the Chaos Engine
automatically detects its advanced features
and runs an enhanced version of the game with
faster, smoother scrolling and an increased
colour palette." said the very last paragraph,
supporting what I'd read elsewhere that the
STE would feature the full 32-colour palette. That's it, I had to
have it. Visited Virgin Games Centre on
a Friday again then proceeded to examine
the package during my afternoon Art lesson.
Inside, there was a beautiful set of postcards
depicting the game's six main characters. The
manual explicitly stated Mega STE compatibility,
excellent. Then... I found a scrap of paper with
a message explaining that the Atari version
lacked in-game speech due to the ST's hardware
limitations. What?! Everyone knew the
easiest way to STE-enhance a game was to slap
in some straight sampled effects to be
replayed by the DMA sound system, hence the
glut of primitive PD games written in various
dialects of BASIC and all sharing this attribute.
Surely some mistake?
Worse was to
come when I got home to play - it refused
to load! Thinking maybe I'd got faulty disks,
I tried it on a friend's 1040STE anyway, where
it loaded and ran without a glitch. Up came
the title screen with soundtrack by Joi, featuring very
badly looped
drums and distinctly YM-quality replay, no STE
stereo! Already I was mentally deducting points
but the biggest shock was saved for last...
Onto the game and what dreadful scrolling!
The playfield moved in steps of what looked
like eight pixels, made worse by the low frame-rate.
If this was as good as they could do on the
STE I didn't want to see what it was like on
the STFM, and the increased colour palette?
Where? It certainly didn't look any more colourful
than Thalion's finest 16-colour graphics.
ST Format's reviewer
must have been looking at something completely
different to be able to say, "Your characters
move slickly and swiftly over the 2D backdrop
and there's never a hint of jerkiness in the
gameplay." and "The sound effects
are sparse, but well thought-out with realistic
gun-fire and explosion effects." Pardon?!
I've just checked the game again and there is
no gun-fire sound whatsoever (made a
hundred times more annoying by the characters
stopping dead in their tracks every time they
fire, major design faux pas there, how
can one really play this?), merely feeble swishing
noises of exploding baddies that sound nothing
like explosions.
To set the record
straight on the graphics I recently did some
objective tests and hereby present an A/B comparison
between the STFM and STE. The STE has smoother
shading even on the 16-colour screens but most
surprisingly, screen-shots of the game itself
prove to have 32 colours (actually my software
counted 31) on the STE, I never would have guessed
from the liberal use of dithering and dull tone.
![[Screen-shot: The Chaos Engine on STFM]](images/tce1.gif)
![[Screen-shot: The Chaos Engine on STE]](images/tce2.gif)
![[Screen-shot: Navvie]](images/navvie.gif)
![[Screen-shot: Thug]](images/thug.gif)
Russell
Hayward, co-author of the excellent Steem (STE
emulator) confirms the frame update as every
three vertical blanks, meaning a real-world
17 FPS, and scroll increments of six pixels,
from Steem's register log file (strangely, when
I measured on my real STE and colour monitor
with pieces of masking tape and also direct screen-shots
from Steem, I counted seven, though either value
at 17 FPS produces diabolical scrolling by STE
standards).
More ray-tracing
Shortly after
this saga, ST Format 49 came out. On the cover-disk
was a demo version of The Chaos Engine, which
worked perfectly on my Mega STE! The sales assistant
I spoke to at Virgin Games Centre couldn't appreciate
this conundrum, especially as I pointed out
the statement of Mega STE compatibility. He
only suggested my machine was faulty, a refund
was not granted and I didn't want an exchange
because by that point I had a very low opinion
of the game. Deeply disappointed (nay, positively
incensed) I went home and briefly contemplated
making mince out of this complete waste of £25.99! Not
wishing to be lumbered with it any more I swapped
it with a friend for Epic, another game everybody
liked and I hated for the same reasons as Robocop
3, so I soon sold that and tried to forget the
whole experience. I thought all these pretenders
should have sub-contracted their development
to Thalion!
Persistence Of
Vision (POV) ray-tracer was the other main feature
of this cover-disk and magazine. QRT eat your
heart out! No more stray pixels from "quick"
algorithms either. The sample images inside the magazine
were nothing short of stunning and there was
a picture of an expert POV user, he had a "Been
up all night figuring out hard maths" look
on his face! I spent more hours rendering all
the sample files and admiring the end results'
subtle
visual qualities compared to QRT's images. Although
I had a 16 MHz processor, rendering with anti-aliasing
still didn't make sense, that would have to
wait for the installation of another useful
upgrade...
Near the
end of the academic year there was an art exhibition
back at my school, something I always attended
and a good opportunity to catch up with the
lads. Among the many fine paintings and drawings
was some work by an STE-owning friend of
a friend.
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![[Photo: 1040STE at art exhibition]](images/piersste.jpg)
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The
1040STE in these washed-out
photos was later sold to another
boy at the school, called
Matthew Bacon. Yes, my co-editor
and I went to the same secondary
school, though we didn't know
it until I'd finished university
in 1997 and noticed his suspiciously
familiar name in an advertisement
in Atari Computing!
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This
year also marked a number of important serious
developments.
I was getting very productive with my
Mega STE and made plans to hold a local user
meeting in the summer, inspired by the energy
and excitement I found at computer shows. Too
bad for me I got dragged off on a six-week family
holiday in Hong Kong. Not having been there
since the age of three, after the shock of the
heat subsided, thoughts turned to what high-tech
gadgets I could bring back for my
Mega STE. Like a subtle reminder, I was most
pleased and surprised to find dozens upon dozens
of these Atari ST based business
card vending machines from British company Photo-Me
International, dotted
around public areas and transport facilities
like the MTR network and Kowloon Harbour ferry
terminals. "Wahey!" was the catch-phrase.
Hong Kong, heavily influenced by the technology
trends from nearby Japan, simply isn't a place
where one expects to find Atari gear (the other unlikely
sighting I've made is the 800XL and 1050 used
by the evil drug baron in
Jackie Chan's Police Story from 1985).
Two options
were on my short-list before going to a huge
"computer dealer city" shopping centre
in Kowloon. I could try to find a maths co-processor
from an Apple dealer (little did I know of the
Atari-specific PAL chip that was also needed,
just as well I didn't go for this), or a bare
hard disk (and buy the fitting kit back in the
UK). From reading the ST magazines at home I
decided on the Quantum LP52S, a 52 MB unit. Wow,
52 MB! I spent at least a day making detailed
plans on paper as to how this space would be
divided, listing every program I would install.
In reality, asking around for this capacity
in SCSI produced answers of, "The smallest
we do is 170 MB..." and "SCSI? No,
we only have AT-Bus..." which I took to
mean IDE.
After
a long fruitless day, I settled for a printer.
I envisaged doing a lot of writing for my studies
and a printer was a necessity, making my other
choices mere luxuries. I found a Canon BJ-20,
a model not available in the UK. Essentially
it was a BJ-10ex, that culmination of enhancements
to the ground-breaking and sleekly designed
BJ-10e which fired many imaginations, with a
squared-off rather than tapered lid and bundled
with the clip-on sheet feeder. All for less
than the cost of a BJ-10ex alone back at home.
Got myself a parallel cable (for the sum equivalent
to £2.50) plus a spare ink cartridge. I was
very happy, so much so that when I returned and
used the printer for several months, I designed
a desktop icon for it incorporating the
Canon Bubblejet logo.
All of my early
work was purely text-based so I was content
to use the printer's built-in fonts. How sharp
and clear they were, too.
![[Photo: Mega STE with 800XL on top]](images/megaxl.jpg)
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Mega
STE with 800XL on top and Canon
BJ-20 on the right, hiding the
transversely placed 1050 disk
drive. Note the essential blue
cloth Atari ST branded mouse
mat, costing a premium £8.99
from the local teenage
ST/Amiga gamers' emporium. Any
person daring to rub the
mouse on the delicate screened
logos would receive a serious
punch in the arm! You can also
see very faintly a strip of
paper in front of the Mega STE
keyboard. This carried a death
penalty warning (nicely printed
on my BJ-20) against use
of the keyboard without first
thoroughly washing hands with
soap.
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![[Photo: Wings of Death]](images/wings.jpg)
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This
Mitsubishi CT-1503BM television
set was bought on 1 September
1987 (from CF Lake at 37 Stoke Road
in Slough, just a few minutes'
walk from the former Atari UK
building), exactly five
years before the Mega STE! It
was my dedicated "computer"
screen to free up the family
television.
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![[Photo: Mega STE open]](images/megaopen.jpg)
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My
confidence had matured, I
didn't wait for things to break,
I opened them for a peek as
soon as the warranty expired. Absolutely fascinating.
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