Yoomp! is a freeware homebrew made for the Atari 800 in 2007 (
http://yoomp.atari.pl/). It's sort of a tech demo that shows off the Atari's graphics and sound, but it happens to be fun and addictive to play, too. It's 21 levels in which you control a ball that bounces down a 3D tube (not unlike Tempest), avoiding various obstacles. The bounces keep with the beat of the music, so it's also a rhythm game in a sense.
It's very nice-looking, although some of the squares you bounce on confused me occasionally (I often found it hard to tell at a glimpse the difference between a teleporter and a pit), and the music is great, although having a couple more songs to bounce to would have been ideal since I got a bit tired of the one song after going trial-and-error on the later levels so many times.
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Starting to get into Halloween spirit, playing horror games:
Project Firestart is a C64 game made by Dynamix before Sierra bought them. You control a special agent dispatched to the spaceship Prometheus, which has mysteriously gone out of contact. Sure enough, as soon as you get on board the first major thing you see is a mutilated crewman who scrawled "DANGER" on the wall in his own blood. Everyone's dead and shortly you're fending off mutants with your crappy, underpowered laser gun while trying to find a way to escape.
The game is often cited as an early example of survival horror and a System Shock predecessor, but it's got a lot of Jordan Mechner's style to it, too. Like Prince of Persia, the game works on a clock and cut-scenes/events will be triggered regardless of what you've done, to sort of help prod you or give a sense of how far along you should be. The overall effect is to create the sense of playing a sci-fi/horror movie - you start out investigating, get ready to leave but you experience a set-back, then you learn there's maybe another survivor you might be able to rescue, etc. There's a real nail-biting plot that emerges. Accessing computers and the ship logs also fleshes out the story.
The graphics are pretty good for a C64 game and it generally handles pretty well. A big part of the experience is just exploring and mapping out the ship. Once you really know what you're doing, you can finish it quite quickly and even get the best ending before the game really starts messing with you with stuff like the blackout and the super-mutant chasing you.
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The Lurking Horror is Infocom's sole horror game. You're put in the shoes of a college student at GUE Tech (read: MIT) who trudged through a snowstorm to get to the campus computer lab to finish your term paper. If you solve the initial puzzle, you'll experience a disburbing vision and find out that somehow your computer files got deleted by something to do with the computers in the Alchemy Department, so you have to explore the campus and find the Alchemy section and maybe also learn something about mysterious disappearances going on, too.
It's not necessarily a cohesive story. More like a series of weird set-pieces you have to overcome that have a Lovecraftian atmosphere. For instance, in one section you climb a sticky rope only for it be revealed as the appendage of a one-eyed blob creature that jumps to the ground and disappears from sight. You never meet the creature again - it's basically just there to heighten the mood. Other encounters are deadlier and you should save often.
Like most Infocom games, the writing is simple, clear, and concise but still evocative. Everyone complains about how hard hard it is to visualize Lovecraftian stories, so a text adventure is ideal for getting the vibe right. The game is also special in that Infocom added (perhaps at Activision's urging?) sound effects for the first and only time in one of their text games. Some of the sounds are creepy and add to the mood, some are just monotonous, and a couple gave a good jump-scare and freaked out my cats.
The difficulty is mostly not bad and the puzzles rarely follow "moon logic" - maybe a couple do but they make sense because you're dealing with supernatural crap and the usual thought processes don't apply. I did have a couple of situations in which I had to consult a walkthrough and found that I was actually trying to do the right thing but I wasn't giving the game the EXACT verb it was looking for, always unfortunate in text games.