13

Witches vs. Nazis

The annual C64 game competition now looms its head, so here is the final instalment in my “Valkyrie” series of WW2-themed games, and this time the heroine is a Soviet lesbian fighter pilot who sidelines as a white witch … because why not?

(Download from competition page. Requires a C64 emulator.)

Designed on C64 SEUCK (Shoot-Em-Up Construction Kit, Sensible Software, 1987), with coding enhancements by me and Richard Bayliss, and music by Richard Bayliss. Photographic likenesses (in the end sequence) are of actress Audrey Hepburn (Lady Romana) and aviator Amy Johnson (Lieutenant Orlov). Gameplay and design were inspired by such classics as Capcom’s “1942” and Compile’s “Power Strike 2” for the Sega Master System.

Enhancements include power-ups, multiplane scrolling, and an animated end sequence (accessible via password, to those who succeed in all missions).


Valkyrie 3

the Night Witch

The story…

Transylvania, 1945

Romania has fallen to the Red Army and the war is supposedly near to its final conclusion, but deep within the Borgo Pass there remains one last, secret holdout of the Axis forces that could change everything, dramatically for the worse …

A year ago, the recently-resurrected vampire Princess Mariska Báthory de Ecsed (1475-1492 … then 1942-present), along with the aid of ex-mother superior (and now vampire knight templar) Lady Romana Pasztor, launched a vengeful attack against the Waffen-SS division who had captured her prince, along with several innocent children for their obscene bio-occult experiments. Having saved the hostages, they cornered the chief researcher SS-Obersturmführer Bram von Hellman within his laboratory bunker, turned him into one of their own kind, then sealed him into the bunker, immortal but entombed forever … or so they dared to hope.

But they had underestimated the cunning and determination of the dark occultist. Sustained by ego, hatred, and the blood of the few unfortunate rats entombed along with him, he survived long enough to adapt to his new vampiric powers, and thus learned the skill of phasing through solid matter. Armed with his new supernatural skills, and an inhumanly iron will, he returned to his SS unit, turned a chosen few of his junior officers to immortality, brainwashed the rest of his men into obeying him even over the Führer himself, and set up a new research base devoted entirely to creating occult super-weapons that would enable him to become absolute ruler over all mortals and immortals, for all eternity.

Mariska and Romana have found out about this plan, but their intel is all discouraging. Already, von Hellman has V-2 rockets almost in launch condition, carrying warheads of deadly magical bio-weapons that have the potential to change whole urban populations into his mutated thralls. Worse still, not only is the base heavily defended by conventional and experimental weapons, but its ground perimeter is equipped with spiritual wards to defend against vampires. A swift and decisive aerial assault is the only plausible strategy, but since the base security is at its strongest during the hours of night, this attack would need to be conducted in daylight hours. That is not a task the vampires can undertake without outside help, so they quickly investigate whom they can look to …


Alyona Orlov was born in 1924 in Odessa to a couple of mixed background: her father a respected Jewish doctor and her mother of Ukrainian rural stock, her family steeped in ancient traditions. Although Alyona’s mother – the first woman in her family to receive a modern education, under the auspices of the Soviet regime – drifted away from these folk beliefs to share the scientific outlook of her father, the same could not be said for Alyona herself. Enchanted by the strange ways of her maternal grandmother – her herb-lore, charms, and incantations – Alyona struck up a close relationship with her, and found her very willing to pass on her knowledge of these and even more mysterious arts to her youngest descendant.

Her parents found all of this harmless enough, but they were more worried, as Alyona entered her teenage years, of how she seemed to easily form very close relationships with girls of her age while being totally indifferent to boys. Fearful for her social prospects, her parents sent her to attend a prestigious academy of engineering in Moscow, hoping to give her an advantageous education and also to break up some of her more troubling friendships. Ironically, finding herself now boarding in shared dormitories with other young female students, and with none of the restrictions of home life, did nothing to discourage these inclinations in her. She did, however, thrive in her studies, especially in the field of aeronautics.

In 1941, Axis troops invaded Odessa, massacring the Jewish population of the city, including all of Alyona’s family. When news reached her, she swore vengeance, and volunteered to join the women’s 588th Night Bomber Regiment – known disparagingly by the German forces as the “Night Witches.” That is an insult Alyona owns with pride, as she thinks of her murdered grandmother, and imagines her spirit flying alongside her biplane while she carries out her daring raids, inspiring and empowering her with the magic of her ancestors. She sometimes believes that perhaps that is something more than mere imagination …

As the end of the War approaches, Alyona finds herself dreading her imminent return to civilian life: with all of the friends and family she has lost, she has little left except for her surviving comrades-in-arms, and the 588th will soon be disbanded. Uncertain how she will ever readjust to a normal existence, she is pleasantly surprised when her squadron leader comes to her with one last, secret mission.

“We have received some mysterious but disturbing intel, along with a plea for help,” she explains, “and somehow, Lieutenant Orlov, I feel that you may be the ideal candidate for this assignment …”

Having flown to the pre-arranged location at the chosen time – well past nightfall – Alyona meets her anonymous contact, and is surprised to find a young, blonde, pale woman with curiously reddish eyes, dressed in what looks curiously like a shortened nun’s habit over leggings and combat boots. As the stranger greets her, Alyona catches sight of her inhumanly long, sharp canine teeth and is briefly taken aback. The woman cringes in shame, clearly mortified at being thus ‘discovered,’ but Alyona quickly reassures her:

“Please, don’t concern yourself. I have my reasons to be less frightened of the supernatural than you may think,” she explains, and wonders if that is the reason she has been chosen for this already-surreal mission. “Still, you are not at all what I expected. I certainly did not expect to receive my orders from someone either so holy or so attractive … if I may say.”

“You … may … if you like,” the woman replies, confused and embarrassed, although not so ashamed as before. “Speaking of those orders, though, I had better tell you them quickly. We have so little time in which to act …”


The mission …

The assault on the enemy research base is divided into three stages, each subdivided into a ground assault and a aerial counter-attack that must be survived. During the ground assault stages, it is imperative that you target specific enemy assets, in order to sabotage their nefarious plans.

Zone 1 – Supply Line – Collapse the railway bridges along the Borgo Pass to disrupt the supply of raw materials and fuel to the base.

Zone 2 – Transit Camp – Prisoners are being kept in secure huts, awaiting delivery to the bio-research team for experimentation. Shoot the huts to free them.

Zone 3 – Base Perimeter – The enemy base is located among medieval ruins deep within the Carpathian Mountains. Destroy the V-2 rockets here to deliver a crushing blow to von Hellman’s insane ambitions.

Your Polikarpov Po-2 biplane “Sasha” is agile, well-suited for stealth bombing runs, but poorly armed at first. You can, however, upgrade your onboard machine gun twice by collecting the power-up air drop (one per sub-level). This increases the range, velocity, and spread of your armament. If you lose a life, however, you will forfeit one upgrade point.

You can also improve your chances by fulfilling missions: every five mission targets destroyed will help you to tap into the witchcraft of your ancestors and add a level to your Hex Power

Level 1 – You gain a long-range magical projectile (slower, but larger than your standard weapon).

Level 2 – Doubles the power of your magic missile attack.

Level 3 – Adds directional firing capacity to your magic missiles, and also conjures a spiritual energy shield in front of your craft.

Additionally, destroying all fifteen mission targets will unlock the password for the true end sequence.

The enemies …

(To destroy bosses, concentrate your fire on a single spot.)

Flak Cannon – Basic anti-aircraft guns that fire in a fixed direction.

Railway Gun – Heavy guns mounted on railway cars. They have limited manoeuvrability.

Panzer – These tanks are strongly armoured, manoeuvrable, and fire in the direction they are travelling.

Flettner Fl 282 – Small scout helicopters, slow and poorly armed.

Balloon Mine – Basic aerial defences that will detonate on contact.

Messerschmitt Me 163 – Rocket powered interceptor planes.

Fa 223 Drache (boss) – Transport helicopter, large and tough, but slow.

Turret – Armoured, retractable gun emplacements that fire randomly.

Messerschmitt Me 328 – Small pulse-jet experimental fighters, fast and very manoeuvrable.

Hela – These mutated, programmed beings are the results of von Hellman’s unethical experiments. In addition to the power of flight and having high endurance, they can generate a formidable bio-electrical charge.

Arado E.555 (boss) – Experimental heavy jet bomber, fast and heavily armed.

Mjölnir – Mobile Tesla coils that regularly generate lethal electrical charges all around them.

Loki – Experimental stealth aircraft that can intermittently make themselves invisible.

Naglfar (boss) – This bio-mechanical airship is the personal transport of the evil scientist himself, and as heavily-armed as one would expect.


“Is that all, then, my pretty vourdalak?” asks Alyona, dismissively. “I had expected a challenge.” She is not surprised when Lady Romana looks at her with a very sceptical raised eyebrow and a half-smile, but she does not let herself show any trace of fear or doubt. In truth, though, she knows this will be one of the sternest and most crucial fights of her life. For the souls of all humanity, no less …

“I’m sure you are very skilled,” comments Romana, diplomatically. “Your military record speaks for itself … but you should not underestimate the strength of the forces you will be going up against. Are you quite certain you are well enough equipped?” she asks, casting a doubtful look over Alyona’s fragile, obsolete wood-and-canvas aircraft.

“I accept your advice, lapushka,” Alyona replies, more humbly, “and I will not be reckless in such a vital mission, I promise you, but you ought not to underestimate Sasha. She may not look so powerful to you, but she has it where it counts. In any case,” she adds, slyly, “it would be foolish of me to take needless risks, when I have such a beautiful commander awaiting my return. Dasvidaniya, my Lady.”

… on which note she boards “Sasha” and sets course to the Borgo Pass, leaving Romana in a still very confused, though not at all displeased mood … and the fervent hope that she will indeed see Alyona return, for everybody’s sake.

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Cute Eggs and Cenobites

“DIZZY AND THE RAVEN’S HEX”

My first full creation of the new year – another PC game, with a theme both retro and Wiccan …

RavHex1

The Dizzy games were well known to 8-bit computer gamers in the late 80s and early 90s: a series of object-based puzzle platformers following the adventures of the eponymous Dizzy the egg as he solved mysteries, escaped dungeons, and rescued his friends and family in a tongue-in-cheek fairytale world. This is my attempt at a 3D version (compatible with fairly low-end PC hardware but not Mac, sadly).

GAME MANUAL / INSTALLATION

GAME FILES / SETUP

SOUND FILES

STORY

The new factory town of Morgenholt, located deep within ancient fay woodlands, has recently been troubled by a mysterious and baleful haunting. Squire Whateley, leader of the town and owner of its factory, has sent for the most daring and resourceful hero in the kingdom to investigate and put an end to this menace. Which is where a certain familiar ovoid steps into the scene. Has boxing gloves, will travel …

Programming and graphics by me, soundtrack by Lost Radikals.

RavHex3


“ASSIGNMENT – LAMENT”

An ongoing, though somewhat less family-friendly project is my latest fanfic, this time combining the world of “Sapphire and Steel”, “Hellraiser”, and classic “Doctor Who”. Currently four chapters in (probably aiming for a total length of 5-6), this story features fairly graphic scenes of violence, mental manipulation, and pseudo-domination of beloved TV characters, in case anyone would prefer not to subject themselves to that …

lamentcollage

SUMMARY

The abduction of a journalist by ruthless extra-dimensional forces leads Sapphire and Steel back onto familiar territory. Meanwhile, deep within the Labyrinth, the Cenobite High Priest has a disturbing encounter of his own with an old wartime comrade, leading to a bizarre alliance. Can the operators find a way to successfully infiltrate Leviathan’s domain, sabotage this plan, and rescue the hostage before reality itself becomes a war casualty?

5

Don’t punch a Nazi – drink their blood …

Creatively, it has been a quiet year so far, but finally I have something to show for my intermittent and much-procrastinated labours …

Download at TND – The New Dimension

As you may have inferred, this is a new C64 game I have designed and programmed, using what little knowledge of C64 Assembly I have to enhance the well-worn SEUCK (Shoot-em-Up Construction Kit) engine. As a result, this game features a simple power-up system, parallax scrolling, and animated intro / outro sequences, the latter accessible by password (which you will learn if you rescue all the hostages from the levels).

The plot – featuring a vampire nun rescuing children from the SS – somehow came out as a cross between “Underworld” and “The Sound of Music.” I can but hope this will be a winning formula …


Valkyrie 2

the Templar

The story…

Transylvania, 1944

Nobody knows when or how the race of vampires first came into the world. According to old church tradition, they are the sworn servants of Satan; demons embodied in the form of dead humans to terrorise the innocent. Other, less biased metaphysicians have theorised that they represent a more subtle form of spiritual attack against humanity: a form of contagious immortality to tempt both good and evil humans away from the path of holy redemption, while the few rationalists who believe in them insist that they are merely a natural but flawed evolution of humanity that failed to catch on. Whatever the truth, they were almost run to extinction in medieval times by the Holy Inquisition. The last widely-documented case – that of Princess Mariska Báthory de Ecsed – was violently ended in 1492, after the unwillingly-turned princess volunteered herself for a “cure” which, unbeknown to her, turned out to involve staking and decapitation.

Her “death” was assumed to have ended the spread of vampirism in Europe, until 1942, when British soldier Joe Harker, wounded and fleeing from the SS, spilled his blood onto her grave, restored her to life … and became the newest victim of the contagion, consort and mentor to the long out-of-touch princess. For two years, however, they lived together happily, the new prince gradually learning his undead powers whilst teaching his bride the facts of modern life, and modern war. Unfortunately, the Axis troops had taken good note of the bizarre, eerie events that had taken place in their territory, and they were again ready to act …

SS-Obersturmführer Bram von Hellman, biologist and dark occultist, has collated the evidence from their last, disastrous encounter with Princess Mariska, and persuades his superiors of the value in capturing and experimenting upon the legendary creatures. Accordingly, some SS troops are specially trained in spiritual defence techniques to give them the best possible chance of success. They trace the two vampires to the ruined castle from where Mariska’s father once ruled Transylvania, and they find themselves in luck: the princess is out hunting, and the prince has decided to have a “lie-in.” A quick dousing of holy water over his coffin puts paid to any thoughts of resistance, and the helpless, stunned vampire is sealed in an electrified leaden casket and driven away to the newly-constructed research camp which the SS have established near Bistritz.

“We have our prize catch,” gloats the Obersturmführer, as his delivery arrives. “Excellent, and now all we need for my experiments to begin are a few expendable human subjects. I think I know just where to find them …”

Holy Mother Romana Pasztor of Văratec Monastery has lived a life that makes up in meritorious deeds for whatever it lacks in excitement. A model of piety, justice, chastity, compassion, and generosity, now approaching her eightieth year, one might well have assumed that she would pass her remaining years in peaceful obscurity and contemplation, but war plays funny tricks …

When the SS arrived in Transylvania, and ugly rumours of their atrocities began spreading, she knew in her heart that she had no choice but to act. Thus, in secret, she arranged shelter and safe passage out of the country for the children of Jewish families who were otherwise threatened with imprisonment, or worse. She has six of these refugee children hidden away in the monastery when the Obersturmführer and his men come to call …

“I thought as much,” sneers von Hellman, as the children are dragged away while Mother Pasztor can only watch in despair. “Don’t look so grim about it, old girl. They’ll be put to good use, in the cause of science and of the Reich … and after I’ve signed a warrant for your execution, you can join all of those saints and martyrs whom you so love grovelling to.”

When most of the stormtroopers have left, Mother Pasztor is locked alone in her cell, watched over by a single guard. She weeps, and prays, and offers the Almighty anything at all for the lives of the children … “Even my own salvation, Lord, if that be worth anything to you.”

“Indeed?” says a voice from behind her. She starts, turns around, and finds herself face-to-face with a tall, pale woman of regal bearing, with long dark hair and shining red eyes. “I believe I hold the answer to your prayer, Holy Mother …”

The quest…

Having now become, against all expectation, an eternally-young vampire, the former Mother Pasztor has renounced her old title and accepted that of Lady Romana de Văratec, knight templar of Princess Mariska. For the Princess has realised that if she is to break through the Axis forces’ new spiritual defences and save her prince from torture and death, she will have need of such an ally … and Lady Romana has already proven herself a unique addition to the undead race.

Although, like all vampires, Lady Romana feels pain when she beholds the image of the cross, such pain does not trouble her. “Did my Saviour not feel such pain, or worse, when he was nailed to that?” she asks. “I count it a privilege.” Princess Mariska thinks that she is several bats short of a belfry, but does not discourage her in this belief. Also, when Lady Romana sees evil people making use of holy symbols, her faith takes on a whole new, highly dangerous dimension …

When her sense of righteousness is offended, Lady Romana’s holy wrath attack is activated, summoning a pyromaniacal angel of death that will quickly obliterate every enemy unit within sight. Notwithstanding this special power, Lady Romana’s skills as a new-made vampire are still weak, and she must use the weapons she can scavenge from the battlefield if she is to have a fair chance of success.

There are four weapons you can obtain …

Luger Pistol – The standard sidearm of the Axis forces. Reliable, but comparatively slow and weak, with a poor rate of fire and a short range.

Karabiner 98k – Bolt-action infantry rifle, with a long range and a large, high-velocity cartridge. Strong, but slow to reload.

MP40 – Machine pistol that fires the same slow, short-range 9mm rounds as the Luger, but far more rapidly.

StG 44 – This prototype assault rifle is the best weapon you can wield, combining the power of the Karabiner with the rapid fire of the MP40. Obtaining it carries a risk, however …

Also look out for the following …

Sacks / Children – The captured children are contained in sacks. Touch them to set them free. All six children must be set free in order to see the true ending.

Holy water roadside bombs – A novel ordnance concept; flasks of holy water attached to explosive charges. Against most vampires these would be highly effective traps, but against Lady Romana, they are a mere liability. Shoot them, and your holy wrath attack will activate, destroying all enemy units on-screen. However, DO NOT DETONATE THEM MANUALLY! The holy water may not trouble you much, but human or vampire, a faceful of exploding dynamite never comes recommended.

Enemy units you must prevail against include …

Flame troopers and templars – The latter are specifically trained in anti-vampire combat, harder to kill, and can use their flame-throwers more effectively. When fighting human opponents, always remember that you are a vampire. If you are able to, drink their blood in close combat rather than shooting them from afar, as every 10,000 “blood points” you can obtain will give you an extra life. The blood of templars is worth more than that of the standard SS troopers.

Mortars – Static cannons that fire explosive shells. Electrified, and thus lethal to the touch.

Kübelwagens – Among the various time-honoured ways of slaying a vampire, few hunters have bothered to mention the effects of running them over in a speeding Volkswagen. Nevertheless, don’t push your luck …

Molotov cocktails – Simple petrol bombs, lobbed from open windows. Beware of the fires they will leave if left to hit the ground.

Panzer II – “Light” tank, although not so light that you would want it trundling over you, nor one of its explosive shells in your face.

Turrets – These retractable gun emplacements can fire in a fixed pattern all around them, or randomly. They are toughly armoured.

Gunboats – These travel along the gorge below the Borgo Pass, firing shells upwards. Be careful if you venture too near the cliff edge.

Flettner Fl 282 – It takes a pilot with nerves of steel to fly this open-cockpit helicopter … and a vampire with a brain of wet sand to wander into the path of a low-flying one.

Electrodes – A powerful spark of lightning will regularly arc between these static traps. They are indestructible, so just time your passage with care.

Karl-Gerät – This massive, mobile siege cannon is not very agile, but it has tremendous power. Avoid its treads while paying all due caution to the huge explosive shells which it rains down upon you (or shoot them for an earlier and safer detonation, if you are quick enough).

The credits…

Created by Eleanor Burns, Richard Bayliss, and Jon Wells.

“Starring” Isobel Black, Audrey Hepburn, and Peter Lorre … kind of.

© Eleanor Burns, 2017