🕹️ New release: Lunar Lander Beyond

Helter Skelter

Moby ID: 3274

[ All ] [ Amiga ] [ Amstrad CPC ] [ Atari ST ] [ BBC Micro ] [ Commodore 64 ] [ DOS ] [ Electron ] [ ZX Spectrum ]

Amiga screenshots

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Title
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Gameplay on the first level
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Beginning level two
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The arrow indicates your next target

Amstrad CPC screenshots

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Loading screen
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Title screen and main menu
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The high scores
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Starting the first level.
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Cleared.
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The second level. There were three enemies but I bounced on one.
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I lost a life.
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Level three. This looks like it might be tough.
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I lost all my lives. Game over.

Atari ST screenshots

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Title screen
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Gameplay on the first level
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Beginning the second level
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The arrow indicates your next target
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Bouncing on some platforms...
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High score table
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Two player game: player 2 controls the blue ball
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The editor: you can add/remove monsters, backgrounds, bonus etc.

BBC Micro screenshots

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Loading screen - Mode 1 with 6 colours
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Title page
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Level 1
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Level 2
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Level 27
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Level 27
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Level 30

Commodore 64 screenshots

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Title screen 1
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Title screen 2
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Gameplay on the first level
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Beginning the second level
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The arrow indicates the next target
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Bounce your way up the steps...

DOS screenshots

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Title screen (EGA)
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Gameplay on the first level (EGA)
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Bouncing around the second level (EGA)
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The arrow indicates your next target (EGA)
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Bounce up the stairs... (EGA)
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Title screen (CGA)
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Bounce around the first level (CGA)
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The arrow indicates your next target (CGA)
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Title screen (Hercules Monochrome)
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The arrow indicates your next target (Hercules Monochrome)
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Walls create some obstacles on this level (Hercules Monochrome)

Electron screenshots

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Loading screen
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Title page
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Level one.
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Level two. Note the garbage at the bottom of the screen. The only way to fit the program into the electon was to use the screen ram to store part of the program.
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Only the third level but quite diffcult.
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Level 4 is quite simple and easy to complete.
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Game over

ZX Spectrum screenshots

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This is the screen that displays while the game loads
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The load screen is replaced by the main game menu screen
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The game supports a variety of control options
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The start of level 1. The monster to be hit has a big arrow over its head. All that's required is to roll the ball off the shelf and squash it...
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.. alternatively by throwing the ball to the right the bonus letter E can be collected.
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Collecting the letter 'E' lights up the letter 'E' in the word 'EXTRA' at the top of the screen. The bonus is won when all letters are lit.
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Dropping down, the target has been missed and the monsters that have been hit have split into two or more smaller ones
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Now the target monster has been hit the score has increased to 500, and a new monster becomes the target
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The last one's cleared with just 1.2 seconds remaining on the timer.
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Start of level 2. Tricky one because the natural bounce of the ball isn't enough to reach the shelves from the floor. At least it starts directly over the target which makes the first kill easy
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This is as high as it will bounce without aid. By hitting 'FIRE' at the right time in the balls flight it will hit the ground harder and thus bounce higher
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The clock symbol adds 10 seconds to the timer, useful and very necessary on some levels
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Just picked up the R symbol
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The lightning flash will zap all remaining monsters on screen, but getting to it is not that easy
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When the timer runs out the ball quietly dies where it lies
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After losing a ball the current level restarts with no loss of score and no loss of bonus letters
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Level 3. This requires even better ball control. The bottom of the screen wraps around. The ball starts on one side and the target is on a higher shelf over on the other.
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Last life. All the monsters on the lower level have been hit out of sequence and have multiplied. Once the monster on the shelf been hit the ball can roll around on the floor until the level's cleared
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Out of time on the last life
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After the 'Game Over' message the Hi-Score screen may be displayed, after which the player is returned to the main game menu
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