Helter Skelter

Helter Skelter Screenshots

Amiga version

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

Helter Skelter Screenshots

Amstrad CPC version

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

Helter Skelter Screenshots

Atari ST version

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

Helter Skelter Screenshots

BBC Micro version

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

Helter Skelter Screenshots

Commodore 64 version

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

Helter Skelter Screenshots

DOS version

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

Helter Skelter Screenshots

Electron version

Loading screen
Title page
Level one.
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.
Only the third level but quite diffcult.
Level 4 is quite simple and easy to complete.
Game over

Helter Skelter Screenshots

ZX Spectrum version

This is the screen that displays while the game loads
The load screen is replaced by the main game menu screen
The game supports a variety of control options
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...
.. alternatively by throwing the ball to the right the bonus letter E can be collected.
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.
Dropping down, the target has been missed and the monsters that have been hit have split into two or more smaller ones
Now the target monster has been hit the score has increased to 500, and a new monster becomes the target
The last one's cleared with just 1.2 seconds remaining on the timer.
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
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
The clock symbol adds 10 seconds to the timer, useful and very necessary on some levels
Just picked up the R symbol
The lightning flash will zap all remaining monsters on screen, but getting to it is not that easy
When the timer runs out the ball quietly dies where it lies
After losing a ball the current level restarts with no loss of score and no loss of bonus letters
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.
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
Out of time on the last life
After the 'Game Over' message the Hi-Score screen may be displayed, after which the player is returned to the main game menu