[mouse will pause scroller] .... Welcome to AtariCrypt the beST place for Atari ST gamers ........ Greetings to Marko Latvanen, Paul Nieland, Jeff/Steve @ The Vertical Blank, Jonathan Thomas, DMA-SC, Mug UK, Peter Putnik!!!, The Replicants, Milhouse, Trusteft, Peter Jorgensen, Tom Treff, Laurent Fontaine, Lars Claussen, Kevin Davies, Richard Davey, HMD, Karim, Eric Damain, Atari Legend, Miesiu, Scavenger, John Heritage, Jamie Hamshere, Maarten Martens, Sebastien Larnac, DHS, Alexander de Vries, D-Bug, Scott Clifford, Carlos, Michael Markie, GGN, Cote Gamers, Dazcoull, Jim Petsas, Exxos, Lotek Style, Atarimania, Sebastien Denis, Last Atarian, Neil Davidson, YM Rockerz, Dale Wright, Swe, Zamuel_a, Alex Hornby, STompy, Digital Dreams, Elite, Greyfox, chronicthehedgehog, Thomas Ilg, Stickhead, retropuffer, Thorn, and YOU.................. https://x.com/AtariCrypt ............. † John 14:6 † ............. Okay, lets wrappppppppppppp................................................................................................................

Saturday, March 29, 2025

Transylvania






Hammer House

I’ve been a fan of this adventure game for years, even though I’ve never played it. I sound crazy, right? Visually, it has a blend of 8/16-bit styles I’ve always found curiously captivating (something you only get from early ST games). Plus it reminds me of the adventures I played as a kid - The Hobbit and Twin Kingdom Valley. I know I'm bonkers, but I’ve always fancied having a go just to wander around its "spooky" locations.

Transylvania was originally developed by Antonio Antiochia in 1982 by Penguin Software for the Apple II. Our version was ported by Robert Hardy and released in the ST's infancy. Considering the ST was 0 years old, it still punched out classics like Ultima II, Megaroids, Mudpies, Time Bandit, and loads of adventures.

It feels weird to finally play something that’s been sitting on my bucket list for decades. I’m not expecting anything on the level of Magnetic Scrolls, but I’m still geekily excited to finally boot it up!

So, after that glimpse into my dark mind, let's crack on and take it for a playtest...



This is where the adventure begins with nothing more to see than a stump!
However, for illogical reasons, you will return later for a knock or two...



This location leads in four directions, although not always how you imagine.
I only got to read the note here because of the dreaded Werewolf chasing me!





The Adventure Begins

Let's start with the (very) original tale: The Royal Court of Wallachia needs a champion (here we go again). The king’s in a panic because his daughter, Princess Sabrina, has gone missing. He’s calling for a hero to bring her back, but it means trekking deep into the creepy forests of Transylvania - a dark place probably with many monsters. Still, for a hero like us, rescuing damsels in distress is just another day on the job!

There are two ways to control your adventure, you can type using two-worded commands - "get item", "open object", "enter place", and the like. Sentences can increase in length and complexity but I rarely found the need, if I'm honest. Optionally, you can use the mouse to list your inventory and explore using the compass directions. However, you aren't able to use the mouse to interact with items or objects in the main window. It's a bit strange to have mouse support, so I recommend sticking with the keyboard for everything.

A tree stump marks the beginning of our adventure and leads to the first location which appears completely pointless. So, moving on, the next screen provides the first clue - a note briefly explaining that the princess dies at dawn. Yep, that’s all we get, and from here on out, we’re pretty much on our own. So, like any good adventurer, we start exploring, hoping to find more clues or anything useful along the way.

The woodland area isn't large and is made from select locations with a few notable spots to check out. You are likely to wander in circles, passing by the cabins, an old wagon, and a grave. The cabins have a piece of garlic, which could come in handy later? The wagon’s got a coffin on the back, but it’s nailed shut for some reason. And the grave, though drawn quite terribly, surely has some kind of dark purpose? Who knows...

Around this point, you might start noticing a Werewolf showing up every now and then. As you'd expect, this creature is fast, so you’ll need to react correctly with the next command. That means leg it out of there using one of the available exits. He will still follow in the background and will eventually catch up, so when that happens, just repeat the process. If I'm honest, he pops up way too often (which starts to get dead annoying) especially when you’ve got to keep going in and out of the same places to get something done.

A bit further on, we find a house and inside, is a loaf of bread and a gun! That’s when I thought I might be getting somewhere. Unfortunately, the gun’s not loaded. Nearby is a castle, with its one lone vampire, perhaps that garlic might come in handy? Be quick, as you only have a couple of moves before he sinks his teeth into your neck. It's now, things are coming into play nicely but, I need bullets for my gun!

Sadly, after wandering about like a fool and getting nowhere, I feel I've hit a dead end. On top of that, I wasn’t finding any useful items. I did come across a goblin with a key, but he wasn’t having any of it - and looked a bit freaky! Also, I wanted to get into that coffin on the wagon - not something I thought I would ever say. However, I couldn’t find anything to open it with. Later, I found a frog beside a lake and realised that was the way out (after rescuing the princess). If she's not with you, the King’s guard sends you straight back.

I had a great time getting this far but I reached my natural end and failed to venture further. Plus I was getting fed up with that Werewolf showing up, near enough, on every screen - I never did find a silver bullet to kill him!! Also, I didn't discover a way to open the coffin which was curiously placed for an obvious reason. For a small adventure, there wasn’t much to work with. So... I gave up and ended it there. Gutted!

Or did I? Well, carry on scrolling after you've browsed these next screenshots...



I thought locations like this would have housed tools to logically solve puzzles.
Nope. And that damn Werewolf turned up AGAIN!



Oddly, I'm including this screenshot simply because I love the artwork.
At least the Werewolf stayed away long enough for me to capture it. There's a first!





GameFAQs

As you can imagine, I was pretty frustrated with my lack of progress. Getting into the castle felt like a big deal, and I thought I was on the verge of breaking the adventure's back. But the vampire shows no mercy, and he’s quick to dig his teeth into my neck. I also had this nagging feeling that I’d missed something obvious with that coffin on the wagon - why couldn't I open it (Grrr!!). And don’t get me started on the cabin with the deer's head - it drove me mad, no matter how many times I pushed, pulled, or kicked that stupid ornament!

So... I ended up going online and found a walkthrough (linked below). I don’t usually like doing that because it spoils the point of playing a game. But, in all honestly, I felt like I’d wasted enough time aimlessly wandering around an empty woodland that I originally imagined would be full of spooky creatures!

Their guide is pretty much spot-on for the ST version and it solved the obvious and not-so-obvious puzzles I was struggling with. Honestly, some of the puzzles, I never would’ve figured out in a million years. For example, the cabin puzzle made absolutely no sense at all. Oh, and watch out for the eagle with its grabby claws!

I later discovered that the princess requires a potion to wake her as she's spending the last moments of her life drugged up on Rohypnol. Once she’s awake, she follows you completely, so head to the lakeside boat to sail away. It’s a bit of a rubbish ending, but thanks to GameFAQs, I got to see it after all my anxiety.

It’s nice to finally finish a game, even if it was with a walkthrough!! Screenshot time...



Other than heading southward, I wonder what might have triggered that?
The game has many moments which made me smile.



Here is another - this room contains one item, garlic. I ate it here lol.
I'm sure you can guess the use inside the castle? Come on, sure you can!





The CryptO'pinion

It may sound like I didn't enjoy Transylvania, but I actually did! It’s a fun adventure that doesn’t take itself too seriously, with intriguing puzzles that I really liked. And, considering it's an early game, it looks good with decent graphics that draw before your very eyes. Well, ignoring a few locations like the graveyard which are terrible. I love this olde effect that's not nearly as slow as you initially dread. But, let's have a whinge...

Being called Transylvania, I expected lots of Hammer House Of Horror cliches with bloody gore, corpses, and maybe a ghostly haunted house. But, nothing of the sort. Ignoring the Werewolf and the castle's Vampire, there's not much "horror". In fact, other surprising oddities don't fit the horror theme whatsoever - like a giant frog, a tormenting goblin, and (wait for it) aliens who appear in their spaceship. Quite bizarre!!

Plus, many locations are oddly designed, making mapping tricky since the game ignores its own paths. For example, if you walk south from the forest to the lakeside, you can’t go back north as the trail no longer exists! There are other examples which make no sense and spoil the experience somewhat.

Despite everything, the most annoying part of the whole adventure has to be the werewolf. It's a good feature but he is constantly lurking, ready to pounce far too often. That frequency needed lowering as running away only prevented the inevitable for this never-ending chase. I needed to find a silver bullet for my gun!

Okay, I feel I should be a little lenient as this was released the same year the ST was birthed! Sure, it has its faults but it's an engaging adventure and not too large so it's impossible to feel lost or easily bored. Sadly, I was disappointed by its so-called horror theme but that didn't stop me from having fun killing the vampire. But I never did find a silver bullet - I would have loved to have blown away that damn Werewolf!!

Overall, I'm glad I finally got to play this anomaly after all this time! Even if it didn't quite live up to my expectations, I bet a younger me in 1985 would have loved it. Regardless, if you are after a bit of gore and fancy a decent horror-themed adventure then check out Ooze, Uninvited, and The Curse of Rabenstein. Gratefully, I dedicate this review to my friend Carlos, who kindly bought me a few coffees recently! :-)

Transylvania is flawed but amusing for budding adventurers so I'd rate this a surprisingly warm 69%.




I thought I'd post one more screenshot of this damn Werewolf!



This is a puzzle I would NEVER have sussed out without the guide!



Snow White is finally awake and heading home to see her dad, the king.



Unfortunately, that didn't go down too well...

"After a precarious few minutes, the Journey goes smoothly. A somewhat tired and bewildered Princess Sabrina graciously thanks you as you return to her kingdom. The king is suitably impressed and asks that you be sent to deepest Africa to save his other daughter. That evening, you sneak out in peasant dress, plotting your rescue of Sabrina from the king's castle... Well Done!!! THE END."

Wednesday, March 26, 2025

Jungle Hero





Take cover fast!

I remember those episodes of classic 80s TV shows like The A-Team, where they would trek through a jungle in some third-world country to rescue hostages held by the cartel. It was so cheesy and totally unrealistic, yet always entertaining. I really miss the 1980s, especially the TV shows and the music!

Anyway, let's not dwell too much because Jungle Hero takes us back to those days. It’s a straightforward game created in STOS for the Atari ST (not the STe) by Jason Holliday in 1989. There are just four screens, but the objective is simple - on the first screen, there’s a sleeping guard. Sneak up and take him out, but watch out for three twigs precariously lying on the ground. Breaking them will alert the guard.

The second and third screens are about ducking and dodging until you get close enough to take the shot. Unfortunately, I failed, so I jumped through and exploited an obvious bug in the code. The final screen’s a breeze - just shoot the boss holding the (invisible) hostage. Then, it's back to the beginning to repeat the whole thing, like an endless nightmare lol. I managed to rescue one prisoner, but that was as far as I got.

I think it's clear by now - this game is an absolute disaster. It’s awful beyond words. The controls are so finicky that even the smallest mistake gets you shot. The basic mechanics make no sense, and you just die over and over again. It's a constant cycle of frustration. Also, the graphics look like something I would have drawn, and the animations are a joke. Honestly, it’s probably the tackiest game I’ve ever played.

So why on God's green earth am I featuring Jungle Hero?

Easy. Because this is a brilliant game. It's ridiculous, makes no sense, and is mind-numbingly pointless. However, I kept on playing. I couldn't stop. Not only that but the death scenes are incredible, packed with 'gore'. There might only be four badly designed and senseless screens, but trust me, you’ve got to give this a go.

Jungle Hero is so bad it's great! No, it's actually terrible but I absolutely loved it.




He's fast asleep but too far away. Tread carefully and shoot him when close enough.


You're supposed to be able to duck from his firing but I found that impossible.



This giant won't even shoot if you hop towards him like Bugs Bunny!



One final shot rescues the hostage. Not them all, just one...

Monday, March 24, 2025

Super Chicken





Faster than a speeding nugget!

I always say this, but I’m dead chuffed when I come across summat new for the ST. Well, new to me, anyway. Odds are, everyone else already knows, and it’s just me who’s been left in the dark? With that in mind, here’s a game I happened to stumble on by chance while moochin’ through the Hang Loose archive.

The moment I saw the name Super Chicken, I was amusingly intrigued. I chuckled to myself, assuming it would be some childish, half-baked attempt at a shooter or something. As it turns out, it’s actually a platformer developed in STOS by a guy called Thomas Smith in 1996. Maybe some of you have heard of it before, but I certainly hadn’t - because, around that time, I packed up my ST and went the Mac route.

The objective of the game is simple - just collect all the eggs and make your way to the exit. However, there is a catch! As soon as you pick up an egg, the floor tile beneath it becomes electrified, meaning you can’t step on it again. So, you’ve got to grab the egg and keep moving, or you’ll end up as fried chicken! Along the way, you will come across ladders and escalators to help you reach other eggs. Some tiles even have two eggs, but you can only pick up one at once! The exit remains blocked until all eggs are collected.

Super Chicken is all about planning the best route in real-time as you walk, making sure you never have to step on the same tile twice. Well, you physically can’t, unless you fancy getting zapped! Miss just one egg, and there’s no way to go back for it. No matter how many others you collect, the exit will remain blocked. It’s incredibly frustrating - especially when you realise you’ve left just one egg behind (as in my screenshots).

I think this is surprisingly good for a homebrew game released in the ST's dark ages. It’s frustrating, yet incredibly addictive all at the same time. I was shocked to stumble across it - but even more surprised to find that it looks comical, scrolls smoothly, and sounds great. Thomas clearly knew his stuff! It’s just a shame it came out several years too late for most ST gamers to hear about it. Or is it just me, again?

Give this a download - I’m sure you’ll enjoy it for a few plays! Let me know what you think in the comments. This review is dedicated to Miesiu who visits AtariCrypt all the time and leaves comments on so many pages! Okay, since this isn't a commercial title, I’m giving it a solid 60% because it’s damn good fun!



This is the start, shall we take the escalator or ladder route?


Can you see where I went wrong here?


Foolishly I thought I was rocking the opening level.


Yep, I missed one egg so I could not exit... ARGHHH!!


Instead, I was fried alive like something from an old cartoon!

Thursday, March 20, 2025

QuartetCrypt





I made another disk!

I’ve got a feeling you knew I was up to something daft after I went on about my love for Quartet recently. Well, you were right - I've crammed a floppy disk full of Quartet tunes! Well, sort of. These music files can be pretty large, so you can’t fit loads onto a single disk. But hey, I went ahead and made a disk anyway!

Yes, here is a floppy disk by yours truly that I've decided to call QuartetCrypt. Apologies - my lack of imagination for these titles is astounding, right? Anyhow, my disk boots up with background music and a dead-interesting scroller before dropping into GEM where you can pick from a bunch of cracking Quartet tunes.

You guys already know I've no programming, music, or pixel art skills! So how have I done this? Easy, I used the talents of other people! So here are the due credits along with some more links you will love...

  • Message Writer by Gareth Pople
  • Quartet Player by Dan Panke
  • Background music by Unknown
  • Dead Human by Spaz / The Lost Boys
  • PYM Reset by Spaz / The Lost Boys
  • Indian Swirl by DNA and Exarch / Paranoia
  • Good Old Times by 607
  • Wreckers by Warren Cann

Don't forget to check out my previous Quartet post https://ataricrypt.blogspot.com/quartet-player.
Additionally, I recorded Wreckers (DMA stereo) https://www.youtube.com/@AtariCrypt.
There are loads more Atari ST disks by me! https://ataricrypt.blogspot.com/about-me.html.

Friday, March 14, 2025

FateMaster






Strange creatures with guns

Fate Master is a top-down RPG released by Animal Soft in 1992 and programmed by Floris Muller (remember Color Clash and the Gobblin & Piggy games?). We are Tsin-Fei on planet Tafoi, which is at war with the Swocki who have killed many Galluks. Weird names, but it's the usual storyline with puzzles and payback.

As Tsin-Fei, we have 20 hit points, plus stats for strength, speed, and defence. Our inventory includes a pistol, two grenades, and a V-potion (health). We begin in town looking for information and items that may help our quest for justice. Explore, but beware, some places have bizarre monsters whizzing about...

Contact with them results in an automatic battle that begins with two options: Attack & Escape (that rarely works). These battles are turn-based and conclude once someone dies. Successfully killing the enemy provides a cash reward you can use with traders to purchase better weapons and V-potions. The more cash you have, the better the weapons you can afford. I particularly like the very effective grenades and rockets.

Along the way, there are clues, hidden games, items (mostly pointless), and characters with information. Some might provide a hint to nudge in the right direction. You're unlikely to get lost as the levels aren't large and the puzzles are easy to suss. Just make sure you have a stockpile of V-Potions and a decent weapon.

Right then, I'm getting bored with all this chit-chat. Let's see a couple of screenshots...



I accidentally bumped into a spider and had to fight it to the death!
Most enemies appear to have (ahem) similar strengths.



The red splodge is a dead enemy and you can see my HP, stats/etc.
Killing enemies increases stats, but you will run out of HP (and cash) doing so.





Something's not quite right

It's time for a whinge. Have you ever played a game, but felt let down because something didn’t feel right? Something that makes you wonder what was going through the developer's mind. Well, I wasn't long into the first level before I noticed that "something". The concept of Fate Master is superb but spoilt by unfair mechanics. The idea is to battle/earn money, buy weapons, and progress deeper into the adventure. Simple.

However, the money earned by defeating monsters should be better when compared to the expensive shop prices. That difference is way off balance. So you're left deciding whether to buy a better weapon and hope you don't lose too much HP, or buy V-Potions. Rarely can you do both. It's a catch-22.

Not only that, but avoiding battles isn't always possible. Many rooms have no way to safely pass, so you are thrown into an unnecessary conflict. To make matters worse, the defeated won't stay dead and respawn fresh and healthy to do battle again! Yup, you're forced into (yet) another fight on your way back!

Also, I'm not sure this is an "RPG" as there is no sense of progression and my stats never seemed to affect performance. Basic character interaction is, well, very basic!! Also, all weapons -more or less- perform the same. Perhaps a lite RPG but I feel it's more of an action/adventure and its "RPG" aspects can be ignored.

Okay, I barely scraped through level one, but the unfair design made the second impossible - without cheating! Sigh, the cash rewards don't work, but maybe it would if monsters didn’t respawn? Anyhow, this mix of unfair rewards and endlessly respawning enemies kills the game’s potential. Disappointing.

I'm shocked Animalsoft made such an unfair game! Let's console ourselves with screenshots...



The rockets are great but expensive! He respawned so I had to fight him again :(
And yes, my HP is maxed at 20 because I am cheating!! I had no choice O_o



The stats for strength/etc don't appear to have any effect. Kinda odd, right?
The "escape" option rarely works. In fact, it only ever worked once or twice for me!





Aesthetics

Floris' visual styles use a cartoon design we all recognise. This design stands out a mile and looks great with its strange-looking characters. I loved the extra attention to detail, especially the blood! Each location is rather basic, but I liked the unnecessary clutter which is clean and functional using a quirky perspective.

The audio is lame because there isn't chip music to help keep us engrossed. In fact, we only have a few spot effects when something gets shot, blown up, or dies. Yeah, it desperately needed a chiptune.

This game isn't exactly impressing me, right? Let's wipe away my tears with more screenshots...



Blood and dead bodies were everywhere. Wait, I see a survivor hiding!
One of the more gruesome screens in the entire game.



The second stage is good but would have been better with more shops.
It's impossible to play, without a decent gun and lots of V-Potions in stock!





The CryptO'pinion

I absolutely loved the simplicity Fate Master presented when I began playing. It's easy to get around using smooth controls, the locations are no-frills but work well, the storyline is predictable yet interesting, and the monsters are humorously weird. I was hooked, so much so, that I began mapping it with vigour.

Sadly, my passion waned halfway through the first level. I simply didn't have many opportunities to upgrade both weaponry and V-Potions to compensate for the loss of my HP. Not to mention the fact I was pointlessly fighting some of the monsters for a second time. Hence, even more HP loss which made the game impossible. Now, add suspect collision detection and Houston, we have a problem. A misquote, but it applies!

At its heart, this could have been a great action/adventure. However, the cash situation is off balance by a mile, and the respawning enemies killed any chance the game had to redeem itself. Never have I been so disappointed by a game for many years. I shall rate Fate Master a depressing 25% which kills me to type.

  • Atari Legend has the floppies and I recommend Neon Lights #15.
  • Carry on scrolling for the hi-res level maps (others here).



Perhaps the most impressive room? Access to information, dynamite, and a freebie weapon.
However, try to exit this screen without coming into contact with an enemy. If you can!



Hidden games exist that provide a humorous and welcome break from the game!
You can find them all using the maps. Just keep on scrolling...




Level 1-3 Mapped

Firstly, I'd like to express my sincere gratitude to Peter Putnik for helping me with my gruesome project to map Fate Master. Sadly, the game appears to crash when fighting the "last" monster, as it cannot die. However, after playing and mapping three levels, I lost interest. Perhaps there is a fourth level; who knows/cares?

As always, these images are thumbnails so click here to download the high-res originals!



For the most part, level one was a hoot to play!



The second level is tiny, difficult, and without much-needed rewards.



The third level is possibly the "easiest" but without decent options to restock.

Tuesday, March 11, 2025

Phantasie - Day 3





Grinding

Of course, I didn't have the right team as previously mentioned. Yep, I had to make changes after losing my terribly weak wizards. Ah, well live and learn. So, venturing forth like the fool I am, I remembered what Jeff mentioned in his video. Grinding is the best way to begin the adventure because level-one characters are weak and easily fall victim to their enemies. Sure, it takes time but it's better to be stronger.

As with the Temple Of Apshai, the world of Phantasie isn't randomly generated and designed specifically for the quest. However, the encounters are and will happen anytime, usually when you least expect it. When you're called into battle, there are options to consider: Beg For Mercy, Threaten, Greet, Fight, and Flee.

It's usually a good idea to greet your prospective foe as you won't lose a turn and being nice costs nothing. If it works, they shall greet you before scarpering. Sadly, that means no rewards or XP. So it depends on the needs and requirements at that stage in your adventure. Of course, all this depends on the enemies as I've never been able to greet Bantir or Slime. Don't bother with the Black Knights, they aren't listening!

Begging for mercy is a bad idea in most circumstances because they will take your gold and self-respect. Threatening is exactly what you would imagine and often fails against something that couldn't communicate in the first place. So, that just leaves Fleeing, which is an option during a losing battle?

That means we are left with the noble action of fighting, which is one of the reasons we're playing this game! Phantasie has an enormous range of different monsters who are presented in ranks before our mighty warriors. This is physical and something to consider when choosing each character's relevant actions.

For example, a warrior who attacks or slashes has his actions directed at the closest rank. Whereas a lunge can hit the enemy deeper down. Thieves are sneaky with a stealthy option to hit any rank you like. Spellcasters appear to prefer attacking those further away, which balances nicely with our melee counterparts. Parry is best used when you wish to keep someone safe and when it's not necessary to take action.


The Coyote is a common enemy and I thought about threatening them (ha!).
Instead, I went for the fight. My spell casters and the thief hit the ones further back.
My clubbers hammered the one at the front and put in a few lunges.
All died!! I won!! Oh, yeah ;)




Kill 'Em All!

All battles are turn-based, which gives plenty of time to manage your side of the conflict. It pays to calculate your actions against the particular enemies in their respective positions. Winning earns xp for the team - to be used to manually level up any character. You could even find the odd item like a weapon for example.

As you grind, watch each character's health and magic points. It's no good staying out in the field and risking dying. Nor is it a good idea to remain if all your wizard's MP is expired. This is the grind; fight, fight some more, but know when to head home. Don't stretch your resources too thinly - replenish yourselves in town.

It's this part of the game where Phantasie confused me a bit. You can't use your XP to level up while out in the field, nor can you manage your gold or the items you've collected. There were moments when I knew we had found a great weapon, yet I couldn’t use it or give it to anyone. Everything like that has to wait until you're back in town. It’s not a huge issue and soon became second nature, but newcomers will get caught out.

So, whenever you enter a town you can distribute all your earned wealth accordingly as you see fit. Check your bank balance, as each party member has their own account - plus you can pool funds for gear and training (levelling up). And that is always a manual process that can only be done at the Guild. Oddly, your inventory can only be shared out (or sold) at the Inn. That was strange as I expected to use the store.

Phantasie I is quirky in many ways but certainly nothing bad. It's old, so I can forgive its lack of an obvious design. Just remember, manage your band of merry men in town. Outside in the field is for fighting monsters and exploring. I must get used to this restrictive leash as I plod on killing the endless hoard.

I hope you have enjoyed "part three" of my Quest into the world of Phantasie. I'm really enjoying this. Yes, it's old but it's new to me and I'm loving it. If you would like to read the first two parts then click here. This post is dedicated to John Heritage who kindly bought me a few beers specifically for this great game:)

To sum up, this is a brawler's dream and I'll leave you with some screenshots...


As you saw, the coyotes are in ranks so it's worthwhile also throwing a few lunges.


The dreaded Black Knights. Don't bother greeting this lot. Flee!!



After hours of gameplay, new enemies!! I had to screenshot this whacky lot.



Annnnd it pays to identify your enemies before engaging in combat.



Back in town and we're coppering up before heading to the store.


The guild offers a good opportunity to view stats and much more


This is the "Skills" option from the above screenshot (for my thief)


The Inn is where we distribute all weapons/items to your party.

Like what I do? Hey, do you wanna help support AtariCrypt??

More random ATARI ST articles from the archives