Tuesday, March 17, 2026

Warlock the Avenger






Druid

Warlock the Avenger is the third and final chapter in the Druid trilogy. What trilogy, I hear you ask? Well, the first two games were on 8-bit machines, so you may have missed them before upgrading to the Atari ST. I certainly don’t recall either, although I do have fond memories of Electric Dreams’ Dandy (ZX Spectrum).

Warlock the Avenger is a top-down maze game, similar to Gauntlet. You explore labyrinths, blasting monsters with your wand, loot treasure chests, and desperately search for the exit while enemies respawn with irritating enthusiasm. Additionally, Millennium has included the original game, which is an incredible freebie!

Here, we play a druid spellcaster dude tasked with saving the land of Belorn from yet another surge of demonic chaos (I guess we didn't win in the other games?). Anyhow, an evil lord named Acamantor has clawed his way back from oblivion to enslave everyone. Our mission is to reawaken ancient elemental magic by navigating monster-infested mazes filled with passages, magical power-ups, and plenty of treasure.

Sounds pretty cool, right? Yeah, so let's see a screenshot...



The status bar shows what we have. Keep an eye on it, especially spells and keys.




Let's play!

The opening level plonks you into a woodland surrounded by roaming hordes. Some enemies go down easily, while others soak up multiple hits, encouraging you to switch wand types - some spells are more effective against specific foes. That is something you learn early on, with unobvious help from using the F6 key.

A status bar along the top of the screen shows your energy, keys, power-ups, and spells. Keep your eyes on this, especially the available firepower and keys. Sadly, you only get one life, and contact with an enemy drains your energy. Thankfully, there are special floor tiles that replenish it, but they’re pretty scarce.

Treasure chests are scattered throughout and are absolutely central to survival. Inside, you’ll find spells, keys, screen-clearing special powers, and occasionally a friendly Golem ally. But there's a catch: while a chest may contain several items, you can’t just grab everything and run. Only one thing may be taken, and once you've chosen, that’s it - the chest is gone forever. A poor choice can doom your entire run!

This decision-making is the real heart of Warlock: do you take more firepower, or stock up with keys, but risk running out of "ammo"? Early on, it feels forgiving, but later levels flood you with locked doors. No matter how many keys you think you’ve collected, it never seems to be enough. Arghh, so irritating.

Warlock transported me straight back to my 8-bit gaming days as it’s deceptively simple: explore, kill, loot and repeat. However, the real challenge lies in resource management, particularly looting treasure chests. While spells are often your primary weapon against beasts, keys are arguably the most crucial items.

Several levels in, I found myself completely stuck. The exit lay behind a locked door. I couldn't find any hidden passageways, and I had no keys left. Plus, every chest had already been looted. My only option was to backtrack to a previous level, in the blind hope of finding a chest I may have missed. Sigh.

So close, but no cigar? Well, maybe, but let's see another screenshot...


The ghouls are constantly spawning and are up for a chase. Relentless they are!




Big Tips

This is a maddening game, so do you fancy a few juicy tips? Of course, you do...

  • Never open a chest unless the immediate area is clear of monsters.
  • Different spells work better on certain enemies. So, switch if something took 2/3 shots to die!
  • Hidden passageways are literally invisible, so stay close to a wall to find one.
  • No matter how many goodies are inside a chest, only one item can be taken.
  • Chests can only be opened once.
  • Firepower is important, of course, but the keys are essential.
  • Try to hug the walls, as there might be a hidden passage nearby.
  • Forget the spells unless you have an abundance of keys!
  • Control the wizard in the opening screen to access the original game.
  • Did I mention how important keys and hidden passages are?

I already have loads of spells, so I chose the key from this treasure chest...



Ah, the chest screen with many goodies, but you're only allowed to pick one!




Aesthetics

Players who started their computing life on the Atari ST may find it looks dated. Those of us who upgraded from 8-bit machines will likely feel right at home. It has the look of a ZX Spectrum game without colour clash. The scrolling is always smooth, and the sprites generally look cool - especially on the later levels.
Talking of 8-bit, the original original game never made it to the Atari ST, but it's included, which is a fantastic addition. It plays the same, but I might be brave here by saying that it's better. The game looks great with gorgeous backgrounds and sprites. Yep, I might actually prefer this!!
The audio is less impressive, with a decent piece of chip music on the title screen. But in-game, you’re left with sound effects - most of which consist of your wand firing endlessly at respawning monsters.

Let's break up the reading with (you guessed it) another screenshot...



See that daft symbol on the floor? Walk over and stand on it for a while.




CryptO'pinion

I have mixed feelings about Warlock the Avenger. On one hand, it captures the joy of old-school maze games beautifully: rushed exploration, constant combat, and panicked scrambles for the exit. Plus, we get the original game, which wasn’t released on the ST – a fantastic bonus that I wish more games offered.

However, it tries too hard to be different with multiple spells, unnecessary power-ups and a largely unwanted Golem. This muddies what should have been a simple arcade-style game. The single life and brutal energy meter also force you to cheat, which is frustrating. The worst part is having to press F1 to open doors - and only when you’re perfectly aligned with the doorway. Try doing that when monsters are spawning around you!

I’ve enjoyed Warlock, and the inclusion of the original game is a brilliant move by Millennium. Both games play well, though the one-life restriction is a bit of a downer for me. For that reason alone, it falls short. A seriously tough game that forces you to cheat, which isn't good, right? I still enjoyed Warlock, though.

  • Dream Weavers #22 is the disk I used, which I downloaded from Atari Legend.
  • Atarimania have a download (my greetings to Marko!!)
  • Warlock can be installed onto your hard drive thanks to D-Bug and 8BitChip.
  • If you enjoyed this, we have a "overhead" shooters group with loads more!


Shoot the snakes and see what treasures lie ahead.


This is as far as I got. I think that I was about 7/8 levels in, but I ran out of keys, and there were no hidden walls or chests. Must admit, I was more than a bit gutted by that. I need a cheat with 99 keys lol



These next four screenshots are from the original game...


The objective appears the same: run/fight/kill/panic/die!


Oh no, skeletons make their way towards me - Thriller style!!


This old game might be better than its sequel. What, really? Yup, I think so.

Friday, March 13, 2026

Cannon Fodder [WIP]






Fodder Reborn

When Cannon Fodder hit the shelves in 1993, it wasn’t just another game - it was an instant cult classic. Rightly so, it's a cool mix of action, strategy, and a dollop of dark humour thrown in for good measure. I loved the game, and even had the Atari Jaguar version, which played better than I imagined it would using the pad.

The game has us commanding a tiny squadron of soldiers, leading them through jungles, deserts, and snowfields, looking for enemies to blast to smithereens. We could use machine guns and grenades, blowing up little huts and generally running around like the A-Team, killing everything. So much fun!

I was thrilled when Cannon Fodder eventually arrived on the ST. However, this joy was short-lived as it became evident that we had been saddled with a lazy port without proper horizontal scrolling. For me, this has always been a bitter pill to swallow for over three decades. I’m not interested in excuses; a bad workman always blames his tools. Confusingly, this was the same person who gave us Sensible Soccer. Wow!

Fast forward three+ decades, and we finally have a proper Cannon Fodder with horizontal scrolling thanks to Krzysztof (kTz) Jarzyna of Retro Blitter Team (you need an Atari STe or an ST w/Blitter). No need to rub your eyes in disbelief, as it's true - no more jarring screen flips! Now, the battlefield scrolls as your squad advances. So, Cannon Fodder is fully playable without the need to look over our shoulders at the Amiga fanboys. Not only that, but Hospes will soon improve the intro's graphics and feature background music!!

I'd like to tip my (virtual) hat at Krzysztof as he's obviously worked hard hacking away at the code to find ways to improve it. It's still a WIP, but after all these years, we have a fully playable game. That makes me very happy!! So gear up, as we’re finally entering battle in a version the Atari always deserved!!

Here are loads of links to the new game, along with loads of other cool stuff...

  • Retro Blitter Team's Cannon Fodder is available for download (*WIP*).
  • This ultra-sexy new version has been added to my list of Enhanced Games. Check it out.
  • Fancy something different from war? How about skiing with Whipper Snapper Race?
  • I couldn't finish without mentioning this classic Golden Dawn intro!!
  • kTz and Hospes are featured on Demozoo.


I made a little video, just to show the horizontal scrolling.


If in doubt, lob a grenade as quickly as possible!!


Finally, after decades, I'm actually playing through Cannon Fodder!


Shall I risk wading across the water or look for a better route?


The desert proves tough with hidden traps, so don't get blown up!


The Dukes of Hazzard comes to the world of Cannon Fodder!!


Very tough now, especially with guys off-screen accurately firing at me!

Sunday, March 08, 2026

ST Cheaters Unite





AtariCrypt Magazine #2

I’m not quite sure about that, but carry on reading as "I've done a thing". Back in the day, ST Action was superb and my favourite for games. A dedicated game magazine free from the negativity and lack of enthusiasm found in other publications. I’ve collected almost every issue and many of their fantastic cover disks.

Issue #53 came with a cover disk containing over 2000 hints, cheats, and level codes. It's only a couple of (large) text files, so I copied them to my Mac and wondered if there was a better way to view the contents rather than searching or manually scrolling through. So, I compiled them into a magazine-style PDF. It’s nothing flashy, as I don’t have the design skills of Darren Doyle, but I’m pleased with the result.

Happy reading/cheating/gaming...

  • Click here to download the PDF and get it printed (gimme some feedback!)
  • Talking of magazines, have you seen AtariCrypt Magazine?
  • I've made loads of other ST disks; click here to be blown away. Maybe!
  • All credit to ST Action for this compilation (thx Atarimania).
  • Yes, I used AI for the magazine cover (with a wonky ST), as I cannot draw for peanuts!





Saturday, March 07, 2026

Titan






Bouncing to Glory

Titan is a clever twist of the Breakout formula released in 1989 by Titus. Use the ball to blast away the bricks, but instead of a paddle moving horizontally at the bottom of the screen, we are now viewing the action overhead. So, rather than controlling this paddle independently from the blocks, in a separate part of the screen, we're within a scrollable arena twice the size of your typical screen (scrolls in all four directions).

We navigate a block around the screen (across both X/Y axes) using the mouse or joystick (press F2 during the game for the much-superior mouse). The walls, obstacles, and blocks are around us - rather than distantly placed. This also means the ball isn't knocked out of play, and will bounce around the screen waiting for your help to redirect it to the location of the remaining blocks. The goal is the same - break every block to win. Later levels have power-ups and enemies, but I've played the first three levels and didn't see 'em!!

At first glance, Titan looks plain, but clear and uncluttered, making it easy to keep track of the ball. And if the tone doesn't suit, hit F4 and cycle through a variety of alternative palettes. Where Titan really struts its stuff is in the scrolling, which is buttery-smooth on either computer: older STf models have a slightly smaller playfield thanks to a chunky (but excellent) status panel, while the STe goes full show-off with its hardware scrolling. Either way, everything glides along at a rock-solid framerate - yes, on both computers.

The sound effects are rather basic, so brace yourself for a lot of "dink-dink" as the ball pings about the screen like a toolbox during an earthquake. The STe gets DMA music on the title, something I never expected for 1989. Okay, it's not the best quality you'll hear, but I appreciate the effort Titus put into this.

I'm not exactly a huge Breakout fan, but I still quite enjoyed it. Technically, Titus has transformed the game with some interesting mechanics and technical achievements, but sadly, it hasn't fully worked. There is no feeling of skill, as our task is to merely get in the way, so hitting the ball correctly felt like pure luck. That innocent thrill of "just one more go" isn't here, so by the third level, my interest had waned.

Sadly, I'm rating this a disheartening 65%. Am I right? Let me know in the comments below.

  • Atari Legend has access to various (floppy) menu disks.
  • Installing onto the hard drive is provided by 8BitChip.
  • Don't leave without checking out other Enhanced Games for the Atari STe.
  • There are better Breakout games listed in this section.


Cool loading screen with DMA music too!


The first level is dead easy. I like "dead easy"!


The second level is a long slog...


The third level is better, and we need to break the blocks so the ball to get through!


Hit F4 anytime you like for a range of alternative palettes!

Friday, March 06, 2026

Bacon





Something to whet your appetite

If ever there was a short intro, this is it. Bacon (yum!) by Blind Io of Vulkteamet, released for Sommarhack 2015. It has lovely chip music and a fantastic plasma effect. In fact, it’s probably the shortest intro ever, but it contains some of the most profound poetry... You were a pig. Now you're bacon. That's pretty deep stuff, right?

YouTube is okay, but it's best to download and play it on a real ST. Enjoy this tiny intro...