Friday, July 17, 2026

Torment






Lead. Fight. Win!

Torment is a turn-based strategy war game for two players released in 1997 by Daniel Fielding. Think of it more like a strategic Command & Conquer(ish) with competing nations always at war. Yup, they're never happy and seem to have only one purpose: killing each other! Your mission is simple: build an empire, hoard resources, crank out units, and unleash them in a glorious show of destruction and military overkill.

You get a choice of two factions. The Empire is the "official" army - disciplined, orderly, and a bit too fond of laser weaponry. They field a variety of infantry but are lighter on tanks, aircraft, and heavy armour. Then there’s The Corporate - an aggressive bunch with a taste for mechs, tanks, armoured jeeps, and aerial nastiness. If the Empire are the knights of this world, the Corporate are the mercenaries with toys.

The game is viewed from above through a basic user interface that is initially quite difficult to master. The documentation can be hard to understand, but it's much easier than you might think. As you start, the landscape is mostly dark, with unexplored places yet to appear (until you get out and explore).

Each mission starts you off with different equipment. Every unit under your command gets a number of action points. These are used to move, fire, and build stuff. Of course, once you’ve spent them, it’s time to end your turn and let your opponent take his swing. You're expected to look away from the screen as the other player is in charge. Yeah, I know. That's not gonna happen, but more on this shortcoming later.

This game is controlled with the keyboard to scroll the screen and select/control your units. There are different methods, and I preferred using the cursors myself alongside these keys. Seems a lot, but it's not:

  • S = To select a unit to control/command/build/move it.
  • K = Cancel your selection.
  • I = Get information.
  • H = Centre the display on your base.
  • 0 = End your turn.
  • B = Build is used to make a landscape of busy factories!
  • P = Once built, place structures/units where you like.
  • F = This is the fun option - attack!
  • SPACE = The in-game menu lets you listen to a selection of incredible chiptunes, change the display frequency, and adjust the DMA sound effects (volume, bass, etc.).


Before you do anything, head into the options screen and change the game speed.




Send in the Rookies

There are several missions to choose from across a variety of environments (jungle, snow, desert, etc.). Once you've chosen, a mission briefing appears, and I cannot stress this enough: make sure you read it!! Each begins with both sides armed (different, depending on the type of mission), and I don't mind admitting that it took me a while to fully grasp how everything works because of the long-winded documentation.

My screenshots are from the Forest Wars mission because it appealed to me. I liked the layout, and the starting resources were much more manageable (other missions take you into territories with completely different supplies). In Forest Wars, you start with two Raptor Scout units, a Surveyor, and an MCV (that’s your Mobile Construction Vehicle), the backbone of your base-building dreams.

Each faction is placed on the sides of the map. Begin by searching for oil with the Surveyor, so you know where to build a money-making refinery. This scans the area and informs you of nearby oil supplies. From here, you'll spend the early turns cranking out buildings like Barracks to churn out many infantry squads. Perhaps send out the Raptors to open up the map and (ahem) scout ahead? Learn the landscape and any vulnerable areas you need to defend - either with something you have made or defensive soldiers.

With each turn, a refinery earns money, and any buildings assigned to build something complete their objectives (some take multiple turns). Building stuff is great, and it's not long before your compound starts to look like an industrial site churning out equipment and soldiers. Once you are ready to battle, the ultimate goal is to outbuild, out-produce, and out-shoot your enemy until you’re the last commander standing.


It's shocking, I know, but disabling the awesome music might be best to hear those samples.




CryptO'pinion

My first impressions of Torment weren’t exactly glowing. It looked promising, but with so many unit types, buildings, and options, it felt a bit muddled. Sadly, there is no AI opponent, so you’re playing both generals, and that's a drawback most will immediately pick up on. And they'd be right, I'm sorry to say. This game requires two players to sit at the computer. Arghh, I wish there was support for another (AI) player :(

Regardless, after a few rounds of Steve vs Steve, I ended up glued to the screen for hours, scheming moves, stockpiling resources, and inching toward victory. Yep, beneath its unassuming presentation lies an absorbing strategy game that grinds through your (friendless) afternoon without you really noticing.

An immensely satisfying turn-based war game that I didn't expect to enjoy so much. But I did!!

  • Floppies can now be downloaded from Atarimania (supporting hard drive installation)
  • This game uses the Blitter and DMA audio, so it gets added to the Enhanced Game list.
  • Daniel Fielding also made one of my favourite Atari STe blasters - Death Chase!!
  • I think I've turned into a fan of Daniel's, as I featured his Alien Busters IV last year.
  • Additionally, Daniel created two more turn-based games for the Atari ST (enhanced on STe). Rebels V Laserthons and Rebels V Laserthons II. Excellent games and worth playing!! These are best downloaded from the Atari FTP Archive links I've included (Credit: Hang Loose).
  • My gratitude to Peter at 8BitChip for sending me a dedicated HDD version!!


Use the surveyor to locate oil supplies to build your refinery.


The tiny blue thing you saw in the previous screenshot is a Raptor Scout Unit.


I'm about half an hour into this, and I'm building a camp with barracks/etc.


Selecting a barracks allows you to deploy troops like this squad of engineers.


With a few different troops, I head out to find the enemy to fight.



So, umm, that's an ED-209, right?



Hey, those guys look like Cylons!

Wednesday, July 15, 2026

Trucker






King of the Highway

Over the years, I've seen modern trucker simulations on Steam and often wondered why anyone would want to play a game about "work". It just doesn’t make sense to me. What’s next? A game about a soul-destroyed office dude who's constantly watching the clock lol? Well, I’ve had to eat my own words as I recently stumbled upon something called Trucker, released in 1993/4 by Leighton Hargreaves. The objective is to drive a lorry and deliver its goods. Sheesh, what's next, helping them unload the goods?

Anyhow, it starts with a choice of different cities to work in, and each has a map showing your location and depot/delivery markers. The mouse controls are a bit unusual, so it takes a moment to get used to them. The left button increases speed while the right button brakes. Steering is tricky because it depends on your centred position: the further you move it, the more the truck turns. Basic physics applies too: the lorry turns quicker at higher speeds, and you need to give tight corners plenty of room so you don't crash.

Fortunately, there’s no time limit, but the lorry can only take so much damage. Careful drivers complete their deliveries and succeed, so stick with it, don’t rush, and you’ll avoid killing the invisible occupants of each town. The only downside was the complete lack of sound, apart from a "ding" when cargo is successfully delivered at the depot, and a strange noise when you scrape your truck against someone’s house. Additionally, you can even design your own city - though that sounds like yet another boring job to me!

A really simple game, but one that's quite challenging. I still don't get it, but it was good fun.

  • Grab a Yorkie and head out onto the highway thanks to Atarimania.
  • Trucker appears to only work on the STe, so it's added into our enhanced list.


Difficulty setting, different cities, or make your own. Very cool!!


You can view the map at any time by pressing the "M" key.


The lorry looks like I've drawn it, but watch the corners and don't go too fast.


Who designed these roads? They want shooting!!


Made it. Your delivery is completed, onto the next...

Saturday, July 11, 2026

D/Generation






Past futures

D/Generation drops you into the not-too-distant future of 2021. Wait, what? Never mind, we're a courier sent on a routine jet-pack delivery to Genoq Biolabs in Singapore. Of course, nothing goes to plan for Steve the delivery man, as the building went into lockdown the moment I arrived. The automated security systems have gone haywire and have activated their lethal defence systems, malfunctioning equipment and genetically engineered nasties. What was meant to be a simple delivery quickly becomes a fight for survival, along with the small matter of rescuing the unfortunate staff trapped inside. If possible, I shall try. Honest.

From the moment I jetpacked in, I knew this was going to be something special. The objective is simple in theory: explore each floor, disable the threatening security systems, rescue survivors, and work your way through the building. In practice, every room is a carefully designed puzzle with switches, doors, laser barriers, teleporters, security turrets, hostile creatures and the occasional terrified employee.

This game is futuristically very cool, just look at these opening screens...


Just like Colt Seavers, we've jetpack-jetted in to complete our usual courier duties...


The moment we arrive, the entire building goes into lockdown. Typical, eh!




The future is nothing like we thought

Within an instant, we’ve transformed from a humble courier into John McClane. The world we're trapped in is beautifully presented in isometric form, a style that's been a favourite of mine since the days of Knight Lore, Nightshade, and Fairlight. Each location acts as a self-contained challenge, with problems to solve and enemies to kill. Don't worry, you’re (soon) armed with a laser gun, but this isn’t a run-and-gunner.

What really makes D/Generation shine isn’t the viewpoint or the futuristic setting; it’s the puzzle design. The game is unapologetically brutal and rarely intuitive. Early on, you’re still learning how the game "thinks", and even something as simple as rescuing the receptionist on the first floor becomes a valuable lesson in careful timing. That rotating turret looks impossible to pass, until you realise there must be a switch. From that moment on, you start approaching every room with caution rather than confidence.

The joystick controls take the longest to master, which is often the case with isometric games (the numeric keyboard is much better). Trying to dive into a safe corner, only to snag on a bit of scenery, creates a terrifying moment of panic as a turret continues moving towards your location! Learning to make quick, precise dashes to switches is essential, and once that clicks, many rooms start to reveal their logic.

Each room is a separate puzzle, but later levels often connect rooms in some cunning way, forcing you to return to progress. Flipping certain switches in a particular order, finding a key, using teleporters, or even positioning yourself to shoot (and activate) a remote switch. Progression through the building is steady, with each new floor introducing fresh hazards and new combinations of old ones.

Rescuing survivors isn’t for kindness; it rewards you with extra lives. Just be careful not to shoot one by accident! Pressing ENTER lets you talk to them, and it’s always worth a shot, as you never know what valuable information they might have. The "U" key shows available weapons. You have a laser, but it’s insufficient against some enemies, so search for other items. The "S" key displays your status, which is helpful.

Also, look out for the enemy. These are called Neogens: one is a red balloon that bounces around the room, and if it sees you, it goes transparent before attacking, so shoot it!! Another is a blue spring-like cylinder that can attack surprisingly fast. Each room has its own range of dangers; success depends entirely on planning ahead. Rush in blindly, and you’ll be rewarded with death. And you'll look like a right plonker!

A tremendously challenging game for all the right reasons. Let's see some screenshots...


This is the first tough screen, which has a key and another item (partially hidden).


Once armed, you can defend yourself against the red-balloon enemies lol.




Aesthetics

The isometric style isn’t new and might only appeal to fellow oldies from the 80s, but it works exceptionally well. The palette, with its futuristic and Blade Runner-esque tone, is particularly striking. The attention to detail, from the computers and office equipment to other elements, is superb. Steve Leney, one of the creators behind these pixels, is also responsible for Knightmare (ugh, a terrible game, but it looked gorgeous). The only things that look dodgy are us and the characters we're rescuing; it's like I've drawn them lol

The intro features a nice chiptune that sets the scene for our jetpack landing. In-game, the effects are good: laser fire, ricochets, switches, etc. This is exactly what you want; any music would be distracting.

Right, let's see a couple more screenshots before the gripping conclusion...


Yikes, how can I get by the laser and rescue that guy?


Oh dear, I seem to have got myself stuck in a room with no way out!




CryptO'pinion

When I first booted this up, I loved the presentation, but I wasn't sure about the controls or how to solve puzzles. Boy, am I glad I stuck with it. To say I've enjoyed D/Generation would be a massive understatement. Almost every room is a unique challenge, with later floors often being integrated in some way. Everything is linked with a methodical solution that involves as much thought as it does joystick dexterity.

The constant need to study, plan and beat a room is what keeps D/Generation engaging. It never feels random. However, mistakes are punished harshly, and progress often comes through careful experimentation rather than instinct. One of the most shockingly addictive games I have ever featured. An easy 95%.



Many screens require fast action. Walk onto that pink teleporter, and you'll see!


Hitting the Return key chats to the staff. Sometimes it's worthwhile...


Ah, a key. But it's behind three walls of laser beams bouncing back and forth...


The start of the next level is a killer - be quick!!


Argh, I see the (yellow) exit, but I need to head back to get the security key.


One of the hardest rooms in the entire game!! You'll see...


Easy for us to dodge the lasers, but not so much for the guy we're about to rescue.


Getting by the turret is easy, but then you have two security nasties to contend with.


You knew this was coming, right? Well deserved, a brilliant game!