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...

Wednesday, March 04, 2026

Moomin Slaughter






Beware of Hattifatteners

The UK version of The Moomins was a children's TV show that ran right through the 1980s. It had a gentle pace, whimsical storytelling, with characters like Moomintroll, Moominmama, Moominpapa, and their quirky friends. Quite a captivating TV show; the kind that today’s kids sadly won’t have the pleasure of seeing!

With that in mind, here is a crosshair shooter where we get to kill all of the little bleeders!! Moomin Slaughter was released in 1994 by Scotty and has only one screen where each of the characters appears, like a rather lame Operation Wolf clone. Using the mouse, move the crosshair around the screen, picking off Moomins as they appear, climbing down buildings, escaping through windows, or wandering about. The mouse makes killing these childhood memories rather snappy and surprisingly precise (best with a real ST/e).

The game works on the ST, but is "best" played on the STe, thanks to the DMA audio being put to fine use for the Moomins’ hilarious squeals as they’re being killed. Also, if the realism option is enabled, the Moomins appear only for a short while - and when they're dead, it's game over. So, it's best to disable that realism option to cure the problem. Then the screen is filled with the blighters just waiting to be shot down. Sadly, this is when you discover the annoying slowdown, which is odd considering there's not much to push your Atari ST.

This is a quick blaster and definitely good fun for a few minutes, but nothing more than that, really.

  • Fancy 5 minutes killing Moomins, then grab the download at Atarimania.
  • Look here for a few more crosshair shooters: "PD" and commercial.
  • It uses the DMA audio, so this game is added to our list of enhanced STe games.

You can access this menu at any time by hitting the Spacebar.


Peace reigns through the land... How can I change that?


Kill 'em all, and be quick as they're trying to escape out the windows!!



Destructible scenery and all the Moomins are dead. I'm happy lol.



Ditching realism leads to an endless supply of Moomins for a blood bath!!

Friday, February 27, 2026

Battlemaster






A day in the life...

Battlemaster was released in 1990 by PSS, but it isn't something I recall playing. Which is a little odd because I remember seeing the screenshots and being captivated by what I saw. They showcased an overhead-action RPG featuring battles against insidious creatures, including Orcs, Spiders, Elves, giant insects, and more. These are the types of games that really appeal to me, so I'm baffled why I let it slip by. What a weirdo!

Booting it up for the first time presents an impressive title that sets the scene for what appears to be a festival of bloody gore. We can be any of 16 adventurers from four races: human, elf, dwarf, and orc. Some venture solo, whereas others are part of a clan. Beginning my first game was fun, with good graphics and a user interface I found intuitive and easy to grasp. Selecting the warrior seemed a great choice, but I made the foolish decision to touch the water, which is oddly deadly - instant death (and you only get one life).

So I restarted as an Orc; an utterly disastrous move, as I was hated by everyone, so I died quickly. Once again, I restarted, this time as an elf, which was confusing because this fella wasn't alone - his party ran around like maniacs. Then my elf fell into a pit that suddenly appeared without a warning. Instant death!

This wasn't going well. So, I did what no guy does: I read the manual. This pamphlet is short, but engaging, with a background story that is both predictable and intriguing. The gameplay basics are nicely explained, including a guide for newcomers, which I appreciated. Also explained are the differences in gameplay styles that concern commanding troops (if applicable) and negotiating with NPCs for items or safe passage.

Incidentally, I chuckled at a section of the manual about the four different races. It's humorously candid and helps you decide who you want to be. I cannot read this blunt piece of text without smiling...

Dwarves hate Elves and Orcs,
Elves hate Dwarves and Orcs,
Humans like no one but despise Orcs the most.
Orcs hate everyone!

I guess it pays to read the manual? Who'd have thunk it? Let's see the first screenshot...


The user interface isn't baffling at all. In fact, it's quite superb:
1) These are our main stats.
2) Depending on the situation, 
we can access weaponry and inventory.
3) The journey icon is replaced with Parley (returns when the quest is done).
4) The next three text options are relevant for commanding troops.
5) The green area is a scanner; we're the red cross/other characters are yellow.
6) There is an info box that provides location names and helpful tips.




A Cruel World

The first thing that struck me about Battlemaster was how you're hurled straight into the action without a hint of guidance. You then notice the frantic pace at which enemies move about. It's quite chaotic as they run into view, firing off missiles before legging it. The key to surviving is teasing them out and away in smaller groups. Otherwise, you will be mobbed by a bloodthirsty pack of medieval lunatics with a death wish.

This instantly means you must practice with the controls to get anywhere. Battlemaster employs 8-way movement using the keyboard, mouse, or joystick. The mouse is terrible, and I got nowhere with my joystick, but I need a new one, so that could be why. However, I instantly took to the keyboard, which you can redefine with 8-way controls via the numeric pad. I preferred keeping it simple, using the cursor keys.

Exploration is always fun and part of what makes any RPG a fascinating experience. What's better than discovering a new place with potential for enemies, people, treasure, weapons, etc? Well, hold your horses and slow down because you won't get very far without keeping your eyes on the scanner...

  • Use it to get an idea of where the enemy is, and begin walking towards them - with a ranged weapon at the ready. If they get close, hit the spacebar to pause and flip to a melee weapon.
  • Sounds like real-time with pause? Kinda, and you should use that!!
  • Hidden traps are a big thing in Battlemaster, but there is never any indication of where they might be. It's stupid because you only get one life, so falling into a chasm that appears from nowhere is infuriating! So tread softly. Thankfully, their locations are static and easy to remember.

Let's take a break and view a lovely woodland scene where life is peaceful and quiet...



There is an option to parley, but wait, I see a bottle on the ground?
Should I take that, or will it anger the locals into a frenzy?




Riverdale

Battlemaster's world is massive and splits into dozens of sections accessed via a world map. Once you muddle through the initial confusion of the first level, which generously teaches you the joys of hidden traps and punishes you for paddling in a stream (groan), you will blast through the following early stages pretty quickly. Every area is not only visually different but also moves the story forward in its own unique way.

It’s always worth exploring properly to see who is waiting for a chat, and whether there is anything remotely helpful like armour, food, etc. Each zone is fairly compact and has a specific task you’ll need to complete before progressing (use the journey icon, which remains greyed out until the tasks are completed).

Don't expect this game to be a pushover, as most battles devolve into chaotic scuffles where you're hammering the fire button and praying for a win. But think before raising your sword, not everyone is ready to fight. Assuming you win and don't fall victim to a hidden trap, then you will enjoy making progress because each area is uniquely interesting. That said, not everything makes complete sense, like stumbling across food the locals left lying around, hoping you'd politely ignore it. Erm, no! Why would anyone do that???

Once back in the world map, you can move to another adjacent area to continue pillaging! As you can see in the next screenshot, the game shows the available places you can (currently) travel. It's like Baldur's Gate, as you cannot travel huge distances without traversing through. And I liked that a lot!

A huge number of places are waiting for you, dear adventurer. Let's pause for a screenshot...



This map displays the various locations linked via currently available stages.




Graphics & Sounds

I'm not usually bothered by flashy visual effects in an RPG, as the adventure lies in the storyline, characters, action, and exploration. But let's be honest, they're good to have, and Battlemaster's landscapes range from lush woodlands to rocky deserts, and they look impressive. However, it’s the monster sprites that I really love. They’re fantastic and very much in the style of Dungeons & Dragons, constantly providing a 16-bit feast for the eyes to highlight the ghouls encountered, and this is where Battlemaster pleases me.

Sadly, the gameplay window is only about half the size of the screen, as the user interface occupies the other half. That's understandable for a game like this (and helpful), but I'd have expected better scrolling as a trade-off. Don't get me wrong, it's good enough, but still a little bit disappointing if I'm honest.

The audio is a mixed bag. There is no title music, but PSS didn't skimp on the sound effects by using crunchy samples. I like the cries of people dying with such elaborate samples, which is hugely entertaining.

One last screenshot of me avoiding death (for once) before the gripping conclusion...


From the start, Battlemaster shows how cruel it can be. Hidden traps!




CryptO'pinion

Battlemaster certainly plunges you into the thick of the action from the very start. The manual gives a few helpful nudges and starter tips, but nothing really prepares you for the sheer brutality of the first area. Choose your character wisely based on their skills, weapon types, and whether you want backup or to go solo. Then spend a little time mastering the controls and getting used to scrapping with the enemy.

Even once you've got the basics down, you're still likely to meet a quick and ridiculous end, which is hard to initially grasp. It might be a mob of goons hiding in a cave who leave you no chance to react, or maybe it’s an arrow from off-screen, or the classic blunder of sipping water from a deadly river. Worse still, death may come because of a perfectly hidden trap that you had no way on God's green Earth to detect.

Every step you take will be like walking on eggshells, and you will suspect everyone and be wary of everything. Nothing scares me more than a bottomless pit suddenly appearing from out of thin air, but these are always located in the same place(!). Once you grasp how pointlessly illogical these initial traps are, then progress will be made to other areas. Regardless, save your game regularly, as you will be reloading a lot.

Battlemaster's emphasis is always on action and solving obscure puzzles. Discovering new lands is very exciting, as you see the story unfold with new places, tales, and people. Plus, there is a myriad of different beasts just waiting to be killed. Also, if you’ve built a good team, the squad mechanic actually works quite well - even if the AI is a bit thick. Controlling them feels a bit clunky at times, but I enjoyed giving the orders!

When I first played Battlemaster, I didn't care for it. You're thrown in at the deep end, and the pointless traps become tiresome. However, I liked the setting and the opportunity to travel to unique places, so I stuck with it. I'm glad I did. You will get to wander strange lands, slay monsters galore, and do it all in the name of a baloney storyline. It's fantastic, so I’m giving it a trapdoor-dodging, monster-mashing 85%.




I love going into other people's homes uninvited.



Hey, I see a ladder. I'm sure nobody will mind if I take that...


I found a hidden cave and went inside. This is a dangerous place!!



I only took this screenshot because I liked the graphics so much lol



This is where I'm currently up to, and stuck. How can I get through the door?