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!

Friday, July 10, 2026

Xiller






Killing Time

This is a Defender shooter that throws us straight into the action as we blast wave after wave of aliens across ten levels. It was released in 1990 by Billy Allan (Wheee the Fibble) and developed using STOS. I'd never even heard of Xiller until recently, which is hardly surprising considering the stiff competition.

Obviously, this shooter revolves around clearing each wave while avoiding collisions and incoming attacks, with the screen becoming increasingly crowded as more enemies join to annihilate you. Early levels are easy, but the challenge ramps up with enemies that actively track your movements. Thankfully, our ship is armed with an unlimited supply of ammunition, although there is a catch. Hammer the fire button too quickly, and your laser loses its range and hits nothing! So it pays to slow down when hitting that fire button.

An extra life is awarded after each level, and I couldn’t help but laugh at the documentation claiming things get tough after about level 7 or 8 and then saying no one will finish the game because it’s too difficult. Even Billy admitted he couldn’t finish it himself, despite being the creator. I love his honesty.

Okay, only seconds into this game reveals it's nothing close to being another Defender II, or Anarchy. But wait a second, it's PD and still plays well with balanced gameplay that's great fun. Also, everything scrolls smoothly, even if there are some odd collision-detection issues. The gameplay is very good, and the enemies are dumb. Although I liked their strange dive-bombing tactics and the way they surrounded you.

It lacks the speed and excitement of the previously mentioned shooter, but if those are too frantic for you, give Xiller a go. What's impressive is it being written in STOS by one fella. With that in mind, it's good in a crude sort of way. I can’t explain it better than that. I enjoyed this - nice work Wheee the Fibble lol.

  • Head over to 8BitChip to install Xiller onto your hard drive.
  • Atarimania has the floppy disk version.
  • Billy made (wait for it) Frank And The Lost Aubergine, which I played for Serenade #78.
  • What, you need more Defender in your life? Better click here then!
  • Xiller appears to use the Blitter, but I saw no actual benefit. Do you? If so, which computer did you use? Let me know, as I'd love to add it to the Enhanced Games List.





Can you beat my high score?