Thursday, March 31, 2016


I've just received my latest gadget from Lotharek, the NetUSBee. This awesome piece of hardware slots into the ST's expansion port to provide both the option for fast ethernet networking and also two modern USB ports.

I've connected my USB mouse which works a treat. Sadly, no other USB devices cannot yet be connected until drivers are written. I hope this changes soon because the potential for this product is huge. However, my main reason for the purchase was to have internet access and I was also dying to try out uIP-tool. More on that another time.

NetUSBee is a fantastic product and built like a tank too. Using a modern mouse is nice but I'm really looking forward to getting the ST connected to my home network. I've already been able to access my FTP file server. Later, I shall attempt to configure STinG and get my Atari ST on the internet with programs like CAB - so wish me luck! :-)

Tuesday, March 29, 2016


It is time for another example of awesome box art from my own collection with US Gold's fantastic voyage into the human body. It's actually a familiar 3D shooter set within a unique environment and The Assembly Line always developed great games but with Vaxine they even made some use of the enhanced hardware lurking inside Atari STe: glorious [STE] technicolour visuals along with DMA samples, which are a substantial improvement over the ST. I've always enjoyed playing this game because it feels like a weird dream. Very different and a great adventure.

Floppy disks can be found using Old Games Finder and 8BitChip has a version for your hard drive!

Monday, March 28, 2016

Highway Encounter

Here we have one of my all-time favourite 8-bit games from the brilliant mind of Costa Panayi, Vortex Software. It's an understatement to say I was flabbergasted when I recently read an old post on Atari-Forum concerning the unreleased ST game, developed in 1990 by the late Mark Haigh-Hutchinson. However, Vortex was unable to find a willing publisher so that was that and it was left to gather dust for many years...

An iconic menu. The information screen is very handy but, hang on a minute, there's an editor?? YES!!

I always had a soft spot for Vortex and fondly remember playing Android, Cyclone and Revolution but Highway Encounter was definitely my favourite. Back then, isometric games were pretty much the in-thing and this was one of the most beautiful examples of that genre. Set on a stretch of highway populated by crazy baddies, tricky puzzles and many other obstacles to get in your way. Aliens have invaded and our robot convoy has the task of merrily pushing a bomb down the highway in order to destroy their mothership, which is at the other end of the road.

Guide our little friends the best you can as they have very dangerous cargo!

Our droid colleagues are daft and will sometimes get stuck on an object left lying in the road. Actually, this can be a good thing because you can leave them behind - in safety - so you are free to clear the highway ahead of the dreaded aliens. I find joystick control the best and if you love isometric games then you'll be right at home - left and right rotates, forward to accelerate and pulling back slows you down [or stops you dead.] Your weapon is a type of ultra-cool energy bolt which can also be improved upon thanks to power-ups lying along your road trip journey.

However, this highway has been overrun by aliens that need killing. And I love killing aliens.

Listen up folks, we have an Atari ST conversion of Costa Panayi's amazing shooter and what's more - its marvellous with gameplay faithful to the original and accompanied by beautiful 8-bit retro aesthetics. Waste no more time reading this page and download yourself Highway Encounter for either floppy or hard drive(ultrasatan). Finally, AtariMania has an awesome map and this link contains a fascinating read of the History of Vortex Software. Highway Encounter will always be a Crash Smash and the Atari ST has received an exquisite conversion - 10/10.

Sunday, March 27, 2016

Happy Easter

I need an egg-related game for Easter and this usually means Dizzy or perhaps even Chuckie Egg 2 (Nah, I will never play that again!). Instead, here is Heartland 2000, a Dizzy-inspired game released in 1996 by Stosser Software and then later improved by TOS-Crew to feature silky smooth scrolling and more. AtariMania has Heartland 2000 listed in their awesome ST database with a floppy disk download and 8BitChip has created a new version which can be installed onto your hard drive. I hope you all have a great Easter †

Friday, March 25, 2016

Operation: Zero-5

I recently met Andrew Gisby, the creator of a most distinctive space shoot 'em up for the Atari STe (and Falcon). It's called Zero 5 by Caspian Software and is one of the last commercial games released for Atari computers in 1994. This is a time when most were leaving the 16-bit scene to pursue those silly consoles!! Zero-5 is a rare gem and it wasn't long before I came up with the notion for an interview! (which you can read if you scroll down)

Set in the year 2044 with a silly fictional storyline of an alien race who are about to invade Earth. Shockingly, we are the only hope to save mankind so get ready for what is bound to be a bumpy ride which will take us into the darkest regions of space. Jump inside your spaceship and head out into the heavens because humanity is depending on you.

Finally, I have a use for my one remaining Jag controller and I love the Biblios information.

Set amongst the countless stars, with some missions taking place upon the surface of remote planets, Zero 5 is a first-person 3D shoot 'em up which feels like an artful mix of Star Wars and elements of Frontier. Our spaceship is a cool slab of old skool 3D called Perseus which must be piloted through several missions which might involve attacking an alien strike force, defending allied ships, and lots more exciting stuff.

Control is with the mouse, or a JapPad if you have one, and is precise, responsive and feels very natural. The natural feel of momentum provides a necessary learning curve but you'll soon get the hang of it very quickly. What's probably the hardest to learn is the game's GUI and the instruments which provide a wealth of information.

Come on, that warping effect is so stunning and the game has some impressive 3D polygons.

Graphically, Zero 5 is a gorgeous 16-bit bombshell. The number of on-screen colours has been increased whilst also making use of the Blitter co-processor which helps produce amazing 3D visuals. Faster computers are also supported so those lucky people with Falcons are going to enjoy much smoother frame rates.

Audio is outstanding, for both music and effects, all which use the DMA hardware ticking over at a sweet 25KHz. The effects during warp and other scenes are just stunning. This is one of those games I wish would have come on CD as I wonder how limited Andrew was by using floppies. Folks, this is one sexy-sounding Atari STe game!

Oh no, incoming enemies are identified and locked. Only one thing left to do - kill 'em all!!!

I always enjoy playing this space shooter because it is fast and thrilling with such a varied and a wide-range of interesting missions. The style and presentation are unique and those booming sound effects compliment a polished experience. Overall, a slick shoot 'em up that incorporates many astonishing technical achievements which puts most other game developers to shame.

Zero 5 is scattered all over the internet but I think Stonish has the best floppies thanks to Supremacy disks #61 and #62. Of course, hard drive/Ultrasatan is best and 8BitChip has a funky download. Enjoy this great game!


Zero 5 has a wonderful next-gen feel yet is often unknown to many people returning to the scene. Tell us about your game and what it means to you.

I had been trying to get published in one way shape or form for several years. Back in the day, I lived the life of the Indie / hobby / night owl developer. Holding down a job during the waking hours and coming home to hack away on my much loved (at the time) Atari’s. I remember buying my first Atari 512STFm in the late 80’s. I spent many hours teaching myself to program in 68000 Assembler. Bulletin boards, books, magazines & chance discussions at shows to pick up game dev knowledge. I’m no mathematician, but a series of articles in (I think) ST World on transformations and 3D math gave me so much. I could finally make the leap into 3D games. Everything had to be done in assembler to keep up the speed and finally reading something that explained techniques to turn formulas into simplified assembler was a revelation. To this day, I still keep a pocket “Signetics S68000 User’s Guide” - It was my Bible for machine code programming. An awful lot was learnt the hard way through trial and error (no instant online answers). I used to look at the latest effects in games (and film) and try to do something similar. So I think Zero-5 marked a highpoint for me. The peak of understanding of what I could personally do with (by then) the STe to make a game. I had built up a large library of routines & techniques to achieve some of the visual and audio effects.

So, in summary, Zero-5 was the realisation of a couple of dreams:
  • I really wanted to see a game I had written myself published.
  • My fascination of 3D sim & bring to life things you can only dream about.

Was Zero 5 inspired by anything else from your gaming history?

Everything I had developed was an inspiration for the game. A cheap answer, but my whole gaming exploits (to this day) are a sequence of inspirations. However, if I was to list a few things that inspired the game.

  • Elite (who wasn’t). But for me, I learnt programming on an Acorn Electron and playing Elite planted the seed for wanting to understand game writing and 3D.
  • Carrier Command (an amazing game with a level of automation and sophistication that I was just in awe of)
  • Captain Blood (The art, galactic expanse and imagination was just brilliant)

Sci-fi films and TV programs had a lot of influence. I’m a bit of a science fiction addict. But to list a few that helped inspire ideas in the game:

  • The Last Starfighter (I recall a sequence when the hero ship flies through a swarm of enemy ships ... That was the start of Zero-5).
  • Forbidden Planet (big influence for me, generally)
  • U.F.O. (Fundamentally, I used the same threat mechanic in the game)

What was your background prior to working for Caspian?

See above ... Self taught hobby game dev trying to get published!

Most commercial companies had left the Atari ST by 1994 so what inspired you to carry on during those dark days?

At the time, I thought the Atari Falcon030 and Jaguar was going to save the day. I only knew how to make games on the Atari’s and thought that if Zero-5 was a success, I’d move on to these platforms properly. The Falcon030 enhancements in Zero-5 were done in the last few months. I didn’t really do it justice (but the extra CPU speed helped push the content level up a bit more).

Zero-5 really was a labour of love and I was under my first proper gamedev contract - Inspiration enough right !?!

Did Zero 5 live up to your expectations?

Technical Stretch: Yes (I used every chip/trick I knew in the STE!)
Creative Achievement: Yes
Critical Acclaim: Yes (at the time)
Commercial Success: No

I put so much effort and creativity into the game. The landfall sequences were a personal triumph. Turning a bitmap (height map) into a 3D landscape on an STe ... yes!) - One of those 3D simulation dreams realised.

The lack of commercial success was tough to take - We had lot of trouble with piracy (it was rife by then). I spoke to a lot of people that had played the game and loved it. As you say though, the sun was setting on Atari home computers - a shame for me at the time. Thinking back, I think the sheer effort involved did burn me out a bit.

Looking back, would you do anything different?

Launch the game 2-3 years earlier?

What happened after Zero 5 and how come you didn't continue on after Caspian's demise? (freelance, etc)

Newly married, we started a family soon after Zero-5. I couldn’t commit to working on the Jaguar version of the game (my daytime job in IT paid the bills). Creatively, the console wasn’t a copy of the original other than souped-up manic fighting sequences (arguably something I was trying to do when I first started developing the STe version). I was involved on a consultation basis but the Jag was new and it was a steep learning curve for the guys at Caspian. It was pretty exciting to be working with Atari though.

How long did it take you to code this game, what tools did you use, and was it on an actual Atari?

1 - 2 years to develop. I pulled in a lot of previously developed libraries and routines. Interesting memory about this. I used one of the first routines I’d ever dev’ed in assembler to simulate a 3d starfield. Development of the game went to the wire. I had this intermittent bug where the machine was (every so often) crashing! What felt like a few hours (day or so I think) before the game went to press, I found the cause ... That starfield routine (Randomly, I was managing to plot the odd star just outside memory reserved for the screen - d’oh!).

I used a 1Mb STe and laterly Falcon030 to develop the game. I got an HDD sometime through the project that saved doing the floppy / ram disk shuffle (speeded up game dev no end).

I recall using the blitter chip and new audio chip enhancements to great effect. Certainly without them, there was no way I could have thrown so many things around on screen and in your ears. Although it makes me chuckle at what we thought was a reasonable frame rate back then! Recalling the game audio engine I developed as part of Zero-5 - It give me multiple stereo Left / Right channels and a scripted approach to sound effect generation. The upshot was I could chain, stretch, compress and generally mess around with samples without eating too much precious CPU. 8bit samples of course, so sound pretty harsh nowadays.   

Main tools I used:
  • Devpac (I think that was it’s name) for Assembler dev
  • TCB Tracker (although I didn’t do the music in the end)   
  • Degas Elite (Graphics)
  • A sound sample editing programme (can’t recall name)

Were you active in the ST scene elsewhere or was it just Caspian / Zero 5?

No, not really, I had a brief flirtation with demoscene but game dev was always my interest.

After our chats on Twitter, I'm aware you now see an Atari ST scene which is still very much alive and kicking. What do you think about this and will rejoin in some capacity or have you left forever?

Never say never. Honestly though - I’m well into Unity 3D and what spare time I have goes into that.

Do you still own an Atari computer? What is it and how often are you using it / what for?

I still have an Atari STe and Falcon030 tucked away alongside a massive trunk of floppy disks (Oh and a back catalogue of ST World). I haven’t really used them since the 90’s. I had a gamedev break late 90s till the 00’s really.

Tell us about your future plans and what you're working on today?

I’d like to bring something made with Unity to the masses. My current project is a game called “Konjitto”. With my family more or less grown up, I’m now steadily been drawn back to game dev more and more. A dream would be to give up the day job and spend my days writing games! I get a kick out of doing the coding, graphics, sound and music (although this is my weakest area).  

Anyone can keep an eye on my game dev twitter feed or youtube channel to see what is on the boil.

Thanks for getting in touch, it has been fun reminiscing. Seeing people still appreciate those efforts back in the day is wonderful. Certainly made me and the family smile! Keep up the good work on the site.

Answering the questions has been pleasure!


Thursday, March 24, 2016

a day in the life

I have far too many boxes of serious programs gathering dust on my ST-shelf... So I figured I should make an effort to learn 'em or bin 'em!! First up is Master CAD, by MichTron and after brushing away a thick layer of dust I opened it up and lifted out a weighty manual. "Time for a good read", I thought. However, I almost fell into a coma because it's so dull and really confusing - so I figured it was best to drop that idea and just boot it up.

Installation was my first stumbling block: it insists on being stored onto Drive C, which is doable but cluttering up my boot partition isn't something I was happy about. The next problem was a lack of examples to work from (and yes, that does mean steal). So, my journey into the serious side of the ST wasn't exactly off to a great start...

With little guidance, I continued on best I could. However, it was instantly clear MichTron wrote this for the established designer rather than somebody like me - and being thrown in at the deep end wasn't going to work. However, later on, I tried my best to map a crude plan of Doom's E1M1 which soon ended in a mess of clutter.

It was long before I gave up! Click here to see just how Master CAD affected me!!

Master CAD is great but it is way too darn powerful with a baffling interface to a noob (like me). I'll stick to playing games but if you've enjoyed this silly post and wanna try it yourself then let me know what happened :)

Tuesday, March 22, 2016


Set within a wonderful world of myths and legends, you are the Stormlord a muscle-bound viking dude with the odd responsibility of rescuing trapped fairies from the clutches of a wicked queen. Occasionally you might even find yourself blowing romantic kisses at the scantily clad fairies and, in return, they grace you with their fallen tears. Aww, this sounds far too girly, right? Well, prepare thyself because you couldn't be more wrong...

Beginning in a spooky forest, this eerie platformer is host to lots of creepy monsters, like man-eating plants, wibbly worms, bees, egg hatching demons, and more. Thankfully, you're equipped with a magical weapon that can also double as a super huge sword, if you hold down the fire button. Interestingly, springboards are scarcely scattered about the levels and act like a crude wormhole flinging you far into those distant places - lots of fun!!

Stormlord certainly has sex appeal with all the dolly birds... Erm, I meant fairies!

Stormlord features a massive puzzle factor that involves collecting objects to solve basic puzzles: like a key for a door, sweet honey for angry bees, or an umbrella for the pouring rain. However, the most difficult aspect of this entire part of the game is figuring out the order to complete these basic puzzles. So that means lots of trial and error...

Graphics and audio is just awesome. I'm sure you can see from these screenshots that Stormlord oozes the marvellous Hewson quality. The graphics are beautifully drawn with lovely animations and smooth screen scrolling. Okay, the screen size has been reduced but not that it impacts the gameplay. Finally, the music is tremendous throughout. Read the credits to see why but I wish it was possible to have both music AND effects during play.

The second level has some aggressive monsters but the object remains the same.

I really love this because it's so addictive and challenging but every so playable. However, I feel the time limit isn't necessary and the ability to carry only the one item is understandable but annoying. Stormlord presents the gamer with a quirky yet gruelling mission task and it has a massive replay factor. Sexy, stylish and highly recommended!

This game is best ran from the hard drive but works fine from floppy.

Level One Walkthrough
[here is my complete walk-through which you can also watch in the video]

     -> From the start, head left and pick up the key.
     -> Walk right and onto the jump pad.
     -> Use that to whiz by leftwards so you can free your first fairy.
     -> Once freed, use the pad to jump back.
     -> Next collect the honeypot and walk right.
     -> Don't use that jump pad!
     -> Continue on passed the pad and walk right.
     -> Swap honey for key and the bees move away from the fairy.
     -> Rescue her.
     -> Walk left a little and grab the umbrella.
     -> Now use the jump pad which is now to your right.
     -> Once you've whizzed across the sky, walk right.
     -> Free the fairy.
     -> Walk all the way back and use the jump pad.
     -> Grab the key to your left.
     -> Turn around and walk right and free the fairy.
     -> All done. So now it's time to blow a few kisses!

Wednesday, March 16, 2016

Ultimate Virus Killer

Since getting my UltraSatan, I've been stuffing the SD card with lots of Atari ST files (okay okay I mean games lol). Now, I don't wish to compromise my collection of ST goodies so I check for errors and viruses quite regular.

There's only one real virus killing program worth it's salt for the Atari ST and that's Ultimate Virus Killer by legend Richard Karsmakers. Well, thanks to Chris aka Exxos, we have the complete and last edition freely available to download but is it still worth it after all these years? Surely the dreaded ghost virus is now extinct?

Sadly, I feel this program is still needed because most ST software is now archived online which means there's a chance so are the various nasties. It's like they're frozen in time just waiting to thaw and inflict their curse all over again. So let's kill 'em all using this amazing program - highly recommended!!

Sunday, March 13, 2016

Wolfenstein 3D

You are B.J. Blazkowicz, an all-American hero battling his way through the dreaded Castle Wolfenstein killing every baddie guy along the way. Yes, the classic ID game has been converted to the Atari ST (and Atari STe) by Reimund Dratwa (The Sirius Cybernetics Corporation). Rub your eyes in disbelief all you want because it really is happening - you are watching Wolfenstein 3D running on my humble 8Mhz Atari STe in the above animation.

The menu system is clean and concise with incredible details and colour.

Our version of this iconic game features 32 on-screen colours, authentic texture mapping and, best of all, it works on a standard 8MHz Atari ST. The graphical detail can be increased further by hitting asterisk on the numerical keypad, especially useful for faster Atari computers. Sound effects are superb and played through the DMA hardware on the Atari STe. Chip music is by Mathieu Stempell and thus truly outstanding as expected.

Please do remember that Wolf 3D is in "beta" and thus not every scenario is playable.

I still cannot quite believe we have such a polished version of Wolf 3D. Reimund tells me that he was up many nights coding until 5am and I'm 100% positive he has scraped together every last droplet of power from this old Motorola CPU for an unforgettable experience. Wolfenstein 3D for the Atari ST - take a moment to think about that.

Okay, 8BitChip has fixed a few of the bugs for the most complete download there is but you will need a hard disk or Ultrasatan as it's too big to fit onto a floppy disk. Update: I've since recorded a silly video for a laugh ;-)

I had to laugh at these drawings which are truly superb, especially the first one!!

Friday, March 11, 2016

Happy box art day!

It occurred to me that the Atari ST has some great examples of outstanding box art so I thought that I should start taking pictures (from my own collection) and start a brand new section here on AtariCrypt. The first is Corporation, by Core Design. Wow, this is a belting game and the artwork is creepy as it gets! A hard drive installable download is available from 8BitChip (highly recommended) with the floppy disks via Old Games Finder.

Interesting tidbit: the artwork design was based on my own mother in law. I bet you never knew that?

Thursday, March 10, 2016

fatal aTTraction

Yerzmyey has released a new album this week called aTTraction which was produced entirely using Atari computers. This includes an Atari TT with Hex Tracker, a Falcon with Digital Home Studio and then he decided to make a couple of bonus tracks in Cubase using an Atari ST. The final shocker is the extra track that was done in Chaos Music Composer and NeoTracker on the Atari 600XL.  Don't miss this from da scene - download it now!!

Take a gander at his website because he's created even more. As I type, I'm listening to "Wake Up" from the "Chiptunes" album which is another absolutely fantaSTic album!

aTTraction tracklist

 01. aTTraction (ATARI TT)
 02. Globular Cluster (ATARI ST and Roland MT32)
 03. Amai (ATARI FALCON 030)
 04. Time Machine II (ATARI TT)
 05. Inside a game (ATARI FALCON 030)
 06. uTTerly unseTTling transmiTTal (ATARI TT)
 07. Purple Galaxy (ATARI FALCON 030)
 08. Bizarre creature (ATARI ST and Roland MT32)
 09. Brutal attack (ATARI FALCON 030)
 10. The missing piece (ATARI 600XL) / Bonus Track

Tuesday, March 08, 2016

Race Drivin'

Lots of games have cool intros but Domark's Race Drivin' must surely rank high as one of the best? It may only last a minute or so but it's a zany mix of Wacky Races with a dollop of Carmageddon thrown in for good measure. A brilliant intro to what is one of the toughest racers. Can you drive in a straight line? Well, I know I can't!! O_o


 - 8BitChip has the hard disk installable game.
 - Stonish has Race Drivin' (the game) on floppy disk menu Adrenalin #10.
 - Stonish also has the intro on the floppy disk menu Sigma #1.

Monday, March 07, 2016

The History of ULM

I saw a real stupid tweet the other day concerning the Atari ST demoscene from someone that was obviously an Amoeba user and, rather than rise to the bait, it inspired me to write this post!  Besides, we all know the ST has a belting scene which is very much alive & kicking! (view recent masterpieces like We Were @ + Strange roboTS)

I've chanced upon a web page, obviously written by Georges Kesseler, of ULM. It details his interesting ST-history which I thought was pure gold and wondered if it was part of an older website? An intriguing read of a great ST coder.

Sunday, March 06, 2016

Page 6

Page 6 is a great slice of Atari history and they now have a website for the magazine and even their PD Library software is available to download. I remember buying stuff from Page 6 when I first became an Atari ST addict but their magazine had been going long before then and continued until 1998, true enthusiasts. Happy days!
"Page 6 is remembered fondly by many Atari owners as a unique and invaluable resource, supporting true enthusiasts in the heyday of Atari home computing- I'd say that sums up Page 6 rather well :-)

Saturday, March 05, 2016


Superfly is a cunning "avoid 'em" scroller controlled with just the one button. As the screen automatically begins to scroll, just press the joystick's button to increase your height. This stops you from crashing into the oncoming objects along with preventing gravity from crashing you into the ground. This might sound familiar to that Flappy Bird but Superfly is a lot faster, slicker and was released way back in 2002!!

Without giving away the storyline, you are in control of a submarine and must rescue your kidnapped girlfriend. Please make sure you read the funny write-up included within the download!!

Running at 50fps, Superfly is extremely smooth and the audio is tremendous with gorgeous tunes. I believe the STe's enhanced hardware is detected and successful players can unlocked features like a gallery and jukebox. This is an insane game which will have you swearing like a docker! Superfly is wicked, yet with an addictive charisma that compels you to play more. Forget frustrating flappy birds and play Superfly instead.


 - Downloads are available for both floppy and hard drive users.
 - Want more? Try the follow-up Santafly!!

Thursday, March 03, 2016

surfing the web

In need a fully featured web browser for your Atari computer?  NetSurf is an excellent and practical application which I have enjoyed using for well over a year. You'll need a decent spec and one that runs MiNT OS (clickable pic is from my own virtual Falcon).  To download NetSurf (click here) and for the bleeding-edge builds (click here)

Tuesday, March 01, 2016

Leaderboard Birdie

Leaderboard Golf was released in 1986 by Access Software and is undoubtedly one of the least technically impressive games to grace the Atari ST. The main menu is rather crude and when the game begins you shall note the usual golfing jargon dotted around the screen to indicate the weather, power and distance. Leaderboard uses a third-person perspective to display our golfer and his many pitfalls that lie ahead - trees, water and bunkers. Your first requirement is to select a club which you think will be best for the job before lining up the shot and using the correct power and snap (to keep it straight). It's all rather basic but it works ever so well and I recommend you chose the novice level as it by-passes the weather conditions which is helpful when learning the control mechanics.

Sadly, Leaderboard has no save game feature built-in but there are scorecards inside the box and mine (see this pic) has pages filled in by the previous owner. I love find stuff like this which I think is excellent as a tiny piece of ST history is preserved. Just a little interesting tidbit for y'all ;-)

I'm sure golfing connoisseurs may find Leaderboard unrealistic and far too minimalistic, especially compared to certain others later released. The graphics are laughable but this was 1986 and the Atari ST was only a baby... but equally side-splitting are the sounds! Gotta say I like the swish our golfer makes but my favourite is that mushy sound effect as the ball takes a dip!! Overall, I find this game quite charming, very entertaining, and easy to pick up and play, thus one of the most addictive games I've ever featured here on AtariCrypt (and I don't even like golf!)

Take a swing and play this humble yet highly addictive game yourself on either floppy or hard disk.