Saturday, May 31, 2025

Zero-5





Poor gameplay and my death

Some games sit on the hard drive, gathering digital dust as the years slip by unnoticed. Zero-5 is one of those, I’m embarrassed to admit. Going all the way back to 2016, I posted a short review along with an interview with the game’s creator, Andrew Gisby. 2016! Almost a decade ago. How did that happen?

Anyway, as most of you know, I’ve got a Mega STe sitting proudly on my desk, so I figured it was time to stop everything and fire up this classic shooter. Zero-5 is an Atari STe game (yes, yes... and the Falcon too) that takes full advantage of the enhanced hardware. I would say it’s more of an arcade shooter than a space sim, as it's packed with frantic 3D blasting - with some missions taking us down onto planet surfaces.

My video is a collection of short clips - no long, boring, unedited footage that nobody’s going to sit through anyhow (read the video's description for the clickable links). Let's hope I don't leave it nearly a decade before I play this cracking game again. Enjoy the video and make sure you download the game...

Friday, May 30, 2025

DOOM8088ST





We're going to hell...

AtariCrypt seems to be turning into a bit of a Doom website these days. That's not a problem for me, as Frenkel kindly shared the latest beta of DOOM8088ST. You may remember the previous version? A lot has changed since then; we now have luxuries like sound effects, colour, and a choice of three new colour modes.

  • Low Detail (30x128 x 16 colours) will definitely be for the stock ST computers running at 8MHz. The framerate is excellent, and Doom is playable. That fact alone is shocking when you think about it for an 8 MHz computer. Who needs to source an old 386 PC on eBay to play this game? Not me ;^)
  • Medium Detail (60x128 x 16 colours) is suited to those with an upgraded ST and Mega STe. It looks a LOT better and still manages to maintain a brisk framerate (as in video recording).
  • High Detail (120x128 x 16 colours) is suited to those with an upgraded ST. It looks brilliant if you have the hardware. Do you have the power?!!
  • Alt Medium Detail (60x128 x 2 colours) but using a black and white detail mode.

Check out the video above, it's best viewed on YouTube, and I've recorded it in three parts, which are linked in the description. Please note that this is a WIP. The current release of DOOM8088 is an exciting and promising project that you can follow and hopefully assist with here https://github.com/FrenkelS/Doom8088ST

Sunday, May 25, 2025

Eltonegame





Astonishing finds

The cracker scene has always intrigued me – it’s an exciting and brazen part of our history. It feels like I'm peeking into the rebellious side of the ST, and I’ve been hooked since discovering my first disk, which, I think, was a crack by Ford Perfect for FTL's Oids. I had never seen anything like it before. An outstanding game with a colourful intro that features music, graphics, and scrollers. What was this strange new world?

Thankfully, that world never ended, and we still have access to loads of disks from that era. And, ever since Stonish joined forces with Atari Legend, we’ve had access to an enormous collection of menus to freely download. Sure, it’s not a complete archive - and maybe it never will be - but it’s still impressive with everything you could possibly recall from the ST's glory years. (Hey, have you anything to contribute?)

While browsing, one disk caught my eye - Eltonegame, a name I’d never heard before. The intro mentions a library for ST and PC games, but I only found the address on Google Maps(!). Also, the scroller credits Didier, but beyond all this, there was nothing more I could find about it. For me, it’s a new discovery, and that’s what makes the ST so brilliant - it never stops surprising me! Naturally, I had to download this disk.

Ironically, it’s not a menu disk in the usual sense but kicks off with a couple of cool intro screens before dumping us in GEM. The contents are interesting, with three games and a splendid graphics utility...

  • First up is Blaster, a shooter released in 1988 by A.W. Brook. It’s basically a low-framerate Defender ripoff. Sure, it lacks the slick, zippy action of StarRay, Defender II, or Anarchy, but that’s a bonus for me - because I can actually keep up with it! #OldManReactions
  • Cyber Snake, released in 1992 by David Scantlebury, is a brilliant take on the classic Snake! What sets it apart from being a mere clone is the addition of a scrolling playfield to snack on. It's the same old format, but also feels quite different or new. I thoroughly enjoyed this game!
  • Llamasoft’s Revenge of the Mutant Camels hardly needs an introduction - it’s utterly bonkers and an absolute blast. I can’t help but wonder why it’s not already featured on AtariCrypt. Hey, cut me some slack, I’m just one guy, LOL!! This version is only a demo, but enough time has passed for us to freely download the full game (ST/STe/TT/Falcon). Credit @Atarimania.
  • Let's not forget the unassuming utility program called B-Gif. It’s excellent and something I would have used a lot back in the day. This nifty tool can "quickly" convert GIF images into Degas or Spectrum 512 formats, complete with dithering and resizing options. It even comes with two sample GIFs included, though, ahem, I can’t share them here – and I’m sure you can guess why!

This disk is a gem and a great discovery (for me!). I wonder if there’s more from Didier/Eltonegame out there, though probably not. Still, it’s fun messing around with what feels like a brand-new disk. Geek!!

Be sure to check this out and more menus at Atari Legend: https://www.atarilegend.com/menusets


Before the main intro, this screen appears and plays some sampled music.



Yep, no actual menu, but there's nothing wrong with good 'ol GEM!



I really enjoyed this wannabe Defender. It's a bit clunky, but great fun!


I cannot say I'm a huge "Snake" fan, but the scrolling helped make it feel different.



This is one crazy shooter - it’s absolutely magnificent!!



Useful options for a program that does a superb job of converting images.

Saturday, May 24, 2025

Obsession





Pinball Dreams

Our gaming community never ceases to amaze me, and I've made many friends over the years. One guy in particular I've known since the days of swappies in the early 90s. Recently, he sent me a gift that made my day. Paul's always been generous and, like me, a fanatic about the Atari ST/e and ZX Spectrum!

Well, his parcel arrived, and inside was something very special indeed. Yes, I now have a blummin excellent copy of Obsession!! I still cannot believe it because I've had this game in the same league as Dungeon Master or Legends of Valour. In other words, one of those titles you dream of owning again, but it will never happen (a bit like the Atari Falcon030!!). At least not without forking out silly money we just don't have.

Anyhow, Unique Development Sweden only released two games for the Atari STe, and blimey, what a pair of Christmas crackers. Substation ended their short career with us, but at least they went out in style - a brilliant first-person shooter with great atmosphere and frantic action. Of course, the other is Obsession, a game I mentioned back in (wait for it) 2015. How the years pass... This is a marvellous game that looks and sounds as good as can be. Well, without leaving the house for your "local" amusement arcade!

Nobody needs me to review Obsession. It's a classic released in the dusk of the 16-bit era. The gameplay is hectic and challenging, and accompanied by superb graphics in overscan. Not only that, but the sound effects are incredible and played alongside funky tracker music. Where were UDS back in 1989?

I will say this: most games are best played using real hardware, but I found this more noticeable with Obsession simply because of the keyboard layout. It's designed for the ST keyboard using the bottom row to assist as you whack the flipper keys. Emulation with a Mac/PC keyboard doesn't work nearly as well (YMMV).

I will never be able to thank Paul enough for his kindness and generosity. So ignore the fact that I’m terrible at Obsession and boot it up for yourself. Those later years produced some killer titles, and this proves it; Obsession is one of the best “arcade games” on the ST, imho. Oops, I meant Atari STe 🥳

Thursday, May 22, 2025

The Incredible HangOpus





Hang..."man"

Nope, not this time - it’s HangPenguin! Opus, as I’ve just discovered, is actually from a comic strip by Berkeley Breathed, and he goes by the full name Opus T. Penguin. Any guesses what the "T" stands for? For his one and only outing on the Atari ST, he’s starring in a GEM game of Hangman. This program was created by Bryan Cafferky using Personal Pascal and is a simple take on the classic word-guessing challenge.

As expected, it’s all about picking the right letters to reveal a hidden word. Get one wrong, and Opus inches closer to his doom. There isn't anything groundbreaking, but I enjoyed the humour, especially the silly reactions when you guess correctly (or mess up). His death is particularly amusing for someone with my mind!

Additionally, one of the best features is that you can edit or create your own word lists, so you’re not stuck solving the same puzzles every time. That’s actually a brilliant touch, especially for those who fancy playing with their family on & off over the years. Yup, I hope I’m not the last person left alive to download and play this! So go on - give it a go and see if you can save our feathered friend from his fate.

You can help Opus by downloading the disk from AtariUpToDate, Atarimania, or ftp.pigwa.net.

I couldn't leave without dumping a few screenshots, so here ya' go...



When you get a letter right, Opus is happy. Unlike in the next screenshot...



His life hangs (literally) in the balance. Can I get the next letter correctly?



Yeah, the word "GREEN" was guessed successfully, and Opus lives another day.



Not only do you win that round, but the computer insults you! lol



Of course, if you fail, then poor old Opus is brown bread!

Wednesday, May 14, 2025

Fanwor – The Legend of Gemda





Link plays Atari

Fanwor is a brave attempt to recreate the commercial NES game "The Legend of Zelda" and works on all Atari computers. Thomas Huth took on the challenge of Fanwor a quarter of a century ago for the MagiC Game Contest. However, unless you have an upgraded ST/STe, this is a game for the TT and Falcon.

The storyline is unique, so concentrate - Princess Gemda ruled over the peaceful land of Fanwor protected by eight "Gems of Power" (I imagine these were created by Sam Tramiel). Monsters stole the gems and buried them in dungeons. Let's take a wild stab at what we've got to do to restore peace and prosperity.

So, who's up for helping Princess Zelda's sister and going on a gem hunt...


You begin your noble quest here. Don't bother going into the cave, he's not there!





Triforce of Wisdom

The original is an action/role-playing game with outdoor locations full of monsters. There are secret locations, interactions, weapon upgrades, and pick-ups for health/etc. Sadly, the Atari game is stripped down somewhat, but the map and (most) of the monsters are present while you hunt down the stolen gems.

Fans of the original will instantly notice the difference; ours runs in GEM. On the first screen, we begin armed, so there is no need to enter the cave - which is void of that helpful dude. As you explore, you will notice that there are no secret passages (that I found), no character interactions, no extra weapons, and no pickups for health/etc. I imagine implementing the extra parts would have been a massive undertaking.

Thankfully, almost all locations are near-exact replications, which is surprising considering how many there are. A few are slightly different because of their missing content, but not enough to warrant any kind of criticism. Even without the role-playing elements, we have a tremendous explorational action-adventure.

A cynic will say it's now a different game, but I'll halt that topic for a screenshot...



The spiders bounce around their location in an annoyingly accurate manner!





Explore & Kill

So, with these differences out of the way, what is left? Fanwor is old school, and keeps the objective simple for a damn fine game of exploration and monster killing. The objective, the game map, and the enemies remain much the same (any slain monsters will respawn if you go back to any given screen). However, the gameplay is now completely centred on exploring and killing monsters as you look for the eight gems.

Link can move in all four directions, and hitting the fire, thrusts his sword. You can use the keyboard, joystick, or JagPad, but I preferred the keyboard. Monsters can be killed with one hit, but the further you venture, the tougher they become. These enemies aren't merely sitting idle as they roam in random patterns. The spiders and flies are different and bounce around wildly, making them difficult to hit without losing HP.

Without the pickups from the original game, health is quite hard to replenish. You begin with 20HP and have three methods to stay alive 1) find a fairy to fully regenerate health. 2) find one of the eight gems, which also increases your max HP by 10. 3) don't fight every battle, and learn to be evasive.

The third option is good advice, which is a trait you should employ. Fanwor is well-balanced, and although 20HP is low, finding the gems is not impossible. Soon, I had 40HP and repeatedly used the fairies to keep me alive. Using this process, I completed Fanwor without cheating. A commendable attribute of any game.

It's got to that point where I stop waffling and show a couple of screenshots...



One of the few lakes with a magical fairy who's only too willing to help you out.





Aesthetics

Even if you've played the NES game, the graphics won't impress. It's crude and too yellow much of the time, but this is a game from 1986, and I think it looks like retrogaming gold, something I never expected. Thankfully, Thomas didn't use push scrolling and opted for flick-screen, which is easily the best choice and suits the style. Overall, our ST conversion closely follows the original, and its authenticity is commendable.

Sadly, I've no idea why the performance is so poor. On an ST (without Blitter), it's too sluggish to be playable. The STs with a Blitter handle gameplay better with faster controls and smoother visuals. However, even on these computers, it's still too slow (especially if you have played the original). So, unless you have an upgraded ST/e or own a Mega STe/TT/Falcon, you are forced to use emulation, opting for a speedy config.

The quirky fun doesn't stop there - the audio is well-supported with chip and DMA sounds. These play alongside stunning tracker music by Malcolm Grant. There is an option to use your preferred ACC player (BackTrack, Paula, etc). Sadly, the music is a hit to performance and is best left to the faster computers!

This is one of the rare times real hardware loses out. Unless you're rich! Screenshot time...



Gone is the yellow desert for a murky graveyard (and a chasing ghost!)





CryptO'pinion

For all its ridiculous hardware demands and missing gameplay elements, I have still thoroughly enjoyed Fanwor. It's simple, without much depth, and reminded me of Sword of Kadash in some respects. Sure, it's far too slow, so I used my 16MHz Mega STe - consider that the minimum spec, but obviously, all upgraded STs will be fine. With this in mind, I have had a blast exploring, mapping, and completing the game.

So if you enjoy exploring and blindly killing hundreds of monsters, you're gonna enjoy this walk down memory lane. For those who turned up their noses when they saw the screenshots, well, they've already left and will miss an opportunity to play something quirky, pointless, and mind-numbingly enjoyable.

One for the eccentric odd-bod gamer with enough time on their hands for something different. :]




There might be no secrets, but we still need to find the gems. Look inside the cave!


This is how the later versions look, but I preferred the older games myself.



Now that I've finished Fanwor, I was thinking about Fantastic World(s). A good idea?





The Maps

Right then, you've scrolled this far and are still here. I'm impressed! Continue to scroll a little more for a thumbnail of the map. Wait, it's a small thumbnail picture and not a high-resolution map!!

To download the high-resolution images, just click here. Within this download is the map for the HUGE outdoor area. Also included are the keys to each of the eight dungeons (also fully mapped).

I hope my maps are enough to lure you into playing this game. Enjoy...



Are you wondering why it's small? You clicked it, right? Doh!! Read the text above!!

Tuesday, May 13, 2025

Everyone's gone out!





Me Time

It’s been a wild couple of weeks playtesting two incredible versions of DOOM - STDOOM and DOOM8088. Honestly, I never thought I would see the day when I could even think about booting up id Software’s classic shooter on my Atari ST. Sure, it’s early days and there’s plenty of optimisation ahead (and much hopeful expectation), but I’m absolutely buzzing with excitement and wish Jonas/Frenkel all my beST.

That said, I figured it was time to get back to something a bit more “normal”. So today, the family are out so I decided to re/re/re/relive the glory days, 1990s style. As the familiar thrilling effects swirled and scrolled across my screen, a few others caught my eye and I couldn’t resist sharing them with you...

  • StarPlayer is a MOD player that I've never booted up in my entire life! I thought I knew every type of tracker player for the ST/e, but alas, no. So this was a super-nice shock. It's actually a good program, with a nice design, and the mod's name is used as an adjustable sine wave. We can even alter the volume, balance, bass, and so on. I really like this player and should add it to this list I made a few years ago!! https://demozoo.org/productions/96029/
  • PlaySID is something I've used loads over the years, yet sadly, not so much lately. And I've no idea why. The good'ol Commodore 64 has some crappy tunes but tons of fantastic ones also. Somehow, I actually forgot it has stereo playback, which is excellent. Cream nailed it once again for this brilliant chiptune player. https://demozoo.org/productions/65441/
  • DBA #06. A legendary release. Not only was DBA a fantastic diskmag, but this particular one marked a change in how the ST sounded. At least for me. The disk's intro features music by Scavenger, one of my favourite musicians. It's mind-blowing, not only the music, but the visual effects help to produce something that is nothing less than iconic. https://demozoo.org/groups/13045/
  • We Were @ is a favourite demo of mine, and arguably one of the best demos ever made. So stylish with many full-screen effects to blow you away. If you are one of the few 4MB STe owners that's never watched this demo, then rectify that right away. https://demozoo.org/productions/151600/
  • Next up is Out A Time, which was released at Silly Venture by Baky, Jade, MiKRO, Sedma, Vasyl, and X-Ceed. The storage demands are huge, but everything worked fine for me. Thankfully so, because this is a stonking production! https://demozoo.org/productions/362494/
  • It's about now you're probably wondering why only music and demos? How strange of you! Well, I ended with a game, and it's a belting platformer too. But I boot it up now and then for another reason. I'll leave you to fathom what that is, but I have a bigger grin than the Cheshire Cat's whenever I watch this awesome intro by the mighty Replicants!! https://www.atarilegend.com

So yeah, what started as a peaceful moment in the house turned into a full-blown blast through some of the best sights and sounds the Atari ST/e has to offer. Productions like these aren’t just eye/ear candy – they’re living proof of how much talent the ST scene has. Oh, and if you're wondering about the title image, it's from Yrasters by Extream. A wonderful screen that I've never seen before, and thoroughly enjoyed!

So that concludes my silliness for today. It's been fun reliving my youth, watching demos and listening to great chip music. Hang on, what am I saying - I do that most days with my Mega STe <gloating emoji>. I hope you have enjoyed this pointless posting of demoscene wonders. Have you got any favourites of your own - demos, music, intros, diskmags, etc/etc. Drop a comment below. I would love to check 'em out...



StarPlayer is superb, I loved the visual effects and superb 25 KHz playback.



Oh yeah, good old Commodore 64 tunes on the ST/e. Fantastic!!



One image does the DBA #06 intro no justice. Download it.



Leonard blows me away time and time again. An outstanding production.


This one was totally new to me and is an incredible showcase.



What a platformer, and now fully playable for the first time in decades!

Saturday, May 10, 2025

Doom8088: Atari ST Edition






DOOOOOOOM

After my shock and awe of finally getting Doom running on the Atari ST, another surprise comes along that I never expected. Frenkel recently dropped me a message about his hack of DOOM8088 for any Atari ST/STe with only 1MB of RAM. To get an acceptable framerate, something had to give - no 16 colours, a lower game resolution, etc. Massive hits, but these sacrifices make Doom playable on the 8MHz Atari ST/e.

Here's the bit taken from Frenkel's page before the all-important download link...

Doom was originally designed in 1993 for 32-bit DOS computers with 4 MB of RAM. It's mostly written in C code with very little assembly code. It has been ported to all kinds of systems. Usually, these systems are 32-bit or more and have a flat memory model.

Doom8088: Atari ST Edition is a port for Atari ST computers. It's based on Doom8088, a port of Doom for 16-bit DOS computers.

What's special (first release)?

  • Supports only Doom 1 Episode 1
  • Rotating overlaid automap
  • Only demo3 is supported
  • 2 colour mode
  • No sound effects
  • No music
  • No texture-mapped floors and ceilings
  • No light diminishing
  • No saving and loading
  • No multiplayer
  • No PWADs
  • No screen resizing
  • No mouse and joystick support

I must admit, I still can’t fully believe how this is happening. Here I am, playing DOOM8088 on my Mega STe, and it’s incredible, albeit at the expense of aesthetics. But gameplay matters more! I’ve tested using Hatari, and the game works on every configuration of ST/STe except the 520 models. Quite staggering!!

My thanks to Frenkel for getting in touch; I hope this project is only the beginning :)

Go on, grab the download right away https://github.com/FrenkelS/Doom8088ST



Did you ever think this day would come to an 8MHz 16-bit computer??

Thursday, May 08, 2025

Armada





BattleScapes

I wanted to pay my respects to the service men and women who have sacrificed to keep us safe. I'm not really into "military/war" games, so I wasn’t sure where to start. The Atari ST has a huge selection, and the closest I’d ever come to the genre was probably D-Day a few years back. But I knew I had to do something for our pride in #VEday80 - and then it hit me, like a cannonball fired from The Golden Hind! (geddit??)

Okay, I’ve got a bit of a "thing" for Atari’s ARC label. I've been slowly collecting their games over the years - I'm just waiting on a (decent) copy of Photon Storm to complete the set. Anyhow, that also means some games have been merely sitting idle on my shelf! Heck, I've never played Gettysburg, Armada, Prince, or Borodino. Well, I dabbled in Prince, but was blown away by its learning curve (I'm lazy). It was now that I realised how many "war" games I owned - maybe I’m more of a fan than I consciously realised. Ha, maybe!!

So, what to play for the big day? Well, I just flipped a (virtual) coin and took a chance...

Armada was the winner, which means I was about to set sail on the high seas around southern England for a war against the superpower, Spain. Armada was released in 1990 by Peter Turcan, the same developer behind Waterloo, Borodino, Austerlitz, and Gettysburg. Wow, I guess he really likes his history?

The game is based on historical events and is definitely one you will struggle to play without the manual. Not just for the backstory but for an understanding of how to command your fleet, as I discovered. The manual is great, providing a concise account of the historical events without becoming a long-winded chore to read through. I'm not much of a reader, but I set aside an evening to go through it. And I’m glad I did!

It’s a fascinating period in European history. I learned that the sheer numbers the Spanish managed to gather were impressive, becoming nothing less than formidable. But when you look back on these events, things did not go according to plan. It's an understatement to say the battles didn’t quite live up to their expectations - more like a soggy dud firework that failed to go off. Regardless, it’s surreal reading about these events, especially considering the limited technology, navigation, and communication of the time.

For me, that "dud firework" moment came early on. It became clear that, while the Spanish had an enormous fleet, they lacked the skill and experience of the English, who had the disadvantage of a smaller fleet. It’s hard to go into much detail without spoiling the game you will play. That said, it was heartbreaking to read how the men in the Spanish fleet ended up circling Britain, almost starving before facing their cruel and bloody fate. And then, how the English government appallingly treated their victorious veterans afterwards.

I hope this is proving as interesting for you as it is for me. Shall we pause for some screenshots...



The game introduces the opening moments of the war.
You are asked some questions that assist in your learning of this deep game!



The graphics draw before your very eyes and look pretty nice.
The ships are well represented, as is the coastline of southern England.





Reliving the War

It's 8am, July 31st, 1588, and the Spanish Armada have been sighted off the coasts of Cornwall. It's time to gather the brave men and head out into the seas to defend England. But wait, don't sail out yet because a few questions require answering. These help to configure your experience, especially for new players:

  • Trail Fleets - Basically, lower the number of ships to make it quicker and manageable. Choose "Y".
  • Two-Day Battle - A shorter game, so newcomers should choose "Y".
  • Human/Computer - Either can be chosen for English and/or Spanish. (Y/N)
  • Signalling - Used as a trainer, believe it or not, for new players, so answer "Y"
  • Viewpoint - Another "cheat" for new players, but something I'd consider answering "N" to.
  • Cannon firing - Of course, you must answer "Y" to see the action! (sarcasm)
  • Existing Orders - Choose whether to keep things historically accurate, but you can still override.

From the perspective of the English, we play as Admiral Lord Howard. We will take command of our squadron along with those captained by Drake, Hawkins, and Frobisher. The game begins at the battle's dawn, and depending on how you answer the human/computer question, you are either English or Spanish.

If you choose to be Spanish, you are Alonso Pérez, the Duke of Medina Sidonia (the computer could play the part of the English). Of course, you could attempt to play both sides or leave the computer to act out both sides of the conflict for you. But why you would want to do that is anyone's guess!

Now the game begins, and you are bewildered! Yep. So let's pause for a couple of screenshots...



You can request updates from particular captains or the squadron as a whole.



Use the mouse to identify places and any vessels.





A time to lead

The game begins, and you feel abandoned and left without a plan or any kind of assistance. Armada leaves you out in the cold!! So, grab the manual and also look at the underwhelming paper map inside the box. What? You have a cracked copy? Ha, play something else then - you don't stand a chance mate!!

I mean this - immediately, you are thrown in at the deep end. A visual representation of the day is drawn before your very eyes. You are instantly expected to command and give orders. If I'm honest, this is a truly bewildering moment. Quite mind-blowing, and I felt lost wondering where to begin. I'll say it again, you must read the manual. But, even then, you're left unaided with a fleet of men looking at you for leadership!

Armada is nothing like I expected. I thought I would have icons to click, but instead, we use a command-line parser much like a text adventure. Commands are structured and issued in a set format of [to whom] [when] [what to do] [timescale]. This is powerful but very difficult to understand, as I found out.

Here are the commands that I have come to use often. There are lots more commands apt at particular points in the conflict, but consider the following a list of the base commands you will probably use. There are two main types of commands: either you signal the squadrons (or ships) directly, or your own captain.

With that in mind, here are some examples...

signal all squadrons to sail to plymouth
captain sail to plymouth
These mean exactly what they say, everything heads in the direction given. The first, commands the fleet. Whereas the second, yours. You can tailor that to send Drake to Poole, for example.

signal Hawkins to sail in line astern formation
captain sail in crescent formation
You may wish to adopt a nice pattern to sail the seas? The first command directs Hawkins' squadron. Whereas the second is ours. You can also command all the squadrons.

signal drake to blockade Plymouth
This is mentioned in the manual and something to consider, but maybe not only Plymouth?

signal all squadrons to attack enemy
signal drake attack enemy
When the time is right and the enemy is closing in - fight (with lame cannon effects). The first commands everyone to attack. However, if you have left (as in the example above) Drake elsewhere, then you might direct him separately. It depends on how you direct the battle.

captain adopt short/long range tactics
signal all squadrons to adopt short/long range tactics
signal Frobisher to adopt grappling tactics
These commands are interesting. If you aren't close, then long-range tactics (cannons) are needed. Grappling is when you are close and you attempt to board an enemy ship.

signal all squadrons disengage
signal all squadrons send me your battle reports
The first command helps you to backtrack, if in trouble. The second command provides feedback provided by each squadron. It's slow and pre-internet speeds!

As you can tell, the manual is desperately needed. I personally think this game is impossible to play without it. The manual may have a fantastic backstory to the war and provides lots of technical details about the ships, and much more. But it's not great at assisting a (new) player. I felt it didn't help with the basics, so you spend the first few games blindly guessing what to do without much visual feedback to aid.

With that in mind, we definitely need a break! So here are a few images you will appreciate...


After reading all the above, you may be disappointed. Fear not, we have a mouse!



That's right, whenever the fleet requires commanding, use the mouse to identify ships/etc.


I had a play with formations, but I think I made things worse! lol



Here you can see my ships heading towards the distant Spanish fleet.





The CryptO'pinion

Beginning Armada is baffling. More than I realised, so I dug out the map and re/read parts of the manual - yet again. Learning the commands and their finicky structure was tough, very tough. So I don't think this war game will be for everyone. If you're brave enough to download it, then this is my humble advice:

Remember that you have your own Captain onboard (and your own squadron of ships). This means you don't need to worry about the finer details because you should leave the captain to worry about that. However, you still need to address your squadron as you would the others - Drake, Hawkins, and Frobisher. Get an image of how that setup looks in your mind, and rather than directing commands at ships, use squadrons.

For a quick start, I figured Plymouth or Poole were destinations worthy of a Spanish attack. So my tactic was to flood these seas with my fleet. I blocked off Plymouth using Drake's squadron and left Frobisher nearby. That left two squadrons, which I took towards Poole. Well, that was my novice theory. And I felt it worked.

Regardless, this game is huge and with a technical command-based system. So that means its learning curve is massive and probably the biggest of any ST game I've played. I fear this could put many off it. Having said that, I rather enjoyed playing Armada a bunch. I ended up beating the Spanish after a handful of games. That was quite a proud achievement, considering the negative thoughts I had on my first attempt.

Armada is only for serious war fans. If that's you, I would easily rate this old seadog an apt 80%.




This doesn't happen often (and it didn't happen on my first "few" attempts!).
But eventually, I did it and stopped those Spaniards from invading my country. Woohoo!

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