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?

Sunday, February 22, 2026

Utopos






Gravity, Guns, and Glorious STe Action

Yet another game I love, but without a write-up here on AtariCrypt. Which is just weird! Well, from my point of view, anyhow. Developed in 1993+ by Jani Penttinen and Jan Achrenius, Utopos is a slick "Gravitar"-style shooter specifically designed for the Atari STe. And when I say slick, I mean greasy-spoon slick!!

We are dropped into the cockpit of a nimble spaceship, trapped in a series of cavernous levels. As with Oids, Rotor, Thrust, etc, we are still fighting gravity and inertia, but you can alter these settings to your own tastes. Warning: the learning curve is massive, so it pays to tinker with them!! Once you're happy, things become more forgiving, and you will be zipping about, dodging obstacles, and blasting stuff like a pro.

Utopos takes inspiration from games I've just mentioned, but with a more arcade-like approach that favours speed and action over realism. What makes Utopos really stand out is its (overscan) presentation and superfast frame rate. It glides like warm butter on a non-stick frying pan in zero gravity! The backgrounds are subtle but effective, and the STe’s enhanced sound chip gets a proper workout with music and effects.

"This joystick feels like it came from the war." – My daughter, after 30 seconds.

As a single player, it's incredibly tough. Perhaps too tough? It doesn't appear to have the playability or strategic depth of Oids, as it prefers a fast-paced, arcade-style over realism. Personally, I think it's best as a two-player, even though nobody here (ahem) can control their ship. In fact, my daughter hated this game, so I'm left to go it alone - but don't listen to her, she's mad and wrong about this stupendous Atari STe game.

  • Atarimania appears to have every version (demo and registered), but it seems that the one-player mode was dropped from the final release? I had to use version 1.52
  • A must-watch video by Maarten/Atari Legend.
  • A remake appears to be in the works, even supporting the Mac!!
  • Being an STe game automatically enters it into the Enhanced List. Check that out!!
  • This post is dedicated to our eldest daughter, Katie. 🤍
  • If you are one of the few visitors to look back through the Crypt's archives, you’ll see an old recording of mine that I posted all the way back in October 2014. How has over a decade passed so quickly? Anyhow, the link is on the right-hand side if you scroll down a bit (or click here!) :^)



The one-player game is next to impossible without altering the gravity...


...and even then, it's next to impossible!



The two-player game is an absolute killer...


...well, if your family can get their head around the controls.

Wednesday, February 18, 2026

Pooz





Zoop

Pooz, originally released in 2005 by Paradize, was based on the Atari Jaguar game. It supported the Atari STe and featured spanky colours and incredible DMA audio. Yes, the name is reversed, but the rules are simple: we’re a funny face in the centre of the screen and coloured tablets march relentlessly in from the edges. Fire at them, match their colours, and clear the relevant tablets before they reach the centre. Sounds easy? It’s not. The pace quickens rapidly, and I inevitably panic as Pooz emphasises speed and my anxious reactions!

If you’re not into fast-reaction puzzlers, you may find it repetitive after a while, as it's a maddening rush of "fire, match, repeat". I may not have played the Jaguar game, but I know ours is incredibly fun, addictive, and proves once again that Atari can still poo(z) all over the competition in a surprising and zesty manner.



My first game and I hadn't a Scooby-Doo what was going on!


Then I noticed my smiley face was somehow changing its colour.


Hey, it was my first game!! I assume 1080 is pretty poor? Can you beat it?

Thursday, February 12, 2026

Super Pac-Man






Waka Waka Waka!

The ST already boasts a wealth of Pac-Man games, and here’s another released in 1997 by Ed Cleveland (the creator of Donkey Island, a fantastic adventure game, albeit unfinished). Super Pac-Man is Ed’s take on the pill-popping classic and supports the JagPad along with DMA samples on the Atari STe.

The concept remains the same: chomp on the pills to complete a level. However, this time there are a few notable changes. Certain sections of the maze are locked and require keys to access. The ghosts are noticeably smarter, providing a tense and satisfying chase - particularly the aggressive red ones. Alongside the traditional blue power pills, green pills supersize Pac-Man and freeze the ghosts in their tracks. Hey, here's a thought: why not try collecting both pills? That will make it easier to swallow all four ghosts at once... ;^)

Super Pac-Man features enough changes to make it feel new and different. I like how the slower movement of Pac-Man is balanced against the livelier ghosts, keeping the challenge fair without becoming frustrating. Best of all, the ghosts’ behaviour seems deliberate rather than random, so getting caught feels intentional rather than accidental. Yes, it’s just another Pac-Man, but it’s different, challenging, and super fun.

  • You can grab the download from Atarimania.
  • Supporting the DMA means it's entered onto the list of enhanced games!
  • If one game isn't enough, there is a "Pac-Man" section here on AtariCrypt.
  • This post is dedicated to my beautiful wife, whom I first met 24 years ago today!! 




Friday, January 30, 2026

The Adventures of Robin Hood






(Everything I Do) I do it for Sherwood

A long time ago, I bought Millennium's Men in Tights(!) and proudly showcased its box art. I had the genuine intention of adding it to my playlist, but somehow, that never happened - things get busy here sometimes (ahem). The wait’s over at last - better late than never, right? Let’s see if it was worth it...

The Adventures of Robin Hood is an open-world adventure released in 1991. Set right in the heart of Nottingham, Robin begins his life stripped of his lands and title, dumped rudely into the outlaw lifestyle. He didn't expect that! To make matters worse, the locals aren’t exactly welcoming - you’ll get plenty of snide remarks as you try to scrape together a bit of respect. So we need to rebuild Robin’s reputation by doing what he does best: helping poor people by robbing the rich, and slowly gathering that famous band of Merry Men.

Right then, let's break up this jibba jabba with a screenshot...


Here I am chilling out with Little John.




Let's play

When you begin, you might feel abandoned in the game without any kind of a guide. Don't despair. What makes Robin Hood stand out is its surprisingly open design. Instead of shoving you through a set of levels or predetermined tasks, the game drops you into a living world. So why not explore Nottinghamshire? Maybe talk to some of the villagers as you wander about, but the key will always be exploration!

As you wander, you soon realise that time passes by, people go about their business, and your actions affect how the world reacts to you. However, make too many enemies, and you’ll find yourself called, ridiculed, or worse. It’s not just an adventure; it’s a medieval sandbox where you decide how the legend unfolds as you live your life. Remember, the goal is to rebuild your reputation so people begin to change their opinion of you.

Playing Robin Hood is all about the time spent exploring Sherwood, which is a big place, but not too big. It pays to chat to villagers and sneak about where you probably shouldn’t be. It’s these choices of how to act that shape your adventure, so walk the walk and scour areas to gather allies like Little John and Friar Tuck.

This is going to be tough to provide some help without ruining the adventure. But, here goes...

  • Drawing your weapon in front of guards is considered a crime. If caught, you'll be arrested. Always ensure you're out of sight before risking that, just like real life when you think about it lol.
  • Friar Tuck offers a monk's cloak that allows you to move around without being recognised. That's a big deal - stealth mode!! He might be hard to find, but when you do, just speak with him.
  • Little John is a bit of a loner, so I'm sure you can imagine where he is.
  • Saving peasants from execution not only boosts your heroism but may also recruit them to your cause, providing valuable assistance. Again, something to act upon when prompted.
  • During winter, beggars become more desperate. They're cold and hungry. Donating money to them increases your popularity and helps maintain a positive reputation.
  • Wouldn't an in-game map be great? Why not explore NW of your starting location?
  • Magic mushrooms can revive fallen allies if used promptly (before burial). They are single-use items, but new ones may appear in various locations. Did you pick up the map?
  • Engaging in archery practice reduces the time it takes to reload your bow, making subsequent shots quicker because you're a more proficient warrior. Well, quicker...
  • Wealthy merchants can be robbed of money. Oh yeah, this has got to be done!
  • Magic mushrooms can revive fallen allies if used promptly (before burial). They are single-use items, but new ones may appear in various locations. Did you pick up the map?
  • Don't just speak to Maid Marian, talk with her...
  • Ensuring your allies are well-fed boosts their effectiveness. Food can be obtained by robbing merchants, hunting, trading, or (maybe) when rescuing peasants.
  • The dragon is a formidable foe that, when defeated, grants a significant heroism boost. To defeat it, shoot it with an arrow, but it runs after you! Perhaps return later to finish the job?
  • Walking is a bit of a trek, but if you press the spacebar whilst clicking on an arrow, Robin continuously walks until you tell him otherwise. Saves lots of clicking!
  • In fact, hitting shortcuts like the Spacebar is extremely handy for seeing what's ahead.

Break time, and that means only one unsurprising thing. Yep, here is another screenshot...



The seasons come and go very quickly. Shall we make a snowman?




Aesthetics in Tights

I can’t talk about this game’s graphics without getting all mushy inside!! I absolutely love it - this game is an absolute visual treat from start to finish! The isometric world is jam-packed with lovely little details I adore – cosy cottages, winding paths, trickling streams, shady woodland, and bustling townsfolk going about their day - it all feels alive in a way that so few games ever managed. The only downer (for me) is when Robin’s green outfit blends into a grassy hill, and half of him seems to vanish without a trace! I really think a slightly different colour or maybe even a black outline could have been used on the edges of the hills/etc.

The audio is mostly sparse, leaving much of your quest in gentle silence. This actually works well, as a constant tune would have grated after a while. Instead, bursts of sound effects or charming music kick in whenever something exciting is happening or about to unfold. Like during the humorous introduction, with its olde English-style music that fits the Robin Hood and medieval theme perfectly. This game oozes charm, and the aesthetics help to boost the Sherwood atmosphere wonderfully; it’s like stepping into an old storybook.

An overreaction to the Sherwood aesthetics? Nope, so let's see a screenshot then...



Not everyone hates you, so get out there and talk to people.




CryptO'pinion

The Adventures of Robin Hood is something quite extra special. It’s not just another isometric adventure; it actually feels alive. A sandbox world where the NPCs have their own routines and personalities. And because it’s all about your reputation, the way you behave genuinely changes what you can actually do. If you can forgive the plodding treks across the map and combat that’s less than skilful, you will find a witty, atmospheric adventure that quietly steals hours like a certain outlaw in green steals money from the rich.

Sherwood is big, but not too big, which is perfect as it makes exploring, chatting, and nosing around feel fun rather than overwhelming. I feel this game is up there with the likes of Hunter, Damocles, and Midwinter in the sense that it's ahead of its time. As free-roaming adventures go, this is one of the very best.

Right, I’ve got a date with Maid Marian, so before I go, I'll give this game a Merry Men rating of 90%.

  • Lots of floppy disks can be found at Atari Legend.
  • The hard drive game has been adapted by the mighty 8BitChip.


This gorgeous map is by Kennel and is found at VGMaps.


Robin Hood may walk like a pensioner, but he gets an AtariCrypt SMASH accolade!!

Friday, January 16, 2026

2026






Dust off your joysticks

We’re all still cold with winter and barely into the new year, yet the Atari ST scene has already tried to warm us up by delivering three brand-new games, with one even taking advantage of the STe. As if that wasn’t enough, Jonathan Thomas has also been teasing us with his next project over on X, and if you don’t know who that is, shame on you - go and play Pole Position or Lotus Esprit Turbo Challenge immediately.

So here we are, it’s still only January, and I’m genuinely thrilled by the Fuji passion 2026 is already bringing. Yes, I used AI to create the logo as I cannot draw. Don't dwell on that too much, because there are three cracking games that you should play. Let's take a quick look at each before you click the download links...






Babaliba, by Carles Oriol

This is a remake of the original ZX Spectrum game published by Dinamic Software back in 1984 (I love their Atari ST games!!). Sadly, I suspect this game never really made its way out of Spain, as it’s one I’ve never encountered before. The Atari ST version retains the look and feel of the 8-bit original, but with bugs squashed, visuals improved, and a map added to help you survive the maze (you'll need it).

We play as Johnny Jones, a fella with a big nose, dropped into a top-down labyrinth that will feel instantly familiar to fans of Sabre Wulf or Feud. Ignoring his rather large nose, the goal is to explore, find treasure, use keys to unlock new sections of the map, and deal with monsters using screen-clearing bombs. All while trying (I think) to rescue a princess along the way. Just don’t hang around after dropping one of those bombs!

You can download the game from his GitHub page and also follow him on X.



This is so authentically Speccy, and wow, Johnny really does have a big nose!





PuckMan, by Laurent Gaillard

The first Atari STe game of 2026 is a fresh spin on the little yellow pill popper. Everything you desire is here: that gorgeous retro theme, frantic ghosts chasing you around the maze, tight responsive controls, and smooth gameplay that feels like the arcade experience. Laurent has even added overscan support, using the top and bottom borders to stretch the display ratio, which makes it feel more like a proper arcade cabinet in this respect. And yes, it’s STe-only as the Blitter and DMA audio are also put to excellent use.

No need to play solo as both 1 and 2-player modes are supported, which my daughter absolutely loved. I feel this plays very much like the original and easily ranks as one of the best "Pac-Mans" I have tried on my Atari. Just don’t forget to hit 'C' to insert coins, and then press keys '1' or '2' to choose the number of players.

You can download Pac... sorry... PuckMan from his itch.io page.



PuckMan is a screen-filling beauty for the Atari STe.





Vlak, by Baky

Finally, we have a 1993 MS-DOS take on the classic Snake formula. Once again, I've not seen this one before, but the core of the game is instantly familiar - it's Snake! Only this time, we are a train, gobbling up objects instead of just fruits. Each pickup adds a wagon, and as your train grows, the challenge comes from avoiding crashes - not just with walls, but with yourself (as I often find out). Once the level is cleared, an exit opens up, letting you move on to the next screen, where things get trickier on a harder screen.

The download is available from Atari Portal.


Hilariously addictive, but very hard after the opening level. Be warned!

Friday, January 09, 2026

Sleepwalker






Nightwalker

Imagine me in 1993, a dedicated Atari STe fanatic, but my beloved computer wasn’t valued nearly enough by the commercial gaming world, and its enhanced hardware remained largely ignored. So when Ocean promised an STe-powered platformer, I was ecstatic, imagining a vibrant world of exploration and adventure with extra colours, smooth scrolling, and sampled sounds. Then I got my hands on a cracked copy (99.9% sure it was Flame of Finland), and I was gutted. I wanted a platformer to be a platformer – run, jump, explore, pick up bonuses, and so on. No, it's more like Lemmings, and I hated that with a vengeance (sorry, not sorry).

For Sleepwalker, we take on the role of Ralph, a desperate dog whose owner, Lee, suffers from sleepwalking and might wander into all kinds of hazards. We must guide him safely through a gauntlet of different levels. Not only do we need to keep him alive, but we cannot let him wake up, or the shock kills him (good, I say!).

As Ralph, we rush to clear away any obstacles, some easy, some dangerous (this part weirdly reminded me of Highway Encounter). As you do this, you're opening up a pathway for the idiot kid, but you may still need to give him a (ahem) gentle kick in the right direction. I guess it’s a mix of puzzle-solving, wrapped in a slapstick package - with the ever-present tension that one wrong move could see Lee tumble into disaster.

As you can see, Sleepwalker does indeed share a bit of its DNA with Lemmings. However, I guess it’s more of a distant cousin you don't like, and, even though we're not digging holes or erecting ladders, you still manipulate the environment to steer Lee away from hazards. The challenge comes from being quick on the joystick and remembering the level map, all whilst thinking ahead to react and redirect Lee.

Sleepwalker is technically stunning, demonstrating the Atari STe with amazing graphics, sounds, and brisk hardware scrolling. Sadly, that means nothing when the game is doggy-do-do. Plus, I couldn’t shake the feeling that it's a cheap Lemmings in disguise. Only this time, we're stressing over a child. Something I do in life, and not what I desire from a game. Playing Sleepwalker is like being on unpaid babysitting duty!

It may have been for Comic Relief, but the only relief I got was switching off my STe and going to bed.

  • Experience my version of 1993 with the same disks - Flame of Finland (download at Atari Legend).
  • The best way to play Sleepwalker is using a hard drive, thanks to Peter Putnik.
  • Sleepwalker is now listed in the Atari STe enhanced games list!
  • Silly tidbit time... I decided to play Sleepwalker after a poll that I posted on X. While it didn’t quite go as planned (ahem), I would like to thank everyone who voted. Follow me on X.


So, we begin, and straight away, the first level is huge and easy to get lost in.


The next level looks really nice, with a bit of a Pitfall feel to it.


Irritating game!! This stupid kid is really annoying me...


...so, I left him and went exploring!


Lost the will to carry on here. So I let him die, for a laugh. Why not!


Once again, I left him to go exploring. I like to wander, me.



The daft look on my face as I realised games were supposed to be fun!



And after all that stress and hassle, the stupid kid is still asleep!!
(check out his big toes lol)