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)

Wednesday, December 24, 2025

Going back to 1993






Christmas 1993

I thought it would be nice to wish you all a very Merry Christmas - 1993 style. To celebrate, I’ve chosen a brilliant disk from a group I adore: Adrenalin. I've chosen their 10th PD disk, filled with loads of crackers (pun intended), including: Super Dark Pearl, Operation Garfield, Nirvana, Pac-Man On E's, and Teserae.

Booting up the disk presents a lovely menu by (I think) Mac Error. The wintry pixel art is by Teknik, festive sounds are by Chrombacher, and the nonsense in the scroller is by Divine. Don't boot this up without reading the scroller - it will transport you back to 1993 (yup, half the reason for enjoying any menu disk).

Many of the games are already on the Crypt, but let's take a look at this jolly menu disk...

  • The first is Dark Pearl by the American legend, Dave Munsie. A name that is synonymous with our shareware gaming scene. Is there a bigger name? I've been a fan of Dave since playing his take on Invaders on a magazine cover disk. And he's released some corkers throughout the 90s. However, and I'm gutted to write this, I'm not a fan of this game. If I'm honest, I've played a few others like this, but I've never enjoyed the concept. Yikes, sorry Mr Munsie!! I'd better load up Berzerk for a marathon gaming session to compensate for this blasphemous attitude of mine!
  • Operation Garfield is a crosshair shooter that I remember featuring a few years ago. It's using some of the STe's enhanced hardware, but not so you'd know because the frame rate is kinda sucky. However, it's a freebie game and, with that in mind, it's quite good fun to play. The sound effects will grate after a while, but if you enjoy shooters like this, then give it a whirl.
  • Nirvana is a platformer with a difference. Sure, there are the familiar elements of the genre, but it somehow feels "different" and fresh. We're still collecting items within a (sigh) time limit, but the gameplay and controls are superb, like the visuals. This is a belting platformer, and one I'll return to again. I cannot recommend it highly enough. Gotta properly review this someday...
  • We all enjoy a game of pill popping now and then, and I love this spin on it! Pacman on E's is a lively and refreshing take on the Pac-Man theme, with zany visuals and stunning audio. The action is fast & furious, with cool extras to improve an already incredibly jazzy game. It's amazing!!
  • Teserae is a game that transports me back to the Crypt's earlier days. I'm not a big fan of Tetris, and probably only ever played it when trying to stay awake on a night shift!! But when I first saw this game, I was blown away as they'd taken the concept of this mind-numbing game to new levels with aesthetics that will blast the eyeballs out of your head. This game is something else.

While some of these games aren't to my personal interest, there are no bad choices here. All are great games in their own right and highly recommended by the Crypt Keeper. Nirvana is the game I'll be returning to over the Christmas holidays. It's very old school, and you all know how much I love platformers! :-)

You can find this menu disk over at Atari Legend (I love their archive!)

Merry Christmas, everyone. All the beST for 2026!!


It's not often I say this, but I didn't care much for this Munsie game. I know, sorry!



So you like Operation Wolf and Garfield? Then this shooter is for you!


Nirvana is so tough, but this is also one brilliantly designed platformer.


An absolutely stonking version of Pac-Man for the Atari STe!!



I remember featuring the fantastic Teserae back in 2015 when the Crypt was a baby.



I love that laugh at the end... Merry Christmas, everyone!! †

Tuesday, December 16, 2025

Lotus Esprit music disk






Pedal to the... Musix!

It's been half a decade since the enhanced version of Lotus was released. Where does the time go? You may recall that Jon Thomas took the original game and completely revamped it with his coding expertise, creating a dedicated Atari STe version. While the chip music stayed the same (not that I’m complaining), the improvements to the game were incredible. It showcased what our machine is capable of when in the right hands.

Well, the Atari ST community stays ever active, since I just spotted an X/Twitter update from "Chris Hospes," who created a music disk featuring his remixes of Shaun Southern's soundtracks. It's superb and offers a fresh new way to enjoy these banging tunes (right now, in the background - as I write this text!).

I asked Hospes what prompted him to make such a release, and here's what he said...

The main reason was sadness that, after doing so much work on the Lotus STe version, the music still sounds like “crap.” (Hey, I love chip! -Steve). We are in the 21st century and have unlimited disk space, so it hurts that the author of the conversion didn't decide to sacrifice 20 MB of HDD space for the audio track. After all, we have great versions of Giana Sisters, Xenon 2, and Cannon Fodder. But even in the new version of Lotus for Atari STe, the old Yamaha bleeps.
I’m also currently working on my own remixes of music for other ST games that deserve a new life. I'm looking for (coding) assistance in replacing the old chipmusic from these games.

I've recorded a teaser video that plays a minute or so from each track. Why only a teaser? Well, nothing beats downloading it for yourself, especially on real hardware! So, what are you waiting for? Go and grab this download and enjoy listening to these outstanding tunes on your Atari STe. Here are the links you need...

  • Download this music disk from Atarimania.
  • Follow Hospes on X/Twitter, and get in touch if you can help him out.
  • Enjoyed that? Good. The Atari ST/e has loads more music right here.
  • What, you missed the enhanced version of Lotus Esprit? Tut, Tut, Tut!! Better click here then.
  • We have listed many more enhanced games for the Atari STe :)

Tuesday, December 09, 2025

PHF Rally 2 - Zero Bitplane






Sommarhack Awaits!

Say hello to a game without any pixels. What, a blank screen? No, everything is created with palette swaps, which is something I admit to not fully understanding. But the result is something quite unexpected and, if I'm honest, very cool. The screen is made using colourful blocks representing a winding road through forests, deserts, snow, night, etc. This style and transition remind me of Enduro on the Atari 2600.

PHF Rally II is obviously the (2024) sequel, and coded by Grazey (aka Phil Graham) of Psycho Hacking Force. This is a racer similar in concept to Spy Hunter, as we drive a "never-ending" road to Sommarhack in our Toyota Celica (I swapped that for my Ford Focus!!). Anyhow, the objective is to last as long as you can without crashing into the roadside. It's dead simple, but a ton of fun - and one I was actually quite good at (for once). The controls are easy; simply use the cursor keys to move left/right, and avoid crashing!

Running at 50fps, this is one slick racer zooming down your screen. It's fast-paced and probably too fast if it wasn't for the use of overscan. This means you can see a lot more of the road ahead, which compensates for the terrifying speeds! The result is perfectly balanced, making it both enjoyable and challenging.

You can play this on either computer, but (I thought) it looks best on the STe thanks to the superior palette. The use of overscan alongside this insane idea of zero bitplanes is what makes the ST scene so exciting and innovative, especially with the stunning chip music by gwEm (aka Gareth Morris).

PHF Rally II is superb and rated an engine-breaking 85%. Try to beat my high score if you can!



Level one takes us through lush blocky woodland.


Oh no, winter appears from nowhere!


But we travel so far that we eventually reach the desert!


Who turned out the lights? Oh, is it nighttime already?


This is as far as I got, a rocky canyon (not far from Sommarhack?)



Can you beat me?

Sunday, November 30, 2025

Knightmare






Best laid plans...

For those living on another planet for the last few decades, Knightmare is an RPG similar to one we all know and love. Developed by Commodore legend Antony Crowther, it utilises his excellent Captive engine, but with a user interface that looks much better. I admit, I've been eager to give this game a proper go for ages. I was hoping it would be a good one, as I wanted to attack its dungeon and come back with news of another crawler to recommend. Unfortunately, things didn’t quite turn out as expected, but more on that later.

Before we begin, pessimists might judge this game as nothing more than a Dungeon Master wannabe. They could be right, but the box has a line boasting, "It makes Dungeons and Dragons seem like newts splashing around in a muddy puddle". Needless to say, I booted it up feeling cautiously wary but with great anticipation. After all, who doesn't enjoy romping through dark, creepy dungeons, killing the unearthly beasts?

This 1991 computer game is based on the 80s TV show, and being of a certain age, you might assume I was a fan. Well, no. I don't remember much, as I thought it was cheesy. I recall a medieval environment with kids pretending to be in a cryptic dungeon - all thanks to bluescreen computer-generated graphics.

I have no idea how closely the game follows the show, but I know its opening intro is cool...


This is the Knightmare castle? Awesome pixel art!! Wanna step inside with me?



Arghhh!! Lord Fear turns up to ruin everyone's day. Miserable sod isn't he!




What's the story?

As a party of four adventurers, we have the noble task of seeking out magical objects held within these dungeons: The Shield of Justice, the Sword of Freedom, the Cup of Life, and the Crown of Glory. By the sounds of it, the adventure will be huge and spread over four "episodes". Once all are found, we hope to destroy the evil sorcerer, Lord Fear. It sounds melodramatic, but show me the dungeon entrance. I want in!

The manual pulls no punches and instructs the player that 'fear will be with you constantly". There are other cheery lines like "death is always around the next corner". It's grim and aims to prepare you for the difficult challenges ahead. Of course, it's not all bad. Treguard is the dungeon master who tries to provide helpful tips and advice. Well, I said, "Tries". Nonetheless, heed his words, but don't expect too much.

Dare you to enter the Knightmare and battle the minions of Lord Fear? Of course, you do...



First things first, create your own team or head out with a default crew of dungeoneers?



Choosing your own is best, but make sure you name 'em better than I did!




Controls & User Interface

Beginning with the basics, the controls instantly feel familiar to fans of Dungeon Master and the ilk. Exploration is done through a grid layout with 90-degree turns. Directional buttons are used for walking, sidestepping, and turning (there are buttons for up/down, but I've yet to find a use). The user interface is clean, uncomplicated, and concise, with our party's stats illustrated with bars for health, stamina, and magic.

The layout (and execution) of our actions is expected, whilst also fresh, using a design that performs perfectly. With the mouse, a left click interacts with the user interface and the world (picking up and throwing objects). Any character can also assign an action (like kicking and punching) to his/her default. This is superb, especially when holding a weapon, and a spellcaster's abilities expand greatly when using a wand.

This excellent design continues for other aspects, like the inventory with its many available slots. Encumbrance is conveniently detailed, so don't ignore it whilst lugging everything you find. There are also slots used to equip clothing and weaponry. That alien-looking dude in the middle indicates hunger and should make perfect sense regarding food. I found the user interface a breeze, which is odd for a nitpicker like me!

Yep, I'm often slow to grasp a game's user interface, but Knightmare's is far beyond excellent...



The inventory screen is beautifully designed and so easy to use.



YES, click this thumbnail for a larger image!! Go on, you know you want to :)




Welcome to the dungeons of Dunshelm

So, who will you venture into the wild with for companionship and support? Well, you can decide whether to stick with the default or assemble your own band of merry men/goblins/elves/etc. I have a couple of Clubber Langs at the front with others helping with range, magic, healing, etc. The starting area is void of anything interesting, with no items or puzzles. Isn't that bizarre, but wait, I see a cart. Let's jump inside that...

Once you've arrived at the woodlands, exploring is mind-boggling. The area is a confusing jungle labyrinth. A Goblin soon appears, but is easy to kill, and he disappears into the void after a few kicks. Soon, you will stumble upon a 'ghostly thing', which is super easy to defeat and made me wonder what the point was. Look out for rabbits, these nip at your heels the moment you turn away - give them a kick and watch them scarper. Actually, it's worth chasing these blighters because their death rewards with a rabbit pie. YUM!!

Compared to a typical dungeon environment, the woodlands are incredibly bewildering, so it's advisable to make a map as you explore. North of your starting location is a walled area and the place where the 'ghostly thing' would often appear. Hint - look around for anything obscure that could be usable. Getting around the woodland is tough, but a map now proves its worth because I struggled to see the wood for the trees!

To the west is a prison, and inside it are several Giants. They are like goblins, only bigger and much stronger. This is where my progress hit a brick wall because this seemed to be the only way through the woodlands. They constantly killed me, no matter what tactics I used (I was losing the will to live). So, I eventually concluded that this was something to return to later. There must be another exit, somewhere...

I continued on and, by sheer chance, I found talking trees. One wanted her baby back, another asked, "Have you seen my cup?", and another wanted a weapon. By this point, I had collected quite an inventory of junk, and I had a thought about the first tree's request. What did it need? I'm sure you can guess. Well, she rewards our kindness with entrance to The Shield of Justice. FINALLY, I'M GETTING SOMEWHERE!!

You don't want to know how many hours were spent to get this far! Let's see some screenshots...




You thought a rabbit was timid? Not these buggers!! Kick 'em to death lol



You won't be able to beat these Giants so early in the game!




The Shield Of Justice

After (finally) escaping the woodlands, I arrived in what can only be described as Dungeon Master World (ha!). A nearby plaque announced that this was indeed "Quest One, the Shield of Justice". Instantly, I was relieved to be playing something that I originally desired from Knightmare, a dungeon and not a forest!

Yes, this relief of standing in a dungeon after many wasted hours in those damn woods is intense. As you begin, the first thing you will notice is the visuals. This is one enchanting place illuminated by a colourful design that makes Dungeon Master look decidedly bland. So, as I carefully tread and begin discovering interesting pathways, bizarre objects, and doors just waiting to be opened. This is great, I thought to myself.

I begin mapping and exploring the corridors, and I stumble upon an obvious trap involving a switch that launches a fireball to light you up like Blackpool Tower. However, I can also see something in the next room through the wall's bars. These problems are easily overcome, and a few corridors later, I find myself using pressure plates in the floor to access a hidden area. This episode is becoming increasingly exciting!!

Sadly, my elation doesn't endure because something's not quite right. The deeper I get, the more frequently I fight the bad guys. Unfortunately, it's more of a struggle than a challenge because I've found few weapons, and health was also suffering. Not only this, but all combat is extremely tough, and soon to the point where you cannot win any battle without running away to hide and gather yourself behind a closed door.

Thankfully, there is a ridiculous cheat I discovered by sheer chance - use the doors. There is no standing your ground like a man here. No, it's better to draw out an enemy and lead them towards an open door. Stand there, and when a monster gets close enough, shut the door on it. This action will eventually crush it to death, which is similar to Dungeon Master, Space Crusade, and others. However, I was using this method all the time rather than my weapons/spells because it was simply too difficult. It didn’t help that so few items were accumulated within this dungeon, aside from fatigue. Unfair, unbalanced, and disheatening.

I'll be honest, I was starting to wonder by this point why I had bought the game. Yes, bought. What a sucker I am. Anyhow, it wasn't long before I discovered the game's next oddity - sharks! That's right, there are flooded areas with sharks swimming about. Getting safe passage is a pain because this aspect of the game's engine doesn't work well. Try as I might, I've completely lost interest in defeating Lord Fear.

From what little I remember, I cannot imagine this game comes close to following the TV show. In fact, it's an abomination!! I’m at my wits’ end and completely lost interest. I suppose I’d eventually find an object to unlock the next quest, but I won’t be returning to the nightmare of Knightmare anytime soon.

So, umm, shall we carry on? Well, I suppose so with a couple of screenshots...




This is the first object you come across. Wanna risk touching it?



Unlike this guy, most enemies are tough. So use the doors to crush them!




The CryptO'pinion?

Of all the Atari ST games I have played, this one took the longest to get into, perhaps even more than Armada (and that's saying something!). But it was all for nothing. Sure, the graphics are great, and the thought that went into the user interface is impressive. But all that effort is for nothing as the game is utter tripe!!

I spent ages trying to leap off the moving cart before being rewarded with a woodland nightmare. Then, the joy of finally entering a dungeon was short-lived due to the ridiculous, unbalanced gameplay. Constantly needing to crush enemies with gates takes the... Michael!! However, I did enjoy the tasty rabbit pies.

Knightmare has clawed its way into my Hall of Shame, and I'm rating it an unforgivable 35% because it's the Atari ST's worst RPGs I've played. Straight to the eBay pile with this. Just play Dungeon Master.

Fools may download PP's hard drive version or the floppies via Atari FTP Archive