Showing posts with label 1986. Show all posts
Showing posts with label 1986. Show all posts

Friday, March 31, 2023

Sword Of Kadash (part three)





Phew, what an adventure!

Well, I've finally done it. I've completed Sword Of Kadash... I think! (don't ask, just carry on reading to the end). When I first started, I genuinely thought that I would be playing for months due to its sheer size and also the fact that I wanted to painstakingly map it. Yet here we are with the third article and the game is finished and mapped.

You know, I have really enjoyed it too because this is a mapper's delight with a wealth of integrated rooms, secret routes, puzzles, hidden rooms and tons of hideous monsters to kill. The map design is very interesting and I like its style. However, it's not all good news as there are a few quirks and peculiar differences I didn't expect.

Before I begin, this is the third part of a mini-series. Have you read the innocence of Part One or the enthusiasm in Part Two? No, I didn't think so! Okay, click on those two links to get an idea of the pain and pleasure I have endured over recent weeks. Go on, both links open up in new browser windows and I'll be waiting here for when you get back.

While waiting for y'all to return, I shall enjoy dumping a couple of funky screenshots below...



I see the devil with horns and beady eyes staring at me! What do you see?
Interestingly, the room just south of this location is a formidable part of the maze design!



These little gremlins are weak but very difficult to shoot!!



Back to basics

Okay, because you've clicked the above two links, we all know the story and what's generally involved so let's continue on rather than starting afresh. Unlike many ARPGs, this begins the same each and every time: we start at the entrance of the caverns with a dagger, 2000 hit points (health), armour and fear spells. So, that means we're a dude without a choice of race, personality, skillset or attributes. Still interested? I know, I know, but you should be so read on!

Let's begin with the controls as there are three methods used to guide our little hero and this seems to have confused some YouTubers. The joystick is by far the best method (the keyboard felt unnatural and the mouse is nothing less than a nightmare). So, just press CTRL J to change from the default to the joystick when you first begin your quest. You are able to move (and shoot) in all directions, including diagonally. To shoot, press and hold the fire button and then 'move' in the direction you wish to aim. Oh, and hitting the spacebar activates your one and only magical spell.

Wanna see a couple of really annoying screens that make no sense? Of course, you do so here you go...


Trust me, unless you use the fear spell you have no chance of killing them without getting hurt.



One of the final rooms and it's stuffed with cursed items. Yep, every single item is cursed and there is no way (that I know of) to get around them. Thankfully, if you go back a couple of screens, there is a symbol/cross that can help.



The quest awaits!

I feel I should begin with a little piece of advice for newcomers - when you are about to begin, do not head north without checking out that tree. It's also worth heading back, southward, to find better weapons. Now head north into the fortress where there are a couple of ghosts and bats before stumbling upon a scroll - leave that be as it will come in handy if/when you get cursed. Next, head west for a room of scorpions, thus lots of xp for the killing. There is also a chest, and extra xp, but don't leave without searching for the secret passage that leads to a different room - with a sword!

Yes, items are a big deal in this dungeon and they are also a bit of an oddity. You will frequently find weapons and armour along with others like chests and keys. Collecting anything increases xp but you cannot use the keys as there is nothing to unlock. Nor can you plunder a chest as it's just a chest that does nothing more than increase experience. So, more often than not, the item you're collecting isn't for a particular usage - it's to gain xp and the benefits of that.

However, a selection of items is cursed which severely hampers ability and performance. Only two types of items can help cure you - the symbol cross and magical scrolls. However, this is where the game reveals its truly insidious personality because there is a chance that those might also be cursed. Cruel, very cruel!! So why not make notes? :)

Along the way, there are weird messages which are blatant and helpful. But not in these two screenshots...



I love how the designers left silly drawings and messages (Damon Slye)



The Pit is a disastrous moment but there is a hidden area to hide, but I wasn't quick enough!



Traps!

The cruelty doesn't end with cursed items because the dungeon is host to a myriad of different traps and, just about everything will trigger something nasty. Heck, you may do nothing more than simply walk into a new room - and BAM!! Lots of arrows begin hurtling towards you. Most of the traps are triggered whenever you collect an item which is weird because you soon become cagey whenever you see something that might be worth picking up.

Many triggered traps are a lot worse and some can fill the room with a bunch of materialised monsters! Not only that but some are super strong and cannot be killed - so run! Lastly, there are a few which truly are game-enders: the boulders that appear from nowhere, rumbling down a corridor to block you in with crushing force! Did you save the game?

It's insane how many traps there are!! Never have I played any game that comes close to this...


Picking up an item and suddenly the screen is full of Mr T's - but one is stuck in the wall lol



This is one of only two puzzles/traps that take serious thought (relates to the 'devil' screenshot - above)



Walls

As I said in the previous article, walls sure play a big part in this adventure. I know that's a weird thing to say as most are just, erm, walls but it depends on their colour. The blue ones can be destroyed thus aiding your journey with a new pathway. Sometimes these can help to provide a tactical vantage when shooting the baddies who are unable to reach you. Green walls will repel all your shots which is actually a great mechanic that works very well in battle.

Also, there are invisible walls that are a pain to navigate - there is still one screen which I've not managed to figure out. Heck, other rooms are made entirely from a maze of hidden walls and take, what feels like a lifetime, to suss out! Finally, there are secret walls that are revealed when you walk into it at the right point. However, some need to be shot first - it was only because of my map that I could see the potential routes to many hidden rooms that I might have missed.

So, it can be a bit inconsistent. Which I personally feel means that it was always designed for the gamer to create a basic map with notes. Annoyingly, there is still one room that I never managed to discover how to enter! Which is infuriating for an adventure like me who leaves no stone unturned. Gotta admit defeat now and then, I guess?

Well, I've talked enough about walls so let's see a couple of different screenshots...



Towards the end, some rooms had little fair play element - all items here are cursed! Why???



Oh no, a Lich. This guy is one tough cookie so be quick and deadly in your attack!



Armed to the teeth

Oddly, weaponry felt like an after-through as there are only four: dagger, morning star, axe and sword (all can be augmented magically to a max of +4 for extra damage). Battles are fought only by a range method, regardless of what you are carrying, and there is no actual melee or magic. Also, each weapon is expressed as an arrow and can only be fired in a series of three shots. Of course, you can fire again once they have expired or hit their intended foe.
About magic: there is one spell but it's not offensive and more of a fear spell. When used, all monsters will scarper, thus making it easier to kill them or for us to run away. This effect doesn't last too long but it certainly helps when there are loads of monsters. Use these wisely!
Don't worry about encumberment or inventory because there is no ability to look over your stock or play with your equipment. Whatever you collect is added to your xp with the potential to level up, thus increasing hit points (excluding cursed items). Weaponry will add to your xp but will only be used if it's better than what you already carry.

Right then, I think it's time for some tricky trappy screenshots...



Spiders spring out from the trap and are really tough in this dungeon. Hey, two swords? Beware!



This is the other puzzle that takes some serious thought. Looks easy, right? Hmm...



Monsters

Being an action game, you won't tread for more than a few steps without having to kill something beastly ranging from ghouls, ghosts, bats, snakes, barbarians, spectres and more all the way up to the Liches. Those guys are very tough and can even spawn other monsters into the arena so step lively. Each enemy has a number of hit points before dying, not that there's any information about that to possibly complicate the already near-non-existent RPG aspect.

It's all a case of keep firing and, if they're strong and still chasing - run away. Now, fire some more shots and start hoping for the best! Of course, touching any will drain them of their hit points, but, at the expense of yours too.

However, all enemies are a bit daft and follow a basic pathway to get you, which often means struggling to navigate around objects. Sometimes that's a good thing as you can tempt them out from another part of the room, one by one. Thus making the overall battle easier albeit rather disappointing in other respects. Learn to manage the hoard.

The next screenshots are from the final rooms that only dedicated players will see (ha!)...



We're nearing the end of our quest. This is Aladag, the dragon guarding the sword.



It's possible to sneak by Aladag to grab the Sword Of Kadash (it looks like a banana!)



Aesthetics

I was never going to boot up this old game and expect glorious visuals. It was developed around 1984 so I would be a fool to judge it based on what the Atari ST is actually capable of. The graphics are pretty much what I experienced with my old ZX Spectrum and use a basic design with lots of repeating red brick walls and black backgrounds.

Visually, the monsters are the best part and we get to slaughter a varied and whacky crew. Yes, they're quite poorly drawn compared to Rogue but I love how amateur their movements and animations are - they wobble across the screen. The gremlins are my favourite, small and made from very few pixels yet they still manage to look great.
Sadly, the framerate drops badly when dozens of baddies are persuing. It's a shame as it affects the final rooms heavily. But, something I can forgive for such an ancient release for the (then) new Atari ST.

The audio is almost zilch with no music and few sound effects. What you hear is mostly from your weaponry or when coming into contact with nasties. That's about it. Oh, a little jingle plays when the Lich appears! This is an incredibly short tune but is eerie and works surprisingly well. Otherwise, the entire game is silent without any distractions.

Okay, it's screenshot time again and here we have two sets of enemies that are badass...



I think this monster is called the Mukra, a Jason Voorhees wannabe who is very tough.



Wraiths are incredibly mean and move quickly. So, unless you're armed well ... forget it!



The map!

So the moment you have all (?) been waiting for... the map! My task to complete this game was a very enjoyable and addictive pleasure. However, the ending rooms are a disappointment in comparison to the rest of the entire game.
When at the end, the idea is to kill the dragon Aladag who is guarding the Sword Of Kadash. But there is a hidden passage north of his location, so you can skirt around and pinch the sword. A greeting then appears (the last screenshot below) but the game does not end. In fact, there are a couple more (pointless) rooms to explore, which doesn't make any sense as they are dead ends. So, armed with the Sword Of Kadash, I went back to kill Aladag and, once again, the greeting appeared but it still doesn't end. How odd!!
Rather an anti-climax but I won't let that spoil my memories of what is nothing less than a superb oldskool shooter. As always, the image below is a thumbnail, so click on it to download the high-resolution version. Or zip over to Atari Legend who is kindly hosting a similar version. Anyhow, I hope you guys enjoy using the map??

Carry on scrolling for my final thoughts on Sword Of Kadash...


Greetings to PP for helping develop a better version. Thanks also to Maarten/AL for hosting.




The CryptO'pinion?

I'm sure you can tell how much I have enjoyed playing this? Not only writing the three articles but the mapping was an absolute pleasure and one that enhanced my experience greatly. I've honestly loved every second of the adventure albeit not the RPG that I imagined. In fact, those basic elements are diluted into the background so it has little depth. I would say it's more of an action/shooter with an emphasis on the freedom to roam without following a linear path.

My grumbles are minor, the combat system is limited as each weapon feels the same and there isn't any support for melee at all. Also, the cursed items are a pain in the bum because there are only two types of objects (for a cure). That is very restricting and I would have liked magic to have included the side benefit of dispelling curses too.

Anyhow, if you're in the mood for an alternative "roguelike" then this could be everything you desire. The dungeon is massive, with monsters at every turn, secret passages, and lots of infuriating traps! Just remember to save regularly and make notes. Of course, I have made a map (marking all cursed items) so you could use that as a guide?

Sword Of Kadash is humble and feels old so hasn't aged well but the gameplay is well-balanced throughout and that is something I thoroughly appreciated. I hope you ignore the bland aesthetics and take on board the challenge!!

The best download has just been updated for hard drive and the older floppies are right here.



After all the trial and tribulation, this is the finale. But then it carries on - to a dead end! Bugged?

Friday, March 24, 2023

Sword Of Kadash (part two)





Welcome all (who carry a pencil and paper)

I honestly didn't expect to be posting again so soon after the first article but, this is an enthralling adventure alright. Ignore how it looks and the player is rewarded with something rather unexpected and most enjoyable. Hang on, didn't you read the feature that I wrote? Sheesh, shame on you. Click that link above and I'll wait here until you come back.

Okay, you're back, so let's continue with part two of my progress within the fortress of pain. Yep, that's what I'm calling it for now. Don't get me wrong, this is just what I needed to dig my teeth into. It's everything I love; effortless gaming and fantastic freedom to roam. Plus there's usually something menacing to contend with amongst a myriad of silly traps!

In fact, traps are a big part of this game with most rooms having something to ruffle your feathers...



Hmm, the hairs standing on the back of your neck tell you this room is one giant trap.



Temptation is high, dare we grab the scroll and that powerful sword?



Another trap is triggered - eight beasts appear and arrows are hurtling towards you. RUN!!




Puzzling puzzles?

Many rooms have a basic puzzle element to them and, being of ultra-low intelligence, I like my puzzles uncomplicated! Well, good for me then because I've yet to stumble upon anything overly taxing on my old brain cells. In fact, the hardest part of the game is usually sussing out a route through a maze of irritatingly invisible walls.

Walls are oddly a big part of this game and the blue ones can be destroyed - which is sometimes a good idea. Especially to clear the way for a quick escape! But you may wish to be cautious and leave enough room just for yourself rather than the chasing monster? Be careful and think before making a move - don't let the puzzle trigger a separate trap!

Here are three rooms with typical "puzzles" that you will come across often...



This room is odd, there is an invisible wall surrounding the symbol. So how are you gonna collect that?



Why not fully blast away the blue walls before attempting to pass that sharp-looking object?



Another puzzling room with both a secret wall - and a trap. No spoilers but, step lively!




Psychic gamer?

Freedom to roam within such a whacky dungeon of horrors is proving silly yet ever so entertaining. However, it was not long into the first game I realised that I needed the power of prediction because of the dreaded cursed items. These are relatively plentiful but there's no way of knowing if an item is cursed or not beforehand. So, it's always a gamble!

Being cursed will affect your performance in terms of xp, armour and potential damage. This can be cured but only by collecting symbols or scrolls. These work a treat but there isn't nearly enough of them for the gamblers aimlessly wandering the dungeon hoping for the best. A good adventurer brings a sword, and he makes many notes.

Thankfully, it's not all blind faith because many rooms are exactly as they first appear...



I had my suspicions about this screen but all items come without the worry of a curse.



I hope you are carrying a strong weapon when entering this room? You'll need it!



It's party time down in the fortress so let's all get together and be merry. What a battle - use magic!




The CryptO'pinion?

Stumbling through the Sword Of Kadash after another week has proved itself fruitful. There are many crude, yet fascinating rooms to explore and my (albeit unfinished) map has opened it up somewhat. However, mapping might be good for my personal pleasure but it isn't essential. What is, is making notes and jotting down the location of cursed items as it's the only way to make progress in later attempts. Yes, you will replay it repeatedly to push yourself further each time.

That actually means hours of potential gameplay which, when you think about it, is massive value for money for anyone back in the mid-80s. However, do you have that free time today? Possibly not, so I hope my agonising and time-consuming mapping will soon be of use to y'all. Are there any players? Hmm, why not comment and let me know...

With that in mind, here is the updated version of my map with all the cursed items identified. (I've also noted decent weapons and any cruel traps/puzzles - but not everything as I didn't want too many spoilers). Remember, this image is a thumbnail so click it to download the high-res version. I hope you have enjoyed reading part two?

For now, relax and be content knowing that part three will soon be in the works...




Saturday, March 18, 2023

Sword Of Kadash (part one)





Fortress Of The Dragon

For almost a decade (wow, that long?) I have tried to play as much of a game (as possible) before attempting to write a humble review. In light of that revelation, I'm going to do things differently for this next game and shall post here as I progress through. Hopefully, I won't get stumped and give up - yikes, that would be embarrassing!

Without further ado, here is possibly the first episode of a mini-series for what appears a modest-looking action RPG (and I'm being kind there). It's called Sword Of Kadash and was originally released on lesser computers back in 1984/5 before finding its true home right here for the Atari ST in 1986 thanks to Dynamix /Polarware, Inc.

It was developed by Kenneth L. Hurley and if that name sounds familiar then maybe you came over to the Atari ST around the same time as myself? Do you remember the graphical demo 'Monarch'? Yep, that simple animated screen was mind-blowing to witness. I was new and couldn't get over the impressive power of my new 16-bit computer!

Anyhow, enough waffling by me. Yes, you guessed it, it's time for some funky screenshots...

Update: part two of my gripping playthrough is ready to view!


The start screen is one of the prettiest in the game with a lovely tree... However, it's all visually downhill afterwards. Hey, don't rush off before looking around and umm maybe switching the control system? Joystick works best.



Ah, you started off well I see! This is the screen that proves just how sneaky the game can be. Wait, what was that flickering that I saw? Did you see it? Well, I think you should go and investigate that flickery wall. You never know...



Yeah, a secret room with a couple of weapons. Wait, I'm getting that sneaky vibe again! Which weapon?




What is this game about?

We are a traveller looking for his fortune in Persia but the local thugs had other ideas. The only way they will let me go is if I enter the Fortress of the Dragon to find a sword. You've guessed it, the Sword Of Kadash, which is guarded by a dragon called Aladag. A myriad of rooms is waiting to be explored but beware of the many hidden dangers!!

Upon loading, I'm instantly reminded of the Apshai games due to (ahem) modest visuals and top-down display style. Getting around is easy thanks to effortless joystick controls and you're immediately thrown into the thick of it with the opening rooms offering a glimpse into the type of dangers that lay ahead - secrets, weapons, traps and monsters.

It plays to be cunning but it's also tough figuring out what is the right thing to do. Screenshot time...



There are many different types of treasures and here I can see a chest. But it's a room full of nasty critters that are also incredibly tough to kill. So, shall we waste effort killing them for a chest? Or leave it and scarper?



Hmm, now I've already got a sword, which is a fantastic weapon but this room has lots of daggers and picking them up provides experience. Be careful, one of them might be booby-trapped? What shall you do?



It's now that you should use magic to nip down and grab that scroll. Watch out for traps!




So what's my plan?

Well, because the "dungeon" is massive, I know this won't be completed anytime soon. Inside are many rooms with numerous traps, items, cursed items and bizarre monsters just itching to be slaughtered. My progress is slow but the adventure is addictive and gratifying. What appears a humble game, isn't. Most monsters are bigger than me in size and strength - but don't feel the need to fight all battles, sometimes it's best to grab the loot and run.

So, the plan is simple and one that I'm sure you've already guessed? Yep, I desperately desire to complete a full map of the Atari ST version of Sword Of Kadash. I've already begun this massive task and it's made playing the opening screens so much better. Plus it's now easier to identify traps, hidden walls and cursed items. Gaming like we did as kids ;)

Yep, mapping is fun but time-consuming so don't wait up! Hey, do want some more screenshots...



Sword Of Kadash is a cruel game designed to be learnt by the player bit by bit. I say it all the time, but I don't think you can get anywhere without making notes to remember the different pick-ups. Argh, many are cursed!



Wow, there was a hidden passage! However, to my right, is an invisible wall blocking me.
Wanna grab the loot?



Doing so, these two goons appear. That invisible wall means we have to be sneaky! Run...




The CryptO'pinion?

Wait, this ain't a review. This is simply the first stage of my Sword Of Kadash playthrough. Well, I hope you have enjoyed scrolling through what I hope is the first of "many" articles about my progress. This game is indeed huge but there appears to be a method in its madness thanks to the way xp and hit points are earned. It's a bit (umm) different.

Yes, I'm loving every second of what I can imagine some might assume aged and ugly? Older gamers won't mind, but the younger folk shouldn't be put off by the amateur visuals. Plus, it appears to have been designed with replay in mind. Ie, you will die so make notes as you explore deeper into the fortress - to aid progression in the subsequent attempts.

Download it and see where the adventure takes you - let me know in the comments below?

I'm heading back into the dungeon but, before I go, I'd like to greet PP for helping me out with a number of ST hacks recently (cheers big man). Right then, wanna see what I've mapped so far? The image below is just a thumbnail so click on that to view the hi-res image! Tell me what you think of this ancient yet fascinating RPG in the comments below...




Tuesday, March 03, 2020

Temple of Apshai Trilogy





Sigh, another aged RPG?

Temple of Apshai Trilogy was released in 1986 by Epyx with the Atari ST conversion handled by Westwood, of Command & Conquer fame. The package features the original plus two expansion packs "Upper Reaches Of Apshai" and "Curse Of Ra". However, Hellfire Warrior is oddly not included here (does anyone know the story behind that?).

This is a turn-based RPG with few expected similarities to Rogue. Each of the three realms has four distinct difficulty levels but, unlike Rogue, each dungeon has been designed rather than randomly generated. Curiously, there is an almost nonexistent storyline beyond the point of killing and treasure hunting. Understandably, this might disappoint some adventurers but, for me, I enjoyed the freedom to roam without a bothersome objective.

Firstly, let's hit you with a couple of screenshots. Just to get rid of those who care only about pretty visuals...



Yep, you're probably wondering about the graphics. Right?



Please don't do that. Graphics never make the game and this game proves that fact.




Monsters, weapons and freedom to roam?

First things first, we need to build ourselves a character using a combination of different attributes that will affect strength, dexterity, intelligence, and so on. Thankfully, you can save and reload your character at any time. Either keep it real and roll a die or fudge the numbers to get playing. Personally, I wouldn't restrict myself at all.

You can venture naked with only your pride as a weapon but it might be best to visit the Innkeeper and get yourself equipped. He has everything you need, even if you must haggle for the best price - if you can be bothered? Armour, weaponry, arrows and more all come with a financial and weight cost. So try and be very wise and savvy.

Let's take a deeper look at some screenshots that detail much of the RPG side...


  
The InnKeeper seems to have everything you need to get started. Well, for a price...


  
He's not a generous man. I tried to explain that I couldn't pay, so his heavies broke my kneecaps!




Role-play like it's 1986!

Playing the Temple of Apshai is fantastic but I recommend starting on the first level of the temple rather than foolishly jumping in at the deep end. When you begin, your world is viewed from a top-down perspective with some helpful information listed on the right for health, ammo, information, etc. And yes, it's running under GEM :)

It's odd that there isn't any real point to these dungeons - other than killing the baddies and collecting loot. However, Upper Reaches does (umm) attempt to give your adventures some purpose. Well, it tries... For example:

Level one takes place behind the Innkeeper's Backyard which needs tidying up. Yep, we're on cleaning duties but at least he's warned us of a bandit in the area. Come on, this has to be the strangest tasks ever?

Level two, Merlis' Cottage is quite odd. We're in Merlis' home looking for cash because he failed to cough up after we painted his fence!

Level three is Olias' Cellar but nothing is mentioned in the manual so I assume we're back to killing and looting without reason? Fine by me!

Level four is set within Benedic's once peaceful Monastery which has been turned into an unholy Romero movie thanks to an evil vampire!

  
Start slow. Why not fire an arrow at your first opponent and don't forget to search everywhere...


  
I found a secret room inhabited by a swamp rat. I killed that and took the Magic Sword. Bonus!!




Stay Awhile and Listen

Whatever realm you're in, each room has a design that includes a written description detailing what you see and hear. There's no need to pick up the manual for the ST game just hit [return] to read about your environment. Also, the rooms are numbered so it's possible to map your adventure noting routes, traps, hidden doorways, etc.

Getting around the dungeons is done using a keyboard command system, quite similar(ish) to something like Ultima. Predefined keys are used to walk, turn, fight, talk, search, and much more. You can use the mouse - but it's a bit of a mess - so stick to using the keyboard. This is perfect and also a lot better than you might first initially assume:

RETURN = Make sure you read each room's description!

0 = Use this to rest and recover from some of that nasty fatigue.
L/R = This is pretty obvious and makes turning around easy.
V = Swoosh, you've just made a complete 180°
1-9 Let's go for a little walk, under the moon... Erm, never mind!

A = Hit 'em hard when you're up-close!!
T = Thrust a lunging attack which might leave you vulnerable?
P = Defend yourself with a countermove, you wimp!!
F/M = Take 'em out from a safe distance, sniper-style.

E = Budding adventurers will look under every stone.
O = Doors won't just open themselves you know!
S = Don't rush through, search for those hidden thangs...
I = Inventory (there's a shock).
G = Grab any treasure you find.
D = Ugh, drop that heavy trash.

Q = Shushh, did you hear something?
! = Dr Dolittle, he talks to the animals!

H = Heal yourself before you croak it.
Y = Ohh, gimme some of that fancy Elixir healing.



An RPG needs characters, with character!

Yep, characters make any adventure fun and interesting so it comes as no surprise to find out that this Trilogy is stuffed with many exotic creatures. Many spooky delights are waiting around every corner with the first being a skeleton - a classic encounter. This guy is pretty tough so I wouldn't let him get too close if I were you. Challenging from the start!

Brilliantly, we have the option to listen out for distant sounds and even talk to some of the nasties. I doubt you'll get much sense from most but sometimes a creature might respond. They might just let you pass or maybe reveal something of interest. Attempting a dialogue is something unexpected, mind-blowing, and pretty funny too.

Each of the 3 realms has a myriad of ghoulish creatures and some unexpected ones. Battles are fought using few weapons but victory comes to those prepared. Press [A] to attack when up close and personal but you could use [T] to execute a ravaging thrust? This might plunge your sword into a beast's heart but at what cost? Those carrying a bow can use arrows to pick off their prey from afar. Just make sure you're facing them otherwise you might look a fool.

Come on, you must admit that this is different and very amusing? So let's view more (clickable) screenshots...


  
There are some fantastic enemies within the dungeon. And ants and mosquitos too...


  
Upper Reaches is so different but can you find the bandit? Whereas Merlis' home has ... a cat!


  
The Antmen are incredibly tough blighters but oddly, the Ghoul was an easy victim of mine!


  
Bears and Giant Bats, whatever next? You'll be telling me there are Vampire Bats around the corner!




Mind As You Go

Playing any part of this trilogy is an amazing experience but it's an idea to experiment with your newly-created character, just to see how clothing and weaponry feel to your own preferences. Experience is gained as you progress deeper into the dungeon and it's good practice to take it slow at first. Remember to search/examine/listen no matter where you currently are. You never know what might be nearby - be it a treasure chest, a trap or something lurking in the dark waiting to pounce. It's never a bad idea to read the room's written description. Some might say that it's essential!!

Always keep an eye on your fatigue level, which can take a hit whether you're exploring or battling something freaky. Walking isn't free and multiple movements will cause a little tiredness that adds to your fatigue. Hitting [0] now and then can be rewarding. As is purchasing a box of bandaids before heading out into the unknown...

Remember, we're not God and any demanding battle might result in severe wounds, possibly leading to death. Thankfully, not all is lost - roaming these dungeons are three peculiar helpers who may help. Bendic is a lost priest who can revive your broken body. Ahem, all he asks in return is a financial donation. However, others aren't as kind, watch out for a dwarf or wizard who yields greater sacrifices - you might wanna keep your hands in your pockets?



During those desperate moments when all has gone wrong, this is the message I prefer to see!




Graphics & Sounds

Visually, this is pretty lame by ST standards yet faithful to the barebone originals on the 8-bits. The backdrops are rather basic but the sprites are detailed and can look pretty good. Personally, I prefer the visuals in other RPGs, of the time, but Apshai still has its own unique charms. Also, it's GEM-based, which I think is crude - yet it works well.

Audio features a chiptune on the title screen but only spot effects during the game. However, I do love the little clipping that plays when a monster appears - scary stuff! lol. Overall, more than good enough for an RPG. So no complaints. If ever there was a game that proved fancy aesthetics aren't needed, this is it. In two words, authentically pleasing.

Hey, let's see another screenshot and this time one with a woman in it...



Please remember what I said, graphics never make the game. Play this RPG!!




The CryptO'pinion

Temple of Apshai Trilogy is surprisingly brilliant albeit with lame graphics. It's also possibly a forgotten (and much-underrated) RPG and that's a shame because the original was a massive success. Dare I say that our Atari ST conversion captures the original's essence perfectly whilst also making many more improvements I appreciated.

Whatever adventure you choose to play first, each one is huge with loads of rooms to explore. Most of my time has been spent within the realms of the temple, which I'm still battling through as I write. The theme is compelling and captivating. Plus, I adore how each room has been pre-designed yet still feels fresh and novel. That, I did not expect.

I've been making a map with notes of hidden doorways, along with any curious hints described for a room's description. This took me back to the 80s when I was a geek. Of course, I'm no longer a geek. Honest. Anyhow, I feel I've only scratched the surface, especially with Upper Reaches and Curse Of Ra. So I need to change that asap.

If you wanna relive an age of exploration, treasures, secret passages and monsters then this old-timer is definitely for you. Ignore the graphics, don't use the mouse, read the descriptions, and remember to save regularly! A whole world awaits you so expect lots of late nights. One of the best olde styles of RPG that the Atari ST has. Looks bad, plays greatly!!

Grab a copy of this brilliant RPG

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