Showing posts with label 1988. Show all posts
Showing posts with label 1988. Show all posts

Saturday, October 25, 2025

Heroes Of The Lance






Dungeons & Dragons!

Heroes of the Lance is based on the fantasy role-playing game Dungeons & Dragons, taking place within the Dragonlance era (credits Margaret Weis and Tracy/Laura Hickman). The Atari ST game was released in 1988 by U.S. Gold for Strategic Simulations Inc. and is not an RPG game. It's more or less all action.

The ST has three Dragonlance games, but I (somehow) decided to play the third game first, Shadow Sorcerer. It's no biggie, but it's sometimes nice to play games in order, so I apologise for jumping ahead. Anyhow, shall we pretend that this mishap never happened and boot up Heroes Of The Lance? I hope you said yes!

The first of this ST trilogy takes place during a time when an evil queen (Takhisis) rules with her band of not-so-merry Draconians. There are eight hopeful heroes ready to battle against this tyranny by recovering the Disks of Mishakal. These floppies(!) are protected by a dragon called Khisanth, who needs slaying. The disks should help to please the ancient gods and defeat the queen. Humorously, the manual states that they are only heroes once they've defeated Takhisis! Well, that's true, I guess, but kinda mean if you ask me!

First things first, let's view the different companions with more information...



I adore the 'digitised' appearance of the characters. Excellent pixel art!!




Before we begin

You heard me right earlier: this is an action game with whispers of an RPG backbone. The manual makes damn sure you understand that Heroes Of The Lance is not an RPG by mentioning it more than once!

The focus here is on fast-paced joystick action, hacking and slashing your way through anything that stands in your path. You can still grab items, uncover secret rooms, and cast magic. Don’t expect an RPG in the traditional sense, though: no character creation, stat juggling, or level-ups through a sprawling world of lore. At its heart, it’s pure, unadulterated action, sprinkled with just enough RPG to add the right tone.

With that out of the way, let's see a screenshot taken in the grungy dungeon...



This fella looks like a black knight, but it wasn't tough to kill, so now I feel brave!




Play the game

I find it interesting how everything works with a combination of a split-screen using both a joystick and a mouse (for the menu). At the top of your screen is a representation of the dungeon where all the gory action occurs, with the bottom part offering a direction compass and access to each of our eight brave warriors.

All eight companions are located in two rows in the lower part of the screen. Each can be moved at any time, and only those on the top row can participate in the action. The "active character" will be the one in the left slot on the top row. Those on the bottom row will follow but cannot take an active part (safe from damage).

Your interaction is controlled via a joystick and expanded by a menu system accessed by hitting the spacebar. This pauses the game and offers a wealth of options, like transferring characters, picking up items, healing members of the team, slinging a spell, and the like. Exiting this menu resumes play, along with executing the command you have issued, like firing a magic missile. It's quite a brilliant system.

However, that doesn't mean you can jump straight in. When you begin, Heroes Of The Lance takes some getting used to. This is due to the sluggish joystick controls and the compass. Thankfully, it's not long before you realise you can run, which is great for swift exploration, avoiding some traps, and escaping would-be fatal encounters. Also, the screen scrolls horizontally, which fudges with my mind because the compass changes itself depending on the path we are actually walking (even though we're shown as walking sideways).

Once you have mastered the compass confusion, take time to look at your party and possibly rearrange people to suit your preference. Put someone big & beefy up front, but don't forget about the need for assistance in range, magic, trap detection, and so on. Have a play and practice killing a few monsters and using the menu system before properly beginning your quest.

The dungeon is a labyrinth of monsters and danger. The opening area has a chasm nearby, but walking to the edge will reveal a faraway monster. He can't hurt you, so why not practice casting spells to get the feeling of how that works? Traps like these are common, and there is no obvious hint to provide a warning. Running might escape falling rocks, but is there a member of the party who can help to detect traps? Is there someone to cast spells to see the invisible (this only works in the visible region of the current room)?

It pays to be slow and careful, as the dungeons are full of helpful and (umm) not-so-helpful items. Take time to examine any item, as it could be something that increases your score or something far, far more beneficial. Also, scrolls are invaluable and should be handed over to Raistlin. Some potions come in different coloured bottles: blue/green heal wounds, yellow boosts your confidence(!), and red makes monsters sluggish.

If your initial attempts are anything other than slow and vigilant, then you're a fool. Practice the controls and be ready to hit that spacebar whenever you are confronted. Collectively, your team has a powerful arsenal to help survive most battles, if not win. Learning who the right person to utilise is half the battle!

Okay, enough of my boring yapping and let's view another screenshot...



Bozaks are fast, so I used a spell to capture it. Now, move closer to kill the beast!!




Companions

Remember, your party is represented by two rows of four characters, with the top/left slot being your leader. This means there are three additional active members for possible magic, range, and clerical options. Well, depending on who you've chosen, of course. Check out your band of merry men and women...

  • Tanis – A level-headed leader; good in a fight but not a spellcaster.
  • Caramon – Big, strong, melee powerhouse; front-line brawler.
  • Raistlin – Frail but deadly spellcaster; keep him protected.
  • Sturm – Honourable knight; swings swords with courage and flair.
  • Goldmoon – Healer and support; keeps the party alive with divine magic.
  • Riverwind – Solid fighter; can guard the party and dish out attacks.
  • Tasslehoff – Mischievous Kender; finds secrets and items, but is pretty much fragile.
  • Flint – Sturdy dwarf; tanky front-liner who hits hard and deserves a front row place?

Right then, we need to break up this yapping with another screenshot, so here you go...


This area poses a threat - how do I get across the chasm that blasts out magic?




Monsters

There is a huge range of monsters in the Dragonlance universe. Some have dubious AI that made me wonder what's going on when they are slow to attack or seem bemused (then again, easy kills!!). Having said that, others are often very proficient opponents, utilising magic, fast attacks, and swift movement. They're creepy and they're kookie, but let's check some of the monsters that have killed me more than once...

  • Human Thugs – Basic enemies that you should kill quickly.
  • Baaz/Bozak – Draconians that have an extra trick up their sleeves even when dying.
  • Spiders – Creepy arachnids that can attack very fast.
  • Black Knights – Armoured warriors with strong melee capabilities.
  • Trolls – Extremely tough creatures that will take teamwork to defeat.
  • Aghar – Aggressive dwarves are a pain, but wait, we have Flint!
  • Wraiths – Ethereal beings that drain health and have good protection from melee.
  • Dragons – Powerful creatures that can run faster than Usain Bolt.
  • Spectrals – Powerful ghosts, so magic is your only answer!

This RPG (oops), this action game is full of monsters! Let's take a break for a screenshot...



Oh no, a dragon!! Yup, this is me, running away like a coward!




Handy tips

  • Remember, placing Goldmoon and Raistlin on the top layer means they can assist.
  • Use someone strong as your active character. Is Caramon a good choice?
  • Smaller enemies are hard to hit, except for Flint, for obvious reasons.
  • If someone's health is suffering, put them on the back four to keep them safe(r).
  • Different characters can alter performance. For example, Flint is quick, and Raistlin can float.
  • Hit detection is flimsy, so practice getting the correct space between you and the enemy!
  • Spells aren't stackable, but menu commands can be timed to compensate.
  • Running might avoid some traps, but you won't escape damage from nearby enemies.
  • Then again, death does mean they've dropped their goodies on the floor!
  • Keep an eye on the compass for exits and possible secrets.
  • Goldmoon's staff is more precious than you might first believe.
  • Learn to use that compass.
  • Not the bravest adventurer? Run away, heal, and then return.
  • Save regularly. Save. Save. Save!!

There you go, I love big tips, me. With that in mind, let's pause for yet another screenshot...



This is the first secret room, and the magical waterfall cures everyone's injuries!




Aesthetics

Heroes of the Lance looks great; the dungeon’s gothic, medieval mood is perfect. Both the companions and monsters are beautifully drawn and nicely animated. Where it wobbles is the scrolling; it's average at best, but you soon discover that running compensates for the judder experienced when slowly walking.

The audio is strong with a cracking title tune that is perfectly apt for the adventure ahead. Things are different in-game with no background music, which is good. Instead, sampled effects for the hits, yelps, spell whooshes, and the odd clatter of falling rocks. Sparse, yes, but the samples are good and very satisfying.

Unless you're a crawler, you might disagree with me. Let me know. Hey, it's screenshot time...



We have valiantly braved the dangers and found the exit to the next level.




CryptO'pinion

I think the essence of what Heroes of the Lance sets out to do is ambitious, and anyone after a serious challenge will lap it up. It's brutally hard, though, and the endless waves of enemies can be annoying. Especially if you didn't spend a few minutes to grasp the fudgy sword controls before setting off on your quest.

As it's not an RPG (arghh) without the levelling/progression/etc/etc, exploration is key to your success, so look for helpful items and hidden secrets. Alongside all this, your thoughts and actions cannot be static, as you are always questioning who and what is best for any given moment, by adjusting your party/skills.

Will I ever make it to Khisanth’s lair and reclaim the Disks of Mishakal? Probably not. But that doesn’t stop me from firing it up for brutal sword-swinging, as I enjoy crawling through its infested dungeons. Also, I appreciate the lack of a linear path, which means it has a massive replay value. Heroes of the Lance isn’t perfect, but it’s far from the clunker some old magazines made it out to be, so I'm rating it a merciless 75%.

  • Zuul #225 is a superb menu disk over on Atari Legend.
  • Of course, this game is best from your hard drive thanks to 8BitChip.
  • Our Quest sections now include an AD&D group you might like to check out.


Dragons are strong. Made worse by a skeleton attacking from behind.
My team is toast, but don't underestimate this action/adventure!!

Tuesday, October 07, 2025

Backgammon






Thrills & Spills

There are a few Backgammon games available for the Atari ST. Although I'm hardly proficient, it's a board game I enjoy. To rephrase that last line - basically, I’m the world’s worst player, yet I somehow enjoy it!! Anyhow, ARC released this in 1988, and it remains one of the few commercial GEM-based games. A quirky oddity in itself, but that means the Blitter is used by default, which means this release is an enhanced game for the Atari STe. Well, hardly, but it was fun saying that, and you should click the link to check out this growing list.

For those who don't know the game of Backgammon, the manual is excellent and clearly explains the basic rules to follow. This is a two-player board game that blends strategy, skill, and a bit of luck. It’s played on a board featuring 24 narrow triangles, known as points, which are grouped into four quadrants. Each player starts with 15 checkers and uses two dice to move them around the board in a specific path.

Players move their checkers based on the roll of two dice, advancing them in opposite directions around the board. Each die represents a separate move, so a roll of 3 and 5 means you can move one checker 3 spaces and another 5 - or a single checker a total of 8. The aim is to be the first to move all your checkers off the board (known as bearing off) before your opponent does. You can pit wits against the ST or go head-to-head with a friend. Thankfully, there is a demo mode, which is something you should take advantage of.

If you're now tempted to download this game, then all of this typing wasn't for nothing after all. Here are a few tips: It's wise to focus on building a strong defensive position early on. Try stacking two or more checkers on a space to block your opponent from landing there. Avoid leaving single checkers exposed, as they’re easy targets. Just load it up and have a go, I'm sure you'll enjoy it. If you don't, just boot up Turrican!

Whilst something like Backgammon might not immediately be your obvious gaming choice, I say give it a whirl. It's actually very good, and your Atari ST provides a worthy opponent. Also, GEM works very well as an interface for the original board game, which means it will support Blitter, screen accelerators, and even high resolution. Yep, this is a great game for a night in, so I'm giving it a Steve-Is-A-Bore rating of 80%.

  • Atari Legend has a couple of floppy disk menus to download.
  • The hard disk master, PP/8BitChip, has created a superb version!
  • Still not sure? How about a history and guide on how to play?
  • You've got the Backgammon bug now, eh? There are loads more listed on Atarimania.

I couldn't leave without a couple of gripping screenshots!



Made a mistake, then use the restore option.

Friday, February 28, 2025

The DM Editor





The Ultimate ST Game

I realised some time ago that I would never find a copy of Dungeon Master at a reasonable price or in decent condition (and certainly not both). So, I hate to admit this but I gave up searching years ago! However, I have since chanced upon what I consider an oddity. I don't mean the software, but rather the fact that I’ve managed to find something most people would have likely left to gather dust in their attic.

The Dungeon Master Editor was released in 1988 by Edward Penman for Softex. I remember seeing adverts for it in magazines like ST Format, but it was something that passed me by at the time. Only now, looking back, do these things excite, fascinate, and captivate me beyond words! (the wife says I'm a weirdo)

Well, hold onto your hats because I actually own the real thing! This surprises me, as I would have thought it lost to time - in its physical form. I have The Way of the Firestaff, the editor’s manual, and the floppy disk. Not only that, but I also bought the floppy disk and manual for Dungeon Master. Granted, it’s not boxed, so incomplete, but I’m still thrilled. I guess that is a meagre consolation - but a damn fine one at that!

The software can be downloaded at Atari Legend and Atarimania. Also, the Dungeon Master Encyclopaedia website has scans and more information about the Editor. So, a cynic might question why I bought this product. Let's be honest, nothing beats the feeling of holding the originals. So I am one happy bunny!

Okay, I have taken a few photos of my precious warez...










Friday, March 22, 2024

Dungeon Adventure





Ransacking another dungeon

I seem to have a peculiar knack for finding obscure ST games unknown to most. Some of which I have already featured here, like Dungeon, Minefield, Mole Mayhem, and Blob Race. It's this silliness that I love about the Atari ST because, no matter how much time passes, this computer amazes me. Which is why I'm typing my drivel nobody reads.

Continuing this tradition, here we have an RPG crawler called Dungeon Adventure. Such an original title, I'm sure you'll agree? It was released in 1988 by John Kinkead of Aces High Software but I couldn't find much information online. So, let's assume we're a plucky adventurer who loves exploring dark places for treasure? Works for me.

Okay, let's check out a couple of random screenshots and remember, this is not a commercial game...



Oh no, a goblin! There is only one option - let's kill him!!



Lights are beginning to dim and I then accidentally triggered a teleporter.




First things first

Create a character using the automated stats roll and name him/her wisely. Or not. There are six races - Human, Elf, Dwarf, Gnome, Hobbit, or 'other' and each needs to be assigned a class - fighter, mage, ranger, thief, cleric, and healer. Now clothe, arm, and stock your pockets with food and torches before heading out to one of the five dungeons. Each is tricky but can reward careful explorers with treasure, magic, food, and more (the more part is lots of ghoulish battles).

It's now that I should advise a few pointers. One, roll well. Two, don't waste cash on items that you think are the best (weapons or armour). Three, you easily get hungry. Four, it's dark down there and torches burn out very quickly.

Once inside your first dungeon, you shall soon discover that it's filled with many traps and scary monsters at each turn. Use the cursor keys to control our plucky (foolish) adventurer and whenever he encounters a beast, the computer takes over with a new set of options - [A]attack, [C]cast a spell, [R]run away or attempt to [T]talk. Once the battle is over, assuming you're still alive, then you can carry on exploring in fear of what might happen next. Which won't be long!

There are quite a few keys used, similar to Apshai. The save game option is of high importance which, I discovered the hard way (as usual) but there are other keys used to heal, cast spells, eat food and much more:

  • Stats - The 'Y' key displays your man's attributes along with the number of potions, spells, etc.
  • Light - It gets dark in the dungeon real quick so tap the 'U' key to use a torch.
  • Items - When you stumble upon something, the 'G' key gets it and adds it to your inventory.
  • Stairs - I've only found stairs when I've completed a level. Just hit 'K' to climb!
  • Food - When you get hungry just press 'E' to eat from your stock of goodies.
  • Drink - Like with food, pressing the 'D' key drinks those cool potions you've found.
  • Scrolls - Press 'R' to read any scrolls, if applicable.
  • Magic - Spell casters can hit 'C' to cast their spells.
  • Health - Struggling with an injury then his 'H' to heal, if applicable.
  • Saving - Highly recommended to use this feature! The 'S' key saves and 'L' key loads.
  • Others - F1 restarts / F2 returns to the main menu / F3 will exit to the desktop.

Right then, I'm making this sound more complex than it is, so let's break things up with a couple of screenshots...



Sometimes it's best to run away from a fight. If you can that is, as it's not always possible.



This room is so unfair because traps are everywhere - like these falling rocks!




Oi, come back!

Please, ignore the crude visuals because it's never boring exploring a dungeon and this one is particularly easy to get into from the start. Of course, it soon delivers more than enough challenges to test our nerves. Each dungeon is different but also with enough familiarity of what to expect. So it's not long until one of two things happens...

Battles - a confrontation happens often with enemies appearing from out of the darkness without any prior warning. That's right, you won't see any thing approaching from the corner of a room - they simply appear (which is disappointing compared to Rogue). This puts you into battle mode that follows a series of turns and your performance depends on strength along with other attributes like your agility, dexterity, and weaponry.

Traps - triggering a hidden trap is a characteristic of Dungeon Adventure that you will need to endure. Sadly, there is no ability to search for what might possibly be lurking nearby so traps are found only by foolishly walking into them. This system feels unmerited, like you're exploring blindly just waiting for a hit to your HP (and pride!)

Any explorer continues the fight and carries on regardless, so I've heard. Determined players will source many items to help the good fight, be it spells, potions, and much more. Treasure chests are always worth opening and are often located in secret areas that can only be found by uncovering hidden passages. It always pays to investigate everywhere.

However, the dungeon is a dark and dangerous place which means you need a load of torches and picnic food. Torches do not last very long at all so you may wish to stockpile those! Nutrition and health are replenished with the foods you find and eat. Health comes from spellcasting or using the healing function, if applicable to that character.

This is actually a bigger game than you might first assume. I first imagined a poor clone of Rogue, but it plays well and feels designed more for action whilst just happening to look roguelike. Yep, everything feels centred around the battles - which happen constantly. Hey, if you think that you can create a better game then there is an editor to try?

I'm genuinely having a blast playing something new (new to me). Hey, guess what? It is screenshot time...



Hang on, that door appears to lead to a dead end!! Or is there a secret passageway?



Four options are available during any skirmish but I doubt talking will help here?




Aesthetics

Compared to similar (albeit commercial) games, this is lame with 8-bit visuals that embarrass the Atari ST. Its design feels cramped with a small gameplay window leaving much of the screen unused. Well, don't be fooled, because those areas are used for statistical information and notifications - triggered traps, poison arrows, falling rocks, etc.

The sprites are usually the best part of rogue games but Dungeon Adventure is lacking somewhat. In fact, many enemies are pretty crude without any detail and look as if I've drawn them! However, I'll contradict myself because it oddly, works well and I have no idea why. My favourite creature is the troll - who looks like he has measles. I love that drawing!

The audio side of things begins well - thanks to a title screen chiptune but, there is little else afterwards. The sound effects are basically a tapping sound during a battle with a "Burr-Burr" when you are victorious. Oh, there's another chiptune when the Grim Reaper shows up! Hey, games like this need no booming sfx so I'll stop moaning.

We're nearly at the end, so do you fancy a couple of screenshots before the gripping conclusion? I hope so...



Hitting the 'Y' key reveals your character's statistics. Along with keys, scrolls, etc.



Why waste time in combat when you can cast a spell? Repel Monster killed this sucka!




The CryptO'pinion?

This isn't a big game, but it feels like a much larger adventurer. This is basically because you cannot walk for more than a dozen steps without something popping up for a fight. Or maybe you've fallen into a hidden trap - as there is no way to search. Plus some are located in tight corridors without a way to avoid them. Also, our adventurer has a ravenous appetite so constantly scoffing. Additionally, he easily burns through his supply of torches that never last long.

So, umm, Dungeon Adventure feels quite unbalanced with some peculiar mechanics. However, we must remember that it isn't commercial, and is quite a decent game in its own right. Each dungeon is varied with an abundance of predictable hazardousness waiting for you. And I loved that aspect a bunch and thoroughly enjoyed playing.

You know, I love finding something new (to me) and whilst Dungeon Adventure is far from perfect, it's certainly enjoyable. Gameplay is tough but, successfully beating the odds and making it to the next level, is most rewarding. However, casual gamers beware as this is probably only for determined and hardened fans of the genre.

Bearing in mind that this is something of a doomed #roguelike wannabe, I'm scoring it a plucky 64%.

Fearless adventurers should download this game from Atarimania. Here are some more glorious screenshots...



Blood Seekers sound cool, but they are actually dead easy to kill!



I guess the whole point of the game is to find the gem & exit? Well, I did that... WooHoo!!



My name is Steve and I'm an... 'other'. Today's world will view that as perfectly normal lol.



The editor is superb. Either create your own or edit the current levels.


This is the game over screen and something we dread seeing. And it's blummin' ugly!

Friday, January 06, 2023

Street Fighter



A disgruntled gamer

Back in the summer of 1988, I was the only guy in college with a ZX Spectrum. Don't get me wrong, I loved my Speccy but had grown out of it. I spent much of that year dreaming of Atari's new supercomputer. It was tough seeing magazine reviews as the Atari ST games had graphics lightyears ahead of everything else.

I always remember the advert for Street Fighter. It featured screenshots taken from various systems, the Atari ST being one. It was a jaw-dropping moment seeing amazing details and bright colours (the image above). In reality, the advert was a lie because that image was actually taken from the arcade version!!

Not that it mattered because this beat'em up was something of a shambles thanks to Tiertex chimps randomly hitting their keyboards until it was ready for release. I honestly don't know how they got away with it - not only the jerky scrolling and laughable animations but the sluggish control system is vastly unresponsive.

After months of yearning for the Atari ST, I finally got one at Christmas. Ignoring Street Fighter, this slab of grey power lived up to my hopes and desires! You can imagine the joy on my face when I first booted up Xenon, Buggy Boy, and Beyond The Ice Palace. Magical moments in my history. (Atari STFM Super Pack)

If you're still interested in playing Street Fighter, you're obviously insane. But here are the links...

  • 8BitChip has the download for hard drive/ultrasatan installation.
  • Floppy disks can be found using Old Games Finger (Automation #41)
  • Wasabim has recorded a fantastic YouTube video!
  • Type "STREETCHEAT" on the title screen and you can hit the Help key to skip levels.
  • Maybe you're curious how Street Fighter would have performed on the Atari STe? (unfinished)
  • Hey, why not check out our Beat'em Up section, go on and click the links! 


Even though a trainer was enabled, I endured much pain to get these screenshots! I wanted to play through it, but it went on forever. I hope you appreciate the hell I went through to get these?

Dare I ask if there are fans of the ST beat'em up out there!

I hope you enjoyed my silly post (a disgruntled gamer) remembering US Gold's misleading advert? O_o



Look at him trying to punch me even though I've jerkily leapt 15 feet in the air.



Look at the magazine advert and then try and tell me that it's the same as the ST game!



Look at the size of this bad boy. Hmm, let's punch him in the nuts - that'll work!



Another giant dude to fight, so I decided to cower in front of Ian Dury's little car heh.



You'll see something like this at the end of each stage. Great, uh?



Look at all those strange faces watching. Quite scary!



Another clipping of the advert (enhanced using online tools, hence the weird text)

Monday, January 02, 2023

SDI: Now The Odds Are Even





The Star Wars program is happening!

Wow, it's incredible how quickly time passes as I've not played this game since I got my first Atari ST. The Sega arcade shooter was converted by Alaric Binnie of Source for Activision and released in 1988. I remember being impressed and unimpressed in equal measure - probably because I liked what I saw but was absolutely terrible at playing it!

As most of us, older gamers might remember, SDI stands for Strategic Defense Initiative and is based on the original Star Wars concept by President Regan devised during the cold war. This technology was supposed to defend Earth (USA!) from the inevitable Soviet attack. Yeah, I know, it never happened... shocker, right?

The game is obviously an action shooter set within the darkness of Earth's space. As it turns out, the defence initiative is actually just a lone satellite armed with a laser gun! Use that to protect mankind from a legion of Soviet nuclear missiles, fighters, and more. Why only one satellite I don't know but, that's the game, so let's crack on.

Okay, let's take the first break from reading with two sexy screenshots...



Soviets are sending everything they have. Well, in stages thankfully.



At first, it was distracting to see the moon moving by. I should have been concentrating!




The fate of mankind...

Our quest begins with the Space Shuttle conveniently dropping us off right before a barrage of Soviet missiles appears. The game is split into two separate modes depending on your performance, offensive and defensive. The first is not unlike other horizontally scrolling shooters attacking everything that swarms onto the screen. The second is like a 3D Missile Command and a final chance to save everyone from the previously missed missiles.

You'll soon discover that SDI isn't a complex game at all. This is a frenzied shooter with us engaged in battling squadrons of enemy artillery. So shoot everything as quickly as you can physically move the mouse. Of course, each stage gets more aggressive, right up until the point my hand-to-eye reactions simply cannot cope anymore (see the video!).

No need to fret, you're not alone as allies will periodically send power-ups. However, during the heat of battle, these look similar to everything else! Especially when you're in a mindset of blasting everything as quickly as possible. So that means they're immediately destroyed - far too soon to collect their cargo that you watch floating away. Sigh...

A damage meter is shown at the bottom of the screen which is an indication of the state of your performance. Survive, and the Space Shuttle reappears to whisk you off to safety where that performance is rated on a scale. Anything less than perfect and you're sent through to a defensive stage to help defend from the attack. However, a perfect score gets you lots of extra points with a blue dancing duck. (I know what you're thinking and I agree - this makes it all worthwhile!!)

Are you bored of reading this? Chill. Take five. Look at these screenshots...



The blood-red moon looks awesome. Don't admire, concentrate on the killing!



I let some missiles get through so now I'm defending the base Missile Command style!




Input

Initially, SDI might appear tricky because you have to do two things at once - keep the satellite safe and choose the direction in which it fires. Arcade games can sometimes lose their functionality when converted to a home computer with a one-button joystick. Not so here, all controls are fully configurable using a combination of mouse, joystick and keyboard.

It is possible to use only the mouse, but I wouldn't advise that. I play using the keyboard to direct the satellite and my mouse to aim/shoot. A joystick would also be a good idea but only if it has good suckers to stick onto your desk. The keyboard/mouse method is kinda like the WASD/mouse combo used in FPS games. You'll love it.

This plays great but that doesn't mean we don't want screenshots. So, here you are...



It's not long before things get crazy with lots to shoot at. Trigger-happy heaven!



Ignore the asteroid shower because it's time to shoot more of that Ruskie hardware.




Output

Space is mostly empty so the good thing about a Cold War is having celestial objects as backgrounds rather than boring black. All graphics are by Bryn Redman who treats us to great images of the Earth, its Moon and an asteroid field - I believe later levels feature the Death Star? My gaming skills won't allow me to personally witness that. Hmm...

The darkness of space dictates a more sombre colour palette which suits the Cold War scene but there are some brighter moments to behold. I love the red moon that boldly stands out from everything else, it looks amazing. Sadly, there is some slowdown during later levels that are bombarded by tons of enemies. Meh, I can live with that as it's not too bad.

Paul Summers is responsible for the audio and he did a stellar job (see what I did there?). The title screen features a grungy sample but nothing compares to the glorious in-game chiptunes. These are subtle and suit the ambience whilst also complementing the zappy sound effects. To say I adore the (in-game) tunes would be an understatement!

Breathe and relax as it's the final screenshot break before the gripping conclusion...



Come on, the defensive stages really are Missile Command. Rip-off but brilliantly done!!



Do well and make the hi-score table. Hang on, this feels like a game in itself? ;-)





The CryptO'pinion?

SDI could so easily have been a bust due to the control system (not to mention the massive graphical requirements). Alaric Binnie has done a fantastic job, not only aesthetically speaking but also migrating the arcade's control system over to the ST by using its keyboard/joystick and mouse. This combination works a treat, a commendable effort.

However, I usually find something to moan about and SDI is no exception. I failed to see the logic in having a dark blue cursor that can be problematic against the backdrops. Also, the power-ups are so difficult to catch. No, impossible (for me) to catch!! Finally, why aren't we treated to a nuclear explosion at Game Over. Oh, how I wanted to see that...

This is a simple shooter at heart with little depth. Some might say it's an alternative Missile Command and I get that, the similarities are there. SDI is an exciting shooter and one that is utterly addictive albeit I'm shockingly bad at it. Make sure you choose the control method that suits you to prevent Western civilisation from catastrophic demise!

Let me know in the comments what you think about SDI (download for hard drive or floppy disk)

Random ATARI ST articles from the archives