Showing posts with label 1989. Show all posts
Showing posts with label 1989. Show all posts

Friday, May 29, 2026

Times of Lore






Eat, Sleep, Slay

Times of Lore, released in 1989 by Origin Systems, might initially appear like another Ultima, but it's actually more of an action-adventure. The story revolves around King Valwyn of Albareth, who once defended his kingdom against invading barbarian forces. This victory came at a terrible cost. Wounded, he abandoned the city in search of healing only to vanish without a trace. Well, that was a wise move! Now the kingdom is vulnerable, and the land cries out for a hero. Yep, you! Your mission is to journey across Albareth in search of three powerful artefacts once thought to safeguard the realm. Let’s get out there and save the day!

The game starts with the "Times of Lore" logo being chiselled and coloured, a process I thoroughly enjoyed watching unfold. When you begin, a wonderful introduction featuring fantastic artwork details the storyline. I loved this as it is informative and atmospheric, and it features remarkably well-drawn illustrations. After that, you choose your hero; nothing more. It's not true character creation with stats, skills, rolls, etc. Simply pick from three pre-made archetypes: a barbarian, a knight, or a valkyrie. They all appear much the same, but I noticed the Valkyrie seemed to have weaker damage, so I went with the Knight.

Your adventure begins after spending a night in a tavern in Eralan. Wipe the sleep from your eyes and head downstairs - it's like a Wetherspoons, with people already up and enjoying themselves. Take a look around, and you will soon see a Monk who asks for your help. He sends you on your first quest: recovering the Foretelling Stones from the woodlands north of town. Before you leave, have a chat with the Innkeeper to see what he knows and maybe buy some provisions for the journey. There are various Inns scattered about the land, and you'll soon find that these places are most essential. Also, conversations feel surprisingly satisfying, especially compared to the limited one-liners I recently experienced in Questron II.

I never thought I’d quickly find another game to capture my interest so soon, but here we are...


With three characters to choose from, I went straight for the burly knight!


As you explore, you'll meet plenty of people... To kill.




Adventures of Albareth

As you begin this quest, it feels like the game is offering a tutorial. The initial gameplay will feel sluggish, a deliberate design choice due to the items you’ll later seek out (no spoilers). You quickly grasp the structure and gameplay mechanics, such as the sudden unfriendliness of creatures outside the town. Yep, the countryside is teeming with wandering enemies like Orcs, Skeletons, Rogues, and more (later).

The most striking thing about Times of Lore is the sheer size of its world. Albareth feels genuinely enormous. There’s freedom to wander almost anywhere you like, and that open-ended exploration is easily one of the game’s biggest strengths. It reminded me of Questron II in that respect, only on a much larger scale. The curious part is that this game somehow feels both linear and non-linear, at the same time.

Everything is viewed from above, with movement in four directions. Combat is incredibly simple and brutally direct: just hammer the fire button to swing away at anything that looks mean. Defeated enemies collapse into tombstones and occasionally leave behind items. Early on, I found a throwing dagger, which adds a ranged attack (but it’s a bit annoying that it doesn’t automatically collect when walking over it).

The user interface is excellent and performs as well as in Battlemaster, which I found most pleasing. There are several icons at the bottom of the screen that you can access by tapping the spacebar: talking, examining, picking up items, checking your inventory, giving items, and more. After only a few minutes, it becomes second nature, and it fits the style well when interacting with someone/something.

Use the icon to check your inventory! Make sure you have enough rations, it's a long journey...


What I love about the characters is, oddly, their death as they crumble into bones.


The wilderness is dangerous, but towns are friendly. So, chit-chat with the locals.




Wandering Into Trouble

As you begin the Monk's quest, you'll notice there are no limits. Nothing physically stops you from ignoring him and heading off in a completely different direction. Of course, early on, this freedom can be dangerous, as you're not fully equipped (as you'll soon discover). Also, more than once, I caught myself wondering whether Albareth might actually be a touch too big for its own good. Inside the box is a map - pin it on your wall.

So, getting back on course, we should instead follow his request and head north into the forest. As you travel, you'll notice that the world is in real-time, with people and monsters going about their daily business. Time is remarkably well thought out, using a long day/night schedule. This doesn't affect gameplay much, but certain key characters might be asleep at night. And no, you can't wake them up!

The world is daunting, and you're glad there is a map inside the box (or online for those with a dodgy copy). Follow the track, passing by a building that you should investigate. A little later, you begin to see water - that marks the time to head into those forests to properly begin. These woods are a maze, but remember the dead ends as you turn around to take the right track. Eventually, you will reach an opening, and battle commences. These guys are tough!! Why not use the static obstacles to your advantage?

Have I mentioned the map inside the box enough times? Also, get ready to make notes...


Surely you checked out that cabin in the woods?


After what feels like a slog, you make it to the campsite for your first quest!!




No Gold, No Bed

By now, you've realised that Times of Lore is not an RPG in the traditional sense. Sure, there’s an overhead viewpoint reminiscent of Ultima, towns filled with NPCs offering hints and gossip, food to keep you alive, taverns to sleep in, and even a day/night cycle. However, there are no experience points, levelling systems, armour upgrades, or much real progression beyond obtaining some important items later on.

Other RPG features also seem absent, such as reputation systems, although after many hours of play, I noticed something curious: people happily welcomed me in Eralan and Lankwell, yet those in Hampton and the Last Hope Inn suddenly started ignoring me. Perhaps I accidentally killed someone important, or maybe I was a little too enthusiastic, swinging my weapon near civilisation rather than safely out in the wilderness.

Hit points are displayed as a burning candle down the side of the screen - the lower the flame sinks, the worse your condition becomes. Standing still restores a tiny amount of health, although it’s painfully slow, making inns the best option for recovery and saving your progress. Interestingly, being inside (most) buildings is always a safe refuge from wandering enemies. Also, it doesn't cost a penny! If you have time?

The game has a mild magic system with a few potions and scrolls (you can carry only one of each type). However, there is no identification scroll, and using the menu's eyeball option often provides little information beyond its appearance, not what it does. Thankfully, I did find a green potion, which proved most helpful, especially during those underground explorations, as it restores your energy/hit points.

Like a Gauntlet warrior, get up close and personal to hit your opponent hard in the face. As you can only move in four directions, so can the enemies. Their path to you is humorously odd, but it works well. As you progress, good explorers will easily find alternative weapons after listening to NPC chatter. Again, no spoilers as I don't wish to ruin the adventure, but there is a superb range weapon south of your starting point.

Gold is used differently than I expected, as there are no shops or trade possibilities. Instead, it's used for a night's rest at a tavern (also saves the game). Additionally, you can also purchase provisions (food packs), which your character will automatically eat at periodic times. So, let that gold build up to around 100+ units so you can rest often, eat well, and be ready to buy the upgrades, if you explore well enough.

The challenge comes from listening to NPC clues, making notes, exploring unfamiliar territory, and figuring out where you're expected to go next. Your main concern is remembering what you've been told, listening to advice, using the map, and keeping track of food supplies. Staying alive is paramount. Shocking, right?

Much of that was tough to explain without using spoilers!! So, read on...


Sometimes people can be vague, so use your map and think about their directions.


Talking to NPCs is often fruitful, and the scroll he mentions is rather nifty!!




My Journal [spoilers!!]

Let me be honest: I have always liked the look of this game whenever I've seen magazine screenshots or (years later) YouTube videos. However, each time I tried playing, the screen size and scrolling speed disappointed me. Thankfully, as I've got older, I have realised what a knobhead I was and tried it again. 🙃

Yep, I'm glad I returned to this game before I die, as it's shocked me how great it is. No gripping conclusion just yet, but I will admit that this is one of those games I have thoroughly enjoyed beyond my foolish initial impressions. Hey, do you follow me on X? I've posted lots of progress updates there.

So, with that in mind, I have documented my general progress with helpful hints, aka spoilers...

  • Get ready to make notes (as there is no journal to look back on) and grab the map from inside the box. Didn't buy the game, eh? Well, Atarimania has a photo, and it's pretty much essential as it corresponds to the vague guidance and information given by key characters.
  • Don't leave the Inn until you've spoken with the monk for your first quest.
  • Exit and head northwards to follow the main path leading into the woodlands.
  • Examine the woodsman's cabin to gain an optional range weapon.
  • Continue heading northeasterly until you see water.
  • From there, head directly north, and you will follow a rough path through the woods. Eventually, after many U-turns, you will reach the Orc camp. Kill everyone and grab the Urn.
  • Return to the village of Eralan.
  • Give the Urn to the Monk in the Inn.
  • Speak to the Innkeeper and get a night's sleep if low on energy.
  • You may need to buy provisions from him?
  • By now, you have completed your first quest and have also become a bit of a Ranger, too.
  • Maybe you collected some cool items? Check your inventory!
  • The Monk said to see the Regent, who sends you on your second quest "southwards" in search of a tablet for your second quest.
  • This is where the map proves helpful, as I wasn't sure what he meant. So I went for a walk and ended up in Lankwell by mistake. However, this was a fortunate move, as I managed to buy an extraordinary Axe from a Serf after scouring every building in the town. This is next-level progress and, unlike the dagger, isn't dropped when thrown.
  • I figured the Regent might have meant for me to travel to Hampton or Ganestor, so I headed across the desert, killing everything in my wake.
  • I came across another tavern north of the desert. You may wish to stop for a night's rest?
  • It was here that another Serf told me of the desert ruins and their history of a Lyche that can only be killed with Holy Water. Remember that.
  • I went back, but those ruins are in the western part of the desert and locked (for now).
  • He also said I need to search for a Friar Kaine in Rhyder, but that's miles away up north. Are you making notes after talking with NPCs?
  • Anyhow, I made my way to Hampton, which has a tavern. It's around now that I realised I had spent most of my gold on the Axe, and was running low. So, I didn't stay the night and hid inside to replenish the energy I had lost.
  • Regardless, it's often better to buy provisions (food packs) rather than pay for a night's sleep (sometimes they drop after killing enemies).
  • There are more woodlands near here, to the north in a place called Treela. If you're feeling brave, why not explore this region and look for a little village within? Who knows what items might be for sale? After all, a good explorer needs decent footwear. /hint
  • The only place left that is south of my location was Ganestor. Eventually, I found the Regent's tablet, but it wasn't obvious, as the entrance was locked. Weirdly, there is a cellar in another building that could have a secret passageway. Perhaps you should check that out?
  • Now you need to return the tablet to complete your second quest.
  • It was now that I felt lost. Not within the world, but wondering where my third quest might come from. So, I checked out the map and figured, why not have a wander northwards? I stumbled upon an Orc Giant east of Rhyder. He's angry and very tough (he may drop something special!!).
  • However, there was nothing here that seemed to trigger the third quest.
  • A little south, near Treela, is a small tower. Inside is Irial. Progress, at last!
  • He advises us to see an Assassin, located in the south. The game isn't clear, but the assassin will hand over a Confession document, which needs to be taken to the Warden at Ganestor.
  • That place is locked shut, remember?
  • Heidric is actually the Warden in Ganestor, which I didn't realise at first.
  • Give him the Confession.
  • He talks a lot and asks me to seek out a traitor. I remembered that an earlier NPC said he might be within Ganestor. See, always make notes... ahem...
  • This was actually an easy part of the game because all the guards were at their posts. Whereas the traitor isn't.
  • When trying to chat with him, he accuses you of following him, so expect a fight.
  • Now go to see the Warden again, who informs you about a family matter a little north of Ganestor.
  • Ignore the given location; although it's actually pretty close by to the east.
  • When complete, he is thankful and asks that you revisit Irial for a trial in the desert ruins. Finally, we get to see those locked places in/near the desert!
  • There is a Lyche here. Make the wrong move, and you're dead.
  • Sadly, we now begin the only part of the entire game I didn't like. You're expected to activate floor switches - in the correct order - by walking on them. There is no way to know which order is correct, and there are many tiles. Without any clues to the order of hitting these switches, this quest made no sense. So I resorted to an online map, killed the Lyche, and revisited Irial.
  • Wow, this guy demands a lot as he sends you back. Only this time, we're at the Blasted Spot just west of the desert looking for chimes. Again, this is just like the previous part, so I cheated as it is impossible otherwise.
  • Completing that, Irial sends you to Angor to tackle the Grey Abbot.
  • Oddly, I never did get to see the dark fog that a few NPCs told me about. Nor did I get to battle a Dragon, located in the north. I guess these are optional mini-quests.
  • Perhaps I should have explored those areas before killing the Abbot? Meh, he's dead now!

This neatly completes my personal journal through the Times of Lore. Let's see some pics...


Not everyone is completely helpful. I looked for that fog, but never found it...


And I searched everywhere, but found no dragon.




CryptO'pinion

Despite a few frustrations, there’s something genuinely absorbing about Times of Lore, but let's start with some of the quirks I didn't care for. New players might find the scrolling frustratingly sluggish, but the Magic Boots fix this. However, the gameplay speed should have been that good from the start. Albareth consistently reveals its obvious design limitations, with the same enemies appearing almost everywhere across its regions. And don't get me started on the two dungeons near the end of the adventure - very tiresome and illogical.

Stop moaning, Steve. Somehow, none of this stopped me from becoming completely engrossed in its adventure (which you saw on X/Twitter, I'm sure). In fact, this is quite a charming game: NPCs offer cryptic hints rather than clear instructions, nudging you toward locations, items, suspicious characters, or looming undiscovered dangers. You’re expected to make notes, study the included map, remember names, and actually think about what people are telling you. The game never holds you by the hand, and I loved that.

What makes Times of Lore particularly interesting is how it uses the appearance of an RPG without being one. There’s no experience system, no grinding, and very little reason to slaughter every creature you encounter. Gold is only relevant for a few nice but non-essential purchases. Even sleeping at the taverns feels optional, well, unless your health is desperately low. Instead, the real progression comes through exploration, curiosity, and piecing together clues. Talk to people, pay attention, and gradually things make sense. Combat remains straightforward throughout. The simplistic one-button controls and excellent user interface make the game consistently easy and enjoyable. Most enemies can simply be hacked apart with satisfying brutality, especially once you acquire the magical axe, which transforms battles using deadly range attacks.

And that’s really the magic of Times of Lore. Beneath its slow beginning, vague directions, and old-school rough edges lies an enthralling action-adventure that completely pulled me into its world. The game trusts the player to explore, experiment, and use their own common sense. Stick with it, find the boots, buy the axe, make plenty of notes, and you will discover one of the Atari ST’s most absorbing fantasy adventures.

Despite that slow start, Times of Lore completely won me over - an easy 90%.

  • Atarimania has a dump of the original floppy disk with a copy of the much-needed map.
  • Automation released this game on one of their disks, which you can find at Exxos.
  • Untested by me, but there are a couple more floppy disk images here.
  • This is the one. A cool hard disk download by 8BitChip.
  • Le Fétiche Micro has a great walkthrough. Don't ruin the game - only use it if you're stuck!!
  • Did you see my first cheeky post for Times of Lore? :^)







Friday, March 27, 2026

Persifal





Jump. Fall. Splat! Swear!! Repeat.

This is one of those games I’d honestly never heard of before, yet somehow I stumbled across it purely by chance. And I'm so glad I did. When I first booted it up, I expected it to be horse doodoo, but... it isn't. It's actually a very, very good platformer from 1989 by Oliver Merklinghaus and Markus Reiser. Interestingly, I'm wondering if the name Persifal is possibly a twist on Parsifal, the medieval knight?

We play as Persifal, a hapless court jester on a mission through a bizarre world of wacky rooms packed with the expected dangers - like treacherous swamps, fire, and deadly spikes. The basic idea is to run through the screens, looking for five keys to unlock the exit to the next level. It’s clear where the inspiration comes from - this is a platformer with a familiar vibe that will appeal to fans of Giana Sisters, Terry’s Big Adventure, and the like. The joystick controls are light and responsive, with that trademark floaty feel thanks to gravity and inertia. We can walk left and right, and jumping gets extra height if you hold the stick a bit longer.

There are a LOT of power-ups to collect, and most will do something pointless like increasing your score. Others are essential and add extra time to the clock (yes, there's a timer!). However, I have never known a game with so many near-duplicate pickups that more or less do the same thing. There are lots of extra points/time, which is bizarre. Thankfully, there are a few more that provide either something helpful or annoying:

  • Spell out "BONUS" to earn an extra life.
  • Fire extinguishers help with flames (surprise!).
  • Freeze enemies for a breather. (can also hit spacebar)
  • Bombs wipe out everything on screen (Defender-style).
  • Some pickups reverse your controls. Argh!!
  • Others mess with gravity - in a bad way.

Forget the cheesy graphics and ripoff ideas; what really won me over was the level design. It’s simple stuff, but each screen is cleverly laid out and fun to explore. Nothing feels unfair, and there’s a good mix of challenge without (too) much frustration. Heck, it even supports two players (not at the same time) and appears to utilise the Blitter on machines like the Atari STe (although it feels the same when played on my Blitter-less STM. YMMV). Sadly, I don’t have a trained version, so I only made it to the second level before it was (ugh) Game Over. If anyone out there has a cracked version with infinite lives - please get in touch!

I would give Persifal a solid 75%, maybe more if I weren’t so utterly useless with my crabby joystick. Seriously, this is one of the most surprisingly enjoyable (PD) ST platformers I've played in ages. Grab the download from Atarimania, after you've viewed these screenshots, of course. You won't regret it.

  • Interested in more 'PD' platformers? Then click right here, big boy!
  • Since it's a Friday, here are a bunch of great games to play over the weekend.
  • And there are loads more sections listed down the right... check 'em out!!


Ohh, I wonder what that heavy-looking axe does?



Possibly the hardest screen of all if you want that key. Watch out for spikes!


See that bomb? You might wanna use it; otherwise, this screen is impossible!


Only one enemy bounces from left to right, but it's still tough!


This is a seriously hard room. A snail is guarding that key!



Yep, I've beaten the first stage and am rewarded for my efforts.



I reached the second stage, but died after 3/4 rooms. Can you beat my high score?

Saturday, March 07, 2026

Titan






Bouncing to Glory

Titan is a clever twist of the Breakout formula released in 1989 by Titus. Use the ball to blast away the bricks, but instead of a paddle moving horizontally at the bottom of the screen, we are now viewing the action overhead. So, rather than controlling this paddle independently of the blocks in a separate part of the screen, we're in a scrollable arena twice the size of your typical screen (scrolls in all four directions).

We navigate a block around the screen (across both the X and Y axes) using the mouse or joystick (press F2 during the game for the much superior mouse). The walls, obstacles, and blocks are around us - rather than distantly placed. This also means the ball isn't knocked out of play and will bounce around the screen, waiting for your help to redirect it to the remaining blocks. The goal is the same - break every block to win. Later levels have power-ups and enemies, but I've played the first three levels and didn't see 'em!!

At first glance, Titan looks plain, but clear and uncluttered, making it easy to keep track of the ball. And if the tone doesn't suit, hit F4 and cycle through a variety of alternative palettes. Where Titan really struts its stuff is in the scrolling, which is buttery-smooth on either computer: older STf models have a slightly smaller playfield thanks to a chunky (but excellent) status panel, while the STe goes full show-off with its hardware scrolling. Either way, everything glides along at a rock-solid framerate - yes, on both computers.

The sound effects are rather basic, so brace yourself for a lot of "dink-dink" as the ball pings about the screen like a toolbox during an earthquake. The STe gets DMA music on the title, something I never expected for 1989. Okay, it's not the best quality you'll hear, but I appreciate the effort Titus put into this.

I'm not exactly a huge Breakout fan, but I still quite enjoyed it. Technically, Titus has transformed the game with some interesting mechanics and technical achievements, but sadly, it hasn't fully worked. There is no feeling of skill, as our task is to merely get in the way, so hitting the ball correctly felt like pure luck. That innocent thrill of "just one more go" isn't here, so by the third level, my interest had waned.

Sadly, I'm rating this a disheartening 65%. Am I right? Let me know in the comments below.

  • Atari Legend has access to various (floppy) menu disks.
  • Installing onto the hard drive is provided by 8BitChip.
  • Don't leave without checking out other Enhanced Games for the Atari STe.
  • There are better Breakout games listed in this section.


Cool loading screen with DMA music too!


The first level is dead easy. I like "dead easy"!


The second level is a long slog...


The third level is better, and we need to break the blocks so the ball can get through!


Hit F4 anytime you like to switch between a range of alternative palettes!

Monday, November 10, 2025

Archipelagos





Killer trees?

Astral Software's Archipelagos was developed in 1989 by (for me) a coding legend, Paul Carruthers (the man behind Resolution 101 and Quadralien). This is a surreal game that doesn't look, sound, or play like anything else, and still feels unique even today. You’re dropped into a strange, dreamlike world of floating islands, where your job is to smash eggs, topple an obelisk, and try not to get eaten alive by mutant trees.

Archipelagos is a first-person puzzler within hundreds of procedurally generated islands. Each map has egg-like stones and an obelisk. Smash all the stones, and you trigger a countdown, forcing you to leg it to the obelisk before the land collapses around you. To get there, harvest energy to build bridges and cleanse corrupted tiles, all while corkscrew trees creep closer, spreading their taint and making life miserable. It’s all about planning your route, staying one step ahead, and then surviving the panic of the endgame dash.

The islands were once part of a paradise world that pesky humans have probably ruined. So, Mother Nature hit back hard - mutating trees into some kind of twisted lifeform like something from an old 60s horror movie. This also left the land shattered into chunks, drifting in a toxic void. Yeah, this place sounds great, eh? Well, that’s where we come in as a "restorer" tasked with cleansing the islands by destroying corrupted stones(?) and toppling the obelisks that anchor the blight. Just don't get eaten by the monstrous wildlife.

This is one weird game - I mean, it's an FPS without a shotgun! However, it is uniquely different in terms of hypnotic aesthetics, most certainly unlike anything else I can remember playing. It's not easy, and occasionally cruel, but the mix of exploration and frantic strategy is exciting. So, smash those obelisks - only another ten thousand to go! This is one of the most captivating games you could play. And you should.

  • There is a range of menu disks at Atari Legend for those wanting the floppies.
  • The installable game for the hard drive is available at 8BitChip.
  • Atarimania has access to a nifty cheat and loads of magazine ratings.





Wednesday, April 30, 2025

Power Drift







More Speed, Less CPU Strain

This is an arcade racer I’ve always loathed. I remember playing the ST conversion and instantly disliking it. Looking back, I reckon it was probably because the game was too ambitious for a 512KB 16-bit computer. I wouldn’t have thought that at the time, of course, but that’s how I translate my old memory.

Anyhow, the idea behind Power Drift is high-speed racing across a series of circuits suspended high above colourful landscapes. The aim is to guide your vehicle through demanding courses while battling both the clock and rival racers. Its arcade-style has exaggerated thrills, pushing reflexes to the limit.

Now, don’t take this for a review - it’s more of an excuse to add another game to my STe Enhanced section. Yes, AtariCrypt actually has a section dedicated to enhanced games! Bet you didn’t even know that, did you? Well, take a look to the right of any page, and you shall see a link to this list (it's a WIP).

Wait… Power Drift is STe enhanced? Well, yes and no. It uses the Blitter, which is present in every Atari STe. The standard ST is supported - if you were lucky enough to have one installed - like the Mega ST (I also believe late-model STfms had an empty socket waiting to be filled?). Okay, considering the game was released in 1989, I would have been using my older 520 STfm (without a Blitter). That would certainly explain my long-standing grudge against this racer, which I never bothered loading up again - until now!

Fast-forward many years, and I’m lucky enough to own both machines (though Hatari’s a decent option). So, booting it up on an ST without a Blitter, and the framerate is awful. Fire it up on an STe, and it’s a different story. The Blitter kicks in - probably handling the sprites - and the framerate feels much better. That might sound dramatic to some of the ST Nutters out there, but trust me, it makes all the difference.

If I'm honest, I only ever expected a small improvement. Something hardly noticeable because I still expected to be unimpressed by a rubbish port. Turns out, I was completely wrong! Power Drift is actually a blast, and I can’t believe I’ve spent decades ignoring it. Sure, it's not the best racer we have because it's far too ambitious for any 16-bit computer. But if you use an Atari STe, download this game and give it a whirl.

It's weird how an old game surprised me like this. Power Drift isn't a serious racer; rather, one to take lightly, but it's fun. Highly recommended, and I'm confident in rating it at 75% (50% without Blitter).




Master those corners, and you have a cracking racer. Well, on an Atari STe!!

Wednesday, March 26, 2025

Jungle Hero






Take cover fast!

I remember those episodes of classic 80s TV shows like The A-Team, where they would trek through a jungle in some third-world country to rescue hostages held by the cartel. It was so cheesy and totally unrealistic, yet always entertaining. I really miss the 1980s, especially the TV shows and the music!

Anyway, let's not dwell too much because Jungle Hero takes us back to those days. It’s a straightforward game created in STOS for the Atari ST (not the STe) by Jason Holliday in 1989. There are just four screens, but the objective is simple - on the first screen, there’s a sleeping guard. Sneak up and take him out, but watch out for three twigs precariously lying on the ground. Breaking them will alert the guard.

The second and third screens are about ducking and dodging until you get close enough to take the shot. Unfortunately, I failed, so I jumped through and exploited an obvious bug in the code. The final screen’s a breeze - just shoot the boss holding the (invisible) hostage. Then, it's back to the beginning to repeat the whole thing, like an endless nightmare lol. I managed to rescue one prisoner, but that was as far as I got.

I think it's clear by now - this game is an absolute disaster. It’s awful beyond words. The controls are so finicky that even the smallest mistake gets you shot. The basic mechanics make no sense, and you just die over and over again. It's a constant cycle of frustration. Also, the graphics look like something I would have drawn, and the animations are a joke. Honestly, it’s probably the tackiest game I’ve ever played.

So why on God's green earth am I featuring Jungle Hero?

Easy. Because this is a brilliant game. It's ridiculous, makes no sense, and is mind-numbingly pointless. However, I kept on playing. I couldn't stop. Not only that, but the death scenes are incredible, packed with 'gore'. There might only be four badly designed and senseless screens, but trust me, you’ve got to give this a go.

Jungle Hero is so bad it's great! No, it's actually terrible, but I absolutely loved it.




He's fast asleep but too far away. Tread carefully and shoot him when close enough.


You're supposed to be able to duck from his firing, but I found that impossible.



This giant won't even shoot if you hop towards him like Bugs Bunny!



One final shot rescues the hostage. Not them all, just one...

Friday, February 07, 2025

Puffy’s Saga






Cheesy Gauntlet

What do you get if you mix Gauntlet with Pac-Man? If you guessed Puffy’s Saga, well done - you’ve clearly read the title! Released in 1989 by UBI Soft and developed by Claude Sablatou, this adventure sees Puffy and Puffyn trapped in a 20-level dungeon on an alien world. Naturally, it’s packed with monsters lurking around every corner, ready to attack or be avoided. The goal is simple - collect all the power dots and escape.

Each level is designed much like Gauntlet, with a similar look and feel. There are plenty of traps to avoid (if you can), and the monsters are a bizarre bunch - jellyfish, living puddles of water, and relentless eyeballs that will chase when you get too close - and they can’t be killed! The joystick controls are responsive, especially for Puffyn, who moves with a bit more agility (Puffy is stronger with better weapon fire).

You can play as either character, but this isn’t a multiplayer fest like you might first assume, but rather solo. However, there’s a small co-op element in the form of character switching, though this relies on a collectable item called a Magic Gom. Picking one up lets you swap characters, gain better firepower, move faster, and so on. If you’re lucky enough to find more, you can even skip a level or slow down the monsters.

Playing Puffy’s Saga is a fun, familiar experience because it feels like Gauntlet. However, it is more like a chaotic game of chase in a maze (I like how that sounds). There are tons of monsters eager to hunt you down, and every touch drains your energy. That is displayed on the status panel and gradually depletes. So you will need to constantly hunt for food to keep going, which detracts from the fun of exploration.

Ultimately, Puffy and Puffyn are essentially playing Pac-Man - grabbing dots, dodging enemies, and rushing to the next level in a bewildering panic. The challenge is the sheer number (and strength) of the monsters, because there are way too many to cope with. As a result, your energy drains far too quickly, which was my biggest gripe - it's not balanced and feels restrictive. Because of this, I never made it past a handful of levels.

Okay, let's take a small break and check out a couple of screenshots...



Being chased, losing valuable energy... at least I have a near-pointless map!


Looking remarkably like Gauntlet for the second level, I thought.




Monsters, Power-Ups, and Other Stuff!

The main menu is essentially a help sheet, so take a good look before you start. It showcases the monsters - some, like eyeballs, are invincible and best avoided (if you can), while others can be defeated or lured away. You’ll also spot a list of power-ups, though I only managed to find extra speed and firepower!

Interestingly, the function keys unlock a variety of “hidden” features:
  • F1 will pause the game.
  • F2 flips between 50/60Hz.
  • F3/F4 will slow or increase the game speed.
  • F5 utilises that empty part of the screen with a map (requires two Magic Goms).
  • F6 provides a training mode that whisks you to level 7.

These power-ups require one magic gom to work:
  • The HELP key will switch between the two characters.
  • F key will give you bad breath as temporary firepower.
  • S key provides a speed bonus.
  • Pressing H adds 100 points to your health.

These two functions require two magic goms:
  • The UNDO key zips you off to the next level.
  • And the M key slows the monsters down.

Hang on, what's a Magic Gom? It’s a blue ball - grab them whenever you can. That said, keep an eye out for food, as it restores health. It adds 100 points, which isn’t much, but hey, it’s better than nothing!

Right, I'm hitting the F1 key to pause the chat for a couple of screenshots...


Pods, keys, beef, and magic are what you need. Stay clear of the "monsters"!



On this level, I was struggling with my health and needed food. Use the map!




Aesthetics

The visuals are a bit odd and left me with mixed feelings. On the one hand, the design might be a bit familiar (cough - cough - totally ripped), but everything still looks great. I really liked the use of colour, and the cartoon-like designs of the sprites and items are superb. The scrolling is fairly smooth, though it can slow down a little when a bunch of enemies are chasing after you. The real bummer is that older STs (without a Blitter Chip) suffer from awful push-scrolling, which is a real hindrance for a "must-scroll" game like this.

Surprisingly, this game supports the Blitter! Yep, the Mega ST and all Atari STe computers will produce real scrolling instead of that push muck!! In all honesty, I was shocked by this discovery, as it fees like a hidden backdoor attempt of supporting the Blitter? Almost a secret!

Perhaps this is the first game to support the Atari STe? Although it appears to have been released before the computer itself. Or rather the first game to support the Mega ST as that had a Blitter from 1987. But it would require TOS 1.04 because the game isn't compatible with TOS 1.02.

It doesn't make sense, right? My head is about to explode over this!!
 
Anyhow, kudos to Claude for going that extra Blitted mile.

The audio is delightful, with samples for every action - eat something, and you hear “YUM!”. When low on energy, you’re warned about death. It’s all cute and in a French style we love. However, and I hate to say this, but after a while, it can get a bit grating. I would’ve loved the option for YM effects instead. That said, I’ve got to tip my virtual hat to Claude for going the extra mile with so many silly sound samples.

Could this be one of the first Blitter games? Let's see some screenshots while we ponder that...



As with Gauntlet, keys unlock the barriers blocking our path.



I just started the level, and immediately I'm surrounded by those damn jellyfish!




The CryptO'pinion

Puffy’s Saga was always going to be seen as a Gauntlet knockoff, but that doesn’t mean it couldn’t have been a decent game. Unfortunately, it falls short due to its cumbersome design. You're always in a panic, worrying about dying due to the lack of health and food pick-ups. The hordes of monsters become impossible to defeat when they all swarm. Factor in the complexity of the power-ups, Magic Goms, and the absence of a default map, and it all becomes too much to handle, making it more frustrating than enjoyable.

Wow, this isn't looking good, is it? Despite my whinging, the core gameplay isn’t bad - running through Gauntlet levels and killing monsters is fun. I liked the speed of Puffyn and the power of Puffy; this spices things up nicely. Plus, like many French games, the aesthetics are lovely - stunning visuals and silly samples.

Puffy's Saga needed more energy and greater rewards from food pickups. Not to mention better use of items/power-ups and dumping that bad idea of Magic Goms!! All this would’ve eased the difficulty, making it balanced and more enjoyable. As it is, I struggled to get too far without running out of energy!

I reckon I need to rate this based on the hardware. On older STs without a Blitter, the push-scrolling is painful, so I’d have to give it a brutal 35%. But on something like the Mega ST or Atari STe, it runs much smoother and plays way better. Proper scrolling makes it a lot more enjoyable, so I'd say it deserves a surprisingly decent 60%At the end of the day, though, Blitter or not, just play Gauntlet II instead.

  • Atari Legend has a floppy disk by The Midland Boyz.
  • 8BitChip has an installable hard drive game that supports the Blitter.
  • It's not often I record videos these days, but check out the ST scrolling below...