Showing posts with label 1991. Show all posts
Showing posts with label 1991. Show all posts

Wednesday, June 18, 2025

Cisco Heat






Another racing gem

Here is an arcade game that gets slammed for its jerky framerate and bizarre 90-degree turns! Rightly so, eh? Well, hold on... Similarly to Power Drift, we have a racer that uses the Blitter chip within the Atari STe for a much-needed power boost. It also utilises the extended palette and features incredible DMA digidrums to bop along to. Yet, none of this is mentioned on the game's box to promote it. Why would a company do that? I bet sales would have doubled if a typical STe owner thought their hardware was being used.

Before I begin, let's do a copy/paste from the Power Drift feature, because the same applies here, "...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 (WIP - loads more to come)."

I’ve run Cisco Heat on real hardware (STf & STe). It's the same on both, but the STe sounds great and delivers a better framerate, especially noticeable when dodging cars, and everything feels smoother by comparison. Don’t get me wrong - this is still a conversion that’s far too impractical for a 16-bit machine. There are too many cars, obstacles, and hideously hilly roads that help to work against the already struggling framerate.

It’s surprising to learn that the Atari STe code was quietly added by Douglas Little. Makes you wonder if ICE Software wanted to avoid embarrassing the almighty Amiga! Overall, the Atari STe fares better than a Blitterless ST. Dammit, I actually enjoyed playing Cisco Heat on the STe – something I never thought I’d say!

Ratings are as follows: for the ST, I’d say 60% – it’s playable, but your eyes feel like they’ll pop out thanks to the choppy framerate. On the STe, I’m giving it a law-breaking 75% because I could actually enjoy it for more than a few minutes. And my eyes stayed in my skull, and I even “mastered” those horrendous corners.

Far too ambitious for a 16-bit, but give it a try and let me know what you think...




Drop the number of cars (ie stupid drivers getting in the way) and we have a good racer!



I love the hills of San Francisco, but sometimes, they're a bit too mad...



Oh no, a dreaded corner is approaching. I hope you've practised O_o



Finally, I'm starting to get to grips with these corners!!



Another corner successfully taken...


Unlike her in the blue car, I'm rocking it!!


Sadly, I'm getting too big for my boots. Or wheels. Either way, I'm eating humble pie.


After a zillion collisions, I'm nearly done. They Think It's All Over...



It Is Now!! Three weird, jiggling cops show up for a boring Game Over!

Thursday, June 12, 2025

System IV - Mister Tenqus Adventure




Bizarre finds...

Sometimes I stumble upon a game that is just weird, and System 4 is exactly that. It looks like QBert and plays more like Painter: we control a robot that hops around the screen, changing tiles so they all match in colour. Unfortunately, there are a bunch of bizarre enemies constantly getting in your way - Robot Hunter, Mad Devil, Paint Fool, and even one called Girl Friend (yes, really!). These scurry about, messing up your tiles, and it's best not to bump into them too much. They try their best to undo your hard work, so be quick.

Interestingly, this was designed and programmed in 1991 by Hugues De Jonghe [aka Lord Blitter] and R. Puchner. Which got me thinking... Sure enough, System 4 uses the Blitter for its sprites and screen draws. This was enough to warrant this quick gameplay video to add System IV to our Enhanced Games page!

Please note that the game appears to be corrupt when loading on the Atari STe; simply wait and press F1 to begin. System IV also runs on the STf, but is slower unless equipped with a Blitter Chip (which is odd, given how undemanding the game is). Best of all is hitting F2/3 on the main menu to access an extra player with the option for multiplayer, which is superb! Though be warned, it does make the screen even busier with so much going on.

This is a good game and worth booting up to see how far you can get, especially with a friend. You know, I love unexpected finds like this, and System IV has you running around like a headless chicken, but it's also kind of amusing. I've no idea why, but I really enjoyed playing it a bunch. No, honestly, I did!!

Before you download (Automation #505), here are some cool screenshots. Can you beat me?









Thursday, April 17, 2025

Magicland Dizzy






I'm so dizzy, my head is spinning

To celebrate the Easter holidays, I thought I should do something a little eggy (no, not that!). Yep, I've gone and mapped another game for my ever-increasing collection that I hope you check out. Magicland Dizzy can be found mapped elsewhere on the internet, but I wanted to make an official Atari ST version!

Originally released by Code Masters in 1991, it was developed by Derek Leigh-Gilchrist with graphics by Leigh Christian and music by Matthew Simmonds. Now, being a bit of an odd bod, I've never taken much time to properly play the ST's Dizzy games. So, I figured I should choose Magicland Dizzy because I started playing it a few years ago, but never finished. Not even close! So, here we are, and it's also fully mapped.

So what’s the story then? Well, Magicland’s fallen under the spell of a nasty evil wizard who’s gone and captured several of our deliciously nutritious friends - who are at serious risk of being fried, poached, and scrambled (well, they would be if I had anything to do with it lol!). But wait - the wizard clearly didn’t count on Dizzy’s puzzle-solving talents, because our little egg-on-legs hero plans to save the day!

This sounds like a cracking game. Well, let's see a helpful screenshot before we carry on...


The game has a fantastic intro showing off the basics of exploration and puzzle solving.





Eggciting gameplay?

As you would expect, explore Magicland and tackle loads of ridiculous puzzles - some are straightforward, while others are irritatingly vague. Cracking these will help us rescue each of our friends and, in turn, take down the wizard himself. Let’s just hope Dizzy’s up to the task - especially with me in charge of the joystick.

Talking of joysticks, the controls are spot-on perfect as you wander around each screen looking for anything helpful. However, the only places this isn't so are the ones that had me leaping over water. One slight blunder and Dizzy is plunged into an immediate death (with a precious life lost). These parts are so finicky and annoying compared to all other rooms, which are perfectly designed. Yes, I ended up using a trainer!

Guiding our Easter egg through a charming fantasy world filled with quirky characters and oddball items is pretty brilliant. Well, to start with. You will soon find yourself scratching your head over most items; some are pretty obvious, as the game breaks you in gently, like using a key to unlock the castle door. Others are harder, like helping the witch and finding the dagger to free Denzil. Factor in having only three lives and (replenishable) energy drainage by touching anything nasty, and it soon becomes a tough challenge.

Sadly, many puzzles don’t make much logical sense (at least not to me!). Some problems are bizarre, and that situation worsens the further you venture. Magicland Dizzy goes beyond trial-and-error problem-solving and into the lands of guesswork and pure luck. Honestly, I would have never cracked the game without online help. That's something I'm not happy about, but impossible without. Especially when wanting to make a map!

I'm egghausted now! We need a little screenshot break...


I had to capture this screenshot simply because of its name!





The CryptO'pinion

I enjoyed Magicland Dizzy, but I struggle a lot - maybe I don’t get the logic behind each problem? Possibly, as I had a similar experience with Slightly Magic. Though to be fair, that game felt more straightforward, with puzzles that actually followed some level of common sense. At the end of the day, Spikey in Transylvania still stands out as the best of the bunch (at least from the ones here on AtariCrypt). It managed to strike the right balance, offering puzzles that were not only clever but also genuinely fun and satisfying to solve.

Okay, I might be giving a negative opinion here? Well, I'm not saying Magicland Dizzy is a bad game. It's not. It's got loads of cool screens with silly puzzles that expert Dizzy fans will appreciate. The graphics are beautifully cartoon-like, and the audio features stunning chip music. However, what puts me off rating Magicland Dizzy as high as Spikey In Transylvania is the puzzles, which is the game when you think about it. I found many made little sense, and I would never have sussed 'em out without resorting to help.

Magicland Dizzy reminds me of my 8-bit days playing Stormbringer, which brought back many happy memories. Sadly, I had more fun playing the previously mentioned games than this one. Don't get me wrong; it's a good game, but there are better Dizzy-esque games. So I rate this an overcooked, hard-boiled 60%.

Not the result I was hoping for, but it's hardly a rotten egg. I hope you download and use the map. This game deserves your playtesting, so let me know what you guys think. Have a blessed Easter †




An angry monkey is sitting in the trees, throwing rocks!


Falling down the well too soon is deadly, but check out the artwork for the mouse!


The areas around the witch have tricky jumps. I hated seeing that "Whoops" message!



The closing moments of the game, but who asked me to cast Zak's ring into the flames?


Oh dear, trust the devil to try and ruin our Easter fun! And we're helping him O_o



After defeating Zak, peace and harmony reign over the lands once again. And we are in love!



Dizzy gets to spend time with his freed family, and they all make a yummy omelette together.


This is a thumbnail of the game's map. The download link is above!!

Monday, June 19, 2023

Spikey in Transylvania




What, no Lucky Eddie?

Spikey is a Viking who crashlands near a village called Transylvania after suffering horrendous weather conditions in the North Sea. He has no weapon or shield but has kept hold of his helmet - just to maintain that Viking look. Weirdly, his shipmates have been rounded up and locked away in a dungeon - so it's our job to free them. Thankfully, the cell keys have been scattered about in different places. All we have to do is find them and free our comrades. Easy.

Is it just me or does Spikey look an awful lot like Hägar the Horrible? Anyhow, Spikey in Transylvania comes from the same Code Masters stable as the Dizzy series so it's hardly surprising that it looks familiar for both gameplay and visuals. Released in 1991 and programmed by Dave Clarke who sadly, didn't seem to do a whole lot more for the ST.

Hey, wanna see some screenshots of the earlier puzzles? Of course, you do! So gander at this lot...



Farmer Piles!!! It's like something from a Carry On movie. Brilliant!



The pixel art in this room is amazing. Love the cauldron, the wizard, and the king's painting!



So what's the plan?

Our adventure begins in a village of a few houses, including a pub and a very hungry farmer. After escaping from one of the houses, our task is to gain entrance to the castle where our friends are held captive. Surely an impossibility, as it's guarded by a really mean soldier (hmm, why not try bribing him with cash). If you've played any of the Dizzy games before then you will already know what to expect as you help Spikey scour many rooms for carelessly discarded prison keys.

Things begin simple and, if I'm honest, remain simple throughout. For example, the first puzzle is escaping from a house - the front door has no handle and there is a doorknob on the floor. This is the level of difficulty for most of the puzzles and I enjoyed that a bunch because they never came with baffling/vague clues - or a solution that made no sense.

Yep, that's the level of the difficulty which isn't bewildering but very entertaining. It's time for more screenshots...



I wanted to take this screenshot as the dog approached to take a bone. But he was quicker than me!



Bored, eh? I think he needs a Walkman to listen to. Showing my age now, right?



Explore, examine, scrutinize!

Once inside the castle, it's a myriad of mazes but nothing too overwhelming. And I liked that a lot. Getting around is very easy and makes exploration perfect. Once again, there are puzzles to solve but nothing mind-blowing. For example - a drink for a thirsty guard, ghosts will flee from the Cross, and you should wear Wellington boots in the mud. The only puzzle I failed to instantly solve was with the cannon - which was dead simple and something I didn't even consider!

Walking around the village and castle areas is never too troubling but there are still some dangers to look out for. Spikey only has four lives and each has a finite amount of energy that depletes when coming into contact with angry soldiers, rats, ghosts, dripping acid and so on. Sadly, health replenishment is scarce (very scarce actually) with only the odd pieces of chicken or bread left lying about. Stay clear of rotten foods that will only make Spikey feel a lot worse.

Unlike the adventures Dizzy endured, Spikey can walk left/right but cannot jump. Instead, he moves diagonally in/out of the screen which is pretty cool. Sadly, it's not perfect as you can occasionally get stuck on objects or walls. The inventory is a cinch, just hold fire and move up/down to pick up/drop and left/right to select what object you wish to use. Dropping most objects near another character will solve that puzzle as they will automatically collect it and reward you.

This isn't a huge game but it's big enough for a pub, which is never a bad thing. Check out these beer swiggers...



The local Wetherspoons! My kinda place. But then everyone stops and stares at me! Creepy.



Hmm, weren't there some gloves carelessly left lying about?



Aesthetics

The graphics are by Jonathan Smyth who also did Cj in the USA and Cj's Elephants Antics. As you would expect, they are gorgeous and would look perfect in any cartoon with a colourful design. The backdrops are good but it's the characters that feature stunning details - I loved the beedy-eyed rats who watch Spikey. Sadly, there is little animation which, I'm not too bothered about, but it would have been nice to see a roaring fireplace rather than a static flame.

The audio fairs differently with a choice of chip music or sound effects that can only be selected on the title screen. The music is by Ashley Hogg (who worked on Cj in the USA and Cj's Elephants Antics) and is superb. Sadly, there is only that one tune which loops around constantly during play. If you opt for sound effects instead then you shall hear Spikey's footsteps along with a ding when interacting with objects. And that's that. Bit disappointing tbh.

Here is one of the cells holding a shipmate so hurry up and find all the other keys! Then everyone can party...



This is one of many cells holding our mates. Simple task - find the keys!



This is the end screen - just to prove I did it!! Sorry for the spoiler :p



The CryptO'pinion?

I have thoroughly enjoyed playing Spikey in Transylvania! However, it's not a big adventure and there isn't enough food available to replenish his energy. Also, the puzzles are quite easy (even for me) and I completed the entire thing in just a couple of hours! I cannot imagine fans of Dizzy, Elf, Spellbound or Stormlord will be impressed by that?

However, ignoring these quibbles, this is extremely enjoyable and very addictive. So I loved the progress I made right from the start. The puzzles are logical without any irritatingly pointless solutions which meant I continued on and loved every second. So how can I say anything terrible about a game that gave me so much pleasure? I cannot.

Before you view my map (click it), grab this cool puzzler for either a floppy disk or a hard drive and enjoy...



Don't be a muppet and click the thumbnail image to download the hi-res map of the game.

Monday, March 06, 2023

Shadow Sorcerer



Welcome to Krynn

Who doesn't love a good RPG with its story, lore, characters and creepy dungeons all whilst levelling up a character(s) you prey are up for the challenge. Yes, there's something extraordinary about losing your free time over something my missus recently described as "an antique game that nobody's interested in". Why I'm still with her I'll never know.

Anyhow, here I find myself booting up a 32-year-old game by SSI/US Gold called Shadow Sorcerer which is based in the DragonLance era of Advanced Dungeons & Dragons. This adventure is stuffed to the crust with quests and combat against demons, dragons, ogres, skeletons, and many more grotesque creatures. I guess I'm working backwards because it's the third game in the Dragonlance saga and follows on from Heroes Of The Lance and Dragons Of Flame.

I've always had a keen interest in anything AD&D and find it ferociously interesting with compelling storylines. I love the mythology and the worlds where we battle against all kinds of dreaded enemies in the creepiest places. So, I'm going to kick off a long-term plan to play all the Atari ST Dungeons And Dragons from my own collection.

Before we crack on, let's take a look at the two primary screens you will be using in Shadow Sorcerer...



This is the world/wilderness map. It's basic, and only the mountains are displayed until you get moving.



This is the Tactical view, a beautiful isometric representation of your present location.




Preface

The land of Krynn was once a peaceful place but no longer thanks to Verminaard who conquered with his Dragonian armies. Cheer up, we're in charge of the Companions of the Lance and these plucky fellas have rescued a whole bunch of Refugees from the city of Pax Tharkas. The plan is to head south to safe territory but Verminaard has ordered his troops to track us down. Can you keep the refugees safe and guide them to a secure place to call home?

As with any RPG, begin slowly in order to learn the basic mechanics of what makes the game tick (along with understanding its user interface and any other oddities). This prevents me from doing something stupid (well, in theory) but is a good idea with Shadow Sorcerer because it certainly throws you straight into the thick of it pulling no punches!!

As you saw in the screenshots, the Dragonlance world is viewed using two methods:

The first is a wilderness map used only to explore great distances throughout the land (whilst you're making notes, I hope). Use it to keep tabs on the refugees and also Dragonian troops. Each possible location is initially a grey hex tile and, as you travel, they reveal their environment in and around your current location. Tread carefully!

The second is a Tactical view which provides an isometric representation of your surrounding area. All battles are fought on this screen plus the ability to interact with party members, along with communicating with other characters you might stumble upon. It's here that you can find items, equip weapons and armour, and more.

Beginning your first game is a little daunting so take time to check out the file menu, and experiment with the user interface within the Tactical screen. It's here that four portraits of the party members are displayed - Tanis, Caramon, Goldmoon and Raistlin. Clicking each reveals their stats along with default options when under computer control.

It pays to experiment before playing properly and here's a deeper look at what to expect...



Get out there and explore, you never know what you might find. Here is a sword carelessly left!



Now we're talking!! A safe(ish) haven with food to keep those miserable refugees off my back!




User Interface

Shadow Sorcerer has a pseudo-GEM feel so is a doddle to use. You spend a lot of time on the Tactical screen and it's here that your party is shown at the four corners. Clicking on each portrait displays their personal attributes like Strength, Dexterity, and so on. Oddly, all stats cannot be altered in any way which is a bit weird for an RPG.

Also displayed are the details for hit points, weaponry and armour class  - all these can change depending on your condition and with regards to clothing/weaponry you happen to find along the way.

Each character has default actions that the computer can assist with. Such as attack, range, spellcasting or running off like a chicken. Base your choice on strength and ability rather than everyone doing the same thing!

Clerics and Mages need to memorise spells. Clerics are great for Blessings, Protection and healing. A mage can be handy to detect invisible objects and can throw a mean fireball. Actually, that's a very powerful spell, tempting to use but dangerous to both enemies and friendlies alike. So beware! Possibly use Magic Missile instead?

You shall also notice a satchel icon, this is obviously the inventory and is probably the lamest part of the entire game because it's not very good. Sure, it shows you what is being carried and you can use, equip and exchange items with other party members. However, no details are given before deciding whether to equip, which I didn't appreciate.

Don't forget the GEM-like menu options at the top of the display. Here you can heal, regroup, review refugee status and exchange players - very useful after losing a companion who needs to urgently be replaced by another. The caveat is that it must be located with the refugee party. Yeah, I'm sure you can guess how annoying that might be?

Hey, it's not all fighting so let's check out one of the early puzzles the game throws at you...



Not everything is as it seems and some things require a little more than brute force...



Of course, the game then decides to kick you in your teeth whenever it gets the chance lol.




Ultimate play the game

Initially, the world map shows nothing but a mountain range and a yellow icon depicting your band of merry men. Beginning your expedition is easy, just click on the nearest tile that you'd wish to move to. Now you will notice a grey icon - that represents the refugee party who slowly plod on encumbered by their number, supplies, wagons, etc

Babysit these guys the best you can but, not at the expense of your progress - it's a balance of adventuring and keeping them content. You can interact with the refugees through their (groan) council with which you can discuss, reason or even threaten. I find they are best happy when fed and under the belief that I know what I'm doing (ahem). Disgruntled refugees might disband leaving scattered groups which are more difficult to manage and protect.

Of course, everything is in real-time and you shall note the day/night clock display at the top of the screen. Time applies to every aspect of the game which took me some time for me to feel comfortable with, especially for conflicts, learning spells, crossing rough lands, etc. Hitting the + or - keys can speed/slow down game time and is very helpful.

Shadow Sorcerer's strength is in how easy it is to get out there and begin exploring. But it's not that long until you see an alert for a 'chance encounter'. In fact, you see this a lot but don't worry, it's not always a nasty brawl. Quite often it's because there's someone or something nearby and that could even mean treasure or useful items. Yes, and many brawls!!

It's not all run and chase, as there are safer areas within Krynn. These are places to restock or shelter, so use them wisely but not for too long. Watch out for side quests, these are a massive part of your adventure and fruitful for several reasons (actually they feel more of a necessity rather than an option). Along the way, you never know how many potential friends you might meet so try communicating before raising your weapon. Might work, but, be prepared anyhow!

Oddly, I fear Shadow Sorcerer tries too hard - not only are we limited in time, but encumbered by clans of refugees dragging their heels, and then there are the chasing Draconians!! A part of me wishes things were toned down in the respect that refugees could have been a silent entity who we don't need to worry about or communicate with (except when repositioning for lost members). Plus, I thought that the Draconians broke free of Pax Tharkas far too soon.

Shadow Sorcerer has amused me many times, although I don't think it was supposed to? Hmm, maybe. Let's see...



The UI is simple with instant access to abilities: fight, look, grab, talk, move and computer control.



You must learn to fight as a team. Don't go throwing a fireball spell if the enemy is too close... Ouch!!




Faith and Spells

There are two main spellcasters, Clerics and Mages. Each type has its own unique custom collection of spells with which to help the adventure thrive positively. That might be healing, protection, detection, or an act of aggression. Clerics are helpful people so let's first take a look at some of my favourites they have on offer which are always very useful...

Bless - this improves your attacking because, erm, you're blessed!
Cure Wounds - there are two levels for this much-needed spell to help those in trouble.
Find Traps - quite useful if you feel a bit unnerved about something you can't explain?
Dispel Magic - very useful and helpful but often overlooked and I can see why.


Mages, like Raistlin, can detect something invisible which is really cool and you'll be pleasantly surprised just how much that comes in handy. I shall say no more without ruining things with an obvious spoiler like that!! I like to think he's the rock star of the clan with some rather excellent abilities lurking up his sleeve...

Magic Missiles - don't disregard this impressive attack that saves you getting too close.
Fireball - a powerful spell best used out in the open. Very dangerous.
Web - quite tough to master this one but very handy to snar your opponent.



Shadow Sorcerer always seems to hurl something unexpected your way. Shall we go inside?



Argh, it was a Dragon!! And it killed two team players before I could even react!




Big Tips

As with any RPG, each of us explores differently and, although Shadow Sorcerer is very easy to get into, that comes with a higher-than-expected difficulty. Here are a few basic pointers which I hope are worthwhile...

* The default party are a varied selection, stick with these guys for as long as necessary.
* Always heal your companions after each skirmish (via the menu option).
* In the Tactical screen, spread your men out wide to overcome troublesome obstacles!
* The fireball spell can be disastrous without due care. Is it worth it?
* Sometimes the text descriptions read a lot better than the tactical screen reveals. Think.
* Try to send the refugees to a safe area (an already visited part of the map).
* Keep the refugees happy so they don't split and panic!
* I was unsure whether or not to include this line, but I advise you head west as soon as possible.
* Computer control is good but there are times it's better to do it yourself. Most apparent with ranged characters, especially when it comes to magic. Maybe it's better to DIY?
* This might just be me, but I found the game far more responsive using real hardware rather than an emulator. No idea why, but it was and especially with the character screens.
* The manual has a good line, "...repetitive saving is not encouraged - take your losses like a man...". Superbly written but ignore that taunt and save regularly. I cannot stress that enough!!



With a replacement party, I hit the road only to be ambushed by Draconians.



Skeletons are very weak opponents. Look, Richard Gere has joined our party (top/left!)




Aesthetics

Let's start with the mediocre sounds... the introduction plays nice sampled music whilst it cycles through the different intro screens. However, there is very little else afterwards and only when using a weapon or performing magic is anything heard. That's fine for a game like this, but a subtle background chiptune would have been a great option.

Visually, things are very different and Shadow Sorcerer is comprised of two primary screens...

- The map/wilderness screen is rather drab, but a practical way to identify your surroundings along with the location of Draconians and refugees parties. Basic, but completely functional and that's fine with me.

- The tactical screen offers a beautiful way to explore, be it hunting down treasures, commication or battling the Draconians. In fact, this isometric display is superb with great decor for the different environments you're gonna do battle in. The monsters are all gorgeously detailed ableit with humble animation. Love it!!


In this game, I explored the east but it wasn't long before we were being chased by Draconions!



The Dragonian armies proved too much for me. I hope there's time to recruit new members!




The CryptO'pinion?

Shadow Sorcerer is a fantastic RPG, especially for novices (like me). It's also a great choice for those without much spare time because it's so easy to immediately jump straight into it. Travelling huge distances isn't a problem and you will slaughter many monsters and meet lots of creatures along the way. Every battle is in real-time (with pause) so it's fun working out a strategical victory using magic, range and melee. This RPG is gratifying in almost every respect!!

However, it's strange that the characters aren't levelled up as the main attributes are fixed. I never got a feeling of the progression of skillsets so gameplay can occasionally feel unbalanced. Also, I didn't like the baggage between the Companions - that didn't work (for me). Plus they struggle to navigate around objects as they're a bit daft!

Nevertheless, this is a compelling adventure with a tremendous variety of places to pillage and creatures to meet (and beat). Although I doubt I will successfully escape the Draconians, I still think this is a belting aRPG albeit more for the amateur than a hardened player. Like I said earlier, it's very difficult and I feel they crammed in too much unnecessary content - chasing Draconians AND pleasing the fumbling refugees! Yep, the odds are steeply stacked against us.

You know, I have heartily enjoyed Shadow Sorcerer and thoroughly recommend you take a stab at ransacking the lands of Krynn for yourself. It's not flawless but, most certainly a captivating and formidable Lite-RPG. Consider this the first in a series of Atari ST AD&D that I personally own, cherish, and will return to over the years. Imperfectly excellent.

Downloads can be found on floppy disk but I'd recommend this hard drive version. (thanks PP)

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