Showing posts with label 1993. Show all posts
Showing posts with label 1993. Show all posts

Tuesday, August 04, 2026

Darklyte and Darklyte II






Mech Massacre

Released in 1993 by Howard Tilley, the Darklyte games are turn-based tactical affairs that will feel right at home for fans of classics like Space Crusade or Hero Quest. You're in control of a squad of four droids, battling a rival enemy team on an isometric grid reminiscent of Shadow Sorcerer. Your squad starts at the top of the screen, with the enemy team at the bottom, and your primary goal is straightforward: destroy them.

You control each droid one at a time, indicated by a white arrow pointing to the active unit. Right-clicking cycles through your droids (you can click them directly in the second game). Each droid has a set number of action points (displayed as a green number) and an energy bar representing its health. Movement around the board is simple: click the arrow buttons to step around the grid, but remember that different terrain, obstacles, and other droids might block your path. A secondary challenge is to safeguard your Commander droid. Losing this unit means game over, regardless of the status of your other droids - so protect him!

When it's time for a fight, position your droid next to your opponent, then click the attack icon. Combat is resolved using specific stats for the current action: your droid's attack number versus the enemy's defending number. The difference is dealt as damage, chipping away at their energy bar until "kaboom!!". I do have one minor gripe: sometimes your droid isn't facing the enemy. To successfully attack, you *must* first tap the correct directional arrow before choosing attack. Your robot's stance doesn't visually change, but he can now successfully strike his opponent. It's a minor gripe, alright, but still rather peculiar.

There are power-ups, such as gloves for stronger attacks, shields for extra defence, and injections to restore energy. Darklyte II even adds a super-strong lightning attack, amongst other new additions. You can also scan enemies to reveal their stats, which is invaluable for planning your next move. Gold and experience are earned with each kill, which can be spent at shops and repair stations. You can transfer gold between droids to support a weaker unit, though I feel a pooled wealth system would have made more sense.

The Darklyte games are tremendous fun for fans of turn-based combat. Each game is similar, but different enough to warrant playing both. I love their interesting battlegrounds and balanced gameplay that progressively gets harder as you gain experience. Both games are absolute gems and must-plays for turn-based nutters. However, Darklyte II feels like the completed product, so it scores a Metal Mickey rating of 90%.

Stop what you're doing, and play Darklyte II. Yes, right now. It's blummin' great!!

  • The official disks for both games are at Atarimania.
  • If you prefer a menu disk, then Atari Legend has a couple of great disks.
  • I've become a fan of turn-based games <~~click here to see some more.


Darklyte (1) is excellent, but it feels like an early release?


Yep, Darklyte II feels like the finished product.



[Darklyte 1] Strategically position yourself and check your equipment for goodies.


[Darklyte II] The interface has transformed with a spanky new design!


Sooner or later, my robots die... Plus, the game (Darklyte II) insults you!


You knew this was coming, right? Darklyte II scores an AtariCrypt SMASH!!

Saturday, April 25, 2026

No Limit & No Limit II






Tilt Happens

Pinball was massive in the 90s, and the ST got its fair share of digital tables. In 1993, Andreas Kröber released No Limit - if you're wondering why that name, you will soon realise when loading it up (ARGH, my ears lol). This is a good game, but it looks dull as ditchwater without scrolling, and the ball feels more like squidgy rubber than steel. Still, I guess there really were no limits, because a year later, the sequel arrived! This used the hardware scrolling for rapid display and a bigger area. So, it blew away the original.

Flippers are handled by the two SHIFT keys, and when things get hairy, whack that spacebar to tilt the table and hopefully save the ball. Yep, hairy stuff. That's my understanding of Pinball in a nutshell. Of course, the sequel is the one to choose, as it looks better and plays great with nice physics. I love how the smooth scrolling zips up and down the screen! My only quibble is with the odd table with its bizarre snowy theme.

So there you go - play the second game and hit those flippers to bash your ball. Make sure you’re on an STe; otherwise, you’re missing out on the sounds and silky-smooth scrolling. It’s not up there with Obsession, but I would happily put No Limit II alongside Starball as a great alternative on the Atari ST/e.

  • Atarimania has both (unregistered) games to download.
  • No Limits II can be installed onto a hard drive/Ultrasatan thanks to 8BitChip.
  • Check out some of the other Pinball games for the ST/STe.
  • Seeing as both games are nicely enhanced, they've made it onto my list!
  • Check out some more games that work in high-res mode.


The physics/feel of the ball (ooer) might not be the best, but I enjoyed the game.


Look, it even runs in high-res monochrome!!


I reached 1472, not bad, I guess... ahem...


No Limit II seems to have a snowy feel. It's not the most glamorous of tables, is it!


Yeah, it looks poor, but it plays very well in high resolution.



Oh no, another ball out of play... I reached 42,402 points.

Saturday, April 04, 2026

Easter Eggstravaganza





Happy Easter

I’m sure regular visitors over the years knew this Easter-themed posting was coming. Well, here is Easter Eggstravaganza, released in 1993 by Codemasters. It was made especially for ST Action, a magazine I absolutely love. It wasn’t a new game giveaway but more of a rip-off, which I mean in a good way. Essentially, it’s a copy of their earlier, excellent game Fast Food with Easter-themed graphics featuring chicks, eggs, and other Easter-related items. Typically, it bypassed the real reason for the season - Jesus.

Anyhow, like in Pac-Man, we navigate a maze collecting eggs and stuff, while dodging cute enemies that either chase us or cleverly block our path. Various power-ups assist, and Dizzy’s quick and agile movements make this very playable indeed. If you liked Fast Food, you’ll likely enjoy this freebie, even if it's only more of the same with Easter visuals. It’s a simple yet eggcellent (sorry) game and perfect for a quick score chase.

You know, I rather enjoyed this eggceptional freebie maze chaser. Great fun!!!

Happy Easter, everyone

  • An image of the original ST Action disk can be found at Atarimania.
  • Interested in trying Fast Food, then grab the floppies or a hard drive version.
  • More "Pac-Man" games can be found in our (wait for it) Pac-Man section!


Grab those cute chicks and other stuff, but watch out for the baddies!


I thought those were burgers, but no, they're hot cross buns! Oops...


Another eggcellent level, but very tough too, I thought.


That floor background is rather OTT, isn't it?


ARGHHH, this level will take some practice to beat!!


My first game high score... Can you beat me?

Sunday, February 22, 2026

Utopos






Gravity, Guns, and Glorious STe Action

Yet another game I love, but without a write-up here on AtariCrypt. Which is just weird! Well, from my point of view... Developed in 1993+ by Jani Penttinen and Jan Achrenius, Utopos is a slick "Gravitar"-style shooter specifically designed for the Atari STe. And when I say slick, I mean greasy-spoon slick!!

We are dropped into the cockpit of a nimble spaceship, trapped in a series of cavernous levels. As with Oids, Rotor, Thrust, etc, we are still fighting gravity and inertia, but you can alter these settings to your own tastes. Warning: the learning curve is massive, so it pays to tinker with them!! Once you're happy, things become more forgiving, and you will be zipping about, dodging obstacles, and blasting stuff like a pro.

Utopos takes inspiration from games I've just mentioned, but with a more arcade-like approach that favours speed and action over realism. What makes Utopos really stand out is its (overscan) presentation and superfast frame rate. It glides like warm butter on a non-stick frying pan in zero gravity! The backgrounds are subtle but effective, and the STe’s enhanced sound chip gets a proper workout with music and effects.

"This joystick feels like it came from the war." – My daughter, after 30 seconds.

As a single player, it's incredibly tough. Perhaps too tough? It doesn't appear to have the playability or strategic depth of Oids, as it prefers a fast-paced, arcade-style over realism. Personally, I think it's best as a two-player, even though nobody here (ahem) can control their ship. In fact, my daughter hated this game, so I'm left to go it alone - but don't listen to her, she's mad and wrong about this stupendous Atari STe game.

  • Atarimania appears to have every version (demo and registered), but it seems that the one-player mode was dropped from the final release? I had to use version 1.52
  • A must-watch video by Maarten/Atari Legend.
  • A remake appears to be in the works, even supporting the Mac!!
  • Being an STe game automatically enters it into the Enhanced List. Check that out!!
  • This post is dedicated to our eldest daughter, Katie. 🤍
  • If you are one of the few visitors to look back through the Crypt's archives, you’ll see an old recording of mine that I posted all the way back in October 2014. How has over a decade passed so quickly? Anyhow, the link is on the right-hand side if you scroll down a bit (or click here!) :^)



The one-player game is next to impossible without altering the gravity...


...and even then, it's next to impossible!



The two-player game is an absolute killer...


...well, if your family can get their head around the controls.

Friday, January 09, 2026

Sleepwalker






Nightwalker

Imagine me in 1993, a dedicated Atari STe fanatic, but my beloved computer wasn’t valued nearly enough by the commercial gaming world, and its enhanced hardware remained largely ignored. I was thrilled when Ocean promised an STe-powered platformer. I imagined a vibrant game brimming with exploration and adventure, featuring extra colours, smooth scrolling, and sampled sounds. Yes, I had high hopes.

Of course, I was gutted when I got my hands on a cracked copy: I wanted a platformer to be a platformer - run, jump, explore, pick up bonuses, and so on. Something like Rick Dangerous or Ghosts and Goblins. No, it's more like Lemmings, and I hated that with a vengeance (sorry, not sorry). Glad I saved my cash!

Enough reminiscing about my disappointments, let's see what this game is actually about! In Sleepwalker, we take on the role of Ralph, a desperate dog whose owner, Lee, suffers from sleepwalking and might wander into all kinds of hazards. We must guide him safely through a gauntlet of different levels. Not only do we need to keep him alive, but we cannot let him wake up, or the shock kills him (good, I say!).

As Ralph, we rush to clear away any obstacles, some easy, some dangerous (this part weirdly reminded me of Highway Encounter). As you do this, you're opening up a pathway for the kid, but you may still need to give him a (ahem) gentle kick in the right direction. I guess it’s a mix of puzzle-solving, wrapped in a slapstick package - with the ever-present tension that one wrong move could see Lee tumble into disaster.

As you can see, Sleepwalker does indeed share a bit of its DNA with Lemmings. However, I guess it’s more of a distant cousin you don't like, and, even though we're not digging holes or erecting ladders, you still manipulate the environment to steer Lee away from hazards. The challenge comes from being quick on the joystick and remembering the level map, all whilst thinking ahead to react and redirect Lee.

Sleepwalker is technically stunning, demonstrating the Atari STe with amazing graphics, sounds, and brisk hardware scrolling. Sadly, that means nothing when the game is doggy-do-do. Plus, I couldn’t shake the feeling that it's a cheap Lemmings in disguise. Only this time, we're stressing over a child. Something I do in life, and not what I desire from a game. Playing Sleepwalker is like being on unpaid babysitting duty!

It may have been for Comic Relief, but the only relief I got was switching off my STe and going to bed.

  • Experience my version of 1993 with the same disks - Flame of Finland (download at Atari Legend).
  • The best way to play Sleepwalker is using a hard drive, thanks to Peter Putnik.
  • Sleepwalker is now listed in the Atari STe enhanced games list!
  • Silly tidbit time... I decided to play Sleepwalker after a poll that I posted on X. While it didn’t quite go as planned (ahem), I would like to thank everyone who voted. Follow me on X.


So, we begin, and straight away, the first level is huge and easy to get lost in.


The next level looks really nice, with a bit of a Pitfall feel to it.


Irritating game!! This stupid kid is really annoying me...


...so, I left him and went exploring!


Lost the will to carry on here. So I let him die, for a laugh. Why not!


Once again, I left him to go exploring. I like to wander, me.



The daft look on my face as I realised games were supposed to be fun!



And after all that stress and hassle, the stupid kid is still asleep!!
(check out his big toes lol)

Saturday, June 14, 2025

Bio Hazard






Imperial Transporter Equadus

Bio Hazard is a 3D first-person adventure developed in STOS by Les Greenhalgh. If you’ve ever played Dungeon Master (I can’t believe I just said that), you will know exactly what to expect in terms of its basic gameplay. The documentation claims this is Dungeon Master in Space, and while the style and visuals support that, I’d say this is a completely different experience, being more of an action/adventure shooter.

We're in space, aboard a ship with a radiation leak on its fourth deck. It gets worse: the xenomorph containment vessels have ruptured, and an infestation is imminent - of course it is. Don't worry, a security team was sent to assess the damage. Actually, no - do worry - because all contact with them has been lost!

Meanwhile, the ship's computer is preparing to wake the remaining operatives from hypersleep and has initiated the self-destruct sequence to stop the xenomorphs from falling into enemy hands. Our job is to place plutonium fuel rods into their designated slots. Once that's done, we’ll have two minutes to escape before the entire ship undergoes a thermonuclear implosion. The escape shuttlecraft is located on the first level.

Enough of my jibber jabber, let's see some screenshots...



Based on the Dungeon Master engine, we explore a camp ship with a weird colour scheme.



Look everywhere for items that may help. Hey, what's that camouflaged on the ground?




Let's explore!

First things first, you won’t get far without fully understanding the user interface. It will be confusing at first, but once you get used to it, it’s actually quite good - just a bit clunky. The main window gives you a first-person perspective, while below it you’ll find details about what you’re carrying and your vital stats. Over on the right, there’s a cluster of icons that, frankly, could have been better - less is more & all that.

Now, before you charge off to an untimely death (courtesy of a xenomorph that looks suspiciously like a metallic Facehugger), take a moment to get familiar with this interface. Below, I’ve included a screenshot of the main screen and also the inventory, with helpful numbered markings for this guide...

  • 1) Use the icons to navigate, but I preferred using the keyboard.
  • 2) The two icons in the middle of the arrows are to aim, and the other operates the doors.
  • 3) Pickup... Drop items... Load weapon/Battery... Recruit a person to your team.
  • 4) Up ladders/teleporters... Same, but down... Inventory... Use syringes/disks.
  • 5) These weirdo guys are the team members you've chosen.
  • 6) This is where you can view a level map (it doesn't last long!)
  • 7) Left and right hands to carry and use items - like laser guns and more.
  • 8) Stats - until later in the game, only worry about "S" for Stamina.

The opening area is free from aliens, so take time to explore and get comfortable with this interface. You will find a disk on the floor with a message welcoming you to the game and instructing you to gather your team. Don’t forget to check the wall dispensers for extra goodies - ammo, a battery, and a syringe. Finally, you’ll notice two doorways. One is locked(!), but the other is open and ready for you to step through. Dare you?

You don't need to be brave and open that door - not with more screenshots to view...


They sure made these spacecraft with trippy colours using two main colour types.
Check out the numbered markings and use the key above. It's easier than it looks!



You can store everything in the inventory, from a spanner to a grenade.
However, there’s a catch: you can’t transfer items directly between team members.
Instead, you must drop the item on the floor and get another character to pick it up...





Let's kill aliens!

I’m guessing you’ve taken that next step and opened that door? From here on out, things get dangerous - especially since you’re unarmed! Thankfully, after a few steps, you will see several wall dispensers. Surely, one of them has a weapon we can use? You will also notice some with faces - these people you can add to your team. Strangely, there’s no real info about them, so I suppose we’re judging purely on looks?

Make sure you grab the map and, more importantly, find that weapon - which, as it turns out, is an axe. Not exactly sci-fi, but it gets the job done because there are no electronics or moving parts. A reliable weapon that is effective at close range. Later, you’ll come across a laser gun, though it’s not quite as dependable as you shall discover. Hey, did you happen to spot a repair terminal back there? That might come in handy!

The first level is big and nicely "divided" into sections using closed doorways, each crawling with aliens just waiting to be smashed with that axe (remember to close these doors!). As you push forward, you'll start getting access to other weapons, like a laser gun, mines, and grenades. Be careful with anything explosive - if you’re too close when it goes off, the character leading your team is going to take some heavy damage!

Each level has "hidden" areas you can access by what looks like a rubber swimming ring. It’s actually a teleporter that whisks you away to a separate section packed with rooms to explore and wall terminals to loot. Eventually, you’ll reach a point where the enemies are getting bigger and nastier. Your axe will do the job, but whatever you do, don’t stand still and soak up unnecessary damage - keep moving and stay sharp!

This game is probably starting to sound very familiar. A rip-off? But I'd say, Bio Hazard is very much a game of action and exploration - walk, search, find, use, and take down anything that gets in your way. I really like how the game eases you in with a simple map packed with useful items. This helps you get your bearings while also letting you experiment - reloading weapons, using syringes, reading disks, and so on.

The learning curve extends to the enemies as well. Before long, you’ll start coming across eggs. They may look harmless at first, but don’t be fooled - think of the Alien films! Once they (somehow) sense your presence, they crack open. And that’s when something jumps out - something that looks suspiciously like a spider. Or maybe an Alien Facehugger. Either way, it's time to put that new axe to good use!

At this point, you’ll probably start paying attention to the stats at the bottom of the screen. For now, it's only worth keeping your eyes on the first as the others won't really come into play until later.

  • "S" for Stamina is essentially your health. This can be replenished with items you find.
  • "R" for Radiation - though I never actually saw this increase.
  • "I" for Impregnation - I have no idea if that applies to you or the ship!
  • "C" for Countdown kicks in when you’re racing to escape at the end.
  • "L" for the level of radiation during the final moments.

Dungeon Master in space? I’m more like Jason Voorhees in space! Let's have more screenshots...



The first real enemy on level one is a big mother with teeth!



Kill her, and a few Facehuggers, then you will see the exit to the next stage.




Aesthetics

The colour scheme in this game is... interesting. The early levels are drenched in beige and purple, which doesn’t exactly scream "stylish". However, it’s not a massive issue and not commercial, so I won't moan. Regardless, this beige theme actually works well for the user interface - it’s clean and precise.

This front-end feels overwhelming at first, so I jotted down notes on the function of each icon to ensure my old brain wouldn’t get confused. But after half an hour, it becomes second nature. There are a lot of icons, maybe too many, but you get used to them. The real pain comes with swapping weapons and items between characters - it’s a bit fiddly. But overall, the display works well, even if the colour choices are peculiar!

The audio is absolutely spot on with a wide range of effects for nearly every action - doors sliding open, the dispensers, and that gratifying clonk when you smack an alien with your axe. You’ll love hearing your own cries in action! The only letdown is the lack of footstep sounds, though I guess that’s not surprising.

I think I've yapped on enough! Let's see some screenshots before the gripping conclusion...



Something big is coming, and I can fight or close that doorway and run.



I was being beaten senseless. So... Game over, man. Game over!




The CryptO'pinion

To recap, the interface is (initially) awkward and cluttered with icons for actions that don’t need them - like separate buttons for picking up and dropping items instead of a click-&-drag. Recruiting teammates makes sense, but the system is clunky - item exchanges are cumbersome, and equipping them becomes a chore that’s easy to overlook. Worst of all, the map. It's super handy until its power drains way too fast!

That said, despite these gripes, this game absolutely rocks for a homebrew adventure. Navigating through the ship is quick and easy, with no lag. The maps are cleverly crafted, hitting that sweet spot - engaging and progressively tougher, yet never impossible. And unlike similar games, Bio Hazard is generous with items such as ammo and health, making it possible to progress deeper into the unknown.

It’s funny, but I wasn't expecting much when I first saw the graphics. I thought it would lack the charm of the commercial games and be nothing more than an "also-ran". How wrong I was. Bio Hazard is a blast! It's well-designed, fun, and worth checking out if you fancy a break from a traditional crawler.

Think of it as more of a Lite Dungeon Master that earns a respectable 75% rating from yours truly.

  • The only download worth getting is the registered game from Atarimania!!
  • However, there is a demo version with a simpler user interface/etc, which may tempt other players to take a stab at this rewarding game. I hope so. This can be found at Atari Legend, which has a few Menu Disks. AtariUpToDate has the demo on a Floppyshop disk.
  • If you're interested in other 3D quests, then click here.

Friday, January 31, 2025

Sleuth (mapped)






Inspector Clouseau

Many moons ago, when the Crypt was young, I stumbled upon a Berzerk game called Sleuth. It's by Larry Scholz and originally came on an ST Review cover disk. It sucked compared to the Dave Munsie conversion, but I still liked it. In fact, I liked it enough to warrant spending many hours over Christmas mapping it.

However, without a trainer, I had to save my progress each time I entered a new room. It was a tedious process, and I desperately needed a better solution. That’s when Mug UK came to the rescue, kindly creating a hack for extra lives. Remarkably, the change only required 4 bytes. Not that I'd understand the jargon:

"I disassembled it using EasyRider4. Then converted the huge source file using Stew's Convert program to make it smaller.

Using Notepad++, I search for all occurrences of '5' being moved into a value. I then worked out which address the lives were (at a guess) being stored in, then looked elsewhere in the code for that same address.

Found a SUBQ.W #1, address and removed it using 2 x NOPS (4E71 twice, hence 4 bytes). Tested it and it worked the first time 🙂 "

This was a game-changer. It's remarkable how such a small change made a big difference - I could suddenly map Sleuth a hundred times faster, so it wasn't long before the entire game was fully mapped - complete with all the extra details: key locations, locked doors, and bonus lives. I might be the only person left on Earth to play this quirky Berzerker, but I hope my map sparks curiosity and inspires someone else to try it.

And you should download it because Mug UK went the extra mile - Sleuth now boots up with a trainer option screen before the game begins. So I’ve created a floppy disk image (which you can optionally copy to your Ultrasatan or hard drive). Of course, it’s free to download and exclusively available first here on AtariCrypt. Now, the big question: what should I name this new disk? Arghh, surely not SleuthCrypt, you cry? O_o

All credit goes to Mike Mee ~~> aka Mug UK <~~ for his fantastic hacking skills. My sincere gratitude, as I doubt I would have made it past the first locked door without the extra lives (not without spending several months of my life). Okay, I imagine somebody out there is eager to play the Crypt version of Sleuth?

I sure hope so; keeping my fingers crossed. Here are all the links...




I would never have seen the final room without a trainer. Flashy place, uh?


Can you beat me? Will anyone ever play this game again?



It was only after completing the game that I noticed it was on "Novice".
I replayed on "Expert", the controls seem quicker, but everything else is the same.


Yep, I have fully mapped the game, and the download link is above!