Showing posts with label 1996. Show all posts
Showing posts with label 1996. Show all posts

Sunday, July 05, 2026

Sheer Agony






Sheer Slog

Sheer Agony, released in 1996 by Logitron, is a graphical adventure (without a parser). Instead, you control everything with the mouse, clicking on a wide selection of command buttons for tasks like look, examine, lift, walk, and so on. What makes it stand out is that all the images are digitised photographs of real places, which gives it a unique, distinctive style, even if the game's execution can be a little weird.

So, with a name like Sheer Agony, you know this isn’t going to be a comedy. It’s a mystery adventure where you play as a journalist who's written an article about the eccentric Kruwehl family and their mansion, "Sheer Agony Manor". The whole family has been found dead from poisoning. Regrettably, you’ve been slowly poisoned by a slow-acting toxin and must investigate the manor to uncover its secrets before your death!

The game begins in a B-movie style outside the manor, and from here it’s all about exploration and observation. Clicking on objects reveals information or adds them to your inventory, where they can later be used to solve puzzles. You must think like a detective, with logic, persistence, and a sharp eye for detail. The puzzles are often tricky and not always logical, which can be frustrating. They revolve around solving the mystery of the deaths and uncovering the secrets of the mansion and the family's grim history.

The user interface is pretty unique, and I'm being cautiously generous there. The concept of mixing a clickable environment with a row of action buttons is unusual, but in practice, it works fairly well. Also, a map tracks your position, but it often feels oddly disconnected from what the main screen is showing. Moving from room to room also forces you to wait for your footsteps to finish, which quickly becomes tiresome and unnecessarily drawn out. I must admit, it is a superb method to move, rather than only being able to click the image.

Visually, the ST/STe release is a step down from the Falcon original. The images are clearly batch-converted to 16 colours, and while some rooms look atmospheric, others end up looking like poor photocopies. The STe’s extended palette does help, and occasionally the gloomy manor shots work well enough to give a haunted-house vibe. Sadly, the sound is practically non-existent, and while constant music might have been bad, the complete lack of creaks, groans, or even cheap jump scares leaves the game oddly silent and flat.

I suppose the problem with Sheer Agony is its oddball interface; the idea of action buttons alongside a clickable environment is peculiar. Additionally, the missing sounds and poor picture quality don't help. Yet there is still something strangely compelling about the mansion, with its creepy, gloomy atmosphere. Sadly, some puzzles are too obscure, so it might feel like a bit of a slog trying to solve them.

If you are after something "new", then I say DO IT. This is a deep, challenging, and tantalising adventure that is definitely worth playing. For all its quirks, I enjoyed it a bunch and rate it a spine-chilling 75%.

  • Make sure you download from Logitron's website, which includes the passcodes.
  • Click here for other similar adventure games that you might like.
  • Sheer Agony uses the Blitter and Extended Palette, and gets added to the STe List!!


We arrive at the manor, which looks suspiciously just like my house...ahem...



Let's have a dig around the place and see what's what.



Fine dining? Let's take a seat and eat like Homer Simpson!


Headed into the kitchen, and there are lots of places to search.



I think we need to check out that bedroom asap!



Now we're getting somewhere; I love a house with its own cave system!!


Hmm, what's inside those bottles, I wonder?


I'm in the depths here, and I've found blood splatters on the wall... Gulp!!



The Kruwehl family has their own graveyard. Now that's pretty darn cool!!

Friday, July 03, 2026

Thrust 0.5


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   ██║   ██╔══██║██╔══██╗██║   ██║╚════██║   ██║   
   ██║   ██║  ██║██║  ██║╚██████╔╝███████║   ██║   
   ╚═╝   ╚═╝  ╚═╝╚═╝  ╚═╝ ╚═════╝ ╚══════╝   ╚═╝   




Thrusting into GEM

We've all played Firebird's excellent Thrust and other similar Gravitar shooters, and this version looks rather familiar, but it isn't exactly what you might expect. In fact, it's quite an obscure take on the genre and one I've never come across before. Thrust 0.5 was developed by Alexander Kirchner and feels more like an experimental concept of what might have been possible within a Thrusty GEM environment.

The gameplay is remarkably similar: we're the pilot of a triangular craft, navigating a cavern in search of a "sphere" to collect and lug back to the surface. Navigation requires precise control of direction and thrust to manage inertia. The keyboard controls are easy: the LEFT SHIFT and ALT key rotate our ship. The RIGHT SHIFT provides thrust, and the CONTROL key shoots your cannon. Yep, we have weaponry!

The cave has defences that can be blasted or avoided, so shoot your weapon in their direction. The turrets are easy to destroy, and that grants safe passage through to the end, where you can grab the sphere and leggit. Sadly, there are a couple of missing features: 1) there is no gravity pulling you downwards, which makes things a lot easier. 2) Wall collisions don't cause your ship to explode, but rather stop you dead.

Yep, although unfinished, this is an interesting version of Thrust, and it's charming to see a game like this running in GEM (especially if your computer has a Blitter). While it may not hold your attention for long, it’s well worth it for the novelty value alone. As you can probably tell, I enjoyed stumbling upon this one.

  • Thrust 0.5 can be downloaded at Atarimania and Atari FTP Archive.
  • There are many more "Gravitar" games right here.
  • I wasn't sure about adding this, but it uses the Blitter, so it's enhanced. Thus added to the list.
  • Yes, I found a GEM game that scrolls... Ho Ho Ho!!


ST Low is surprisingly fitting for this game, but there are no colours.


ST Medium is squashed, but I liked it once I used XControl to change the colours!


Of course, ST High is the best of all. Plus, you can see more of the level ahead!

Friday, June 19, 2026

Defensive Alien Remoting Command






Hidden GEMs

Every so often, I weirdly stumble upon something that wasn't hidden but is new to me. Both DARC and DARC II are first-person shooters I’ve likely seen at some point but since forgotten (why does that keep happening?). Anyhow, Dieter Marfurt released these around 1996, and the second isn’t strictly a sequel; it’s essentially the completed game, so the one to boot up and play (well, if you ignore its dreadful intro).

The year is 2153, following the world’s destruction by nuclear contamination. To restore the Earth’s fauna, a team is sent 2,000 ft underground to find a backup(!) we can restore. However, the contamination mutated the life forms down there into aggressive Zorks that angrily roam the corridors. The place is huge, the corridors are dark, and monsters are waiting for you. Dare you venture in to save the planet?

Sounds great, right? Yeah, it does, and I love first-person shooters! Let's see a screenshot...



A Substation-like maze with little red devils running around!




Gameplay

Both games are first-person shooters similar to Substation or Destruction Imminent. No matter what the documentation says, the engine isn't Doom and more like Wolfenstein, which is still cool. The gameplay involves navigating your team through dark, mutant-infested corridors, collecting items, and battling the red devils (Zorks). These guys are quick and never in the mood to talk - so shoot first and ask no questions. But trigger-happy adventurers will need to source pickups, as your ammo will not last long.

The first thing that struck me was the engine's speed and agility. Walking around and exploring the maze is surprisingly fast and smooth. Possibly because of the Blitter being used, although the game still works on older machines. The colour palette is murky and quite spooky as you begin to scour the badly-lit corridors. However, the joystick/keyboard controls are strange and will take some getting used to. Unlike the above-mentioned games, you cannot simply walk and turn as you would expect. It is (ahem) slightly different:

  • For example, if you prefer the joystick, pushing up/down moves you forward/backwards. Pushing left/right will sidestep. To actually turn around, you must move left/right whilst pressing the fire button. To shoot, press up and fire at the same time. Yes, it's most peculiar.
  • I found the keyboard miles better: walking forward = 8, walking backwards = 2, sidestep left = 4, sidestep right = 6, and firing is done by slapping that space bar. Now comes the cool part: turning around is performed using the cursor keys in all four directions. As you can see, this is a two-handed game, but I gotta admit, this octopus arrangement works surprisingly well.
  • Additionally, whatever method you use, you can switch between team members by pressing "y, x, c, v". If you're lost, press M for a map, and press D if the music is making you anxious!
  • Doom had been out for years, so I'm baffled by how complicated this is.

As with anything, practice makes perfect, so have a game or two before you play properly...



Screenshots really do this game no justice. Anyhow, grab that ammo!




CryptO'pinion

Playing DARC II is unusual, but an absolute blast. The engine is fantastic, especially given the competition, and it's still running on an 8MHz computer. The Blitter makes everything a tad quicker compared to the older STs, and the thumbing background music adds so much to the already genuinely chilling atmosphere.

However, I don't really see the point of having a team of players rather than being a Doomguy, since there's no real gameplay benefit other than "extra lives". Sadly, ammo is scarce, as caches are very rare, but my biggest issue is the size of the underground. It’s enormous and likely too vast to fully explore.

Okay, for all its faults, DARC II is incredibly enjoyable. The engine alone blows me away, and even more once I discovered it was coded in GFA BASIC!! Yep, I love this shooter and exploring through the dark, murky corridors is great. Substation remains unbeaten, but if you enjoyed that, then you're gonna love this one.

  • Download both games from Atarimania.
  • Click here for more first-person shooters for the Atari ST/e.
  • Hey, both games use the Blitter, so let's add 'em to the Enhanced List.


Up-close and personal. Prepare to die!


Oh no, they're ganging up on me now!!


Hang on, what's that? Let's kill them and find out.


DARC has a superb map, so hit the M key and don't get lost.


Things get even better in DARC II with extra information to assist.

Wednesday, November 05, 2025

Alien Busters 4






What happened to the first three?

Back in 1996, Daniel Fielding released Alien Busters 4, a multiplayer shooter with one simple rule: kill your mates before they kill you. The action takes place in an arena where up to five players can jump in and shoot the living daylights out of each other. I remember the carnage of Death Chase, so this should be great!

Gameplay is simple: move your man with a joystick or keyboard, grab whatever weapons appear, and blast anything that moves until it explodes in a shower of blood and dismembered body parts. Pistols provide endless ammo, but the fun comes when you grab something better: machine guns, lasers, and rocket launchers. Even the scenery isn’t safe: trees get shredded, rockets blast rocks into smithereens, and barrels love triggering chain reactions. Rounds are fast and furious, and only end when every other player is brown bread.

While the game technically supports up to five players, you’ll probably need a parallel port adapter once you’ve got more than two joysticks already attached. I haven’t fully tested that, but just imagine the glorious chaos around an ST with a full party of eager shooters. If you’re a sad, lonely gamer, then simply hit keys 1-5 on the player select screen and your Atari ST will happily pretend to be your murderous mates.

Alien Busters 4 is all about gathering your friends around the computer for a riotous time. It’s a pixelated party full of guns, gore, and hilarious carnage - made even sweeter by the superb DMA samples on the STe. What an absolutely excellent multiplayer with chaotic, quick-fire, addictive carnage. I absolutely love it!

  • Gather your mates and grab the download from Atarimania.
  • Seeing as this game is enhanced, it gets instantly added to the STe gaming list.
  • While you're here, check out another outstanding game by Daniel - Death Chase.
  • If you enjoyed duelling against mates, then there are more here.


Have some of my rocket pie...


...Yeah, that little man didn't stand a chance!


Yep, it's always the same rule. Use real hardware for best results!!
Emulation won't be good enough. You'll see...

Friday, September 26, 2025

B SQUAD






A Crusade In Space

My first experience of an ST turn-based strategy game was with Sabre Team. I loved it, and it was one of those moments I wondered why I had spent my life 'avoiding' such games. Sure, I didn’t initially grasp the concept, but once I realised it wasn’t a run-and-gunner, I loved it. Games like this eat away the hours in the best way possible. I enjoy the careful pace, the planning, and the risk involved with every decision.

I suppose I've become a fan of turn-based games now. How did that happen?

B Squad, released in 1996 by Richard Hansell, has elements suspiciously similar to Space Crusade. So if you enjoyed that (stupendous) game, then I reckon you're gonna be head over heels about this one! However, please note that this is the demo version, and, with a heavy heart, I expect the full version hasn't been released. Possibly because few people registered so late in the ST's life? If it had been released a few years earlier, I imagine it would have been a hit (££) like so many other PD/Shareware games in our library.

Before we begin, let's take a look at the first screenshot of my A-Team in action...



As you can see, the user interface is minimal, but incredibly effective.
(iPhone screenshots for this review rather than from Hatari)




User Interface

The story takes us into deep space as our ship docks with another that is (wait for it) infested with aliens! Of course, it is. And their queen has even taken control of the ship’s computers, preventing us from accessing the terminals, which means she also controls the AI droids. The good news is that we're not alone and part of a team of six military soldiers armed, who obviously have never seen any of the Alien movies.

When you first boot up B Squad, you're thrown into the start of a new game without so much of an intro or title music. The user interface is displayed alongside the main gameplay window and features our team and action buttons. Immediately, I'm impressed by this, as there is nothing worse than a chaotic screen of buttons offering functions that could easily have been simplified, as I found with (albeit excellent) Bio Hazard.

  • To the right is our team, showing their name, health, and action points (you can right-click any to view stats and information that will help with weapons and more).
  • Underneath are the movement arrows with the option to centre the gameplay screen around that particular character. These also scroll the gameplay window.
  • The button with the little squares is a map of the ship. Use this!
  • To the right of the map is the button to execute commands.
  • Next to the funky image (of your currently selected) soldier carrying his gun is a "?". This is used to describe the surrounding area of any soldier (similar to Temple of Apshai).
  • Now you have two more boxes that are blank until attacking - the top one informs you of the chance of hitting the enemy (the calculation is based on distance, location, and weaponry). The lower one displays their chances of defence, and feels more like the expected dice roll.
  • Finally, there is a button on the left side of the (erm) left arrow. Use that to end your turn.

See, it takes longer to read that than to understand it. Let's see another screenshot...


We're inside the lift, which offers access to even more rooms to kill the beasts!




Let's play!

We're in control of six soldiers that we command in turn. Their efforts are executed using "action points" for walking/shooting. Being turn-based, the order of play is Your Turn - ST/Alien Turn - Random Events (before looping back to you again). The random events are a curious addition that works well; they might be something like jammed doorways or lifts failing, but could also be something irritating, such as random teleportation, or an explosion on a lower deck (which always seems to be where your soldiers are standing!).

Getting around is brilliantly easy using a grid layout for soldiers, enemies, and objects. Just select the soldier, and the screen changes to show all possible tiles that can be reached within the turn. Unlike in Space Crusade, walking doesn't need to be performed in one go, as you can move again later. This means you could move, shoot, and leggit (depending on how many action points remain). It's also worth noting that our soldiers need to walk around the team members during this action; you can't merely stride over a taken tile.

Each man (and two women) has their own skills and strengths, which should be taken into account before arming or positioning. Each person is different; for example, Hooper has tremendous strength, so I have him take point. Roxy has agility, with more movement on each turn. Dorian is expendable, but he is good at chucking grenades. Also, this approach applies to the cargo boxes you find along your travels - inside are grenades, scanners, health packs, or better weapons like flamethrowers, assault rifles, etc.

Remember, check the character's stats. Put the right weapons in the right hands...

  • Roxy is an ex-pirate and is best with an assault rifle (found near the start).
  • Dorian is someone I'm wondering why he's here. A poet, no less, and with poor combat skills. Great.
  • Julius is one of my favourite soldiers and is great with an assault rifle and grenades.
  • Hooper is great with a flamethrower.
  • Tobias is a good all-rounder who is neither rubbish nor excellent. If you find a plasma device, he's your man. Powerful stuff that fwiw.
  • Tallis is a great soldier and skilled with a Needle Gun.

The ship is split into three levels, which you access via the elevator (lift!). The current level is free of the Alien Queen, but she has Grubs and Droids roaming the corridors, so it isn't long before you bump into something. There aren't many different enemies to contend with, but they are plentiful...

  • Grubs are like a blob filled with explosive gas, so don't let it get too close!
  • Droids are, just as you would expect. And they are armed to the teeth.
  • Nest Warriors are extremely vicious, breathing fire that can affect multiple soldiers who are close together.
  • Look out for Turrets later on; they're controlled by the Queen and fire a powerful laser.
  • Mines are something to obviously avoid. You may need to shoot some to create a pathway.
  • The Nest Queen doesn't move, but it spawns Grubs through four tentacles. She is very strong and has bad breath, so beware! Beat her, and you've won the game.

It's worthwhile exploring everywhere on the current level before deciding to use the lift and venture deeper into the ship. My tip is to head northwest from your starting location, where many decent weapons await you. And you won't stand a chance against the queen unless you are equipped properly!

Let's see another iPhone shot of my ST's screen in all its fuzzy glory...


The map might be a bit cramped, but it's helpful. Especially when locating members of your team
who were teleported elsewhere during the "Random Events". Can you spot the poor sod?




Aesthetics

The graphics are like an amateur Space Crusade, with a clean design. Okay, I mean only the overhead part, as there is no funky-cool isometric display whenever the combat takes place. With that in mind, each part of the ship is distinct, and with descriptive text that adds extra depth to your current location (think of Temple of Apshai). Likewise, the user interface is nothing short of legendary, with a clutter-free display. However, and this is my only quibble, I wish our six soldiers had more variety rather than all looking the same.

Interestingly, this game uses the Blitter, which improves overall performance, especially when displaying new parts of the ship. So (yipee) play using an Atari STe if you can!

As for the audio, there is no music whatsoever, but we have DMA samples for shooting, explosions, cries, and (some) enemy movements. Sadly, our own men don't make a sound as they walk. But, thinking about that, I'm sure they're in stealth and wouldn't want to give away their position... Hmm, I know, I know!

Right, it's time for a screenshot break with the Alien Queen spawning Grubs...


The "final" room with the Alien Queen. She's a beast of an opponent who spawns Grubs.
You shall note the computer-controlled turrets? Well, the Queen controls those, so beware!!




CryptO'pinion

I've thoroughly enjoyed playing through until the end (yes, without cheating!!). Most games I feature on my little-known website are deleted after reviewing, as I'm always on the go with something new to play/review. That won't be happening this time. B Squad is one of the best shareware games I've played. If you enjoy a tactical slog exploring a spaceship whilst hunting down the baddies, then this is for you. I've only defeated the Alien Queen once and lost two team members, but it's an incredibly tough mission! You won't get anywhere near beating it without exploring every inch of the ship to scrounge for new weapons/helpful items.

Surely I've got something to whinge about? Well, the soldiers could walk faster, and although there are loads of cargo boxes, there aren't enough health packs. My only real quibble is with the random events that occur after the computer has had its turn. That "Random Teleportation" sends one of your teammates to a distant part of the ship. (Wow, what a whinger! I feel like slapping myself for that last whine because it happens so few times. At worst, it forces you to drop the plans you had to rethink and support that lone soldier).

B Squad is a legendary turn-based game and one I feel fortunate to have discovered (Richard, if I'd have known, I would have registered back in 1996). A terrific demo, and I can only dream what might have been with a full version. Quite literally one of the best games from the ST's homebrew library.

Play this game. Especially if you enjoy Space Crusade and want something new. PLAY B SQUAD!!!



I may have lost a couple of men, but I am victorious after killing the Alien Queen!!


It's an unfinished demo version, but I cannot deny how fantastic it is!!

Tuesday, September 23, 2025

AFL Pro Football






Time for another ad.

AFL Pro Football was released in 1996 by Brendan O'Brien and was originally planned for a commercial release. By that time, though, the idea wasn’t feasible, so Brendan released it as shareware instead. Hopefully, even in 1996, he picked up many registrations - which, if you keep reading, I think you’ll understand why.

Now, I know absolutely nothing about American Football. Zero. Zilch. Nada. So I’m hardly the best person to be writing this, so think of it more as a “news alert”, and a very late one! That said, I’m sure a few Americans stumble onto the nonsense I post here on AtariCrypt, so perhaps this will be of interest to them, and maybe a few curious “football” fans elsewhere.

From the start, gameplay settings can be altered to adjust match length, pitch type, and skill level. You can play with team rosters, although the demo sticks with the same two sides (not that I’d know the difference anyway). The AI is reportedly brilliant, but without knowing the rules, I couldn’t honestly tell you.

The graphics immediately impressed me with a choice of an overhead view and a spanky 3D perspective. The 3D look is incredible, though it does shrink the playing area - something you might not even notice until you try the overhead mode. While the overhead option is no slouch, I prefer the exceptional 3D visuals.

Hey, maybe someone from across the pond can explain this to me: why does American "football" involve so much, well, not playing? The endless standing around - timeouts, stoppages, adverts(!!), and something called a "huddle". Still, at least they are unlikely to get injured; half of the time, they are not moving!

From my admittedly clueless perspective, AFL Pro Football is slick and plays well, despite the sport's stop/starts! Sure, I don’t know my NFL from my elbow, but I can tell this is a classy game that's gonna appeal to fans big time. It’s a shame we only have the demo; I fear the full version may be lost to time.

  • Sadly, I only found a demo version, which is over at Atarimania.
  • Into The Vertical Blank knows football and has a fascinating video you should enjoy!
  • Yes, it's only for the Atari STe, so check out our list of other Enhanced Games.


The crowd cheers as the teams rush on - in next-gen 3D!


Something's going on here, no idea what!


The guy with the red marker is me, and moments later, I fell flat on my face.


Umm, something is incomplete. No idea what, though lol. What a game!!


The overhead mode has a bigger screen and feels more like an ST game now.


Right then, something's going on here. Yep, something...


The crowd looks on in amazement as a goal still hasn't been scored!


Touchdown was made, and a goal was scored. Yippee, can I go home now?

Monday, March 24, 2025

Super Chicken






Faster than a speeding nugget!

I always say this, but I’m dead chuffed when I come across summat new for the ST. Well, new to me, anyway. Odds are, everyone else already knows, and it’s just me who’s been left in the dark. With that in mind, here’s a game I happened to stumble on by chance while moochin’ through the Hang Loose archive.

The moment I saw the name Super Chicken, I was amusingly intrigued. I chuckled to myself, assuming it would be some childish, half-baked attempt at a shooter or something. As it turns out, it’s actually a platformer developed in STOS by a guy called Thomas Smith in 1996. Maybe some of you have heard of it before, but I certainly hadn’t - because, around that time, I packed up my ST and went the Mac route.

The objective of the game is simple - just collect all the eggs and make your way to the exit. However, there is a catch! As soon as you pick up an egg, the floor tile beneath it becomes electrified, meaning you can’t step on it again. So, you’ve got to grab the egg and keep moving, or you’ll end up as fried chicken! Along the way, you will come across ladders and escalators to help you reach other eggs. Some tiles even have two eggs, but you can only pick up one at once! The exit remains blocked until all eggs are collected.

Super Chicken is all about planning the best route in real-time as you walk, making sure you never have to step on the same tile twice. Well, you physically can’t, unless you fancy getting zapped! Miss just one egg, and there’s no way to go back for it. No matter how many others you collect, the exit will remain blocked. It’s incredibly frustrating - especially when you realise you’ve left just one egg behind (as in my screenshots).

I think this is surprisingly good for a homebrew game released in the ST's dark ages. It’s frustrating, yet incredibly addictive all at the same time. I was shocked to stumble across it - but even more surprised to find that it looks comical, scrolls smoothly, and sounds great. Thomas clearly knew his stuff! It’s just a shame it came out several years too late for most ST gamers to hear about it. Or is it just me, again?

Give this a download - I’m sure you’ll enjoy it for a few plays! Let me know what you think in the comments. This review is dedicated to Miesiu, who visits AtariCrypt all the time and leaves comments on so many pages! Okay, since this isn't a commercial title, I’m giving it a solid 60% because it’s damn good fun!



This is the start. Shall we take the escalator or the ladder route?


Can you see where I went wrong here?


Foolishly, I thought I was rocking the opening level.


Yep, I missed one egg, so I could not exit... ARGHHH!!


Instead, I was fried alive like something from an old cartoon!