Showing posts with label Puzzle - Logic. Show all posts
Showing posts with label Puzzle - Logic. Show all posts

Sunday, April 14, 2024

Tenebra





Fear the darkness!

Hearing news of ST games in 2024 is always exciting so it was a nice surprise to discover a puzzler called Tenebra by Ali Pouladi (aka Haplo). It's already available for several computers and we (finally) saw a release for our beloved computer earlier this year. Interestingly. there is a sequel which isn't yet available for the Atari ST. Fingers crossed!

Tenebra may resemble an olde Dungeons & Dragons game but it's a puzzler using roguelike mechanics and aesthetics. As with a typical role-player, we're stranded in a dark place with many strange puzzles to solve, traps to endure, items to use, and even a few secrets. The main task is always simple - discover how to escape through the 31 levels.

Of course, the initial rooms are easy thanks to some brilliant trainer levels that help us master the basics. These help a bunch in learning the game's design and personality. However, it isn't long before Tenebra becomes more complex as new mechanics are revealed during your progress. Yes, this puzzler is one tough cookie so prepare thyself!

Okay, this neat concept gripped me from the start so let's look at the first level. And its solution...



As you can see, I'm standing at the top/left with the exit gate nearby.
Several braziers are lighting areas of the room making it easy to find the exit.



Walk through the lit areas and onto the gate. Job done. Dead easy, right?
When a level is finished, it's fully displayed which helps your understanding of the design.




Gameplay

The game is dead simple: start each level and figure out how to reach its exit. That's it. However, the darkness is the main problem for our adventurer who won't fumble around pitch-black places. He will only explore the areas illuminated by lamps or when carrying a burning torch. It's straightforward but these mechanics will tax your brain!

Each room features a maze-like design and uses many items and obstacles. Walls, doorways, objects, and dark places block your path. The route through often means exploring the lit areas looking for a torch that you can grab.
In fact, torches are essential. Not all are created equal and some will illuminate quite poorly. If only there was a way to increase the oil so it would burn brighter? Many levels contain multiple torches and you could find yourself leaving a trail to better explore. Take your time and think. Don't rush :-)
The mechanics for each room are constant without being overly complex. But they are crafty, for example, you cannot use a door if carrying a torch, but you can with doors that require a key. Some walls may be damaged - slip through the gap before it crumbles in. Look for braziers mounted on rails as these can be moved assuming the track isn't broken. If only we had a tool to fix that? Yes, the puzzles are simple but require completing in sequence so it pays to stop & think.

I couldn't end without mentioning the timer - there isn't one!! So many puzzlers have an annoying timer which I've never been able to understand. After all, you must stop/think/play carefully, so why rush? I'm relieved there is no time restraint. Heck, even the torches last forever. What a fantastic design and kudos to Haplo for thinking outside the box.

Okay, I'm usually terrible at these kinds of puzzlers but it's a blast playing Tenebra. Hey, it's screenshot time...



Things are getting tough by level 7 and the game throws multiple puzzles at you.
Note how I lit the square sensor (top-left) with a torch? That opens up the exit (mid-right).



Level 10 onwards and this game is a stonker!! Well, it was for me I'm embarrassed to admit!
On the 11th level, dodgy walls will collapse after passing through. There's one to my right...




Aesthetics

Tenebra supports colour and mono systems: low-res is my personal choice because it's authentic and transports me back to the 80s, a feeling we oldies love. The graphics are of a basic design, something you would expect a ZX81 to knock out. However, don't let that disappoint because this is perfect for its unmistakable 'roguelike' style. A cool flicker effect can be used for a tad more atmosphere (it's optional and can be toggled on/off anytime by hitting the 'F' key).

As for mono users, the 640x400 display is gorgeous using sharp visuals you expect to see on an SM124/5. Decals and items have been improved with better detail. For example, you can tell that a torch is a torch - yes, I know that sounds silly but it works! There is no flicker effect due to how the monitor works, which is a shame, but understandable.
Yes, I'm a sucker for lower resolution graphics but that's my preference because I'm dead old (as my daughter constantly reminds me). Hey, try both and let know in the comments below which type you prefer.
Audio isn't needed for a puzzler but, there are nominal effects which don't spoil or override your concentration. Best of all is the title screen music. Wow, it's so modern and zesty with a twist of ZX Spectrum (48K-style) thrown in beautifully I thought. Absolutely stunning, so leave it playing in the background while you read through this website!

Hey, should we look at the differences between the low & hi-res games? Good idea so here ya go...



Low resolution looks perfect for an authentic experience that this old rogue appreciates.
Items like the torch are a bit bland but the overall style is something I adore.



As you can see, monochrome is superb. Look at that torch and the fine details for everything.
Weirdly, I don't like the stickman, which looks like something I would have drawn!




CryptO'pinion

When I first heard of Tenebra I expected something of a romp through the Land of Eriador (ala DDST - The Adventure Game by William Miller). Alas, those screenshots had deceived me and Tenebra turned out to be very different. Okay, I admit to being disappointed by ... yet another puzzle game as I'm not often a fan and there are loads already.

Anyhow, I think I've been converted because this is such a captivating and unique release. Figuring out a route through the darkness - just to reach the exit - may sound boring. But it most certainly isn't. It's anything but. The difficulty is challenging without being over the top with impossibly complex puzzles. Every room presents the same predictable problem that can only be solved using careful thought. And, best of all, there is no timer to spoil the enjoyment :-)

Weirdly, the rogue-like appearance isn't merely cosmetic because this familiar dungeon style integrates perfectly with the puzzles. Using light and darkness in such a way adds an alternative and interesting depth I didn't expect. Additionally, level codes are an obvious feature often neglected by developers - a simple idea & much needed. Genius!

Tenebra is excellent and I recommend it with great enthusiasm. My overall rating is a mind-boggling 85%

Isn't it good having new games developed for old computers? You can download Tenebra by clicking here. However, consider spending a few quid to show developers that the Atari ST is alive!! Here are the level codes from my game. Here if you want 'em albeit with a spoiler warning...

- LEVEL ACCESS CODES -

1  - 2357
2  - F4D0
3  - D9D3
4  - E45C
5  - F55F
6  - B9D8
7  - 6D5B
8  - B745
9  - A746
10 - DF41
11 - 9742
12 - C6CD
13 - 964F
14 - 8949
15 - C8CB
16 - 0D75
17 - 1FF7
18 - E0F1
19 - C0F2
20 - 2CFD
21 - 75FF
22 - 31F8
23 - 58FA
24 - 78E5
25 - 7D67
26 - DD60
27 - AD62
28 - 4C6C
29 - 8E6E
30 - 8569
31 - 8E6A

Tuesday, February 15, 2022

Toogle



Argh, I keep saying Toggle!

Decades after being told the Atari ST had died, another new game is out by Côté Gamers. It's a puzzler by demo crews Dune (José Martins) and Sector One (François Galea & Denis Huguet). Each screen has a 5x5 board of square tiles and the challenge is to flip these (in order) to display the correct pattern. Easy Peasy!

This is done by group-selecting a particular number of tiles and flipping them over until you obtain the desired pattern (which is shown opposite side of the screen). You select these tiles in either a vertical or horizontal line but not diagonally. I know it sounds like a superficial idea and one that is probably very easy?

Wait a minute - you're only allowed X number of moves (indicated on the right). That means staring at the screen - before making a stupid mistake - as each action must always be correct. Toogle is demanding but would be boring if it were easy, right? Are you ready to be tortured and entertained in equal measure?

Visually, this ain't no Enchanted Land. But that's a good thing, right? Let's check it out...

Level 6 is actually one of the easier boards to fix. It's almost like the game is spelling out a word ;-)



Six Juicy Tips

  1. Take a gander at the instructions in the title menu for initial guidance.
  2. Toogle is very simple, but that doesn't mean you should go rushing in like an idiot.
  3. Stop. Look at the screen for what feels like an eternity and think.
  4. Mull over each move that you might be thinking about - how will that affect the next move?
  5. Take care to note how many moves you're allowed. A cruel but necessary limitation.
  6. Basically, you're dead unless you can think like a Vulcan. Or reboot the ST!

This is a game of learning and trial & error. And then more trials and more errors! But it's always entertaining and has that addictive factor you cannot deny. Yep, this game puts you through agony but somehow you keep coming back for more! So take your time, think, and you'll get the hang of it. Or cry trying (bring a tissue).

On that tearful note, let's take a gander at another funky screenshot...


I was proud of myself for finally completing this one. Only took about 25 attempts!



Aesthetics

Graphics are by Mic of Dune so everything looks very cheerful with colourful, bold visuals. I don't know of many games that have a scroller and jazzy background smoothly whizzing about all over the screen - is this a demo or a game? Either way, Toogle looks downright superb and crammed with 16-bit sex appeal.

Music has been composed by Mathieu Stempell, aka DMA-SC. There are two outstanding chiptunes which are both absolutely chip-tastic!! You can listen to either tune, at any time, by pressing the F1/F2 keys (never hit F3). Yep, killer tunes once again and my only gripe is wanting more from this incredible musician.

This is possibly the best-looking/sounding puzzler made for the ST? Truly, stunning stuff!!

I got so close to beating this screen. I'll smash it next time!!



The CryptO'pinion?

I'm often sceptical of puzzles but Toogle is as sweet as it is sour using an elegant design that hides its devious soul. There are screens that had me stumped for aeons and remembering that agony is almost unbearable! Level 3 had me stumped for longer than I care to admit but I breezed through others.

So, if you're wondering why I would purchase something so sinister. Think again. Toogle is unique in many respects and a tough brainteaser that entertains by design. If puzzlers are your thang, I highly advise you to head over to Côté Gamers website and grab a boxed copy. Quite simply, this is a fantastic game.

Sigh, I doubt I'll beat all 99 levels but... hang on... there's an envelope inside the box...

The box is nice and I love the colours. Plus today I finally learned what 'jeu' means... doh!


Hmm, I wonder what sadistic reason Cote Gamers had for sealing this envelope? ;-)


Guys, this is the one time you really must read the flipping manual!!


The disk design is superb but "a 3D printed stress reliever". What's one of those? heh

Saturday, November 02, 2019

Quadralien





Oh no, must I use my brain?

Quadralien is an action-enhanced puzzler released by Logotron and, once again, we find ourselves on board a spaceship about to go into a nasty radioactive meltdown. This time it's thanks to a pesky race of Quadraliens who must be stopped before everything goes boom. Next time, I think I'll stay at home.

I admit that Quadralien wasn't something I was looking forward to. I remember being completely bemused by this puzzler back in 1988 so I dreaded booting it up - and then having to write something interesting!! So, cautiously, I inserted the floppy disk into my Atari ST and braced for an embarrassing moment of gaming torture. I hoped my nightmares didn't return to haunt me... At my age, I need all the sleep I can get!!

Let's begin this feature with some nifty screenshots that probably make no sense...



Click the red square for detailed information on each of the six droids.



There's lots of information and choices to make. Choose wisely!




Let's get to work...

Each level is viewed and played from above - Gauntlet-style you might say. We control two droids that need to clean the Quadralien's mess (there are a total of six droids but only two are usable at once). Each has its own individual characteristics: magnetic structure, the ability to carry waste, battery, and weaponry.

Initially, I found that unnecessary because I felt blind - in terms of planning ahead for an unknown level. However, I later found a fantastic series of videos by sushicalmagi who nicely explained each droid along with the basics of the gameplay. It's worth watching, especially if you have no instructions manual like me!

Okay, here are two more screenshots. Apologies to all those expecting Gauntlet...


So much radioactive stuff to zap or pick up... use those "I" terminals to see the services it offers.


The screens may look confusing and cluttered but they really aren't.




Confused? You will be!

Six chambers make up a level and their objective differs: in the first room we are tasked to clean the radioactive materials to lower the temperature but the later levels involve puzzles to tax the old brain cells. Quadralien uses a passcode system to unlock the harder levels which is a neat idea for the long run.

My first game was a mind-blowing affair because there's so much clutter on-screen, which bewilders me!! My advice is to take it slow and experiment with your droid: familiarise yourself with the room, find water, play with magnetised objects, zap/collect toxic waste - and use the console. Actually, these are excellent and stuffed full of detailed stats, and full toxic decontamination, and can recharge your battery to full power.

There is a lot to this game!! Great value for money but also a free time-eater. Screenshot time...


The console is your friend who can help out in several different ways...


...like a good scrub! Or decontamination as they call it.




By Jove, I think he's got it!

After a couple of games, things began to fall into place and I was enjoying myself. Getting around is easy using the joystick and it's a lot of fun zapping the nasty stuff with a laser. The spacebar is used to collect toxic waste and hitting F4 activates a nifty Geiger counter on all lucky droids. F5 flips between your two chosen droids and F3 allows you to pan your location without moving, which is more useful than you might assume.

There are some rather odd magnetic mechanics which can be useful, annoying, or humorous. That depends on your choice of droid so explore and learn your environment before blindly running off. However, there are other objects to be wary of like magnetic tracks, forcefields and those impetuous Quadraliens!

Hey, you're starting to show an interest? Rightly so, this game is something else...


It's good to know your environment and Quadralien is bursting with much to learn.


This ain't no 5-minute game. Study hard. Play clever!




Aesthetics

Graphically, for a puzzler, it's amazing! I liked the crisp, clean design using bold colours. It's futuristic in some ways and reminded me how I thought a 16-bit game would look - back when I was a ZX Spectrum guy. Okay, I'd have liked scrolling but the flick-screen works perfectly (I'm thankful push-scrolling wasn't used).

The sound effects are good but the funky Dave Whittaker music wins hands down. Listen...


Yes, please do pause this most excellent reading. Listen, enjoy and then continue to scroll :-)




The CryptO'pinion?

We are now at that point where I write why I loved or hated a game. However, I'm doing something different because of Quadralien's enormous learning curve which I initially failed to master many moons ago. Sometimes we're quick to judge and I fell into that trap because of Quadralien's massive learning curve.

Anyhow, I recently took a week off work with my family to eat, drink, and walk the fells of northern England. I returned fresh, raring to go, and booted up my ST to give this puzzler another go. And, you know what? I enjoyed it for the first time in over 30 years and my older brain coped better too. lol

Quadralien offers the usual end-of-world scenario but feels different and with fascinating mechanics. Sure, there's a learning curve, but I suggest trying your best to master that otherwise, you might do what I almost did when initially writing this review! I am glad I waited until after my obviously much-needed holiday!

Don't miss out on what is truly a classic Atari ST game. Dismiss this game at your peril.

--> AtariMania has the floppy download and 8BitChip has a great hard disk version.

Friday, August 23, 2019

Color Clash

To compensate for the lack of sounds, I decided to add a background tune - by The Phantom.




ZX Spectrum colour clash?

No, Colour Clash is a puzzler released in 1992 by AnimalSoft and stars Antonius the chameleon who has been captured by a mad scientist. Yup, there is usually some crazy fool trying to rule our world and this one has decided to force a chameleon to complete a maze. The task? To find dead flies - and eat them.

The first room is easy to demonstrate the basic mechanics whilst giving a feel of how to control Antonius. Here we learn that he can jump but can only eat the flies from a horizontal direction. Also, there are always nasties to avoid which can cause our critter to explode into pieces with a touch. Ouch, this game is so unique!

You'll need to stop and think a lot so check out a couple of screenshots for an idea of what to expect...



(top) I found it easy. But (lower) is something that had me stumped for a *long* time... sigh!







My brain hurts!

It's not until the later levels that you realise we can gain a few extra abilities to help us out. These are enabled by collecting coloured cards that not only change our chameleon's appearance but also activate a new ability:

* Red allows us to reach high places by inflating ourselves like a balloon!
* Green is pretty cool because we can now use our tail as a weapon.
* Blue gives us a long and sticky tongue which is great for moving objects.
* Yellow turns us back to our default colour and we can also jump.

Figuring out how each room can be completed is taxing on the old brain cells. This kind of game will catch you out about planning the best route - and how best to use your special abilities. After all, any card can only be collected (and used) only once. This means that whenever you return back to default, you cannot switch to another colour unless there is a card to collect. Thankfully, there is no time limit!!

Colour Clash has a password feature - so blow on a trumpet whilst dancing naked in the streets!! This is a fabulous addition and something I wish more games had as it makes your progression far more achievable. No longer will you need to restart from scratch each and every time. Well done AnimalSoft, top marks.

Fancy another couple of screenshots. Of course, you do so here you go...



(top) is easy and so obvious! But (lower) is the dreaded level 11 which has me stumped!!







Input & Output

The joystick controls are dead simple to move Antonius and the fire button performs a leap (or a special ability). Pushing upwards will pause the game where you can also access the menu bar which provides three choices: DEF means default and will turn Antonius back to his default colour of yellow. NOT will do nothing and return you to the game. KIL explodes our loveable chameleon if ever you need to restart.

Aesthetically, we have a basic appearance with little audio. That may seem naff to some, but no game needs spanky visuals to be enjoyable (especially a puzzler). However, having said that, and in true AnimalSoft tradition, the sprites are gorgeous - cute and beautifully drawn. However, I do wish there was a background tune.

It looks like an Amstrad game (with superb sprites) but I'll dump more screenshots on you...



(top) is so frustratingly obvious, but (lower) is tricky and requires serious thought.






The CryptO'pinion?

I've enjoyed this brain-blaster and that's not something I often say about a puzzler thanks to my short temper! As I write, I still cannot beat level 11, which has me stumped!! However, the game loses none of its appeal during these moments. Each day I've found myself staring at my monitor - baffled but optimistic.

A torturous puzzler and one I thoroughly recommend, even if they spelt colour clash incorrectly :^)



A shout out to one of our kind Patreons who suggested I play something by AnimalSoft. Richard Davey, you were absolutely right about AnimalSoft and their cunning puzzler!!



My Level Codes

Level 1  - Starring
Level 2  - Antonius
Level 3  - Coloring
Level 4  - Rainbows
Level 5  - Bestowed
Level 6  - With The
Level 7  - Enormous
Level 8  - Quest Of
Level 9  - Escaping
Level 10 - From The
Level 11 - EvilOnes
Level 12 - ????????

Update

See the comments for every level code (credit Pelle).
This image of all 36 levels was donated by Richard Davey.
A massive /|\ thank you to both guys!! :-)


Wednesday, December 21, 2016

Unheart




A fun puzzler?

Unheart is something I've been meaning to feature for far too long. It's pretty new and was only released in 2014 at Silly Venture by Masters of Electric City. It's based on the original PC game, Heartlight which happily mixes Sokoban with a dollop of Boulder Dash to produce a riveting and refreshing brain-teasing challenge.

Boulder Dash fans should look elsewhere because this is a Sokoban game and a brilliant take on that idea. We are a dwarf who enjoys digging his way through caves looking for love hearts. Watch out for falling rocks that might block your path or worse, a head-crushing blow. You might even come upon a bomb as you crawl through the soft soil but be careful, because these will detonate when impacting something hard, like a wall or rock. Heck, there are even balloons that will float upwards potentially pushing whatever gets in their way...

Don't worry if you get stuck, hit ESC will humorously explode our dwarf so we can restart. Also, a level-skip function is used to bypass those brain-destroying levels with the option of coming back later. The difficulty remains a constant throughout with cunning map designs causing the most intense problems!

The graphics are simple yet superbly detailed using a gorgeous C64-like palette. The status bar is displayed using overscan, which is always going to be a great thing for obvious reasons. The chip music is on another level. It is breathtaking and perfectly suits the gameplay - I just wish there was more.

Unheart is good fun and pushes you to think differently. Its difficulty remains a constant throughout with shrewd map designs causing the most intense problems to overcome. Thankfully, with unlimited retries - and the ability to skip troublesome levels - you aren't distracted and will keep coming back.

Unheart is challenging, distinctively brilliant and one of the beST puzzlers on the Atari ST.


- SCREENSHOTS & DOWNLOAD -



Some levels look so simple yet they are not. Perhaps well-placed explosions will help here?



I spent ages on this level and yet it is so easy to complete!! Sometimes physics helps a bunch.



Another level that appears so simple - and is - but that didn't stop me from pulling out my hair!!



I can imagine Boulder Dash fans loving the first level, but not so much the others!


Grab the download at Demozoo & Silly Venture!

Sunday, June 07, 2015

Laserball 2015





Wear your thinking head, Worzel

Laser Ball was initially released in 1991 by Thomas Ilg and then updated in 2014 with bug fixes and larger screens. After months of tinkering and making even more improvements, we have the completed product: Laserball 2015. The game can be downloaded for free with the option of buying a boxed version - which is what I had to get!

This is a puzzle game that first appears simple in nature but turns out to be furiously challenging. If you've ever played Deflektor and the like, then you will immediately have a grasp on the basic concept. The game has many screens of increasing difficulty with all featuring a laser gun shooting out a beam of light in a straight line.

In order to complete a level, that beam must be redirected onto a red ball using mirrors and other objects. That means using the various mirrors by tilting them to redirect the light toward distinct directions. These can be physically moved in all four directions - and move continuously until blocked by an object or wall. So, it's paramount to stop and think.

Righto, let's take a gander at a screenshot of the first level that gently breaks you in (he says)...



This is the first level where I learned a lot about when and how to move those mirrors.




My brain hurts!

It's your calculative thinking that chooses where to place the mirrors in order to align the beam of light just right - so it can blast that red blob! However, doing so proves a LOT harder than you first imagine thanks to each screen's design. As you progress, you'll see lots of different types of objects that can either aid or restrict your options. For example:

Closed doorways need to be activated using the beam before they can be used. Easy that, init!
Some objects cannot be moved - except by the beam of light. I now hate timers even more.
Some eliminate walls and others present hidden functions. Dare you experiment?

Watch out for the timer. Sigh... Yes, there's a timer which I didn't like at all - I felt rushed which spoilt the fun for me (so I would like to personally thank Thomas for implementing a feature to disable it). Finally, try not to zap a bomb otherwise it's game over - but you can always come back to a particular level without replaying the previous screens. There is an insane number of levels to wade through - which should keep you busy for weeks! No, months.

Feeling brave? Think this game is easy? Okay, let's take a look at the next screenshot to shut you up...



A timer or not, this level is a ticking timebomb. Look closely and you'll see what I mean!!




Aesthetics?

Visually, this is a nice looker thanks to its clear-cut display style that suits the cute theme. However, let's face it, puzzlers are rarely jaw-dropping and how can they be? With that in mind, I think Laser Ball actually has excellent graphics. Each screen is without unnecessary clutter whilst also featuring an appealing type of youthful style that I really admire.

Sadly, there aren't many sound effects (ahem) beyond the few key clicks and funny jingles... But that doesn't matter in the slightest because Laserball features charming chip music by xFalcon that suits the game perfectly. It's beautiful.

So, it looks nice and sounds great! I think it's time to celebrate that fact with the final screenshot...



Now things have changed once again with new mechanics I couldn't grasp at first. Killer game!!




The CryptO'pinion?

I've learned many things about myself playing Laserball both, as a gamer and as a person. Like my patience - or rather lack of it!! The fact that I can spend so much time on any level - constantly replaying it over and over. But then be utterly flabbergasted at what is often a simple solution that I failed to work out. Argh, it's so infuriating!!

But this is a fascinating puzzler too and I've been quoted saying, "Probably one of the best thinking games ever released for the Atari ST". You know what? I think that humble sentence pretty much nails it and definitely sums up this game. And that's saying something when you consider just how many awesome puzzlers are already out for the Atari ST!!


- Download Laserball for floppy & hard drive -



   
Update: check this out!!! Thank you, Thomas, for making this new level :-)

Random ATARI ST articles from the archives