Showing posts with label Quest - Action. Show all posts
Showing posts with label Quest - Action. Show all posts

Friday, February 27, 2026

Battlemaster






A day in the life...

Battlemaster was released in 1990 by PSS, but it isn't something I recall playing. Which is a little odd because I remember seeing the screenshots and being captivated by what I saw. They showcased an overhead-action RPG featuring battles against insidious creatures, including Orcs, Spiders, Elves, giant insects, and more. These are the types of games that really appeal to me, so I'm baffled why I let it slip by. What a weirdo!

Booting it up for the first time presents an impressive title that sets the scene for what appears to be a festival of bloody gore. We can be any of 16 adventurers from four races: human, elf, dwarf, and orc. Some venture solo, whereas others are part of a clan. Beginning my first game was fun, with good graphics and a user interface I found intuitive and easy to grasp. Selecting the warrior seemed a great choice, but I made the foolish decision to touch the water, which is oddly deadly - instant death (and you only get one life).

So I restarted as an Orc; an utterly disastrous move, as I was hated by everyone, so I died quickly. Once again, I restarted, this time as an elf, which was confusing because this fella wasn't alone - his party ran around like maniacs. Then my elf fell into a pit that suddenly appeared without a warning. Instant death!

This wasn't going well. So, I did what no guy does: I read the manual. This pamphlet is short, but engaging, with a background story that is both predictable and intriguing. The gameplay basics are nicely explained, including a guide for newcomers, which I appreciated. Also explained are the differences in gameplay styles that concern commanding troops (if applicable) and negotiating with NPCs for items or safe passage.

Incidentally, I chuckled at a section of the manual about the four different races. It's humorously candid and helps you decide who you want to be. I cannot read this blunt piece of text without smiling...

Dwarves hate Elves and Orcs,
Elves hate Dwarves and Orcs,
Humans like no one but despise Orcs the most.
Orcs hate everyone!

I guess it pays to read the manual? Who'd have thunk it? Let's see the first screenshot...


The user interface isn't baffling at all. In fact, it's quite superb:
1) These are our main stats.
2) Depending on the situation, 
we can access weaponry and inventory.
3) The journey icon is replaced with Parley (returns when the quest is done).
4) The next three text options are relevant for commanding troops.
5) The green area is a scanner; we're the red cross/other characters are yellow.
6) There is an info box that provides location names and helpful tips.




A Cruel World

The first thing that struck me about Battlemaster was how you're hurled straight into the action without a hint of guidance. You then notice the frantic pace at which enemies move about. It's quite chaotic as they run into view, firing off missiles before legging it. The key to surviving is teasing them out and away in smaller groups. Otherwise, you will be mobbed by a bloodthirsty pack of medieval lunatics with a death wish.

This instantly means you must practice with the controls to get anywhere. Battlemaster employs 8-way movement using the keyboard, mouse, or joystick. The mouse is terrible, and I got nowhere with my joystick, but I need a new one, so that could be why. However, I instantly took to the keyboard, which you can redefine with 8-way controls via the numeric pad. I preferred keeping it simple, using the cursor keys.

Exploration is always fun and part of what makes any RPG a fascinating experience. What's better than discovering a new place with potential for enemies, people, treasure, weapons, etc? Well, hold your horses and slow down because you won't get very far without keeping your eyes on the scanner...

  • Use it to get an idea of where the enemy is, and begin walking towards them - with a ranged weapon at the ready. If they get close, hit the spacebar to pause and flip to a melee weapon.
  • Sounds like real-time with pause? Kinda, and you should use that!!
  • Hidden traps are a big thing in Battlemaster, but there is never any indication of where they might be. It's stupid because you only get one life, so falling into a chasm that appears from nowhere is infuriating! So tread softly. Thankfully, their locations are static and easy to remember.

Let's take a break and view a lovely woodland scene where life is peaceful and quiet...



There is an option to parley, but wait, I see a bottle on the ground?
Should I take that, or will it anger the locals into a frenzy?




Riverdale

Battlemaster's world is massive and splits into dozens of sections accessed via a world map. Once you muddle through the initial confusion of the first level, which generously teaches you the joys of hidden traps and punishes you for paddling in a stream (groan), you will blast through the following early stages pretty quickly. Every area is not only visually different but also moves the story forward in its own unique way.

It’s always worth exploring properly to see who is waiting for a chat, and whether there is anything remotely helpful like armour, food, etc. Each zone is fairly compact and has a specific task you’ll need to complete before progressing (use the journey icon, which remains greyed out until the tasks are completed).

Don't expect this game to be a pushover, as most battles devolve into chaotic scuffles where you're hammering the fire button and praying for a win. But think before raising your sword, not everyone is ready to fight. Assuming you win and don't fall victim to a hidden trap, then you will enjoy making progress because each area is uniquely interesting. That said, not everything makes complete sense, like stumbling across food the locals left lying around, hoping you'd politely ignore it. Erm, no! Why would anyone do that???

Once back in the world map, you can move to another adjacent area to continue pillaging! As you can see in the next screenshot, the game shows the available places you can (currently) travel. It's like Baldur's Gate, as you cannot travel huge distances without traversing through. And I liked that a lot!

A huge number of places are waiting for you, dear adventurer. Let's pause for a screenshot...



This map displays the various locations linked via currently available stages.




Graphics & Sounds

I'm not usually bothered by flashy visual effects in an RPG, as the adventure lies in the storyline, characters, action, and exploration. But let's be honest, they're good to have, and Battlemaster's landscapes range from lush woodlands to rocky deserts, and they look impressive. However, it’s the monster sprites that I really love. They’re fantastic and very much in the style of Dungeons & Dragons, constantly providing a 16-bit feast for the eyes to highlight the ghouls encountered, and this is where Battlemaster pleases me.

Sadly, the gameplay window is only about half the size of the screen, as the user interface occupies the other half. That's understandable for a game like this (and helpful), but I'd have expected better scrolling as a trade-off. Don't get me wrong, it's good enough, but still a little bit disappointing if I'm honest.

The audio is a mixed bag. There is no title music, but PSS didn't skimp on the sound effects by using crunchy samples. I like the cries of people dying with such elaborate samples, which is hugely entertaining.

One last screenshot of me avoiding death (for once) before the gripping conclusion...


From the start, Battlemaster shows how cruel it can be. Hidden traps!




CryptO'pinion

Battlemaster certainly plunges you into the thick of the action from the very start. The manual gives a few helpful nudges and starter tips, but nothing really prepares you for the sheer brutality of the first area. Choose your character wisely based on their skills, weapon types, and whether you want backup or to go solo. Then spend a little time mastering the controls and getting used to scrapping with the enemy.

Even once you've got the basics down, you're still likely to meet a quick and ridiculous end, which is hard to initially grasp. It might be a mob of goons hiding in a cave who leave you no chance to react, or maybe it’s an arrow from off-screen, or the classic blunder of sipping water from a deadly river. Worse still, death may come because of a perfectly hidden trap that you had no way on God's green Earth to detect.

Every step you take will be like walking on eggshells, and you will suspect everyone and be wary of everything. Nothing scares me more than a bottomless pit suddenly appearing from out of thin air, but these are always located in the same place(!). Once you grasp how pointlessly illogical these initial traps are, then progress will be made to other areas. Regardless, save your game regularly, as you will be reloading a lot.

Battlemaster's emphasis is always on action and solving obscure puzzles. Discovering new lands is very exciting, as you see the story unfold with new places, tales, and people. Plus, there is a myriad of different beasts just waiting to be killed. Also, if you’ve built a good team, the squad mechanic actually works quite well - even if the AI is a bit thick. Controlling them feels a bit clunky at times, but I enjoyed giving the orders!

When I first played Battlemaster, I didn't care for it. You're thrown in at the deep end, and the pointless traps become tiresome. However, I liked the setting and the opportunity to travel to unique places, so I stuck with it. I'm glad I did. You will get to wander strange lands, slay monsters galore, and do it all in the name of a baloney storyline. It's fantastic, so I’m giving it a trapdoor-dodging, monster-mashing 85%.




I love going into other people's homes uninvited.



Hey, I see a ladder. I'm sure nobody will mind if I take that...


I found a hidden cave and went inside. This is a dangerous place!!



I only took this screenshot because I liked the graphics so much lol



This is where I'm currently up to, and stuck. How can I get through the door?

Wednesday, May 14, 2025

Fanwor – The Legend of Gemda






Link plays Atari

Fanwor is a brave attempt to recreate the commercial NES game "The Legend of Zelda" and works on all Atari computers. Thomas Huth took on the challenge of Fanwor a quarter of a century ago for the MagiC Game Contest. However, unless you have an upgraded ST/STe, this is a game for the TT and Falcon.

The storyline is unique, so concentrate - Princess Gemda ruled over the peaceful land of Fanwor protected by eight "Gems of Power" (I imagine these were created by Sam Tramiel). Monsters stole the gems and buried them in dungeons. Let's take a wild stab at what we've got to do to restore peace and prosperity.

So, who's up for helping Princess Zelda's sister and going on a gem hunt...


You begin your noble quest here. Don't bother going into the cave, he's not there!





Triforce of Wisdom

The original is an action/role-playing game with outdoor locations full of monsters. There are secret locations, interactions, weapon upgrades, and pick-ups for health/etc. Sadly, the Atari game is stripped down somewhat, but the map (and most) of the monsters are present while you hunt down the stolen gems.

Fans of the original will instantly notice the difference; ours runs in GEM. On the first screen, we begin armed, so there is no need to enter the cave, which is void of that helpful dude. As you explore, you will notice that there are no secret passages (that I found), no character interactions, no extra weapons, and no pickups for health/etc. I imagine implementing the extra parts would have been a massive undertaking.

Thankfully, almost all locations are near-exact replications, which is surprising considering how many there are. A few are slightly different because of their missing content, but not enough to warrant any kind of criticism. Even without the role-playing elements, we have a tremendous explorational action-adventure.

A cynic will say it's now a different game, but I'll halt that topic for a screenshot...



The spiders bounce around their location in an annoyingly accurate manner!





Explore & Kill

So, with these differences out of the way, what is left? Fanwor is old school, and keeps the objective simple for a damn fine game of exploration and monster killing. The objective, the game map, and the enemies remain much the same (any slain monsters will respawn if you go back to any given screen). However, the gameplay is now completely centred on exploring and killing monsters as you look for the eight gems.

Link can move in four directions, and by hitting the fire, he thrusts his sword. You can use the keyboard, joystick, or JagPad, but I preferred the keyboard. Monsters can be killed with one hit, but the further you venture, the tougher they are. These enemies aren't merely sitting idle as they roam in random patterns. The spiders and flies are different and bounce around wildly, making them difficult to hit without losing HP.

Without the pickups from the original game, health is quite hard to replenish. You begin with 20HP and have three methods to stay alive 1) find a fairy to fully regenerate health. 2) find one of the eight gems, which also increases your max HP by 10. 3) don't fight every battle, and learn to be evasive.

The third option is good advice, which is a trait you should employ. Fanwor is well-balanced, and although 20HP is low, finding the gems is not impossible. Soon, I had 40HP and repeatedly used the fairies to keep me alive. Using this process, I completed Fanwor without cheating. A commendable attribute of any game.

It's got to that point where I stop waffling and show a couple of screenshots...



One of the few lakes with a magical fairy who's only too willing to help you out.





Aesthetics

Even if you've played the NES game, the graphics won't impress. It's crude and too yellow much of the time, but this is a game from 1986, and I think it looks like retrogaming gold, something I never expected. Thankfully, Thomas didn't use push scrolling and opted for flick-screen, which is easily the best choice and suits the style. Overall, our ST conversion closely follows the original, and its authenticity is commendable.

Sadly, I've no idea why the performance is so poor. On an ST (without Blitter), it's too sluggish to be playable. The STs with a Blitter handle gameplay better with faster controls and smoother visuals. However, even on these computers, it's still too slow (especially if you have played the original). So, unless you have an upgraded ST/e or own a Mega STe/TT/Falcon, you are forced to use emulation, opting for a speedy config.

The quirky fun doesn't stop there - the audio is well-supported with chip and DMA sounds. These play alongside stunning tracker music by Malcolm Grant. There is an option to use your preferred ACC player (BackTrack, Paula, etc). Sadly, the music is a hit to performance and is best left to the faster computers!

This is one of the rare times real hardware loses out. Unless you're rich! Screenshot time...



Gone is the yellow desert for a murky graveyard (and a chasing ghost!)





CryptO'pinion

For all its ridiculous hardware demands and missing gameplay elements, I have still thoroughly enjoyed Fanwor. It's simple, without much depth, and reminded me of Sword of Kadash in some respects. Sure, it's far too slow, so I used my 16MHz Mega STe - consider that the minimum spec, but obviously, all upgraded STs will be fine. With this in mind, I have had a blast exploring, mapping, and completing the game.

So if you enjoy exploring and blindly killing hundreds of monsters, you're gonna enjoy this walk down memory lane. For those who turned up their noses when they saw the screenshots, well, they've already left and will miss an opportunity to play something quirky, pointless, and mind-numbingly enjoyable.

One for the eccentric odd-bod gamer with enough time on their hands for something different. :]




There might be no secrets, but we still need to find the gems. Look inside the cave!


This is how the later versions look, but I preferred the older games myself.



Now that I've finished Fanwor, I was thinking about Fantastic World(s). A good idea?





The Maps

Right then, you've scrolled this far and are still here. I'm impressed! Continue to scroll a little more for a thumbnail of the map. Wait, it's a small thumbnail picture and not a high-resolution map!!

To download the high-resolution images, just click here. Within this download is the map for the HUGE outdoor area. Also included are the keys to each of the eight dungeons (also fully mapped).

I hope my maps are enough to lure you into playing this game. Enjoy...



Are you wondering why it's small? You clicked it, right? Doh!!
Re-read the text above.