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

Sunday, June 09, 2024

Nano Cave




Deeper dungeons!

Like a lamer, I always enjoy following events like Silly Venture and the latest unleashed incredible art, music, demos, and much more (for all types of Atari). It's mind-blowing to think these gatherings still happen today and for a computer older than most of my friends! Anyhow, it was a #roguelike game by Electric Dreams that caught my eye.

It's called Nano Cave and was programmed in GFA Basic, a product that has helped produce loads of ST games (Well 'Ard, Saboteur III, Mystic Realm, PouifOuf, and many more). Now, I'm a massive fan of the genre so news of a new "Rogue" was exciting albeit with a pinch of apprehension of how it might compare to the games already in our library.

So, who are Electric Dreams and the guys behind the daunting task of taking on Rogue? They are an indie games developer and all coding by Shaoth, who also programmed 'Space Zot'. Pépé Peekpoke drew the graphics and is a member of one of the best demo groups ever - Hemoroids. That beautiful chip music is by DMA-SC, who certainly needs no introduction as all my readers know how much I adore his incredible musical creations.

Nano Cave has one major difference I never expected to see in a game - graphical skins. These can change the entire game's appearance so it looks like it's running on other computers - C64, ZX81, Amstrad, etc. This is a fascinating concept and a wonderful addition albeit purely cosmetic. Regardless, I loved experimenting with the different skins!

Older gamers are drooling over the prospect of playing with this? Let's see a couple of funky screenshots...



The first dungeon defaults to the ASCII skin for an authentic touch (that the kids will hate).


Check out the super-cool Atari 2600 skin. A 5200 skin would be cool ;)



Gimme the blurb

Brace yourself for brutal originality; the story goes like this: a magical item called the Amulet of Zendor has been lost. Hang on, Amulet of Yendor, right? Erm, no. Anyhow, why this keeps getting lost I don't know. But I know this much, it's been lost inside a treacherous cave with a promise of mystery and danger. Who can resist that challenge? Not me.

Upon booting, a fantastic intro plays with superb music. Well, it is an Atari ST game. Okay, hit the spacebar for the main menu where you can choose from many different options and also play about with the different graphical skins. There are many to choose from - or you could leave the game to automatically cycle through them. It's up to you.

Note - this is a work in progress. There are some anomalies and missing graphics plus I also had more than my fair share of crashes in emulation. I had far better success on my real Atari STe. Thanks to Kev for his help :)

Okay, let's stop the chitter-chatter as we need to enter the dungeon! Oh yeah, let's see more pixels...



The main menu - as you can see, I've changed the skin. Which computer did I choose?



In this game, my ST thinks it's a ZX81 and the dungeon is scary in black & white.



Gameplay

Nano Cave is very similar to the original Rogue games in the sense that we're plundering a multi-level dungeon looking for an amulet. Of course, the dungeon is a labyrinth crammed with nasties and lots of traps. It's not all bad thanks to randomly discarded items we might find, everything from armour and weapons to potions and spells.

Ignoring the first level, the dungeon is randomly generated in terms of the layout and its 26 creatures lurking in the darkness. The game is viewed from an overhead perspective with the rooms and corridors gradually revealed - so items and monsters are only seen when close. Inside the dungeons are emus, kestrels, ice monsters, bats, etc. Later levels have zombies, aqators, crabs (these can be tough!!) and some I've yet to discover: dragons, medusas, and Quaggas.

Controlling our cute protagonist is a cinch using the cursor keys for a 4-way direction. Battling nasty creatures and picking up items is simply a case of 'bumping' into them. As you get close to an enemy, a pop-up appears detailing their stats. That might help you to decide whether to fight or flee. Just keep on bumping your foes until they are no more!

A "HUD" shows our current statistics and moves from top-to-bottom depending on our position. Pretty nifty but, if it bothers you, hit the "H" key to hide it. From left to right, it shows the following: our current level, hit points, strength, armour, gold, XP, and hunger. These are self-explanatory but note that HP improves as you explore as there is no rest key. Food is a remedy for hunger/fatigue. Any pickups can help to strength/armour and XP increases after a kill. Multiple ranks are awarded, but only when you've earned enough XP, which results in extra HP for a tougher fight.

A rudimentary inventory can be accessed by pressing any key but, oddly, I always press "I". This menu operates intelligently using the same cursor keys: Up/Down to select, Right to choose, and Left to cancel. This is superb but the Inventory itself is lite on function and missing generic features I would have liked. For example, there is no way to compare stats for weapons or clothing with what you currently wield. Just don't be silly and replace your sword with a dagger...

Hacking your way through the dungeon is great fun and a simple affair without depth. Heading further into the dungeon, the levels are more complex with extra traps and monsters are much stronger. Yes, Nano Cave is tough; the best I've done was reaching level 10 (on the previous levels I landed lucky with the right pickups - before being slain by a crab!).

If you ever find the Amulet of Zendor, you should retrace your path through the dungeon. However, I doubt I'll experience that as level 10 was cruel enough. Permadeath is featured so explore carefully. Hey, what did you expect?

Nano Cave offers the genre a new and modern twist and I'm loving it. Let's see some more screenshots...



In true permadeath, I died and restarted using the stunning Atari ST skin.



The inventory screen is rather limited but functional to a point.



Magic & stuff

After the initial level, all items are placed at random locations in a random maze - food, gold, weaponry, clothing, or something special like a scroll or potion. Sadly, not everything appears to have a function; many weapons didn't change my stats and similarly for armour much of the time. Food compensates for the fatigue warning that pops up regularly, a possible red herring I reckon. Gold is purely cosmetic and something those little Leprechaun fellas love to pinch!

The most interesting pickups are potions and scrolls that provide a wealth of positive and negative effects. However, there are some yet to be implemented so these will do nothing more than tease you with a dialogue box - it hints to wait for the next release. Argh, I hope that is real soon!! Okay, let's take a quick look at these two types of items:

Potions - come in a variety of coloured bottles (white, blue, green, pink, burgundy, clear, red, brown, plaid, yellow, grey, beige, and black). It's best to identify these or run the risk of a cruel gamble. Some might increase health or strength whilst others can show the locations of monsters/treasure/magic. However, those gamblers with little good fortune could find themselves paralysed or teleported into a dangerous place. Worst of all is blindness!

Scrolls - once again, these will need identifying as their description is a bunch of jumbled lettering. I thought that might have been an alphabet puzzle to solve but no code breaking worked. So, identify first otherwise you might hear the distant cry as a monster materialises nearby!! Interestingly, level one always has a scroll to reveal where the monsters are hiding. That is far too powerful to use on any opening level(s) so deffinetly worth keeping.

It's always a gamble - do you wait for an identification scroll or run the risk and take a chance? Personally, I think it needs more identification scrolls to balance it out. However, this does help to create massive stress and anticipation!

Yes, I'm so looking forward to future releases so let's view a couple more screenshots while we wait...



Some potions/spells are helpful. Like this - it shows where all the monsters are located.



A scroll to identify any item is well-advised. Otherwise, it's quite the gamble!



Achievements

That's right, every game you play is a chance to complete some type of achievement. Everything you can imagine from the game is featured and archived into an alphabetical list. This includes all encounters you've successfully overcome plus silly ones like filling up your inventory, starving yourself, and a chest grabber (I kid you not). A superb addition!

Again, because it's WIP, some of the artwork is absent, I hope this is finished for the next release. It's a brilliant feature of the entire game and the artwork is glorious using a dark, gothic effect. Actually, it's jaw-dropping pixel art.

Okay, it's time to pause the boring reading for funky screenshots of my achievements...



I always felt mean killing kestrels! But here, it's a winged bloke so I don't mind so much!



Why are emus in a dungeon? That's weird but, let's kill as many as we can!



Aesthetics

As you can tell from my enthusiasm in the previous section, I love the graphics. Thankfully, the game itself is also fantastic thanks to the sheer variety of the skins. It's funny, but when I first began playing Nano Cave, I was weirdly impressed with its authentic ASCII display. I hardly use that now because I can select older computers like the Apple II, PC CGA, Amstrad CPC, and Sinclair ZX81. These are gorgeous and drastically change the game's appearance.

The Atari ST skin is best - because it is. But you should still experiment and check out the others. I like the C64 graphics - please don't shoot me. Pépé has blown me away with these skins and it's great having this variety. This idea is far beyond great and I imagine it took some effort to fully implement. A monumental feature I never expected!!

As for the audio, there are no effects - not that I expected any. Instead, we have music composed by one of my favourite musicians, Mathieu Stempell (DMA-SC). Sometimes background music doesn't suit a game, sometimes it gets disabled, and sometimes it's rubbish. Not here. The background music is superb and perfect for a rogue's adventure.

Oh yes, not only do we have a new #roguelike but it has funky sounds & pixels!! Screenshot time...


The C64 graphics are superb using a clear design and stark colours!



Sadly, I had lots of quirks using an emulator. Ran a zillion times better on my real ST.




CryptO'pinion

I don't consider myself an expert in the slightest but, #roguelikes are something I love. Rogue is one of my favourite Atari ST games and I've spent hours plundering its levels - I've accepted that I'll never come close to recovering the Amulet of Yendor but I have my fun. So, hearing about Nano Cave was a mixture of shock, worry, and considerable joy! I'm always eager to discover new ST games but I was apprehensive about how it would compare to what we already have.

Nano Cave might be a work in progress so there are a few niggles, but it does not disappoint whatsoever. Its gameplay is straightforward without much of a learning curve or pesky complications, so it's quick and easy to play. From the start, you are exploring, using items, and killing dungeon beasts. It's more of a #roguelite and I appreciate that.

Once again, the power and versatility of GFA Basic is proven by Shaoth & Co. who should be proud of Nano Cave. I've truly enjoyed romping through the dungeon and, one day, I hope to beat level 10. You should wait no more and download this wonderful game right now. My rating (for the current release) is 89% and I eagerly await the next update.

Let me know what you think of Nano Cave in the comments below. Happy dungeon crawling!!



Each level has an information panel about your current game progress.



This green PC skin is quite peculiar but it grew on me after a while!



The Apple II skin is probably the weakest of the lot thanks to its wacky colours.



Monster Detection has been used with the PC's CGA skin. Ugh, PCs!!



This is the NES skin. At first, I first thought it was plain but I genuinely love it.



Ironic, I own a Mac and hardly ever select this skin.



Along with the bats, Ice Monsters often don't care much about you. An easy kill!


Sigh, I finally got to battle a Quagga...


Legends.

Friday, March 22, 2024

Dungeon Adventure





Ransacking another dungeon

I seem to have a peculiar knack for finding obscure ST games unknown to most. Some of which I have already featured here, like Dungeon, Minefield, Mole Mayhem, and Blob Race. It's this silliness that I love about the Atari ST because, no matter how much time passes, this computer amazes me. Which is why I'm typing my drivel nobody reads.

Continuing this tradition, here we have an RPG crawler called Dungeon Adventure. Such an original title, I'm sure you'll agree? It was released in 1988 by John Kinkead of Aces High Software but I couldn't find much information online. So, let's assume we're a plucky adventurer who loves exploring dark places for treasure? Works for me.

Okay, let's check out a couple of random screenshots and remember, this is not a commercial game...



Oh no, a goblin! There is only one option - let's kill him!!



Lights are beginning to dim and I then accidentally triggered a teleporter.




First things first

Create a character using the automated stats roll and name him/her wisely. Or not. There are six races - Human, Elf, Dwarf, Gnome, Hobbit, or 'other' and each needs to be assigned a class - fighter, mage, ranger, thief, cleric, and healer. Now clothe, arm, and stock your pockets with food and torches before heading out to one of the five dungeons. Each is tricky but can reward careful explorers with treasure, magic, food, and more (the more part is lots of ghoulish battles).

It's now that I should advise a few pointers. One, roll well. Two, don't waste cash on items that you think are the best (weapons or armour). Three, you easily get hungry. Four, it's dark down there and torches burn out very quickly.

Once inside your first dungeon, you shall soon discover that it's filled with many traps and scary monsters at each turn. Use the cursor keys to control our plucky (foolish) adventurer and whenever he encounters a beast, the computer takes over with a new set of options - [A]attack, [C]cast a spell, [R]run away or attempt to [T]talk. Once the battle is over, assuming you're still alive, then you can carry on exploring in fear of what might happen next. Which won't be long!

There are quite a few keys used, similar to Apshai. The save game option is of high importance which, I discovered the hard way (as usual) but there are other keys used to heal, cast spells, eat food and much more:

  • Stats - The 'Y' key displays your man's attributes along with the number of potions, spells, etc.
  • Light - It gets dark in the dungeon real quick so tap the 'U' key to use a torch.
  • Items - When you stumble upon something, the 'G' key gets it and adds it to your inventory.
  • Stairs - I've only found stairs when I've completed a level. Just hit 'K' to climb!
  • Food - When you get hungry just press 'E' to eat from your stock of goodies.
  • Drink - Like with food, pressing the 'D' key drinks those cool potions you've found.
  • Scrolls - Press 'R' to read any scrolls, if applicable.
  • Magic - Spell casters can hit 'C' to cast their spells.
  • Health - Struggling with an injury then his 'H' to heal, if applicable.
  • Saving - Highly recommended to use this feature! The 'S' key saves and 'L' key loads.
  • Others - F1 restarts / F2 returns to the main menu / F3 will exit to the desktop.

Right then, I'm making this sound more complex than it is, so let's break things up with a couple of screenshots...



Sometimes it's best to run away from a fight. If you can that is, as it's not always possible.



This room is so unfair because traps are everywhere - like these falling rocks!




Oi, come back!

Please, ignore the crude visuals because it's never boring exploring a dungeon and this one is particularly easy to get into from the start. Of course, it soon delivers more than enough challenges to test our nerves. Each dungeon is different but also with enough familiarity of what to expect. So it's not long until one of two things happens...

Battles - a confrontation happens often with enemies appearing from out of the darkness without any prior warning. That's right, you won't see any thing approaching from the corner of a room - they simply appear (which is disappointing compared to Rogue). This puts you into battle mode that follows a series of turns and your performance depends on strength along with other attributes like your agility, dexterity, and weaponry.

Traps - triggering a hidden trap is a characteristic of Dungeon Adventure that you will need to endure. Sadly, there is no ability to search for what might possibly be lurking nearby so traps are found only by foolishly walking into them. This system feels unmerited, like you're exploring blindly just waiting for a hit to your HP (and pride!)

Any explorer continues the fight and carries on regardless, so I've heard. Determined players will source many items to help the good fight, be it spells, potions, and much more. Treasure chests are always worth opening and are often located in secret areas that can only be found by uncovering hidden passages. It always pays to investigate everywhere.

However, the dungeon is a dark and dangerous place which means you need a load of torches and picnic food. Torches do not last very long at all so you may wish to stockpile those! Nutrition and health are replenished with the foods you find and eat. Health comes from spellcasting or using the healing function, if applicable to that character.

This is actually a bigger game than you might first assume. I first imagined a poor clone of Rogue, but it plays well and feels designed more for action whilst just happening to look roguelike. Yep, everything feels centred around the battles - which happen constantly. Hey, if you think that you can create a better game then there is an editor to try?

I'm genuinely having a blast playing something new (new to me). Hey, guess what? It is screenshot time...



Hang on, that door appears to lead to a dead end!! Or is there a secret passageway?



Four options are available during any skirmish but I doubt talking will help here?




Aesthetics

Compared to similar (albeit commercial) games, this is lame with 8-bit visuals that embarrass the Atari ST. Its design feels cramped with a small gameplay window leaving much of the screen unused. Well, don't be fooled, because those areas are used for statistical information and notifications - triggered traps, poison arrows, falling rocks, etc.

The sprites are usually the best part of rogue games but Dungeon Adventure is lacking somewhat. In fact, many enemies are pretty crude without any detail and look as if I've drawn them! However, I'll contradict myself because it oddly, works well and I have no idea why. My favourite creature is the troll - who looks like he has measles. I love that drawing!

The audio side of things begins well - thanks to a title screen chiptune but, there is little else afterwards. The sound effects are basically a tapping sound during a battle with a "Burr-Burr" when you are victorious. Oh, there's another chiptune when the Grim Reaper shows up! Hey, games like this need no booming sfx so I'll stop moaning.

We're nearly at the end, so do you fancy a couple of screenshots before the gripping conclusion? I hope so...



Hitting the 'Y' key reveals your character's statistics. Along with keys, scrolls, etc.



Why waste time in combat when you can cast a spell? Repel Monster killed this sucka!




The CryptO'pinion?

This isn't a big game, but it feels like a much larger adventurer. This is basically because you cannot walk for more than a dozen steps without something popping up for a fight. Or maybe you've fallen into a hidden trap - as there is no way to search. Plus some are located in tight corridors without a way to avoid them. Also, our adventurer has a ravenous appetite so constantly scoffing. Additionally, he easily burns through his supply of torches that never last long.

So, umm, Dungeon Adventure feels quite unbalanced with some peculiar mechanics. However, we must remember that it isn't commercial, and is quite a decent game in its own right. Each dungeon is varied with an abundance of predictable hazardousness waiting for you. And I loved that aspect a bunch and thoroughly enjoyed playing.

You know, I love finding something new (to me) and whilst Dungeon Adventure is far from perfect, it's certainly enjoyable. Gameplay is tough but, successfully beating the odds and making it to the next level, is most rewarding. However, casual gamers beware as this is probably only for determined and hardened fans of the genre.

Bearing in mind that this is something of a doomed #roguelike wannabe, I'm scoring it a plucky 64%.

Fearless adventurers should download this game from Atarimania. Here are some more glorious screenshots...



Blood Seekers sound cool, but they are actually dead easy to kill!



I guess the whole point of the game is to find the gem & exit? Well, I did that... WooHoo!!



My name is Steve and I'm an... 'other'. Today's world will view that as perfectly normal lol.



The editor is superb. Either create your own or edit the current levels.


This is the game over screen and something we dread seeing. And it's blummin' ugly!

Tuesday, March 03, 2020

Temple of Apshai Trilogy





Sigh, another aged roguelike?

Temple of Apshai Trilogy was released in 1986 by Epyx with the Atari ST conversion handled by Westwood, of Command & Conquer fame. The package features the original plus two expansion packs "Upper Reaches Of Apshai" and "Curse Of Ra". However, Hellfire Warrior is oddly not included here (does anyone know the story behind that?).

This is a turn-based RPG with few expected similarities to Rogue. Each of the three realms has four distinct difficulty levels but, unlike Rogue, each dungeon has been designed rather than randomly generated. Curiously, there is an almost nonexistent storyline beyond the point of killing and treasure hunting. Understandably, this might disappoint some adventurers but, for me, I enjoyed the freedom to roam without a bothersome objective.

Firstly, let's hit you with a couple of screenshots. Just to get rid of those who care only about pretty visuals...



Yep, you're probably wondering about the graphics. Right?



Please don't do that. Graphics never make the game and this game proves that fact.




Monsters, weapons and freedom to roam?

First things first, we need to build ourselves a character using a combination of different attributes that will affect strength, dexterity, intelligence, and so on. Thankfully, you can save and reload your character at any time. Either keep it real and roll a die or fudge the numbers to get playing. Personally, I wouldn't restrict myself at all.

You can venture naked with only your pride as a weapon but it might be best to visit the Innkeeper and get yourself equipped. He has everything you need, even if you must haggle for the best price - if you can be bothered? Armour, weaponry, arrows and more all come with a financial and weight cost. So try and be very wise and savvy.

Let's take a deeper look at some screenshots that detail much of the RPG side...


  
The InnKeeper seems to have everything you need to get started. Well, for a price...


  
He's not a generous man. I tried to explain that I couldn't pay, so his heavies broke my kneecaps!




Role-play like it's 1986!

Playing the Temple of Apshai is fantastic but I recommend starting on the first level of the temple rather than foolishly jumping in at the deep end. When you begin, your world is viewed from a top-down perspective with some helpful information listed on the right for health, ammo, information, etc. And yes, it's running under GEM :)

It's odd that there isn't any real point to these dungeons - other than killing the baddies and collecting loot. However, Upper Reaches does (umm) attempt to give your adventures some purpose. Well, it tries... For example:

Level one takes place behind the Innkeeper's Backyard which needs tidying up. Yep, we're on cleaning duties but at least he's warned us of a bandit in the area. Come on, this has to be the strangest tasks ever?

Level two, Merlis' Cottage is quite odd. We're in Merlis' home looking for cash because he failed to cough up after we painted his fence!

Level three is Olias' Cellar but nothing is mentioned in the manual so I assume we're back to killing and looting without reason? Fine by me!

Level four is set within Benedic's once peaceful Monastery which has been turned into an unholy Romero movie thanks to an evil vampire!

  
Start slow. Why not fire an arrow at your first opponent and don't forget to search everywhere...


  
I found a secret room inhabited by a swamp rat. I killed that and took the Magic Sword. Bonus!!




Stay Awhile and Listen

Whatever realm you're in, each room has a design that includes a written description detailing what you see and hear. There's no need to pick up the manual for the ST game just hit [return] to read about your environment. Also, the rooms are numbered so it's possible to map your adventure noting routes, traps, hidden doorways, etc.

Getting around the dungeons is done using a keyboard command system, quite similar(ish) to something like Ultima. Predefined keys are used to walk, turn, fight, talk, search, and much more. You can use the mouse - but it's a bit of a mess - so stick to using the keyboard. This is perfect and also a lot better than you might first initially assume:

RETURN = Make sure you read each room's description!

0 = Use this to rest and recover from some of that nasty fatigue.
L/R = This is pretty obvious and makes turning around easy.
V = Swoosh, you've just made a complete 180°
1-9 Let's go for a little walk, under the moon... Erm, never mind!

A = Hit 'em hard when you're up-close!!
T = Thrust a lunging attack which might leave you vulnerable?
P = Defend yourself with a countermove, you wimp!!
F/M = Take 'em out from a safe distance, sniper-style.

E = Budding adventurers will look under every stone.
O = Doors won't just open themselves you know!
S = Don't rush through, search for those hidden thangs...
I = Inventory (there's a shock).
G = Grab any treasure you find.
D = Ugh, drop that heavy trash.

Q = Shushh, did you hear something?
! = Dr Dolittle, he talks to the animals!

H = Heal yourself before you croak it.
Y = Ohh, gimme some of that fancy Elixir healing.



An RPG needs characters, with character!

Yep, characters make any adventure fun and interesting so it comes as no surprise to find out that this Trilogy is stuffed with many exotic creatures. Many spooky delights are waiting around every corner with the first being a skeleton - a classic encounter. This guy is pretty tough so I wouldn't let him get too close if I were you. Challenging from the start!

Brilliantly, we have the option to listen out for distant sounds and even talk to some of the nasties. I doubt you'll get much sense from most but sometimes a creature might respond. They might just let you pass or maybe reveal something of interest. Attempting a dialogue is something unexpected, mind-blowing, and pretty funny too.

Each of the 3 realms has a myriad of ghoulish creatures and some unexpected ones. Battles are fought using few weapons but victory comes to those prepared. Press [A] to attack when up close and personal but you could use [T] to execute a ravaging thrust? This might plunge your sword into a beast's heart but at what cost? Those carrying a bow can use arrows to pick off their prey from afar. Just make sure you're facing them otherwise you might look a fool.

Come on, you must admit that this is different and very amusing? So let's view more (clickable) screenshots...


  
There are some fantastic enemies within the dungeon. And ants and mosquitos too...


  
Upper Reaches is so different but can you find the bandit? Whereas Merlis' home has ... a cat!


  
The Antmen are incredibly tough blighters but oddly, the Ghoul was an easy victim of mine!


  
Bears and Giant Bats, whatever next? You'll be telling me there are Vampire Bats around the corner!




Mind As You Go

Playing any part of this trilogy is an amazing experience but it's an idea to experiment with your newly-created character, just to see how clothing and weaponry feel to your own preferences. Experience is gained as you progress deeper into the dungeon and it's good practice to take it slow at first. Remember to search/examine/listen no matter where you currently are. You never know what might be nearby - be it a treasure chest, a trap or something lurking in the dark waiting to pounce. It's never a bad idea to read the room's written description. Some might say that it's essential!!

Always keep an eye on your fatigue level, which can take a hit whether you're exploring or battling something freaky. Walking isn't free and multiple movements will cause a little tiredness that adds to your fatigue. Hitting [0] now and then can be rewarding. As is purchasing a box of bandaids before heading out into the unknown...

Remember, we're not God and any demanding battle might result in severe wounds, possibly leading to death. Thankfully, not all is lost - roaming these dungeons are three peculiar helpers who may help. Bendic is a lost priest who can revive your broken body. Ahem, all he asks in return is a financial donation. However, others aren't as kind, watch out for a dwarf or wizard who yields greater sacrifices - you might wanna keep your hands in your pockets?



During those desperate moments when all has gone wrong, this is the message I prefer to see!




Graphics & Sounds

Visually, this is pretty lame by ST standards yet faithful to the barebone originals on the 8-bits. The backdrops are rather basic but the sprites are detailed and can look pretty good. Personally, I prefer the visuals in other RPGs, of the time, but Apshai still has its own unique charms. Also, it's GEM-based, which I think is crude - yet it works well.

Audio features a chiptune on the title screen but only spot effects during the game. However, I do love the little clipping that plays when a monster appears - scary stuff! lol. Overall, more than good enough for an RPG. So no complaints. If ever there was a game that proved fancy aesthetics aren't needed, this is it. In two words, authentically pleasing.

Hey, let's see another screenshot and this time one with a woman in it...



Please remember what I said, graphics never make the game. Play this RPG!!




The CryptO'pinion

Temple of Apshai Trilogy is surprisingly brilliant albeit with lame graphics. It's also possibly a forgotten (and much-underrated) RPG and that's a shame because the original was a massive success. Dare I say that our Atari ST conversion captures the original's essence perfectly whilst also making many more improvements I appreciated.

Whatever adventure you choose to play first, each one is huge with loads of rooms to explore. Most of my time has been spent within the realms of the temple, which I'm still battling through as I write. The theme is compelling and captivating. Plus, I adore how each room has been pre-designed yet still feels fresh and novel. That, I did not expect.

I've been making a map with notes of hidden doorways, along with any curious hints described for a room's description. This took me back to the 80s when I was a geek. Of course, I'm no longer a geek. Honest. Anyhow, I feel I've only scratched the surface, especially with Upper Reaches and Curse Of Ra. So I need to change that asap.

If you wanna relive an age of exploration, treasures, secret passages and monsters then this old-timer is definitely for you. Ignore the graphics, don't use the mouse, read the descriptions, and remember to save regularly! A whole world awaits you so expect lots of late nights. One of the best olde styles of RPG that the Atari ST has. Looks bad, plays greatly!!

Grab a copy of this brilliant RPG

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