Showing posts sorted by relevance for query rogue. Sort by date Show all posts
Showing posts sorted by relevance for query rogue. Sort by date Show all posts

Tuesday, August 01, 2017

Rogue




The ultima gauntlet?

I've always had a spark of curiosity for Rogue but (looking back) I have also wondered why I should even bother with anything "roguelike" when I could instead crawl within the '3D' realms of Dungeon Master. Of course, I'm being stupid because this dates back to 1980 when gamers spent their lunch breaks staring at Rogue's text-based dungeons looking for Rodney's Amulet of Yendor! Epyx released our turn-based conversion back in 1986 and it's essentially the same venture through the Dungeons Of Doom but graphics have replaced that original text display (no complaints from me! lol).

Don't run away in disgust just yet, this dungeon may look rather 8-Bit but that works perfectly to suit the atmosphere and I really love it!! For me, it's the monsters that look the best as these are superbly drawn - I love the Ice Monster the most. And the Zombie looks like he's about to get down and boogie. Pressing the Enter key will zoom out to display and the entire map is viewed full screen. This is probably favourable to the purist using a more traditional oldskool view of the dungeon? Monsters are then represented by letters, ie: B for Bat, R for Rattlesnake, Z for Zombie, etc...

Which visual display style do you prefer? Let's take a look at both right now in these screenshots...



Carefully explore each and every unique location and zoom out to see the map...





Let the adventure begin!

From the start, we're introduced to the adventure schematics which easily allow us to explore in relative safety against the easier baddies to contend with. I liked this learning curve because a novice adventurer (ie, me) should appreciate it. However, having said that, take a look at my screenshot from a recent game which I'd only just begun - Wow, quite an incredible gang of nasties, I'm sure you'll agree? But this is also a testament to the game's ability to randomly generate interesting scenarios with each new game. So, Rogue will always feel different each time you decide to boot it up.

Directional control of our little explorer is done using the ST's keypad which can be used in combo with or without the mouse. Personally, I prefer to use the keyboard for everything. There are other useful functions such as ALT/click to identify an object or creature. Also, pressing F1 duplicates your last attack action with other shortcuts like 0 to rest and '.' to search (repeated searches give the best results). Try it keyboard only and I'm sure you'll agree.

Rogue is an ARPG that is meant to be enjoyed from start through to death/victory. Once you've been beaten, you are buried and this state is permanent. You can save your progress but, coming back to continue is only allowed once (as that file is deleted). Hence, permadeath, and this may sound unfair but it works well and suits the theme perfectly.

Hey, do you fancy a couple more Rogue screenshots? What? Really? I knew you did...



There's so much more to this old dungeon crawler than just slaying the funky monsters!





Beware, you're not alone!

The enemies are a wild bunch alright! From traditional beasts like Snakes, Zombies and Bats to fantasy spooks like Ice Monsters, Hobgoblins and even Emus. Yes, there are emus down there! It's worth noting that not every character is immediately aggressive so it's advisable to try and tiptoe around a Leprechaun, a Nymph or a Centaur. I only wish Trolls and Wraiths had that relaxed temperament - they're so mean - so make sure you have good armour.

Fight back using swords, axes and more but there are also magical scrolls and potions which perform an insane variety of uses. For example, illuminating the dungeons or increasing health, weapon strength, and so much more. However, not all are good so you may wish to empower yourself with the ability to identify any obscure items you may be carrying. After all, you might mistakingly conjure a demon or leave yourself blind in the darkness. Yikes!!

Like the dungeon itself, both the enemies and objects are randomly generated so you never get to perform the same battle twice or know the location of items. This is one of the many things that makes Rogue very special.

Let's put the reading on pause whilst you gander at a couple more screenshots...



Some kind soul has left food but it isn't long before something appears from out of the darkness!





Tricks and traps

This is a game with its fair share of humour with lots of hidden traps so, if something doesn't feel right, then remember to search and you might just uncover a hidden passage. Watch out for teleporters that will zap you to another part of the map or maybe even drop you down a level. Gas sends you to sleep and bear traps are dangerous and require a few turns to escape their clutch. Avoid the temptation of a Nymph who might sneak something from your inventory -  and I certainly laughed when battling a Leprechaun as he actually managed to rob me of my gold. O_o

Rogue has some aspects which are traditional yet still very funny - like being caught by cursed clothing which is then impossible to remove without using the right spell to counteract it. I travelled for five levels before being able to remove a nasty piece of cursed chainmail. Cursed clothing, who'd have thunk it? Irritating but humorous too.

Finally, remember to look after yourself and watch those stats. Food is sparse down in the dungeons, which kinda makes sense, so collect everything and only stop for a bite when it's absolutely needed. The action is lurking around every corner but a careful adventurer will find tactical exploring to be both enjoyable and rewarding. Think before you act.

Can you tell that I'm really enjoying Rogue? I'm a noob but this game is hot stuff. It's screenshot time...



Carefully sneak by the old bat (insert mother-in-law joke) and beware of leprechauns on level 7





Aesthetics?

Nobody loads up Rogue to be blown away by dazzling visuals but this is actually much better than I imagined. I love how the dungeon itself looks which is bright, colourful and quite basic. It looks the business and feels like a graphical upgrade on the original but without ruining it. As I said earlier, the best parts are the sprites and seeing those little iddy-biddy monsters lurking in the dungeon is fantastic. They all look brilliant yet faithful to the original theme.

Sound effects are pretty much authentic to the original, ie there aren't any! Well, little beyond the default clicks & dings we're all used to as ST owners, which is perfectly fine and natural to what Rogue is all about. However, I'd have liked an option to turn off the clicks without having to resort to using something like XControl (don't forget that!!).

I had an idea for my video recording - that's at the top of this page - so scroll back up. I wanted to replace the silence with something eerie using the Atari STe ACCessory: STe Background Audio Player. This plays samples using the DMA coprocessor and works tremendously well without any slowdown. Let me know what you guys think?

Hey, you should really watch the -STe enhanced- video if you scroll back. Until then, here are two screenshots...


Remember to use this view for a bigger image of your dungeon and keep stock of the inventory.





The CryptO'pinion?

As I write, I'm exploring level 14 but Rogue seems to have cranked up the difficulty a lot since level 9 and I admit to struggling: a Wraith and a Troll ganged up and sent me to an early grave so, I reloaded only to later suffer a humiliating beating by a Quagga! I now need to rest and hope nothing creeps up while I'm vulnerable. Hang on, I've a healing potion that should help me feel better and a spell to confuse the monsters. There is so much to this fascinating game!!

Yes, Rogue is easy to get into and extremely rewarding. I'm still learning the ropes of this immense dungeon crawler and I feel I have only scratched the surface. But I'm loving every minute of what is a tremendous experience and possibly one of the best Atari ST games. This is a blast into the past that proves just what makes #roguelike so excellent.

Actually, this is literally one of the best games I have ever played, regardless of the platform. Absolutely wonderful!!

Brave adventurers can install Rogue on to hard drive.
Or play via floppy using Automation #79.

Struggling with Rogue??
Then check out my level maps that should help!!

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.

Thursday, December 14, 2017

Death Chase - The Remix




This is a STOS game. Wait, come back!!

That's right, Death Chase was programmed in STOS. That is something which can produce some neat results but... more often than not... tends to leave me feeling cold. Usually, that's down to the jerky scrolling or oversized sprites! Anyhow, here is something that I thought might have been a remake of Mervyn Estcourt's ZX Spectrum racer. Alas, it isn't.

Actually, I'm glad!!! This is a vicious top-down shooter developed in 1996 by Daniel Fielding for the Atari STe and seems to take much inspiration from a variety of action/shooters. Heck, it even supports both solo and an incredibly cooperative two-player mode. Yep, this is starting to sound awesome already, whether you're playing solo or not.

Our character is a guy roaming Rogue-like rooms. We are, initially, armed with a pistol and our job is to explore the rooms - all are inhabited by killer cyborgs armed to the teeth!! Death Chase is loud, exciting and bursting with big explosions and many baddies. It's intense!! Come on, we have guns and lots of bad guys to kill. Oh yeah, bring it on :)

Wanna see a screenshot from my (one-player) game? No? Well, here you go anyway...



Each room holds so many possibilities for a whole new level of violence. It never gets dull!!!



Guns and loud violence?

We may start with a pistol but our armoury is huge with a possible 18 weapons - including shotguns, rocket launchers, and lasers. I bet Star Wars fans will enjoy using the lightsaber. Items like ammo and health are found in most rooms, so inspect lockers or look on tabletops. However, beware of potential traps like mines or even TNT crates.

The deaths are hilarious when you zap, slice or blow up the enemy and there will usually be a bucket load of blood splattering through the room! Each death will be different depending on the weapon used or how he's killed. It's superb. Death leads me onto the excellent continue option - this means you can try again after dying - without restarting from the beginning. However, you lose the bigger weapons and start with the pistol. :/

This might be a bold statement when the Atari ST has games like Rick Dangerous, Lemmings, and Gods but, I think Death Chase has the best dead scenes in any game. Ignoring the enemy deaths, seeing your body blasted across numerous rooms into a bloody heap is nothing short of sickening and hilarious all at the same time. It's fantastic!!

This is a loud and alluring action game stuffed with an insane amount of violence and I love it! Screenshot time...



Death Chase is insanely good fun and bucket loads of it too. Either solo or with a friend.



Two types of killer cyborgs

This may sound like the weakest part of the game because there are only two main enemies. I know I know... two sounds puny, doesn't it? Well, on one level it is but this isn't commercial and, if I'm honest, it isn't a problem whatsoever.

Security Guards - these are common and wear a blue uniform but have no intention to serve and protect. Their armour is weak but they can use a range of devastating weapons and will often attack as a pack.

Eliminators - these are the toughest and stand out like sore thumbs in yellow body armour. They can carry a range of advanced hardware, like a mini-gun or a rocket launcher. Also, they don't care who gets in their way - even unlucky Security Guards can be torn to shreds during a pursuit. Interestingly, these guys aren't restricted to the room and love chasing through the screens. So beware because running away like a chicken has little benefit.

Yeah, it is kinda strange that a game like this has only two baddies but it works well. Okay, screenshot time...



Only one guy stood between me and that ammo. So I fried him alive. Mwahaha!!



Controls, Gfx, Audio

Similar to Rogue, movements are performed within a grid layout in all 4-directions. However, I would not recommend using the joystick because it's far too sensitive. Even the documentation advises the keyboard instead, which works much better. It's dead easy: the A and D keys are used to turn anti/clockwise. W walks us forward with the Spacebar used to choose from an array of weapons (read the docs). Finally, banging on the Right Shift key is the best of all - this produces an enormous amount of gratifying blood-soaked violence (I love that double-barrel shotgun). Fascinatingly violent!!

The graphics remind me of how today's developers seem to think "retrogaming" looked in the day. Okay, it ain't no Enchanted Land but I'm impressed by the perfectly blocky pixel art which is a style perfectly apt to the theme. Everything you see is gorgeously drawn with fine attention. The details are superb and work very well. I love the visuals!!

The audio is equal to the stunning visuals in all respects thanks to incredible Mad Max chiptunes. These tunes play alongside the sound effects which are crystal-clear DMA samples for almost every action. You will recognise many, they were recorded using Microdeal's Stereo Master from movies like The Evil Dead. A lot of effort went into this killer game!!

Keyboard. Keyboard. Keyboard. Keyboard. Keyboard. Okay, got that? Good. Screenshot time...



Death Chase is almost like a nightmarish and blood-soaked version of Rogue. Love it!!



This is why we play Atari!!

Every so often, a game comes along that not only takes you by surprise but completely blows you away. Death Chase first appeared quite simple, gimmicky, and perhaps even stupidly senseless. But moments into your first game, you are HOOKED. Use the keyboard and enjoy the frantic action which is constantly exhilarating and bursting with bloody mayhem.

I cannot stress how much of a rush it is to experience such a psychotic shooter. that looks, sounds and plays this well. The "continue" feature is excellent and supporting two players spices things up beyond perfect and guarantees hours of fun. It's barbaric and Death Chase is one of the best games I have ever played. Well done Daniel Fielding.

Yes, I said that. Not only a brilliant Atari STe game but is one of the best games I have ever played. Ever.


Stop everything - download now!!




These sample screenshots show what the two-player games look like.



Gratifying violence for two players is legendary!



Oh no, I've been blasted. That means...



...I'm thrown out of the screens and through the next before splattering against the wall!! LOL

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 still typing my drivel that 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.

Okay, 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 bland 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!

More random ATARI ST articles from the archives

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