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

Monday, June 01, 2026

Times of Lore






Eat, Sleep, Slay

Times of Lore, released in 1989 by Origin Systems, might initially appear like another Ultima, but it's actually more of an action-adventure. The story revolves around King Valwyn of Albareth, who once defended his kingdom against invading barbarian forces. This victory came at a terrible cost. Wounded, he abandoned the city in search of healing only to vanish without a trace. Well, that was a wise move! Now the kingdom is vulnerable, and the land cries out for a hero. Yep, you! Your mission is to journey across Albareth in search of three powerful artefacts once thought to safeguard the realm. Let’s get out there and save the day!

The game starts with the "Times of Lore" logo being chiselled and coloured, a process I thoroughly enjoyed watching unfold. When you begin, a wonderful introduction featuring fantastic artwork details the storyline. I loved this as it is informative and atmospheric, and it features remarkably well-drawn illustrations. After that, you choose your hero; nothing more. It's not true character creation with stats, skills, rolls, etc. Simply pick from three pre-made archetypes: a barbarian, a knight, or a valkyrie. They all appear much the same, but I noticed the Valkyrie seemed to have weaker damage, so I went with the Knight.

Your adventure begins after spending a night in a tavern in Eralan. Wipe the sleep from your eyes and head downstairs - it's like a Wetherspoons, with people already up and enjoying themselves. Take a look around, and you will soon see a Monk who asks for your help. He sends you on your first quest: recovering the Foretelling Stones from the woodlands north of town. Before you leave, have a chat with the Innkeeper to see what he knows and maybe buy some provisions for the journey. There are various Inns scattered about the land, and you'll soon find that these places are most essential. Also, conversations feel surprisingly satisfying, especially compared to the limited one-liners I recently experienced in Questron II.

I never thought I’d quickly find another game to capture my interest so soon, but here we are...


With three characters to choose from, I went straight for the burly knight!


As you explore, you'll meet plenty of people... To kill.




Adventures of Albareth

As you begin this quest, it feels like the game is offering a tutorial. The initial gameplay will feel sluggish, a deliberate design choice due to the items you’ll later seek out (no spoilers). You quickly grasp the structure and gameplay mechanics, such as the sudden unfriendliness of creatures outside the town. Yep, the countryside is teeming with wandering enemies like Orcs, Skeletons, Rogues, and more (later).

The most striking thing about Times of Lore is the sheer size of its world. Albareth feels genuinely enormous. There’s freedom to wander almost anywhere you like, and that open-ended exploration is easily one of the game’s biggest strengths. It reminded me of Questron II in that respect, only on a much larger scale. The curious part is that this game somehow feels both linear and non-linear, at the same time.

Everything is viewed from above, with movement in four directions. Combat is incredibly simple and brutally direct: just hammer the fire button to swing away at anything that looks mean. Defeated enemies collapse into tombstones and occasionally leave behind items. Early on, I found a throwing dagger, which adds a ranged attack (but it’s a bit annoying that it doesn’t automatically collect when walking over it).

The user interface is excellent and performs as well as in Battlemaster, which I found most pleasing. There are several icons at the bottom of the screen that you can access by tapping the spacebar: talking, examining, picking up items, checking your inventory, giving items, and more. After only a few minutes, it becomes second nature, and it fits the style well when interacting with someone/something.

Use the icon to check your inventory! Make sure you have enough rations, it's a long journey...


What I love about the characters is, oddly, their death as they crumble into bones.


The wilderness is dangerous, but towns are friendly. So, chit-chat with the locals.




Wandering Into Trouble

As you begin the Monk's quest, you'll notice there are no limits. Nothing physically stops you from ignoring him and heading off in a completely different direction. Of course, early on, this freedom can be dangerous, as you're not fully equipped (as you'll soon discover). Also, more than once, I caught myself wondering whether Albareth might actually be a touch too big for its own good. Inside the box is a map - pin it on your wall.

So, getting back on course, we should instead follow his request and head north into the forest. As you travel, you'll notice that the world is in real-time, with people and monsters going about their daily business. Time is remarkably well thought out, using a long day/night schedule. This doesn't affect gameplay much, but certain key characters might be asleep at night. And no, you can't wake them up!

The world is daunting, and you're glad there is a map inside the box (or online for those with a dodgy copy). Follow the track, passing by a building that you should investigate. A little later, you begin to see water - that marks the time to head into those forests to properly begin. These woods are a maze, but remember the dead ends as you turn around to take the right track. Eventually, you will reach an opening, and battle commences. These guys are tough!! Why not use the static obstacles to your advantage?

Have I mentioned the map inside the box enough times? Also, get ready to make notes...


Surely you checked out that cabin in the woods?


After what feels like a slog, you make it to the campsite for your first quest!!




No Gold, No Bed

By now, you've realised that Times of Lore is not an RPG in the traditional sense. Sure, there’s an overhead viewpoint reminiscent of Ultima, towns filled with NPCs offering hints and gossip, food to keep you alive, taverns to sleep in, and even a day/night cycle. However, there are no experience points, levelling systems, armour upgrades, or much real progression beyond obtaining some important items later on.

Other RPG features also seem absent, such as reputation systems, although after many hours of play, I noticed something curious: people happily welcomed me in Eralan and Lankwell, yet those in Hampton and the Last Hope Inn suddenly started ignoring me. Perhaps I accidentally killed someone important, or maybe I was a little too enthusiastic, swinging my weapon near civilisation rather than safely out in the wilderness.

Hit points are displayed as a burning candle down the side of the screen - the lower the flame sinks, the worse your condition becomes. Standing still restores a tiny amount of health, although it’s painfully slow, making inns the best option for recovery and saving your progress. Interestingly, being inside (most) buildings is always a safe refuge from wandering enemies. Also, it doesn't cost a penny! If you have time?

The game has a mild magic system with a few potions and scrolls (you can carry only one of each type). However, there is no identification scroll, and using the menu's eyeball option often provides little information beyond its appearance, not what it does. Thankfully, I did find a green potion, which proved most helpful, especially during those underground explorations, as it restores your energy/hit points.

Like a Gauntlet warrior, get up close and personal to hit your opponent hard in the face. As you can only move in four directions, so can the enemies. Their path to you is humorously odd, but it works well. As you progress, good explorers will easily find alternative weapons after listening to NPC chatter. Again, no spoilers as I don't wish to ruin the adventure, but there is a superb range weapon south of your starting point.

Gold is used differently than I expected, as there are no shops or trade possibilities. Instead, it's used for a night's rest at a tavern (also saves the game). Additionally, you can also purchase provisions (food packs), which your character will automatically eat at periodic times. So, let that gold build up to around 100+ units so you can rest often, eat well, and be ready to buy the upgrades, if you explore well enough.

The challenge comes from listening to NPC clues, making notes, exploring unfamiliar territory, and figuring out where you're expected to go next. Your main concern is remembering what you've been told, listening to advice, using the map, and keeping track of food supplies. Staying alive is paramount. Shocking, right?

Much of that was tough to explain without using spoilers!! So, read on...


Sometimes people can be vague, so use your map and think about their directions.


Talking to NPCs is often fruitful, and the scroll he mentions is rather nifty!!




My Journal [spoilers!!]

Let me be honest: I have always liked the look of this game whenever I've seen magazine screenshots or (years later) YouTube videos. However, each time I tried playing, the screen size and scrolling speed disappointed me. Thankfully, as I've got older, I have realised what a knobhead I was and tried it again. 🙃

Yep, I'm glad I returned to this game before I die, as it's shocked me how great it is. No gripping conclusion just yet, but I will admit that this is one of those games I have thoroughly enjoyed beyond my foolish initial impressions. Hey, do you follow me on X? I've posted lots of progress updates there.

So, with that in mind, I have documented my general progress with helpful hints, aka spoilers...

  • Get ready to make notes (as there is no journal to look back on) and grab the map from inside the box. Didn't buy the game, eh? Well, Atarimania has a photo, and it's pretty much essential as it corresponds to the vague guidance and information given by key characters.
  • Don't leave the Inn until you've spoken with the monk for your first quest.
  • Exit and head northwards to follow the main path leading into the woodlands.
  • Examine the woodsman's cabin to gain an optional range weapon.
  • Continue heading northeasterly until you see water.
  • From there, head directly north, and you will follow a rough path through the woods. Eventually, after many U-turns, you will reach the Orc camp. Kill everyone and grab the Urn.
  • Return to the village of Eralan.
  • Give the Urn to the Monk in the Inn.
  • Speak to the Innkeeper and get a night's sleep if low on energy.
  • You may need to buy provisions from him?
  • By now, you have completed your first quest and have also become a bit of a Ranger, too.
  • Maybe you collected some cool items? Check your inventory!
  • The Monk said to see the Regent, who sends you on your second quest "southwards" in search of a tablet for your second quest.
  • This is where the map proves helpful, as I wasn't sure what he meant. So I went for a walk and ended up in Lankwell by mistake. However, this was a fortunate move, as I managed to buy an extraordinary Axe from a Serf after scouring every building in the town. This is next-level progress and, unlike the dagger, isn't dropped when thrown.
  • I figured the Regent might have meant for me to travel to Hampton or Ganestor, so I headed across the desert, killing everything in my wake.
  • I came across another tavern north of the desert. You may wish to stop for a night's rest?
  • It was here that another Serf told me of the desert ruins and their history of a Lyche that can only be killed with Holy Water. Remember that.
  • I went back, but those ruins are in the western part of the desert and locked (for now).
  • He also said I need to search for a Friar Kaine in Rhyder, but that's miles away up north. Are you making notes after talking with NPCs?
  • Anyhow, I made my way to Hampton, which has a tavern. It's around now that I realised I had spent most of my gold on the Axe, and was running low. So, I didn't stay the night and hid inside to replenish the energy I had lost.
  • Regardless, it's often better to buy provisions (food packs) rather than pay for a night's sleep (sometimes they drop after killing enemies).
  • There are more woodlands near here, to the north in a place called Treela. If you're feeling brave, why not explore this region and look for a little village within? Who knows what items might be for sale? After all, a good explorer needs decent footwear. /hint
  • The only place left that is south of my location was Ganestor. Eventually, I found the Regent's tablet, but it wasn't obvious, as the entrance was locked. Weirdly, there is a cellar in another building that could have a secret passageway. Perhaps you should check that out?
  • Now you need to return the tablet to complete your second quest.
  • It was now that I felt lost. Not within the world, but wondering where my third quest might come from. So, I checked out the map and figured, why not have a wander northwards? I stumbled upon an Orc Giant east of Rhyder. He's angry and very tough (he may drop something special!!).
  • However, there was nothing here that seemed to trigger the third quest.
  • A little south, near Treela, is a small tower. Inside is Irial. Progress, at last!
  • He advises us to see an Assassin, located in the south. The game isn't clear, but the assassin will hand over a Confession document, which needs to be taken to the Warden at Ganestor.
  • That place is locked shut, remember?
  • Heidric is actually the Warden in Ganestor, which I didn't realise at first.
  • Give him the Confession.
  • He talks a lot and asks me to seek out a traitor. I remembered that an earlier NPC said he might be within Ganestor. See, always make notes... ahem...
  • This was actually an easy part of the game because all the guards were at their posts. Whereas the traitor isn't.
  • When trying to chat with him, he accuses you of following him, so expect a fight.
  • Now go to see the Warden again, who informs you about a family matter a little north of Ganestor.
  • Ignore the given location; although it's actually pretty close by to the east.
  • When complete, he is thankful and asks that you revisit Irial for a trial in the desert ruins. Finally, we get to see those locked places in/near the desert!
  • There is a Lyche here. Make the wrong move, and you're dead.
  • Sadly, we now begin the only part of the entire game I didn't like. You're expected to activate floor switches - in the correct order - by walking on them. There is no way to know which order is correct, and there are many tiles. Without any clues to the order of hitting these switches, this quest made no sense. So I resorted to an online map, killed the Lyche, and revisited Irial.
  • Wow, this guy demands a lot as he sends you back. Only this time, we're at the Blasted Spot just west of the desert looking for chimes. Again, this is just like the previous part, so I cheated as it is impossible otherwise.
  • Completing that, Irial sends you to Angor to tackle the Grey Abbot.
  • Oddly, I never did get to see the dark fog that a few NPCs told me about. Nor did I get to battle a Dragon, located in the north. I guess these are optional mini-quests.
  • Perhaps I should have explored those areas before killing the Abbot? Meh, he's dead now!

This neatly completes my personal journal through the Times of Lore. Let's see some pics...


Not everyone is completely helpful. I looked for that fog, but never found it...


And I searched everywhere, but found no dragon.




CryptO'pinion

Despite a few frustrations, there’s something genuinely absorbing about Times of Lore, but let's start with some of the quirks I didn't care for. New players might find the scrolling frustratingly sluggish, but the Magic Boots fix this. However, the gameplay speed should have been that good from the start. Albareth consistently reveals its obvious design limitations, with the same enemies appearing almost everywhere across its regions. And don't get me started on the two dungeons near the end of the adventure - very tiresome and illogical.

Stop moaning, Steve. Somehow, none of this stopped me from becoming completely engrossed in its adventure (which you saw on X/Twitter, I'm sure). In fact, this is quite a charming game: NPCs offer cryptic hints rather than clear instructions, nudging you toward locations, items, suspicious characters, or looming undiscovered dangers. You’re expected to make notes, study the included map, remember names, and actually think about what people are telling you. The game never holds you by the hand, and I loved that.

What makes Times of Lore particularly interesting is how it uses the appearance of an RPG without being one. There’s no experience system, no grinding, and very little reason to slaughter every creature you encounter. Gold is only relevant for a few nice but non-essential purchases. Even sleeping at the taverns feels optional, well, unless your health is desperately low. Instead, the real progression comes through exploration, curiosity, and piecing together clues. Talk to people, pay attention, and gradually things make sense. Combat remains straightforward throughout. The simplistic one-button controls and excellent user interface make the game consistently easy and enjoyable. Most enemies can simply be hacked apart with satisfying brutality, especially once you acquire the magical axe, which transforms battles using deadly range attacks.

And that’s really the magic of Times of Lore. Beneath its slow beginning, vague directions, and old-school rough edges lies an enthralling action-adventure that completely pulled me into its world. The game trusts the player to explore, experiment, and use their own common sense. Stick with it, find the boots, buy the axe, make plenty of notes, and you will discover one of the Atari ST’s most absorbing fantasy adventures.

Despite that slow start, Times of Lore completely won me over - an easy 90%.

  • Atarimania has a dump of the original floppy disk with a copy of the much-needed map.
  • Automation released this game on one of their disks, which you can find at Exxos.
  • Untested by me, but there are a couple more floppy disk images here.
  • This is the one. A cool hard disk download by 8BitChip.
  • Le Fétiche Micro has a great walkthrough. Don't ruin the game - only use it if you're stuck!!
  • Did you see my first cheeky post for Times of Lore? :^)







Tuesday, March 17, 2026

Warlock the Avenger






Druid

Warlock the Avenger is the third and final chapter in the Druid trilogy. What trilogy, I hear you ask? Well, the first two games were on 8-bit machines, so you may have missed them before upgrading to the Atari ST. I certainly don’t recall either, although I do have fond memories of Electric Dreams’ Dandy (ZX Spectrum).

Warlock the Avenger is a top-down maze game, similar to Gauntlet. You explore labyrinths, blasting monsters with your wand, loot treasure chests, and desperately search for the exit while enemies respawn with irritating enthusiasm. Additionally, Millennium has included the original game, which is an incredible freebie!

Here, we play a druid spellcaster dude tasked with saving the land of Belorn from yet another surge of demonic chaos (I guess we didn't win in the other games?). Anyhow, an evil lord named Acamantor has clawed his way back from oblivion to enslave everyone. Our mission is to reawaken ancient elemental magic by navigating monster-infested mazes filled with passages, magical power-ups, and plenty of treasure.

Sounds pretty cool, right? Yeah, so let's see a screenshot...



The status bar shows what we have. Keep an eye on it, especially spells and keys.




Let's play!

The opening level plonks you into a woodland surrounded by roaming hordes. Some enemies go down easily, while others soak up multiple hits, encouraging you to switch wand types - some spells are more effective against specific foes. That is something you learn early on, with unobvious help from using the F6 key.

A status bar along the top of the screen shows your energy, keys, power-ups, and spells. Keep your eyes on this, especially the available firepower and keys. Sadly, you only get one life, and contact with an enemy drains your energy. Thankfully, there are special floor tiles that replenish it, but they’re pretty scarce.

Treasure chests are scattered throughout and are absolutely central to survival. Inside, you’ll find spells, keys, screen-clearing special powers, and occasionally a friendly Golem ally. But there's a catch: while a chest may contain several items, you can’t just grab everything and run. Only one thing may be taken, and once you've chosen, that’s it - the chest is gone forever. A poor choice can doom your entire run!

This decision-making is the real heart of Warlock: do you take more firepower, or stock up with keys, but risk running out of "ammo"? Early on, it feels forgiving, but later levels flood you with locked doors. No matter how many keys you think you’ve collected, it never seems to be enough. Arghh, so irritating.

Warlock transported me straight back to my 8-bit gaming days as it’s deceptively simple: explore, kill, loot and repeat. However, the real challenge lies in resource management, particularly looting treasure chests. While spells are often your primary weapon against beasts, keys are arguably the most crucial items.

Several levels in, I found myself completely stuck. The exit lay behind a locked door. I couldn't find any hidden passageways, and I had no keys left. Plus, every chest had already been looted. My only option was to backtrack to a previous level, in the blind hope of finding a chest I may have missed. Sigh.

So close, but no cigar? Well, maybe, but let's see another screenshot...


The ghouls are constantly spawning and are up for a chase. Relentless they are!




Big Tips

This is a maddening game, so do you fancy a few juicy tips? Of course, you do...

  • Never open a chest unless the immediate area is clear of monsters.
  • Different spells work better on certain enemies. So, switch if something took 2/3 shots to die!
  • Hidden passageways are literally invisible, so stay close to a wall to find one.
  • No matter how many goodies are inside a chest, only one item can be taken.
  • Chests can only be opened once.
  • Firepower is important, of course, but the keys are essential.
  • Try to hug the walls, as there might be a hidden passage nearby.
  • Forget the spells unless you have an abundance of keys!
  • Control the wizard in the opening screen to access the original game.
  • Did I mention how important keys and hidden passages are?

I already have loads of spells, so I chose the key from this treasure chest...



Ah, the chest screen with many goodies, but you're only allowed to pick one!




Aesthetics

Players who started their computing life on the Atari ST may find it looks dated. Those of us who upgraded from 8-bit machines will likely feel right at home. It has the look of a ZX Spectrum game without colour clash. The scrolling is always smooth, and the sprites generally look cool - especially on the later levels.
Talking of 8-bit, the original original game never made it to the Atari ST, but it's included, which is a fantastic addition. It plays the same, but I might be brave enough to say it's better. The game looks great with gorgeous backgrounds and sprites. Yep, I might actually prefer this!!
The audio is less impressive, with a decent piece of chip music on the title screen. But in-game, you’re left with sound effects - most of which consist of your wand firing endlessly at respawning monsters.

Let's break up the reading with (you guessed it) another screenshot...



See that daft symbol on the floor? Walk over and stand on it for a while.




CryptO'pinion

I have mixed feelings about Warlock the Avenger. On one hand, it captures the joy of old-school maze games beautifully: rushed exploration, constant combat, and panicked scrambles for the exit. Plus, we get the original game, which wasn’t released on the ST – a fantastic bonus that I wish more games offered.

However, it tries too hard to be different with multiple spells, unnecessary power-ups and a largely unwanted Golem. This muddies what should have been a simple arcade-style game. The single life and brutal energy meter also force you to cheat, which is frustrating. The worst part is having to press F1 to open doors - and only when you’re perfectly aligned with the doorway. Try doing that when monsters are spawning around you!

I’ve enjoyed Warlock, and the inclusion of the original game is a brilliant move by Millennium. Both games play well, though the one-life restriction is a bit of a downer for me. For that reason alone, it falls short. A seriously tough game that forces you to cheat, which isn't good, right? I still enjoyed Warlock, though.

  • Dream Weavers #22 is the disk I used, which I downloaded from Atari Legend.
  • Atarimania have a download (my greetings to Marko!!)
  • Warlock can be installed onto your hard drive thanks to D-Bug and 8BitChip.
  • If you enjoyed this, we have a "overhead" shooters group with loads more!


Shoot the snakes and see what treasures lie ahead.


This is as far as I got. I think that I was about 7/8 levels in, but I ran out of keys, and there were no hidden walls or chests. Must admit, I was more than a bit gutted by that. I need a cheat with 99 keys lol



These next four screenshots are from the original game...


The objective appears the same: run/fight/kill/panic/die!


Oh no, skeletons make their way towards me - Thriller style!!


This old game might be better than its sequel. What, really? Yup, I think so.

Friday, January 09, 2026

Sleepwalker






Nightwalker

Imagine me in 1993, a dedicated Atari STe fanatic, but my beloved computer wasn’t valued nearly enough by the commercial gaming world, and its enhanced hardware remained largely ignored. I was thrilled when Ocean promised an STe-powered platformer. I imagined a vibrant game brimming with exploration and adventure, featuring extra colours, smooth scrolling, and sampled sounds. Yes, I had high hopes.

Of course, I was gutted when I got my hands on a cracked copy: I wanted a platformer to be a platformer - run, jump, explore, pick up bonuses, and so on. Something like Rick Dangerous or Ghosts and Goblins. No, it's more like Lemmings, and I hated that with a vengeance (sorry, not sorry). Glad I saved my cash!

Enough reminiscing about my disappointments, let's see what this game is actually about! In Sleepwalker, we take on the role of Ralph, a desperate dog whose owner, Lee, suffers from sleepwalking and might wander into all kinds of hazards. We must guide him safely through a gauntlet of different levels. Not only do we need to keep him alive, but we cannot let him wake up, or the shock kills him (good, I say!).

As Ralph, we rush to clear away any obstacles, some easy, some dangerous (this part weirdly reminded me of Highway Encounter). As you do this, you're opening up a pathway for the kid, but you may still need to give him a (ahem) gentle kick in the right direction. I guess it’s a mix of puzzle-solving, wrapped in a slapstick package - with the ever-present tension that one wrong move could see Lee tumble into disaster.

As you can see, Sleepwalker does indeed share a bit of its DNA with Lemmings. However, I guess it’s more of a distant cousin you don't like, and, even though we're not digging holes or erecting ladders, you still manipulate the environment to steer Lee away from hazards. The challenge comes from being quick on the joystick and remembering the level map, all whilst thinking ahead to react and redirect Lee.

Sleepwalker is technically stunning, demonstrating the Atari STe with amazing graphics, sounds, and brisk hardware scrolling. Sadly, that means nothing when the game is doggy-do-do. Plus, I couldn’t shake the feeling that it's a cheap Lemmings in disguise. Only this time, we're stressing over a child. Something I do in life, and not what I desire from a game. Playing Sleepwalker is like being on unpaid babysitting duty!

It may have been for Comic Relief, but the only relief I got was switching off my STe and going to bed.

  • Experience my version of 1993 with the same disks - Flame of Finland (download at Atari Legend).
  • The best way to play Sleepwalker is using a hard drive, thanks to Peter Putnik.
  • Sleepwalker is now listed in the Atari STe enhanced games list!
  • Silly tidbit time... I decided to play Sleepwalker after a poll that I posted on X. While it didn’t quite go as planned (ahem), I would like to thank everyone who voted. Follow me on X.


So, we begin, and straight away, the first level is huge and easy to get lost in.


The next level looks really nice, with a bit of a Pitfall feel to it.


Irritating game!! This stupid kid is really annoying me...


...so, I left him and went exploring!


Lost the will to carry on here. So I let him die, for a laugh. Why not!


Once again, I left him to go exploring. I like to wander, me.



The daft look on my face as I realised games were supposed to be fun!



And after all that stress and hassle, the stupid kid is still asleep!!
(check out his big toes lol)

Friday, February 07, 2025

Puffy’s Saga






Cheesy Gauntlet

What do you get if you mix Gauntlet with Pac-Man? If you guessed Puffy’s Saga, well done - you’ve clearly read the title! Released in 1989 by UBI Soft and developed by Claude Sablatou, this adventure sees Puffy and Puffyn trapped in a 20-level dungeon on an alien world. Naturally, it’s packed with monsters lurking around every corner, ready to attack or be avoided. The goal is simple - collect all the power dots and escape.

Each level is designed much like Gauntlet, with a similar look and feel. There are plenty of traps to avoid (if you can), and the monsters are a bizarre bunch - jellyfish, living puddles of water, and relentless eyeballs that will chase when you get too close - and they can’t be killed! The joystick controls are responsive, especially for Puffyn, who moves with a bit more agility (Puffy is stronger with better weapon fire).

You can play as either character, but this isn’t a multiplayer fest like you might first assume, but rather solo. However, there’s a small co-op element in the form of character switching, though this relies on a collectable item called a Magic Gom. Picking one up lets you swap characters, gain better firepower, move faster, and so on. If you’re lucky enough to find more, you can even skip a level or slow down the monsters.

Playing Puffy’s Saga is a fun, familiar experience because it feels like Gauntlet. However, it is more like a chaotic game of chase in a maze (I like how that sounds). There are tons of monsters eager to hunt you down, and every touch drains your energy. That is displayed on the status panel and gradually depletes. So you will need to constantly hunt for food to keep going, which detracts from the fun of exploration.

Ultimately, Puffy and Puffyn are essentially playing Pac-Man - grabbing dots, dodging enemies, and rushing to the next level in a bewildering panic. The challenge is the sheer number (and strength) of the monsters, because there are way too many to cope with. As a result, your energy drains far too quickly, which was my biggest gripe - it's not balanced and feels restrictive. Because of this, I never made it past a handful of levels.

Okay, let's take a small break and check out a couple of screenshots...



Being chased, losing valuable energy... at least I have a near-pointless map!


Looking remarkably like Gauntlet for the second level, I thought.




Monsters, Power-Ups, and Other Stuff!

The main menu is essentially a help sheet, so take a good look before you start. It showcases the monsters - some, like eyeballs, are invincible and best avoided (if you can), while others can be defeated or lured away. You’ll also spot a list of power-ups, though I only managed to find extra speed and firepower!

Interestingly, the function keys unlock a variety of “hidden” features:
  • F1 will pause the game.
  • F2 flips between 50/60Hz.
  • F3/F4 will slow or increase the game speed.
  • F5 utilises that empty part of the screen with a map (requires two Magic Goms).
  • F6 provides a training mode that whisks you to level 7.

These power-ups require one magic gom to work:
  • The HELP key will switch between the two characters.
  • F key will give you bad breath as temporary firepower.
  • S key provides a speed bonus.
  • Pressing H adds 100 points to your health.

These two functions require two magic goms:
  • The UNDO key zips you off to the next level.
  • And the M key slows the monsters down.

Hang on, what's a Magic Gom? It’s a blue ball - grab them whenever you can. That said, keep an eye out for food, as it restores health. It adds 100 points, which isn’t much, but hey, it’s better than nothing!

Right, I'm hitting the F1 key to pause the chat for a couple of screenshots...


Pods, keys, beef, and magic are what you need. Stay clear of the "monsters"!



On this level, I was struggling with my health and needed food. Use the map!




Aesthetics

The visuals are a bit odd and left me with mixed feelings. On the one hand, the design might be a bit familiar (cough - cough - totally ripped), but everything still looks great. I really liked the use of colour, and the cartoon-like designs of the sprites and items are superb. The scrolling is fairly smooth, though it can slow down a little when a bunch of enemies are chasing after you. The real bummer is that older STs (without a Blitter Chip) suffer from awful push-scrolling, which is a real hindrance for a "must-scroll" game like this.

Surprisingly, this game supports the Blitter! Yep, the Mega ST and all Atari STe computers will produce real scrolling instead of that push muck!! In all honesty, I was shocked by this discovery, as it fees like a hidden backdoor attempt of supporting the Blitter? Almost a secret!

Perhaps this is the first game to support the Atari STe? Although it appears to have been released before the computer itself. Or rather the first game to support the Mega ST as that had a Blitter from 1987. But it would require TOS 1.04 because the game isn't compatible with TOS 1.02.

It doesn't make sense, right? My head is about to explode over this!!
 
Anyhow, kudos to Claude for going that extra Blitted mile.

The audio is delightful, with samples for every action - eat something, and you hear “YUM!”. When low on energy, you’re warned about death. It’s all cute and in a French style we love. However, and I hate to say this, but after a while, it can get a bit grating. I would’ve loved the option for YM effects instead. That said, I’ve got to tip my virtual hat to Claude for going the extra mile with so many silly sound samples.

Could this be one of the first Blitter games? Let's see some screenshots while we ponder that...



As with Gauntlet, keys unlock the barriers blocking our path.



I just started the level, and immediately I'm surrounded by those damn jellyfish!




The CryptO'pinion

Puffy’s Saga was always going to be seen as a Gauntlet knockoff, but that doesn’t mean it couldn’t have been a decent game. Unfortunately, it falls short due to its cumbersome design. You're always in a panic, worrying about dying due to the lack of health and food pick-ups. The hordes of monsters become impossible to defeat when they all swarm. Factor in the complexity of the power-ups, Magic Goms, and the absence of a default map, and it all becomes too much to handle, making it more frustrating than enjoyable.

Wow, this isn't looking good, is it? Despite my whinging, the core gameplay isn’t bad - running through Gauntlet levels and killing monsters is fun. I liked the speed of Puffyn and the power of Puffy; this spices things up nicely. Plus, like many French games, the aesthetics are lovely - stunning visuals and silly samples.

Puffy's Saga needed more energy and greater rewards from food pickups. Not to mention better use of items/power-ups and dumping that bad idea of Magic Goms!! All this would’ve eased the difficulty, making it balanced and more enjoyable. As it is, I struggled to get too far without running out of energy!

I reckon I need to rate this based on the hardware. On older STs without a Blitter, the push-scrolling is painful, so I’d have to give it a brutal 35%. But on something like the Mega ST or Atari STe, it runs much smoother and plays way better. Proper scrolling makes it a lot more enjoyable, so I'd say it deserves a surprisingly decent 60%At the end of the day, though, Blitter or not, just play Gauntlet II instead.

  • Atari Legend has a floppy disk by The Midland Boyz.
  • 8BitChip has an installable hard drive game that supports the Blitter.
  • It's not often I record videos these days, but check out the ST scrolling below...