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

Tuesday, June 03, 2025

Phantasie - Day 5





Into the Dungeons!

It's been a long time since I last wrote about Phantasie. No, I haven’t given up and run away scared! Things have just been a bit hectic lately at Crypt Towers, what with us now having DOOM (grin). But I’m back, sword in hand, and ready for possibly the most important part of any adventure game - the dungeon.

Since the last post, my progress has exploded, and I’ve explored huge chunks of the western island. The game feels like it properly opens up after all that early grinding in and around Pelnor. We're now rocking decent gear and are highly trained. That said, it's more of the same with a battle around every corner, and the difficulty keeps creeping up. But thanks to all that early farming (as the kids say), I find my party handles it.

Let’s rewind a bit and talk about that first dungeon close to Pelnor. Unlike many crawlers, these aren't procedurally generated; the physical layout stays the same, but your experience is different. For me, the dungeons are where Phantasie excels. Outside is fun, but it’s "just" the road between towns, loot, and trouble. The dungeons are enticing, as you must examine everything and question each move. There are several dungeons packed with puzzles, traps, weapons, and of course, runes. Their appearance reminds me a little of Rogue, a view of overhead corridors and rooms that slowly reveal themselves as you explore.

Encounters work in two ways: some are random, and others appear tied to specific tiles. Step on the wrong one and it's battle time - even when returning to that tile, which makes it tricky to avoid (yet another) conflict in a doorway or corridor!! That said, Phantasie gives you a range of options, so try greeting your would-be attackers. It doesn’t always work, but it’s worth a shot - especially since it doesn’t cost you a turn.

One of the best features is the mapping system. Because the dungeons don’t change, you can rely on each map for reference as you poke around. Yes, the game offers to record your exploration! It’s surprisingly helpful and saves a lot of faffing about, especially when you need to return. Each dungeon contains a special rune reward, but you’ll need to survive traps, puzzles, and the usual monster mayhem to get it.

This is the fifth post, wrapping up my run through the basics of Phantasie. I shall hack & slash a bit more before my final conclusion. Until then, grab a sword, light a torch, and get inside that dungeon!!

This post is dedicated to my mate Tom for his support since day one. Talking of days, if you missed the earlier posts then I have the links here: Day One, Day Two, Day Three, and Day Four.



The green marker at the top is always the dungeon's entrance (and exit)
As you walk, the dungeon is revealed; watch out for traps and encounters.
The yellow markers are doors, and the green blobs can be interacted with.



The red/yellow marker is me, and I'm in the Storage Room.
The southwestern part of this dungeon is a minefield that took many attempts!!
Scroll down for the correct route...



I had to look twice when I entered this room!
I see a locked door and something curious in the east of the room.
This is actually a deceptively difficult dungeon with many battles.



Yes, there are people in the dungeons, and they're not all angry beasts.
The quests are interesting, but the user interface begins to show its age.
Phantasie needed a better way to check on quests, items, and more.



When you're out adventuring, you may return to town to catch your breath.
The game saves mapping progress for when you get back. Fantastic!!

2 left
2 down
1 right
2 down
3 left
2 down
5 right
1 up
3 right

Wednesday, February 05, 2025

Phantasie - Day 1





I've arrived on the Isle of Gelnor

Some of you might remember the fun I had sharing my progress in Cosmos Chronicles, Sword of Kadash, Galdregon's Domain, Uninvited, and others. No? Oh... Well, I enjoy RPG and Adventure games and was in the mood for something new to experience. Lately, I’ve spent plenty of time crawling through LARN, Rogue, Nano Cave, etc. All brilliant, but none offer that sense of a larger "journey" or long-term quest.

I was craving something fresh to really sink my teeth into. Then I remembered a video by Into The Vertical Blank about Phantasie, which I’ve never played. You’ve got to love Jeff’s enthusiasm! He made it seem like a grind worth taking on, and that was all the encouragement I needed to start on my own adventure!

Let's embark on this new adventure, a journey I've missed out on for the past four decades...

I find myself on an island called Gelnor, which is riddled with danger at every turn. I can see an entrance to a distant dungeon amongst the lush woodlands as I enter the town of Pelnor. Seeking answers, I step into the local inn, where a hushed conversation unveils a grim truth. I learn that a sorcerer called Nikademus who uses Black Knights to wreak havoc across the island.

Should I rise to the challenge and seek to defeat Nikademus, freeing this island from his reign of terror? Of course, I will. Yet it’s only a matter of time before I come face to face with the Black Knights. So I need allies - strong and fearless - because no one has ever triumphed against them. To the Guild, then. Let’s see who has the courage to stand with me on this journey!

The basic objective is to explore and kill lots and lots (and lots) of monsters and collect nine runes. These will help to defeat the Black Knights. I see a dungeon... Odds are I need to plunder that to find the first!

Hmm, I feel I should warn you that this won’t be over quickly, and I’m bound to make plenty of rookie mistakes. But rest assured, I'm enthusiastic and always welcome to receive any feedback along the way. So, over the coming months, I'll post regular updates on how I'm getting on. Unless, of course, I give up! O_o

Yes, folks, here I am, starting something new and daring enough to share it with the world.

Let’s hope I don’t end up looking like a complete knob.

Saturday, January 18, 2025

Caverns Of Larn





Roguelikey!

Over Christmas, I spent a lot of time eating, drinking, and exploring the STs catalogue of "1st gen" roguelikes. I think my curiosity was sparked by the fun I had creating floppy disks for Rogue and Asterix in the Dungeons of Doom. By the way, did you download those floppy disks? Well, you should as they're totally free!

The fun continued into the new year, and if you follow me on Twitter/X, you will have caught glimpses of my trials and tribulations. I thoroughly enjoyed the playtesting (with many failures) as the Atari ST boasts a treasure trove of early roguelikes that took me back to the era of Terminals - or at least Terminal Emulators!

The first game I played was DDST online at Darkforce BBS. It’s incredibly easy to dive into, and I downloaded the standalone version for my ST. What a fantastic game! Be warned, the difficulty will hit you with a wallop early on. My advice: get straight to the Inn. I also tried Hack, Moira, and Omega (yikes, that one’s brutal).

The game that instantly clicked with me was LARN, which I found most appealing. Originally released in 1986 by Noah Morgan, the Atari ST version was created by Cornelius Caesar in 1988. Additionally, another "Larn" is listed on Atarimania by Howard Chu which he released a year earlier in 1987 with a slight display variation.

I genuinely took to Larn from the start and found it different and curiously interesting because:

  • There is no Amulet of Yendor instead, the goal is to find a potion to save your sick daughter.
  • We can be male or female and choose a name (via a config file) but nothing more. No rollable stats, class, race, etc. because you are who you are!
  • Each game starts in your hometown, which offers access to the dungeons as well as a variety of places to buy, sell, and trade. There’s even a college for training.
  • The dungeon consists of "only" 10 levels, but they aren’t structured with corridors and isolated rooms. Instead, it uses a close/interconnected feel plus wide-open caverns.
  • As you would expect, each level is randomly generated. But its design offers multiple routes rather than following a linear design to the exit.
  • Heck, there's even a 3-level Volcano dungeon but don't bother unless you're strong and experienced. That's me out then!
  • Backtracking up through the dungeon is also possible.
  • Oh, and we're no longer the @ but a block. Perhaps we've put on some weight?

Let's break up the yabbering with a screenshot of the plot regarding our daughter...



A heartbreaking tale that I hope to assist with. Ahem, maybe not today!





Almost five decades later!

Playing LARN is charming from the get-go and screams, "I'm old and proud!". The adventure begins in our hometown; healthy, poor (ie, no gold), armed with a dagger, and wearing leather armour. The town has many sights, so explore to see what's what. But you will return at a later time to purchase better gear.

The dungeon's entrance is marked by an "E". Once inside, only the closest (explored) parts are visible. Walls are made using the hash # symbol. Monsters, objects, and items are all represented by different letters, H = Hobgoblin, B = Bats, ! = Potion, A = Altar, and so on. The bottom of the screen displays your HP, along with other stats, available spells, and feedback information. Also, active spells are shown on the right side.

Walk (or running) through the first level is quick and done in relative safety. Killing should be easy as the monsters are mostly Hobgoblins and Bats. Bag all the goodies you can but, remember that many items will require identifying - unless you're willing to chance it? That is a massive risk as some potions won't work favourably. Interestingly, reading/quaffing activates identification for the remainder.

As you progress, hit the I key to see your inventory and an indication of what you could sell in town for gold. Afterwards, purchase armour, learn a skill, or buy a better weapon. The inventory also shows Mobuls. This is a timer that displays how long your daughter has to live. This isn't nearly as restricting as you think and can even be extended with the 'Expanded Awareness' scroll. Your progression works differently with experience earned as we hack and slash our way through. The more killed, the stronger we become.

So far, I've reached level eight, but that didn't last long as an Xorn ended my journey. I had no chance of success; my magic & melee skills were no match for that beast! Perhaps I should have used the college? Of course, there are no extra lives as Larn uses Permadeath. It pays to be a savvy adventurer!

Okay fellow adventurers, let's take a peep at another screenshot...



I was doing well until I fell into a trap and down a level. No way out!




Juicy Tips

Firstly, press the "?" key to access help. This explains how to identify everything in the dungeon and lists the key commands. It may seem overwhelming at first, but I promise you'll get the hang of it quickly.

  • You start with no gold, equipped only with a dagger and rags. Fortunately, the first level is easier than the rest, so why not clear it of monsters? Collect the gold, gems, and chests before returning to town like Mr Moneybags. The first stop should be the Trading Post (S) before visiting the Thrift Shoppe (=).
  • Just don't sell your books!
  • Check out the college. Have I hinted enough about that?
  • Initially, buy better armour as a priority over a weapon.
  • Missing a turn (and running) are great ways to recover HP.
  • In the first couple of dungeons, I often ignore potions. I'm tired of quaffing myself with forgetfulness or blindness!
  • Scrolls are superb and there are no negative effects. (Expanded Awareness is helpful)
  • Press the D key to see what spells are available and you shall note each has three letters. This is the code used to [c]ast spells. This is an excellent system!
  • Scrolls and potions used are automatically identified after one use.
  • Pits are dangerous and sometimes you might fall down a level. Beware! However, they are good for leading monsters to their demise!
  • Don't waste spells on lesser monsters unless you're low on HP.
  • Only got a small amount of gold? Buy the spear!
  • Don't try to wear clothing (ring, belts, shields, etc) as everything other than armour is automatically worn by sitting in the inventory.
  • Fountains, Thrones, and Holy Alters are objects you can interact with. Their results vary!
  • Be respectful of the throne. Or maybe not? It's risky!
  • I have a theory about the Volcano levels. I aim to sneak in, grab an item of high value and sneak out as quickly as possible. Should work. It hasn't yet...
  • If you've noticed a "?" for the level, this is normal after falling down a trap.
  • Rust monsters aren't too deadly but check your inventory after!
  • Mobuls are plentiful but there is a Time Warp scroll to ease concern.
  • Don't worry about paying your taxes, that's for those who completed LARN. Yes, there is a tax to pay on your gold, and I believe it was Starmer's commie idea!
  • You can launch the game with various parameters (read the docs). It's possible to change the difficulty... but... are you really THAT good?
  • Works in Medium Resolution & Monochrome.
  • Read the docs.

Never has plain text been this rewarding! So let's celebrate with another colourful screenshot...



As you progress, you will discover many locked doors to tempt you!





CryptO'pinion

LARN offers a fantastic introduction to classic #roguelike games, transporting you to the nostalgic charm of the 1980s. Unassumingly rather bland, and initially intimidating, but this is one hell of an adventure. In fact, Larn provides the perfect opportunity to learn what it is to hack through an ASCII dungeon. After playing Rogue with its delightful sprites, I genuinely didn't expect to enjoy Larn. Well, I blummin' did. Big time!

Larn's strengths lie in how easy it is to pick up and play compared to the others, especially Omega. It's balanced well and offers an adventure that's, not only worth playing but, also possible to conquer. I highly recommend Larn to all budding adventurers, especially those willing to embrace the past and enjoy gameplay over flashy visuals. Now, this might not happen often - so brace yourself - my rating is a stonking 10/10.

Atarimania has both Larn games available for download: https://www.atarimania.com/...



LARN is the very first Atari ST game to earn the prestigious AtariCrypt SMASH award from me!
Maybe prestigious is rich but it's well deserved. I hope you guys play this #roguelike

Friday, December 27, 2024

With Asterix in the Dungeons of Doom




Crawling with Asterix

Following the success of RogueCrypt (yes, that’s what I named it and I shall be forever sorry), Mug UK asked me to create a similar image for the Asterix-themed Rogue hack. This version is essentially the same game with graphical modifications. Asterix in the Dungeons of Doom allows us to take on the role of Asterix instead of the Rogue character while keeping most other aspects unchanged. I’m tempted to call this disk AsterixCrypt. Have I hit an all-time low? Yeah, maybe I’m taking this naming convention a bit too far.

Regardless, here are all the links you need for the file download and more...


To tempt you to play, I'll end with screenshots of the Gaulish warrior's adventure...



Asterix isn't used to a dungeon so let's help him beat the monsters and grab the loot!


Shush, the bat is asleep. Quietly get that potion, treasure, and scroll...


Kestral's are mean beasts and this one wasn't alone.


I spent time searching for a hidden door but the exit was hiding under a sleeping bat!



I wanna run and escape but a slime beast is in my way.


Avoiding the Leprechaun as best I can in a darkened room.



Phantoms are strong, a zap from my wand helped a bunch!



I guess the dungeons proved too much for our little warrior?

Thursday, December 19, 2024

RogueCrypt





ROGUE!!

I've been considering doing this for quite a while. Why it's taken me so long is anyone's guess, but I can imagine most of you already use Peter's excellent hard drive version? Nonetheless, I have created my own bootable floppy image, which I have named RogueCrypt. Yes, I know the name is awful.

My disk is built on Peter's excellent hack, but I've added a few optional extras to make the Rogue's quest even more interesting. QuickST is used for a slightly faster display (hopefully) and XControl automatically disables the key clicks. You also have the option to switch between 50/60Hz which I love to use. I've tested with Atari ST/STe running TOS 1.02(1MB) and TOS 1.62(4MB). Oh, there might be a couple of extra surprises too!

I hope someone finds this interesting enough to download. Rogue is such a fantastic game and the perfect reason to take a break from your PC or Xbox. Download my disk and enjoy the dungeons of Rogue.


After creating the disk image, I decided to test my luck and take a stroll through the dungeons...



Rogue is quite possibly one of the best Atari ST games. What say you?



Oh no, I've hit a dead end? Use the search, dummy!



In the dark and set upon by a zombie and a rattlesnake. Life's not fair.



Exploring another corridor, and something from a children's TV show appears!



My adventure ended soon after. I need a cheat (joke!)

Wednesday, July 03, 2024

Welcome to my adventure - day one




The trouble with me is...

Wow, where do I begin with that one? I better not! Anyhow, with regard to the ST and AtariCrypt, I'm a bit daft and usually annoy myself. I always have far too many games on the go! I hardly ever finish writing before moving on to the next. Sigh, I'll never change but I have decided to try and concentrate on one game. Something that I find truly fascinating.


Cosmos Chronicles

If you're sitting there - bored stupid - wondering what Cosmos Chronicles is then you're either dead, been in a coma, or just insane. I previewed it yonks ago, perhaps you should check that link out? This is such an engaging adventure, a unique mash of ideas and somewhat a futuristic Ultima you might say - with touches of Sundog and Frontier!

So, I figured it would be a great game to feature my progress - as and when it's made. Kinda like I did for Atari's Super Pack and when mapping Sword Of Kadash. However, this time, with smaller posts I can knock out quicker (he says). However, note that I'm no expert rogue slayer! I'm merely an ST Dude having fun with a wonderful new game :)


The game

We are a young chap called Floyd Cooper and we live on Acriel, a small rock orbiting a larger planet called Nova. Here we work the land as a farmer with my Auntie and Uncle Vetea. Long story, cut short, the military turned up and killed them! Our father's spaceship is inside the barn and a friend is located northwards. Better check all that out, eh?

Exploring Acriel is easy; similar to what you would have seen in the Ultima games. Move using the cursor keys and enter a building (like the farmhouse) by walking up to it and tapping the 'up arrow' to enter. Once inside, explore as you did outside. Additionally, to interact and select/talk/pickup you should hit the 'Return key'. The cursor keys are now used to select items in the inventory plus relevant actions. Hitting "backspace" cancels and returns to the game.

Interestingly, Cosmos Chronicles supports the Blitter Chip so will feel faster on the Atari STe.

Additionally, backspace will be used inside the Cosmos to take off and enter space. The 'spacebar' is also used but more on that later in this series. Finally, the 'ESC key' can be used to quit. Are you a quitter boy??? I expect not!


"Day one"

For those who read what I previously published, this appears a repeat? It is. Apologies but I decided to restart from the beginning again - which makes perfect sense for this run of articles covering my progress. I hope!

The initial parts of this tragic storyline are perfect for learning the gameplay basics. It allows easy learning of the interface, exploring, collecting items, using the radar, and interacting with the soldiers (ie, learning how to fight). The interface is straightforward - top/right is the planet's conditions under the radar. Further down are details on health, fatigue, food and water. Under the play area, is your inventory and an area for messages/communication.

I'll no doubt die and restart multiple times but, I hope this will be an enjoyable adventure to document. Perhaps this might inspire you to buy the game for yourself? Please note that this isn't a walkthrough - not possible - it's merely an enjoyable romp through a fantastic adventure. Wish me luck - my only wish is not to embarrass myself (too much).

I would love to hear from anyone who is playing this game.
How deep into it are you?
Share your tips!

Okay, are you ready? Let's view the trials and tribulations we must go through before the game properly begins...



We've been rumbled! Skiving under a tree, we hear a distant noise at the farm.
(Note the radar, top/right, this helps to show where the farm is)



Heading northwest, we arrive at the farm but our uncle has a worried look on his face!
(Hey, there's a field of food... I wonder what is inside that barn?)



Of course, we decide to check out the farmhouse first... Ah, a weapon!
(Note the inventory - food/water. On the right are your stats)



Those soldiers are cruel. At least they didn't kill that cute cow!
(Mmm, there's nothing tastier than a big, juicy steak)



This takes us into our first battle. Note the new options and helpful info on the right.
(Your first battle is confusing - choose to arm yourself first and then attack)



Buried them quick, didn't I? Anyhow, our uncle survived long enough for a few final words.
(You could walk north, it's not far. But you have a spaceship now...)


We're scared but bravely head northwards into unknown lands.
We find food, animals, and a house. Let's investigate inside that house!

Brace yourself for the second daring part of my adventure...

Sunday, June 09, 2024

Nano Cave





Deeper dungeons!

Like a lamer, I enjoy following events like Silly Venture and the latest unleashed incredible art, music, demos, and much more (for all Atari's). It's mind-blowing to think these gatherings still happen today, and for a computer older than most 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 many ST games (Saboteur III, Mystic Realm, PouifOuf). I'm a massive fan of the genre, so news of a new "Rogue" was exciting, albeit with a pinch of apprehension about 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. I'm getting those 1980's vibes - this is like a modern "Dream Team"!!

Nano Cave has something I never expected to see - graphical skins to 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 cosmetic. Regardless, I loved experimenting with the different skins!

Older gamers are drooling over the prospect of this, so 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, surely I mistyped there and meant 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 finds these caves? Who can resist that challenge? Meh, not me!

Upon booting, a fantastic intro plays with superb chip music. Well, it is an Atari ST game. Okay, don't sit there too long enjoying that - hit the spacebar for the main menu. Here you can choose from many different options and also play around with the various graphical skins. There are many to choose from - or you could leave the game to automatically cycle through them one by one? It's up to you.

Note - this is a work in progress. There are 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 by comparison.

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 in the sense that we're plundering a 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 locations 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 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 (exactly like you did in Rogue). As you get close(ish) to an enemy, a pop-up appears detailing their stats. That might help you to decide whether to fight or flee. I say fight - so just keep on bumping your foes until they are no more (I sound like a cruel poet lol!).

A "HUD" shows our current statistics and moves from top-to-bottom depending on our position (hitting "H" will hide that). 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 is lite on function and features. 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 and a simple affair without depth. It's a roguelike, so the gameplay is based around action and exploration. 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 back through the dungeon. You're obviously a dungeon-crawling rockstar! However, I doubt I'll experience that as level 10 was cruel enough. This game is not easy, which is good. Oh, and Permadeath is used so - explore carefully. Hey, what did you expect?

Nano Cave offers the genre a new, modern twist, and I love 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, items are randomly placed - 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?). Gold is purely cosmetic and something those Leprechaun fellas love to pinch!

The most interesting pickups are potions & scrolls that provide a wealth of positive and negative effects. Sadly, some are yet to be implemented, so 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!! 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 - this is a killer and I got it a lot!!

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 - which means that a new 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 until later.

As is always the case, this is a gamble - do you wait for an identification scroll or run the risk and take a chance? Personally, I think Nano Cave needs more identification scrolls to balance the gameplay. It's way off at the moment with too few scrolls. 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 in an alphabetical list. This includes all encounters you've successfully overcome, like beating a Kestrel (yikes!). Plus silly ones like filling up your inventory, starving yourself, and a chest grabber (lol - I kid you not). Whatever, this is a superb addition!

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

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, I love the graphics. Thankfully, the game 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 them all, but the C64 graphics are my second fave - please don't shoot me. Pépé has blown me away with these skins, and the variety is great. This idea is far beyond what I imagined; 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. Sometimes background music doesn't suit a game, sometimes it gets disabled, and sometimes it's rubbish. Not here. It's fantastic and perfect for a rogue's adventure.

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

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 with a few niggles, but it doesn't disappoint whatsoever. It's straightforward without much of a learning curve or pesky complications, so it's 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 & 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 hope to beat level 10 one day. So, wait no more and download this wonderful game. My rating 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 thought it was plain, but I genuinely love it.



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



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


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


Legends.

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