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

Friday, January 24, 2025

SHOTGUN





Click Click BOOM!!

One of the latest games for the Atari STe is from Thomas Ilg, a bloke known for his passion and dedication over the past few years. It all began with the marvellous Laserball and has since blossomed with a string of crazy-stupid-silly games!! The latest comes from the same Froggy stable and is a Commodore 64 port of a rather unassuming shooter. Imagine yourself in an arena with a sole objective - massacre everyone!

This game is for 1-4 players, whether human or computer, and uses various control methods - keyboard, joystick, JagPad, and even the option to use the parallel port via the ST4PLAYER adapter. Shotgun offers a selection of gameplay styles, including battle/deathmatch and a treasure hunt (which I absolutely loved). There are also Marathon/Tournament modes and more to take Shotgun beyond its humble 8-bit roots.

Let's reload our shotguns and take a quick break for some sexy screenshots...



Forgetting the treasure chests, I try to shoot my daughter. Dad of the year, eh?
( Atari STe graphics )



There aren't many games I can win these days so I'll take anything I can get!
( Commodore 64 graphics )




Let's Play

Each player competes in a walled arena, similar in design to a Bomberman maze. Players begin in their specific corner of the screen and must rush to find a shotgun. Once armed, the goal is to blast your opponents into smithereens. If you die (and you will) you are respawned, unarmed, at your starting position. And that's pretty much the gist of Shotgun - running around a maze trying to take out your friends & family.

Actually, there’s more to it than meets the eye. This simple format has been expanded in several ways to add more playable and aesthetic content. You aren't restricted to Battles and Deathmatches as you can also run a Marathon of events and compete in Tournaments. There is also a Treasure Hunt which I personally adore. This takes the basic design one stage further by adding shootable chests filled with goodies.

However, for me, it's best when the co-op part is activated in normal games. That feature brings everything together very nicely. Why? Well, it's good to have backup rather than struggling alone. Especially with my reactions! (AI can still be used in the tournaments - see below)

Thomas has created a variety of unique options to alter the play length and includes the Extended C64-smashing features. The computer can take over idle players with impressive AI. They may frantically dash about like headless chickens but their reactions are sharp - I dare you to outmatch a trigger-happy ST!!

The audio is incredible with outstanding music and sound effects; you can swap between them from the menu. The graphics constantly run at 50fps which is jaw-droppingly smooth. Even better (is that possible?), the visuals can be swapped - like we saw in Frogs - for an assortment of styles. I shouldn't say this, but the C64 graphics are my favourite. Sure, they might look clunky with less detail but they suit the vibe perfectly.

Yep, Shotgun has an impressive array of configurability; I love how I can customise the look and feel so easily. Being able to change how an ST game looks is quite unique when you think about it. I dare you to dislike C64 graphics when playing the Treasure Hunt on Arena G (a gorgeous map). Whatever you modify, gather the family around your Atari and enjoy the chaotic panic of killing them. That's great family entertainment!

Okay, enough yapping. Let's take a peep at some more screenshots...



Marathon is the right title because it's certainly a marathon quest.
This game can cause conflict - my daughter stormed off in a huff during this!



No, this wasn't a real Tournament as I just wanted a playtest. Like I've that many friends!
Although it would be nice to play with Daisy Duke... sigh...





Big Tips

  • The AI opponents are annoyingly quick so why not disable that to practice?
  • Afterwards, enable the AI and practice in Battle/Deathmatch modes.
  • Just a thought... if the AI is active, you could (ahem) be a big, fat cheating camper waiting for an enemy to cross your path. Surely not?
  • The AI is good for shoots but less so when navigating a tighter maze. Something to think about?
  • Each shotgun only carries 3 bullets, so don't get caught unarmed!
  • Getting your ass handed to you on a plate - try co-op.
  • Don't double-shoot the chests in Treasure Hunt.
  • Type in "xmas" on the main menu for a Christmas mode with our Shotgun guys in Santa outfits.
  • Don't forget to use the different display modes. I'm a sucker for the C64 and Stony graphics.
  • Gamers can use all of the different ST/STe controllers but those with more friends than me should consider buying the ST4PLAYER adapter. Links below.
  • No friends for the Tournament? Create a name using this format to assist "AI <name>".
  • Great on the ST but even better for the Atari STe 🎧
  • Best played with a friend(s). Or friends you hate and wish to lose quickly!

Words of wisdom? Well, maybe not. Let's take another break for some more screenshots...



Co-op is great and the threat of friendly fire made it feverishly exciting!!
( using the Stony theme )



Probably the hardest map of all to play any game as it's so open.
( using the "Bunker" theme )





The CryptO'pinion

When I first played, I immediately liked Battle/Deathmatch but I could tell there wasn't much longevity, especially solo. However, I thought the Treasure Hunt mode was better by a long shot (no pun). This introduces random treasure chests for points rather than merely playing a form of deathmatch. Better still, are the Marathon and Tournament events because they can use random game modes that spice it up further.

For me, the best is the slick integration of co-op into all but Tournament and Marathon. Having someone to fight alongside is an outstanding feature that won me over big time (this works with the AI if playing alone).

I hope you guys download Shotgun because it's a blast(!). I enjoyed frantically scurrying in a frenzy looking for a weapon and someone to kill. It's an exciting adrenaline rush far beyond my meagre words.


Waste no more time and get this game!

+ Game download for only $4 https://anarcholab.itch.io/shotgun-st
+ Can I tempt you with the boxed game? https://www.hd-videofilm.com/shotgun/boxed
+ Full credits and a demo download https://www.atarimania.com/shotgun.html


Even more Atari ST games by Thomas





Completing a Tournament/Marathon rewards with extra maps.
Bonus map #1



Note the doorways that can be opened, a simple but nice feature.
Bonus map #2


Of the three bonus maps, this one is my favourite.
Bonus map #3



These are photos of goodies Thomas generously sent me.
This one is going on my Atari ST wall asap!!



Unfortunately, this isn’t the boxed game I had originally hoped for.
This is like a flyer and will also be going on my ST wall.



Thank you Thomas for the ST4PLAYER adapter!!!
Whether they like it or not, my family will enjoy being beaten by me. (gameplay wise lol)

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

Thursday, January 02, 2025

Treasure in Cave





Montezuma's Revenge

Treasure In Cave was released in 2021 by Bülent Özgür for Silly Venture. It's a platformer developed in STOS for the Atari STe and appears to be a tribute to Montezuma's Revenge. It feels somewhat of a teaser because there are only five rooms. Not only that but I found bugs - my character managed to walk within the floors! Also, the game fails to boot up on my Mega STe. Thankfully, my 2/4MB Atari STe running TOS 1.62 is fine.

There are no docs so I presume it's modelled on the above. Hey, we might even be a distant relative to Panama Joe? Anyhow, the objective is easy, collect the coins in each cave as you venture deeper into the caverns. Uncomplicated gameplay works for me and I love the chance to play a version of this platformer.

Let's start on a negative with a silly screenshot of his feet walking inside the floor...



The bugs are disappointing but do not ruin the game.




Five 16th century caves

As a fuji Panama Joe, use your joystick to walk left/right, climb ladders/ropes, and jump. Thankfully, there is no timer but we have an energy meter that depletes by touching a monster, falling, and (wait for it) jumping. All caves have a few coins and also special items to unlock the exit door and replenish energy.

Each room is a mini labyrinth of platforms, ladders, and ropes. The design is simple and easy to navigate; made slightly harder by each cave's lone monster. So collect the coins, top up your energy, and grab the exit key. Once all five caves are complete, the game is over, and you're thrown back at the little green desktop. That's strange, but I suppose there's no point in staying any longer. Always leave them wanting more, uh?

Let's break up the chitchat with a cool photo of Bulent's superb computer room...


What a setup!! And it's only one part of his room. Links below for more photos.




Aesthetics

The graphics are quite adequate albeit poor compared to other platformers. Very much 8-bit, which is oddly what I like and reminds me of the Monty Mole games. The sprites are good but there are so few enemies and they move very slowly. Sadly, some bugs might hamper your efforts to collect items, leap onto platforms, and use the exit door. It's not something that can't be fixed by repositioning a little, but it is disappointing.

The audio fares much better with stereo music by Raphaël Gesqua [aka Audiomonster]. This plays throughout and alongside a whopping array of different sound effects - I'm being sarcastic because you hear a sound only when collecting coins. Honestly, sound effects would only detract from the brilliance of the music.

Few games feature a help screen and this one has an Atari joystick for extra glam...



I had to read that twice, I didn't grasp why jumping would cause energy loss!




CryptO'pinion

I've enjoyed Treasure in Cave but it kills me that I cannot continue after the fifth cave. It's not nearly enough and I desperately wanted to ransack many more. appreciated the homage to Montezuma's Revenge and thoroughly enjoyed the old-school vibe. I'm hoping Bulent continues development as it has great potential.

For now, I'm slapping it with a heartbreaking score of 50%. Disappointing, I know but it needed more levels. However, remember Bulent is new to the Atari STe, and this is his first game. Considering that, I'm genuinely impressed with Treasure in Cave, and I look forward to playing his next release soon!

Treasure in Cave can be downloaded at AtariUpToDate and Atarimania.



~~> Bülent Özgür <~~


I contacted Bulent to ask about his game; I wondered if development had ceased or been put on hold. Thankfully, his response wasn't negative, "You can be sure that if there is a development in the game, I will let you know first". We've been talking more since then and I've discovered Bulen is eager to continue and hopes to collaborate with others from the ST community. Is there anyone reading this who can help?

Okay, here are a few more words from the man himself...

By the end of 2018, my friend @KNG (Kaan Gülnihar) and I work at the same workplace. We spend some of our time together. He is probably 7 years younger than me. However, during our conversations, I realized he is also interested in retro computers. He is interested in the Amiga 500/1200 series whereas I had an Atari 800XL in my youth.

As we talked, the old days came to life again. Thanks to @KNG, I got to know retro again. I would like to express my gratitude to him once again. I think the resurgence of memories was the main reason to get away from stress. Amiga, C64, and Atari 1040 STe are computers I could not afford back in the day; I always looked up to them with envy.

Kaan encouraged me to make a game. I said yes, I should do something. While I researched, I met the “Silly Venture, Poland” group. Their impressive and friendly interest made me addicted to their activities. I thought I could do something for this group. Although I had software experience, I had not written a retro game. When I discovered the STOS language on the Atari STe and realized that the language was not just a simple basic language. I felt that this was what I was looking for.

First of all, my game had a long development period, but COVID provided the time. Getting to know the STOS language, learning what I could do, and creating algorithms, sprites, and scenario took place during this time. It was a difficult period. For this reason, I wanted to remember the healthcare workers who caught COVID and worked on this issue. I dedicated my game to them.

The game consists of 5 chapters. I wanted to manage a character who fell into a cave and looked for an exit while collecting the treasure in the cave and fighting some creatures. After the preparations were completed, I decided to participate in the SV20+1 (2021) SE Compo and submitted my game. It was very meaningful that I won the 3rd prize out of the four participating games. The first 2 games were very professional and were made as a team and I understood that I had entered the champions club with them when I came in 3rd.

I really want to do more. However, working alone on this subject is quite tiring. I hope to meet in environments where I can do something together with others who are enthusiastic about this subject from all over the world. Those who want to know me better can also visit my website. I embrace you all with my warm greetings.

Bülent Özgür
a.k.a. @freedom




I was hooked the moment I saw the first cave. I love the 8-bit style and design.



Things get a little trickier in the second cave but there's only one wiggly worm to worry about!


The third cave is easy but the last bit may catch you out.



The fourth cave appears more complex than it is. Easy Peasy!



The fifth and final cave is probably the toughest but, erm, not that tough really.



Yes, I mapped it!! You can download the high-res version by
clicking here.

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?

Monday, August 19, 2024

Gilbert's New Adventures




Indiana Jones?

While trolling through the immense archives on Atari Legend, I stumbled upon a platformer called Nowe Przygody Gilberta. I thought that name was gobbledegook until I translated the Polish text into English. Gilbert's New Adventure was developed in GFA Basic by Adamsky who supports the Blitter and DMA audio!

Whatever the storyline, we appear trapped in a labyrinth of rooms with locked doorways and treasures to collect. Think something "roughly" similar to Manic Miner, Treasure in Cave, Montezuma's Revenge...

Gilbert's New Adventure looks like an 80s old-school platformer, which immediately appealed to me. Upon loading, we're greeted with an amateur image of Indiana Jones, taken from the ZX Spectrum. Don't look at it for too long and hit the spacebar for a helpful screen depicting the items and objects within the game.

Yes, I said helpful and here is a screenshot to prove that fact... Ahem...


Never have I known so many words to contain a 'Z'!! Let's translate...



Polskie Klucze

Polish might be completely alien, but that key is quite obvious. Starting at the top/left and moving sideways: wall, hammer, red key, loose stones, treasure, blue key, another type of wall, parachute, green key, spikes, a red-key door, ladder, fire, a blue-key door, teleporter, energy drink, and finally, a green-key door.

As you can see, it's simple stuff with walls, ladders, and tools. The rest is basically colour keys for corresponding doors plus a few dangers. However, there is a teleport pad too... but... more on that one later!

Let's step back in time and take a look at the opening screen from this game...



The status bar shows energy, cash, and also any collected items.



Gameplay

Immediately beginning my first game - I was hooked. I don't mind sounding like an old man reliving his youth but, that's exactly what happened. The appearance is terribly bare, so unspoilt by pointless glam. This innocent structure uses small blocks and feels like it was dragged kicking and screaming out of 1982.

The controls are dead easy: left/right to walk, up/down to jump and use ladders, and the spacebar will activate a teleporter. However, this simplicity wasn't good enough for Adamsky who decided to alter things. To diagonally jump, use the Insert key (to jump left) and the Clr Home key (to jump right).

Gilbert's task is to collect treasure whilst scouring the rooms for items that could help him along the way. We are free to explore all rooms but watch out for tricky routes and blatant pitfalls - like fire pools and deadly spikes. Dangers like these instantly kill our intrepid hero. Oddly, there are no monsters but the emphasis is on treasure hunting so having baddies aimlessly wandering might have gotten in the way?

Every screen has rudimentary puzzles like a hammer to bash through loose rock, differently-coloured keys for specific doors, and parachutes to prevent falling to our death. A few screens have a teleport pad but the destination is cycled between several screens. Blindly exploring could leave you stranded without a necessary item. Transporters made exploration quite confusing and felt unnecessarily disjointed.

Are you ready to guide Gilbert through the rooms to fill his pockets with treasure and escape?



Hey, this room looks familiar yet I can't think why heh.



Graphics and Sounds

Nowe Przygody Gilberta is a simple platformer without zany aesthetics. In fact, back in the 80s, I'm sure it would still have looked as dull as dishwater compared to others. However, many homebrew games are made by someone who couldn't draw, so it's perfectly understandable and also suits the aged theme.

I've played games like this on the ZX Spectrum, simple screens made of 8x8 bricks and nothing close to the graphical quality we're used to seeing in Fire & Brimstone or Ghouls & Ghosts. I can imagine how disheartened you feel by the screenshots? Don't be, this is a platformer for gamers who care nothing for glam.

The audio features DMA sound effects but, not many which is odd considering the effort already made. You shall hear something when landing on your feet, an "ugh" after falling but, little else. Sadly, there's no background music which is a shame because a chiptune would have compensated for the lack of effects.

I know, it's like a near-silent ZX Spectrum platformer but without the colour clash...


Using a parachute is the only way to go down in this room.



The CryptO'pinion?

Adamsky has created a platformer with all the aspects of a wonderful old-school treasure hunt. Ignoring the modest appearance, each room is superbly designed and requires thought before blinding running off. This humble puzzle aspect adds much to the exploration and is thus addictive and enjoyable.

However, the game is hampered by having one life thus forcing you to restart from the beginning each time. As you know, I did not like the transporters which increased my frustration, especially with only having one life. Plus there are minor niggles like using ladders which is too slow compared to our other movements.

Moaning aside, believe it or not, I have tremendously enjoyed Nowe Przygody Gilberta. It's far from perfect and that's a shame because it could have been great with more thought. I'd say 70% - close but no cigar.

Greetings to PP for adapting a new version that features unlimited energy!!



As you can see, this map is incomplete because of the dreaded transporters.
One day I'll return and finish this if there's enough interest.
This is a thumbnail,
click here to download the high-resolution image!

Like what I do? Hey, do you wanna help support AtariCrypt??

More random ATARI ST articles from the archives