Tuesday, September 09, 2025

Phantasie - Day 6





I came, I saw, I conqu...

Well, no, I didn’t actually beat it - but it’s been an engrossing slog over the past few months. I hope you've been following my ventures here and on Twitter (oops, X) over the past few months? Well, hundreds, if not thousands, of monsters met a bloody end, and I can’t thank the lads over at Into The Vertical Blank enough for their teaser that got me hooked in the first place. I’ve thoroughly enjoyed every second of this olde classic.

Phantasie helped lay down the groundwork for party-based RPGs where you get to build your own custom team from scratch, then head out into the wilds of Gelnor to battle many different types of creatures. It might look a bit plain now, but the GEM interface works superbly (yeah, I’m shocked too) with an uncluttered layout and nicely drawn fantasy world featuring more monsters than you can shake a stick at... or a sword!!

I feel like Phantasie is pretty much timeless. It's a classic with all the main aspects of any RPG, but it’s fantastic fun without much difficulty to begin playing. What I immediately got from playing this was...

  • Storyline - You're up against the evil sorcerer Nikademus, who's causing all sorts of grief. However, the plot is hidden somewhere amidst the fighting and isn't really integrated into the adventure.
  • Create your own party system – Roll up six custom characters, cleverly mixing their classes from races like humans, dwarves, elves, gnomes, and even mighty trolls. What a mix!
  • Open world adventuring – Travel across the vast continent of Gelnor, exploring towns, dungeons, and wilderness areas. It's a bit sparse, but riddled with dangerous monsters and treasure.
  • Turn-based combat - Strategic party battles; think before stabbing something too strong.
  • Dungeon crawling with traps and puzzles – No mapping is necessary, though you’ll quickly realise you still need to remember to make reliable notes. Get that pen & paper out!
  • Progression and loot galore - Level up your party, learn new spells, and gather better gear.



Explore everywhere; this builds experience points and offers many treasures.




Life-Sucking-Fun

Phantasie 1 is everything that I expected from a turn-based adventure and more. It keeps everything simple without the complexity of a modern RPG. From the start, it plays as an action-adventure and remains so. The above points are relevant, but for me, Phantasie mainly focuses on three gameplay aspects...

  • Levelling up your party, of course. Grind like mad, collect loot, and beef up your stats until you're an unstoppable force. And that's what you will become, because out in the wild, the difficulty doesn't exactly ramp up. It just throws in stronger-looking enemies that often turn out to be more bark than bite. A strong team that spent time grinding will have no problems.
  • See how far your party can walk before being jumped by random monsters. You walk, you fight, you walk, you fight, it's all about conflict, and I love it! Well, who doesn't enjoy a fisticuff?
  • Collecting the elusive runes from within each dungeon. Love these parts the most, but some of the puzzles are about as clear as a glass of Porter - aggravated by conflicts purposely positioned on certain tiles with no way to avoid them. Also, I found myself locked out of some rooms without a clue. Only if you properly looted the previous dungeon will you possess the right items/knowledge.

Yeah, Phantasie's strength lies in the ability to immediately begin without the need to study the backstory, seek out people, gather information, etc. You're here to grind, earn cash, level up your team, and hack, slash, and fling magic at anything that looks at you funny. Everything revolves around fighting, looting rewards to gain strength, and fighting some more. Erm, you will battle all kinds of weird creatures, a lot!

However, while the exploration and action are genuinely engrossing, the storyline fails to unfold without the lore, character interaction, and secrets. Magical spells are just what you’ve seen before many times, and there's limited room for a progressive experience. A few extra grumbles stood out: remembering it’s the first game, the interface lacks refinement, scroll usage is clunky, and there’s no journal – meaning you’ll need pen and paper like it’s 1986 (which I suppose it is!). Item management? Forget it. You simply can’t equip what you find until you’re back in town, so don’t get too excited about that shiny new sword you just picked up.

My ideal party always seems to lean towards melee! With that in mind, consider running with these guys...
  1. Fighter (Troll or Dwarf) – Hit like a truck and soak up damage like a sponge.
  2. Fighter (Minotaur) – Brutal strength, smashes through anything.
  3. Ranger (Half-Elf) – Solid melee, doubles as a backup healer too.
  4. Monk (Human or Gnome) – Punches hard, helpful with spells.
  5. Priest (Human) – Your main healer; one is enough when there are few spellcasters.
  6. Thief (Halfling) – Absolutely essential for traps/locks, and quick with the blade!


Oh yeah, dragons appear, and we're ready with cunning, magic, and a bloody sword!




CryptO'pinion

This game has kept me hooked since February, and that’s saying something as I often get distracted and move to something else far too easily. I wholeheartedly recommend it to anyone seeking a straightforward fantasy RPG centred on action and exploration. It’s easy to get into, and refreshingly simple. Sure, parts of it have aged like warm milk, but the core gameplay holds up surprisingly well today. It's a whole lotta fun!

Phantasie earns itself a bloodthirsty 80%, so dust off your +2 axe and hit those dungeons like it’s 1986.

For reference, here are the previous Phantasie articles I posted, and a little bit more...
  • Day One - Almost 4 decades too late, I discovered Phantasie I.
  • Day Two - The basics are covered in and around the town of Pelnor.
  • Day Three - It's why people boot up this game - let's fight!!
  • Day Four - Expanding on Day Three with a dollop of magical information.
  • Day Five - My progress report before this gripping conclusion.
  • Twitter/X - I posted many silly screenshots as I played Phantasie I.
  • Into The Vertical Blank's channel - always worth checking out!!
  • Lastly, but most certainly not least, my sincere gratitude and greetings to John Heritage for being a true ST knight and twice supporter of my Phantasie quest! :-)



We found the body of an Elvin Fighter, but the ceiling caved in!



This left us trapped, looking for a secret passageway...



Oh no, what shall we do? Well, they wanted equality, so help the man for a cryptic clue.


The dungeons are amazing and full of wonders. Can you find this warrior?



Sometimes the fights feel a little unfair. Make sure you command your party well.



Arghh, a Hill Giant and Kobolds decide to try their luck!!


A few more steps, and I'm attacked by Skeletons and Wraiths. Great!



Right, that's me done! Three Black Knights are two too many for my weary party...

Sunday, June 22, 2025

Grav






Downlow on Brownlow

I've had Grav on my bucket list for far too long. Like many, it's something that I fondly remember and wanted to share with those who may have missed it. Grav is similar to Oids, Thrust, and Rotor. It wasn't commercial, but rather shareware, released by Martin Brownlow in 1991. Now that is impressive!

The story goes like this: something evil is going about conquering galaxies and now has its eyes on ours. This predictably sinister creature has now arrived at Earth, so rather than wait for our demise, we are tasked with a preemptive strike at two of its secret bases. Each is split into four separate missions, and we can choose which to do first. Every mission has a briefing; always read that before attempting the challenge. Completing all the levels wins the game and sends whatever this evil entity is back to its own galaxy.

I love original storylines with evil creatures wanting us dead! Let's take a screenshot break...



The start screen - read the briefing and use its craft options wisely.



Wait, STOP!! Don't shoot that generator because we only have half a tank of fuel.



Phew! I wasn't an idiot after all... That blue glow means I'm refueling.




Gimme that joystick!

Before diving into the main game, I recommend starting with the three training missions. As you begin, you'll notice key information at the bottom of the screen: your score, unused bombs, fuel level, shield strength, and remaining lives. These training levels are designed to help you get familiar with the controls, understand the typical cavern layout, and learn about the dangerous enemies you'll face. The controls are similar to other shooters: Left and Right rotate your craft, Up activates thrust, and Down is something you need later. Tap the fire button to shoot, or hit the Spacebar to launch a powerful bomb - perfect for tougher foes.

Each cavern has a myriad of hostile objects that the enemy has planted in various locations. Turrets are everywhere and fire constantly, while other hazards like Repulsors push your ship away. (Yes, there are Attractors too, pulling you in). Later levels introduce new and improved turrets that fire more rapidly. Another enemy launches homing bombs that seek you out - so shoot them first. The base cannot be destroyed until its bay doors are open. Additionally, don’t go around blowing up everything without thinking. Remember that fuel gauge at the bottom of the screen? You’ll need it. Generators - oddly enough - refuel your ship when you land near them. So maybe don’t shoot those straight away, not until you've robbed them of their worth!

Always begin your game by reading the mission briefing; it instructs you exactly what is required to beat each level. What I didn't expect was the "Review Craft" option, which allows you to use a limited supply of "resource points" to upgrade your craft. This is similar to Rotor but much better and feels part of the game rather than a bolt-on. It's here you get the opportunity to make several adjustments to the controls...

  • Impact Shields - to protect from enemy fire (1 point)
  • Turn Rate - alter the rotational speed (0 points, so use it)
  • Shot Power - costs the most and is possibly overrated at the start (5 points)
  • Vane Strength - for better landings (2 points)
  • Thrust - for a speedier ship, but practice first! (0 points)

I'm sure you are ready for a screenshot break before the gripping conclusion? Here you are then...


Beginning the first stage, and it's tough from the get-go!


Turrets are firing from both sides, so don't dawdle!


I made it up, and instantly, a hidden turret appeared. I was quick (for once) and shot it!




CryptO'pinion

Let's be honest, for a shareware game, GRAV rocks. It's absolutely superb and almost up there with its commercial siblings, which is quite incredible when you think about it. I adored being able to alter the ship's mechanics (I preferred to reduce the turn whilst increasing the thrust and improving the shields). However, nothing can completely compensate for my gaming skills, but Grav sure tries its hardest. Ha!

It's not all roses, as I found the cavern designs harder than I first imagined. Boy, are there some tight spaces to try and navigate? Not to mention if near a Repulsor, that made it nigh on impossible for me to pass. Also, I hated having to restart from the beginning after dying. My last moan is about the audio - I find it odd that the ship makes no thrusting sound. Everything else makes a sound, yet the engine is eerily silent.

Like the other games previously mentioned, Grav is another "Gravitar" game to gleefully add to our catalogue. It's great to play with smooth scrolling and sampled sound effects. Plus, I loved the little touches - like being able to intercept enemy fire, making use of training missions, and reconfiguring your craft. The only thing is, it's very tough. Are you a good enough pilot to take on this challenge? I hope so because this is a damn fine shooter. Although I shall never have the skills to complete it, I rate Grav an alien-splattering 80%.


Yet another tight space to try and navigate through without embarrassingly dying!



Another tricky maneuver is needed here...



Being shot at from all angles, and then I noticed that bomb-launcher up there!!

Random ATARI ST articles from the archives