Sunday, April 14, 2024

Tenebra






Fear the darkness!

Hearing news of ST games in 2024 is exciting, so it was a nice surprise to discover a puzzler called Tenebra by Ali Pouladi (aka Haplo). It's available for several computers, and we (finally) saw a release for our beloved computer earlier this year. There is a sequel which isn't yet available for the Atari ST. Fingers crossed!

Tenebra may resemble an olde Roguelike game, but it's a puzzler using roguelike aesthetics. As with a typical role-player, we're stranded in a dark place with many strange puzzles to solve, traps to endure, items to use, and even a few secrets. The main task is always simple - discover how to escape through the 31 levels.

The initial rooms are easy thanks to some trainer levels that help us master the basics. These help a bunch in learning the game's design and personality. However, it isn't long before Tenebra becomes more complex as new mechanics are revealed during your progress. This puzzler is one tough cookie, so prepare thyself!

This neat concept gripped me from the start, so let's look at the first level. And its solution...



As you can see, I'm standing at the top/left with the exit gate nearby.
Several braziers are lighting areas of the room, making it easy to find the exit.



Walk through the lit areas and onto the gate. Job done. Dead easy, right?
When a level is finished, it's fully displayed, which helps your understanding of the design.




Gameplay

The game is dead simple: start each level and figure out how to reach its exit. That's it. However, the darkness is the main problem for our adventurer who won't fumble around pitch-black places. He will only explore the areas illuminated by lamps or a burning torch. It's straightforward, but these mechanics will tax your brain!

Each room features a maze-like design and uses items and obstacles. Walls, doorways, objects, and dark places block your path. The route often means exploring the lit areas looking for a torch that you can grab.

In fact, torches are essential. Not all are created equal, and some will illuminate poorly. If only there were a way to increase the oil so it would burn brighter? Many levels contain multiple torches, and you could find yourself leaving a trail to explore? Take your time and think. Don't rush :-)

These mechanics are crafty; for example, you cannot use a door if carrying a torch, but you can with doors that require a key. Some walls may be damaged - slip through the gap before it crumbles in. Look for braziers mounted on rails, as these can be moved, assuming the track isn't broken. If only we had a tool to fix that? Yes, the puzzles are simple but require completing in sequence, so it pays to stop & think.

I couldn't end without mentioning the timer - there isn't one!! So many puzzlers have an annoying timer, which I've never been able to understand. After all, you must stop/think/play carefully, so why rush? I'm relieved there is no time constraint. Heck, even the torches last forever. What a fantastic design and kudos to Haplo.

I'm usually terrible at these kinds of puzzlers, but it's a blast playing Tenebra. Hey, it's screenshot time...



Things are getting tough by level 7, and the game throws multiple puzzles at you.
Note how I lit the square sensor (top-left) with a torch? That opens up the exit (mid-right).



Level 10 onwards, and this game is a stonker!! Well, it was for me, I'm embarrassed to admit!
On the 11th level, dodgy walls will collapse after passing through. There's one to my right...




Aesthetics

Tenebra supports colour and mono systems: low-res is my personal choice because it transports me back to the 80s, a feeling we oldies love. The graphics are basic, something you would expect a ZX81 to knock out. However, don't let that disappoint you, because it's perfect for the 'roguelike' style. A cool flicker effect can be used for a tad more atmosphere (it's optional and can be toggled on/off anytime by hitting the 'F' key).

The 640x400 display is gorgeous, using sharp visuals you expect to see on an SM124/5. Decals and items have been improved with better detail. For example, you can tell that a torch is a torch - yes, I know that sounds silly! There is no flicker effect due to how the monitor works, which is a shame, but understandable.

Yes, I'm a sucker for lower resolution graphics, but that's my preference because I'm dead old (as my daughter constantly reminds me). Hey, try both and let me know in the comments below which type you prefer. But come on, it's the low res option, right?

Audio isn't needed for a puzzler, but there are nominal effects which don't spoil or override your concentration. Best of all is the title screen music. Wow, it's so modern and zesty with a twist of ZX Spectrum (48K-style) thrown in beautifully. So leave it playing in the background while you read through this website!

Should we look at the differences between the low & hi-res games? Good idea, so here ya go...



Low resolution looks perfect for an authentic experience that this old rogue appreciates.
Items like the torch are a bit bland, but the overall style is something I adore.



As you can see, monochrome is superb. Look at that torch and the fine details for everything.
Weirdly, I don't like the stickman, which looks like something I would have drawn!




CryptO'pinion

When I first heard of Tenebra, I expected something of a romp through the Land of Eriador (ala DDST - The Adventure Game by William Miller). Tenebra turned out to be very different. Okay, I admit to being disappointed by ... yet another puzzle game, as I'm not often a fan and there are loads already.

Anyhow, I think I've been converted because this is such a captivating and unique release. Figuring out a route through the darkness - just to reach the exit - may sound boring. But it most certainly isn't. The difficulty is challenging without being impossibly complex. Every room presents the same predictable problem that can only be solved using careful thought. And, best of all, there is no timer to spoil the enjoyment :-)

The rogue-like appearance isn't merely cosmetic because this familiar dungeon style integrates perfectly with the puzzles. Using light and darkness in such a way adds an alternative depth I didn't expect. Additionally, level codes are a feature often neglected by developers - a simple idea & much needed. Genius!

Tenebra is excellent, and I recommend it with great enthusiasm. My rating is a mind-boggling 85%

Isn't it good having new games developed for old computers? You can download Tenebra by clicking here. However, consider spending a few quid to show developers that the Atari ST is alive!! Spoiler warning, but here are the level codes from my game...

- LEVEL ACCESS CODES -

1  - 2357
2  - F4D0
3  - D9D3
4  - E45C
5  - F55F
6  - B9D8
7  - 6D5B
8  - B745
9  - A746
10 - DF41
11 - 9742
12 - C6CD
13 - 964F
14 - 8949
15 - C8CB
16 - 0D75
17 - 1FF7
18 - E0F1
19 - C0F2
20 - 2CFD
21 - 75FF
22 - 31F8
23 - 58FA
24 - 78E5
25 - 7D67
26 - DD60
27 - AD62
28 - 4C6C
29 - 8E6E
30 - 8569
31 - 8E6A

Friday, March 22, 2024

Dungeon Adventure






Ransacking another dungeon

I have a peculiar knack for finding obscure games unknown to most. Some of which I have featured here, like Dungeon, Minefield, Mole Mayhem, and Blob Race. It's this silliness that I love about the Atari ST because, no matter how much time passes, the ST amazes me. Which is why I'm typing my drivel nobody reads.

So, here we have an RPG crawler called Dungeon Adventure. Such an original title, I'm sure you'll agree. It was released in 1988 by John Kinkead of Aces High Software, but I couldn't find much information online. So, let's assume we're a plucky adventurer who loves exploring dark places for treasure? Works for me.

Let's check out a couple of random screenshots and remember, this is not a commercial game...



Oh no, a goblin! There is only one option - let's kill him!!



The lights are beginning to dim, and I then accidentally triggered a teleporter.




First things first

Create a character using the automated stats roll and name him/her wisely. There are six races - Human, Elf, Dwarf, Gnome, Hobbit, or 'other' and each needs to be assigned a class - fighter, mage, ranger, thief, cleric, and healer. Now clothe, arm, and stock your pockets with food and torches before heading out to one of the five dungeons. All are tricky but can reward careful explorers with treasure, magic, food, and more!

Want a few pointers? One, roll well. Two, don't waste cash on items that you think are the best (weapons or armour). Three, you easily get hungry. Four, it's dark down there, and torches burn out quickly.

Once inside the dungeon, you shall discover that it's filled with traps and scary monsters at each turn. Use the cursor keys to control our plucky adventurer, and whenever he encounters a beast, the computer takes over with a new set of options - [A]attack, [C]cast a spell, [R]run away or attempt to [T]talk. Once the battle is over, assuming you're still alive, then you can carry on exploring in fear of what might happen next.

There are a few keys used, similar to Apshai. The save game option is of high importance, which I discovered the hard way (as usual), but there are other keys used to heal, cast spells, eat food and more:

  • Stats - The 'Y' key displays your man's attributes along with the number of potions, spells, etc.
  • Light - It gets dark in the dungeon quickly, so tap the 'U' key to use a torch.
  • Items - When you stumble upon something, the 'G' key gets it and adds it to your inventory.
  • Stairs - I've only found stairs when I've completed a level. Just hit 'K' to climb!
  • Food - When you get hungry, just press 'E' to eat from your stock of goodies.
  • Drink - Like with food, pressing the 'D' key drinks those cool potions you've found.
  • Scrolls - Press 'R' to read any scrolls, if applicable.
  • Magic - Spell casters can hit 'C' to cast their spells.
  • Health - Struggling with an injury, then his 'H' to heal, if applicable.
  • Saving - Highly recommended to use this feature! The 'S' key saves, and 'L' key loads.
  • Others - F1 restarts / F2 returns to the main menu / F3 will exit to the desktop.

I'm making this sound more complex than it is, so let's break things up with a couple of screenshots...



Sometimes it's best to run away from a fight. If you can, that is, as it's not always possible.



This room is so unfair because traps are everywhere - like these falling rocks!




Oi, come back!

Ignore the visuals because it's never boring exploring a dungeon, and this one is particularly easy to get into. Of course, it soon delivers more than enough challenges to test our nerves. Each dungeon is different, but has enough familiarity with what to expect. It's not long until one of two things happens...

Battles - a confrontation happens often with enemies appearing from out of the darkness without any warning. That's right, you won't see anything approaching from the corner of a room - they simply appear (which is disappointing compared to Rogue). This puts you into battle mode that follows a series of turns, and your performance depends on strength, along with other attributes like your agility, dexterity, and weaponry.

Traps - triggering a hidden trap is a characteristic of Dungeon Adventure that you will need to endure. Sadly, there is no ability to search for what might possibly be lurking nearby, so traps are found only by foolishly walking into them. This system feels unmerited, like you're exploring blindly just waiting for a hit to your HP (and pride!)

Any explorer continues the fight and carries on regardless. Determined players will source items to help, be it spells, potions, and more. Treasure chests are always worth opening and are often located in secret areas that can only be found by uncovering hidden passages. It always pays to investigate everywhere.

However, the dungeon is a dangerous place, which means you need a load of torches and picnic food. Torches do not last very long, so you may wish to stockpile them. Nutrition and health are replenished with the foods you eat. Health comes from spellcasting or using the healing function, if applicable to that character.

This is a bigger game than you might assume. I first imagined a clone of Rogue, but it plays well and feels designed more for action, whilst just happening to look roguelike. Yep, everything feels centred around the battles. Hey, if you think that you can create a better game, then there is an editor to try.

I'm genuinely having a blast playing something new (new to me). Guess what? It is screenshot time...



Hang on, that door appears to lead to a dead end!! Or is there a secret passageway?



Four options are available during any skirmish, but I doubt talking will help here?




Aesthetics

Compared to similar games, this is lame with 8-bit visuals that embarrass the Atari ST. Its design feels cramped with a small gameplay window, leaving much of the screen unused. Well, don't be fooled, because those areas are used for statistical information and notifications - triggered traps, poison arrows, falling rocks, etc.

The sprites are usually the best part of rogue games, but Dungeon Adventure is lacking somewhat. In fact, many enemies are crude without any detail and look as if I've drawn them! However, I'll contradict myself because it oddly works well, and I have no idea why. My favourite creature is the troll; I love that drawing!

The audio begins well - thanks to a title screen chiptune, but there is little else. The sound effects are basically a tapping sound during a battle with a "Burr-Burr" when you are victorious. Oh, there's another chiptune when the Grim Reaper shows up! Hey, games like this don't need booming sfx, so I'll stop moaning.

Do you fancy a couple of screenshots before the gripping conclusion? I hope so...



Hitting the 'Y' key reveals your character's statistics. Along with keys, scrolls, etc.



Why waste time in combat when you can cast a spell? Repel Monster killed this sucka!




The CryptO'pinion?

This isn't a big game, but it feels like a much larger adventure. This is basically because you cannot walk for more than a dozen steps without something popping up for a fight. Or maybe you've fallen into a hidden trap, as there is no way to search. Also, our adventurer has a ravenous appetite, so is constantly scoffing. Additionally, he easily burns through his supply of torches, which never last long.

So, Dungeon Adventure feels unbalanced with some peculiar mechanics. However, we must remember that it isn't commercial and is quite a decent game in its own right. Each dungeon is varied, with an abundance of predictable hazards waiting for you. And I loved that aspect a bunch and thoroughly enjoyed.

I love finding something new (to me), and whilst Dungeon Adventure is far from perfect, it's certainly enjoyable. Gameplay is tough, but successfully beating the odds and making it to the next level is most rewarding. Casual gamers should be warned, this is likely only for dedicated and experienced fans of the genre.

Bearing in mind that this is something of a doomed #roguelike wannabe, I'm scoring it a plucky 64%.

Fearless adventurers should download this from Atarimania. Here are some more screenshots...



Blood Seekers sound cool, but they are actually dead easy to kill!



I guess the whole point of the game is to find the gem & exit? Well, I did that... WooHoo!!



My name is Steve, and I'm an... 'other'. Today's stupid world will view that as perfectly normal lol.



The editor is superb. Either create your own or edit the current levels.


This is the game-over screen, and something we dread seeing. And it's blummin' ugly!