Sunday, October 22, 2017

9 Lives





Reach out for the power

Once again, it's time for some more Atari ST box art, and today we have 9 Lives. Like most Arc games, this box has a simple design but is also pretty comical with a laughing cat that reminds me of Tom and Jerry. I must admit, I laughed at the glowing reviews plastered by three popular magazines! This has to be a great purchase, right?

Sadly, they were wrong because 9 Lives is incredibly problematic - the gameplay borders on impossible! At first, I thought this might be because of the controls, which take some time to fully master. Once you have, I found them perfect: it's easy to navigate and jump through the platforms, and those long leaps are guided by a meter for fine control.

So, no matter what others say, it's not the controls. Are you shocked? I am. Let's view a couple of screenshots...



What a massive and unique variety of characters this game has.



Just look at those funny faces! I'm sure these were designed by insane people!!




What's going on?

It's not the joystick controls but the game itself. These present several awkward flaws that irk me: the sprites are too big, so each screen appears "zoomed in". This means the rooms feel cluttered, thus Bob cannot help but touch something nasty. Sure, I can knock them out with my woolly yo-yo, but soon they're back up and ready to zap more of my lifeforce!

Also, the levels are incredibly unfair and require a psychic gamer to be previously aware of every off-screen trap. Argh, those darn spikes!! And - oddly, for a cat - Bob cannot fall very far without dying!! However, this produces a hilarious animation effect not too dissimilar to Wile E. Coyote from the Road Runner cartoons. And I loved that!

The idea is great, but the design doesn't quite feel right. Sigh, I think it's time for more screenshots...



Another life was lost... Well, at least I'm going up and not DOWN!! Phew.



Oh dear, another life lost at the hands of the frustrating and overcrowded level design...




Aesthetics?

The cartoon graphics are created by Simon Butler and are superb. Sprites are drawn with amazing detail and feel more like an exhibition than a game! The animations throughout are brilliant - I love how Bob struts his stuff walking across my screen. And what about how he clings to a ledge, just before managing to pull himself up. Fantastic!!

Audio isn't left lagging behind thanks to the most gorgeous YM Chipmusic created by Martin Walker and Simon Butler. Throughout, the music is nothing less than perfect. Zero complaints about the musak from me.

No more screenshots! This time we get to see what's inside the box...



Okay, there's not much in the box, but the manual doubles as a poster!




The CryptO'pinion?

Personally, I think 9 Lives had the potential to be a great platformer, but I doubt it was produced by anyone who enjoyed playing games. It certainly wasn't beta-tested before released lol. Sadly, I imagine most will play this once or twice before giving up - which is a shame? To think I bought this... but it's still a piece of ST history that I will cherish.

Take it for a spin and enjoy the aesthetics, but just make sure you enable the trainer option!!

Floppy disks at Old Games Finder & HDD version by 8BitChip.

Friday, October 20, 2017

Mystic Realm






Cute dungeon crawling!

Mystic Realm is an action/adventure that feels like an early 80s mash of Gauntlet. It may scream "1985", but it was actually released in 1990 by John Lince for STart Magazine. Impressively, it's programmed in GFA Basic, a powerful language that has produced many games over the years. So I already have high hopes.

The story is about a vagrant who kidnapped a Princess (or Prince if you wish to play as the only other gender). Man or woman, both will plunder monster-infested dungeons for a valiant rescue. Expect to battle zombies, ghosts, bats, etc. Obviously, I picked the prince even though he looks like a gingerbread man!!

Ignore its 8-bit appearance and enjoy the first exquisite retro screenshot...



Don't run away!! Remember that golden rule? Gameplay matters - not the graphics.




Plunge the depths!

There are 14 massive levels to explore, with the basic objective of finding keys to unlock doors to venture through - and ultimately rescue our beloved. Each level is made from separate rooms, and navigation is aided by directional arrows displayed at the top of the screen, which show the current room's exits.

The levels are mapped and included on the disk (scroll down to view). Each is designed to be challenging, but never to a point where you feel bewildered or bored. Expect the usual and battle against a range of monsters, and solve puzzles that are slowly integrated into your adventure. For example, a wooden gate may block your path, but that isn't a strong obstacle against a couple of hits. However, later puzzles require more thought than simple brute force. I loved this aspect as it makes you think rather than just hitting everything.

Yeah, it's fun, but remember to use your brain too. It's time for a screenshot...



Hang on, am I a gingerbread man? Well, I look like one lol!!




Tread carefully, adventurer

Various weapons can be collected, and each translates into a specific number of knives (visually) for our adventurer to throw. No other weapons are actually used, but collecting a high-ticket item - like an axe - will reward your inventory generously. The firing method will instantly feel familiar to Berzerk fans: just hold down the joystick button and tap the direction you wish to throw a knife. It's apt and works well.

Hit points are displayed top/left of the screen and detail our vitality from 0 (you're dead) to 999 (maximum). It's hungry work being a heroic gingerbread man, so chomp on whatever you find to keep yourself alive. If you are already near the max, then it might be worth leaving food until later? Sadly, health isn't regenerated at the beginning of a brand new level. You will transform into a skeleton if you foolishly starve to death!!

Tips? Easy, be a savvy adventurer! Beware not to waste ammo because you never know how long it will be before you can top-up your arsenal. Remember to eat only when hungry. There are lots of locked doors - but use your keys wisely because not all doors need opening. Use your brain, Rambo!!


Oh dear, it looks like I've run out of energy and thus instantly became a skeleton. Love it!




Aesthetics

Don't be fooled by the humble graphics. Mystic Realm is fascinating, as it reminds me of the games I played as a kid in the early 80s. Sure, there are more colours, but that "feeling" remains. Also, the sprites are all nicely drawn with comical details, like the wobble of a zombie walk. But the ghosts are my favourite!

Audio? Well, even the meagre sound effects transport me back to the 80s. Hearing a knife skim through the air on its way to hit a fiend is brilliant!! I'm not ashamed to admit this, I adore its 8-bitness.

Mystic Realm teleports me back to my pre-ST days, and I'm loving it. Let's see a screenshot...


Prince or Princess, here are the details for power, weapons, your enemies and everything else.




The CryptO'pinion?

Mystic Realm is one of those games that proves jazzy graphics and sonic boom sound effects aren't required to be a great game. Fans of dungeon crawlers will love its no-thrills action and fantastic adventure elements, I'm positive of it. I have thoroughly enjoyed the arduous task of rescuing another damsel in distress!



- THE MAPS -


( Don't be a dummy!!! Click on each thumbnail to see the larger level maps displayed )


( Don't be a dummy!!! Click on each thumbnail to see the larger level maps displayed )


( Don't be a dummy!!! Click on each thumbnail to see the larger level maps displayed )


( Don't be a dummy!!! Click on each thumbnail to see the larger level maps displayed )

Thursday, October 19, 2017

Ghouls 'n Ghosts




It was ace to begin with...

What a platformer this is but... hang on... I hear a new version is under development? I found an interesting thread on Atari-Forum about a new version of Ghouls And Ghosts for the Atari STe by Sascha Springer. He's teased us with images/videos of lush sprites & landscapes and has released an early beta. This was a jaw-dropping moment that proved the potential of the Atari ST - when in the hands of talent.

I cannot wait to see more and wish Sascha much success!

An early download is available via Atari-Forum [requires a 4MB Atari STe w/ hdd]

Tuesday, October 17, 2017

Floppy Image Runner (IMGRF2X)






Wait, don't damage the ST's case!!

Most Atari ST games/demos/PD software/cover disks are still available on floppy disks. Many can be found as a disk image (.ST and .MSA format) and can be downloaded from the Internet. IMGRF2X is a program developed by Peter Putnik that provides a way to use these images on your real Atari ST - without the hassle of needing the actual floppy. It's basically software CosmosEx/Gotek and works with many disks.

Obviously, the requirements are raised beyond the stock 520ST because you need extra memory. Anything more than 2MB RAM. Also, a hard drive or UltraSatan is beneficial for storing loads of these virtual floppies.

I don't think many Atari ST users are struggling with only 512K RAM these days. Exactly, so read on...



But how is this possible?

It's simple: assign either ST or MSA file types in GEM. Dead easy - just watch my video recording. Now you can double-click on any image from your collection to load Image Runner - this copies it into RAM and reboots. The ST will start up as if it has that disk physically inside its drive - powered by black magic!!

Sadly, GEM cannot assign multiple file types to any single program. To get around this limitation, make a second copy of "IMGRF2X.PRG" and rename it to something similar (don't worry about drive space, this isn't a BIG program). Now you can assign both types of disk images (ST/MSA) to each of these "two" programs. Just double-click any image for instant access to your collection of downloaded floppy images!

Or manually edit the Desktop.Inf file using a text editor like Everest or similar. Easy-peasy!



The CryptO'pinion?

I must say, Image Runner worked rather well, and I enjoyed a good success rate. This program is a Godsend for us without a Gotek or CosmosEx and has certainly allowed me to enjoy Menu disks again! However, please remember that this is software, so YMMV. But nobody can deny that this program is genius!!

I shudder at cutting the case to fit a Gotek device, so I think many will appreciate this program; the results are often positive. I love it and hope Peter continues working on this to improve compatibility. Okay, there are two downloads on his website for IMGRF2X (which includes an easy-to-use option). Just watch the video!!

Let me know in the comments what you think and what worked for you. Above all, enjoy yourself :)
Update: if you enjoyed using this program, then you may wish to purchase the SidecarTride Multi-Device. It plugs into the cartridge port and uses wifi to download menu disks on the fly!!

Friday, October 13, 2017

Enduro Racer #AtariSTe




Yet another Atari STe game #indev

Enduro Racer is one of my favourite Atari ST racers because it's fast, fun and an uncomplicated thrill. In fact, it's the classic arcade racer and our conversion is pretty good considering the age of this 1987 release!

As you can imagine, I was excited to find out that Peter Jørgensen (Mr Manic Miner himself!) has begun development of an enhanced update specifically for the Atari STe!! He's graciously given me the latest beta and it's looking impressive with many improvements - more are planned. This version is very fast!!

  1. The Blitter is utilised to push a brisk framerate!
  2. Expect many more colours on-screen at once.
  3. Usage of the extended palette.
  4. Remaster YMT music of the original ST scores by legend David Whittaker.
  5. Arcade samples played using the DMA hardware.

From what I've seen, heard, and played, this is tremendous!! To take one of my favourite Atari ST racers, and improve upon it using the STe hardware, is mind-blowing!! Good luck Peter - I cannot wait!!

Don't go just yet, check out these screenshots and... watch this space... :-)










Thursday, October 12, 2017

STrange roboTS





Something different?

Strange Robots was released in 2013 for Silly Venture by BlaBLa and Mandarin. It's one of those demos I've had on my Ultrasatan since the beginning and is a personal favourite of mine. I love the unique presentation styles that display an incredible range of colours with a funky 505 tune throughout. What's not to love?

Demozoo has the download which will require an Atari STe with a jaw-dropping 4MB RAM. If you like this, I suggest you look at Circus back²STage, JAPAN beauties and troubles and STreet Art - all amazing!!

Here are a couple of tripped-out screenshots from the demo that I love...



Sunday, October 08, 2017

Horror Zombies From The Crypt





Bring out your dead!

I've always been fascinated with Astral's haunted house platformer from all the way back in 1990. It's like a 16-bit B-Movie in its own right - full of charm with a comical edge hidden amongst the horrors. Also, no haunting would be the same without lots of frightful creatures, which it has. There is everything from witches, zombies, werewolves, vampires, ghosts, and even the odd, weird statue that sticks out its tongue at you.

Each level has a particular task, which is described to us during a mini-intro at the start of the stage. The objective is to hunt down and collect all the skulls and lay their souls to rest. However, that won't be easy because this is one tricky platformer using a maze of creepy screens that often contain infuriating traps to catch you out. This is no arcade-style platformer, more of a Fire and Brimstone, so keep your composure and wear your patient head, Worzel. And by that, I mean it starts easy but ends up 'challenging'!

I've adored 'horror' theme games since playing Chiller, so let's check out the first scary screenshot...



The artwork is beautifully creepy, and I love the attention to detail - look at those eyes!!


Enter the haunted house!

The first level introduces us nicely to the freaky horror with some puzzle-solving, along with a variety of classic baddies: zombies, headless ghosts, and a Morticia Addams lookalike. The puzzles are quite easy and shouldn't tax the grey matter too much: move a table to reach an item, find keys to unlock doors, and wear cute booties to creep past something scary. Things heat up on the next level with tougher monsters and trickier-level designs.

Level passes WolfmanHammerLugosiNosferatu & Garlic.

Every character is different and, I must admit to liking the wolfmen - but I hate the old hunchbacked witches who will drop rocks with surprising accuracy! 
Hint: look for hidden rooms leading to secret objects, different keys, and more. Every level has a password, so there is no need to restart from the beginning each time, which is excellent (I wish more games would have this support. Yes, I'm talking to you, Navy Seals!).

This game is tough and no pushover, so expect lots of comical deaths. Like this one right here...


Oh no, a skeleton with a bow!!! Gets me every time...


Aesthetics

The visuals are perfectly apt for the 1950s cinematic theme with smooth scrolling, spooky artwork, and freaky characters. The horror aspect is typically cheesy, and I love it. Everything you see is superbly animated - like when you die and see yourself shudder before violently suffering a Scanners-like headache (no matter the cause). I'm impressed with the palette; each level looks tremendous with super attention to detail.

The audio is nothing short of incredible, with a chippy rendition of Montagues and Capulets (I'm sure I'll be humming that all day long). The sound effects are high-quality samples, with the wolf howls being my favourite. However, I'm disappointed there is nothing for my head-exploding deaths? That's weird!

Sound and vision are almost perfect in every respect! So let's look at an evil witch with her pet wolf...



I hate it when the old witch drops objects on my head!


The CryptO'pinion?

This is one of those games that will eat away your spare hours, but it requires practice and a lot of it. In fact, it's often infuriating on the later levels, just try Family Chapel if you don't believe me. Oh, and Horror Zombies From The [Atari]Crypt is the perfect title for such a cheesy platformer. See what I did there? heh

Yes, I wish it were easier on some screens, but I'll never get bored with killing wolfmen and zombies, but those piercing glares of a vampire are tremendously scary! Overall, this is a great platformer with good puzzles throughout a landscape of cruel design. Like with Fire & Brimstone, it's tough, but it's excellent.

The HDD download can be found on D-Bug
Floppies can be sourced via Old Games Finder

Wednesday, October 04, 2017

River Raid for Mega STe




Thank you, Carol Shaw!

I fancied a blast with a favourite ZX Spectrum game - RIVER RAID!! Okay, I know it's lame compared to the Atari 2600/5200 versions but I've happy memories. I figured I should use the Mega STe muscle and boot up the Speccy emulator for some colour-clash action (there was never an official Atari ST version released).

Obviously, I cannot record directly off my Mega STe so I duplicated the setup in Hatari to make this video: a stock 16Mhz Mega STe (TOS 2.06) runs the game well. It's almost at the same speed as a real Speccy. Hey, could my recording fool people into thinking this is real? Well, until they see the GEM desktop at the end!!

If you wanna emulate more older computers on your Atari ST then check out this section of my website.

Friday, September 29, 2017

Biomechanoid Locomotion

I spent some time last night listening to many incredible tunes from the SNDH Archive. Biomechanoid Locomotion, by Shinobi (aka Marcus Andre Rousseau) was probably my fave of the night so click the green arrow to hear it :-)

Turn up the volume and use these Atari ST programs to play everything from this amazing archive. 🎧

Sunday, September 24, 2017

Pole Position






The arcade is within your Atari STe

Pole Position is a classic arcade racer from a time when the computing world was youthful and fresh. I played it on the Atari 2600 at a friend's house, but I mostly played the ZX Spectrum version. The Atari ST has a raft of great driving games, but sadly, it never received an official port of this old favourite. Until now.

Official might be the wrong term to use, but don't get your knickers in a twist. A brand new version has been developed by Jonathan Thomas, who reverse-engineered it from the arcade machine itself. He has also implemented many cool features, using real-time sprite scaling, DMA sounds, and more.

The requirements are 1MB RAM, a joystick, and an appreciation of what is nothing less than a brilliant racer. It's quite surreal to have such an iconic arcade racer on the ST. Upon first booting up, I got a giddy feeling at having a phantom arcade machine in the house. Hey, no need to find any 10-pence coins!

I should break for the first screenshot, and I love it for obvious reasons...



I'm feeling like a kid in a Blackpool arcade, spending all my pocket money!!





Yes, put your money away!

It's not an overstatement to say this is authentic, as it even features the same (ripped) visuals and sonix I fondly remember. Now, if you're looking at the screenshots and wondering why the gaming display is narrow, then blame Namco because it's all down to the arcade's vertical monitor. The Atari STe was meant for a different display, so it isn't the same ratio. It merely attempts to replicate the slim ratio.

Playing is tough, and initially, I was all over the road. Slipping and sliding into cars or skidding off into roadside objects. In fact, it felt like I was purposely trying to hit everything - and doing a great job of it!! Ideally, I need a wheel, but stick with it, put aside half an hour to master the controls. The corners are a killer!

I don't think we need a boring screenshot? So how about an animation instead? Here ya go...



The actual framerate is twice as good as you can see here in my capture.





The gory details

The latest release candidate has major improvements and delivers near arcade-busting gameplay:

  • 60fps framerate to bring the speed and difficulty correctly in line with the arcade machine. Can you keep up with that?
  • You can thank the Blitter Chip for whizzing the graphics so fast and furious. If only more games had used this chip!
  • Sprite scaling is utilised for ultra-smooth results. Check out that road zooming up close, so impressive.
  • Even good 'ol Mount Fuji is displayed in all its glory!
  • The sky gradient is back, along with numerous glitches fixed, and it looks very nice using a good flow pattern.
  • The sound effects are taken from the arcade game using the DMA coprocessor. Doesn't get any better than that - gorgeous!
  • Code compiled with GCC 7.1 for a significant performance increase. Sounds good to me, but what would I know about programming!
  • Many new optimisations, mainly around text rendering for authenticity.
  • Emulation is fine, but it's BEST played using a real Atari. By far.



If only those tyres would look like they're rotating (come on, Jon) :-)





The CryptO'pinion?

It's impressive to think that here we are in 2017 with a version of Pole Position that's been reverse-engineered from the arcade machine. Everything looks, sounds, and feels like we remember, with only a couple of missing features: the animated tyres are nothing more than a bit of a colour wobble (needs fixing)

Pole Position is very addictive, a cracking arcade port making use of the Atari STe hardware: I love its framerate, audio, and authenticity. Possibly one of the toughest racers, but it certainly keeps dragging you back for more - kicking and screaming!! Pole Position is nothing less than a spectacular arcade racer.

What are you waiting for? Come on and play this outstanding game!! (Download from AtariMania).








Friday, September 22, 2017

Space Monsters





Don't panic!

Space Monsters was developed by Darren Ithell for Goodman PDL, and I'm sure you've already guessed it's a conversion of the arcade classic, Space Panic. I'm often a little dubious of 16-bit conversions for old arcade or 8-bit classics because, quite often, they don't work or it feels like something is missing. So I tightly crossed my fingers and booted it up.

Initial impressions are great, the game looks good with each screen having the expected platforms and ladders with horrid nasties roaming. It's instant death if you bump into one, so Spaceman has discovered the best way to kill these critters is to dig a trap. Once they've foolishly got themselves stuck (for a few seconds) he has the opportunity to whack 'em with his spade for a splattery death. Spaceman is a truly gruesome fella, but whatever works, right?

Let's check out the different types of nasties that you'll encounter. . .







Oh, the nasties in this game are so... well... nasty!! The Boss is tough, but Don is a killer!!



No matter how much I try, I still panic!!

Yup, there are only three types of monsters, but that doesn't mean their numbers are limited or boring. The first is a "Creature" and is pretty gullible and easy to avoid or kill. However, the other two aren't so dumb and possess a freakishly cunning AI. Next is "Boss", who is tough, and then "Don", well, he's the real boss. Try not to anger them!!

Also, it takes a greater falling distance to kill the stronger nasties, but you are rewarded with lots of extra points. However, if you fail to smash in their faces with a spade, then they angrily climb out looking for blood!! Finally, watch out for that time limit. Don't dawdle and get these beasts killed before your oxygen runs out - I'm never a fan of timers!

Right, let's check out an in-game screenshot...



Right, we've got him just where we want him. Quick, club the sucker!!



Input & Output?

The controls are superb!! This is a relief, as I've played a few similar games, which required pixel-perfect alignment with the ladder before you're allowed to climb it. That's always a pain, which I'm happy to say doesn't exist here. Digging holes and caving in the heads of aliens is easy and so much fun. My only quibble is not being able to fall down a hole otherwise, the authenticity for both style and gameplay has been perfectly captured, and I love that.

Visually, well, it's Space Panic, so everything you expect it to be with a clean-cut design and cutesy sprites. It won't win any awards, and nor should it, but who cares? The audio is far better with nice sampled sound effects throughout - that ROAR as a monster climbs out of a hole will scare you to death!! I just miss the lacking background chiptune.

Well, you guessed it! Yes, it's time for another screenshot, so keep on scrolling...



'Creature' is a cute but gullible goon, and temporarily falling into a hole will make him angry!!



The CryptO'pinion?

Space Monsters is fantastic and perfectly captures that oldskool vibe in both look and style. The gameplay itself gradually increases for that expected stressful experience, and trying to tactically dig the right holes whilst worrying about what could creep up on you is truly a PANIC. Yep, this is literally one of the best conversions I have played.

Grab the DOWNLOAD right now!

Saturday, September 16, 2017

Sabre Team






I always wanted to be Lewis Collins!

Sabre Team was released in 1992 by Krisalis by Richard Teather (I think this was his only AtariST game?). This is a turn-based war zone fuelled by hardcore strategy. Yep, straight to the point there, as this isn't an arcade runaround shooter, it's tactical turn-based. Still interested? Great! Let's play.

We are in control of an elite SAS squad, who enter the lion's den to kill bad guys, rescue hostages, and save the day. This ain't a fake arcade action affair, but instead, tries to be realistic and thus requires stealth and tactical thought. So, a wrong move could end without assessing the situation, and it could get the team killed. And dead means dead; there are no second chances in this world. It's brutal, so be warned.

The first job is to select a 4-man team from eight warriors. Equip these guys with the right weapons for each mission whilst taking into consideration type, rate of fire, ammo, weight, and noise. There is a lot of hardware to choose from, like machine guns, assault rifles, sniper rifles, stun grenades, and gas canisters.
Choose your weaponry wisely and specifically for the mission at hand. Remember, some weapons need a reload after each shot. You're not superman, it's often advisable to wear a bulletproof jacket. I hear there are a limited number of medkits? But these will certainly help to recover from injuries.
The next screenshot is of you after your workout! Is it lifelike? Well, take a look...



This guy is ripped yet still manages to look a bit gay. Put on a shirt, mate!




Think covertly

There is a lot to consider, so put aside any ideas you had of an arcade shooter. Sabre Team demands careful, calculative and strategic thinking, so your assault should be executed with a stealthy approach that protects your men from danger. For example, don't stand near a window! The terrain isn't just something nice to look at; use it for cover as the enemy won't know you're there if they cannot see (or hear) you.

The battlefield is viewed isometrically, and our soldiers are controlled through the use of action points. This means your men are allowed a specific number of moves before the computer gets a turn. The user interface is excellent with helpful animations to identify their purpose (just hover the mouse over them).

These icons are used to turn, walk, shoot and other fun stuff like searching dead bodies. The compass not only controls the soldier's direction but also displays the number of action points required for each particular task. Plus alerts for what a soldier might be able to see (red) or hear (blue). Play as if you were there!

The next screenshot explains the mission's task. Read it carefully and don't be daft...



Always read the backstory and gather as much detail as you can. It will help.




No manual to read?

Sabre Team provides incredible insight into the tactical strategy like few others. Using your action points to run into a situation, guns-blazing will only get you and your teammates killed. Take your time, think about your moves - there's no rush as it's turn-based, so the computer will wait. However, when it’s the computer’s turn, you’re stuck waiting 3/4 minutes for it to decide the baddy's actions.  This wait is particularly brutal, not only because of its length but also because you’re watching your team take hits due to your mistakes.
It's now that you need to read this tip:) Press and hold the mouse button to speed up the computer's process. It's like hitting fast forward on a tape deck (or a DVD player for the youngsters!)
Right then, let's see another screenshot taken with my phone on my real Atari ST...



Sometimes I hate emulator screenshots and prefer using my real ST. Sometimes it's a bit naff!




Graphics & Sounds

We begin at the title screen depicting a sinister SAS soldier emerging from the darkness, ready to assassinate terrorists. It's like a post-apocalyptic/Who Dares Wins, and is incredibly impressive. Phil Hackney did a superb job with the in-game graphics, as each environment has superb attention to detail for the landscapes and their scenery. I adore how all levels take on a realistic scene without feeling cheap or tacky.

The sound effects are excellent, with samples used to complement the tension of tactical warfare. Great quality, and I'm excited to see they didn't wimp out by using samples for weaponry, cries, and other effects.

I need another screenshot from my Atari ST that shows how great I am at the game... He says...



Another shot from the ST, and here I am helping a poor civilian to safety.




The CryptO'pinion?

Never have I enjoyed a game that demands such a truly tremendous amount of tactics, stealth, and strategic thinking, all within a complex turn-based world. Take your time, plan your every move, and use those action points wisely, before anxiously watching the computer do exactly the same (it's very good!).

There is a learning curve, so don't expect a cakewalk. Initial attempts will end with laughable casualties as you uncover the joy of its realism. It’s cruel and takes no prisoners, but addictive. Sabre Team demands thought, patience, and wit to be successful. Covertly eliminating nasty terrorists is extremely satisfying.

Stop what you're doing. Don't miss this game. Play it right now!!


8BitChip has a hard drive game, floppies at Atari Legend.
Trusteft has a great video from unboxing to gameplay!


                            

Random ATARI ST articles from the archives