Friday, March 31, 2023

Sword Of Kadash (part three)






Phew, what an adventure!

I've finally done it. I've completed Sword of Kadash. I think! (don't ask, just carry on reading to the end). When I first started, I genuinely thought I would be playing for months because of its sheer size and my desire to painstakingly map it. Yet here we are with the third article, and the game is completed.

I've enjoyed it because it is a mapper's delight, with a wealth of integrated rooms, secret routes, puzzles, hidden rooms, and tons of hideous monsters to kill. The map design is very interesting, and I like its style. However, it's not all good news, as there are a few quirks and peculiar differences I didn't expect.

Before I begin, this is the third part of a mini-series. Have you read the innocence of Part One or the enthusiasm in Part Two? I didn't think so! Click on those links to get an idea of the pain and pleasure I endured over the weeks (both links open up in new browser tabs). I'll be waiting here for when you get back.

While waiting for y'all to return, I shall enjoy dumping a couple of funky screenshots below...



I see the devil with horns and beady eyes staring at me! What do you see?
Interestingly, the room south of this location is a formidable part of the maze design!



These little gremlins are weak but very difficult to shoot!!



Back to basics

Okay, since you've clicked the two links above, we all know the story and what's generally involved, so let's continue... Unlike many ARPGs, this begins the same each and every time: we start at the entrance of the caverns with a dagger, 2000 hit points, armour and fear spells. That means we're a dude without a choice in race, personality, skill set, or attributes. Still interested? I know, but you should be, so read on!

Let's begin with the controls, as there are three methods for guiding our little hero that seem to have confused some YouTubers(!!). The joystick is by far the best method (the keyboard felt unnatural, and the mouse is nothing less than a nightmare). So, just press CTRL J to change from the default to the joystick when you first begin your quest. You are able to move (and shoot) in all directions, including diagonally.
To shoot, press and hold the fire button and then 'aim' in the direction you wish to fire. Oh, and hitting the spacebar activates your one and only available magical spell (fear).
Wanna see a couple of really annoying screens that make no sense? Of course you do...


Unless you use the fear spell, you have no chance of killing these without getting hurt.



One of the final rooms is stuffed with cursed items. Yep, every single item is cursed, and there is no way (that I know of) to get around this tight corridor (go back a couple of screens to collect the cross).



The quest awaits!

I should begin with advice for newcomers - when you are about to begin, do not head north without checking out that tree. It's also worth heading southwards to find better weapons. It's called being thorough, so explore everywhere from now on. Okay, now head north into the fortress, where there are a couple of ghosts and bats before stumbling upon a scroll - leave that be, as it will come in handy if/when you get cursed. Next, head west to a room full of scorpions, so lots of XP for killing. There is also a chest, and extra xp, but don't leave without searching for the secret passage that leads to a different room - with a sword!

Yes, pick-ups are a big deal and an oddity. You will frequently find weapons and armour, along with other items like chests and keys. Collecting these increases XP, but you cannot use the keys, as there is nothing to unlock. Nor can you plunder a chest, as it's just an item that does nothing more than increase experience. So, more often than not, the item you're collecting isn't for a particular usage other than XP.

Many items are cursed, which severely hampers your ability and performance. Only two types of cures exist: the cross and the scrolls. However, this is where the game reveals its truly insidious personality because there is a chance that those might also be cursed. Cruel, very cruel!! So why not make notes? :)

Some screens contain helpful messages, but (because I'm awkward) I'll show two that don't...



I love how the designers left silly drawings and messages (Damon Slye)



The Pit is a disastrous moment, massive HP loss!
There is a hidden area to duck into, but I didn't know until it was too late!



Traps!

The cruelty doesn't end with cursed items because the dungeon is host to a myriad of traps, and just about everything will trigger something nasty. Heck, you may do nothing more than simply walk into a new room - and BAM!! Lots of arrows begin hurtling towards you. Most of the traps are triggered whenever you collect an item, so you soon become cagey whenever you see something that might be worth picking up.

Many triggered traps are a lot worse, and some can fill the room with a bunch of materialised monsters! Not only that, but some are super strong and cannot be killed - so run! Don't feel like you need to fight everyone; a wise adventurer enjoys running away! Lastly, there are a few which truly are game-enders: the boulders that appear from nowhere, rumbling down a corridor to block you in with crushing force! Did you save?

It's insane how many traps there are!! Never have I played any game that comes close to this...


Picking up an item and suddenly the screen is full of Mr T's - one is stuck in the wall lol



This is one of only two puzzles that need serious thought (relates to the 'devil' screenshot - above)



Walls

As I said in the previous article, walls sure play a big part in this adventure, which is an odd thing to say, right?. Well, the blue ones can be destroyed, thereby aiding your journey by creating a new pathway. Sometimes these can help provide a tactical vantage point when shooting baddies who are unable to reach you. Green walls will repel all your shots, which is actually a great mechanic that works very well in battle.

There are also invisible walls that are a pain - there is still one screen which I've not managed to figure out. Some rooms are made entirely of a maze of hidden walls and take what feels like a lifetime to suss out! There are secret walls that are revealed when you walk into them at the right point: some need to be shot at! Also, only by making a map could I see potential routes to hidden rooms I would have missed.

I personally feel that this game was always intended for the player to create a basic map with notes. Annoyingly, there is still one room I haven't managed to find a way into! Which is infuriating for an adventurer like me who leaves no stone unturned. Gotta admit defeat now, and then, I guess?

Well, I've talked enough about walls, so let's see a couple of different screenshots...



Towards the end, some rooms had little fair play - all items here are cursed! Why???



Oh no, a Lich. This guy is one tough cookie, so be quick and deadly in your attack!



Armed to the teeth

Weaponry felt like an afterthought as there are only four: dagger, morning star, axe and sword (all can be augmented magically to a max of +4 for extra damage). Battles are fought by range, regardless of what you are carrying, and there is no melee or magic. Also, each weapon is expressed as an arrow and can only be fired in a series of three shots (you can fire again once they have expired or hit their intended foe).
About magic: there is one spell, but it's not offensive and more of a fear spell. When used, all monsters will scarper, thus making it easier to kill them (or make it easy to run away). This effect doesn't last long, but it helps when there are loads of monsters. Use wisely!
Don't worry about encumbrance or inventory, as there is no way to use your stockpile. Simply, whatever you collect is added to your XP with the potential to level up, thus increasing hit points (excluding cursed items). Weaponry will add to your XP, but will only be used if it's better than what you already carry.

Right then, I think it's time for some tricky trappy screenshots...



Spiders spring out from the trap and are tough to kill. Hey, two swords? (Beware!)



This is the other puzzle that takes some serious thought. Hmm, beware!!!



Monsters

Being an action game, you won't tread for more than a few steps without having to kill something beastly: ghouls, ghosts, bats, snakes, barbarians, spectres and more, all the way up to the Liches. Those guys are tough and can even spawn other monsters into the arena. Each enemy has a number of hit points before dying, though there's no information about that to possibly complicate the near-non-existent RPG aspect.

It's all a case of keep firing, but if they're strong and still chasing - run! Then fire some more shots and start hoping for the best. Touching drains them of their hit points, but at the expense of yours, too.

All enemies are a bit daft and follow a basic path to get you, which means they struggle to navigate around objects. Sometimes that's a good thing, as you can tempt them out from a part of the room, one by one. Thus making the battle easier, albeit rather disappointing in other respects. Manage the hoard.

The next screenshots are from the final rooms that only dedicated players will see (ha!)...



We're nearing the end of our quest. This is Aladag, the dragon guarding the sword.



It's possible to sneak by Aladag to grab the Sword of Kadash (looks like a banana!)



Aesthetics

I was never going to boot up this game and expect glorious visuals. It was developed around 1984, so I would be a fool to judge it based on what the Atari ST is capable of. The graphics are what I experienced on my ZX Spectrum, using a basic design with lots of repeating red brick walls and black backgrounds.

The monsters are superb, and we get to slaughter a wacky crew. They're quite poorly drawn compared to Rogue, but I love how amateur their movements and animations are - they wobble across the screen. The gremlins are my favourite: small and made from a few pixels, yet they look great.

The audio is almost zilch with no music and few effects. What you mostly hear is your weaponry, or when touching a monster. Oh, a little jingle plays when the Lich appears! This is an incredibly short tune, but it's eerie and works surprisingly well. Otherwise, the entire game is silent, with no distractions.

Okay, it's screenshot time again, and here we have two sets of badass enemies...



I think this monster is called the Mukra, a tough Jason Voorhees wannabe.



Wraiths are incredibly mean and fast. So, unless you're armed well ... forget it!



The map!

So the moment you have all (?) been waiting for... the map! Completing this game was enjoyable and addictive. However, the ending rooms are a disappointment in comparison to the rest of the game:

At the end, the idea is to kill the dragon Aladag, who is guarding the Sword of Kadash. But there is a hidden passage north of his location, so you can skirt around and pinch the sword. Superbly done, and a greeting appears (the last screenshot below), but the game does not end. In fact, there are a couple more (pointless) rooms that don't make any sense, as they are dead ends. So, armed with the Sword of Kadash, I went back to kill Aladag and, once again, the greeting appeared, but it still doesn't end. How odd!!

Yep, rather an anti-climax. But it didn't spoil what is nothing less than a superb oldskool shooter. As always, the image below is a thumbnail; click it to download the high-resolution version. Or zip over to Atari Legend, which is kindly hosting a similar version. Anyhow, I hope you guys enjoy using the map.

Carry on scrolling for my final thoughts on Sword Of Kadash...


Greetings to PP for helping develop a better version. Thanks also to Maarten/AL for hosting.




The CryptO'pinion?

I'm sure you can tell how much I have enjoyed this, and mapping has been a pleasure that has greatly enhanced my experience. I've honestly loved every second of the adventure, albeit not the 'RPG' that I imagined. Those elements are diluted into the background, so I would say it's more of an action/shooter with an emphasis on puzzle-solving (make notes!) and the freedom to roam without following any linear path.

My grumbles are minor; the combat system is limited because all weapons are the same, and there's no support for melee. The cursed items are a pain in the bum because there are only two types of objects (for a cure). I would have liked magic to have included the side benefit of dispelling curses, too.

Anyhow, if you're in the mood for an alternative "roguelike", then this could be everything you desire. The dungeon is massive, with monsters at every turn, secret passages, and lots of infuriating traps! Just remember to save regularly and make notes. Of course, I have made a map you can use as a guide.

Sword of Kadash hasn't aged well, but the gameplay is well-balanced throughout, which I thoroughly appreciated. I hope you ignore the bland aesthetics and take on board the challenge!!




After all the trials and tribulations, this is the finale. Then it carries on to a dead end! Bugged?

Friday, March 24, 2023

Sword Of Kadash (part two)






Welcome all (who carry a pencil and paper)

I honestly didn't expect to be posting again so soon after the first article, but this is an enthralling adventure. Ignore how it looks, and you are rewarded with something rather enjoyable. Hang on, didn't you read the feature that I wrote? Sheesh, shame on you. Click that link. I shall wait here until you come back.

Okay, you're back! So let's continue with part two of my progress within the fortress of pain. Yep, that's what I'm calling it. Don't get me wrong, this is what I needed to dig my teeth into: effortless adventuring with freedom to roam. There is always something menacing to contend with amongst a myriad of traps!

Traps are a big part of this game, with most rooms having something to ruffle your feathers...



Hairs stand on the back of your neck when entering this room!



Temptation is high, dare we grab the scroll and that powerful sword?



Another trap is triggered - eight beasts appear, and arrows are hurtling towards you!!




Puzzling puzzles?

Many rooms have a puzzle element, and, being of ultra-low intelligence, I like my puzzles uncomplicated! Well, good for me then because I've yet to stumble upon anything overly taxing on my old brain cells. In fact, the hardest part of the game is usually sussing out a route through a maze of irritatingly invisible walls.

Walls are oddly a big part of this game, which is a weird thing to say, right? Well, the blue walls can be destroyed with your weapons, which is sometimes a good idea. Especially to clear the way, ready for a quick escape! But you may wish to be cautious and leave only enough room for yourself, rather than for the BIG chasing monster. Be careful and think before making a move - don't let the puzzle trigger a separate trap!

Here are three rooms with typical "puzzles" you will often encounter...



This room is odd; an invisible wall surrounds the symbol. So how are you gonna collect that?



Why not fully blast away the blue walls before attempting to pass that sharp-looking object?



Another puzzling room with both a secret wall and a trap. No spoilers, but step lively!




Psychic gaming

Freedom to roam within such a whacky dungeon of horrors is proving silly yet ever so entertaining. It wasn't long into the game that I realised that I needed the power of prediction because of the dreaded cursed items. These are relatively plentiful, but there's no way of knowing if an item is cursed or not.

Being cursed will affect your performance in terms of XP, armour, and potential damage. This can be cured, but only by collecting symbols or scrolls. These work a treat, but there isn't nearly enough of them for the gamblers aimlessly wandering the dungeon. A good adventurer brings a sword and makes many notes.

It's not all blind faith because many rooms are exactly as they first appear...



I had my suspicions about this screen, but all items come without the worry of a curse.



I hope you are carrying a strong weapon as you enter this room. You'll need it!



It's party time down in the fortress, so let's all get together and be merry.
What a battle this was - use magic!




The CryptO'pinion?

Stumbling through the Sword of Kadash has proved itself fruitful. There are many crude, yet fascinating rooms to explore, and mapping has opened them up somewhat. However, mapping might be good for my personal pleasure, but it isn't essential. What is: making notes and jotting down the locations of cursed items, as it's the only way to make progress. Yes, you will replay it repeatedly to push yourself further each time.

That actually means hours of gameplay, which, when you think about it, is massive value for money for anyone back in the mid-80s. However, do you have that free time today? Well, I hope my agonising and time-consuming mapping will soon be of use to y'all. Are there any players? Hmm, why not comment and let me know...

With that in mind, here is the updated version of my map with all the cursed items identified. (I've also noted weapons and any traps/puzzles - but not everything, as I didn't want too many spoilers). Remember, this image is a thumbnail, so click it to download the high-res version. I hope you have enjoyed part two.

For now, relax and be content knowing that part three will soon be in the works...




Saturday, March 18, 2023

Sword Of Kadash (part one)






Fortress Of The Dragon

For almost a decade, I've tried to play as much of a game (as possible) before attempting to write a humble review. In light of that revelation, I'm going to do things differently for the next game and will post here as I progress. Hopefully, I won't get stumped and give up - yikes, that would be embarrassing!

Without further ado, here is possibly the first episode of a mini-series for what appears to be a modest-looking action RPG. It's called Sword Of Kadash and was originally released on lesser computers back in 1984/5 before finding its true home right here on the Atari ST in 1986, thanks to Dynamix/Polarware, Inc.

It was developed by Kenneth L. Hurley, and if that name sounds familiar, then maybe you came over to the Atari ST around the same time as I did? Ie - do you remember the graphical demo 'Monarch'? That animated screen was mind-blowing, and I couldn't get over the impressive power of my new 16-bit computer!

Anyhow, enough waffling by me. Yes, you guessed it, it's time for some funky screenshots...

Update: part two of my gripping playthrough is ready to view!


The start screen is one of the prettiest in the game, with a lovely tree.
Hey, don't rush off before looking around ;)
Also, you might wanna change the controls as the joystick works best.



Ah, you started off well, I see! This is the screen that proves just how sneaky the game can be. Wait, what was that flickering that I saw? Did you see it? Well, I think you should go and investigate that flickery wall...



Yeah, a secret room with a couple of weapons. Wait, I'm getting that sneaky vibe again!
Which weapon shall you pick up? Hmm...




What is this game about?

The story is a little silly, but let's hear it. Okay, you are a traveller looking for your fortune in Persia, but the local thugs have other ideas. Captured, you have one option to free yourself: enter the Fortress of the Dragon to find their sword. You've guessed it, that is the Sword of Kadash, which is guarded by a dragon called Aladag. A myriad of rooms are waiting to be explored, but beware of the many hidden dangers!!

Upon loading, I'm instantly reminded of the Apshai games due to (ahem) modest visuals and top-down display style. Getting around is easy thanks to effortless joystick controls - you did change them, right? Anyhow, you're immediately thrown into the thick of it with the opening rooms offering a glimpse into the type of dangers that lie ahead - hidden secrets, dodgy weapons, traps, and strange monsters.

It pays to be cunning, with each room a festival of trickery and monsters. Screenshot time...



There are many types of treasures, and here I can see a chest. But it's a room full of nasty critters that are also incredibly tough to kill. So, shall we waste effort killing them for a chest? Or leave it and scarper?



Hmm, I've already got a sword, which is a fantastic weapon, but this room has lots of daggers and picking them up provides experience. Be careful, one of them might be booby-trapped? What shall you do?



It's now that you should use magic to nip down and grab that scroll.
Let's just hope that there are no traps!




So what's my plan?

Inside the dungeon are many places with traps, treasures, and bizarre monsters just itching to be slaughtered. My progress is slow, but the adventure is addictive and gratifying. What appears to be a humble game isn't. Most monsters are bigger than me in size and strength, but I shouldn't feel the need to fight all battles; sometimes it's best to grab the loot and run. Then again, that will probably be boobytrapped!

So, the plan is simple and one that I'm sure you've already guessed? I desire to completely map the Sword of Kadash. I've already begun this monumental task, and it's made playing the opening rooms so much better. Plus, it's now easier to identify traps, hidden walls, and cursed items. 80s-style gaming! ;)

Mapping is fun but time-consuming, so don't wait up! Hey, do you want some more screenshots...



Sword of Kadash has a cruel design to be learned by the player bit by bit. I say it all the time, but I don't think you can get anywhere without making notes to remember the different pick-ups. Argh, many are cursed!



I found a hidden passage! However, an invisible wall to my left is blocking me.
Wanna grab the loot and leggit back down the passage we discovered?



Doing so, these two goons appear.
That invisible wall was cool, but we must now run!!




The CryptO'pinion?

I hope you have enjoyed scrolling through what I hope is the first of "many" articles about my progress. This game is indeed huge, but there appears to be a method in its madness, thanks to the way XP and hit points are earned. Additionally, the design seems focused on replayability, meaning you'll die often, encouraging you to take notes while exploring the fortress to help progress further in future attempts.

Download it and see where the adventure takes you - let me know in the comments below.

I'm heading back into the dungeon, but before I go, do you want to see what I've mapped so far? The image below is just a thumbnail, so click on it to view the hi-res image! Part two coming soon...




Friday, March 17, 2023

A book all about Atari ST demos






Democyclopedia - The Book

We have a new book about the Atari ST demoscene by ST Survivor (aka STS). I'm sure you will remember the interview a few years back? His book is based on his blog, which alphabetically documents more ST demos than you could shake a stick at. The French version is already out, and when I heard the English version was finally available to pre-order. You know what? I just had to have it, and it has finally arrived!

The book is a beefy A4 hardback, which I'm happy about, to exhibit the beauty of the ST demoscene. The published book is available from Cote Gamers (of Iceblox PlusToogle, and others).

Click the link below to find out more information and order. Why not look at his blog whilst you wait for the book version to plop through your letterbox? Congrats, Sebastien - your hard work has paid off!!







A few words from the man himself

"My love for ATARI ST demos started around 1994. Back then, I joined a democrew called NLC first as the main editor of the Frenck ToXiC MaG and then as a pixel artist. Around 2015, I started writing a blog called Democyclopedia that is dedicated to ATARI ST demos. I decided to sort all effects alphabetically, and I added my own favourite demos, a tribute to all pixel artists and some personal articles.

As I reached more than 150 articles and thought this was the end of it, a friend suggested I should turn my work into a hardcover book. This is how I came to work with publisher CotÈ Gamers. The 250-page French edition was released last summer, and it was more successful than I expected! We are now working on delivering the English edition within the next few months, but preorders are already open, so go for it! -STS"











Monday, March 06, 2023

Shadow Sorcerer




Welcome to Krynn

Who doesn't love a good RPG with its story, lore, characters and creepy dungeons all whilst levelling up a character(s) you pray are up for the challenge. Yes, there's something extraordinary about losing your free time over something my missus recently described as "an antique game that nobody's interested in".

Why I'm still with her, I'll never know.

So, let's boot up a 32-year-old game by SSI/US Gold called Shadow Sorcerer, based in the DragonLance era of Advanced Dungeons & Dragons. This adventure is stuffed to the crust with quests and combat against demons, dragons, ogres, skeletons, and more grotesque creatures. I guess I'm working backwards because it's the third game in the Dragonlance saga and follows on from Heroes Of The Lance and Dragons of Flame.

I've always had a keen interest in anything AD&D and find it ferociously interesting with compelling storylines. I love the mythology and the worlds where we battle dreaded enemies in the creepiest places. So, I'm going to kick off a long-term plan to play all the Atari ST Dungeons and Dragons from my own collection.

Before we crack on, let's take a look at the two primary screens you will be using in Shadow Sorcerer...



This is the world/wilderness map. It's basic, and only the mountains are displayed until you get moving.



This is the Tactical view, a beautiful isometric representation of your present location.




Preface

The land of Krynn was once a peaceful place, but no longer, thanks to Verminaard, who conquered with his Dragonian armies. Cheer up, we're in charge of the Companions of the Lance, and these plucky fellas have rescued a whole bunch of Refugees from the city of Pax Tharkas. The plan is to head south to safe territory, but Verminaard has ordered his troops to track us down. Can you guide the refugees to safety?

As with any RPG, begin slowly and learn the mechanics that make the game tick (and understand its user interface). This prevents me from doing something stupid (well, in theory), but it's a good idea with Shadow Sorcerer because it certainly throws you straight into the thick of it, pulling no punches!!

As you saw in the screenshots, the Dragonlance world is viewed using two methods:

The first is a wilderness map used only to explore great distances throughout the land (whilst you're making notes, I hope). Use it to keep tabs on the refugees and also Dragonian troops. Each possible location is initially a grey hex tile and, as you travel, they reveal their environment in and around your current location. Tread carefully!

The second is a Tactical view which provides an isometric representation of your surrounding area. All battles are fought on this screen plus the ability to interact with party members, along with communicating with other characters you might stumble upon. It's here that you can find items, equip weapons and armour, and more.

Starting your first game can be daunting, so check out the file menu and experiment with the user interface on the Tactical screen. It's here that four portraits of your party are displayed - Tanis, Caramon, Goldmoon, and Raistlin. Clicking each reveals its stats and default options when under computer control.

It pays to experiment before playing properly, and here's a deeper look at what to expect...



Get out there and explore, you never know what you might find. Here is a sword carelessly left!



Now we're talking!! A safe(ish) haven with food to keep those miserable refugees off my back!




User Interface

Shadow Sorcerer has a pseudo-GEM feel, so it's a doddle to use. You spend a lot of time on the Tactical screen, where your party is shown at the four corners. Clicking on each portrait displays its attributes, such as Strength, Dexterity, and so on. No stats can be altered, which is a bit weird for an 'RPG'.

Also displayed are the details for hit points, weaponry and armour class  - all these can change depending on your condition, and with regards to clothing/weaponry you happen to find.

Each character has default actions that the computer can assist with. Such as attack, range, spellcasting or running off like a chicken. Base your choice on strength and ability rather than everyone doing the same thing!

Clerics and Mages need to memorise spells. Clerics are great for Blessings, Protection, and healing. A mage can be handy to detect invisible objects and can throw a mean fireball. Actually, that's a very powerful spell, tempting to use but dangerous to both enemies and friendlies alike. So beware! Possibly use Magic Missile instead?

You shall also notice a satchel icon; this is the inventory, and it is probably the lamest part of the entire game. Sure, it shows you what is being carried, and you can use, equip and exchange items with other party members. However, no details are given before deciding whether to equip, which I didn't appreciate.

Don't forget the GEM-like menu options at the top of the display. Here you can heal, regroup, review refugee status and exchange players - useful after losing a companion who needs to urgently be replaced. The caveat is that it must be located with the refugee party. Yeah, I'm sure you can guess how annoying that is.

Hey, it's not all fighting! Let's check out one of the early puzzles the game throws at you...



Not everything is as it seems, and some things require more than brute force...



Of course, the game then decides to kick you in your teeth whenever it gets the chance lol.




Ultimate play the game

Initially, the world map shows the mountains and a yellow icon depicting your band of merry men. Starting your expedition is easy; just click the tile you'd like to move to. Now you notice a grey icon - that represents the refugee party who plod on, encumbered by their number, supplies, wagons, etc

Babysit these guys, but not at the expense of your progress - it's a balance of adventuring and keeping them content. You can interact with the refugees through their council, with which you can discuss, reason, or even threaten. I find they are happiest when fed and under the illusion that I know what I'm doing. Disgruntled refugees might disband, leaving scattered groups which are difficult to manage and protect.

Everything is in real-time, and you shall note the day/night clock display at the top of the screen. Time applies to every aspect of the game, which took me ages to get comfortable with, especially in conflicts, learning spells, and crossing rough terrain. Hitting the + or - keys can speed/slow down game time and is helpful.

Shadow Sorcerer's strength is in how easy it is to get out and explore. It won't be long before you see an alert for a 'chance encounter'. In fact, you see this a lot, but don't worry, it's not always a nasty brawl. Quite often, someone or something is nearby, which could mean treasure or other items. Yes, and many brawls!!

It's not all run-and-chase, as there are safer areas within Krynn. Places to restock or shelter, so use them wisely. Watch out for side quests; these are a massive part of your adventure and are fruitful for several reasons (actually, they feel more of a necessity rather than an option). You never know how many potential friends you might meet, so try communicating before raising your weapon. Might work, but be prepared!

Oddly, I fear Shadow Sorcerer tries too hard - not only are we limited in time, but encumbered by clans of refugees dragging their heels, and then there are the Draconians!! A part of me wishes this were toned down in the respect that refugees could have been a silent entity that we don't need to worry about or communicate with. Plus, I thought that the Draconians broke free of Pax Tharkas far too soon.

Shadow Sorcerer has amused me many times, although I don't think it was supposed to. Hmm, maybe...



The UI is simple with instant access to abilities: fight, look, grab, talk, move and computer control.



You must learn to fight as a team. Don't go throwing a fireball spell if the enemy is too close... Ouch!!




Faith and Spells

There are two main spellcasters, Clerics and Mages. Each type has its own collection of spells with which to help the adventure thrive. That might be healing, protection, detection, or an act of aggression. Clerics are helpful people, so let's first take a look at some of my favourites they have on offer, which are useful...

  • Bless - this improves your chance, because, erm, you're blessed!
  • Cure Wounds - there are two levels for this much-needed spell to help those in trouble.
  • Find Traps - quite useful if you feel a bit unnerved about something you can't explain?
  • Dispel Magic - very useful and helpful but often overlooked and I can see why.


Mages, like Raistlin, can detect something invisible, which is really cool, and you'll be pleasantly surprised by just how much that comes in handy. I shall say no more without ruining things with an obvious spoiler like that!! I like to think he's the rock star of the clan with some rather excellent abilities lurking up his sleeve...

  • Magic Missiles - don't disregard this impressive attack that saves you getting too close.
  • Fireball - a powerful spell best used out in the open. Very dangerous.
  • Web - quite tough to master this one but very handy to snar your opponent.



Shadow Sorcerer always seems to hurl something unexpected your way. Shall we go inside?



Argh, it was a Dragon!! And it killed two team players before I could even react!




Big Tips

Each of us explores differently, and although Shadow Sorcerer is very easy to get into, that comes with a higher-than-expected difficulty. Here are a few basic pointers which I hope are worthwhile...

  • The default party are a varied selection, stick with these guys for as long as necessary.
  • Always heal your companions after each skirmish (via the menu option).
  • In the Tactical screen, spread your men out wide to overcome troublesome obstacles!
  • The fireball spell can be disastrous without due care. Is it worth it?
  • Sometimes the text descriptions read a lot better than the tactical screen reveals. Think.
  • Try to send the refugees to a safe area (an already visited part of the map).
  • Keep the refugees happy so they don't split and panic!
  • I was unsure whether or not to include this line, but I advise you head west as soon as possible.
  • Computer control is good but there are times it's better to do it yourself. Most apparent with ranged characters, especially when it comes to magic. Maybe it's better to DIY?
  • This might just be me, but I found the game far more responsive using real hardware rather than an emulator. No idea why, but it was and especially with the character screens.
  • The manual has a good line, "...repetitive saving is not encouraged - take your losses like a man...". Superbly written but ignore that taunt and save regularly. I cannot stress that enough!!



With a replacement party, I hit the road only to be ambushed by Draconians.



Skeletons are very weak opponents. Look, Richard Gere has joined our party (top/left!)




Aesthetics

Let's start with the mediocre sounds: the introduction plays sampled music whilst it cycles through the intro screens. However, there is little else afterwards, and only when using a weapon or performing magic is anything heard. That's fine for a game like this, but a subtle chiptune in the background would have been nice.

Visually, things are very different, and Shadow Sorcerer comprises two primary screens...

The map/wilderness screen is rather drab, but a practical way to identify your surroundings along with the location of Draconians and refugees. Basic, but functional and that's fine.

The tactical screen offers a beautiful way to explore, be it hunting down treasures, commication or battling the Draconians. In fact, this isometric display is superb with great decor for the different environments you're gonna do battle in. The monsters are all gorgeously detailed ableit with humble animation. I'd say this is possibly the best looking DnD for the Atari ST. Love it!!


In this game, I explored the east, but it wasn't long before we were being chased by Draconions!



The Dragonian armies proved too much for me. I hope there's time to recruit new members!




The CryptO'pinion?

Shadow Sorcerer is a great RPG, especially for novices (like me). It's also a good choice for those with little spare time because it's so easy to jump straight in. Travelling huge distances isn't a problem, and you slaughter monsters and meet lots of characters. Every battle is in real-time (with pause), so it's fun working out a strategic victory using magic, range and melee. This RPG is gratifying in almost every respect.

However, it's strange that your party aren't levelled up as their attributes are fixed. There is no feeling of progression, so things occasionally feel unbalanced. Also, I didn't like the baggage between the Companions, which didn't work for me. Plus, they struggle to navigate around objects as they're a bit daft!

Nevertheless, this is a compelling adventure with a tremendous variety of places to pillage and creatures to meet and beat. Although I doubt I will ever escape the Draconians, I think this is a belting ARPG, albeit more for the amateur than a hardened player. Like I said earlier, it's difficult, and I feel they crammed in too much unnecessary content - chasing Draconians AND pleasing the fumbling refugees. Ugh...

I've heartily enjoyed Shadow Sorcerer and thoroughly recommend you take a stab at ransacking the lands of Krynn. It's not flawless, but most certainly a captivating and formidable Lite-RPG. Consider this the first in a series of Atari ST AD&D that I personally own, cherish, and will return to over the years!!

Downloads can be found on floppy disk but I'd recommend this hard drive version. (thanks PP)