* After escaping the car, look around before entering the scary mansion.* Once inside, you'll notice an unlit fire and comfy chairs. Rest a while.* Inside the library room, there is an interesting book to read.* Anything readable is often helpful for information, words to speak and numerical combinations.* The hallway on the first floor has access to bottles for critters and phantoms.* Hey, there's a spirit in the hallway on the ground floor, that's handy!* Any books left lying about need to be examined and read.* Flowers can be a sign of respect, especially when placed at the graveside.* I always carry a box of matches with me because you never know...* Aren't knives great for cutting stuff up? Vandals use them to slash things like chairs.* Did you find a box in the Master's bedroom? If you're stuck, highlight all the shaded text with your mouse: "pick up the box from inside the locked cabinet. This needs to be burnt in the fire"* Gems make great keys for (erm) aptly shapely keyholes.* The greenhouse is another enigma. Highlight this text if you're stuck: "use the watering can on the empty plant pot which is on the table on the left. Pick up the plant pot afterwards"* Those dogs aren't that bad, they just need to hear a friendly voice. Reading is always helpful, right?* If you don't go to church then you should - but the chapel is so vague and if you need help then highlight this text: "light the candlesticks and pick up the Cross. Don't forget to speak to the head..."* The maze is its own entity of annoyance. Explore if you must but this is the part of the game where I "cheated" to find my way through. I know, I know but at least I'm honest! So, if you're fed up wandering around the maze like a fool, then highlight this text for directions: "north, west, west, north, north, west, west, north, north, east, east, north, north, east, east".* It's here that you stumble upon a zombie! This is an easy kill but only if you were listening and paying attention right from the start? After the car explodes, you needed something. Can you go back? Ha!* The maze still isn't over with and after killing the zombie, these are the directions to continue on: "East, east, south, south and you better have brought those flowers!". Hint? "only birds go inside a bird cage"* Now we can leave the maze. Can you remember the way out? Okay, here you go: "north, north, west, west, west, west, south, south, west, west, south, south, east, east, south, south, east, east, south, south".* Ice caves need melting. If you need help, highlight this text: "that brass pentagram which you thought was pointless is actually the way to melt ice. I know, I know... what a rubbish puzzle".* Remember that little red demon that flies by every so often? Highlight time: "he loves cookies and can be found in the Recreational room on the ground floor".* Dead body? Police might assume the worst so why not try dumping it?* Drowning in the bathroom? Look up and keep trying.* One final tip for the last task? John 14:6 ... Yep, you need a †
Sunday, January 29, 2023
Uninvited ...not a walkthrough!
Thursday, January 26, 2023
Uninvited
User Interface
Additionally, you can double-click on most things for a default option. Like the closed doors: double-click once to open it and again to walk through. The same goes for the Exits window, double-clicking in that is nifty.
- Go slow and don't rush as you will only miss what is obvious.
- Learn the user interface properly, it's dead easy but can be finicky.
- Just escaped the impending death of a car wreck? Snoop before entering the house...
- Inspect absolutely everything, even the smallest thing can get you out of trouble.
- Read the object descriptions carefully, subtle hints are usually given.
- Don't be a vandal, not until the time is right later...
- 90% of the items are useless so remember their locations rather than carrying everything.
- Make a map. I know, I know, but this is the time for pen and paper!!
- Install to hard drive - the experience is miles better with audio on cue.
- This next one is obvious but never more so for a game like this - save regularly!
Aesthetics
The artwork is really good with each room well detailed to represent each scene nicely. Okay, it's not exactly The Pawn but I admire what they were trying to do and I thought it worked very well much of the time. The horror aspect is feeble, to say the least, but Scarlet is a babe and Romero would love to cast her I'm sure of it. The guy with the severed head is brilliantly drawn but what's even better is the glimpse we're given. That timing works really well for maximum effect.
I know some will disagree, but GEM works well for our version of AtariVenture. I think it's made great use of the windows, especially with the ease of issuing commands and the use of Exits and Inventory. But this also means it's slower than other similar games but a Blitter helps, as did my 16Mhz Mega STe.
I love Uninvited. So I looked on eBay and there it was, going cheap as chips too. Excellent!!
Sunday, January 22, 2023
Frankenstein
Wait, Master, it might be dangerous. . . you go, first!
That is one of my favourite lines from the cult classic movie and also fitting for Zeppelin's Frankenstein, a "horror-themed" platformer that had us searching for gruesome body parts for an ungrateful (and mad) scientist. Of course, there's nothing much original about this but its structure, challenge, scary graphics, and perfect joystick controls help make this one of my favourite Atari ST games. It's the bee's knees; you can read about it by clicking here. (go on, click it!!)
So, why am I telling you again about this old platformer? You've guessed it - it's now fully mapped for your viewing pleasure! Now, before the negative nelly's love to tell me, I do know there are maps already out there (based on another computer's version of the game). Regardless, I wanted to make an official Atari ST map - without a watermark :-)
Hey, do you want more Atari ST game maps? Of course, you do so click here for my new section! (WIP)
Thursday, January 19, 2023
Rotor
On the left-hand side, is a map detailing your position, the dots above that are your remaining lives. The coordinates of zeros will change once the mission is complete to show the exit location to rendezvous (the other coordinates are your current location). The three icons between these are 1) the time left until a bomb explodes. 2) The time left until a disabled laser resumes. 3) The required number of crystals to gain exit coordinates.At the bottom of the screen is the radar and this shows helpful information like the state of your armour, cargo, and remaining fuel. However, it also displays potential enhancements that can be gained by collecting pearls. For example, the second icon is for the ship's rotational speed. The third icon improves upon its lethargic thrust.
- Don't even think about skipping the training missions. Trust me!
- Bombs automatically activate after first shooting the pod. You have two options, leave the screen safely and survive or collect the extra cargo and take it home.
- Beware of how much cargo you're carrying. Extra weight means a slower ship using more fuel.
- Watch the walls, take your time and let the scrolling catch up with you.
- If something is able to shoot at you then it's best to shoot that first and clear the way.
- I hate to say this, but don't worry about ship upgrades as this wastes time (and fuel).
- I said don't skip the training but, if you really can't wait, here are the level codes:
- Level 1 = GAG,
- Level 2 = LIP,
- Level 3 = SLY,
- Level 4 = MEW,
- Level 5 = AWE,
- Level 6 = TNT.
Saturday, January 14, 2023
Prehistorik
Incredibly, it was 7 years ago that I first featured a game by Titus called Prehistorik (go on, click that link). Unlike most games programmed in STOS, I found this cute, playable, and instantly very addictive. So I figured I should map this beautiful platformer right away and there are many more web pages of mapped Atari ST games here. Check 'em out!
Okay, it's been superb playing this game again and I still appreciate its simplicity; each level is pretty much the same albeit with different graphics and a few extra baddies. That's no bad thing, I hate it when developers attempt to bulk up a game with extra stages that often end up overbearingly bloated and unnecessary. So, it's great to see Titus sticking to their guns with lots of mindless animal bashing and yes, I have not changed my opinion of Prehistorik whatsoever.
I've tried to map everything correctly with all the items shown properly. This includes each of the caves and the secret rooms - I've added directional arrows to help navigate properly. Prehistorik has been an absolute blast and I hope you enjoy these maps as much as I've enjoyed making them? Let me know in the comments below if anyone's here?
Here are a few sneaky thumbnails of what to expect and you can download the hi-res images by clicking here.
Sunday, January 08, 2023
Badlands Pete
On a steel horse, I ride. I'm wanted, dead or alive...
Sorry, I just had to get that in. Okay, let's crack on... ARC released Badlands Pete in 1990 and is an action-adventure set in the American Wild West. I love anything like this, so couldn't play without the attire - I'm wearing a stetson, chaps, spurs, etc. This helps me to write even though the wife laughs at me. But I know that I look like Clint Eastwood. Honest.
Badlands Pete is a platformer incorporating a pseudo-3D method of walking in/out of each scene. It's a bit like what we saw in Fred and they're calling it Strip-A-Mation, which is quite a cool name. Using this movement alters what's visible. So changing position might mean seeing additional objects along with the ability to navigate differently.
This is a really neat idea that adds depth to the mechanics of each scene and allows freedom to explore everywhere in separate ways. Well, that's if it works properly, otherwise, it could be cumbersome and messy therefore totally ruining the game. Sometimes it's best to keep a platformer simple so we can concentrate on just playing the game!
Anyhow, let's take a look at some screenshots from the 16-bit American frontier...
The user interface shows Pete's energy levels, our score and ammunition. Energy is obvious and when Pete is shot, his bleeding heart needs replenishing with food & drink. The belt of bullets is for ammo - running out leaves you defenceless in this insane frontier so top it up whenever possible - dead bodies are a great source to find goodies!
The score is shown as a dollar bounty which goes up when collecting items or killing someone who's already decided to shoot at you (beware: a negative bounty equates - to others - your worth to them). Finally, the ladies you see at the bottom of your screen are the governor's daughters who require rescuing for a lucrative reward. If you live long enough!
Let's take a look at some more screenshots from my "victorious" gameplay...
Gunfright!
As you begin, a Wanted Poster depicts the task at hand with the reward. Walking around is kinda cool if I'm honest thanks to the stunning artwork using an arid colour palette. Leaving the station depo for the town reminds me of Rio Bravo and other westerns. Almost all characters have a dollar value but it pays to be coy rather than trigger-happy because those who draw first aren't well respected plus serial killers only end up as wanted themselves... think about that.
After only a short time you soon realise everybody is out to get you. It's rare to walk close to someone who doesn't pull out a weapon in aggression. Most people are nuts, even the preacher wanted me dead! After a while, this constant pointless onslaught is irritating as it halts any chance of progress because you're constantly fighting off everyone.
You can help yourself to various things that replenish your health and ammo: look out for items like a hot pie cooling on a windowsill or a box of ammo, etc. It's worth remembering where these items are usually located because it won't be long until you're backtracking in extreme desperation. And this is constant throughout your gameplay. Yes, constant.
In all honesty, I didn't understand why most characters needed to have such hostile actions. It's not like unlimited supplies are lying about town to compensate! Anyhow, I think we need to see a couple more screenshots...
Aesthetics
I'm a big fan of westerns and I love the old John Wayne movies the most. Badlands Pete is a cartoon representation of that era and it works remarkably well. In fact, I adore the artwork with its dusty frontier for each scene as it reminds me of being in Wichita, Tombstone or West Texas. And that makes this old Atari cowboy very happy indeed!
Sadly, Arc somehow decided against utilising the Atari STe as they did with Chronicles Of Omega. Why I do not know because this game feels very sluggish. Slow to move and also slow to scroll. I think a little help from the Blitter would have been a marvellous improvement. Having said that, there is no reason at all that it's this bad on the STFM!
The idea behind Strip-A-Mation of walking in/out of each scene is superb. This, not only unveils objects that you might have missed but also suggests alternative ways to explore. This game design is by Steven Cain (Black Lamp) and Badlands Pete appears to have evolved somewhat from that. I admire what they where trying to do.
Musically, things aren't bad with a title screen tune that sounds great considering ARC foolishly made no use of the Atari STe. Gotta say though, I liked it a bunch! Sadly, the in-game effects are quite lame by comparison. I'd have loved samples from Westerns like Rio Bravo or A Fistful Of Dollars. Heck, any stock samples would have worked.
Feeling like a bit of a rushed port, isn't it? And by Atari too! Hmm, here are a couple more screenshots...
Hints & Tips
I did wonder whether it was worthwhile even writing this section. I imagine nobody has scrolled this far so I could probably write whatever nonsense I like? Hmm, Atari Legend sucks. Commodore wimps love to whine like big crybabies. ARC hated the ST. Commodore is the best. I love Amigas. Amiga forever!! I have never owned an Atari ST!! I'm pregnant!!
That was fun but I think that I better write some tips, which is extremely difficult for this game...
- Have many practice games and learn the controls, especially with regards to quickdraw.
- Don't get too close to somebody you intend to have a gunfight with. Very weird!!
- Be patient, let the bad guys draw first. I know, I know...
- Never draw your weapon in front of a lady. Ooer!
- Look for items and also top-ups for health and ammo.
- Don't go looking for trouble, run away if you can. If you can...
- Arc obviously had no beta testers so we desperately need a trainer!

I entered the town's jail. Looks quiet, right? No!! After I took this screenshot, they began firing!
The CryptO'pinion?
I'm not exactly sure where to begin... Okay, I love the idea behind Badlands Pete but it's far too difficult so I failed to make much progress. No matter where you go, someone pulls out a weapon and begins firing. It's weird and this relentless attack soon becomes irritating, especially as you find yourself repeatably looking to replenish health and ammo.
The idea behind Strip-A-Mation is great but would be more suited in an adventure rather than here because it's too fiddly to be functional at speed. Along with Carlos and Chuckie Egg 2, this is possibly one of the worst games I've featured here on AtariCrypt. Ignoring the theme, and excellent visuals, I've nothing much more to say about Badlands Pete.
For those still wanting to be a lame version of John Wayne, download Automation #409. Good luck!