Saturday, January 18, 2025

Caverns Of Larn





Roguelikey!

Over Christmas, I spent a lot of time eating, drinking, and exploring the STs catalogue of "1st gen" roguelikes. I think my curiosity was sparked by the fun I had creating floppy disks for Rogue and Asterix in the Dungeons of Doom. By the way, did you download those floppy disks? Well, you should as they're totally free!

The fun continued into the new year, and if you follow me on Twitter/X, you will have caught glimpses of my trials and tribulations. I thoroughly enjoyed the playtesting (with many failures) as the Atari ST boasts a treasure trove of early roguelikes that took me back to the era of Terminals - or at least Terminal Emulators!

The first game I played was DDST online at Darkforce BBS. It’s incredibly easy to dive into, and I downloaded the standalone version for my ST. What a fantastic game! Be warned, the difficulty will hit you with a wallop early on. My advice: get straight to the Inn. I also tried Hack, Moira, and Omega (yikes, that one’s brutal).

The game that instantly clicked with me was LARN, which I found most appealing. Originally released in 1986 by Noah Morgan, the Atari ST version was created by Cornelius Caesar in 1988. Additionally, another "Larn" is listed on Atarimania by Howard Chu which he released a year earlier in 1987 with a slight display variation.

I genuinely took to Larn from the start and found it different and curiously interesting because:

  • There is no Amulet of Yendor instead, the goal is to find a potion to save your sick daughter.
  • We can be male or female and choose a name (via a config file) but nothing more. No rollable stats, class, race, etc. because you are who you are!
  • Each game starts in your hometown, which offers access to the dungeons as well as a variety of places to buy, sell, and trade. There’s even a college for training.
  • The dungeon consists of "only" 10 levels, but they aren’t structured with corridors and isolated rooms. Instead, it uses a close/interconnected feel plus wide-open caverns.
  • As you would expect, each level is randomly generated. But its design offers multiple routes rather than following a linear design to the exit.
  • Heck, there's even a 3-level Volcano dungeon but don't bother unless you're strong and experienced. That's me out then!
  • Backtracking up through the dungeon is also possible.
  • Oh, and we're no longer the @ but a block. Perhaps we've put on some weight?

Let's break up the yabbering with a screenshot of the plot regarding our daughter...



A heartbreaking tale that I hope to assist with. Ahem, maybe not today!





Almost five decades later!

Playing LARN is charming from the get-go and screams, "I'm old and proud!". The adventure begins in our hometown; healthy, poor (ie, no gold), armed with a dagger, and wearing leather armour. The town has many sights, so explore to see what's what. But you will return at a later time to purchase better gear.

The dungeon's entrance is marked by an "E". Once inside, only the closest (explored) parts are visible. Walls are made using the hash # symbol. Monsters, objects, and items are all represented by different letters, H = Hobgoblin, B = Bats, ! = Potion, A = Altar, and so on. The bottom of the screen displays your HP, along with other stats, available spells, and feedback information. Also, active spells are shown on the right side.

Walk (or running) through the first level is quick and done in relative safety. Killing should be easy as the monsters are mostly Hobgoblins and Bats. Bag all the goodies you can but, remember that many items will require identifying - unless you're willing to chance it? That is a massive risk as some potions won't work favourably. Interestingly, reading/quaffing activates identification for the remainder.

As you progress, hit the I key to see your inventory and an indication of what you could sell in town for gold. Afterwards, purchase armour, learn a skill, or buy a better weapon. The inventory also shows Mobuls. This is a timer that displays how long your daughter has to live. This isn't nearly as restricting as you think and can even be extended with the 'Expanded Awareness' scroll. Your progression works differently with experience earned as we hack and slash our way through. The more killed, the stronger we become.

So far, I've reached level eight, but that didn't last long as an Xorn ended my journey. I had no chance of success; my magic & melee skills were no match for that beast! Perhaps I should have used the college? Of course, there are no extra lives as Larn uses Permadeath. It pays to be a savvy adventurer!

Okay fellow adventurers, let's take a peep at another screenshot...



I was doing well until I fell into a trap and down a level. No way out!




Juicy Tips

Firstly, press the "?" key to access help. This explains how to identify everything in the dungeon and lists the key commands. It may seem overwhelming at first, but I promise you'll get the hang of it quickly.

  • You start with no gold, equipped only with a dagger and rags. Fortunately, the first level is easier than the rest, so why not clear it of monsters? Collect the gold, gems, and chests before returning to town like Mr Moneybags. The first stop should be the Trading Post (S) before visiting the Thrift Shoppe (=).
  • Just don't sell your books!
  • Check out the college. Have I hinted enough about that?
  • Initially, buy better armour as a priority over a weapon.
  • Missing a turn (and running) are great ways to recover HP.
  • In the first couple of dungeons, I often ignore potions. I'm tired of quaffing myself with forgetfulness or blindness!
  • Scrolls are superb and there are no negative effects. (Expanded Awareness is helpful)
  • Press the D key to see what spells are available and you shall note each has three letters. This is the code used to [c]ast spells. This is an excellent system!
  • Scrolls and potions used are automatically identified after one use.
  • Pits are dangerous and sometimes you might fall down a level. Beware! However, they are good for leading monsters to their demise!
  • Don't waste spells on lesser monsters unless you're low on HP.
  • Only got a small amount of gold? Buy the spear!
  • Don't try to wear clothing (ring, belts, shields, etc) as everything other than armour is automatically worn by sitting in the inventory.
  • Fountains, Thrones, and Holy Alters are objects you can interact with. Their results vary!
  • Be respectful of the throne. Or maybe not? It's risky!
  • I have a theory about the Volcano levels. I aim to sneak in, grab an item of high value and sneak out as quickly as possible. Should work. It hasn't yet...
  • If you've noticed a "?" for the level, this is normal after falling down a trap.
  • Rust monsters aren't too deadly but check your inventory after!
  • Mobuls are plentiful but there is a Time Warp scroll to ease concern.
  • Don't worry about paying your taxes, that's for those who completed LARN. Yes, there is a tax to pay on your gold, and I believe it was Starmer's commie idea!
  • You can launch the game with various parameters (read the docs). It's possible to change the difficulty... but... are you really THAT good?
  • Works in Medium Resolution & Monochrome.
  • Read the docs.

Never has plain text been this rewarding! So let's celebrate with another colourful screenshot...



As you progress, you will discover many locked doors to tempt you!





CryptO'pinion

LARN offers a fantastic introduction to classic #roguelike games, transporting you to the nostalgic charm of the 1980s. Unassumingly rather bland, and initially intimidating, but this is one hell of an adventure. In fact, Larn provides the perfect opportunity to learn what it is to hack through an ASCII dungeon. After playing Rogue with its delightful sprites, I genuinely didn't expect to enjoy Larn. Well, I blummin' did. Big time!

Larn's strengths lie in how easy it is to pick up and play compared to the others, especially Omega. It's balanced well and offers an adventure that's, not only worth playing but, also possible to conquer. I highly recommend Larn to all budding adventurers, especially those willing to embrace the past and enjoy gameplay over flashy visuals. Now, this might not happen often - so brace yourself - my rating is a stonking 10/10.

Atarimania has both Larn games available for download: https://www.atarimania.com/...



LARN is the very first Atari ST game to earn the prestigious AtariCrypt SMASH award from me!
Maybe prestigious is rich but it's well deserved. I hope you guys play this #roguelike

Monday, January 13, 2025

Clown-O-Mania





Clowns make everyone laugh, right?

Clown-O-Mania sounds like the perfect title for today's crazy world. Instead, it's an Atari ST game developed by Matthias Krenzel and Carsten Mohr and released in 1990 by Starbyte. However, it's not a game I remember; my first impressions are of Spindizzy Worlds or Crystal Castles, which is not a bad thing.

So what's the story? Well, Beppo the Clown was strolling through the circus and found a mysterious map. Not just any map but a mysterious map! This tells of a hidden place with valuable crystals. Beppo cannot ignore the temptation and quits the circusOddly, he remains in his clown gear and makeup! Anyhow, he finds the location and wants the crystals. Can we help him get rich? It's doubtful with me in charge of the joystick!

Let's look at the opening level which is a great way to learn the basics...



Many levels are designed with multiple layers accessible via ladders and more.
I've collected a few crystals, but what are those two green "things"?
Can you see those blue boxes? They look helpful.



Let's play

All levels are displayed as an isometric map using different square tiles. Each is a mini-labyrinth made of sections so teleporters, ladders, and more are used to get around. The objective is dead simple - collect every crystal. Earlier maps are easy, and they help to gradually introduce different elements and enemies as you progress. That's about as complex as this game gets. Collect the pills like Pacman and move on to the next.

Of course, it's not always so straightforward, as later levels are large, and littered with pitfalls and enemies. Thankfully, there are collectables to aid your quest like "jumps" and "razors". Jumps are a teleport and great when things get too difficult. Razors can be used as projectile weapons to kill the nasties.

The tiles of each maze offer various benefits alongside some strange effects. Arrowed tiles allow you to only move in a particular direction. Coloured tiles provide bonuses when they're all the same. Blue tiles reminded me of Wipeout to provide extra speed. Jump tiles leap you into high places (rewards for landing on a baddie!). However, the most infuriating, are the yellow patterned tiles that twist the world on its head!

Additionally, funnels and transporters provide instantaneous access to other areas. Those are blue with a yellow dot and reminded me of a litter tray lol. Use the pyramids to block the path of roaming baddies - think along the lines of Highway Encounter. However, you should increase your energy levels to utilise them fully. Fortunately, clown masks are scattered throughout the levels, offering a much-needed extra life.

Movement is slick and responsive using the joystick, of course. Pushing up moves you diagonally up/right whereas pulling down moves you down/left. It sounds awkward but I grew up with isometric games from 1984 (thank you Knight Lore) so I'm used to this concept. It's easy to learn and perfectly apt.

What, you think this is an overcomplicated isometric Pacman? Let's break with some screenshots...



One of the first collectables is a severed bald head. Or a 1-UP ;o)



Watch out, those yellow tiles will flip everything on its head!




Aesthetics

Visually, this game is both fantastic and disappointing. What, I hear you cry! Am I insane? Well, yes but hear me out... The pixel art is (I think) by Orlando Petermann and Roman Bossart and they did a wonderful job. Beppo's details are superb, albeit with a surreal Rolling Ronny vibe. I also love the baddies (great AI) and each level, whilst lacking the glam of other isometric games, looks clean and concise.

Sadly (here we go) the poor old AtariST might look good but the programming behind the scenes fails by comparison. It feels like a weak Amiga port because there is no scrolling. That makes later levels far too difficult as you cannot see what enemies are nearby. Not until it's too late (think Cannon Fodder).

The audio fares much better with a belting chiptune by Adrian Dalecki. It's subtle and suits the gameplay without overpowering your concentration. Sadly, this is the only tune constantly playing alongside the sound effects. There's nothing wrong per se as the music (and effects) are good but, more tunes were needed.

It's not looking that great, isn't it? Well, let's take another pause for some screenshots...



Why not change the colour of those tiles like in Jumping Jack'son.



Level 9 appears far more complex than it is. Hey, if I can do it...




The CryptO'pinion

It's tough to give an opinion when I didn't get anywhere near completing this game. After about a quarter of the way through, I hit a brick wall as the lack of scrolling made it impossible for me to continue. I'm genuinely gutted because I was having a blast until then. The levels are great and require much concentration to figure out a safe route whilst worrying about other elements such as traps and the map's many enemies.

This game had great potential but ultimately, it didn't fully deliver. It's obvious why. I'm disappointed Starbyte rushed this game through without utilising the ST's capabilities. My rating is a disappointing 55%.

I hate lame ports but I'm always interested in your thoughts. Let me know in the comments.

+ Floppy disks can be found over on Atari Legend: https://www.atarilegend.com/games/clown-o-mania
+ 8BitChip has the hard drive version: https://atari.8bitchip.info/SCRSH/clownom.html




Hey, I wonder what will happen if I jump inside that funnel?


I loved this level, those arrows aren't nearly as bad as they look!



I should really take the screenshot before collecting the pills. Looks a bit dull ;-)



Do you want a tip for later levels? Always collect the razors (blue/red lines)



Level 19 is insane and gave me isometric Dungeon Master vibes because of the baddies!
(that green tree thingy reminds me of a Screamer)

Thursday, January 02, 2025

Treasure in Cave





Montezuma's Revenge

Treasure In Cave was released in 2021 by Bülent Özgür for Silly Venture. It's a platformer developed in STOS for the Atari STe and appears to be a tribute to Montezuma's Revenge. It feels somewhat of a teaser because there are only five rooms. Not only that but I found bugs - my character managed to walk within the floors! Also, the game fails to boot up on my Mega STe. Thankfully, my 2/4MB Atari STe running TOS 1.62 is fine.

There are no docs so I presume it's modelled on the above. Hey, we might even be a distant relative to Panama Joe? Anyhow, the objective is easy, collect the coins in each cave as you venture deeper into the caverns. Uncomplicated gameplay works for me and I love the chance to play a version of this platformer.

Let's start on a negative with a silly screenshot of his feet walking inside the floor...



The bugs are disappointing but do not ruin the game.




Five 16th century caves

As a fuji Panama Joe, use your joystick to walk left/right, climb ladders/ropes, and jump. Thankfully, there is no timer but we have an energy meter that depletes by touching a monster, falling, and (wait for it) jumping. All caves have a few coins and also special items to unlock the exit door and replenish energy.

Each room is a mini labyrinth of platforms, ladders, and ropes. The design is simple and easy to navigate; made slightly harder by each cave's lone monster. So collect the coins, top up your energy, and grab the exit key. Once all five caves are complete, the game is over, and you're thrown back at the little green desktop. That's strange, but I suppose there's no point in staying any longer. Always leave them wanting more, uh?

Let's break up the chitchat with a cool photo of Bulent's superb computer room...


What a setup!! And it's only one part of his room. Links below for more photos.




Aesthetics

The graphics are quite adequate albeit poor compared to other platformers. Very much 8-bit, which is oddly what I like and reminds me of the Monty Mole games. The sprites are good but there are so few enemies and they move very slowly. Sadly, some bugs might hamper your efforts to collect items, leap onto platforms, and use the exit door. It's not something that can't be fixed by repositioning a little, but it is disappointing.

The audio fares much better with stereo music by Raphaël Gesqua [aka Audiomonster]. This plays throughout and alongside a whopping array of different sound effects - I'm being sarcastic because you hear a sound only when collecting coins. Honestly, sound effects would only detract from the brilliance of the music.

Few games feature a help screen and this one has an Atari joystick for extra glam...



I had to read that twice, I didn't grasp why jumping would cause energy loss!




CryptO'pinion

I've enjoyed Treasure in Cave but it kills me that I cannot continue after the fifth cave. It's not nearly enough and I desperately wanted to ransack many more. appreciated the homage to Montezuma's Revenge and thoroughly enjoyed the old-school vibe. I'm hoping Bulent continues development as it has great potential.

For now, I'm slapping it with a heartbreaking score of 50%. Disappointing, I know but it needed more levels. However, remember Bulent is new to the Atari STe, and this is his first game. Considering that, I'm genuinely impressed with Treasure in Cave, and I look forward to playing his next release soon!

Treasure in Cave can be downloaded at AtariUpToDate and Atarimania.



~~> Bülent Özgür <~~


I contacted Bulent to ask about his game; I wondered if development had ceased or been put on hold. Thankfully, his response wasn't negative, "You can be sure that if there is a development in the game, I will let you know first". We've been talking more since then and I've discovered Bulen is eager to continue and hopes to collaborate with others from the ST community. Is there anyone reading this who can help?

Okay, here are a few more words from the man himself...

By the end of 2018, my friend @KNG (Kaan Gülnihar) and I work at the same workplace. We spend some of our time together. He is probably 7 years younger than me. However, during our conversations, I realized he is also interested in retro computers. He is interested in the Amiga 500/1200 series whereas I had an Atari 800XL in my youth.

As we talked, the old days came to life again. Thanks to @KNG, I got to know retro again. I would like to express my gratitude to him once again. I think the resurgence of memories was the main reason to get away from stress. Amiga, C64, and Atari 1040 STe are computers I could not afford back in the day; I always looked up to them with envy.

Kaan encouraged me to make a game. I said yes, I should do something. While I researched, I met the “Silly Venture, Poland” group. Their impressive and friendly interest made me addicted to their activities. I thought I could do something for this group. Although I had software experience, I had not written a retro game. When I discovered the STOS language on the Atari STe and realized that the language was not just a simple basic language. I felt that this was what I was looking for.

First of all, my game had a long development period, but COVID provided the time. Getting to know the STOS language, learning what I could do, and creating algorithms, sprites, and scenario took place during this time. It was a difficult period. For this reason, I wanted to remember the healthcare workers who caught COVID and worked on this issue. I dedicated my game to them.

The game consists of 5 chapters. I wanted to manage a character who fell into a cave and looked for an exit while collecting the treasure in the cave and fighting some creatures. After the preparations were completed, I decided to participate in the SV20+1 (2021) SE Compo and submitted my game. It was very meaningful that I won the 3rd prize out of the four participating games. The first 2 games were very professional and were made as a team and I understood that I had entered the champions club with them when I came in 3rd.

I really want to do more. However, working alone on this subject is quite tiring. I hope to meet in environments where I can do something together with others who are enthusiastic about this subject from all over the world. Those who want to know me better can also visit my website. I embrace you all with my warm greetings.

Bülent Özgür
a.k.a. @freedom




I was hooked the moment I saw the first cave. I love the 8-bit style and design.



Things get a little trickier in the second cave but there's only one wiggly worm to worry about!


The third cave is easy but the last bit may catch you out.



The fourth cave appears more complex than it is. Easy Peasy!



The fifth and final cave is probably the toughest but, erm, not that tough really.



Yes, I mapped it!! You can download the high-res version by
clicking here.

Tuesday, December 31, 2024

2025





Another year closer to death

Being the miserable sod that I am, I don't usually welcome in the new year. It's something I've never been bothered about. I'm more of a Christmas guy; January only means work is looming around the corner! Thankfully, I’m retired, and I believe I’m probably a happier person? Don't quote me on that.

So, I wanted a way to celebrate this New Year, but I wasn’t sure how. Then, my iPhone suggested something called Gemini. Apparently, it can create an image that you describe. That sounded strange to me, but I thought, "Why not give it a try?" Even so, I assumed it would be terrible and that I’d uninstall the app!

After having a play, most of the generated images were (at best) hit-or-miss. And if you asked to include the text "Atari ST," it often produced a computer that's a bizarre mix of an older 8-bit Atari mashed up with bits of the ST. The results were, to put it mildly, disappointing. That said, a few images turned out surprisingly well, like the house in my Christmas post. Honestly, did you really think I could draw that myself? lol

I can imagine you're all bored reading about how I finally caught up with modern technology? Must admit, I'd have never imagined creating a picture by describing it to a computer. That's weird and a little 'August 29 1997' scary! Anyhow, let's crack on and show you some images that Gemini created for me.

I hope everyone has a fantastic New Year and I wish you all the beST... STay Atari... Stay Atari ST...



The worst part of Gemini was getting it to properly spell "Atari ST"!!


This was a simple request, fireworks with the "Atari ST" words & logo. Not bad!



"AtariCrypt" was often nigh on impossible without resorting to capitals. Very odd.



I asked for a horror image and it came back with this. Which I think is damn cool!!


I wanted the Atari ST to look explosive with flair. It came up with this image.


I love West Texas and asked for a variety of "ST" images. All bad. Except this one!



I asked for a battle scene with "Happy New Year", this was the best of a bad bunch.


I requested numerous "Party" & "New Year" images with the word "Atari ST".
This was literally the best one. To be fair, it's pretty good.

Friday, December 27, 2024

With Asterix in the Dungeons of Doom




Crawling with Asterix

Following the success of RogueCrypt (yes, that’s what I named it and I shall be forever sorry), Mug UK asked me to create a similar image for the Asterix-themed Rogue hack. This version is essentially the same game with graphical modifications. Asterix in the Dungeons of Doom allows us to take on the role of Asterix instead of the Rogue character while keeping most other aspects unchanged. I’m tempted to call this disk AsterixCrypt. Have I hit an all-time low? Yeah, maybe I’m taking this naming convention a bit too far.

Regardless, here are all the links you need for the file download and more...


To tempt you to play, I'll end with screenshots of the Gaulish warrior's adventure...



Asterix isn't used to a dungeon so let's help him beat the monsters and grab the loot!


Shush, the bat is asleep. Quietly get that potion, treasure, and scroll...


Kestral's are mean beasts and this one wasn't alone.


I spent time searching for a hidden door but the exit was hiding under a sleeping bat!



I wanna run and escape but a slime beast is in my way.


Avoiding the Leprechaun as best I can in a darkened room.



Phantoms are strong, a zap from my wand helped a bunch!



I guess the dungeons proved too much for our little warrior?

Tuesday, December 24, 2024

Merry Christmas





Gaming in GEM

Santa Run was developed in 2002 by Dan Ackerman and works on all Atari computers but appears to be aimed more at the Falcon. It's a dodge/collect 'em all with us as Santa running through the snow. The object is to collect Christmas presents before the timer expires (collect the candy canes to increase that).

The game was designed for GEM with a minimum resolution of 640x400. Of course, the Falcon rocks that requirement and played great for me with 256/TC colours using my (ahem) virtual computer. But don't walk off in a huff because it plays just as well in ST High, albeit visually bland by comparison.

This is a simple game and a nice change from the stuff I normally play. Scrolling in GEM, whatever next? Yep, I thoroughly enjoyed Santa Run, especially on my virtual Falcon. Merry Christmas everyone †

AtariUpToDate has the download and more - https://www.atariuptodate.de/en/2765/santa-run



(Atari ST high resolution) That grey fatman at the bottom is Santa!!


Of course, it's best on the Falcon. Grr, I want one of those 32-bit beasts!!!



I never make the top of any high-score table... so I'm happy!!



This screenshot is of the Atari STe using Hatari's extended resolution feature.
It played great and I scored almost 40K to reach the top of the hi-score table!!



Everyone is welcome in the house of AtariCrypt. Heck, even Amiga people.
All the best and Merry Christmas everyone †

Like what I do? Hey, do you wanna help support AtariCrypt??

More random ATARI ST articles from the archives