Sorry, I meant to say, here we have Gauntlet 3 developed by Software Creations for US Gold. Yet another sequel to the incredible arcade original we love. Only this time somebody thought that the winning formula of speed and action wasn't enough. So, it was decided a modernized version with an isometric viewpoint was needed instead.
Please note that I did try to keep an open mind throughout. Rather than being a grumpy old man wondering why his favourite game had been so drastically changed. Anyhow, it's not all bad surely? Of course not, but why change a winning formula? Nevermind... Anyhow, let's crack on with the review...
Gone is the top-down view in favour of a funky isometric 3D perspective, which isn't actually too bad if I'm honest. It looks different but in a good way. I liked how we begin the opening levels in a spooky forest, this looks the part. All the familiar Gauntlet elements are lurking in the woods: ghosts, generators, treasure and food. The idea remains much the same as we hack and slash through to a medieval church, and this is just the first level. Level wise, this is a big game.
Let's view a cheap & tacky screenshot that I took with my phone off my Atari ST...
The ruins of an old church deep in the woods. That tree looks scary so let's get inside quick!
Let's kill monsters!
Before you begin, we go through the Gauntlet motion of deciding who to be. This time there are a lot more to choose from - Warrior, Wizard, Rockman, Lizard Man, Elf and more. One or two players can team up (definitely better with two) but the basic gameplay mechanics remain pretty much the same. We're still throwing axes, arrows, magic and more directly into the faces of ghosts, goblins and other hideous creatures that emerge from their generators.
The levels are big and split over a number of small sections, which you can re/visit at any time. Monsters are constantly popping up so blast the generators quickly! Now follow the same rules you always have - collecting treasure and noshing on food to stay alive. Shooting a potion will clear the screen of baddies or they can be collected to use later. Escaping to the next realm can only be done once humble tasks are completed - keys to collect and that sort of thing.
Essentially, they wanted this to be Gauntlet but with an isometric point of view. Sadly, it isn't really possible if I'm honest. What made the original such an instant and timeless classic was the ability to begin immediately blasting monsters (either solo or with others). The action was fast and furious but this isn't the case with Gauntlet 3. Not even close.
I've progressed into the weirdly designed church for this next screenshot...
Inside the church are many ghosts and awkward objects to try and walk around...
Fighting in slo-mo?
Gameplay is a lot slower, so gone is that instant enjoyment of mass killing we love. The thrill has been replaced with a more sedate exploration that happens to have some killing. That's how it feels to me because the frenzied feel has gone. That's made worse thanks to the level design and terrible control mechanics. Even walking is a problem...
The opening levels are littered with objects that need to be walked around. That might not sound much of a big deal, but it is. I was sick & tired of getting stuck on the scenery. This also applies to your weapons which are often blocked so can't hit their target. Heck, even the ghosts suffered from this problem!
Even worse are the controls which are so sluggish and even make walking tiresome. Plus the rate with which you attack the monsters is far too slow. That means we can't destroy any generator unless you choose to walk through lots of ghosts to get a closer shot - and thus lose energy. A faster rate of firing would have fixed that instantly.
Surely, it's not all bad? Well, no, but let's view one final screenshot before my judgement...
Looks like we've just walked straight into an ambush. Shoot the generators, if you can!
The CryptO'pinion?
Gauntlet 3 was programmed by Bill Barna of Software Creations and I wonder if his job was to rush through a quick and nasty Amiga port? It certainly feels like it. This is very disappointing when you consider this is the same company that proudly gave us classics like Bubble Bobble, Ghouls & Ghosts and Bionic Commando! What went wrong?
Forgetting that it's supposed to be the third in the series, it's actually an enjoyable game in its own right. I enjoyed exploring the different lands and going through the motions of kill, kill, kill. It's pretty good ignoring the problematic controls. However, it fails big time as a "Gauntlet" game and can only redeem itself in co-op with a friend.
Update: I have contacted Peter Putnik (8BitChip) to ask about a hard drive version that supports faster Atari computers. Once again he worked his magic and I've been enjoying Gauntlet 3 on my 16MHz Atari STe and yes, I said the word with enjoy in it!! Sure, it isn't perfect but, if you have a faster computer, then this update will help to eliminate some of the problems, especially with the unresponsive controls.
Evil Reptilons are hell-bent on destroying us humans and taken hold of Planet X. They've enslaved much of the population, forcing them to build a robot army for an invasion. Jake and Duke are two heroes with a simple plan: destroy as many robots as possible, trash the computers, rescue cute girls, and save the day.
Robot Monsters is played in a fashion similar to other 3D isometric games you might have seen going back to the days of Knight Lore. Imagine a pinch Buck Rogers with a dollop of Gauntlet and you get the idea. The goal is to rescue the humans, without forgetting those held in stasis pods! Along the way are traps designed for us soft fleshy humans: sharp spikes, rotating chunks of metal, and electric floor panels.
All this is going on whilst Planet X constantly spawns enemy robots. Yes, the alien hoard is relentless so you better be quick on the trigger otherwise you will be overrun. It's insane, but it works. And it works better than other games that employ the same mechanic because it's manageable and playable.
This game is like living a B-Movie so let's see some screenshots from the intro...
Grab a raygun and fight
We're not going to sit back and take this invasion lightly? Armed with a powerful weapon that is great for quick kills. However, refrain from overuse otherwise, it is less effective. Thankfully, it can be charged by collecting the green blobs that a dead robot might leave behind after dying. There are also bombs - hit the shift key and they detonate. That kills anything nasty within your vicinity - even the captives so, be careful.
There are bonus stages along a canal route after a few levels and feature many extra bonuses. These aren't essential to your overall progress. Also, I wasn't too eager about them because I wanted to get playing the main game. The big Reptilon boss will first seem an impossible opponent but there is a cunning way to avoid it by using a few bombs and a little joystick waggling!! Just ask me if you need any help.
I know, I know, you wanna see some more screenshots from the intro. Well, you're in luck...
Next-Gen aesthetics!
Back in the day, I remember being blown away by the comical artwork, which still looks great. In-game, I adore the isometric 3D viewpoint which is perfect, and the entire environment has superb attention to detail. The Alien Hoard is varied and excellent - my favourite being the biscuit-looking guys lol. They're not biscuits of course, but they are cute! And that's this game to a tea, it's different and loves to be different. It works perfectly.
The audio is a blast, with zappy effects complementing the gorgeous background music. I like how it integrates during gameplay. Sure, I wish we had an extra channel but the music beats away while you hear relevant sound effects. It works a treat and sounds amazing. I loved the music so click the arrow and listen for yourself.
Go on, I said click this arrow just below and enjoy the YM Bliss...
Don't run away. Come back, there are girls to be rescued and robots to kill!
The CryptO'pinion?
I have really enjoyed playing this great game again after all these years. This is one of those shooters stuffed to the brim with originality and frantic metallic mayhem. Running around killing everything is totally demented and done with a comical personality using great characters. This is a superb isometric shooter.
It's as much fun to play today as it was in 1990. Such an iconic 16-bit shooter and I love it to bits!!
This is one of my all-time favourite 8-bit games from the brilliant mind of Costa Panayi, Vortex Software. It's an understatement to say I was flabbergasted when I read an old post on Atari-Forum concerning the unreleased ST game; developed in 1990 by the late Mark Haigh-Hutchinson. Sadly, Vortex was unable to find a publisher, so the game was left to gather dust for years. Which is terrible when you think about it!
I always had a soft spot for Vortex and fondly remember playing Android, Cyclone and Revolution but Highway Encounter was my favourite. It takes place on a stretch of highway populated by aliens, tricky puzzles, and many other obstacles to get in your way. The aliens invaded and our robot convoy has the task of merrily pushing a bomb down the highway to destroy their mothership (located at the other end of this road).
Funny tidbit, I remember making a VERY basic map of this game back in the day. Very crude but I was pleased with my progress. Well, until I saw a screen-captured version in one of the magazines. Typical... Anyhow, there's a link to the Atari ST map right at the bottom of the page for all interested.
Right then, let's stop this badly written review for the first screenshot...
Guide our little friends the best you can, they have dangerous cargo!
Road rage!
Our version of Highway Encounter has not been modified with pointless bloatware so, remains much the same. The obvious improvements are with the graphics; gone are the monochrome visuals for a world of technicolour. The highway and your objective remain the same with many whacky aliens roaming about causing trouble. Our droid colleagues are still daft and will get stuck on objects just like the original. However, this can be good: leave them behind - in safety - so you're free to clear the highway ahead of the dreaded aliens.
The joystick controls are spot-on perfect and, if you appreciate isometric games, you'll be at home - left and right rotates, forward to accelerate and pulling back slows/stops movement. As expected, the weaponry is the same and features an ultra-cool energy bolt. This can be improved upon - thanks to power-ups lying along your road trip journey. So, the ultimate question - can you make it to the end of this motorway and save the day?
Interestingly, there is also an editor to create your own highway. This is something I've yet to play with but I'd love to know if any of you guys have used it. Let me know in the comments below!
Let's take another pause from the reading to see another lovely screenshot...
Some wobbly things are approaching! Let's kill 'em!!
Speccy aesthetics?
Visually, this is a joy with old-fashioned styles. In fact, I'm transported to 1985 by its authentic style that is updated yet preserved using a gorgeous palette that isn't over the top. In the 80s, isometric games were the in-thing and this was one of the best examples of that genre. The sprites are as crazy as ever, making you appreciate the finer details of what was achieved. The ST has taken the original and bettered it.
As for the audio, in-game music would have spoilt the atmosphere and been something I would have muted. Highway Encounter is all about careful planning and strategy so it has to be sound effects. Thankfully, they are made from samples and perfectly futuristic for the zapping. It sounds great and I love it!
I think we've got the room to squeeze in one final screenshot...
Those guys are almost too cute to kill. But let's kill 'em anyhow. Do you see a theme here?
The CryptO'pinion?
Let's take a moment to think about something. This is an Atari ST version of Costa Panayi's exceptional shoot 'em up. Additionally, the original has been bettered with marvellous aesthetics whilst remaining faithful. What more could we desire? Unlike many, this is how all 16-bit remakes should have been produced.
Well done Mark, I say. You respected the original game and honoured us with a polished conversion. Highway Encounter will always be a Crash Smash and the Atari ST has gained an exquisite remake. I Love it!!
Last year, I spent several fantastic weeks enjoying Where Time Stood Still but was later left deflated because I also wanted to play The Great Escape, which is a truly outstanding affair. Alas, the Atari ST game was never meant to be, but wipe away those snowflake tears because there might be light at the end of this 16-bit tunnel? Well, I hope so!
Here we have Mastertronic's very own The Last Trooper which appears to be more than a tad inspired by the previously mentioned Ocean classic! However, the historical storyline and adventure elements are completely gone in favour of four levels of brutal arcade-style killing so go and grab your big boy pants because this is going to be tough!
Wanna see some screenshots of this isometric Commando shooter? Yeah, of course, you do...
Escape the POW Camp in true A-Team style using whatever you can find...
Now it's time to attack your foes but watch out for those GEM-Green mines!
Good but tough!
We're a muscle-bound Schwarzenegger trapped inside an isometric POW camp. Oddly, we already have a machine gun so must find a way to escape before attacking the enemy and destroying their base. The enemy will come after you constantly but they're not the most intelligent and can run around like headless chickens - a little annoying. Other soldiers will hide in trenches or operate gun turrets and you should also look out for other tricky traps, like camouflaged mines.
The controls are simple and very responsive but I initially found it frustrating learning how to line up a shot to kill the frantic headless chickens - it's like they don't care about you being there!! Hmm, anyhow, your crusade won't last very long unless you eat the food that's been carelessly left lying about. Don't forget to top-up your weapon with fresh ammo.
There are other items that you will need to source that will help you out later in the mission. These are essential items that might not be obvious at first: ropes are always handy to have, for example. And there's oddly a huge supply of wire cutters left inside the POW camp. Hmm, that's two interesting pointers that you should remember.
Well, enough reading! Let's check out some more screenshots...
Things got a little tiresome by the third level which was more of the same but a lot harder!
But the fourth level is explosive and much better. Although it's a shame about the poor ending...
The CryptO'pinion?
I've quite enjoyed playing The Last Trooper - but only after activating a trainer for infinite lives. Without that, I failed to beat the second level due to the ridiculous difficulty that is primarily thanks to the headless chickens running about. They blindly shoot everything with extreme efficiency so I wonder if anyone actually bothered to beta-test before its release?
Overall, an above-average shooter that's quite flawed with high difficulty but it's still a bundle of fun for an hour or two. However, if I'm being brutally honest, then I'll stick with Fernandez Must Die and Elite's Commando.
Of all the games in this wonderful Super Pack collection, it is (ironically) Atari's own Marble Madness which I was looking forward to the least. I've never played the arcade original but I did have a number of clones back in my Sinclair ZX Spectrum days - and I hated every one of them!! So, we're off to a good start lol.
This ST conversion was programmed by Will Harvey, which shocked me. After all, this is the guy who gave us the excellent Zany Golf and The Immortal so my expectations were always going to be high.
To be honest, I find the whole Marble Madness concept pointless and frustrating. I've simply no patience to spend any amount of time on something that was obviously designed to torture people like me. However, I must keep an open mind and attack this game just as I would any other... Maybe I've been wrong all these years?
Yeah, not exactly off to a great start so let's take a break for a couple of screenshots...
The first level looks good but is a cheap imitation with missing decals
Level two introduces us to the enemy - a black ball that loves to play chase... Weird!
So what's it about?
The aim of Marble Madness is to navigate a ball through six isometric mazes that feature lots of tricks like moving platforms, vents and even "monsters" that zap you for valuable time loss. Yes, there's a timer so, the quicker you complete each screen, the more time you accumulate for the next. This idea is pretty cool and forces you to master each level the best you can. Or you could play coop head-to-head which I thought worked well.
The controls are awkward, so you will probably miss that trackerball? Sure, I've no trackball myself but I found the ST's mouse to be nothing less than useless as I wildly zipped about in every direction except the one I wanted. The joystick proved to be the better choice for diagonal movements and holding down fire delivers a burst of speed. This is good for climbing slopes or avoiding baddies - just try not to fall over the edge!
Sadly, the controls aren't without their quirks and sometimes it felt like my blue ball had a mind of its own: many times, I'd move one way only to see it go another! Plus there are bugs, lots of bugs: level two features an invisible wall that your ball can ignore and drop down into oblivion. Level three crashed on me twice!
Not going good, is it? Well, let's take another break for some more screenshots...
Okay, I've dodged two wibbly things... but... Oh no, there's another black ball about to chase!!
Those green blobs are slow and easy to beat. Hang on, what's that vent used for...?
Aesthetics
Graphically, I expected better from the ST. Just look at its title screen if you don't believe me - what were they thinking? The game resembles the arcade levels but feels rushed with many missing decals, bland colours, and weak shadows. It's rubbish compared to other isometric games I've enjoyed on my Atari ST.
The audio is quite poor. The sound effects barely resemble the original, and the music is irritating at best.
Yikes, I really am not enjoying this part of the Super Pack!! Screenshot time...
Level four has some of the most infuriating moments...
...the kind that has you screaming at the poor ST!!!!
The CryptO'pinion?
Okay, I know I have never liked Marble Madness - but - I have kept an open mind. Honestly, I've tried my best but time has not healed my wounds and it failed to deliver the slightest hint of enjoyment. Also, the ST appears to have received an incredibly lame conversion that feels rushed and riddled with silly bugs.
Hmm, a curious tidbit - was this the STs first-ever lame port?
Marble Madness is the weakest game in the Super Pack; it's worse than Chopper X so I think I'll be fine without booting it up again. It feels rushed and without the dedication the ST requires. I hated it with a passion!!
Those wishing to endure torture can download the floppies or a hard disk version.
ImageWorks' 1988 hit Bombuzal is one of those games that I remember seeing in the magazines of the day. Those pixels - I couldn't believe the cartoon-like quality of the main character within a uniquely colourful isometric world. We play the part of an odd potato-shaped dude who performs a funny expression as the bombs are exploding - it's almost like he doesn't trust himself!! Interestingly, there are some big names associated with this game but is it any good to play?
Well, this is quite a simple puzzler at heart. It requires us to detonate clusters of red bombs. Each level contains squares used to help calculate our best route. However, there are traps to look out for - crumbling tiles that can be walked on only once before they disappear forever. Others might be too slippery to walk on, some transport us, and slotted tiles can move bombs to different locations (usually to avoid being caught in an explosive chain reaction).
I like Bombuzal, it's a fun game that looks hot as it taxes the old brain cells. It's bomb-blastingly excellent!!
Shadowlands is an RPG released in 1992 by Domark that was developed by Barry Costas who created another personal favourite of mine Escape from the Planet of the Robot Monsters. I've wanted this game for years, and I finally have it proudly displayed on my ST shelf!! Will it live up to my expectations after all these years?
The story is based on an ancient legend of a warrior prince who was slaughtered on the battlefield. Somehow, our dead dude has magically awoken to find himself alive and kicking with the nifty ability to mind-control. So he went out and selected four loyal subjects to venture back into the Shadowlands and wreak his vengeance!
I don't know about you, but I'm excited already and need to see some screenshots!! Onwards we go...
Earlier messages may appear rather obvious but reading them can be rewarding later on...
Don't be so quick to begin your adventure - take the time to look around this open area!
The graveyard proves a little clumsy for our warriors to navigate but the dungeons are fine.
It's that time... Dungeon Crawl time!
As with any RPG, everything is in real-time with lots of puzzles to solve and beasts to kill. We begin with the option to use the default characters or manually generate their attributes, which I suggest you do. The first level begins outside in a woodland graveyard with some useful pickings before taking the plunge down into the depths.
Our adventure really begins once you're inside the creepy dungeons but the first thing that hits you is the lighting - it's absolutely incredible using a technique called Photoscape. This adds a gradual gradient to the level of light around any character carrying a lit torch for a disturbing experience. The audio isn't too shabby featuring lots of sampled sound effects throughout, however, I wish that fantastic title music was present during the gameplay.
Perhaps I'm picky? I think a chiptune might ruin the atmosphere? Let's crack on and see a few puzzles...
I love how subtle many hints are! They nicely use silly wording to give you a hint.
Sometimes it's far too subtle but at least it tries to help you and I love that!
Now it's time to spend a quid... All brilliant puzzles help make this game so interesting!
Bring friends... and a torch!
Playing Shadowlands is an instant, and fascinating, experience. In fact, I couldn't wait to leave the graveyard to venture into the depths to see what nasties lurked. As you can see, we're in charge of four characters and each can lead and be controlled independently using their avatars along the bottom of your screen.
It's not always necessary to remain as a group. Sometimes, it's best to go alone when scouting in search of items. However, idle warriors should still be vigilant for critters that like to nibble!
Your four loyal subjects will need replenishment so don't forget to eat, drink and rest whenever possible but be wise and use your stock sparingly. Flasks can always be topped up from fountains but there's nothing stopping you from having a sip or two while there. Torches are most helpful as it's so dingy plundering through the grim levels but, once again, use these sparingly and extinguish any idle ones in your inventory to make them last longer.
Look out, something hideous is creeping up on you!!!
The warrior is now a bag of bones... Perhaps he should have read the notice below?
Well, come on, it does say in plain English what not to do. He asked for it! lol
Run, think, shoot, live!
It's now that you begin to realise how awesome the user interface actually is when controlling your A-Team. The inventory screen can be accessed at any time with a single right-click and is a cinch to use with extra functions like swapping items or grouping the adventurers into structured squads rather than a clumsy mob.
Each level has a superb design that is interesting but without losing your bearings. It's a good idea to read everything you come upon because not every puzzle is obvious; it might be a masked trap that conjures something nasty. Always beware!! Also, look out for switches, wall slots, or even rickety floor panels. Other puzzles are a fun play on words such as "weight and see" (a great way to get rid of any useless items).
Weapons vary and can be just about anything you're able to carry and there are many impressive items just waiting to clobber your foe. Look around right at the start for something very helpful... However, it's always good practice not to feel like you need to fight everyone all of the time - sometimes it's best to simply walk away.
Okay, I've got the key to the teleporter. Where is that?
Here it is. Okay, you first! No way!! (this is how my mind would work if I was there!)
The Magician finds three suspicious holes - will he choose the correct one or will he perish?
The CryptO'pinion?
Shadowlands has a few niggles and I failed to get the save game function to work no matter what I tried. But that's not much of a problem today when using the snapshot feature of your emulator or the hard drive version. Also, guiding our loyal subjects can sometimes be awkward as they struggle to walk around the graveyard or through an open doorway. Yes, they're a sandwich short of a picnic and often need a gentle push to help them out.
I've featured a variety of RPGs over the years and I thought nothing would live up to Dungeon Master or Ultima yet here we are addicted to another one! Okay, it's a different isometric take on that RPG format and there are a couple of quirks but Shadowlands offers a compelling puzzle-based adventure. A wonderful experience you should not miss.
This is truly one of the most rewarding games I've ever played. Therefore it's one of the best Atari ST games.
Install to hard drive with the snapshot-save feature!!
Are you stuck? AtariMania has some game tips.
AtariCrypt is all about the Atari ST/e computers but I shall make an exception for its big brother: the 32-Bit Atari Falcon. This is because I was recently contacted by Janez Valant (Swe, of YesCREW) and he mentioned a Falcon release of Knight Lore that might be cool for those who don't know about it. I was one of them. How did I not know about this game?
I'm a big fan of Ultimate's famous isometric Spectrum game from 1984. I can even remember it being released and we were blown away by the next-gen visuals and also how each puzzle was presented as a 3D room. Okay, I had seen similar in 3D Ant Attack but definitely nothing at this new level. To be honest, it was one of those mind-blowing moments in history.
The Falcon version appears to be the complete game, featuring spot-on perfect gameplay too. In fact, it's probably better because there is no slowdown that the Speccy version suffered. However, gone is the lovely monochrome palette for something that is now very colourful. Ahem, perhaps too colourful for my liking? It feels unnecessary.
There was a part of me that didn't believe Janez yet here it is running on my virtual Falcon (Hatari) and it's brilliant. However, I must admit that I'm saddened it doesn't run on the ST/e. Ignoring the tacky colours, I don't see why the ST cannot handle it. Perhaps somebody out there knows the answer but if it's because of the many colours - I'll be very angry lol.
Anyhow, playing this iconic game on the Atari Falcon is fantastic. All I need now is a real Falcon...
Download Knight Lore and relive 1984 ZX Spectrum style!!
HeroQuest is one of those ST games I've seen mentioned many times yet, never bothered with it. That's probably because it's a board game and I'm not exactly a fan of those (except Monopoly!). The ST adaptation is modelled on that turn-based board game and retains a similar look using an isometric perspective. So, having never experienced Hero Quest, I attacked it with a fresh pair of eyes not knowing what to expect.
Our adventure takes place in Morcar's castle. He's an evil wizard with an army of monsters: Orcs, Zombies, Mummys, Goblins, etc. Four valiant warriors have signed up for 13 torturous quests to defeat him. That means plunging the castle's depths to battle monsters, avoiding hidden traps, and grabbing loot or anything else that might heed the journey. Let's be honest, whatever the story, I'm in. Now, where did I put my sword?
Before beginning, we need to see a couple of screenshots. What glorious isometric graphics...
An Elf enters the room much to the delight of the Wizard who punches the air with joy.
This is when being a midget helps, sneak up on your prey and club him to death!
Choose your warrior!
We begin by picking a preferred warrior(s) from four different races - Barbarian, Dwarf, Elf, and Wizard. Before rushing off on the first quest, you should consider who you want to be and why because they each have their own different types of strengths, weaknesses, and abilities. Even dice rolls, but more on that later.
The Barbarian is built for strength and is a trooper during the bloodiest of melee battles. Stumpy the dwarf is quite strong and also the crafty one of the bunch who uses handy skills to compensate his shortcomings. Elves and Wizards are physically weaker but the clever lads of the group. They use their brains to cast an array of magical spells without running the risk of having to get up close and personal.
Whether you're solo or not, there is an option to choose other characters instead of heading out as the Lone Ranger. It's optional but, there are benefits of having friends accompany you on the journey into the castle's terrors. It's here that you can also name your plucky hero and spend cash in the shop to buy weapons, armour, etc. Finally, there is the possibility to nurse a tired adventurer back to full health, but at what cost?
I suggest playing with two characters: the Barbarian is rock solid and the Elf is an all-rounder who offers the chance to experiment with magic. Umm, the Dwarf is a good option with traps or if something is blocking the way. The Wizard? Well, superb with spells but too squishy for my liking!
Let's take a gander at a couple more screenshots with some rather spine-chilling monsters...
Excellent!! His back is turned and he's unaware I'm here so let's kill him. Wait, I see a chair...?
Oh no, the door slams shut behind you on this quest and the room appears not too friendly!!
Go on a crusade!
Now decide which of the 13 quests to attempt - they're all different and listed in order of (more or less) their difficulty. Actually, there are 14 quests, the first is a trainer that offers a chance to learn the fundamentals of exploration and combat: the objective is simply to escape, and the quickest adventurer is rewarded with loot which can be used in the shop for the next mission. Use this to master the mechanics of HeroQuest.
Whatever quest you decide on, the gameplay is incredibly similar to the board game. Each player takes a turn by throwing dice to determine the number of action points - used to walk, perform searches, and fight the ghouls (for the Atari ST game, we spin coins but it's the same difference). There are limitations to this method; searching for treasure (or hidden doors) can only be performed once during a player's turn. Lastly, the monsters are then moved by the evil Morcar for his turn - which is automatically controlled by your Atari ST.
Well, it's that time again when I break up the boring text with some screenshots. Enjoy these...
Ha ha, you can see me but you can't reach me! Hmm, perhaps it's time for a little magic?
The map is an extremely useful tool and even identifies the monsters. Ugh! A Chaos Warrior?
Come on, a board game... Really?
Yes, and all quests take place on a different part of the castle - they feature many rooms and corridors laid out in a grid formation. Exploration is performed using the direction arrows (or clicking on the desired tile) and the map is a helpful tool that displays the parts of the castle you have visited along with monsters and objects. It's also great when something doesn't feel quite right, perhaps there's a secret room? Don't forget to search for loot but remember that this castle is riddled with traps and scary monsters so tread carefully.
Expect the usual creatures prowling; Orcs, Skeletons, Zombies, Mummys, Fimirs, etc. All are controlled by the evil wizard hiding inside your 68000 and their actions are executed after the heroes have completed theirs. The computer isn't always offensive and this can present an alternative strategy option. Also, if walking away from a battle is an option then take it because it's not always necessary to fight each and every monster.
This is a cool board game and something I need to check out. But first, some more screenshots...
We're all playing a game and the first one to blink gets zapped by a fireball!!
I knew it was too good to be true. Sometimes this game is very cruel O_o
Gimme icons!
The user interface is excellent and helps you to explore and interact (comparatively) with your surroundings. The current player has his image displayed top/left along with their attributes for action points, health, mental ability, and cash. The icons at the bottom of the screen might look confusing but they're easy to learn:
1) The shield with an arrow allows you to end your turn.
2) The shield with a sword begins a fight against a chosen monster.
3) Bunch of keys - use these to unlock doors if you want!
4) The door with a question mark performs a search for what might be lurking nearby, like traps and hidden doorways. Works well with the map when things appear a little 'off'.
5) The opened bag is used to perform a search for treasure (kept by that particular player).
6) Satchel - this is the inventory and features the extra equipment a character can use.
7) Map - I'm sure this one is pretty obvious but is something you should use!
8) Directional arrows - use these to explore the castle (or click the tiles instead).
This is a fantastic quest and is quite the nervy rush getting Sir Ragnar back home safely.
Oh cr+p!! This is Ulag, the Orc Warlord and yes, he did kill me...
Clash Of The Titans
Nobody enters Morcar's castle without expecting a fight with something unholy and it's a bonus leaving any room unhurt, albeit in blood-splattered clothing! He has many gruesome creatures walking the corridors so it's not long until something comes looking for you - all are controlled by Morcar. Ie, your lovely Atari ST.
A skirmish in HeroQuest isn't what I expected of an 'RPG'. Firstly, a battle can only happen against a foe on an adjacent tile and that fight is presented on a separate screen. However, there isn't anything to do as the computer rolls special dice for attacking/defending characters - skulls (for attack) and shields (for defence). So, if the monster has more skulls than you have shields, then that difference is deducted from your health. Likewise, if you are attacking and happen to have more skulls than the monster has shields, you win.
This system might work for the board game but is odd. Especially as each player has a different amount of dice: Wizard = 1, Dwarf and Elf = 2, and Barbarian = 3. What is peculiar is when neither side rolls successfully so they both stand idle doing nothing more than staring at each other! Actually, that is quite annoying - it's a missed opportunity which could leave you somewhat vulnerable before the next turn.
Zombies never fail to impress and they're also in Hero Quest if you scroll down a little...
An unsuspecting Zombie victim but I've not got enough action points left...
No problem because his attack was fairly weak so I came back stronger and killed him!
Clash Of The Mages!
Elves and Wizards have a different style to their combat thanks to range attacks as magical spells. All magic can be used against any enemy currently within the same location, so you don't need to be close, in order to attack an opponent. The ability to team/work should now start to prove its worth to all players?
Magic comes in a huge variety to attack or hinder the enemy in some way. You can even help or hinder one of your party if you so desire. Each type of spell is grouped into four categories: air, wind, fire, and earth providing a separate style of magical ability. There is no in-game help so it's best to experiment.
Along with spells to replenish health and harden defences/strength, there are many nifty alternatives:
1) Tempest blows a torrent of wind around your foe thus confusing them so they lose a turn. Perhaps this is something you might wish to use on a fellow team 'mate'? :-)
2) The Genie spell is actually quite incredible and can pack a humongous punch.
3) Ball Of Flame and Fire Of Wrath are two spells that provide powerful attack options. Both could potentially turn an Orc into a pile of dust very easily.
4) But what if you happen to wander into a room that's full of monsters? A good spell might be Courage which will help give you that much-needed adrenalin boost!
5) Pass Through Rock is incredible and an unmistakenly selfish, albeit cunning ability!
That's more like it!! Unfortunately, I'm in a room with a Chaos Warrior...
Sometimes magical spells fall short of the mark so run to the nearest Barbarian for help!
Help, I'm confused!
You shouldn't be. To succeed in HeroQuest you should take it slow - be a careful explorer who wants to survive and reap all the rewards. Remember to search a room thoroughly for anything that may help. Especially the hidden loot which is spent on upgrading weapons and other stuff for the later quests.
The quests are all different but the ultimate goal is to follow the instructions and complete what's required before safely escaping. Personally, I prefer to be the Barbarian as I'm more of a melee kinda guy. But I do sometimes require the assistance of another teammate to increase my chances (they're collateral damage!)
Hero Quest isn't a difficult game to master and is a lot of fun, especially with family.
Spend your plundered booty on something useful for the next quest.
Well, here's another nice mess you've gotten me into! Try, try again...
Pix'appeal?
I love the isometric style as each room looks superb using a strong palette which is nothing you would expect a wizard's lair to look like. But, it works. The characters look amazing with incredible detail and the Mummys are the best - but I also love the Skeletons with their scythe! Sadly, animations are fine but should have been better, especially for walking. Oh, the battles are nothing more than a sword slap in the face!
Bangin' Beats?
Well, the sound effects are basic; a fuzzy shuffle for walking plus a few chinks & clangs during a battle. It's a shame sampled sound effects aren't used throughout seeing as the ST is mostly idle. Music can be played in-game and is absolutely awesome, I gotta say. However, there's not enough so it can become quite repetitive after a while, so I'm glad of the option to hit F10 to disable that in favour of just the sound effects.
From the very start, Hero Quest impresses with its aesthetics. Just watch this intro...
I love this intro which tells the story of how Morcar became the evil wizard.
The CryptO'pinion?
Don't be mistaken and assume that this is an RPG, it isn't. Sure, there are elements for a lukewarm role-playing experience but, this is a board game first and foremost. Each hero has strengths and weaknesses but there is little character building beyond the equipment and collecting stuff. They are also separate from one another - there isn't an actual requirement to work as a team so you cannot progressively group-attack a particular monster because each battle is a new and separate act. Remember, it's a board game.
However, it's a brilliant board game conversion and is better with everyone huddled around the Atari ST like they did back in the day. Even solo, this is a fine adventure especially if you play with a couple of characters. I suggest a few practice games to see which you prefer but grouping them is certainly a recipe for success.
Considering I'm not a fan of board games, I am enjoying HeroQuest a bunch. What a wonderful game!!
The floppy discs can be downloaded from Atari Legend. (and perfectly fine on either type of Atari ST/e)