Showing posts sorted by relevance for query rogue. Sort by date Show all posts
Showing posts sorted by relevance for query rogue. Sort by date Show all posts

Friday, March 22, 2024

Dungeon Adventure





Ransacking another dungeon

I seem to have a peculiar knack for finding obscure ST games unknown to most. Some of which I have already featured here, like Dungeon, Minefield, Mole Mayhem, and Blob Race. It's this silliness that I love about the Atari ST because, no matter how much time passes, this computer amazes me. Which is why I'm typing my drivel nobody reads.

Continuing this tradition, here we have an RPG crawler called Dungeon Adventure. Such an original title, I'm sure you'll agree? It was released in 1988 by John Kinkead of Aces High Software but I couldn't find much information online. So, let's assume we're a plucky adventurer who loves exploring dark places for treasure? Works for me.

Okay, let's check out a couple of random screenshots and remember, this is not a commercial game...



Oh no, a goblin! There is only one option - let's kill him!!



Lights are beginning to dim and I then accidentally triggered a teleporter.




First things first

Create a character using the automated stats roll and name him/her wisely. Or not. There are six races - Human, Elf, Dwarf, Gnome, Hobbit, or 'other' and each needs to be assigned a class - fighter, mage, ranger, thief, cleric, and healer. Now clothe, arm, and stock your pockets with food and torches before heading out to one of the five dungeons. Each is tricky but can reward careful explorers with treasure, magic, food, and more (the more part is lots of ghoulish battles).

It's now that I should advise a few pointers. One, roll well. Two, don't waste cash on items that you think are the best (weapons or armour). Three, you easily get hungry. Four, it's dark down there and torches burn out very quickly.

Once inside your first dungeon, you shall soon discover that it's filled with many traps and scary monsters at each turn. Use the cursor keys to control our plucky (foolish) adventurer and whenever he encounters a beast, the computer takes over with a new set of options - [A]attack, [C]cast a spell, [R]run away or attempt to [T]talk. Once the battle is over, assuming you're still alive, then you can carry on exploring in fear of what might happen next. Which won't be long!

There are quite a few keys used, similar to Apshai. The save game option is of high importance which, I discovered the hard way (as usual) but there are other keys used to heal, cast spells, eat food and much more:

  • Stats - The 'Y' key displays your man's attributes along with the number of potions, spells, etc.
  • Light - It gets dark in the dungeon real quick so tap the 'U' key to use a torch.
  • Items - When you stumble upon something, the 'G' key gets it and adds it to your inventory.
  • Stairs - I've only found stairs when I've completed a level. Just hit 'K' to climb!
  • Food - When you get hungry just press 'E' to eat from your stock of goodies.
  • Drink - Like with food, pressing the 'D' key drinks those cool potions you've found.
  • Scrolls - Press 'R' to read any scrolls, if applicable.
  • Magic - Spell casters can hit 'C' to cast their spells.
  • Health - Struggling with an injury then his 'H' to heal, if applicable.
  • Saving - Highly recommended to use this feature! The 'S' key saves and 'L' key loads.
  • Others - F1 restarts / F2 returns to the main menu / F3 will exit to the desktop.

Right then, I'm making this sound more complex than it is, so let's break things up with a couple of screenshots...



Sometimes it's best to run away from a fight. If you can that is, as it's not always possible.



This room is so unfair because traps are everywhere - like these falling rocks!




Oi, come back!

Please, ignore the crude visuals because it's never boring exploring a dungeon and this one is particularly easy to get into from the start. Of course, it soon delivers more than enough challenges to test our nerves. Each dungeon is different but also with enough familiarity of what to expect. So it's not long until one of two things happens...

Battles - a confrontation happens often with enemies appearing from out of the darkness without any prior warning. That's right, you won't see any thing approaching from the corner of a room - they simply appear (which is disappointing compared to Rogue). This puts you into battle mode that follows a series of turns and your performance depends on strength along with other attributes like your agility, dexterity, and weaponry.

Traps - triggering a hidden trap is a characteristic of Dungeon Adventure that you will need to endure. Sadly, there is no ability to search for what might possibly be lurking nearby so traps are found only by foolishly walking into them. This system feels unmerited, like you're exploring blindly just waiting for a hit to your HP (and pride!)

Any explorer continues the fight and carries on regardless, so I've heard. Determined players will source many items to help the good fight, be it spells, potions, and much more. Treasure chests are always worth opening and are often located in secret areas that can only be found by uncovering hidden passages. It always pays to investigate everywhere.

However, the dungeon is a dark and dangerous place which means you need a load of torches and picnic food. Torches do not last very long at all so you may wish to stockpile those! Nutrition and health are replenished with the foods you find and eat. Health comes from spellcasting or using the healing function, if applicable to that character.

This is actually a bigger game than you might first assume. I first imagined a poor clone of Rogue, but it plays well and feels designed more for action whilst just happening to look roguelike. Yep, everything feels centred around the battles - which happen constantly. Hey, if you think that you can create a better game then there is an editor to try?

I'm genuinely having a blast playing something new (new to me). Hey, guess what? It is screenshot time...



Hang on, that door appears to lead to a dead end!! Or is there a secret passageway?



Four options are available during any skirmish but I doubt talking will help here?




Aesthetics

Compared to similar (albeit commercial) games, this is lame with 8-bit visuals that embarrass the Atari ST. Its design feels cramped with a small gameplay window leaving much of the screen unused. Well, don't be fooled, because those areas are used for statistical information and notifications - triggered traps, poison arrows, falling rocks, etc.

The sprites are usually the best part of rogue games but Dungeon Adventure is lacking somewhat. In fact, many enemies are pretty crude without any detail and look as if I've drawn them! However, I'll contradict myself because it oddly, works well and I have no idea why. My favourite creature is the troll - who looks like he has measles. I love that drawing!

The audio side of things begins well - thanks to a title screen chiptune but, there is little else afterwards. The sound effects are basically a tapping sound during a battle with a "Burr-Burr" when you are victorious. Oh, there's another chiptune when the Grim Reaper shows up! Hey, games like this need no booming sfx so I'll stop moaning.

We're nearly at the end, so do you fancy a couple of screenshots before the gripping conclusion? I hope so...



Hitting the 'Y' key reveals your character's statistics. Along with keys, scrolls, etc.



Why waste time in combat when you can cast a spell? Repel Monster killed this sucka!




The CryptO'pinion?

This isn't a big game, but it feels like a much larger adventurer. This is basically because you cannot walk for more than a dozen steps without something popping up for a fight. Or maybe you've fallen into a hidden trap - as there is no way to search. Plus some are located in tight corridors without a way to avoid them. Also, our adventurer has a ravenous appetite so constantly scoffing. Additionally, he easily burns through his supply of torches that never last long.

So, umm, Dungeon Adventure feels quite unbalanced with some peculiar mechanics. However, we must remember that it isn't commercial, and is quite a decent game in its own right. Each dungeon is varied with an abundance of predictable hazardousness waiting for you. And I loved that aspect a bunch and thoroughly enjoyed playing.

You know, I love finding something new (to me) and whilst Dungeon Adventure is far from perfect, it's certainly enjoyable. Gameplay is tough but, successfully beating the odds and making it to the next level, is most rewarding. However, casual gamers beware as this is probably only for determined and hardened fans of the genre.

Bearing in mind that this is something of a doomed #roguelike wannabe, I'm scoring it a plucky 64%.

Fearless adventurers should download this game from Atarimania. Here are some more glorious screenshots...



Blood Seekers sound cool, but they are actually dead easy to kill!



I guess the whole point of the game is to find the gem & exit? Well, I did that... WooHoo!!



My name is Steve and I'm an... 'other'. Today's world will view that as perfectly normal lol.



The editor is superb. Either create your own or edit the current levels.


This is the game over screen and something we dread seeing. And it's blummin' ugly!

Tuesday, March 03, 2020

Temple of Apshai Trilogy





Sigh, another aged roguelike?

Temple of Apshai Trilogy was released in 1986 by Epyx with the Atari ST conversion handled by Westwood, of Command & Conquer fame. The package features the original plus two expansion packs "Upper Reaches Of Apshai" and "Curse Of Ra". However, Hellfire Warrior is oddly not included here (does anyone know the story behind that?).

This is a turn-based RPG with few expected similarities to Rogue. Each of the three realms has four distinct difficulty levels but, unlike Rogue, each dungeon has been designed rather than randomly generated. Curiously, there is an almost nonexistent storyline beyond the point of killing and treasure hunting. Understandably, this might disappoint some adventurers but, for me, I enjoyed the freedom to roam without a bothersome objective.

Firstly, let's hit you with a couple of screenshots. Just to get rid of those who care only about pretty visuals...



Yep, you're probably wondering about the graphics. Right?



Please don't do that. Graphics never make the game and this game proves that fact.




Monsters, weapons and freedom to roam?

First things first, we need to build ourselves a character using a combination of different attributes that will affect strength, dexterity, intelligence, and so on. Thankfully, you can save and reload your character at any time. Either keep it real and roll a die or fudge the numbers to get playing. Personally, I wouldn't restrict myself at all.

You can venture naked with only your pride as a weapon but it might be best to visit the Innkeeper and get yourself equipped. He has everything you need, even if you must haggle for the best price - if you can be bothered? Armour, weaponry, arrows and more all come with a financial and weight cost. So try and be very wise and savvy.

Let's take a deeper look at some screenshots that detail much of the RPG side...


  
The InnKeeper seems to have everything you need to get started. Well, for a price...


  
He's not a generous man. I tried to explain that I couldn't pay, so his heavies broke my kneecaps!




Role-play like it's 1986!

Playing the Temple of Apshai is fantastic but I recommend starting on the first level of the temple rather than foolishly jumping in at the deep end. When you begin, your world is viewed from a top-down perspective with some helpful information listed on the right for health, ammo, information, etc. And yes, it's running under GEM :)

It's odd that there isn't any real point to these dungeons - other than killing the baddies and collecting loot. However, Upper Reaches does (umm) attempt to give your adventures some purpose. Well, it tries... For example:

Level one takes place behind the Innkeeper's Backyard which needs tidying up. Yep, we're on cleaning duties but at least he's warned us of a bandit in the area. Come on, this has to be the strangest tasks ever?

Level two, Merlis' Cottage is quite odd. We're in Merlis' home looking for cash because he failed to cough up after we painted his fence!

Level three is Olias' Cellar but nothing is mentioned in the manual so I assume we're back to killing and looting without reason? Fine by me!

Level four is set within Benedic's once peaceful Monastery which has been turned into an unholy Romero movie thanks to an evil vampire!

  
Start slow. Why not fire an arrow at your first opponent and don't forget to search everywhere...


  
I found a secret room inhabited by a swamp rat. I killed that and took the Magic Sword. Bonus!!




Stay Awhile and Listen

Whatever realm you're in, each room has a design that includes a written description detailing what you see and hear. There's no need to pick up the manual for the ST game just hit [return] to read about your environment. Also, the rooms are numbered so it's possible to map your adventure noting routes, traps, hidden doorways, etc.

Getting around the dungeons is done using a keyboard command system, quite similar(ish) to something like Ultima. Predefined keys are used to walk, turn, fight, talk, search, and much more. You can use the mouse - but it's a bit of a mess - so stick to using the keyboard. This is perfect and also a lot better than you might first initially assume:

RETURN = Make sure you read each room's description!

0 = Use this to rest and recover from some of that nasty fatigue.
L/R = This is pretty obvious and makes turning around easy.
V = Swoosh, you've just made a complete 180°
1-9 Let's go for a little walk, under the moon... Erm, never mind!

A = Hit 'em hard when you're up-close!!
T = Thrust a lunging attack which might leave you vulnerable?
P = Defend yourself with a countermove, you wimp!!
F/M = Take 'em out from a safe distance, sniper-style.

E = Budding adventurers will look under every stone.
O = Doors won't just open themselves you know!
S = Don't rush through, search for those hidden thangs...
I = Inventory (there's a shock).
G = Grab any treasure you find.
D = Ugh, drop that heavy trash.

Q = Shushh, did you hear something?
! = Dr Dolittle, he talks to the animals!

H = Heal yourself before you croak it.
Y = Ohh, gimme some of that fancy Elixir healing.



An RPG needs characters, with character!

Yep, characters make any adventure fun and interesting so it comes as no surprise to find out that this Trilogy is stuffed with many exotic creatures. Many spooky delights are waiting around every corner with the first being a skeleton - a classic encounter. This guy is pretty tough so I wouldn't let him get too close if I were you. Challenging from the start!

Brilliantly, we have the option to listen out for distant sounds and even talk to some of the nasties. I doubt you'll get much sense from most but sometimes a creature might respond. They might just let you pass or maybe reveal something of interest. Attempting a dialogue is something unexpected, mind-blowing, and pretty funny too.

Each of the 3 realms has a myriad of ghoulish creatures and some unexpected ones. Battles are fought using few weapons but victory comes to those prepared. Press [A] to attack when up close and personal but you could use [T] to execute a ravaging thrust? This might plunge your sword into a beast's heart but at what cost? Those carrying a bow can use arrows to pick off their prey from afar. Just make sure you're facing them otherwise you might look a fool.

Come on, you must admit that this is different and very amusing? So let's view more (clickable) screenshots...


  
There are some fantastic enemies within the dungeon. And ants and mosquitos too...


  
Upper Reaches is so different but can you find the bandit? Whereas Merlis' home has ... a cat!


  
The Antmen are incredibly tough blighters but oddly, the Ghoul was an easy victim of mine!


  
Bears and Giant Bats, whatever next? You'll be telling me there are Vampire Bats around the corner!




Mind As You Go

Playing any part of this trilogy is an amazing experience but it's an idea to experiment with your newly-created character, just to see how clothing and weaponry feel to your own preferences. Experience is gained as you progress deeper into the dungeon and it's good practice to take it slow at first. Remember to search/examine/listen no matter where you currently are. You never know what might be nearby - be it a treasure chest, a trap or something lurking in the dark waiting to pounce. It's never a bad idea to read the room's written description. Some might say that it's essential!!

Always keep an eye on your fatigue level, which can take a hit whether you're exploring or battling something freaky. Walking isn't free and multiple movements will cause a little tiredness that adds to your fatigue. Hitting [0] now and then can be rewarding. As is purchasing a box of bandaids before heading out into the unknown...

Remember, we're not God and any demanding battle might result in severe wounds, possibly leading to death. Thankfully, not all is lost - roaming these dungeons are three peculiar helpers who may help. Bendic is a lost priest who can revive your broken body. Ahem, all he asks in return is a financial donation. However, others aren't as kind, watch out for a dwarf or wizard who yields greater sacrifices - you might wanna keep your hands in your pockets?



During those desperate moments when all has gone wrong, this is the message I prefer to see!




Graphics & Sounds

Visually, this is pretty lame by ST standards yet faithful to the barebone originals on the 8-bits. The backdrops are rather basic but the sprites are detailed and can look pretty good. Personally, I prefer the visuals in other RPGs, of the time, but Apshai still has its own unique charms. Also, it's GEM-based, which I think is crude - yet it works well.

Audio features a chiptune on the title screen but only spot effects during the game. However, I do love the little clipping that plays when a monster appears - scary stuff! lol. Overall, more than good enough for an RPG. So no complaints. If ever there was a game that proved fancy aesthetics aren't needed, this is it. In two words, authentically pleasing.

Hey, let's see another screenshot and this time one with a woman in it...



Please remember what I said, graphics never make the game. Play this RPG!!




The CryptO'pinion

Temple of Apshai Trilogy is surprisingly brilliant albeit with lame graphics. It's also possibly a forgotten (and much-underrated) RPG and that's a shame because the original was a massive success. Dare I say that our Atari ST conversion captures the original's essence perfectly whilst also making many more improvements I appreciated.

Whatever adventure you choose to play first, each one is huge with loads of rooms to explore. Most of my time has been spent within the realms of the temple, which I'm still battling through as I write. The theme is compelling and captivating. Plus, I adore how each room has been pre-designed yet still feels fresh and novel. That, I did not expect.

I've been making a map with notes of hidden doorways, along with any curious hints described for a room's description. This took me back to the 80s when I was a geek. Of course, I'm no longer a geek. Honest. Anyhow, I feel I've only scratched the surface, especially with Upper Reaches and Curse Of Ra. So I need to change that asap.

If you wanna relive an age of exploration, treasures, secret passages and monsters then this old-timer is definitely for you. Ignore the graphics, don't use the mouse, read the descriptions, and remember to save regularly! A whole world awaits so expect lots of late nights. One of the best olde style RPGs that the Atari ST has. Looks bad, plays greatly!!

Grab a copy of this brilliant RPG


An easy winner of the accolade of an AtariCrypt SMASH!!

Saturday, May 26, 2018

Switchblade






It looks like Ricky D. has a new bandana?

Switchblade was released in 1989 by Gremlin Graphics and programmed by Simon Phipps. Yes, he of the Atari ST classic Rick Dangerous. Okay, we are a little dude called Hiro who wears a bandana and can kick hard. He must explore the UnderCity to locate sixteen broken fragments of the Fireblade to reap revenge on today's evil entity - Havoc! This beast has been on a savage rampage, after being dormant for 10,000 years. So it's time for us to save the day... again!

I'm always worried when a big name makes something that is along similar lines to what they're famous for. After all, this is another platformer so, will we get another carbon copy of Rick Dangerous or will it be different?

Hmm, I worry too much so let's begin with a couple of cool screenshots...



Wow, that is in-your-face aggression alright!



Hmm, looks easy enough. Just gotta drop down a couple of levels. Hang on, what's that?




Get ready for a great adventure

We begin on the planet's surface before taking the leap (fall) into the orientally inspired UnderCity. This labyrinth is made up of lots of individual rooms and exploring each is fascinating and enjoyable. Tread with caution because you never know what baddies might materialise from out of thin air. Your route is completely "free-roaming", which I love.

Look out for dodgy blocks that might crack with a single kick: these can unveil health and weapon power-ups or may even lead you on into hidden rooms of even more goodies. Boss characters appear regularly, the first is easy to kill whereas later ones can be quite frustrating and beaten only with patience and lots of well-timed jumping. The only negative is the immense size of the map which isn't - visually - diverse so I often needed to backtrack after getting lost.

The controls are superb with the usual movements like running, jumping and climbing ladders but there are also three kinds of attack. Tapping firing allows you to punch like a weak Arnold Schwarzenegger but you should notice a white combat meter along the bottom/right? This helps with two kicks: holding the fire button for a mere second (so the meter isn't at full strength) will perform a high kick Jean Claude Van Damme would be proud of. Holding it down indefinitely performs a powerful Chuck Norris sweeping kick. Master these moves before you begin exploring!

Stop drooling!! Yes, I can see you. Okay, let's view a couple more screenshots...



Wake up, there's something creeping up on you mister!



Tighten that bandana, Rambo. Now, go and kick his monster ass!




NESthetics!

Visually, I doubt Hiro will blow your socks off but it's clean and well-designed with a great 8-bit Nintendo style I thought. Underneath its unassuming graphics is a rather functional design with mysterious rooms. The characters are excellent with nice details that I adored. Also, the game self-maps in a similar fashion to Ranarama or even Rogue.

Switchblade has killer audio with brilliant chiptune from none other than Ben Daglish. Or you could decide to hear sampled sound effects? I love both and couldn't decide which I preferred in the end (a good predicament to be in?)

In most respects, Switchblade looks and sounds different and superb. Love it. Screenshot time...



Yes, there's a Ricky D. vibe plus a dollop of Saboteur and NES thrown in for good measure.


The level guardians are either daft or just plain awkward to hit - I wish they would keep still!!




The CryptO'pinion?

Switchblade is awesome. It's got a great adventure element that blends well with the action. Plus the lack of a linear structure is perfect for an explorer like me who is eager to see what's around the next corner. Thus it keeps you enthralled throughout. This is one of the few games I've completed and I will definitely come back to it again (and again).

As with Rick Dangerous, this is certainly one of the best platformers available for the Atari ST.


Fancy picking up the gauntlet to help Hiro find the scattered fragments?
It will involve deep exploration, fighting lots of silly monsters and several freaky boss dudes?

Grab the floppy or hard disk installable games right away and enjoy this incredible game.
Tip: you might find these maps useful to properly enjoy this beautiful platformer.

Wednesday, February 05, 2025

Phantasie - Day 1





I've arrived on the Isle of Gelnor

Some of you might remember the fun I had sharing my progress in Cosmos Chronicles, Sword of Kadash, Galdregon's Domain, Uninvited, and others. No? Oh... Well, I enjoy RPG and Adventure games and was in the mood for something new to experience. Lately, I’ve spent plenty of time crawling through LARN, Rogue, Nano Cave, etc. All brilliant, but none offer that sense of a larger "journey" or long-term quest.

I was craving something fresh to really sink my teeth into. Then I remembered a video by Into The Vertical Blank about Phantasie, which I’ve never played. You’ve got to love Jeff’s enthusiasm! He made it seem like a grind worth taking on, and that was all the encouragement I needed to start on my own adventure!

Let's embark on this new adventure, a journey I've missed out on for the past four decades...

I find myself on an island called Gelnor, which is riddled with danger at every turn. I can see an entrance to a distant dungeon amongst the lush woodlands as I enter the town of Pelnor. Seeking answers, I step into the local inn, where a hushed conversation unveils a grim truth. I learn that a sorcerer called Nikademus who uses Black Knights to wreak havoc across the island.

Should I rise to the challenge and seek to defeat Nikademus, freeing this island from his reign of terror? Of course, I will. Yet it’s only a matter of time before I come face to face with the Black Knights. So I need allies - strong and fearless - because no one has ever triumphed against them. To the Guild, then. Let’s see who has the courage to stand with me on this journey!

The basic objective is to explore and kill lots and lots (and lots) of monsters and collect nine runes. These will help to defeat the Black Knights. I see a dungeon... Odds are I need to plunder that to find the first!

Hmm, I feel I should warn you that this won’t be over quickly, and I’m bound to make plenty of rookie mistakes. But rest assured, I'm enthusiastic and always welcome to receive any feedback along the way. So, over the coming months, I'll post regular updates on how I'm getting on. Unless, of course, I give up! O_o

Yes, folks, here I am, starting something new and daring enough to share it with the world.

Let’s hope I don’t end up looking like a complete knob.

Tuesday, December 11, 2018

Ultima V: Warriors of Destiny





Santa has come early!

Atari Legend is playing Father Christmas with a fantastic run-up to Christmas by releasing something special every day throughout December. It wasn't until the 7th when they released an HDD-patched download of Ultima 5 did I become intrigued. I've not played any Ultima before and this looks especially interesting so I had to try it!

The land of Britannia has lost its king, Lord British (cool name dude) and is now ruled by a tyrant called Blackthorn. Okay, it all sounds corny and the visuals might not rock the Bitmap Bros off-top spot (but when did great graphics ever matter to the gameplay?) I mean, just look at Rogue which I found to be a breathtaking experience. Nuff said.

Okay, I take that back, the graphics are really very nice so let's check them out in these screenshots...



Looks like I'm in a pretty cosy place and very glam too.



Okay, let's get out and explore the lush countryside.



Oh no, a two-headed Ettin has found me when walking over the hills...



I'm too weak and need better weapons - I should have run away!




First Impressions

Creating yourself a character is an unusual affair. It's something I didn't expect, but this process eventually got little Stevie configured and straight into the thick of it. Boy, are there a large number of keys to learn for each and every additional action - which basically means the interaction within your world at large. In fact, the world is huge and the battles are very hard so exploring Britannia is going to be lots of fun (or agony?). But, I can take it!!

I am genuinely enjoying my first couple of games: a lovely country walk through grasslands and forests until I found a small bridge - with a Troll. Luckily I made it across without him noticing me but I then ran into some red demons who decided that they wanted a piece of me. You know, those pieces that I need to stay alive... Yep, my first battle didn't go down well if I'm honest - DEAD! But wait, I think I've been resurrected for another bash! Let's hope I can do better?

This is one seriously addictive and immersive RPG. I'm talking months of my life, gone...


Vicious snakes decide to spit venom at our plucky adventurers.



Now I feel Ultima V is finally starting to show its true colours.



What a game and I must say that I adore the graphical style and detail. Amazing!


Hey look, I've just found a map! Time for a drink before leaving...




Have my plans changed?

Yep, they sure have. I now plan on spending the Christmas holidays in the world of Ultima V - which also includes whiskey, turkey butties and mince pies!! I'm really looking forward to learning more about Ultima V and have enjoyed a few interesting attempts (aka failures). So I'm excited to take this game seriously and see how my next adventure plays out.

Thanks to Atari Legend for the daily treats!!
STay Atari. Or die!

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