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

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!

Sunday, April 14, 2024

Tenebra



Fear the darkness!

Hearing news of ST games in 2024 is always exciting so it was a nice surprise to discover a puzzler called Tenebra by Ali Pouladi (aka Haplo). It's already available for several computers and we (finally) saw a release for our beloved computer earlier this year. Interestingly. there is a sequel which isn't yet available for the Atari ST. Fingers crossed!

Tenebra may resemble an olde Dungeons & Dragons game but it's a puzzler using roguelike mechanics and aesthetics. As with a typical role-player, we're stranded in a dark place with many strange puzzles to solve, traps to endure, items to use, and even a few secrets. The main task is always simple - discover how to escape through the 31 levels.

Of course, the initial rooms are easy thanks to some brilliant trainer levels that help us master the basics. These help a bunch in learning the game's design and personality. However, it isn't long before Tenebra becomes more complex as new mechanics are revealed during your progress. Yes, this puzzler is one tough cookie so prepare thyself!

Okay, this neat concept gripped me from the start so let's look at the first level. And its solution...



As you can see, I'm standing at the top/left with the exit gate nearby.
Several braziers are lighting areas of the room making it easy to find the exit.


Walk through the lit areas and onto the gate. Job done. Dead easy, right?
When a level is finished, it's fully displayed which helps your understanding of the design.


Gameplay

So, this game is actually dead simple: start each level and figure out how to reach its exit. That's it. However, the darkness is the main problem for our adventurer who won't fumble around pitch-black places. He will only explore the areas illuminated by lamps or when carrying a burning torch. It's straightforward but these mechanics will tax your brain!

Each room features a maze-like design and uses many items and obstacles. Walls, doorways, objects, and dark places block your path. The route through often means exploring the lit areas looking for a torch that you can grab.
In fact, torches are essential. Not all are created equal and some will illuminate quite poorly. If only there was a way to increase the oil so it would burn brighter? Many levels contain multiple torches and you could find yourself leaving a trail to better explore. Take your time and think. Don't rush :-)
The mechanics for each room are constant without being overly complex. But they are crafty, for example, you cannot use a door if carrying a torch, but you can with doors that require a key. Some walls may be damaged - slip through the gap before it crumbles in. Look for braziers mounted on rails as these can be moved assuming the track isn't broken. If only we had a tool to fix that? Yes, the puzzles are simple but require completing in sequence so it pays to stop & think.

I couldn't end without mentioning the timer - there isn't one!! So many puzzlers have an annoying timer which I've never been able to understand. After all, you must stop/think/play carefully, so why rush? I'm relieved there is no time restraint. Heck, even the torches last forever. What a fantastic design and kudos to Haplo for thinking outside the box.

Okay, I'm usually terrible at these kinds of puzzlers but it's a blast playing Tenebra. Hey, it's screenshot time...



Things are getting tough by level 7 and the game throws multiple puzzles at you.
Note how I lit the square sensor (top-left) with a torch? That opens up the exit (mid-right).


Level 10 onwards and this game is a stonker!! Well, it was for me I'm embarrassed to admit!
On the 11th level, dodgy walls will collapse after passing through. There's one to my right...


Aesthetics

Tenebra supports both colour and mono systems: low-res is my personal choice because it looks authentic and transports me back to the 80s, a feeling we oldies love. The graphics are of a basic design, something you would expect a ZX81 to knock out. However, don't let that disappoint because this is perfect for its unmistakable 'roguelike' style. A cool flicker effect can be used for a tad more atmosphere (it's optional and can be toggled on/off anytime by hitting the 'F' key).

As for mono users, the 640x400 display is gorgeous using sharp visuals you expect to see on an SM124/5. Decals and items have been improved with better detail. For example, you can tell that a torch is a torch - yes, I know that sounds silly but it works! There is no flicker effect due to how the monitor works, which is a shame, but understandable.
Yes, I'm a sucker for lower resolution graphics but that's my preference because I'm dead old (as my daughter constantly reminds me). Hey, try both and let know in the comments below which type you prefer.
Audio isn't needed for a puzzler but, there are nominal effects which don't spoil or override your concentration. Best of all is the title screen music. Wow, it's so modern and zesty with a twist of ZX Spectrum (48K-style) thrown in beautifully I thought. Absolutely stunning, so leave it playing in the background while you read through this website!

Hey, should we look at the differences between the low & hi-res games? Good idea so here ya go...



Low resolution looks perfect for an authentic experience that this old rogue appreciates.
Items like the torch are a bit bland but the overall style is something I adore.


As you can see, monochrome is superb. Look at that torch and the fine details for everything.
Weirdly, I don't like the stickman, which looks like something I would have drawn!


CryptO'pinion

When I first heard of Tenebra I initially expected something of a romp through the Land of Eriador (ala DDST - The Adventure Game by William Miller). Alas, those screenshots had deceived me because Tenebra turned out to be very different. Okay, I admit to being disappointed by ... yet another puzzle game as I'm not often a fan and there are loads already.

Anyhow, I think I've been converted because this is such a captivating and unique release. Figuring out a route through the darkness - just to reach the exit - may sound boring. But it most certainly isn't. It's anything but. The difficulty is challenging without being over the top with impossibly complex puzzles. Every room presents the same predictable problem that can only be solved using careful thought. And, best of all, there is no timer to spoil the enjoyment :-)

Weirdly, the rogue-like appearance isn't merely cosmetic because this familiar dungeon style integrates perfectly with the puzzles. Using light and darkness in such a way adds an alternative and interesting depth I didn't expect. Additionally, level codes are an obvious feature often neglected by developers - a simple idea & much needed. Genius!

Tenebra is excellent and I recommend it with great enthusiasm. My overall rating is a mind-boggling 85%

Isn't it brilliant to see new games developed for old computers? You can download Tenebra right now by clicking here. However, please consider spending a few quid as this shows developers that the Atari ST is alive!! The following are the level codes from my game. Here if you want 'em albeit with a spoiler warning...

- LEVEL ACCESS CODES -

1  - 2357
2  - F4D0
3  - D9D3
4  - E45C
5  - F55F
6  - B9D8
7  - 6D5B
8  - B745
9  - A746
10 - DF41
11 - 9742
12 - C6CD
13 - 964F
14 - 8949
15 - C8CB
16 - 0D75
17 - 1FF7
18 - E0F1
19 - C0F2
20 - 2CFD
21 - 75FF
22 - 31F8
23 - 58FA
24 - 78E5
25 - 7D67
26 - DD60
27 - AD62
28 - 4C6C
29 - 8E6E
30 - 8569
31 - 8E6A

Friday, September 25, 2020

Ambermoon Music Demo


Let's kick back and enjoy some toons!


I've had this little gem on my hard drive for ages and I finally got around to making a recording of what is nothing less than a jaw-dropping collection of chiptunes converted by Gunnar Gaubatz aka Big Alec. It was (eventually) released for Sommarhack 2019 by Grazey of Psycho Hacking Force and features several tunes. I've recorded snippets from each track but it's advisable to get it downloaded onto your own Atari ST to enjoy it properly.


But what about Amberstar?


Well, Thalion may not have finished the ST version but, this got me thinking of the prequel, Amberstar. A game I've never actually played - not ever! I remember seeing it featured in magazines and the graphics looked very nice. So, today, I downloaded the pre-configured HDD version by 8BitChip and had myself a playtest...

Stonish has the floppies but there's three of 'em. Good luck with that disk swapping!

We begin with an overhead view of a graveyard which is a dead interesting place (sorry). This leads onto the City Of Twinlake which flips our view from 2D to 3D, ala Dungeon Master. It's now the adventure appears to really begin as there are plenty of places to explore and different folk who are only too willing to stop for a good natter. The first thing that grabbed me where the aesthetics which look and sound brilliant. However, I was quite unsure by the clunky user interface which feels a little cumbersome and messy. Meh, perhaps it's just because I'm new to it?

Amberstar is quite difficult to get into from the start, and I'm a little perplexed that I wasn't able to create my own characters - but that's something to do with a dodgy installation program the Thalion boys made? Tut Tut Tut... Anyhow, the world of Amberstar appears huge so I'm wondering if I should add it to my ever-growing list of Atari ST games to play over a quiet weekend. Yeah, I think we all know how that plan will go. Hmm.


An early CryptO'pinion?


Considering I only played for half an hour, I'm quite taken aback by what appears in-depth RPG. There's so much to initially overcome from the interface and characteristics, as with any new game. Graphically, it's amazing and the storyline is interesting. Although I'm wondering if I need another life-sucking RPG especially as I still play Temple of Apshai, Rogue and the mighty Shadowlands. Not to mention the obvious ST classic!

Have you played it? Are there any fans out there? What can you share about this Thalion RPG? I'm looking forward to what you guys think because it sure looks good. Well, something for me to ponder over?

Until then, take a gander at these screenshots and try not to drool...











Saturday, August 26, 2023

The beST Game Ever?




There can be only one

You know, I hate silly questions like, "What's your favourite game". That is an impossible question to answer because it doesn't take into consideration the genre or even my mood at that moment. Plus my answer changes daily! However, people still ask me now and then which is understandable but also quite infuriating too. Or am I in a grumpy mood?!!

Possibly, but today I'm actually wondering just what might be my favourite Atari ST game! We have a ginormous library so how can I answer? Well, here goes: I'm ignoring ratings. I'm ignoring genre. I'm ignoring my mood. I'm ignoring everything to make this the most pointless article ever. Wait, it's too easy to pick Dungeon Master, right?

That's the one I cannot choose because it's the game everyone automatically plumps for. Rightly so, but...


Argh, too many!

Anyhow, what about Defender of the Crown? What about Stardust? What about Rogue? Then there is Prince Of Persia, Gauntlet II, Joust, Magic Boy, Borodino, Zero-5, Stunt Car Racer, Speedball, Populous, Golden Axe, Time Bandit, The Secret Of Monkey Island, Death Chase, Rick Dangerous, Hostages, Kult, Resolution 101, Stormlord, Midwinter, Hunter, Legends Of Valour, Carrier Command, Mr Do! Run Run, Captain Blood, North & South, Starglider, Oids, Escape from the Planet of the Robot Monsters, Turrican, and Out Run. The list goes on and on and on... (I was joking about Out Run!)

So, with my back against the wall and a loaded gun held against my empty head, the dreaded question is asked. I'm starting to sweat. What game might come out trumps? Well, after great thought (honest) I've made my decision - knowing full well this is a pointless venture that makes no sense. Nobody will read this rubbish so I'm perfectly safe from ridicule.

Okay, I've picked the best Atari ST game. Do you wanna know what it is? Really, are you that bored? Right, scroll on...

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The CryptO'pinion?

I've picked Domark's Shadowlands as the best Atari ST game because not only was this ahead of its time but it was created, designed and produced to near-perfection. It offers the player a fascinating, atmospheric and captivating world to enjoy exploring. What, you completely disagree with me? Well, there's a shocker!! Am I really that wrong?

I don't care :p but why not click the above link to read my old review? Hang on, is it okay if I change my mind? lol

Yes, this was silly but, if you had a gun held to your head and I forced you to make the stupid decision - what Atari ST game would you choose? It can be anything except Dungeon Master so let me know in the comments below. STay Atari.

Downloads for: Floppy Disks | Hard Drive


The title screen is superb and nicely animated too, which this screenshot fails to show!


The opening level outside is quite lame but don't enter the dungeon without looking around first...


Once inside, the game perfectly introduces you to the lighting, puzzles, and monsters.


The first baddie is this fella but, don't worry because he's really easy to kill.


Another baddie and some pick-ups too. Hang on, is that a key I see?


Replaying this game again, from scratch, is proving to be fantastic. What an ace RPG it is!!


Make sure you read the manual. There are more than enough helpful hints to get you started.

Friday, March 31, 2023

Sword Of Kadash (part three)



Phew, what an adventure!

Well, I've finally done it. I've completed Sword Of Kadash... I think! (don't ask, just carry on reading to the end). When I first started, I genuinely thought that I would be playing for months due to its sheer size and also the fact that I wanted to painstakingly map it. Yet here we are with the third article and the game is finished and mapped.

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

Before I begin, this is the third part of a mini-series. Have you read the innocence of Part One or the enthusiasm in Part Two? No, I didn't think so! Okay, click on those two links to get an idea of the pain and pleasure I have endured over recent weeks. Go on, both links open up in new browser windows and I'll be waiting here for when you get back.

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



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


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


Back to basics

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

Let's begin with the controls as there are three methods used to guide our little hero and this seems to have confused some YouTubers. The joystick is by far the best method (the keyboard felt unnatural and the mouse is nothing less than a nightmare). So, just press CTRL J to change from the default to the joystick when you first begin your quest. You are able to move (and shoot) in all directions, including diagonally. To shoot, press and hold the fire button and then 'move' in the direction you wish to aim. Oh, and hitting the spacebar activates your one and only magical spell.

Wanna see a couple of really annoying screens that made no sense? Of course, you do so here you go...


Trust me, unless you use the fear spell you have no chance of killing them without getting hurt.


One of the final rooms and it's stuffed with cursed items. Yep, every single item is cursed and there is no way (that I know of) to get around them. Thankfully, if you go back a couple of screens, there is a symbol/cross that can help.


The quest awaits!

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

Yes, items are a big deal in this dungeon and they are also a bit of an oddity. You will frequently find weapons and armour along with others like chests and keys. Collecting anything increases xp but you cannot use the keys as there is nothing to unlock. Nor can you plunder a chest as it's just a chest that does nothing more than increase experience. So, more often than not, the item you're collecting isn't for a particular usage - it's to gain xp and the benefits of that.

However, a selection of items is cursed which severely hampers ability and performance. Only two types of items can help cure you - the symbol cross and magical scrolls. However, this is where the game reveals its truly insidious personality because there is a chance that those might also be cursed. Cruel, very cruel!! So why not make notes? :)

Along the way, there are weird messages which are blatant and helpful. But not in these two screenshots...



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


The Pit is a disastrous moment but there is a hidden area to hide, but I wasn't quick enough!


Traps!

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

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

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


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


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


Walls

As I said in the previous article, walls sure play a big part in this adventure. I know that's a weird thing to say as most are just, erm, walls but it depends on their colour. The blue ones can be destroyed thus aiding your journey with a new pathway. Sometimes these can help to provide a tactical vantage when shooting the baddies who are unable to reach you. Green walls will repel all your shots which is actually a great mechanic that works very well in battle.

Also, there are invisible walls that are a pain to navigate - there is still one screen which I've not managed to figure out. Heck, other rooms are made entirely from a maze of hidden walls and take, what feels like a lifetime, to suss out! Finally, there are secret walls that are revealed when you walk into it at the right point. However, some need to be shot first - it was only because of my map that I could see the potential routes to many hidden rooms that I might have missed.

So, it can be a bit inconsistent. Which I personally feel means that it was always designed for the gamer to create a basic map with notes. Annoyingly, there is still one room that I never managed to discover how to enter! Which is infuriating for an adventure like me who leaves no stone unturned. Gotta admit defeat now and then, I guess?

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



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


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


Armed to the teeth

Oddly, weaponry felt like an after-through as there are only four: dagger, morning star, axe and sword (all can be augmented magically to a max of +4 for extra damage). Battles are fought only by a range method, regardless of what you are carrying, and there is no actual melee or magic. Also, each weapon is expressed as an arrow and can only be fired in a series of three shots. Of course, you can fire again once they have expired or hit their intended foe.
About magic: there is one spell but it's not offensive and more of a fear spell. When used, all monsters will scarper, thus making it easier to kill them or for us to run away. This effect doesn't last too long but it certainly helps when there are loads of monsters. Use these wisely!
Don't worry about encumberment or inventory because there is no ability to look over your stock or play with your equipment. Whatever you collect is added to your xp with the potential to level up, thus increasing hit points (excluding cursed items). Weaponry will add to your xp but will only be used if it's better than what you already carry.

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



Spiders spring out from the trap and are really tough in this dungeon. Hey, two swords? Beware!


This is the other puzzle that takes some serious thought. Looks easy, right? Hmm...


Monsters

Being an action game, you won't tread for more than a few steps without having to kill something beastly ranging from ghouls, ghosts, bats, snakes, barbarians, spectres and more all the way up to the Liches. Those guys are very tough and can even spawn other monsters into the arena so step lively. Each enemy has a number of hit points before dying, not that there's any information about that to possibly complicate the already near-non-existent RPG aspect.

It's all a case of keep firing and, if they're strong and still chasing - run away. Now, fire some more shots and start hoping for the best! Of course, touching any will drain them of their hit points, but, at the expense of yours too.

However, all enemies are a bit daft and follow a basic pathway to get you, which often means struggling to navigate around objects. Sometimes that's a good thing as you can tempt them out from another part of the room, one by one. Thus making the overall battle easier albeit rather disappointing in other respects. Learn to manage the hoard.

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



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


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


Aesthetics

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

Visually, the monsters are the best part and we get to slaughter a varied and whacky crew. Yes, they're quite poorly drawn compared to Rogue but I love how amateur their movements and animations are - they wobble across the screen. The gremlins are my favourite, small and made from very few pixels yet they still manage to look great.
Sadly, the framerate drops badly when dozens of baddies are persuing. It's a shame as it affects the final rooms heavily. But, something I can forgive for such an ancient release for the (then) new Atari ST.

The audio is almost zilch with no music and few sound effects. What you hear is mostly from your weaponry or when coming into contact with nasties. That's about it. Oh, a little jingle plays when the Lich appears! This is an incredibly short tune but is eerie and works surprisingly well. Otherwise, the entire game is silent without any distractions.

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



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


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


The map!

So the moment you have all (?) been waiting for... the map! My task to complete this game was a very enjoyable and addictive pleasure. However, the ending rooms are a disappointment in comparison to the rest of the entire game.
When at the end, the idea is to kill the dragon Aladag who is guarding the Sword Of Kadash. But there is a hidden passage north of his location, so you can skirt around and pinch the sword. A greeting then appears (the last screenshot below) but the game does not end. In fact, there are a couple more (pointless) rooms to explore, which doesn't make any sense as they are dead ends. So, armed with the Sword Of Kadash, I went back to kill Aladag and, once again, the greeting appeared but it still doesn't end. How odd!!
Rather an anti-climax but I won't let that spoil my memories of what is nothing less than a superb oldskool shooter. As always, the image below is a thumbnail, so click on it to download the high-resolution version. Or zip over to Atari Legend who is kindly hosting a similar version. Anyhow, I hope you guys enjoy using the map??

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


Greetings to PP for helping me out with a better version of the game and also to Maarten for hosting.



The CryptO'pinion?

I'm sure you can tell how much I have enjoyed playing this? Not only writing the three articles but the mapping was an absolute pleasure and one that enhanced my experience greatly. I've honestly loved every second of the adventure albeit not the RPG that I imagined. In fact, those basic elements are diluted into the background so it has little depth. I would say it's more of an action/shooter with an emphasis on the freedom to roam without following a linear path.

My grumbles are minor, the combat system is limited as each weapon feels the same and there isn't any support for melee at all. Also, the cursed items are a pain in the bum because there are only two types of objects (for a cure). That is very restricting and I would have liked magic to have included the side benefit of dispelling curses too.

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

Sword Of Kadash is humble and feels old so hasn't aged well but the gameplay is well-balanced throughout and that is something I thoroughly appreciated. I hope you ignore the bland aesthetics and take on board the challenge!!

The best download has just been updated for hard drive and the older floppies are right here.



After all the trial and tribulation, this is the finale. But then it carries on - to a dead end! Bugged?