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

Friday, January 24, 2025

SHOTGUN





Click Click BOOM!!

One of the latest games for the Atari STe is from Thomas Ilg, a bloke known for his passion and dedication over the past few years. It all began with the marvellous Laserball and has since blossomed with a string of crazy-stupid-silly games!! The latest comes from the same Froggy stable and is a Commodore 64 port of a rather unassuming shooter. Imagine yourself in an arena with a sole objective - massacre everyone!

This game is for 1-4 players, whether human or computer, and uses various control methods - keyboard, joystick, JagPad, and even the option to use the parallel port via the ST4PLAYER adapter. Shotgun offers a selection of gameplay styles, including battle/deathmatch and a treasure hunt (which I absolutely loved). There are also Marathon/Tournament modes and more to take Shotgun beyond its humble 8-bit roots.

Let's reload our shotguns and take a quick break for some sexy screenshots...



Forgetting the treasure chests, I try to shoot my daughter. Dad of the year, eh?
( Atari STe graphics )



There aren't many games I can win these days so I'll take anything I can get!
( Commodore 64 graphics )




Let's Play

Each player competes in a walled arena, similar in design to a Bomberman maze. Players begin in their specific corner of the screen and must rush to find a shotgun. Once armed, the goal is to blast your opponents into smithereens. If you die (and you will) you are respawned, unarmed, at your starting position. And that's pretty much the gist of Shotgun - running around a maze trying to take out your friends & family.

Actually, there’s more to it than meets the eye. This simple format has been expanded in several ways to add more playable and aesthetic content. You aren't restricted to Battles and Deathmatches as you can also run a Marathon of events and compete in Tournaments. There is also a Treasure Hunt which I personally adore. This takes the basic design one stage further by adding shootable chests filled with goodies.

However, for me, it's best when the co-op part is activated in normal games. That feature brings everything together very nicely. Why? Well, it's good to have backup rather than struggling alone. Especially with my reactions! (AI can still be used in the tournaments - see below)

Thomas has created a variety of unique options to alter the play length and includes the Extended C64-smashing features. The computer can take over idle players with impressive AI. They may frantically dash about like headless chickens but their reactions are sharp - I dare you to outmatch a trigger-happy ST!!

The audio is incredible with outstanding music and sound effects; you can swap between them from the menu. The graphics constantly run at 50fps which is jaw-droppingly smooth. Even better (is that possible?), the visuals can be swapped - like we saw in Frogs - for an assortment of styles. I shouldn't say this, but the C64 graphics are my favourite. Sure, they might look clunky with less detail but they suit the vibe perfectly.

Yep, Shotgun has an impressive array of configurability; I love how I can customise the look and feel so easily. Being able to change how an ST game looks is quite unique when you think about it. I dare you to dislike C64 graphics when playing the Treasure Hunt on Arena G (a gorgeous map). Whatever you modify, gather the family around your Atari and enjoy the chaotic panic of killing them. That's great family entertainment!

Okay, enough yapping. Let's take a peep at some more screenshots...



Marathon is the right title because it's certainly a marathon quest.
This game can cause conflict - my daughter stormed off in a huff during this!



No, this wasn't a real Tournament as I just wanted a playtest. Like I've that many friends!
Although it would be nice to play with Daisy Duke... sigh...





Big Tips

  • The AI opponents are annoyingly quick so why not disable that to practice?
  • Afterwards, enable the AI and practice in Battle/Deathmatch modes.
  • Just a thought... if the AI is active, you could (ahem) be a big, fat cheating camper waiting for an enemy to cross your path. Surely not?
  • The AI is good for shoots but less so when navigating a tighter maze. Something to think about?
  • Each shotgun only carries 3 bullets, so don't get caught unarmed!
  • Getting your ass handed to you on a plate - try co-op.
  • Don't double-shoot the chests in Treasure Hunt.
  • Type in "xmas" on the main menu for a Christmas mode with our Shotgun guys in Santa outfits.
  • Don't forget to use the different display modes. I'm a sucker for the C64 and Stony graphics.
  • Gamers can use all of the different ST/STe controllers but those with more friends than me should consider buying the ST4PLAYER adapter. Links below.
  • No friends for the Tournament? Create a name using this format to assist "AI <name>".
  • Great on the ST but even better for the Atari STe 🎧
  • Best played with a friend(s). Or friends you hate and wish to lose quickly!

Words of wisdom? Well, maybe not. Let's take another break for some more screenshots...



Co-op is great and the threat of friendly fire made it feverishly exciting!!
( using the Stony theme )



Probably the hardest map of all to play any game as it's so open.
( using the "Bunker" theme )





The CryptO'pinion

When I first played, I immediately liked Battle/Deathmatch but I could tell there wasn't much longevity, especially solo. However, I thought the Treasure Hunt mode was better by a long shot (no pun). This introduces random treasure chests for points rather than merely playing a form of deathmatch. Better still, are the Marathon and Tournament events because they can use random game modes that spice it up further.

For me, the best is the slick integration of co-op into all but Tournament and Marathon. Having someone to fight alongside is an outstanding feature that won me over big time (this works with the AI if playing alone).

I hope you guys download Shotgun because it's a blast(!). I enjoyed frantically scurrying in a frenzy looking for a weapon and someone to kill. It's an exciting adrenaline rush far beyond my meagre words.


Waste no more time and get this game!

+ Game download for only $4 https://anarcholab.itch.io/shotgun-st
+ Can I tempt you with the boxed game? https://www.hd-videofilm.com/shotgun/boxed
+ Full credits and a demo download https://www.atarimania.com/shotgun.html


Even more Atari ST games by Thomas





Completing a Tournament/Marathon rewards with extra maps.
Bonus map #1



Note the doorways that can be opened, a simple but nice feature.
Bonus map #2


Of the three bonus maps, this one is my favourite.
Bonus map #3



These are photos of goodies Thomas generously sent me.
This one is going on my Atari ST wall asap!!



Unfortunately, this isn’t the boxed game I had originally hoped for.
This is like a flyer and will also be going on my ST wall.



Thank you Thomas for the ST4PLAYER adapter!!!
Whether they like it or not, my family will enjoy being beaten by me. (gameplay wise lol)

Monday, August 19, 2024

Gilbert's New Adventures




Indiana Jones?

While trolling through the immense archives on Atari Legend, I stumbled upon a platformer called Nowe Przygody Gilberta. I thought that name was gobbledegook until I translated the Polish text into English. Gilbert's New Adventure was developed in GFA Basic by Adamsky who supports the Blitter and DMA audio!

Whatever the storyline, we appear trapped in a labyrinth of rooms with locked doorways and treasures to collect. Think something "roughly" similar to Manic Miner, Treasure in Cave, Montezuma's Revenge...

Gilbert's New Adventure looks like an 80s old-school platformer, which immediately appealed to me. Upon loading, we're greeted with an amateur image of Indiana Jones, taken from the ZX Spectrum. Don't look at it for too long and hit the spacebar for a helpful screen depicting the items and objects within the game.

Yes, I said helpful and here is a screenshot to prove that fact... Ahem...


Never have I known so many words to contain a 'Z'!! Let's translate...



Polskie Klucze

Polish might be completely alien, but that key is quite obvious. Starting at the top/left and moving sideways: wall, hammer, red key, loose stones, treasure, blue key, another type of wall, parachute, green key, spikes, a red-key door, ladder, fire, a blue-key door, teleporter, energy drink, and finally, a green-key door.

As you can see, it's simple stuff with walls, ladders, and tools. The rest is basically colour keys for corresponding doors plus a few dangers. However, there is a teleport pad too... but... more on that one later!

Let's step back in time and take a look at the opening screen from this game...



The status bar shows energy, cash, and also any collected items.



Gameplay

Immediately beginning my first game - I was hooked. I don't mind sounding like an old man reliving his youth but, that's exactly what happened. The appearance is terribly bare, so unspoilt by pointless glam. This innocent structure uses small blocks and feels like it was dragged kicking and screaming out of 1982.

The controls are dead easy: left/right to walk, up/down to jump and use ladders, and the spacebar will activate a teleporter. However, this simplicity wasn't good enough for Adamsky who decided to alter things. To diagonally jump, use the Insert key (to jump left) and the Clr Home key (to jump right).

Gilbert's task is to collect treasure whilst scouring the rooms for items that could help him along the way. We are free to explore all rooms but watch out for tricky routes and blatant pitfalls - like fire pools and deadly spikes. Dangers like these instantly kill our intrepid hero. Oddly, there are no monsters but the emphasis is on treasure hunting so having baddies aimlessly wandering might have gotten in the way?

Every screen has rudimentary puzzles like a hammer to bash through loose rock, differently-coloured keys for specific doors, and parachutes to prevent falling to our death. A few screens have a teleport pad but the destination is cycled between several screens. Blindly exploring could leave you stranded without a necessary item. Transporters made exploration quite confusing and felt unnecessarily disjointed.

Are you ready to guide Gilbert through the rooms to fill his pockets with treasure and escape?



Hey, this room looks familiar yet I can't think why heh.



Graphics and Sounds

Nowe Przygody Gilberta is a simple platformer without zany aesthetics. In fact, back in the 80s, I'm sure it would still have looked as dull as dishwater compared to others. However, many homebrew games are made by someone who couldn't draw, so it's perfectly understandable and also suits the aged theme.

I've played games like this on the ZX Spectrum, simple screens made of 8x8 bricks and nothing close to the graphical quality we're used to seeing in Fire & Brimstone or Ghouls & Ghosts. I can imagine how disheartened you feel by the screenshots? Don't be, this is a platformer for gamers who care nothing for glam.

The audio features DMA sound effects but, not many which is odd considering the effort already made. You shall hear something when landing on your feet, an "ugh" after falling but, little else. Sadly, there's no background music which is a shame because a chiptune would have compensated for the lack of effects.

I know, it's like a near-silent ZX Spectrum platformer but without the colour clash...


Using a parachute is the only way to go down in this room.



The CryptO'pinion?

Adamsky has created a platformer with all the aspects of a wonderful old-school treasure hunt. Ignoring the modest appearance, each room is superbly designed and requires thought before blinding running off. This humble puzzle aspect adds much to the exploration and is thus addictive and enjoyable.

However, the game is hampered by having one life thus forcing you to restart from the beginning each time. As you know, I did not like the transporters which increased my frustration, especially with only having one life. Plus there are minor niggles like using ladders which is too slow compared to our other movements.

Moaning aside, believe it or not, I have tremendously enjoyed Nowe Przygody Gilberta. It's far from perfect and that's a shame because it could have been great with more thought. I'd say 70% - close but no cigar.

Greetings to PP for adapting a new version that features unlimited energy!!



As you can see, this map is incomplete because of the dreaded transporters.
One day I'll return and finish this if there's enough interest.
This is a thumbnail,
click here to download the high-resolution image!

Thursday, January 02, 2025

Treasure in Cave





Montezuma's Revenge

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

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

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



The bugs are disappointing but do not ruin the game.




Five 16th century caves

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

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

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


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




Aesthetics

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

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

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



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




CryptO'pinion

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

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

Treasure in Cave can be downloaded at AtariUpToDate and Atarimania.



~~> Bülent Özgür <~~


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

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

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

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

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

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

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

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

Bülent Özgür
a.k.a. @freedom




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



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


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



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



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



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

Sunday, June 16, 2019

Bugziacs





1983 has come knocking!

A brand new remake of Don Priestley's Maziacs is being released by Bello Games with coding by George Nakos (aka GGN) and graphics by Niels Kleine (aka Tinker) and Kevin Dempsey (aka SH3). At the moment, this is an unfinished port but I loved the ZX Spectrum original so much that I couldn't wait to get my grubby mitts on this olde classic.

I expected differences but, right from the start, this feels authentic and with a remake of the old DK'Tronics loading screen. Surprisingly, there is a good reason Bugziacs feels so much like the original - "This version actually runs the original Spectrum code translated to 68000 using a custom tool and then some routines replaced with ST-specific code". Wow. Extremely interesting and I hope many more Spectrum conversions are in the pipeline?

Check out the first few screenshots! Yep, I feel like I'm 12 again looking at these Speccy delights...



Ohh, the menu system is just like the original. Even the font...



...and these silly sprites too. Comical and I love it.



I wish more games had an intro detailing what to do. Brilliant idea.




Wow, it really is Maziacs!

Once the game begins, things feel familiar but the look (and movement) are a lot better than my favourite Z80 computer could ever manage. The goal remains the same: explore a maze looking for hidden treasure. And then make your escape. It sounds easy - but it's not - especially as you cannot carry both a weapon and the treasure at the same time.

Like the original, each maze is randomly generated which means a different game each time you play it. But the one thing that remains constant is those angry Maziacs who roam the corridors looking for a scrap with our plucky hero. Thankfully, some kind soul has left swords scattered throughout. However, these can oddly only be used once per battle! So this is where the map feature comes in handy along with your memory for those you've already walked past.

This might sound a little weird and rather limiting but it works perfectly to keep you on your toes. The ST game plays like I remember and, unlike most 16-bit updates, it doesn't feel like it's lacking that certain 'je ne sais quoi'. This is authentic yet also an improvement, which is very unique. That in itself is impressive because I'm tired of classic games being spoilt by better graphics or unnecessary changes. I'm thinking about the terrible Chuckie Egg II as an example!

What, you don't believe how good this is? Well, you better check out some more screenshots then...



The Atari ST version looks amazing. Authentic, yet a cracking advancement too.



Of course, you could step back in time and use the original Speccy graphics?



Whatever you decide, it's always best to use the map. Don't get lost!




Don Priestley would love this!

One thing to remember when playing is that you're not Superman! Keep an eye on your energy levels (displayed using a vertical bar) because that ticks down as you explore. Fear not, whoever left the swords has also kindly left energy drinks. Also, I advise chatting with the prisoners who are usually willing to aid you on your travels. Although it's odd they know so much yet never ask to be freed? Finally, use the map which will be more than helpful at crucial times!

Yes, I am really enjoying Bugziacs!! This is well-balanced and incredibly playable. Sure, it's got some quirks/bugs as those randomly generated maps can sometimes be rather unfair: more than once, I began with a Maziac standing beside me!! But let's not forget this is a work-in-progress so I'm extremely eager and excited to see the final product.

You can probably tell how thrilled I am to play a classic game like this on my Atari ST!! Hey, it's screenshot time...



Maziacs... oops!! Bugziacs has the most helpful prisoners you could ever imagine.



The swords are necessary but probably made in China - they don't last very long!



Hang on a mo, three monsters and only one sword? Oh no!!




The CryptO'pinion?

Bugziacs has taken me back to my roots in the earlier 80s. What an absolutely fantastic version this is and being able to switch between Atari ST and ZX Spectrum visuals is just too good for words. It's always great to see a "new" game InDev for our computer. I hope GGN can put this tool to use in the future and get other Speccy games converted? GGN - please develop Chuckie Egg 2 next as this is my favourite 8-Bit platformer but I have a massive list too :-)

Whether you're old enough to remember the original game or not, Bugziacs is a bundle of frantic mayhem. It's a simple idea that has been perfectly executed. What a rush it is to hunt down the treasure before panicking to quickly escape. Yes, it's tough but it's so much fun. This is a brilliant game and one I cannot help but highly recommend to everyone.

Maziacs is brilliant on the ZX Spectrum but guess what? So is Bugziacs for the Atari ST. Absolutely superb!!


Both AtariMania and Demozoo have Bugziacs to download.

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!

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

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