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 getting 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 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 blindly running off. This humble puzzle aspect adds much to the exploration and is thus addictive and enjoyable.

However, the game is hampered by having only 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!

Tuesday, March 17, 2026

Warlock the Avenger






Druid

Warlock the Avenger is the third and final chapter in the Druid trilogy. What trilogy, I hear you ask? Well, the first two games were on 8-bit machines, so you may have missed them before upgrading to the Atari ST. I certainly don’t recall either, although I do have fond memories of Electric Dreams’ Dandy (ZX Spectrum).

Warlock the Avenger is a top-down maze game, similar to Gauntlet. You explore labyrinths, blasting monsters with your wand, loot treasure chests, and desperately search for the exit while enemies respawn with irritating enthusiasm. Additionally, Millennium has included the original game, which is an incredible freebie!

Here, we play a druid spellcaster dude tasked with saving the land of Belorn from yet another surge of demonic chaos (I guess we didn't win in the other games?). Anyhow, an evil lord named Acamantor has clawed his way back from oblivion to enslave everyone. Our mission is to reawaken ancient elemental magic by navigating monster-infested mazes filled with passages, magical power-ups, and plenty of treasure.

Sounds pretty cool, right? Yeah, so let's see a screenshot...



The status bar shows what we have. Keep an eye on it, especially spells and keys.




Let's play!

The opening level plonks you into a woodland surrounded by roaming hordes. Some enemies go down easily, while others soak up multiple hits, encouraging you to switch wand types - some spells are more effective against specific foes. That is something you learn early on, with unobvious help from using the F6 key.

A status bar along the top of the screen shows your energy, keys, power-ups, and spells. Keep your eyes on this, especially the available firepower and keys. Sadly, you only get one life, and contact with an enemy drains your energy. Thankfully, there are special floor tiles that replenish it, but they’re pretty scarce.

Treasure chests are scattered throughout and are absolutely central to survival. Inside, you’ll find spells, keys, screen-clearing special powers, and occasionally a friendly Golem ally. But there's a catch: while a chest may contain several items, you can’t just grab everything and run. Only one thing may be taken, and once you've chosen, that’s it - the chest is gone forever. A poor choice can doom your entire run!

This decision-making is the real heart of Warlock: do you take more firepower, or stock up with keys, but risk running out of "ammo"? Early on, it feels forgiving, but later levels flood you with locked doors. No matter how many keys you think you’ve collected, it never seems to be enough. Arghh, so irritating.

Warlock transported me straight back to my 8-bit gaming days as it’s deceptively simple: explore, kill, loot and repeat. However, the real challenge lies in resource management, particularly looting treasure chests. While spells are often your primary weapon against beasts, keys are arguably the most crucial items.

Several levels in, I found myself completely stuck. The exit lay behind a locked door. I couldn't find any hidden passageways, and I had no keys left. Plus, every chest had already been looted. My only option was to backtrack to a previous level, in the blind hope of finding a chest I may have missed. Sigh.

So close, but no cigar? Well, maybe, but let's see another screenshot...


The ghouls are constantly spawning and are up for a chase. Relentless they are!




Big Tips

This is a maddening game, so do you fancy a few juicy tips? Of course, you do...

  • Never open a chest unless the immediate area is clear of monsters.
  • Different spells work better on certain enemies. So, switch if something took 2/3 shots to die!
  • Hidden passageways are literally invisible, so stay close to a wall to find one.
  • No matter how many goodies are inside a chest, only one item can be taken.
  • Chests can only be opened once.
  • Firepower is important, of course, but the keys are essential.
  • Try to hug the walls, as there might be a hidden passage nearby.
  • Forget the spells unless you have an abundance of keys!
  • Control the wizard in the opening screen to access the original game.
  • Did I mention how important keys and hidden passages are?

I already have loads of spells, so I chose the key from this treasure chest...



Ah, the chest screen with many goodies, but you're only allowed to pick one!




Aesthetics

Players who started their computing life on the Atari ST may find it looks dated. Those of us who upgraded from 8-bit machines will likely feel right at home. It has the look of a ZX Spectrum game without colour clash. The scrolling is always smooth, and the sprites generally look cool - especially on the later levels.
Talking of 8-bit, the original original game never made it to the Atari ST, but it's included, which is a fantastic addition. It plays the same, but I might be brave here by saying that it's better. The game looks great with gorgeous backgrounds and sprites. Yep, I might actually prefer this!!
The audio is less impressive, with a decent piece of chip music on the title screen. But in-game, you’re left with sound effects - most of which consist of your wand firing endlessly at respawning monsters.

Let's break up the reading with (you guessed it) another screenshot...



See that daft symbol on the floor? Walk over and stand on it for a while.




CryptO'pinion

I have mixed feelings about Warlock the Avenger. On one hand, it captures the joy of old-school maze games beautifully: rushed exploration, constant combat, and panicked scrambles for the exit. Plus, we get the original game, which wasn’t released on the ST – a fantastic bonus that I wish more games offered.

However, it tries too hard to be different with multiple spells, unnecessary power-ups and a largely unwanted Golem. This muddies what should have been a simple arcade-style game. The single life and brutal energy meter also force you to cheat, which is frustrating. The worst part is having to press F1 to open doors - and only when you’re perfectly aligned with the doorway. Try doing that when monsters are spawning around you!

I’ve enjoyed Warlock, and the inclusion of the original game is a brilliant move by Millennium. Both games play well, though the one-life restriction is a bit of a downer for me. For that reason alone, it falls short. A seriously tough game that forces you to cheat, which isn't good, right? I still enjoyed Warlock, though.

  • Dream Weavers #22 is the disk I used, which I downloaded from Atari Legend.
  • Atarimania have a download (my greetings to Marko!!)
  • Warlock can be installed onto your hard drive thanks to D-Bug and 8BitChip.
  • If you enjoyed this, we have a "overhead" shooters group with loads more!


Shoot the snakes and see what treasures lie ahead.


This is as far as I got. I think that I was about 7/8 levels in, but I ran out of keys, and there were no hidden walls or chests. Must admit, I was more than a bit gutted by that. I need a cheat with 99 keys lol



These next four screenshots are from the original game...


The objective appears the same: run/fight/kill/panic/die!


Oh no, skeletons make their way towards me - Thriller style!!


This old game might be better than its sequel. What, really? Yup, I think so.

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

I expected differences, but 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". Extremely interesting, and I hope many more Spectrum conversions are in the pipeline.

Check out the first screenshots. 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) is better than my favourite Z80 computer could ever manage. The goal remains the same: explore a maze for hidden treasure and make your escape. It sounds easy, but you cannot carry both a weapon and the treasure at the same time.

Each maze is randomly generated, which means a different game each time. The one thing that remains constant is the angry Maziacs who roam the corridors looking for a scrap with our plucky hero. Thankfully, some kind soul has left swords scattered throughout. Sadly, these can only be used once per battle! So this is where the map comes in handy, along with your memory for those weapons you may have missed.

This might sound weird and rather limiting, but it works well 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 'je ne sais quoi'. This is authentic yet also a unique improvement. That in itself is impressive, as I'm tired of classic games being spoiled by better graphics or unnecessary changes. Yes, I mean the terrible Chuckie Egg II as an example!

Bugziacs also boasts a surprising and fascinating feature: you can play the game using either the original Spectrum graphics or the updated and delightful Atari ST graphics. This is incredible and something I’d love to see in other games being ported to the Atari ST. It’s a truly wow moment.

You don’t believe how good this is? You’d 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!

Keep an eye on your energy levels (displayed using a red 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, please use the map, which will be incredibly helpful at crucial times!

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.

I’m absolutely thrilled to be playing this game on my Atari ST! Here’s a screenshot...



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?

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 in development 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 also have a massive list ;-)

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

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


Both AtariMania and Demozoo have Bugziacs to download.