Saturday, March 18, 2023

Sword Of Kadash (part one)



Fortress Of The Dragon

For almost a decade (wow, that long?) I have tried to play as much of a game (as possible) before attempting to write a humble review. In light of that revelation, I'm going to do things differently for this next game and shall post here as I progress through. Hopefully, I won't get stumped and give up - yikes, that would be embarrassing!

Without further ado, here is possibly the first episode of a mini-series for what appears a modest-looking action RPG (and I'm being kind there). It's called Sword Of Kadash that was originally released on lesser computers back in 1984/5 before finding its true home right here for the Atari ST in 1986 thanks to Dynamix /Polarware, Inc.

It was developed by Kenneth L. Hurley and if that name sounds familiar then maybe you came over to the Atari ST around the same time as myself? Do you remember the graphical demo 'Monarch'? Yep, that simple animated screen was mind-blowing to witness. I was new and couldn't get over the impressive power of my new 16-bit computer!

Anyhow, enough waffling by me. Yes, you guessed it, it's time for some funky screenshots...

Update: part two of my gripping playthrough is ready to view!


The start screen is one of the prettiest in the game with a lovely tree... However, it's all visually downhill afterwards. Hey, don't be too quick to rush off before looking around and umm maybe switching the control system? Joystick works great.


Ah, you started off well I see! This is the screen that proves just how sneaky the game can be. Wait, what was that flickering that I saw? Did you see it? Well, I think you should go and investigate that flickery wall. You never know...


Yeah, a secret room with a couple of weapons. Wait, I'm getting that sneaky vibe again! Which weapon?


What is this game about?

We are a traveller looking for his fortune in Persia but the local thugs had other ideas. The only way they will let me go is if I enter the Fortress of the Dragon to find a sword. You've guessed it, the Sword Of Kadash, which is guarded by a dragon called Aladag. A myriad of rooms is waiting to be explored but beware of the many hidden dangers!!

Upon loading, I'm instantly reminded of the Apshai games due to (ahem) modest visuals and top-down display style. Getting around is easy thanks to effortless joystick controls and you're immediately thrown into the thick of it with the opening rooms offering a glimpse into the type of dangers that lay ahead - secrets, weapons, traps and monsters.

It plays to be cunning but it's also tough figuring out what is the right thing to do. Screenshot time...



There are many different types of treasures and here I can see a chest. But it's a room full of nasty critters that are also incredibly tough to kill. So, shall we waste effort killing them for a chest? Or leave it and scarper?


Hmm, now I've already got a sword, which is a fantastic weapon but this room has lots of daggers and picking them up provides experience. Be careful, one of them might be booby-trapped? What shall you do?


It's now that you should use magic to nip down and grab that scroll. Watch out for traps!


So what's my plan?

Well, because the "dungeon" is massive, I know this won't be completed anytime soon. Inside are many rooms with numerous traps, items, cursed items and bizarre monsters just itching to be slaughtered. My progress is slow but the adventure is addictive and gratifying. What appears a humble game, isn't. Most monsters are bigger than me in size and strength - but don't feel the need to fight all battles, sometimes it's best to grab the loot and run.

So, the plan is simple and one that I'm sure you've already guessed? Yep, I desperately desire to complete a full map of the Atari ST version of Sword Of Kadash. I've already begun this massive task and it's made playing the opening screens so much better. Plus it's now easier to identify traps, hidden walls and cursed items. Gaming like we did as kids ;)

Yep, mapping is fun but time-consuming so don't wait up! Hey, do want some more screenshots...



Sword Of Kadash has a cruel game designed to be learnt by the player bit by bit. I say it all the time, but I don't think you can get anywhere without making notes to remember the different pick-ups. Argh, many are cursed!


Wow, there was a hidden passage! However, to my right, is an invisible wall blocking me.
Wanna grab the loot?


Doing so, these two goons appear. That invisible wall means we have to be sneaky! Run...


The CryptO'pinion?

Wait, this ain't a review. This is simply the first stage of my Sword Of Kadash playthrough. Well, I hope you have enjoyed scrolling through what I hope is the first of "many" articles about my progress. This game is indeed huge but there appears to be a method in its madness thanks to the way xp and hit points are earned. It's a bit (umm) different.

Yes, I'm loving every second of what I can imagine some might assume aged and ugly? Older gamers won't mind, but the younger folk shouldn't be put off by the amateur visuals. Plus, it appears to have been designed with replay in mind. Ie, you will die so make notes as you explore deeper into the fortress - to aid progression in the subsequent attempts.

Download it and see where the adventure takes you - let me know in the comments below?

I'm heading back into the dungeon but, before I go, I'd like to greet PP for helping me out with a number of ST hacks recently (cheers big man). Right then, wanna see what I've mapped so far? The image below is just a thumbnail so click on that to view the hi-res image! Tell me what you think of this ancient yet fascinating RPG in the comments below...


Friday, March 17, 2023

A book all about Atari ST demos



Democyclopedia - The Book!

There is a brand new book in the works all about the Atari ST demoscene and it's written by ST Survivor (aka STS) who I'm sure you will remember being interviewed a few years back? This book is based on his blog which alphabetically documents more ST demos than you could shake a stick at. The French book was released last year and when I recently heard that the English version was finally available to pre-order... Yeah, you know that I just had to have it!

The book is hardback of a beefy A4 size which I'm very happy about - gotta be big to exhibit the beauty of the ST demoscene! The release date is May and published by Cote Gamers (they of Iceblox Plus and Toogle and other goodies).

Click on the link below to find out more information and online ordering. Why not take a look at his blog whilst you wait for the book version to plop through your letterbox. Congrats Sebastien - I can't wait for mine to arrive!!






A few words from the man himself

"My love for ATARI ST demos started a long time ago in 1994 or so. Back then I joined a democrew called NLC first as the main editor of the Frenck ToXiC MaG and then as a pixel artist. Around 2015 I started writing a blog called Democyclopedia that is dedicated to ATARI ST demos. I decided to sort all effects alphabetically as well as I added my own favourite demos, a tribute to all pixel artists and some personal articles.

As I reached more than 150 articles and thought this was the end of it, a friend suggested I should turn my work into a hardcover book, this is how I came to work with publisher CotÈ Gamers. The 250-page French edition was released last summer and it was indeed more successful than I expected! We are now working on delivering the English edition within the next months but preorders are already open, so go for it! -STS"




Monday, March 06, 2023

Shadow Sorcerer


Welcome to Krynn

Who doesn't love a good RPG with its story, lore, characters and creepy dungeons all whilst levelling up a character(s) you prey are up for the challenge. Yes, there's something extraordinary about losing your free time over something my missus recently described as "an antique game that nobody's interested in". Why I'm still with her I'll never know.

Anyhow, here I find myself booting up a 32-year-old game by SSI/US Gold called Shadow Sorcerer which is based in the DragonLance era of Advanced Dungeons & Dragons. This adventure is stuffed to the crust with quests and combat against demons, dragons, ogres, skeletons, and many more grotesque creatures. I guess I'm working backwards because it's the third game in the Dragonlance saga and follows on from Heroes Of The Lance and Dragons Of Flame.

I've always had a keen interest in anything AD&D and find it ferociously interesting with compelling storylines. I love the mythology and the worlds where we battle against all kinds of dreaded enemies in the creepiest places. So, I'm going to kick off a long-term plan to play all the Atari ST Dungeons And Dragons from my own collection.

Before we crack on, let's take a look at the two primary screens you will be using in Shadow Sorcerer...



This is the world/wilderness map. It's basic, and only the mountains are displayed until you get moving.


This is the Tactical view which is a beautiful isometric representation of your present location.


Preface

The land of Krynn was once a peaceful place but no longer thanks to Verminaard who conquered with his Dragonian armies. Cheer up, we're in charge of the Companions of the Lance and these plucky fellas have rescued a whole bunch of Refugees from the city of Pax Tharkas. The plan is to head south to safe territory but Verminaard has ordered his troops to track us down. Can you keep the refugees safe and guide them to a secure place to call home?

As with any RPG, begin slowly in order to learn the basic mechanics of what makes the game tick (along with understanding its user interface and any other oddities). This prevents me from doing something stupid (well, in theory) but is a good idea with Shadow Sorcerer because it certainly throws you straight into the thick of it pulling no punches!!

As you saw in the screenshots, the Dragonlance world is viewed using two methods:

The first is a wilderness map used only to explore great distances throughout the land (whilst you're making notes, I hope). Use it to keep tabs on the refugees and also Dragonian troops. Each possible location is initially a grey hex tile and, as you travel, they reveal their environment in and around your current location. Tread carefully!

The second is a Tactical view which provides an isometric representation of your surrounding area. All battles are fought on this screen plus the ability to interact with party members, along with communicating with other characters you might stumble upon. It's here that you can find items, equip weapons and armour, and more.

Beginning your first game is a little daunting so take time to check out the file menu, and experiment with the user interface within the Tactical screen. It's here that four portraits of the party members are displayed - Tanis, Caramon, Goldmoon and Raistlin. Clicking each reveals their stats along with default options when under computer control.

It pays to experiment before playing properly and here's a deeper look at what to expect...



Get out there and explore, you never know what you might find. Here is a sword carelessly left!


Now we're talking!! A safe(ish) haven with food to keep those miserable refugees off my back!


User Interface

Shadow Sorcerer has a pseudo-GEM feel so is a doddle to use. You spend a lot of time on the Tactical screen and it's here that your party is shown at the four corners. Clicking on each portrait displays their personal attributes like Strength, Dexterity, and so on. Oddly, all stats cannot be altered in any way which is a bit weird for an RPG.

Also displayed are the details for hit points, weaponry and armour class  - all these can change depending on your condition and with regards to clothing/weaponry you happen to find along the way.

Each character has default actions that the computer can assist with. Such as attack, range, spellcasting or running off like a chicken. Base your choice on strength and ability rather than everyone doing the same thing!

Clerics and Mages need to memorise spells. Clerics are great for Blessings, Protection and healing. A mage can be handy to detect invisible objects and can throw a mean fireball. Actually, that's a very powerful spell, tempting to use but dangerous to both enemies and friendlies alike. So beware! Possibly use Magic Missile instead?

You shall also notice a satchel icon, this is obviously the inventory and is probably the lamest part of the entire game because it's not very good. Sure, it shows you what is being carried and you can use, equip and exchange items with other party members. However, no details are given before deciding whether to equip, which I didn't appreciate.

Don't forget the GEM-like menu options at the top of the display. Here you can heal, regroup, review refugee status and exchange players - very useful after losing a companion who needs to urgently be replaced by another. The caveat is having to be located together with the refugee party. Yeah, I'm sure you can guess how annoying that might be?

Hey, it's not all fighting so let's check out one of the early puzzles the game throws at you...



Not everything is as it seems and some things require a little more than brute force...


Of course, the game then decides to kick you in your teeth whenever it gets the chance lol.


Ultimate play the game

Initially, the world map shows nothing but a mountain range and a yellow icon depicting your band of merry men. Beginning your expedition is easy, just click on the nearest tile that you'd wish to move to. Now you will notice a grey icon - that represents the refugee party who slowly plod on encumbered by their number, supplies, wagons, etc

Babysit these guys the best you can but, not at the expense of your progress - it's a balance of adventuring and keeping them content. You can interact with the refugees through their (groan) council with which you can discuss, reason or even threaten. I find they are best happy when fed and under the belief that I know what I'm doing (ahem). Disgruntled refugees might disband leaving scattered groups which are more difficult to manage and protect.

Of course, everything is in real-time and you shall note the day/night clock display at the top of the screen. Time applies to every aspect of the game which took me some time for me to feel comfortable with, especially for conflicts, learning spells, crossing rough lands, etc. Hitting the + or - keys can speed/slow down game time and is very helpful.

Shadow Sorcerer's strength is in how easy it is to get out there and begin exploring. But it's not that long until you see an alert for a 'chance encounter'. In fact, you see this a lot but don't worry, it's not always a nasty brawl. Quite often it's because there's someone or something nearby and that could even mean treasure or useful items. Yes, and many brawls!!

It's not all run and chase, as there are safer areas within Krynn. These are places to restock or shelter, so use them wisely but not for too long. Watch out for side quests, these are a massive part of your adventure and fruitful for several reasons (actually they feel more of a necessity rather than an option). Along the way, you never know how many potential friends you might meet so try communicating before raising your weapon. Might work, but, be prepared anyhow!

Oddly, I fear Shadow Sorcerer tries too hard - not only are we limited in time, but encumbered by clans of refugees dragging their heels, and then there are the chasing Draconians!! A part of me wishes things were toned down in the respect that refugees could have been a silent entity who we don't need to worry about or communicate with (except when repositioning for lost members). Plus, I thought that the Draconians break free of Pax Tharkas far too soon.

Shadow Sorcerer has amused me many times, although I don't think it was supposed to? Hmm, maybe. Let's see...



The UI is simple with instant access to abilities: fight, look, grab, talk, move and computer control. 


You must learn to fight as a team. Don't go throwing a fireball spell if the enemy is too close... Ouch!!


Faith and Spells

There are two main spellcasters, Clerics and Mages. Each type has its own unique custom collection of spells with which to help the adventure thrive positively. That might be healing, protection, detection, or an act of aggression. Clerics are helpful people so let's first take a look at some of my favourites they have on offer which are always very useful...

Bless - this improves your attacking because, erm, you're blessed!
Cure Wounds - there are two levels for this much-needed spell to help those in trouble.
Find Traps - quite useful if you feel a bit unnerved about something you can't explain?
Dispel Magic - very useful and helpful but often overlooked and I can see why.


Mages, like Raistlin, can detect something invisible which is really cool and you'll be pleasantly surprised just how much that comes in handy. I shall say no more without ruining things with an obvious spoiler like that!! I like to think he's the rock star of the clan with some rather excellent abilities lurking up his sleeve...

Magic Missiles - don't disregard this impressive attack that saves you getting too close.
Fireball - a powerful spell best used out in the open. Very dangerous.
Web - quite tough to master this one but very handy to snar your opponent.



Shadow Sorcerer always seems to hurl something unexpected your way. Shall we go inside?


Argh, it was a Dragon!! And it killed two team players before I could even react!


Big Tips

As with any RPG, each of us explores differently and, although Shadow Sorcerer is very easy to get into, that comes with a higher-than-expected difficulty. Here are a few basic pointers which I hope are worthwhile...

* The default party are a varied selection, stick with these guys for as long as necessary.
* Always heal your companions after each skirmish (via the menu option).
* In the Tactical screen, spread your men out wide to overcome troublesome obstacles!
* The fireball spell can be disastrous without due care. Is it worth it?
* Sometimes the text descriptions read a lot better than the tactical screen reveals. Think.
* Try to send the refugees to a safe area (an already visited part of the map).
* Keep the refugees happy so they don't split and panic!
* I was unsure whether or not to include this line, but I advise you head west as soon as possible.
* Computer control is good but there are times it's better to do it yourself. Most apparent with ranged characters, especially when it comes to magic. Maybe it's better to DIY?
* This might just be me, but I found the game far more responsive using real hardware rather than an emulator. No idea why, but it was and especially with the character screens.
* The manual has a good line, "...repetitive saving is not encouraged - take your losses like a man...". Superbly written but ignore that taunt and save regularly. I cannot stress that enough!!



With a replacement party, I hit the road only to be ambushed by Draconians.


Skeletons are very weak opponents. Look, Richard Gere has joined our party (top/left!)


Aesthetics

Let's start with the mediocre sounds... the introduction plays nice sampled music whilst it cycles through the different intro screens. However, there is very little else afterwards and only when using a weapon or performing magic is anything heard. That's fine for a game like this, but a subtle background chiptune would have been a great option.

Visually, things are very different and Shadow Sorcerer is comprised of two primary screens...

- The map/wilderness screen is rather drab, but a practical way to identify your surroundings along with the location of Draconians and refugees parties. Basic, but completely functional and that's fine with me.

- The tactical screen offers a beautiful way to explore, be it hunting down treasures, commication or battling the Draconians. In fact, this isometric display is superb with great decor for the different environments you're gonna do battle in. The monsters are all gorgeously detailed ableit with humble animation. Love it!!


In this game, I explored the east but it wasn't long before we were being chased by Draconions!


The Dragonian armies proved too much for me. I hope there's time to recruit new members!


The CryptO'pinion?

Shadow Sorcerer is a fantastic RPG, especially for novices (like me). It's also a great choice for those without much spare time because it's so easy to immediately jump straight into it. Travelling huge distances isn't a problem and you will slaughter many monsters and meet lots of creatures along the way. Every battle is in real-time (with pause) so it's fun working out a strategical victory using magic, range and melee. This RPG is gratifying in almost every respect!!

However, it's strange that the characters aren't levelled up as the main attributes are fixed. I never got a feeling of the progression of skillsets so gameplay can occasionally feel unbalanced. Also, I didn't like the baggage between the Companions - that didn't work (for me). Plus they struggle to navigate around objects as they're a bit daft!

Nevertheless, this is a compelling adventure with a tremendous variety of places to pillage and creatures to meet (and beat). Although I doubt I will successfully escape the Draconians, I still think this is a belting aRPG albeit more for the amateur than a hardened player. Like I said earlier, it's very difficult and I feel they crammed in too much unnecessary content - chasing Draconians AND pleasing the fumbling refugees! Yep, the odds are steeply stacked against us.

You know, I have heartily enjoyed Shadow Sorcerer and thoroughly recommend you take a stab at ransacking the lands of Krynn for yourself. It's not flawless but, most certainly a captivating and formidable Lite-RPG. Consider this the first in a series of Atari ST AD&D that I personally own, cherish, and will return to over the years. Imperfectly excellent.

Downloads can be found on floppy disk but I'd recommend this hard drive version. (thanks PP)

Saturday, February 18, 2023

Voodoo Nightmare


It's a jungle out there!

Palace Software released Voodoo Nightmare in 1990 and is an isometric action/puzzler not too dissimilar to the older Ultimate games I used to play as a kid on my ZX Spectrum. We are Boots Barker, a guy with a silly name and little good fortune, who went on an African holiday with his wife and best friend. Hang on, both his wife and best friend? Yep, I'm also getting a bad vibe and wondering what naughty things she has been getting up to behind his back!

Anyhow, they all went up for a ride in a hot-air balloon. Suddenly, but not surprisingly, he gets pushed over the side and falls into the deep jungle wilderness! Thankfully, he survived that horrendous fall but was left unconscious in the mud. He awoke to find that a medicine man had crammed a mask on his face and, try as he might, the thing won't come off.

Our task is to find eight pins that we can stick into a voodoo doll of that African witch doctor to get the mask removed. These are earned by materialistically satisfying the five temple gods who each have a pin to provide. The rest are collected by completing jungle tasks - helping an injured native, feeding a monkey and finding a lion cub's mother.

These images I have taken from the game's manual, and brilliantly depict the outlandish narrative...


What an insane expression!!

This artwork is outstanding. Love it.

Dazed, assaulted and mocked. A great start to anyone's day!!


Now's my chance to be Sabreman?

We begin in the jungle, a beautiful place with lush green trees, an assortment of plant life and many dangerous animals. The wilderness is designed like a kinda like a turf maze, so getting around takes a little practice because you can easily make a wrong turn and feel lost. Wild animals are roaming but they only come out during the daytime - which is odd but also rather handy as you will later discover. The jungle is also home to native residents, shops, and (wait for it) casinos!

Okay, I gotta admit something, my first impressions weren't favourable and I didn't care for Voodoo Nightmare at all. After playing a game or two, I left it for several weeks because I didn't appreciate the concept of blindly wandering around a restrictive maze. I think a lot of this was also down to the control system and positioning my joystick at an awkward angle - something I never did in Knight Lore or Fairlight! Yep, this game didn't gel with me whatsoever. 

Thankfully, I returned once I accidentally stumbled upon some screenshots that I had previously taken. These piqued my interest and I gave it a second chance - I even surprised myself by reading the manual. Yep, I did that. So, I decided to give it another go, just in case I happened to prejudge it too harshly and incorrectly. Sheesh, turns out I had!

In light of that revelation, I think I better roll on with a selection of funky screenshots...


Come on, this is the most gorgeous jungle with stunning colours. Love it!!

Watch out for holes in the bridges. Sloppy workmanship, I say...

Yikes, look at that angry fella!! What's his problem?


Out of Africa

So, the basis of the story is to simply collect 8 pins from each temple and some jungle tasks. Then we can end our masked torment by beating the living daylights out of that witch doctor! Sounds easy enough but it's a lot harder than you may think: each temple is home to a greedy god who must be showered in gems before giving up his pin.

The first is the Spider Temple, a maze of many rooms containing gems that we need. It's daunting with some inaccessible areas and locked doors. So this is where the puzzle elements come in - either killing a nasty beast, moving objects, or using teleporters. You are alerted for nearby gems in the status menu to make sure you don't miss anything. Once we have collected enough, the spider god can be visited who will cough up the first of our pins.

Not only that but she rewards us with the power to break webs so we can get out and discover more, like the jungle tasks. The first, that I found, was a lion cub who needed to be returned to its mother. This is just a case of heading back through the jungle to find Mom. But that's easier said than done thanks to the jungle being a maze of angry animals.

Yes, the jungle itself is a formidable force of nature and home to many animals and also natives who use poisonous blowpipes for varied effects - one of which is temporary blindness. The animals only roam during the day and can drain your energy unless you're quick to stamp on them - and they sometimes drop a plate of food. Very handy!

It's not complex whatsoever but it is a massive game. Wanna see more screenshots of stunning 16-bit artistry...


Unlike most cities, it's safer to go out at nighttime when the nasties are sleeping.

Here I've returned the baby lion to its mother. She looks so... happy!

Hang on, what have we here? Shall I say hello to this peculiar gang of natives?


Shopping and nightlife

The jungle isn't like we saw as kids watching Tarzan. No way, this jungle has shops stuffed with helpful items like weapons and maps. These places are only open during the daytime and are manned by Romero. He's a nice chap and has several of his Supply Huts dotted around different parts of the jungle. Shop around to find specific items.

Wanna know what you just purchased? Hit the spacebar to reveal the inventory and use the joystick to choose an item. I would first advise purchasing a weapon which makes it much easier to kill those nasty animals roaming the jungle. However, this does mean you can no longer jump which makes no sense but it's easy alternating between items.

During the night, casinos open their doors to anyone wishing to try their luck. That's right, we can gamble away our warez by taking a chance in the jungle casino - Vegas style! It's called a Treasure Tree and is open only at night but it may prove fruitful for the lucky willing to risk a gamble? Or you might just get yourself in big trouble... How is your luck?

Yep, it always pays to explore everywhere because you never know what you may stumble upon...


Jungle stores are plentiful with supplies but it pays to shop around.

Inside is Romero, dunno where they got that original name from.

Casinos are only open at night and great if you have loot burning a hole in your pocket?


Jane's big tips

    • It may help you a bunch if the joystick is held at an angle. But get familiar first before you jump into the gameplay. It may be awkward but it's not impossible! Ugh, trust me...
    • Starting in the spider temple is an overbearing experience. Take your time and make use of the teleporters whilst also making a mental note of those that appear to lead to a dead end.
    • Watch the status bar for a flashing red gem alert.
    • Getting sick of those rabid animals constantly sapping your energy? So you didn't bother to master the controls? Nor have you shopped for better weaponry? Well, you can pause the game - when the sun comes up. Now, unpause when the moon is out. What, a cheat? Yep, try it!
    • The jungle quests are confusing only because the jungle is a challenging labyrinth. Why not memorise it? Plus there are maps to purchase (only if you have an abundance of funds!)
    • Jungle tasks? The lion cub is so easy, head back north and grab a weapon.
    • Stuck in the spider temple? Try pushing some central objects.
    • Blades are great but also mean that you don't need to jump on the animals anymore.
    • Did you know some of the jungle's brush can be slashed?
    • Holes in bridges - use your inventory to put your boots back on.


The spider temple is actually very easy once you realise the rooms follow a structured layout.

Look out for a flashing red gem in the status bar. Very helpful for hidden objects.

Finally, I made it and reap my rewards. Onwards to the next temple?


Tarzan aesthetics!

I cannot deny that I absolutely love the visuals, all thanks to the talents of Lyndon Brooke and Lorne Campbell (Operation Harrier and Barbarian II). This design is something that Ultimate could only dream of back in their colour-clash days on the ZX Spectrum. Thankfully, they didn't make the mistake of going overboard to produce something garish. No, each temple looks incredible with fine attention to detail and the jungle is lush in stunning technicolour. I love it all!!

As for the audio, well, the master himself Dave Whittaker created both the effects and background music. The effects are nice but it's the music that I enjoyed the most. Okay, it's not his finest work but it certainly functions as a subtle background melody. It's timid so doesn't overpower the sound effects and this shy approach works perfectly.

Check out these screenshots from the Snake Temple. Stunning visuals with a menacing design...


The snake temple is one of cruel design and silly puzzles. How will you escape this trap?

Watch that status bar and collect all gems like the one here, it's easy to miss.

A brilliant design. Hopping across the void is superb - just be careful!!


The CryptO'pinion?

I may not have liked Voodoo Nightmare at first but I'm so glad I returned to try it. This is now growing to be one of my favourite ST games and feels somewhat like a "modern" Sabre Wulf with its jungle setting and crazy critters.

My only quibbles are because of my first impressions - the constant onslaught of angry animals and the time it took to feel comfortable with the controls. As it happens, the jungle would be boring without the animals crazily running around and they're easy to kill thanks to available weapons. Plus the fantastically fast & fluent joystick controls are a joy.

That's right, you start the game cautiously walking through the animal-infested jungle but soon you are running through like a Tasmanian Devil. Ironically, compared to my initial experience, I would say that the joystick controls are one of the game's main strengths. And that's saying something for such an addictive feature-rich adventure like this.

Voodoo Nightmare will entertain you for hours if you can spare the time? Incredible game and highly recommended!!

> The floppies can be found on Atari Legend and you can also run it directly off your hard drive.