Monday, June 19, 2023

Spikey in Transylvania




What, no Lucky Eddie?

Spikey is a Viking who crashlands near a village called Transylvania after suffering horrendous weather conditions in the North Sea. He has no weapon or shield but has kept hold of his helmet - just to maintain that Viking look. Weirdly, his shipmates have been rounded up and locked away in a dungeon - so it's our job to free them. Thankfully, the cell keys have been scattered about in different places. All we have to do is find them and free our comrades. Easy.

Is it just me or does Spikey look an awful lot like Hägar the Horrible? Anyhow, Spikey in Transylvania comes from the same Code Masters stable as the Dizzy series so it's hardly surprising that it looks familiar for both gameplay and visuals. Released in 1991 and programmed by Dave Clarke who sadly, didn't seem to do a whole lot more for the ST.

Hey, wanna see some screenshots of the earlier puzzles? Of course, you do! So gander at this lot...



Farmer Piles!!! It's like something from a Carry On movie. Brilliant!



The pixel art in this room is amazing. Love the cauldron, the wizard, and the king's painting!



So what's the plan?

Our adventure begins in a village of a few houses, including a pub and a very hungry farmer. After escaping from one of the houses, our task is to gain entrance to the castle where our friends are held captive. Surely an impossibility, as it's guarded by a really mean soldier (hmm, why not try bribing him with cash). If you've played any of the Dizzy games before then you will already know what to expect as you help Spikey scour many rooms for carelessly discarded prison keys.

Things begin simple and, if I'm honest, remain simple throughout. For example, the first puzzle is escaping from a house - the front door has no handle and there is a doorknob on the floor. This is the level of difficulty for most of the puzzles and I enjoyed that a bunch because they never came with baffling/vague clues - or a solution that made no sense.

Yep, that's the level of the difficulty which isn't bewildering but very entertaining. It's time for more screenshots...



I wanted to take this screenshot as the dog approached to take a bone. But he was quicker than me!



Bored, eh? I think he needs a Walkman to listen to. Showing my age now, right?



Explore, examine, scrutinize!

Once inside the castle, it's a myriad of mazes but nothing too overwhelming. And I liked that a lot. Getting around is very easy and makes exploration perfect. Once again, there are puzzles to solve but nothing mind-blowing. For example - a drink for a thirsty guard, ghosts will flee from the Cross, and you should wear Wellington boots in the mud. The only puzzle I failed to instantly solve was with the cannon - which was dead simple and something I didn't even consider!

Walking around the village and castle areas is never too troubling but there are still some dangers to look out for. Spikey only has four lives and each has a finite amount of energy that depletes when coming into contact with angry soldiers, rats, ghosts, dripping acid and so on. Sadly, health replenishment is scarce (very scarce actually) with only the odd pieces of chicken or bread left lying about. Stay clear of rotten foods that will only make Spikey feel a lot worse.

Unlike the adventures Dizzy endured, Spikey can walk left/right but cannot jump. Instead, he moves diagonally in/out of the screen which is pretty cool. Sadly, it's not perfect as you can occasionally get stuck on objects or walls. The inventory is a cinch, just hold fire and move up/down to pick up/drop and left/right to select what object you wish to use. Dropping most objects near another character will solve that puzzle as they will automatically collect it and reward you.

This isn't a huge game but it's big enough for a pub, which is never a bad thing. Check out these beer swiggers...



The local Wetherspoons! My kinda place. But then everyone stops and stares at me! Creepy.



Hmm, weren't there some gloves carelessly left lying about?



Aesthetics

The graphics are by Jonathan Smyth who also did Cj in the USA and Cj's Elephants Antics. As you would expect, they are gorgeous and would look perfect in any cartoon with a colourful design. The backdrops are good but it's the characters that feature stunning details - I loved the beedy-eyed rats who watch Spikey. Sadly, there is little animation which, I'm not too bothered about, but it would have been nice to see a roaring fireplace rather than a static flame.

The audio fairs differently with a choice of chip music or sound effects that can only be selected on the title screen. The music is by Ashley Hogg (who worked on Cj in the USA and Cj's Elephants Antics) and is superb. Sadly, there is only that one tune which loops around constantly during play. If you opt for sound effects instead then you shall hear Spikey's footsteps along with a ding when interacting with objects. And that's that. Bit disappointing tbh.

Here is one of the cells holding a shipmate so hurry up and find all the other keys! Then everyone can party...



This is one of many cells holding our mates. Simple task - find the keys!



This is the end screen - just to prove I did it!! Sorry for the spoiler :p



The CryptO'pinion?

I have thoroughly enjoyed playing Spikey in Transylvania! However, it's not a big adventure and there isn't enough food available to replenish his energy. Also, the puzzles are quite easy (even for me) and I completed the entire thing in just a couple of hours! I cannot imagine fans of Dizzy, Elf, Spellbound or Stormlord will be impressed by that?

However, ignoring these quibbles, this is extremely enjoyable and very addictive. So I loved the progress I made right from the start. The puzzles are logical without any irritatingly pointless solutions which meant I continued on and loved every second. So how can I say anything terrible about a game that gave me so much pleasure? I cannot.

Before you view my map (click it), grab this cool puzzler for either a floppy disk or a hard drive and enjoy...



Don't be a muppet and click the thumbnail image to download the hi-res map of the game.

Friday, June 16, 2023

Simon Butler

Earlier this year I was fortunate to buy ARC's Defender II in mint condition and I shared a photograph of it on Twitter. Now, I'm not generally a fan of social media but it got many likes and even a response from none other than Simon Butler! Yep, the fella who designed much of the awesome graphics for this fantastic shooter. Not to mention many more ST games.

For me, talking to anyone from the 16-bit industry is always a surreal moment. Think about it, these are the people behind the games we bought and played. Not only that, but years later we get to meet and chat with these legends. It's weird, but a nice weird. ;-)

Simon worked on a number of games over the years and is credited for many Atari ST games: Addams Family, Gazza II, Platoon, and Star Breaker (I need to review these games!!). Wait, there are even more under his belt which I've already featured right here on AtariCrypt: 9 Lives, Elf and Badlands Pete. A mixed bag alright with one thing in common - awesome visuals!

Personally, I found Simon to be frank and straightforward, yet humble and possibly unaware of the joy he's provided with his pixels. I would like to thank Simon for kindly taking the time to chat and I hope y'all enjoy this interview?



Simon Butler - The Interview


Hello Simon, please tell us a little about yourself

I entered the games industry in 1983 almost as it began. Imagine software was in its infancy and my best friend Steve Cain was head of the art department there. He asked me to help on a project, Pedro’s Garden even though I had never done any game graphics before, but who had? I did two days of work and was paid a ridiculous amount of money. Regardless of my regular calling into the Imagine office to see friends, I never thought that this was going to be my career for the next forty years.

I made my way through the 8-bit days, working at independent development houses and finally found myself in-house at Ocean Software. While there, I honed my craft, such as it is until I got itchy feet and wanted to work on the 16-bit machines. At the time, this was not on the horizon for Ocean, so I quit and went to work with Steve Cain again at his new company Frames. It was here that I first encountered the Atari ST.


Was it fun working for Arc and Ocean?

It was just a job. It didn’t matter who I worked for, and the only real exception was that bigger studios gave you a more concrete sense of permanence, while smaller teams lived from day to day and the spectre of it all falling apart was always looming at the edges. I did my fair share of freelance work from the spare room in my house as this was par for the course for a solo pixel pusher. (I love that description, pixel pusher! -Steve)



Not the best game in the Atari ST's catalogue but the comical sprites are exceptional.



What software tools did you use?

I rarely sketched on paper by this point in my career as I found it almost as quick to simply doodle on the screen. So the software I used was Degas Elite which wasn't as powerful as the tools found on the Amiga, but it suited me. And I thought I was more than reasonably proficient at the time.


Did you enjoy creating back then?

I enjoyed creating the graphics for Nine Lives as I was given carte blanche to do what I wanted. Even though the project was less than amazing on release due to an appalling push scroll.

I loved every minute of working on the Addams Family, regardless of the main platform being the Snes, but I beavered away on my Atari ST at home and in the Ocean office like a madman. I had total freedom, and I just threw out sprites like there was no tomorrow. It was one of the very few occasions in my career where every day was an absolute joy. (This shows because the Atari ST game looks so beautiful - Steve)

Addams was fun from start to finish and I still have one or two examples of the work I did to this very day...


  
Yes, I had to ask him for proof!!! These two Addams Family animations are simply awesome.



Star Breaker is really cool. No?

I was still using Degas at that point. It was a title for ARC games and at that point I was working for Frames, another company formed by Steve Cain. I vaguely remember all manner of graphical restrictions on this one so unsurprisingly, I was less than happy with the finished product.


What happened with Gazza II?

This was a title I worked on for the laughingly names Active Minds. We were up against the clock from day one and the game design was virtually non-existent as such. We did the best we could while also working on Total Recall. It was one of the worst-managed companies I have experienced and that is saying something.


What involvement did you have with the underrated Platoon?

I did the design for Platoon while at Ocean. They sent me to London to watch a private viewing of the movie months before it was released! I did storyboards for every level and oversaw production on each version. It received good reviews at the time and is one of the titles I am most proud of being involved with.



Platoon is a really good game I thought. Must play it some more and get a review done!



What involvement did you have with Elf?

My involvement with Elf was merely the bitmaps between levels, so I can take no credit for the in-game graphics. They were certainly impressive, but I personally felt the game was lacking in certain areas, but others thought otherwise. Either way, it was yet another title on my CV.


What about your role in Defender II?

I was working on another title at the time and, through this project, I was somehow brought in to do a few bits on Defender Two. I have vague memories of doing spaceship animations, but whether they found their way into the game is anyone’s guess. I do know that the title screen is mine as I spent a lot of time trying to emulate the style used in the logo for a hair-metal band I liked back then. I was quite happy with the result.



Elf is an adventure of epic proportions although it appears not so for Simon!



Who inspired you?

There were pixel pushers I thought had done a sterling job on this title or that, but I never aspired to emulate them, nor did I feel I was in competition. As I said before, it was a job. I pushed pixels and if my art manager was happy and the salary cheque cleared every month then all was fine in the world of Simon Butler. A very mercenary view perhaps, but I had a family to provide for and artistic integrity doesn’t pay the bills.


Any funny tales to tell?

I have plenty of funny stories from my tenure in the industry, but any that might be ST related seems to have disappeared along with my hairline! (Yikes, I never expected that reply - Steve)



Badlands Pete. The visuals are marvellous and I love the tones with their dusky palette.



Do you still have that Atari ST?

I cannot recall how I managed to acquire my Atari ST that served me so well in my 16-bit freelance years but I do know that I sold it to a friend. These days, I have no old hardware as I am vehemently anti-old school.

I see them as dust hoarders that have no place in my life. As the years have mounted up I have slowly de-cluttered the parts of the house where I stored vinyl, cassette and CD albums, movies on VHS and DVD and what few things I have from “back in the day” are all stored digitally.
 

Any final words to share?

Since 1983 when I stumbled blindly into pixel pushing I have continued to do exactly the same thing, push pixels. I am still professionally involved in game development and, if truth be told, have taken time off from doing spot effects for my latest game in order to answer these questions. There have been highs and lows, but this whirlwind ride is something I never planned and would not have missed for the world.

I’m a gamer and a game creator and this is not only something I am eternally grateful for it is a badge of honour I will defend against the Johnny-come-lately types of the YouTube brigade who profess to be historians of my past. If anyone is playing anything from the ST era that bears my name I can only apologise.

We tried our best, but if it makes you smile, then we got it right. (Got it dead right I'd say - Steve)

Sunday, June 04, 2023

Rock 'n' Roll Clams




Ugh, I hate seafood!

Rock 'n' Roll Clams is a music-themed arcade game released in 1994 by Caspian Software, a time when most of the (gaming) companies abandoned us for the PC with its lifetime of bugs & patches. Thankfully, the mid-90s were a great time for independents who still had fuji passion - Impact, Bloodhouse, Top Byte, STeam, UDS, etc. Respect to all.
Tidbit time! A year later Caspian unleash Zero 5, a fantastic 3D space shooter for the STe/Falcon. Wanna read more about that? What about an interview with the developer? You better click here then!
Humorously, I've planned to feature this bizarre game for over two years and I've had a desktop folder containing a draft with notes and dozens of screenshots. What's taken me so long? Well, that's easy to answer - I suck at this game more than meagre words could ever describe! So how could I write about a game I struggle to play? (Now't new there!)

That's enough waffling on by me because we need to see a couple of crabby seaside screenshots...



The opening levels are supposed to gently introduce the basic mechanics and hazards. (ST)



Two-player mode is hilarious fun because it's so manic! (STe)



So, clams you say?

The storyline goes something like this: Casper the Clam went on a school trip to watch an orchestra with his clam friends. However, it was really boring for these ocean dwellers who wanted something better. Suddenly, they began to hear distant funky music and (this is my favourite part) needed to know more because "we owe it to Clamkind". So, off they went looking to find the source of this amazing music. However, leaving the safety of Clam Town proved dangerous.

What they didn't bank on was foolishly getting caught in the fishing net of (wait for it) Mackerel Mac! He wants to sell them to Charlie - as food - at Clams 'U' Like. Thankfully, they escaped that potential hell, so it's up to us to bring back that funky music. Help Caspar shake, rattle and roll their way from the bottom of the ocean to the Top of the Charts!

Groan... that is so bad but let's view a couple more screenshots and continue on with this insane game review...


This level features a tough design with two power-ups - that I couldn't manage to reach!! (ST)



Two-player mode has extra features, like dropping weights on heads. Or even a whale! (STe)



Sounds fishy to me!

I eagerly started my first game wondering what excitement lay ahead but that joyful anticipation soon passed as I struggled with the peculiar controls. Casper moves horizontally using a similar rotational mechanic as in Wizball. So the speed of his rotation affects the speed (and direction) of his movements to navigate down through each screen.

From what I've seen, each level is very tall with us beginning at the top. Rotate to move down through the screens, collecting all the required items before leaving through the exit which is at the bottom. All levels have their own layout but follow a similar structure with lots of platforms, routes, and nasty seaside critters to avoid like jellyfish, crabs, and spikes. Thankfully, there are checkpoints, so you won't need to restart from the beginning after coming into contact with them.

Rock 'n' Roll Clams is actually really simple: collect the required items that are dotted about each level and then make your way to the exit. Sounds too easy? Well, no. The baddies are positioned in crafty locations, to make life as difficult as possible, and many will chase after you. Also, the level's design often makes gameplay frustrating especially when rushing to beat the timer. Yes, there's a timer! Factor in all this and the game soon becomes very (ahem) challenging.

As with anything, practice. Learn the controls and you will begin to make progress but only to a certain point, I'm sorry to say. Many levels are poorly designed with enemies you can never avoid, and other areas that are quite impossible to reach with a rotating clam! Not only that but I managed to get stuck on a few dodgy platforms and even suffered a couple of crashes. Perhaps that was down to my Mega STe (4MB/TOS 2.06) but I also had issues using Hatari. #YMMV

Yeah, I would advise that you practice, practice & practice! But cheer up, here are a couple more screenshots...



The first power-up I found is the crash hat which made Casper very macho! (ST)



Here we are racing down without bothering to actually play properly! Meh, why not? (STe)



Need a helping hand?
  1. Check out that main menu for access to a number of different starting levels.
  2. Each level has its own dangers blindly roaming about so it pays to be coy and wait until the right moment.
  3. We need pick-ups but if something is taking too long to reach, I say move on and look elsewhere.
  4. Yes, there is a time limit. I hate 'em! So collect the clocks.
  5. Hidden levels are plentiful and offer great rewards but not on every level.
  6. There are checkpoints so you don't need to re/start from the beginning. Use 'em!
  7. Each level has hats that grant special abilities: the crash helmet makes Casper stronger in all four directions but is actually pretty lame I thought. The propeller hat provides fancy flight which makes movements a lot better. Hey, is this game missing a weapon? Then look for the gun hat, if you can find it. Finally, the Viking hat is similar to the crash helmet but only works vertically... yawn.
  8. The right side of the screen looks crazy, right? But it's here you can select the power-ups (hats) by holding down the fire button. It's awkward and I was never impressed with any of them tbh. (I'm a miserable sod!)
Not much in the way of help was it? Yep, shows how much I am still struggling with this game! Screenshot time...


Another level with a crazy design, that isn't fun, so stops you from enjoying it. Am I mean? (ST)



Well, at least in this game we have smiley faces to cheer us up! (STe)



Input & Output

The joystick/pad controls are superb and very responsive so Wizball fans will immediately take to the rotational method to move horizontally at different speeds. I didn't. Anyhow, pushing upwards can help reach those items you may have missed. However, this won't compensate for the strong effect of gravity, so can only be used when not freefalling.

Visually, this is colourful and fun but also quite amateur using tacky backdrops and silly sprites. Interestingly, the Blitter is utilised so my STe performed very well and never lagged at all. Hey, it also scrolls great on the stock ST albeit with a reduced resolution. Heck, even Falcon people can play - if you're lucky enough to have one of those expensive beasts!

Now for the audio: let's begin with the effects which are nothing special and should have been more zesty using samples. Thankfully, the music fares better and supports chip (ST) and stereo tracker (STe). Sadly, there aren't nearly enough tunes so it gets repetitive. Finally, I preferred the ST's chiptunes over the grim tracker renditions (sorry not sorry).

Hey, it was 1994 so am I being too harsh? Umm, maybe. But let's view more screenshots while we think about that...


Must admit, the seaside level is the best looking of all. Don't get stuck in the sand! (ST)



Another two-player game where we just hoped for the best... most of the time! (STe)



The CryptO'pinion?

This is one of those games I desperately wanted to enjoy and play to death. I really wanted to rock through each of the levels, taking lots of screenshots, before delivering a glowing report. But, sadly, that isn't to be. Don't get me wrong, I did enjoy it to a point. However, the basic mechanics of what this game is, and what it desperately hopes to be, fail miserably.

The concept of controlling a ball - horizontally - in a vertically-scrolling world feels skewed somewhat. That method worked well in Wizball, but that's already a horizontally-scrolling game. Sadly, poor Casper is trapped in a cramped and restrictive world with infuriating enemy placement. Plus there are bugs that prevent me from passing certain areas!

Having said that, there are redeeming qualities, it plays fast and fluently on all STs with the STe being better. The support for two players is great and miles better than going solo. In fact, my daughter might have found it frustrating (sigh, that iPad generation) yet we had a great laugh simply because she couldn't control it properly - is that good or bad?

It's tough to know what else to say about this weird dollop of Clam Chowder. It's certainly unique but the execution doesn't work well for me, especially for one player. However, that may just be me being a grump? Why not grab the game (floppy disk + hard drive) and take it for a spin (sorry) yourself? Let me know what you think in the comments below!

Friday, March 31, 2023

Sword Of Kadash (part three)




Phew, what an adventure!

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

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

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

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



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



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



Back to basics

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

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

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


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



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



The quest awaits!

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

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

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

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



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



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



Traps!

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

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

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


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



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



Walls

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

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

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

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



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



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



Armed to the teeth

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

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



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



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



Monsters

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

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

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

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



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



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



Aesthetics

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

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

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

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



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



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



The map!

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

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


Greetings to PP for helping develop a better version. Thanks also to Maarten/AL for hosting.




The CryptO'pinion?

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

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

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

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

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



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

Friday, March 24, 2023

Sword Of Kadash (part two)




Welcome all (who carry a pencil and paper)

I honestly didn't expect to be posting again so soon after the first article but, this is an enthralling adventure alright. Ignore how it looks and the player is rewarded with something rather unexpected and most enjoyable. Hang on, didn't you read the feature that I wrote? Sheesh, shame on you. Click that link above and I'll wait here until you come back.

Okay, you're back, so let's continue with part two of my progress within the fortress of pain. Yep, that's what I'm calling it for now. Don't get me wrong, this is just what I needed to dig my teeth into. It's everything I love; effortless gaming and fantastic freedom to roam. Plus there's usually something menacing to contend with amongst a myriad of silly traps!

In fact, traps are a big part of this game with most rooms having something to ruffle your feathers...



Hmm, the hairs standing on the back of your neck tell you this room is one giant trap.



Temptation is high, dare we grab the scroll and that powerful sword?



Another trap is triggered - eight beasts appear and arrows are hurtling towards you. RUN!!




Puzzling puzzles?

Many rooms have a basic puzzle element to them and, being of ultra-low intelligence, I like my puzzles uncomplicated! Well, good for me then because I've yet to stumble upon anything overly taxing on my old brain cells. In fact, the hardest part of the game is usually sussing out a route through a maze of irritatingly invisible walls.

Walls are oddly a big part of this game and the blue ones can be destroyed - which is sometimes a good idea. Especially to clear the way for a quick escape! But you may wish to be cautious and leave enough room just for yourself rather than the chasing monster? Be careful and think before making a move - don't let the puzzle trigger a separate trap!

Here are three rooms with typical "puzzles" that you will come across often...



This room is odd, there is an invisible wall surrounding the symbol. So how are you gonna collect that?



Why not fully blast away the blue walls before attempting to pass that sharp-looking object?



Another puzzling room with both a secret wall - and a trap. No spoilers but, step lively!



Psychic gamer?

Freedom to roam within such a whacky dungeon of horrors is proving silly yet ever so entertaining. However, it was not long into the first game I realised that I needed the power of prediction because of the dreaded cursed items. These are relatively plentiful but there's no way of knowing if an item is cursed or not beforehand. So, it's always a gamble!

Being cursed will affect your performance in terms of xp, armour and potential damage. This can be cured but only by collecting symbols or scrolls. These work a treat but there isn't nearly enough of them for the gamblers aimlessly wandering the dungeon hoping for the best. A good adventurer brings a sword, and he makes many notes.

Thankfully, it's not all blind faith because many rooms are exactly as they first appear...



I had my suspicions about this screen but all items come without the worry of a curse.



I hope you are carrying a strong weapon when entering this room? You'll need it!



It's party time down in the fortress so let's all get together and be merry. What a battle - use magic!



The CryptO'pinion?

Stumbling through the Sword Of Kadash after another week has proved itself fruitful. There are many crude, yet fascinating rooms to explore and my (albeit unfinished) map has opened it up somewhat. However, mapping might be good for my personal pleasure but it isn't essential. What is, is making notes and jotting down the location of cursed items as it's the only way to make progress in later attempts. Yes, you will replay it repeatedly to push yourself further each time.

That actually means hours of potential gameplay which, when you think about it, is massive value for money for anyone back in the mid-80s. However, do you have that free time today? Possibly not, so I hope my agonising and time-consuming mapping will soon be of use to y'all. Are there any players? Hmm, why not comment and let me know...

With that in mind, here is the updated version of my map with all the cursed items identified. (I've also noted decent weapons and any cruel traps/puzzles - but not everything as I didn't want too many spoilers). Remember, this image is a thumbnail so click it to download the high-res version. I hope you have enjoyed reading part two?

For now, relax and be content knowing that part three will soon be in the works...




More random ATARI ST articles from the archives

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