Showing posts with label 1988. Show all posts
Showing posts with label 1988. Show all posts

Friday, March 22, 2024

Dungeon Adventure




Ransacking another dungeon

I seem to have a peculiar knack for finding obscure ST games unknown to most. Some of which I have already featured here, like Dungeon, Minefield, Mole Mayhem, and Blob Race. It's this silliness that I love about the Atari ST because, no matter how much time passes, this computer amazes me. Which is why I'm still typing my drivel that nobody reads.

Continuing this tradition, here we have an RPG crawler called Dungeon Adventure. Such an original title, I'm sure you'll agree? It was released in 1988 by John Kinkead of Aces High Software but I couldn't find much information online. So, let's assume we're a plucky adventurer who loves exploring dark places for treasure? Works for me.

Okay, let's check out a couple of random screenshots and remember, this is not a commercial game...



Oh no, a goblin! There is only one option - let's kill him!!


Lights are beginning to dim and I then accidentally triggered a teleporter.



First things first

Create a character using the automated stats roll and name him/her wisely. Or not. There are six races - Human, Elf, Dwarf, Gnome, Hobbit, or 'other' and each needs to be assigned a class - fighter, mage, ranger, thief, cleric, and healer. Now clothe, arm, and stock your pockets with food and torches before heading out to one of the five dungeons. Each is tricky but can reward careful explorers with treasure, magic, food, and more (the more part is lots of ghoulish battles).

It's now that I should advise a few pointers. One, roll well. Two, don't waste cash on items that you think are the best (weapons or armour). Three, you easily get hungry. Four, it's dark down there and torches burn out very quickly.

Okay, once inside your first dungeon, you shall soon discover that it's filled with many traps and scary monsters at each turn. Use the cursor keys to control our plucky (foolish) adventurer and whenever he encounters a beast, the computer takes over with a new set of options - [A]attack, [C]cast a spell, [R]run away or attempt to [T]talk. Once the battle is over, assuming you're still alive, then you can carry on exploring in fear of what might happen next. Which won't be long!

There are quite a few keys used, similar to Apshai. The save game option is of high importance which, I discovered the hard way (as usual) but there are other keys used to heal, cast spells, eat food and much more:

Stats - The 'Y' key displays your man's attributes along with the number of potions, spells, etc.
Light - It gets dark in the dungeon real quick so tap the 'U' key to use a torch.
Items - When you stumble upon something, the 'G' key gets it and adds it to your inventory.
Stairs - I've only found stairs when I've completed a level. Just hit 'K' to climb!
Food - When you get hungry just press 'E' to eat from your stock of goodies.
Drink - Like with food, pressing the 'D' key drinks those cool potions you've found.
Scrolls - Press 'R' to read any scrolls, if applicable.
Magic - Spell casters can hit 'C' to cast their spells.
Health - Struggling with an injury then his 'H' to heal, if applicable.
Saving - Highly recommended to use this feature! The 'S' key saves and 'L' key loads.
Others - F1 restarts / F2 returns to the main menu / F3 will exit to the desktop.

Right then, I'm making this sound more complex than it is, so let's break things up with a couple of screenshots...



Sometimes it's best to run away from a fight. If you can that is, as it's not always possible.


This room is so unfair because traps are everywhere - like these falling rocks!



Oi, come back!

Please, ignore the crude visuals because it's never boring exploring a dungeon and this one is particularly easy to get into from the start. Of course, it soon delivers more than enough challenges to test our nerves. Each dungeon is different but also with enough familiarity of what to expect. So it's not long until one of two things happens...

Battles - a confrontation happens often with enemies appearing from out of the darkness without any prior warning. That's right, you won't see any thing approaching from the corner of a room - they simply appear (which is disappointing compared to Rogue). This puts you into battle mode that follows a series of turns and your performance depends on strength along with other attributes like your agility, dexterity, and weaponry.

Traps - triggering a hidden trap is a characteristic of Dungeon Adventure that you will need to endure. Sadly, there is no ability to search for what might possibly be lurking nearby so traps are found only by foolishly walking into them. This system feels unmerited, like you're exploring blindly just waiting for a hit to your HP (and pride!)

Any explorer continues the fight and carries on regardless, so I've heard. Determined players will source many items to help the good fight, be it spells, potions, and much more. Treasure chests are always worth opening and are often located in secret areas that can only be found by uncovering hidden passages. It always pays to investigate everywhere.

However, the dungeon is a dark and dangerous place which means you need a load of torches and picnic food. Torches do not last very long at all so you may wish to stockpile those! Nutrition and health are replenished with the foods you find and eat. Health comes from spellcasting or using the healing function, if applicable to that character.

This is actually a bigger game than you might first assume. I first imagined a poor clone of Rogue, but it plays well and feels designed more for action whilst just happening to look roguelike. Yep, everything feels centred around the battles - which happen constantly. Hey, if you think that you can create a better game then there is an editor to try?

I'm genuinely having a blast playing something new (new to me). Hey, guess what? It is screenshot time...



Hang on, that door appears to lead to a dead end!! Or is there a secret passageway?


Four options are available during any skirmish but I doubt talking will help here?



Aesthetics

Compared to similar (albeit commercial) games, this is lame with bland 8-bit visuals that embarrass the Atari ST. Its design feels cramped with a small gameplay window leaving much of the screen unused. Well, don't be fooled, because those areas are used for statistical information and notifications - triggered traps, poison arrows, falling rocks, etc.

The sprites are usually the best part of rogue games but Dungeon Adventure is lacking somewhat. In fact, many enemies are pretty crude without any detail and look as if I've drawn them! However, I'll contradict myself because it oddly, works well and I have no idea why. My favourite creature is the troll - who looks like he has measles. I love that drawing!

The audio side of things begins well - thanks to a title screen chiptune but, there is little else afterwards. The sound effects are basically a tapping sound during a battle with a "Burr-Burr" when you are victorious. Oh, there's another chiptune when the Grim Reaper shows up! Hey, games like this need no booming sfx so I'll stop moaning.

We're nearly at the end, so do you fancy a couple of screenshots before the gripping conclusion? I hope so...



Hitting the 'Y' key reveals your character's statistics. Along with keys, scrolls, etc.


Why waste time in combat when you can cast a spell? Repel Monster killed this sucka!



The CryptO'pinion?

This isn't a big game, but it feels like a much larger adventurer. This is basically because you cannot walk for more than a dozen steps without something popping up for a fight. Or maybe you've fallen into a hidden trap - as there is no way to search. Plus some are located in tight corridors without a way to avoid them. Also, our adventurer has a ravenous appetite so constantly scoffing. Additionally, he easily burns through his supply of torches that never last long.

So, umm, Dungeon Adventure feels quite unbalanced with some peculiar mechanics. However, we must remember that it isn't commercial, and is quite a decent game in its own right. Each dungeon is varied with an abundance of predictable hazardousness waiting for you. And I loved that aspect a bunch and thoroughly enjoyed playing.

You know, I love finding something new (to me) and whilst Dungeon Adventure is far from perfect, it's certainly enjoyable. Gameplay is tough but, successfully beating the odds and making it to the next level, is most rewarding. However, casual gamers beware as this is probably only for determined and hardened fans of the genre.

Bearing in mind that this is something of a doomed #roguelike wannabe, I'm scoring it a plucky 64%.

Fearless adventurers should download this game from Atarimania. Here are some more glorious screenshots...



Blood Seekers sound cool, but they are actually dead easy to kill!


I guess the whole point of the game is to find the gem & exit? Well, I did that... WooHoo!!


My name is Steve and I'm an... 'other'. Today's world will view that as perfectly normal lol.


The editor is superb. Either create your own or edit the current levels.

This is the game over screen and something we dread seeing. And it's blummin' ugly!

Monday, January 02, 2023

SDI: Now The Odds Are Even



The Star Wars program is happening!

Wow, it's incredible how quickly time passes as I've not played this game since I got my first Atari ST. The Sega arcade shooter was converted by Alaric Binnie of Source for Activision and released in 1988. I remember being impressed and unimpressed in equal measure - probably because I liked what I saw but was absolutely terrible at playing it!

As most of us, older gamers might remember, SDI stands for Strategic Defense Initiative and is based on the original Star Wars concept by President Regan devised during the cold war. This technology was supposed to defend Earth (USA!) from the inevitable Soviet attack. Yeah, I know, it never happened... shocker, right?

The game is obviously an action shooter set within the darkness of Earth's space. As it turns out, the defence initiative is actually just a lone satellite armed with a laser gun! Use that to protect mankind from a legion of Soviet nuclear missiles, fighters, and more. Why only one satellite I don't know but, that's the game, so let's crack on...



Soviets are sending everything they have. Well, in stages thankfully.


At first, it was distracting to see the moon moving by. I should have been concentrating!


The fate of mankind...

Our quest begins with the Space Shuttle conveniently dropping us off right before a barrage of Soviet missiles appears. The game is split into two separate modes depending on your performance, offensive and defensive. The first is not unlike other horizontally-scrolling shooters attacking everything that swarms onto the screen. The second is like a 3D Missile Command and a final chance to save everyone from the previously missed missiles.

You'll soon discover that SDI isn't a complex game at all. This is a frenzied shooter with us engaged in battling squadrons of enemy artillery. So shoot everything as quickly as you can physically move the mouse. Of course, each stage gets more aggressive, right up until the point my hand-to-eye reactions simply cannot cope anymore (see the video!).

No need to fret, you're not alone as allies will periodically send power-ups. However, during the heat of battle, these look similar to everything else! Especially when you're in a mindset of blasting everything as quickly as possible. So that means they're immediately destroyed - far too soon to collect their cargo that you watch floating away. Sigh...

A damage meter is shown at the bottom of the screen which is an indication of the state of your performance. Survive, and the Space Shuttle reappears to whisk you off to safety where that performance is rated on a scale. Anything less than perfect and you're sent through to a defensive stage to help defend from the attack. However, a perfect score gets you lots of extra points with a blue dancing duck. (I know what you're thinking and I agree - this makes it all worthwhile!!)



The blood-red moon looks awesome. Don't admire, concentrate on the killing!


I let some missiles get through so now I'm defending the base Missile Command style!


Input

Initially, SDI might appear tricky because you have to do two things at once - keep the satellite safe and chose the direction in which it fires. Arcade games can sometimes lose their functionality when converted to a home computer with a one-button joystick. Not so here, all controls are fully configurable using a combination of mouse, joystick and keyboard.

It is possible to use only the mouse, but I wouldn't advise that. I play using the keyboard to direct the satellite and my mouse to aim/shoot. A joystick would also be a good idea but only if it has good suckers to stick onto your desk! O_o

The keyboard/mouse method is kinda like the WASD/mouse combo used in FPS games. You'll love it.



It's not long before things get crazy with lots to shoot at. Trigger-happy heaven!


Ignore the asteroid shower because it's time to shoot more of that Ruskie hardware.


Output

Space is mostly empty so the good thing about a cold war is having celestial objects as backgrounds rather than boring black. All graphics are by Bryn Redman who treats us to great images of the Earth, its Moon and an asteroid field - I believe later levels feature the Death Star? My gaming skills won't allow me to personally witness that. Hmm...

The darkness of space dictates a more sombre colour palette which suits the cold war scene but there are some brighter moments to behold. I love the red moon that boldly stands out from everything else, it looks amazing. Sadly, there is some slowdown during later levels that are bombarded by tons of enemies. Meh, I can live with that as it's not too bad.

Paul Summers is responsible for the audio and he did a stellar job (see what I did there?). The title screen features a grungy sample but nothing compares to the glorious in-game chiptunes. These are subtle and suit the ambience whilst also complementing the zappy sound effects. To say I adore the (in-game) tunes would be an understatement!



Come on, the defensive stages really are Missile Command. Rip-off but brilliantly done!!


Do well and make the hi-score table. Hang on, this feels like a game in itself? ;-)



The CryptO'pinion?

SDI could so easily have been a bust due to the control system (not to mention the massive graphical requirements). Alaric Binnie has done a fantastic job, not only aesthetically speaking but migrating the arcade's control system over to the ST by using its keyboard/joystick and mouse. This combination works a treat, a commendable effort.

However, I usually find something to moan about and SDI is no exception. I failed to see the logic in having a dark blue cursor that can be problematic against the backdrops. Also, the power-ups are so difficult to catch. No, impossible (for me) to catch!! Finally, why aren't we treated to a nuclear explosion at Game Over. Oh, how I wanted to see that...

This is a simple shooter at heart with little depth. Some might say it's an alternative Missile Command and I get that, the similarities are there. SDI is an exciting shooter and one that is utterly addictive albeit I'm shockingly bad at it. Make sure you choose the control method that suits you to prevent western civilisation from catastrophic demise!

Let me know in the comments what you think about SDI (download for hard drive or floppy disk)

Friday, January 21, 2022

Galdregon's Domain (part two)


I have returned from the land of Mezron

Finally, here we are with the second part of Galdregon's Domain and if you missed the first with the hand-drawn maps I found inside the box then clickety-click to read all about it (those maps are quite superb!!). Anyhow, what an unexpected ride this has been and I've enjoyed it over the Christmas holidays. But did it live up to my expectations for a deep RPG heavy in exploration with lots of monster-mutilation? Well, yes and no...

The good points are a sense of adventure throughout its beautifully crafted world of intrigue and strife. Independence to explore is paramount which goes hand in hand with the lack of a linear path that enhances the feeling of freedom - I loved this aspect so much. This is a varied and rich experience for both discovery and the characters you will meet along the way - many of whom are only too happy to chat rather than actually help.

However, this impressive RPG came with more than a few disappointments. As in, it's not an RPG. Sure, there are RPG elements like gathering better armour, weapons, and helpful items but there are no character attributes nor experience and little lore. Also, fighting the nasties isn't exactly sensational beyond mere mouse clicking.

Okay, let's ignore Pandora's trickery and continue on because the king needs our help...


What the king doesn't tell you is that his kingdom is a terrifying place full of psychos & monsters!


The Quest?

The land is in turmoil, the evil wizard Azazael has been resurrected and now searches for the five gems of Zator which will give him ultimate power over the entire kingdom and we don't want that! You have been chosen to battle against the minions of evil to recover all five gems and thus, save the lands of Mezron.

It's gonna be tough! Can you destroy the evil Medusa whose merest gaze turns flesh to stone? Can you outwit the high priestess of Set who holds sway over a temple full of horrors? Dare you venture into the dark catacombs of castle Seenar and cross swords with the dead. Oooh, this is all sounding rather troublesome!

Fear, not brave warrior your fate awaits you. (oh great...)


The kingdom is teeming with people but this is one of the few times you're alone in the dark!


You're thrown in at the deep end without any gradual progression. Beat these guys if you can!


This Viking warrior is someone you should seek out straight away. I call him Tom.


Play The Game

Galdregon's Domain is instantly playable and that's a strength I love thanks to a concise user interface detailing health and providing ways to interact and do battle. It's a cinch to master thus, you are able to start travelling without hassle thanks to a map design that isn't unnecessarily excessive. Plus it looks great too!

We begin with little more than a loincloth, a health potion, and a sword - surprisingly shortsighted but an effective start nonetheless. The only way to find new gear will be to win battles and search their rotting corpses for useful items. That's a lot harder than you might imagine as this game is rather tight when it comes to (quality) loot.

In most rooms, there are many characters but few initially offer any useful information. Talk to whomever you come across and listen to their quaint but sometimes interesting chat. Most are a bore, especially within the castle so it can be a chore until later but, even then, it's hardly significant. As an initial priority, it's worthwhile finding the castle's exit as soon as possible to begin probing the outside world for other places, items, and people.


I tried talking to the wolf. I just had to... And then I killed it. Yep, that's what I'm all about.


But talking can be fruitful and this nice chap had a stash of goodies he wanted to share!


One of the spells is a shield amongst the many others. Grab them all!!


Character

You play the same character for each game and it starts with the king who summoned you for the quest of saving his kingdom. There is no character configuration or any chance to alter skills or other attributes. Of course, this isn't what I originally expected but the simplicity of starting barebones means you can begin without delay.

His castle is bigger than you might imagine and most rooms have somebody lurking. Talk to them to see what pearls of wisdom they possess but you might be disappointed with earlier characters offering little beyond a greeting or compliment. However, the deeper you venture, the safety within the King's castle isn't guaranteed.

Once you exit the king's castle, the world is your oyster with great distances to explore. It's here that several distinct types of stages are accessible, each offering a different spin on the adventuring format. Within any part are dozens of people, creatures, and monsters just waiting to be found. Talk if you can, and make notes of their snippets of information because you may just need that later on and they are often very vague...


These friendly four greet you at a tower entrance but won't allow you to leave!


Although strong and armed to the teeth, I got my ass handed to me by this fella!


Not everyone is out to kill you. Look, I found Robin Hood and his merry men!


Interaction

The characters are plentiful but a good chinwag isn't exactly an astounding experience. Conversations are limited by the 'talk' command which lacks options and produces only a short one-liner. Most of the talk is pointless but there are some characters who will subtly point you in a direction for the gems, people/clans or help provide tips.

This text zips across the screen in a similar fashion to Damocles but it feels rather unwarranted here. It's quite hard to read on my monitor compared to an older CRT... I guess that's more my fault than the game?

At times I didn't understand the context of a conversation. For example, entering the temple, I was greeted by a soldier who said "hello...". He didn't appear aggressive but, after a couple more Talk button clicks, he asked if I was going the right way - and then began attacking. I killed him but none of that made any sense!

Anyhow, it's often a good idea to stop for a yap with whoever pops onto the screen. Sometimes it's handy when information is freely given, however, most of the time it's rather fruitless. I think 'talk' should have been heavily improved or replaced with more detailed location descriptions to read through.

I met this goblin after only a few minutes and he told me where a gem is. Dare I go?


This sounds like an invite I should refuse. Are they doggers? Yeah, I reckon they are!!


These guys were waiting for me outside a tavern and had absolutely nothing worthwhile to say!


Let's fight!

Battles are frequent in the lands of Mezron but that doesn't mean they're riveting. I failed to see any tactical element because the whole affair is little more than (quickly) choosing a weapon and then clicking on the mouse until he drops. Sure, I can use any number of weapons but it's all rather predictable without depth or structure.

This is partly due to no detail being provided for your current weapon or the ghoul you may wish to engage in battle. This means I had no perspective for any battle because I knew nothing of my weaponry or how strong the enemy is. Also, most weapons break after a couple of battles which leaves you fumbling through a sluggish user interface to source a replacement. All during a real-time battle and thus losing precious health!

I support the need to stand your ground but that doesn't mean you should fight every battle like a complete idiot. Consider hightailing it to safety using the 'run' command to quickly scurry off to a quieter place. If at the expense of possibly losing your bearings. Use with caution.



Typical, and I thought I could sneak into the castle without being seen...


The three dwarfs were easy kills for me and my magical sword!

So now let's ransack their tiny corpses for valuables before scarpering off.


Inventory & Map

No RPG is worth its salt without a magical backpack to carry our loot, spare weapons, and any other useful items. Can you imagine how that would look in real life? Anyhow, Galdregon's Domain has a nice inventory screen which is basic but uses a concise design with ample slots to fill. It's also the screen used to protect our naked body with various items of clothing. Well, if you can find any (nice graphics, man).

Within this screen are two tabs for backpack and location. The first is what you possess whilst the other represents what's in your current location and this is how you can rummage through a corpse looking for goodies. However, this is where I felt the Inventory showed the limitations of the game's design. Basic functions are available to eat found food for example but no ability to select a weapon, potion, or scroll... This is done in-game.

Finally, pressing the right mouse button for a second time will display an overhead map of the entire kingdom. This is superb and helps navigate between each stage without getting lost out in the sticks. Sadly, the game doesn't feature any auto-mapping within these individual stages - so grab that pen and paper!

Use your legs because not every place is shown on your map...


The map also doesn't display this walkway through the northeastern forest.


And the map also doesn't show fellow travellers walking about the land - so always explore!


The mission?

The game is based solely on the main objective of finding the five gems. Which means nothing more than fighting your way through the hoards during a walkabout to the places that have them. There are side-quests, but these aren't a necessity nor something officially accepted. They're just there if you fancy extra leg work.

However, each gem is a crusade in itself battling many, many different baddies before you eventually reach a 'boss'. To be honest, I would stay clear of this part - for as long as possible - whilst you instead look for clothing, weapons, potions, etc/etc. Take your time, be careful, and make sure you turn over every stone.

Look, just forget boss battles unless you're tooled up and that only comes after massive exploration.


Hey look, I've found a secret opening into the woodlands. Yes, so dense an opening is needed!


Let's be serious and play properly. I wonder if these two gentlemen have anything to offer?


Sometimes I enjoyed running around killing things but he's already dead!


Tips to get you started

* You aren't as tough as you think, start slow and don't be too cocky!
* Exploration and communication are always key factors so don't be too quick to rush off.
* Certain smaller buildings will help get you started with a sword, scrolls and potions.
* Don't get lost - use the map when roaming outside in the wild.
* Not everywhere is shown on the game's map...
* Why not seek refuge and friends in the Enchanted Woods?

Here are a few more

* Whenever a dungeon nasty appears, and you don't wanna fight, quickly walk on!
* Similary, why talk to a stranger when you can kill him and plunder his corpse?
* However, think twice before attacking a gang and watch that stamina.
* Forget about looking for gems until you're tooled up with weapons, items and clothing.

Ultimately...

* * * Save-your-game-regularly!!



This kind soul will freely hand over something rather special that helps get you out of trouble.

Eat this, man thing? How rude! Who's he calling man thing?


I want that gem but this boss dude wouldn't hand it over. And he killed me very, very easily.


Graphics & Sounds

Like Dungeon Master, Galdregon's Domain employs a similar pseudo-3D first-person perspective and each move is performed using 90° turns. Worried about getting lost in a dungeon that looks the same at every turn? Fear not, because it's stunning with fantastic attention to detail for each and every different type of location. I also adore how each character has been drawn with such careful precision. Some of the best artwork I've seen.

Thankfully, there is no in-game music to spoil the atmosphere of this 'RPG' as I would have switched it off if there were. Instead, we have lots of sampled sound effects ranging from the chinks of your sword to excessive grunts and frightening howls emitting from distant places. I longed for footsteps otherwise the audio is spot-on perfect.

In other words, Galdregon's Domain looks and sounds superb!


The hill with an eye! I wonder where it leads? (Wait, are you armed to the teeth?)


You have to admire the gorgeous details of most monsters, especially when they're killing you!


However, sometimes there are too many to fight at once. Or displayed properly (I count 5)


The CryptO'pinion?

It's hard to know where to begin... Okay, when I picked up the box, I was fooled into thinking this was an RPG or Dungeon Master wannabe. It's not. It might look the part but it's nothing at all like I had initially hoped. There is no progression or experience to be gained because this is deceivingly masquerading as an RPG.

However, the main hallmarks of Galdregon's Domain are an excellent adventure deep in exploration with many places and people. Sadly, it's let down by a severe lack of items and pointless combat that feels random and segregated. Don't get me started about the horror of replacing a broken weapon during the heat of battle. Ultimately, it's completely unbalanced with far too many enemies and too few pickups to keep you replenished.

I sense I have moaned a lot about Galdregon's Domain? Well, there are lots that bugged me and much that didn't make any sense. It's not Dungeon Master but, as an action/adventure, I liked exploring an open world with beautiful graphics and effective sound effects. This is an excellent place to lose yourself and I enjoyed it.


You'll see this screen a lot. Fear not brave adventurer and simply reload your saved game.
Hang on, you did save the game regularly, right?