Credits: Programmed and designed by Kevin Parker; graphics by Robin Chapman; Atari ST release published by Pandora (UK) / Mindscape (US), 1987; budget reissue by Smash 16, 1989.
I do remember playing this game a few times when I first had my ST, and after a few issues with emulation, began wondering if I remembered it having the same issues back then or not - I can't convince myself whether my memory is playing tricks on me or not. I do sort of remember the game sometimes getting stuck, but that may be my imagination. In any case, I don't particularly care enough to keep trying (I found a Smash Hits disc image that worked a little better, but still did get stuck quite often.) It may well be that the game froze in very specific situations that I learned to avoid - because I do remember at least getting some way through it - but I'm too old and impatient to bother with that now!
Er... anyway, the plot. You're trying to blow up the Eagle's Nest - something about a Nazi commander using the Eagle’s Nest as HQ and having captured 3 Allied soldiers; you must infiltrate the complex, rescue them, recover stolen art treasures, and destroy the place. I'm sure the stolen art treasures are to be returned to their rightful owners and not used for personal enrichment... or not, I don't know, but they add to your score.
This is, in many ways, an odd game. It's basically Gauntlet with WWII aesthetics, but with more sedate gameplay. The graphics are okay, much more "zoomed in" than Gauntlet's view, and the whole pace of the game is more plodding and methodical than the often mad action of this genre. There is more strategy involved in finding a placement where you can shoot without being in the line of enemy fire than quick reactions, etc.
The game has some good ideas and the map design is good, but there are two major things going against it - horrible push scrolling and occasionally baffling design choices - probably the worst being, whenever you pick up a key (which is big enough to be really obvious on the screen), the game stops to show a big message saying "You've picked up a key". A small thing perhaps, but it really kills immersion and game flow. (In fairness, I suppose the game did need some sort of messaging system... but it feels unnecessary almost every time it pops up with this.) Your enemies generally line up politely waiting to be shot, or (IIRC) damage you on contact only (no shots fired) and are brainless; however, due to the small amount of the game map on-screen at any one time, they can blindside you by suddenly appearing behind you.
I can't say much more about the game and I don't feel any inclination to tinker with more STEEM settings to get it working better - partly because I'm not sure if the emulator or the game itself is to blame for some of the issues - but anyway, I'd rather get onto the next game. This is a bit of an oddity and I may be criticising it a little unfairly based on inaccurate memory and failed emulation. I would be interested to get comments from anyone who has stronger memories of the game - I certainly do remember it., so it clearly made some sort of impression on me. Looking at some of the screenshot confirmed that I definitely had made it to different parts of the game I haven't seen on this most recent attempt via emulation... It seems to have received largely favourable reviews at the time, anyway.
Many thanks to AtariMania for the screenshots.


























