Atari ST - 2026
Shadow of the Beast STe

- Genre
- Arcade - Platformer (Scrolling)
- Year
- 2026
- Language
- Machine Language
- Publisher
- [no publisher]
- Controls
- Joystick
- Distributor
- AtariCrypt
- Players
- 1
- Developer
- Retro Blitter Team
- Resolution
- Low
- Licensed from
- —
- Programmer(s)
- McCubbin, Mark / [AI-assisted]
- Country

- Graphic Artist(s)
- [unknown]
- Software
- English
- Game design
- Howarth, Paul / Edmondson, MartinGregory, Steve
- Box/Instructions
- English
- Musician(s)
- Whittaker, David / [AI-assisted]
- License
- PD / Freeware / Shareware
- Sound FX
- [unknown]
- Serial
- —
- Cover Artist(s)
- —
- ST Type
- STe Only / 2MB
- MIDI
- —
- Version
- —
- Dump
- Download
- Number of Disks
- HD Installable
- Dump format
- Zip-packed folder
- Protection
- —
ADDITIONAL COMMENTS
Please have a look at author's website for more info.
INSTRUCTIONS
SHADOW OF THE BEAST - Atari STe enhanced edition ================================================ Original game (c) 1989 Psygnosis, developed by Reflections (Amiga: Martin Edmondson & Paul Howarth, Atari ST: Mark McCubbin). Based on the Gamex hard-disk version by PP (2011), whose work made the hard-disk play possible in the first place - thank you. STe edition: AtariCrypt, 2026. Free release - not for sale. Needs: Atari STe or Mega STe, 2 MB RAM or more. Runs from hard disk, GEMDOS drive or floppy-free setups: everything is in the one file SOTB.PRG (about 1.2 MB); the game data is held in RAM, so there are no major loading pauses during play. Start: run SOTB.PRG. After the Retro Blitter Team boot screen (any key skips it), on the start screen: U unlimited energy on/off SPACE start ESC back to the desktop In the game: F2 in-game music / original sound effects F1 50 / 60 Hz (50 Hz recommended: 60 Hz gives each frame less time) What is different from the original ----------------------------------- - 25 fps cap with triple buffering (the original runs at 16.7 fps or less), outdoors, in both underground parts and in the castle. - Foreground and cave tiles turned into machine code, sprites and background layers drawn by the Blitter, faster hero turning. - Title / game-over music played through the STe DMA sound in true stereo (voices 1+4 left, 2+3 right, as on the Amiga) instead of the YM method. - Gameplay too quiet: I've added new YM music (two original tunes), F2 switches to the original sound effects. Steve AtariCrypt https://ataricrypt.blogspot.com Retro Blitter Team https://www.retroblitterteam.com