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Game info |
| ![AtariST](images/computers/AtariST/logo.jpg) | Gobliiins | ![Gobliiins Gobliiins](images/Game_Small_Covers/16bit_computers/316.jpg) | Genre | Adventure | Developer | Coktel Vision | Publisher | Coktel Vision | Released | 1992 | Rating
![](images/Larry.png) | Graphics: | 7.0 | Sound: | 7.0 | Gameplay: | 7.0 | Overall: | 7.0 |
| Reviewed by | ndial | Gobliiins is a unique, colorful and fun to play puzzle game with some adventure features, originally developed in 1991 by Coktel Vision for the DOS and MAC systems and, a year later, for the Amiga and the Atari ST/E home computers. |
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Review |
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![Gobliiins](images/computers/AtariST/316/2.jpg) STORY / GAMEPLAY King Angoulafre is attacked by an evil entity, armed with a voodoo doll and a bunch of pins. As the pins are stucked in, the king starts jumping up and down on his seat. Three of the Kingdom's favorite goblins, Oups, Ignatius and Asgard, are called to help their King so they set off travelling in unknown and hostile lands to seek and find items that can help their rescue mission. This trio of goblins can be instructed based on their abilities. Pointing and clicking orders them to perform certain activities as you attempt to progress. Oups is a clever one and can pick up, drop or use objects! Asgard is the strongest and can only punch. Ignatius (the elder one) is a small Merlin (the wizard) and casts spells on specific items with interesting results. So, using their unique powers, your ultimate goal is to escape from each scenario and find a collection of potions. The gameplay turns into to a charade of trial and error. Some stages are relatively easy while some others are almost impossible to cope with! Truly, sometimes the solution is not necessarily logical and thus trial and error process is a default! Also, occasionally the goblins do not always respond and react exactly as you ordered them to. Once assigned a task, a goblin cannot be stopped or diverted until the task is carried out. So yes, although its interesting scenario and gameplay, Gobliiins may get too frustrating at times.
GRAPHICS / SOUND The Atari ST version is almost identical to the Amiga and sports great graphics with a few nice cartoon-ish touches and up to 16 colors on-screen. The sprites are beautifully animated and in many cases they are really hilarious to watch! Each scene (which is static) is nicely drawn but without any impressive or special effects. As in all other versions the sound is considered rather poor as it has only a few (but nice) introductory tunes and a couple of sampled spot effects during gameplay. | |
![](images/computers/real_game_samples/AtariST/316.jpg) |
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Screenshots |
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![](images/joy_new.png) |
Comparable platforms |
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![](images/joy_new.png) |
Hardware information |
| Atari ST CPU: Motorola 68000 16/32bit at 8mhz. 16 bit data bus/32 bit internal/24-bit address bus. MEMORY: RAM 512KB (1MB for the 1040ST models) / ROM 192KB GRAPHICS: Digital-to-Analog Converter of 3-bits, eight levels per RGB channel, featuring a 9-bit RGB palette (512 colors), 320x200 (16 color), 640x200 (4 color), 640x400 (monochrome). With special programming techniques could display 512 colors on screen in static images. SOUND: Yamaha YM2149F PSG "Programmable Sound Generator" chip provided 3-voice sound synthesis, plus 1-voice white noise mono PSG. It also has two MIDI ports, and support mixed YM2149 sfx and MIDI music in gaming (there are several games supported this).
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![](images/hardware/4/3.png) | 9-bit RGB 512-color palette (16 on-screen and up to 512 in static image) | |
![](images/joy_new.png) |
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