Monday 7 November 2016

New version of the standalone Amiga A500 & A1200 emulator for Raspberry Pi 3.0

Im very happy to report that there has been an update to the Amibian emulator for the Raspberry Pi 3.0.

Amibian puts an A500 and an A1200 in your hands as long as you have got a Raspberry Pi 3.0 and the legal ownership of the Amiga Kickstart ROMs.

http://gunkrist79.wixsite.com/amibian

This is the link if you missed it first time around.

You will need at least an 8gb MicroSD card, a USB keyboard and mouse, and ideally a USB joystick or joypad.

The final ingredient you will need are legal copies of the Amiga Kickstart ROMs.

Here are a couple of tutorial videos that will help you. ETAPrime is a really good channel with slow, laid back descriptions on how to get emulators and games working.

PART One


PART Two


Tuesday 11 October 2016

11 Retro Consoles into 1 TV Wont Go...

Well it does, and it has.

I have a B&O TV with 2 SCART inputs plus 2 other inputs which I dont use, RF and S-Video.

I have an RGB modded Japanese Nintendo 64 with an Everdrive Cartridge which has a SCART output and therefore occupies one of the SCART inputs. Therefore I have 10 other consoles all competing for video time and I have decided to go the composite cable route, as none of my other consoles have any special features.

I bought an 8-way Composite input box from Amazon for about £20.

7 consoles goes into this and the remaining 3 share a 3 port composite switcher which I hope will not degrade the picture quality too much. We shall see. The 3 hanging off this 2nd switch will most likely be the consoles I use the least of have such a bad video signal that it wont matter too much, e.g. NES.

I am also planning on switching around the power supply set up as I hate the idea of leaving any of these retro consoles powered on.

Hoping to move house in the next 12 months, and I intend to leave the B&O TV behind as it doesnt have the picture adjustment option which is present on most other B&O TVs I have seen. Its an upgraded feature which is too much to mess around with.

Thursday 6 October 2016

SNES Emulation on the Raspberry Pi 3.0

Just a quick update to say I have had no issues running SNES ROMs on the Raspberry Pi 3.0 without overclocking, and it even runs the SuperFX Chip games without any frame skipping or slowdown.

I tried StarFox, Vortex and Stunt Race FX all of which ran as well as I could hope. I have the originals to compare even. I will check Yoshi's Island just to make sure it is console perfect, and also the Kirby Super Star as well.

Raspberry Pi 3.0 Running PlayStation 1 Emulator

I have this up and running nicely now, and I am reasonably happy with the emulation but still have a couple of little issues to resolve.

The graphics, especially on the intro-movies looks slightly pixelated, but this most likely will be fixed by me changing the the resolution of the emulator. I havent overclocked the Raspberry Pi 3.0 nor done anything with the file size or memory swap options.

The other thing I am still pushing to sort, and again is most likely an option Im missing, is the ability to use analogue sticks in the game as opposed to just the D-Pad.

I have also begun the task of going through every game ever released for the console and deciding which ISOs I am looking at getting first.

Monday 3 October 2016

Raspberry Pi 3.0 - Retropie and Amibian

I spent a happy few hours on Sunday just gone updating and copying ROMs over to the Pi 3.0. I have decided to limit the number of emulators I want on the system to keep it realistic, and to be honest do I really want ROMs for game systems I have no interest in?

I managed to get the PC Engine running beautifully, along with the Neo Geo finally. The Neo Geo is a console I have wanted to emulate for some time...and finally it happened. My previous attempts were using an older version of RetroPie meaning I had to sort out the controllers manually as well as the options to add coins etc. I got a chance to play Metal Slug, and will not populate the SD card with the rest.

I also pulled over some PS1 games too as the Raspberry Pi 3.0 runs them as good as the original hardware.

Each new version of RetroPie makes the process easier.

Thursday 29 September 2016

Top 5 British Computer/Console Gaming Magazines of All Time

I’ve read my fair share of computer magazines main between the early 1980s and mid 1990s, I mostly bought those magazine that focused on computer games. I did pick up a few of the enthusiast magazines that tried to cater for owners of computers who wanted to do more than just kill people and take over the world, but really only bought those to learn about the subject (IBM PC Compatibles) or because they had a great cover disk or cover disc.

The 8bit era was dominated in the UK by 2 computers and 2 magazines, Crash and ZZAP64!. Ironically I didn't really read either of these as most of the games I got for both machines were pirated so reading the reviews was redundant as I could play most of the games myself and decide on my own score. With the advent of the 16bit era there was a huge explosion in software development and so buying these magazines became essential to navigate your way through the mess of software.

So for that reason I'd like to present, The Five Best Computer Magazines of All Time.

Before I begin, I would I would like to point out firstly how incestuous the industry is in that there are many writers that appear in several of these magazines, and secondly that whilst this is a Top Five and not in any concrete order, I have upset this list by bolting on three additional honorable mentions at the end, so lets start off.

Zero was a British dual-format computer games magazine that covered the Commodore Amiga A500 and Atari ST family of 16 bit computers in the early 1990s. It was never a huge selling magazine and the only people I knew who had heard of it only bought it to get the now infamous cover disk which was given away with Issue 1. Zero Issue 1 was notable for having a dual format coverdisk (a very novel idea as both Amiga and Atari had different operating and disk storage systems) which had a different game for the Amiga and Atari. The Amiga had a memorable clone of the legendary Spectrum game Splat! called Merv the Merciless which was very well done and the various and pointless upgrades were funny to boot. I dont recall what the Atari owners got, but I dont think it was as good as Merv.

Ultimately the success of any magazine is firstly dependent on its sales figures, then the quality of its reviews and reviewers. I felt Zero handled all of its reviews very authoritatively, but their comedic style wasn't for everyone. I think their attitude offended people who wanted a games magazine to base their purchases on, and this magazine delivered it but under the guise of humour.

Its lack of commercial success is a crying shame as the reviewers had a style that was consistently funny and made a genuine change from the sterile and dry hyperbole reviewsthat often plagued other contemporary computer magazines. At times it was like reading a less offensive and swear-filled version of Viz magazine that also just happened to review computer games as well. This humour also extended to a highly entertaining letters page and numerous features.

Like its sister publication CRASH!, this was a magazine which catered for the Commodore 64 home computer and all of its culture. It covered games, arcades, music, movies, books and comics and had a fairly lively letters page. It catered for pretty much everything teenage boys were interested in at the time. It had in depth reviews written by people who had a passion for games and who could write informatively about that passion as well. Most of the reviews had additional input and opinion from the three main reviewers, especially if the game wasn't mainstream or didn't appeal to every gamer. It treated games properly and covered full price and budget titles including re-releases. It didn't shy away from controversy and internal disagreement about games. One such notable example came with issue one in which Bob Wade gave Elite the highest possible rating, whereas the other two reviewers (Steve Jarret and Julian Rignall) gave it lukewarm reviews, and often bemoaned the rating years later. Even in its infancy, the magazine began its life with controversy.

The magazine also was the first to spawn the argument as to whether they should give large amounts of space to reviewing budget games titles (both original and re-releases) when none of these companies, e.g. Codemasters, would ever advertise in the magazine. But it became clear that the £1.99 price point for a Codemasters or Mastertronic game was a marketing decision rather than the game being cheap. Brilliant games such as Thrust were as good as any full priced software, but they intend to make their profit on volumes of sales rather than margins. They could have sold the game for more, but then have sold less units. Most of the main software houses at the time had their own budget line or would sell off their old back catalogue to dedicated companies for compilation and budget re-releases.

This was one of the first magazines released for the Nintendo’s SNES console. Although it wasn't the “official” SNES magazine, I felt it was the most respected magazine published for the console and perhaps any computer magazine. What made Super Play special was that it was an intelligent magazine that helped its readers to not only discover what games were the best to buy, but also educated the reader on the Japanese culture that spawned a majority of these games, to better help them understand why the Japanese made games a certain way. The Megadrive was very Americanised, with popular games mostly coming from the Arcades or American producers, the SNES was more grounded in the Japanese culture. It is still very easy to identify whether a game is American, European or Japanese in origin purely by its look and gameplay.

Super Play employed correspondents based in Japan who helped the reader understand the emergence of the hugely popular Japanese Role-Playing Game. The front cover each month would be drawn by Wil Overton (a British artist who drew manga). It would have articles on the culture of the country (from manga and anime to food, music and clothes), insight and interviews with important members of the Japanese gaming community that was glossed over or ignored by other magazines. The magazine lasted as long as the SNES console did, and the magazine closed its doors just at the right time. Rightly deserves it reputation at the top, as instead of content filled with exciting news that was targeted at the teens, the magazine aimed its audience perfectly at the 18-28 year olds who were interested in console gaming as a passionate hobby.

The dearth of American TV and movie tie-ins meant the SNES eventually earned a shovelware reputation that I’m certain ruined Nintendo’s reputation for quality and the failure of the cartridge format was what turned most developers away from the Nintendo 64 and caused Nintendo to vet potential developers as well. Super Play would call out these games, and carried on its mission of ensuring you only bought worthwhile games. The magazine was a sane voice in world of crazy teenage youths. It was also the only console magazine I regularly bought.

There is little more that can be said about one of the most popular and significant Amiga magazines ever published, other than its consistency and importance to the British computer games industry. Like ZZAP64 before it, it would call out bad gameplay, poor technical decisions and other gaming problems that reviewers often overlooked, it would often have Editor interjections, and use the full range of scores out of 100. It wasn't uncommon for a reviewer to decide to review a game using a certain style of reviewing or theme (e.g. hardboiled detective/film noir style). It took elements that worked in ZZAP64 and expanded them and gave you an insight into games in production. It had a planned closure, unlike some other magazines which suddenly stopped publication when the publisher pulled the plug.

When this magazine was first announced many people were confused about what this new computer magazine was going to be about. The name “Edge” had no meaning in the computer industry other than it being associated with the EDGE connector, a device that connected jamma arcade boards to a PCB board to enable people to play arcade games on a TV at home. Was Edge a magazine for gamers who wanted to play arcade games?

Launched in 1993 it pitched itself directly at discerning, educated and mature games players. In flew in the face of the current vogue of magazines for consoles which was to treat the reader as if they were a ravenous teenager and get them excited about the latest games each month. At the time of its release all consoles used cartridges, meaning it was impossible to have a cover mounted cartridge which was the norm in the 16 bit computer magazine market. Other magazines would compensate by including loads of other freebies, like posters, stickers, calendars etc. Edge did away with this, and in the early days used to come sealed in a plastic bag meaning the only way you knew what was inside was to buy it. Nowadays it comes without a bag so you can check the contents first, which I miss.

Edge is written in a more sedate, reasoned and refined style and had a unique way of writing and presentation. Its layout is minimalistic with large areas of the magazine that is simply white space, with no inside front or back cover advertising that has never been equalled. It comes across sometimes as impersonal, but always informed and highly authoritative, and would often call out games that were simply redressing of old game styles with emperor's new clothes when facing games with great graphics and sound but recycled game-play. Games such as Assassin’s Creed. It was also expensive for its time, and relied less on opinion and hyperbole and was far more measured in its enthusiasm. It would feature games years away from release in an attempt to muster interest. It focused on technical aspects of the games, would focus on developers and middleware tools and engines. It covered all gaming elements, and its front cover subtitle would change accordingly depending on the formats it followed. It used a simple score system of 1 to 10, and it used the full spectrum of ratings, i.e. they would call a game 1 out of 10 if it deserved a low mark. It wasn't afraid to mark a game down for being derivative, not expanding on gameplay elements especially with sequels to big name games. It also gave very popular and successful big name games that exploited its players ignorance of game play and give it a 5 or 6 out of 10. Even big game releases would be consigned to a single or half page review if it had no new features and would take barely a few paragraphs to comment on and an average 6 score. The writers were old enough to have been fooled once, and they weren't about to get fooled again, if they had seen it before, they would tell you. The magazine would often complain about having to give games a numerical score as well as a review. Instead they preferred the review to give the impression of a score. In fact one issue it did away with scores as a protest. The next issue the scoring system was back. Getting a perfect 10 in Edge is a genuine badge of honour, and has been reserved for a handful of games. The first game to get 10 was three years after Edge was published, Mario 64 on the Nintendo 64, and the most recent was Grand Theft Auto V, which gives you a good indication of how rare this score is given. It also has the status of being the only magazine mentioned in the top five that is still in publication. It has been known on occasion to retroactively award games a 10, such as Elite.

It also looks at other avenues of gaming, such as handhelds, mobiles and indie games. It allows the interviewees to offer opinion, whereas Edge just reports it.

For me, Edge also serves as a record of the age in which it was published, in other words you can go back and re-read the magazine and it give an authoritative view of the gaming industry as at that time, along with all its predictions, analysis and notable idea that history does repeat itself, but it does come with caveats that mean it can espouse the virtues of a game or piece of hardware that falls flat. Notable occasions include Kinect, the real threat of mobile and casual gaming.

The three notable exceptions that didn't make the list are;

I wasn't interested in Spectrum magazines in the 1980s as I had access to most Spectrum software and could therefore make up my own mind if the game was any good or not. I didn't need games being reviewed. I also owned a Commodore 64, but had to rely on computer magazine reviews so bought ZZAP64 instead, as I only knew a couple of people who owned it, and because I came to the Commodore 64 scene fairly late there was quite a bit of catching up to do. While I was fully versed in the lore and legends of the Commodore 64, the mysteries of the Spectrum would remain hidden until the arrival of Wikipedia in the 21st century. I did however read a couple of issues over the years and can say it is as well written and as enjoyable as ZZAP64. It famously would produced huge spreads of original maps for games such as Lords of Midnight and Knightlore, that would be photocopied and shared around school.

If I could break my own rules and give myself free choice Retro-Gamer would be my number one gaming magazine period, but seeing as it reviews historical games in an amalgam of all of the above magazines, its kind of redundant to have this in my top five. It relies heavily on retro-gaming and nostalgia, and provides insights into gaming mysteries on the 1980s and 1990s. The results are mixed, as games I have a passion for might be games that someone else finds boring. It does it in a style thats a mix of Edge, ZZAP64 and The One. Its not a surprise then that a lot of the staff writers are ex-writers of these magazines as well. It does some really indepth analysis revealing the stories behind some fine 8 bit, 16 bit and arcade classics, and not so classics. I have found interest in the content even for machines and games I have no interest in, other than to fuel my fascination with the retro-scene. You do get some real moments when a programmer, artist or musician reveals something about a game you never knew existed.


This was one of the first of the 16 bit dedicated computer games magazines and was a solid source of information for the future of the 16 bit games. It was initially dual format, but later split into two magazines, each one dedicated to a different platform, Amiga and Atari. The early writing and reviewing was great, and it would prove to be a style template for future magazines such as Edge. It also brought over successful elements of older magazines such as ZZAP64, features such as work in progress etc. I personally felt it lost its way after the split, as producing two magazines with almost identical output but geared to a specific machine seemed a bad idea and it was. I have listed it here as it heralded the arrival of the new 16 bit computers and did it well, and it stayed the course as long as possible. It colluded, in a good way, with developers and programmers to highlight previews of games, something that was rarely done in the past. The first you would know about a game was when it was reviewed or you saw it in the shops. With its previews you were given advanced interest in forthcoming games. It would also dissect popular games in great detail e.g. New Zealand Story with detailed graphics and enemy information. On the downside was the “scattergun” layout style which meant for a confusing read as you couldn't read captions sequentially. But at least it treated the owners of the 16 bit computers with some degree of maturity and intelligence and trailed a blaze that virtually all good magazines followed or borrowed from.

Wednesday 28 September 2016

Adventures in Gaming Part 13

Amongst the games I got with my second hand Commodore 64 was most of Jeff Minter’s back catalogue of games (Batalyx most memorably), and I found out why he was loved and hated so much by the press and games buying public. A lot of his games were sheep and llama populated clones of already existing games. What made Batalyx interesting was that it was six games in one. You could switch between any of them at any time. I honestly don't recall what the purpose of the game was other than to get a high score, and it seemed almost impossible to die. If you did it dropped you back to the game selection screen with your score intact. Also with this Commodore computer came a huge back catalogue of ZZAP64! magazines which filled out the missing issues and I was able to chart the rise and rise of the Commodore 64.


Despite all this “retro-gaming”, discovering games I had missed first time around while growing up in Ipswich, I began to yearn for the next level of computing. I began starting to see adverts for the new 16 bit computers Atari ST and the Commodore Amiga A500 in my 8 bit magazines that I bought just before moving to Spain, and in those rare British imported computer magazines I bought in Spain (always at vastly inflated prices). Both machines were priced at four hundred pounds each, which was the same price as my BBC Model B almost ten years ago. It was always my intention to eventually own both machines as I believed the same situation would occur with the Spectrum and Commodore in that I would need to own both machines to enjoy the full range of games, as each machine would be host to system exclusives. In reality, this wasn't the case, as apart from the MIDI interfaces unique to the Atari ST, it was an inferior machine in the video and sound department. Sinclair dropped out of the home computer market to focus on the business end of machines and to explore other innovations selling its entire computer business to Amstrad. This left Commodore and the newly invigorated Atari to fight the 16 bit home computer market. The most popular outlet was the Silica Shop who sold both machines. Each one came with a small collection of pack-in games. The Atari came with twenty games and the Amiga only came with ten. The Amiga games were the same as the Atari ones, but seeing as The Silica Shop was a dedicated Atari specialist, they pushed the Atari machine over the Amiga for the same price. It just shows you how wrong you can be, that despite twice as many “free” games the Atari still undersold the Amiga many times over. And obviously I was wrong about their being system exclusives as games that were released for both machines, and in almost every instance it was better on the Amiga. The only benefit the Atari had was a inbuilt (well on an included Disk) a version of BASIC and MIDI In and Out connections. Amiga had better dedicated sound and graphics chips. Silica Shop’s eventual undoing was their steadfast focus on the Atari despite the Amiga being a better and more popular machine. Silica Shop also entered the PC market too late and sold PCs that were too expensive. They also championed the stillborn Atari Lynx and Jaguar consoles, both with too many overstocks. I should have stuck with the Amiga and forgotten all about owning an Atari ST, and saved myself four hundred pounds in the process.


The 16 bit market would belong to Commodore and Atari, as Sinclair had withdrawn from the home computer market. Sinclair instead explored the business potential of the Sinclair QL machine (which had a microdrive tape drive and was fairly decent at playing games) and his C5 electric car, both of which flopped because they were too far ahead of their time. Sir Clive Sinclair did not see the future of computers as a games machine. I think he disliked the reputation as a producer of a games machine that was home to piracy being his legacy. He would eventually sell the entire business to Amstrad and focus on his other business interests which at the time would require a lot of funding to succeed.


I decided to choose to buy the the Atari first, which in hindsight was a terrible choice, as although the machine came with twenty games, as opposed to the Amiga which only came with ten, the Atari was an inferior computer. I knew I'd get bored quickly of just ten games. The Atari ST FM would be the second and last time I'd own a piece of Atari hardware. My parents flew to back to the United Kingdom as they needed to update their passports and documents and brought the Atari back. In retrospect it was a bad decision, as the Atari ST was a poorer machine all round. The processor was faster than the Amiga, but it didn't have any of the dedicated chips inside for graphics and sound. I didn't know anyone in the United Kingdom let alone Spain who actually owned one. It was damaged when my brother eventually brought it back from Spain to the United Kingdom and the flight insurance paid out enough so that when we sold it at a later date to a musician who wanted it for its MIDI music interface capability, we got most of our money back, half through the sale, and the rest through insurance.


The twenty games that were bundled with the computers were fairly average, only a few of which were stand out titles. They were designed to get you playing and stop you being bored.

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Quadralien was a brilliant puzzle game that had you solving large maze puzzles all the while trying to keep the nuclear reactor cool with water barrels. Most of the puzzles would give you access to more water barrels and so complete the level once the reactor temperature was under control. Although I didn't see beyond the third level, these were big complicated layouts with many traps that would force you to restart. It had some mesmerising music by Andrew Whittaker. This was a game that kept me really interested. You could play it with a joystick, but the best control method I found was the mouse. I think of all the games I played on the Atari this is the one I sunk the most time into and made ironically made the least progress. It was a sliding block Sokuban style game that I thoroughly enjoyed, and mixed in with the sci-fi elements made for an engaging puzzle game. The levels were huge and spread over many flick screens, meaning you had to think puzzles through far in advance, as you could push blocks between screens as well. Added to this the different “robots” you could control as well as keeping your eye on the ever increasing temperature of the nuclear reactors wherein you would have to push cooling barrels into the reactors to buy you more time.
Return to Genesis was a game I remember very little about, despite playing it a lot. I think it was a good shoot em up that reminded me a lot of Uridium mixed with a platform game.
Marble Madness was a straightforward clone of the brilliant Atari arcade game that was done competently well, but was difficult to play with a joystick or mouse, like every version of this kind of game, it was best played with a trackball. In hindsight the mouse on the Atari wasn't great so it was a poor trackball unit, and hence made the game more challenging than it ought to be.
Ikari Warriors was one of our arcade favourites from my time in Ipswich and a difficult game as well, especially without the directional control stick that you had in the arcades. All the 16 bit conversions played like a two-player version of Commando, i.e. you shot in the direction you were moving in. It had great power ups and grenades and it was enjoyable to drive tanks briefly, but you needed to watch out that you didn't kill the second player. The game tried to emulate the “tall” monitors of the arcade, by having black borders left and right but it still gave you a very limited view of the path ahead. The gameplay was similar to another of our favourites, The Jackal, a two-player Konami game in a similar vein.
Arkanoid II was a game I played once or twice. I don't know why but I just have never liked the gameplay of Breakout or any of its clones, and Arkanoid is as poor/good as any other version. Maybe it is because I don't see any depth to the game, but the idea of bouncing a ball to destroy walls just annoys me. Maybe I played some really bad Breakout games with terrible physics making you suffer just to destroy the final brick which took forever. I would be happy to never play Breakout or Arkanoid again.
Thundercats was a platform game based on a cartoon series from the 1980s that I never watched and the game was uninspiring and unenjoyable. I think I played the game once, and only tried it once more a week later to confirm how bad it was. Beyond the Ice Palace was the unofficial sequel to Thundercats and just as tedious, and probably explains why it is included in this pack.
Black Lamp was a side-scrolling platform game that had you wandering around dark castles as a Jester rescuing your friends. It had impressive colourful graphics, lots of variety and its slow paced platform adventure really worked well. I think the exploring the castle and finding treasure and keys to open doors to the next level just seemed to work very well. I actually enjoyed this game a lot, it didn't have any save points so it was a real marathon to play. When you lost all your lives it was back to the start. This was a game I played a lot of and returned to quite often.
Buggy Boy was probably one of the most enjoyable arcade conversions, especially when I got to play it on the Amiga. Whilst it wasn't a faithful rendition of the arcade game (in fact it looked and played nothing like the arcade game), it was brilliantly playable arcade driving game in its own right and very fair in punishing bad driving. You drove around circuits which had a time limit which counted down. Every star or challenge you completed increased your time limit which reset every time you crossed the line, it was a driving game you could stick to.
Test Drive II The Duel was a sequel to a disk only American game on the Commodore 64 which prick-teased you into thinking you were driving a high performance sports car. It was the first of the Test Drive game series on the 16 bit machines, and despite the huge power leap from the Commodore it still had to overcome the speed limitations of poor graphics and draw distance by simulating you were driving up a mountain, meaning the horizon was just sky, and the right hand of the screen was a flat brown rock effect. The intro to the game had a sexy woman’s voice introducing the game and its full title. The steering controls had very little effect which combined to produce a very poor driving model and no amount of talent would take you far in the game. It also suffered from legendary slow loading times. Whoever designed this game deserves to be shot. It would load up the title screen, then load up the game, then load up the options, of which there were several (choice of car, colour, skill level), and each option choice led to more loading. Between each driving level there was even more unending loading, as you repaired your car, and refueled. I think you spent more time loading than playing the dismal game. Test Drive failed in delivering the fantasies of many wannabe car drivers, by offering an experience that was vapid and dull.
Zynaps was a Nemesis clone that got very hard very quickly and was a 16 bit version of an 8 bit game by Hewson Consultants. The first two levels were very difficult, and after that it became virtually impossible.
Wizball on the Atari (and also the Amiga) was a shoddy clone of the Commodore 64 version. I'd be happy to never see this game again. Whereas the 8 bit Commodore 64 original was clever, inventive and was a carefully balanced perfect game, the 16 bit versions were programmed by someone who confessed that he had only played the original game a few times, and didn't understand the mechanics of how the game actually worked. It resembled the original game only visually, but played nothing like the classic version, and was an abomination. All of the gameplay elements were there but the controls, the waves of enemies was all wrong, and you were left with a tedious left to right scrolling shoot em up game.
Thrust was a tough but incredible game that even on the 16 bit computers still managed to look like the 8 bit versions, but to be fair, the game needed no embellishment. It had incredibly basic wireframe graphics, but it had brilliant gameplay that was an early example of physics based puzzlers. Each level was a genuine challenge and this kind of gameplay has been mimicked many times over. It was originally a budget game by Firebird, but many people raved about it as being a game good enough to have been released full price. It was  essentially a mission based Lunar Lander game that harder and better. This was a game I played many times and on many different platforms. It existed on the 8 bit computers as well, but the Atari ST version was the first time I had encountered it.
Chopper X was an overhead shooting game with great digitised graphics and sound but dismal and boring gameplay.
Ranarama was a 16 bit version of a classic 8 bit game that was similar to Gauntlet and was essentially an arcade adventure. I had played this game on both the Spectrum and Commodore and was surprised that the graphic jump to 16 bit wasn't that great from the 8 bit versions.
Chopper X was a terrible vertical scrolling shoot em up.
Roadwars was a futurist driving game/shooter that looked and played terribly.
StarQuake was a throwback to the 8bit flick screen arcade adventure games. It looked okay, but played average.
Xenon was The Bitmap Brother’s first masterpiece.
Eddie Edward’s Super Ski was a re-skinned version of a shoddy 3-d skiing simulator.
Seconds Out was a sub-standard boxing game.
Summer Olympiad ‘88 was a poor attempt to cash in on the Summer and Winter Games series that were hugely successful on the Commodore 64 by Epyx Games.
And that was it. I never bought any more games for the Atari St other than a wrestling game.
We did find one game to buy for the Atari, a  wrestling game, which had eight wrestlers and lots of fighting. Despite buying the game in Spain, the instructions and game itself was in English. We got it because as at the time me and my brother were watching WWF constantly on Sky Satellite TV and that inspired us to try wrestling computer games.
The Atari ST FM had a BASIC programming language that had to be loaded each time you wanted to program on it. I did try to learn how to program and even began planning on teaching the Atari how to play Games Workshop’s Talisman board game as the Troll. I choose the Troll as it was the simplest of characters to emulate. Atari BASIC adopted a windowed format of program listing, which made programming easier, but it was a concept that I didn't really get my head around, as I was used to listing numbers, rather than essentially a long text file. You typed the program in one window, and the output of the program appeared in another. It came with a very simple instruction manual really designed to just about get you going but didn't allow you to do much more. You would need to buy a specialist programming book to really be able to benefit from the software. The operating system of the Atari seemed fairly unstable and the machine would crash and bomb quite often. I don't remember the Amiga being that fragile, having only seen the infamous Guru Meditation Screens a few times in all the years I was using it, comparing the many times it happened over the six months I had the Atari ST.