Tuesday, December 09, 2025

PHF Rally 2 - Zero Bitplane






Sommarhack Awaits!

Say hello to a game without any pixels. What, a blank screen? No, everything is created with palette swaps, which is something I admit to not fully understanding. But the result is something quite unexpected and, if I'm honest, very cool. The screen is made using colourful blocks representing a winding road through forests, deserts, snow, night, etc. This style and transition remind me of Enduro on the Atari 2600.

PHF Rally II is obviously the (2024) sequel, and coded by Grazey (aka Phil Graham) of Psycho Hacking Force. This is a racer similar in concept to Spy Hunter, as we drive a "never-ending" road to Sommarhack in our Toyota Celica (I swapped that for my Ford Focus!!). Anyhow, the objective is to last as long as you can without crashing into the roadside. It's dead simple, but a ton of fun - and one I was actually quite good at (for once). The controls are easy; simply use the cursor keys to move left/right, and avoid crashing!

Running at 50fps, this is one slick racer zooming down your screen. It's fast-paced and probably too fast if it wasn't for the use of overscan. This means you can see a lot more of the road ahead, which compensates for the terrifying speeds! The result is perfectly balanced, making it both enjoyable and challenging.

You can play this on either computer, but (I thought) it looks best on the STe thanks to the superior palette. The use of overscan alongside this insane idea of zero bitplanes is what makes the ST scene so exciting and innovative, especially with the stunning chip music by gwEm (aka Gareth Morris).

PHF Rally II is superb and rated an engine-breaking 85%. Try to beat my high score if you can!



Level one takes us through lush blocky woodland.


Oh no, winter appears from nowhere!


But we travel so far that we eventually reach the desert!


Who turned out the lights? Oh, is it nighttime already?


This is as far as I got, a rocky canyon (not far from Sommarhack?)



Can you beat me?

Sunday, November 30, 2025

Knightmare






Best laid plans...

For those living on another planet for the last few decades, Knightmare is an RPG similar to one we all know and love. Developed by Commodore legend Antony Crowther, it utilises his excellent Captive engine, but with a user interface that looks much better. I admit, I've been eager to give this game a proper go for ages. I was hoping it would be a good one, as I wanted to attack its dungeon and come back with news of another crawler to recommend. Unfortunately, things didn’t quite turn out as expected, but more on that later.

Before we begin, pessimists might judge this game as nothing more than a Dungeon Master wannabe. They could be right, but the box has a line boasting, "It makes Dungeons and Dragons seem like newts splashing around in a muddy puddle". Needless to say, I booted it up feeling cautiously wary but with great anticipation. After all, who doesn't enjoy romping through dark, creepy dungeons, killing the unearthly beasts?

This 1991 computer game is based on the 80s TV show, and being of a certain age, you might assume I was a fan. Well, no. I don't remember much, as I thought it was cheesy. I recall a medieval environment with kids pretending to be in a cryptic dungeon - all thanks to bluescreen computer-generated graphics.

I have no idea how closely the game follows the show, but I know its opening intro is cool...


This is the Knightmare castle? Awesome pixel art!! Wanna step inside with me?



Arghhh!! Lord Fear turns up to ruin everyone's day. Miserable sod isn't he!




What's the story?

As a party of four adventurers, we have the noble task of seeking out magical objects held within these dungeons: The Shield of Justice, the Sword of Freedom, the Cup of Life, and the Crown of Glory. By the sounds of it, the adventure will be huge and spread over four "episodes". Once all are found, we hope to destroy the evil sorcerer, Lord Fear. It sounds melodramatic, but show me the dungeon entrance. I want in!

The manual pulls no punches and instructs the player that 'fear will be with you constantly". There are other cheery lines like "death is always around the next corner". It's grim and aims to prepare you for the difficult challenges ahead. Of course, it's not all bad. Treguard is the dungeon master who tries to provide helpful tips and advice. Well, I said, "Tries". Nonetheless, heed his words, but don't expect too much.

Dare you to enter the Knightmare and battle the minions of Lord Fear? Of course, you do...



First things first, create your own team or head out with a default crew of dungeoneers?



Choosing your own is best, but make sure you name 'em better than I did!




Controls & User Interface

Beginning with the basics, the controls instantly feel familiar to fans of Dungeon Master and the ilk. Exploration is done through a grid layout with 90-degree turns. Directional buttons are used for walking, sidestepping, and turning (there are buttons for up/down, but I've yet to find a use). The user interface is clean, uncomplicated, and concise, with our party's stats illustrated with bars for health, stamina, and magic.

The layout (and execution) of our actions is expected, whilst also fresh, using a design that performs perfectly. With the mouse, a left click interacts with the user interface and the world (picking up and throwing objects). Any character can also assign an action (like kicking and punching) to his/her default. This is superb, especially when holding a weapon, and a spellcaster's abilities expand greatly when using a wand.

This excellent design continues for other aspects, like the inventory with its many available slots. Encumbrance is conveniently detailed, so don't ignore it whilst lugging everything you find. There are also slots used to equip clothing and weaponry. That alien-looking dude in the middle indicates hunger and should make perfect sense regarding food. I found the user interface a breeze, which is odd for a nitpicker like me!

Yep, I'm often slow to grasp a game's user interface, but Knightmare's is far beyond excellent...



The inventory screen is beautifully designed and so easy to use.



YES, click this thumbnail for a larger image!! Go on, you know you want to :)




Welcome to the dungeons of Dunshelm

So, who will you venture into the wild with for companionship and support? Well, you can decide whether to stick with the default or assemble your own band of merry men/goblins/elves/etc. I have a couple of Clubber Langs at the front with others helping with range, magic, healing, etc. The starting area is void of anything interesting, with no items or puzzles. Isn't that bizarre, but wait, I see a cart. Let's jump inside that...

Once you've arrived at the woodlands, exploring is mind-boggling. The area is a confusing jungle labyrinth. A Goblin soon appears, but is easy to kill, and he disappears into the void after a few kicks. Soon, you will stumble upon a 'ghostly thing', which is super easy to defeat and made me wonder what the point was. Look out for rabbits, these nip at your heels the moment you turn away - give them a kick and watch them scarper. Actually, it's worth chasing these blighters because their death rewards with a rabbit pie. YUM!!

Compared to a typical dungeon environment, the woodlands are incredibly bewildering, so it's advisable to make a map as you explore. North of your starting location is a walled area and the place where the 'ghostly thing' would often appear. Hint - look around for anything obscure that could be usable. Getting around the woodland is tough, but a map now proves its worth because I struggled to see the wood for the trees!

To the west is a prison, and inside it are several Giants. They are like goblins, only bigger and much stronger. This is where my progress hit a brick wall because this seemed to be the only way through the woodlands. They constantly killed me, no matter what tactics I used (I was losing the will to live). So, I eventually concluded that this was something to return to later. There must be another exit, somewhere...

I continued on and, by sheer chance, I found talking trees. One wanted her baby back, another asked, "Have you seen my cup?", and another wanted a weapon. By this point, I had collected quite an inventory of junk, and I had a thought about the first tree's request. What did it need? I'm sure you can guess. Well, she rewards our kindness with entrance to The Shield of Justice. FINALLY, I'M GETTING SOMEWHERE!!

You don't want to know how many hours were spent to get this far! Let's see some screenshots...




You thought a rabbit was timid? Not these buggers!! Kick 'em to death lol



You won't be able to beat these Giants so early in the game!




The Shield Of Justice

After (finally) escaping the woodlands, I arrived in what can only be described as Dungeon Master World (ha!). A nearby plaque announced that this was indeed "Quest One, the Shield of Justice". Instantly, I was relieved to be playing something that I originally desired from Knightmare, a dungeon and not a forest!

Yes, this relief of standing in a dungeon after many wasted hours in those damn woods is intense. As you begin, the first thing you will notice is the visuals. This is one enchanting place illuminated by a colourful design that makes Dungeon Master look decidedly bland. So, as I carefully tread and begin discovering interesting pathways, bizarre objects, and doors just waiting to be opened. This is great, I thought to myself.

I begin mapping and exploring the corridors, and I stumble upon an obvious trap involving a switch that launches a fireball to light you up like Blackpool Tower. However, I can also see something in the next room through the wall's bars. These problems are easily overcome, and a few corridors later, I find myself using pressure plates in the floor to access a hidden area. This episode is becoming increasingly exciting!!

Sadly, my elation doesn't endure because something's not quite right. The deeper I get, the more frequently I fight the bad guys. Unfortunately, it's more of a struggle than a challenge because I've found few weapons, and health was also suffering. Not only this, but all combat is extremely tough, and soon to the point where you cannot win any battle without running away to hide and gather yourself behind a closed door.

Thankfully, there is a ridiculous cheat I discovered by sheer chance - use the doors. There is no standing your ground like a man here. No, it's better to draw out an enemy and lead them towards an open door. Stand there, and when a monster gets close enough, shut the door on it. This action will eventually crush it to death, which is similar to Dungeon Master, Space Crusade, and others. However, I was using this method all the time rather than my weapons/spells because it was simply too difficult. It didn’t help that so few items were accumulated within this dungeon, aside from fatigue. Unfair, unbalanced, and disheatening.

I'll be honest, I was starting to wonder by this point why I had bought the game. Yes, bought. What a sucker I am. Anyhow, it wasn't long before I discovered the game's next oddity - sharks! That's right, there are flooded areas with sharks swimming about. Getting safe passage is a pain because this aspect of the game's engine doesn't work well. Try as I might, I've completely lost interest in defeating Lord Fear.

From what little I remember, I cannot imagine this game comes close to following the TV show. In fact, it's an abomination!! I’m at my wits’ end and completely lost interest. I suppose I’d eventually find an object to unlock the next quest, but I won’t be returning to the nightmare of Knightmare anytime soon.

So, umm, shall we carry on? Well, I suppose so with a couple of screenshots...




This is the first object you come across. Wanna risk touching it?



Unlike this guy, most enemies are tough. So use the doors to crush them!




The CryptO'pinion?

Of all the Atari ST games I have played, this one took the longest to get into, perhaps even more than Armada (and that's saying something!). But it was all for nothing. Sure, the graphics are great, and the thought that went into the user interface is impressive. But all that effort is for nothing as the game is utter tripe!!

I spent ages trying to leap off the moving cart before being rewarded with a woodland nightmare. Then, the joy of finally entering a dungeon was short-lived due to the ridiculous, unbalanced gameplay. Constantly needing to crush enemies with gates takes the... Michael!! However, I did enjoy the tasty rabbit pies.

Knightmare has clawed its way into my Hall of Shame, and I'm rating it an unforgivable 35% because it's the Atari ST's worst RPGs I've played. Straight to the eBay pile with this. Just play Dungeon Master.

Fools may download PP's hard drive version or the floppies via Atari FTP Archive

Saturday, November 22, 2025

Enhanced games - part 3






Land of Enhancement

The previous Atari STe compilations went well, so I thought we needed a third stab at this. If you're curious, the first two can be viewed here(1) and here(2). Let’s crack on and see which games I've picked…

Aerial Kombat was released in 1995 by Colin Polonowski and is a two-player head-to-head duel. It puts each player in the cockpit of a World War I biplane for frantic dogfights across scrolling battlefields. That can be changed to cars or choppers. The idea is to outwit and outgun your opponent - with DMA sound effects! It's a shame there's no support for player vs computer, but if you have a willing mate, then this game rocks! The download is available at Atarimania.

Candyman is a PacMan-style maze-chaser released in 1996 by Mika Poikonen where we zip around a labyrinth scoffing sweets while being chased from an “evil tooth-fairy,”. Just try and clear the levels before she nabs you. The Blitter is (umm) being used, and you can enjoy a repeating loop of a 2 Unlimited song! If you can stand that tune, then Candyman is actually a great game. That tooth fairy chases well, I enjoyed this! The download is available at Atarimania.

Final Fight was released in 1991 by US Gold, and immediately sets the bar high by acknowledging its running on enhanced hardware. Well, stop right there because that doesn't mean Blitter, hardware scrolling, or DMA audio. No, they just use the extended palette and feature extra on-screen colours. Sure, it looks better than when running on the STf, but it's so disappointing to be tricked like that. The game takes place in the crime-ridden streets of Metro City, where the mayor’s daughter has been kidnapped by the Mad Gear gang. We take control of one of three heroes to battle through waves of gang members and bosses to rescue her. You know the sort, and the gameplay follows the usual side-scrolling beat ’em up formula, with plenty of punching, kicking, and weapon-grabbing as you face wave after wave of street punks and gang bosses. Not the best beat'em up, but certainly nothing like the dreaded Street Fighter. Downloads are available from Atari Legend.

Revenge of the Mutant Camels was released by Jeff Minter for a few different specs of "ST", but I'm playing the 1MB STe version with all the crazy DMA audio! This game is a gloriously bizarre side-scrolling shooter where you ride a mutant camel and blast your way through waves of silly enemies. Along the way, you grab power-ups ranging from apples to spliffs, with weapon upgrades adding to the chaos. The result is pure Minter madness: stupid, psychedelic, and utterly unlike anything else. Make sure you grab the right version from these listed on Atarimania.

Warriors of Light is a first-person dungeon-crawler by Jon S. Stock and Tom Walker. We are a Warrior of Light, one of the last monk-warriors combining magic and combat skills. Your mission is to storm the fortress of the exiled Gorgon sorceress Haephaestia, avenge your fallen comrades, and uncover the dark reasons behind her devastating attack. Sadly, I don't think this was ever fully completed, but I cannot verify that as I've stopped using most social media. Very promising game, I hope it gets finished. The download (w/ source code) is available at Atarimania.

That was quite a mix of incredibly different games, but you cannot deny that those Mutant Camels come out as winners. I can also see the potential of Warriors of Light, and Candyman is excellent too. As before, compiling this list was fun, and all titles have been added to our ever-growing Enhanced Games page.

I hope you enjoyed this third compilation. Stay enhanced... Stay Atari STe!!


Hunt down your mate - in a car - and kill him!


Surprisingly, a belting game of chase, but ... ugh ... that repetitive audio!


Could have been so much better with a little help from the Blitter...


Crazy, surreal, insane, trippy, absurd, and we all love it!!



Possibly too much for STOS to handle? Who knows, I just hope it gets finished!

Thursday, November 20, 2025

4K Pacman





4KB Legacy

When Pac-Man isn't actually Pac-Man? But it's only 4Kb in size, so you'd be an idiot to demand more. 4k Pacman was released in 1995 by The Chaos Warriors and programmed by Edge, possibly around 1995 (my estimate). You know, I remember first seeing this "game" and wasn't too impressed, so I guess I was that idiot(!).

Use the cursor keys, not a joystick, to control our little Pac-Man. They are very sensitive, and you (ahem) may find real hardware is better. You get three lives, and hitting the space bar quits to the desktop. From the start, you will see how the ghosts try to get you. The AI is more like H-Mec than Pac-Man because the ghosts don't wander; instead, they blindly mirror your XY position. It's best to try to trap the ghosts rather than having them free to chase, but don't worry too much because it's really tough and (IMHO) quite impossible.

What a curious oddity, a tiny game compressed into the size of something a Vic-20 would run. An incredible achievement, and it might be worthwhile checking out the source. A programmer could easily alter the ghost AI and more. However, that guy isn't me, so I'll shut up and hope someone takes a stab at it.

  • The game and source are included in the download via Atarimania and Demozoo.
  • Of course, because 4K Pacman uses the Blitter, it goes straight into this list of Enhanced Games!


You've no idea how impressed I was with my performance here!!


This is the best I could do. Can you beat me?

Friday, November 14, 2025

Collection Complete!






ARC Legends Assembled

After a few years had passed, Atari figured out that games sell and wanted to get in on the action properly with a new gaming label of their own. Thirteen games were released over a short period around 1989/1990. There were some crackers, but some I'm unsure about (atm). Which is weird coming from Atari themselves, especially when you consider the lack of support for their enhanced computer - the Atari STe.

Well, at long last, after years of hunting and saving the pennies, I’ve finally done it - my Atari ARC collection is complete! Every last one of their games is now sitting proudly on my shelf. I can’t even put my finger on why I’m so fond of ARC, but there’s just something about them that’s always drawn me in. They released a variety of games across different genres, ranging from serious war games to jolly platformers.

Let's take a stroll through ARC’s impressive library. Yes, I said impressive and sticking to that...

  • Defender II. Where do I begin with this outstanding blaster? Well, regular visitors will remember that I reviewed it with a well-deserved rating of AtariCrypt Smash!! You should click this link and check it out right away. One of the best shooters for the Atari ST. Miss this at your peril!!
  • Pyramax. This blends action and puzzle in a top-down ascent, where you climb a six-level pyramid in pursuit of the Crystal of Thaal, a relic of a lost civilisation. It offers straightforward yet tough gameplay: no flashy effects, just explore and shoot everything. Well, that's my initial impression!
  • Enterprise. This is a top-down space shooter that puts you at the helm of a spacecraft defending your base while bombing enemy installations. Perhaps not as polished as more prominent ARC titles, but its rough edges were acknowledged playfully via a hidden developer message that reads, when reversed, “Enterprise is rubbish”. Yikes, imagine spending money only to discover that!!
  • Chronicles of Omega. This is the only game in their catalogue to feature STe support, which is kinda odd when you think about it. Anyhow, I remember playing this and having to push through the pain barrier because of the fluffy controls design. The firing mechanics are pretty lame, but once I got used to that, I found myself enjoying this platformer a bunch. However, I'm still at odds with it because the STe may have DMA audio and silky smooth 50fps scrolling, but its older brother has more on-screen colours and the chip music is far better than a stodgy tracker tune. Swings and roundabouts, uh? Regardless, check out my review, as I think this game will surprise you.
  • Star Breaker. This is a smooth-scroller, not (ahem) unlike other games we've played. A horizontally-scrolling shooter where we pilot a spaceship, battle waves of enemy fighters, and feel the need to kill everything. New to me, and one of those shooters I need to make time for soon!
  • Photon Storm. This is a rarity, and was the game that (finally) completed my ARC collection. It's a mouse-controlled top-down shooter by legend, Jeff Minter. Players pilot a nimble craft, collecting plutonium pods while blasting frenzied alien enemies, with dual controls letting you fire and thrust in separate directions for dynamic movement. Come on, play this beauty now.
  • Hellraider. A top-down sci-fi shooter where you command the mothership HMS Raider. Our role is to pilot one of four smaller escort fighters called Orbitals to fend off attacks from hostile ships, turrets, and mines. If you lose all Orbitals, you gain direct control of the lumbering Raider, which is tougher but far less manoeuvrable. Looks nice, but I need to practice with this a lot more...
  • 9 Lives. This is the only other platformer released by ARC, but most people have bad memories of it. However, its poor reputation isn't deserved. Sure, the giant sprites look brilliant, but they were a stupid idea as they're too big for the ST's screen. It's this clumsy implementation that doesn't work very well, but the game has many endearing properties. It's clunky, but fun, and nowhere near as bad as people say, so check out my mini review before taking it for a playtest.
  • Badlands Pete. The game that has everything a guy desires - we're a cowboy, we have a gun, we're in a western, and there are pies, beers, and girls. How can you mess up that winning combination? Well, the graphics are uniquely superb and perfectly depict a town on the Frontier. However, the game isn't fun to play as the NPCs are on steroids and constantly out to get you!! So it's a game of dodge, run, hide, and death! Argh, why ARC? WHY?? Check out my review, if you dare!
  • Prince. A real-time strategic war game where two rival princes compete for territorial dominance through military manoeuvres. War takes place on a procedurally generated island where we unleash our squads via commands - scout, attack, and more. From what little I've played, this is a rewarding game that demands patience, determination, and a few spare hours!
  • Gettysburg/Armada/Borodino. I'm bundling these three together because I think it's sneaky to release the same game with a different theme and graphics. Yes, I'm being facetious because all three are genuinely mind-blowing tactical war games. So, which one takes your fancy...
    • Gettysburg – Command Union or Confederate forces in the pivotal 1863 battle, manoeuvring troops and artillery to seize key positions and decide the fate of the American Civil War.
    • Armada – Relive the 1588 naval campaign as England or Spain, directing fleets across the Channel to outmanoeuvre and outgun your opponent in a bid for maritime supremacy. I reviewed Armada, and it shocked me - never have I played a game that took me so long to get into (and write about). The learning curve is legendary because you're thrown in at the deep end, without a paddle. But it's rewarding, and I would describe it as unmissable. So, don't be daft and click that link - I worked hard writing it, lol!!
    • Borodino – Take charge of French or Russian armies in Napoleon’s bloody 1812 confrontation, using strategic troop movements and artillery barrages to break enemy lines and claim the battlefield. If the other two didn't appeal, then this surely will.


CryptO'pinion

ARC’s line-up might not have been perfect, but it was wonderfully varied with inventive shooters like Photon Storm, Star Breaker, and Hellraider, to quirky action-puzzle hybrids such as Pyramax and Enterprise. Alongside these came their more serious offerings with historical war games like Gettysburg, Armada, and Borodino, not to mention the multiplayer strategy challenge of Prince (I can't wait to play this one properly).

So, what did you think of my ARC hoard? Any favourites here, or are there any games that you hate with a vengeance? I'm sure there is, so let me know in the comments below. Every game can be downloaded for floppy and hard drive over at these great ST websites: Atarimania, Atari Legend, and 8BitChip.

Stay ARC... STay Atari.

🤭


Defender II is a challenging joy to play! Amazing game.


Pyramax is a top/down shooter, and I'm looking forward to playing more.


Must-read-the-manual for this 3D space shooter!


Chronicles of Omega - the only game for both the Atari ST and Atari STe.


Star Breaker is one smooth shooter!


Photon Storm, one of the zaniest ST games to play. It's brilliant!!


Hellraider is tough, so you gotta master the quirky controls.


9 Lives is great, but the sprites are way too big.


Wanna be John Wayne? Better off just buying the outfit instead...


Armada is truly terrifying! To learn and master, that is.


Prince adopts a new approach to war games. Gonna enjoy playing this one.



Ignore my camera (and editing skills), these are my 13 Atari ST ARC games!!

Monday, November 10, 2025

Archipelagos





Killer trees?

Astral Software's Archipelagos was developed in 1989 by (for me) a coding legend, Paul Carruthers (the man behind Resolution 101 and Quadralien). This is a surreal game that doesn't look, sound, or play like anything else, and still feels unique even today. You’re dropped into a strange, dreamlike world of floating islands, where your job is to smash eggs, topple an obelisk, and try not to get eaten alive by mutant trees.

Archipelagos is a first-person puzzler within hundreds of procedurally generated islands. Each map has egg-like stones and an obelisk. Smash all the stones, and you trigger a countdown, forcing you to leg it to the obelisk before the land collapses around you. To get there, harvest energy to build bridges and cleanse corrupted tiles, all while corkscrew trees creep closer, spreading their taint and making life miserable. It’s all about planning your route, staying one step ahead, and then surviving the panic of the endgame dash.

The islands were once part of a paradise world that pesky humans have probably ruined. So, Mother Nature hit back hard - mutating trees into some kind of twisted lifeform like something from an old 60s horror movie. This also left the land shattered into chunks, drifting in a toxic void. Yeah, this place sounds great, eh? Well, that’s where we come in as a "restorer" tasked with cleansing the islands by destroying corrupted stones(?) and toppling the obelisks that anchor the blight. Just don't get eaten by the monstrous wildlife.

This is one weird game - I mean, it's an FPS without a shotgun! However, it is uniquely different in terms of hypnotic aesthetics, most certainly unlike anything else I can remember playing. It's not easy, and occasionally cruel, but the mix of exploration and frantic strategy is exciting. So, smash those obelisks - only another ten thousand to go! This is one of the most captivating games you could play. And you should.

  • There is a range of menu disks at Atari Legend for those wanting the floppies.
  • The installable game for the hard drive is available at 8BitChip.
  • Atarimania has access to a nifty cheat and loads of magazine ratings.





Wednesday, November 05, 2025

Alien Busters 4






What happened to the first three?

Back in 1996, Daniel Fielding released Alien Busters 4, a multiplayer shooter with one simple rule: kill your mates before they kill you. The action takes place in an arena where up to five players can jump in and shoot the living daylights out of each other. Hey, I remember the carnage of Death Chase, so this should be great!

Gameplay is simple: move your man with a joystick or keyboard, grab whatever weapons appear, and blast anything that moves until it explodes in a shower of blood and dismembered body parts. Pistols provide endless ammo, but the fun comes when you grab something better: machine guns, lasers, and rocket launchers. Even the scenery isn’t safe: trees get shredded, rockets blast rocks into smithereens, and barrels love triggering chain reactions. Rounds are fast and furious, and only end when every other player is brown bread.

While the game technically supports up to five players, you’ll probably need a parallel port adapter once you’ve got more than two joysticks already attached. I haven’t fully tested that, but just imagine the glorious chaos around an ST with a full party of eager shooters. If you’re a sad, lonely gamer, then simply hit keys 1-5 on the player select screen and your Atari ST will happily pretend to be your murderous mates.

Alien Busters 4 is all about gathering your friends around the computer for a riotous time. It’s a pixelated party full of guns, gore, and hilarious carnage - made even sweeter by the superb DMA samples on the STe. What an absolutely excellent multiplayer with chaotic, quick-fire, addictive carnage. I absolutely love it!

  • Gather your mates and grab the download from Atarimania.
  • Seeing as this game is enhanced, it gets instantly added to the STe gaming list.
  • While you're here, check out another outstanding game by Daniel - Death Chase.
  • If you enjoyed duelling against mates, then there are more here.


Have some of my rocket pie...


...Yeah, that little man didn't stand a chance!


Yep, it's always the same rule. Use real hardware for best results!!
Emulation won't be good enough. You'll see...

Random ATARI ST articles from the archives