Atari ST games list! 
Total reviews!
Handheld: 57
16/32bit Computers: 668
8bit Computers: 383
8bit Consoles: 58
16bit Consoles: 78
32/64bit Consoles: 105
128bit Consoles: 26
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Best on 8bit micro!
Shadow of the Beast - Commodore64
International Karate + - Commodore64
Xyphoes Fantasy - AmstradCPC
Arkanoid II - AmstradCPC
Pang - AmstradCPCPlus
Wrath of the Demon - Commodore64
Night Hunter - AmstradCPC
Barbarian - AmstradCPC
Prince of Persia - SamCoupe
Lemmings - SamCoupe
Draconus - AtariXE
Best on 16bit micro!
Turrican II - Amiga
Shadow of the Beast - Amiga
Jim Power - Amiga
Turrican 2 - AtariST
Project X - Amiga
Super Frog - Amiga
Flashback - Amiga
Toyota Celica GT Rally - Amiga
Toyota Celica GT Rally - AtariST
Wrath Of The Demon - AtariST
Wrath Of The Demon - Amiga
Dark Seed - Amiga
Stardust - AtariSTE
Stardust - Amiga
Banshee - AmigaAGA
Flashback - Archimedes
Star Fighter 3000 - Archimedes
Warlocks - Archimedes
Cannon Fodder - Amiga
Another World - Appleiigs
Turrican II - PC
Universe - Amiga
Hurrican - PC
Tyrian - PC
Super Stardust - AmigaAGA
Dark Seed - PC
Pac-Mania - X68000
Best on 8bit consoles!
Pang - GX4000
Best on 16bit consoles!
Jim Power - snes
Donkey Kong Country - snes
Aladdin - snes
Comix Zone - Megadrive
Alien Soldier - Megadrive
Blazing Lazers - pcengine
Raiden - pcengine
Super Star Soldier - pcengine
Best on 32bit consoles!
Best on 128bit consoles!
God Of War - PS2
Gran Turismo 4 - PS2
Black - xbox
Halo Combat Evolved - xbox
Star Fox Adventures - GameCube
SoulCalibur - Dreamcast
Under Defeat - Dreamcast
Soul Calibur 2 - GameCube
Best on handhelds!
Metroid Fusion - GBA
Raiden - Lynx
Robocod - GameGear
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Game info


Developer / PublisherMindscape
Media2 x disk
Reviewed byndial
Knightmare is a classic first-person dungeon crawler (RPG) which resembles a lot the Dungeon Master series, offering plenty of atmosphere, loads of fighting and puzzling to be done, and with four fair-sized quests that will keep you busy for quite some time. It also offered a few innovative assets to the genre, such as travelling with trains, boats, as well as fully stereo sound effect. The game starts hard and gets tougher though as you progress which is probably the downside of its release. It was released only for the Commodore Amiga and Atari ST computers.
KnightmareThe game is designed around the Captive adventure system and has cracking credentials, uniting an excellent license with a proven code. Captive players will immediate feel in control of Knightmare. The system that drives the game essentially uses the same icon and keyboard commands as Captive, of course with improvements and tweaks where necessary. The four men team can be driven either by clicking on directional icons or keyboard combinations. Clicking on anything with the left mouse button, gets or activates it, while the right is employed to initiate party actions. It is a simple system to learn, but offers enough flexibility to fill four huge dungeons with tests of precise control. Of course the four members of the team all have different skills and specialties. All have an empty backpack in which to carry the kit they find and two hand 'slots' for those all important items (say, weapons). Roaming around without a compass gets confusing. It is not difficult, especially if you map from the word go, but sudden action or changes of focus can leave you disorientated, which is something common for all these Dungeon Master-style RPG games. Every square of corridor must be checked on all sides at all times, each character must be watched to ensure that they are ready for unexpected combat. All the puzzles and riddles that inform your quest must be analyzed and solved.
One of the innovative aspects of this game, is the novel use of transport! The player whizz around in a mining cart at the beginning and then row a small boat in shark infested waters!
Knightmare plays fast and hard. As dungeon romps go, few can match it for the continuous ferocity of its assault in your party's lives. Each encounter is tailored to suit your team's status, so the game runs in a state of perpetual high tension. It is huge, it looks marvelous and it's extremely difficult, although there's a sort of wizardry fellow to help you out a fair bit.

Graphically the game is slick with fine details to create both tests and atmosphere. The Atari ST version although it sport only 16 color screens, everything is nicely detailed, both corridors and sprites, and wrapped up in a nicely animated pseudo-3D environment, with moody atmospheric tones and decent animation on the monsters. But, same as in the Amiga version, objects are painted in the same shades and are therefore often difficult to see.
The sound is also good here, offering plenty of high quality sampled SFX, but the awesome introductory music (along with the visual presentation of the game's story) found in the Amiga, is missing here. As long as you owned an Atari STE back then, the fully stereo effect is supported and plays a significant role here, as it allows you to trace monsters very simple by following the sound of their footsteps!
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Gameplay sample
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Comparable platforms

32 colors
Commodore Amiga OCS/ECS

16 colors
Atari ST
Hardware information

Atari ST

Atari STCPU: 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).
The Atari ST (default) color palette
9-bit RGB 512-color palette
(16 on-screen and up to 512 in static image)
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