This is a blog about my memories of the Atari ST, the 16-bit computer that formed an important part of my childhood. I’ll be writing about the games I remember, some of the demos that amazed me with their technical excellence, perhaps a few of the more serious applications I used, and even my largely failed attempts at making something decent with STOS. In short, this is my tribute to the Atari ST, a machine I owned in several different forms throughout the late 80s and the 90s.

Monday, 30 March 2026

Arkanoid


Credits: Arcade original by Taito; Atari ST conversion published by Imagine Software, with Peter Johnson handling programming, graphics, music and sound.

When it comes to bat and ball games / Breakout clones / brickbuster games - call them what you will - to me, Arkanoid was and still remains the most iconic of them all. Sure there are more recently games with flashier graphics, slicker power up systems or whatever... but somehow, Arkanoid remains firmly lodged in my brain as the definitive game of the genre. For me, that all started with the Atari ST version that was part of the Summer Pack bundle. I was somewhat aware even at the time (I think) that this was a coin-op conversion, but I can't recall ever actually seeing the arcade machine anywhere. Apparently it used a rollerball / spinner for control rather than a joystick, which is why the mouse controls immediately felt right - and any attempt at keyboard / joystick / gamepad controls feel just as immediately wrong with this type of game.

As far as I can tell, just one man - Peter Johnson - was behind the entire conversion - and what a conversion is is! (In fact his name is persistent throughout every screen in the game, so I guess it's pretty fair to say he made it solo and was - rightly - proud of the job he did.) Okay we'll ignore the feeble attempt at giving the game a background story (obviously not Peter's fault in any case) and come straight to it - from the moment you begin playing, Arkanoid is a perfect example of the old "easy to play, difficult to master" adage.

Unfortunately, what's also been difficult to master has been getting STEEM to accept mouse control on certain games  - not sure what I'm doing wrong (as I thought I remembered playing this before under emulation) but whatever settings I try, it just won't have it. Ironically, this means the perfection of the controls mean I can't currently offer you any screenshots or gameplay videos of my own. But... er, I did manage to record the short intro sequence with the aforementioned iffy storyline and video compression appears to have butchered the sound a bit, but we retro gamers are made of stern stuff and remember having to wait 5 minutes for games to load from tape on the 8-bit machines, so I'm sure we can also weather this storm.

So I'm afraid I'll have to go completely from memory. Well really, once you've played one Brickbuster game, you've played them all - to an extent. The basic aim is the same - destroy the bricks, stop the ball from dropping off the bottom of the screen - but with Arkanoid we got the perfect combination of fantastic controls, varied levels and power-ups, polished visuals and crisp sound effects. Finishing a level was always a satisfying experience as you watched your paddle... er, spaceship, "Vaus", slide off the right-hand side of the screen through a portal that mysteriously opened when all the bricks were destroyed. Conversely, losing through mistiming or poor placement was tragically heart-rending (and often led to untrue cries of "stupid controls!" or "lousy mouse..."), but this just fed into the "one more go" appeal of the game, apart from the very occasional rage-quit. 

The game had 32 levels plus a final boss level of some kind (not quite sure) in total - it is with shame to admit that I admit to never having completed it - I definitely came close a couple of times, my memory is very sketchy on this but I feel like I reached level 28 or possibly even 30 and was extremely annoyed when I lost my last life! As was fairly common with coin-op conversions, you could insert new credits when you died, so you weren't limited to 3 lives - but obviously, there was a limit to this.

Really annoyed that, for now, I can't get STEEM to recognise the mouse control as this is definitely a game I would happily play again - it's a truly of those truly timeless games.

So here's a screenshot of me... unable to move, as the ball nears the point of no return and a power-up falls aimlessly to the side... weep for me. This is all I can give you at this moment.


UPDATE 03/04/26

Well, to nobody's great surprise, it turns out that I'm an idiot. I have tried using TOS 1.02 in STEEM SSE without rolling back the hardware specs to a normal ST from STe... so obviously, it didn't work. Once I realised this, I was able to get the game working properly, mouse and all. That's the good news.

The bad news is, apparently I have become absolutely terrible at the game. In the interests of brevity I have decided not to keep playing it until I get good at it again, you'll just have to take my word for it that, once upon a time in my younger days, I was actually pretty good at the game. I also seem to have misremembered the whole "use multiple credits thing" - at least, I couldn't see any way to add more credits. So perhaps you actually did have only the three lives (plus any you picked up from capsules, and I think extra lives triggered by reaching certain score milestones).

One final thing I seem to have remembered incorrectly is the level completion thing - sliding through a portal on the bottom-right was only when you caught the capsule that allowed you to finish the level immediately, not every level. I do now, however, remember the exquisite pain that could be had by getting one of these capsules on a particularly tricky level, thinking you had time to go through before the ball reached the bottom of the screen... and finding you that, but a fraction of a second, you were wrong!

Having controls that actually worked also meant I was able to grab a few proper screenshots... only from the first 3 levels unfortunately, but you can't always get what you want. These 3 screens may just be what you need. Or not.








Friday, 27 March 2026

3D Galax


First game up (in terms of alphanumeric order, at least) is the 3D space shooter, 3D Galax. It wasn't a game I played a great deal, to me it felt like the concept was cooler than the game itself. It was basically Space Invaders, but 3D - well, given the name, I suppose it must have been more based on Galaxian than Space Invaders.  That said, it was one of the first games I remember seeing that used filled polygon graphics, which was nice in itself - I'm pretty sure the first time I saw that wave of ships heading towards me, I was pretty impressed.

Credits: Paul Blythe (programming), Steven Kerry (graphics), Ben Daglish (music), Colin Dooley/Fungus (“bitz”); published by Gremlin Graphics.

I remember the game being fun for a short time, but it didn't really capture my attention for long. It felt a little sluggish, especially compared to the early 2D shooters it was based on. Part of the problem may stem from the fact that the alien ships didn't actually fire at you - just collided with you and caused damage that way. There was a bonus level with asteroids to be avoided - I don't remember this very well, it's quite possible that I wasn't good enough at the game to encounter it very often! Browsing magazine review scores from the time reveals that my opinion is not too uncommon - nice idea, but a little lacklustre to actually play.

On a side-note: the effect when you get hit is... interesting.


Doing a little research on the game reveals some interesting details: apparently, programmer Paul Blythe described it as a test bed for 3D routines he later used in Federation of Free Traders. It seems from what I can tell to be among the earliest ST games featuring filled polygons, although I can't categorically state it was the first. It was released in 1987, a year before some of the big hitters like Starglider 2, Virus and Carrier Command. Driller, using the Freescape system, was also released on the ST in 1988; it's hard to say which of the games may have been "first" in terms of actual development, of course.

I just loaded it into STEEM and... well, between having to remap the controls to the keyboard because it wasn't accepting my game controller very well and fiddling around with Alt-Enter to get screenshots, the circumstances were not ideal. Even given this, the game seemed really slow and the controls sluggish. It just isn't really much fun to play. Again, it's a cool idea... but while technically impressive for the time, the gameplay itself was lacking.

The theme tune by Ben Daglish was very memorable and I've seen (well, heard... you know what I mean) quite a number of remixes of it on YouTube. Below are both the original ST audio I recorded with STEEM, and a remix that I really like. The ST's much-berated sound chip does a very decent job with this tune - I think the Yamaha chip tends to do well with really clear, higher-pitched sounds, almost the complete opposite of the beloved SID's rather "muddy" sound (if you don't know what I mean... well don't ask me, I don't entirely know what I mean either.)


I decided against adding a gameplay video because... well, it's fairly boring to watch, and I'm fairly terrible at it - so believe me, you're not missing anything!


There we go - the first game in the Summer Pack done! Only 21 more games to go...







Wednesday, 25 March 2026

Intro post... and so it begins...

The idea of creating a blog dedicated to the dear old ST has been on my mind for a long time now, and eventually I decided to turn it into reality. I have no particular plan or structure in mind for the blog as a whole, just that I'll reminisce about games, demos, software, memories and whatever else I feel like talking about at the time.

So for the first post, I thought I'd talk about how I actually came to own an Atari ST in the first place. What I don't really remember is whether I'd decided it was absolutely an ST that I wanted before we got one - knowing me, it's highly probable that I'd pored over computer magazines (at that time ACE - "Advanced Computer Entertainment" - was the one I think had captured my attention). I remember they had a two-page spread in which the various machines of the time were compared - Acorn Archimedes, Apple Macintosh, Atari ST, Commodore Amiga and IBM PC - at least, I think that's what they featured. Bizzarely the only thing I really remember is the statement about the Amiga disk drive along the lines of "it's often noisy and always slow, but it does pack 880K on a double-sided 3.5 inch floppy disk".

Um... anyway, I'd probably nagged my dad about getting a new computer, being at the age where you nag for stuff and have no real concept of how much things cost, but I wasn't a horrible child (mostly) - when we went to a computer show in 1988, me as a pre-teen had absolutely no idea that we would come back with a computer. Somehow, my dad managed to keep it hidden from me right up until we got on the tube back home (at least, that's how I remember it.) My face must have been a real sight when I saw it...


Having done a little research, I'm pretty sure it was the Personal Computer World Show in Earl's Court on 17th September 1988, although there's an outside chance it was actually the Atari User Show at Alexandra Palace on 23rd April 1988 (although both shows ran multiple days, I'm convinced it was a Saturday).

Er... anyway, definitely 1988, so a horrible (in terms of being reminded of how old I am) 38 years ago. Wow. But those memories are still with me, and I'll bore you with them if you bother to read this blog.


My first ST (520STFM - standing for the incredibly catchy "Sixteen Thirty Two Frequency Modulated") with it's 512Kb (or 1/2 Mb, but that doesn't sound as good) RAM, 16 on-screen colours (without clever coding to break the limits),  Yamaha sound chip that was suspiciously similar-sounding to my previous computer (Spectrum +2), DISK DRIVE! (no more waiting 5 full minutes for a game to load - YAY!), preposterously awkward mouse and joystick posts, etc... coming from the Speccy, it was pretty mind-blowing. Well apart from the sound, but later the joy of tracker music hit me...



Er, anyway, yes. It was the Summer Pack, which had a whopping 22 games included:

  • 3D Galax
  • Arkanoid
  • Chopper X
  • Defender of the Crown
  • Enduro Racer
  • International Karate
  • Into the Eagle’s Nest
  • Leviathan
  • Marble Madness
  • Mouse Trap
  • Plutos
  • Q-Ball
  • Rampage
  • Rana Rama
  • Road Wars
  • Slap Fight
  • Strike Force Harrier
  • Super Sprint
  • Tetris
  • Trailblazer
  • Warlock
  • Winter Olympiad ’88



For my next trick, once I get into the flow of blogging again (it's been a while since I seriously blogged), I think I'll go through my memories of each of these games in order, just because it means my next 22 posts require no planning now, I'll just go through this list. There are definitely some games I have stronger (and fonder!) memories of than others.

Good times ahead, fellow Atarians! I hope this blog turns into something that brings back to mind the good times, and of course the schoolyard arguments with Amiga-owning friends.😁

Into the Eagle's Nest

Credits: Programmed and designed by Kevin Parker; graphics by Robin Chapman; Atari ST release published by Pandora (UK) / Mindscape (US), 1...