Atari ST games that still hold up

First released on the Atari ST

17 games

Games

Test Drive 1987 Why it still holds upA single road with traffic and police to dodge, and a choice of supercars to try, still gives each run its own line to drive today.
Dungeon Master 1987 Why it still holds upEven now the dungeon rewards the effort of learning the rune system, which is part of the game.
PowerMonger 1990 Why it still holds upToday a player can still be drawn in by a living map that responds to their choices.
Turrican 1990 Why it still holds upWide levels that reward exploring over rushing still make it worth a look now.
Batman 1989 Why it still holds upA restart that keeps your progress still makes the search for the next part easy to resume after a failure.
Treasure Island Dizzy 1988 Why it still holds upCollecting items and thinking about where to use them is the heart of it, and it is still a good puzzle to try.
Crack Down 1989 Why it still holds upYou still get a countdown, bombs to plant and a way out to reach, and together they turn each level into a route you plan and shorten.
Rick Dangerous 1989 Why it still holds upTrial and error with hidden traps is still how a player learns it today.
Xenon 1988 Why it still holds upSwitching between plane and tank to fit the enemy is still a plan worth trying.
Xenon 2: Megablast 1989 Why it still holds upToday, restart points spaced through each level turn a hard stage into a series of short attempts.
North & South 1989 Why it still holds upOne map is still playable two ways, as an action fight or a board game.

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