Home Computer Games of 1987
This is a curated list of PC games and other 8-bit and 16-bit computer games that came out in 1987. The computer games are listed in alphabetical order. I will expand on this list in the future.
The top half of the header image shows C64 games, the bottom half PC and ST/Amiga games.
Hardware and Software that Emerged in 1987
1987 was a truly historic year for computer games in that completely new computers, new computer models and new audiovisual hardware standards emerged in 1987. In the case of IBM PC hardware the new audiovisual standards would endure for almost one decade. Moreover, once cost-reduced and cloned they would usher in the dominance of the PC as a computer-game machine, which would first be suggested by the PC game catalogue of 1989.
- IBM released IBM PS/2 [0.1].
- CBM released the Amiga 500/2000: M68K clocked at 7.xx MHz (1½ MIPS).
- Acorn released the Archimedes 300/400: ARM RISC clocked at 8 MHz (4½ MIPS).
- Motorola released the 68030 CPU (Amiga 1200 exp. & Falcon of 1992).
- IBM released the IBM PS/2 VGA Display Adapter & IBM 8514 VGA graphics card.
- In September Tseng Labs released the ET3000 graphics card with 512K of vRAM.
- IBM released 3.5" 1.44 meg high-density disk drives (PS/2).
- In June AdLib released the AdLib Music Synthesizer.
- In August Roland released the MT-32 MIDI Synthesizer.
- Microsoft released Windows 2.0 & HIMEM.SYS memory manager.
- Borland released Turbo C and Turbo Basic for IBM PC MS-DOS.
The Amiga 500 of 1987 would become the top-selling "16-bit" micro of the early 90s whereas 386DX VGA and AdLib/Roland would allow x86 PC DOS to match the Amiga in most genre by 1992 and eventually topple the Amiga in almost all genre by 1994.
Those who owned an Amiga or an Archimedes in 1987 were living in the future by half a decade pretty much across the board. Examples include:
- Preemptive multi-tasking GUI OS
- Multimedia & Genlocking
- Audiovisuals
- Hardware mouse cursor
- Plug n play & ease-of-use
Blitzing the field in 1987 the Commodore 64 hosted half a dozen historically significant games whereas the Atari ST hosted four, the IBM PC two and the Amiga and Archimedes just one each. The C64 hosted the highest quantity of innovative games in 1987, followed by the ST. The C64 was the strongest platform in 1987 in that no fewer than one dozen king-tier games came out on C64 first and were subsequently ported to 16-bit computers.
That said, in 1987 FTL made history by releasing two Killer Apps for the Atari ST; namely, Oids and Dungeon Master. Neither PC nor Amiga would ever officially get Oids. In addition, PC Dungeon Master was released five years after the original ST version. Oids and Dungeon Master garnered the most attention and praise, but FTL's 1985 ST version of SunDog was impressive as well. At any rate, FTL were one of the best computer game developers in the world from 1985-1989; they were one of the first classy and professional 16-bit outfits whereas, for example, MicroProse employed the 8-bit C64 as lead from 1985-87.
Remember that, as it pertains to games, the Amiga's custom chips only began to shine through in 1988. It was ST, PC and C64 market penetration that slowed down the Amiga-driven advance of computer-game audiovisuals. Make no mistake, the likes of Oids, DM, Pirates, Maniac Mansion and PSF could have been much better had they been developed for the Amiga as lead platform. On top of that, the Amiga did not ever get ports of Gauntlet, Xevious or Uridium -- legendary games for which the Amiga was perfectly suited -- and yet the ST of 1987 got such ports but did not do the originals justice. Moreover, one dozen notable C64 shooters of 1987 would never see the light of day on the Amiga, but the C64 most certainly did those justice.
At this point, let us remind ourselves of Amiga 1000 graphics of 1986, via Defender of the Crown:
The Atari ST got a foothold in the market because it was cheaper than the Amiga 1000 of 1985; not only that but, in 1987, the 520 ST did general-purpose stuff as good as if not better than the Amiga 500, which was released in May of 1987. While not being able to hold a candle to Agnus, Denise and Paula of the Amiga, the hires display and vivid colors of the ST nevertheless looked much better than 8-bit graphics in advertisement screenshots, but the reality -- which could not be conveyed in print media -- was that C64 VIC-II was better than the ST at scrolling screens and shifting sprites, and C64 SID outputted better audio than the ST's Yamaha YM2149. Thus would one be positively duped if one shelved their C64 for an ST in 1987; doubly so, since the ST game catalogue of 1985-87 paled in comparison to the C64 equivalent. Verily I say unto thee, any C64 gamer of 1985-88 that traded in their C64 for an ST would have facepalmed in disappointment when they realized their mistake. Indeed, as regards VIC-II and SID getting pushed to their limits the C64 had not yet hit its peak: both C64 and ST would peak in 1988; after which, the Amiga 500 ruled the roost.
It is worth noting that, on a technical level, Amiga 500 games peaked higher and higher year after year for the next seven or eight years. Custom chips, son. Custom chips. Jay Miner, son. Jay Miner.
The C64 was so strong in 1986-87 that it contended with ST/Amiga and PC in genre in which ST/Amiga and PC excelled; namely, adventure games and flight sims. The C64 was lead platform for both LucasFilm and MicroProse, two of the biggest and best developers on the planet from the early 80s to the mid 90s.
Amiga hardware was far more advanced than PC, ST and C64 hardware from 1985-1989, and yet the Archimedes was more advanced than the Amiga -- and Zarch is proof.
David Braben's Zarch on the Archimedes is inarguably the King computer game of 1987; nothing even comes close. One can only imagine how good this 3D Gravitar-like could have been if Acorn blessed the base-model Archimedes with 1 meg of RAM straight out of the blocks: don't underestimate what king-coders could do in 1987 if they had as base-line double the RAM at their disposal. And one can only imagine the kind of games the Archimedes could have hosted had it enjoyed high levels of popularity over a several year period, like the ST and Amiga did. For example, a sequel to Zarch could have featured increased draw-depth, greater geometric complexity and just more of everything. As late in the game as 1995 even inferior Zarch-clones on the Amiga got sequels!
As for 2D games, the vertically-scrolling shoot 'em up dominated 1987. The C64 led the charge with no fewer than 20 notable shooters whereas ST/Amiga hosted half a dozen each, but the Amiga hosted no big-name coinop ports. Miraculously, even the Amstrad CPC hosted one notable shooter that scrolled and shifted sprites smoothly [1]. cf. Commodore 64 Shoot 'em ups.
1987 ST/Amiga shooters displayed more vividly than C64 shooters, but C64 shooters were superior in terms of gameplay, scrolling and sprite-shifting from 1985-1988. C64 shooters drew from a shooter-catalogue stemming back to 1982 whereas ST/Amiga shooters were only emerging in 1987.
In my estimation Steve Bak's Goldrunner was the first ST/Amiga shooter that "nailed" what scrolling shooters are or should be on M68K micros; in essence, hires, vivid and light-weight C64-style super-scollers. But instead of raising that spartan style to its logical peak too many ST/Amiga developers released slow-scrolling shooters weighed down by articulated sprite animations, layers of parallax and general feature-bloat.
IBM PS/2 1987 [0.1]
The IBM Personal System/2 Model 30 debuted in the U.S. in April of 1987. The PS/2 30 was powered by an Intel 8086-2 CPU with zero wait states clocked at 8 MHz and also supported the Intel 80287 math coprocessor from the get-go. The PS/2 30 featured a 16-bit data bus (ISA), a 20-bit address bus, 4-channel 8237 DMA, 8 channels of interrupt and an I/O Support Gate Array (VLSI). The PS/2 30 came with a 101-key keyboard, three expansion slots, MCGA display, PC DOS 3.3, 640K 150-nanosecond RAM, 64K ROM and supported 2-button IBM mouse, 2x internal 3.5" 720K disk drives and 20 meg internal hard disk drive. Upon its release in the U.S. the IBM PS/2 30 retailed for US$2295 with one floppy disk drive and 20 meg hard disk drive.
The PS/2 Multi-Color Graphics Array (MCGA) featured 6x video modes and displayed up to 256 colors from an 18-bit RGB palette of 262,144 colors (equivalent to VGA). Note, however, that MCGA/VGA chipsets were barely tapped by PC games of the late 80s. In addition, MCGA was not compatible with VGA-specific graphics code. CGA is emulated by MCGA, but not EGA.
MCGA Mode 11 displayed 2-from-256K colors in 640x480 resolution with 8x16 character boxes whereas Mode 13 displayed 256-from-256K colors in 320x200 resolution with 8x8 character boxes and Mode 2,3 displayed 16-from-256K colors in 640x400 resolution with 80x26 characters and 8x16 character boxes.
PS/2-compatible IBM monitors of 1987 included the white-phosphor 12" 8503 monochrome monitor (US$250) and the 12" color 8513 (US$700), 14" 8512 (US$600) and 16" 8514 (US$1500) CRT monitors. These monitors had vertical scanning frequencies of 50/70 Hz and horizontal scanning frequencies of 31.5 kHz.
In addition, IBM released the Personal System/2 Model 50 in April of 1987 (286 @ 10 MHz), the Model 60 in May of 1987 (286 @ 10 MHz) and the Model 80 in November of 1987 (386 @ 20 MHz). In fact, IBM released many PS/2 models between 1987 and 1992, from the 8MHz 8086-2 up to the 50 MHz 486DX2. However, the most historically significant PS/2 models were the 30-80 of 1987.
The PS/2 line replaced the IBM PC, XT and AT, for which I have given overviews in Computer Game History. The PS/2s were compact and modularly designed all-in-one PCs housed in desktop or tower form-factors.
Desktop Model 50 and tower Model 60 came with 1 meg of RAM whereas tower Model 80 came with 2 megs of RAM. 50, 60 and 80 employed IBM's custom 32-bit 4x bus Micro Channel Architecture (MCA), supported 3.5" 1.44 meg disk drives and displayed in 256-from-256K color VGA 320x200 or 16-from-256K color VGA 640x480 -- with EGA 640x350 emulation. The 50, 60 and 80 had 256K of VRAM whereas IBM's 8514 of 1987 supported up to 512K VRAM and 1024x768 resolution when connected to the 16" 8514 CRT monitor.
The release of the PS/2 line set off tremors in home and corporate computer markets by virtue of its innovative hardware and software (OS/2) technologies, most of which were standard-setting. For example, the Video Graphics Array of the IBM PS/2 Model 50 became the industry-standard graphics mode (VGA) that IBM-compatible PC games would employ over the next decade.
Standout Computer Games of 1987
In my estimation the standout computer game releases of 1987 are as follows (alphabetical enumeration):
- MicroProse's Airborne Ranger on C64 featured 8-way scrolling, height-mapped terrain, 360° firing and cover mechanics.
- Meinolf Schneider's Bolo on Atari ST displayed in monochrome hires 640x400.
- Stephen Ruddy's Bubble Bobble on C64 is one of the best coinop conversions of all-time.
- Dave Thomas' Buggy Boy on C64 is another of the best coinop conversions of all-time.
- FTL's Dungeon Master on Atari ST rapidly updated a first-person 224x136 active drawspace while scaling animated sprites. Dungeon Master would lead to 20x DM clones by 1993.
- David Joiner's Faery Tale Adventure on Amiga featured 8-way scrolling of an open world that consisted of 17,000 drawspaces each of which were 288x140 pixels in size.
- Gilman Louie's Falcon on PC/Mac became the most realistic flight sim of the late-80s.
- Steve Bak's Goldrunner proved that Atari STs could super-scroll vertically.
- Armin Gessert's Great Giana Sisters on C64 scrolled at 50 FPS. GGS proved that C64s were technically capable of matching console platformers of Japanese origin.
- subLOGIC's Jet 2.0 on PC displayed in EGA 640x350 and featured a 608x345 render field.
- Andrew Green's Krakout was the most playable block-breaker outside of the Arkanoid coinop.
- LucasFilm's Maniac Mansion on C64 constitutes the origin of the SCUMM engine, which would be employed by the LucasFilm/Arts adventure-game catalogue of 1988-1995.
- Lankhor's Mortville Manor on Atari ST employed sampled sounds and synthesized speech.
- Xanth FX's MIDI Maze on Atari ST featured FPS deathmatch five years before Doom came out.
- Paul Shirley's Mission Genocide scrolled smoothly on Amstrad CPC via CRTC.
- Dan Hewitt's Oids on Atari ST was a king-tier Gravitar-like that featured an integrated construction kit.
- Sid Meier's Pirates! on C64 simulated 17th century life and laid down the open-ended foundation for Sid Meier's Civilization to expand upon.
- David Braben's Zarch on Archimedes was a god-tier 3D Gravitar-like that displayed in 256-color 320x256 and updated at 50 FPS -- with light-sourcing and shadow-casting. In terms of gameplay, graphics and physics Zarch is GOAT-level.
Computer Game Catalogues 1984-87
Let's take a look at the most historically significant, technically advanced or absolute best that the C64, ST and Amiga game catalogues offered by 1987. I have not "padded-out" the ST/Amiga column just for the sake of listing as many ST/Amiga games as C64 games. Then again, I have been generous to ST/Amiga because most of the ST/Amiga games listed cannot hold a candle to most of the C64 games listed. That said, neither column is exhaustive, only illustrative.
| Commodore 64 | Amiga | Atari ST |
|---|---|---|
| Airborne Ranger (1987) | Chessmaster 2000 (1986) | Arkanoid (1987) |
| Arkanoid (1987) | Defender of the Crown (1986) | Bolo (1987) |
| Boulder Dash (1984) | Emerald Mine (1987) | Chessmaster 2000 (1987) |
| Bubble Bobble (1987) | Faery Tale Adventure (1987) | Defender of the Crown (1987) |
| Buggy Boy (1987) | Flight Simulator 2 (1986) | Dungeon Master (1987) |
| Commando (1985) | Garrison (1987) | Flight Simulator 2 (1986) |
| Delta (1987) | Guild of Thieves (1987) | Gauntlet (1986) |
| Dropzone (1984) | Leader Board (1986) | Get Dexter (1987) |
| Elite (1985) | Marble Madness (1986) | Goldrunner (1987) |
| Garrison (1987) | Pawn (1986) | Guild of Thieves (1987) |
| Gauntlet (1986) | Rogue (1986) | Gunship (1986) |
| Ghosts 'n Goblins (1986) | Starglider (1987) | International Karate (1986) |
| Great Giana Sisters (1987) | Test Drive (1987) | Joust (1986) |
| Gradius (1987) | -- | Leader Board (1986) |
| Gribbly's Day Out (1985) | -- | Marble Madness (1986) |
| Guild of Thieves (1987) | -- | MIDI Maze (1987) |
| Gunship (1986) | -- | Oids (1987) |
| Gyruss (1984) | -- | Pawn (1987) |
| Hunter's Moon (1987) | -- | Rogue (1986) |
| IK+ (1987) | -- | Starglider (1987) |
| Impossible Mission (1984) | -- | Sundog (1985) |
| International Karate (1986) | -- | Test Drive (1987) |
| Iridis Alpha (1986) | -- | Time Bandit (1985) |
| Jet Set Willy (1984) | -- | Xevious (1987) [*] |
| Krakout (1987) | -- | -- |
| Labyrinth (1986) | -- | -- |
| Last Ninja (1987) | -- | -- |
| Leader Board (1986) | -- | -- |
| Maniac Mansion (1987) | -- | -- |
| Marble Madness (1986) | -- | -- |
| Paradroid (1985) | -- | -- |
| Pawn (1986) | -- | -- |
| Pirates! (1987) | -- | -- |
| Project Stealth Fighter (1987) | -- | -- |
| Revs (1985) | -- | -- |
| Sanxion (1986) | -- | -- |
| Starglider (1986) | -- | -- |
| Task 3 (1987) | -- | -- |
| Test Drive (1987) | -- | -- |
| Uridium (1986) | -- | -- |
| Wizball (1987) | -- | -- |
| Zynaps (1987) | -- | -- |
Thus, by 1987, and as it pertains to Western home computer games, C64 hosted the 10 best shoot 'em ups, the five best platform games, the two best block-breakers, the two best flight sims, the two best racing games, the two best graphics adventure games and the three best versus fighters. On the other hand, ST/Amiga hosted the two best cRPGs, the best Chess game and a few other historically significant games such as DotC, FSII and MIDI Maze.
Note also how nine of the above "ST/Amiga" games -- of which ST/Amiga owners were proud -- were also on C64 -- and a few of them were better on C64. Then note how at least one dozen of the above C64 games would never appear on ST/Amiga. And then note how at least one dozen of the above C64 games that did appear on ST/Amiga (either in the same year or in years subsequent) were no better than the C64 equivalent (or were not even as good).
As for 1987 2D game graphics, Amiga led the field in static graphics (DotC is inarguable) but C64 VIC-II led in moving graphics, which means screen-scrolling and sprite-shifting. In games smoothly moving graphics are much more important and impressive than colorful static graphics. Thus, 2D C64 game graphics of 1985-87 > 2D ST, PC and Amiga game graphics of 1985-87.
The average person may be more impressed by colorful pictures, but REAL gamers know that precise controls and collision detection coupled with silky-smooth scrolling and sprite-shifting is where it's at. And the C64 game catalogue of 1987 had that in spades whereas ST, PC and Amiga -- even if combined -- simply did not.
Inarguably, the Archimedes led in real-time 3D graphics via Zarch.
Of course, C64 SID led the field in 1987 game audio. Even if we acknowledge specifics such as CM2000 sampled speech and DM ambience, C64 still spear-headed game audio in 1987.
The most famous in-game computer game tunes of 1987 were Rob Hubbard's SID compositions for C64 IK+, Delta and Lightforce, Chris HĂ¼lsbeck's for C64 Great Giana Sisters, Peter Clarke's for C64 Bubble Bobble and Ben Daglish and Anthony Lees' for C64 Last Ninja.
ST/Amiga led the way in GUI-based games via hardware mouse cursor and icon-driven interfaces.
Notably, C64 was contending with PC in both flight sims and graphics adventure games in 1987; genre the PC would decisively take over by 1989 and hold onto forevermore.
The FS2 manual for C64 was 90 pages in length (1984), the Gunship manual for C64 was 83 pages (1986) and the PSF manual for C64 was 88 pages (1987). On the other hand, the Jet 2.0 manual for PC was 40 pages (1987) and the FS2 manual for ST/Amiga was 130 pages (1986). Thus, contrary to popular belief, the C64 had hosted complex simulations and serious computer games by 1987, not just arcade-action games.
However, it is important to note that C64 could only display flight sims in low-res 160x200 whereas ST/Amiga displayed them in medium-res 320x200 and PC could display them in hi-res EGA 640x350.
Above all, C64 blitzed the field in gameplay via shooters alone. In 1987 there was no line-up on ST, Amiga and PC (taken collectively) that could come close to matching the line-up of Delta, Dropzone, Gradius, Hunter's Moon, Iridis Alpha, Paradroid, Sanxion, Uridium and Zynaps. Indeed, the C64 held the shooter-fort in that not even the 1990s Amiga could truly topple the C64 in shooters.
A "big-name game" is a game that was famous in the day and/or would become extremely famous in computer game history by way of raising the bar and/or leading to massive franchise or genre expansion. Note the amount of big-name games in the C64 column; there are one dozen "beginnings of things big" in the C64 column but only a few each in the ST/Amiga columns. This is understandable because ST/Amiga were still emerging in 1987.
In addition, note that ST/Amiga never received offical ports of classic shooter coinops such as the original Space Invaders and Defender. I did not list such 1982-83 C64 games.
Lastly, ST/Amiga would never get official ports of Nintendo's Donkey Kong and Mario Bros., whereas the C64 got two ports of each (in 83/86 and 84/87).
[*] ST Xevious > C64 Xevious.
***
Each entry below links to either technical overviews or reviews on the game. You can click an image and mouse-wheel up and down through the images.
Airborne Ranger Commodore 64 MicroProse 1987:
List of 1987 PC Games
Best 1987 Computer Games: Awards
- Best cRPG of 1987: Dungeon Master (ST)
- Best Adventure Game of 1987: Maniac Mansion (C64)
- Best Flight Sim of 1987: Project Stealth Fighter (C64)
- Best Platform game of 1987: Great Giana Sisters (C64)
- Best Multi-player game of 1987: MIDI Maze (ST)
- Best Versus Fighter of 1987: IK+ (C64)
- Best Hack n slash of 1987: Barbarian (C64)
- Best Beat 'em up of 1987: Renegade (C64)
- Best 16-bit Coinop port of 1987: Arkanoid (ST)
- Best 8-bit Coinop port of 1987: Bubble Bobble (C64)
- Best Sports game of 1987: World Class Leader Board (PC)
- Best Racing game of 1987: Test Drive (PC, ST/Amiga)
- Best "16-bit/32-bit" Shoot 'em up of 1987: Zarch (Archimedes)
- Best 8-bit Shoot 'em up of 1987: Delta (C64)
- Best run and gun game of 1987: Garrison (Amiga)
- Best physics in 1987: Zarch (Archimedes)
- Best 16-bit 2D graphics in 1987: Dungeon Master (ST)
- Best 8-bit 2D graphics in 1987: The Last Ninja (C64)
- Best 3D graphics in 1987: Zarch (Archimedes)
- Best screen-scrolling in 1988: Delta (C64)
- Best Presentation in 1987: Dungeon Master (ST)
- Best Music of 1987: Great Giana Sisters (C64)
- Best Sound Effects of 1987: Dungeon Master (ST)
- Best 3D game of 1987: Zarch (Archimedes)
- Best 2D game of 1987: Bubble Bobble (C64)
- Best 8-bit game of 1987: Bubble Bobble (C64)
- Best Game of 1987: Zarch (Archimedes)
Publishers & Developers Founded in 1987
This is a list of publishers and developers that were founded in 1987.
- Acclaim Entertainment of the U.S.A. was founded in 1987 by Greg Fischbach, Robert Holmes and Jim Scoroposki. Acclaim published PC DOS Mortal Kombat of 1993, NBA Jam of 1995 and Bust-A-Move 2 of 1996.
- Apogee Software of the U.S.A. was founded in 1987 by Scott Miller. Apogee published PC DOS Duke Nukem of 1991-96 and Commander Keen of 1990-91.
- Bitmap Brothers of the U.K. was founded in 1987 by Mike Montgomery, Eric Matthews and Steve Kelly. The Bitmap Brothers developed PC DOS Z of 1996 as well as ST/Amiga Xenon of 1988, Speedball of 1988, Xenon 2 of 1989, Speedball 2 of 1990, Gods of 1991, Magic Pockets of 1991 and Chaos Engine of 1993.
- Bullfrog Productions of the U.K. was founded in 1987 by Peter Molyneux and Les Edgar. Bullfrog developed Amiga Populous of 1989, Amiga PowerMonger of 1990, ST/Amiga Flood of 1990, PC/Amiga Syndicate of 1993, PC/Amiga Theme Park of 1994 and PC Dungeon Keeper of 1997.
- Cope-Com of Denmark was founded in 1987 by Martin B. Pedersen and Torben B. Larsen. Cope-Com developed Amiga Hybris of 1988 and Amiga Battle Squadron of 1989.
- Creative Assembly of the U.K. was founded in 1987 by Tim Ansell. Creative Assembly developed PC DOS Stunt Car Racer of 1989, PC DOS Blood Money of 1990 and PC DOS FIFA International Soccer of 1994.
- Factor 5 of Germany was founded by five ex-Rainbow Arts employees in 1987, including Julian Eggebrecht. Factor 5 developed C64/Amiga Turrican of 1990-91, Amiga R-Type of 1989 and Amiga BC Kid of 1992.
- Grandslam Entertainments of the U.K. was founded in 1987 by Stephen Hall and David C. Dudman. Grandslam published ST/Amiga Chambers of Shaolin.
- Lankhor of France was founded in 1987 by Jean-Luc Langlois and Kyilkohr. Lankhor developed ST/Amiga Mortville Manor of 1987/88, ST/Amiga Maupiti Island of 1991 and ST/Amiga Vroom of 1991/92.
- Maxis Software of the U.S.A. was founded in 1987 by Will Wright and Jeff Braun. Maxis developed SimCity of 1989.
- Ordilogic Systems of Belgium was founded in 1987. Ordilogic developed Amiga Unreal of 1990.
- Papyrus Design Group was founded in 1987 by David Kaemmer and Omar Khudari.
- Silmarils of France was founded in 1987 by Louis-Marie and André Rocques. Silmarils developed PC DOS Crystals of Arborea of 1990 and PC DOS Ishar I-III of 1992-94.
- Teque Software of the U.K. was founded in 1987. Teque Software developed ST/Amiga Pac-Mania of 1988, ST/Amiga Chase HQ of 1989, ST/Amiga Klax of 1990, ST/Amiga Blasteroids of 1990 and Amiga/C64 Shadow Warriors of 1990.
- Tiertex Design Studios of the U.K. was founded in 1987 by Donald Campbell. Tiertex developed ST/Amiga Street Fighter of 1988, ST/Amiga Strider of 1989 and ST/Amiga UN Squadron of 1990.
cf.
| PC Games 1987 | PC Games 1991 | PC Games 1995 |
| PC Games 1988 | PC Games 1992 | PC Games 1996 |
| PC Games 1989 | PC Games 1993 | Decade of 1990-99 |
| PC Games 1990 | PC Games 1994 | PC Game Reviews |






































































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