Not an American user?


A shoot ‘em up set on a patchwork-quilt coloured road, Eliminator puts you in control of a ship with a basic weapon, flying along at breakneck speed. There are barriers along the way to avoid, often set in quick succession, and lots of bad guys to shoot at or avoid - their shots must be avoided too. Some parts of the track are blocked unless you can shoot through obstacles before reaching them, or hit a jump pad. At some points you can change to travelling along the ceiling as well. Tokens can be collected en route, and used to obtain better weapons, but losing a life costs you the best one you’ve currently got.


Eliminator Atari ST Hit the ramp to avoid the fire
Eliminator Amstrad CPC Loading screen.
Eliminator ZX Spectrum Title screen
Eliminator ZX Spectrum You feel the speed here

Promo Images

There are no promo images for this game

User Reviews

Could have been classified as another ST port, if it wasn't for the introduction Amiga *Katakis* (38317)
Blindingly fast 3d shooter Atari ST steve barton (2)

Critic Reviews

The Games Machine (UK) Atari ST Oct, 1988 92 out of 100 92
The One Atari ST Oct, 1988 85 out of 100 85
Commodore Format Commodore 64 Jan, 1991 85 out of 100 85 Commodore 64 Jan 08, 2011 8 out of 10 80
The Games Machine (UK) ZX Spectrum May, 1989 79 out of 100 79
ACE (Advanced Computer Entertainment) ZX Spectrum Jun, 1989 755 out of 1000 76
ASM (Aktueller Software Markt) Atari ST Oct, 1988 9 out of 12 75
Joystick (German) Atari ST Jan, 1989 7 out of 10 70
Power Play Atari ST Oct, 1988 65 out of 100 65
Oberoende COMputer (S) Commodore 64 Apr 27, 1989 5 out of 10 50


There are currently no topics for this game.



The game was written by John Phillips (who also wrote Nebulus) and drawn by Pete Lyon. Both then spent some time on projects that were never completed - Phillips designed an arcade adventure using lots of shadows, called Scavenger, while Lyons were the main artist for a title called Dynamic Debugger, which was intended to use the Amiga's 4096-colour HAM graphics mode throughout. Sadly both ideas were too complex and memory-hungry for much gameplay to be incorporated.
Contributed to by B.L. Stryker (20884) and Martin Smith (62812)