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User Reviews

There are no reviews for the Atari ST release of this game. You can use the links below to write your own review or read reviews for the other platforms of this game.

Our Users Say

Category Description User Score
AI The quality of the game's intelligence, usually for the behavior of opponents. 4.0
Gameplay How well the game mechanics work and the game plays. 4.0
Graphics The visual quality of the game 3.8
Personal Slant A personal rating of the game, regardless of other attributes 3.7
Sound / Music The quality of the sound effects and/or music composition 4.0
Story / Presentation The main creative ideas in the game and how well they are executed. This rating is used for every game except compilations and special editions which don't have unique game content not available in a standalone game or DLC. 3.7
Overall User Score (6 votes) 3.9

Critic Reviews

MobyRanks are listed below. You can read here for more information about MobyRank.
Although it has the high presentation and colourful arcade look of the Amiga, the ST uses fewer colours, less detail and moves slower. Sound effects are weaker and samples a touch distorted, but overall audio is good.
F├╝r die Umsetzung dieses Smashhits auf den Atari ST wurde ├╝brigens dasselbe Programmierteam beauftragt, das uns schon die 1-A-Amiga-Fassung bescherte, n├Ąmlich ZZKJ (Code), Uncle Art (Musi), Saul (Grafik). Die Jungens haben echt gute Arbeit geleistet, steht die Atari-Fassung der Amiga-Version doch in nichts nach. Die Grafik bewegt sich immer noch so schnell (aber auch so ruckhaft), und auch die Farbenvielfalt kann sich sehen lassen (16 an der Zahl). Besonders beeindruckt hat mich allerdings die Sprachausgabe, die absolut klar r├╝berkommt, Musikm├Ą├čig m├╝ssen nat├╝rlich die leistungsbedingten Abstriche gemacht werden. Eines m├Âchte ich jedoch noch klarstellen: POWERDRIFT kommt weder auf 8-noch auf 16-Bit an das Original von SEGA ÔÇśran, ist ja auch logisch, denn der Automat wurde allein f├╝r dieses Spiel konzipiert. Doch nun habe ich genug geschwafelt, jetzt ist Feierabend. Dies ist ein ASM-HIT und basta. Tsch├╝├č, bis dann..
ST Format (Jan, 1990)
What makes this more appealing than other driving games is the originality of the course and vehicle. There's been so many standard racing games that finding one where you drive a buggy across a whacky course is positively refreshing. It's impossible to convey the thrill of seeing one of Powerdrift's enormous log hills looming up, or the excitement of facing a gruelling bout of turns through a forest of roadsigns, but these are exactly what make Powerdrift fun to play. [Pages 62/64]
ST Action (Jan, 1990)
Many doubted that it could be done, and so Activision entrusted the rather daunting task of converting the Power Drift coin-up to their best team, and the result has surprised even the staunchest of critics. The arcade game has the biggest and fastest-moving sprites ever, and the Power Drift team have made few concessions with the sixteen-bit version - at times there are more than sixty sprites on screen. The ST has really been stretched to the limits here, and so occasionally the machine struggles to run the game smoothly. Therefore, the blitter-chip option, for those lucky enough to have the chip, is a welcomed inclusion. Exciting race action at its best, confused at times by the amount of sprites on screen, but generally a highly commendable job of a seemingly impossible conversion.
Zero (Jan, 1990)
At the end of the day, Powerdrift (the ST conversion) seemed to be an exercise in emulating the 'prowess' of the arcade machine rather than an attempt to re-create the gameplay.
A good conversion that proves to be a bit uncontrollable at times.

atari missile command