How the heck do you fit so much in only a few hundreds of KB?
Taking a quick stab at an answer, none of that space is wasted on bitmapped graphics. Some major procedural generation of the flatshaded 3-D polygon world would have taken place instead. Anyone else more intimately acquainted with the code can feel free to add a more detailed account.
For my list, just what comes off the top of my head. It's a bit 3-D biased, sorry;'Zero-5'
(STe) - Managed to use the blitter on both STe and Falcon to get a 30% speed-boost from just pure CPU.'Obsession'
- STe flagship game, all the features of the extra hardware well used.Stardust
- In that vein, the Team 17 game which made the STe perform like a top line Amiga game.
The later DID games, especially Epic
and Robocop 3
, which did rather nice things with 3-D polys.'No Second Prize
' by Thalion, stupidly fast 3-D.'Interphase'
- Another butter smooth game engine, also the first time I saw gouraud shading but only on the title screen.
Most Bitmap Bros games, everyone got annoyed by the hype, but their games did seem to push the hardware more that most.'Carrier Command
' - Early 'Mega-Game' on ST, which really showed off the difference between the 8-bit and 16-bit generations.'Virus'
- The ST/Amiga version of 'Zarch'
on the Archimedes. If anything, Zarch was too perfect to the point of unplayable. Virus was slowed down enough to allow mere humans a chance!Turrican 1 and 2
- Huge never-ending game worlds!
I'm sure there are more, but not coming off the top of my head right now.