When most people talk about "the 16-bit era" these days, they tend to be referring to the 16-bit console era — the glorious golden age that brought us the Super NES and the Sega Mega Drive.
But to me, "16-bit" will always be synonymous with a slightly earlier period in gaming history: that of the 16-bit computer era, where, at least in the UK, the Atari ST and Commodore Amiga battled for dominance. IBM-compatible PCs were a thing, of course, but these didn't really set themselves apart for gaming in particular until the advent of 256-colour VGA graphics; up until that happened, the PC was a poor (but expensive!) choice for gaming.
As you might expect from a family of Atari enthusiasts, we plumped for the Atari ST rather than the Amiga, beginning with a 520ST and eventually upgrading to a 520STE with an upgrade to a mighty 1MB of RAM.

The Atari ST and the Amiga offered distinct experiences, and it wasn't necessarily a matter of one being "better" than the other — they simply specialised in different things. Unfortunately for a gaming fan, ST versions of games tended to be somewhat inferior to Amiga versions, particularly in terms of frame rate and music — in the latter case, the ST had a PSG sound chip similar to that found in earlier hardware such as the Sega Master System, while the Amiga benefited from a custom chipset known as OCS (Original Chip Set) that provided it with its formidable graphical capabilities, as well as the four-channel 8-bit PCM sampled sound functionality that defined the distinctive audio profile of Amiga soundtracks throughout the late '80s and early '90s.
I had a friend with an Amiga, so any time I wanted to experience the joys of its enhanced capabilities, I would go and visit him. At home, meanwhile, we had the Atari ST. Make no mistake, I certainly didn't resent our family's decision to go with this particular platform, as despite its comparative weaknesses in comparison to its main rival, it had a number of interesting benefits, including built-in hardware support for MIDI, making the ST one of the earliest examples of a "studio computer" — indeed, many popular pieces of digital audio workstation software got their start on the ST, including Emagic's "Notator" (which subsequently became Logic, now an Apple-exclusive DAW) and the well-regarded Cubase series.
But I digress. Gaming! We got our hands on a lot of commercial Atari ST software thanks to the fact that by this point, my brother and father were both contributing to the magazine Page 6 that I talked about last time. My Dad tended to focus on productivity and education software (the latter of which I tended to be the guinea-pig for, being of about the right age for much of it at the time) as well as flight simulators, while my then-teenage brother looked at games. When I was a little older, I got in on the action, too.

Page 6 was published on a bi-monthly basis, so every couple of months we tended to receive a huge box full of exciting things for our elite team of reviewers to tackle. I'm not sure if my brother and father knew what was coming in advance, but for me it was certainly always a thrilling surprise to crack it open and see what was on offer this time around. It was always a delight to see something like a Psygnosis game — and the sight of something from companies like U.S. Gold or Ocean tended to fill us with trepidation, since their output, particularly on the ST, was… variable. Very variable!
I learned what gaming was in the 8-bit computer era, but it was with these 16-bit computers that I really started to understand the things I enjoyed and how to tackle a wide variety of different genres. I found myself particularly drawn to military flight simulators such as those churned out by MicroProse; while they weren't as realistic as subLOGIC's Flight Simulator II (that which later became Microsoft Flight Simulator from its PC-only third incarnation onwards), which my father was absolutely obsessed with, I adored the thrill of flinging an expensive piece of hardware around the sky, and the sense of satisfaction completing a mission successfully brought. I even went so far as to "cosplay" a fighter pilot while I played sometimes, donning a bomber jacket, a balaclava (the closest thing I had to a helmet) and a home-made "oxygen mask" made from some paper, rubber bands and a vacuum cleaner hose. I have no regrets.
The 16-bit era was an exciting time for gaming technology, too. While we still had a lot of 2D games with beautiful sprite and background work — the Bitmap Brothers' Gods and Ocean's Elf spring immediately to mind in this regard — we were also starting to enter the age of 3D, with developers coming to terms with filled, shaded 3D polygons. Games like Argonaut Software's Starglider II, Incentive's Freescape Engine games Dark Side and Total Eclipse, and Paul Woakes' Mercenary series were all particular standouts in this regard.

The Mercenary series was a particular highlight, in fact. Over the course of three games (and a few expansion packs), these presented some of the first examples of "open world" gameplay, with both second game Damocles and Mercenary III going so far as to provide a whole solar system to explore on foot, in the air and on four wheels. These are still great games today that are well worth exploring — particularly if you enjoy a distinctly British sense of humour.
During this era, I also experimented with programming a little more. I'd done some simple BASIC programming on the Atari 8-bit, but during my time with the ST I became fascinated with a package named STOS (short for "ST Operating System") which, effectively, was a fancy version of BASIC with built-in support for things like sprites, backgrounds, memory-resident accessories and all manner of cool things like that. I only ever finished one game — the imaginatively titled and rather shit Zapp — but it was always satisfying to just get something happening on screen.
STOS also went on to spawn a range of PC-based software creation tools that is still going on today — more on those another time, though.
The magazine business around this time was something that got me very interested in writing. Besides the aforementioned Page 6, the 16-bit era saw the rise of a broad range of publications that tackled not only games, but the variety of things you could do with your home computers. Publications like ST Action focused exclusively on games, while ST Format and Atari ST User looked more broadly at productivity, music and education applications as well as pure entertainment. These magazines were all beautifully produced, glossy affairs that looked great, were bursting at the seams with interesting things to read and, in most cases, came with a cover-mounted floppy disk featuring playable demos.

In many ways, I think of this as the beginning of a "golden age" for magazines. Publishers had developed a better idea of what the audience wanted to read in these publications, and catered directly to specific segments of that audience such as gamers, musicians, artists and suchlike. Publications had a distinctive "voice", too — you knew if you bought a copy of Zero, for example, that you'd get highly entertaining, irreverent prose, while Atari ST User took itself quite seriously.
One favourite publication around this era was one called Advanced Computer Entertainment, or ACE for short. This was a multi-format magazine that tended to focus for the most part on cutting-edge technology, and was one of the only places I'd hear about what felt like "exotic" machines (or at least those from overseas) like the MSX, FM Towns, PC Engine and suchlike. While the magazine did have reviews, making use of a unique 1,000-point scale for their scores as well as their gimmicky "Predicted Interest Curve" graph suggesting how long the game might hold your attention for, in many cases its most fascinating content came in the form of its cover features.
I loved reading ACE because it provided information about things I didn't hear about anywhere else — and which in some cases never came to fruition. I learned about the doomed Konix Multisystem platform through ACE, for example — one of the earliest examples of psychedelic developer Jeff Minter enthusiastically supporting a console that would never see the light of day or mainstream success — as well as ambitious plans for Philips' similarly cursed CD-i platform. On a less fun note, I also remember the magazine running a print ad for the surgical simulator Life & Death traumatising me so much that I'm still rather afraid of hospitals to this day.

The 16-bit computer era gave us some great games, and some of the earliest examples of developers experimenting with mechanics and presentation. This was still an immature, niche industry learning what worked well and what didn't, and it was fascinating to be a part of. I still enjoy booting up my ST to play many of its games today, and proudly devote a room in my house to old Atari hardware.
Next time, I finally enter the console age… and the PC age, too.