on the computer. "Aquatic Adventure", a table included in the April 1994 covermount of ST Review magazine, is oriented around Bobby Bubble searching for a treasure using a map stolen from Captain Notpolite. "X-ile Zone" is focused on an assassination mission against an enemy tribe leader taking place in a post-nuclear war setting. "Balls 'n Bats" is a baseball-style table where players attempt to win a world series. "Desert Run" is based on racing, where players start from Paris and reach Dakar. Each table has their respective letters that must be lit to start a high-scoring event. Development Obsession was first project to be developed by Unique Development Sweden (now Unique Development Studios), a Swedish video game developer consisting of Atari ST demosceners, composers and artists founded in 1992 by Peter Zetterberg and Michael Brunnström, both of which began writing games for the STe and found the idea of earning money from their hobby as appealing. Its development was helmed by a crew of approximately seven to eight members with Zetterberg as both project manager and designer along with Magnus Zetterburg. Brunnström also served as programmer alongside Kalle Lundqvist, Hans Härröd and Tord Jansson, who acted as sound programmer and wrote the replay routines. Jimmy Gustafsson was responsible for the table artwork, while the soundtrack was composed by Per Almered. The team recounted its creation process and history through various publications. The team stated that the original idea behind Obsession was to develop a simple shareware pinball game inspired by Pinball Dreams for the STe at the level of an earlier release by Zetterberg titled Smash Hit, starting early design work before the project was expanded upon. Jansson was brough to the team due to his proprietary sound driver called "Octalyser" but also suggested bringing Almered to compose music and Härröd to use his routines for border breaking and raster colors. Gustafsson was later brought in after the staff realized they needed improved visuals. Because of the lack of quality pinball games on the ST besides Starball, the team settled with developing a pinball project with a "no compromise" approach for the STe as both Zetterberg and Brunnström had previously discussed creating a game that made use of the hardware features in the STe computer, while Jansson stated they did not wanted to make a "bad copy" of Pinball Dreams. Gustafsson drew each table using four layers instead of using