Stay healthy, and have a peaceful time.
|Xmas Lemmings, 1991|
An issue full of platform games, probably Amiga game developers' favourite genre, and the true Amiga gamer's bread-and-butter, right after his preferred joystick model. Let's go!
Unfinished jump'n'run game "Jab Jum", along with it's sourcecode written in AMOS, was rediscovered by English Amiga Board user "jarre" in October 2020. With a little bit of extra work some downloadable files were created (see links/sources below), so now the public can enjoy this previously lost creation.
"Jab Jum" is reminiscent of "Great Giana Sisters" and the likes, but being an unfinished AMOS game this is of course a bit of a stretch. It looks cute and fun nontheless, and maybe if some enthusiastic coder is interested in investing some time to iron out a couple of remaining issues and maybe add more levels to the game this could be a great new (re-)release.
To run "Jab Jum", an OCS Amiga with Kickstart 1.3 and 1MB RAM is required.
Watch a demo video of unfinished "Jab Jum" here (2020-10-27):
Download the playable 1996 demo of "Jab Jum" from...
This is as platform as platformers can be. In fact it's all about the platform. The game is simply over if you don't hit the platform. It doesn't get any more platform than this.
So in the game you are this little white dog, probably called "Besi", that uses an Amiga boingball to bounce from platform to platform, climbing ever higher into the clouds. Are you already addicted? Yeah, it sounds a bit like "Flappy Bird", only vertically, and with bouncing. But it has more to offer: some platforms are moving, you can collect stars, you can actually finish a level, and there's an occasional bird coming along, making your climbing and bouncing life a little harder, or maybe even easier.
Nice and simple graphics, with vertical three layer parallax scrolling and what appears to be a copper-shaded background, plus a nice in-game soundtrack - "Jump Besi Jump" has great potential to keep you glued to the screen for prolonged periods of time.
The game requires an Amiga 500 with 1MB RAM.
You can download "Jump Besi Jump" from AmiNet:
How many games do you know that give you the ability to lay an egg? And take you back to the year 1985? Enter the duckmension of "Duckstroma", yet another platform game, previously released for ZX Spectrum and MSX computers, now in development for Amiga and NES systems.
"Duckstroma", developed by UltraNarwhal, works on any Amiga with 1MB of RAM, and is planned to be available in 2021.
Duckstroma - Amiga - WIP 2 (2020-11-07)
Keep an eye on the game's website for the upcoming Amiga (and NES) version:
"Super Pumpkin Brothers" is a single screen platform game with some shooting, that obviously takes some inspiration from "Super Methane Bros", or maybe even more from the unreleased "Snow Bros". According to the history books (namely: the internet) the project initially started in 2007, an early preview was released, but then was put on ice, and has only recently been restarted.
"Super Pumpkin Brothers" is humorous, fast paced, great looking, and great sounding. Currently there seems to be no dedicated website, and no public download, but from what we can see so far this has cult classic qualities.
Here you can watch a video of "Super Pumpkin Brothers" alpha version (2020-11-11):
...and again some bonus gaming news:
Also some kind of platformer, but with a lot of shooting: based on the Invyya engine, using assets from the GBA version, this conversion-mockup of "Mini Metal Slug" popped up in October 2020. It's not really a playable game - but it looks awesome!
Commercial title "Tristam Island" was announced around the beginning of October 2020, and meanwhile has been fully released. It's a Infocom Z-Machine interpreter text adventure, available for 36 (!) different platforms, including Amiga. Here's a snippet of it's storyline:
Hm, that sounds mysterious. So make sure you have a glass of wine and a bowl of peanuts at hand, and dive into the world of "Tristam Island". According to the author you'll have to solve puzzles and explore lots of different places, in sometimes dark, sometime humorous settings. The game aims to avoid frustrating limitations and weaknesses of early games of the genre, and have a "standard" level of difficulty.
"Tristam Island" can be purchased for 3.99 USD on itch.io, giving you access to all platforms' versions.
Go to the game's website to find out more, and download a demo version:
Also from early October is Mike Richmond's "Vegetables Deluxe", originally developed for the Commodore 64 in 2019, now available for all Amiga computers.
In this puzzle game you have to match tiles in a kind-of four-in-a-row way using your mousepointer, but there's more to it. More complex game rules, and four different playing modes should keep you occupied for hours and hours. Nice and simple graphics, some visual effects, neat accompanying music and decent sound effects - very good job, this has addictive qualities.
Here's a great review video of "Vegetables Deluxe" (2020-10-07):
...to download - and don't forget to pay for! - "Vegetables Deluxe"
Smash hit game Tetris has another clone with "Teserae" for Amiga 500 (and higher). Created as an Atari ST port in the early 1990s, it seems "Teserae" has now been resurrected by Artstate Digital, and re-released. Whatever the case, you know the rules, and as every Tetris clone it's great fun. An arcade classic plus great music and dizzying background visual effects in a pocket sized archive - a must have for the casual gamer.
Here's an old video from the previous Amiga release (2012):
Download the 42 kB zip archive from the author's website on itch.io:
Mutation software boldly returns to the Amiga gaming scene with a bunch of releases, among which is beautiful platformer "Wiz" for AGA Amigas.
"Wiz" is just a joy to watch and listen to, this maybe has to be the cutest platformer of 2020. No big surprises here, little wizard jumps and runs and collects things, and so on - but with it's great looking AGA color palette, loveable characters, lots of little animations, music and sound effects that perfectly fit the atmosphere, and an overall child-friendly approach, it's really a game that does everything right. Great work - buy it!
Created by Adrian Cummings, "Wiz" was released in early November 2020, with a separate CD32 version available.
Promotion video "Wiz - Quest for the Magic Lantern (Amiga AGA)" (2020-10-15):
...to find out more, and purchase the game!
"Skidmarks" and "Super Skidmarks" are Amiga game classics no one should miss. 25 years after the original releases the original developers have revisited the concept, and created "Epic Skidmarks - for webbrowsers!
|https://epicskidmarks.com title screen|
So now if you're equipped with a modern webbrowser you can enjoy Skidmarks mayhem in high-definition quality, with a massively upgraded physics engine, and internet-multiplayer.
Of course nothing beats the original Amiga-1200-8-player-nullmodem-link experience, but apart from that, "Epic Skidmarks" certainly is every Skidmarks fan's dream come true.
...and play "Epic Skidmarks" (beta) right now!
You can follow latest "Epic Skidmarks" news via twitter:
Roughly covering July to September 2020's Amiga game developments, in today's issue we have a somehow unusual original game, a couple of remakes of 8-bit and arcade titles, and as a bonus the full release of a classic.
Around early August "Atarenium Falcon" by Last Minute Creations popped up, as an in-development game demo. Obviously a direct ZX81 port, written in 8086 assembler, under the influence of Iron Maiden. The medium is the message here - it's an Amiga game.
So you're an Amigan, and in this game you kind of have to reclaim stolen coal from yourself to win the game. Doesn't that sound great?
This arcade game looks a bit unusual, yet cute and interesting. With it's quirky backstory - see game's website, link below - you kind of wonder what little surprises it may have in store.
"Atarenium Falcon" was first presented at the Decrunch 2020 in Wroclaw, Poland where it placed 2nd in the GAMEDEV competition. The demo version is still a bit rough around the edges, a final version is announced, but no release date has been set.
|Presentation screen (from https://www.youtube.com/watch?v=0kZTxy7UtWA )|
First released for Amstrad CPC, single-screen arcade platformer "Magica" recently made it's way to the Amiga, thanks to coder Andy Noble. This is another cute looking game, with gameplay similar to "Bubble Bobble".
Stun enemies with your magic, then kick them to stun other enemies, or to create some potion, then collect potions to be able reach the level exit door. Awesome. Good old arcade fun, with a beautiful title screen painting setting the perfect mood for the little wizard and potion sprites you're about to meet. The game requires a standard Amiga 500 to run.
You can download "Magica" Amiga from Andy Noble's website:
Single-screen top-view racer "Super Sprint AGA" is making progress. You've probably played "Super Sprint" for hours on an arcade machine or some 8-bit home computer, an Atari ST, or even an Amiga, and in case you haven't, you should've done so, and do so now - but regardless, in any case you should make sure you keep an eye on the game's upcoming new AGA Amiga implementation.
If you're interested in the development process, you can follow the author's YouTube channel and watch his development update videos. As he says in his latest video (#12): "...it's starting to look like a bit of a game..." - well, this is a bit of an understatement, in fact it is very seriously starting to look like a very good game.
Here's "Super Sprint AGA Development update #12" video on YouTube (2020-10-09):
Amiga Future magazine has added the full version of WWI flight simulator "Dawn Patrol" to it's collection of free downloads. The game received very positive reviews back in the day when it was first released. Several archives are available, e.g. ADF images, and WHDLoad installers. "Dawn Patrol" requires an Amiga with 1MB of free RAM.
Go to Amiga Future's games download section to find "Dawn Patrol" full version:
As Germany faces it's second wave of Corona virus spread, serious restrictions apply to public gatherings, forcing the "Amiga Meeting" to cancel it's live event, and go online.
From Monday, Nov. 2nd 2020, Germany will be locked down to large extent - but not as much as during the first wave of infections in March/April - for the duration of the month. As a result, the "Amiga Meeting" community event, held since 2000 by the Amiga Club Hamburg and the Amiga Club Schleswig-Holstein, and planned for Nov. 6th to 8th, has been cancelled. According the their website, too few people declared interest to personally attend, given the expected circumstances. As a substitute, an online event at Discord is planned for Saturday, Nov. 7th 2020, 13:00h (CET).
Go to http://www.amigameeting.de for more information!
The online event will be available at: https://discord.com/invite/F7pkkg2
Stay home, stay safe, join online!
Awesome news from the printed side of things: A new magazine is underway!
Continuing the tradition of great english language Amiga magazines like AMIGA FORMAT, CU Amiga, and others, AMIGA ADDICT is a new printed magazine from the UK.
Or more precisely: not "is", but "will be" if all goes well. For the first issue at least 500 preorders are needed, for the publishers to get an idea of the market, and cover production costs.
Some of the first issue's contents are: PageStream review, RaspberryPi Amiga 600, Cloanto interview, Simon Butler interview, contributions by AmigaBill and Kim Justice, game reviews, and much more. Preview pictures and articles look very promising. It's a full color A4 print, and it seems it's created on Amiga using PageStream. Both printed, and digital download versions will be available.
|The new printmag's logo design|
This is a great chance to obtain what might be a future historic magazine issue, and support an Amiga startup along the way!
...and preorder the first issue!
Having invested some time on getting a graphics tablet running, and equipped with a now 68040@40MHz driven Amiga, the deadline of the Amiga Art Contest 2020 by Douglas from 10 Minute Amiga Retro Cast (10MARC) and Pixel Vixen popped up somewhere, and pretty much from out of nowhere I started painting...
The graphics tablet is a "Lifetec" branded Tevion/Aldi LT 9310, powered by a homegrown floppy-port-PSU, and connected to the Amiga 1200's internal serial port at 19200 baud and 200lpi, using FormAldiHyd driver from AmiNet.
FormAldiHyd requires MUI, which makes it look a bit nicer than if GadToolsBox had been used, and probably saves the author some typing, but ultimately it's an unneccessary dependency. Anyway, FormAldiHyd hooks into AmigsOS's input handler system, thus is more or less application independent.
PersonalPaint 7 was chosen as the paint program - it's quite fast, straightforward, and system friendly. Basically what I wanted is just some software that's able to properly set pixels on screen according to my hand's movements. 640x512 hires interlaced is my preferred screenmode, and you cannot be more Amiga than a 32 color picture - this will be the artwork's geometry.
|Work-in-progress, using graphics tablet and mouse|
The tablet works! But over hours of painting it turns out you need some strong nerves to keep going despite all the hiccups. Practice makes a huge difference, once you get an intuitive idea about the graphics tablet's dimensions and haptics - both it's overall physical features, and it's drawing area - and the speed the system is able to handle, you can make really good progress, but the tablet becomes unresponsive from time to time, or stutters badly - resulting in interruptions in workflow, and sometimes random dots and lines in the drawing area. (PersonalPaint's multi-undo is very helpful here.) I wasn't able to identify the bottleneck, experimented with FormAldiHyd's settings, New8n1.device as a replacement for AmigaOS's serial port driver, etc. Most times just touching (moving) the mouse would re-enable graphics tablet input, but at some point I kind of gave up and would keep using the mouse for a couple of minutes for painting, then give the tablet another try.
The tablet is still amazing fun to use, and moving a pen is incredibly much faster and smoother than moving a computer mouse with your entire arm. This may affect the results: I ended up using a drawing tool other than pen/airbrush only for the peace symbol, everything else you see in the final result is hand and finger movement. (Ok, maybe the tiger's eye was flooded.)
After three days of occasional painting sessions, I thought from here on it might get worse, so I stopped. When doodling around the first concept that came to my mind was something with a dog - as you can see it turned into a tiger-dog. I had some horror themed ideas, like a Hound of the Baskervilles or so, but then some positive vibe won't do any harm, and the little mouse was created.
'Nuff said - here's the picture:
|The final result, as submitted to the Amiga Art Contest 2020|
A lot of amazing pictures (and MODs), have been submitted to the Amiga Art Contest 2020, showing there's no shortage of creativity in the community. Tiger and mouse are very proud to be among the contestants. Thanks, 10MARC, Pixel Vixen, and all artists and judges!
Head over to...
...to see the rest of images!
Watch 10MARC's Amiga Art Contest 2020 presentation and results video (live-streamed on 2020-10-17, 15:00h):
Make sure you visit "10 Minute Amiga Retro Cast" website...
...check out their facebook page...
...and keep an eye on their YouTube channel:
Follow Pixel Vixen via twitter at:
My "Frankenstein" Apollo 1240 accelerator needed some decent cooling, so I built something.
The ACT Apollo 1240 is a great accelerator for the A1200, but it requires some extra care. Among the quirks and issues owners of an Amiga 1200 with 68040 or 68060 accelerator have to deal with is heat, especially when using higher- or overclocked CPUs, in a desktop computer case, and when there's no manufacturer supplied cooling mechanism available. The 68040 CPU present on this specimen of the ACT Apollo, with a 80Mhz oscillator, gets unpleasantly hot, so it is likely to become unstable, wear out, and/or damage other components.
To provide some improved cooling to the CPU, a second heatsink was added next to the first one, where previously a 30x30x7mm fan had been positioned. The fan would now require a case and air duct that fits the Apollo 1240 plus a potential 3.3V voltage converter for potential 68060 upgrade, inside the Amiga 1200 desktop case, and direct air towards the CPU and heatsinks in a reasonable way.
|Blender 3d modeling fan case|
Using Blender I created a 3d model, printed it, refined it, and re-printed it.
|(Current) final version in the center|
The 3rd incarnation of the model is the (current) final result. The fan more or less rests on three legs inside the case, and has been glued into place with hot glue, sealing off gaps. The case is 3d-printed from PLA at 0.1mm layer height, with spacer sockets on the bottom to leave room for solder and solder pads below, and glued to the Apollo PCB, also using hot glue.
|New cooling system with fan, case and heatsinks|
a) The cooling effect seems to be pretty strong! From the previous installation with a CPU temperature that's painful to touch ("ouch! burns!"), it went to somewhere hot that still allows sustained finger contact to CPU or heatsink. Certainly a huge improvement.
b) The noise level is easily tolerable. The fan motor is quite audible at times, but there's comparably little hissing from the air moving through the plastic case. Maybe this can be improved further with a more elaborate shape of the case / air duct.
c) Hot glue is awful because it's somehow neither fish nor flesh, but it's easily removable and makes a very good seal for small gaps in plastic parts. The Apollo 1240 has very few features for extra parts to be be attached to, the CPU might get too hot for direct contact with PLA. Applying and removing hot glue worked very well - at least for development.
b) Overall height, and some space restrictions, are at the borderline. An extra millimeter here and there would be nice - maybe a little cutting and scratching will do, or it's just Amiga case inconsistencies. Otherwise the fan case 3d model might need some modification.
|It kind of looks like a mech...|
|One of the heatsinks was already there, so the other one got cut for the 68060 voltage converter "jumpers",|
red (left of CPU) and white wires are repairs by previous owner
I'll see how the PLA takes the temperature, and if the system remains stable in the long term and under heavy use. Also time will show if hitting the Amiga's keyboard above the cooling system and Apollo board will affect the installation. I guess with lots of warm air around, the new fan case will deform if there's mechanical pressure from one of the other computer components applied to it.
For now I consider it a success, entering "real-life" testing stage - 68040 power at 40Mhz, plus there's a chance this new cooling system will allow a 68060 to be installed on the board. :-)
* * *
Chicken, monkeys, rocks, and shadows - pick your favourite, and have a good time playing an Amiga game! Do we see a trend where developers are working towards advanced yet mature tools for game creation, like using Construct 2 for DaemonClaw, Dread being planned as an open engine from the beginning, or RedPill and Scorpion engines evolving and being used as a basis for two of the games in today's article?
This looks like one of those games you just can't resist. "Chicken Coop" from Jacek Nockowski was created using the RedPill game engine, it's another platformer, and it's a really cute. 20 levels to play, collect stuff, fight chicken! The graphics are minimalistic, loveable, and effective. The sounds are simple, and hilarious. And then of course there's that cut scene. Don't miss this one.
You can download "Chicken Coop" from AmiNet:
https://www.facebook.com/groups/redpillgamecreator/ (RedPill engine)
In case you haven't heard about Erik "earok" Hogan's "Scorpion" engine before, just think of it as a game construction kit he's building (see "additional sources" below for more info).After Amigo the Fox now comes "Monkey Lad", another "Scorpion" based game, inspired by 1986 SEGA title "Alexx Kidd". This is not a full game, and not planned to become one, but much more another test for the engine. Very cool, this looks more elaborate than "Amigo the Fox", certainly utilizing new features of the engine, and makes you look forward to more stuff like maybe ropes in the next game?
Do you like "Flappy Bird"? You're gonna love "Dodgy Rocks". It's a new stress-test for your nerves, requiring an OCS/ECS Amiga with 1MB of RAM.
"Dodgy Rocks" is far more complex than "Flappy Bird", but you'll get the idea pretty quickly nontheless. Dodge rocks to get points, or kick and smash them to get more points. If that doesn't sound like fun to you then you must be a PC guy.
Watch a video of "Dodgy Rocks" on YouTube (2020-09-10):
Ah, the dungeon crawlers. After the beautiful "Black Dawn Rebirth", here's the first playable demo of "Shadows of Sergoth" from Doublesided Games, and it's just as amazing.
The visual style and graphics quality of "Shadows of Sergoth" are pretty awesome, music is super moody, and it's classic dungeon crawling - if you like the genre you can't go wrong with this one. A little kingdom, spells, humans, dwarfs, monsters, and more is what you get in this almost-3D fantasy game - and did I mention those eyes? Very nice eyes.
"Shadows of Sergoth" requires 1.5MB ChipRAM, and a little bit of extra processing power is recommended. You can disable some game features for better performance on lower-end Amigas.
A commercial release of the game is planned, which will include digital download and physical editions.
You can download the demo from Doublesided Games' website:
Around July 2020 "BlitzWays" was announced by author Sebastian Hartmann, a new puzzler for Amiga 500 with 1MB ChipRAM and Kickstart 2.0, or better. "BlitzWays" is similar to games like Mah-Jongg, written in BlitzBasic, and has an impressive development time of 28 years! Well, according to the game's website it was put on ice several times. In the game, your goal is to find "paths" ("Ways") between tiles, and thus remove them from the board. Some decent in-game music, and a time limit to get the job done should make for a fun time playing this. Check out the game's backstory, it's a nice one. We're happy to see the game coming to life - finally!Watch "BlitzWays" on YouTube (2020-07-01):
Also around July "Ftype" popped up - another new shoot-em-up game. Currently there's only an early work-in-progress demo available, the finished product will certainly look more or less different, but so far we get what seems to be a decent top-down view, vertical scrolling shooter, with nice color palette and detailed graphics. Certainly one to keep an eye on.
Go to Indie Retro News' website to download early WIP demo of "FType":
In early August somewhat abstract puzzler "Astro Blox Revisited" from the Decrunch 2020 scene event was published. You push "blox" into their designated spots, which may require some serious planning due to obstacles and special blocks which behave in special ways. "Astro Blox Revisited" won the top spot in the GAMEDEV competition at Decrunch 2020, and, yeah, it's really fun to play!
Watch a video of "AstroBlox Revisited" (2020-08-01):
You can download "AstroBlox Revisited" from scene.org:
Also from the Decrunch 2020 event comes "Hansel and Gretel", written in AMOS Pro, by stoopi, jojo073, and Magnetic-Fox. It's a simple but beautiful platformer with a little bit of puzzling that made it to position three in the event's GAMEDEV competition.
Watch a video of "Hansel and Gretel" on YouTube (2020-08-01):
From "Abyss" who brought us "Tiny Invaders" and "Tiny Galaga" also comes "Tiny Bobble", which was released in August 2020.
contrast to the two previous "tiny" releases, this one is specifically
aimed at being a near-perfect arcade port, and there is a reason: there
is of course a well-known commercial port of "Bubble Bobble" for the
Amiga made by Firebird in 1989, but to fans of the arcade machine it was
always a bit of a disappointment. This version lacked a lot of details
that even a C64 would have no technical problems pulling off - it seems
it's just a lazy port that's not utilizing many of the Amiga's hardware
Bobble" steps in to fix this. And it does! It has a lot of improvements
over the 1989 Firebird version, like original arcade screen size,
original set of items (150 as opposed to ~40), double frame rate,
animated screens, additional screens from the arcade original, and more.
Now this really looks much better than the previous port! Of course it still plays smooth and fast, sounds great, and supports one or two players.
Here you can watch a video of "Tiny Bobble" (v0.9beta, 2020-08-13):
You can download "Tiny Bobble" from Abyss' website:
You can download "The Green Thang" from "Games That Weren't" website: https://www.gamesthatwerent.com/2020/09/green-thang/
Since we last reported about "Project Horizon", a demo of the game has been released. And oh does it look and sound good. Well, see for yourself:
Watch "Amiga - Project Horizon (DEMO)" on YouTube (2020-06-16):
"Hydra Castle Labyrinth" is a Metroidvania style game, ported to Amiga 68k by Artur "Arczi" Jarosik.
Basically another platformer, but this version supports CD32-gamepads, which itself makes it something special. Of course you can use a joystick, too. A (very) fast Amiga - namely: Vampire board - is recommended to play the game.
"Hydra Castle Labyrinth" has already been available for many platforms - including MS-DOS, SEGA Dreamcast, AmigaOS 4 - and is a welcome addition to the range of 68k titles.
"Hydra Castle Labyrinth" 68k running on AROS m68k (2020-04-05):
It's still a rare, and always exciting sight when a new Amiga CD32 game pops up. This one is new, yet old, and we get only one level, but beware, it's friggin' "Aztec Challenge" from the Commodore 64 and Atari 800!
A massive update to the original, "Aztec Challenge" certainly never looked better - this one plays butter smooth, has nice sprite animations, even cinematic 3D rendered cutscenes, and an impressive soundtrack. Yeah, of course, 16 bits can do more than 8 bits, but the attention to detail and overall love for the source material and the target platform is obvious.
Literally everyone who watches the video below and likes "Aztec Challenge" even in the slightest bit will be craving for the full game on CD32 - very, very nice work!
You can download "Aztec Challenge EP01" for Amiga CD32 from AmiNet:
Two arcade action super-classics ports by coder "Abyss" have been released for the Amiga, in pocket size: "Tiny Invaders" is a remake of 1978 Taito/Atari classic "Space Invaders", and "Tiny Galaga" is a remake of 1981 Namco classic "Galaga".
Well, they're not pixel precise ports, but lovely little interpretations of the original games. Obviously they're not feature-packed, but both games play smoothly, look great, and they're so tiny you can put both together on a single floppy disk, or easily send them over a (null)modem line.
If you need a quick round of arcade action these are perfect for you!
Tiny Invaders (by Abyss) (2020-04-27):
Tiny Galaga (by Abyss) (2020-05-25):
Around June yet another platformer was announced, that goes by the name of "Amiga the Fox". Jump, run, collect coins - just by looking at a screenshot it almost spells out "Mario!", and that's a good thing. This is clearly inspired my some other well known game, and is perfectly tailored to fans of the genre, probably esp. the younger ones.
Erik "earok" Hogan is creating the game using his "Scorpion" game engine, which means it's framerate is 50Hz, and it runs on OCS equipped Amiga 500s and upwards. For "Amigo the Fox" some extra processing power is recommended.
Since we last reported about "Boss Machine" a couple of testing/preview videos have been uploaded to Daniel Stephens YouTube channel. The game looked great from day zero, but it's really starting to take breathtaking shape, see for yourself:
|"Bagman" original arcade game flyer|