An Amiga 500 was spotted in 1989 splatter-comic movie "Robot Ninja" - both on screen, and behind the scenes.
Robot Ninja (1989) poster artwork (see end of article)
The movie is a very gory, but also funny and slightly tragic low-budget sci-fi/horror production. If this fits your taste, it's really enjoyable, with a lot of handdrawn comic panels thrown in, goofy, but (very) rough characters, and some actually quite ambitious, visionary storytelling, complete with dream sequence, Terminator rip-off scene, and everything.
"Robot Ninja" was written, produced, directed, and edited by J. R. Bookwalter, who also supplied some of the music.
The opening credits might look somehow familiar to longtime Amiga users.
A couple of frames from the opening credits
The comic panel sections of the opening sequence feature some animated text - could this be some Deluxe Paint animations that we're looking at?
A couple of frames from the opening sequence, with comic panels, and animation
Only a few minutes into the movie, we get a little news report that features some sort of artwork of the "Robot Ninja".
Is Robot Ninja connected to the Ridgeway Murders... ?
So far, all of this feels very much like something Amiga. It wouldn't be surprising if one shows up in the movie... and indeed, soon a machine can be seen that looks remarkably like an Amiga 500.
Someone is playing a game...
...on a computer with some extra equipment...
...that looks very much like an Amiga 500...
...and runs a GUI with a blue background.
So after this character has played a round of "Lords of the Rising Sun", he returns to what seems to be AmigaOS Workbench 1.x.
More artwork shows up during the movie - isn't there a faint title bar, that maybe says "Deluxe Paint"? And there's another news report, that uses a font that just looks all familiar.
The "Robot Ninja" shown on the computer display - with title bar.
The font used by this TV station looks very familiar.
We get to see more of the computer equipment. There seems to be a dot matrix printer on the left side (maybe a Star LC-10?), and a floppy drive right next to the keyboard. And is there another, bigger printer, on the right side?
1989 computer workstation in "Robot Ninja"
In this sequence, the movie's anti-hero is in very bad shape after a
heavy fight - he tries to decipher what's written on the computer display, but he's dizzy, and his vision is blurry.
Robot Ninja can't properly see the computer display.
But then, finally, all doubts are dispelled: Yes, this is an Amiga 500. With a red LED.
It's really an Amiga 500, with PSU, 1010 floppy drive, and 1084 monitor!
The movie's ending credits feature some digitized images with a little bit of animation.
A couple of frames from the pictures during the ending credits.
When the credits' text (Topaz font? Opal font?) begins to roll, it gives more clues about Amiga usage during production, and some enthusiastic praise for the computer.
Amiga 500 in "Robot Ninja" ending credits
The titles, and we can pretty safely assume also the digital artwork in the movie, were indeed created on an Amiga 500, as was the music by Mr. Bookwalter. Maybe the entire editing was done with some gen-locking, VHS-recorder-controlling Amiga setup, at "The Imagination Industry" and Richard B. Perrine?
"Robot Ninja" is a very nice example of Amiga usage in movie production. Looking at its imaginative, bold style, it's a perfect tie-in with the idea of the allround-creative Amiga user. Mr. Bookwalter obviously is one such person. He felt he had to put the machine into the movie, give it big credit, and the fact that he did the work for "Robot Ninja" on an Amiga 500 is pretty cool in itself. It's proof that even the lowest-cost model, a literal bedroom-computer, can be a (low-res) film industry workhorse.
Now, why isn't there a "Robot Ninja" game for the Amiga?
More breaking news of Amiga gaming: Spectacular low-end first person shooter "Grind", formerly known as "Dread", just got a new demo release.
With a new name and new developer team, "Grind" is the overhauled and polished successor of "Dread", and now we can see (part of) what has been happening in the meantime. A new demo version of "Grind" just got released, and the results are stunning. It's currently only available for patreon supporters - but thanks to YouTube and famous retro gaming channel Saberman RetroNews we can watch a video and enjoy the outstanding diesel-punk look of playable demo level "Darkenward East".
"Denise" is a new Amiga (and C64) emulator for Windows, MacOS, and Linux. And it's surprisingly good!
Development of "Denise" seems to date back to around 2017, when it started as a Commodore 64 emulator. In March 2023 author PiCiJi released version 2.0, which adds Amiga 500 and 1000 emulation. Running Fedora Linux, I gave it a quick try.
Apart from downloading and extracting the archive, no program installation was required. Just double-clicking "Denise" program icon, and selecting Kickstart ROM file and ADF in the preferences, I was able to nicely play a round of "Tinyus", with sound, and without any glitches or performance issues (i7-4790T, 2.7GHz).
Double-click icon, select Kickstart ROM, select ADF, and play. Nice!
"Denise" has a little bit of history, which certainly helps when a new
emulated platform is created. Preference and menus need a little more work (localization, graphics), but nothing's missing, and everything (still) looks very clearly structured with the added Amiga-related items. (Most?) changes to preferences take effect immediately.
When playing "Tinyus", I had to make a little change to the input
configuration: "Tinyus" needs the Space-bar key, which is occupied by
Joystick-Fire-Button per default. Assigning a new key just took a couple
of seconds without reading instructions. Perfect.
"Denise" preferences: C64 and Amiga cores
"Denise" feels as if it has been designed with a lot of modularity in mind. For example it looks as if the (emulated)
video output section from the existing C64 emulation is being used for
Amiga video, too - which totally makes sense, as both machines generate
quite similar video signals. And there is a "core selection" setting - future new cores can probably be expected.
More "Denise" preferences
Emulation performance was perfect with "Tinyus", which is also reflected by SysInfo's speed test results: "Denise" runs cycle-exact. (No further performance tests were done by me at the current point in time.)
SysInfo: That looks pretty cycle-accurate.
To round it up, here's a shot of "Denise"'s C64 emulation running "Destroyer", and the C64 settings window.
"Denise" C64 emulation and preferences
It's still a bit rough around the edges, and a bit limited, but, wow, "Denise" is a fantastic new Amiga 500 and 1000 emulator! And you get a great C64 emulator along the way! Try it, it's great!
You can download "Denise" from its sourceforge website
Creating your first action game from scratch can be quite a challenge, and cause severe frustration. But at some point you begin to see some light at the end of the tunnel - and that's where the real fun part begins.
My experiments in creating something that might become... a game?! ...have reached a stage where (except for sound) pretty much everything is in place: timing, user input, movement, graphics, limits, ...and it seems to work! Stably!
To achieve this within a somewhat tolerable time frame (= this lifetime), some fundamental decisions had to be made:
- few colors
It turns out that Amiga color palette considerations can be very time consuming. To make progress, no attempts were made to max out the possibilities.
- single reference platform support
AGA compatibility has been dropped early on, OS3.x would be nice, but Kickstart 1.x support is a must for this project anyway (for personal reasons), so an Amiga 500 with Kickstart 1.3, OCS, 1MB RAM has become the single target platform. If possible, the... game? ...should fit into 512KB RAM. (256KB would be even better.)
- accept bad performance now, optimize later
This is something I really had to get into my head: It won't be fast! Not yet! Maybe never! I have a tendency to spend a lot of time thinking about loops, variable size, etc. without being sure the entire program architecture will work out. (Compare AA DevLog #0.) So to get a proof-of-concept of where and when things happen, the basic assumption was made that with some fundamental limitations set, the Amiga will somehow be able to handle the load within one, or at least two vertical screen refresh cycles, resulting in a usable frame rate. All other performance- or elegance-of-execution-considerations were dropped.
Everything still looks pretty... flat.
Well, despite my self-imposed rules, I still tried to make some routines scalable, reasonably "elegant" (?), or spent a little bit of time on thinking about speed. It just happens, and is part of the fun.
Having an ugly, but working prototype of the game, a level editor speeds up further development considerably. Creating the editor was comparably easy, as many of the functions required were already there from the game files.
Editing an NPC's path/waypoints
Now background tiles, foreground items, and non-player-characters (NPCs) can be easily added to the level - and as mentioned in the introduction, this put a broad smile on my face a couple of times. It's really fun to invent game mechanics - e.g. a path with waypoints for your NPC - and then be able to immediately see the effects in the game.
In this issue we take a look at a very mixed set of titles: two compilations of arcade games, a little bit of a top-view shooter, a platformer, a first person shooter, and as a bonus the full free release of a strategy classic.
Amiga games pack by LC-Games
Luca "LC-Games" Carminati has released a set of games he has developed between 1995 and 1998 as an "Amiga games pack" - for free. Cool!
The games are: Croins (an Asteroids clone), Hyper Viper, Kangy, Marietto, and arcade sports game Slalom Speciale.
Hyper Viper, snake type game in a maze
Some of the games have previously been released as shareware titles. Now you can download the ADFs from LC-Games' itch.io page, and enjoy all full versions.
Kangy, a platformer
Arcade gaming with neat graphics and sound, and you get the full package, check this out: "Croins" is a well made Asteroids clone with pounding techno music on the title screen, "Hyper Viper" a snake-type game with a funny looking green worm and less pounding but equally enjoyable music, "Kangy" a platformer with cute looking animals and palm trees, "Marietto" is quite a unique blend of several classic game styles and can get pretty hectic, and finally "Slalom Speciale" is an unobtrusive skiing game.
Marietto - Pang meets Galaga meets Fury of the Furries
All included games are decent titles, no technical spectacle here, but pretty straightforward, and very Amiga-ish, arcade gaming. Very nice - Molto grazie, Luca! Read more, and download "Amiga games pack" from LC-Games' website page: https://lowcarb.itch.io/amiga-games-pack
Support for the Amiga CD32 is always rare, and very much appreciated. Mutation Software has re-released it's "Mutation Gold Compilation" for Amiga CD32, a collection of five games. All games have received some fixes and updates, including adaptions to CD32 joypad.
The individual games are: Doodlebug, Cyberpunks, Tin Toy, Tommy Gun and Castle Kingdoms.
Doodlebug, included in the "Mutation Gold Compilation"
The current (minimum) price for the "Gold Compilation" is $13.49 - but note that for just a few bucks more you can make a bargain and buy the "CD32 Games Bundle" which includes the "Gold Compilation" plus "Wiz - Quest for the Magic Lantern" (CD32 version).
Mutation Software has also announced a new game: "Cyberpunks 2" for AGA Amigas, a sequel to top down shooter "Cyberpunks" from 1993 (for OCS/ECS Amigas). "Cyberpunks 2" is said to be for 1 or 2 players, have new levels and new gameplay, and a tentative release date in late 2021.
Additional sources: http://amiga-news.de/en/news/AN-2020-11-00044-EN.html http://www.indieretronews.com/2020/11/mutation-gold-compilation-and.html http://hol.abime.net/6231 ("Gold Compilation" original 1998 release)
Looty v2
"Looty v2" for all Amigas with 1MB ChipRAM is an updated version of 1993 public domain title "Looty", inspired by ZX Spectrum game "Booty".
It certainly still requires a little bit of polish, but it's quite fast paced, plays smoothly, and: it has a level editor! A platformer with a level editor - that sounds like hours and hours of creating challenging courses. The author has expressed interest in improving the game further, and he'd like a graphics artist to join in. Maybe this is your chance?
Here you can watch a video of "Looty v2" (2020-11-19):
Doom never stops. After "Dread" here's another 2020 low-spec Amiga first person shooter, called "Blask". Actually this project seems to have been around for quite a while, mostly under the name of "Alien Enemy: Dangerous", with occasional tech demos popping up - this one is the latest.
Not too much to show here, but this already looks quite enjoyable. Written in AMOS, it has what appears to be pretty smooth 3D graphics, proper graphics and color palette, and this simple, but quite convincing light source effect.
Certainly a welcome addition to the set of first-person shooters available for the Amiga, make sure you stay up to date on this one.
You can watch the latest tech demo of "Blask" on YouTube (2020-11-09):
In November 2020 printmag "Amiga Future" continued their efforts of releasing full Amiga software titles for free with the addition of two highly regarded classics: "action-chess"-type games "Archon" and "Archon 2"!
"Archon" from 1985 (Amiga release)
"Archon" (Greek for "ruler") by Electronic Arts was first released for Atari 8-bit computers in 1983, received rave reviews, and was ported to many other platforms, including Amiga. It's a fast-paced mixture of chess-type strategy, and realtime combat action sequences deciding the outcome of individual attacks.
"Archon" combat section
"Archon 2: Adept" from 1984 was the first sequel, released for Amiga in 1988. In later years, more sequels would follow: "Archon Ultra" for MS-DOS in 1994, "Archon: Evolution" around 2007 using some of the original 8-bit code, "Archon" remakes for mobile devices, "Archon Classic" in 2010 available on Steam, and there seems to be another new version in development since 2017.
"Archon 2: Adept" from 1988 (Amiga release)
The games' disk files are available in ADF, IPF (Archon and Archon 2) and WHD (Archon 2 only) format, plus a manual in PDF.
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!
Jab Jum
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):
https://www.youtube.com/watch?v=RnOEGGrCqkU
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.
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.
You play Aura (a duck) and your goal is to deliver a couple of - presumably floppy - discs to some client. Along the way you have to get rid of enemies by jumping on top of them, and lay eggs which can be used to reach higher ground. Certainly a game every Amiga jump'n'run fan will appreciate, as maybe will the average passionate KFC customer.
"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)
https://www.youtube.com/watch?v=NJPgKrhZWgw
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.
Whatever the case, it's a super funny looking game, created by what appears to be a mostly French team of developers. The visual style is very cartoonish, especially the enemies look so dumb and lovable, it makes you wanna pet them, not shoot them. But that won't get you far in the game - better watch the beautiful tutorial sequence of the game, and find out how to turn them into tomatoes.
"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):
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!
https://www.youtube.com/watch?v=9FAQ8AioSJg
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Thanks for reading! Stay tuned for "Games galore #15"!
The "expanded" memory expansion inside the Amiga 500
Three 3d-printed braces hold the coin-cell board in place. Two probably would've been enough, as the trapdoor cover gives a little pressure from below, adding friction, but we wanna make sure this doesn't move even when the Amiga shakes e.g. when being transported. A few drops of hot glue are a healthy bit of overkill, just for good measure. The good thing about hot glue is that it's not super-sticky, thus can be removed relatively easy if required. Again, this modification can probably be reversed 100%.
As always, the best thing about it, is: it works! :-D
You might have seen our little article, asking for support for APECAT, the "Amiga Processor Expansion Card for Application Transfer" - we have good news!
In case you haven't heard about APECAT before: Stian Søreng is developing a homegrown expansion device for the Amiga 500 (MC68000 CPU slot - probably Amiga 2000, too) that is designed to be able to directly upload code to the Amiga's memory, and execute it on boot.
Pretty cool, isn't it?
Stian has just reported via facebook that he's making progress, his prior problems seem to have been solved. In a new article on his website (see link below) published on Aug. 31st, he describes he had to fix timing issues both in hard- and software, and has started working on revision 2 of the APECAT.
He also created a short video showing his strikingly simple and simply amazing invention doing a little work! Here it is:
With a little more experience and new information gained, there was something left to do...
Disclaimer: This is not an instruction. Use
at your own risk. No responsibility taken for whatever you do. Safety
first. Kids, dont try this at home. 32MHz might not be too shabby, but then it's a weird number, and the TF530 is capable of more. It's been quite some time since I built my TF530. In the meantime Mr. Leary has released new firmware versions, improving the accelerator's compatibility with higher clock rates (among other things, probably). So the day had come to try a little tweaking.
First of all I had to test the latest firmware release. I fired up my laptop running Xilinx's CPLD programming software, connected the USB-cable to one, and TF530 5V power input to another USB port on the laptop. Surprise: The Amiga boots! It pulls enough power from the laptop's USB port to boot to Workbench! And of course the laptop (running Windows) complains about a USB device pulling way too much power! Ok, I'd better disconnect the power, remove the TF530 from the Amiga, reconnect, and try again...
Faster!
Without any changes to the TF530 I uploaded the latest software to the CPLDs. Hm, not bad! Worked flawlessly, and SysInfo shows a little speed increase of about... 3%! Not precisely earth-shattering, but a welcome improvement.
From ~5800 Dhrystones to ~6000 just by firmware update!
I had never thoroughly tested the memory chips, and the new firmware needed something to do, so I started Microbotic's excellent MBRTest-2 memory testing program, and ran a couple of tests. To my surprise there were no errors - my handling and soldering of the memory chips was fine from day zero!
No RAM errors, very good!
So far, so - very - good. I had seen some accelerator configurations where the 68030 had been overclocked by about 25%, and the FPU on my TF530 is a 40Mhz model anyway, so, yeah, why not try 40Mhz on the 33Mhz CPU?
33Mhz CPU and 40MHZ FPU - will they run fine at 40MHz?
Replacing the tiny SMD type 32Mhz oscillator with a 40Mhz one requires some fiddling if you don't have a heat-gun, but these oscillators seem to be quite tolerant to heat, and I managed to do it using a soldering-iron without any visible damage. After some cleaning it was time to switch the Amiga on, and see how she does...
~7500 Dhrystones!
Hotter!
Once again, to my surprise, this worked flawlessly! Wow, running at 40Mhz we get about 7500 Dhrystones in SysInfo! The 68030 is getting a bit hot - I'll be adding at least a small heatsink just to avoid unnecessary stress on the material.
TerribleFire 530 with CF card adaptor inside the "Amiga 530"
As a final touch to my "Amiga 530" I wanted to delete AmigaOS3.9 from the CF card, and reinstall OS3.1. With some little adjustments OS3.9 ran quite well on the machine, but it's still comparatively resource-hungry, and in some parts unnecessarily bloated, thus slow. Installation of OS3.1 - no surprise here - was quick and worked flawlessly, too. Another reset, and...
...the Amiga now boots to Workbench in about 9 seconds!
This is really good. I could try to get a 50Mhz CPU and install a 50Mhz oscillator - the 40Mhz FPU should be able to take that (the 33MHz CPU probably not so much...) - but for now I'm really perfectly satisfied with the performance. Firmware update, plus faster clock, plus operating system downgrade really make a difference. I'm assuming an added heat-sink will make the setup safe and stable in the long term.
Now will THIS be the last part of the series of articles about "Building the TerribleFire TF530 accelerator"? Who knows. Probably not! There's still so much to experiment with - we haven't even touched the SPI port yet!
Once again a huge Thank You! to Mr. Stephen Leary for developing and releasing this awesome accelerator!
It very much looks like 2019 will surpass many previous years in number of new games released for the Amiga. In fact it becomes pretty hard to keep up with all the new developments.
RESHOOT R
"RESHOOT" from 2016 by Richard Loewenstein looked awesome, and was kind of something new on Amiga, but Richard isn't done with us yet: now he's given us "RESHOOT R" with more assembler coded action, more bullets, extra weapons, more outlandish looking enemies, more insane sound effects, and more awesome pounding, hypnotizing music. It runs on AGA Amigas (CD32 included), claims to put up to 100 objects on screen at the same time, more than 400 colors, with transparency effects, still parallax-scrolling at 50Hz - no accelerator required, yet runs on 68020 to 68060, taking advantage of additional RAM if present.
Hats off, RESHOOT R rivals "T-Zero" in being the most advanced shoot'em up on the Amiga ever. ESCALATION!
Here's a gameplay video - but beware: this might be a bit of a spoiler!
Better buy the game, start playing, and have your jaw drop as you progress though the levels! It's insanely good!
Not finished yet, but with preview videos out, we can pretty safely assume a 2019 release. "Rygar" is a fantasy themed game for AGA Amigas, a remake of the 1986 Tecmo arcade game. Jump, shoot, dodge, run - somewhere in between "Lionheart", "Shadow of the Beast", and "Ghosts'n'Goblins". It already looks very good, and has some above-average game mechanics. Expect some more improvements and bugfixes, this is gonna be an exciting game.
Inspired by the classic "H.E.R.O." game, "BioJet" is a variation of the fly/dodge/explore genre for all Amigas (with 512KB FastRAM). This looks like a smooth, fun game, and has some interesting technical details (see Aminet readme). Last but not least: it's freeware!
One of the oldest gaming ideas got a massive update with "PONG 4K". You still try to catch and reflect a ball, but that's pretty much where the similarities end. "PONG 4K" is the successor to "PoNG4" - for Amiga CD32 only, has an intro video, CD soundtrack, lots of bleeps and blurps, dark yet colorful graphics, giving it a "Speedball" like dystopian future atmosphere, with parallax scrolling, four players simultaneously, gravity effects, obstacles, ... you name it. Originally released in 2018 it's got a commercial release in 2019. Pong is dead, long live PONG!
Dave May's "AirTaxi" is a 1994 game heavily-inspired by "SpaceTaxi", in fact it looks like a super-polished, enhanced version of the classic. A demo has long been on AmiNet, but recently the full version (.adf) has been released, and even an updated rework is considered by the author. "AirTaxi" can be played by up to 5 human players simultaneously (2 joysticks + 2 joysticks on parallel port + keyboard), and runs smoothly on any Amiga with 1MB ChipRAM and some acceleration (25Mhz). It's got speech, soundfx, obstacles, weather conditions, bad guys, nice little character animations, etc. - this looks very entertaining to play with a couple of friends!
Frank Wille's "Trap Runner" had a "party release" in 2018, but is still going strong in 2019 with an updated "final release", and recently the sourcecode has been released. The game is a "Giana Sisters" type jump-and-run with super cute graphics and sounds, very classic, and it also has the best storyline ever: rescue girl from bad guy. Add playability, intro screens, and of course this irresistable marshmellow-smurf-kindof character - you just can't go wrong with "Trap Runner".
You can buy a physical edition of the game, and you can also try your hands on the sourcecode. It's designed to be portable to other platforms, but there's some assembler code involved.
And we have one more that popped up recently: "Cuba 1898" by Irongate / José A. González P. is a neat sidescrolling jump'n'shoot that puts you right into the Spanish-American war of 1898. Well, kinda. Shoot enemies "Green Beret" style, collect boni - win a war!