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New Amiga games coming this year

Wildebeest

Member
How on earth did Commodore go bust, they had a machine ahead of anything else by far
Jack Tramiel made the Atari ST as a spoiler product, and it worked, since early games were held back by the need to be compatible with both. Just a couple of years after Amiga was released, even more impressive home computers came out that made less of a splash than Amiga. It was a very competitive market back then for different platforms.
 
Yes and although I still play on the modern consoles, my favourite time was always the Amiga era, great 2D graphics and THAT Paula sound chip. How on earth did Commodore go bust, they had a machine ahead of anything else by far

Being run into the ground by complete imbeciles will do that.

The engineers wanted to do so much more with the Amiga, but were denied the funding at every step.
 

Seider

Member
More like NES to SNES, I'd say.
Snes went out 5 years after the Amiga.

And i remember a huge technical jump from Spectrum to Amiga. A lot bigger than from Nes to Snes. And in a shorter lapse of time. Amige came out 3 years later than Spectrum and the difference was abysmal. Snes came out 7 years later than Nes.

Spectrum = 1982
Amiga = 1985

Nes = 1983
Snes = 1990
 

Wildebeest

Member
Snes went out 5 years after the Amiga.

And i remember a huge technical jump from Spectrum to Amiga. A lot bigger than from Nes to Snes. And in a shorter lapse of time. Amige came out 3 years later than Spectrum and the difference was abysmal. Snes came out 7 years later than Nes.

Spectrum = 1982
Amiga = 1985

Nes = 1983
Snes = 1990
The goal of Spectrum and Amiga was totally different. Spectrum was meant to be a bare-bones platform, so people could get their first experience of computing. The Amiga was designed as being a workstation capable of doing the 32bit addressing required for windows based operating systems. A full competitor to Apple.
 

RoboFu

One of the green rats
Liked the amiga. It was like the wests x68000. That was back in the day where there were like three cpus with a few variations each for like 10 years.
 

calistan

Member
Snes went out 5 years after the Amiga.

And i remember a huge technical jump from Spectrum to Amiga. A lot bigger than from Nes to Snes. And in a shorter lapse of time. Amige came out 3 years later than Spectrum and the difference was abysmal. Snes came out 7 years later than Nes.

Spectrum = 1982
Amiga = 1985

Nes = 1983
Snes = 1990
SNES to Playstation was arguably the biggest jump in console generations. You went from an essentially 2D machine that could display a handful of unshaded polygons at sub 20 fps, to a console that could handle Metal Gear Solid and Final Fantasy VII. It was from a different planet.

Commodore 64 to Amiga and NES to SNES seem like similar jumps in tech to me. NES was more capable than the C64, SNES was more capable than the Amiga, but they all did essentially the same thing. The same games with more colours, better sound, etc.

Also, the Amiga technically did launch in 1985, but it was massively expensive and unpopular until they brought out the A500 two years later. You can't compare Sinclair's Spectrum, which was underpowered even for its day, with an exotic computer that cost 10 times the price.
 

Seider

Member
More like NES to SNES, I'd say.
Snes went out 5 years after the Amiga.

And i remember a huge technical jump from Spectrum to Amiga. A lot bigger than from Nes to Snes. And in a shorter lapse of time. Amige came out 3 years later than Spectrum and the difference was abysmal. Snes came out 7 years later than Nes.

Spectrum = 1982
Amiga = 1985

Nes = 1983
Snes = 1990
SNES to Playstation was arguably the biggest jump in console generations. You went from an essentially 2D machine that could display a handful of unshaded polygons at sub 20 fps, to a console that could handle Metal Gear Solid and Final Fantasy VII. It was from a different planet.

Commodore 64 to Amiga and NES to SNES seem like similar jumps in tech to me. NES was more capable than the C64, SNES was more capable than the Amiga, but they all did essentially the same thing. The same games with more colours, better sound, etc.

Also, the Amiga technically did launch in 1985, but it was massively expensive and unpopular until they brought out the A500 two years later. You can't compare Sinclair's Spectrum, which was underpowered even for its day, with an exotic computer that cost 10 times the price.
Amiga was technically superior in a lot of features to Snes, being released 5 years before.

And you say they are esentially the same technology leap. One in 1985 and the other in 1990.

And the same i can say about Snes, it was released only in Japan in 1990. It arrived two years layer to Europe in 1992, where i live, and in 1991 in EEUU.

I still think its unnaceptable Amiga had a resolution in games of 320x200 while Snes was a 256x224 system launched 5 years later.
 

Ozzie666

Member
Honest question, how many Amiga owners actually bought software? I'd say even less than Atari ST owners. There was something to be said about software availablity and easy access and massive collections.
 

Reficul

Member
Honest question, how many Amiga owners actually bought software? I'd say even less than Atari ST owners. There was something to be said about software availablity and easy access and massive collections.
Are you telling me that we could BUY Amiga games? Get out of here.
 

calistan

Member
Spectrum = 1982
Amiga = 1985
I'm not really sure why you're comparing those. Spectrum was a dirt-cheap, barebones computer built for the masses. It was less powerful than many of its direct competitors.

Amiga was a high-end machine that cost 10 times the price of a Spectrum. And it was considered rare and exotic until they repackaged into a consumer version with double the RAM in 1987.
 

calistan

Member
Honest question, how many Amiga owners actually bought software? I'd say even less than Atari ST owners. There was something to be said about software availablity and easy access and massive collections.
I bought a few, but sometimes copied them and took them back to swap for something else. The best scam I had going, for games with the latest copy protection, was to slice down the side of the disk case with a razor, take out the disk inside, swap it with the failed copy, and take it back because it didn't work.
 

Seider

Member
I'm not really sure why you're comparing those. Spectrum was a dirt-cheap, barebones computer built for the masses. It was less powerful than many of its direct competitors.

Amiga was a high-end machine that cost 10 times the price of a Spectrum. And it was considered rare and exotic until they repackaged into a consumer version with double the RAM in 1987.
In Spain and Europe was typical that a Spectrum user upgraded to an Amiga. Spectrum was the most successfull 8 bit computer in Europe in the 80´s. Amiga was the same but in 16 bit range.
 
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I was thinking of getting a Power Mac G5, and installing MorphOS to convert it into a high end Amiga.
Grab.jpg
 

lionagony

Member
New videos of Grind for the Amiga out, first one running on standard A500 and second on A1200 with 8 MB Fast Ram. Over 4k views in one day is very impressive for an Amiga game.




 
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Nitty_Grimes

Made a crappy phPBB forum once ... once.
Honest question, how many Amiga owners actually bought software? I'd say even less than Atari ST owners. There was something to be said about software availablity and easy access and massive collections.
Bought loads. Had access to copies but I liked my simulation games back then (microprose) so tended to buy those big boxes. Instruction manuals were amazing.

Bought Cannon Fodder cos my cracked copy bombed on disk 3. Only years later reading Galahad of Fairlight on English Amiga Board did I realise I was doing it wrong. How would I have known back then lol.
 

Clear

CliffyB's Cock Holster
That’s harsh, they published lots of games:

But Agony had issues no doubt. Even the much talked about Shadow of the Beast was mostly played because of the graphics and parallax scroll. 1 and 2 were insanely difficult games, even the git gud crowd would struggle.

I loved Lemmings though, one of my favs. I really liked Killing Game Show too, incredibly difficult but it was so unique, was made by the founder of Bizarre Creation btw. And Blood Money was lots of fun. Nitro was a great top-down racer, fun with friends. Walker was unique too.

Not saying they didn't publish anything good, just that a lot of titles they put out were basically sold on the box-art and screenshots.

Shadow of the Beast is a pretty poor game with great graphics for its time, but I liked both sequels quite a bit. Generally speaking quality improved over time (particularly the externally developed stuff), but there was a lot of filler too. Especially during the early years when they were leading on Atari ST - their initial releases were pretty atrocious.

If you think I'm being unfair, here's a list of their releases. Pretty sure no matter how deep you were into the scene at the time, you'd be hard pressed to remember many of these.
 

Holammer

Member
One of the most impressive things I've seen in ages came out today, the author of the game Hamulet put out a proof of concept of using animated HAM bobs and HAM parallax on an A500 with 1 MB in this video. The results are spectacular!


wRUdzJEiwfue.gif

That's literally crazy. Even more so if it results in a practical application.
If someone demonstrated that back in 1988 it would be akin to showing Fanta in Space in 1982.

 

Fess

Member
If you think I'm being unfair, here's a list of their releases. Pretty sure no matter how deep you were into the scene at the time, you'd be hard pressed to remember many of these.
I actually remember a ton of them, getting nostalgic from just seeing some of the pics there lol

Btw saw Benefactor from Digital Illusions there, I first heard about that one through a serie of dev diaries posted in Swedish Datormagazin. It’s always cool to think back at how those guys started out in the demo scene and then Pinball Dreams and ended up as the gigantic DICE.
 

lionagony

Member
I have finished the second level demo of my AGA Scorpion game called Silhouette Threat. This one is auto-scrolling so the gameplay is different from level one. I've also simulated 6 overlapping layers of parallax which hasn't been done on the Amiga before to my knowledge. My daughter helped out with some of the artwork. It's a free download if you want to give it a try at https://lionagony.itch.io/silhouette-threat-aga-amiga Thanks. You can also watch a video of some of the level here:
 

lionagony

Member
A playable version of Metro Siege is now available, an arcade style beat-em-up.

Here's what the developers said:

The Metro Siege development team are proud to announce the release of

!!! METRO SIEGE - Technical Preview #1 !!!

Now you can play some of the levels we've been developing for Metro Siege!

The game play and assets in this preview are still a work in progress and
will change before the final release!

The release includes 3 playable levels, with the choice of two characters.

There are three versions of the game included in the release:

(1) The ADF version suitable for any 1mb Amiga
(2) The Hard Drive version suitable for 020+ Amigas with 2mb of ram
(3) The CD32 version - suitable for CD32 consoles

The latest version will always be available at:

https://metrosiege.com/download/

For info on character moves see:

https://metrosiege.com/moves/

We'd love your feedback! Let us know what you think of the game or if you
run into compatibility issues or bugs. If you want to chat with the team
on discord, please use the invite link:

https://discord.gg/GEApATew5x

We hope you enjoy this preview, and have more exciting releases planned
for the near future!

 

octos

Member
Snes went out 5 years after the Amiga.

And i remember a huge technical jump from Spectrum to Amiga. A lot bigger than from Nes to Snes. And in a shorter lapse of time. Amige came out 3 years later than Spectrum and the difference was abysmal. Snes came out 7 years later than Nes.

Spectrum = 1982
Amiga = 1985

Nes = 1983
Snes = 1990

Amiga was technically superior in a lot of features to Snes, being released 5 years before.

And you say they are esentially the same technology leap. One in 1985 and the other in 1990.

And the same i can say about Snes, it was released only in Japan in 1990. It arrived two years layer to Europe in 1992, where i live, and in 1991 in EEUU.

I still think its unnaceptable Amiga had a resolution in games of 320x200 while Snes was a 256x224 system launched 5 years later.
The Amiga was ahead of its time, unfortunately after the A500, Commodore stopped investing in technology. Had they managed to complete the AAA chip in time for the A1200, the A1200 would have been an extremely powerful and competitive machine.

Also, most games were PAL games and running at 320x256, and it was possible to output higher resolutions too like 640x256 and 640x512 (interlaced).
 

nowhat

Member
Spectrum was the most successfull 8 bit computer in Europe in the 80´s.
Apologies for the necro reply, but was this really the case? Speccy certainly was very strong in some countries, but I was under the impression C64 was overall more popular in Europe. At least here in .fi, it was all the rage at the time.

(me, I didn't have one - I had a C128, suck it peasants!)
 
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kruis

Exposing the sinister cartel of retailers who allow companies to pay for advertising space.
Apologies for the necro reply, but was this really the case? Speccy certainly was very strong in some countries, but I was under the impression C64 was overall more popular in Europe. At least here in .fi, it was all the rage at the time.

(me, I didn't have one - I had a C128, suck it peasants!)

I thought the Spectrum was most popular in the UK, Ireland and I think Spain. For some reason Spain also loved the Amstrad CPC, they were a strange bunch in those days. The C64 was clearly the more popular choice in Germany and the Netherlands.
 

Wildebeest

Member
I thought the Spectrum was most popular in the UK, Ireland and I think Spain. For some reason Spain also loved the Amstrad CPC, they were a strange bunch in those days. The C64 was clearly the more popular choice in Germany and the Netherlands.
A lot of the global popularity of the spectrum was due to how easy it was to clone or build from black market parts. I think in East Germany, it would be easier to get something like a Speccy than a c64.
 

kruis

Exposing the sinister cartel of retailers who allow companies to pay for advertising space.
Takes me back you Lamers ...



And if you have dozens or even hundreds of people booting up X-Copy it becomes a party. I visited a number of those back in the day. :cool: Ah ... the good old days ... it even happened once or twice the police entered the building and the whole place erupted in panic and mayhem. This video is a good snapshot of those heady youthful days.

 

Duchess

Member

Turrican

Member
AGA really didn't solve the fundamental issues with the Amiga's bitplane based graphics, if anything it actually made them more impactful.
Just drawing stuff on Amiga is a lot more work than on a 16-bit console, no sprites* and no tile-based playfields add a massive overhead. Supporting AGA over OCS/ECS basically increases your workload in every respect but gives virtually nothing back to compensate.

Objectively the most cost-efficient way of doing stuff is to run dual playfields and eat the loss in bit-depth by leaving the front playfield for sprites/playfield objects alone, and hide the limited palette for the scene/background (back playfield) using copper tricks. That way you don't need to track and undraw every moving object and allows you to easily use exploits like pointer-scrolling to avoid the need to physically shift the entire screen.

At the opposite end of the scale if you want to keep it simple and do a software implementation of a tile-based display then you're looking at giving over an entire frame to doing that alone, because even efficiently coded that's how long it takes to draw that much data.


*Although technically the Amiga does have sprites, they are severely limited and so you need to use blitter objects instead.
Except that the Turrican games which all 3 ran at 50/60-FPS did full tile-based displays with scrolling in all directions in the non dual-playfield higher color-modes and on top did all kinds of tricks to add parallax, including copper-skies, multi-plexed sprites, and more crazy tricks. All while they were throwing around tons of objects, all blitter-based. So your statement that an entire frame gets eaten up by doing tile-based displays is completely wrong, Turrican 1-3 prove it can be done extremely cheaply.
 
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Clear

CliffyB's Cock Holster
Except that the Turrican games which all 3 ran at 50/60-FPS did full tile-based displays with scrolling in all directions in the non dual-playfield higher color-modes and on top did all kinds of tricks to add parallax, including copper-skies, multi-plexed sprites, and more crazy tricks. All while they were throwing around tons of objects, all blitter-based. So your statement that an entire frame gets eaten up by doing tile-based displays is completely wrong, Turrican 1-3 prove it can be done extremely cheaply.

If you're Manfred Trenz, sure. One of the very best technical coders of his day, and factoring that in his original C64 version of Turrican is actually even more impressive considering the hardware limitations.

Generally though, you're severely understimating the magnitude of difficulty.

The "cheap" way of doing scrolling on the Amiga uses screen pointer manipulation. Its fast, but not free because you have to do the edge-updates using regular blits. The edge updates uses fake tiles, because you are always writing to bitmap UNLIKE either MegaDrive or SNES which had actual mapped tile playfields.

The difference being that changing a single 16x16 pixel tile on the consoles involved writing a single word, on the Amiga that was 16 blitter writes per bitplane, so 16x3 per tile, per layer assuming your configuration is 2x 8colour dual playfields. So, 48x slower plus the additional overhead of tracking write position (no DMA-delay to help you out) as the display area drifts according to "map" position, and the additional overhead of all those bitplanes eating into cpu overhead.

Also, to stop the edge-update eating into frame-time you have to carefully manage the screen scrolling to limit scenarios where you're forced to update both a horizontal and a vertical edge at the same time, and allow you to pre-cache your new data into a single blit to lower cpu-cost.

Trust me, I've written scroll routines for both, and Amiga is vastly more complicated.

I don't think anyone ever multiplexed sprites per se on Amiga either; traditional multiplexors like on c64 essentially were used to put more "actor" objects on-screen (baddies). On the Amiga each sprite was effectively too small to be used for much as enemies tended to be larger in terms of pixel dimensions and all multiplexors are hamstrung by the hardware setting finite limits on how many can be drawn in the same horizontal band,

On the Amiga, ironically they more often tended to be used by force-loading data into the registers in a repeating pattern to create an additional fake scrolling layer. The only snag being doing that essentially locked out the CPU for the duration of its display.

Leander/Galahad is a good example of all the techniques I've mentioned. Jon (Burton) was an extremely good 68k coder, although to be fair a lot of his tricks were straight lifts of known demo-scene techniques which is why they tended to have quite specific limitations in application.

Which in the end, is kinda the crux of the matter. If you have to dig deep into your grab-bag of tricks and do a bunch of very technical code to do basic stuff like drawing objects and scrolling the screen, it leaves you less time to work on the rest of the game. It even affects the design because., for instance, the pointer-scroll technique while way quicker than doing it the orthodox way (full screen copy and shift, or redraw every tile on update) means you can't wrap your scrolling playfield around on itself.

Coming from the Amiga, Megadrive/Genesis was easy mode. Night and day different. The 68000 was even clocked higher on top of the entire raster update basically only requiring you to prime the VDP with data and set it to trigger DMA download on VBlank... It was cake by comparison.
 

Alexios

Cores, shaders and BIOS oh my!
What an impressive new game this is

Idk, the lasers seem to pop up out of the blue so closely there's next to no time to react if you aren't just randomly moving around already like in the video. Ace backgrounds but they should have made it under a different fake 3D angle that allows shots to pop up further away giving you time.
 
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If you're Manfred Trenz, sure. One of the very best technical coders of his day, and factoring that in his original C64 version of Turrican is actually even more impressive considering the hardware limitations.

Generally though, you're severely understimating the magnitude of difficulty.

The "cheap" way of doing scrolling on the Amiga uses screen pointer manipulation. Its fast, but not free because you have to do the edge-updates using regular blits. The edge updates uses fake tiles, because you are always writing to bitmap UNLIKE either MegaDrive or SNES which had actual mapped tile playfields.

The difference being that changing a single 16x16 pixel tile on the consoles involved writing a single word, on the Amiga that was 16 blitter writes per bitplane, so 16x3 per tile, per layer assuming your configuration is 2x 8colour dual playfields. So, 48x slower plus the additional overhead of tracking write position (no DMA-delay to help you out) as the display area drifts according to "map" position, and the additional overhead of all those bitplanes eating into cpu overhead.

Also, to stop the edge-update eating into frame-time you have to carefully manage the screen scrolling to limit scenarios where you're forced to update both a horizontal and a vertical edge at the same time, and allow you to pre-cache your new data into a single blit to lower cpu-cost.

Trust me, I've written scroll routines for both, and Amiga is vastly more complicated.

I don't think anyone ever multiplexed sprites per se on Amiga either; traditional multiplexors like on c64 essentially were used to put more "actor" objects on-screen (baddies). On the Amiga each sprite was effectively too small to be used for much as enemies tended to be larger in terms of pixel dimensions and all multiplexors are hamstrung by the hardware setting finite limits on how many can be drawn in the same horizontal band,

On the Amiga, ironically they more often tended to be used by force-loading data into the registers in a repeating pattern to create an additional fake scrolling layer. The only snag being doing that essentially locked out the CPU for the duration of its display.

Leander/Galahad is a good example of all the techniques I've mentioned. Jon (Burton) was an extremely good 68k coder, although to be fair a lot of his tricks were straight lifts of known demo-scene techniques which is why they tended to have quite specific limitations in application.

Which in the end, is kinda the crux of the matter. If you have to dig deep into your grab-bag of tricks and do a bunch of very technical code to do basic stuff like drawing objects and scrolling the screen, it leaves you less time to work on the rest of the game. It even affects the design because., for instance, the pointer-scroll technique while way quicker than doing it the orthodox way (full screen copy and shift, or redraw every tile on update) means you can't wrap your scrolling playfield around on itself.

Coming from the Amiga, Megadrive/Genesis was easy mode. Night and day different. The 68000 was even clocked higher on top of the entire raster update basically only requiring you to prime the VDP with data and set it to trigger DMA download on VBlank... It was cake by comparison.

Sometimes I wonder if someone decided to pull a ZX Spectrum Next/Commander X16 and decided to do an Amiga+ that had the supposed AAA (if not something more enhanced).
 

MrA

Member
Snes went out 5 years after the Amiga.

And i remember a huge technical jump from Spectrum to Amiga. A lot bigger than from Nes to Snes. And in a shorter lapse of time. Amige came out 3 years later than Spectrum and the difference was abysmal. Snes came out 7 years later than Nes.

Spectrum = 1982
Amiga = 1985

Nes = 1983
Snes = 1990
yeah, but the spectrum was designed to be cheap and had nothing to do with the Amiga
The Atari 400/800 is the real predecessor to the Amiga and there was a 6-year gap between them
 

Seider

Member
yeah, but the spectrum was designed to be cheap and had nothing to do with the Amiga
The Atari 400/800 is the real predecessor to the Amiga and there was a 6-year gap between them
I know the Atari 400/800 were designed by same man who created the Amiga... but the real predecessor to the Amiga is and always will be the Commodore 64.

Atari wasnt even the same company that launched the Amiga.

Nobody would say Atari Lynx is the successor of the Amiga.
 

MrA

Member
I know the Atari 400/800 were designed by same man who created the Amiga... but the real predecessor to the Amiga is and always will be the Commodore 64.

Atari wasnt even the same company that launched the Amiga.

Nobody would say Atari Lynx is the successor of the Amiga.
yeah, but time warner Atari originally was funding the amiga until the bankruptcy and commodore bought it out from the new atari , if atari hadn't gone bankrupt the amiga would have almost certainly been the 16 bit atari computer
 

lionagony

Member
I don't think anyone ever multiplexed sprites per se on Amiga either; traditional multiplexors like on c64 essentially were used to put more "actor" objects on-screen (baddies). On the Amiga each sprite was effectively too small to be used for much as enemies tended to be larger in terms of pixel dimensions and all multiplexors are hamstrung by the hardware setting finite limits on how many can be drawn in the same horizontal band,

Many Amiga action games used sprite multiplexing, especially for bullets. It could be done horizontally, for instance in Jim Power



or even easier vertically in something like Mega Typhoon



And if you're skeptical of the power of Amiga sprites on AGA just look at this upcoming game

 
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lionagony

Member
That Star Wars game looks awesome. Is the star destroyer real time? Or is it totally canned on rails scene?

Yeah it's all just 16 color Anim5 files playing with the ship on top but it looks amazing and playing it with the great sounds and atmosphere is epic. I'm not usually much for 3D games but loved this one.
 

Thebonehead

Gold Member
I have an a500 I need to repair so may get around to it next week.

Whilst I was thinking on Amiga I remembered some bootsector Intros written in 512 bytes If i recall. Normally a scroller and raster bars

Which then led me back to some of the tiny demos available these days

This one is just 256byes. Not Amiga but still.....

 
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