This website is a random collection of technical information about the amazing Commodore Amiga computer. I have interviewed some great programmers, disassembled many copperlists to see how some famous games achieved their amazing effects, and also added a section on hidden messages in various games. I will soon add all the technical documentation from the old Action website here aswell. Enjoy!
In terms of gameplay mechanics, Paperboy must surely rank as one of the most ridiculous ever devised. If you think about what is actually happening in the game, almost everything in it is absolutely crazy.
New Zealand Amiga users that were fortunate enough to own a modem in the 1990s enjoyed one perk that seemed to be pretty unique to us: All local calls were free! There was never a limit on the length of the call, and never a possibility of per-minute charges. This meant there was a pretty thriving BBS scene, certainly in Auckland.
While patching the Amiga version of SDI to run from a hard drive, I noticed a hidden statue of liberty picture along with a vandalised end credits screen. After checking 2 other versions of the original along with a cracked version from 1989, it became obvious that the original game had been mastered this way. The mystery of who did this began, and in late 2014, the mystery was finally solved!
Ricardo Puerto programmed the Amiga game Risky Woods for Dinamic back in 1992. Risky Woods featured a very impressive 16 colour background pattern created with multiplexed sprites. I believe it was the first commercial Amiga game to use this particular technique. He also created the arcade game Biomechanical Toy, as well as an extremely rare game for a theme park!
The amazing tunnel sequence in Stardust blew everyone away when the game was released by Bloodhouse in 1993. The main part of the effect is a large 6 frame animation made up of only 4 colours and mirrored vertically. The asteroid layer sits on top of this, with a status panel and player ship made up of sprites sitting on top of everything else.
Back in the glory period of the Amiga (1988-1993), I found the most interesting thing in the magazines were the interviews with programmers. All too often they asked very generic questions that could relate to almost any game. Now thanks to the internet, it's possible to contact some of my childhood heroes and ask them the technical details behind their creations!
The Amiga sprites were often overlooked by programmers that didn't think you could do much with 8 sixteen-pixel wide sprites in 3 colours, or 4 sprites in 15 colours. But several games showed off some technical wizardry and accomplished some amazing effects!
Richard Aplin was the king of the startup-sequence. If the company that wrote the game he was converting prohibited credits being added, he would add a long message to the startup-sequence file. Here are 2 of his most famous:
The ultimate Amiga graphics and level ripper!
Graphics and maps from various Amiga games!