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!
Zippy was one of the most high-profile crackers on the Atari ST scene as a member of the Medway Boys and later Cynix.Zippy was one of the most high-profile crackers on the Atari ST scene as a member of the Medway Boys and later Cynix. Zippy was responsible for creating more than 100 compilation disks (known as "menus" on the Atari ST).
Richard Aplin removed the alternative end-sequence from the Amiga version at the last minute.Richard Aplin removed the alternative end-sequence from the Amiga version at the last minute, figuring that it would be seen and printed in magazines and that it was a little bit risque for the time.
By typing a specific code word into memory, the intro sequence changes from a story about rescue to a filthy version!By typing a specific code word into memory, the intro sequence changes from a story about rescue to a filthy version!
An in-depth analysis of the differences between the 1988 and 1990 versions of Helter Skelter from Audiogenic.Audiogenic were notorious for re-releasing practically the same game multiple times on the Amiga (Impact, Graham Gooches cricket, World Class Rugby etc). Here's an in-depth analysis of the differences between the 1988 and 1990 versions of Helter Skelter.
The most interesting thing is how the Teque programming team avoided having to use many sprite tricks!Only just qualifying for a sprite trick analysis, the most interesting thing about Pac-Mania is how the Teque programming team intentionally avoided having to use many sprite tricks at all!
All 8 sprites were used to create a 16 colour score panel on the right hand side of the screen.All 8 sprites were used to create a 16 colour score panel on the right hand side of the screen. This allowed the game area to stay 16 colours and retained enough speed for some big enemies.
6 sprites are multiplexed across the screen to create a full screen scrolling background parallax layer.Programmer Stuart Cook enhanced the Amiga version by using 6 sprites multiplexed across the screen to create a full screen scrolling background parallax layer. The Atari ST version had a solid blue sky instead of the parallax background.
Sensible Software added a secret message to the end sequence.Sensible Software added a secret message to the end sequence of Cannon Fodder, and a second to the publisher logo.
In terms of gameplay mechanics, Paperboy must surely rank as one of the most ridiculous ever devised.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.
The mystery of who defaced the end credits screen in the Amiga version of S.D.I. finally solved!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. The mystery of who did this began, and in late 2014, the mystery was finally solved!
Programmer of Risky Woods, a game that featured an impressive 16 colour background pattern created with multiplexed sprites.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. He also created the arcade game Biomechanical Toy, and a game for a theme park!
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!
- Alan Grier
- Bobby Earl
- Chris Sorrell
- Dave Semmens
- Doug Little
- Galahad discusses mastering Putty Squad
- Ian Moran
- John Croudy
- Keith Watterson
- Marc Djan
- Martin Pedersen
- Mick West
- Ned Langman
- Peter Johnson
- Ricardo Puerto
- Rob Northen
- Ronald Pieket Weeserik
- Subzero of Skid Row
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!
- Brian the Lion
- Jim Power
- Parasol Stars
- R-Type 2
- Risky Woods
- Saint Dragon
- Shadow of the Beast
- WWF Wrestlemania
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. Teams like Sensible Software were also prolific at hiding messages in their games!
The ultimate Amiga graphics and level ripper!
- Amazing Paperboy Delivers!
- Auckland Bulletin Board Systems
- Defaced credits in the end sequence of SDI
- Helter Skelter version differences
- Hidden messages in Amiga games
Graphics and maps from various Amiga games!
- Bart vs the Space Mutants
- Beach Volley
- Beyond the Ice Palace
- Bomb Jack
- CJ in the USA
- CJ's Elephant Antics
- Elfmania Data Disk
- Final Fight
- Human Killing Machine
- Line of Fire
- Mega lo Mania
- Mickey Mouse
- Nobby the Aardvark
- Postman Pat
- Raid Over Moscow
- Rolling Thunder
- Sensible Soccer
- Street Fighter
- Street Fighter 2
- Top Cat
- WEC Le Mans
- WWF European Rampage Tour
- Yogi Bear and Friends in the Greed Monster
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If you look inside many Amiga games, secret messages have been hidden by the programmers. Richard Aplin was the king of hiding messages in the startup-sequence file, and his Line of Fire and Final Fight startup-sequences have become legendary! The Sensible Software team were also prolific at hiding messages in their games.
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