Monday 31 December 2012
Due to his workload, development has slowed somewhat, but progress is stil being made, and with some spare time over the holidays we've been treated to a few work in progress updates.
Christian's been spending the past few days screen-grabbing a mass of images to accompany the 400-odd text descriptions he's put together as part of the adventure, and keen to show how good the grabs are, he's uploaded a selection for our viewing pleasure.
To keep up-to-date on this project as well as Amiga PD news and updates, log in to Facebook and 'like' the following link:
Sunday 30 December 2012
This time the coding wizard has decided to set his sights on converting the legendary Quake 2 over to AGA systems. It may sound difficult to believe, so here's the man himself to explain;
"Another day, another port
This is the daddy and that I've wanted to port for ages, after porting both DOOM and Quake I thought it was about time I gave it a bash.
Based on the awesome Yamagi Quake 2 Port
Yamagi Quake II is an enhanced client for id Software's Quake II. The main focus is an unchanged single player experience like back in 1997, thus the gameplay and the graphics are unaltered.
Over 1000 bugs were fixed and an extensive code audit done, making Yamagi Quake II one of the most solid Quake II implementations available.
Other than most ports Yamagi Quake II is full 64 bit clean, so it works perfectly on modern 64 bit processors and operating systems.
Yamagi Quake II is supported on FreeBSD, Linux, and Windows (XP or higher) and AmigaOS 3.
- Anisotropic filtering.
- Compatible with most mods (as long as their source is available).
- From scratch rewritten savegame system.
- Full 64 bit support.
- Ingame soundtrack playback via OGG/Vorbis.
- IPv6 support.
- Mature and stable codebase.
- No gameplay and graphic enhancements, but optional support for retexturing packs.
- Support for unlimited screen size / resolutions.
- Widescreen support.
Things that won't be implemented:
- Gameplay and graphic enhancements.
- r1q2 network protocol.
Just got it running on my virtual Miggy.
Hopefully it will be a 2013 release (I'm a little bit busy at the moment though)".
(Quake 2 running on a virtual Amiga setup)
If you'd like to follow the development of Quake 2 AGA, point your browser over to http://eab.abime.net/showthread.php?t=67125
Monday 24 December 2012
In today's post I'm pleased to announce that part two is now up and ready for your viewing pleasure. In this latest video the Lemon Amiga team cover mouse-driven adventures and puzzle games.
Running at just over an hour in length there's a lot covered, and many games do possibly receive some rather too in-depth coverage. That said, it's already helped me to add three more titles to my "must track down" download list, and one I urge you to have a look at just because it looks so impressive. The titles in question are;
At 16mins 34secs - TeenAgent by Dynamix/Metropolis (1991)
A nice Lucasarts style point and click adventure. If you're after something to get stuck into and get the old brain matter going, this should be right up your street. According to a review on the Lemon Amiga web site, the game can be completed in around three hours. So, if you want something to while away a wet afternoon then this would be perfect.
At 29mins 05secs - Wet: The Sexy Empire, New Gen, (1998)
A very polished looking, German language only point and click. I've no idea what's actually going on in it, but this has some really high production values. It's really only worth a quick look for non German speakers/readers, and I'd recommend you take a look at the clips on YouTube rather than going to the trouble of installing it.
At 36mins 06secs - Boppin', Accursed Toys (1992)
There's not much I can say about this apart from that it's a nice looking puzzler, and one I'm looking forward to firing up on the Amiga when I get a spare half hour.
At 41mins 03secs - Bubble Heroes, Arcadia Developments (2000)
I remember reading about this back in the day, but until I saw this I'd never seen it in action. It looks really nice, and reminds me a lot of something you'd find on the Neo Geo. Sure, it's a Puzzle Bobble rip-off, but it looks like it's been done really well, and it's a game well worth adding to the collection.
Check out part two by going to http://www.youtube.com/watch?v=Su2KJ4weetY, or by clicking on the video below.
When part three becomes available I'll let you know in a subsequent blog post.
And with that, all that remains is for me to wish you a very merry Christmas!
Friday 21 December 2012
Amiten is someone who clearly likes to keep himself busy, as at present he has no less than four Amiga games in development! I'm sure he'd make more progress if he stuck to one title, but perhaps working on multiple projects keeps him enthused.
Currently the site documents the development progress of the following games:
- Amivania (Castlevania clone)
- Fish (Looks similar to a game and watch title)
- Spacer Remake (side scrolling shoot-em-up)
- X Wars (side scrolling platform shooter)
Out of all the titles, it's Amivania that I'm most looking forward to, and it's the one game I wish Amiten would spend more development time on.
(One of the many work in progress videos)
Amiten's site is well worth checking out. There's some extremely interesting material on there already, and I'm sure more will be added over the coming weeks and months.
You can find the site at: http://www.amisoft.freeiz.com/
Thursday 20 December 2012
With the game generating a fair amount of discussion over on the English Amiga Board, forumite vitux, attempted to track down members of the development team in an effort to discover more about this project.
Well, after a combination of investigative work and waiting for answers, one of the programmers, Erik Gustavsson, signed up to the EAB and yesterday (19th December) gave an in-depth lowdown of the game, which you can find here.
It's a fascinating insight into the development of this title, and exciting to read of the special effects the team managed to cram into later parts of the game. If you found the demo impressive it's likely the full game would have blown your socks off.
If you've yet to try the Nuxelia demo, you can see it running below.
My thanks go to Erik for taking the time to tell the Nuxelia story, and to vitux, for tracking down Erik in the first place.
Another Amiga mystery put to bed.
Wednesday 19 December 2012
Well, you'll be pleased to learn that the waiting is over and with Amiganitzu now reaching version 1.0, a full release has been made available for download - just in time for Christmas!
The release notes are as follows;
"An Amiga clone of Paganitzu (shareware version) for the Amiga, plus 10 original levels. Should run on all 68k Amigas, Kickstart 2.0+ recommended.Below is a short clip showing version 1.0 up and running;
If you encounter problems try increasing the stack size, default is 50000. If you are running this on WinUAE don't set the CPU speed to 'fastest possible', set it to A500/A1200 exact".
The full game can be downloaded from the Amiganitzu web site or from the Aminet.
Many thanks to AmigaPD for the heads-up on this release.
Tuesday 18 December 2012
Rather than point you in the direction of a new game download or give you a heads-up on a forthcoming release, I'd like to highlight a YouTube video recently uploaded by the Lemon Amiga team.
The video in question is part one of a three part series, which aims to highlight some classic Amiga games you've never actually played.
I thought I was a pretty clued-up Amiga gamer, but there are titles here that I didn't know existed until I watched this.
If you want some new (well, new to you) games to play on your trusty Amiga over the Christmas period then this really is essential viewing.
Here's the background info accompanying the YouTube clip;
"[Here are the] Top 10 Amiga Games You've Never Even Heard About!The video runs for 1 hour and 15 minutes and is well worth your time. When parts two and three surface I'll let you know via the blog.
Yes, you read it right. Presented here is a showcase of some of the rarest, most unique and hard to find classic games for the Amiga computer. This Special features 65 (!!) Amiga games in total, and is presented in three 1 hour+ videos. The 'Top 10' are broken down into 10 genre categories, and this first video features the following 5 categories:
9. Shoot Em Ups
8. Beat Em Ups
7. Run and Gun Platformers
6. 3D Adventures
That's 24 games, with at least 4 games featured in each catagory; so I'm sure you'll be able to find a game you've never even heard of among that lot!
For fans, see this also as a 'Fan test'. A genuine Amiga-head will probably know half of these rare titles. An enthusiast will know at least three or four, while the casual fan probably wont have seen any of these... Leave your comments below.
Part 2 will appear soon, and will feature:
5. Point 'N Click Adventures
4. Puzzle Games.
Then sometime before the New Year, Part 3 will feature:
3. 3D Shooters
2. Racing Games
1. Empire Builders
Thanks very much again for watching these...!
Monday 17 December 2012
Well, it looks like everyday life has got in the way a little, as this short update, originally posted to the Remainder Software Facebook page reveals;
I thought you'd appreciate a quick update.
Work on our new title has been slow due to real life and illness but things have progressed recently. I've managed to add a control and jumping system and some very basic collision detection with platforms (there's a clue for you).
There's a hell of a lot more groundwork to be done before I have something presentable but things are happening. I will also give you more info when that happens too :)"
Although development has slowed somewhat, it's nice to see that the game is still being worked on, and if it's anywhere near the quality of their previous title, Downfall, you can be sure it'll be well worth the wait.
I'll have more news on this as soon as it surfaces.
Sunday 16 December 2012
DXX-Rebirth is a Source Port of the Descent and Descent 2 Engines for Windows, Mac OS, Linux (most *NIX systems), offering OpenGL graphics and effects, advanced Multiplayer, many improvements and new features.
Now, thanks to the god-like coding efforts of NovaCoder, it looks like these games may be on their way to an AGA machine near you.
Here's the man himself with a few more details;
"I couldn't get very far with Hyperion's Descent port so I decided to just do my own.Before you get too excited, NovaCoder points out that at the moment he's currently busy working on NetSurf AGA, so he won't be able to give this port much time at present.
So after 3 attempts to port this (and 2 months work!), here's the first video -> Descent DXX-Rebirth "
For further information on the DXX Rebirth Project, point your web browser over to http://www.dxx-rebirth.com/.
If you'd like to follow the progress of the Amiga version(s), I'd recommend following this thread over on the English Amiga Board.
I'll post further news on this as and when it surfaces.
Friday 14 December 2012
This situation began to change 10 years today, when a number of Amiga fans came together to launch what is now known as The Hall of Light - one of, if not THE, largest Amiga game reference archives on the internet.
Here's CodyJarrett to explain how the project got off the ground in the first place;
"Surprising as it may seem, [today] sees the tenth anniversary of the Hall of Light's public launch. The website went live on Saturday 14th December 2002 although work had been happening behind the scenes and offline earlier that year and before.CodyJarrett continues...
The HOL evolved from an earlier idea for a game database which was called the EAB's Amiga Game Database (AGD). There was already a website called the Amiga Games Database but it seems that RCK just picked a descriptive working title.
I had been working on a separate offline list of Amiga games which was prompted by Amiga Power's "Absolute Power" guide (http://amr.abime.net/issue_24 and http://amr.abime.net/issue_27). Amiga Power's guide attempted to list every Amiga game ever and it later became a book called, you've guessed it, The Official Guide to Every Amiga Game Ever (although it did miss out quite a lot of games!)"
"My Amiga list aimed to provide screenshots for all the games listed in Amiga Power's book and I created lots of the so-called Double Barrel Screenshots (DBS) with a titlescreen on the left and an in-game screen on the right. It also featured some Amiga Power mini-reviews. The list turned into a set of HTML pages which was viewed locally or from a CD but was only ever a personal project.
It was called Those Were the Days and looked horrible. I also did screenshots for non-Amiga platforms.
Shield your eyes!"
To read the complete story charting the early days of The Hall of Light, including a selection of images from a decade ago, point your web browser towards the following thread over on the English Amiga Board: http://eab.abime.net/showthread.php?p=855102#post855102
The above article provides a fascinating insight into just how far the project has come in just 10 years, and is well worth 5 minutes of your time.
Wednesday 12 December 2012
Sqrxz 2, the sequel to the original hair-pulling, joystick hurling platformer is now available to download from the Sqrxz web site. In fact, the Sqrxz team have been so kind to us Amigans that they've gone to the trouble to release versions for several classic Amiga platforms/set-ups: CDTV CD32, Floppy Disk and HD Install.
Here's the Retroguru press release;
"We divided 50 floppy disks of Sqrxz 2 amongst the visitors and 17 floppy disks of Sqrxz 1, which makes a total of 67 floppy disks.To download the game, point your web browser over to:
Our Retroguru table with an Amiga 500 (provided by Mark!) allowed everyone to test the game live. Most people failed within the first three screens, but this was to be expected. Interestingly a very young girl managed to play past the half of the first level, which was hardly achieved by any other player.
Next possibility to catch a real floppy disk with the game is tUM 2012.
Feedback and donations are welcome anytime :)
Please kindly understand that it’s not possible for us to send out the game on floppy disk via snail mail. It just eats too much money and time."
Monday 10 December 2012
Now up to version 9.5, the game has come on leaps and bounds since the early YouTube clips were posted up. This latest release even adds a choice of copper bar backgrounds, which can be turned off if you find them a bit too much.
English Amiga Board member, Spud, commented that the game was "Copperbar-crazy", with author, CarasGhant responding with "Yeah I went a bit overboard, hence the off option".
(Amiganitzu version 9.5)
All being well, the full game should see a release before Christmas. Watch this space, as I'll have a review just as soon as I get my hands on it.
Friday 7 December 2012
Those who played part one will know just how unforgiving, but at the same time, playable the first title was. Part two will no doubt continue the hair-pulling tradition, so brace yourself for one steep learning curve/cliff!
The press release from http://retroboerse.de/ (which I've amended slightly so the English translation reads better) is as follows;
"The Retro Market Vienna presents to you, in cooperation with game developer Retro Guru, [the premiere of] a brand new classic Amiga game.
Sqrxz 2 - Two seconds until death [will be demonstrated live] on an Amiga 500 and [will made be available] in limited quantity [...] as free disk version to visitors. [...] Virtual disk images for all [will] follow immediately after the event".
(Sqrxz 2 Trailer - Note, this is not the Amiga version)
I'll be posting a review of the game just as soon as I get my hands on it. In the meantime, you can find more information about "Sqrxz 2 - Two Seconds Until Death" by pointing your web browser at: http://retroboerse.de/wien.htm (German language)
Thursday 6 December 2012
The second snippet is that all being well, Sqrxz 2 should finally land on the Amiga next week!
Not a bad early Christmas present, eh?
"We are happy to announce Sqrxz Amiga OCS v1.2 – please go ahead and find it in our download section!For more information and to download version 1.2, point your web browser over to: http://www.sqrxz.de
As many people mentioned the wish to play with a gamepad, Frank Wille spend a lot of efforts to make this possible. Furthermore we now offer a CDTV/CD32 image of the game.
Look forward for the release of Sqrxz 2 Amiga OCS v1.0 next week!"
My thanks go to the Commodore is Awesome team for the heads-up on this.
Wednesday 5 December 2012
I've no doubt that I've missed a number of titles out, so please get in touch if you know of any. If I get a good enough response I may look into producing a follow-up article.
Don't be shy, drop me a message!
ATR: All Terrain Racing Christmas Edition
What better way to start today's article than the special coverdisk demo of ATR: All Terrain Racing, which was released on both Amiga Action #67 Disk 1 and Amiga Format #67 Disk 2
(I couldn't find YouTube footage of the Xmas version)
Holiday Lemmings 1993
This was first released in 1991 as gift to fans who attended events, with an additional 4-level demo being released in 1992. Finally, this saw a full commercial release in 1993.
According to the Hall of Light entry, the box reads CHRISTMAS LEMMINGS, whereas the in-game screen reads HOLIDAY LEMMINGS 1993.
Going back to the mention the demo given away to fans, I remember picking my copy up from the Psygnosis stand at the first ever Future Entertainment Show, which was held at the soon to be demolished Earl's Court.
I also remember that if you were mad enough you could have your face and hair painted to make you look like a Lemming. Those who were dafter still you could slip on a velcro costume, jump on a trampoline and hurl themselves at a sticky wall. Madness!
(Holiday Lemmings 1993)
Holiday Lemmings 1994
If, by Christmas 1994 you'd still not had your fill of all things Lemmings, then you were probably one of those who bought (or copied!) Holiday Lemmings 94.
This version is really more of the same. Lots more levels, and it also includes all 32 levels from "Holiday Lemmings 93".
(Holiday Lemmings 1994)
Released in time for the Christmas 1991 shopping season, Robocod was Vectordean's follow-up to extremely polished and often overlooked James Pond.
Swapping water for a full bionic suit, Pond could now leave his underwater home and explore the world outside without fear of gasping for air.
Given a very respectable 87% in the November 1991 issue of Amiga Power, with the reviewer declaring "One of the best games we've ever seen", it came as no surprise to see this subsequently being ported to almost ever computer and console platform known to man.
It's still a fun game today, but the lack of save option means it's pretty much impossible to complete unless you have a massive amount of time to put aside or can leave your Amiga on indefinitely.
If you do enjoy the Amiga version you may want to track down the Playstation conversion, as this features regular save points and CD music. Personally, I prefer the music on the Amiga version, but that's just me.
I'd recommend tracking down any of the above titles and playing them on your Amiga. They may be old, but they're still lots of fun, and with Christmas just around the corner, surely your trust Miggy deserves a bit of seasonal cheer, too.
My thanks go to the team behind the excellent Amiga Hall of Light for providing numerous nuggets of info featured in today's post, and to Lemon Amiga for the thumbnail image.
Monday 3 December 2012
This one goes by the name X-Wars, and is based on the Star Wars universe.
Here's Amiten, the developer;
"Infiltrate a Jedi Empire. Land to steal the plans of The Empire against the rebellious troops".Reading through Amiten's posts on the English Amiga board it looks as if the game will feature two distinct styles of gameplay.
The first part is a side scrolling, platform based shooter, which sees your character infiltrating a base manned by The Empire. Once this mission is complete you leave the planet, and it's here a space battle/shoot-em-up takes place.
"The idea is to have an addictive game with Star Wars characters, of which I am a fan, and of course, for our incredible Amigas!"I wouldn't expect development on this title to rocket along, as Amiten confirms that it's only him working on it. Not only that, but he also has three other games currently in development!
- The game runs in lowres, EHB, 64 colour mode
- It's hoped that the game will run on any 68000 based Amiga with 1 meg chip RAM
- The game will most likely come on 3 or 4 disks
Amiten recommends that you run the game on a higher specification Amiga setup for a better experience.
"[A] 68060 will be [the] dream but not necessary. I think [a] 68030 will be fine! A harddisk [would be] much better [and] fastRam for music and SFX will be GREAT!These all sound like pretty ambitious plans, but the game is already beginning to take shape. Take a look at the YouTube clip below, to see the game in its current state.
At the end [I will] develop [an] optimised WinUae Version with more bonus music or graphics animation, getting the high end possibilities [provided by] emulators, to experience a big Star Wars type game."
I'll bring you more news as and when I get it. In the meantime, you can follow a thread dedicated to the development of this game over on the English Amiga Board.
Saturday 1 December 2012
First, it's the start of December, and I think a bit of festive fun with your trusty Amiga wouldn't go amiss, and second, here's a lovely little game that I feel hasn't received the attention it really deserves.
Going under the odd name "Cornelius Saves Christmas", this is a platform game created in Backbone, which was originally released for the First Annual Festival Amiga Game Making Competition, back in 2009.
Cornelius is a child, young enough to still be excited about Christmas and not blame his parents for giving him such a goofy name.
One day, on his way home from school, he overheard the owner of his town’s only big store saying that he wouldn’t be selling any Christmas trees or toys this Christmas.
Now, although Cornelius couldn’t understand everything the old man said, he did pick up that that an evil wizard named A. C. Countant, had forced the store manager to make the sorry decision.
Wasting no time, Cornelius decided to fight against the enchanted toys that were under the spell of the wizard and free all the trapped Christmas trees.
Cornelius Saves Christmas is similar to many platform games we used to play on the Amiga back in the day. Your task is to help Cornelius save Christmas by guiding him through 30 levels.
There are three worlds of 10 levels each, with different graphics for each world. Simply use the joystick to move him around and press fire to shoot at the enchanted toys. To complete a level and move on to the next stage, you'll need to destroy all the toys and make your way to the Christmas tree. You have 7 lives to complete the game.
As with most Backbone created titles the game has to be run from hard drive, and an Amiga 1200 with a bit of FastRam is recommended as the minimum spec, although it will work on less powerful machines.
Cornelius Saves Christmas is a fun and polished looking platform game, and shows what can be done using Backbone if the right person is behind the keyboard. If you want to see the game in action before you decide to download it, you can find a longplay of it below.
Finally, if the above has whet your appetite, you can download Cornelius Saves Christmas from the following location:
Friday 30 November 2012
The first game is "Weasel on the go", and the second, a short demo of the classic "Monty on the Run!".
Both titles were worked on by Chris Leathley. Here he is with some background information about the games;
"The First game I did. After coming from the 64 and spending a great deal of time playing 'Monty on the Run!', I wanted to write a similar game on the Amiga.
We worked (mostly Nutcracker members) on the game plan, ideas and graphics. A good friend of mine, Rod Utting did the Music. He had done quite a lot of decent tunes before then and probably churned out about 300-400 by the time he left the Amiga.
The hardest thing about writing games is that there are no real tools for development which is why I wrote the Editor7 program which was the pre-sessor for Freditor!
All the pictures here are from the distribution demo of the game (very early in the development)".
Chris also reveals on his web site that the title screen was a blatant copy of the Monty on the Run! title screen, and that this was the early demo which he sent to Gremlin Graphics.
Prior to Weasel on the go the team put together a short demo, which played like the original Monty on the Run! Notice the Monty sprite.
So, what's become of these games, and are they available to download? Well, I've dropped Chris an email via his web page, and have asked about a few items shown there. Unfortunately have yet to receive a response. I'll probably leave it another month or so and have another go. I've got nothing to lose.
Wouldn't it be fantastic if Weasel and the Monty demo were finally made available to Amiga users across the globe? They both look like polished little titles, and I'm certain they'd be fun to play.
If you'd like to check out details of other games and demos Chris has worked on, point your web browsers over to: http://members.iinet.net.au/~cleathley/gamehistory.html
Thursday 29 November 2012
I realise this isn't new, but until Christian over at AmigaPD.com pointed me in the direction of this I didn't know it existed.
Although this is a demo, and put together in the often sneered at Backbone, it looks absolutely lovely, and shows what the package can do in the right hands.
Here's some background information on the demo, taken from the readme;
"Halloween Nightmare is our working title for a new Amiga platform game. It's only a one level demo as a special Halloween present to the Amiga community.According to the readme, the demo has been extensively tested, and works on the following systems:
The full game will be coming soon and released by Underground Arcade, an Amiga games company.
Your mission is to free the kids that have been turned to stone, and get to the house on the hill to exit the game. Watch out for the bats, wraiths and pumpkins that have come to life. Pick up candy for bonus points too".
A1200 020 4MB Fast RAM + PCMCIA Compact Flash Adapter
A1200 030 16MB Fast RAM + PCMCIA Compact Flash Adapter
A1200 040 32MB Fast RAM
A1200 060 + Mediator
AmigaOne and OS4 (via UAE)
Windows PC (via WinUAE)
For those too lazy or unable to install the game on an Amiga, you can see the game in action below.
If you'd like to try out the demo on your Amiga, point your web browser over to: http://aminet.net/package/game/demo/HalloweenNightmareDemo
Don't forget, if you enjoy the demo contact the developers and let them know what you think. Perhaps some decent feedback will encourage the team to complete the full game and get it released.
My thanks go to Christian of AmigaPD.com for giving me the heads-up on this one, and to s2325 for uploading footage of the game in action to YouTube.
Wednesday 28 November 2012
The game in question is "Scavenge", and it's so sought after by one Amiga fan, that he's gone to the trouble of setting up a blog in an effort to aid the search.
Located at http://scavengeamiga.blogspot.co.uk/, the blog contains background information about this lost title and also details how far the (so far fruitless) search has progressed.
Here's Scavenge blog maintainer, Peter Hull, with further details;
"I have been searching for the full, registered version of Scavenge for many years now but alas can still only find the Demo version.Peter continues;
To have received the full version of the game you would have had to have ordered a copy from the game author, James A. Wright. The full game obviously offers many more game play enhancements".
"James is no longer contactable at his previous ST.Albans address and I have had no luck in tracing him through the usual methods.
Over the years of my search I have posted requests on many Amiga Forums and video gaming sites, I even set up a Facebook page which I have now closed as this proved to just fill my inbox with junk on a daily basis.
I have set up this blog in the hope that someone who maybe knows James or perhaps has the full version of the game can make contact with me. The blog also offers everyone the chance to take a look at the game Scavenge, it is an excellent example of the Shareware and PD games that were available on the Amiga".
Do you have the full registered version of this Amiga Shareware classic? If you do, please contact Peter via the Scavenge blog and put the man out of his misery.
Tuesday 27 November 2012
The latest update to the 1980s Football Manager sim means that the game will now run directly from your hard drive. Christian of AmigaPD had been encountering problems getting this to work on a real Amiga, despite it working flawlessly on an emulated one. Thankfully, with a bit of help the problems have been resolved. Here's Chris to explain;
"Big thank you to Amy Worthington (Mrs Beanbag and creator of the wonderful Mr Beanbag game) for answering my question on the EAB forum.To download the hard drive installable version of the game simply pop over to the latest 1980s Football Manager AmigaPD blog post.
We now have a hard drive version of 1980s Football Manager which I've just tested on my Amiga 1200".
Moving on to the sequel to the 1980s Football Manager game, and at present progress is at an early stage.
Christian's currently toying around with different graphic styles, and trying to settle on something he's happy with. Below is a mock up screen, about which he made the following comments;
"[...]quick attempt at trying to create a new cartoon style for the Football Manager sequel. Originally I wasn't as happy with this one, but it is growing on me".
As always, I'll print further news on this project as and when it surfaces.
Monday 26 November 2012
The game is a gorgeous looking AGA only platformer, with lovely parallax scrolling, a real polished look, and it's extremely playable.
The only downside to all this is that it looks like it didn't progress past a demo release.
Here's the original message by vitux, posted to the EAB;
"Hello, I've been looking at this site for several years and I finally registered.
I have Amiga since '91 and I've gone through different models.
My first post is about the game unfinished Nuxelia-Adventures of Paelon, I think this game went unnoticed, no references on the web just does not exist in HOL, no video on YouTube (until I uploaded myself) and here had not spoken.
As seen in the video, looks great. Does anyone know anything? Came to be finalized?"
A few people experienced "out of memory" issues, and this was identified as the game requiring all chip RAM available. I also had this problem, and managed to get the game up and running by installing it to my hard drive, rebooting the A1200, and booting with no start-up-sequence.
If you'd like to get the demo up and running yourself, you can find it, and an archive of screenshots at the following locations.
So, is the full version of this game destined to be lost forever? Well, hopefully not. vitux is currently in the process of contacting the author of the demo, and all being well further information relating to this project will surface soon.
In the meantine, those who can read German may want to read a preview of the game featured in issue 20 of Amiga Future Magazine (Issue date 7th April 2008).
Sunday 25 November 2012
According to Jonathon he's now completed the final 'full' Gravity Beam release, and below, in his own words, are what's been added;
"New features:Have fun, and if you enjoy the game please let Jonathon know.
* All original music!
* New title screen!
* Improved levels!
* Two-button joystick support! Use button 2 to engage/disengage beam!
* Works on unexpanded Amiga 500s! The game should detect extra Chip RAM to reduce loading times!
* Secret stuff!
* Full documentation on how to make levels!
* Source code!
Please visit the Gravity Beam website to download the game".
Saturday 24 November 2012
In today's post I bring news that work on their next title is well underway, and all being well, it's due for release some time in 2013.
Here's the recent press release posted on their Facebook Group;
"Hello folks!While you wait for Remainder's next release, you can follow them on Facebook by going HERE, and download OCS or AGA versions of their previous game, Downfall, by visiting their web site at http://downfall.mikendezign.com/
After a period of nothing much happening, we're developing a brand new game now. It's in its very early stages so don't expect anything until next year, but more details will be released when it is appropriate.
In the meantime, we have a nice between-level/loading screen for you to stare longingly at :) (And it will all make sense in good time!)"
Friday 23 November 2012
These interviews come courtesy of the Amiga Lore web site, and are the latest in a string of one-to-ones they've held with individuals, who've included Ocean's Gary Bracey, Graftgold's Andrew Braybrook, and Amiga programmer Ashley Hogg, to name but a few.
Here's EAB Global Moderator CodyJarrett with the details;
"Peter Verswyvelen, Erlend Robaye and Kim Goossens didn't make a lot of games on the Amiga but they made a big impression with Ziriax, Zarathrusta and Deliverance.For the full list of transcribed interviews visit the Amiga Lore web site at http://www.abime.net
Amiga Lore talks to the Belgian trio in three interviews:
Peter Verswyvelen (Ziriax, Zarathrusta and Deliverance)
Erlend Robaye (Ziriax and Zarathrusta)
Kim Goossens (Ziriax and Deliverance)"
Thursday 22 November 2012
My personal favourite section, though, is "Missing Full Shareware Games", where forumites work together in an attempt to track down full versions of long lost shareware games, make them available online for others to play, and to ensure they're finally archived.
I was able to contribute a few years back, when the search was on for the full version of Amiga platformer, Beetle. As luck would have it, I'd registered the game back in the day, and was able to upload both the disk image and a scan of the registration letter.
I made a few inquiries online, but completely forgot to follow anything up, until a few weeks back when I dug out Dave's postal address from the readme, and sent off a short letter.
The letter obviously did the trick, as within a few days Dave had signed up to the EAB, and posted the following;
"Hi all!The demo of Kumquat was originally featured on a floppy disk covermount, in the September 1996 edition of Amiga Format. It's similar to Taito's classic arcade title, Qix, but is far more psychedelic.
I got Rob's letter today - I'm incredibly flattered anyone even remembers my old games!
The full version of Cantaloupe (+ source code) is here, feel free to use / redistribute / etc however you like.
Cantaloupe, on the other hand is a rewrite of a Commodore 64 game, "Sensitive". A path-finding puzzle game, with its own level editor.
Both games (and their source code) can be downloaded from http://dscho.com/fruit/.
My thanks go to Dave for making this little lot available to the Amiga community.
Wednesday 21 November 2012
A week or so back (Monday 12th, to be exact) I posted a quick heads-up on a forthcoming AmigaPD interview with Gravity Beam creator Matthew Carr.
Well, you'll be pleased to learn that the interview is complete and online, ready for a read-through.
The transcript is a fascinating read. We learn what got Matthew into programming in the first place, why he decided to create a new Amiga game, what kept him motivated, and much more besides.
Point your browser over to http://www.amigapd.com/interview-mathew-carr.html and enjoy the read.
Tuesday 20 November 2012
A few weeks back I took a look at the ST to Amiga conversions of Gauntlet, Joust and Super Sprint, released back in April, and in today's blog post I turn my gaze to scrolling platformer "Downfall". This was originally released back in April, but it's the AGA version (released in May) that I'll be taking a look at here.
Based on an Atari Jaguar title of the same name, (which in turn was based on an Atari 2600 game) Downfall sees you take the control of a character who can only move left and right, but he can certainly fall with ease!
Check out the original Jaguar game in action below;
Clearly finding it rather addictive, English Amiga Board moderator, Graham Humphrey, decided to convert this over to the Amiga.
"As you will have gathered, it's a very simple platform affair but one based on falling, rather than jumping. As the platforms scroll up, your task is to stay on the screen without getting squished at the top, or falling to your doom at the bottom.Graham then spent the next 3 months coding an Amiga OCS version in BlitzBasic, taking in feedback from those following his progress thread on the English Amiga Board.
Although a basic concept (one livened up slightly with the addition of bonuses) it's a surprisingly tricky and compulsive idea that had me coming back for 'one more go' on an alarming number of occasions.
There is no reason a bog-standard Amiga can't handle something like this..."
The game was eventually completed and released on the 9th of April, but rather than sit around and take a break, Graham soldiered straight on with the creation of a dedicated AGA version, with more colours and some parallax scrolling for good measure.
A mere fortnight later the initial AGA version (dubbed WIP1) was released, with a second and seemingly final version (WIP2) set free five days later.
The AGA version retains the same gameplay as the OSC version, but adds parallax scrolling, an AGA title screen and a high score table, which saves to the hard drive when you quit.
Anyway, enough of the development history. What's the game like to play?
First, the control of the main character is absolutely spot-on. From the inertia of the player when he's running around the platforms to the speed at which he drops down, it's clear that either much time has been spent tweaking, testing and tweaking some more until the controls feel just right. They really are that good, and if you do find yourself plummeting to your doom then you'll only have yourself to blame. There's no excuse for cursing the controls here.
Next, is the difficulty, and this is possibly one point where the game falls down (slight pun intended) a little. The speed at which you drop doesn't increase as you continue your descent, and with no enemies patrolling the walkways extended play does become a little tiresome. I'll admit that after a few minutes I did find playing this a bit of a chore. This shouldn't be taken as a criticism of Graham's conversion, as Downfall on the Atari Jaguar suffers from the same issue.
A little variety comes in the form of pickups dotted around the game, which can double your score, increase your run speed, make you fall slower, etc. but these just aren't enough to provide much excitement, at least in a single player game.
Yes, Downfall AGA supports two players simultaneously, and it's this player versus player setup that provides the laughs, as you both fight, not only for the bonuses, but also to ensure it's not you who ends the game for the two of you by falling to your doom or getting squashed on the ceiling.
On to the presentation now, and this really is first rate. The English Amiga Board's Predseda has worked wonders with the graphics, while Reynolds has composed a cracking background soundtrack, backed up by wilshy, whose supplied all manner of weird and wonderful sound effects.
Naturally, much credit must go to Graham for coding the game itself. The game feels extremely polished, and the parallax scrolling in the background is super smooth. It's a shame more Amiga games didn't feature this back in the day, as it gives the game a nice console look.
As previously mentioned, the two player option is a fantastic addition. During development Graham could easily have said "sot it" and not bothered putting it in, but in it went, and it really makes the game. Finally, the ability to save your scores to hard drive is an excellent touch, meaning you'll be wanting to return for that one more go, in an effort to try and beat your previous best.
And with that, I'm off to have another go myself.
The OCS and ECS versions of Downfall can be downloaded from http://downfall.mikendezign.com
Monday 19 November 2012
He's worked wonders converting ScummVM over to the Amiga, bringing many previously unavailable point-and-click adventures over to the platform.
Now it looks like Novacoder's decided to set his sights on yet another conversion project, this time it's the almighty DOSBOX.
For those of you not in the know, DOSBOX is basically an x86 emulator, allowing you to run classic DOS games and utilities on modern systems. The emulator has already been ported to numerous platforms including Windows, BeOS, Linux and MacOS X. Now it's the Amiga's turn.
"Another way to bring loads of games to 68k (after ScummVM) is of course DosBox
Just got it running (under WinUAE) and got it to load DOOM
Needs lots of work to get it running well on AGA but at least it's a start.
Not sure how fast I can make it yet, I'm thinking of getting a talented assembler coder to knock up a 68k core which should help.
Don't expect a playable BETA anytime soon, I'm time poor with lots of interesting AGA projects to work on".
It may be early days, but as you can see from the screenshot below much progress has already been made.
If the project reaches fruition this promises to bring hundreds of titles (albeit, in an emulated form) over to the Amiga platform, that for one reason or another failed to be converted back in the day.
As always, I'll bring you more news on this as and when it happens.
Sunday 18 November 2012
Earlier this however, Roy started to convert the game over to the humble Amiga 1200, and this weekend what looks to be the final version was uploaded to the Aminet.
Dust Digger may be a Boulderdash clone, but it's one of the most polished I've seen on any of the retro systems, and back in the day you wouldn't have felt short-changed had you bought this on, say, the £2.99 budget label "The 16 Bit Pocket Power Collection". Remember that range?
The intro screen looks great, featuring a lovely logo, two spinning filled vector diamonds, a nice jolly tune and an "into the stars" background for that classic Amiga look.
Press fire and the title screen fades out and your're straight in on level one.
It's at this point that I should probably point out that I can only assume this is the first of many levels, as I found the difficulty level so punishingly hard that after many attempts I'm still unable to get off the initial starting stage
My inability to complete stage one is most likely down to my poor gaming skills, but I found that the green spider enemies simply moved too fast, and on many occasions, almost as soon as they appeared on screen I'd been killed.
Lose a life and you're taken back to the start of the level and everything resets, meaning you need to start your diamond collecting and spider killing all over again.
With this in mind I've found the best way to play is to slowly tiptoe my away around the level. It does make for a slower gaming experience, but you'll find you last a heck of a lot longer! Besides, there's no time limit, so you can afford to be cautious.
Grumbles aside, I still found Dust Digger to be a lot of fun. It's clearly had a lot of time and care spent on it, the controls are spot-on, and it does have that "one more go" factor, which is always the sign of a good game. Saying that, unless you have snake like reflexes you may find that you'll be stuck on the first level as I am.
Download the game from the Aminet HERE, and once you've had a few goes please drop Roy, the author, an email and let him know what you thought. He's produced a number of other mobile games over the years, and perhaps with some decent feedback for Dust Digger it'll convince him to port further titles to the humble Amiga.
(Review notes: Game tested on an Amiga 1200 030 @ 50mhz with 32 megs of Fast Ram.
If you've downloaded an earlier version of this game, and you have an accelerated Amiga it'll run too fast. This version fixes that issue, and also features a kill player option [the help key] should you become trapped)
Saturday 17 November 2012
Well, it would seem that the guys at Black Jet are keeping themselves busy, as they have another game they're also working on. Entitled "Mooka", this looks to be shaping up into a nice colourful side-scrolling platform game.
Here's the brief background story;
"After finding a small shiny device on the floor of your parent's house, you accidentally push something that changes your location almost instantly.At present there's no demo available to download, but a detailed development log can be found over on the Black Jet web site.
You suddenly find yourself standing in a strange part of the galaxy and need to find your way back home!"
In the meantime, check out the latest clip of the game in action. This looks like a game really worth keeping an eye on.
Friday 16 November 2012
This latest addition to an ever growing line-up of coder conversations sees Ned Langman of Random Access/The Sales Curve in the spotlight.
Ned was the graphic artist whose name popped up numerous Amiga titles over the years, including Silkworm, The Ninja Warriors, Judge Dredd, NARC, SWIV, Saint Dragon, Double Dragon 3, Rod-Land, Big Run and Indy Heat.
In this interview Ned reveals how he learned to draw, how he got his job at Random Access, his most and least favourite parts of the job and much more.
Games discussed include SWIV, The Ninja Warriors, Silkworm, to name but a few, and if you really pay attention you may even discover how a few references to SWIV crept into the PC title "Forsaken"
For the full interview, point your web browser HERE.
Thursday 15 November 2012
Since starting this blog back in early October, I've been amazed at the number of Amiga games projects that suddenly spring up from nowhere, and which have been months in development.
Final Fight AGA is one such title, which was announced yesterday on the English Amiga Board.
Here's EAB user and game programmer, Lielo, with the details;
"[I] started work on this in about February. Finally getting it to a stage I consider presentable...If you're not able to get the archive installed on a real Amiga or an Amiga emulator you'll be pleased to learn that YouTube user s2325 has kindly uploaded footage of the game in action.
Number of enemies are selectable via the joystick at the start to a maximum of 8. There's only one character and he's missing one of his moves. For a complete set of moves do a quick search - it's a two button game, one for attacking one for jumping, both for the "panic" move.
There are a number of issues, but the moves all do something akin to what they should.
Considering this a benchmark - if you can get it working I'd love to hear how you get on.
On my 030 I can get 6 enemies on screen with music playing and occasional slowdown of the mod playback. 5 enemies with no sound disruptance.
Download from http://www.lostinthefens.com/finalfight.lzh"
Following his initial post Lielo dished out further details;
"This project was started with the intention of creating a decent side scrolling beat-em-up for the Amiga. There have been some notable attempts but for me there was always something missing! Final Fight was one of my fave arcades of the era and after plugging away in Amos Pro for a couple of weeks I switched to Blitz Basic2. So I'm not an amazing programmer and this is my first attempt using BB2.As always, I'll bring you more news on this project as and when it becomes available.
I haven't posted before now as I'd hate for this to become another one of those projects that just runs out of steam. I think now that even if Final Fight becomes out of reach there's enough here to begin creating something decent for the Miggy.
I'm definitely interested in making another game either after this or as soon as it becomes too much. Bearing this in mind, If someone wants to help with graphics or improving the code then that would be great. I'm sticking with FF for now... Good learning curve!
Technical stuff that should help explain some of the issues:
Dual playfield display - one for bobs (the baddies) and one for the background.
2 Palettes of 15 colours (minus colour 0 in each case)
Player is a 64px wide sprite sharing its palette with the parallax background.
The parallax layer is made of 3 colour sprites and sits behind both playfields.
The player sprite is displayed either in front or below the bobs playfield to add the illusion of depth. The remaining bob priority is controlled by selective blitting - which I've made as fast as I can whilst sacrificing a bit of accuracy.
It aint perfect!"
Well, you'll probably be interested to learn that development on the title has reached such a stage that a short three level demo, has been made available for download.
To download the archive, point your web browser HERE. Please note that at present the demo requires Kickstart 2.0+, but this requirement may be subject to change as development on the game continues.
For those of you who've only just stumbled upon the blog, the YouTube clip below shows a recent version of the game in action.
As soon as I hear of any further news surrounding the title I'll post it on the blog.
Wednesday 14 November 2012
Produced by Black Jet, they describe themselves as;
"...a bunch of bedroom programmers, designers, musicians, and retro game fanatics, trying to get more people enthused about the wonders and awesomeness of Retro Gaming!"
Here's Andrew, the programmer, explaining why he's porting this over to the Amiga;
"I'm in the process of learning the Amiga architecture and 68K ASM, so what better way to learn than to convert Lost Disks of SAM to the platform ;-) Very early stages, I'd like to draw inspiration from the EFMB PC Remake (have a look at RGCD EFMB for information on that piece of awesomeness and hopefully come up with some new ideas".
"Insatiable lust for all things cosmic brings Moebius to the world of Amiga where he must collect inter-galactic stuff to help feed his dirty collecting habit. Or something along those lines".Below you'll find footage of the game in action, taken in early September (but a according to the development blog a fair bit's been added since then);
If you'd like to find out more, further information and a 4-level demo of the game can be downloaded from the Black Jet web site.
Tuesday 13 November 2012
Now, I'm no doubt being thick, but for the life of me I was unable to find any documentation within the archive detailing how you go about creating a game from scratch. Sure, there were some examples of basic games bundled with the package, but as soon as I started making changes to those all kinds of weird and wonderful 'features' cropped-up.
Thankfully, Australian based Amiga user Cammy, has decided that the issue of Backbone lacking some decent documentation needs to be resolved. At the same time, this has meant that a new Amiga platformer is being created.
Here's Cammy to explain;
"[I'm] using Backbone, because Rebel and I are writing a tutorial on Backbone and needed to make an example game to go with it.And what lovely graphics they are. Below are three screenshots from the work in progress version of the game, and they really do look lovely.
All the graphics are by him so far, I'm just working on level design on this one at the moment".
You'll be pleased to learn that Cammy has kindly made a work in progress version of the game available to download from the following location:
Have a go, and let her know what you think by dropping her a message on the English Amiga Board.