Commodore Amiga
A decade ahead of its time
Why the Commodore Amiga?
The Amiga was years ahead of its time. When Commodore launched it in 1985, its custom chipset — Agnus, Denise, and Paula working in harmony — delivered capabilities that PCs wouldn't match for nearly a decade: 4096 colours, four channels of sampled audio, hardware sprites, and a preemptive multitasking operating system.
Learning the Amiga means mastering the Motorola 68000, one of the most elegant processors ever designed. The same architecture powered Macintosh, Atari ST, and countless arcade machines. The Amiga's demo scene pushed the hardware to legendary extremes, and the techniques developed there — copper effects, blitter tricks, and sample-based music — remain relevant to anyone interested in graphics programming, game engines, or understanding how computers really work.
docker pull ghcr.io/code198x/commodore-amiga Choose Your Path
Three ways to learn Amiga game development. Start with AMOS or Blitz BASIC if you want quick results, or dive straight into 68000 assembly for the full experience.
68000 Assembly
Full hardware control
Master the custom chipset: Copper for display magic, Blitter for fast graphics, and Paula for 4-channel sampled audio. This is how the best Amiga games were made.
AMOS BASIC
Immediate, batteries-included
Built-in sprite handling, BOBs, and sampled audio make impressive games achievable fast — interpreted and immediate. The Meet AMOS primer is complete; games follow. A peer path to Blitz, picked by temperament, not rank.
Blitz BASIC
Compiled speed, close to the metal
Compiled Amiga BASIC that runs at full speed. Build from bitmaps, shapes and the Blitter, scroll worlds wider than the screen, and reach the chips directly — a fast, hardware-near alternative to AMOS, and the language Worms began in.