Meet AMOS
The AMOS on-ramp. AMOS is the Amiga's own game-making language — sprites, sound, and smooth movement built right in. Learn it one idea at a time, from your first PRINT to a shape you can steer, until making a game feels like something you can just do.
What this is
Not a game — a bridge. AMOS is a language built on the Amiga for making games, and Meet AMOS walks you into it one small idea at a time, so that by the end making a game feels like something you can just sit down and do.
Short units, each teaching exactly one thing and showing it on screen the moment it runs: a word you print, a colour you choose, a shape you draw, a sprite you push around with the joystick, a sound you fire. The hard things other machines make you fight for — moving graphics, smooth animation, sampled sound — AMOS hands you as a single keyword each. By the end you can open a screen, draw on it, put a moving object on it, steer it with the player's hand, bump it into things, and make it sing.
Who it's for
You've met variables, loops, conditionals and subroutines somewhere — General Programming, our BASIC courses, or any language. New to programming entirely? Start with General Programming first, then come back; AMOS is a lovely second step, but it builds on those foundations.
You don't need to know anything about the Amiga's hardware, and you don't need any assembly language — AMOS is a complete path into making Amiga games on its own. (There is a deeper level, where you drive the Amiga's chips by hand in assembly; if you ever get curious, it's there. But you'll build real, finished things long before you need it.)
The shape
- The editor and first words — type a program, run it, print to the screen, and store values in variables.
- Choosing and repeating — decisions with
If, repetition with loops, and your own named jobs with procedures. - The screen is yours — open a display, set its colours, and draw shapes and text on it.
- Things that move — put a bob on screen, move it smoothly every frame, steer it with the joystick, let AMOS animate it for you, and detect when it bumps into something.
- Sound, keeping, and the AMOS way — make a noise, save your work, and look back at everything AMOS just did for you.
You won't have built a whole game yet — that's the point. You'll have built the understanding, and the feel, that a game needs.
Unit roadmap
The editor and first words
The AMOS editor, running a program, printing, and variables
Choosing and repeating
Decisions, loops, and procedures
The screen is yours
Opening a screen, colour and the palette, drawing
Things that move
Bobs, the frame loop, input, AMAL, and collision
Sound, keeping, and the AMOS way
Making sound, saving your work, and what AMOS is doing for you