Amiga · Blitz BASIC 2 · compiled
Amiga Blitz
Compiled BASIC, full speed, close to the metal
CPU
MC68000
RAM
512 KB+
Language
Blitz BASIC 2
Where you are
02 · Language primer and gateway route
Blitz is the compiled BASIC route close to Amiga hardware.
This route uses Blitz BASIC 2 to bridge high-level code and hardware-near thinking: bitmaps, frame loops, input, compiled speed, and games that start to feel like the assembly route without beginning in assembly.
- No 68000 assembly knowledge is needed.
- AMOS and Blitz are parallel Amiga routes, not a strict sequence.
- Use Foundations first if variables, loops, arrays, or binary need a slower introduction.
Games
Start with the Meet Blitz primer, then build complete games while you learn — compiled graphics at speed, smooth scrolling, hardware sprites, and the Blitter. Work through in order.
0

Meet Blitz
The compiled-BASIC on-ramp — learn Blitz BASIC 2, the language the Amiga scene shipped real games in, from your first compile to graphics that run at full speed.
The Ted editor and the compile-and-run loopAmiga mode and Blitz modeSlices, Shapes, and the BlitterCompiled speed, scrolling, and reaching the hardware
1
Soon
Flashpoint
A fast arcade shooter that shows what compiled Blitz does — many objects, smooth movement, full speed.
Blitz-mode graphics at speedThe frame loop and the playerCollisions and scoring
2
Soon
Gridlock
A structured puzzle game built around data — arrays, lists, and clean program structure in Blitz.
Data modelling with arrays and listsStructured programming in BlitzGrid logic and state
3
Soon
Tarmac
A top-down racer on smooth hardware scrolling — in the tradition of Super Skidmarks, which was built in Blitz BASIC 2.
Smooth hardware scrollingFast object handlingTrack and collision logic
4
Soon
Star Drift
A horizontal shooter reaching past the picture — hardware sprites over a Copper-split background
Hardware sprites (GetaSprite/ShowSprite)A Copper splitMany objects at speedSprite and Copper tables
5
Soon
Ballistic
Turn-based artillery over destructible terrain — the Scorched Earth tradition, with the Blitter as the mechanic
The Blitter as the mechanicDestructible terrainProjectile arcs and windShapes and collision
6
Soon
Skyfire
A parallax shoot-'em-up at full speed — dual-playfield layers feeding off compiled Blitz
Dual-playfield parallaxHardware sprites over layersCompiled speed under loadThe Blitz climax
7
Soon
Slipstream
The capstone — a multi-layer racer/action game that ties every Blitz power together
Multi-layer hardwareSprites and parallaxA full game loopIntegrate and polish