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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 screenshot
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
15 / 15 units
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
Coming soon
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
Coming soon
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
Coming soon
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
Coming soon
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
Coming soon
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
Coming soon
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
Coming soon

After Blitz

AMOS and Blitz are two ways into Amiga game-making — neither above the other, each stronger at some things. Beyond both is the deep end: 68000 assembly, total control and every byte yours. The habits you built in Blitz — bitmaps, the frame loop, reaching for the hardware — are exactly the ones it asks for.