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Amiga · blitz · Game 00 68000 ● 15 of 15 units live

Meet Blitz

The compiled-BASIC on-ramp. Blitz BASIC 2 is the language the Amiga scene shipped real games in — Worms and Skidmarks among them. It looks like BASIC and runs like C. Learn it one idea at a time, from your first compile to graphics that fly.

What this is

Not a game — a bridge. Blitz BASIC 2 is a compiled language: you write something that reads like BASIC, press a key, and Blitz turns it into a native Amiga program that runs at full speed. That one fact — compiled, not interpreted — is what let bedroom coders ship games that sold in boxes. Meet Blitz walks you into it one small idea at a time, so that by the end you can open a display, throw fast-moving graphics at it, and feel why the scene reached for Blitz when it got serious.

This primer leans into what makes Blitz Blitz: the edit-compile-run loop, its two modes, and Blitz mode's closeness to the Amiga's chips — Slices, Shapes, the Blitter, smooth scrolling. Where a higher-level language hands you a finished verb, Blitz hands you the fast, sharp tools and trusts you to wield them.

Who it's for

You've met variables, loops, conditionals and procedures somewhere — General Programming, our BASIC courses, Meet AMOS, or any language. New to programming entirely? Start with General Programming first, then come back.

You don't need to have done Meet AMOS — Blitz stands on its own. If you have, you'll feel the contrast straight away: AMOS hands you game verbs and runs them interpreted; Blitz hands you faster, lower-level tools and compiles them to the metal. Neither is "better" — they're different trades, and the Amiga is the rare machine that lets you feel both.

The shape

  • Compile and run — the Ted editor, the edit-compile-run loop, Blitz's two modes, and its machine-flavoured typed variables.
  • Speed you can see — decisions and loops the compiled way, the frame loop, and the headline trick: many things moving at once, fast.
  • Blitz graphics — Slices to build a display, Shapes to draw, and the Blitter to move pixels in bulk.
  • Make it a game — move a shape every frame, read the joystick, and detect collisions.
  • Toward the metal — smooth hardware scrolling, reaching into the Amiga's chips, hardware sprites, and a look back at the Blitz way and how it compares with AMOS.

You won't have built a whole game yet — that's the point. You'll have the speed, the tools, and the feel that a Blitz game is built from.

Unit roadmap

Phase 1

Compile and run

The Ted editor, the edit-compile-run loop, the two modes, and Blitz's typed variables

Units 1–3 Complete
Phase 2

Speed you can see

Decisions and loops the compiled way, the frame loop, and many things at once

Units 4–5 Complete
Phase 3

Blitz graphics

Slices, Shapes, and using the Blitter

Units 6–8 Complete
Phase 4

Make it a game

Reading the joystick, animating a shape, and collisions

Units 9–11 Complete
Phase 5

Toward the metal

Smooth scrolling, reaching the hardware, hardware sprites, and the Blitz way

Units 12–15 Complete