Systems · Lessons available
Commodore Amiga
Explore Amiga game development through AMOS, Blitz BASIC or 68000 assembly. Choose the language whose way of working interests you.
The Amiga gives us several cooperating parts to investigate: a CPU, display hardware, the Copper and Blitter, and sampled sound. A game must coordinate their work as well as decide what happens next.
Choose a language
Each route has its own guided sequence. You can begin without completing another language track or Foundations. Use shared explanations when they help with the program you are building.
AMOS
Write programs in an Amiga-based environment with commands for graphics, animation and sound. Explore what those commands provide and how to use them in a game.
17 lesson pagesExplore AMOS →Blitz BASIC
Write and compile BASIC on the Amiga. Work through the language and its graphics facilities, connecting program structure to the game on screen.
15 lesson pagesExplore Blitz BASIC →68000 assembly
Work directly with instructions, memory and the custom chips. Investigate how display, graphics and sound operations fit into a running program.
37 lesson pagesExplore 68000 assembly →Counts reflect authored lesson pages. They do not mean every planned game is finished or every example has been checked on original hardware. Each track shows its available material and planned projects.
Prepare the right configuration
The Amiga is a family of configurations. Follow the lesson’s model, chipset, memory and Kickstart requirements. AMOS, Blitz BASIC and an assembly game booting from its own disk may need different setups.
The system setup guide introduces the development tools. Check the chosen language’s setup instructions before installing anything. The Setup Guide explains host and target, source and built output; the ROMs guide covers firmware and system files.
Explore the machine and its games
The Vault provides fuller explanations and historical context. These articles are optional reading alongside the lessons.
Commodore Amiga
The machine family and its hardware.
Read the article →The Copper
A display coprocessor and its relationship to screen timing.
Read the article →The Blitter
Hardware for moving and combining blocks of graphics data.
Read the article →Shadow of the Beast
An example to examine for layered scenery, animation and presentation.
Read the article →Follow a question further
The Craft develops game-design explanations; its current Maths for Games and Game Feel pages are outlines. The Pattern Library offers techniques to adapt, with their machine and language requirements.
Explore other systems to compare how a familiar idea changes with the language, memory layout or hardware. For additions to the site, read What’s New. The contribution guide explains how to help.