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Tools

Blitz Basic 2

Compiled BASIC power

Mark Sibly's compiled BASIC for the Amiga that produced machine-code-fast games, proving BASIC could compete with assembly - the language that built Worms.

commodore-amigabasiccompiledgame-developmentprogramming1993

Overview

Blitz Basic 2 was a compiled BASIC for the Amiga created by Mark Sibly and released by Acid Software in 1993. Unlike interpreted BASICs, it compiled to fast machine code—enabling games that could compete with assembly-coded titles. Blitz Basic 2 powered commercial hits including Worms and Skidmarks, definitively proving BASIC could produce professional games.

Fast Facts

  • Creator: Mark Sibly
  • Company: Acid Software
  • Released: 1993
  • Platform: Amiga
  • Output: Compiled machine code
  • Famous games: Worms, Skidmarks

The Compiled Difference

Interpreted BASIC Blitz Basic 2
Line-by-line execution Pre-compiled binary
Slow loops Fast machine code
Hobbyist speed Commercial speed
Learning tool Production tool

Key Features

Feature Capability
Compilation True machine code output
Amiga access Full hardware control
Blitter Direct blitter programming
Copper Copper list access
Sprites/Bobs Complete sprite system
Sound Sample playback, MODs

Commercial Proof

Games made with Blitz Basic 2:

Game Developer Year
Worms Team17 1995
Skidmarks Acid Software 1993
Super Skidmarks Acid Software 1995
Many others Various 1993-96

Why It Worked

Blitz Basic 2 succeeded because:

  • Speed - Compiled output was fast
  • Access - Full hardware features available
  • Familiarity - BASIC syntax easy to learn
  • Complete - Everything needed included
  • Support - Good documentation, community

Blitz vs AMOS

Aspect Blitz Basic 2 AMOS
Execution Compiled Interpreted
Speed Very fast Good
Learning Steeper curve Very easy
Low-level More access Abstracted

Technical Capabilities

What Blitz enabled:

  • Physics simulations (Worms)
  • Fast scrolling (Skidmarks)
  • Complex collision detection
  • Smooth frame rates
  • Professional polish

Legacy

Blitz Basic 2 proved that the choice between BASIC and assembly was a false dichotomy. Compiled BASIC could produce commercial hits indistinguishable from assembly-coded games. The language’s success influenced how developers thought about accessible game creation tools.

See Also