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Sunday, 20 July 2014

The History of Psygnosis - Free e-Mag Download!

When Paul Driscoll (AKA The Drisk) was asked to help the Retro Asylum team out with research for the forthcoming Psygnosis themed episode of their podcast he seemed to get more than a little carried away.

What started off as a few bits of research here and the odd note there turned into something much larger than originally planned, with the final product landing in the form of a 140-page PDF e-zine. This document covered the days at Imagine Software, the much-publicised demise of the company, the early days of Psygnosis, the buyout by Sony, and the eventual closure of Sony Computer Entertainment Liverpool, as it had become known, in 2012.

Not only that, but the document lists every game released by Psygnosis plus a selection of what the author considers to be the best cover artwork produced by the company.

How much does this cost? Absolutely nothing. The kind team over at Retro Asylum are letting you download this for free! Madness, I tell you.

You can download the PDF directly from THIS link, and find out more about the Retro Asylum Podcast by going HERE.

Enjoy the read.

My thanks go to the French games site ROM Game, for the heads-up on this story.

Monday, 14 July 2014

Where Time Stood Still - Release Date Any Time Now!

It's been a while since I updated the blog, and for that I must apologise. A house move, combined with being heavily involved in the organisation of a local beer festival has meant that my time at the computer has been limited.

Well, the move is complete and the beer festival has been and gone for another year, so this should mean I'll be able to devote more time to the blog once more.

Now, on with the Amiga news...

The ST to Amiga conversion of Ocean's isometric arcade adventure "Where Time Stood Still", has been under development for many months, but it seems that at long last the wait could be over.

Posting to the English Amiga Board on the 9th of July, WTSS coder Galahad, commented;
"So, this one is getting final BETA assembly, and will be sent for final BETA testing tomorrow. Once thats passed, game will be written to sector loading disk, and if it passes BETA testing, we 'should' be on for a weekend release of the game........ Patience rewarded chaps"
Unfortunately, things didn't quite go to plan, as in the early hours of this morning Galahad posted a quick update;
"Final BETA sent to the tester as he wasn't around......! Anytime soon folks"
All being well, this final round of testing should be short-lived, and following that us mortals will finally be able to get our hands on this much anticipated title.

In the meantime, check out this work in progress footage of the conversion, which was uploaded to YouTube towards the end of last month.


Tuesday, 27 May 2014

880 Gamer Issue 3 Now Available

Issue 3 of the "completely random month" (their words, not mine!) downloadable Amiga magazine "880 Gamer" is now complete and ready for your reading pleasure.

Previously released in May and November 2013, the May 2014 issue spans 38 full-colour pages, and features 6 game and 4 demo reviews.

The magazine even comes with its own virtual demo disk, which this issue features the one and only Putty Squad.

Issue 3 can be downloaded from http://www.users.on.net/~stanners/ or you can browse through it page by page by visiting the following link over on the Amiga Magazine Rack: http://amr.abime.net/issue_2986

Feedback on this issue over on the English Amiga Board has been extremely positive, so hopefully we won't have to wait quite so long for issue 4 to surface.

Check it out and see what you think!


Monday, 26 May 2014

Marco Gregorio's Adventures to Unusual Places

If you're a fan of platform games then you may want to check out the recently released "Marco Gregorio's Adventures to Unusual Places", which was released towards the end of April.

Put together using game creation package "Backbone", the game spans 5 levels and features music from the Sounds Terrific MOD compilation, with author credits detailed in the game.

The tiles and sprites were created by English Amiga Board member amiman99, with the help of his friend. Tiles used were from a modified set originally created by fellow EAB member Cammy.

The game has been tested on an Amiga 1200 with a 68030 processor at 50mhz.

Check out the game in action, below;


You can run the game directly from hard drive. To do this just decompress it to HD and click on the Marco icon.

Amiman99 reveals a few tips and quirks about the game;
"1. Because there is a small problem with Backbone when you die over "Danger Area" like water, you will respawn to the beginning of a level and restart. So, you need to finish the level without dying. 
2. I limited [the] fire/throw axe speed, so it's harder to kill enemies. You can't just blast through enemies.  
3. You need to collect all items before advancing to the next level.  
4. In the Mayan level not all gates open.  
5. I used the same fire button to Throw and Open Doors. I found out that assigning [a] keyboard press to open the Door was disrupting the flow of the game. So, you can't shoot next to the door, you need to move away some before shooting."
To download the game point your web browser over to https://www.copy.com/s/Yoa8sTgApTiu2meN/marco.lha

If you'd like to join in discussion about the game then you'll want to check out this thread on the English Amiga Board.

Monday, 12 May 2014

Tales of Gorluth - Demo Version and Pre-Order

Featuring over 5 hours of gameplay, 64 colours on screen at once and over 40 pieces of music, this Zelda-like RPG surely pushes the Backbone game creation system to its absolute limits.

The game, which has taken over a year to develop, is now in the closing stages of completion, and with that opportunities to download a demo and pre-order the full release have now arisen.

Visit www.talesofgorluth.de for more information, download links for English and German demo versions, and for pre-order details.

The full version comes boxed in a jewel case with original artwork, and costs a mere 15 Euros including delivery costs.

System requirements: ECS Amiga, 68020 processor (68030 recommended), 2MB Chip RAM, 1MB Fast RAM, Hard Drive.


A number of Amiga users have encountered memory issues (the game requires a full 2MB of Chip Ram) or problems with patched versions of OS3.5/3.9 when trying to run the game. Thankfully, a set of instructions detailing how to solve these problems, should they arise, can be found here: http://www.amiga68k.de/?p=3615 (non German speakers will need Google Translate or similar).

Thursday, 20 March 2014

ST Classic "Oids" Finally Released for the Amiga

Earlier today English Amiga Board forum member meynaf, announced that the much-loved Atari ST game "Oids" had finally come to the Amiga. The latest in a string of ST titles he'd converted over to Commodore's machine, this release came completely out of the blue.

Oids was originally released for the the ST by FTL Games way back in 1987. An Apple Macintosh version followed, but for whatever reason this failed to receive an Amiga conversion.

The game is similar to the Firebird classic "Thrust", where you have to navigate your craft across a number of landscapes, avoiding the scenery, artillery installations, and battling with gravity itself.

Although little has been revealed detailing just how the game was converted over to the Amiga, meynaf does explain that it wasn't easy;
...I've just made another game port from the Atari ST. 
It was hard to find my way; this one had TOS calls scattered everywhere and even GEM calls (trap #2), in addition to a very messy keyboard handling code, file i/o storing 16-bit handles where it should have not, and a fearsome protection scheme which i am not even sure to have fully removed. But here it is. 
As I never played that one on the ST (and have no PC to run an emulator), it would be good if someone with a great knowledge of the game could test this version, to see if everything behaves as it should. I'm not too confident with that one, many bugs are probably lurking in here, ready to explode in your face - so beware. Only thing i can say is that it seems to work for me". 


I've not had time to try this out yet, but initial feedback from other members of the English Amiga Board seems to indicate that you'll need a machine with a 68020 processor or greater.

If you'd like to download and try the game for yourself you can get to it directly by going to http://meynaf.free.fr/pr/oids.lzx

To follow the Oids thread on the English Amiga Board go to: http://eab.abime.net/showthread.php?t=72992

So, what ST game does meynaf next plan to bring to the Amiga? Well, it looks like rather than another conversion he's working on something brand new;
"I don't think I'll make any more game ports, at least for some time. I now prefer writing my own game from scratch"
Watch this space!

Sunday, 16 March 2014

Sketches for Original Core Design Logo Revealed

Posting on his Twitter feed earlier today, artist and videogame designer Simon Phipps revealed some of the early designs for the Core Design logo.

Core Design were responsible for bringing a stack of games to the Amiga including the Rick Dangerous series, Wolfchild, Heimdall's 1 and 2, the Chuck Rock games, and many, many more.

Here's what Simon had to say about the designs;
"Found this old page from a notepad - the original sketches I did for the Core Design logo from Jan '88. 
The one used was the one with Pacman-shaped 'C'. It stayed until Core became a publisher and was remade in the 'Baby Teeth' font."
Check out the designs below...


You can find more of Simon's art over on his Facebook Group, and don't forget to follow him on Twitter.