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Wednesday, 30 July 2014

Blackjet Releases Goatlizard DX!

Way back in April of last year I covered the release of Moebius Goatlizard - a game that would make newsstand coverage when it was featured in Retro Gamer magazine. So impressed were the RG staff that they awarded Goatlizard with a legendary"Retro Gamer Sizzler" award.

Now, some 15 months on, Black Jet games have unleashed a tweaked, refined and ever so slightly enhanced version of the game, entitled Goatlizard DX.

Here's Blackjet's "Spud" with a brief lowdown of what's new;
"Hi all 
I've finished my slightly updated verison of Moebius Goatlizard. It adds some music and some extra nasties to the game, and fixes the two player game considerably. 
You can find it at http://blackjet.co.uk/amiga/Goatlizard-DX/ 
Please note, the game is broken on 010 processors. 
For best results I recommend an 020+ and a kickstart 2.0x equipped Amiga, but it can be played on a 1MB 68000 1.3 Amiga. 
Instructions are on the disk in the readme file, but also reproduced here: http://www.blackjet.co.uk/spud/goatdx/readme.txt 
Hopefully it is a worth a download 
Cheers!"
You can also find a discussion thread for the game over on the English Amiga Board. So, if you have any tips, tricks, or tactics for playing the game, or you're simply having problems getting the title to run on your setup, your'e advised to pay it a visit.

Tuesday, 29 July 2014

Where Time Stood Still Amiga - Released!

Many Amiga users have been waiting to play Where Time Stood Still on their 16 bit machines ever since Denton Designs released it for the ZX Spectrum way back in 1988.

Well, as of this evening your wait is finally over, as Fairlight's Galahad has released the much publicised Atari ST conversion into "The Zone" over on the English Amiga board.

There are a few notes and rules that go with the release, but you'll see that they're all fair and extremely reasonable;

"
1). When using WinUAE, ALWAYS use Cycle Exact, its the most accurate method of emulating.
2). WHDLoad version is being worked on by Codetapper and will be available tomorrow.  
3). You are welcome to host this version anywhere you like.
4). It may NOT be cover mounted on a physical magazine, nor can it be sold. I didn't do this for zero money for someone else to make money off it! 
5). Trainer makers...... do NOT remove the intro this time Plenty of space on the disk, use it! 
6). Amiga options activate with a press of F8 on the title screen. 
7). Music/SFX option on the character select box (activated by SPACE BAR) do not do anything. So no bug reports on that ta! 
8). Enjoy the game, it took longer than I wanted, but I wanted to deliver the best version possible. Also thanks to Mr.Spiv and Asman for their invaluable ideas"
The game can be downloaded from The Zone, at this link: http://eab.abime.net/zone.php?, but you'll need to be a member before you can get access to this area of the site.

Credits, release notes and trivia regarding the conversion can be found in this thread, over on The English Amiga Board.

Now, go off and enjoy the game, and if you like it do post up to the English Amiga Board and let the team who converted and enhanced it know what you think. It really is an amazing effort on the part of a number of people, and a quick thank you goes a very long way.

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).