Do you remember those levitating lamps that were all the rage some years ago? Floating light bulbs, globes, you name it. After the initial craze of expensive desk toys, a wave of cheap kits became available from the usual suspects. [RobSmithDev] wanted to make a commemorative lamp for the Amiga’s 40th anniversary, but… it was missing something. Sure, the levitating red-and-white “boing” ball looked good, but in the famous demo, the ball is spinning at a jaunty angle. You can’t do that with mag-lev… not without a hack, anyway.
The Amiga was a great game system in its day, but there were some titles it was just never going to get. Sonic the Hedgehog was one of them– SEGA would never in a million years been willing to port its flagship platformer to another system. Well, SEGA might not in a million years, but [reassembler] has started that process after only thirty four.
Both the SEGA Mega Drive (that’s the Genesis for North Americans) and Amiga have Motorola 68k processors, but that doesn’t mean you can run code from one on the other: the memory maps don’t match, and the way graphics are handled is completely different. The SEGA console uses so-called “chunky” graphics, which is how we do it today. Amiga, on the other hand, is all about the bitplanes; that’s why it didn’t get a DOOM port back in the day, which may-or-may not be what killed the platform.
In this first video of what promises to be a series, [reassembler] takes us through his process of migrating code from the Mega Drive to Amiga, starting specifically with the SEGA loading screen animation, with a preview of the rest of the work to come. While watching someone wrestle with 68k assembler is always interesting, the automation he’s building up to do it with python is the real star here. Once this port is done, that toolkit should really grease the wheels of bringing other Mega Drive titles over.
It should be noted that since the Mega Drive was a 64 colour machine, [reassembler] is targeting the A1200 for his Sonic port, at least to start. He plans to reprocess the graphics for a smaller-palette A500 version once that’s done. That’s good, because it would be a bit odd to have a DOOM-clone for the A500 while being told a platformer like Sonic is too much to ask. If anyone can be trusted to pull this project off, it’s [reassembler], whose OutRun: Amiga Edition is legendary in the retro world, even if we seem to have missed covering it.
Do you have a classic Amiga computer? Do you want to search the web with iBrowse, but keep running into all that pesky modern HTML5 and HTTPS? In that case, [Nihirash] created BoingSearch.com just for you!
BoingSearch was explicitly inspired by [ActionRetro]’s FrogFind search portal, and works similarly in practice. From an end-user perspective, they’re quite similar: both serve as search engines and strip down the websites listed by the search to pure HTML so old browsers can handle it.
Boing search in its natural habitat, iBrowse on Amiga.
The biggest difference we can see betwixt the two is that FrogFind will link to images while BoingSearch either loads them inline or strips them out entirely, depending on the browser you test with and how the page was formatted to begin with. (Ironically, modern Firefox doesn’t get images from BoingSearch’s page simplifier.) BoingSearch also gives you the option of searching with DuckDuckGo or Google via the SerpAPI, though note that poor [Nihirash] is paying out-of-pocket for google searches.
BoingSearch is explicitly aimed at the iBrowse browser for late-stage Amigas, but should work equally well with any modern browser. Apparently this project only exists because FrogFind went down for a week, and without the distraction of retrocomptuer websurfing, [Nihirash] was able to bash out his own version from scratch in Rust. If you want to self-host or see how they did it, [Nihirash] put the code on GitHub under a donationware license.
If you’re scratching your head why on earth people are still going on about Amiga in 2025, here’s one take on it.
When Deluxe Paint came out with the original Amiga in 1985, it was the killer app for the platform. [Christopher Drum] starts his recent article on just that note, remembering the day he and his mother walked into a computer store, and walked out with a brand new Amiga… thanks entirely to Deluxe Paint. Forty years on, how well can this killer app compete?
[Christopher] isn’t putting Deluxe Paint head-to-head with modern Photoshop; they’re hardly in the same class. Not Photoshop, no, but modern applications that do what Deluxe Paint did so well: pixel art. There was no need to call it pixel art back then, no, but with the resolutions on hand, all digital art was pixel art in 1985.
Or 1989, which is when Deluxe Paint III came out– that’s the last version written by Dan Silva and coincidentally the last version [Christopher] owned, and the one he focuses in on his tests. It has held up amazingly well.
Sure, you don’t get a full 24-bit colour palette, but most pixel artists stick to limited palettes still anyway. You don’t quite get a modern UI, but presence of useful keyboard shortcuts allows a Hands-On-Keybord-And-Mouse (We’ll call it HOKAM, in honour of HOTAS in aerospace) workflow that is incredibly efficient.
About the only things [Christopher] found Deluxe Paint III lacked compared to its successors were a proper layering system, and of course the infinite undo we’ve all gotten so used to. (DPIII has an undo button, but it could only store one operation.) He also complained about cursor latency for some brushes, but we wonder if that might have had something to do with Windows and the emulation layer adding a delay. One thing Amiga was always known for back in the day was the snappy cursor movement, even when the processor was loaded.
There were just as many features he found had been forgotten in the new generation — like palatte swapping animations, or flood-filling line gradients.
It’s a small detail, but that’s a nice gradient tool.
Of the machines from the 16-bit era, the Commodore Amiga arguably has the most active community decades later, and it’s a space which still has the power to surprise. Today we have a story which perhaps pushes the hardware farther than ever before: a demo challenge for the Amiga custom chips only, no CPU involved.
The Amiga was for a time around the end of the 1980s the most exciting multimedia platform, not because of the 68000 CPU it shared with other platforms, but because of its set of custom co-processors that handled tasks such as graphics manipulation, audio, and memory. Each one is a very powerful piece of silicon capable of many functions, but traditionally it would have been given its tasks by the CPU. The competition aims to find how possible it is to run an Amiga demo entirely on these chips, by using the CPU only for a loader application, with the custom chip programming coming entirely from a pre-configured memory map which forms the demo.
The demoscene is a part of our community known for pushing hardware to its limits, and we look forward to seeing just what they do with this one. If you have never been to a demo party before, you should, after all everyone should go to a demo party!
Now that Commodore has arisen from the depths of obscurity like Cthulhu awoken from R’lyeh, the question on every shoggoth’s squamose lips is this: “Will there be a new Commodore Amiga?” The New Commodore is reportedly interested, but as [The Retro Shack] reports in the video embedded below, it might be some time before the stars align.
He follows the tortured history of the Amiga brand from its origins with Hi-Toro, the Commodore acquisition and subsequent Atari lawsuit, and the post-Commodore afterlife of the Amiga trademark. Yes, Amiga had a life after Commodore, and that’s the tl;dr here: Commodore might be back, but it does not own the Amiga IP.
If you’re wondering who does, you’re not the only one. Cloanto now claims the name and most of Amiga’s IP, though it remains at loggerheads with Hyperion, the distributors of AmigaOS 4. If you haven’t heard of them, Cloanto is not an elder god, but in fact the group behind Amiga Forever. They have been great stewards of the Amiga heritage over the decades. Any “new” Amiga is going to need the people at Cloanto on board, one way or another. That doesn’t mean it’s impossible– the new Commodore might be able to seduce Cloanto into a merger, or even just a licensing agreement to use the name on reproduction or new hardware.
We’d love to see something fully new that captures the spirit of the bouncing ball, but it’s hard to imagine bottling magic like that in the twenty-first century. For now, Amiga lies dreaming– but that is not dead which can eternally lie, and we hold out hope this Great Old One can return when the stars are right.
Having owned an Amiga microcomputer is apparently a little bit like having shaken hands with Shoggoth: no one can escape unchanged from the experience. Thirty-two years on, [Neil] at The Retro Collective remains haunted by the memories — specifically, the memory of BlitzBasic 2, an Amiga-specific programming language he never found the time to use. What better time to make a game for the Amiga than the year 2025 of the common era?
[Neil] takes us on a long journey, with more than a little reminiscing along the way. BlitzBasic may not have been the main programming language for the Amiga, but it was by no means the least, with a good pedigree that included the best-selling 1993 game Skidmarks. Obviously BlitzBasic was not a slow, interpreted language as one might think hearing “BASIC”. Not only is it a compiled language, it was fast enough to be billed as the next best thing to C for the Amiga, according to [Neil].
[Neil] wasn’t the only one whose dreams have been haunted by the rugose touch of the Amiga and its scquomose BlitzBasic language– you’ll find a version on GitHub called AmiBlitz3 that is maintained by [Sven] aka [honitas] to this day, complete with an improved IDE. The video includes a history lesson on the open-source AmiBlitz, and enough information to get you started.
For the vibe-coders amongst you, [Neil] has an excellent tip that you can use LLMs like ChatGPT to help you learn niche languages like this not by asking for code (which isn’t likely to give you anything useful, unless you’ve given it special training) but by requesting techniques and psudocode you can then implement to make your game. The LLM also proved a useful assistent for [Neil]’s excel-based pixel art workflow.
If you’re wondering why bother, well, why not? As [Neil] says, writing Amiga games is his version of a crossword puzzle. It may also be the only way to keep the dreams at bay. Others have taken to writing new operating systems or reproducing PCBs to keep vintage Amiga hardware alive. If some gather under the light of the full moon to chant “Ia! Ia! Commodore f’thagan”– well, perhaps we can thank them for Commodore for rising from the sunless depths of bankruptcy once again.