Last updated on March 11th, 2024 at 06:08 pm
Document found in CIA archives
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A Document Mentioning Commodore Amiga Computer Found In The CIA FOIA Archives
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The Golem
A snippet of the Intro for an Unreleased Amiga game by Underground Software , an italian software house, called The Golem 1997.
The Amiga Magazines followed this game for a while but in the end it just vanished. The game never appeared. Its unknown if it has been completed or not.
The Golem was an unreleased game for the Amiga platform that was in development by Psygnosis. Unfortunately, despite being close to completion, the game never saw the light of day due to the changing landscape of the Amiga market at the time. The cancellation of The Golem is a reminder of the challenges faced by developers during that era, where market conditions and other factors could impact the fate of promising project.
The legacy of The Golem as an unreleased Psygnosis game adds to the collection of lost treasures in the world of Amiga gaming. While details about the gameplay and specific reasons for its cancellation are scarce, its existence serves as a testament to the creativity and ambition of developers during the golden age of the Amiga platform. Despite not being officially released, The Golem remains a part of gaming history, sparking curiosity and interest among retro gaming enthusiasts and collector.
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Inferno
Inferno: The Odyssey Continues for the Amiga CD32 is a fascinating case of what could have been in the realm of Amiga gaming. Initially planned by Ocean Software and Digital Image Design (D.I.D), Inferno was set to be a sequel of sorts to Epic, although not directly as clarified by developer Charles Wallace. The game promised an ambitious space simulator experience, set 90 years after Epic, where players would take on the role of a top pilot navigating the forces of good and evil.
The game aimed to feature complex and detailed 3D environments across seven planets and three moons, with around 130 missions to complete, later quoted by Charles as 700 missions. This was an attempt to push the Amiga CD32’s capabilities, utilizing a 3D graphics engine similar to that used in T.F.X., another flight simulator game. Inferno was expected to address the issues and bugs that plagued Epic, offering vastly improved graphics, cut scenes, and a full CD-quality soundtrack by Alien Sex Fiend. Additionally, a special graphic novel designed by Judge Dredd artist Sean Phillips was to be included, further enhancing the game’s appeal.
Despite the excitement and anticipation built up by Amiga magazines, featuring rolling demos and keeping the community engaged, Inferno was ultimately scrapped around 1995 due to the declining Amiga market. Interestingly, T.F.X. saw a somewhat similar fate but managed to get a release on the Amiga magazine CU Amiga’s covermount in 1997. This suggests that Inferno may not have reached as late a stage of development as T.F.X. on the platform.
The development process revealed by Martin Kenwright indicated that games were initially developed on PC before being downgraded to work on the Amiga, suggesting that Inferno had primarily been developed on PC with only test builds made for the Amiga. Despite the potential and the involvement of Amiga developers Charlie Wallace, Steve Monks, and Tim Johnson, a playable build of “Inferno” on the Amiga CD32 never materialized.
“Inferno: The Odyssey Continues” remains a tantalizing glimpse into what could have been a groundbreaking title for the Amiga CD32, showcasing the ambition and creativity of its developers. Its cancellation is a poignant reminder of the challenges faced by the Amiga platform in the mid-1990s, marking a missed opportunity for the gaming community to experience a potentially epic space adventure.
Amiga CD32 – Rolling demo of Inferno by Ocean 1993.
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Archetype
Archetype represents a fascinating chapter in the history of Amiga gaming, particularly in the context of unreleased titles. Developed by Alf Yngve, the game was an ambitious attempt to port a Commodore 64 (C64) title to the Amiga platform. Despite Yngve’s considerable efforts and evident skill in adapting the game, Archetype ultimately never transitioned to a commercial release for the Amiga.
The primary tool used in the development of Archetype for the Amiga was the Shoot ‘Em Up Construction Kit (SEUCK), a popular software that allowed users to create their own shoot ’em up games without extensive programming knowledge. While SEUCK was a revolutionary tool for the C64, enabling countless enthusiasts to bring their game ideas to life, its Amiga version had limitations that significantly impacted the development of Archetype.
One of the most notable limitations was how the game utilized the Amiga’s screen real estate. The gameplay footage of Archetype reveals that the game occupied only a small portion of the screen, with the rest remaining black. This was a significant drawback, as one of the Amiga’s strengths was its superior graphics capabilities compared to the C64. The limited screen usage did not showcase the Amiga’s potential and likely contributed to the decision not to pursue a commercial release.
Despite these challenges, the footage of Archetype on the Amiga showcases Yngve’s talent in game design and adaptation. The game features engaging shoot ’em up action, with various enemies and obstacles that keep the gameplay interesting. The transition from the C64’s more limited graphical capabilities to the Amiga, even with the restricted screen space, hints at what could have been achieved with more advanced development tools or direct programming.
The story of Archetype is a testament to the challenges faced by developers in adapting games between platforms with different capabilities and limitations. It also highlights the potential lost opportunities for the Amiga gaming library due to technical constraints and the evolving video game market. While Archetype never saw a commercial release on the Amiga, its development and the existing footage serve as a valuable piece of gaming history, showcasing the creativity and determination of developers during the platform’s heyday.
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Fatal Noise
Fatal Noise stands as a curious artifact within the Amiga gaming community, a beat ’em up game developed by Digital Waves that, despite its potential, never saw the light of day in terms of a commercial release. The game’s development history and origins remain somewhat enigmatic, with little information available about Digital Waves and the circumstances leading to the game’s cancellation. However, thanks to the efforts of Andrea Carboni, enthusiasts and historians have been given a glimpse into what Fatal Noise could have offered.
The footage available showcases Fatal Noise as a beat ’em up game, a genre that was quite popular during the era of its development. From the video, it’s evident that the game had reached a relatively advanced stage of development, with a variety of opponents and scenes available for play. The game features the hallmarks of the genre, including multiple enemy types and combat scenarios set against diverse backdrops. Despite this, it’s noted that there are elements missing from the version showcased, indicating that the game was not fully completed before its development was halted.
The fact that Fatal Noise was featured in an Italian magazine preview suggests that there was some level of anticipation or interest in the game at one point. This kind of media coverage typically indicates a game that has something intriguing or promising to offer, whether it be in its gameplay mechanics, graphical style, or narrative approach. Unfortunately, the specifics of what Fatal Noise might have brought to the table in these areas remain speculative, given the incomplete state of the available version.
The reasons behind the game’s unreleased status are not clear from the available information. The Amiga platform, particularly in the late stages of its commercial lifespan, saw many games cancelled or left unreleased due to a variety of factors, including financial difficulties, changing market dynamics, and the technological transition towards more advanced gaming platforms. It’s possible that Fatal Noise fell victim to one or more of these challenges, leaving it as a “what could have been” in the annals of Amiga gaming history.
Thanks to Andrea Carboni’s efforts in preserving and showcasing Fatal Noise, the game serves as a reminder of the vibrant and creative development community that surrounded the Amiga. While it may not have reached players in its intended form, it contributes to the rich tapestry of gaming history, offering insights into the development practices, challenges, and ambitions of its era.
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From the Amiga Lore :
Babylonian Twins
“Babylonian Twins” presents a unique story in the realm of Amiga games, as it was developed in Iraq during a challenging period of economic sanctions following the first Gulf War. Despite facing practical difficulties due to these circumstances, the developers managed to create a highly professional platformer game that unfortunately struggled to secure a publisher.
The game’s journey took an interesting turn when English Amiga Board member viddi shared videos of Babylonian Twins on YouTube in 2008, shedding light on this hidden gem. This exposure sparked increased interest in the game, raising hopes that the full version might eventually see a release on the Amiga or other platforms.
Developed on an Amiga 500 computer with limited resources – only 500KB of memory and no hard drive – Babylonian Twins was written entirely in MC68000 assembly language, showcasing the dedication and skill of its creators. The fact that this was the first ‘Made in Iraq’ game adds a significant historical and cultural dimension to its development.
The game’s transition from the Amiga to modern platforms like the iPad highlights its enduring appeal and adaptability. The story behind Babylonian Twins is as captivating as the game itself, making it stand out from typical iPhone games and drawing attention to its unique origins and development process.
With initiatives like Kickstarter campaigns aiming to bring the full original Amiga game to players, there is hope that Babylonian Twins will receive the recognition it deserves, allowing a wider audience to experience this remarkable platformer that defied odds and showcased talent from unexpected corners of the world.
In the meantime the demo can be downloaded from Rabah Shihab’s website at Babyloniantwins.com
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BEACH HEAD I & II
The development of “Beach-Head I, II for the Amiga platform was a surprising endeavor, considering their strong association with machines like the Spectrum and C64. While 8-bit conversions to the Amiga were common, these titles represented a departure from the norm. The focus of the work on these games primarily centered around graphics, showcasing impressive visuals that hinted at the potential quality of the final products. However, despite the promising graphics, much work remained to be done on the coding front, and unfortunately, the deal with the publisher fell through, leading to the cancellation of these projects.
The unfinished state of these games is a reminder of the challenges faced in game development, where even visually appealing projects can encounter obstacles that prevent their completion and release. The story of “Beach-Head I, II, and Raid Over Moscow” for the Amiga serves as a testament to the complexities and uncertainties inherent in the gaming industry, where factors like publisher agreements and technical hurdles can impact the fate of a game.
While these titles may not have reached completion on the Amiga platform, they remain part of a broader category of unreleased games that offer insights into the creative processes and challenges faced by developers. The legacy of these unfinished projects contributes to the rich tapestry of gaming history, showcasing both the ambition and limitations that shape the evolution of video games over time.
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GORE
Long before Grand Theft Auto, DMA produced two games called Menace and Blood Money. Now the company was working on a horizontal beat-’em-up called Gore.
Gore was intended to be a technical tour de force and this is perhaps why it was unfinished. It’s notable that shortly afterwards DMA created Lemmings, a game which relied less on pushing the Amiga to the limits and more on excellent gameplay and new ideas.
Dave Jones and Tony Smith collaborated on Gore. Tony created the superbly distinctive graphics of Menace and Blood Money and answers our questions on his unfinished work.
Many thanks go to Mike Dailly of The Complete History of DMA Design for the use of the Gore screenshot.
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Son Of Zeus
In this game based on Greek mythology the Umbilikos has been split into twelves pieces by Ares. According to a preview in the September 1991 issue of Zero magazine, Pallas Athena’s owl Bubo (the one in the 1981 Clash of the Titans film) is tasked with finding a hero to recover the pieces.
The hero, Herakles (Hercules), the son of Zeus can visit ten city locations across the ancient world in his quest; Pylos, Argos, Mycenae, Tiryns, Corinth, Delphi, Thebes, Athens, Chalcis, Pella and the Isle of the Dead.
The game was originally to have been released by an unnamed publisher before it found its way to Electronic Zoo. The programmer was Mick Tinker, who was involved with the Amiga BoXeR project which was an attempt to produce a more advanced classic Amiga. Brian van de Peer created the graphics and his son Tobias worked on the music and sound effects.
The April 1992 issue of Amiga Action featured a demo of Son of Zeus so it’s possible to get a good idea of the gameplay. In the demo, Herakles walks around an outdoor area which is viewed from a first person perspective.
The most striking aspect of Son of Zeus is Brian’s brilliant graphics. The giant spider in the demo, for example, is a large and hideous creature. Brian has kindly supplied Amiga Games That Weren’t with some more graphics from the game.
However, closing in on our hero are various mythical monsters, including giant spiders, harpies and gorgons. Once a monster is encountered the game switches to a side-on view and a beat-’em-up style of gameplay ensues.
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X-Fighter
There were many ways of creating games on the Amiga, ranging from the ultra-easy Shoot-‘Em-Up Construction Kit to the rather more difficult assembler. Somewhere in between sat AMOS, the Amiga successor to the Atari STOS.
AMOS spawned a compiler which helped to speed up the otherwise interpreted code, an even easier version called Easy AMOS and a updated version called AMOS Professional. In due course AMOS was somewhat superseded by Blitz BASIC, a more powerful language.
In the PD and shareware scene AMOS was of course very popular and helped many a budding developer. Kwok Man was one such game creator and produced the obscure and probably long lost Mad Fighters I. The more advanced sequel Mad Fighters II, a Street Fighter II inspired beat-’em-up, was an A1200 only game and received good reviews in magazines; 5 out of 5 stars from Amiga Power and 86% in the The One. Both reviews omit the “II” but it seems clear that the reviews are of the sequel.
In 1995 Mad Fighters II became a commercial game in the form of X-Fighter CD32. The game was complete and was due to be published by the famous German company Thalion and review copies were sent out to the magazines. The reviews were positive with 70% in Amiga Format, 60% in Amiga Power, 85% in CU Amiga and 85% in The One.
In the end the publication of X-Fighter never went ahead. The game could have been improved graphically to match the slickness of games like Shadow Fighter and Elfmania but the gameplay is solid. Sadly Kwok doesn’t have the game anymore so the only way to recover the game now seems to be through the review copies, if any still exist.
However, a demo from The One is still available and can be downloaded from the link above.
Kwok has also kindly allowed aGTW to offer Mad Fighters II A1200 for download.
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PSYGNOSIS SUPERHERO
The unreleased Amiga game”Superhero by Psygnosis was a highly anticipated beat ’em up fusion title that unfortunately never reached completion despite being almost completed. The game generated significant excitement among gamers, showcasing the potential for a unique gaming experience on the Amiga platform. However, due to undisclosed reasons, the game has never been released.
Superhero was part of a collection of unreleased Amiga games that included titles from prominent developers like Ocean and Psygnosis. The game’s development status was such that it was not officially canceled but rather got entangled in unforeseen circumstances, including a police raid that disrupted its progress.
The legacy of Superhero on the Amiga platform remains as a tantalizing glimpse into what could have been a standout title in the beat ’em up genre. Despite its unfinished state, the game’s existence and the anticipation surrounding its release serve as a reminder of the complexities and challenges faced by developers in bringing their creations to fruition in the ever-evolving landscape of video game development.
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MUTANT LEAGUE
Mutant League Hockey for the Amiga is an ice hockey sports game that was released in 2015 by Ocean. The game offers a unique twist on traditional ice hockey gameplay and provides an engaging experience for players looking for something different in the sports genre. With its release on the Amiga platform, Mutant League Hockey introduced fans to a fresh take on the sport, showcasing Ocean’s creativity and commitment to delivering innovative gaming experiences.
On the other hand, Mutant League Football is another standout title for the Amiga 500, offering fans of classic arcade-style football games an exciting and fast-paced gameplay experience. The game’s popularity among players highlights its appeal and quality as a must-play title on the Amiga platform, further solidifying its status as a classic in the realm of sports video games.
Both Mutant League Hockey and Mutant League Football contribute to the diverse range of sports games available on the Amiga, each offering a unique and entertaining gameplay experience that resonates with fans of the genre. The success and recognition of these titles underscore their significance in the history of sports gaming on the Amiga platform, showcasing Ocean’s ability to deliver engaging and memorable gaming experiences for players of all ages.