Habemus Papam: Pape Manager


Es casualidad, hace pocos días usé el termino “Habemus” como se me podría haber ocurrido otro, para publicar la noticia del nuevo Artic Moves para Amiga sin saber que después iba a descubrir un raro-chorra-mini-juego simulador de Papa.

No un simulador de Papamovil, no, un simulador completo de Papa, incluido ese Papamovil, el primer y único simulador y para Amiga. Ya teniamos juegos raros, como un simulador de ciego o el “Ke Paranoia Madao” ahora le toca turno a este Pape Manager.

Olvídense de supergráficos y grandes niveles. Consta de 4 fases que corresponden con acciones que realiza el Papa en sus visitas a países. La primera consiste en aterrizar correctamente en el punto marcado “ICI” pero no en avión, en paracaídas… ojo, ojo, al dato.

En la segunda fase, debemos arrodillarnos y besar el suelo sin pegarnos un cabezazo contra el cemento.

En la tercera abrazar a todo “SSIIIIIIIIIIIIIIIIIII” que se nos abalanza rápidamente para contentarlos, en caso contrario nos darán de “hostias consagradas”

Cuarta y última, nos largamos ya, en el Papamovil esquivando minas explosivas que han colocado terroristas.

Ahora paso a contar un poco sobre los creadores. Al parecer, provienen de Bélgica y su filosofía era crear juegos en un día, aunque alguno les tomó algo mas de tiempo. Lo componen o componían varios chicos y una chica, el “coder” Burton, el músico Winkle y la grafista Harlock. El grupo se llamó Jean Pierre Software (JPS) sin que ninguno de ellos se llamara realmente Jean Pierre. Mas tarde dos nuevos miembros se unieron, GonbyKroustibat.

No solo realizaron este Pape Manager, crearon otros juegecillos raros que voy a citar: Over TakingJean-Pierre Sokaire (fútbol surrealista con solo dos jugadores de campo) Guymère 2 IIGuymère 2 IIIBig BicepsPog Ahontas, algunas minidemos etc.

El control de estos juegos casi todos se basan en el típico “mueve joystick rápido” como en los juegos de atletismo y algo a destacar es las voces digitalizadas y el humor, un humor generalmente local.

Fueron desarrollados en Amiga 1200 con expansiones y un A500+ por lo que algunos de ellos no va a funcionar en un A500 por fallos de compatibilidad no solucionados por los autores.

Como anécdota, llegó a existir una página de fans de Jean Pierre Software.

Descargas y sitio web

TerribleFire: entrevista con Stephen Leary


Muy amablemente mi colega Vincent (flashback-computing.com) ha compartido conmigo una entrevista realizada por el a Stephen Leary, creador de la nueva aceleradora “open source” llamada Terrible Fire. Será publicada en dos sitios griegos además de en este blog, aunque no tenga una sección especial para hardware inédito.

Aquí la entrevista en inglés:

Stephen Leary, also known as TerribleFire in the retro community is the man and the brain behind the open source accelerator boards for the Amiga and Atari home computers.

A kind soul where he shares his knowledge with all of us, by giving the schematics and code of his work!

While listening some mods on EaglePlayer, we had a conversation about his projects.

He kindly shared his time with me for an interview about himself and his efforts.

Sit back and relax, here we go.

Flashback: So, tell us a few things about you.

TerribleFire: I am Stephen. I am a software engineer from Glasgow. I studied Electronics & Electrical Engineering here in Glasgow. I love to fly aeroplanes, go running and play with retro computers.

Flashback: Aeroplanes!!! That’s fantastic!
When was your first touch with computers?

TerribleFire: Probably aged 5 when the BBC Micro appeared at our local school. I remember seeing it but we weren’t allowed to use it unattended. I got a Spectrum when I was 7 and started programming then.

Flashback: So later after coding, did you start making hardware and if you did what was it?

TerribleFire: I had to make all sorts of hardware for my degree. But most of them either had embedded processors or were analog devices like amplifiers etc. Then a few years ago (2011) I bought myself a Digilent Atlys and stared developing FPGA models in verilog. I ported Mike Stirling’s BBC FPGA to verilog and made an Atari ST model. Eventually I produced the Archimedes model for the MiST board.

Flashback: That is quite a large work you did.
What about your present projects. What you’re fighting with these days.

TerribleFire: The TF520 accelerator board was a proof of concept board for the Amiga that I have wanted to make for years. It was mostly designed to see if I could make things work using the Xilinx CPLDs. Then we moved a board that people might want… the TF530. Now that that is done some more experiments will follow before we get to CD32/1200 boards. I love all 68K machines so I will also make things work on the Atari ST too. But that upsets some people.

Flashback: If I understood well, people are getting upset for supporting the ST series?
As a hardcore Amiga fan I think this is ridiculous, we need hardware for every machine out there.
Are you going to a superscalar approach in near future like 040/060 CPUs?
And how about FPGA based accelerators like the Vampire; do you have something similar in mind?

TerribleFire: I think there are some silly fanboys out there still… many of them have mental issues!!!!
I think eventually I will do an FPGA card for one of the machines… Probably after I do a TF1230 board. I dont know which machine it will be for first… Probably the CD32 because it’s the smallest on my desk!!!! I will work with Till Harbum and Chris (Exxosuk) to figure out how to get this all done right. But that is later down the line… much later.

Flashback: Well you can’t make everyone happy right?
Many people ask if it is possible to use software emulation on an accelerator card equipped with an x86 CPU?
This would be the fastest thing on earth.

TerribleFire: Indeed. Some people will always be upset.
I have sometimes thought and discussed with people this idea to use an emulator card.. The x86 has high latency so the “feel” would be the same as winuae. However a fast ARM processor might make sense. I have had some ideas of using an ARM processor in the same way some cards use PPCs. Much much later though! 🙂

Flashback: I have a PPC card on my A1200 and the CPU is utilized more like an FPU “I will call for help” and this is not the best approach unlike the OS4 which goes direct to it.
Will be a different approach like emulation or we’ll need specific software/OS to use it?

TerribleFire: I am thinking it might be more like a graphics co-processor really. Except the ARM is way better for this sort of thing than a PPC. An opengl graphics accelerator is what i’m thinking.

Flashback: So we will need new software for it.
The Amiga scene is producing hardware but it lacks software releases.
Do you think the cause of this is the difficulty to code so many co-processors unlike more simple CPU based machines?

TerribleFire: Probably. But also availability of the cards. I couldnt get hold of a PPC amiga for less than £500.
I think if we had a better abstraction layer it would work better… but is often hard to get the API documentation or it doesn’t work as expected.

Flashback: Are there any benefits on the ST with your boards, will make some progs run faster?
And as for the games, will 3D games have benefit from this and how about 2D games.
Will they maintain their original speed or just will go bananas and how about frame skipping? Will be the animation smoother?
Any compatibility issues?

As for the Amiga versions (spoiled brat mode on 😉
We need more RAM!!!

TerribleFire: So keep in mind that the TF520 was my first accelerator… From there I went to a very complicated board in the TF530. I really wanted to make a board that could be built really cheap and that meant getting it into 10cm x 10cm. This is because at that size it is $2.50 for the PCB (including delivery). That’s an amazing price. Unfortunately I couldn’t find a way to make more RAM fit on that size of board and I wanted to keep that part simple this time round. When you consider that we have 030, FPU, 2Mb of RAM, IDE and potentially SPI support on a board that is smaller than the Kipper2K ram card… it’s pretty amazing I think.

More RAM is something I will think about.

Flashback: Why TerribleFire and why for free?
I have seen other people contributing things for free to the community like Mr.Petari and always getting a hard time from others.
What would be the profit for your time – knowledge and money spent for parts?
Will people’s gratitude warm your heart and be your payment?

TerribleFire: TerribleFire is a sort of “nickname” I have been given by my best man. Some things have gone on fire in the past… 🙂
I don’t understand why people give others a hard time. Chris (exxosuk) and I have both been slammed on the forums lately for not “getting behind” Vampire. My only issue with Vampire is that I could do a lot of work there, still make no money, and everything would still be closed source.

I enjoy making the boards and I would probably make them anyways. If nobody is interested in them I would just stop making videos and publishing. I’ll make the boards anyway… If people want to watch and get excited about new hardware then I am happy for that… I know that people in the Acorn/Archimedes space would love me to be making boards for those machines or working more on the FPGA model.

Flashback: Every scene needs attention and although I am not an Archie owner (hope to be in the near future) I would love to know that there is good hardware waiting for me.
The million dollar question:
Which computer would take with you in a deserted island/heaven/hell etc…?

TerribleFire: Very difficult question. Probably a Spectrum +3. Amiga close second.

Flashback: Almost a wise choice 😀
I am not a hardware guy at your level, so is there anything else to add?
Technical details, a message, anything!

TerribleFire: Just that the more people are interested the more work I will do on the boards. Happy retro-ing everyone!

Flashback: From the bottom of my heart, I thank you for your time making this conversation with me and your efforts to the community.

YouTube Channel

GitHub resources

EAB Chat

Entrevista original (se necesita registro)

Standar Deviation: 23 años de espera


Un nuevo juego rescatado completo después de 23 años de espera gracias a su propio autor, cornishflipper. Un Shoot`Em Up horizontal al estilo Project X.

En los créditos ya se ve los nombres reales de los autores. Es el único juego para Amiga de Simon Jefferies (“coder”y grafista) 100% puro ASM y se mantiene en la industria del videojuego en la que ha intervenido en títulos como Malice (Xbox), Call of Cthulhu (Xbox/PC), Championship Manager 5 (360).

Decir que ya hay “longplay” de hipoonios, al igual que hizo con el reciente Artic Moves. Impresionante hipoonios, ¿cual será el secreto de este chico para completar un juego sin trucos y recién encontrado o nuevo?

Por otra parte, un tan rápido “longplay” puede quitar las ganas de descubrir el juego por uno mismo, en mi opinión, quizás sería mejor dejar pasar algo mas de tiempo.

De paso ha servido para descubrir algunos errores que podría ser que se solucione en un pequeño “update”

Es un juego A500 principalmente (hubo intento de versión AGA), 3 discos, kickstart 1.3 preferible y un megabyte.

hilo y descarga


Y ahora, te Zodes



Zodes es un juego bastante desconocido. Ni siquiera aparece en la base de datos HOL, al menos con ese nombre. Fue realizado por Ralf Schmidt en 1998-99 y básicamente es un mata-mata bichos en 3D usando un motor por sofware Voxel Space. Ralf Schmidt se superaría a si mismo en 2005 con otro nuevo juego llamado Desert Racing of Bardos que por un tiempo se mantuvo como el último juego comercial publicado para Amiga.

Por supuesto, Zodes es un juego en CDRom AGA 030-040 que fue distribuido por APC&TCP, creo que primero de forma comercial y después pasar a Shareware. Ahora mismo no hay existencias y encontrar una copia es una rareza, algo que en el momento actual se puede conseguir en Ebay a un precio muy alto.

Una demo está disponible en aminet.

Una ISO completa está disponible en un sitio polaco, pero es de esos que necesitas enviar SMS de pago, y no se si es fiable.

Habemus Artic Moves para Amiga



Increíble, el  juego de Dinamic, ya llamados Dinamic Multimedia, la tercera parte de la trilogía Army Moves que jamas llegó al Amiga pero si para Atari ST  y PC, Artic Moves ha sido portado a los Amigas clásicos gracias a meynaf. Donde mejor funciona va a ser en un A1200 ya que parece que va lento en un A500.

Este juego de Luis Mariano pretendía aparecer sobre el 92 para Amiga y AtariST estando esta última versión mas avanzada pero al final la crisis de la compañía canceló el proyecto. Unos años después, como hemos dicho, se publicó en PC por la entonces Dinamic Multimedia para a su vez otros muchos años pasados aparecer la versión AtariST, ya de forma independiente por Luis.

Y ahora, tras otros muchos años , llega la versión Amiga en el que Luis ya no tiene nada que ver.

Lo dicho, Habemus Artic Moves! en Amiga.

Descarga versión original por meynaf

Descarga versión modificada por DamienD

Hilo EAB

NOTA: Ojo, que incluso en un A1200 pelado va lento, se necesita Fast Ram para una velocidad correcta

Red Pill y la lechuza de Agony (2)



Jugueteando con el creador de juegos Red Pill. Añadido un fondo pero sin usar tiles todavía y editados los triggers para las animaciones derecha e izquierda creadas antes.

En realidad, este fondo va destinado a otro experimento, por simple diversión. Se trata de recrear un poco como podría haber sido una parte del escenario de un juego “unreleased” comentado aquí en su día y del que solo existe una captura.

Red Pill y la lechuza de Agony



Por primera vez en la historia, podemos ver a la famosa lechuza de Agony, el gran juego de Psygnosis, volando hacia la izquierda. Gracias a el creador de juegos para Amiga, Red Pill

Me ha faltado editar en los tigres la animación izquierda y derecha para que en el play aparezca, pero bueno, era solo para probar.

Los inacabados Arcade Factory y el Shoot ‘Em Up sin nombre


Dos interesantes artículos publicados en itavisen.no que tratan sobre la historia de un kit de creación de juegos y un Shoot’Em Up respectivamente inacabados para el Amiga.


Sobre Arcade Factory, se trataba de un programa que permitía crear juegos de acción en el Amiga sin limitaciones y al máximo rendimiento. Patrones de movimiento y reacción avanzados de enemigos, colocación libre de elementos gráficos en múltiples capas en lugar de la subdivisión típica de bloques o detección de colisiones con el control hasta el nivel de píxel eran algunas de sus cualidades. Incluso un manual llegó a existir.


Sobre el Shoot’Em Up sin nombre, varios chicos trabajaban en este proyecto y decidieron presentar una versión avanzada del mismo. Para ello viajaron por parte de Europa en coche y una tienda de campaña hasta lograr encontrar una compañía a la cual poder mostrar. Esta fue Ocean Software pero la mala suerte hizo que el juego se colgara al inicio por lo que la respuesta de esta compañía fue “volved cuando funcione” Mas tarde descubrieron que fue debido al usar el reciente modelo de Commodore A500+ del que Ocean disponía en las oficinas y dispuso para cargar el juego de estos chicos.

La historia de estas dos proyectos es mucho mas larga y con mas detalles. Visitad los enlaces.

Historia Arcade Factory

Historia del shooter

NOTA: Parece que ambos proyectos son de los mismos chicos. El Shooter es realizado con el kit. 

Hablando de SEUCK(Amiga) con Vincent(Dimitris)



Como últimamente no paro de escuchar hablar de SEUCK y mas SEUCK para el Commodore 64 y mas Commodore 64 y tratándose este de un blog enfocado en los juegos “unreleased” para Amiga, pues resulta que hace un tiempo visualicé un vídeo de un proyecto (no puede llamarse juego unreleased) para Amiga con SEUCK por un chico griego, Vincent.

Esta es una pequeña entrevista-charla en inglés (con probables errores en el idioma) con el:

Hello Vincent, introduce yourself a little, if you want.

Hello, my real name is Dimitris, I am 40 and I live in Greece. I run a hotel with my wife in summer and in winter I do plenty if jobs to earn some money. My nickname was given to me from a friend while watching beauty and the beast the series. He insisted that I had the same hair with the beast 🙂 


I started playing arcade in early 80s and got my first computer in June 1988. It was an Amstrad CPC 6128. I learned the basics of basic and made graphics with Art Studio. Later I bought an Amiga 500 1.3.3 version on 15-12-90. i remember the date as that computer was the love of my life. I remember when I first saw it to a friends house. After 2 hours playing with Workbench and DPaint I told him: “This computer was built for me!!!” After 2 years I bought an A2000 and later moved to A1200. I start coding to Amiga but later I dropped that in favor of sound and animation creation, so my skills in coding are very very low. Between 2004 and 2010 I was far from the retro scene but I returned as the retro virus is a permanent disease. Now I’m in touch once again with my old friends making amigatherings and other retro related meetings with new good friends that I met in my life. I also participate to a Greek site http://flashback-computing.com/ where you can find computer mods and general conversation with other friends about old computers. No matter your nationality, you can post in English there as everybody are welcome.

Bountiful answer, you saved me 3 or 4 questions 🙂 The Amiga scene in Greece, how is it? big, small or medium.

The scene is barely alive, at least at the first ever retro site ever made here in Greece in mid 90s: http://www.amigahellas.gr/content.php We used to gather for two or three days, you can check the old glory here : http://www.amigathering.gr/ This is an Amiga specific site with people knowing what their doing, at least them who are still active. Here you can also find friends who made Amigula and igame possible. Many years now we dropped the idea of Amiga promoting, you know we had hopes for total reviving. Nowadays we just gather when is possible for fun and education for the younger audience. Some friends and I are trying to revive an Amigathering once more but… life happens in between.

Yes, it’s complicated to combine Amiga hobby and normal life. One last question about the Greek scene. Who is the best known Amiga coder, graphic artist or musician in Greece? Is there any Greek Amiga game, complete or unfinished, including PD? Except yours 🙂

Well there is one person at Amigahellas, dimmat and he is coding. Can’t remember anyone else right now except in the past my friend Kosmos used to code in blitzbasic. He did many games but the best one was a 4 player-Diablo like RPG where I did some prerendered 3D graphics like meteors and music&sfx like speels with real speech. The result was beyond what I had seen back then. The sad thing is that he was coding on a CD32 with SX expansion and he burnt the HDD. I still have that quantum fireball but I need a replacement PCB. Hope I’ll find one someday to replace it and get the source code.

Nota AmigaDiscovery: Al menos 3 juegos griegos completos para Amiga hay. Shanghai II, Gnosis y Total Excess, estos dos últimos no aparecen en HOL. Además, se encuentran utilidades y demos.


Otro juego griego: Shanghai II

Great, therefore, you were involved in a CD32 game. I hope someday you can show some pictures. Let’s go to the SEUCK subject. You used SEUCK and have an unfinished project…

Yes, I tried SEUCK when I discovered in a used magazine. I did a test to see if it worth the time spend but the results -as you can see- were disappointed. So I did not spend time to make better graphics nor game mechanics. I never looked back at it. In the future though, I would like to see SEUCK on C64 which is awesome, Arcade Game Designer on CPC and some other utilities to ZX like SEUD. For that of course I need time and clean thoughts as I have a pile of machines to repair, including my main A1200T which I think needs new CIA chips.

I’ve played it and it’s addictive, as with all shooters. It’s funny,at the beginning it’s more difficult. The pile of yellow crosses are heat missiles? 🙂

Just projectiles. The only “innovation” is the flame behind your ship that fires at the direction you go and can also kill the one who is

The sound effects, can you describe to me how they were created?

All effects were done from me, literally with my mouth. If the game was ever finished, I would definitely made better graphics and real sound fx. The gear was an Amiga 1200 with a Blizzard 030, 16MB 60ns RAM, OS3.5 and AMAS MIDI Sound Sampler. The software used was AudioMaster, can’t remember the specific version.


Imagen desde bigbookofamigahardware.com

How long did you use SEUCK for the project?

I think it took me a day or half. Usually I never exceed this time whatever I do because I am getting bored really quick, thus I never do something spectacular 😀 Also never had friends to do something creative (except Kosmos in our early 20s) they just were into gaming. What do you expect from people who erase Workbench disk to copy game on it 😛

Hahaha! You mean Kosmos or you, deleted the Workbench? Well… the C64 SEUCK scene seems to be very active, however, for Amiga, there is an apparent current absence. What do you
think the reason might be?

Non of us, other friends of mine (Workbench) The Amiga scene is very active on the hardware department but not in software, especially games. For the SEUCK is obvious as it sucks on Amiga but shines on C64. The main reason that games are not coming up on the -Amiga in my personal opinion- because of it’s a very hard machine to code. Think you want to make a very good game, you’ll go with assembly. On any 8 bit machine will be “easy” to do that if you know what you’re doing but on an Amiga? You have to code the CPU, Blitter, Denise, Copper etc etc. It’s kinda like programming a Saturn, short of. On ST on the other hand as a CPU based machine, things are easier.


People say that SEUCK Amiga contains many “bugs” It is true? What is the difference between the Amiga and C64 version?

Really don’t know because I used it for very little time. Seems though that uses software tiles engine, completely unoptimized. On the other hand the C64 version utilizes the hardware sprites.


Proyecto Amiga SEUCK Vincent

Umm, very interesting… However, there are some games very well done with Amiga SEUCK, for example, Raid 2 – Mission X, Pascal or Intense ..

Graphically are impressive, but the framerate??? Don’t know, SEUCK Backbone and other engines are not my cup of tea.

Why in the C64 SEUCK, is it possible to edit vertical and horizontal “scroll”, but for Amiga, vertical only?

Really don’t know. I ran SEUCK on C64 just once and did nothing. It is in the “to do” list.

Amiga Discovery:
Do you know the new Amiga game creator (project Red Pill)? And if so, what is your opinion?

No, never heard of it. Is it good?

Well, right now, my opinion does not matter. You are the interviewee :-). You can see on youtuu. I’m finishing up, Vincent. What’s your favorite retro system?

As I said above, I started with a CPC and that gives a plus to him due nostalgia. Nowadays that I have other systems,  I like ZX, C64 and the Atari 8bit line. But if you ask me what computer would I take to hell with me, it’s simple, That lady stole my heart 😉 


🙂 ? By the way, Amstrad CPC looks like it’s now “hitting hard”
Thanks for this interview-chat.

Descarga proyecto de Vincent

63 juegos Amiga “Unreleased” en 8 minutos



Esto es un vídeo con un resumen, o recopilación, o compendio, o compilación, o crestomatía, o florilegio, o refrito de 63 juegos de Amiga “unreleased” que he posteado aquí. En realidad hay unos cuantos más en el blog, pero en el vídeo-montaje solo aparecen los que tenían una demo para jugar o al menos un vídeo que mostrara su jugabilidad y existencia, o existencia y jugabilidad.

Y por supuesto, hay muchísimos mas juegos jamás publicados y que ya estaban documentados en otros sitios, como la magnífica web de Amiga Lore, u otros que se descubrieron en EAB y que muchos los comenté aquí. Por mi parte, aun tengo unos cuantos más que yo solico encontré por la red, en sitios perdidos o ftps, que en ese momento nadie se hizo eco de ellos, pero que archivé a esperas de tener ganas de escribir y documentarlos un poco… pero claro, al final, alguien mas los encontró y publicó en esos sitios… y hace que pierda el interés de repetir aquí lo que ya está por ahí. Ya no pido que algún desarrollador me enviara material inédito, a este sitio español, y menos aún extranjero. Eso creo que será imposible.

La lista de juegos que aparecen está en la descripción de Youtube.