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40 YEARS OF AMIGA

Retro Gamer

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Issue 275

IN 1985, COMMODORE LAUNCHED A POWERHOUSE 16-BIT COMPUTER PLATFORM THAT WAS AHEAD OF ITS TIME, AND HOSTED MANY ALL-TIME CLASSIC GAMES. FORTY YEARS ON, WE SPEAK TO DEVELOPERS AND FANS TO CELEBRATE A FAMILY OF COMPUTERS THAT HAS BECOME SIMPLY TIMELESS

- GRAHAM PEMBREY AND NICK THORPE

40 YEARS OF AMIGA

When the Amiga arrived in the mid-Eighties, it was a real generational leap, a platform that seemed to offer just about everything a computer user could possibly want.

Commodore's 16-bit hardware offered a sophisticated desktop environment, and its multimedia capabilities made for graphical and audio packages that aided many an owner's creative ambitions. But of course, we're here for the games, and the powerful custom hardware of the Amiga opened up new possibilities for developers. The audiovisual capabilities of the machine allowed for arcade conversions and similarly styled games with detailed, colourful graphics and rich sounds that had never been possible in the home before, while the raw computing grunt allowed for greater depth and more detailed simulations in the slower-paced, more thoughtful games that have typically been the preserve of computers.

Although sales started slowly, the introduction of the Amiga 500 in 1987 was a shrewd move. This model was seen as a natural successor to the home computers that had dominated the European gaming scene in the Eighties, and became a top games machine in the region. Players felt right at home as part of the Amiga clan, often staying connected through magazines that fostered their own communities around the shared joy of gaming. However, the openness of the platform created a culture around the computer that went as deep as you wanted it to. If you wanted to flex your programming muscles and push the hardware to its limits, the demoscene beckoned, and those who fancied themselves game designers could submit their works to public domain software libraries. In fact, quite a few developers got their start in the industry by following those paths.

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007 night fire

THE LATE-NINETIES AND EARLY NOUGHTIES WERE THE GOLDEN YEARS OF JAMES BOND VIDEOGAMES. AT THE CENTRE OF IT ALL IS THE MUCH-LOVED 2002 RELEASE NIGHTFIRE. THE GAME'C CO COMPOSER, AND LIFELONG BOND FAN, JEFF TYMOSCHUK KEENLY PAID HOMAGE TO THE SERIES' ICONIC MUSIC WITH HIS OWN REFERENCE-LADEN SOUNDTRACK

time to read

3 mins

Issue 278

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THE MAKING OF OPERATION WOLF

FEW ARCADE GAMES WERE AS IMPOSING, AS ICONIC OR AS INFLUENTIAL AS TAITO'S HIT COIN-OP THAT REDEFINED THE LIGHTGUN GENRE. IN THIS EXCLUSIVE INTERVIEW, THE GAME'S DIRECTOR TOSHIAKI KATO REVEALS THE UNTOLD STORY BEHIND THE MAKING OF THIS ARCADE MILESTONE

time to read

11 mins

Issue 278

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Hardware Heaven

Following the enormous success of the DS, Nintendo didn't feel the need to reinvent the wheel.

time to read

1 min

Issue 278

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OFFICIAL UK PLAYSTATION MAGAZINE #31

THE PLAYSTATION HAD TAKEN THE WORLD BY STORM AND BUILT AN EARLY LIBRARY OF ICONIC TITLES. NOW THEY WERE GETTING SEQUELS, WHICH WOULD BUILD ON THEIR FOUNDATIONS AND DELIVER SOME OF THE BEST GAMES EVER MADE. THIS MONTH'S DISC FEATURES ONE OF THEM

time to read

2 mins

Issue 278

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Burnout Dominator

HEY, HEY, YOU, YOU, I DON'T LIKE YOUR SOUNDTRACK

time to read

1 mins

Issue 278

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FEELING THE FORCE

Darran looks back at his longtime affection for Star Wars

time to read

3 mins

Issue 278

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The Bat Man of Best Buy

There was a time, before online preorders, when a console launch felt like a holiday. You circled the date on the calendar, started saving up your money and cleared your schedule as if the whole thing was a proper vacation. And back then, scarcity wasn't much of a concern. As long as you had a retailer nearby and some patience, you had a fair shot. Then came the Flippers.

time to read

2 mins

Issue 278

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Wing Commander

CHRIS ROBERTS DOES STAR WARS

time to read

1 mins

Issue 278

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Retro Gamer

VERY SMALL VECTREX

David Oghia tells all about the upcoming mini console

time to read

3 mins

Issue 278

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THE MAKING OF LUMINES

FOR OVER 20 YEARS, TETSUYA MIZUGUCHI HAS CHASED THE DREAM OF SYNESTHETIC GAMING WITH SUCH TITLES AS REZ, CHILD OF EDEN, TETRIS EFFECT AND LUMINES. WITH LUMINES ARISE JUST WEEKS AWAY, WE TALK TO THE LEGENDARY GAME CREATOR ABOUT THE MAKING OF HIS ORIGINAL MUSICAL PUZZLER

time to read

9 mins

Issue 278

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