AMOS
Amiga game creation
François Lionet's revolutionary game creation language for the Amiga that made sprite-based game development accessible to anyone who could learn BASIC.
Overview
AMOS (later AMOS Professional) was a game creation language for the Amiga created by François Lionet and published by Europress in 1990. It combined BASIC syntax with powerful commands for sprites, bobs, screens, sound, and animation—everything needed to make Amiga games without learning assembly. AMOS proved that accessible tools could produce commercial-quality games.
Fast Facts
- Creator: François Lionet
- Publisher: Europress/Mandarin
- Released: 1990
- Platform: Amiga
- Successor: AMOS Professional (1992)
- Legacy: Commercial games shipped
Key Features
| Feature | Capability |
|---|---|
| Sprites | Hardware sprite control |
| Bobs | Unlimited blitter objects |
| Screens | Multiple display layers |
| Animation | Built-in anim system |
| Sound | Sample playback, tracker |
| Collision | Pixel-perfect detection |
Why AMOS Succeeded
The formula worked:
- BASIC syntax - Familiar to millions
- Amiga features - Full hardware access
- Built-in editor - Complete environment
- Sprite editor - Visual tools included
- Documentation - Excellent manual
Commercial Games
AMOS produced real releases:
| Game | Type |
|---|---|
| Ultimate Soccer Manager | Management sim |
| Guardian | Shooter |
| Scorched Tanks | Artillery |
| Various PD games | Thousands |
AMOS vs Blitz Basic
| Aspect | AMOS | Blitz Basic |
|---|---|---|
| Approach | Interpreted | Compiled |
| Speed | Good | Very fast |
| Ease | Very accessible | More technical |
| Games | Commercial viable | Commercial viable |
The AMOS Community
A thriving ecosystem:
- Magazine coverage
- User groups
- PD libraries
- Tutorials and books
- Extension development
AMOS Professional
The 1992 upgrade added:
- Improved editor
- More commands
- Better performance
- Professional tools
- Continued support
Legacy
AMOS demonstrated that game development tools could be both powerful and accessible. It trained a generation of programmers and showed that the barrier to game creation was tools, not talent. Its influence continued through Clickteam’s later products.