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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.

Amiga basicgame-developmentprogrammingcreative 1990

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

FeatureCapability
SpritesHardware sprite control
BobsUnlimited blitter objects
ScreensMultiple display layers
AnimationBuilt-in anim system
SoundSample playback, tracker
CollisionPixel-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:

GameType
Ultimate Soccer ManagerManagement sim
GuardianShooter
Scorched TanksArtillery
Various PD gamesThousands

AMOS vs Blitz Basic

AspectAMOSBlitz Basic
ApproachInterpretedCompiled
SpeedGoodVery fast
EaseVery accessibleMore technical
GamesCommercial viableCommercial 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.

See Also