Skip to content
Tools

Blitz Basic 2

Compiled BASIC power

Mark Sibly's compiled BASIC for the Amiga that produced machine-code-fast games, proving BASIC could compete with assembly - the language that built Worms.

Amiga basiccompiledgame-developmentprogramming 1993

Overview

Blitz Basic 2 was a compiled BASIC for the Amiga created by Mark Sibly and released by Acid Software in 1993. Unlike interpreted BASICs, it compiled to fast machine code—enabling games that could compete with assembly-coded titles. Blitz Basic 2 powered commercial hits including Worms and Skidmarks, definitively proving BASIC could produce professional games.

Fast Facts

  • Creator: Mark Sibly
  • Company: Acid Software
  • Released: 1993
  • Platform: Amiga
  • Output: Compiled machine code
  • Famous games: Worms, Skidmarks

The Compiled Difference

Interpreted BASICBlitz Basic 2
Line-by-line executionPre-compiled binary
Slow loopsFast machine code
Hobbyist speedCommercial speed
Learning toolProduction tool

Key Features

FeatureCapability
CompilationTrue machine code output
Amiga accessFull hardware control
BlitterDirect blitter programming
CopperCopper list access
Sprites/BobsComplete sprite system
SoundSample playback, MODs

Commercial Proof

Games made with Blitz Basic 2:

GameDeveloperYear
WormsTeam171995
SkidmarksAcid Software1993
Super SkidmarksAcid Software1995
Many othersVarious1993-96

Why It Worked

Blitz Basic 2 succeeded because:

  • Speed - Compiled output was fast
  • Access - Full hardware features available
  • Familiarity - BASIC syntax easy to learn
  • Complete - Everything needed included
  • Support - Good documentation, community

Blitz vs AMOS

AspectBlitz Basic 2AMOS
ExecutionCompiledInterpreted
SpeedVery fastGood
LearningSteeper curveVery easy
Low-levelMore accessAbstracted

Technical Capabilities

What Blitz enabled:

  • Physics simulations (Worms)
  • Fast scrolling (Skidmarks)
  • Complex collision detection
  • Smooth frame rates
  • Professional polish

Legacy

Blitz Basic 2 proved that the choice between BASIC and assembly was a false dichotomy. Compiled BASIC could produce commercial hits indistinguishable from assembly-coded games. The language’s success influenced how developers thought about accessible game creation tools.

See Also