Amiga Games Reviews (Index to Amiga game reviews).
Amiga Shoot 'em up Catalogue
Posted for quick reference purposes, this is a chronological list of Amiga shoot 'em ups that have so far been covered in my History of Shoot 'em ups.
This list thus far contains 134 original infographics that can be mouse-wheeled through in order to get an idea of the Amiga shoot 'em up catalogue, with some admixture of (early) Atari ST shooters that did not appear on Amiga. You can also right-click the images and open them in a new tab at full resolution (2k-5k px).
If a shooter entry has "Amiga original" appended, that means the shooter was originally coded for the Amiga; that is, it is not a coinop or other-micro port, but rather an Amiga-native game.
I also append "Amiga exclusive" to the relevant entries. Amiga-exclusive shooters are those that were only released for the Amiga, not for other computers of the era.
I also append "Best on Amiga" to the relevant entries.
This document was last updated on August 13, 2025.
1985-86 Amiga Shoot 'em ups
Note that the Amiga 1000 and Atari ST were released in 1985.
Xtron Atari ST 1986
[No Amiga version.]
Skyfox Atari ST 1986
Electronic Arts released Skyfox for ST/Amiga in 1986. Skyfox features 15 scenarios, 5 skill levels and sprite-scaling and sprite-rotation. Developed by Dynamix, the ST/Amiga versions of Skyfox were drawn by John Burton, composed by Douglas Fulton and programmed by Mike Edwards and Steve Walloch. The original Apple 2 Skyfox of 1984 was designed and programmed by Ray Tobey.
1987 Amiga Shoot 'em ups
Starglider Amiga 1987
Developed by Jez San of Argonaut Software for Amiga, Starglider and Starglider 2 are vector-based shooters notable for their fast and smooth rendering engines. Starglider of 1987 employs flicker-free wireframe graphics whereas Starglider 2 of 1988 solidly flat-shades its geometry. ST Starglider was released in 1986, Amiga Starglider in 1987 and ST/Amiga Starglider 2 in 1988.
Plutos Amiga 1987: Space War Arcade Simulation
Coded by Derek Johnston in 1987 Plutos features smooth scrolling at 50 FPS and 2-player coop mode. However, in order to achieve that framerate the playfield is not full-screen but metal-bordered. Terrain in Plutos is height-mapped; that is, your spaceship can collide with buildings. In Plutos one must also access fuel dumps that are dotted about the terrain in order to maintain control of the craft.
Amiga original.
Typhoon Amiga 1987
Kingsoft released Typhoon for the Amiga in 1987. Typhoon features smooth vertical scrolling, very fast sprite-shifting, digitized sound effects and 50 screens to blast through. Typhoon was programmed by Rolf Wagner and drawn by Christoph Sing.
Amiga original.
Insanity Fight Amiga 1987
LinEL Switzerland released Insanity Fight for Amiga in 1987. Insanity Fight is a push-scroller and super-scroller.
Insanity Fight consists of 18 vertically-scrolling stages each of which are 320 pixels in width and ~8,000 pixels in height.
Insanity Fight was programmed by Christian Haller, conceived by Christian Haller and Markus Grimmer, drawn by Jann Six, Orlando Petermann, René Straub and Markus Grimmer, and composed by Pascal De Sapio, Helmut Melcher, Claudio Ambrosi and Markus Grimmer.
Garrison Amiga 1987
Amiga original. Amiga exclusive.
Iridon Amiga 1987
Kingsoft released Iridon for Amiga Kickstart v1.2 in 1987. Iridon was programmed by Jens Meggars and Thomas Sikora. Iridon displays in PAL 320x256. There are 50 motherships to destroy over 50 stages.
Amiga exclusive.
Phalanx Amiga 1987
Digital Artists released Phalanx for the Amiga in 1987. Published by Kingsoft, Phalanx was programmed and drawn by Oliver Czesla and composed by Thomas Lopatic. Phalanx runs at 50 FPS with 256 v-pixels, but its active drawspace is not full-screen. There are 23 stages in Phalanx. Amiga-key + Alt-key activates a 20-second Shield.
Amiga exclusive.
Phalanx 2 Amiga 1987
Swooper Amiga 1987
Licensed from Golden Games, Diamond Software / Robtek released Swooper for the Amiga in 1987. A Phoenix-like, Swooper was programmed by Frank Neuhaus.
Amiga exclusive.
Goldrunner Atari ST 1987
(Amiga version is just a port of the ST version).
1988 Amiga Shoot 'em ups
Virus Amiga 1988
The Pursuit to Earth Amiga 1988
Amiga original.
Scorpio Amiga 1988
Kingsoft released Scorpio for Amiga in 1998. Scorpio was programmed and drawn by Stephan Schulz, and composed by Wolfgang Barth. Scorpio features smooth vertical screen-scrolling, smoothly moving waves, 2-player alternating play and Easy and Medium difficulty settings.
Power-ups include speed-up, rate of fire increase, flame beam, reflective laser beam, terrain-tracer and front and rear detachable satellite.
Amiga exclusive.
Phantom Fighter Amiga 1988
Emerald Software released Phantom Fighter for the Amiga in 1988. Phantom Fighter levels alternate between horizontally and vertically-scrolling.
Phantom Fighter was programmed by Billy Newport and drawn by Paul McLaughlin.
Flying Shark Amiga 1988
Published by Firebird, Amiga Flying Shark was programmed by Bob Hylands and Rob Brooks based on the source code of Atari ST Flying Shark by Henry Clark and Karl Jeffery. Amiga Flying Shark was composed by Jason Smart and drawn by Jason G. Lihou.
cf. Flying Shark C64.
StarRay Amiga 1988
Amiga original.
Eliminator Amiga 1988
Linel Switzerland's Eliminator on ST/Amiga was technically impressive for 1988. The player controls a vehicle from 3rd person perspective on 13 winding roadways with bends, crests, tunnels, jump-ramps and water canals. There are also barriers and alien-waves to blast through.
Eliminator employs vector graphics for its roadways, but its objects and aliens are sprite-scaled. Unlike the ports of railshooters such as Space Harrier of 1989, Eliminator is very playable and its framerate is smooth.
Eliminator weapons system: single, dual, side, double and triple cannons as well as bouncing bombs.
Sidewinder Amiga 1988-89
Sidewinder of 1988 was developed by Synergistic; Sidewinder 2 of 1989 by PAL. And since they were coded by different developers these are very different shoot 'em ups in terms of controls and graphics.
Sidewinder is especially difficult on Expert mode. Be prepared to get shot down on a regular basis. Sidewinder 2 is also no cakewalk due to its emphasis on destructible obstructions.
Amiga original.
Thunder Blade Amiga 1988
Sega's Thunder Blade coinop of 1987 was ported to ST/Amiga in 1988 by Tiertex. As with most of Tiertex's ports the 16 bit Thunder Blade ports are absolute garbage.
Menace Amiga 1988
Atax Amiga 1988
Eclipse Software Design released Atax for the Amiga in 1988. Atax scrolls vertically at 50 FPS. Atax was programmed, drawn and composed by Tony Barker.
Star Goose Amiga 1988
Logotron of the U.K. released Star Goose for ST/Amiga in 1988. Star Goose features variable-rate vertical scrolling and tube segments. Star Goose terrain features undulation and bas-relief. Star Goose was designed by Steve Cain and Graham Everett, programmed by Graham Everett, drawn by Steve Cain and composed by Fred Gray. There are 8 stages in Star Goose.
Return to Genesis Amiga 1988
1989 Amiga Shoot 'em ups
Blood Money Amiga 1989
Operation Thunderbolt Amiga 1989
Amiga exclusive.
1943 Amiga 1989
Probe ported Capcom's 1943: The Battle of Midway coinop of 1987 to Amiga in 1989. The player's P-38 Lightning goes up against squadrons and bombers as well as naval fleets and battleships. P.O.W. symbols can be fired upon to reveal bonuses and power-ups such as three-way shot, smart bomb and energy tank.
ST/Amiga 1943 was drawn by Alan Grier and composed by Jas C. Brooke; no programmer is credited.
Amiga 1943 was quite a disappointment in 1989; in terms of content and audiovisuals, it is nowhere near arcade-quality.
Phobia Amiga 1989
Antony Crowther of the U.K. released Phobia for the Amiga in 1989. Phobia is a horizontally-scrolling shooter that supports single-player and 2-player simultaneous play.
Amiga Phobia is a horizontally-scrolling shooter that supports single-player and 2-player simultaneous play. Two orbs can trail the player-controlled ship, thereby trippling its firepower. In addition, the player-controlled spaceship can split into two, thereby doubling its firepower but becoming a bigger target.
Published by Image Works of the U.K., Amiga Phobia was composed by Dean Evans and programmed and drawn by Antony Crowther. Phobia was designed by Antony Crowther, David Bishop and John Cook. The Amiga version of Phobia is a port of the ST version, which is a port of the C64 original.
Amiga Phobia supports keyboard, mouse or joytick control as well as lores and hires displays.
Phobia was distributed by Mirrorsoft on 1x 3.5" 880kB DD diskette.
Amiga Darius+ consists of 28 stages.
Amiga Darius+ was programmed by Glyn Kendall, drawn by Chris Lowe and composed by Dave Lowe.
Goldrunner 2 Amiga 1989
Cabal Amiga 1989
TAD Corporation's Cabal coinop of 1988 was ported to ST/Amiga by Ocean Software Ltd. in 1989. Offering 2-player simulatenous action Cabal is basically a third-person Operation Wolf. And just like Operation Wolf Cabal is nowhere near as fun to play as the coinop.
Space Harrier Amiga 1989
Elite's Amiga port of Sega's 1987 super-scaling railshooter coinop, Space Harrier, was fairly playable in 1989, but Eliminator of 1988 was far superior.
Battle Squadron Amiga 1989
Coded by 18 year old Martin B. Pedersen of Cope-Com in eight months Battle Squadron of 1989 thoroughly taps the Amiga chipset via sprite "predator cloaking", viewport tints and other uncommon graphics coding routines.
Battle Squadron's 1.5 megs of graphics were drawn and animated by Torben Larsen whereas Battle Squadron's 150K of music was composed by Ron Klaren.
Battle Squadron's 256 vertical-pixels display simultaneously shifts over one dozen projectiles, air units and ground units, for a sum-total of almost 50 on-screen objects. In addition, the objects are sizeable. And that is why Battle Squadron runs at 25 not 50 FPS. However, its display nevertheless smoothly updates. Battle Squadron features four main scrolling backgrounds that are 384 pixels in width and 8,200 pixels in height.
Battle Squadron sound effects are loud, raw and gritty. Best of all, its controls are pretty much perfect. Thus, it is eminently playable and replayable. An amazing shoot 'em up across the board, just like Hybris. However, Battle Squadron supports 2-player simultaneous play.
Battle Squadron Weapons System (Pick-ups & Power-ups): Nova Smart Bombs (AoE), Magnetic Torps (Red), Anti-matter Particle Beam (Blue), Magma Wave (Orange), Emerald Laser (Green).
Amiga exclusive.
Commando Amiga 1989
Forgotten Worlds Amiga 1989
Arc Developments ported Capcom's Forgotten Worlds coinop of 1988 to Amiga in 1989. Forgotten Worlds is a horizontally-scrolling shoot 'em up featuring five stages: City-scape, Dust World, Hi-Tech and God's Domain.
Forgotten Worlds weapons include Homing Missile, Laser, Burner, Napalm Bombs, V-Cannon and Multi-directional. Power-ups and armor can also be collected.
Published by U.S. Gold, Amiga Forgotten Worlds was programmed by Chris Coupe, drawn by Paul Walker and composed by Mark Cooksey. Amiga Forgotten Worlds was distributed on 2x 3.5" 880kB DD diskettes.
cf. Forgotten Worlds C64.
After Burner Amiga 1989
The Sega AM2 coinop versions of After Burner and After Burner 2 were released in 1987. After Burner 2 is just an updated After Burner, not a sequel. Two years later the Amiga received two ports of After Burner 2, one developed by Argonaut for Activision, the other by Weebee for Sega Enterprises.
Published by Activision, Argonaut Amiga After Burner was programmed by Argonaut, drawn by Focus C.E. and composed by David Lowe.
Both Amiga versions of After Burner consist of 23 stages. In terms of controls, sprite-scaling and audio, both ports are passable.
cf. After Burner C64.
Silkworm Amiga 1989
Best on Amiga.
Datastorm Amiga 1989
Amiga exclusive.
Xenon 2: Megablast Amiga 1989
Best on Amiga.
Super Gridrunner Amiga 1989
Jeff Minter of Llamasoft coded Super Gridrunner for ST/Amiga in 1989. Super Gridrunner is a fixed-viewport shoot 'em up that allows players to position their ship anywhere on-screen via mouse control. This is the 1989 16 bit version of the original VIC-20 / C64 version of Gridrunner from 1982.
Katakis Amiga 1990
The Killing Game Show Amiga 1990
Amiga original. Best on Amiga.
X-Out Amiga 1990
Z-Out Amiga 1990
Amiga original. Best on Amiga.
Paradroid 90 Amiga 1990
Best on Amiga.
Blasteroids Amiga 1990
Best on Amiga.
Ziriax Amiga 1990
Amiga exclusive.
Anarchy Amiga 1990
Best on Amiga.
U.N. Squadron Amiga 1990
Tiertex's 1990 port of Capcom's U.N. Squadron coinop shows that you can faithfully translate original arcade assets and presentation to ST/Amiga, but then fail to faithfully replicate the arcade's controls, collision detection, scrolling and sprite-shifting, which are much more important.
In U.N Squadron players can take on the role of Mickey of the U.S.A. in the F-14 Tomcat, Greg of Denmark in the A-10 or Shin of Japan in the F-20.
Amiga U.N. Squadron features 14 different weapons: Bulpup, Bulpup 2, Super Shell, Super Shell 2, Gun Pod, Round Laser, 16-way shot, Phoenix, Falcon, Bomb 2, Napalm 2 and Big Boy. Energy Tank, Shield and Super Shield are also purchaseable.
Amiga U.N. Squadron was programmed by Mick West, drawn by James Clarke and composed by Mike Davies.
cf. UN Squadron C64.
Wings of Death Amiga 1990: Five Different Weapons Systems
Coded by Marc Rosocha of Eclipse, Wings of Death of 1990 brings a high-fantasy theme to ST/Amiga shoot 'em ups. Its palette peaking at 512 on-screen colors, Wings of Death moves about up to 90 on-screen objects at 50 FPS.
ST/Amiga Wings of Death was designed and programmed by Marc Rosocha, lead-drawn by Erik Simon and composed by Jochen Hippel.
ST Wings of Death Digisynth was handled by Tim Moss. Wings of Death audio includes speech synthesis, digitized sound effects and digital music effects totalling one megabyte as well as support for external Centronics D/A converters on the ST/STE.
Wings of Death consists of seven vertically-scrolling stages 320 pixels in width and up to 5,600 pixels in height.
Saveable High-score table.
Wings of Death Weapons System (transformation):
- The Insect: Spread-fire
- The Bat: Circleblast
- The Eagle: Powerbeam
- The Dragon: Dragonfire
- The Gryphon: Thunderballs
Amiga original. Best on Amiga.
Saint Dragon Amiga 1990
Random Access / The Sales Curve ported Jaleco's Saint Dragon coinop of 1989 to Amiga in 1990. Amiga Saint Dragon was programmed by John Croudy, drawn by Ned Langman and composed by John Croudy and Ronald Pieket Weeserik.
Amiga Saint Dragon runs at a consistent 25 FPS and consists of five horizontally-scrolling stages. Saint Dragon employs one-layer of parallax scrolling.
Part-dragon, Part-machine Cyborg Dragon:
In Saint Dragon the head of the dragon is vulnerable but the tail is invincible and acts as a shield to the head.
Saint Dragon weapons system: plasma bolt, fireball, laser, bouncing ball, turret, speed-up, power-up, hyper.
For example, you start off with single-shot plasma bolt and fireball. Collect a power-up and you have double-shot plasma bolt and fireball. Collect two more and you have quad-shot plasma bolt and fireball. Hyper grants temporary invincibility and a maximum of five plasma bolts.
On the other hand, collecting bouncing ball, laser or turret replaces fireball but not plasma bolt. You always have plasma bolt.
cf. Saint Dragon C64.
Dragon Breed Amiga 1990
Arc Developments of the U.K. ported Irem's Dragon Breed coinop of 1989 to Amiga in 1990. Dragon Breed is another easy DragonLance-type shooter.
King of Agamen vs. King of Darkness:
Amiga Dragon Breed consists of six time-limited stages and a boss at the end of each stage. Each boss is multi-phased and progressively destructible.
Amiga Dragon Breed weapons include crossbow of Kayus, dragonsbreath flame thrower, homing missiles, multi-directional shot, chargeable dragonsbreath fireball and downward firing lightning bolts. Scales grant a circular-coiling dragons-tail and 8-way fire. Each weapon can be powered-up twice. Weapons cannot be switched between at-will, only via collectible power-up.
In terms of graphics and mechanics, the dragon in Dragon Breed is more complex than the one in Saint Dragon. For example, the Dragon Breed dragon can coil into a ball and the rider can dismount the dragon and run and jump around, firing his crossbow in five directions while the dragon hovers overhead (see 11th image in the above infographic). In 1990, that was impressive.
Amiga Dragon Breed runs at a consistent 25 FPS and scrolls vertically to a degree, not just horizontally.
Published by Activision of the U.K., Amiga Dragon Breed was programmed by Tim Round, composed by Martin Walker and drawn by Paul Michalak and Paul Walker.
cf. Dragon Breed C64.
Sonic Boom Amiga 1990: The World's Strongest Jetfighter
Sonic Boom was converted to the Amiga by Activision in 1990 from Sega's arcade-original. The Amiga version suffers from non-smooth scrolling, non-smooth sprite-shifting, poor collision detection and annoying music.
Atomic Robo-Kid Amiga 1990
Software Studios ported UPL's Atomic Robo-Kid coinop of 1988 to ST/Amiga in 1990. Atomic Robo-Kid shifts around a lot of big and colorful sprites, but its scrolling is sluggish and its framerate is inconsistent. That said, this is a more than a passable port for the Amiga in 1990.
Amiga Atomic Robo-Kid consists of 20 stages most of which scroll multi-directionally with one layer of parallax.
Amiga Atomic Robo-Kid pick-ups include speed-up, power-up, 3-way beam laser, 5-way beam laser, 8-way missiles, 30-second autofire and 30-second shield + speed-up.
Amiga Atomic Robo-Kid was programmed by Jeff Gamon, drawn by Mark Jones and composed by Martin Walker.
Pang 1990 Amiga
Mercs Amiga 1991
SWIV Amiga 1991
Amiga original. Best on Amiga.
R-Type 2 Amiga 1991
War Zone Amiga 1991
Armalyte Amiga 1991
Lethal Xcess Amiga 1991: Sequel to Wings of Death
Developed by Eclipse in 1991 Lethal Xcess Wings of Death II was not available on MS-DOS: only ST/Amiga. This is a proper 16 bit micro shoot 'em up.
Lethal Xcess consists of five vertically-scrolling stages 320 pixels in width and up to 6,400 pixels in height.
Lethal Xcess was designed by Marc Rosocha, Heinz Rudolf and Claus Frein, programmed by Claus Frein and Heinz Rudolf, drawn by Hans Rudolf and composed by Jochen Hippel.
Amiga original. Best on Amiga.
Apidya Amiga 1991
Amiga exclusive.
Carcharodon Amiga 1991
Silicon Warriors of Germany released Carcharodon: White Sharks for the Amiga in 1991. Published by Demonware, Carcharodon was drawn by Florian Gärtner, composed by Torsten Gellrich and programmed by Jürgen Hauser and Christian Hagenah.
Carcharodon features single-player or 2-player simultaneous play. At the start of the game four Fixed Equipment-types and four Extra Equipment-types can be fitted for each of the six stages. Then, the extra equipment-types can be switched between on-the-fly in three different ways. In this manner, tactics can be employed during the stages.
Fixed equipment includes speed up, shot up, double shot, cross fire and diagonal shot whereas Extra Equipment includes triple laser, beam laser, pulse laser, energy wall, high energy shot, high penetrating shot, spread shot, sphere shot, transmitted shot, homing shot, shield and smart bomb. Fixed equipment is always available whereas Extra Equipment expires after an interval, indicated by a countdown.
Carcharodon consists of six horizontally-scrolling stages 192 pixels in height and up to ~10,000 pixels in width. Backdrop themes include mountain skies, crystal caves, Geiger aliens, forest, space fortress and hellscape. A sub-boss and a boss guards each stage. One stage features one layer of parallax.
The Oath Amiga 1991
From Attic Entertainment Software Ltd., The Oath of 1991 is another stylish scrolling shooter with parallax scrolling, 32 on-screen colors and digitized speech. 2-player simultaneous.
The Oath coded by Jonathan Small.
The Oath Weapons System (Pick-ups & Power-ups): Rocket Launcher, Grenade Thrower, Sonic Beam, Laser Beam, Plasma Beam, Rear Attack, A-Mace, Power Beam, Smart Bomb, Power-up, Speed-up, Shield, Shield Increase, 1-up.
Amiga exclusive.
Revenge of the Mutant Camels Amiga 1992
Note that the full version of ST Revenge of the Mutant Camels was included on ST Format's Coverdisk of February of 1992.
Best on Amiga.
Agony Amiga 1992 Art and Magic
Amiga exclusive.
Project X Amiga 1992
Amiga original. Best on Amiga.
Walker Amiga 1993
After the likes of Menace, Blood Money and Lemmings, DMA Design would release Walker in 1993. Walker is a side-scrolling mech shooter with simple left-right keyboard-controlled movement and on-screen mouse-controlled targeting via crosshairs that can also lock-on to targets.
As in FASA's BattleTech the Walker AG-9's cannon can overheat and its shield can be depleted.
Walker is notable for its innovative kb/m controls, gritty graphics and sampled sound effects and speech. However, its scrolling is "interval-based", horizontal-only and non-parallax. In addition, its weapons system is cannon-only.
Walker was programmed and level-designed by Ian Dunlop.
Amiga exclusive.
Stardust Amiga 1993-94
Amiga original. Best on Amiga.
Blastar Amiga 1993
Amiga exclusive.
Disposable Hero Amiga 1993
Euphoria of The Netherlands released Disposable Hero for the Amiga in 1993. Disposable Hero is an Amiga-exclusive horizontally-scrolling shoot 'em up notable for its extreme difficulty. On its "Arcade" difficulty Disposable Hero will humble most shoot 'em up veterans. And back in the day 90% of players would have been shot down by the very first projectile.
Disposable Hero runs at 50 FPS, features 32 weapons and consists of five visually distinct stages 225 pixels in height and over 8,000 pixels in width. The screen scrolls like silk and the sprites glide smoothly across the slick backdrops. In addition, Disposable Hero features tremor effects, sprite reflections and articulated sprite animations.
Disposable Hero is unique among shooters in that many waves cannot be completely destroyed. In fact, players will barely be able to put a dent into some of the waves.
The Disposable Hero weapons system is also notable. When collected, blueprints are added to the factory. In the factory, three spaceships can be upgraded based on the equipment assembled from the blueprints. The impressive outfitting interface is mouse- or joystick-driven.
Disposable Hero requires 1 meg of RAM.
Published by Gremlin Graphics, Disposable Hero was programmed by Mario van Zeist, composed by Rick Hoekman and Hein Holt, and drawn by Hein Holt and Arthur van Jole.
Amiga exclusive.
Cannon Fodder Amiga 1993
Amiga original. Best on Amiga.
Overkill Amiga 1993
Amiga exclusive.
Desert Strike Amiga 1993
Electronic Arts ported their 1992 Genesis version of Desert Strike: Return to the Gulf to the Amiga in 1993. Desert Strike features multi-directional scrolling of an isometric playing field. In addition to its momentum mechanic Desert Strike also features sprite rotation, strafing, and sprite drop-shadows.
In Desert Strike players pilot an Apache AH-64D gunship in the Middle East against the forces of General Kilbaba. The Apache gunship can fire cannon rounds, hydras or hellfires.
Desert Strike features four campaigns and consists of over 30 missions. Amiga Desert Strike consists of four distinct maps ~6000x3000 pixels in size. The active drawspace of Amiga Desert Strike is 320x224.
Amiga Desert Strike displays in 64-color extra half-brite mode and features 2 megs of digitized sound effects. Amiga Desert Strike supports joystick or keyboard control.
Amiga Desert Strike was distributed on 3x 3.5" 880kB DD diskettes.
Amiga Desert Strike was lead-programmed by Gary Roberts, associate-programmed by Dave Colclough drawn by Damon Redmond and composed by Jason A.S Whitely. The original Genesis version of Desert Strike was designed by Mike Posehn and John Manley, drawn by Paul Vernon, Joe Sparks and Tim Calvin, and composed by Rob Hubbard.
Best on Amiga.
1994 Amiga Shoot 'em ups
Jungle Strike Amiga 1994
Hyperial Software ported Electronic Arts' 1993 Genesis version of Jungle Strike to the Amiga in 1994. Jungle Strike is the sequel to EA's Desert Strike of 1992.
In Jungle Strike players control the Commanche attack helicopter for the most part, but they can also control the F-117A Stealth Fighter, the MX-9 Attack Hovercraft and the Special Forces Assault Motorcycle.
Amiga Jungle Strike displays in 320x200, but its active drawspace is only 320x176 (Amiga Desert Strike's active drawspace was 320x224). Amiga Jungle Strike consists of nine maps ~4000x3000 to ~6000x4000 pixels in size.
Amiga Jungle Strike was distributed on 3x 3.5" 880kB DD diskettes.
Published by Ocean Software, Amiga Jungle Strike was programmed by Stuart Johnson, drawn by Dave Garrison and composed by Paul Tankard. The original Genesis version of Jungle Strike was designed by John Manley and Antonio Barnes, programmed by Mike Posehn, composed by Brian Schmidt, art-directed by Julie Gast Cressa, and drawn by Keith Bullen, Jeff Fennel, Michael Shirley and Tim Calvin.
Banshee Amiga 1994
Core Design of the U.K. released Banshee for Amiga AGA in 1994. While Banshee features AGA graphics and prerendered rotating objects of ray-traced origin, its controls and collision detection are somewhat off, and it only runs at half-frames (25 FPS).
To my mind, Banshee was one of the biggest disappointments of 1994; Ruff n Tumble was the other. Core Design should have just programmed Banshee to display in 32-color full PAL overscan like SWIV of 1991; it would have looked just as good and played much better.
Banshee consists of one boss stage and four main stages. The four main stages are 384 pixels in width and ~15,000 pixels in height. Banshee scrolls vertically in the main but also horizontally to a small degree, giving a wider playfield. However, I would have rathered no horizontal scrolling and a full-screen playfield with overlayed score panel, like Hybris of 1988; that is, a proper arcade-style shooter.
Banshee Weapons System (Pick-ups & Power-ups):
- Double Shot, Triple Shot, 45° Shot, Side Shot, Heavy Missile, Homing Missiles
- Bombs, Smart Bomb
- Points, Fire Power, Build Up, Speed Up, Loop, Extra Life, Extra Shield
Banshee was distributed on 4x 3.5" 880kB DD diskettes and was installable to hard disk drive.
Banshee was programmed by Søren Hannibal, drawn by Jacob Andersen and composed by Martin Iveson.
Amiga exclusive.
Tubular Worlds Amiga 1994: Battle 16 Warlords
Neither the OCS/ECS or AGA versions of Tubular Worlds on the Amiga (1994) are as good as the MS-DOS version, but they are still excellent. Oddly, TW Amiga noticeably reduces vertical pixels by 30-odd during boss battles. In fact, the AGA version reduces them on some normal levels as well.
Raiden Amiga 1994
While Raiden on the Amiga was not shaping up to be an accurate port of Seibu Kaihatsu's 1990 coinop, it was shaping up to be a decent shoot 'em up even though it employs a sidepanel that reduces the size of the playfield. In addition, the Amiga port does not feature the original arcade music. However, there was a possibility that Amiga Raiden would come complete with a level editor, which would have been cool, but the game was never released.
Amiga exclusive.
Zeewolf Amiga 1994
Amiga exclusive.
Defender Amiga 1994
T-Racer Amiga 1994
Virtual Dreams Software released T-Racer for the Amiga in 1994. T-Racer is a Project X clone. T-Racer was programmed by Alberto Longo (Breathless), drawn by Gianluca Abbate and Antonio Beatrice and composed by Pierpaolo Di Maio.
Amiga exclusive.
1995 Amiga Shoot 'em ups
Amiga exclusive.
1996 Amiga Shoot 'em ups
1997 Amiga Shoot 'em ups
Tiger's Bane Amiga 1997
Coded in AMOS by Seumas McNally of Longbow Digital Arts (LDA), the shareware Tiger's Bane is a bi-directional, horizontally-scrolling shoot 'em up inspired by the likes of Gunship 2000 and Desert Strike via its combo of multi-helicopter combat and combined-arms tactics.
Controls are accurate, the parallax scrolling and sprite-shifting is smooth, and the sprites are well-drawn and -animated. Presentation-wise, the drop-shadows, fancy screenwipes and effects evoke the Amiga's multi-media programs. In addition, an extensive Help system is included, and there are even mouse-over image-based pop-ups (e.g., mousing over text that describes an enemy unit causes an image of an enemy unit to pop up over the text).
Tiger's Bane supports keyboard, joystick and even twin-joystick control. Tiger's Bane Weapons System: Chaingun, Hydra Rocket, Hellfire, SideWinder, SideArms.
The only "problem" with Tiger's Bane is that it came out in 1997, post-prime Amiga.
Amiga exclusive.
1999 Amiga Shoot 'em ups
T-Zer0 Amiga 1999
T-Zer0 AGA was developed by TraumaZero Team and released by ClickBOOM / PXL Computers Inc. in 1999. T-Zer0 features 50 FPS per-pixel multi-directional screen-scrolling and sprite-shifting.
Three primary weapons and six secondary weapons are available, along with three spaceships. There are several in-game bonuses. T-Zer0 also comes with a map editor and CD-quality trance tracks.
T-Zer0 requires an A1200 030 with 2 megs of Chip RAM and 8 megs of Fast RAM, but 060 Blizzard or Cyberstorm acceleration is recommended. T-Zer0 has an install size of 250 MB, 190 MB of which is given over to FMV-based cinematization.
T-Zer0 Weapons System:
- Primary Weapons: Laser, Front Plasma, Guns
- Secondary Weapons: Homing Missile, Side Beam, Plama, Rear Plasma, Missiles, K-Missiles
- Specials: Nuclear Blast, Stealth, Extra Life, Special Weapon, Hyperdrive, Inversion (of direction-input controls), Short Circuit
- Bonuses: Shapes, Star, Gold Star, Gems
Amiga exclusive.
2000 Amiga Shoot 'em ups
Apano Sin Amiga 2000
Amiga exclusive.
cf.
- Amiga Games Reviews (Index to Amiga game reviews)
- History of Shoot 'em Ups 1976-2000
- TRS-80 Shoot 'em ups Listed in Chronological Order
- Commodore 64 Shoot 'em ups Listed in Chronological Order
- IBM PC Shoot 'em ups Listed in Chronological Order
- Invader-likes: clones and ports of Taito's Space Invaders 1978
- Galaxian-likes: clones and ports of Namco's Galaxian 1979
- Asteroids-likes: clones and ports of Atari's Asteroids 1979
- Berzerk-likes: clones and ports of Stern Electronics' Berzerk 1980
- Defender-likes: clones and ports of Williams' Defender 1981
- Scramble-likes: clones and ports of Konami's Scramble 1981
- Galaga-likes: clones and ports of Namco's Galaga 1981
- Robotron-likes: clones and ports of Vid Kidz's Robotron 1982
- Xevious-likes: clones and ports of Namco's Xevious 1982
- Gravitar-likes: clones and ports of Atari's Gravitar 1982
- Gyruss-likes: clones and ports of Konami's Gyruss 1983
- Gradius-likes: clones and ports of Konami's Gradius 1985
- R-Type-likes: clones and ports of Irem's R-Type 1987
- Western Computer-game Machines
- History of Computer Games 1976-2024
- History of 1990s Computer Games
- cRPG Blog (Master Index)






































































































































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