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    Ever since I looked into it, I’ve been claiming that Amiga architecture lived on even if Amigas died. That’s due to modern hardware using a combination of compute, command, and accelerator chips working in unison. Especially on mobile or multimedia SoC’s. That was just an educated guess since I didn’t have an Amiga. This article corroborates it esp with GPU example.

    The water effect on that game looked really good. Better than any I had on my oldest consoles. The resolution trick was neat, too. I can confirm the PS2 had the control the author describes. It was something the developers loved and hated since it added to the work needed for a game. Fans figured any trouble was worthwhile after seeing Metal Gear Solid 2, though. :)

    EDIT: Anyone looking to play with a modern Amiga should check out MorphOS. It’s beautiful and runs on Apple PPC hardware.

    http://www.morphos-team.net/intro

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      There is also AROS and AROS on Wikipedia, which I’ve played with a few times. It’s pretty nice, runs atop Linux, FreeBSD, or natively on several platforms. iirc, MorphOS & AROS share code back & forth, and bits of AROS were used for the later versions of AmigaOS (namely 3.9 & 4).

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      Thank you for this! It explains some things I couldn’t, as a kid, understand how they were possible. I miss the Amiga.