A brand new SHMUP launched for all
Amigas OCS and above on April 11 called Inviyya
The game is a gorgeous horizontal side-scrolling space shooter flying in the afterburner trails of R-Type.
The game was written on PAL machines but should work on every existing Amiga with at least 512k Chip and any other form of 512kb extra RAM (chip, slow or fast), PAL or NTSC.
I've since tested it on an NTSC Amiga 1000 and it really could use some slight
acceleration above the standard 7mhz 68K. When you've got a ton of on-screen elements flying around sometimes the ol' A1K will start to slow down a bit. Sprinkle just a tiny
bit of acceleration on top and it's pure bliss. I moved the game over to a non-accelerated 16Mhz Amiga 3000 and it was total butter.
The graphics, sound and arcade action are all super high-quality. This game is very addicting to play. I played with my Monster Joystick with Sanwa parts and I felt completely transported. Only thing lacking was some wild and crazy arcade carpet. (Hmm...
In fact the MOD soundtrack is even now a separated download and ready to be played on your modern machines, which is in fact what I'm doing right now as I type this.
Here is a quick clip of the intro screen:
It plays off a single boot disk or WHDLoad install. You get 6 levels of action (I've made it to level 3 so far) and it is old-school hard - and that's a good thing. No trainers, no cheats - not even auto-fire. You have to retrain your brain a bit and relive what it was like playing EPYX Summer Games with that fire button - and it's great!
I did encounter a couple of minor screen glitches on my NTSC machines but nothing that made the game unplayable. Here's a clip of Level 2, where my son held the camera and was responsible for the videography
You can grab the digital download
off itch.io for a very reasonable $12. Or, you can hop over to poly.play for a box edition (I got one of both to throw my full support towards the dev, Tigerskunk, who I know had been working on and off for years).
The game was written in machine language, which Tigerskunk had to learn on his own from scratch to make this game. He has been a coder his entire professional career but this was a whole new challenge.
I love the fact he aimed at the lowest common denominator with this game, not the highest only a few dozen could ever play and enjoy. My son, who turns 12 in June, absolutely loves
this game and can't wait to play it in our "Amiga arcade" any chance he is given.
And you're dang right I let him!