Echodrome, the high-octane area shooter from developer PixelPlop, has not solely taken the primary place crown within the AmiGameJam 2025 however as of this week there is a new construct launched as v0.12. Created over six months utilizing C++, this “Return of the Arcade” entry has shortly change into a standout for contemporary Amiga fans, incomes an ideal 5.0 ranking on itch.io. A recreation that has additionally gained suggestions similar to “This should be the most effective “amiga solely” arcade recreation ever!” and “This recreation is superior. Donated! :)”
Designed to run on basic Amiga OCS/ECS {hardware} with simply 1MB of reminiscence (512KB Chip/512KB Sluggish), Echodrome delivers a frantic, neon-soaked expertise paying homage to Geometry Wars and Smash TV. Gamers are thrust right into a digital area of “loss of life and destruction,” the place the objective is easy: eradicate each wave of enemies to unlock the exit. Reviewers and gamers have praised the sport’s “TRON-like” aesthetic and easy efficiency throughout a wide range of setups, together with the A500, A1200 with PiStorm, and MiSTer, highlighting its skilled polish and addictive “another run” gameplay.
[UPDATE] Should you’re hoping for some information about this superior recreation you then’ve come to the precise place! Because the developer has launched an enormous replace with the next modifications for each AGA and OCS.
- – AGA model will increase the variety of bitplanes from 5 to eight which permits it to show longer trails.
- – AGA model makes use of 24bit copper gradients making them tremendous easy.
- – I’ve made some modifications to the palettes to attempt to make higher use of accessible colors.
(OCS truly runs in 32 color mode and AGA in 256 color mode however we solely ever see a fraction of these!)
- – I’ve tried to make the mines a bit simpler to see as I’ve seen lots of people are gathering them as a substitute of avoiding them!
They now constantly animate and with my palette modifications they need to attract a special color to the powerups.
- (I discovered a technique to do it Amiga Invoice!)
- – Plenty of updates to the color biking and color mixing code to deal with so many additional color registers.
- – Solely the map now makes use of {hardware} sprites. The door, mine, and powerup callouts at the moment are bitplane primarily based.
(It’s because when transferring to AGA and 64bit fetch mode I used to be left with only one {hardware} sprite which I additionally had to make use of in 64 pixel extensive mode. AGA has it is points!)
- – Fastened twin stick controls so the hearth button on the 2nd joystick can choose menu choices.
- – Up to date Authorized display screen and About display screen.
- – Different bug fixes and optimisations.
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