I Made a New Amiga Game - Zippy Race!

Modern Vintage Gamer
Modern Vintage GamerApr 20, 2026

Why It Matters

The demo showcases how clever buffering, memory swapping and custom tooling can deliver arcade‑grade experiences on legacy hardware, inspiring the retro‑gaming community to revive classic titles without modern upgrades.

Key Takeaways

  • Implemented triple‑buffering to render sprites on scrolling background.
  • Developed custom memory manager fitting full game into 512 KB chip RAM.
  • Created ZippyEd tool for efficient tile‑sheet creation and duplication removal.
  • Added NTSC support, locking 60 Hz gameplay for North American users.
  • Used copper‑list tricks to emulate arcade‑style HUD colors on limited palette.

Summary

The video chronicles the creator’s four‑month journey turning the 1983 arcade title Zippy Race into a fully playable Amiga Omega 500 game, constrained to a stock OCS machine with only 512 KB of chip memory. He outlines how the project evolved from a scrolling demo to a complete, multi‑loop race with authentic traffic, collisions, and a faithful arcade feel. Key technical breakthroughs include a custom triple‑buffering scheme that restores a pristine background before drawing each 32×32 car sprite, a memory‑management system that swaps tile maps, music and assets between fast RAM and chip RAM, and on‑the‑fly compression to keep the 512 KB budget intact. The scrolling engine uses the classic Omega scroll‑trick, moving bit‑plane pointers pixel‑by‑pixel and wrapping to a duplicated bitmap, while the HUD relies on four hardware sprites updated only when needed. He also built a bespoke asset pipeline tool, ZippyEd, in C++/OpenGL/SDL3. ZippyEd handles IFFF tile sheets, raw tile maps, collision overlays, palette remapping and aggressive duplicate‑tile removal, dramatically streamlining the creation of tile‑based graphics for Amiga hardware. Copper‑list programming is employed to change HUD colors line‑by‑line, reproducing the arcade’s red scores and flashing one‑up text despite the 16‑color limitation. The project proves that a complete arcade conversion can run on a modest Amiga configuration, offering a template for hobbyists and retro developers seeking to push limited hardware to its limits. It also expands the Amiga’s appeal by supporting both PAL (50 Hz) and NTSC (60 Hz) displays, ensuring broader accessibility across regions.

Original Description

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