Klik & Play's grandpappy...

.KKliker's picture

Before you could make games with a mouse, there was AMOS, and it's Atari ST brother, STOS. For the first time, the average layman with his/her Amiga or Atari ST could create commercial quality games with just a little computer programming know-how.

Many years after these thoroughly wonderful tools were released, Clickteam released full source code to these tools. I imagine that the closest equivalent to AMOS and STOS today would be DarkBASIC.

snapman's picture

My very first basic was on

My very first basic was on an Amiga; Amibasic I believe. I was probably 9 years old. And I did a lot of coding in Easy Amos, but I never really managed to make anything interesting in it. I kept wondering how to split the "reading point" as I called it, so I could maybe make a ball move while something else was happening. The whole vblank thing, and sequential-yet-seemingly-simultaneous execution hadn't clicked yet. I think I was mislead by INPUT $A pausing everything.

In fact, it was probably in KnP that I first realized that everything was not actually "happening at the same time" when one event would get precedence over another; how shifting the sorting of events changed game behavior. And those one day became lines of code, etc. I really owe a lot to the program.

I played a lot of those "Reader Games" submitted to Amiga Format, back in the day. Most of them were made in Amos. Some of them were quality, and some... Some were glorious trainwrecks.

kirkjerk's picture

Seeing Amibasic code in a

Seeing Amibasic code in a magazine blew my -- I dunno, 11 year old mind-- where the line numbers? HOW DOES THIS WORK WITHOUT LINE NUMBERS???

Sigh. Maybe the old "BASIC CONSIDERED HARMFUL" crowd was a bit right, though I don't think that the damage was permanent. Sad that I didn't really learn a structured language until C/C++ in college.