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Shadow of the Beast (2016)
7.4/10on IGDB
Released
Watch the foreground trees hurry past while the mountains barely move. Reflections used those scrolling layers to make a side-on walk feel like crossing a deep landscape. The early stretches are worth playing slowly enough to notice how differently the scenery moves around you.
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Another World (2019)
Released
Éric Chahi built the original with flat polygon shapes that let him cut between wide views, close-ups, and action. The cuts tell you where to look as Lester stumbles into a world he doesn't understand. The bare shapes give the movement and framing room to do the storytelling.
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Agony (2017)
Released
An owl is a graceful choice for a side-scrolling shooter. Watch the scenery shift at different speeds behind and in front of it. Those overlapping layers give the flight a sense of depth while the owl's silhouette keeps your eye on where you are.
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Lemmings
Tiny walkers pour into a level and keep moving unless you intervene. Assign a blocker and the whole column suddenly changes direction. The characters are small enough to see the consequences spread across the screen, and lively enough that one heading the wrong way is easy to spot.
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Superfrog (1993)
6.8/10on IGDB
Released
Eric Schwartz's animated opening turns a fairy-tale curse and a bottle of Lucozade into a cartoon setup. The bright sprites carry that tone into the game. If you want to see how an Amiga platformer could take its cues from animation, give the opening time to play.
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It Came from the Desert
Cinemaware gives a giant-ant movie the pace of a small-town mystery. Choosing where to go advances the clock, so following up on one lead costs time you could spend elsewhere. It makes the map feel like a town where things will happen whether you're there to see them or not.
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Defender of the Crown (1986)
6.7/10on IGDB
Released
A turn can take you from the map of England into a jousting scene. That jump from planning to a close view of the contest is what makes Cinemaware's approach worth trying. A change in how you see the world is part of changing what you do in it.
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Beneath a Steel Sky (1994)
7.6/10on IGDB
Released
Dave Gibbons's artwork gives Union City the look of a comic you can walk through. Robert Foster's companion Joey can move between different robot bodies, giving the same voice a new role in the scene. It is worth trying for the way the characters keep the imposing city from feeling impersonal.
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Pinball Dreams (1993)
Released
The view scrolls vertically to follow the ball around the table. That gives Digital Illusions room for tall playfields with features you discover on the ball's first few trips upward. Pick one of the four original tables and learn where the ball tends to come back down.
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Speedball 2: Brutal Deluxe (1991)
Released
You can throw the ball at stars along the metal arena walls to score. Watch for that opening when the other team crowds the goal. It gives a fast contact sport a second set of targets you can work on during the same possession.
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Sensible World of Soccer (2007)
Released
The small players and overhead view let you read the shape of a move quickly. Between matches, the management side gives you reasons to care about how your squad fits together. The surprise is how comfortably a fast match fits inside the longer work of running a club.
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Stunt Car Racer (1989)
Released
Geoff Crammond puts the track high above the ground and lets its ramps fill the driver's view. A crest can send you airborne, so you pay attention to how the car will land before you commit to speed. The gaps make a simple-looking course feel exposed.
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The Settlers (2007)
5.7/10on IGDB
Released
Put down roads and watch goods move from flag to flag. If something stops reaching a workshop, you can follow the carriers back through the settlement. Seeing the work happen is a large part of this game's appeal, and a good reason to look closely before laying another road.
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Worms
The little teams wait their turns on a landscape that can change with a shot. A miss can leave the next worm with a new ledge or a deeper hole to think about. It makes the comic pauses between turns matter, especially when somebody has to find a way out of the terrain they helped make.
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Turrican II: The Final Fight (1991)
9.0/10on IGDB
Released
Chris Huelsbeck's music is a reason to linger at the opening before starting the run. Listen again when the game gets moving and the score can share your attention with the scrolling stages. This is a good place to hear how much character the Amiga's action games could put into their music.
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The Chaos Engine
The voice telling you that a node is active has a practical purpose. It lets you know you have changed something in a crowded overhead stage. An exit can open before every node is active, so listen for the cue and then decide whether to leave or look for a second way out.
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Lionheart (2015)
Released
Henk Nieborg began the hero and background tiles on an Amiga 500. The first stage gives you room to notice how the foreground moves against the distant landscape. Look for the care in the shapes around Valdyn as well as in the distant scenery. It is a fantasy world you can read at running speed.
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