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Pinball Dreams (1992)
8.0/10on IGDB
Released
A member of the Swedish group The Silents drew a pinball table larger than the Amiga could show on one screen. The team that became Digital Illusions built a game around that drawing. The view slides up and down to follow the ball, leaving the table enough room for the long lanes and ramps of a real machine. Play a table for a while and you can learn the parts hidden above the flippers.
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Jazz Jackrabbit (1994)
7.6/10on IGDB
Released
Arjan Brussee made 3D demos for the Dutch group Ultra Force before writing the engine for Epic's DOS platformer. It shows when a side-scrolling stage gives way to a behind-the-back bonus run. The ground turns as Jazz steers, and collecting items at speed makes the rotation something you have to judge while you play.
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Super Stardust (1994)
Released
Harri Tikkanen's Bloodhouse came out of the Finnish demoscene. In its Amiga shooter, bouts of clearing asteroids give way to warp tunnels seen from behind your ship. The apparent depth is an effect you have to read at speed, picking a line through incoming obstacles while watching for power-ups.
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Unreal (1998)
8.0/10on IGDB
Released
Michiel van den Bos made music on the Commodore 64 and Amiga and spent time in the demoscene before working with Alexander Brandon on Epic's Unreal. They wrote music as sequences of small sound samples in a tracker. The game could switch between sections of a cue as play changed. Listen for how exploration and action can occupy different parts of one piece of music.
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Frets on Fire (2006)
6.7/10on IGDB
Released
Two years after scoring Unreal Voodoo's Assembly demo Obsoleet, Tommi Inkilä returned with music for the group's guitar game. Hold the keyboard like a guitar, press the fret keys, and time your strum to the notes moving down the screen. It won Assembly's game competition in 2006, and the song editor gives players their own way to line up sound, images, and timing.
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Resogun (2013)
8.3/10on IGDB
Released
Harri Tikkanen went from making Amiga shooters at Bloodhouse to creative direction on this PS4 arcade game. Housemarque's team built the arenas out of tiny cubes and recalculated the surfaces as explosions chipped pieces away. That programming makes the whole arena feel responsive while you fly a loop around it and race to rescue the humans.
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Bound (2016)
7.4/10on IGDB
Released
Michał Staniszewski and the Polish group Plastic carried their experiments with real-time imagery into a game about a dancer. Staniszewski describes the world as procedurally generated and directly inspired by the demoscene and modern art. The shapes give you routes to work out and cross, and the dancer's movement connects those shifting spaces to the story.
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The Touryst (2019)
6.8/10on IGDB
Released
Shin'en co-founder and engine programmer Manfred Linzner made demos as Pink of Abyss. His team built these islands to look like the chunky pixel art of the NES and Super NES brought into three dimensions. The same low-resolution forms carry you from vacation spots into monuments with puzzles, where you can walk around a shape and see what was hidden on the other side.
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