Chipsnake
A downloadable game
Personal note
This paragraph is the only thing not written by AI, but I just wanted to see if it's possible to make an Amiga game with in my case Codex / 5.6 SOL. I'm a big Amiga fan and although I'm a software engineer (web mainly) I can't program Amiga games but with AI it's possible, made this game in a few hours. It's not great and arguably ai slop but hey I had some fun making it!
Made with AI for a real Amiga
MrDig’s ChipSnake is an experimental game-development project created through collaboration between MrDig and AI. MrDig provided the ideas, creative direction and extensive testing, while AI helped design, program and refine the game. The game itself is written in C and cross-compiled for the Motorola 68000 family using VBCC. Python tools were created to generate and convert artwork, build bootable ADF images and package the releases. AI-generated concept art was reduced to an Amiga-compatible 16-colour palette and converted into IFF/ILBM graphics. The backgrounds, collision palettes, title screen and Hall of Fame artwork all use formats that can be displayed by a real Amiga. The original four-channel music was generated as ProTracker MOD files and converted for in-game playback with the Amiga Light Speed Player. The result is not a modern game disguised as an Amiga game: it is a native Amiga executable designed to run on original hardware.
A new Snake game for the classic Amiga
MrDig’s ChipSnake is a fast, colourful take on the classic Snake formula, created specifically for the Commodore Amiga 1200.
Guide your snake through a collection of Amiga-inspired pixel-art arenas. Collect food, grow longer and avoid crashing into obstacles or your own tail. Leaving one side of the arena brings you back on the opposite side, allowing for daring shortcuts and escapes.
Every new game randomly selects an arena and an in-game music track.
Features
- Classic Snake gameplay
- Three Amiga-inspired pixel-art arenas
- Obstacles integrated into each arena
- Screen-edge wrapping
- Food relocates after seven seconds
- Persistent Hall of Fame saved to disk
- Animated title screen
- Multiple original ProTracker-style music tracks
- Keyboard and joystick support
- Bootable ADF and hard-drive versions
Keyboard Controls
- Cursor keys or W/A/S/D — Move
- Space — Start, pause, continue or restart
- H — Hall of Fame from the title screen
- Escape — Return to the title screen
- Escape on the title screen — Quit
Joystick
Connect a joystick to port 2.
- Stick — Move
- Fire — Start, pause, continue or restart
High-score names are entered using the keyboard.
Downloads
- ADF — Bootable floppy-disk image
- ZIP — Convenient archive for emulators and modern systems
Keep all files and directories together when using the ZIP version.
Requirements
- Commodore Amiga 1200
- Motorola 68020 processor
- 2 MB Chip RAM
- PAL display
- Hard disk or floppy drive
- Fast RAM is recommended but not required.
Prototype release
This is a playable prototype. Feedback about gameplay, compatibility, music and performance on real Amiga hardware is very welcome.
This game is made by 100% AI.



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