Games carried across machines, one pixel at a time.

AmigaMega DriveArcade
Amiga · 1992→Mega Drive

Shadow of the Beast III

Level 1 · finished, v9, October 2026
Title screen
Start of level 1
The beast, set free
The boss
Level 1 theme
Recorded from the cartridge: rebuilt for the YM2612 FM chip · 48 s

What it is

Shadow of the Beast III never came out on the Mega Drive; the first two did. This is its first level, converted from the original Amiga game files: the same map, enemies, puzzles and timing, running on the console's own hardware.

A bit of history

The third game closed the trilogy that Reflections, a small studio in Newcastle, began in 1989. The first Shadow of the Beast became the Amiga's calling card, with its many layers of parallax and its haunting music, and both it and the second game were later converted to the Mega Drive. The third stayed on the Amiga. It sends Aarbron after Maletoth one last time and trades some of the series' famous cruelty for puzzles, which made it, for many players, the most playable of the three. Reflections went on to make Destruction Derby and Driver.

What went into it

  • The Amiga's playfields and copper effects redone with the Mega Drive's two planes, sprites and raster tricks.
  • The music rebuilt from scratch for the YM2612 FM chip, and the sound effects played through its DAC.
  • A new title screen only the Mega Drive can do: shadow and highlight shine, rising embers, heat haze and a THX-style chord.
  • Checked frame by frame against the Amiga original, then played through on emulators.
Arcade · 1991→Amiga 500

Street Fighter II

Work in progress · about 75% of the planned demo
Dhalsim's stage theme
Rearranged for three Paula channels · 38 s

What it is

Ryu versus Ken in Dhalsim’s temple, rebuilt from the original arcade game’s graphics and animation data for the Amiga 500. A native conversion with a scrolling stage, perspective floor, animated elephants, special moves, music and speech, running within 512 KB of Chip RAM and 512 KB of expansion RAM.

The scope is deliberately focused: one stage, two fighters, and as much of the arcade’s character as we can bring to this machine.

A bit of history

Street Fighter II became an arcade phenomenon in 1991, helping define competitive fighting games for a generation. Its characters, special moves and music became instantly recognisable.

The Amiga received its own conversion in 1992, developed by Creative Materials and published by U.S. Gold. This project returns to the arcade assets and asks how much closer a new engine can bring the experience to an Amiga 500 with a 1 MB memory configuration. The moving floor is central to that ambition: its perspective should remain visible as the camera follows the fighters.

What went into it

  • 387 fighter poses adapted from the arcade graphics, with punches, kicks, throws, aerial attacks, blocking and the three signature special moves.
  • A perspective floor split into 64 independently scrolling horizontal bands, preserving its depth as the camera moves.
  • Four animated elephants, the arcade’s score display, projectile collisions and impact flashes.
  • Artwork adapted to 32 base colours, with hardware half-bright shadows that retain the floor texture beneath the fighters.
  • A native 68000 assembly engine using the Copper, Blitter and hardware sprites, with compressed graphics and animation caches to fit the memory budget.
  • The stage theme rearranged for three Paula channels, combining melody, bass, harmony and percussion. The fourth channel handles voices and sound effects.
  • Frame-by-frame visual checks and extended tests in an Amiga emulator configured for the target hardware.