Uploaded November 2020 | Updated September 2026, 2 hours ago
Commodore Amiga Intro - Salvation by Horizontal Lamerz, released at Satellite 1999.
Captured in WinUAE. WarpOS and AGA required. Gfx get messed up even if RTG drivers are loaded and not active. Speed is pretty much the same on my 1200 but my aga video capture would look much worse here.
While I know its an early ppc demo from 1999, but it hardly gives a great impression with effects that look perfectly doable on a 030/50.
pouet.net/prod.php?which=2703
Commodore Amiga Intro - Salvation by Horizontal Lamerz, released at Satellite 1999.
Captured in WinUAE. WarpOS and AGA required. Gfx get messed up even if RTG drivers are loaded and not active. Speed is pretty much the same on my 1200 but my aga video capture would look much worse here.
While I know its an early ppc demo from 1999, but it hardly gives a great impression with effects that look perfectly doable on a 030/50.
pouet.net/prod.php?which=2703










![Commodore 64 Longplay - UGH! [TAPE]
UGH!, Developed for the Amiga by Egosoft and converted to the Commodore 64 by Haip Software. The game was published by Play Byte in 1992.
The game is similar to Space Taxi but with a prehistoric caveman theme. The C64 version shown here has 50 levels and can be played in Single player or in 2 player co-op mode. The aim of the game is to transport fellow cave people to their destination and earn money. You can earn a multiplier by getting them there fast without bumping into anything. You can hit a tree with the stone to get food for energy.
I used to like playing the demo version but it wasnt until I got an Amiga I played the full version. On thing I liked was the water effect. It doesnt look much in this video but back then on a 14 crt screen I think it was a really nice effect in a c64 game.
The tape version is being played here (Included in gamebase as an Original Retail version). It is a little different to the Disk based cracked versions which I am not certain is taken from a retail copy (maybe a magazine review copy). Level loading has been left in with its seizure inducing colours.
The most noticable difference is the player sprite with its black outline which makes it much easier to see but not as well defined. All 50 levels are completable (non of the cracks are without codes as level 36 is not completable) with a huge gotcha that is NO ENDING! in this version. After level 50 the game loops back to the title screen with no input to the highscore table. Also, compared to the floppy crack the level names and order are quite different although the actual codes remainthe same.
At the end of the video I use level codes to load level 51 which fails instantly. I then use the level 52 code and the game loads an uncompletable level, but I can at least show the game over and hiscore screen. Seems it did at least acknowledge my score from before.
00:00:00 - Titles
00:02:52 - Level 1
00:19:50 - Level 11
00:36:40 - Level 21
00:53:12 - Level 31
01:09:07 - Level 41
01:29:00 - Fail with Code 51 and Broken level 52
I have used the Bizhawk C64 emu to record this and unfortunatly the audio suffers for it. The Music is made for the 8580 SID and the emu only supports 6581 and has an odd buzzing running through it. This bug was corrected on one of the cracked versions.
What Id like to see is a working image of the retail floppy in order to compare and see if it has all the issues in the crack releases. Commodore 64 Longplay - UGH! [TAPE]](https://i.ytimg.com/vi/VZpUePSmEoc/mqdefault.jpg)