Hello Babylonian Twins fans,
This is Rabah, the game creator. Thanks for all your support since the game came public on Youtube in 2007. Your support not only gave me the motivation to launch the mobile remake, but also helped in getting the story behind the game's development out, shedding the light on the situation we lived under the sanctions in Iraq back in the 90s.
I have been receiving many emails urging me to release the the original game. To do that I am planning to do a Kickstarter campaign that includes the full original Amiga game in a collector packaging and in digital format.The campaign will also include a desktop version (PC/Mac/Linux) of the original game (exact same graphics, music, sounds and maps).
To do a successful funding campaign, we need good initial base support. I am using this mailing list to help with that. If you are interested in paying between $15-$30 dollar for a Digital or Collector Edition, subscribe below and invite others who might be interested.
If you have any question or suggestion, you can reach out at contact at babyloniantwins.com
Babylonian Twins was originally developed for the revolutionary Commodore Amiga computer in Baghdad under the difficult economic sanctions period between 1993 and 1994. However, the game was never published due the economic sanctions and the demise of Commodore ( GamePro feature article, Buttonless book, Interview with the author and AOL News article). The game is considered by many to be the first commercial quality game developed in Iraq.
The game creator, Rabah Shihab, was at that time a student at the computer engineering department at Baghdad University. He developed the game with the help of his friends Murtadha Salman, a talented artist who was a student at the Architecture department at the same university, and Mahir AlSalman, a talented musician and a medical student at that time.
The game was developed using one Amiga 500 computer with only 500KB of memory and no hard drive. The game was written entirely in MC68000 assembly language with direct programming of the Amiga custom chips. A proprietary map editor was developed to design the game levels. The team used authentic history books to derive the graphics of the game and the soundtracks were all original.
In 2007, a video of the game was posted on YouTube which was later discovered by the Amiga community and posted on the English Amiga Board. With strong demand from the community, Rabah prepared and released a demo of the game for the Amiga in 2008. The demo was well received with thousands of downloads and unique hits on the game's website from over 70 countries.
In early 2009, after more than 15 years of completing the original Amiga project. Rabah reunited his original team to port and release the game on the iPhone and other modern platforms.