introductory

In a short period of time clickBOOM managed to create an impressive impact on the Amiga games scene. We have decided to stand behind Amiga, its users and management all the way. All future clickBOOM projects will be done for the Amiga, and like Capital Punishment will be state-of-the-art games.

In addition to this, we have talked to the major publishers around the world about converting their best games from other platforms to the Amiga. The first result of this effort is Myst. We feel this will give current Amiga users no reason to abandon their favourite computer while also bringing new users to the Amiga.

We are one of the best Amiga teams ever, and we will use our power and enthusiasm to bring you many more great games.



history

clickBOOM has been formed by "PXL computers" in mid-1994. We took the initiative to form a game developing team consisting of experts in the fields of programming, art, and music. This team was christened "clickBOOM" and was a marriage of immensely creative forces.

It has been said many times that action video games today are simply a collection of beautiful pictures. The sole purpose of clickBOOM was to create what can simply be termed as ultimately playable video games, bringing an arcade machine's attractiveness and playability to home computers.

Although at the time of clickBOOM's creation the legendary "Commodore" bankruptcy saga was unfolding, we decided to ignore predictions of Amiga's demise, and instead, started to create the best fighting game Amiga players have ever seen (or will see :) ). The road to Capital Punishment was hard, but also very entertaining; after all, that's what the video game industry is about. After playing our games, you will clearly see that we loved making them. We don't rush things. Instead, we take our time in an effort to produce playable and enjoyable games.

Although we started working back in 1994, only a few knew about our existence. The reason for this is that we wanted to keep a low profile while working on the most critical stages of the game's development.

Our break came in December of 1995, at the World of Amiga Show (WOA) in Toronto, when we premiered the demo of Capital Punishment.

We plan to continue to produce only high-quality games for Amiga. For this, we need your help. Always let us know what you think about our demos, as well as your ideas and views on what you read or heard about us. This is the only way we can truly maintain our high standards of quality and produce games on Amiga that will rival and compete with games on other platforms.

Our e-mail address is: info@clickboom.com

We hope that our games will help Amiga get back for the future.