The Agony logo is based on a design created by Roger Dean specifically for the game.
The ending screen is identical to the level 2 loading screen.
Only the winged beasts are missing here.
The backgrounds only consisted of two colors which were extended by using the copper to change color registers every couple of lines. The finer gradients were created by also switching between the colors 50 times per second.
The backgrounds only consisted of two colors which were extended by using the copper to change color registers every couple of lines. The finer gradients were created by also switching between the colors 50 times per second.
The backgrounds only consisted of two colors which were extended by using the copper to change color registers every couple of lines. The finer gradients were created by also switching between the colors 50 times per second.
The backgrounds only consisted of two colors which were extended by using the copper to change color registers every couple of lines. The finer gradients were created by also switching between the colors 50 times per second.
The animation for this background wasn't used in the game.
The backgrounds only consisted of two colors which were extended by using the copper to change color registers every couple of lines. The finer gradients were created by also switching between the colors 50 times per second.
This is the only background with animation that was actually used in the game.
The backgrounds only consisted of two colors which were extended by using the copper to change color registers every couple of lines. The finer gradients were created by also switching between the colors 50 times per second.
The animation for this background wasn't used in the game.
This background wasn't used in the game. That is also the reason why I couldn't colorize it as there wasn't any copper list that I could use for reference.
This image is identical to the menu background.
Frames from the beautifully animated player sprite.
Two 16 color sprites were used to create the player sprite. With 16 color sprites taking up two sprites the whole player sprite took up 4 hardware sprites leaving only 4 sprites left for the rest of the game (mainly player bullets and rain drops).