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The Bitmap Brothers

The Bitmap Brothers is a British video game developer founded in 1987 by Steve Kelly, Mike Montgomery, and Eric Matthews, renowned for creating innovative and graphically advanced titles for home computers like the Amiga during the late 1980s and 1990s. The studio quickly gained acclaim as one of the UK's premier developers, often dubbed the "rock stars" of the industry for their stylish, high-quality productions that pushed hardware limits. Their debut game, Xenon (1988), became the first Amiga title to chart in the UK top 40, marking an early commercial success. This was followed by landmark releases such as Speedball (1988) and its critically acclaimed sequel Speedball 2: Brutal Deluxe (1990), a futuristic sports-action hybrid that blended strategy and violence to widespread praise. Other notable titles include Xenon 2: Megablast (1989), a vertically scrolling shoot 'em up; The Chaos Engine (1993), a top-down steampunk shooter; Z (1996), a real-time strategy game emphasizing fast-paced robot warfare; and Gods (1991), a challenging platformer. Throughout the 1990s, The Bitmap Brothers operated from sites in and , , maintaining a focus on small-team excellence. They earned the Golden Joystick Award for "Programmer of the Year 16-bit" in 1989, highlighting their technical prowess. The company's output tapered off after co-founders and Matthews stepped down from the board in 1998, with assuming the role of Managing Director; their final original title was World War II: Frontline Command (2003), a game. In 2019, publisher acquired The Bitmap Brothers' brand and full portfolio, including iconic series like Xenon, Z: Steel Soldiers, , and , with plans to port classics to modern platforms and develop new entries. This acquisition has facilitated recent re-releases, such as the collections: The Bitmap Brothers Collection 1 (2022), featuring , Xenon 2: Megablast, , Z, and The Chaos Engine 2; and Collection 2 (2024), including Cadaver, Cadaver: The Payoff, Gods, Magic Pockets, and Z. In October 2024, Rebellion released , a new entry in the series, into . These efforts have renewed interest in their work, underscoring their enduring influence on retro gaming and strategy genres.

History

Founding and Early Years

The Bitmap Brothers was established in 1987 in , , by programmers and Steve Kelly alongside artist Eric Matthews, marking the beginning of a studio dedicated to pushing the boundaries of 16-bit computer gaming. The trio, drawn together by a passion for arcade-style titles, initially targeted , ST, and platforms to capitalize on the emerging market. Early distribution partnerships with Image Works—a label—and enabled the studio to reach wider audiences without immediate infrastructure. The studio's debut release, in 1988, was a vertically scrolling that showcased their technical prowess through innovative vehicle transformation mechanics and smooth playfield rendering, earning acclaim as a for 16-bit and sound integration on and ST systems. This was swiftly followed by Speedball later that year, an early sports-action hybrid title that blended futuristic athletics with combat elements. Building on these successes, the Bitmap Brothers formed Renegade Software in 1991 to handle , allowing greater creative and commercial control over future projects. A pivotal early milestone came in 1989 when the development team received the Best 16-bit Programmers award at the , recognizing their innovative coding that elevated the visual and performative standards of the era's gaming scene. This honor, based on reader votes, underscored the studio's rapid ascent in the competitive 8-bit to 16-bit transition period.

Peak Period and Challenges

In the early 1990s, The Bitmap Brothers experienced significant expansion, growing their team to support more ambitious projects on 16-bit consoles and personal computers. This period saw the hiring of key talents such as artist , known for his contributions to visual design, and programmer , who enhanced the studio's technical capabilities in graphics and effects. These additions allowed the company to shift toward larger-scale developments, moving beyond the 8-bit era's constraints to tackle multi-platform releases that demanded greater resources and coordination. The decade marked a peak in creative output with several milestone titles that solidified the studio's reputation. Xenon 2: Megablast, originally released in 1989, achieved its broadest impact through 1990s ports that introduced its innovative mechanics to wider audiences on systems like the and Atari ST. Speedball 2: Brutal Deluxe followed in 1990, blending sports simulation with brutal combat in a way that earned critical acclaim and commercial success across multiple formats. By 1993, emerged as a top-down run-and-gun , featuring aesthetics and cooperative that highlighted the studio's evolving design prowess. These releases not only drove revenue but also showcased the Bitmap Brothers' signature style of tight controls and atmospheric worlds. However, the mid-1990s brought mounting challenges as the industry shifted away from dominance toward PC and console markets. The Bitmap Brothers struggled to adapt, with founder later describing their delayed entry into consoles as a "huge mistake" that made it "almost impossible" to compete effectively against established players. Internal restructuring compounded these issues; the studio's publishing arm, Renegade Software—formed in 1991 as a with Rhythm King Records to gain control over distribution—faced operational strains and was eventually acquired by Time Warner in 1995, marking the end of independent publishing efforts. To navigate these hurdles, the Bitmap Brothers pursued strategic business decisions, including licensing agreements with external publishers and a focus on multi-platform ports. Collaborations enabled adaptations for systems like the Sega Mega Drive, where received a 1993 port praised for its faithful recreation of the original's intensity, and the SNES, which hosted versions of titles such as Gods in 1992. These efforts, often handled through partners like Mindscape, helped extend the lifespan of their catalog amid the turbulent transition to 32-bit hardware, though they could not fully offset the competitive pressures building into the late .

Modern Era and Acquisition

Following the creative peak of the , The Bitmap Brothers shifted focus in the 2000s toward porting their classic titles to emerging platforms rather than developing new original content. Their final original title was World War II: Frontline Command (2003), a game set during . Notable efforts included adaptations for the Game Boy Advance, such as the 2002 port of Speedball 2: Brutal Deluxe, which brought the futuristic sports game to handheld gamers while preserving its core mechanics of brutal team-based action. Similarly, ports to devices emerged around 2003, with Speedball 2 adapted for , allowing players to experience the fast-paced hybrid of soccer and hockey on early portable Windows systems. These initiatives reflected the studio's adaptation to handheld and mobile hardware, prioritizing accessibility over innovation amid a slowing pace of original releases. The transition to smartphone platforms further defined the studio's later output, with and versions extending the reach of their library. In 2010, a remastered edition of Speedball 2 titled Speedball 2: Evolution was announced for and , developed by Vivid Games under Bitmap Brothers supervision, featuring updated controls for touch interfaces while retaining the original's aesthetic and scoring system. For the real-time strategy title , mobile remakes followed in 2011 for and 2013 for , incorporating modern interfaces and multiplayer support to revive the territorial conquest gameplay on contemporary devices. The 2007 release of Speedball 2: Tournament for Windows marked one of the studio's final major original efforts, a 3D sequel supervised by the Bitmap Brothers team and developed by , emphasizing online leagues and enhanced visuals but receiving mixed reception for deviating from the 2D roots. In November 2019, Rebellion Developments acquired The Bitmap Brothers' brand, intellectual properties, and back catalog for an undisclosed sum, aiming to preserve the classics and explore new licensing opportunities. This move enabled to handle re-releases and potential sequels, including ports to modern platforms, ensuring the longevity of titles like Xenon 2 and without active involvement from the original studio. As part of these efforts, a new entry in the series launched into Steam Early Access on October 29, 2024. As of 2025, recent preservation efforts include the Bitmap Brothers Collection 1, released in December 2021, compiling five remastered titles such as and for the retro handheld console. This was followed by Collection 2 in September 2024, featuring six additional games including and Gods, highlighting the ongoing influence of Bitmap Brothers' work in retro gaming communities through physical cartridge distributions.

Key Personnel

Founders

The Bitmap Brothers was founded in 1987 by three key individuals whose complementary expertise in programming and art laid the foundation for the studio's innovative approach to 16-bit game development. , Eric Matthews, and Steve Kelly brought together technical prowess and creative vision, establishing the company in with a focus on pushing the limits of contemporary hardware like the . Mike Montgomery served as the lead programmer and eventual managing director, drawing from his self-taught background in computing that began with the in the early . Prior to founding the studio, Montgomery worked as a manager but transitioned into games programming by submitting to magazines and securing an entry-level role in the industry. His contributions were pivotal in architecting the technical foundations for the Bitmap Brothers' early titles, emphasizing efficient that maximized graphical and performance capabilities. Eric Matthews acted as the primary artist, renowned for crafting the studio's signature metallic and bitmap-based graphical aesthetics that defined its visual identity. As a co-founder, Matthews' design work emphasized bold, chunky pixels and futuristic motifs, which became hallmarks of the 's output and helped differentiate their games in a crowded market. He also co-founded Renegade Software in 1990 alongside Martin Heath of Rhythm King Records, a that supported Bitmap Brothers projects and collaborations with musicians. Steve Kelly complemented the team as a specializing in systems, with prior experience converting titles like Tournament Tennis for the in the mid-1980s. His focus on mechanics ensured fluid and engaging interactions, such as the tactical elements in early Bitmap Brothers releases. Kelly's involvement helped shape the studio's emphasis on accessible yet deep loops from inception. The trio's dynamic thrived on their balanced skill sets—Montgomery and Kelly handling programming rigors while Matthews provided artistic flair—fostering a collaborative environment that earned the Bitmap Brothers an early reputation as "rockstar developers" in the gaming scene. This synergy directly influenced foundational titles like , where their combined efforts produced technically ambitious and visually striking results.

Core Team and Contributors

Dan Malone served as a key and for The Bitmap Brothers, contributing to the visual style of titles such as Speedball 2: Brutal Deluxe (1990) and (1993). Mark Coleman acted as a graphics and on later projects, including ports and the game (1996), helping to adapt the studio's visual and technical style to emerging platforms. Other notable contributors in the 1990s included John Phillips, who handled technical direction and oversight during the studio's expansion into more complex titles; Ed Bartlett, focused on design elements for projects like Z: Steel Soldiers (2001); and Jamie Barber, who managed production for late-1990s releases such as World War II: Frontline Command (2003). The team's evolution reflected the company's shift from 16-bit home computers to PC and console platforms in the , with contributors like and staying on to support ports of classics to the Game Boy Advance and , ensuring the studio's portfolio remained viable through re-releases and licensing. Founders provided oversight in assembling this specialized team, fostering a collaborative environment that sustained creative output amid industry changes.

Development Approach

Visual and Technical Style

The Bitmap Brothers' visual style is characterized by intricate art featuring metallic, shaded sprites that convey a polished, futuristic sheen, often evoking industrial or aesthetics such as the interior of a . This signature approach emphasized hand-crafted sprites with exaggerated proportions—such as wide feet and large hands for characters—to maximize impact within hardware constraints, prioritizing efficiency over emerging polygonal . In titles like and , this style incorporated for depth, with multiple background layers moving at varying speeds to simulate without full , allowing smooth vertical or horizontal progression on limited palettes. By favoring techniques, the studio achieved high visual fidelity and performance, avoiding the resource-intensive computations of polygons that were becoming prevalent in mid-1990s gaming. Technically, the Bitmap Brothers developed custom engines tailored for the and Atari ST platforms, enabling fluid animations and responsive within 16-bit . Mike Montgomery's proprietary code, including advanced screen handling and routines, formed the core of these engines, allowing for seamless integration of layered visuals and dynamic elements. Optimization techniques, such as efficient multiplexing, addressed limitations by dynamically reassigning sprite channels mid-scanline to display more objects without , ensuring smooth motion in fast-paced scenarios despite the era's DMA constraints. These innovations not only pushed the boundaries of 16-color modes but also maintained high frame rates, making their games stand out for technical polish on contemporary systems. Over time, the studio evolved its style while staying rooted in methodologies, as seen in Z (1996), where an perspective created a pseudo- effect through angled bitmap sprites and elevation-based depth, blending strategic oversight with the metallic aesthetic of earlier works. This shift retained 2D efficiency for broader accessibility across platforms like and , demonstrating the enduring adaptability of their bitmap-centric approach amid the rising dominance of true graphics.

Audio Design and Collaboration

The Bitmap Brothers' audio design philosophy centered on crafting high-energy, aggressive soundtracks that amplified the intensity of their fast-paced gameplay, blending chiptune elements with rudimentary digital synthesis to produce jagged, immersive audio landscapes tailored to the Amiga's hardware constraints. Composers utilized programs like Ultimate Soundtracker to generate techno, breakbeat, and Italo disco-inspired hybrids, where even ambient pads carried a bolshy edge due to the era's limited processing power. This approach not only enhanced atmospheric tension but also synced musical cues dynamically to player actions, such as escalating rhythms during combat sequences, fostering a seamless integration of sound and mechanics. In-house audio production relied heavily on collaborators like David Whittaker, a prolific who delivered and synth scores for early titles including and , leveraging the Amiga's Paula for 4-channel playback. Whittaker's work featured sampled instruments—such as digi-marimbas, sawtoothed synths, digital guitar stabs, and digi-cellos—to maximize sonic variety within the system's 8-bit sampling capabilities, creating portable compositions that retained punch across platforms. These efforts established a signature Bitmap Brothers sound: raw, energetic, and technically innovative, with emulations adding narrative flair in games like . The studio's collaborations with external musicians expanded their sonic palette, bringing contemporary recording artists into game development to infuse tracks with mainstream appeal while maintaining gameplay synchronization. Notable partnerships included Richard Joseph, who composed the pulsating, rave-influenced score for , modulating tempos to match escalating action and enemy encounters. Other examples feature Nation 12 (John Foxx and Simon Rogers) for Gods' ethereal synth layers and Tim Simenon of for Xenon 2: Megablast's hip-hop infused theme, highlighting a deliberate strategy to merge club culture with . Technically, the Bitmap Brothers favored file formats for their , enabling efficient storage of samples and sequences that ensured cross-platform portability from to ST and early PCs. As hardware advanced, their 1990s PC ports evolved to exploit capabilities, incorporating [Red Book](/page/Red Book) audio tracks for higher-fidelity playback; for instance, The Chaos Engine's 1995 edition featured for intros, menus, and select screens, surpassing the original's chip-based limitations while preserving core synth elements via support. Visual elements briefly complemented these audio cues, such as synchronized particle effects during musical peaks, to heighten immersion.

Notable Games

Xenon and Speedball Series

The series, developed by The Bitmap Brothers, began with the 1988 release of , a vertically overhead where players control a transforming piloting Darrian in defense of human colonies against Xenite invaders in a . The core gameplay revolves around switching between a tank mode for ground-based movement and shooting and a plane mode for aerial maneuvers, with power-ups collected from defeated enemies to enhance firepower and durability, culminating in boss encounters at the end of each level. Released initially for the and Atari ST by , with ports to platforms including Commodore 64, , MSX, and , the game received critical acclaim for its smooth , vibrant graphics, and innovative vehicle transformation mechanic, earning an average critic score of 78%. User reviews praised its fast-paced action and audio design, though some noted inconsistencies in lower-end ports. The sequel, Xenon 2: Megablast (1989), expanded on these foundations with larger, maze-like levels featuring themed sections such as underwater, insect, dinosaur, and technological environments, each progressing through waves of enemies ending in boss battles. Players earn currency from defeated foes to purchase upgrades at inter-level shops, adding strategic depth to the vertical shooter format, while the game supports two-player cooperative mode for simultaneous play. Published by Image Works for and , with subsequent ports to , Sega Mega Drive, , Sega Master System, , and others, it garnered an 81% average critic score for its enhanced visuals, challenging difficulty, and replayability driven by high-score pursuits. The series as a whole established The Bitmap Brothers' reputation for blending precision with technical innovation, with Xenon notably becoming the first title to chart in the UK top 40, selling over 100,000 copies. Shifting genres, the Speedball series debuted in 1988 with , a futuristic game fusing and elements in a violent, rule-light on a compact steel-walled court measuring 160 by 90 feet. Each team fields five players, emphasizing frantic ball possession, passing, tackling without penalties, and scoring by hurling the ball into goals or bumpers, with pre-match options to bribe referees for advantages like head starts or player boosts. Developed by The Bitmap Brothers and published by Image Works for , Atari ST, , Commodore 64, , and Sega Master System, it blended simulation with brawling for an average 76% critic score, lauded for its addictive, high-speed matches and genre-mixing appeal despite some criticism of repetitive AI. Speedball 2: Brutal Deluxe (1990) refined this formula by introducing team management and an economy system, where players start with the underdog Brutal Deluxe squad and use silver tokens earned from match performances to upgrade player stats, acquire new athletes, or enhance facilities across two league divisions and cup tournaments. Matches unfold in two 90-second halves with encouraged brutal fouls, power-ups for temporary buffs like increased toughness or opponent freezing, and scoring via goals, stars (worth two points), or multipliers, heightening the violence and strategy. Released for and by Image Works, with ports to Mega Drive, , , and more, it achieved 77% average critic for its depth and replayability through progression and , earning in the 1001 Video Games You Must Play Before You Die. The series' impact lies in pioneering hybrid sports-action that prioritized high-score chases and team-building for enduring engagement.

The Chaos Engine and Z

The Chaos Engine, released in 1993 for the and Atari ST, is a steampunk-themed top-down run-and-gun developed by The Bitmap Brothers, where players control one of six selectable characters—divided into classes such as the agile Brigand or the heavy-hitting —in a Victorian Britain overrun by the titular , a malevolent machine invented by Baron Fortesque. The game emphasizes cooperative multiplayer, allowing a second player or companion to join, with advanced dynamic enabling the partner to react intelligently to threats, navigate multiple elevations, and assist in combat without direct control. Gameplay revolves around twin-stick shooting mechanics, where players traverse four worlds across 16 levels filled with traps that can be set to hinder enemies, puzzles to solve, and secret passages to uncover, while collecting gold to purchase weapon upgrades like the rapid-fire or explosive bombs from in-game shops. This structure promoted strategic co-op play, blending action with light elements in character selection and progression. The 1996 sequel, known as The Chaos Engine 2 (or Soldiers of Fortune 2 in ), shifted to competitive multiplayer for two players—one human or —trapped inside the Chaos Engine, tasking them with aiding the in its reconstruction for escape, introducing versus modes across new arena-style levels designed for tactical confrontations. Building on the original's foundation, it expanded with additional levels featuring varied environments that encouraged strategic positioning and grabs, alongside refined for more responsive opponent behavior in single-player modes against bots. Trap-setting and weapon upgrades returned, but were adapted for PvP, allowing players to deploy environmental hazards and collect enhancements mid-battle to outmaneuver rivals. The Bitmap Brothers' signature visual style—crisp, metallic sprites and —continued seamlessly from prior titles, maintaining technical polish on aging hardware. Released the same year, marked The Bitmap Brothers' venture into , pitting robot armies in territorial conquests across 30 maps, where players capture resource points by planting flags to control automated factories that produce units like grunts, snipers, and without manual building. Innovations included simplified unit control, with squads auto-engaging enemies in sight and entering nearby for rapid deployment, fostering fast-paced battles where territories flip hands in seconds amid chaotic, arcade-like skirmishes. Fog-of-war obscured uncontrolled areas, adding tension to expansion strategies, while multiplayer modes supported up to eight players in or team variants, emphasizing quick decisions over . Infused with humorous, cheeky wit through comedic cutscenes and voice lines—like robots cursing under fire—the game parodied RTS tropes with its EVA-style announcer and lighthearted robot rivalries. Both titles received praise for their innovative and Bitmap Brothers' hallmark production values, with The earning scores around 90% in magazines for its co-op depth and visuals, though some critiqued its Gauntlet-like familiarity. The sequel averaged 80% from critics, lauded for technical achievements and multiplayer risks but faulted for lacking a robust single-player campaign. Z was similarly acclaimed for its ahead-of-its-time AI and speedy, accessible RTS formula—developed over four years with heavy focus on balanced multiplayer—but achieved mixed commercial success due to genre novelty and competition from heavier titles like , overshadowed by limited publisher support.

Other Titles and Adaptations

In addition to their flagship series, The Bitmap Brothers developed several standalone titles in the early 1990s that showcased their versatility in genre experimentation. Cadaver, released in 1990 for DOS, Amiga, and Atari ST, is an isometric adventure game where players control the thief Karadoc navigating the traps and puzzles of Castle Wulf to thwart the necromancer Dianos; it emphasized object interaction, combat, and resource management through a coin-based save system. Gods, a 1991 platformer for DOS, Amiga, Atari ST, SNES, and Genesis, casts the player as Hercules undertaking trials for immortality, featuring adaptive enemy AI, power-ups, and intricate level design across ancient Greek-inspired worlds. Magic Pockets, also from 1991 and available on Amiga, Atari ST, DOS, Genesis, and Dreamcast, is a side-scrolling shooter starring the Bitmap Kid, who uses magical pockets to deploy weapons and vehicles in a quest to retrieve stolen toys from four whimsical worlds. The studio's titles have seen various adaptations and ports to extend their reach to newer platforms, often involving licensing deals with third-party developers. Speedball 2: Brutal Deluxe received a Game Boy Advance port in 2002 by , adapting the fast-paced sports-action gameplay for handheld limitations while preserving core mechanics like team management and brutal combat. A remake titled 2: Evolution launched for in 2011, updating the original's handball-hockey hybrid with touch controls, enhanced visuals, and multiplayer modes to appeal to mobile audiences. Similarly, , the 1996 real-time strategy game, was ported to and as Z: Origins in 2012 by TickTock Games, followed by further mobile variants through 2014 that optimized territorial conquest and robot unit management for touch interfaces. Spin-offs and updates further expanded the portfolio, with Speedball 2: Tournament in 2007 serving as a sequel developed by under supervision from Bitmap Brothers co-founder , introducing online multiplayer and modernized graphics while retaining the violent futuristic sports essence. In 2024, released a new entry in the Speedball series, titled Speedball, in on as of October 29. Set in the year 2138, it depicts mega-corporations using the sport to distract , preserving violent futuristic sports-action with updated mechanics. Licensing agreements have facilitated compilations, such as the 2024 Bitmap Brothers Collection 2, which bundles , Cadaver: The Payoff, Gods, Magic Pockets, The Chaos Engine 2, and Z for retro hardware emulation. These adaptations often faced technical hurdles, particularly in scaling high-resolution Amiga-era graphics to handheld devices, requiring simplified sprites and adjusted frame rates to maintain playability without losing the originals' stylistic flair.

Legacy

Awards and Industry Recognition

The Bitmap Brothers received significant recognition during their early years, particularly for their innovative work on 16-bit platforms. In 1989, they were awarded Best 16-bit Programmers of the Year at the , honoring their overall excellence in game development. Their title also won the Best 16-bit Game of the Year at the same ceremony, highlighting its impact as a futuristic sports simulation. Additional accolades followed for specific titles, underscoring their technical prowess in graphics and design. Xenon 2: Megablast earned Best Graphics in 1989 from magazine, praised for its organic visuals and effects. These honors, along with high placements in year-end lists such as ST Format's 50 Games of the Year, affirmed their status among and ST developers. Throughout the , industry press frequently dubbed the Bitmap Brothers the original "rockstar developers," a moniker reflecting their stylish persona, media presence, and commercial success in a nascent gaming scene. This recognition was concentrated during their peak creative period from 1988 to 1993, when titles like Speedball 2: Brutal Deluxe further solidified their reputation for blending action, aesthetics, and audio innovation.

Influence and Re-releases

The Bitmap Brothers' innovative use of bitmap art and genre-blending designs has inspired a generation of developers, particularly those emulating the 16-bit era's pixel-perfect aesthetics and hybrid gameplay mechanics. Their signature style, characterized by detailed, metallic sprites and perspectives as seen in titles like Speedball 2: Brutal Deluxe, influenced artists like Dan Malone's sketch work, which emphasized dystopian visuals and fluid animations that pushed hardware limits on and ST platforms. This approach to bitmap graphics, blending hand-drawn precision with technical optimization, continues to resonate in modern games that prioritize retro-inspired art over high-fidelity rendering. A notable aspect of their design philosophy was the incorporation of cheat codes, born from the era's punishing difficulty levels that often frustrated players without save states or forgiving controls. Games such as Xenon and Gods exemplified this "hostile" approach, prompting developers like George Broussard of Apogee Software—co-creator of Duke Nukem—to adopt built-in cheats as a standard feature to ensure accessibility and completion. In a 2025 interview, Broussard reflected, "When we started Apogee, a key thing early on was that we built in cheat codes... That was born from spending $50 on game after game and never finishing them," crediting The Bitmap Brothers' challenging titles for shaping this player-empowering trend in early PC gaming. Following Rebellion's 2019 acquisition of The Bitmap Brothers' brand and full portfolio, several classic titles have been re-released on modern digital platforms, revitalizing access to their library. This includes ports to and for games like Z: Steel Soldiers, alongside mobile and console updates that maintain original mechanics while adding quality-of-life improvements. The acquisition explicitly aimed to expand these titles to contemporary systems, ensuring broader availability beyond aging hardware. Physical re-releases have further amplified this effort through the platform, catering to retro collectors. The Bitmap Brothers Collection 1, launched in early 2022, compiles five ports including , , Speedball 2: Brutal Deluxe, Speedball 2100, and Xenon 2: Megablast. Complementing it, Collection 2 arrived in September 2024, featuring Amiga originals like , Cadaver: The Payoff, Gods, Magic Pockets, , and , curated in partnership with to preserve the developer's heritage with included manuals. These cartridges contribute to ongoing preservation by emulating authentic 16-bit experiences on dedicated hardware. In the 2020s, The Bitmap Brothers' titles have benefited from community-driven preservation and modification efforts, aligning with the broader nostalgia wave for 8- and 16-bit gaming. The 2022 release of source code for Speedball 2's unreleased Pocket PC and Dreamcast ports has enabled fan recreations and mods, such as enhanced emulations and graphical tweaks shared on platforms like GitHub. These initiatives, alongside official re-releases, have sustained interest in their work amid rising demand for retro compilations and emulation tools. As of 2025, Rebellion's stewardship signals potential for expanded content, exemplified by the October 2024 launch of a new entry on —a sports revival set in 2138 that blends brutal combat with strategic league modes. This title, updated with features like a May 2025 league expansion, represents the first major new project under the Bitmap Brothers IP, hinting at further developments in their hybrid genre legacy.

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