In many cases, even if you find a free game on Amiga, it is not a disk image.
Especially, the games published on Aminet are basically games' files only.
In most cases, there are no system files such as library files, you have to add them to disk by yourself.
However, these titles on this page have too big data to fit in a single diskette (880KB).
On the other hand, even if we try to copy their data to RAM,
it is insufficient RAM when we connect "Analogic FDD" (Chip RAM = about 1.8MB), which is the cheapest way to realize "CD32+FDD".
We define such titles as ABD=Lv.4 on this website.
The titles on this page can be copied to your own Amiga CD using MakeCD, a freeware since 2007, so that you don't have to rely on HD.
(However, in addition to the same case, if the game has a save system and the save destination cannot be specified as df0: etc., ABD will be moved up to "Lv.5"
 because the CD cannot be rewritten and has to be saved to HD.)
If an ADF version of such a title is made and released, that title's ABD becomes Lv.3.
The minimum requirement is that you have a "C" drawer ("Assign" and "LoadWB" inside) or "Libs" drawer in your diskette that boot CD32 from.
The rest will be explained separately.

The X-mas Game

"diskfont.library" and "mathtrans.library" must be copied into "Libs" drawer.
After you boot CD32, type:

There is a side-view scene where you control a robot in Santa's workshop and a Gun-shooter scene where you have a snowball fight with several Santas.
In the former, the box you receive is placed in the central machine and dropped into a slot of the same color as the wrapped box.
If you don't do a quick job, the next box that flows will fall to the floor.
There are also boxes that reduce the miss count by 1 or change the speed of the robot's movement, but in any case, the game ends by the time you reach a certain score.
Well, let's just call it a shitty game.
The music of "Rudolph the Red-Nosed Reindeer" and the robot's movement is a nice touch,though!

The latter is mouse control only.
All you have to do is move the cursor to Santa Claus and left click to throw snowballs at him to defeat him.
You'll hit Santa's snowballs if you don't do it quickly.
This is what it looks like.
It's a silly game, so it would have to fit it on a single diskette.
In 1997, Amiga (MC68k series), which had a long life in Europe, had clearly passed the "turning point" in the commercial market.
If anyone played this in the cold winter, he/she must have felt very sad.

Cornelius Christmas

"diskfont.library", "iffparse.library", "lowlevel.library" and "mathtrans.library" must be copied into "Libs" drawer.
You can find "lowlevel.library" on   After you boot CD32, type:
Assign ENV: RAM:

A Christmas themed platformer with over 3MB of data, if someone makes an ADF version, it will probably be a 4-disc set.
You control a boy who must defeat all enemies in the level, and if they overlap with the Christmas tree, the level is completed.
The first weapon is a snowball, but if you pick up an item that enemies drop, it can turn into a dagger, a shockwave or a fireball.
Enemies don't just move back and forth from side to side.
Some of them shoot projectiles.

It's basically a low-difficulty game, but since there are no continues while you complete all 30 levels, it's a great game with a certain amount of tension.

Every time you complete a level, you'll see a nice picture like these ones. (Here are examples.)

...And the levels continue.
The background and platform graphics change every 10 levels,
but as you can see, the enemies that appear in the game also change.
As for gimmicks, there are teleporters and platform-erasers available,
that would not make you boring maybe, so don't give up if possible.

One thing to note is that the monster on the right that appears at the end levels should be defeated as soon as possible or it will cause a bug that seems it runs out of your ammunition.

Sam & Max 

After you unpacked, you can see two drawers: "__MACOSX" and "GRAC2" into "GRAC2"(parent) drawer.
Actually  "__MACOSX" (and files inside) is not need. So copy "GRAC2"( NOT parent drawer) and files inside to your own Amiga CD.
"diskfont.library" and "mathtrans.library" must be copied into "Libs" drawer.   After you boot CD32, type:
Assign GRAC2: CD0:GRAC2/

Even for the people who don't play these games,
it's clear that the 1993 DOS release of ”Sam & Max Hit the Road” had a huge impact on the traditional Point & Click adventure genre.
There has been a movement in the 21st century to bring these DOS legendary games to life on the Amiga in the same way that "Exult" did to load "Ultima VII".
In the case of the point-and-click adventure game,
it uses a program called "ScummVM AGA" to run on Amiga with data taken from the actual DOS version product.
However, "ScummVM AGA" itself requires at least MC68030 or higher, 16MB of Fast RAM, AHI Audio System installed, etc...
It's not feasible for those who want to play games on CD32 at a reasonable price.

With those circumstances in mind, let's take a look at our work.
Main heroes and their behaviors, and the two screens of the opening demo (see the image above) are ported from "Hit the Road" (although it's a bit of a downgrade).
Needless to say, people who own plain CD32 and can't power up their CD32, can't run 'Hit the Road'...
But for such people who like "Sam&Max", I think they can get some benefit by downloading this game.

The fact that this game ended up in "Amiga Game Making Competition" in 2009 with a disappointing result makes me wonder if it's still a matter of "derivative works".
There are some parts taken from the 1993 commercial title, and the characters themselves are copyrighted.
I said that I have no body and no lid, though!
But here's the actual game screen.
It is based on the CG of "Sam & Max Ice Station Santa", a game that came out in November 2007 for Windows PC.
Isn't it nice?
First, I surveyed objects around Santa's workshop.
The size of main heroes grow and shrink in perspective.
Make Sam walk to the position you clicked on the left.
Menu at the bottom of the screen.
Left click to select "Look", "Take", "Grab" and "Talk".  In fact, right click to do it.
And when you enter the workshop, first right click on the Door while selecting "Use".
When the door opens, double-click the left mouse button (it's hard to notice this).
There are fewer objects in the workshop than in "Ice Station Santa", but some of them are there and you can enjoy the conversation with Max.

According to the author, they didn't have enough time to add any puzzle elements to the project.
In other words, at this stage we are going to take a look around the workshop with Max to see what's going on immersing ourself in the Christmas atmosphere...that's all.
The motivation for working on this game in the first place was to evoke the creation of an ADV game using GRAC, the author also said.
Yeah, I get it, but it would be better if you complete the "game", even if it's short.
For example, Sam could throw that snowball at Santa, and while he's distracted, Sam could take elves out and end the game...

>>Return to the "Christmas Games" main page