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 The Commodore Amiga A500 |
When the 16-bit era dawned there were two choices, the Atari ST or the Commodore
Amiga. The ST had the initial advantage as it was the cheaper of the two and
so many people ditched their 8 bit computers to embrace the ST. Personally, I
wasn't impressed by the ST - it had weak sound & little custom hardware so I
waited a little longer for developments on the Amiga front. Just as well, within
six months the Amiga A500 was released - my brother and I bought ours in
1987 and it seemed like a massive technological leap what with its 512KB memory,
hi-res colour bitmapped display, window-based OS ("Workbench") and Unix-like command line interface etc.
Decent software was very hard to come by at first. Games mostly consisted of
jerky arcade clones by the likes of companies like "Anco" (being impressed with
sampled loading music soon wore off..) Still, we tinkered about with Deluxe Paint,
played Marble Madness and.. got brutally fleeced for blank disks! Suddenly, out
of the blue came SCA's "Miami-Vice Digi", the first "proper" Amiga demo I'd seen
- it was just a big long sound sample with some wavy scrollers on screen but
what a relief to see something the ST / C64 couldn't do! (SCA went on to produce
the "Something wonderful has happened" SCA virus - another Amiga first - though
this was obviously less welcome than their previous creations..)
Gradually, more software began to appear, much of it from Europe. For some
reason everyone seemed to go mad writing tedious breakout clones in those early days.
One title, however deserves note and that was "Crystal Hammer" - the first game I encountered with a real
"Soundtracker" tune rather than crude samples - respect is due to Karsten
Obarski for breaking the mould. Other early games like "Sidewinder" offered a
hint of what was possible but it was pretty gutting that most UK software houses
could only manage to churn out lame, jerky ST-ported games (US Gold / Tiertex,
take a bow!) No, it was the demo scene that led the way as far as coding skills
went - early mega-demos (a whole disk packed with graphic effects and music that
just got better and better) like those from"Dexion", "Sodan" and "Red Sector"
were really putting the games software companies to shame.
Programming on the Amiga seemed a foreboding task to me at first. However, I
bought a 68000 assembly language pocket book and began tinkering soon after. (I
was actually hindered by buying "The kickstart guide to the Amiga" which
insisted things like "poking to screen RAM" on the Amiga were impossible.
Thankfully the Hardware Reference Manual came to my rescue!) I got to grips with
the Amiga's processor and hardware by coding a whole heap of demos / intros and
later put the knowledge to use when I wrote my first commercial Amiga game
"Violator", which was published by Codemasters. Afterwards, they asked me to
code some racing game or other but they just sent me a few crappy graphics and
no design, so I didn't bother and started on some of my own designs instead. I
wrote "Operation Firestorm" which "Hi-tech Software" were about to publish but
unfortunately they went out of business.I also started to write "Aquanaut" but I
was becoming disillusioned with the software business for one reason or another
and it was left at the 70% completion stage.
I gradually got back into the "fun side" of the Amiga on the demo scene and
wrote "Wibble World Giddy" (Freeware) as a parody of the endless Dizzy games -
which went down well. I also coded a few catalogue listing programs for some
Public Domain companies and also "Kwikcopy" - a disk copying util, among other
things. Later I did "Giddy 2" and joined various demo groups in which I released
a few things like diskmag engines and so on. I was back into coding so I
completed "Op. Firestorm" and "Aquanaut" and sent them to F1 Licenceware which
at last made me a bit of cash out of them.
And so the worldwide Amiga phenomena progressed. Public domain companies sprang
up ten-a-penny, 3rd party developers began making peripherals, demo groups like
"Anarchy" and "LSD" dominated the UK scene and "Phenomena" and "Kefrens" were
big in Europe. Disk-based magazines like "Grapevine" were very popular and the
release-rate of software was incredible. In this, the A500's hey-day, many
classic games were released: "Denaris", "Turrican 2" (top marks Factor 5!),
"Battle Squadron", "Silkworm", "Sensible Soccer", "Pinball Dreams", "Alien
Breed" to name but a few. In the early 90's, a few minor developments from
Commodore brought us the A1500, Amiga A500+ and the Amiga A600. The A1500 was
just a "big-box" A500+ (The plus being basically an A500 with more memory on
board) and the A600 was a cheaper, slimmed-down A500+ with PCMCIA slot and
internal harddrive connector. A lot of users new to the Amiga came to it via the
A600, which was unfortunate as a few months later the A1200 was released at
roughly the same price!
The A1200 (and its A4000 big box counterpart) had faster, real 32bit processors
and a revision of the graphics chipset called AGA - which meant more colours and
better resolutions. Unfortunately, the actual graphics engine: the blitter
remained relatively unchanged - which was something of a massive shortcoming. Still, the
A1200 was warmly received and sold very well. Software was slow to take
advantage of the new AGA graphics abilities (Commodore didnt help, what with
being so secretive about the new hardware specifications) and AGA games were
non-existent at first. Also A500 demos of the time like Spaceballs' "State of
the Art", Sanity's "Interference" and Kefrens' "Desert Dreams" were out-classing
early AGA-efforts like those from "Team Hoi" and it began to look like AGA might
never take off (though it was fun having loads of colours to muck about with on
Deluxe Paint 5:)
Eventually the hardware specs did leak out and at last impressive AGA demos
started to appear. On the games front it was still a bit bleak.. Conversions of
A500 games to AGA just resulted in them coming in on loads of disks and running
slower because of the increased strain on the hardware. Quite a few AGA specific
games were created but its hard to recall any real classics - most of the decent
AGA stuff came from the Amiga "scene".
It was around 1993 when things first started to go pear-shaped for the Amiga.
Commodore failed to produce a CD add-on for the A1200 but came up with the CD32,
a disastrously under-powered entry into the games console market. With losses
going off the chart, CBM started to close many of their offices around the world
and eventually the whole company folded in 1994.
In the end it was Commodore's chronic lack of investment that held the Amiga
back and enabled the PC to leap ahead both as a games and general purpose home
computer. At one time, in the days of EGA 286/386 PC's, the Amiga's hassle-free
system with its GUI, impressive sound and graphics won it many fans. How we A500
owners sniggered at the PC's 4 colour games and its beepy sound, how we chuckled
at the pitiful DOS and shaky windows.. For years, nothing changed, the PC was
still rubbish and the Amiga was still the Amiga (IE: The A500 or variations on
it). Eventually though, certain key factors came together to change it all.
Among them:
1. Doom.
2. Ever more powerful consoles.
3. Windows.
4. The Internet / WWW.
5. Commodore sitting on its laurels.
Doom: The end of 2D games had arrived and even hardened Amiga fans couldn't fail
to be impressed with Doom on the PC. It was doubly galling that the Amiga (A1200
included) just couldn't do 3D anything like as well, its hardware so geared
around 2D scrolling and sprites just couldn't compete.
Consoles. The Amiga could never match the Mega Drive or Snes and with piracy
rife in the Amiga world, it was hardly surprising games developers were keen to
move to more powerful and secure platforms.
Windows: With version 3.1 onwards, the PC was getting ever more user-friendly.
The Internet: protocols,standards and software were quickly being forged on the
PC side and the hardware required to make the Web a comfortable experience was
already surpassing the Amiga's capabilities.
Commodore: the Amiga's hardware hadn't advanced one jot for years on end and by
the time the A1200 appeared it was "too little too late". Granted, it had a CPU
running twice as fast as before and more colours but there was no 3D-friendly
VGA-style display and the same old blitter and sound chips were present.
Software demands had already outstripped the benefits offered - even the
(overpriced) accelerator boards could offer little respite. The PC's development
was gaining momentum but meanwhile Commodore continued to score own goals - The
CD32 was the final nail in their coffin. CBM went bust, the Amiga rights were
bought by Escom, who went bust. The rights passed to various other companies all
of whom did nothing with them. Its a shame it had a long drawn out death really
- RIP Amiga, an excellent machine in its day!
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