The Future Was Here

The Future Was Here
Author: Jimmy Maher
Publisher: MIT Press
Total Pages: 341
Release: 2012-04-13
Genre: Games & Activities
ISBN: 0262300745

Exploring the often-overlooked history and technological innovations of the world's first true multimedia computer. Long ago, in 1985, personal computers came in two general categories: the friendly, childish game machine used for fun (exemplified by Atari and Commodore products); and the boring, beige adult box used for business (exemplified by products from IBM). The game machines became fascinating technical and artistic platforms that were of limited real-world utility. The IBM products were all utility, with little emphasis on aesthetics and no emphasis on fun. Into this bifurcated computing environment came the Commodore Amiga 1000. This personal computer featured a palette of 4,096 colors, unprecedented animation capabilities, four-channel stereo sound, the capacity to run multiple applications simultaneously, a graphical user interface, and powerful processing potential. It was, Jimmy Maher writes in The Future Was Here, the world's first true multimedia personal computer. Maher argues that the Amiga's capacity to store and display color photographs, manipulate video (giving amateurs access to professional tools), and use recordings of real-world sound were the seeds of the digital media future: digital cameras, Photoshop, MP3 players, and even YouTube, Flickr, and the blogosphere. He examines different facets of the platform—from Deluxe Paint to AmigaOS to Cinemaware—in each chapter, creating a portrait of the platform and the communities of practice that surrounded it. Of course, Maher acknowledges, the Amiga was not perfect: the DOS component of the operating systems was clunky and ill-matched, for example, and crashes often accompanied multitasking attempts. And Commodore went bankrupt in 1994. But for a few years, the Amiga's technical qualities were harnessed by engineers, programmers, artists, and others to push back boundaries and transform the culture of computing.

Commodore

Commodore
Author: Brian Bagnall
Publisher: Commodore
Total Pages: 0
Release: 2019-04-25
Genre: Business & Economics
ISBN: 9780994031037

Concluding the Commodore trilogy, this book takes a look at Commodore's resurgence in the late 1980's and then ultimate demise. This was a period of immense creativity from engineers within the company, who began "moonshot" projects using emerging CD-ROM technology. Get to know the people behind Commodore's successes and failures as they battle to stay relevant amidst blistering competition from Nintendo, Apple, and the onslaught of IBM PC clones. Told through interviews with company insiders, this examination of the now defunct company traces the engineering breakthroughs and baffling decisions that led to the demise of Commodore.

Still programming the Commodore 64

Still programming the Commodore 64
Author: Jens Christian Ingvartsen Thomsen
Publisher: Trisect Retro Development
Total Pages: 142
Release: 2020-10-15
Genre: Computers
ISBN:

In this book you will learn to program a game step by step in Commodore 64 assembly. You will learn to make a big 100 x 100 character multicolor map in CharPad on scroll it on the screen. You will also learn to show sprites, animate characters, play music and sound effects and much more.

Action Amiga

Action Amiga
Author: John Oakes
Publisher: University Press of America
Total Pages: 144
Release: 1989
Genre: Computers
ISBN: 9780819172099

This manual provides easy to follow, step-by-step instruction in the use of various graphic, animation and video production software for the Commodore Amiga personal computer. The manual assumes that the user knows nothing about computers so each step and its consequences are explained completely from turning on the computer to saving a disk and printing the screen image. Many excellent programs have been designed for the Amiga which are compatible with each other sharing the IFF format. They may be used to create art by computer without prior computer experience or any knowledge of programming. This manual introduces some of these programs and present applications for their use. In addition various hardware peripherals are described which allow multi-media and video production. The book should be used with the various programs operating as their own illustrations on the monitor screen. The final chapter is a gallery of computer generated images.

On the Edge

On the Edge
Author: Brian Bagnall
Publisher:
Total Pages: 572
Release: 2006
Genre: Business & Economics
ISBN:

This book tells the story of Commodore through first-hand accounts by former Commodore engineers and managers. Reliving the early years of an icon in the personal computer revolution turns out to be a fascinating and improbably hilarious journey. This gripping tale of ambition, greed, and inspired engineering gives readers a front row seat at the dawn of the personal computer. Engineers and managers relate their experiences through personal first-hand accounts, vividly recalling the most important moments of Commodore's entry into computers in 1976 until its demise in 1994. The Commodore years are tumultuous, owing to their volatile founder, Jack Tramiel. He pushes his team to extreme limits, demanding that they almost kill themselves to meet his lofty expectations. Against all odds, his engineers deliver more color, more character, and more value than either Apple or IBM. While other companies receive more press, Commodore sells more computers. They cut a path of destruction through the competition, knocking out Sinclair, Tandy, Texas Instruments, and Atari and almost mortally wounding Apple. Unfortunately, Tramiel's cut throat tactics also prove to be his undoing. He uses up his managers and employees like disposable ink cartridges, producing the highest employee turnover rate in the industry.

Curious Video Game Machines

Curious Video Game Machines
Author: Lewis Packwood
Publisher: White Owl
Total Pages: 242
Release: 2023-11-30
Genre: Games & Activities
ISBN: 139907380X

The story of video games is often told as the successive rise of computers and consoles from famous names like Atari, Commodore, Nintendo, Sega, Sony and Microsoft. But beyond this familiar tale, there’s a whole world of weird and wonderful gaming machines that seldom get talked about. Curious Video Game Machines reveals the fascinating stories behind a bevy of rare and unusual consoles, computers and coin-ops – like Kimtanktics, a 1970s wargame computer made out of calculator parts, or the suite of Korea-exclusive consoles made by car manufacturer Daewoo. Then there’s the Casio Loopy, a 1990s console that doubled up as a sticker printer, the RDI Halcyon, a 1985 LaserDisc-based machine that could recognize your voice, and the Interton VC 4000, a German console made by a hearing-aid company, as well as a range of bizarre arcade machines, from early attempts at virtual reality to pedal-powered flying contraptions. There are tales of missed opportunities, like the astonishingly powerful Enterprise 64 computer, which got caught in development hell and arrived too late to make an impact on the British microcomputer market. And there are tales of little-known triumphs, like the Galaksija DIY computer kit that introduced a whole generation of Yugoslavians to computing before the country became engulfed by war. Featuring exclusive interviews with creators, developers and collectors, Curious Video Game Machines finally shines a light on the forgotten corners of video-game history.