Some things from the biography of the Amiga computer
Surely many people who do not have an "Amiga" computer have heard a lot about it, but only a few have enough accurate information about this wonderful machine. Therefore, here, for everyone interested in this topic, there will be a sequential introduction to the "Amiga" family. In this issue of our magazine, we will begin with a brief excursion into the history of the "Commodore - Amiga" company and the family of "Amiga" computers themselves. A significant portion of the information is taken from company magazines that are included with the computer when purchased abroad.
So... It all started in 1982 when the world was experiencing a boom in computer games. At first, arcade game machines were very popular. Games like "Space Invaders," "Asteroids," "Pac-Man," and similar ones thrilled fans. Very quickly after that, a new niche opened up - home game consoles. Initially, the simplest black-and-white games like "Tennis" (a bat with a square ball and a beep) were offered, but it didn't take long to move on to several colors and interchangeable cartridges. These consoles were very popular in the USA, while in England, home computers were preferred. The first home computer to conquer the world was the Sinclair ZX80, whose descendants still captivate people, especially in our country. In addition, in 1982, the American company "Commodore" released the gaming computer "C-64," which still retains its popularity in many countries. With each passing day, computer development technologies improved. And so, three Americans - Jay Miner, Dave Moorse, and R.J. Mikal decided to create the best home computer the world had ever known. They were obsessed with computer development, had experience in the field, talent, and seven million dollars. Initially, their company was called "Hi-Toro," but this name soon changed to "Amiga" (which translates from Spanish as "girlfriend").
In their work, they decided to rely on the most advanced and best developments. At that time, the best candidate for the role of the central processor was the "68000" chip from "Motorola." Based on it, they began creating the fastest, most colorful, and musical machine in the world. This required time, but there was a need to keep everything secret. Therefore, to cover the main work, they simultaneously developed a new joystick design, which led to interesting consequences.
Failures can happen to any computer. But the creators of the "Amiga" decided that since their machine was to become the best in the world, it should not be disgraced even in case of failures. Therefore, instead of the standard message like "System Error," the "Amiga," in case of a failure, would display a flashing frame with the error number, the task number during which this error occurred, and the message "Guru is meditating." The developed joystick was designed in the form of a surfboard, and it had to be controlled by standing on it and swaying. And during those moments when something went wrong, and the future machine failed, the whole team would sit on it, cross-legged, and relax. They checked their relaxation level with a special program - the fewer waves on the screen, the better the relaxation, the deeper the "guru's meditation."
Three tables, cluttered with printed circuit boards connected by tangled wires, gradually turned into something called "Zorro." But this was no longer a game console, as it had a keyboard, a disk drive, a printer port, etc.; it was already a real computer. But there was still a very serious problem - they had to assemble everything into a normal shell, prepare for production, and establish sales. The creators did not have enough money for this, and they had to seek investors. In June 1984, they decided to present their creation at a closed "CES" exhibition in hopes of attracting attention. One private company became interested and allocated a million dollars to complete the project. But by the end, the entire project was completely bought out by the "Commodore" company.
To fully complete the developments, an independent company "Commodore - Amiga" was organized, and specialists from the "Electronic Arts" company kindly helped with the creation of a standard video image format. And so, exactly one year later (June 1985), at the same "CES" exhibition in Chicago, a new machine was presented. It was called "Amiga-1000," and although it had only 256Kb of RAM and a price of $2,300, it turned out to be immeasurably better than everything that existed at that time. To demonstrate the machine's amazing musical capabilities, punk rock star Debby Harry from the band "Blondie" was invited to the presentation. Soon, new models of the "Amiga" family appeared, and they began to gradually conquer the world. The main market for sales became European countries, especially England. Machines like "Spectrum," "Amstrad," and "C-64" quickly went out of fashion, while the "Atari ST," which was the only worthy alternative, simply could not compete with the "Amiga."
By 1990, the "Amiga-500" model became the most popular and best-selling home computer in England. Until 1987, each "Amiga-500" contained a built-in message from its creators, which appeared with a specific key press and referred to all other computer manufacturing companies. It was the inscription "We created the Amiga, they fucked it up!"
Games on the "Amiga" in 32 colors simply amazed with their quality and looked better than similar ones on IBM (even after the introduction of VGA with 256 colors). Moreover, the live 8-bit stereo sound far surpassed (and many believe it still surpasses the vast majority of even 16-bit cards) all existing piezo speakers at that time. All this was made possible thanks to the original chips created to support powerful graphics, smooth sprite animation, and excellent musical accompaniment. Thanks to these chips, amazing results were achieved with a processor clock speed of only 7 megahertz (two Spectrums). The success of the machine was also ensured by its compact design, ease of use and expansion, extraordinary flexibility of the multitasking (10 years ago!!!) operating system located in ROM, and many other remarkable features.
So, this is briefly the history of the "Amiga" computer. Next time, the story will be about the existing models of "Amiga," their features, and differences. All the best!
Contents of the publication: ZX Format #01
- IS-DOS
IskraSoft introduces IS-DOS Classic 4.0 with advanced text editing features, a disk utility, a hard drive controller for ZX Spectrum, and a program debugger.
- IS-DOS - Владимир Елисеев
Overview of IS-DOS for ZX Spectrum, highlighting its advantages over TR-DOS. Discussion on installation, usage, and file management features of IS-DOS. Introduction to system utilities and interface similar to Norton Commander.
- IS-DOS - Владимир Елисеев
The article provides a concise guide to the IS-DOS system disk, listing all essential files with explanations. Files are sorted alphabetically and grouped by directories for easy navigation. The guide focuses on a basic overview of files and commands without extensive descriptions.
- IS-DOS - Владимир Елисеев
Discussion on the UniColor standard for color settings in IS-DOS programs, its implementation, and advantages for user customization.
- IS-DOS - Владимир Елисеев
Discussion of IS-DOS window interface features. Implementation of window system in IS-DOS and its advantages. Example programs for creating windows and frames.
- IS-DOS - Владимир Елисеев
Description of the internal workings of the gmen.com program for IS-DOS, focusing on device management and menu handling with detailed source code and comments.
- Hardware - Vladimir Larkov
Discussion on modifying Scorpion ZS-256 hardware for compatibility with specific software. Describes blocking port #1FFD to run incompatible programs. Provides technical details for implementation.
- Железо - Nemo
Discussing hardware braking devices for ZX Spectrum. Focus on creation and impact of brakes on overclocked processors. Warning about potential side effects.
- Железо
Discussion of the impracticality of repairing old computers and the economic sense in replacing them with modern hardware. The article highlights challenges in DIY repairs and suggests alternative solutions. Emphasizes the benefits of upgrading to newer, more reliable components.
- Железо
Discussion of new peripheral developments for Scorpion ZS 256, including an innovative universal controller and MIDI interface. Highlights enhancements in keyboard and mouse controllers and expansion of built-in software capabilities. Offers details on professional ROM extension and turbo mode for improved performance.
- Игрушки - Ruster
A detailed walkthrough of the game Crystal Kingdom Dizzy, including solutions to puzzles and tips for progressing through the story.
- Игрушки - Павел Рындин
Description of the logic game 'Bulls and Cows', its mechanics and gameplay. Explains levels of difficulty and the goal to guess a number with minimal attempts.
- Игрушки - Вячеслав Медноногов
Discussion on the nuances of 'UFO: Enemy Unknown' game, focusing on alien species, their tactics, and gameplay strategies. Details on game mechanics and future sequel 'UFO-2: Devils of the Abyss'. Includes programming insights and development history.
- Игрушки - SParker
Overview of games and software on the Saint Petersburg market in 1995.
- Интервью
Vyacheslav Mednonogov shares his journey as a programmer, from assembling his first Spectrum-48 to developing notable games like 'UFO. Enemy Unknown'. He describes challenges and insights in game development and the rise of Russian game localization. His experiences highlight the evolution of programming and software distribution in the 1990s.
- Информация
Introduction to ZX-Format, a new electronic magazine for ZX Spectrum enthusiasts, focusing on games, programming, hardware, and community interaction.
- Конкурс
Discussion on organizing a new competition for the magazine. Readers are invited to submit their theme ideas. Selected themes will be featured in future issues.
- Конкурс
ZX Format announces a competition for the best mission created using the mission editor for the game Laser Squad. Submissions are accepted by mail or in person. Winner receives a box of 3M disks and the next issue for free.
- Отдохнём - Килат Амор
A programmer's day filled with dreams, gaming, and casual conversations. Vasetchkin balances ambition with relaxation, embodying the programmer's spirit. Reflects on the demands and enjoyment of a programmer's life.
- Mailbox - Максим Романов
Discussion on hardware and software offers in St. Petersburg by LOGROS and Create Soft, including detailed insights on Kempston Mouse interface.
- Mailbox - SParker
Compilation of cheat codes for ZX Spectrum games by Sergey Pavlov. Techniques for extra lives and immortality. Not recommended for fans of fair play.
- Mailbox
Description of submission guidelines for letters and articles to the magazine, including formatting and submission preferences.
- Премьера - Алексей Щекин
Gameplay of Lines game on ZX Spectrum, similar to Color Lines. Move balls to form lines of the same color. Scoring and controls are described.
- Программистам - Дмитрий Рудовский
Introduction to advanced BASIC programming techniques for ZX Spectrum 48, highlighting its advantages over 128 BASIC. Plans for future articles include service programs and language extensions. The article serves as a guide for experienced programmers.
- Программистам - Михаил Спицын
Introduction to assembly language on ZX Spectrum. Explanation of Z80 processor structure, registers, and basic commands. Includes example programs for learning.
- Программистам - Андрей Седов
Mission editor for Laser Squad by Andrey Sedov allows fans to create new missions. Includes user-friendly interface with minimal controls. Offers features like object editing, price adjustments, and sprite assignment.
- Various
History of Amiga computer development, its creators, and key features. Evolution from arcade games to a leading home computer. Amiga's market success and technological advancements.
- Разное
Review of upcoming ZX Spectrum software products with demos. Highlights include adventure games, RPG trials, and strategic tactics. Several well-known developers contribute to these releases.