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The Future Was Here: The Commodore Amiga (Platform Studies) Hardcover – April 13, 2012
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Jimmy Maher
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Print length344 pages
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LanguageEnglish
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PublisherThe MIT Press
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Publication dateApril 13, 2012
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Reading age18 years and up
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Dimensions6 x 1.12 x 9 inches
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ISBN-100262017202
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ISBN-13978-0262017206
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Editorial Reviews
Review
At once challenging, rewarding, emotional, and insightful...a compelling read for those interested in the Amiga platform, as well as those interested to learn more about the culture of computing.
―John F. Barber, Leonardo ReviewsReview
The Future Was Here is proof of just how exhilarating Platform Studies can be. Jimmy Maher has the rare talent of writing technical descriptions that are both challenging and accessible so that, at the conclusion of each chapter, one experiences the rewarding pleasure of having learned and understood something new and difficult.
―Doug Reside, Digital Curator for the Performing Arts, New York Public LibraryThe Future was Here is by far the best document on the history, technology, and significance of the Commodore Amiga. An emotional read for those of us who were there, while explaining to everyone else just what made the Amiga such a seminal machine.
―Jesper Juul, New York University Game Center; author of Half-RealJimmy Maher shows us how 'the Amiga' was a phenomenon not just of hardware and software, but of community and creativity. He digs past easy nostalgia and into the telling specifics, revealing what enabled the Amiga to define so much of the playful, media-rich personal computing world in which we live today.
―Noah Wardrip-Fruin, Computer Science Department, University of California, Santa Cruz; author of Expressive ProcessingAbout the Author
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Product details
- Publisher : The MIT Press (April 13, 2012)
- Language : English
- Hardcover : 344 pages
- ISBN-10 : 0262017202
- ISBN-13 : 978-0262017206
- Reading age : 18 years and up
- Item Weight : 1.35 pounds
- Dimensions : 6 x 1.12 x 9 inches
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Customer reviews
Top reviews from the United States
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The only negative is that the history parts, while a good overview, are relatively limited, mainly centered on Jack Tramiel and seems collected from available public sources rather than new interviews.
The book is structured around the impact of the Amiga on computing, with the various chapters also explaining the computer architecture, history and applications when those fit in the bigger story. Don't necessary believe all the claims, some of the technologies were already available earlier (e.g. the multitasking in the SInclair QL one year earlier), but only the Amiga made them successfully available to mass of consumers and professionals, and the machine was revolutionary at the time.
There are also many sections where the author delves in great details into aspects like the graphics processor, the bouncing ball demo and some of the software and add-ons. Casual users may find these descriptions too technical and boring, but for me (a computer engineer) these were the highlight of the book and even just by themselves warrant my 5 star rating. Very interesting!
The Amiga was designed in the early 1980s by a team lead by Jay Miner . The Amiga was based around the Motorola 68000 chip that was also the CPU for the technologically less advanced and considerably more expensive Apple Macintosh. What was special about the Amiga is that it had a chipset that enabled much of the graphics and sound processing to be handled by something other than the CPU. Agnes, Denise and Paula that formed the original chipset. Sprites, blitting and sound were vastly superior on the Amiga to other contemporary systems. The Amiga wouldn’t really be outclassed as a computer for 6-7 years after its release. Today, such a leap forward is unthinkable.
The book covers the Amiga’s creation, the chipsets and the operating system the Amiga used., Next the release of the machine and the ‘Boing’ demo are described. The details of why the Boing demo was impressive and some of the tricks that were used is well described. Then there is a chapter on ‘Deluxe Paint’ which was one of the most famous Amiga painting programs that could create color art that was not possible on other systems of the time. The Amiga’s contribution to 3D modelling - SSG and Sculpt-Animate are then described. There is then a chapter on NewtTek and the HAM system for using all of the Amiga’s 4096 colors. Following a look at the Amiga’s OS there is a chapter on the Amiga demo scene that describes how clever hackers produced clever short bits of art on the system. The penultimate chapter describes Cinemaware and Psygnosis and some of the games on the Amiga. Finally there is a chapter on why the Amiga died in the 1990s.
The book is a little disjointed. It jumps around a bit in time and from subject to subject. It’s also a little haphazard in what it covers. The detail in some areas is deeper than the detail in others. There is also not enough thought given to how the Macintosh managed to survive while the Amiga floundered. The explanation is probably that the Macintosh managed to find an application that it was ideally suited for that worked for many businesses, desktop publishing, while the Amiga’s great abilities never found a similar market that was large enough. In addition the Amiga failed to improve the technology substantially to keep it ahead of the competition. The failure to develop new chipsets is, however, covered well by the book.
Maher has written an excellent account of a wonderful computing platform that is now largely a memory. He manages to capture just how it felt to use a computer that did give a glimpse of the future and describe many of the features that made it so outstanding.
Top reviews from other countries
In the attempt to grab both ends of the subject, the general and the detailed, and squeeze them into one coherent result, the result is not always that coherent. I was tempted to abandon the book at one point where I was reading the equivalent of a User Guide for Deluxe Paint, complete with references to select menu items to load images or to select resolution and color depth for a new image. There are cases where we are presented with very detailed descriptions of software implementations, i.e. bitplanes or specific color selections (with verbatim color tables!). No more than 2-3 pages after one such detailed section, IN THE SAME CHAPTER, we read about Commodore sales strategy across North America and Europe. If publication material editing and arrangement is an art, it was not mastered here.
Nevertheless, having not abandoned the book, I discovered much that I did not know, and for the first time, I established proper closure for the Amiga as a phenomenon that came, ran its course and was technologically obsoleted but conceptually far reaching. For all of us who loved the Amiga, and were sad to see it go, this book is a worthy tribute - an objective look at the design wonders, and the limitations, that made the Amiga the special experience that it was.
È molto completo (trattando sia di aspetti tecnici che storici) ed è una lettura davvero molto piacevole.
Nel sito di supporto sono inoltre disponibili immagini e video che illustrano gli argomenti trattati nel libro, oltre ad esempi di codice (viene ad esempio ricreato il famoso demo della boing ball).
Si parla sia della scena nord americana, in cui Amiga veniva utilizzata soprattutto per applicazioni video e di grafica 2D e 3D, oltre che nell'ambito musicale, che di quella europea, dove Amiga era soprattutto una macchina da gioco. Non manca inoltre uno splendido capitolo sulla demoscene.
Estremamente consigliato, sia ai nostalgici di Amiga che agli appassionati di retrocomputing.
It does become a bit laboured to read some of the more technical stuff, but in doing do, gives a lot more info that you may have known before, unless you were a programmer.








