06 January 2020, 03:01 | #21 |
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06 January 2020, 03:38 | #22 |
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06 January 2020, 03:39 | #23 |
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The A500 isn't huge at all. Compare it to the big box systems or a modern PC and it's a cute little portable thing that you can carry on your BMX or Skateboard, round to your mates house, for some link up fun.
Try planning a modern gaming PC build that will fit into an A500 case...then you'll see how small it is :P |
06 January 2020, 04:42 | #24 |
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It was bigger than the A1000 for no sane reason, whereas it should have been sized more like the A1200. The A600 and A1200 fit a PCMCIA port, RF modulator, RTC, better chipset and hard drive into cases much smaller than the A500.
Last edited by Minuous; 06 January 2020 at 05:00. |
06 January 2020, 09:50 | #25 |
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Ha! I carried my AthlonXP PC miditower on my bike to a mates. Where there is a will, there is a way.
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06 January 2020, 10:58 | #26 |
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06 January 2020, 11:11 | #27 | |
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Quote:
A1000: Width: 451 mm, height: 108 mm, depth:330 mm A500: Width: 470 mm, height: 65 mm, depth: 325 mm |
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06 January 2020, 12:59 | #28 |
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The A1000 is 40% higher too! Then add the keyboard in front of the A1000 case and its 30% deeper! You guys make up some weird comparisons!
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07 January 2020, 00:25 | #29 |
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The A500 is perfectly sized to balance one's A1200 on
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07 January 2020, 02:59 | #30 |
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Well at least it didn't weigh a ton like the ST ;-)
I love my A500 miggy, I wouldn't have it designed in another way :-) |
07 January 2020, 04:00 | #31 |
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I really enjoyed my A500. I shouldn’t have sold it in 1993 but I really wanted to get an A1200.
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07 January 2020, 07:23 | #32 |
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The A500 was great but it suffered from the sidelining of the original Amiga team.
To really compete as a gaming platform against consoles the Amiga chipset needed a WAY better sprite engine, and 128/256 color modes could have been hacked in AGA-style with almost no new silicon needed. In addition the chipset should have been planned with 32-bit buses from the start, and maybe just released in crippled 16-bit mode on the A1000 initially. i.e. a slightly-better AGA should have happened in 1987, coupled with a much, much better sprite engine. The Sharp X68000 showed what was possible in 1987. |
07 January 2020, 10:46 | #33 |
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07 January 2020, 11:03 | #34 |
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07 January 2020, 11:17 | #35 | |
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Appologies in advance this is a long post - this is not intended to drown you out, I just can't seem to make it shorter without skipping things that I feel play a part for me.
Quote:
I'll try to explain why I don't understand it. First, the TL;DR version When you consider the actual competition the A500 faced at release was the recently released NES and the Atari ST and remember that there were no 16 bit consoles available when it launched, the A500 suddenly starts to look a lot more powerful and a lot more sensible. Well, to me anyway --- Now, the long version of the above See, when the A500 was released the following things were true:
The 16 bit consoles were not available in the key Amiga markets until several years after the A500 was launched. Expecting Commodore to have made the A500 able to compete with them before they were even known about seems, well, odd to me. Look at the stuff that was available in the US/Europe when the A500 released: the NES/Mastersystem/8 bit home computers and Atari ST. It just seems to me that the idea that Commodore should've made the Amiga capable of competing with the 16 bit consoles or the X68000 is mostly based on looking back at history while kind of forgetting that there is a timeline involved and ignoring the vast difference in price between the X68000 and the A500. I'm pretty sure there'd have been a lot fewer A500 owners if it had cost $3000 back in 1987 Understand, I respect you have your opinion and I also would've loved to see a more powerful Amiga. But maybe you now understand why I think it's was never in the cards for the A500 in particular. Edit: this isn't actually meant to start a big discussion, I just wanted to give my perspective. Feel free to disagree but I'll try to refrain from making this into a massive discussion about each of these points Last edited by roondar; 07 January 2020 at 11:46. |
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07 January 2020, 11:59 | #36 | |
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Quote:
Thanks you Roondar, that's exactly what I wanted to say. The eternal comparison between the Amiga and others later system always miss two points : timeline AND price. At the time it was released, Amiga wasn't at all underpowered, even in the sprite departement. And just imagine that games like Mr Nutz, Kid Chaos, Lionheart or Turrican serie just run on a machine released in 1985, with just some extra RAM. Had these games been released in 1986/1987 (yeah, I'm messing with the timeline too), they would have been better than most arcade games at that time. |
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07 January 2020, 12:15 | #37 | ||
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Quote:
Imho enough to get most arcade machines of the time (1985 to 1988) rather well ported over. I'd argue that you could do a rather convincing Amiga port of a typical contemporary arcade game like Ghoulsn Ghosts if you skip the parallax. Quote:
But that was 1987. They should have presented AGA in 1990. They had three years time for development. |
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07 January 2020, 12:27 | #38 |
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And they could! AGA chipset was almost done in 1990, just mr Ali M. decide to release it later. Blame him for it.
Most (if not all) wrong decisions were made by person mentioned above. He's known as Commodore worst manager who cause big company goes to fiasco. Last edited by Solo Kazuki; 07 January 2020 at 13:52. |
07 January 2020, 12:44 | #39 |
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Imagine they showed us an Amiga capable of displaying 256 colours and 64px wide sprites back in 1990.
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07 January 2020, 12:58 | #40 |
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It's a very capable machine but it was difficult to code for to get the best from it. On the flip side stuff like the Megadrive was crazy easy to code for. No tricks needed to do anything, just hit a few memory addresses and you have 8 way scrolling with dual playfield + sprites.
What Commodore should have done was code their own engines/routines and licence them out to developers. Then maybe AtariST ports would have not needed to exist. Instead, you had dozens of developers coding their own engines and routines of various quality and taking ages for the real power of the machine to shine through. |
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