08 May 2023, 13:24 | #1 |
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Did Commodore give Amiga 1000 developers enough support?
I'm sure this could be highly divisive but personally, from what evidence I can see, Gould bought Amiga as a desperate measure, Commodore crapped out some A1000s, developers were pretty much left to get on with it to make decent games like Crown and Marble Madness on their own.
Is this actually how it was, the 'let them get on with it' C64 days kind of attitude towards probably the most complex and impenetrable machine to extract 100% potential from? Is it Commodore's fault so many poor jerky Amiga games like Operation Wolf came out in the 80s? Most software houses were run for pure greed, the owners of the big publishers didn't really care they were charging 25% extra for direct ST ports. They also farmed out projects without even making sure they were competent developers/staff working on projects too. You could argue lack of coding talent is also down to a lack of developer tools worth a crap from Commodore too though. Artists and lazy musicians with craptastic PD instruments in MOD tunes on games have no excuse but if the coder can only manage 4 bitplanes can the artist be blamed for using identical graphics for ST and Amiga too? Then again this doesn't excuse the fact any publisher working on 2.5D racing games could have asked Shaun Southern or the coders of the driving level of Batman to work on their projects, including the utterly horrible Chase HQ rubbish Ocean pushed out later. |
08 May 2023, 17:08 | #2 | |
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They barely got the Amiga finished and released, partially because of the issue with the original dev not being able to deliver CAOS so they had to swivel to TripOS... Hard to get documentation written and out when you don't have the system finished... ;-) That said, Commodore did eventually get out some decent docs in the Hardware Reference manuals... But there wasn't anything like a gaming directed DevKit for developers to know how to write smooth scrolling games... ;-) |
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08 May 2023, 23:20 | #3 |
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The A1000 did cost $1300 at launch, that's hardly the price range for a home entertainment system. I doubt there was much expectation that people would want to make or buy games for it. Maybe more should have been ready for when the A500 finally launched over 2 years later, but I suspect the prevalence of ST ports was more for economic than technical reasons - in Europe at least, there were a lot more STs out there than Amigas until probably late 1989, so it was a lot easier to lead with that version (Amstrad and sometimes MSX owners sometimes suffered similarly from Spectrum ports). Almost all games that were designed around the Amiga from the start are technically more impressive than the ones that weren't.
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09 May 2023, 03:34 | #4 | |
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That said, the Amiga is one of the most horrendously complex machines to extract even 50% performance out of in machine code so the Hardware Reference Manual is nice but it is written for C coders etc. These are not the best tools for the job of writing games. Fine if you are writing a database or something similar. It's worth remembering that in 1985/86 Americans did indeed play games on their EGA/CGA PCs they had bought as the only computer in the house for family use, as seen in the movie Big with Tom Hanks younger character and his PC game shown (which always looked crap to me back then as a European and A1000 owner). Publishers wanted to release games, early 1985 Amiga games are very sort of Atari 800++ quality (like Archon). Marble Madness was nothing short of a 1986 miracle IMO. |
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09 May 2023, 22:47 | #5 |
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Do we know how many copies Amiga Marble Madness sold in its first year (before the A500 was launched, especially)? It's an impressive achievement and highly enjoyable to play (and probably highly enjoyable to program) but was it more profitable than an ST port, or even not doing an Amiga version at all until the A500 had established a home userbase? I suspect the inferior ST version sold more, globally at least, and the C64 one almost certainly did.
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10 May 2023, 00:43 | #6 | |
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10 May 2023, 00:46 | #7 |
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10 May 2023, 04:47 | #8 |
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Been a while since I read the 2-3 page article about Marble Madness in Commodore Computing International magazine but the programmer pulled out all the stops, it's just as much an emulation as a conversion of the arcade.
The key thing with MM is the background collision detection with all the traps and cheats, I do believe it is running a modified version of the original arcade source code, but it's been years since I read the interview/feature about it in CCI so I could be wrong. ST version is just indicative of a game that was developed with no love. |
10 May 2023, 08:50 | #9 | |
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10 May 2023, 09:59 | #10 | |
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The HRM describes the hardware and the chipset in detail, without any reference to the OS. There is also no C code in it. It is full of assembler listings! It was quite perfect for game development. |
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10 May 2023, 10:02 | #11 |
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Maybe not, but according to the HOL around 200 Amiga games were published before the A500 was even released, so there obviously was a market for games on expensive big box Amigas,
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10 May 2023, 10:10 | #12 | |
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10 May 2023, 19:49 | #13 |
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The facts that get forgotten...
Commodore provided dev kits to game companies and application developers before the A1000 was released. An example - Dynamix had access to an early kit housed in a wooden box, used to create Arcticfox. That kit came with reference manuals. These were then substantially updated after launch. There had been game development teams within Commodore (in the US and UK) for earlier machines, but most of those developers had left by the time the Amiga was needing software. Commodore was expecting the majority of software to use the OS and built-in routines. That would ensure maximum compatibility, and it is what Mind Walker did - meaning it stayed compatible with all the hardware Commodore released. It was after a change in leadership that the attitude at Conmodore shifted. There was a plan to charge developers for including Workbench on the disk, although that was dropped after an outcry. And by the time the Amiga 500 was released, Commodore in the US stopped directly supporting game development - and even went as far as refusing to send technical manuals to companies making games. |
10 May 2023, 20:41 | #14 |
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Once again they screwed things up as usual -_-
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10 May 2023, 21:08 | #15 | |
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I assume this is not what you are expecting but perhaps it will be good to allow developer(s) to address your question:
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10 May 2023, 21:48 | #16 |
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Looks like they were more helpful in the A1000 era than the A500 era, surprisingly. Immortal may be selling them a little short., although the companies who weren't on board before the A500 launched were generally the ones responsible for the ST ports we really cringe at. Maybe Commodore were naïve expecting developers to stay within the OS though.
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10 May 2023, 22:11 | #17 | |
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Tech 1: Hey, Nasa wants some help/info to develop some softare... Tech 2: Nasa? Heck yeah! Let's give them everything we have! I'll volunteer to go help them!!! Tech 1: I know. Me too!! --- Tech 1: Hey, some dev wants some help writing games... Tech 2: Activision or EA? Tech 1: Naw, just some small company... Tech 2: Send it upstairs, I think they have some flyers they can send them.. |
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10 May 2023, 22:52 | #18 | |
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I remember seeing fixed addresses in the examples of the copper list and saying that the Amiga had to be reset after although I don't think that there was a assembler standard for copying data to CHIP memory at the time. A68k was SECTIONNAME,DATA,CHIP Devpac was SECTIONNAME,DATA_C Metacomco was ??? Lattice C/Manx Aztec C was ?? I guess they could of had just used the longword hex hunkcode whatever that was? $03F3 ? I'm assuming when the Hardware Reference Manual was released companies might have still been using SUNs to do cross development? |
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10 May 2023, 23:49 | #19 | |
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10 May 2023, 23:57 | #20 | |
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Commodore business wasn't smart enough to leverage that as they should have (IMHO)... ;-) |
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