25 July 2021, 04:13 | #1241 | ||||||||||||||
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Yes and no. Some things were disappointing, others were great, and I had a lot of fun with it, and I still use it for graphics (the best machine for that). Some AGA games were also the best of their genre (AB3D was better than Doom, gameplay-wise and atmosphere-wise, plus, it was real 3D instead of 2.5D).
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Mostly, it was the -potential- that got me excited about it. Compared to Amiga 500, Amiga 1200 gave me WAY more freedom and multi-tasking, and it was the first Amiga I felt compelled to add a hard drive to, and then some .. the sheer expandability of the machine was just through the roof! (The fun and times I had with this machine, I would love to go back and live that era over and over again, ahh.. and the DEMOS!!) Quote:
I take it you never saw the AGA demos, then..? Just watch the TBL stuff, like Tint, and tell me there's no 'wow-factor'. Quote:
You do realize AGA can do way higher resolutions and more colors than Super Famicom can? Did you ever compare games - the Amiga versions are way better. Desert Strike, Chaos Engine, Jim Power... Super Famicom-versions can't even come close. (Ok, Desert Strike is pretty good, but still miles off). Amiga IS a computer, after all, you can't draw pixel graphics or animations on Super Famicom, you can't compose music on Super Famicom, you can't watch demos on Super Famicom (there are only a handful, and they're not that good). Super Famicom had some impressive stuff, but Amiga has just so much more potential and more possibilities. Doom on Amiga+Shapeshifter kicked the crap out of Super Famicom's Doom, just for one example. Amiga is customizable, you could play so many different versions of Doom, too. Not so on Super Famicom. So your comparison isn't only unfair from the get-go, but comes from a completely one-dimensional place that doesn't take everything into account. How do you do 3D modeling on Super Famicom again? OBVIOUSLY a machine that's designed to do 'games only', is going to excel, you know, in GAMES ONLY. Amiga had so much more to offer, if it wasn't as brilliant in games, it should've been EASILY forgiven, as it's not meant for games only. Quote:
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Why would it be bad to let people use higher resolutions on a COMPUTER, when Super VGA was doing just that on the PC side at the time? Are you saying Amiga shouldn't have been able to compete with the PCs, only tried to compete against some game-only consoles? Come on, be reasonable. I think it's GREAT that Amiga can do so many resolutions, I can, for example, create graphics on a real, honest 160x240 resolution to mimic the C64-style, while still being able to have lots of colors. It's brilliant. God Bless Commodore for doing this! Just to be clear, I am 100% in disagreement with your game-focused narrow-mindedness here. and not enough on enhancing gaming(8 or maybe 16 sprites when the comparitively old Megadrive and SNES could manage 64 and 128 respectively). It's a bit like the original Amiga - yes it can display 4096 colours on screen, but the majority of the games for the system were 16 colours (Albeit some had added some Copper magic) and most didn't even run at 50/60 fps. That was fine back in 1985 but 7 years(!) later you expect a significant upgrade. By the way, Super Famicom used a non-standard, quirky, weird, typically japanese 256x224 resolution that's pretty low for its time, every 'normal' system used AT LEAST 320x200 or higher. Amiga was capable of way higher resolutions, and you see this as a bad thing somehow.. (The good thing about that resolution was that it looked similarly 'flat' in pixel proportions to the C64's 160x200 pixels) Quote:
Super Famicom does? Researching the Super Famicom GPU specs and such, I see no mention of 'playfields' whatsoever. So what are you pointing to, and where did you get this information? After looking at different spec sheets, all I can find is "scroll planes" or "layers", and it looks like there are only four of them at maximum. At a mode that probabl no game ever used. Mode 0 is the only one that has four layers (nothing has five, as you claim), but each layer only has 4-color palette, giving you 16 colors total. The more colorful modes have only two layers or just one, so your point is pretty much invalid here. Maybe Commodore was NOT competing against Super Famicom - ever think of that? Maybe they 'had no sense they were competing here' because they weren't.. To add, what you're talking about is Mode 7, which is a very limited mode that can just put one plane of graphics on a 'mapped angle' so you can basically twist and turn one picture any way you want. Pretty limiting, but it IS fascinating what the programmers were able to do with it - Pilot Wings, F-Zero and even the maps in some RPGs are impressive enough. You are talking about it, as if it was more versatile and usable than it actually was. It was basically a simple texturemapping with only one plane and one, big texture. Amiga was able to do so much more. You can compare Super Mario Kart to Xtreme Racing - it's the Amiga side that offers you more options, while still doing everything the Mode 7 stuff does. So I really don't see your gripe here. Quote:
Super Famicom (and SNes) had EIGHT (8) channels, so you're wrong AGAIN. Why didn't you check before writing this post? Also, it's not like you would have known all this information back in the day, unless you read some data spec sheets very carefully from some magazines. How many playfields or layers some system has would not have mattered to someone back in the day, only what the games looked and sounded like. Eight, six or even four channels also wouldn't matter, only how it sounds in practical reality (good or bad). Eight-channel music can sound bad, four-channel music can sound good. It's not that big a limitation, as Amiga's sound chip was fine, and solid design to begin with. AGA Amigas could do 8-channel 14-bit music easily anyway (though games didn't do it usually), so I don't get this gripe. Also, even if you were right (and you're not), six-channel sound is not THAT big an improvement. Also, what about the 8-bit and 22kHz-nature of Amiga's sound chips? You focus only on channels without even mentioning the sound quality? What about Super Famicom's DSP? No mention..? Somehow specs matter to you, but then suddenly they don't? Quote:
What do you mean by 'ages'? What's a "good number of objects"? Where else would the games be but on the screen? I think you should've said "onscreen" anyway. So you are claiming that you can easily put a 'bad number of objects offscreen with a few colors and no scrolling', but if you want to have 'good number', 'onscreen' and 'lots of colors' and 'scrolling', then suddenly you have to spend 'ages', and use 'hardware tricks' OR 'specific techniques' (could you BE more vague?) Isn't that what the hardware is for, to use its tricks? What's wrong with using 'specific techniques'? Do you think Super Famicom offered everything to a programmer just by having them press a button? Programming is hard and tricky, no matter what system you use, and it 'takes ages' nevertheless, so what difference does it make? Quote:
I think you realize yourself that this can't be true, or we wouldn't have separate words for both, completely different concepts. Also, is it really that difficult to type "is", that you have to substitute it with a mathematical sign? This is a conversation, and you're typing a sentence, it's bad form to use that kind of shortcuts. Just type 'is' when you're writing, and use those signs when you're doing mathematical formulas. Quote:
By the way, it's also bad form to use numbers instead of the written words for numbers when talking about small numbers, especially between one and ten. What do you mean by 'arcade quality', and how do you know that's what people were trying to do? What if they were just making good games and enjoyed programming them? There are plenty of great games for AGA Amigas, and I am sure they didn't all take two years to make, so I think you're not only exaggerating, but being purposely unfair here. Remember that Amiga is a COMPUTER, not a dedicated games console. Games are always going to be harder to make for a computer that can do 'anything', than a dedicated games system that's designed to ONLY run and play games. So you wanted Amiga to be SIMPLER? Why? Isn't it enough you already have Super Famicom? Quote:
What Banshee is or isn't, has NOTHING to do with what CD32 is; Banshee can be played on an Amiga 1200, and it does showcase the AGA's abilities nicely (though lacking of music, making the gun always sound the same, and boring aural world hurts that game a lot - plus, the extra weapons collecting system is awful) - it has super smooth crossfades, really good graphics and nice explosions, plus the gameplay is excellent. To say something bad about Banshee as a game, you'd have to come up with better reasoning than "it's bettered" (a weird way of saying something anyway). Bettered by which games, exactly? I don't think it's "bettered", there are different games that may or may not be as good or better, perhaps, but Banshee deserves to exist, as it's unique and beautiful in its own right. Why do you call it 'mighty', though? So you admit something is 'mighty' on the Amiga side, basically countering all your own previous 'points' (such as they were), after all.. Nothing can touch Banshee on the Sega Genesis/Megadrive side, though, because Banshee, not only has 256 colors, it actually has more, due to the incredibly smooth fog and crossfade-effects. You'd have to come up with ACTUAL examples - Megadrive can't touch the Amiga in most cases, all conversions are sub-par, Amiga versions truly shine. If Banshee was ever converted to Super Famicom OR Sega Genesis/Megadrive, it would be much worse, too. The resolution would be lower on the Super Famicom, and it still couldn't do all that smooth colorfade stuff. Color amount would be -signifigantly- reduced for Sega Genesis/Megadrive, sample quality would drop through the floor, the Amigalike fades and effects would not exist, it would be terrible. So I don't see how it could even in THEORY be 'bettered' by either system's offerings, therefore you're wrong ... again. Quote:
Different? Didn't you just mock Amiga for being too different? Try to make up your mind at least. Quote:
Hope of competing against what or whom? Do you honestly think Commodore was trying to compete against dedicated game consoles, like Super Famicom? You seem to be forgetting that Amiga is a _COMPUTER_. How many times do I have to say this? If Amiga competed, it competed against VGA/SVGA PCs, and it continued beating them up for a long time, until PC CPUs became powerful enough, until Windows 98 started utilizing similar multi-tasking options, and even then, you couldn't still do everything on a PC that you could on the Amiga. Amiga + ShapeShifter actually took you VERY 'long term' into the future, you could basically play most of the best PC and DOS games, and even use things like Photoshop. What's not long term about that? I think you are just spouting opinions here, and your opinions certainly were NOT 'fairly obvious' at all, and still aren't. There was always hope of 'competing' (though why everything has to be a competition all the time, is beyond me - can't something just be a good, enjoyable COMPUTER?), and I am still using Amiga for graphics, because nothing else feels as smooth and good to create graphics with, or inspires the user as much while doing creative things. So I don't really know what you base these opinions on.. Quote:
So you're basing everything on your own inability to see? Basically, your whole post and disappointed is based on your own blindness. I can easily see what they were going for... 1) Let's improve upon the Amiga architecture 2) Let's give the user more screenmodes, more colors, faster CPU, more memory, more graphics memory, more expanadbility, all in a great, stylish, compact casing 3) Let's give the user a BRILLIANT, properly multi-tasking operating system that the maxxed-out modern Amiga hardware supports 4) Let's give the user autoconfig (instead of calling it plug-n-play, which is so childish and meant to charm the lowers common denominator) 5) Let's bring Amiga to modern era by giving AGA a full, 24-bit color palette that's always usable in every screenmode (what I mean is, you can always choose colors freely from 24-bit palette, even if you use fewer colors - the RGB color slider has 256 choices for each color every time) 6) Let's make it possible to port the beautiful VGA games to Amiga, but give the Amiga an upgrade over the "256 colors out of 262144 palette" system Now that I have rebutted and debunked your, let's say 'thoughtless' post, let me tell my reasons why I was sometimes a bit disappointed: - The sound chips were great and I had lots of fun with them and most games and wouldn't really need anything better, but I missed the C64's 'living synthesizer' stuff, and I was envious at the 16-bit 'Gravis Ultrasound''s great, pure sound, and as a musician, the sound channels seemed limited until I figured out how to use eight and more channels (with 14-bit sound quality, too!) - Chunky mode would've been great, but thankfully, the extremely fast C2P-routines saved the day when I got a '060, so this was not an issue anymore - 2 MB CHIP memory wasn't enough. This should've been 8 MB as default, and expandable from there - It's the DEFAULT Amiga 1200 that I had a problem with, but after expanding it enough and having 14-bit 8-channel (or more) sound for music composition and fast C2P routines for 3D stuff, Shapeshifter for games and utilities and even perfectly good C64-emulator, when you had a fast enough CPU, all those problems were basically fixed. The default A1200 couldn't compete with a PC or any console, so it was a bit of a weak and shameful display. The default 68020 CPU should've been at least a fast '030, if not '040. The CHIP memory should've been at least 8 MB, there should've been at least 16 MB FAST memory as default machine, expandable from there. There should've been either a proper chunky mode or Akiko-chip style stuff by default. Eight sound channels would've been the best - especially with 16-bit quality and at least some kind of decent synth chip. Doom should've been converted as soon as possible and given free with every Amiga 1200 (and optimized so it'd run well). The only thing you might be correct about is the sprites and bobs - more everything, bigger and more sprites, more colors per sprite and so on, with a special chip that can handle a big amount of them moving fast and smoothly without ever slowing down. They just didn't dare go deep enough in improving the old Amiga tech, and there were no visionaries anymore, so there wasn't anyone who could've boldly re-designed the system properly, so all they could was 'add some stuff' and then release the machine. They needed someone practical that looked over the fence, saw what the PC was doing, and what was necessary for Amiga to shine, and then done it. The thing is, that kind of Amiga would probably have cost a lot more, but Commodore could've sold it at a loss at first, because it would've been such an attractive system, enough people would've soon bought it and developed software for it and that would make more people buy it, they would still have been able to make profit at some point. Oh well, such is this world.. |
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25 July 2021, 08:21 | #1242 | ||
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Gravis Ultrasound Quote:
Last edited by Bruce Abbott; 25 July 2021 at 09:23. |
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25 July 2021, 09:22 | #1243 | |||||
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In reality they would simply would have gone bankrupt faster. In fact chasing the high end was one of the things that got Commodore into trouble in the first place. The A3000 was only on the market for 2 years, and most were probably sold at below cost. By the time Commodore corrected course and produced the A1200 they were already on the way down. |
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26 July 2021, 01:58 | #1244 |
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I already had an A500+ with 2mb chip ram when I upgraded to the A1200.
I was excited for the faster processor and more colours to use in dpaint and the new games. In reality, the cpu wasn't that much faster without fast ram, and the new colour modes were so slow I didn't use them. Also, the jump from os2 to os3 wasn't that big a difference. I didn't play any AGA games - they was mostly shovelware, in my opinion. What I did get was the ability to add a hard drive, and accelerator/fast ram. Although these were expensive upgrades on top of the original purchase! With the benefit of hindsight, I didn't need an A1200. I could have kept the 2mb A500+, bought an A530 (or other hard drive and accelerator), and upgraded to os3. But I didn't know that then. |
26 July 2021, 14:51 | #1245 |
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26 July 2021, 23:00 | #1246 | |
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26 July 2021, 23:09 | #1247 |
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I wonder if the A1200 got hi quality ports of Mortal Kombat and Street Fighter 2 with the CD32 pad on launch, if it would have helped shift more units.
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27 July 2021, 01:57 | #1248 |
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27 July 2021, 03:22 | #1249 |
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From the comp.sys.m68k faq which dates January 6/1996It advertises a 68020@16 PGA for $20USD on a California brochure probably in bulk as the Canadian price was $72.37CND for the same chip
obviously the http://motserv.indirect.com/cgi-bin/pg no longer works and I have not had much luck with wayback machine |
27 July 2021, 19:37 | #1250 |
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27 July 2021, 20:03 | #1251 | |
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Keep it up, folks |
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27 July 2021, 20:19 | #1252 |
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I love what this thread title does to anyone who posts in it when you see the summary on the index page Anyway, sorry for the offtopic - carry on ... |
28 July 2021, 14:44 | #1253 |
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My A1200 was the first Amiga I ever owned so I cant say I was ever disappointed and personally I never ran into the issue of games not working when swapping with friends who had the 500 or 600.
One thing I would throw out there though is that by having the 1200 as my first Amiga and getting used to AGA games I now find going back to my A500 with its pistorm disappointing since its got the pace but its missing the AGA and most software looking the pace wants the AGA. Does that make sense. |
29 July 2021, 00:17 | #1254 | |
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When I got my A1200 I immediately noticed the improvement with AGA compared to the A600, and even putting an 030 accelerator card in the A600 didn't help. I now have a Vampire in the A600 and use RTG almost exclusively. It's great for web browsing and compiling C code, but I still prefer the A1200 for general use. My A500 is reserved for older stuff that won't run on my other Amigas. I started building a Terriblefire 030 board but haven't finished it because the 030 in my A1200 would still be better with AGA. |
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01 August 2021, 03:31 | #1255 |
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The rose tinted glasses become thicker year by year.
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01 August 2021, 07:36 | #1256 |
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Not sure who or what you are referring to, but I use my A1200 for several hours every day programming, playing games, browsing the web and listening to music etc. Sometimes it stays on overnight playing mods to help me to get to sleep, then I get up at 3am to do programming, check out Aminet and read the latest posts on this board.
I have a large collection of vintage computers that I have lost interest in, and my other hobbies are being neglected. My glasses aren't just rose tinted, they are completely opaque to anything but the Amiga. Modern PCs leave me cold. Other retro platforms are frustrating and unsatisfying. Am I blinkered, addicted, besotted, insane? I can't describe my feelings for the Amiga, but one thing I know for sure - there are a lot of disappointing things in this world, and the A1200 isn't one of them. |
01 August 2021, 23:40 | #1257 | |
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05 August 2021, 09:59 | #1258 |
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I was definitely not disappointed at the time.. Absolutely loved it. At the time the amount of colours for graphic creation was amazing, and although the potential for AGA games went largely unrealised I really appreciated it when it was there.
With hindsight I wish things had gone differently and we’d seen an A3000-like (2MB chip) wedge before the A1200, and then that the A1200 itself had come with literally any amount of fast ram on board (1MB even would have been enough to drastically improve usability heading into the early internet era.) I don’t think the A1200 should be saddled with “it should have been way more powerful” though, I mean, yeah maybe but at the time it wasn’t designed to be the final home Amiga, there could have been later 030, 040, even PPC wedges and set top boxes if Commodore hadn’t bollocksed everything up. I never really had many problems with incompatible games either, maybe I Jess just lucky but we had a ton of games. |
05 August 2021, 10:17 | #1259 |
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I remember Peter molyneux saying the A1200 was 6x faster...I was into imagine at the time, and I was disappointed with the rendering speed.
I didn't really understand bitplanes back then, and couldn't understand why more colours made the machine bog down. 2.5 HDD's were expensive, and the floppy should have been HD. On the other hand...HAM8 was a thing of beauty, rendering to that was a joy. And some of the demo art in that mode is incredible. Uni Macs where 256 colour until we got power Macs. It was easy to write to Mac and PC disks for Uni. In fact my whole graphics design degree was done through a mac emulator on the A1200. Multitasking was, and is, amazing on the Amiga. The way I work began on the Amiga. The OS is a great, fun to mess around with and understand. Amiga sound was still great in '92. My mate had a PC midi card, all awful built in sounds...sounded like an old mobile phone ringtone. so the A1200 was a mixed bag for me...but while I sold my A4000T, and gave away my A4000, the old workhorse remains....although the sound has gone. |
06 August 2021, 02:47 | #1260 |
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Controversial, but as a huge Amiga fan when i read reviews of the Atari Falcon, i wanted that but couldnt afford it.
Honestly the A1200 i got i was happy with, AGA games mostly sucked but i was more into DPaint and Imagine. Other than the colours it didnt seem any faster vs my A500 with extra 2 Meg Ram or a2000 with extra 8 Meg Ram and 18 Meg HD(also had 286 board but never used it). Always felt it was inferior to the Falcon, i only cared about gfx at the time. |
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