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The Future Was Here: The Commodore Amiga (Platform Studies) Paperback – January 26, 2018
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Long ago, in 1985, personal computers came in two general categories: the friendly, childish game machine used for fun (exemplified by Atari and Commodore products); and the boring, beige adult box used for business (exemplified by products from IBM). The game machines became fascinating technical and artistic platforms that were of limited real-world utility. The IBM products were all utility, with little emphasis on aesthetics and no emphasis on fun. Into this bifurcated computing environment came the Commodore Amiga 1000. This personal computer featured a palette of 4,096 colors, unprecedented animation capabilities, four-channel stereo sound, the capacity to run multiple applications simultaneously, a graphical user interface, and powerful processing potential. It was, Jimmy Maher writes in The Future Was Here, the world's first true multimedia personal computer.
Maher argues that the Amiga's capacity to store and display color photographs, manipulate video (giving amateurs access to professional tools), and use recordings of real-world sound were the seeds of the digital media future: digital cameras, Photoshop, MP3 players, and even YouTube, Flickr, and the blogosphere. He examines different facets of the platform—from Deluxe Paint to AmigaOS to Cinemaware—in each chapter, creating a portrait of the platform and the communities of practice that surrounded it. Of course, Maher acknowledges, the Amiga was not perfect: the DOS component of the operating systems was clunky and ill-matched, for example, and crashes often accompanied multitasking attempts. And Commodore went bankrupt in 1994. But for a few years, the Amiga's technical qualities were harnessed by engineers, programmers, artists, and others to push back boundaries and transform the culture of computing.
- Print length344 pages
- LanguageEnglish
- PublisherMIT Press
- Publication dateJanuary 26, 2018
- Dimensions6 x 0.85 x 9 inches
- ISBN-100262535696
- ISBN-13978-0262535694
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- Publisher : MIT Press; Reprint edition (January 26, 2018)
- Language : English
- Paperback : 344 pages
- ISBN-10 : 0262535696
- ISBN-13 : 978-0262535694
- Item Weight : 1.01 pounds
- Dimensions : 6 x 0.85 x 9 inches
- Best Sellers Rank: #1,458,879 in Books (See Top 100 in Books)
- #1,132 in Web Design (Books)
- #2,852 in Video & Computer Games
- #5,070 in Popular Culture in Social Sciences
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About the author
I've been writing professionally on analog and digital culture for quite some time now.
My latest project is a series of books called simply The Wonders of the World, whose aim is to accessibly chronicle some of the most remarkable achievements in human history. The series is premised on the idea that its subjects are indeed wondrous, and there's no reason why books about them should be one whit less exciting and inspiring than a good novel. It's also something of an experiment in reader participation: books in the series first appear on a chapter-by-chapter basis at my website The Analog Antiquarian, where readers can comment on them, help to weed out the bad ideas, and generally shape the product before it gets refined into its final published form.
In addition to the Wonders of the World series, you may wish to explore my book on the history of the Commodore Amiga personal computer for the MIT Press's Platform Studies series, or visit my other website The Digital Antiquarian, a long-running history of personal computing and computer gaming. Your support of my work, whether through buying my books here or signing up to support my websites, is the only thing that makes it possible to continue. So, thank you for that! Without readers, a writer is nothing.
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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 book isn't perfect for any particular audience. I have a computer-game programming background, and have a Computer Science Degree, so I am more likely to understand the book's technical details than a layperson. If you don't know much about the basics of computers, then reading a book about an advanced computer like the Amiga will be difficult to read or appreciate.
The author picked a good example for each chapter, e.g. how the Boing ball demo was made, and also the 3D Juggler. I was happy to learn about Boing, although for casual readers it might be difficult to follow, e.g. the concepts of colour-cycling. For the Juggler demo, I'd heard years ago that it used pre-generated graphics, as the Amiga was too slow to do the maths and graphics in real-time. The book mentions ray-tracing, but not the concepts behind it. Ray-tracing is complex because of the "recursion" technique used. The author doesn't even allude to this. A simple mention of the big problem would have made the reader better appreciate the demo.
In some chapters, I lost interest because I didn't know about the exact technology discussed. This made me more like a layperson, and most probably other readers will struggle also.
Once the author got to the topic of game programming, about 1/2 way through the book, I couldn't put it down. This is because I had always dreamed about making games, and have made a couple myself, but long after the days of the Amiga. I was unfortunate enough not to have had enough technical knowledge to make an Amiga game. Now that the author has explaining technical details, I wish I was back in those old days but armed with my newfound knowledge.
Unfortunately, the author only alludes to both Assembly Language and C. Actually, there is no C code demo, and the small Assembler demo leaves a lot to be desired. When describing a great game, it is clear that the author is a programmer, and not just an historian. For example, he has written his own C version of a game originally written in Assembly Language. For those who don't know anything about these languages, or computer languages in general, the read will most likely be boring and intimidating.
From my point of view, the book would have been better if it were more technical, and for those who aren't computer literate, the book will be too complex as-is. The author had to compromise. I'd take half a star off the book's rating for being too technical for a layperson, and another 1/2 star for it not being technical enough for me. Otherwise, it's a great book. It could have been improved by having an appendix for those who don't know about "bits and bytes", and another for further explanations of the technical tricks used by game programmers.
The author explains the history of Commodore and the Amiga's demise, and this was news to me. I knew the Amiga had vanished, but never knew why. This history lesson is readable by anyone, both computer scientists and historians. This a a good book, well-written and with apt examples.
Jimmy Maher, thank you for explaining away the mystery. I have always known that the Amiga was a beautifully designed and built machine, but I never knew the technicalities of what made it so superior to the Macs, Ataris and IBMs of its time. I have always wished that the Amiga never died, thanks for nothing Commodore.
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Chaque chapitre aborde un sujet particulier, et se base sur des exemples, parfois techniques, ou des témoignages de l'époque.
Un très bon livre pour se remémorer cette époque de l'informatique où tout était encore à inventer.
Well recommended to all Amigans.
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.
It includes a technical account of the custom chips that made the Amiga platform so unique (meet Paula, Agnus, Denise and its friends) with a focus on its graphics subsystem guided by a review of DeluxePaint and a tutorial about the making of the popular shooter game "Menace". Other chapters are devoted to the sound capabilities of the Amiga and for its time revolutionary multitasking operating system.
Written in a rather technical tone that becomes a little comical when the author describes the juvenile subculture that was the Amiga cracker and demoscene, the book provides nevertheless a compelling read for anybody seriously interested in the origins of our modern multimedia computer world.