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- EA Issue History
- ~~~~~~~~~~~~~~~~
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- Extreme AMOS has come a long way since the first releases of the
- "Mushroom PD" magazine last year. Many changes have occured, which
- have been for both the better, and for worse unfortunately.
-
- Up until a couple of month's before the first issue of EA was to
- be released (which had not yet become a twinkle in anyone's eye) I
- received a phone call from a chap named Carl Drinkwater, who responded
- to an AMOS contacts advert I had placed in Loot. I explained to him
- about the library, and about the Mushroom PD magazine which I was
- releasing. Carl wanted to get involved with a disk magazine for AMOS
- also, and we both decided to join up forces in order to create Extreme
- AMOS. After the telephone call, I sent call my latest MPD magazine,
- and in return, he sent me a very simplistic version of what a typical
- version of EA might look like, using the articles I had in my
- magazine. Shortly after this release, we both agreed that we should
- meet up and work on EA together, and so Carl travelled down to my
- house, where we both set up our computers and tried to start work on
- something for EA, but we only ended up creating an IFF screenshot,
- ÿ
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- which was not even used. The rest of the time we just discussed the
- kind's of articles we could include, and we also discussed the
- workbench-style engine we created.
-
- With a little swapping of extra programming tips and source
- code routines, and countless numbers of phonecalls, the first issue of
- the known Extreme AMOS magazine was patched together, and released as
- PD on 18 July 1995. Carl handled all of the editorial side, and I
- provided all of the PD library information, as well as one or two of
- the articles for the main edition, including 2 of my programming
- tutorials. Extreme AMOS was now running, and posessed a couple of
- extra things which the other disk magazines didn't have. The main
- feature which stood out was the Fantasy Football League which Carl had
- arranged with a friend of his, Quo, which proved to be a total
- disaster along with the handling of the mailing scheme as mentioned
- below. Another good benefactor of EA to the other AMOS disk magazines,
- was the fact that it was cheaper to buy non-shareware versions (at £2)
- where as other leading magazines such as WAC and AMOSZine charged
- slightly higher, with WAC being the best value for money out of the
- two mentioned, and have the most in quality of articles. See Paul, no
- ÿ
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- favouritism there.
-
- For some reason, Carl put his address as the main address to send
- all bit's and pieces for future editions to, and my adress for the
- library side, and a couple of the articles in the main bit. This
- proved to be a fatal mistake for EA, as explained a little later. I
- don't even know why this was, as both of our addres' were supposed to
- appear.
-
- Another would-be putter-offer from the future readers, was the
- fact that Carl had put some RIDICULOUS advertising costs for placing
- the most simplistic of adverts in EA, which I know for a fact put a
- lot of people off buying future issues of the magazine. Before I even
- received my spreadable copy of the issue, I received a phonecall from
- Paul Burkey, a good friend of mine, and also the programmer of top
- games such as Sneech and Peg-It, and also writer of the graphic
- compaction routines in issue 3, explaining how he was "Deeply
- Disappointed" in the prices for advertising, as Paul was hoping to
- place lot's of adverts for his programs. After receiving my copy of
- the issue and explaining how it was Carl who thought them up (we had
- ÿ
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- both agreed on prices for advertising, but no way as steep as the ones
- printed) he calmed down a little afterwards. For instance, you could
- not include a text advert, which took more than 1.6K uncrunched, as it
- was too big? An IFF advert between 10 and 25K would cost you 50p, and
- an advert between 25 and 40 would cost a pound! Anything over 40K
- would not be used, so it ruled out HAM images completely! Ridiculous
- or what?
-
- All was going well, I was happy starting on some of the articles
- for the second issue, and so was Carl (according to him). I happened
- to call up Paul Gumsley (editor of T-O-P AMOS Magazine WAC) and he
- congratulated me on EA getting a review. "A review?" I said, and he
- explained everything to me. Extreme AMOS was reviewed in the November
- 1995 issue of Amiga Computing (Issue 92) on Page 54. It was given a
- rather good review, and the caption "..is worth investigating!" which
- helped a little. The first thing I noticed was that my name wasn't
- mentioned, which I wasn't really looking for, as Carl programmed and
- put together the first issue, and secondly, there was no adress for
- any future registered copies, although the adress would appear if you
- got a copy of EA. This is then where all the trouble started with
- ÿ
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- Carl, as he never got in touch at all since the review, probably got a
- bit hot headed about it all. Who knows?
-
- After telling Carl that the magazine had got a review, he seemed a
- happy chappy, and according to him, began work on improving the
- original engine, and putting together the articles for the next issue.
- Carl also began college a few weeks later, and so all stuff he
- supposedly had done would be sent to me as soon as he arrived in
- college and settled down. A fortnight passed, and I was getting a
- little worried as EA issue 2 was due for release in about a week. I
- called him up and found out that he had already gone to college, and
- he had not left me an address or nothing, which was very kind of him
- to do. I had to get it off his mum (who is a very kind lady. Hi Mrs.
- Drinkwater!) and so send him a package with all my stuff for issue 2.
- Still no reply or phone calls. It was 5 days before the official
- release date of EA when I decided to drop Carl from that issue anyway,
- which I could have understood with him settling in college and all,
- but he still could have found time to say "Look, will you handle issue
- 2". In around 5 days, I had to come up with an EA engine, as Carl did
- not want me to have his source code for some reason, and so I came up
- ÿ
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- with Mushroom Bench. It was rather shabbily and rushed, seeing as I
- only had 5 days, and used hi-res screens so that I could incorporate a
- little more detail into the icons. I also had to type ALL of the
- articles for that issue, which took around a week, resulting in the
- issue being a few days late. After all the messing around and trying
- to get all of the stuff together, I finally debugged and smartened up
- the engine and released Issue 2 of EA on October 10, if I remember
- correctly. I didn't put a release date in issue 2 for some reason? I
- also decided to make the issue PD, as it was not really worth the 2
- pounds asking price, due to the lack of time spent on it, and the odd
- bug or two which I did not have time to investigate fully. It also
- didn't posess many good tunes, as I used more CHIP music than proper
- music modules, and the content of some of the articles was a little
- lame. Still, it was released as PD though, and accepted by most
- libraries.
-
- In issue 2, I made myself clear that if Carl did not start to
- correspond with me on future issues of the magazine, I would drop him
- entirely from the team, as I was able to work more efficiently on my
- own, without having to worry about waiting for articles etc. I then
- ÿ
- þ
- posted the issue to Carl, and awaited his response from it. Still,
- absolutely no reply of any kind whatsoever. By now, Paul Burkey had
- linked up to the internet, and was off on his electronic travels,
- hence the E-Mail number he was very kind to loan me, when Carl
- suddenly popped up on his screen. This is where it gets good, as Carl
- said he was going to get in touch with me with all his stuff for EA,
- and all that boll***s, but still, no reply. Paul decided to start up a
- user group on the internet for AMOS with Carl, but Carl disjoined from
- that shortly after, and has not got in touch with him since either.
- Still, that is another story. Carl is a good AMOS coder, and it would
- be a shame to let his talents go to waste.
-
- It was christmas when I spoke to him in person. I called his mum a
- couple of weeks beforehand to find out when he came home for his
- holidays. After about 20 phonecalls, and a lot of patience, I called
- him and spoke to him for about an hour, explaining what I had planned
- for the future of EA, and again, he promised to send articles etc. and
- I also explained to him I was going to take EA to colour, and he
- agreed to it. After puting the phone down, it was the last lengthy
- conversation we had. I called up a couple of days before he went back,
- ÿ
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- and he was watching a footy match on the telly, and he said he would
- call back when it had finished. Did he f***. Just goes to show you how
- much he really cares about the magazine. I think he was only in it for
- the profit to tell you the truth.
-
- So now comes to you issue 3, which has been fully programmed by
- myself, with the graphics compaction routines written by Paul Burkey,
- available from the library under the title "Squidger". This issue has
- had a lot of planning, and has took me a full month to compile, along
- with all the articles. New and improved features include a full-colour
- text review, which not only shows the text in different colours, but
- will allow you to view screenshots whilst you are reading. The whole
- issue has been tidied and re-written from scratch, to give it that
- homely feeling. The prices of advertising have been TOTALLY scrapped,
- and replaced with simply sending in a couple of articles. I also
- decided to release the third issue as shareware, so that lot's of
- different people can see that EA is still up and running, even after
- the bad episodes, and to let the good AMOS coders out there know that
- I still care !
-
- ÿ
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- The magazine is also a lot more user-friendly, and easier to read
- and understand. There are no more terrible scrolling problems when
- reading normal articles, as all text is stored on pages, which can be
- looked at like a book. Because of the graphics compaction routines,
- the sizes of any IFF files are dramatically reduced when the data
- files produced by Squidger are crunched down, meaning that more
- graphics can be included within the magazine to give it a much more of
- a proffessional look. Lot's of readers letters and suggestions have
- been included in the new engine to make it as user-friendly as
- possible. Features which are included in the next issue, which will
- surely wet your appetite, include multi-colour text on the same line,
- as well as being able to combine graphics with text. Also to be
- included, is a series of IFF fonts, which will be internal with the
- program itself, allowing you to create posters using snazzy colour
- fonts, without having to take up lot's of space using IFF screenshots,
- plus it gives a nice heading to any banner or piece of text. Issue 4
- will be hopefully ready on May 12 at just £2 (£2.50 if you live
- overseas).
-
- The Fantasy Football league which was supposedly arranged by Carl
- ÿ
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- had also gone belly-up, as I never heard a peep from the guy who was
- supposed to be organizing it, and even up to writing to him about a
- month ago, I have still heard nothing from him. So, I decided to put
- this section up in the magazine to anyone who want's to undergo it. If
- you want to take on the system, then feel free to contact me with all
- your proposed ideas and plans. I would prefer someone who has had some
- experience with this system, but if you are a newcomer and would like
- to have a go at it, then get in touch. See the text adverts for more
- information.
-
- I am now hoping to get this third issue reviewed in a commercial
- magazine, so that the damage Carl made in the first issue can
- hopefully be repaired, and allow the AMOS coders out there who may
- have discovered that he won't actually reply to any of their mail, can
- at last get the full AMOS coverage that they have wanted for a long
- time. If Carl tries to get back into EA, I shall let him, but there is
- no way he will be in charge of running either the cash or editorial
- side of the magazine, at least not for a long time, as it has took me
- too long to repair the damage what he has already created, and I am
- not prepared to let the magazine go through that again.
- ÿ
- û
- If you are out there Carl, and are reading this, then why not get
- in touch with me. It isn't all that difficult to pick up the phone and
- dial the number. If that is too hard, then leave an E-Mail for me with
- Paul. Remember folks, never get straight into teaming up with someone
- the day you meet them, as it could be a fatal mistake, as I have
- learned today !
-
- ú
- [Andrew "Mushroom" Kellett]
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- ÷
- EOF
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