home *** CD-ROM | disk | FTP | other *** search
- Path: sparky!uunet!stanford.edu!snorkelwacker.mit.edu!ai-lab!case!dmb
- From: dmb@case.ai.mit.edu (David Baggett)
- Newsgroups: comp.sys.atari.st
- Subject: Re: So what does this mean to us ?
- Date: 21 Dec 1992 17:22:13 GMT
- Organization: MIT Artificial Intelligence Laboratory
- Lines: 105
- Message-ID: <1h4ug5INN9r8@life.ai.mit.edu>
- References: <1992Dec17.193935.4591@news2.cis.umn.edu> <1h008iINNam6@life.ai.mit.edu> <0fq24bj@rpi.edu>
- NNTP-Posting-Host: case.ai.mit.edu
-
- In article <0fq24bj@rpi.edu> oyakea@lib102.its.rpi.edu (Amalaye Oyake) writes:
- >1) WILL MR. BAGGET STILL MARKET GAME WORK BENCH OR HAS HE GIVEN UP ?
-
- Really, you can call me Dave. :) The fate of GW is still being decided.
- I am only one of two authors; the other is Neil Forsyth. Together we
- have to puzzle out whether or not releasing GW now is worth the time,
- money, effort, and frustration involved.
-
- >2) IF YOU REPLY, PLEASE STATE IN YOUR HONEST OPINION IF YOU THINK ( note i am
- >talking to anybody reading this ) THE FALCON WILL SUCCEED.
-
- My honest opinion? It has ZERO chance in the U.S. It has a *slim*
- chance in the UK. It has a *decent* chance in Germany. I'm only
- talking about it not being a loss for Atari here; that's all I can
- equate "succeeding" with for Atari.
-
- >3) PERHAPS QUESTION 1) SHOULD BE TITLED CAN MR. BAGGET STILL MARKET GAME
- >WORKBENCH ?
-
- Well it's not just mine alone, again. There are clearly NOT thousands
- of people out there willing to pay the cost of a compiler for a game
- development system for the ST. It's a big system, with as much
- capability and documnetation required as a compiler. That means
- you have to pay more than fifteen bucks for it. :)
-
- That doesn't mean it's not possible for it to be profitable. No
- one really knows right now.
-
- It would clearly be *more* profitable in the long-term to port the
- system to other platforms.
-
- >4) WHAT DOES ALL THAT HAS HAPPENED, (CONCERNING MR. BAGGETS VISIT TO SV CA.)
- >MEAN TO THE AVERAGE ST USER ?
-
- To me, it indicated that Atari has been pretending to be a big computer
- company for a long time. They are now only a shadow of their former
- selves, but they have retained one thing: their arrogance. This
- worried me. Maybe it doesn't really matter to some people though;
- small companies have put out great products before. Atari *could*
- still be salvaged; I've emailed Len with various ideas on how I
- think it could be done. But it would require a little bit of
- divine intervention as well as a solid, aggressive business plan.
- (Point 1: get out of home computers and go back to doing what you
- can actually get right: game consoles.)
-
- The tremendous amount of infighting also really bothered me. The most
- arrogant and obnoxious people seemed to bully their bosses while being
- the least competent from a technical standpoint.
-
- >6) HOW WERE MR. BAGGETS GAME ROUTINES SUPERIOR TO ANYTHING DONE BY PEOPLE
- >LIKE THE BITMAP BROTHERS ( ST DIEHARDS ), OR EVEN JEFF MINTER ?
-
- Well, in the specific instance of the Bitmap Brothers, our routines are
- probably faster. The BB's have done some great games, but their
- routines weren't really the fastest around.
-
- The BB's also develop for the Amiga and PC (as well as the Sega and
- Nintendo), so I'm not sure I'd classify them as "ST diehards" anymore.
-
- The intention behind GW was always that it should be easy to use
- (callable from C), but would be "routines the professionals use." In
- other words, the assembly code Neil has written to do the blitting and
- scrolling was intended to be as fast or faster than anything in a
- commercial game. Despite the widespread belief among game programmers
- that you couldn't make a general-purpose library and still retain the
- speed of an all-assembly approach, I think we succeeded. Neil deserves
- the credit for that because he wrote the RDO (Raster Display Object)
- manipluating code and the fine scrolling code. Perhaps if you goad
- him on a bit he tell you why his RDO routines are better than the
- Bitmap Brothers'. :)
-
- >7) SO WHAT MACHINES WOULD ONE RECOMEND BESIDES A FALCON ?
-
- In the US, at least, you simply can't beat PC clones for
- price/performace ratio. For those of us who have loved Atari computers
- since playing M.U.L.E. on their 8-bits this is a bitter pill to
- swallow.
-
- Macs are more expensive but if you can get an educational discount
- they're really nice. DTP support is excellent, and they're rapidly
- taking the desktop video market away from the Amiga. (Macs have
- had transparent 24-bit video support for two years now, too.)
-
- IMHO, Amigas are going the way of the Atari computers. It's just
- too difficult to surive in the PC clone/Mac market with mediocre
- third-party hardware now. If someone were to come out with the
- 1993 equivalent of the Atari 800 (i.e., something that capable and
- exciting relative to the current state of the art in home computers),
- then they might have a chance. Like it or not, Atari owners, that
- machine was the Amiga in 1985, not the ST. (Though I note with great
- chagrin that the Amiga was actually designed for Atari by the some of
- the same folks, like Jay Miner, who worked on the 800.)
-
- I look at the Falcon and the new Amiga machines, and I don't see
- anything revolutionary. (Tossing in a DSP isn't enough, especially
- when it should have been a TI34010 graphics coprocessor instead.)
-
- Merely dong sometihng evolutionary won't keep you afloat in today's
- "100 million DOS machines and 20 million Macs" market.
-
- Dave Baggett
- --
- dmb@ai.mit.edu MIT Artificial Intelligence Laboratory
- ADVENTIONS: interactive fiction (text adventures) for the 90's!
- dmb@ai.mit.edu *** Compu$erve: 76440,2671 *** GEnie: ADVENTIONS
-