Virtual Reality ... Now a Reality!
The following article was written by Pam Rothman for inclusion in the Amiga News March 1992 issue. It was meant to help the Amiga owner deal with society's resistance to using Amigas just because they're lots of fun.
No, I'm not going to tell you how to convert your spouse into an Amiga peripheral. I'm going to discuss converting your spouse into a fellow Amiga enthusiast, which will have many more benefits in the long run.To convert anyone to anything, one must first deal with the false beliefs that have kept the potential convert from seeing the light.
False Belief #1: I don't know anything about it.
Well, they might not know anything about it. The false part is their thinking that would prevent their operating a computer.
That's the beauty of the Amiga, of course. You don't have to know anything to click on an icon. I drive a car without knowing much about them, and the same principle applies to computers. The Amiga's point and click interface makes it easy for beginners to start accomplishing things in no time.
When things get a little more complicated, that's where you come in. You know a lot, don't you? You'd be glad to help. Isn't that what significant others are for?
False Belief #2: I don't want to know anything about it.
This springs from a misconception about what computers are for. Most people's jobs give them the idea that computers are delicate hulks that demand a lot of data and attention and have a zero fun content.
But the same car that takes you to work can take you to an amusement park. It's all in what you point it at. The Amiga is an extremely versatile tool that can do almost anything you want it to. No matter what your spouse's interests, chances are the Amiga can be used to expand on them or organize them.
False Belief #3: There's no point to it since you're always using it anyway.
Here is where you can point out that if you spend time computing together, you will be combining computer time and together time into quality time. If it turns out they like it, you'll give them this one and buy another for yourself. What a sacrifice you're willing to make! Doesn't that show you really love them more than the Amiga? (Or at least as much.)
The next step is to have them actually try something. Or at least look at something. It's likely the closest look they got at the Amiga was when you were pulling it out of the box and they haven't come near it since. To them it's "that thing" you are spending all your time with, doing arcane and indecipherable things.
Don't make the mistake of asking them to look at something that they can't instantly understand. Drawing their attention to the screen where you have successfully decompressed a file has little allure. The nice way you've set up your hard drive means nothing to the uninitiated.
The Amiga has much more personality than other computers. Let them see and hear for themselves. Have the Amiga talk. Have it say nice things about your spouse. There's something irresistible about anything that says nice things about you.
A good first look can be a game; never underestimate the appeal of games. Tetris has wrought wonders, turning former computerphobes into bleary eyed computer maniacs within minutes. Does he like Risk? Get him the computer version. She nuts for Gin Rummy? Have her play the Amiga.
Games you can play together are especially good. Even games that seem single player can become team efforts if they are complex enough. Sim City, Populous, Empire, and other games that emphaSIZE strategy over eye-hand coordination are good choices. Don't bring them into a game cold if you haven't played it before. It is frustrating and boring for a person to sit around while you flip through the manual. It's much better for you to teach them what you know.
Remember the early days of your courtship, and apply the same principles. You didn't come over and say, "Look, I'm presentable and have a good job and I'll try not to be boring." It may be true, but it doesn't get you dates. You get dates when you are fascinating and intriguing and fun to be with.
You aren't getting the Amiga dates if you call your spouse over and say, "Look, honey, I got you a spreadsheet so you can enter all our household expenses." What you want to say is, "You're so good at art, I bet you could do better than this. Want me to show you Deluxe Paint?" Or, "Remember when you said you'd like to hear 'Flight of the Bumblebee' slowed down for a change? I've got a program here we could try."
Another thing that might be preventing them from enjoying the Amiga is the common belief that their ignorance might make it blow up, and then there's heck to pay. Relieve their anxiety by explaining the extreme unlikelihood of anything they type or click on hurting the computer. Go over the few precautions needed, and try to set their mind at ease.
They might say something like, "But I have no reason to try the Amiga, I don't have anything I need to do on a computer." In an extreme case, that's true; people once got along without them, but they make so many tasks so much easier.
If your spouse needs something written, be it a proposal for work or that short story they always wanted to try, show them the wonders of word processing. If they belong to any organizations that need a newsletter, or they want to send a personalized card, show them desktop publishing.
Art of all kinds is enhanced by the computer. There are programs for two dimensional drawing or three dimensional modeling, and either kind can be animated. If she does needlepoint, show her how she can create her own designs and get them printed. If he does woodworking, is there a design or planning aspect he could do on the computer?
Music is marvelous on the Amiga. Even if they don't already have a MIDI keyboard, there are plenty of programs that let them experiment.
But whatever you show them, don't just say, "Here's desktop publishing, make that newsletter." Get involved with their projects as well as yours. That learning curve can seem pretty steep, so let them know they're not alone. Try to have your own understanding of the program before you show it to them, so if they have questions you can answer them. If they poke their head in the den and ask you what you're doing, imagine their surprise when you reply, "Seeing if you can use this program. I thought it would work out great for your ..."
Don't expect them to be like you. If they were like you, they'd already be in the den, elbowing you aside so they could play Lemmings. They're different, they need special care and extra time. But it doesn't mean they can't grow to love computing.
If, in spite of your sincere best efforts, they still want nothing to do with the Amiga, try to be philosophical. You're spending your time in a constructive manner, and there's lots worse things you could be doing with your time.
After all, wouldn't they rather you were home computing?
The following article was written by Pam Rothman for inclusion in the Amiga News May 1992 issue. It's about one of the coolest things the Amiga has ever been used for, the world's first virtual reality video game for commercial video arcades. The phone number near the end of the article is still good!
Imagine yourself on a floor in open space, full of twinkling stars. There are four levels on each side above you. You can move up or down the stairs, or use a hoverboard. You'd better move too, because someone is after you. Maybe even someone you trust, like a husband or girlfriend. Your heartbeat sounds in your ears, there! Darting out from behind that obstacle, grenade launcher at the ready!They shoot and miss. You take your time aiming, since it will take a while for their gun to reload. Revenge will be sweet, but there's the pterodactyl! It grabs your opponent and carries them high, then drops them to the floor below. You see body parts, (rendered in 3D graphics) flying all over. But they'll be back.
Dactyl Nightmare. It's a computer game. But I'm not playing my husband with a second joystick or even over a modem. We are in the game, wearing helmets with little screens in front of our eyes and little speakers by our ears. It's virtual reality, and the Amiga has brought it out of the future and into the present.
Virtual reality means that you are experiencing a computer simulation that is virtually reality. A look at the graphics of Dactyl Nightmare might make you skeptical; they are not particularly realistic. But that is only a part of the totality of the experience.
To play, you climb into a pod, a platform surrounded by a round railing. Then you strap on a fanny pack and hold your combination gun and walking controller in the hand of your choice. Pressing a thumb button in the hand module moves you forward in the direction you are facing. You can move your body or just your head to indicate direction. A trigger button fires your grenade launcher. The game will keep track of all your movements and translate them into action.
I found it remarkably easy to slip into this world. The small details contribute to the illusion. You can see your hand and gun, which can be moved in any direction. The angle seems to affect the angle of your shot. If you crouch down, your point of view changes, and you can hide behind (and shoot through) the obstacles scattered around the playing field to better outwit your opponent.
It takes a little while for your grenade launcher to reload after shooting. That's why you have to keep a cool head and shoot only when you have your aim set and a clear shot. (I have the bad habit of panicking and running into the other gun.) After eight shots, the Pterodactyl comes for you. If you don't shoot it in time, it grabs you, lifts you high, (actually dizzying if you look down,) and then drops you. This is bad for you.
Even the spectators can vicariously enjoy your virtual reality. Each pod has a monitor that shows your point of view to others. Helpful spectators can yell "Look out behind you!" but your attention is focused on getting your opponent before they get you. It's difficult to pay any attention to the real world, when you are so involved in the computer one. You have speakers over your ears, filled with eerie music and heartbeat sounds. When you look up your point of view changes, and when you move the landscape changes around you proportionately. Your brain begins to believe what your senses are telling it.
There's an Amiga 3000 in each pod. The two Amigas each have a 68040 processor, a 33 megahertz graphics processor, and are running an Ethernet network. The 3D graphics are Amiga generated.
The system is called Virtuality. The pods, helmets, and other hardware are made by W. Industries, U.K. At $60,000 apiece, this isn't something that will arrive in your living room next year. In the U.S. the system is distributed by Horizon Entertainment of St. Louis, a division of Edison Brothers Stores.
I played Dactyl Nightmare, but there is also a Capture the Flag game, played with four units, available in some locations. Legend Quest, an adventure game, will be coming soon, and Spectrum Holobyte, the distributors of Tetris, will be developing some software for the Virtuality system.
The gaming possibilities are endless; a boxing game where you actually move your fists and feet, a skiing game, hide and seek in real time, but the applications are by no means restricted to games. Any human activity can be simulated with these techniques, with even better input and feedback devices. Surgery, movies, even vacations, could develop from this tip of the iceberg. The future has arrived! Don't forget to tell everyone that the Amiga made it possible.
Where You Can See the Future . . .
When I played on Long Island, the price was five dollars for one four minute game, or ten dollars for three four minute games. These prices may vary. You can play against the computer if you don't have a partner, but playing against live people is more fun.
If you don't see a location near you, call 1-800-ILLUSION for more information. New locations are opening all the time, and old ones may be moving, so it pays to call first.
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The following article was written by Pam Rothman for inclusion in the Amiga News December 1991 issue. We are now up to AmigaDos v3.1 and we are likely to be getting v3.5 shortly. Still there is a great deal of information in this article that some of you might find useful. Also, the basic sentiment is the same. It's a good idea to upgrade.
Workbench 2.0 has finally arrived. At a list price of $99.00, you can think of it as a low cost peripheral that adds new features to your Amiga. But what's in it for you? What might you have to worry about?You should definitely give it serious consideration because Workbench 2.0 is a major upgrade that offers new dimensions to our favorite words, "quick" and "easy."
Quick as in faster bootups and faster file access to any device, floppy or hard drive. Because many commands are now resident in ROM, the Amiga will respond faster. If you reformat your hard drive under 2.0, (be sure to back up first!) you will probably see an increase in speed.
Easy is an even bigger part of the new operating system. If you collect handy utilities, 2.0 offers a simple way of incorporating them into your startup sequence. Simply drag the icon into the WBStartup drawer, and the Amiga does the rest. No more messing with the Startup-Sequence.
2.0 makes it easy to start playing with this new feature by including a number of Commodities in the directory of the same name which resides in the Tools directory. Two of my favorites are ClicktoFront, which lets a mouse click bring a window to the front, and FKey, the Function Key programmer. Many of these programs have been available in PD form within the Amiga community, but now everyone can take advantage of them.
Further variations on these Commodities are already available in the Public Domain. My favorite is Spliner, a screen blanker that works the same way as the 2.0 screen blanker, but draws colored splines on the screen instead of just making it black.
I was never a Workbench user...until now. Windows of all kinds are easier to handle under 2.0. There's a single Zoom gadget to go between the sizes you set. Left Amiga N will always bring you back to the Workbench, and Right Amiga M will cycle through all Custom Screens. If the program you are running supports the Workbench Tools menu option, you can go directly from the Workbench to the program window by choosing its name from the Tools menu.
All the Workbench functions such as Clean Up and Snapshot are still there, but they are easier to implement. With Snapshot, you can snapshot a window, a single icon, or All the icons and their window. If you need a new drawer, pick the menu item New Drawer.
Don't have icons for some programs or files? No problem in 2.0. The menu item Show All Files will have 2.0 assign temporary icons to the files that don't have any. You can also view Icons by name, date, and size in a text window, but they act just like regular icons. You can pick up the name and drop it into another drawer which shows icons. The copied file will appear as a name or an icon, depending on the option selected in each window.
Individual icons offer just as much flexibility. It's easy to handle icons when the Workbench menus offer ways to copy, rename, or delete them. You can Snapshot or Unsnapshot individual icons, Leave them Out on the Workbench screen if you will be using them for a while, then use Put Away to get them off the screen and back into their drawers. Icons which have been left out, stay out, even after rebooting.
You can highlight a bunch of icons by clicking the mouse on the background. When you move the mouse while still holding the left button, a box will appear. Select icons by dragging the box around them, then let go of the button. By holding down the Shift key and clicking on one of the icons you can move, copy, or delete them as a group.
If I'm on the Workbench and don't have a Shell handy, I can pull down an execute requester and type in a script file or program name and it will be executed just as it would from a Shell. ut I'm not giving up the Shell because I have goodies there too. I can copy and paste items from file directories onto my command line and then just hit the Return key to execute them. To cd to mydir: I simply type mydir:.
2.0 has a polished and professional look that makes the Amiga look as good as it performs. You have all the flexibility regarding colors and customization that you had under 1.3, and then some. Not just the palette and the pointer, but patterns too, separate ones for your Workbench and Windows. The new Input prefs let you try out the mouse and keyboard settings before you decide to keep them. You can choose any font you want to use for Workbench, windows and your system font.
If you are nervous about learning a new operating system, relax. Workbench 2.0 isn't that different, it's just better. It builds on what you already know and offers better ways of doing things, whether you are a Workbench or Shell user.
What About Software Compatibility?
Products that will not operate under 2.0 will not do so because the programmers did not follow the rules set forth by Commodore. AmigaDos 2.0 was created with these rules in mind. If something won't work, it's not Commodore's fault. Even so, Commodore has built in some work-arounds for many popular programs, so incompatibilities are not as predominant as you might think.
If your favorite word processor or spreadsheet will not run under 2.0, you have my sincere sympathies. It's tough to contemplate giving up a piece of software that you've used for years. The beaten learning curve and the files you've created with it are all urging you to stay put.
The reason some software hasn't been upgraded is because it didn't sell well enough to make it worth the effort. That may be a clue that there's better stuff out there, market tested and supported by companies who are trying to keep up with the Amiga.
Many files can be converted or saved as text so you won't lose much, if anything, by switching to another program. If you have a bunch of files you absolutely must keep track of, consider how well your old software works under 2.0. Well enough to extract the information if needed? Well enough to print out some pertinent details?
If you call the software company and find that you need an upgrade, get it. It's that simple. If there's going to be a delay, find out what does and doesn't work under 2.0, and decide if you can live with it instead of waiting. If it just looks funny, or is missing some special features for 2.0, you can still use it while you're waiting.
Games are another matter. Many of them are written with a total disregard for the rules, so many of them act strangely or will not run at all under Workbench 2.0. If it's your favorite game, once again, my sympathies. Your chances of an upgrade are lessened because games have a short shelf life and only the wildly popular bestsellers have enough market viability for the software companies to consider upgrading. Think of the new games you'll miss if you don't switch! AmigaDos 2.0 has some interesting new features under the surface that will be very useful to game programmers.
The bulk of Amiga software is already 2.0 compatible. You can look for the light green 2.0 sticker on new software you are contemplating. If you don't see it, ask. I found that all my favorite programs were already 2.0 compatible, including games, word and idea processors, database, desktop publishing and paint programs.
Workbench 1.3 was introduced in 1988, so the Amiga was certainly due for an upgrade. Get some power into your life. Go 2.0!
The following article was written by Joe Rothman for a newspaper-styled Amiga magazine called Amiga News. It appeared on page 18 of the April 1992 issue. Most of what is said below is still true today.
Dear Irving:
The following article was written by Joe Rothman for a newspaper-styled Amiga magazine called Amiga News. It appeared on page 6 of the March 1992 issue. Most of what is said below is still true today.
Over the years, I have seen Amiga developers come and go, but I have also seen those that grow and prosper. When I talk on the phone to the people who run these companies, sometimes I can almost predict their fate. A pattern starts to emerge which points to success or failure. The Amiga market is unique. As a long time Amiga owner, I felt that my experience might be beneficial to those who are considering developing for the Amiga market.
The following text was written by Joe Rothman on the evening before Commodore's bankruptcy announcement. It was posted, on that fateful night, on A.M.U.G. BBS. The next day everything changed. The Amiga community was forced to endure great hardships. We survived because a lot of us simply refused to give up. Most of what is said below is still true. After all Amiga has gone through, it truly is The Computer That Will Not Die.
As you probably know by now Commodore is having serious financial problems. Clone hysteria, combined with a weak world wide economy, and several other factors have left Commodore on the brink of financial collapse.
................ www.mrhardwarecomputers.com
Email: sales@mrhardwarecomputers.com
Articles:
Converting Your Spouse | Virtual Reality | Yes! Upgrade!
Open Letter to Irving Gould | Developing for the Amiga
Amiga, the Computer That Will Not Die
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