Friday 26 November 2021

The Secret History of Mac Gaming by Richard Moss - Book Review

Apple Macs don't do gaming. Such has been the refrain for many a year and that has only really changed as iOS has cross-pollinated with the Mac platform as well as Apple's focus with Apple Arcade. But that initial statement isn't actually true. In fact, it never has been, and I can prove it by telling you about Richard Moss' bulging tome on the subject.

Initially published by the crowd-funding site Unbound, this new, expanded edition of The Secret History of Mac Gaming comes courtesy of Bitmap Books. I've reviewed a couple of their titles before and those didn't disappoint. Neither does this one.

This is a compact book with a stunning design - the contrast of colours, the loving recreated original Mac on the front and back, and the striking purple fore-edges, all give this book a style of its own. It's also quite dense, with only four blank pages out of the 482 present. There are plenty of screenshots but what you'll mostly get is text, split into twenty seven chapters. These are preceded by a timeline from 1984 to 2000 (the period the book covers) detailing key moments in Mac gaming history, a foreword by Graeme Devine (co-founder of Trilobyte, creators of 7th Guest amongst other titles) and an introduction by the author. At the back of the book, there is an afterword by Craig Fryer (an Apple Evangelist, who also provides two chapters), an acknowledgement from the author and a gameography, detailing all of the titles included in each chapter. In between each chapter are small pieces of art in the mono-Mac style which are a nice touch.

The chapters themselves initially cover the early history of the Mac before moving onto the different genres that made it to the format. The topics move on to include shareware, Fryer's role in being a Mac Evangelist, and individual chapters on key companies that made a mark on the Mac gaming scene. What is evident in each chapter is the level of research Moss has undertaken to tell this story. The sheer number of interviews to cover the subject is amazing, the effort to contact individuals and follow up on them, some after over thirty-five years since their involvement in their games, is stunning. All the while, the games remain front and centre, and around 350 titles are name checked. Some merely get a mention, others get a full deep dive as they relate directly to the telling of the Mac's gaming history. In any case, that Gameography at the back of the book is invaluable. 

The tale of Mac gaming is a rollercoaster ride, through the hard times and the good (thank you, Mr Slim), of Apple blowing hot and cold over gaming, and of Apple itself nearly imploding in the mid-1990's, which had a corresponding effect on the Mac gaming ecosystem. The passion of developers and company owners is plain to see, and there is more than a little luck involved for many. Some managed to make a living out of their hobby, others just got beer and pizza money - but hey, their games paid for beer and pizza! Above all, the book gives life to a period of computer gaming that will never be repeated. The industry has changed, as has technology - the cost of development, distribution methods, marketing, customer feedback - all have changed, some not for the better, and yes, this book harks back to a different time but at no point does it become maudlin. No, the author weaves the narrative easily to encompass the highs and lows of Mac gaming to the end of the 20th century and he does it in an engaging and very readable manner. 

I would say there are highlights but that would be disingenuous. The book itself is consistently great though, as a fan of obscure and seen-as-failed consoles. the chapter on the Bandai Pippin was particularly tremendous and as for the stories of the shareware community... well, as you'll see at the end of this review, it is to be expanded upon. It was also nice to see the focus wasn't entirely in the US, even if it was the primary Mac market.

Is it perfect? Not quite. There is one niggle (just one niggle only, Vasily - I watched Hunt for Red October recently) and that is page 251. In the print copy I have, it doesn't exist, instead being replaced by a repeat of page 281. I love flight sims but that is a bit too much F/A-18 Hornet 3.0 for my liking. Fortunately, when you buy a print copy of a book from Bitmap, they send you a download of a pdf copy too and that had the missing page so nothing was lost.

I missed this book when it was funding on Unbound and am pleased Bitmap books have given it a re-print. This is an essential and entertaining read for anyone interested in computer gaming in the 1980's and 90's, even if the Mac wasn't your computer of choice. I cannot recommend this book enough, it has to be in your gaming reference library.

And yet there is more.

Richard Moss has a second book which has reached its funding goal on Unbound.com. Shareware Heroes covers the rise of independent developers who used a unique business model to not only keep their game creation dreams alive but created indie games that commercial publishers wouldn't touch. It's at the final design stage and, based on how great I think The Secret History of Mac Gaming is, I have pledged my support for a copy when it hopefully gets published in August 2022 (global situation depending). 

You can buy The Secret History of Mac Gaming from Bitmap Books here although it is now out of stock until April 2022 (shows how popular it is) and check out Shareware Heroes here. You can also follow the author on Twitter.

Tuesday 23 November 2021

Battlegroup! by Jim Storr - Book Review

Yes, I can hardly believe it, a wargaming post (sarcasm alert)! This time, a review of one of Helion & Co's latest releases, Battlegroup! The Lessons of the Unfought Battles of the Cold War by Jim Storr. A former British Army infantry officer of 25 years service, graduate of the Army Staff College, Camberley and professor of war studies at the Norwegian Military Academy, the author's background promises much for this title.


However, it is not just the author's career that lends itself to this book. Along with his late brother (a Territorial infantry officer), he fought over 200 battles on the table over a period of many years, refining and honing tactics, rules and procedures to determine how events could unfold in the real world. Alongside that, he has also self-translated two German-language texts by Erik Middeldorf, who served in the Wehrmacht and published his work in 1957. Combined with a wide range of other sources, personal communication and experience, the author has tried to tackle the question of what could have happened if the balloon had gone up in the 1980's.


The book is divided into four parts: Setting the Scene, Land Forces, Tactics, and Lessons. Setting the Scene prepares the reader in the geography and the location of the forces that would face each other there, a guide to the individual armies, total deployment numbers and the like, and details the approach the author has taken in reaching his conclusions - here we get an explanation as to how the two hundred plus games were used to generate the supporting evidence to the author's line of thought. It must be noted here that the primary goal of each game was NOT to win. Instead, it was to achieve a set aim or goal. The author reinforces this difference a number of times, highlighting the difference between what we games players do and what he and his brother were trying to achieve.

The largest single section of the book is Land Forces, and it is here that the author's knowledge, background and experiences come to the fore. In turn, he discusses the various branches of the land forces in central Europe. The use of reconnaissance, armour, infantry and anti-tank forces, engineers and artillery, the medical/supply and transport services, and finally, the use of battlegroups, brigades and divisions. Not really a spoiler, but it is in this section that you will find the author's most contentious views. The idea of what makes an effective tank, the effectiveness of well sited anti-tank forces and just what is the point of an IFV are just some of the topics well covered and whilst there will be dissenting games players out there (either with a points-based army that has served them well or a doctrinally/TOE correct force), it should again be noted that the arguments are put forward logically and are something that I for one would like to see trialled on a table with the rest of our particular group.


Tactics takes up most of the back half of the book and looks at defensive and offensive operations, along with air support and the issue of fighting in woods, built up areas and at night. Again, some of the arguments may not be to your liking but they are discussed persuasively and with great clarity. 

Lessons brings everything together, with a hypothetical September 1987 conflict and some observations and conclusions. I'll not detail these here because you'll need to follow the author's line of argument. To do that, you'll need to buy this book. 

And buy it, you should. This is an essential look at the latter years of the Cold War in Europe and provides a level of insight that I have yet to see bettered. Throughout there are diagrams and tables to illustrate and inform, and I defy any historical wargamer of this period not to gain something from a perusal of this work. True, not everyone will agree with the author but that is to miss the point. This is a carefully argued and evidenced volume on what might have happened if the Cold War had kicked off. It makes damning reading for those with pre-conceived notions but it does (and this is the key point) make you think. Rather than just blindly following abstract rules, this invaluable book pushes the reader to question their own approach to wargaming of that period as well as the accepted historical views of the forces, tactics and strategies concerned. It really is that much of an essential purchase.

Battlegroup! can be purchased directly from the Helion & Co website here.

Saturday 20 November 2021

Archive Magazine - Volume 25.5 Review

Arriving fairly shortly after volume 25.4, 25.5 is the penultimate edition for the year and a bit of a news-packed issue, having been printed just before the London show which took place on the 30th of October. Also included in the magazine was an A5 flier to remind me my subscription was due to expire after the next issue (25.6) and listing the ways of renewing the subscription. So, what do we get for this issue?

The Newsdesk occupies its usual place, reporting on Cloverleaf's new Filer, the new Cloverleaf distro that was promised as part of their Kickstarter campaign, and the announcement of two RISC OS shows for 2022 - the Wakefield show (23rd April, which I am hoping to attend) and the RISC OS eXperience show (14th May) in the Netherlands. The Haunted Tower Hotel is the latest release from AMCOG Games, there is an extended edition of Acorn: A World in Pixels (already ordered that one) and a new WIMP programming book from Chris Dewhurst. There is more but you get the idea. And that doesn't include the actual London show announcements either!

The first article is a cracking piece by Jeroen Vermeulen on porting Python games into BBC Basic. Very much a "how to" and packed with detail and tips, this will be a boon for anyone with similar plans and you'd do well to have this six page resource to hand if that kind of project takes your fancy. Andy Marks reviews DeskWatcher, an application to remotely control one RISC OS desktop from another, highlighting features such as screen recording, file sharing, multiple connections and the like. It's a good review and is very honest about the benefits, limitations and foibles of the software.

Meet ArmBob is a great introduction to Bob, an interpreted language for object-orientated programming if that is your sort of thing. I found it interesting. "What? Me a programmer?" is a humourous look at an old utility being revisited by someone who is adamant they are not a programmer. Uh-huh :-)

Also included is a guide to updating NetSurf, adding a reset switch to a 4te desktop and a handy step by step process of getting Gmail to play nicely with Pluto and Hermes. The second part of the USB Audio series is as interesting as the first (as in highly) and there are three entries in the letters page. PC Bits focuses on the joy(!?) that is the Windows Blue Screen of Death and a quick comment as to why the author hasn't upgraded to Windows 11 yet, whilst Mac Matters add a note on sharing Mac screens on RISC OS and file mapping. Code Burp takes a look at image saturation, and Acorn Retro is its usual fun smorgasbord of 8-bit gaming wonder.

That is still not all in this issue, with a full page advert from Cloverleaf about their new RISC OS Distro and the now regular half-page from RISCOSbits with their London show offers on the FOURtress range of desktops. Speaking of which, the London show news...

What a show for announcements it was! Considering the size of the RISC OS market, it is extremely heartening to see about multiple pages given over to the show news. RISC OS Developments gets 4/5th of a page (web browser Iris, new TCP/IP stack for wider testing and Pinboard 2.0), RISCOSbits gets a full page (new LapDock option for single board computer users, Mini ITX board), R-Comp gets 3/4th of a page (Pi400 Plus kit, software updates for Messenger Pro and Fireworkz Pro) and finally RISC OS Open with a 2/5th of a page (updated DDE and new pdf version of the RISC OS 5 User Guide). It is really pleasing to see such a level of commercial activity.

Finally, the editor concludes his two-parter on the future of Archive, with a note on making the magazine more visually appealing and updating the website. Both initiatives are worthy and I look forward to seeing how they develop. 

What is clear from this issue of Archive is that there is a real sense pf positivity about the RISC OS user base and the magazine itself. There are promising developments ahoy and I would certainly like to see the magazine grow in size (and readership) if at all possible. I have no horse in the race between the different bindings and am happy to see the presentation evolve whichever way is chosen. As it stands, if you're a RISC OS user then Archive magazine remains an essential purchase and I will be certainly be renewing my subscription before volume 25.6 hits the doormat. That also reminds me, the Archive Archived DVD/USB Stick is due in early December. That's something I'll definitely be picking up.

You can find out more about this excellent magazine by visiting archivemag.co.uk. You can also follow the magazine on Twitter.

Wednesday 17 November 2021

Unofficial Atari: a Visual History - Book Review

Glorious. That's the first thing I thought when I opened this carefully packaged tome from Greyfox Books. The black and purple cover shot through with vivid neon wallops your eyes as you take in this well crafted book. This 229 x 152 x 30mm celebration of the Atari 8-bit range of computers is both stylish and hefty, tipping the scales at 1.23kg, but what a book it is. Over four hundred pages covering 162 third-party games, with artwork, interviews and features galore, reading it made me realise that, as a child in the 1980's, I had missed out on a computing legend.

You see, the first computer my parents ever bought was a Commodore VIC-20. The was replaced by an Amstrad CPC 464 before that too became destined for the back of the cupboard due to the rise of the 16-bit generation. During that time, I experienced the Spectrum (via friends) and the BBC Micro (via school), but Atari's range passed me by. This book, in its own way, remedies that.

Its heart lies in the games and each one is treat fairly and with love. A two-page entry per title, one whole page in dedicated to the box art, with the other split between a quarter page of text and a monitor-boxed screenshot. The background of the pages is formed from another, magnified, screenshot. Doyle provides most of the text, although some is provided by the developers themselves, courtesy of interviews contributed by others. Each entry is easy to read and detailed, providing insights and recommendations as to whether you should play each game. Even where the game has a poor reputation, it is still given respect here. The paper stock is perfect for showing off the imagery and yes, as you can see below, it is a tad shiny!

Interspacing the groups of entries are in-depth interviews with developers of the time, profiles on software houses and features on the actual hardware. Each covers unique areas of the Atari 8-bit era and gives greater meaning to what it was like to be an owner of these not-quite mainstream machines (from a UK market perspective at least). At the back of the book is a section on emulation and how you can sample these games today on modern hardware. I have had a bit of a dabble myself and I know there are quite a few games mentioned in here that I'll certainly be playing in the future. 

As this is a visual history, alongside the game art and screenshots, you'll also find period advertising and some frankly gorgeous hardware photography. True, a lot of the kit was beige, but as I have said before, there is something about 1980's computer hardware design that is both dated and timeless, and that is never more clear here. I love it.

Greyfox Books is a small operation but there is no question as to the quality of the publication you are buying. If you're an Atari fan then this must be an essential purchase for you. I know my copy will sit beside the two volume "We Love Atari" set from Zafinn Books that I reviewed here.

Much like idesine's Acorn: A World in Pixels (reviewed here), Unofficial Atari is a love letter to a long vanished era of home computing and computer gaming. A chunky love letter, to be sure, but one that, much like the BBC Micro in idesine's book, the Atari 8-bit range deserves. Check out Greyfox Books here and, if you can, pick of a copy of Unofficial Atari. I highly doubt you'll be disappointed.

P.S. It was announced a few days ago that Greyfox are to launch a Kickstarter for the Mega Book Collection, a visual history of the Sega Mega Drive, 32X and Mega CD. That should be something impressive to keep an eye out for when it goes live.

Friday 12 November 2021

The Making of Tomb Raider by Daryl Baxter - Book Review

It really is hard to believe that Tomb Raider was released 25 years ago. Initially on the Sega Saturn, it soon made its way to the PC and Sony's PlayStation, where it set up shop for years to come. This timely tome (tomb? Sorry!) by Daryl Baxter details the creation of the first two games as told by those who were there, a high quality oral history of the challenges and successes faced by the original team behind Tomb Raider.

Physically, this is another cracking release from Pen & Sword, and adds nicely to their growing range of videogames-themed publications (I reviewed two of these, the NES and SNES Encyclopedia's by Chris Scullion here). With a list price of £25.00, I have no complaints about what you actually get to hold in your hands.

Baxter takes a chronological view, beginning with the early days of CORE Design and the initial idea/pitch that led to Tomb Raider. From these early days grew a multimedia figure, one that eschewed the traditional male-centric idea of an action character, and one that also gelled nicely with the "Cool Britannia" era of the mid-90's, something the author uses to anchor the tale.

Each step of the story is told in the words of the original team members and their voices shine through with each anecdote. From these, several things become very clear: 1) there was an immense amount of pressure and crunch involved, 2) these were passionate people who did suffer during that process and 3) the 1990's were a very different place compared to today. I mean, smoking indoors for a start!

Where this book excels is providing multiple accounts of the same event, such as the departure of Toby Gard and the change in processes between the first and second game. With regards to the former, whilst there is some concern as to the money he lost out on, I couldn't help but think that, at the end of the day, if your mental health is suffering then maybe it is time to leave. It's all fine and well having (or be seen to have) a great work ethic, but self-care is, ultimately, key, and it made quite painful reading about how the achievement of getting the first two TR games out was seen as enough to counter the effect that the months preceding each title's launch had on several of the team. As noted in my review of "Back into the Storm", that suits some people very well but not all, and I speak as someone who has burned themselves out in a previous job role. It is a credit to the author that this subject is covered even handedly, without judgement, and letting the reader make their own mind up.

There are many, many screenshots included of both titles and they look brilliant. I'm not sure what post-processing was done to get them to look that good (if any), but they compliment to text beautifully. This continues to some of the original design documents that were kindly provided. The balance of text and art is about right, and it's a nice change to see slightly larger than usual text in such a book. It certainly made it easier to read for my poor eyes, I can tell you.

What we have here is a detailed and very personal look at how a relatively unknown development studio transitioned from a 16-bit game factory to a developer that redefined action titles in the 1990's. They launched a character/brand/IP (I hate those two last terms, but you know what I mean) that not only led to nearly 20 games but also three (soon to be four) films and merch spinoffs galore. By hearing the story in their own words, you not only gain an understanding as to how the games were created, but also how games development changed through that pivotal period of videogames history. The Making of Tomb Raider is a brilliant celebration of the creation of this series and is another fine addition to my videogames library. It should be one for yours too.

You can buy The Making of Tomb Raider directly from Pen & Sword here or order it from the usual online and physical book shops.

Wednesday 10 November 2021

From Gamers Magazine - Issue Two Review

It's a lovely feeling when something you've been looking forward to finally arrives in the post. I experienced that last week when a well padded envelope arrived containing the second issue of From Gamers Magazine. The was timely as they currently have a Kickstarter running to fund a third issue, which is something I have already supported (backer number 2), and I was looking forward to seeing if they could repeat the quality of the first issue in the second. I need not have worried.

As always, the cover is the first thing you see, and this issues sees an excellent portrayal of Raz from Psychonauts, a smaller copy of which is also supplied. There was also a hand-written thank you note included which was another nice touch. We have 54 pages (including covers) and a mix of features, interviews, reviews and a few adverts, not overly many, and the one for Platform Players certainly caught my attention.

Features wise, there is a lovely four page piece on the evolution of the point and click adventure that covers ten seminal titles in the genre. This is a great introduction to the subject and (old game mechanics aside), you'd be well served by playing all of the games included. By the way, if that genre is to your taste, check out my review of Bitmap Books "The Art of Point and Click Adventures" here. Next up comes an interview with Nathan Hamley of Headware Games, who talks about his next release, Chasing Static. This looks like an intriguing Wales-set PS1 style horror title and one that I'll be looking out for. From the interview alone, I've already purchased his first title, Guard Duty, so am looking forward to playing that. There's an interview with Josh Hallaran, who talks about 8-Bit Adventures 2, then Super Mario 64 gets a once over, focusing on the environments that helped make that title one of the best games of all time. 

A well-opined piece on Rockstar's effect on game design from the starting point of GTA III follows, then there's a good article on Elden Ring. The cover feature, detailing the history of Psychonauts and the travails of it's creation gets eight pages and what a cracking piece this is. The artwork matches the subject brilliantly and this is definitely a well-deserved cover story. Baldurs Gate gets a three page preview, followed by a nice personal piece on Final Fantasy XIV. 

There are double page reviews of Scarlet Nexus, The legend of Zelda: Skyward Sword HD, Cris Tales, Psychonauts 2 and No More Heroes 3. As per the first issue, plenty of screenshots and, having played Scarlet Nexus and Psychonauts 2, I will say that I found the reviews fair in their treatment. 

The last article in the magazine is a guide to books every gamer should have on their shelves. Of the eight titles highlighted, I have three and, from this piece, will be getting at least another two, so for me, this was a great guide to find.

From Gamers Magazine Issue 2 has continued the fine sense of quality from Issue 1. From the artwork to the writing, I can find neither anything to complain about nor improvements to suggest. Hats off to the team behind the mag, each and everyone of you should be very proud to have created such a brilliant magazine. It is, in truth, a rarity. A multi-format magazine that is open to covering any topic in gaming. I also like how they are extremely open to new writers, as well as established ones - very much keeping to the ethos of its title. I know I am looking forward to issue 3 and beyond.

Speaking of issue 3, that is still in the Kickstarter funding stage. At the time this post goes up, they're on 82% with ten days to go. You can find out more information here, and I also urge you to check out their website here, where you can buy physical copies of issue 2 and pdf copies of issue 1 and 2. Give it a gander and, if you like what you see, support the team for the next issue.

Friday 5 November 2021

Back Into The Storm - Book Review

Bill Herd worked for Commodore from 1983 to 1986. During that time, he was the lead hardware engineer on the TED range to computers (that became the Plus/4 when the hardware finally saw release) and the C128, Commodore's last 8-bit micro. Alongside Margaret G. Morabito (author of the Vintage Commodore 128 Personal Computer Handbook), Herd has recorded the details of his time at Commodore in this Amazon-published tome: Back Into The Storm.

Let me start off this review by stating that even if your interest in computing does not cover the period of Herd's employment, you really should get hold of a copy of this brilliant book. Why? Because it's not just about who did what and why, nor the struggles and challenges of launching a new range of home micro's in a seriously short period of time. No, this book is also about what driven individuals achieved whilst coping with the pressures of often ludicrous goals and the dangers of middle-management (in any corporate structure). It also portrays a company that was successful at what it did, even if the "suits" never understood why (hint, it has a lot to do with the people who work for you). 

Along the way, you find out exactly how passionate people were in problem solving and how the "work hard/party hard" mentality could, in some exceptional circumstances, deliver results far beyond initial expectations. That is not to say that this atmosphere was healthy in the long run. Indeed, Herd's recollections of long periods sleeping under a desk, continuous shifts and grabbing a beer and food wherever and whenever he could sounds like a recipe for burnout and ill-health. Hell, it probably is if that becomes the standard work ethic. However, for Herd, that behaviour was almost like a drug in itself - he thrived off the adrenalin and the stress. 

Truly, the early to mid-1980's were a different time, but some things never change (a bit like war, really - that's for all you Fallout fans) and it's the common thread of middle management that binds many of Herd's tales in this book. He has an in-built cynicism of managerial positions that exist purely to benefit the holder of that position. As long as the ladder-climber gets noticed/avoids responsibility/has been seen to have had their say, then it's pretty much a "screw everyone else" mentality, and the conflicts that Herd fought against that are funny to read now, though I am not sure how much fun they were when he was actively involved thirty-five years ago. Speaking from personal experience, I have had a few choice moments throughout my working life so far, the pinnacle to date was having to explain to a middle manager in words of one syllable or less why an ISA (Individual Savings Account - a UK savings product) couldn't have joint account holders. There's a clue there somewhere... ( and yes, I did keep my job...)

Another area that Herd covers is the decline in management ability and direction in Commodore after Jack Tramiel left the company. Many words have been written about Irving Gould and the numerous Chief Exec's who together turned a profitable and successful company in to a basket case, but one thing you get from this book is that after the events of 1984, Commodore really did lose the plot. Stories of marketing that didn't sync with the efforts of the engineers (the 512k expansion possibilities of the C128) and the sheer idiocy of the top bosses (the Commodore LCD) are almost too stupid for repetition. Yet repeated they should be, and they are in this book. In the case of the LCD, perhaps that's a good thing. I don't need another excuse to spend money on old tech. :-).

This is an easy to read book, with Herd's voice front and centre throughout. He is a sympathetic narrator, making it straight forward to understand the engineering challenges (and solutions) that he and his colleagues faced and devised. There is very much a sense of camaraderie within the engineering teams and the overall impression is that there were very clever and capable people fighting against the technology of the time as well as the unintended (and sometimes deliberate) interventions of others in order to deliver successful (from an engineering, if not a market perspective) products. Relayed with humour and self-deprecation, this book is a brilliant look at the hey-day of 8-bit computing.

Back Into The Storm is well worth your time if you are into retro-computing. As noted above, even if you're not, it's an excellent window into how stuff got done at Commodore back in the mid 1980's, with lessons that remain pertinent to this day. This superb tome is available from Amazon, either as a print on demand paperback or as a Kindle purchase. The POD copy is a good quality and takes up a well-deserved place in my growing library of titles about home computing of the 1980's and 90's. Check it out here.

Wednesday 3 November 2021

From Vultures to Vampires: Volume One 1995 - 2004 - Book Review

Some readers may remember that I reviewed David Pleasance's worthy tome about his time at Commodore way back in June 2020. Shortly after that, he launched a Kickstarter campaign to follow up the Amiga story after the demise of Commodore in 1994. Co-written with Trevor Dickinson of A-Eon fame, this would be a definitive history of what happened next. However, it became clear that there was too much content for a single volume and an additional request was made to backers to fund a second volume. After some unexpected delays caused by the global pandemic, the first volume arrived on my door step a couple of weeks ago. 

Covering the period 1995 to 2004, what Pleasance and Dickinson have achieved is to make sense of the often convoluted tale of just how screwed up the Amiga scene became after Commodore's almost inevitable implosion. Indeed, gentle reader, never has such a telling of the complete shit show that was the post-Commodore Amiga ownership been published, and we still have volume two to look forward to. Now, to be fair, the nine years covered here contain the worst of the story, or so you would think. They are the most active years, but anyone familiar with the Amiga over the last decade will know that the course of the OS and hardware has not exactly been smooth. From "white knight" investment from Escom, to the frankly desperate tale of the Gateway period and whatever the fuck the Amiga Inc thing thought it was, every nook and cranny of the Amiga's journey post Big-C to 2004 is covered here. 

Reading this book brought back a lot of memories from the period. I was an avid A500 user and, by 1994, was trying to figure out how to afford an A1200. The demise of Commodore put that idea on hold and even when Escom achieved the no-mean feat of restarting the production of the A1200, the new, higher price of £399 was too much for me to afford, even if they were readily available in the new Escom shop in Stanley. Sadly, I was also too late to pick up a fire-sale machine when the company went bust. 

The reason for this bon-mot is to emphasise that even in 1995/6, there was still a market for a machine like the A1200. Sure, it was dated tech and, compared to PC's of the period, vastly underpowered, but machines could still be sold. What happened after Escom demonstrated the strengths of the Amiga platform and the many, many weaknesses of those who tried to control it. Basically, the idea of a relatively cheap home computer disappeared as an almost steady stream of corporate purchasers tried to monetise the powerful and useful operating system without understanding or supporting the original user base. The same user base that, even as the years passed, maintained faith in the platform although it started to decline as the lack of direction took its toll. Look at the circulation of Amiga Format (as reported by the ABC in the UK) over the 1990's: Jan-June '92 - 161,256 copies per month. July-December '93 - 142,326 copies. July-December '95 - 60,008. Those are pretty decent numbers considering Commodore was long gone by then.

However, by the time we enter the Gateway/Amiga Inc period, circulation was down to 22,175 (July-Dec 97) and by the last issue in May 2000 (for July-Dec '99), they were selling only 11,146 copies per month. This (admittedly unscientific) observation provides evidence of the market decline even as each new owner of the Amiga fucked about with their various half-baked and under-funded plans. Talk about wasting an opportunity.

Of course, by the mid-1990's, the home computer market was transitioning to the more powerful (and expensive, although becoming more affordable) PC, and video gaming had seen the introduction of the revolutionary PlayStation and Saturn. Unless a company had really deep pockets, there was little scope for a repeat of the Amiga's early success. Hell, at that point, even Apple was struggling to survive, having had some truly bizarre and disastrous business decisions foisted upon them by execs who clearly didn't understand why their particular machine was popular. As with the Amiga and ST, the then executive management never really saw past the idea of the computers being a commodity and that led to poor choices and alienation of the users.

Anyhoo, after that diversion...

The tome itself is of high quality and the paper stock shows off the contemporary photographs, illustrations and screenshots well. As for research, the two author's have tried to speak to as many of the people involved in this period as they could. Some declined to comment but overall, there is a sense of fairness about the coverage and nobody has been subject to a "hit-job", at least as far as I can tell. 

The book takes a chronological view of the period but, as is unavoidable with such a twisted and winding story, there are sections that repeat information, just to give context to the next stage. This makes sense and is really only limited to the odd paragraph here and there. Other than that, I found no issues with either the style or tone of the prose. Given that it only takes the story up to 2004, I am really looking forward to the second volume when it is released and I highly recommend this first volume. If there is only one take away from this story, it's that executive management really did not have a clue about users. That outlook did for Atari, it did for Commodore (and every successor company covered in this tome) and nearly did for Apple. Anyway, there you have From Vultures to Vampires Volume One, a well written and comprehensive history of the first nine years of the Amiga post-Commodore. 

You can order a copy of volume one directly from David Pleasance here, as well as pre-order volume two. Copies can also be ordered from Amazon and, in the UK, WH Smith.