#videos

dezeen@xn--y9azesw6bu.xn--y9a3aq

BPAS Architects envisions rain-collecting skyscrapers to "reverse desertification"

image

Redesign the World competition, The Desert Faction

BPAS Architects imagines building huge water-harvesting skyscrapers for humanity to survive in the desert, one of the 15 finalist projects for Dezeen's Redesign the World competition powered by Twinmotion.

Titled A New World: The Desert Faction, the project imagines a future where the Sahara Desert has expanded significantly and humans have been forced to build larger and larger communities in the hot, arid environment.

In BPAS Architects' vision, technology works in tandem with the desert environment, with energy harvested via solar panels. Water is scarce, and the faction's skyscrapers collect rainwater before it evaporates, pumping it through underground tunnels to surrounding farming areas and communities.

The water transforms the desert into a fertile landscape where crops grow, and communities flourish, eventually reversing desertification.

BPAS Architects imagines that the desert-living communities would form one of several "factions" around the world, where humanity has been forced to adapt to harsh environmental conditions.

Read more about BPAS Architects' proposal below.


Redesign the World competition, The Desert Faction

A New World: The Desert Faction

BPAS Architects, Cape Town, South Africa

Finalist

"Not so far in the future, the human race has run its course of destruction on earth, surpassing life as we know it.

"All over the world, extreme natural phenomena have occurred, making it almost impossible for humans to live without adaptation.

"The Sahara Desert has expanded tenfold and reaches over 70 degrees during the day; the constant volcanic eruptions from the Ring of Fire in the Pacific Ocean have destroyed thousands of homes and habitats; the ocean now covers over 80 per cent of the world due to rising sea levels, and the ice caps have reached temperatures not even polar bears can survive.

"As a result, extreme natural disasters reign terror on the remaining population: droughts, tropical storms, wildfires, etc., bringing with them human problems such as soil infertility, water scarcity and famine, far greater than ever seen before.

[ Titan Ark 2100 by Mando Xie

Read:

Mando Xie proposes green floating cities to enable "human civilization to continue" on the ocean

](https://www.dezeen.com/2021/11/05/titan-ark-2100-mando-xie-redesign-the-world-finalist/)

"These issues call on urgent redesign and adaptation to ensure the survival of communities across the globe.

"Using the extreme phenomena all over the world as resources, new human ecosystems are created. These are called factions and are vital for the survival of the earth.

"The main factions are Desert, Pelagic, Volcanic, Wind and Polar. Each faction works in tandem with what that part of the earth provides, creating new forms of technology that are dependent on the longevity of that natural resource, ensuring a harmonious relationship with the earth rather than its exploitation.

"The faction considered here is the Desert Faction, living in the vast wastelands of nothingness. People have fled the deteriorating and unsafe cities and set up communities elsewhere in the expanding deserts.

"The earth's surface has become so hot in this post-apocalyptic scenario that any rain that may come evaporates hundreds of metres before it touches the ground. As a result, the water harvesting skyscraper is designed.

"The new-world skyscraper reaches a height of 1000m to collect the rain before it evaporates. Once the water is collected, it runs safely through the skyscraper to underground storage.

[ Carbon Neutral Rings by Pawel Rymsza

Read:

Pawel Rymsza proposes domed cities with algae lakes "to make big reductions in atmospheric carbon"

](https://www.dezeen.com/2021/11/01/carbon-neutral-rings-pawel-rymsza-redesign-the-world-finalist/)

"From here, the water can either be pumped using the energy from the solar panels to the surrounding farming areas; for water, sanitation and hygiene; or the overflow water in the store runs along the underground tunnels, connecting other sporadic communities that have not received rain.

"By bringing the water down to the surface, the vast landscapes of the desert have been transformed into fertile, life-giving soil. Crops are planted, forests begin to regrow, and the surrounding communities flourish.

"Using solar panels and heat technology, the natural energy is absorbed and transformed into energy for everyday use.

"By harvesting rainwater and bringing it back to the earth's surface, communities contribute significantly to revitalizing the natural ecosystems through reverse desertification."


Redesign the World logo

Redesign the World

Redesign the World is the ultimate design competition, which called for new ideas to rethink planet Earth to ensure that it remains habitable long into the future.

Launched in partnership with Epic Games, the contest asked entrants to visualise their concepts using architectural visualisation software Twinmotion.

The contest received over 100 entries from more than 30 different countries around the world.

These were assessed by a judging panel comprising White Arkitekter CEO Alexandra Hagen, structural engineer Hanif Kara, speculative architect Liam Young, Twinmotion product marketing manager Belinda Ercan and Dezeen founder and editor-in-chief Marcus Fairs, which selected 15 proposals as finalists to be published on Dezeen.

We are unveiling one finalist a day throughout our Dezeen 15 festival, culminating in the winner being announced on 19 November.

The winner will receive the top prize of £5,000. There are also prizes of £2,500 for second place, £1,000 for third place and £500 each for the remaining finalists.

Find out more about Redesign the World ›

See all the finalists revealed so far ›

The post BPAS Architects envisions rain-collecting skyscrapers to "reverse desertification" appeared first on Dezeen.

#redesigntheworldfinalists #redesigntheworld #all #architecture #videos #design #deserts #skyscrapers #twinmotion

dezeen@xn--y9azesw6bu.xn--y9a3aq

Angelo Renna and Oleksandr Nenenko envision a world dominated by "superorganism" trees

image

A visualisation of The Word for World is Forest

Angelo Renna and Oleksandr Nenenko have proposed covering planet Earth with huge genetically engineered trees, one of 15 finalist projects for Dezeen's Redesign the World competition powered by Twinmotion.

Titled The Word for World is Forest, Renna and Nenenko's proposal envisions "superorganism" trees that absorb 50 per cent more carbon dioxide than typical trees.

The trees would also use less water and are designed to grow fast and survive in turbulent weather conditions.

In Renna and Nenenko's imagined future, humans live in symbiosis with non-human species and are the "guardians of the forest". Plants are no longer considered "ornamental" but are vital to human survival and culture.

The concept is inspired by Ursula K Le Guin's 1972 novella of the same name, which is about a fictional planet that is completely covered by forest.

Read more about the proposal below.


The Word for World is Forest visualisation

The Word for World is Forest

Angelo Renna and Oleksandr Nenenko, Amsterdam, Netherlands

Finalist

"In 1972, Ursula K Le Guin published the book The Word for World is Forest, a science-fiction novella in which a fictional planet is completely covered by a forest and inhabited by non-violent people capable of lucid dreaming.

"As in Le Guin's story, in our proposal for the Redesign the World competition, the forest and world are two meanings and one.

"We imagine the earth completely covered by a forest made with special genetically engineered trees – superorganisms able to grow faster and survive in extreme weather conditions using less water and absorbing 50 per cent more carbon dioxide than normal trees.

"In this new environment, humans live in symbiosis with the forest. They are the guardians.

"The substance of their world is not earth but forest, within which humans and non-humans co-inhabit a common political space sharing life and death, dreams and myths.

"It is a place in which culture and nature blur in one entity, including all the forms of life and their thoughts.

"For too long, we (humans) have considered plants just like a cosmic ornament, inessential elements, pure decoration of our living places. Plants don't run and fly. They stay there where they are.

"The world for them is condensed in the portion of soil and sky they occupy in total communion with the surrounding environment. We will never be able to fully understand a plant without having understood what the world is."


Redesign the World logo

Redesign the World

Redesign the World is the ultimate design competition, which called for new ideas to rethink planet Earth to ensure that it remains habitable long into the future.

Launched in partnership with Epic Games, the contest asked entrants to visualise their concepts using architectural visualisation software Twinmotion.

The contest received over 100 entries from more than 30 different countries around the world.

These were assessed by a judging panel comprising White Arkitekter CEO Alexandra Hagen, structural engineer Hanif Kara, speculative architect Liam Young, Twinmotion product marketing manager Belinda Ercan and Dezeen founder and editor-in-chief Marcus Fairs, which selected 15 proposals as finalists to be published on Dezeen.

We are unveiling one finalist a day throughout our Dezeen 15 festival, culminating in the winner being announced on 19 November.

The winner will receive the top prize of £5,000. There are also prizes of £2,500 for second place, £1,000 for third place and £500 each for the remaining finalists.

Find out more about Redesign the World ›

See all the finalists revealed so far ›

The post Angelo Renna and Oleksandr Nenenko envision a world dominated by "superorganism" trees appeared first on Dezeen.

#redesigntheworldfinalists #redesigntheworld #all #architecture #videos #design #trees #twinmotion

dezeen@xn--y9azesw6bu.xn--y9a3aq

Architect Winy Maas proposes covering the entire planet with an inhabitable biostructure

image

Winy Maas portrait

Speaking live from Rotterdam on day two of the Dezeen 15 digital festival, Winy Maas of MVRDV will describe his vision for a new layer on the Earth's surface that will allow both humans and nature to thrive. Watch live at 4:30pm London time today.

Maas will explain his concept of The Sponge, which he proposes in a manifesto written for Dezeen's 15th birthday festival.

This would take the waste generated by humans during the Anthropocene era and turn it into an inhabitable biostructure.

"The idea of the Anthropocene has captured people’s imagination in recent years – the idea that humans have created a new layer in the geology of the Earth," Maas wrote in his manifesto.

"What if we started to think of these new geological layers as a design challenge?"

[ A visual of From Now to Then: Library of Speculations by The Why Factory

Read:

"What if we create a new layer on the Earth that incorporates growing human habitation and consumption?" asks Winy Maas

](https://www.dezeen.com/2021/11/02/the-sponge-winy-maas-manifesto-dezeen-15/)

"Instead of waiting for a result of human habitation, what if we create a new layer on the Earth that incorporates growing human habitation and consumption, while acknowledging humanity’s current dominance, balancing its effects and combining that with natural development?" he added.

Dutch architect Winy Maas is co-founder and director of Rotterdam studio MVRDV and head of The Why Factory, a research laboratory and think tank he co-founded with the Faculty of Architecture at Delft University of Technology.

Dezeen 15 is a three-week digital festival celebrating Dezeen's 15th birthday. Each workday, a different architect or designer will present a manifesto setting out an idea that could change the world over the next 15 years.

Click here for details of all 15 contributors.

_The portrait of Maas is byBarbra Verbij. _

The post Architect Winy Maas proposes covering the entire planet with an inhabitable biostructure appeared first on Dezeen.

#dezeen15festival #all #talks #videos #winymaas #livestreams

nostalgianerd@xn--y9azesw6bu.xn--y9a3aq

Amiga Story (Part 2)

image

Amiga Story Pt 2

Subscribe to Nostalgia Nerd on Youtube

1989 was a time when the Amiga 500 was beginning to take off at a rapid rate, and where the powerful technology was finally being seen for the power house that it was.

Given its superiority to almost everything else on the market, especially in terms of graphical power, its easy to forget that the technology was now 4 years old, and this slow start meant the Amiga still had an uphill struggle on its hands.

Gaming was where the money lay, and the Amiga 500 Batman pack, launched by Commodore UK, had positioned the 500 as the must have computer for that purpose. Most 500 packs before this point required the consumer to purchase the additional RF modulator, but given that vast majority of households would hook machines directly to their televisions, just like their Spectrums and C64s, this inclusion was pivotal. The graphics and sound were flying high above the existing 8 bit competition and the Amiga was leading the way among reviewers, the press and exhibitions. As 1990 ticked over, the Amiga 500 was shifting some 300,000 units a year throughout Europe.

Amiga 500 (16 bit memories by Intercepto)

Over in the United States, things weren't quite so rosy, with sales of the 500 a fraction of their UK counterparts. Commodore of America hadn't positioned the 500 as a gaming machine quite as well, in part due to lackluster advertising. In part due to uncompelling bundles and in part due to the popularity of the NES for gaming and the IBM PC compatibles for other computing tasks. In Europe the Amiga was a natural progression in a world filled with ZX Spectrums, Commodore 64s and a submissive array of 8 bit consoles. IBM compatibles over here were seen almost exclusively as professional machines with a prohibitive cost, whilst at £499, the 500 was now affordable for a significant portion of the middle and working class.

The Amiga 2000, on the other hand was fairing reasonably well in the States, working its way into professional graphics use for businesses, production houses, education and scientific establishments alike. The demand for greater power spawned an update in the form of the Amiga 2500, which was simply a 2000 fitted with a 68020 or 68030 accelerator card. Still, although it was a fairly impressive machine at launch, it was still not enough for many new applications and limitations to the design meant that although the machine could be upgraded to 9MB of total RAM, the custom chipset could only directly access 512kb. Jay miner had even expressed his dissatisfaction over the somewhat pitiful improvement the 2000 had actually brought, making it known that he and consumers expected and needed more.

Amiga 1000,2000+500 Advert

Before leaving Commodore, and almost immediately after the launch of the Amiga 1000, Jay had reportedly begun work on a successor to the already revolutionary chip-set. This successor was code-named "Ranger" and although its widely reported to have been a brand new 32 bit architecture based around the Motorola 68010 or even 68020 CPU, it was more an increase to the expansion capabilities of the original chip-set. These were really the capabilities which came to fruition in the Amiga 2000 itself, leaving the actual base chipset not quite as advanced by 1989 as they were some 4 years prior.

With the Original Chip Set limited to accessing just 512kB of Chip RAM, later iterations for the Amiga 500 and 2000 introduced the Fat Agnus chip, which allowed an additional 512kB pseudo-fast RAM upgrade that could only be accessed by the 68000 CPU, but crucially only via. the congested Agnus bus. Because of this its commonly referred to as slow RAM, and as its not tied to Agnus, its use is somewhat limited if you want to store data directly from the custom chipset, such as GFX or sound data for example. This was essentially a hack of the original chip set, but the next version would circumvent this limitation by employing a new Fatter Agnus chip (also known as Obese Agnus), but its also the point where things get a little messy. Fatter Agnus is capable of addressing 1mB of chip RAM directly and was fitted to Amiga models in 1989 from revision 6 onwards - although some of these machines require jumper changes to fully enable this. These changes, sometimes referred to as the "Half Enhanced Chip Set" were made unbeknownst to the average consumer at the time and were followed by a range of minor board revisions culminating in the arrival of the full Enhanced Chip Set in 1990.

Although an incremental update, this chip set is really the official second generation of Amigas. Developed at Commodore's American Head Quarters, the ECS integrated the Super Agnus, capable of now addressing 2mB of Chip RAM and a Hi-Res Denise chip. To go with the additional RAM space, the blitter could copy display regions larger than 1024×1024 pixels in one operation and display sprites in border regions. Denise could now pump out a "productivity" resolution of 640×480 without interlation, akin to the standard IBM PC compatible VGA resolution which Windows 3, released in May 1990 was able to run at. In addition, Super Hires at 1280×256 or 1280×512 interlaced was now possible along with other custom scan rates. These were all welcome additions, which particularly helped the productivity and graphics applications, Commodore of America were still keen on pursuing, but did little to benefit the games market currently booming over in Europe.

Compatibility wise, ECS was intended to be fully compatible with OCS software, but the changes did mean that the odd title refused to run, and given that some revision 8A Enhanced Chip Sets made it into 1991 production run 500 models, it caused a degree of headache for the odd consumer unaware of the changes lurking under the hood. The first official machine to integrate the technology was the Amiga 3000.

The new model lineup (rendering by Thomas Koch)

Released in June 1990 the 3000 was the culmination of work by David Haynie who had begun work on the Zorro III expansion bus architecture in 1989 continuing the AutoConfig standard from the 2000 series, allowing a similar experience to the plug & play PCI bus on IBM PC compatibles. Alongside Greg Berlin, Hedley Davis, Jeff Boyer and Scott Hood, Haynie's vision for the 3000 was quite an overhaul to the original Amiga specifications and was designed as a high end workstation from the outset, much in part due to demands from current 2000 owners. The 68000 CPU was replaced with the new 32 bit Motorola 68030 processor in either 16 or 25MHz flavours, alongside a 68882 maths co-processor and 32 bit memory bus. Alongside the 2mB capable Enhanced Chip Set, fast RAM can also be added up to 16MB and with there's plenty of room in the case for a SCSI hard drive, twin floppy drives in either double or high density, as well as all the connectors we expect from the Amiga machines. A custom chip, called Amber also removed flicker from the video output and allowed display on cheaper VGA compatible monitors.

Kickstart 1.3 had been order of the day since 1988, and is the go-to ROM for compatibility of older game titles, but the 3000 was almost witness to version 1.4, which increased the ROM size from 256kB to 512kB. However Kickstart 1.4 and the tied in Workbench 1.4 remained in the prototype stage, although this may explain why the 3000 required booting Kickstart from floppy or hard drive to be bootstrapped into memory, just like the original 1000 machines. Kickstart 1.3 was included on early iterations, with the fully fledged version 2 included on releases from late 1990 onwards.

The 3000 was a pretty impressive machine, but again hand in hand with it's ECS capabilities was aimed at the professional market as a high end graphics and video workstation, thanks in part due to the genlock capabilities of the 2000 model and the release of NetTek's video toaster towards the end of 1990. Its uses were wide and varied, including rendering for various television and film productions and also forming the basis of the W Industries Virtuality machines we all gawped at and even got the chance to play for several pounds per play in high end arcades, for me, being Pleasurewood Hills near Great Yarmouth….. I'll be honest, it was a bit of a let down. The high price tag of these machines meant that sales figures weren't huge, but the technology did ensure that the Amiga brand was still stepping forward, albeit with a smaller stride than the leap brought about with the original hardware. This was at a time when other platforms had adopted somewhat of a Monty Python gait, and were catching up fast in terms of both operating system and technical ability, and still bounds ahead in terms of sales.

Fat Agnus on an Amiga 500 Motherboard

Who's in Charge?

[dropcap style="font-size:300%;color:#9b9b9b;"]Y[/dropcap]ou'll remember that since ousting Thomas Rattigan - guy who began to turn Commodore Amiga around - Irving Gould was still holding the reigns as Chairman and Chief Executive Officer, but in 1989 had appointed Mehdi Ali as the new company president, a former managing director of investment bank Dillon, Read & Co, and with the typical fashion expected of 2 investors, Commodore International continued on a path of clueless money pinching, misguided decision making and resource appropriation. One such example is with the Amiga 3000UX; an Amiga bundled with Amiga Unix, itself a port of the AT&T System V. Sun Microsystems approached Commodore offering to package the UX as an alternative to their high end Sun Workstations, but Ali's insistence on extortionate licencing fees killed any deal and destroyed the Amiga's chances of penetrating the Unix marketplace. Management then careered on pushing on with some spurious hardware designs, as only an investor would, in an apparent attempt to expand and diversify. Unfortunately, this move was as far removed from the gaming success seen in Europe as possible.

With the luxury Amiga 3000 yacht bobbing along in the Ocean, focus was moved to a brand new take on home entertainment. Commodore's only machine to really penetrate a mainstream market - the Amiga 500 - was still speeding off on the other side of the water and the Commodore 64 was winding down tied to the banks, still serving the lower end market in small numbers. So we can envisage this new concept as some kind of house boat, lumbering onto the scene, much to everyone's bewilderment.

Gail Wellington (The Mother of the Amiga)

This house boat, was of course the Amiga CDTV - the Commodore Dynamic Total Vision. A concept which had been in development since July 1989 when Gail Wellington - otherwise known as "The Mother of the Amiga" and formerly head of the Commodore UK's technical department, met with product developer Don Gilbreath to draft out the new concept. After design in Japan, the machine first popped up as the CDA-1 prototype in various magazines during May 1990. At this stage the black, VCR style box was dubbed an "Interactive Graphics Player" and it was Commodore's attempt to create an entire new market, before the market itself was even established. This market was the area of multimedia home entertainment, and although you have to give credit to Commodore for their innovative thinking, it was a risky move that would prove as ahead of it's time as Clive Sinclair's dinky little pedal car.

An advert for the Commodore CDTV

Now, although Irving Gould can often be portrayed as the evil villain of Commodore who brought about their downfall, which is almost probably correct - especially with his new accomplice - he did recognise that the biggest market for the Amiga was Europe. The management and their apparent lack of knowledge just didn't seem to work out that the smart thing to do was expand on the already successful gaming market, rather than muddy and smear it about a bit. So with the consumer device in mind, almost 2,000 CDTV preview machines were shipped into the UK in October 1990 for press and public testing. The plan was to capitalise on the new multi-media features of CD-ROM and plonk it right into the living room. Commodore even decreed that CDTV units should not be placed within 30 feet of computers in store. This was an entertainment unit, designed to sit under the family television. Given the Amiga's capabilities, adding a CD-ROM seemed like the perfect formula for multi-media bliss, and indeed an upgrade for the 500 may well have been just that. But as a standalone unit, the CDTV brought about its own problems.

Irving Gould

The system was essentially an Amiga 500, based around AmigaOS 1.3 but with a CD-ROM drive instead of a floppy and a remote control instead of a keyboard and mouse. It was largely compatible with existing Amiga titles if you bought a keyboard, mouse and floppy drive, but at £699 initially and $999 in the United States excluding these items, a price that was reduced to £499, it was a pretty expensive splurge. Consequently, gamers stuck to their Amiga 500s, or snapped up one of the new Sega Mega Drives for a fraction of the cost, and everyone else, just didn't know what it was for, happy and content with their video recorders and massive library of VHS titles. The CDTV did actually allow video playback via. CD-ROM through Commodore's CDXL format, however the quality was below that even of VHS and unsuitable for anything of usual running length. Multimedia games and entertainment was the sales pitch Commodore tried to force, with the fact it doubled as a CD player being quite a strong selling point back then. There were of course takers who were keen to get their hands on the latest shiny technology but even with some press outlets hailing it the technology of the future, sales and verdicts were disappointing.

It was actually our old friend Nolan Bushnell who had been brought on to manage the recently formed "Interactive Consumer Products Divison" of Commodore at this time and he was, as you'd expect, an avid endorser of the technology stating "CDTV will truly change the way people learn and are entertained. It's the real new media of the nineties". Peter Black, who was president of Xiphias Corporation and responsible for porting their "Time Table of HIstory" from the Macintosh CD-ROM to the CDTV was also keen to point out that "the CDTV would be on the market a year before the Philips CD-I", although there were early warnings, with the Macintosh CD-ROM market performing poorly at the time, having sold only 2,000 CD add on units in the first few months of launch.

Kelly Sumner of Commodore

The system's official launch was January 1991, and Commodore even ran a trade in campaign for existing Amiga owners, but 2 years of struggle, poor quality titles and the very odd, reasonable game, meant it was discontinued by 1993. The Philips CD-i machine, released in December 1991 was a similar, if not slightly more capable system, and impressively clung on until 1998, with a slightly more directed and clear marketing approach. Kelly Summer of Commodore was quoted as saying "We got the basics wrong. Wrong price, wrong spec, no support", which was partly true, but it was still a mis-placed product and David Pleasance noted that the expensive advertising campaign was off cue, confusing the public by trying to convince them it wasn't a computer at all. Commodore tried to rectify this later in 1992 by adding the Amiga brand before the CDTV name and bundling a keyboard and mouse as standard, but it wasn't enough. In the UK, the CDTV sold just over 30,000 retail units - a similar figure to Germany - and Plans for the improved, full ECS based and cost reduced CDTV-II were scrapped, so focus could be shifted back to the more successful and conventional lines.

However, the CDTV wasn't the only strange thing to emerge from Commodore International under Mehdi Ali's fumbled leadership. The lack of R&D funds meant rather than concentrating on cutting edge technology, the older Commodore 64 tech was looked at for advancement. The period between 1990 and 91 not only saw the development, and subsequent cancellation of the Commodore 65 - an upgrade of the C64 which seemed to have no place next to the Amiga, but also the launch of the Commodore 64 Games System, aimed at the console market. I don't like to borrow quotes, but WHAT WHERE THEY THINKING?

The Commodore 65 System

But it wasn't only Commodore International who were coming up with strange designs. Commodore UK actually launched an Amiga 1500 in 1990. Based around the 2000, this machine shipped with two floppy drives instead of a hard disk and really did little apart from confusing the range. Some believe it was pushed out as a lower cost desktop, to try and kill an A500 desktop conversion kit introduced by Checkmate Digital and named the A1500, others suggest that Commodore just had a lot of spare floppy drives laying around. Either way it was another bizarre foray into the world of general purpose business machines which they had never had much success with.

Amiga Was Looking to Dominate

[dropcap style="font-size:300%;color:#9b9b9b;"]1990[/dropcap] to 1991 wasn't all doom and gloom though. It was an exciting time and with Commodore selling 1 million Amiga machines throughout the financial year in total - half as many as they'd sold in total previously -, it was still their best sales period, and really the high point for the technology. Revenues for 1990 stood at $887 million dollars and $1.5 million dollars profit. By 1991, revenue rose to over $1 billion dollars, but with reduced R&D profits rose massively to almost $50 million dollars. Especially in 1990, Commodore seemed keen on keeping themselves incredibly busy creating a more expandable A3000 Tower model and various prototypes such as an upgraded A3500 Tower machine, the A1000 Junior, a low cost desktop based on the Enhanced Chipset and the Acutiator modular system designed by David Haynie. But the 500 over in Europe was by far their main cash cow and the growing user base hadn't only increased Commodores fortunes, it had also created a rolling ball effect with some of the best titles on the platform beginning to emerge, creating a knock on momentum gain for the brand.

Software houses like Cinemaware kept pumping out ever refined releases along with Lucasarts, Magnetic Fields, the Bitmap Brothers and of course, DMA Design, with a range of games which really came to define The Amiga and herald a whole swathe of computer gamers, who like the Commodore 64 some 10 years previously, could reap the benefits of a computer, whilst still being ahead in the gaming stakes.

Defender of the Crown - Cinemaware

You'd expect titles like this to herald a run-away success for the machine. The Atari ST was by now floating around with only 1 paddle, even with the launch of the improved STE model, which brought the hardware up to Amiga capabilities, software house allegiance had jumped to the Amiga in droves, leaving Atari struggling frantically to keep up. But a new breed of console competition was gaining momentum, and with its lower cost, incredibly cool advertising and exclusive titles, it was gaining it at an incredibly rapid pace. 1992 would need to be a even more special year.

On the books, 1992 was an incredibly special year for Amiga. But fate it seems was rolling unfavorable dice, some of which was unavoidable.

The first surprise would come in the guise of the Amiga 500+, released in January 1992. With the rise of the IBM PC Compatible, and the earlier launch of the Sega Mega Drive and Super Nintendo. The Amiga, as a games platform, was now falling into obscurity in North America, therefore the 500+, although released in several areas, including most obviously in Europe, wasn't officially available in America, rubbing salt into the wounds of US Amiga gamers, who already had trouble running PAL games on their equipment due to the incompatible signal formats and now had to manually botch an upgrade their 500s in order to play the latest software!

With manufacturing improvements, the 500+ was actually cheaper to produce for Commodore and brought us the ECS chip set, fitted with 1MB as standard along with the brand spanking new AmigaOS 2.04. Kickstart 2 brought about a range of new features, including the ability to enter a boot menu at power on, the integration of the 880k Fast File System into ROM and a range of improvements to operating and memory protection. Given the fragility of the Amiga's early multitasking, previous development manuals had shipped with a warning;

[quote style="font-size:110%;"]"The Amiga operating system handles most of the housekeeping

needed for multitasking, but this does not mean that applications

don’t have to worry about multitasking at all. The current generation

of Amiga systems do not have hardware memory protection, so there

is nothing to stop a task from using memory it has not legally acquired.

An errant task can easily corrupt some other task by accidentally overwriting

its instructions or data. Amiga programmers need to be extra

careful with memory; one bad memory pointer can cause the machine

to crash (debugging utilities such as MungWall and Enforcer will

prevent this)."[/quote]

Programmers essentially had to manage the memory themselves, which was an upheaval for those used to single task environments of the past. Rather than hogging resources, programmers now had to request the OS for procedures and this is what led to many of the errors Amiga owners became familiar with. One way to get round this was to avoid the OS completely and program to the metal as if the Amiga was a single tasking entity, but this also led to compatibility issues when systems were upgraded or changed. Hence the upgrade to AmigaOS 2 did cause a fair degree of incompatibility with games programmed this way, leading to the need for switchable ROM boards or boot disks such as relokick to effectively "downgrade" the Kickstart back to version 1.3. Version 2 was by no means a complete fix for future errors, but significantly for some it did herald the removal of the "Guru Meditation" error, replaced with a much more mundane message. Perhaps the most striking difference was the startup boot request and general visuals of the new Workbench desktop. The original high contrast environment was very much designed for fuzzy monitors and televisions, however with new higher quality displays, a more elegant approach was implemented.

The 500+ would also see Amiga's second best selling bundle. The familiar Cartoon Classics pack, complete with The Simpsons, Captain Planet and the key titles of Deluxe Paint 3 and Lemmings. Deluxe Paint 3 was a significant improvement for the series, introducing animation and HAM abilities, and combined with the tank mouse, like the Batman pack, this bundle introduced a pool of 90s kids to the wonder of digital creativity. Given Commodore had dropped the underwhelming and error prone Amiga BASIC from Workbench 2, you could also grab yourself GFA Basic, Photon Paint 2 and an arcade games pack with the Silica Systems bundle. The suggested bundle price was £359, but this was a time when 3rd party vendors were going out of their way to make their offers more appealing than their competitors and it brought about a welcoming wave of price wars, and pages and pages of salivatingly tempting goods. Man, the early 90s. What a time.

Fancy a Party?

[dropcap style="font-size:300%;color:#9b9b9b;"]It[/dropcap] was also the time which witnessed the ever growing peak of two homegrown scenes. These were the Public Domain and the Demo scenes. Public domain was running ahead at great speed thanks to the lack of licencing on the Amiga, with coders trying their hand at software creation before sending it off to one of the vast PD libraries for redistribution. Usually without any monetary reward for their hard coding hours. But the demo scene was something different. Although it emerged on earlier 8 bit systems, in its current guise, it was more or less a descendant of the virus, which emerged on the Amiga way back in 1987, as coders devised more and more ingenious ways of exploiting the machine's hardware. Disks and disks of demos became available from various groups each trying to out-do each other in the graphical and sound stakes. Sometimes fighting competitor machines such as the ST, but also trying to beat other Amiga coders. These demos really exploited the bare metal coding which Commmodore was trying to keep people away from, but it made amazing things possible.

An Amiga 500 Advert

Like the 8 bit cassette tape scene, this was also an era of pirating, or cracking. Something that is often attributed to the demise of the Atari ST, with its standard MS-DOS compatible file system. But thanks to programs like XCopy it was perfectly possible to duplicate most Amiga disks, and there was an entire black market of people pirating games and condensing them onto single floppies. Groups like the Medway Boys weren't just prolific on the ST scene. The cracking scene actually went hand in hand with the demo scene as groups clambered to post their latest impressive visuals and soundtracks on the loading screens of games. Those who wanted their games cheap, also got a healthy injection of demo finesse, and were probably all the more enlightened because of it.

Although Bulletin board systems were available, which offered some "questionable" downloads, including disk magazines, created and distributed by each group, the phone prices were expensive, as was the technology to access them, so these scenes also created their own wake of Demo and Copy parties, where people would lug their machines to large venues to share their code, to see what other people were producing, or to just copy mountains and mountains of floppies. Its in this sort of environment that we witnessed many of the great programmers of the time and of today. A breeding ground of creativity and love, for the freedom brought by this new hardware.

Fighting the Consoles

[dropcap style="font-size:300%;color:#9b9b9b;"]E[/dropcap]lsewhere, away from the crazy copy parties and with the relative security brought by licenced cartridge games, the Super Nintendo was wangling its way into households alongside Sega's Megadrive. Whilst in the higher end computing scene, Intel's 486 processor combined with VGA graphics were morphing the IBM PC Compatibles into not only a productivity pack horse, but also a formidable gaming platform, with a much greater scope for upgrade than any existing platform. In fact even though machines like the ST and Amiga usually had better versions, MS-DOS accounted for 82% of computer game sales at this point… although this was heavily slanted by American figures. Over in Europe the balance was more even.

Some 7 years had passed since the Original Amiga, and on the surface of it, very little had changed with the hardware. Owners and press were beginning to feel a little uncomfortable with the platform's future, and so it was with open arms that several new machines were welcomed by the latter part of 1992.

Amiga 600 Advert

The first was a bit of an odd ball, in that it was essentially just an Amiga 500+, but in a smaller case. The Amiga 600 was intended to originally be the Amiga 300. A low end bottom of the range version of the 500, designed to compliment the 500, and take on the lower cost 16 bit consoles. However, higher than expected costs meant it would actually be sold at a higher price than the 500 and was therefore renamed and shipped as a replacement for the 500 range, leading to the 500+ being one of the shortest living systems, at just under 6 months. The 600 was launched during the March 1992 CeBIT show and was in the shops by the summer for a whopping £399, missing the console price point entirely. Despite this and the lack of numeric keypad, the 600 did have some advantages, such as the capacity for an internal hard drive, side PCMCIA slot and a built in RF modulator. The price point was quickly dropped to £299 and then to just £199, infuriating original buyers, but bundles such as The Wild, The Weird & The Wicked, helped sell machines with similar line-ups to its predecessors.

Almost immediately after launching the Australian built 600s, Commodore announced two higher power machines before the end of the year. This of course, caused consumers to wait rather than buying the 600, and led to increased financial pressure, resulting in the closure of their Australian office to cut costs. The technology for the new machines had actually been on the agenda for some time…. Hopping back to 1989, in what seems to have been some kind of nexus point for the brand, Commodore had begun creating a new state of the art chipset. This technology was designed to retain Amiga's cutting edge credentials and address critics of the lacklustre upgrades seen since 1985. This "Triple A" Advanced Amiga Architecture was designed to break from the original custom architecture and would only be compatible at a basic level with previous software. In line with previous designs, a set of custom chips was conceived. Andrea, Linda, Mary and Monica, but the setup was conceived as a much more modular approach, similar to IBM Compatibles, allowing for easier upgrade routes. However parallel to this, a Commodore International team headed by Bill Sydnes - the new head of engineering - were also working on the Pandora chipset. Later changed to "Double A" chipset, standing for Advanced Architecture. This architecture was an incremental upgrade, like ECS designed to offer an upgrade on the Amiga 3000 hardware, but with a number of significant improvements.

Amiga 600 Bundles

By 1992, the AAA chipset was looking like it would only be slightly faster than the much easier to implement, and fully completed AA chipset, and so was cancelled in favour of a new Hombre chipset based on a PA-RISC. The AA chipset was then gifted a name tweak to AGA, to emphasize the improved graphics abilities (whilst avoiding potential trademark problems with a well known automobile company), and the Amiga Advanced Graphics Architecture was launched in August 1992 in a high end 3000 replacement; The Amiga 4000. The AmigaOS was now at version 3, featuring improved visuals and colour options along with CD support and a new datatype system. Under the hood the faithful Denise chip was replaced with Lisa, and Agnus with Alice offering a logical step up on the hardware, and one which if released a couple of years prior could have made as much impact as the original hardware in 1985.

The 32 bit AGA architecture was actually cut down from what was originally intended. Prototypes of 3000+ units show support for a digital signal processor and 16 bit stereo hardware CODECs similar to what Atari had just released with their impressive, but expensive ST upgrade, The Falcon. But like Atari, both companies were going through a barrage of cost cutting exercises. Profits throughout 1992 had almost halved since 1991 and market share was being lost to the ever expanding competition. The AGA chipset offered a number of significant improvements over previous Amiga machines, and still provided the niche graphics and video advantages the platform was known for, but nothing that would send the competition packing and lacking flicker free higher resolution modes that other similar priced systems now had as standard. The A4000/040 sold for almost £2,500 putting it at the upper price point even for IBM PC Compatibles, meaning its penetration was again, limited and specialist.

Amiga 4000 Advert

The Last Chance Saloon for Amiga

[dropcap style="font-size:300%;color:#9b9b9b;"]On[/dropcap] 21st October, an entry level AGA machine - the A1200 - was released in worldwide regions, including Japan and America. But as you'd expect, it was Europe, and mainly the UK in particular where interest spiked. Existing Amiga owners weren't keen to jump to consoles, and IBM Compatibles were still eye wateringly expensive. At a base price of £399 in the UK (or $599 in the States) the 1200 was a tantilising prospect, and this seemed to be a rare instance when the technology was right, the price level was right and the brand name was right to really make an impact. And it did. Demand was very high for the system, particularly in the UK for the Christmas '92 period, but our old friend "production problems" meant only 30,000 1200s were available at launch, spilling orders over to 1993. With the CDTV discontinued this was also the year that that A570 CD-ROM drive for the 500 was launched. Designed to be compatible with CDTV software, it was late to market and actually released after 500 was discontinued, but given the existing user base of some 2 million owners, it was deemed worthwhile. Uptake was limited but started the wave of compilation CDs containing hundreds, if not, thousands of PD programs, demos and images which caused myself a considerable drooling frenzy. This was exactly the pairing that could have made the Amiga a run-away success in the 90s if it had come instead of the CDTV. The existing user base could have witnessed amazing enhanced versions of Cinemaware games brought to fruition amongst others, rather than limited to the cramped conditions of a floppy disk, and arm aching disk swapping sessions, but like most of the Amiga story, it was in slightly the wrong place at the wrong time.

Amiga 1200 (by Zgodzinski)

The start of 1993 witnessed a price cut of all non AGA machines, but the AGA line continued to sell well with over 100,000 machines sold by March. However, this was not enough to off-set the seemingly spiralling profits. With the 500 discontinued and the 600 already an out of data technology, reliance was heavily placed on the performance of the new hardware. But this was still an era of vast competition, all trying to make strides in new innovations. Although the 1200 sported a Motorola 68020 processor, it was still a CPU originally released way back in 1984, before the original Amiga was even on sale. By now Sega's Mega CD add-on was available, demos of the new 3DO console were showing us what the future held and Atari having discontinued the Falcon were whispering something about a 64 bit Super Console. These machines would come to fruition before the year was out, but not before Commodore finally got a grip on what the market had been demanding all this time. A cutting edge games machine. The idea originally tossed around between Jay and the Amiga team back in 1982 still seemed to be the way forward some 10 years later.

Commodore's Famous Sega Slating Advert

Codenamed Spellbound, the CD32 was announced at the London Science Museum on July 16th 1993 and released in September at the World of Commodore Amiga show, beating both the 3DO and Jaguar to the post and claiming the title of the first 32-bit CD based games console released in the European region. It also significantly undercut the competition in terms of pricing launching at £299, the same price the A1200 was also lowered to. Compared to a Mega CD at £369, with the cost of a Mega Drive on top, this was a significant saving, and it led to substantial sales for the compact, keyboardless, Amiga 1200 in a grey box. The machine's similarity to the 1200 was one of the reasons Commodore were able to get the machine out to market so quickly and David Pleasance, along with Commodore UK entered an aggressive marketing strategy akin to Sega's Nintendo slating approach from a few years prior, even erecting a huge billboard outside Sega UK's office playing on Sega's own marketing slogan.

Although the CD32 was largely cross compatible with the A1200, a new Akiko chip was added under the hood. This little chip was able to perform to “Chunky to Planar” conversions, which would ordinarily consume many cycles of the 68020 processor. It was requested by Amiga’s software group as most software was currently being developed in chunky pixel mode, suitable for PCs – this function converted these “Chunky Pixels” to Amiga bitplanes, allowing 3D based games to run faster than a base standard 1200. The Amiga hardware may have been incredibly optimised for 2D, but these same optimisations proved somewhat of a hinderance for the new 3D games emerging and although Akiko was a helpful addition, it would still be unable to keep up with the technology that was just around the corner. What the system did have, was a wealth of existing Amiga titles that could be easily adapted to the console, which was both a great selling point, but like the other super consoles of the time, a downfall, as the technology didn't seem to improve on what we already had. Titles that shipped with the CD32 bundles completely failed to cast the machine in a respectable light. Despite this, the console sold well, as gamers clambered to get their hands on the a machine that would fulfil their playground boasting requirements.

Amiga CD32 Advert aimed at Sega's MegaCD

The console was also launched in Canada and although planned and advertised in the United States, a legal dispute with Cad Track over their use of the XOR cursor technique (used for displaying the cursor over the background image), prevented the machines being imported from their Philippines stock pile until a $10 million settlement was paid. Despite the tenuous technical grounds which logically made no sense, the court favoured a tenuous verdict against Commodore, which they simply couldn't afford to pay. Some say this was the final blow for Commodore, but they were already on unstable ground by this point. 1993 had seen the company lose an astonishing $356 million dollars, and even though the CD32 was selling well, their Philippines stock was held until they could make payment. Despite this, almost 100,000 machines were sold in Europe outselling its rivals, with demand still going strong into 1994, but Commodore simply ran out of units and with component supply problems and mounting debts, simply couldn't make any more.

Now when you consider some of the finest, ground-breaking and innovative games the platform had witnessed had also come during these years, with software houses like Team17 churning out a record 9 times in 1993 and sharing publisher of the year award with Electronic Arts, its easy to become a little sad and somewhat miffed at the sate of the Amiga's proceedings by this point. But how did we get here? How had the Amiga gone from such promise to such a low in a short space of time?

There are two ways of looking at this, both are valid, and both played their own part. The first is in the hardware itself; the very thing that had provided the Amiga with so much promise from the beginning. The custom chipset helped career the technology above the Mac and other computers of the time by offloading much that others coded into software, but it also locked the engineers into a narrow specification of what they could change and what they couldn't. For example, the NTSC & PAL resolutions were a sticking point of the technology and the chip research team just didn't have the funding to make the jumps they needed. Not only this, but being tied to Motorola processors, the very core of the technology was out of their hands. Whilst Intel created faster and faster chips that could be plonked into IBM PC Compatibles, Motorola struggled to keep up, bailing completely on the 68000 line in 1994 and choosing to enter a partnership with IBM and Apple to develop PowerPC hardware. It's hard to see how any competitor could have fought off the emerging dominance and economies of scale brought about by the IBM Compatible. The Amiga's days as a gaming platform were pretty much numbered with the arrival of Doom in 1993 and immersive CD-ROM based games like Myst which turned the glare of many a gamer.

Mehdi Ali (Commodore's last president)

The other way is by looking at the management, and its a view which is tied in to the hardware development. In various conversations David Haynie has expressed how the funding just wasn't in the right places. The Triple A architecture took some 5 years to almost complete before being dropped. A staggering waste of money that could have been condensed into a shorter time scale and ensured the Amiga's future from the outset of the 90s. Haynie talks about how the successful engineering management team was replaced by a bunch of idiots by 1991. The same idiots who thought up the Amiga 600, which David Pleasance described as an absolute shambles and waste of time, and the same people who intentionally delayed the AGA chipset. Layer upon layer of bad decision was made, mainly from Irving Gould and Mehdi Ali who seemed transfixed on short term goals and were primarily responsible for the R&D shortages, whilst raking in a huge salary and bonus which could alone have helped the chipset funding massively. Its with a sense of ellipsism that we'll never know what the Amiga could have been if perhaps Thomas Rattigan had remained at the helm for a few more years.

The last Amiga to roll out from Commodore during March 1994 was the 4000 Tower. A highly upgradable version of the 4000, complete with both SCSI and IDE interfaces and sold as a high end video workstation. However only small numbers were shipped before Commodore International was forced into bankrupty protection on April 29th at 4:10PM, leaving other subsidiaries, such as Commodore UK short on machines and support. The last project demonstrated was the CD1200 prototype at the CeBIT '94 show which, incorporating the Akiko chip, would have allowed the 1200 to run CD32 games. David Haynie documented the end times of Commodore through his Deathbed Vigil video, which makes for fascinating viewing. The sad news of Commodore International's demise was further compounded in June when Jay Miner, the father of the Amiga, passed away from heart failure after suffering from kidney complications, his words expressed at the end of the 80s;

[quote style="font-size:110%;"]"Amiga is so far behind Macintosh and IBM now, and they’ve lost so much

momentum and position, that I think it’s going to be almost impossible to

recover.”[/quote]

The Full Amiga Lineup (Advert)

seemingly ran true, although he applauded the work David Haynie and the crew had managed to complete with the AGA enhancements against the odds of their management.

In spite of this wave of sad news, the shining light of Amiga, Commodore UK, was actually still solvent, and it didn't take long for joint directors David Pleasance and Colin Proudfoot to announce they were looking to buy out the remaining trademarks and assets of Commodore themselves, which included 3,300 CD32's still sitting in the Philippines and valued at just $22.50 each. A glimmer of hope spread through the Amiga community, with Colin commenting;

[quote style="font-size:110%;"]"There should be no impact in the UK marketplace… The brand is too strong to die: we're confident that Commodore and the Amiga will come out of this a better, stronger company."[/quote]

The duo's plan was to initiate a management buyout and operate the company under the name "Amiga International", however as 1995 chugged over, it was apparent that there could be other cash rich bidders including IBM, Dell, Creative Equipment International, Samsung and Escom. Dell and CEI came close to what was described as a hideously complex morass of companies spread over several businesses, but almost a year after delcaring bankruptcy on 20th April 1995, it was the PC brand Escom, who picked up the core Commodore business for some $11 million after bids from other companies were ruled invalid. Escom weren't a company adverse to risk and shunning convention had recently announced it would be shipping OS/2 as the standard Operating System on all their PCs rather than Windows. They were also in the fairly unique position of having a chain of retail shops across the UK and Germany, which could be used to sell their new stock. Pleasance and Proudfoot backed down after it was apparent they couldn't match the bid and instead agreed to work alongside Escom to establish a future for the Amiga.

Colin Proudfoot (Joint MD of Commodore UK)

Enter the Man from Escom

The Amiga Magic Pack

[dropcap style="font-size:300%;color:#9b9b9b;"]A[/dropcap]lmost immediately afterwards, Escom announced their plans to resume production of the AGA machines via. a manufacturing plant in China. A point which raised concern for some given China's human rights record and the not so distant memory of Tiananmen Square in 1989. The re-badged Commodore brand was put to use on a new line of PCs and Amiga was split into a new subdidiary called Amiga Technologies GmBH, headed by a number of ex-Amiga people including Jonathan Anderson. Escom took on some 100 ex Commodore staff in total and began work on re-packaging the products and brand.

Amiga Escom Advert

By October, the Amiga Magic Pack was unveiled, consisting of re-badged Amiga 1200 along with Wordworth 4SE, Datastore 1.1, TurboCalc 3.5, Photogenics 1.2SE, Personal Paint 6.4, Organiser 1.1, Pinball Mania and Whizz. It was an all encompassing bundle, but lacked the stand-out games from the Amiga packs seen under David Pleasance's leadership. The price was also back up to the original launch price of £399 or £499 with a 170MB hard disk, although there was still a relatively high demand for the machine, especially for users who had experienced the Amiga 500 either from new or through the expansive 2nd hand scene. Despite all this, it felt like things would never be like they were and that Amiga Technologies were perhaps driving down a path of expansion and destruction. By late 1995 Amiga enthusiast Petro Tyschteschenko had taken over as CEO and president and there was also talk of pushing out an Amiga RISC PowerPC variant, possibly based on the Hombre chipset that would have included powerful 3D capabilities and could have re-ignited the Amiga brand. However you have to ask, due to the complete hardware re-work, would it have really been an Amiga at all?

Amiga Escom Trade in Advert

Surprisingly, software and add-ons were still appearing from third parties. The CD32 SX add on had launched in late 1994, allowing the CD32 to operate as a fully fledged Amiga, and an entire range of Doom clones was hitting the scene demonstrating the love and determination for many to hang onto their beloved Amiga. Ironically, a community which perhaps wouldn't have been quite so prevalent had Commodore done their job properly in the earlier 90s, with many software houses, homebrewers and third parties stepping up to fill the gaps which Commodore had left or simply neglected to fill.

Early 1996 saw the re-launch of the Amiga 4000 followed by an announcement for the Amiga "Mind Walker". This was the only machine which reached the prototype stage under Escom and it combined the AGA architecture, a 68030 CPU and mainstream components including a quad speed CD-ROM, lowering the cost and allowing for expandabiltity, despite it's inhibitive appearance. However, just like Commodore, Escom entered liquidation a few months later. At one point VISCorp looked like it would buy the Amiga for use in set top box technology but this fell through as they seemingly went under as well.

Amiga Mind Walker (by Zgodzinski)

It seemed like everyone around the Amiga was falling, and not only the companies looking to invest. Long running magazines were coming to an end, and although games were still shipping out from loyal software houses, it was at a certainly slower rate than previous years. Despite this, those Amiga users who had upgraded and were holding on tight bore witness to some impressive games designed specifically for accelerated machines, including Alien Breed 3D II and Nemac IV. Even Myst finally made an appearance, followed incredibly by both Doom and Quake conversions after the source code was released, but these were really the last glimmers of hope for the hardware.

Previous Escom manufacturer Quikpak were the next company interested in purchasing the Amiga, and Dell were again on the prowl but were beaten to the post by Gateway 2000, who were seeking to snap up the intellectual property of some 47 patents held by the existing company. Gaining the following of the existing Amiga owners was a bonus, especially when you consider that Amigas were still swapping hands second hand and in active use. This is how I got my own Amiga 600 in early 1995, although I'm one of the people who quickly switched to a PC before the year was out. Under Gateway, the separate Commodore brand was sold to Tulip Computers, Amiga Technologies was renamed to Amiga International and Petro remained at the reigns. At the World of Amiga '97, the company then announced they would be developing a new version of the AmigaOS which finally emerged as AmigaOS 3.5 in 1999 under a new subsidiary, Amiga Incorporated. A promise was also made to build - or at least licence out - the Amiga PowerPC once again.

The final issue of Amiga Format

These licencing deals led to Amiga Technology appearing in a range of devices and clones under the "Powered by Amiga" logo still sporting the aging AGA technology, with Power PC boards also arriving around the same time. Pre 1993 ROMS and material were licenced to Cloanto who still sell emulation packages along with videos from the early Amiga scene. In 1999 Gateway retained the Amiga patents but sold Amiga Incoporated itself to Amino Development for almost $5 million dollars, who renamed themselves to Amiga Corporation, whilst retaining the Amiga Incorporated Subsidiary, bringing it satisfying back to the company name first used by Jay and the team back in the early '80s.

Petro with one of the final Magic Packs

By May 2000 the stable of the Amiga community, Amiga Format published its last issue. Drawing to a close, for me at least, the original days of the Amiga. But its not the end. The period up until now including the contracted development of Amiga OS4 by Hyperion Entertainment in 2004 is worth an entire documentary in itself. With various Power PC variants shipped under the Amiga brand, a host of new accelerator cards, including the lightning quick Vampire II for the Amiga 600, the Armiga system and a massive emulation scene that encompasses both the 68k and Power PC technology. Amiga Incorporated would also move one last time under the ownership of KMOS Inc where it merged into the Amiga Inc name.

But its not just there where we see the Amiga continuing. The influence of Amiga is evident in the very machines we use today. Even after the release of the first AmigaOS, both Microsoft and Apple were watching and implementing features into their own operating systems. The Amiga's unique design itself inspired countless engineers and the games we witnessed on the platform leave a burning ember with the titles of today. Worldwide the Amiga sold somewhere between 5 million and 10 million units in total, with the last roughly accurate figures clocking in at about 5 million machines at the end of 1993. The Amiga's significance to modern computing is rooted very much in its past, but love for the brand and hardware are still driving innovation to this very day, and the Amiga scene although a little different, is just as alive today as it was way back in 1992.

And there we go. That was the Amiga Story. I hope you enjoyed it. I thank you very much for watching, and I bid you good night. If you want to subscribe, contribute to the channel, share or give it a thumbs up before you go, then its hugely appreciated, and remember.

Only Amiga made it possible.

The Amiga 1200

The post Amiga Story (Part 2) appeared first on Nostalgia Nerd.

#systemstories #videos #amiga

nostalgianerd@xn--y9azesw6bu.xn--y9a3aq

ZX Spectrum Story: Celebrating 35 Years of the Speccy

image

The Zx Spectrum story

Subscribe to Nostalgia Nerd on Youtube

Sinclair ZX Spectrum is a whopping 35 years old on 23rd April 2017. That's only 15 years away from half a century. So, although I've covered this glorious system in a previous triple part documentary, that was about 2 years ago, and frankly it deserves better. So here we are, at the beginning of the ZX Spectrum Story.

Of course you can't tell the ZX Spectrum story without Sir Clive Sinclair, so we begin near Richmond, Surrey on the 30th July 1940 as Clive was born to Thora Marles and George William Sinclair, known as Bill. Bill Sinclair was at the time a mechanical engineer who ran his own machine tool business in London assisting with the Ministry of Supply. It makes sense then, that Clive would follow suit in a similar field. Spending his younger years in the relative safety of Devon at the height of London's bombing, Clive spent his younger years enjoying swimming and boating but also developed an unquenchable interest in learning. The Sinclair's were a frank speaking family and this open honesty led Clive to peruse topics he found interesting whilst negating anything he concluded was superfluous.

Clive Sinclair's Parents

This drive led the young Clive into mathematics where at high school, he developed a calculating system driven by punched cards. The system he built worked around a binary system conjured for it's simplicity. This was without even realising that this was a system already widely used, particularly in the developing area of computing.

As the 1950s pressed on Clive stumbled across the exciting world of electronics and began a hobby of building electronic circuits, whilst engaging in entrepreneurial endeavors on the side. Initially this included manual work, but as his self taught electronic knowledge grew, moved across to holiday jobs at electronic companies, one of which was called Solatron; a company which persists to this day, but at the time developed a range of scientific devices including X-ray spectrometers and oscilloscopes. It was through this work that Clive found himself writing his first article for Practical Wireless magazine before he'd even left school, but even then Clive knew his future lay in establishing his own business.

A young Clive Sinclair

Upon leaving school in 1957, Clive already knew the University route was not for him. Why waste time learning unnecessary information through education when he could continue researching and teaching himself exactly what he needed to know? A route that would allow him to keenly follow the cutting edge of electronics, without the bloat of University.

Clive had already began drawing up ideas and required money to turn them into sell-able products. To finance these products, Clive's first port of call was Practical Wireless magazine, where he continued to write freelance articles and for a brief period was reportedly hired by the magazine as an editorial assistant. It seems Illness with the editorial team meant Clive took on a larger role at the magazine than was initially predicted, whether official or not, gaining a greater understanding of advertising in the business whilst conversing frequently with the magazine's editor; Frederick James Camm. This helped solidify a reputation for himself whilst fulfilling his creative needs by printing various circuits in various issues.

But Clive wanted more… His next offer came from Bernard Babani, owner of Bernard's publishing who wanted Clive to write books for hobbyist engineers. At twice his salary of £1,000, Clive jumped aboard and found himself completing "Practical Transistor Receivers Book 1" in January 1959, followed by "Practical Stereo Handbook" and a range of other titles, with his last being "22 Tested Ciruits using Micro-alloy Transistors" in 1963.

One of Clive's books

The book writing ended because in 1961 Clive had registered Sinclair Radionics Ltd. with the idea of creating and selling micro hi-fi kits, but the backer for his plan pulled out at the last minute, leaving Clive in limbo. As with these things however, it was forunate, as his next job at United Trade Press for Instrument Practice magazine would create the foundations for the business to take off. One of the companies he spoke to in his role, Semiconductor Ltd had a reject rate of 70% on their new micro-alloy transistors, but Sinclair found these rejects were perfectly usable if a circuit could be designed to accommodate their loose characteristics. Upon producing a design for a micro amplifier he negotiated to buy these rejected transistors for 6d each in boxes of 10,000 and sell his adapted products at a marked profit. By this point it was already evident that Sinclair's genius lay in his ability to minaturise designs into cost effective, elegant, solutions.

Now, we could spend all day going over the inventions and steps which took Sinclair from here to the almighty ZX Spectrum, but already it's clear that Sinclair's path, although on a different road, is already heading the same way as another low cost Hi-Fi entrepreneur from this era, Alan Sugar. Each of these paths would meander out on very different routes, whilst occasionally meeting at a cross roads to get to our reach our anticipated goal… and as I've already covered these things in other videos let's cover this next period in a brief but yet concise, manner.

Sinclair's first office was at Gough Square, London although packaging and assembly was handled by Cambridge Consultants Ltd at 69 Histon Road, Cambridge. Wishing to stand out from the other tightly packed adverts he'd grown to know through hobby magazines, such as Practical Wireless, Clive began placing large, well spaced out, half page blocks, promoting his new, tiny kits. These adverts, he continually refreshed so as to continually grab the eye of readers, whilst other companies churned out the same layouts, again and again and again. This also enabled Clive to stay ahead of the rather hands-off advertising standards, as by the time anything amiss has been pointed out, a new advert was already running.

Jim Westwood

In 1963, Jim Westwood who had been working at Bernard Barbani's shop, and thus, knew well of Clive, applied to Sinclair for a position. Clive immediately hired him and the duo began testing transistors from the small London office. Sales picked up at a rapid pace and by September '63, Nigel Kember was brought aboard as Sinclair brought out the Micro-injector; a square wave signal generator, and by April 1964, the operation had moved to Anchor House in Islington and the well known Sinclair logo was firmly established, emblazoned across the company's first newsletter for publishers, vendors and of course, the enthusiasts. It was from this new premesis that the new tiny Micro 6 transistor radio set was pushed, gaining wide attention and praise, both by the press and customers alike, enough so that Sinclair would move yet again to accommodate new staff and new facilities. The chosen location was Comberton - just outside Cambridge.

It's from here, where Sinclair really moved into the world of budget amplifiers, starting with the X-10 and really culminating in 1972 with the System 3000 and 4000 which attempted to break into the conventional hi-fi market at around the same time as our friend, Alan Sugar. But this period also marked a number of other significant hires into the business. Lyndsey Lloyd and Chris Curry joined in 1966, with Chris quickly becoming a right hand man to Sinclair, the two often found barnying in the office and then later having a whale of a time in the near-by Plough. By 1970 Sinclair Radionics again required larger offices, and it found it at The old Mill, in St. Ives. During their time here, the building underwent massive refurbishment to bring the image in line with Clive's expectations, including a sliding door on Clive's corner office, which if shut, you knew was completely off limits.

One of Sinclair's first adverts

It's this period where Sinclair really gained the reputation of delays that would persist into the 1980s. As well as ever increasing advert sizes, including for the Project 80 ultra modern non-obtrusive hi-fi, Sinclair was diverging into alternative products such as the DM1 digital multi-meter. This, like most of Sinclair's products, beat competitor pricing, whilst at the same time providing a much more compact solution that what was available. However production problems meant delays, and with high order numbers in the bag, adverts began appearing apologising to customers for product delays.

It was Sinclair's next product however which really solidified the company as a revolutionary enterprise, and moved the company in a new direction.

Calculators weren't new products. They had been on the scene since the mid 60's, as chunky desktop units imported from the USA and Japan, but Clive spied a new challenge. After vising Texas Instruments, he picked up a new TI GLS 1802 chip which he handed to Chris Curry and Jim Westwood to turn into a pocket sized calculator. David Park designed a circuit which pulsed the power on and off, allowing the unit to be powered by hearing aid batteries and in September 1972, the Sinclair Executive was launched, taking the world by storm and winnning several awards including the Design Council award of '73. The components for the unit cost just £10, but it sold at £80. This was truly elegance and minaturisataion at it's finest and the recent introduction of decimal currency to the UK in February 1971 meant the timing could scarcely have been better. Over the subsequent years, new calculator innovations came about leading to The Cambridge and Executive Memory models, each one taking a step closer to a programmable computer. To cope with demand, Sinclair began outsourcing manufacture, but this led to reliability issues, somewhat tarnishing the brand.

Pocket calculator advert

The company's turnover in 1972 was at £762,000. By 1974, thanks to the calculators this was at £4,090,000. Sinclair was at this point investing tens of thousands into research and so maintaining this healthy income was essential.

One of these lines of research had led to the Black Watch. Released in 1976, production problems meant it was 2 years later than expected, and plagued with reliability issues. The chips had been tested in the damp winter months, but in the dry summer, the design was rather sensitive to static, causing the timepiece to freeze. Not ideal in a watch. Coupled with this, the battery performance was terrible, and there was issues with overheating and even explosions. Faulty products meant, lots of returns, lots of replacements and a long period where the company wasn't actually making any income. In April '76, Sinclair's accounts showed a loss of £335,000, so Sinclair, keen to keep research going went to the recently formed, National Enterprise Board for assistance. The NEB agreed to buy a 43% stake for £650,000, as the calculator sales at the time were strong.

Sinclair Black Watch Advert

Back in '63 Sinclair had begun work on a portable television named the Microvision. At the time, the technology wasn't quite up to speed for launch, but Sinclair had continued to develop the technology and by 1977, thanks to NED assistance, the TV1A was introduced. However in that time, calculator sales had fallen and the NED had increased their holding to 73%, meaning Sinclair wasn't exclusively in charge any more.

A possible solution to save the company was the development of a Sinclair micro-computer, which Clive began work on, however the economics meant that the product needed to sell 20,000 in order to become profitable and the NEB were nervous about further investments. Another company under the NEB's wing snapped up the design and this would later be released as the Newbury Newbrain. By March '79, the NEB had decided that it could no longer finance the Sinclair Radionics operation. The TV was sold to Binatone and the NEB retained the instrument division which later became Thandar Electronics ltd and Clive was left with a golden handshake of £10,000 and visions of the future.

Grundy 2Newbury" Newbrain

But where would these visions come from?… Cunningly before the NEB arrived, Clive had appointed Chris Curry to begin running a side company called Science of Cambridge at 6 King's Parade, named so, as the intention was to find and sell local ideas. Borrowing £500 from his father to pay the first month's rent, Curry set to work, and with the help of John Pemberton launched the wrist calculator which was an instant success, creating a revenue of £50,000.

Curry's next product then fell into his lap courtesy of Ian Williamson. Williamson had been an electronics engineer at Cambridge Consultants and using Sinclair calculators had managed to develop a programmable micro-processor system, which he ran by Clive for further funding. Clive passed the idea to Curry and a deal was drawn up. However supply issues with the components Williamson used meant that National Semiconductor were able to complete an equivalent design for much cheaper and therefore won the contract. Sinclair would later pay Williamson for documentation for the device as a gesture of thanks, but the Microprocessor Kit 14, as it would be known would likely not have been created without his initial design.

MK14 Prototype

At first, Clive saw little potential in the unsightly looking machine, but going on sale for £40, it sold 10,000 units in just a few weeks. This was what actually inspired Clive to attempt a micro-computer under the NEB at Sinclair Radionics. But that had now been, gone and Clive was now himself at Science of Cambridge… albeit, without Chris Curry.

Although Curry had laid the foundations for the new venture, his time in charge paved his path. He knew he now wanted to run his own company, and a fortunate meeting with Hermann Hauser at Cambridge University whilst seeking ideas had led to him setting up Acorn Computers in mid 1979 at Market Hill. The first Clive knew about this was seeing an advert for the Acorn System 75 - essentially an MK-14, with a proper keyboard, and bringing direct competition from his most trusted colleague to his doorstep.

With some of his previous staff now under the new office roof, others remained at the former Radionics Mill, but were contracted out to Clive and his new venture. It was clear in Clive's mind was the next step should be, and that step would come in the guise of the Sinclair ZX80. An "almost" fully fledged micro computer, that retained the membrane keyboard of the MK-14, but which could be hooked up to a television. It seems Clive's obsession with television would finally come to pass, albeit, in a different way to his original intentions.

Sinclair ZX80 Advert

In May 1979 the Financial Times had written "Personal computer will become steadily cheaper and their price could drop to around £100 within five years". Clive had taken on this challenge and beaten it, sensationally, with the ZX80 launching in January 1980 for just £99.95 fully assembled, or £79 in kit form. The low price had been met by radical ideas, mainly from Jim Westwood. Using a domestic TV was an innovative step in the world of computers at the time, and the Z80A microprocessor supplied by Nippon Electric, carried out nearly all the work, alongside the large custom ROM, with a BASIC interpreter written by John Grant of Nine Tiles. Specification wise, it was extremely basic and sported only 1KB of RAM as standard. To mark this now clear direction, Science of Cambridge would be renamed to Sinclair Computers Ltd in 1980.

Clive was aware of not repeating his past mistakes, and taking on more than he could chew. To this end he was becoming more proficient in delegation and had recruited Nigel Searle, who had been working as a consultant for Sinclair over in Boston during the calculator years to setup a North American office to sell the new units by mail order in the States. He also outsourced manufacture of the units to Tek Electronics in St. Ives, followed by Timex in Dundee when the orders really started flooding in. Quality control on this occasion meant the return rate was only 1%.

The machine sold reasonably well in the US market. Coupled with the UK success, this allowed Clive to continue research on another idea he'd played with at Radionics… a flat screen TV, which also meant a final name change to Sinclair Research Ltd; a name that would represent the company's intention of creating new, innovative, elegant products and revive the Sinclair name to it's former lofty heights… The success also allowed Jim Westwood to continue work on the ZX80's follow up, the ZX81, which had begun before the 80 was even released.

ZX81 Concept Design by Rick Dickinson

The ZX81 would address the main issues with the ZX80. The first of which was the lack of floating point arithmetic in the ROM, and the second was the flickering of the screen whenever a key (or membrane) was depressed. The first was addressed by doubling the size of the ROM and adding an array of useful routines and features. The second was corrected by implementing a slow mode, so that when a key was pressed, the entire run time of the Z80 wasn't used in re-drawing the screen. Instead it was shared with code execution, meaning everything ran at a quarter speed, but it looked much more pleasing to the eye.

The design of the ZX81 was also much neater and cost effective. Whilst the ZX80 consisted of 18 discreet chips, the 81, condensed them into 1. This single chip was a custom Uncommitted Logic Array; a logic chip which incorporated many of the ZX80's components into one array. Much of this chip's design was completed by Jim Westwood and Richard Altwasser, and as well as reducing cost, it also vastly reduced heat output, meaning the 81 was a much more stable design.

With Christmas 1980 on the horizon, rumours were beginning to emerge that the BBC was looking to produce a television series aimed at teaching the BASICS - if you'll excuse the pun - of computer programming. It was also rumoured that they were perusing Newbury's Newbrain to be the machine featured on the show; Sinclair's old design which had been sold off under the NEB. By this point both Sinclair and Acorn had computers on the market, in Acorn's case this was the Atom, and both Curry and Sinclair were a little outraged that other manufacturers hadn't been considered. With pressure from both sides, the BBC re-thought its strategy and put out a tender for various manufacturers to submit proposals. Clive immediately touted the new ZX81 machine as a candidate, with it's advanced Sinclair BASIC and accessories that would include a printer. Perfect for educational use. He also tried to sell the merits of an up and coming model, named the ZX82 or Sinclair 9200 at this point, that may have included a built in flat screen and micro floppy drives… A idea which was maybe a little ahead of itself. However the BBC was concerned about the membrane keyboard on existing models, and weren't prepared to wait for this next Sinclair model. Chris Curry on the other hand was prepared to bend over backwards to meet the BBC's time scale and requirements, and having visited the BBC himself decided to go with a prototype Acorn had mocked up based on their planned Proton computer.

The BBC Micro

In spite of this setback, the ZX81 arrived in March 1981 and by the end of January 1982, some 300,000 machines had been sold worldwide. Agreements had been made to sell ZX81's in WH Smith's, moving Sinclair out of the mail order game and directly into the high street. Sinclair also decided to fight back at the BBC's government backed computer scheme by offering a half price deal to place ZX81's in schools, complete with printer, and undercutting any BBC Micro package Acorn were offering. Although Acorn clearly had the edge in the educational market, Sinclair still notched up sales to 2,300 schools through this promotion.

By mid 1982, Timex were granted rights to licence current and future Sinclair machines in America for a 5% royalty, which freed up Nigel Searle to head back to the UK and head up the growing computer operation in the UK. As well as Sinclair expanding it's production and research labs, the ZX81 also sparked a large number of cottage industries and third party software developers, including a users club, magazines, programming books and of course a wide variety of games.

Sinclair had setup the UK, and other parts of the world, whether intended or not, for a computing revolution. Now all that was needed was the right computer to grab this revolution by the horns and run with it.

The ZX82

The Zx82 Prototype by Rick Dickinson

The ZX82 development was no secret. It was obvious that Sinclair would be working on a new machine, to keep up with the BBC Micro if nothing else. 50,000 ZX80's had been sold and over 300,000 ZX81's, and so the specifications for the next computer were laid out;

At it's heart would remain a Z80A CPU clocked at 3.5MHz. This seemed obvious as it allowed some of the existing ROM to be ported over but remained a potent CPU. Developed by Zilog, it's actually the successor to the Intel 8080, developed by Zilog's founder Federico Faggin and incorporates 16 bit I/O addressing, on chip dynamic memory refresh control and very simple power requirements.

The ROM would be expanded from the ZX81's 8Kb to 16Kb, written by John Grant and Steven Vickers, and allowing for a more comprehensive Sinclair BASIC

16Kb of Dynamic RAM would be standard, allowing an upgrade to 48Kb for enthusiasts.

A resolution of 256×192 would be available through a colour video generator offering 8 colours, and 2 shades of each, apart from the black, which was just…. black. Like most computers of this era, the machine has a 56 line border (in PAL regions), whose colour can be changed but can't be populated with graphics under normal use.

The design also purposely incorporated the familiar "attribute clash". This was a patented method which forced a 2 colour per character cell restriction. Some viewed this restriction as unfavourable outside of character mode, but having the colour information at a lower resolution saves precious memory allowing for much more complicated games than would otherwise be the case. It also brought out the creative genius of developers, with the best using clever graphic sizing to eliminate the clash entirely.

The keyboard would now offer moving elements and an on board speaker would provide rudimentary sound.

Port wise, it remains pretty basic with an expansion edge connector, tape input and output, 9V DC and RF output.

In fact, the ZX82's specifications were in part Clive's response to the BBC's requirements for a computer system, and even in light of losing the contract, still made perfect sense, offering a true upgrade to the earlier ZX machines.

Of course, to make the ZX82 affordable and elegant, like Sinclair's previous machines, the ULA would become an even more essential component and an even more intricate design, using twice the number of gates.

Cop an eye-full of that ULA!

For the ZX82 this ULA performs the role of video generator, clock generator, memory access governor, keyboard controller, cassette I/O and speaker driver. It also co-ordinates CPU access to each of these resources ensuring that the television output is never disrupted. Richard Altwasser was in charge of this ULA as Jim Westwood moved back into Sinclair's television development and manufacture was again handed across to Ferranti's Current Mode Logic.

Interestingly, Ferranti actually made an error in one of the interconnect layers of the chip, failing to connect some of the stages. But incredibly, a rogue piece of dust happened to fall at the exact spot this connection was supposed to be, creating an artificial bridge which enabled Altwasser to funny test the ULA one one test die. Confirming that the 5C102E design was good to do.

This compact design allowed Rick Dickinson to get to work on another elegant case design with guidance from Clive Sinclair, and with this the iconic rainbow effect was added, alongside a new name for the machine that would convey it's improvements over the earlier machines.

A later ZX82 Prototype (with space bar now to the right)

The ZX Spectrum was launched on 23rd April 1982. The ZX was retained as a nod to the Z80 processor, whilst also sounding futuristic. Spectrum, of course referred to the new Spectrum of colours availablee. Initially, both 16KB and 48KB versions were available through mail order for £125 and £175 respectively and production was set for 20,000 a month. Like his earlier hi-fi devices, Clive's outlook to advertising hadn't changed. Large, expansive adverts, packed with text and specifications drew in enthusiasts and boggled consumers enough to be tantalised. Clive expected to sell some 300,000 units in the first year and the machine was very competitively priced compared to say the BBC Micro, which retailed at a pocket shrinking £399.

The original ZX Spectrum

Initial reception of the machine was fairly positive, although some, like Jim Lennox of Technology Week noted;

"After using it… I find Sinclair's claim that it is the most powerful computer under £500 unsustainable. Compared to more powerful machines, it is slow, its colour graphics are disappointing, its BASIC limited and its keyboard confusing"

In part this was due to the space saving nature of the keyboard, where the space bar resided on the right and BASIC commands were accessed via keywords, allowing them to only use up 1 byte of memory, compared to several bytes when entered in a traditional character by character approach. The BBC Micro had been launched in December 1981, however production was only ramping up to acceptable levels after rushed launch. The Spectrum was set to make inroads, but like the Micro, early production numbers were somewhat limited and customers had to wait sometimes months to obtain their units, in a typical Sinclair style.

There were also some known issues with the original Sinclair power supplies. It was declared that "up to 14,000" of them could cause electric shocks, a figure later updated to 28,000 by Your Computer magazine. The fault was down to the 240V input track on the power pack's circuit board running far too close to the 6V output, meaning that a power spike in very humid weather could result in a shock. Nigel Searle admitted that the supplies, which were limited to one batch, "were not checked in detail for safety". Amazingly Sinclair managed to turn around replacement units in 48 hours. Which given their track record for delivery was mind-blowing.

A Sinclair advert aimed at children (parents).

As 1982 pushed on, the Department of Trade and Industry were setting up a second promotion of microcomputers in primary schools after the success of BBC's Computer Programme earlier in the year and orders for the Spectrum began arriving, causing Sinclair to begin work on their own educational software alongside Macmillan publishing, including the fabled Learn to Read Series and Horizon programs.

Of course, educational software aside, games were already piling up for Sinclair's new machine. It's low price, sound and colour graphics suited this domain perfectly and companies like Ultimate Play the Game run by the Stamper brothers were setup to capitalise on this growing industry.

By February 1983, distribution of the Spectrum was widespread. As well as W.H. Smiths; Boots, Curry's and John Menzies were able to stock systems through Sinclair's main distributor, Prism Micros. 200,000 Spectrums had already been sold by mail-order, mainly 48KB models, and now 15,000 units were being sold per week in the UK alone, excluding the other 30 countries where the system had also launched, albeit on a much smaller scale. Owners of 16KB models could also upgrade their models through a daughter board on first edition machines, or RAM chip replacements on second revisions. These upgrades cost £60 and proved fairly popular as most games made use of the full, expansive 48KB of memory. There were of course classics such as Jetpac and Transam which would run under 16KB, but 48K was a no brainer.

Article on shops stocking the ZX Spectrum

Economies of scale enabled Sinclair to lower prices to £99.95 for 16K and £129.95 for 48K models by April, further causing upset for Acorn Computers, who were watching the low end games market grow before their eyes. The arrival of the Commodore 64 on UK shores at around the same time, initially at £399 and quickly reduced to £299 did nothing to ease the minds of Chris Curry or Herman Hauser. The american machines sold well, but did little to dent the budget market Sinclair were dominating.

Sinclair Research Cambridge

This rapid expansion meant that once again, Sinclair was on the move, and this time the destination was the previous Barker and Wadsworth spa water bottling plant at 25 Willis Road, Cambridge, which won an environmental award in January 1984 for the internal design, including an enclosed atrium and a conversion of the existing mineral well into an integrated environmental control system. As usual with Sinclair, the company image was as important as the products they were shipping.

January 1984…. For some of us this year might set alarm bells ringing. By now Acorn had become so fed up watching the gaming market slip past that they had launched their own budget system, the Acorn Electron. However, production problems meant they'd missed the critical 1983 Christmas period and had a large stock pile of systems now unsold. For Sinclair, nothing seemed amiss as 1984 began. By the end of 1983, 1 million Spectrum's were sold - celebrated by Timex producing a white cased version, their sole UK distributor, GSI had opened a new warehouse and there was more software than you could shake a stick at. Their turnover for the 1983-84 financial year was £77.7M, with pre tax profits of £14.3M. Very similar profits to their previous year, albeit on a turnover of only £54.5M for that period. The reason for this discrepancy was in part due to the continued research Sinclair had been putting into various products, including their next computer, code-named the ZX83 and the flat screen TV80 which launched in September 1983 and cost at least £4M to develop. The Sinclair C5, electric car; A project which had been on Clive's mind since the late 1960s, was also ongoing, but Clive has siphoned this off into a separate company; Sinclair Vehicle Ltd which he funded through a private share issue of Sinclair Research, netting him almost £13M for just under 10% of his company. A figure which therefore placed the company value at well over £100M.

Acorn enters the gaming market

The video game crash of 1983 felt in the United States, wasn't really felt over here, safe as we were in our bubble of home-bred micro computers. But a ripple of it was starting to come into force and in many ways the itching's of our own crash were beginning to be noticed. At the start of 1984, the home micro market was swamped with manufacturers from every corner of the UK. Dragon, Newbrain, Camputers, Sinclair, Acorn and foreign companies like Commodore were also making an impact. At the same time, demand for these micros was rapidly being met; every person who bought a machine meant one less buyer in the market. Of course new models and innovations were designed to encourage upgrade, but Sinclair's next model just didn't fill that gap effectively.

Unlike Acorn, who had decided to downgrade their system and plunge directly into the Spectrum's rapidly filling play-field. Sinclair were still improving their technology, but rather than providing an upgrade for existing Spectrum owners, their next machine was designed to meet a different market. A more serious market.

The brief was simple. A machine designed for a specific gap in the now educated market - the business user about to embark on computing. Thought to be a market some 10 times the size of home computing and currently dominated by systems costing over £2,000. July 1983 had seen the Microdrive expansion launched for the Spectrum. A tape cartridge, spliced from video tape and looped, allowing the tape to be advanced and read incredibly quick, allowing for access times similar to floppy disk at a lower cost. The Spectrum's perhipheral also added an RS232 interface and was launched at the same time as the ZX Interface 2, allowing ROM cartidge compatibility.

Sinclair's familiar advertising persisted for the QL

For the ZX83, these microdrives, allowed a cheap way to get business like disk speeds without dipping into expensive floppy disk systems. Named the QL, or Quantum Leap, this computer was announced for launch in January 1984, but was somewhat intentionally incompatible with ZX Spectrum software, and particularly, games. Clive thought that games damaged the credibility for a machine, not grasping that most people were already using the Spectrum for both business and pleasure tasks. Perhaps with the kids playing games in the day, and business activities accomplished in the evening.

Still, the launch at the Inter-Continental Hotel was suitably grand and certainly grabbed press attention with bulk delivery expected for February 1984. By May, sinclair had taken £5M of orders for 13,000 of the £399 machines, but there was still no sign of the product. Nigel Searle's method was to fix a date and make engineers work to it, therefore eliminating procrastination. However, in this case, the launch date was set much too early and finalised machines didn't limp out until September - some 7 months later than expected. The machines which limped out before then were essentially prototypes, some requiring an additional EPROM to be plugged into the cartridge port on the back.

The QL was unlikely to be a winner from the off, with these issues, it became less and less likely. 60,000 machines were sold in the first year - far less than hoped, with total sales only reaching 100,000.

The Spectrum continued into 1984, as other micros were either falling or experiencing difficulty. The QL may have failed to realise its goals, but its design did inspire a new look for the faithful Speccy. By July Sinclair announced a £4M Christmas advertising campaign and centre of this campaign was the new Spectrum+… cunningly making use of the QL keyboard design to address critics of the Spectrum's rubber, toy-like keyboard.

With the +. The Spectrum was finally looking like a professional system that could sit next to the Commodore 64, BBC Micro and Acorn Electron. Not to say the original design was bad. It wasn't. But many didn't associate the design with a "proper computer". Something our friend Alan Sugar, had already latched onto with the introduction of the Amstrad CPC just a month prior. It could easily be stated that the + was a direct response to the CPC, but it was also a logical next step for a company that had spent the last year neglecting to work on a suitable follow up for the popular micro.

The launch of the Spectrum+

Unlike the QL, The Spectrum+ wasn't delayed, launching at £179.95, including a bundle of 6 applications "worth over £50″…. again a little reminiscent of the 12 titles, "worth over £100", bundled with Amstrad's CPC package. Existing Spectrum owners could even upgrade to a + case for £50, or £30 through a DIY kit. Other than the case design and reset switch which simply shorted pin 26 on the CPU, the design was exactly the same under the hood, however, a failure rate of up to 30% was reported. Significantly higher than the 6% seen before. Whether this was due to board design changes or customers simply returning their systems as they'd expected the revision to hold more powerful hardware under the hood - perhaps becoming confused with similarities with the QL - is somewhat unknown.

As Christmas '84 loomed and with the 2 millionth Spectrum produced, Sinclair was predicting record sales, whilst Acorn was still hoping to shift their back-stock prepared for the Christmas before. Acorn had also begun cutting the price of the BBC Micro and bundling a tape recorder with software in a bid to hold onto what they perceived to be a shrinking market in the face of increasing competition. This was also the Christmas of the infamous - and somewhat blown out of proportion - punch up between Clive and Chris Curry as tensions rose in Shades, a Cambridge wine bar which was bustling with both Acorn and Sinclair staff, having moved on from the Baron of Beef pub portrayed in the BBC Dramatisation, Micro Men. As Chris tells it, Clive snuck up behind him and put his hands around his face, making Chris see red and land a light blow, but was instigated by an advertisement Acorn had run highlighting the reliability of Acorn machines, compared to the Spectrum.

Clive Sinclair and Chris Curry pre-punch up

From Clive's perspective, these figures were simply down to the fact that Sinclair offered an essentially unlimited window for return;

"Many of our customers are in the 14-15 year old age bracket. These are characters who can destroy granite with one blow of their fist, so a computer gets a pretty tough pounding over the course of the year, and they've been entitled to return that machine and swap it over the counter for a fresh one at ANY time during the year. So yes, we get a lot back, but they aren't faulty computers."

Perhaps in light of this, Sinclair proceeded to alter their return window to just 3 months.

In any case, relations between Curry and Sinclair didn't really sour, and reportedly were never actually that sour in the first place. The upshot of all of this however, is that Christmas passed, and almost immediately after Sinclair withdrew the original Spectrum from sale and cut the price of the + from £179.95 to £129.95. With the Electron still poised at £199, things were looking increasingly grim for Acorn who slashed the Electron price to the same price. The problem for Acorn was their production costs were much higher, and although with further price cuts the Electron would eventually gain a 15% market share, compared to 28% for the Spectrum, Acorn couldn't sustain the losses and Olivetti stepped in to buy them out.

Dixons price cuts on the Electron and Spectrum

Sinclair justified the price cut with this release;

"The home computer market is currently entering a very vigorous phase and we anticipate strong competition from UK manufacturers in particular. Economies of scale in producing the Spectrum+ - production of which has now reached in excess of 200,000 per month - permit us to take a strong lead in reducing prices in this sector and further increase our market share in the UK beyond its present 44%"

At this time Commodore held 30% and Acorn 10%. But however it was pitched, customers were drying up across the board with 14% of UK households now owning a micro. A figure higher than any other country.

Although the mark had been missed with the QL, another revision of the Spectrum was in order which this time, would be able to capitalise on the masses of software available and bring the machine on a level peg with the Commodore 64 and Amstrad CPC. Paramount to this was improving the basic beeper sound capabilities of the original hardware, perhaps not up to SID standard, but maybe something more similar to the AY chip found in the CPC.

Working alongside Sinclair's Spanish distributor, Investronica. This machine was a modest revision over the existing hardware, the Spectrum 128. ULA modifications meant the video quality was improved - You may notice on earlier Speccy's there's a vertical rolling effect between strongly constrasting colours. This is caused by an interaction between separate oscillators, however the new ULA avoids this by using a single crystal oscillator. Further changes, also allowed an RGB connector to be integrated, offering a crystal clear image compared to the standard RF tuner.

The "Glorious" Spectrum 128k

An identical sound chip to the CPC was also integrated, the AY-3-8912A, which goes one up on the CPC, and pushes sound through the television output rather than a tinny on board speaker. Of course the machine also shipped with 128KB of RAM as standard, which as well as offering a nice upgrade, circumvented the tax imposed on machines with less than 65KB of RAM. To accommodate the limitations of the Z80A processor only being able to address up to 64K, Sinclair designers used bank switching so that the new memory would can be accessed through 8 16KB address pages.

The new ROM incorporated 128k BASIC - doing away with shortcut commands, and even featured a rather delightful menu on boot, also offering tape test functionality to ensure your signal strength was setup correctly. It additionally allowed for on screen messages to display in Spanish, another requirement at the time.

Looks wise, the machine is almost identical to the +, with the addition of a whopping heat sink on the right hand side (the slatted appearance paving the way for this particular machine's nickname, "The Toastrack"). This was to cool the 7805 voltage regulator, and replaced the internal heatsink on earlier models. The lettering is also in red, and for me this machine just looks the absolute nuts. Its the machine my brother and I had in the 80s and I love it to pieces.

The Spectrum 128 was showcased at the SIMO '85 trade show in Spain during September '85, with a price of 44,250 pesetas. But due to the number of unsold Spectrum+ models, Sinclair decided not to start selling in the UK until January 1986 at a price of £179.95 - the same as the original + had retailed.

However, this wouldn't be enough to save Sinclair going forward. Although the company was still profitable going into 1985, consumer outlook of the market coupled with a few misfortunate events, heralded bad news. Firstly Prism Microproducts, Sinclair's current distributor collapsed into receivership, owing Sinclair over £1M. Secondly, Sinclair had to postpone a stock flotation to raise restructuring funds, due to the adverse sentiment towards the computer sector.

With grim news headlines flying around and the poor sales of the flat screen TV80 and Sinclair C5 quickly catching up - neither of which covered their development costs, Clive was rapidly having to refute allegations that his company was losing £1M per month. Without flotation funds, attitude meant that Sinclair appeared unfavourable to further lending by it's bank and even if it didn't have before, by mid 1985 it indeed did have a cash crisis on it's hands. Sinclair was looking for a rescue bid, which initially came in the form of Robert Maxwell, with a £12M rescue offer and a controlling stake, but Sinclair was able to hang on through negotiation with its bankers and main suppliers.

Saved from Maxwell

This meant Christmas would come, and the Spectrum 128 would thankfully land in UK shores in January 1986, filling owners with an unprecedented amount of glee, along with some frankly incredible musical renditions on 128k enabled software.

Some had spelled 1985 as the end of home computing, but you and I know that this was never to be the case, as did numerous others who had only just entered the market.

So the real question is… what would come next?

Join me next time for the Amstrad Years….

"The Amstrad Years" to follow.

The post ZX Spectrum Story: Celebrating 35 Years of the Speccy appeared first on Nostalgia Nerd.

#systemstories #videos #sinclair

dezeen@xn--y9azesw6bu.xn--y9a3aq

House built from 100 different plant-based materials unveiled at Dutch Design Week

image

The Exploded View Beyond Building, a house made from biomaterials by Biobased Creations

Eco-design studio Biobased Creations has built a showhome almost entirely from biomaterials including wood, mycelium, seaweed, straw and vegetable fibres as well as earth and sewage.

Unveiled at Dutch Design Week in Eindhoven this week, the house showcases 100 different plant-based or natural materials that are either commercially available already or coming to market soon.

The Exploded View Beyond Building, a biomaterials house by Biobased CreationsThe house is built from 100 different natural materials

The only non-bio materials in the timber-framed house are metal screw fixings and glass windows.

"We used 100 bio-based materials because we wanted to show what is possible," explained Biobased Creations co-founder Lucas De Man. "It's an exhibition in the shape of a house."

Earth wallIt showcases 100 different biomaterials, including earth, plants and fungi

The project is called The Exploded View Beyond Building, although Dutch Design Week calls it The Embassy of Circular and Biobased Building.

The designers' aim is to show how eco-materials can be used in the construction of ordinary homes. All the materials used are listed on the projects' website.

Algae and seaweed in biomaterials house by Biobased CreationsMaterials include lime plaster coloured with algae and an algae textile screen

The house, which features a modular design, was mostly built in a factory. It has a layout based on a standard grid so it could become a template for a variety of different house designs.

"If we want to build a million houses here in Holland in the next 10 years, then the design has to be scalable," said De Man. "So it has to come from the factory and it has to be sustainable."

Bathroom wall tiles made from waste in biomaterials house by Biobased CreationsThe bathroom exterior tiles are 3D printed from sewage sludge and algae

"Some people think it's too expensive to be modular and sustainable, but it's actually cheaper," he told Dezeen. "Non-sustainable modular is way more expensive."

The building, which has been erected at Eindhoven's Strijp-S district for the duration of Dutch Design Week, is also designed to be circular.

The structural timber frame is demountable so the house could be relocated or recycled in the future.

Toilet in biomaterials house by Biobased CreationsThe toilet is framed by a 3D printed wall of filtered sewage residue

Biomaterials provide surfaces both inside and outside the house.

They cover walls, floors and ceilings, and are also used for furnishings including tableware and bedding.

[ An office with exposed hempcrete walls

Read:

Ten tactile interiors that make use of natural biomaterials

](https://www.dezeen.com/2021/07/17/ten-tactile-biomaterials-interiors-lookbook/)

These materials are presented in different categories relating to their material properties.

The bathroom features materials made from waste, with examples including blue wall tiles made from sewage and algae, and a compost toilet framed by a wall of 3D-printed sewage sludge.

Dining table in biomaterials house by Biobased CreationsTableware is made from food products including eggs and oyster shells

The kitchen showcases materials made from food and plants and includes tableware made from plants and food waste including plates made from eggshells and beakers from 3D-printed seaweed.

The ceiling is a material made from flowers, the walls are lined with grass and the door is clad in Totomoxtle, a wood veneer that promotes biodiversity because it is made from heirloom corn species.

Kitchen in biomaterials house by Biobased CreationsLinen coloured with waste from the metal industry is hung on the wall in the kitchen

Upstairs, elements on display include insulation made from reeds, seaweed wall tiles, acoustic wall panelling made from bioplastic and a bed made from natural rubber and linen.

There's also a whole room dedicated to products derived from bacteria and fungus. Mycelium is used to create wall tiles, insulation and a composite flooring.

Mycelium wall in biomaterials house by Biobased CreationsA wall of mycelium tiles is fire-retardant and water-resistant

This material is one that both De Man and Pascal Leboucq, lead designer for Biobased Creations, were already familiar with. The pair previously worked on The Growing Pavilion, a mycelium structure presented at Dutch Design Week in 2019.

"We're going to solve a lot of problems by reinventing bacteria," said De Man. "In Holland, they are now making bacteria that can eat plastic and give back oxygen."

Bedroom in biomaterials house by Biobased CreationsThe bed combines a natural rubber mattress with linen fabric

An air filtration system integrates plants and nutshells while rainwater is harvested and reused. The house also features six different roof types, including two types of green roof and paving that absorbs rainwater.

De Man hopes the project will show that biomaterials are a viable option for new housing developments.

"When we built The Growing Pavilion two years ago, a lot of people said it was too futuristic. This time we've created a house that is realistic and scaleable."

Grass wall in biomaterials house by Biobased CreationsStraw cladding is used on the outside of the house

The house is on show for the duration of Dutch Design Week. After that it will be demounted and reassembled at the Floriade Expo, a horticultural exhibition taking place in 2022.

Dutch Design Week runs from 16 to 24 October 2021 at venues across Eindhoven. See Dezeen Events Guide for an up-to-date list of architecture and design events taking place around the world.

Photography is by Oscar Vinck and Jeroenvander Wielen.

The post House built from 100 different plant-based materials unveiled at Dutch Design Week appeared first on Dezeen.

#residential #all #architecture #videos #wood #dutchdesignweek #straw #houses #seaweed #architecturevideos #mycelium #sustainablearchitecture #biomaterials

berndfm@pod.geraspora.de

"Um klarzumachen, was im System Schlachthof schiefläuft, braucht die Autorin keine moralische Belehrung und keine erschreckenden Videos."

Hören: https://ondemand-mp3.dradio.de/file/dradio/2021/03/13/buchkritik_die_schlachthaus_tagebuecher_von_lina_drk_20210313_1142_bae2ade4.mp3

» [...] Grausamkeiten in Schlachthöfen dringen höchstens durch heimliche Videos von Tierschützern nach außen. Anders ist es mit Lina Gustafssons Schlachthaus-Tagebüchern. Nüchtern gibt sie Einblicke in ihre Arbeit als Veterinärin – bis sie nicht mehr kann.
... | ...
Lina Gustafsson hat einen neuen Job als Veterinärin bei der schwedischen Lebensmittelaufsichtsbehörde. Meistens arbeitete sie in einem großen Schweineschlachthof, in dem über 3000 Tiere pro Tag geschlachtet werden. Ihre Aufgabe ist es, dabei den Tierschutz zu kontrollieren.
... | ...
Manche Schweine lahmen oder haben Bisswunden am Schwanz. Mit der Autorität ihres blauen Helmes kann Lina Gustafsson besonders schlimme Fälle den Behörden melden.
... | ...
Viele Mitarbeiter gehen ruppig mit den Schweinen um. Immer wieder berichtet sie von LKW-Fahrern, die die Schweine mit Gewalt aus dem Transporter treiben. Sie schlagen ihnen mit einem Kunststoffpaddel auf Kopf und Rücken, obwohl das eigentlich nicht erlaubt ist. Immer wieder weist sie die Kollegen darauf hin, dass sie ihr Paddel nur zum Sortieren benutzen dürfen. Und immer wieder erntet sie dafür Unverständnis oder Wut.
... | ...
dass das Stallpersonal nur deshalb nicht zuschlägt, weil sie direkt danebensteht. Oftmals ist das Einzige, was sie für die Schweine tun kann, diese direkt erschießen zu lassen, damit sie nicht länger leiden.
... | ...
Entgegen dem Rat eines Kollegen sieht sie sich den Teil des Schlachtbetriebs an, in dem die Tiere in Stahlgondeln in einen mit Kohlendioxid gefüllten Schacht herabgelassen werden, um sie vor der Entblutung bewusstlos zu machen. [...] Die Kollegen warnen sie, sie solle alte Kleidung tragen, denn dort rieche es nach Tod. Nachts beginnt Lina Gustafsson vom Schlachten zu träumen.
... | ...
Ihr Blick richtet sich nicht nur auf das Leid der Tiere, sondern auch auf die Arbeiter, die dem Takt des Transportbandes ausgeliefert sind.
... | ...
Um klarzumachen, was im System Schlachthof schiefläuft, braucht die Autorin keine moralische Belehrung und keine erschreckenden Videos. [...] «

Carolin Born :: Deutschlandfunk Kultur Lesart :: 13.03.2021 :: Lina Gustafsson „Die Schlachthaus-Tagebücher“ - Erschreckender Bericht vom Leid der Schweine :: https://www.deutschlandfunkkultur.de/lina-gustafsson-die-schlachthaus-tagebuecher-erschreckender.1270.de.html?dram:article_id=493973

#SchlachthausTagebuecher #LinaGustafsson #Leid #Schweine #Bericht #Grausamkeiten #Schlachthoefe #Videos #Tierschuetzer #Einblicke #Veterinaerin #Lebensmittelaufsichtsbehoerde #Schweineschlachthof #Tierschutz #Bisswunden #Schwanz #Gewalt #Kunststoffpaddel #Kopf #Ruecken #Paddel #Unverstaendnis #Wut #Stallpersonal #Schlachtbetrieb #Stahlgondeln #Kohlendioxid #Schacht #Entblutung #Tod #Takt #Transportband #System #Belehrung #CarolinBorn #DeutschlandfunkKulturLesart

developers@forum.friendi.ca

Hilfe | Friendica: Warum kann ich mir verschiedene Videos nicht anschauen?

Ravenbird Ⓐ 😷 - 2021-08-21 08:41:53 GMT

Hallo @Friendica Developers,

mir ist schon öfters aufgefallen das ich auf Friendica verschiedene über andere Plattformen eingebettete Videos nicht anschauen kann. Das sieht dann z. B. so aus:

Das Video ist also da, aber ich kann es nicht abspielen weil es lt. Browser einen nicht untstützen MIME-Typ hat. Öffne ich dann aber das Original dann kann ich das Video dort absolut problemlos ablaufen lassen:

Woran liegt das?

Tags: #Hilfe #Frage #Friendica #Medien #Videos #MIME #MIME-Typ #Ravenbird #2021-08-21

sylviaj@joindiaspora.com
dezeen@xn--y9azesw6bu.xn--y9a3aq

Third episode of Braun's Good Design Masterclass with Ilse Crawford explores objects that are "built to last"

image

Braun Good Design Masterclass

Ilse Crawford explains how designs including Isamu Noguchi's Akari light and Dieter Rams' T3 radio have stood the test of time in the third episode of Braun's masterclass video series, which Dezeen is publishing as part of a collaboration with the brand.

Led by Crawford, the Good Design Masterclass series explores Braun's three key design principles in three episodes: simple, useful and built to last. The series marks Braun's centenary and aims to "inspire good design for a better future".

The final episode of the series focuses on objects that are built to last. According to Crawford, this means designing objects that people will cherish as much as it is to do with creating durable products.

"Of course, [building to last] is about longevity and durability, but it must be consequent," she said in the video. "It's also about an authentic love for things rather than designing for obsolescence. It's about designing things we love more."

Braun Good Design MasterclassCrawford discusses the Akari light designed by Japanese-American artist and designer Isamu Noguchi.

According to Crawford, even fragile designs can have longevity.

"'Built to last' is often assumed to be about being robust and indestructible," she said. "But actually the opposite is often true. It is the things that are fragile and beautiful that inspire care and, therefore, they last."

She gave the paper Akari light, designed in 1951 by Japanese-American artist and designer Isamu Noguchi, as an example.

"There's something so warm and delicate about the lanterns that still enthrals us," Crawford said.

"As a studio, we use them in projects a lot – recently we used them in a mental health centre, where typically you'd expect things might need to be a bit more robust."

"But they bring this amazing warm glow to the space that really takes the edge off the experience, and they're still there and still perfectly intact."

Braun Good Design MasterclassThe 1958 T3 pocket transistor radio is an example of an object "built to last"

Other objects Crawford discussed in the video include Braun's T3 transistor radio designed by Dieter Rams in collaboration with the Ulm School of Design in 1953.

The radio is one of a host of Braun products that was informed by a design methodology, developed by Rams while a teacher at the school, that focussed on use.

"It's stripped-down, it's as neutral as it's possible to be," she said of the design. "It's uncompromising, reduced to the absolute minimum and its purpose-driven so the only bit that moves is the dial, which makes it super intuitive."

"These are the qualities that kept it relevant for decades and admired by so many, even if analogue has been superseded by technology."

According to Crawford, it is an example of how the most enduring designs are often those that are ahead of their time.

"One of the things that people often say when talking about 'built to last' is that we should design in a timeless, lasting way," said Crawford. "That is surprisingly difficult to do because, paradoxically, most lasting design is outside of its time or ahead of its time."

Braun Good Design MasterclassDirk Van Der Kooij's table is made from recycled plastic

The final design Crawford discussed in the video is Dirk Van Der Kooij's Melting Pot Table, which is made from discarded plastic objects that have been reformed into a durable new item.

"As we all know, plastics and their durability is a real problem," said Crawford. "But they can be harnessed and upgraded, and this table is an interesting example of that."

To make the table, Van Der Kooij uses plastic from a range of sources, including discarded toys, garden furniture and refrigerator interiors.

"Dirk Van Der Kooij has used recycled plastic to make furniture that is far more appealing than the idea of recycled waste might suggest," Crawford said.

"He does that with all manner of plastic waste that is upgraded to make a really beautiful material and to make pieces that actually deserve to last."

Braun Good Design MasterclassThe episode "built to last" is the final series in Braun's Good Design Masterclass, led by Ilse Crawford

This is the third episode of Braun's Good Design Masterclass. In the first episode, Crawford discussed "simple design", while in the second, she explored "useful" objects.

Dezeen editor-in-chief Marcus Fairs also spoke to Crawford about the masterclass series in a live talk that we broadcast in June.

The Good Design Masterclass series is also available to watch on Braun's website.


Dezeen x Braun Good Design Masterclass

This article was written by Dezeen for Braun as part of ourDezeen x Braun Good Design Masterclass partnership. Find out more about Dezeen partnership content here.

The post Third episode of Braun's Good Design Masterclass with Ilse Crawford explores objects that are "built to last" appeared first on Dezeen.

#dezeenxbraungooddesignmasterclass #all #design #videos #ilsecrawford #braun