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-
- Jay Miner Interview Pasadena, September 1992.
-
- The name badge says it all, Jay Miner, VIP, Father of the Amiga. During my
- recent jaunt to the A4000 launch in Los Angeles, I was lucky enough to meet
- and talk to Jay as he cast his fatherly eye over the next generation of the
- architecture he created all those years ago. We talked and ate as he
- reiterated the fascinating history of the secret project that resulted in the
- birth of a remarkable machine, which has survived mainly because of his
- foresight and supreme effort. It was all far from plain sailing, however,
- and plenty of skullduggery was afoot from a number of parties, not least the
- design team themselves!
-
- The story about the Amiga's genesis has been told before, but it is only
- relatively recently that Jay and Commodore have been seeing eye to eye about
- the machine and its evolution. Also, there are many little anecdotes untold
- before now...
-
- Jay:
-
- "The story starts in the early 1980`s with a company not originally called
- Amiga, but Hi Toro, which was started by Dave Morris, our president, but
- before all that I used to work with Atari and I wanted to do a 68000 machine
- with them. We had just finished the Atari 800 box and they were not about to
- spend another umpteen dollars on research for a 16-bit machine and the
- processor chip itself cost $100 apiece. RAM was also real expensive and you
- need twice as much. They couldn't see the writing on the wall and they just
- said "No", so I quit!".
-
- Jay Miner is not a man to say "No" to, and it's quite clear that Atari must
- still be regretting their myopic decision. Anyway, Jay still held the
- concept of an all-powerful 16-bit machine but the bills had to be paid.
-
- "I went to a chip company called Xymos as I knew the guy who started it. He
- gave me some stock and it looked like an interesting startup company (I've
- worked for a lot of new companies). Going back to Atari, Larry Caplan was
- one of the top programmers on the Atari 2600 video game. Him and the other
- programmers wanted a pay rise, or at least a small royalty, a nickel per
- cartridge in fact, on the software that was selling like crazy. Atari was
- making a fortune and they said "No" so they all said "Goodbye" and they went
- off and started a little company called Activision. Larry rang me up about
- two years later in early '82 and said he wasn't happy at Activision and
- suggested we start up a company. I had a lot of stock in Xymos and suggested
- we get some outside finance from back East. We hired a little office on
- Scott Boulevard, Santa Clara and they got a Texas millionaire to put up some
- money. He liked the idea of a new video game company which is what Larry
- Caplan wanted to do. He was going to do the software. I had an idea about
- designing a games machine that was expandable to a real computer and he
- though that was a great idea but didn't tell any of his investors. I moved
- to Santa Clara from Xymos. They were still called Hi Toro but the investors
- wern't too keen so they chose "Amiga" and I didn't like it much - I thought
- using a Spanish name wasn't such a good move. I was wrong!"
-
- The design team at Hi Toro/Amiga was assembled from a bunch of people over
- the next few months. Jay says that they were looking for people not just
- interested in a job, but with a passion for the Amiga (codenamed Lorraine
- after the president's wife) and the immense potential it offered.
-
- "We worked out a deal whereby I got a salary and some stock and I also got to
- bring my dog Mitchy into work every day. Dave did reserve the right to go
- back on that one if anyone else objected but Mitchy was very popular."
-
- I asked Jay to sum up what it was like to work on the Amiga:
-
- "The great things about working on the Amiga? Number one I was allowed to
- take my dog to work and that set the tone for the whole atmosphere of the
- place. It was more than just companionship with Mitchy - the fact that she
- was there meant that the other people wouldn't be too critical of some of
- those we hired, who were quite frankly weird. There were guys coming to work
- in purple tights and pink bunny slippers. Dale Luck looked like your average
- off-the-street homeless hippy with long hair and was pretty laid back. In
- fact the whole group was pretty laid back. I wasn't about to say anything -
- I knew talent when I saw it and even Parasseau [the "Evangelist] who spread
- the word] was a bit weird in a lot of ways. The job gets done and that's all
- that matters. I didn't care how solutions came about even if people were
- working at home.
-
- "There were a lot of various arguments and the way most were sorted out was
- by hitting each other with the foam baseball bats. The stung a bit if you
- got hit hard. There was a conflict in the fundamental design philosophy with
- some like RJ Mical wanting the low cost video game (the investors side, you
- might say). Others like Dale Luck and Carl Sassenrath wanted the best
- computer expansion capability for the future. This battle of cost was never
- ending, being internal; among us as well as with the investors and Commodore.
-
- "You go through stages in any large project like the Amiga of thinking "This
- looks great and it's going to sell really well", and then things go wrong and
- you just want to quit!"
-
- The unique spirit at Amiga was such that people worked tirelessly on their
- various projects, remembering that the software was well on the way to
- completion before any silicon had been pounded into the graphics chips. Carl
- Sassenrath was brought in to do the operating system and was asked at the
- interview "What would you like to design?". He just replied that he wanted
- to do a multi-tasking operating system, and thus was born the Exec which lies
- at the very heart of the Amiga. Carl has maintained his close links with
- Commodore and was instrumental in designing CDTV. Incredible really that
- they opted for such a sophisticated backdrop for a games machine. Already,
- strange things were afoot....
-
- "I started thinking about what we wanted to design. Right from the beginning
- I wanted to do a computer like the A2000 with lots of expansion slots for
- drives, a keyboard etc. I'd also read a bit about blitters and so I talked
- with a friend called Ron Nicholson who was also interested in them and he
- came to join us. We came up with all sorts of functions for the blitter.
- Line drawing was added much later at the request of Dale Luck, one of our
- software guys. This was about two weeks before the CES show where the Amiga
- was unveiled. I told him we can't put that in there as the chips were nearly
- done and there wasn't enough room. He fiddled about and showed me what
- registers were needed, so in it went".
-
- The chips took three designers including Jay (who did the Agnus) almost two
- years to design (1982-84) and throughout this time the ever-expanding
- software team were working on what became the Amiga's operating system
- libraries and such like. They had a pretty tough job writing for the most
- advanced, radical hardware ever conceived for a home machine, and which
- didn't really exist, except for a zillion and one ideas and a white board of
- obscure diagrams.
-
- "Once you've got the design concept for the chips, all you need to do then is
- pick names for the registers and tell the software people something like "I'm
- going to have a register here that's going to hold the colours for this part
- and it's called whatever." They can the simulate it in their software. We
- then built hardware simulators called bread boards and that was a chore. We
- originally did the chips using the NMOS process which has much higher current
- consumption than the state of the art CMOS. I'm surprised that Commodore
- haven't re-designed the chips in CMOS which is the big stumbling block to
- bringing out a protable. We did that because at the time, CMOS was much
- slower than NMOS and not as reliable. It's now much faster, so why are
- Commodore still using NMOS for some of their chips?"
-
- "Hold and Modify came from a trip to see flight simulators in action and I
- had a kind of idea about a primitive type of virtual reality. NTSC on the
- chip meant you could hold the Hue and change the luminance by only altering
- four bits. When we changed to RGB I said that wasn't needed any more at it
- wasn't useful and I asked the chip layout guy to take it off. He came back
- and said that this would either leave a big hole in the middle of the chip or
- take a three-month redesign and we couldn't do that. I didn't think anyone
- would use it. I was wrong again as that has really given the Amiga its edge
- in terms of the colour palette."
-
- It was Commodore who wanted to leave things as NTSC/PAL output. We wanted to
- make them RGB but monitors were so expensive in those days - IBM's and Mac's
- were monochrome. I'd put the converter on the chip and this was a very low
- cost way of doing things as it saved a lot of parts, but by the time
- Commodore bought us, the bottom had fallen out of the video game market and
- we were moving more towards a computer so Commodore agreed to finance RGB as
- well.
-
- Seeing pictures of the early Amiga, it's almost impossible to imagine that
- the piles of wires and boards could eventually be reduced to something the
- size of an A500. The first Agnus was three lots of eight bread boards, each
- with 250 chips, and this was repeated for the other two custom chips which
- were nicknamed Daphne and Portia in those days and metamorphosed into Denise
- and Paula.
-
- "Those were a nightmare to keep running with all the connections keeping
- breaking down. They're still around somewhere. We hired lots of other
- people to design peripherals which kept the notorious silicon valley spies
- away from the office. All they could see were joysticks and they weren't too
- much of a threat."
-
- "In 1983 we made a motherboard for the breads to be plugged in, took this to
- the CES show and we showed some little demos to selected people away from the
- main floor. At the show itself, they wrote the bouncing ball demo and this
- blew people away. They couldn't believe that all this wiring was going to be
- three chips. The booming noise of the ball was Bob Parasseau hitting a foam
- baseball bat against our garage door. It was sampled on an Apple ][ and the
- data massaged into Amiga samples.CES was really important to us as we were
- getting short of money and the response from that show really lifted the
- team. We were still short of money and several re-mortgages later we managed
- to keep up with the payroll. It's amazing how much it costs to pay 15 or 20
- people!"
-
- With things running desperately close, Amiga were forced to look for more
- finance to keep the ball bouncing. They turned eventually to Jay's old
- employer, Atari:
-
- "Atari gave us $500,000 with the stipulation that we had one month to come to
- a deal with them about the future of the Amiga chipset or pay them back, or
- they got the rights. This was a dumb thing to agree to but there was no
- choice."
-
- They offered $1 per share but Amiga were hoping for much more than that. The
- offer was refused and as Atari knew about the troubles of Amiga, they then
- cut the offer to 85 cents a share. Commodore stepped in at the last minute
- to scoop the prize from under the noses of their arch rivals and take the
- Amiga for themselves, shelling out a mere $4.25 per share and installing the
- team in the Los Gatos office. Jay continued the story:
-
- "Tramiel [the president of Atari] was livid when he found out he couldn't get
- his hands on the chips, as the whole idea of financing us was just to get the
- chips, not the people designing them, unlike Commodore who needed to keep the
- team intact. The Atari 400 and 800 [which Jay designed also] series were
- great computers in their day, but you know things move on. When he didn't
- get the chipset his only alternative was to design a new computer without the
- custom chips so he came up with the ST. This wasn't a bad little computer
- but lacked the power of the Amiga's chipset."
-
- Tell us something we don't know, Jay!! What about MIDI, why wasn't that
- included?
-
- "Actually MIDI isn't so far away from the standard serial port on the Amiga,
- and soon after the machine was released, someone came up with a tiny plug-in
- box that gave you all the MIDI inputs and outputs, but Commodore refused to
- manufacture and push it which was one of my big disagreements with them. If
- you've got a little company doing great third party products which makes your
- machine so much more competitive, you've got to support them. Commodore in
- the past have been too greedy, wanting everything for themselves without
- paying for it, but I think they're changing. I hope they're changing,
- anyway."
-
- The Amiga 1000 really didn't take shape until long after Commodore bought it.
- The president had the idea of sliding the keyboard underneath the machine and
- it took nearly a year to redesign the motherboard to fit in. Everything was
- set and then Commodore decided that 512K of RAM was too much:
-
- "They wanted a 256K machine as the 512 was too expensive. Back in those days
- RAM was very pricey, but I could see it had to come down. I told them it
- couldn't be done as we were too close to being finished, it would spoil the
- architecture, etc, etc. Dave Needle came up with the idea of putting the
- cartridge on the front which worked. I was in favour of putting sockets on
- the motherboard so the user could just drop in the chips."
-
- As events turned out, Jay's opinion was vindicated when, on release, it
- became patently obvious that the machine needed the 512K to do anything
- meaningful and this was the shipping form in the UK. Commodore's short
- sightednes cost the world another 6 months without the Amiga, during which
- time RAM prices fell anyway!
-
- "I spent this time polishing up the software/hardware documentation, renaming
- registers to be more meaningful. This was actually time well spent in the
- end."
-
- Regular readers will know that I'm always going on about how wonderful
- Intuition is to work with so I asked Jay to tell me a bit about its
- development.
-
- "RJ Mical pretty much did it all himself. He was holed up for three weeks
- (!) and came out once to ask Carl Sassenrath about message ports. That's it,
- really! He wrote Intuition and went on to do the graphics package,
- Graphicraft, as noone else could do it right. Remember the Jarvik 7 heart
- animation - they actually talked to the guy and got permission to draw it,
- and the animation was cycling the colour registers. A lot of quite beautiful
- pseudo-animations were done that way. That's how we did the rotating pattern
- of the bouncing ball. Other machines couldn't use that system".
-
- Once all the software was done, it was time for the big release of the A1000.
- Jay's reaction:
-
- "There were a lot of compromises which I didn't like, but it was better than
- it might have been if we hadn't gotten our way on a lot of things. We didn't
- get our way on everything, though. The 256K RAM was a real problem. The
- software people knew it was inadequate but nobody could stand up to Commodore
- about it. We had to really argue to put the expansion connector on the side
- and this was before the deal was finalised so we were close to sinking
- everything. The lowest cost way of doing it was the edge connector and I'm
- glad it got through".
-
- "Once the A1000 was out were kind of at a loss. There was so much dealer and
- developer support necessary that a large proportion of our company went into
- that. We had 11 or 12 people in that and we wanted to expand, but Commodore
- wouldn't let us, and in fact they made us lay off some people. We tried to
- talk Commodore into building a machine with vertical slots and they
- eventually came out with the A2000, but they weren't keen at first".
-
- Once the Amiga was released, work at Los Gatos continued, but the days for
- this fine, but maverick, design team were numbered.
-
- "I was really pleased to see Commodore moving in the direction of the A2000 -
- it was the first Amiga you could really tailor to your own needs and this was
- one of the reasons for the success of the early Apples. We then wanted to go
- onto horizontal slots, like the A3000 as that would be easier to cool and
- shield - there was a design to do it but at that time the A2000 came from
- Germany so that's the way we went. We wanted to do the Autoconfiguration for
- the slots but Commodore weren't keen because it added 50c to the cost, so we
- had a big battle with them and did it anyway. Our divisional manager from
- Commodore was a guy called Rick Geiger. He was pretty good at keeping
- Commodore off our backs. However, there were others who were good at
- figuring out what we were up to and saying "No" all the time. Sometimes Rick
- would protect us and he was trying hard to give Commodore something they
- wanted badly, MS-DOS compatability. Some company promised they could deliver
- a software solution but it never really worked knew he was Jewish because he
- wore one of those funny little hats to work. That's no problem for me - I
- didn't mind if people wore pink bunny slippers as long as the job got done.
- Anyway, he promised MS-DOS on a small card to make an IBM interface. He
- worked alone, and weeks went by with nothing appearing despite all the
- promises which worried me a lot, and this really led to Rick's downfall. He
- promised he could do it and nobody kept close enough tags on him, always a
- few more weeks. Commodore started advertising and the board didn't work so
- both men were canned. This was the start of the downfall for the Los Gatos
- division. I've never really told this before as it was too personal but I
- can't remember the designer now so it doesn't matter so much. It shows that
- you need your peers looking over your work to get things right".
-
- How important did you think PC compatability was going to be?
-
- "Eventually Sidecar came out from Germany but there were a lot of bugs in the
- software and the Los Gatos team helped with solving those. They did that
- before the 2000. It's funny but I never really saw MS-DOS compatability as
- being that important for the Amiga. I said at the time to Commodore "Hey,
- we're different. Try to take advantage of that, not imitate or simulate
- other people". We could make our commands more similar to theirs. There's a
- tendancy when you're writing new software to try and be different with names
- and functions, but it isn't really necessary. We could do a better job than
- MS-DOS, which would have been enough with the Amiga's superior operating
- system and colour resolution capabilities to take a really big bite out of
- IBM. Instead they kept promising compatability and not delivering which is
- worse."
-
- After that, Commodore wanted the design team to move back East, and not
- surprisingly they declined, so gradually the Los Gatos facility was closed
- down and Jay left. We carried on talking about the interim period and also
- about the staff recently at Commodore:
-
- "The VP of engineering [Bill Sydnes] got canned. He designed the PC Junior
- which really crashed, one of IBM's big mistakes, and gave the Amiga a window
- of opportunity which Commodore failed to exploit - a little competitive
- advertising would have gone a long way."
-
- What about the overall handling of the Amiga over the years? Does it annoy
- you that there are 10 times as many PCs as Amigas?
-
- "Yeah, that really does annoy me. I don't have any financial connections
- with Commodore any more so I don't get anything out of Amiga sales. Things
- should have been a lot different. I still feel fatherly towards to Amiga,
- more so than any of the Ataris. What frustrates me the most is that people
- are missing out on something very special in the Amiga. They tell me about
- their IBMs and wonderful Macs but they're still missing out".
-
- The Toaster is a killer product over here, what do you think?
-
- "It's a fantastic product. Commodore made a really big mistake in not
- embracing the Toaster in its early days, and getting a real piece of it. I
- never even envisaged it back in the design stages. TV image manipulation
- just wasn't around then - I put genlock circuitry and sync signalling into
- the first designs so that side of things we appreciated. I had no idea that
- things like the Toaster were coming."
-
- What would you like to see in the future?
-
- "I'd like to see Commodore grab hold of one of these 24-bit cards like the
- GVP or DMI boards and put it in as standard. The Amiga badly needs a
- standardisation of high resolution 24-bit colour modes. The JPEG board from
- DMI is another wonderful product which needs to be standard in high end
- Amigas. They'll wait like they always do until someone else has made the
- standard and try and add something in while others are going to make a bundle
- of money - look at GVP. Gerard Bucas was VP of Engineering and he wasn't
- doing things the way Commodore liked, so he left. He saw a chance to make
- some money and look at the size of GVP - they're competing with Commodore.
- The next generation Amiga needs a real time JPEG converter and 24-bit
- graphics to stay ahead.
-
- "I did get together with Lou Eggibrecht [the new VP Engineering] for about 10
- minutes and I was very pleased. He promised he'd fly out to have dinner with
- me and talk about the Amiga. I asked him some questions about the future
- direction of the chips and got the kind of answers I was looking for - the
- kind of things we've been talking about. High resolution, new architecture,
- more competitive. His understanding of the present architecture was very
- encouraging. I'd love to work as a consultant for them, but I don't know how
- much I could contribute."
-
- What's your opinion of the A4000?
-
- "You know, Commodore actually gave me one today at the show - the first time
- I ever got anything out of them!
-
- Putting the IDE drive onto the A4000 motherboard was a terrible mistake -
- every previous Amiga has benefitted from SCSI. I'm really tickled with the
- A4000 though. I was looking at it over the last few days and thinking how
- could I get to buy one of these without the wife getting to know. I have two
- A2000s which are fine for the BBS stuff I do at the moment.
-
- They've improved the chipset in the 4000, taking the colours to 256 from 8
- bitplanes. The higher resolution and more colours are really fast. The
- MS-DOS interface [CrossDOS] is quite nice but I'm unhappy about the SCSI and
- they didn't go to full 16-bit audio, but according to Eggibrecht that's
- coming soon. I'm also a little disappointed they didn't use the 040's memory
- management facilities. The 3.0 operating system looks very good with
- datatypes and a number of other great features. Who needs MS-DOS and
- Windows?".
-
- What about CDTV?
-
- "CDTV is quite a nice idea, but the software has to be right. Can you think
- of anything more horrible than trying to read an encyclopaedia or the Bible
- on a TV, rather than a nice crisp RGB monitor? As a low cost entertainment
- system it's a good viable long term project. I hope Commodore won't drop the
- ball if things aren't as good initially; they can take on Philips."
-
- What's your favourite products?
-
- "I love the bulletin board software as that's what I'm into at the moment.
- ADPro is also a fantastic program. I picked up a program called Scala and
- I'd like to get into that - it's user interface is very impressive. I have a
- GVP '030 accelerator and that's incredible. The hard drive on the 32-bit
- card is very fast indeed - it's like a new machine".
-
- Conclusion:
-
- Talking with Jay Miner is one of the best experiences an Amiga owner can
- have. He really is the Father of the Amiga and his passion for the machine
- is so apparent. It's easy to understand the frustrations he must have at not
- seeing things go exactly as he wanted, with the full potential of the machine
- yet to be realised, some Aight years after its release. One has to marvel
- that it is still around and selling well given its superior competition and
- the natural tendancy for serious users to turn to the IBM/Mac platforms.
- It's also clear that the Amiga Corporation contained one of the most
- innovative design teams ever assembled, and it is so tempting to speculate
- where the Amiga would be today if they had stuck together, and the efforts of
- Commodore had been more constructive. Their marketing people have yet to
- understand what the Amiga is truly about, and why it is so special. Trying
- to sell it as a PC is wrong as it is far more than a spreadsheet, word
- processing machine. Unlocking doors is what the Amiga is remarkable hardware
- justice. Only time will tell if the Amiga can make the impact it is capable
- of and maybe Commodore should take on board the views of the Padre.
-
-
- *
-
-
- Sad footnote: After suffering a long bout with a kidney illness, Jay Miner
- passed during the summer of 1994. His death is mourned by all the Faithful.
-
- The light he lit burns on.
-
- - TBM
-
-
-