223 lines
13 KiB
Plaintext
223 lines
13 KiB
Plaintext
|
An interview with Jeff Minter.
|
|||
|
|
|||
|
INTERVIEW WITH JEFF 'YAK THE HAIRY' MINTER <1B>by Richard Karsmakers
|
|||
|
|
|||
|
About one or two months ago, I wrote a letter to Jeff 'Yak the
|
|||
|
Hairy' Minter, creater of dozens of blast'em-up games for several
|
|||
|
machines, and writer of the ST program 'Colourspace'. He was
|
|||
|
surprised that a hack group like us did something constructive for
|
|||
|
a change, which he seemed to appreciate...
|
|||
|
|
|||
|
RK: Let's get down to business right away. What's your occupation,
|
|||
|
and what's your date of birth?
|
|||
|
JM: My occupation is, I suppose, that of programmer, although I
|
|||
|
got a pretty casual approach to what I do; sure, I need to do a
|
|||
|
lot of commercial stuff to earn my bread, but I get the biggest
|
|||
|
buzz from doing experimental stuff. Some of the experimental
|
|||
|
stuff turns commercial if it gets good enough (the whole
|
|||
|
Psychedelia (A popular Commodore 64 light synthesizer, ED) and
|
|||
|
Colourspace series started out from a Sunday afternoon hack I did
|
|||
|
on my C64, for example). I'm 24 years old, be 25 this April 22nd.
|
|||
|
RK: Why did you switch to the Atari ST? When did you buy it? Do
|
|||
|
you still program on other computers as well?
|
|||
|
|
|||
|
|
|||
|
JM: I got the ST because I wanted to move on to a machine with
|
|||
|
more potential for my creative work than was afforded by the 8-
|
|||
|
bit micros. I was interested in the Amiga, but it was hellish
|
|||
|
expensive and hard to get (still is hellish expensive!), and my
|
|||
|
first contact with ST came when Atari asked me if they could use
|
|||
|
8-bit Colourspace as a demo in Hannover '85 show. I went along,
|
|||
|
and saw the ST, and fell in love with the system: I really wanted
|
|||
|
to get Colourspace on the ST! I liked Atari's approach to the 16
|
|||
|
bit market with the ST: the computer wasn't too expensive, had
|
|||
|
great graphics and plenty of RAM, and was cheap, so real people
|
|||
|
could afford to have it. Pity the sound chip was so naff though.
|
|||
|
Anyway, I ordered the ST, got it in May that year but couldn't do
|
|||
|
any work on 'Space cos I only had a mono monitor! I eventually
|
|||
|
got the ST running with a Philips monitor, and ran my first ST
|
|||
|
Colourspace demo (only one week's work!) at the PCW '85 show in
|
|||
|
London.
|
|||
|
I also program for the Commodore 64, Commodore 16
|
|||
|
occasionally, have done work on the Atari 8 bits too.
|
|||
|
RK: Which of the computers you're working on do you consider to be
|
|||
|
best? What is your opinion about the ST<->Amiga syndrome, and the
|
|||
|
Amiga in general?
|
|||
|
|
|||
|
JM: Of the computers I work on, the ST is the best. True, the
|
|||
|
Amiga is more powerful, but the price here in England means that
|
|||
|
not many people can afford one, and also the system isn't 'solid'
|
|||
|
yet, what with stuff written under Kickstart 1.1 not running under
|
|||
|
1.2, the poor software developers have a really hard time. HDs are
|
|||
|
very expensive for Amiga too, 'coz you got to buy the SCSI
|
|||
|
interface to get decent speed, and even then they're not as fast
|
|||
|
as on the ST. I use my ST for all my word processing and stuff,
|
|||
|
messing with graphics and mathematical art (thereby teaching
|
|||
|
myself all the math I forgot since leaving college) and of course
|
|||
|
my 'Space work. As for the old ST-vs-Amiga argument, I still
|
|||
|
prefer the ST although it isn't as powerful in some ways as the
|
|||
|
Amiga. Amiga's too expensive to justify the slight advantage it
|
|||
|
has over the ST; there's plenty happening for the ST and lots of
|
|||
|
useful stuff to hang on it, all available now, and all compatible
|
|||
|
with the current release of the machine. My ST has two floppies,
|
|||
|
one half meg and one one meg, a HD20, graphics tablet, video
|
|||
|
digitiser and sound sampler, and gets used 14 hours a day most
|
|||
|
days when I'm not working on the C64; my Amiga tends to gather
|
|||
|
dust and is only fired up for the odd game of Marble Madness or
|
|||
|
Mindwalker, and most annoyingly, the drives have gone out of
|
|||
|
alignment, meaning that DF0: cannot read files from DF1: and
|
|||
|
vice versa. A real downer. DPaint is good on the Amiga though; I
|
|||
|
hope they port it over to the ST soon.
|
|||
|
RK: When did you start programming 'Colourspace'? Which assembler
|
|||
|
did you use to program it?
|
|||
|
JM: I started writing Colourspace in August '85. It was finished
|
|||
|
by January '86. I started out using the 68000 assembler in the
|
|||
|
Atari development Kit, but soon moved over to using K-SEKA, which
|
|||
|
doesn't have many fancy features, but runs like the wind on
|
|||
|
account of being totally RAM based. A lot of the coding of 'Space
|
|||
|
I is a bit raw, as it was my first ever 68000 program, and also
|
|||
|
Atari's documentation was a bit heavy! All the good bits were well
|
|||
|
hidden in tons of other stuff! Atari UK were helpful when I had
|
|||
|
machine crashes or whatever, they'd fix me up pretty quick, but
|
|||
|
for programming advice, not so hot, 'coz they all worked in C and
|
|||
|
didn't know a lot about assembler programming.
|
|||
|
RK: What may we expect from you in the near future, software I
|
|||
|
mean?
|
|||
|
JM: I would like to write arcade games for the ST, and I doubtless
|
|||
|
will as soon as I finish with Colourspace. I particularly like the
|
|||
|
idea of transferring Ancipital to the ST with better graphix and
|
|||
|
extended gameplay, so that may well be my first game project for
|
|||
|
ST. My next ST release will be Colourspace II. I have done some
|
|||
|
work on this already, but now I'm doing some Commodore work to
|
|||
|
earn some bread, before devoting say 6 or 7 months to doing
|
|||
|
nothing but 'Space II on the ST. I have currently got as far as
|
|||
|
'Space v1.3, which has extra stuff like: denser starfields, new
|
|||
|
pattern mode using lines instead of just pixels, screen re-mapping
|
|||
|
allowing you to do Colourspace on the surfaces of a cube, or on
|
|||
|
the surface of a sphere (or indeed upon the surfaces of several
|
|||
|
concentric spheres); also, the ability to drive Colourspace using
|
|||
|
a graphics tablet, thereby allowing you to get rid of the little
|
|||
|
white dot that you need with a mouse to position yourself on
|
|||
|
screen. For Space II I hope to add: a video-sequencer (allowing
|
|||
|
you to load lots of frames in and run them as an animation);
|
|||
|
macro-commands so that any key can be assigned any function rather
|
|||
|
than just having pre-defined functions; faster plot-routines;
|
|||
|
proper menu-screens for the options instead of having to remember
|
|||
|
silly sequences like UNDO-M-A and stuff; proper file handling on
|
|||
|
load and save functions; generally improve the user interface and
|
|||
|
add more options. I have no firm release dates yet although I
|
|||
|
guess summer/autumn '87 is a good guess (I'm tied up 'till April
|
|||
|
with my Commodore work).
|
|||
|
RK: What do you think of <1B>ST NEWS<1B> and our Synth Sample III (we sent
|
|||
|
these programs to him together with the interview, ED)?
|
|||
|
JM: <1B>ST NEWS<1B> is a great idea. The screen colours are too dark
|
|||
|
though - could hardly read it on my SC1224! Perhaps a
|
|||
|
'change screen colours' option? I liked the menu presentation,
|
|||
|
though, made the newsletter easy to browse through, and the
|
|||
|
articles were interesting and pretty well written. Some 'active'
|
|||
|
demos would be nice, if not in the newsletter proper then
|
|||
|
elsewhere on the disk. Although I understand that there'll be
|
|||
|
stuff like that when you get your problems with GFA-Basic sorted.
|
|||
|
The Synth Sample was good, although there was the odd bum note in
|
|||
|
there! Of course I missed hearing the stuff properly, 'coz my MIDI
|
|||
|
synth just blew up and I haven't had it fixed yet. All good
|
|||
|
work though - anything that shows off the ST is well worth the
|
|||
|
effort, keep it up!
|
|||
|
RK: I suppose you must have run into some strange problems when
|
|||
|
you were programming on the ST. Can you tell our readers something
|
|||
|
about that?
|
|||
|
JM: I found that when I was learning my way around the ST, my main
|
|||
|
problem wasn't that the information provided by Atari wasn't
|
|||
|
correct, just that it was buried in huge amounts of other not-so-
|
|||
|
relevant stuff. My docs pack from Atari consisted of a huge box of
|
|||
|
photocopied, un-bound sheets roughly sorted into vague categories.
|
|||
|
|
|||
|
What was needed was a good book for the beginning ST-68000-
|
|||
|
programmer with all the juicy bits like file access, reading the
|
|||
|
keyboard and mouse, accessing the sound chip, and understanding
|
|||
|
the screen-mapping of the ST, and useful appendixes full of stuff
|
|||
|
like key code tables, detailed memory-maps, and stuff we all need
|
|||
|
at times like Neo-file structure explanations and the like.
|
|||
|
Perhaps if all the programmers you knew worked together we could
|
|||
|
build up a library of disks of documentation on this sort of
|
|||
|
stuff, written by those people who have already learned about
|
|||
|
these things and explaining them for new programmers who are still
|
|||
|
learning. So you could send off for the PD documentation disk
|
|||
|
about, say, using the graphics-tablet in an ST application, and
|
|||
|
get a disk full of info and examples back. Would save a lot of
|
|||
|
hunting through those piles of photocopied sheets!
|
|||
|
RK: Are any other more or less famous British programmer's
|
|||
|
switching to the ST?
|
|||
|
JM: Tony Crowther (He is the auhtor of many very nice games on the
|
|||
|
Commodore 64, like Loco, Suicide Express, Monty Mole and William
|
|||
|
Wobbler, ED) has fallen heavily for the Amiga, and plans to code
|
|||
|
for that machine. I think he's attracted by the graphics and
|
|||
|
sound, being as he's a fine artist and loves DPaintII, and his
|
|||
|
best mate's a musician and loves the Amiga sound chips (I think
|
|||
|
Mr. Minter refers to one of the very best sound programmers on the
|
|||
|
Commodore 64 here, Ben Dalglish). There's a lot of ST interest
|
|||
|
here in the UK though; lots of the old 8-bit software houses are
|
|||
|
turning to the ST and people like Paul Shirley (author of
|
|||
|
"Spindizzy") are converting stuff for ST. I've all but convinced
|
|||
|
Andy Braybrook that he ought to get an ST too (Andy is the guy
|
|||
|
that programmed Paradroid for the Commodore 64, ED).
|
|||
|
RK: Since I've heard that you love playing games, even your own, I
|
|||
|
would like to know which games for the ST you consider best.
|
|||
|
JM: Best game... to play, probably Time Bandits. Technically,
|
|||
|
probably Star Glider. Jez has done some great 3-D stuff there, and
|
|||
|
the game's a blast too.
|
|||
|
RK: What do you consider to be the best game on any computer?
|
|||
|
JM: The best game in any computer? Has to be Star Raider for the
|
|||
|
8-bit Ataris. In terms of depth of gameplay vs. memory used (only
|
|||
|
8K of ROM!) nothing else comes anywhere near. 'Raider on the ST is
|
|||
|
great graphically, but the gameplay is a bit easy (I shouldn't be
|
|||
|
able to get Star Commander Class One for a moderately-good Warrior
|
|||
|
Mission!) and is spoiled (like many ST games!!) by the fact that
|
|||
|
the joystick interferes with keyboard commands, meaning that you
|
|||
|
can be in the thick of a heavy battle when a spurious 'shield off'
|
|||
|
command gets issued and you get blasted! (This is also a pain in
|
|||
|
Time Bandit: I've been playing for over an hour only to have a
|
|||
|
spurious 'quit' command end my game). The solution: ensure that
|
|||
|
all keyboard commands in joystick-operated games require another
|
|||
|
key pressing as well, i.e. Shift-Q for a QUIT command rather than
|
|||
|
Q alone.
|
|||
|
RK: Software piracy in known to be quite growing on the ST just as
|
|||
|
it has on popular home micros like the Commodore 64. What do you
|
|||
|
think of it?
|
|||
|
JM: I have mixed feelings about piracy. I appreciate that cracking
|
|||
|
games is a fine way to learn about programming, but it's a pain
|
|||
|
when you've just spent five months programming a game to see it
|
|||
|
getting ripped off all over the place. Maybe the big companies
|
|||
|
can afford it, but I'm just one guy trying to earn my living, and
|
|||
|
especially where the ST is concerned I need to be able to sell all
|
|||
|
the legitimate copies I can. There aren't that many ST owners
|
|||
|
around yet compared to Commodore folks, and if half the ST owners
|
|||
|
get cracked software for free, it makes it difficult to justify
|
|||
|
the large amounts of time it takes to develop stuff on the ST!
|
|||
|
Mind you, I don't really like having to protect software at all,
|
|||
|
because I feel uncomfortable if I only got one disk of something I
|
|||
|
use a lot, and besides, I like to have stuff on my HD20! I think a
|
|||
|
lot of the solution could be to do stuff that isn't protected but
|
|||
|
which requires a good manual to use properly. That way, if you
|
|||
|
pick up a pirated copy, you get to have a look at the software,
|
|||
|
and if you want to use it to its full potential, you get an
|
|||
|
original and all the info with it, plus the possibility of stuff
|
|||
|
like software updates to better versions. I think a lot of the
|
|||
|
answer to the piracy problem lies in the hands of the software
|
|||
|
houses themselves. Tougher disk-protection ain't the way. No
|
|||
|
matter what you put on a disk, sure as llamas got fluffy little
|
|||
|
tails, some other sucker's gonna deprotect that disk within a
|
|||
|
couple of weeks of launch. As for the hackers themselves, I got
|
|||
|
nothing against them, they usually laser-sharp coders and know
|
|||
|
their subject machines inside out- only please remember guys, we
|
|||
|
aren't all huge companies like USGold who can maybe afford to lose
|
|||
|
some sales here and there, a lot of programmers are guys just like
|
|||
|
you working on their own trying to do good work and maybe earn
|
|||
|
some cash too!
|
|||
|
|
|||
|
Yours zoophilically
|
|||
|
|
|||
|
-- Y a K
|
|||
|
|
|||
|
|
|||
|
|