A History of the Commodore 64 in Twelve Objects #8: Floppy disk (with pirated games)

On the occasion of my new book Too Much Fun: The Five Lives of the Commodore 64 Computer, I am writing The History of the Commodore 64 in Twelve Objects, posted weekly from November 1st, 2024:

These two floppy disks came with a second-hand Commodore 64. Such flat objects for storing programs were called “floppies” because they were easily bendable, as opposed to fixed disks, and hence quite fragile. 5 ¼” was a common type of floppy disk, shared with IBM PCs and many other computers. As was common, this second-hand C64 had a collection of disks (twenty) with pirated material, and only two pieces of original software.

The 1541 disk drive. Photo by Evan-Amos.

Compared to tapes, such disks were the more expensive storage option for C64s, the 1541 disk drive often costing as much as the computer itself. Already with their first computer, the PET, Commodore had decided that devices should be connected to computers using USB-like cables, rather than through opening the computer and installing hardware. This was an elegant and surprisingly modern solution but also made the devices quite expensive, as they needed to be small computers by themselves.

To read the fragile disks, the 1541 disk drive often needed to do a “head alignment”, where the disk drive adjusted itself by banging the head against an internal stop, giving a surprisingly violent loud sound. To be a C64 disk drive owner was to live with and listen to the recurring sounds of the drive.

According to the label on the floppy disks themselves, the disks originated from a course in WordPerfect for IBM PCs (“WP Kursus” 1-2) and were later appropriated for less “serious” C64 use. The paper sleeve lists the software: Donald Duck’s Playground, Duck Shoot, Falcon Patrol, Frogger, Ghost ‘n Goblins, Grand Prix. Piracy was pervasive on the C64.

There were two types of floppy disks: single- and double sided, the latter being more expensive, but it quickly became known that you could cut a little notch in the side of a floppy, allowing you to use both sides of the cheap disk.

This was part of the impetus behind this history of the C64 through objects : Owning a C64 was an intensely physical thing. When it comes to floppy disks, be a C64 owner was also to be adept with scissors.

Coming December 27th: Object #9 – Final Cartridge – fixing the C64’s flaws

 

The History of the Commodore 64 in Twelve Objects #7: The SID Chip – Commodore 64 Music

6581 SID chip in its natural habitat on a C64 board.On the occasion of my new book Too Much Fun: The Five Lives of the Commodore 64 Computer, I am writing The History of the Commodore 64 in Twelve Objects, posted weekly from November 1st, 2024:

Object #7: The SID Chip – Commodore 64 Music

It is said that writing about music is like dancing about architecture, but nevertheless:  The 6581 SID (Sound Interface Device) chip of the Commodore 64 was designed by Robert Yannes in 1981. According to Yannes, he was inspired primarily by synthesizers, hoping to create a chip for use in other musical instruments.

In practice, the SID chip became the sound chip of the Commodore 64 and has the magical quality that it still sounds modern after 43 years. Why? Because it encapsulates the classic analog synth sound of simple waveforms (pulse, triangle, sawtooth, noise) played with an ADSR envelope, controlling the fade in and out of a particular note. There are also filters and ring modulation facility. The SID chip was an unusual combination of digital and analog components, and different versions and individual chips sound different. Just like analog synthesizers.

Though Yannes had hoped for more voices, time and physical constraints reduced the 6581 to three simultaneous voices (though developers later figured out how to play samples as well). The limited voices gave C64 music its characteristic fast and rhythmic arpeggio style, where chords are played by quickly playing its constituent notes in turn.

Oscilloscope view of Rob Hubbard’s Monty on the Run music.

Rob Hubbard’s Monty on the Run music is among the more famous pieces of C64 music, developing over time, and switching between impressions of different instruments. European video game orchestra events will often include Monty on the Run.

Danish Broadcasting Corporation Symphony C64 game medley

As C64 programming advanced, the famous composers, including Rob Hubbard, Jeroen Tell, Chris Hülsbeck, Ben Daglish, and Johannes Bjerregaard, learned to modify the properties of the individual voice on the fly, such that a given note could be a combination of multiple waveforms, or perhaps pitch bend or feature vibrato. As the image shows, individual voices were used to combine many waveforms, giving the expressive quality of later C64 music.

C64 game music was also distributed separately, ripped, from the original games they came from, and the C64 thus served as a media distribution platform before there was anything like MP3s.

What was your favorite C64 music?

 

Coming December 20th: Object #8 – Floppy disk (with pirated games)

 

 

My new book, Too Much Fun – The Five Lives of the Commodore 64 Computer

It is real: I am thrilled to announce that my new book, Too Much Fun: The Five Lives of the Commodore 64 Computer is out today on MIT Press.

Too Much Fun is a book about two central mysteries. First, why is the best-selling Commodore 64 computer absent in many computer and video game histories, and what is the influence of its games from SimCity to IK+ to Paradroid? Second, why did this early computer, destined for a shelf life of just a few years, live so long, and end up being produced from 1982-1994?

Writing Too Much Fun has been an incredible journey with twists and turns. I’ve interviewed Commodore engineers, played the games, read the magazines, learned to program the machine again, and connected with new and old friends on the demoscene. All this just as the Commodore 64 is experiencing a renaissance with new games, operating systems, hardware, and events!

Full of interviews, surprising anecdotes, and color illustrations, Too Much Fun tells an epic story of the C64. Too Much Fun is for anyone interested in computer or game history, in how devices can be made to live longer, and for anyone who had, or didn’t have, a Commodore 64. I hope you’ll enjoy it.

How to get the book: Too Much Fun is available as ebook, from your local independent bookstore, MIT Press, or your favorite online retailer.
The book’s support site has extra material, ads, videos, source code, and emulators. https://www.jesperjuul.net/c64/

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Official description: The surprising history of the Commodore 64, the best-selling home computer of the 1980s—the machine that taught the world that computing should be fun.

The Commodore 64 (C64) is officially the best-selling desktop computer model of all time, according to The Guinness Book of World Records. It was also, from 1985 to 1993, the platform for which most video games were made. But while it sold at least twice as many units as other home computers of its time, like the Apple II, ZX Spectrum, or Commodore Amiga, it is strangely forgotten in many computer histories. In Too Much Fun, Jesper Juul argues that the C64 was so popular because it was so versatile, a machine developers and users would reinvent again and again over the course of 40 years.

First it was a serious computer, next a game computer, then a computer for technical brilliance (graphical demos using the machine in seemingly impossible ways), then a struggling competitor, and finally a retro device whose limitations are now charming. The C64, Juul shows, has been ignored by history because it was too much fun. Richly illustrated in full color, this book is the first in-depth examination of the C64’s design and history, and the first to integrate US and European histories. With interviews of Commodore engineers and with its insightful look at C64 games, music, and software, from Summer Games to International Karate to Simons’ BASIC, Too Much Fun will appeal to those who used a Commodore 64, those interested in the history of computing and video games and computational literacy, or just those who wish their technological devices would last longer.

Endorsements

“Jesper Juul has provided a long-needed addition to the Platform Studies series. It’s a wonderful book, as readable as it is informative.”

Jimmy Maher, author of The Future was Here: The Commodore Amiga

“A beautiful, sincere, and rich account of everything that makes this influential computer so special to me: that unique punk stew of technology, creativity, culture, people, and zeitgeist.”

Gary Penn, editor of Zzap!64; inaugural Games Media Legend; author of Sensible Software 1986–1999; Creative Director at DMA Design

“In this standout contribution to the Platform Studies series, Juul illuminates the overlooked career of the Commodore 64 home computer by integrating the perspectives of hardware designers, marketeers, game programmers, demo creators, and retrocomputing enthusiasts.”

Thomas Haigh, lead author of ENIAC in Action and A New History of Modern Computing

“As someone who has a wealth of knowledge on this subject, this book is ‘highly recommended reading,’ so do not hesitate—just buy this book and rejoice.”

David John Pleasance, musician, former Managing Director, Commodore UK, author of Commodore: The Inside Story

Scheduled book talks

The History of the Commodore 64 in Twelve Objects #6: Wizball and other Scrolling Games

On the occasion of my upcoming book Too Much Fun: The Five Lives of the Commodore 64 Computer, I am writing The History of the Commodore 64 in Twelve Objects, posted weekly from November 1st, 2024:

Wizball
(C64 Wiki)

Object #6: Wizball and other Scrolling Games

What even is the 1987 game Wizball (Sensible Software)? With glowing reviews and a spot on many “best C64 games ever”-lists, in this game you are a wizard wrapped in a ball, at first hard to control, but gradually acquiring new skills and a cat companion. The world has lost its color, and your job is to collect colors, making the world whole and saturated.

Wizball instructions

Like many early C64 games, it is unclear what genre the game belongs to. This horizontally scrolling game is a bit like Defender in its shooting, but more like an action-adventure platformer in the way you traverse the world and collect objects. Like other C64 games, it is famous for its music, this one by Martin Galway.

The Commodore 64 came out in 1982, and the first smoothly scrolling games followed in 1983 (International Soccer, Son of Blagger, Neoclyps, and Wanted: Monty Mole). When did PCs have smoothly scrolling games then? This is usually said to be ID Software’s 1990 Commander Keen. IBM appears to have made a conscious decision not to add game-related features, and hence THE PC WAS NEARLY A DECADE BEHIND.

Along with the Atari 8-bit computers, the C64 could do what its main competitors (ZX Spectrum, Apple II, IBM PC, Amstrad) could not: The C64 video chip, the VIC-II, allowed for games that smoothly scrolled around a larger world. “Scrolling” is not a genre today, but the scrolling facility allowed for the early C64 tradition of action-adventure games and action-adventure platformers (predating say Nintendo’s games by many years).

Wanted: Monty mole

The 1983 Wanted: Monty Mole  instructed players to REMEMBER IT’S NOT JUST A PLATFORM GAME ITS AN ADVENTURE, emphasizing the newness of combining action with exploration. The C64 hardware thus enabled a whole subgenre of action-adventure games.

When European developers later made games of open exploration, say Grand Theft Auto, it was not surprising, as these were the kind of games they had grown up on.

What scrolling games do you remember?

 Coming December 13th: Object #7 – The SID Chip – Commodore 64 Music

 

 

The History of the Commodore 64 in Twelve Objects #5: Zzap!64 and other Magazines

On the occasion of my upcoming book Too Much Fun: The Five Lives of the Commodore 64 Computer, I am writing The History of the Commodore 64 in Twelve Objects, posted weekly from November 1st, 2024:

Object #5: Zzap!64 and other Magazines

On the magazine cover, a spaceship swoops across the glowing city, laser beams across the sky summarily disposing of enemy crafts. Zzap!64 was the preeminent UK Commodore 64 game magazine, launched in 1985, published until 1994 ( “Commodore Force” in the end), and reanimated as commemorative issues and annuals from 2002 and onwards.

Early covers, by artist Oliver Frey, borrowed from the world of fantasy posters, obviously not referring to the actual images on the computer screen, but to the imagined worlds of games and computers. Frey’s covers often commented on the games reviewed (as in Dropzone on this cover).

 

Why magazines? Obviously pre-internet, and absent widespread use of BBSs, magazines were the news sources and the public sphere of games and computers. At launch, Zzap!64 declared itself to be a pure C64 game magazine free of four things: free of other computers, non-game applications, nerdy programming, and type-in program listings. (All made their way into the magazine over the years.)

Loved for its cheeky, very UK irreverence where it is impossible to write even a single image caption without some twist, the magazine promoted its young reviewers, whose cartoon images would appear with speech bubbles, giving personal and sometimes contradicting opinions on games.

 

Commodore 64 games were usually so challenging as to be impossible – playtesting was not yet formalized or required – and especially European magazines regularly published cheat codes in the form of programs and POKEs that would modify the game program, making the games playable and completeable after all.

US Compute’s Gazette (1993-1990/95) was the magazine for the serious computer user – accommodating games, yes, but neither giving too much space to game reviews, nor going overboard with technical tricks. I think of Compute’s Gazette as the truly respectable of the magazines here.

German 64’er Magazin (1984-1996) was also a general C64 magazine, covering everything from word processors (“how to use the C64 instead of a typewriter”) to music, games, and programming. 64’er was far more technical than Zzap!64 or Compute’s Gazette, covering the demoscene, discussing graphical tricks in detail, and featuring classified ads that early on offered clearly pirated software.

As the only viable mass distribution channel for software, 1980s magazines featured interminable program listings for the user to type in, offering free software at the cost of typing and proofreading, but also offering the bonus of learning about programming.

Magazines were your source for what was going on, for what to buy, how to program, how to talk about the games, and how to cheat.

What were your favorite magazines?

Coming December 6th: Object #6 – Wizball and other scrolling games

 

The History of the Commodore 64 in Twelve Objects #4: Impossible Mission and Tapes

Impossible Mission gameOn the occasion of my upcoming book Too Much Fun: The Five Lives of the Commodore 64 Computer, I am writing The History of the Commodore 64 in Twelve Objects, posted weekly from November 1st, 2024:

“Another Visitor. Stay a while, stay forever!“

The hammy voice of the evil scientist greets the player. The 1984 Impossible Mission by Dennis Caswell at Epyx was a technical marvel when it came out.

The “Another Visitor” sample and the “Destroy Him by Robots!” sample were shocking because the Commodore 64 did not have any facility for playing sampled sound. The sample was played by quickly changing the volume of the sound chip, creating clicks of different volume. The animation, based on pictures from a book about athletics, was fluid and expressive, combining multiple high-resolution sprites of different color.

Sound and graphics were amazing and high tech, exploiting and showcasing your C64’s abilities, making it the game you would show visiting friends to cement that yes, the C64 was the most advanced game platform.

The game, on the other hand, was painfully difficult. You die constantly by falling down, running out of time, or merely grazing an enemy robot. This was normal. Yet Impossible Mission was also inspired by Rogue, and the layout of the levels was randomized at every playthrough, which did not really become mainstream until the release of Spelunky in 2008.

Impossible Mission came on tapes or floppy disks. The exciting-looking box evoked sci-fi and the cold war and the pictures were – as everybody understood – nothing like the actual game. Inside the box was a manual, as was the custom, and the tape itself.

To play the game, you’d put the tape into Commodore Datasette deck, rewinding the tape before typing “LOAD” and pressing play.

(Photo by Evan-Amos, public domain).

Most users also had stacks of regular audio tapes onto which pirated software had been recorded, and the little counter on the Datasette was paramount for finding the location where the game was stored, noting the location on the tape inlay. If you had a tape deck, you would do this a lot.

(Imgur)

Some radio stations even broadcast C64 programs on air, giving a wall of modem-like screeches to be recorded on a regular tape recorder, and then inserted in the Datasette.

What are your memories of games and tapes?

 

Coming November 29th:  Object #5 – Zzap!64 and other magazines.

 

The History of the Commodore 64 in Twelve Objects #3: “We promise you won’t use the Commodore 64 more than 24 Hours a Day” – advertising

US ad

Who is the Commodore 64 for? In the 1985 ad “We Promise you won’t use the Commodore 64 More than 24 Hours a Day”, the Commodore 64 is for the whole family, divided into familiar roles, and the machine guarantees the family’s safety and unity. Research assistant Laurel Carney at MIT pointed out that the text, “It’s 8 a.m. Do you know where your daughter is”, echoes a 1960s-80s US public service announcement scaring parents to keep tabs on the whereabouts of their children, “Do you know where your children are?” In the ad, worries about safety speaks for getting a computer – because the computer is so addictive, the whole family will be kept safely home, with dad (who seems to get very little sleep) doing both office work and stocks, the son playing games and doing homework, the younger daughter solving puzzles, the elder daughter studying the solar system, and mom looking up recipes and managing the household with a database.

Though Commodore lacked a global advertising strategy and left it to individual countries come up with their own, there was an early global pattern of focusing on the serious side of the C64, and only mentioning games as an aside.

Compare the previous ad to this: The most referenced ad today is probably the Australian “Are you Keeping up with the Commodore”, famous for its catchy jingle, the implied threat that you may will fall behind if you don’t have the computer, and the bizarre hand gesture from the C64 users.

Swedish ad

In many European countries, Commodore gradually accepted the machine’s status as a game computer and began to advertise it as such. This circa 1987 Swedish ad makes fun of apparently delinquent youths. “Where have you been? Out. What did you do? Nothing,” with the C64 being the better alternative, young people enjoying playing video games together. The acceptance of games also made it into the C64 packaging, sometimes themed around bundled games like Batman.

Computer ads also have the feature that the dedicated computer owner – like me! – liked the ads because it said positive things about your computer in a public space. I did feel aligned with the Commodore company at the time and wanted to see more and better C64 ads.

What ads inspired you?

The full history is here: https://www.jesperjuul.net/c64/history/#obj3

Coming November 22nd, Object #4: Impossible Mission

The History of the Commodore 64 in Twelve Objects #2: 10 PRINT “HELLO”

On the occasion of my upcoming book Too Much Fun: The Five Lives of the Commodore 64 Computer, I am writing The History of the Commodore 64 in Twelve Objects, posted weekly from November 1st, 2024:

Turning on the Commodore 64 launches us into a comforting interface in dark and light blue colors. It is a machine where interface, programming, and housekeeping take place using the same BASIC programming language. We can type immediate commands such as:

?10+20
30
READY.

BASIC (Beginner’s All-Purpose Symbolic Code), originally developed by John Kemeny and Thomas Kurtz at Dartmouth College in the early 1960s, was designed to make computing universally accessible, at first for Dartmouth students. BASIC became a central platform for games in the 1960s and 1970s, and David Ahl’s book BASIC Computer Games (1973) compiled and distributed the games made in computer labs on paper, the only viable form of mass-market program distribution of the time. One central early aspect of Commodore 64 culture was to type in pages and pages of programs from manuals, magazines, and books.

I think a core joy of programming is that we can make the computer do sustained work for us. The Commodore 64 User’s Guide coming with the machine encourages us to make a program printing “COMMODORE 64”, but the text was almost always the user’s name.

10 PRINT “HELLO!”:GOTO 10

Try making your own 10 PRINT program on the book’s website:

https://www.jesperjuul.net/c64/history/#obj2

Coming November 15th, Object #3: “We Promise You Won’t Use the Commodore 64 More than 24 Hours a Day” – Commodore 64 ads