The History of the Commodore 64 in Twelve Objects #1: The Commodore 64 itself

Commodore 64 European Box

The most popular computer, yet often forgotten. Why?

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

Object #1: The Commodore 64 itself, known affectionately as the breadbox for its shape. Launched in 1982, following the Commodore company’s successful VIC-20 computer (1980). At 12,5 million units sold, the C64 was by far the best-selling home computer of the era, and it was also the platform with the most video games from 1985 to 1993 – 5,500 games are known.

But there is a mystery: there are both computer and video game histories that never mention the machine. My new book tries to find out why. I have tried to write the best book I could about the C64, but this was also my own first computer, and revisiting it has been thrilling and full of surprises.

The C64’s longevity went beyond any expectation – home computers were known to have a short life span, and already in 1983 Sierra game developer Ken Williams was spreading the rumor that production was about to cease, yet the machine was produced until 1994.

Strangely, none of its three central chips were originally designed for a computer. The 6510 (6502) CPU was originally planned for control systems, the SID sound chip was designed for synthesizers, and the VIC-II graphics chip was originally planned for video game devices. This became the C64, combining state-of-the art graphics and sound with strange flaws, such as a limited BASIC programming language and slow tape and disk drive.

Though Commodore never updated the machine functionally, users and developers fixed its flaws and kept finding new ways to use it. In the book, I call this the five lives of the machine. The European box shows the first life – a serious computer for work, studying, and the home, and for programming in BASIC.

More about Too Much Fun: The Five Lives of the Commodore 64 Computer here: https://mitpress.mit.edu/9780262549516/too-much-fun/

Next week: Object #2, 10 PRINT “HELLO”: GOTO 10

What are your memories of the Commodore 64?

PhD opportunity in practice-based research

At the Royal Danish Academy, we are inviting applications for prequalification for an upcoming fellowship opportunity: the Novo Nordisk Foundation’s 2025 Mads Øvlisen PhD fellowships in art history and practice-based research.

There is definitely a possibility of a game-related Phd project, for example one that combines game-making and research, or a curatorial one.
This is a two-step process where applicants first need to send a short project outline, and if approved it gets developed into a full application in collaboration with us.
Follow the link for more info or email me.

My upcoming book, Too Much Fun: The Five Lives of the Commodore 64 Computer

I am happy to announce that I have finished the page proofs for my new book, Too Much Fun: The Five Lives of the Commodore 64 Computer. Coming on December 10th, 2024. Feel free to preorder!

I will post more as we get closer to the publication date.

https://mitpress.mit.edu/9780262549516/too-much-fun/

The Rule Book: The Building Blocks of Games

The Rule BookPresenting The Rule Book: The Building Blocks of Games by Jaakko Stenros and Markus Montola. Out now on MIT Press in the Playful Thinking series.

How games are built on the foundations of rules, and how rules—of which there are only five kinds—really work.

Board games to sports, digital games to party games, gambling to role-playing games. They all share one thing in common: rules. Indeed, rules are the one and only thing game scholars agree is central to games. But what, in fact, are rules? In The Rule Book, Jaakko Stenros and Markus Montola explore how different kinds of rules work as building blocks of games. Rules are constraints placed on us while we play, carving a limited possibility space for us. They also inject meaning into our play: without rules there is no queen in chess, no ball in Pong, and no hole in one in golf.

Stenros and Montola discuss how rules constitute games through five foundational types: the explicit statements listed in the official rules, the private limitations and goals players place on themselves, the social and cultural norms that guide gameplay, the external regulation the surrounding society places on playing, and the material embodiments of rules. Depending on the game, rules can be formal, internal, social, external, or material.

By considering the similarities and differences of wildly different games and rules within a shared theoretical framework, The Rule Book renders all games more legible.

 

Peter D. McDonald: Run and Jump, The Meaning of the 2D Platformer

Run and Jump cover

Out now in the Playful Thinking series: Peter D. McDonald: Run and Jump, The Meaning of the 2D Platformers.

We are proud to present Peter D. McDonald’s new book.

“How abstract design decisions in 2D platform games create rich worlds of meaning for players.

Since the 1980s, 2D platform games have captivated their audiences. Whether the player scrambles up the ladders in Donkey Kong or leaps atop an impossibly tall pipe in Super Mario Bros., this deceptively simple visual language has persisted in our cultural imagination of video games. In Run and Jump, Peter McDonald surveys the legacy of 2D platform games and examines how abstract and formal design choices have kept players playing. McDonald argues that there is a rich layer of meaning underneath, say, the quality of an avatar’s movement, the pacing and rhythm of level design, the personalities expressed by different enemies, and the emotion elicited by collecting a coin.

To understand these games, McDonald draws on technical discussions by game designers as well as theoretical work about the nature of signs from structuralist semiotics. Interspersed throughout are design exercises that show how critical interpretation can become a tool for game designers to communicate with their players. With examples drawn from over forty years of game history, and from games made by artists, hobbyists, iconic designers, and industry studios, Run and Jump presents a comprehensive—and engaging—vision of this slice of game history.”