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Reading: Too Much Fun finally tells the C64’s legacy

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Epic Game Journey > News > Too Much Fun finally tells the C64’s legacy
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Too Much Fun finally tells the C64’s legacy

December 14, 2024 19 Min Read
19 Min Read
Too Much Fun finally tells the C64’s legacy
A space bar design has the words “Push to Talk” written on it.

Push to Discuss is a weekly e-newsletter concerning the enterprise of constructing and advertising and marketing video video games, written by video games business veteran and advertising and marketing director Ryan Rigney. Subscribe right here for eclectic and spicy interviews and essays in your inbox each Friday.

There’s a thriller on the coronary heart of Too A lot Enjoyable, the brand new ebook concerning the historical past of the Commodore 64 by the Danish educational and recreation designer Jesper Juul:

Why is the C64—by far the best-selling house pc of the 80s—so usually forgotten in online game histories?

Some may ask this query as an idle criticism. Why do no C64 video games ever present up on “Finest video games of all time” lists? However in his ebook, Jesper Juul takes the query extra severely by embracing the tutorial custom of media archaeology to dig by the historical past of video video games and show that—no, truly, historians and writers are bizarrely blind to the impression that the C64 had on video games.

A graph showing home computer sales from 1977 to 1996. The C64 significantly outsold all the other computers at around 13 million units sold.

From Too A lot Enjoyable by Jesper Juul, with permission from the creator.
Picture: Jesper Juul

In instance after instance, Juul shares examples of books that gloss over the C64 to hurry ahead with a shortened historical past of video games. It begins with a concise, clear pre-history—pinball machines resulting in arcade machines resulting in Magnavox and Atari—which all got here crashing down in 1983. Then, the story goes, Nintendo revived the business with the NES and commenced the video games console period.

The issue with this model of video games historical past, Juul argues, is that it overemphasizes the “video games crash” and erases necessary connecting hyperlinks within the chain.

An ad shows the Commodore 64 PC, which is a bulky, multi-part PC with controllers.

The C64 is commonly remembered as a primarily EU phenomenon at present, and it’s true it was larger within the UK and European continent. Nonetheless, as late as 1986 the C64 represented over 31% of the house pc market within the US.
Picture: Ryan Ok. Rigney

“As a researcher or journalist, it’s all the time simpler to repeat a widely known story while you need to set the background,” Juul advised me in an e mail. “Within the US, that turned the story of ‘the crash’ in 1983, which was nearly US-only, and in addition ignored the house pc scene in North America. Do not forget that Digital Arts and Activision had been making Commodore 64 video games throughout the Eighties!”

Regardless of this, early video video games historical past has usually been lowered to a shorthand: “The crash, after which got here Nintendo,” Juul says. “That’s simply life for you.”

However dig into the fact of the C64, and what you’ll discover is an astonishing library of video games, loved by the over 12 million house owners of the C64.

Due to how rampant piracy was on the C64, it’s not possible to find out from gross sales charts alone what video games had been hottest amongst C64 house owners. Nonetheless, Juul gives us a workaround, due to the UK journal ZZap!64 which surveyed its readers month-to-month about their high 5 video games.

A spread of the readers’ charts in the May 1988 copy of gaming magazine Zzap!64. The caption reads: Zzap!64 published not only a Readers’ Games Top 30 but also a Readers’ Music Top 10 (1998), showing that music was considered significant content on the platform, irrespective of its origins.

By digging by the Zzap!64 archives, Juul was capable of reconstruct a type of Billboard Scorching 100 model chart displaying video games that spent essentially the most months on Zzap!64’s GAMES TOP 30 chart.

A very extensive bar graph shows the games that spent the most months in Zzap!64 readers’ chart, chronologically. The caption reads: Games spending at least four months on Zzap!64 readers’ chart, showing the most popular C64 games in the UK by vote from 1985-1992 (listed in chronological order).

From Too A lot Enjoyable by Jesper Juul, with permission from the creator.
Picture: Jesper Juul

Lots of the anticipated classics are right here (Gauntlet, Bubble Bobble, Bionic Commando, Ghouls ‘N’ Ghosts, Golden Axe, Smash TV), however there are conspicuously lacking ones as properly. SimCity initially appeared on the C64, in any case, however is absent from the chart. And the place’s its predecessor, Raid on Bungeling Bay, the primary recreation Will Wright ever revealed?

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The reply to that is partially defined by the shocking revelation that the C64 had the most revealed video games of any platform previous to MS-DOS within the 90s. Over 5,000 video games had been launched on the C64 over the course of its 12-year lifespan, a phenomenon that Juul has once more painstakingly quantified in his ebook:

A bar graph shows the number of C64 games published per year from 1982 to 2000. The peak was in 1984 at just under 900 games.

From Too A lot Enjoyable by Jesper Juul, with permission from the creator.
Picture: Jesper Juul

Juul stories having performed tons of of C64 video games in his reporting for the ebook, so I requested him for his suggestions for anybody new to the platform:

PUSH TO TALK: Should you needed to decide 5 really “should play” or “iconic” video games from C64 library, what would they be?

JESPER JUUL: Very onerous query! I’d say:

  1. Boulder Sprint, an exquisite early physics-based puzzle recreation, “positively Newtonian” based on a evaluate.
  2. Paradroid, a chronic “take over the opposite robots” recreation, of unclear style, as was usually the case.
  3. Not possible Mission, a rogue-like (!) platformer with the well-known “one other customer” pattern.
  4. Final Ninja, a complicated action-adventure.
  5. Turrican, a later scrolling platform/shooter with a fantastic soundtrack.

I may also suggest attempting a number of the really bizarre video games like Hover Bovver (mowing the garden), Bozo’s Evening Out (getting drunk), or Little Pc Folks.

From the outline I’ve given of Too A lot Enjoyable to date, you may get the impression that it’s a easy revisiting of the C64 within the time of its heyday—however it’s truly a a lot stranger ebook than that.

The animating concept that buildings the ebook is the idea of imaginaries, an concept taken from media archaeology which principally argues that actual applied sciences are always influenced by fictional conceptions of how know-how may work.

Sporting a VR headset at present, we might think about ourselves a part of a future the place we spend most of our time in digital areas, however we then usually take away the headset after ten minutes. Imaginaries usually arrange expectations that exceed what a machine can do, however the precise and the imaginary work carefully collectively, and “the transition between imaginary and precise media machines . . . may be nearly seamless.”1

On this ebook, I take imaginary to imply any imagined idea of a know-how’s operate, position, or that means. Imaginaries additionally form our interplay with a pc.

I’m very enamored with this concept, and the VR instance Juul makes use of is ideal. A lot of the VR/AR business has been chasing that imaginary imaginative and prescient put forth in Prepared Participant One for the previous decade.

“Imaginaries are clearly extraordinarily current in video games,” Juul advised me. “You possibly can see this in {hardware}, like with the Xbox One and the Kinect, which imagined the Xbox to be the house leisure centerpiece for watching tv and switching channels with voice and gestures, maybe in flip impressed by Minority Report? It made enterprise sense, however no person appeared to need it, in order that imagined future didn’t come to go.”

The meat of Too A lot Enjoyable takes this concept and runs with it, inspecting the imaginaries which have influenced the world’s view of the Commodore 64 over its historical past.

Utilizing the framework of evolving imaginaries impacting the general public’s conception of the C64, Juul breaks down the C64’s historical past into 5 eras:

  1. As an early BASIC pc for use for mundane household actions and duties
  2. Then as an in-home arcade machine
  3. Then as a instrument to be damaged aside and hacked
  4. Then as an growing old, outdated piece of {hardware} that would nonetheless be pushed to compete with newer machines
  5. And eventually as “a historic machine, whose quirks and limitations now not symbolize cutting-edge know-how,” however which nonetheless has “a historic model we will use or emulate at will.”
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Every chapter is attention-grabbing in its personal proper, although chapter three, concerning the methods hackers discovered methods to do unintended issues with the C64, is essentially the most entertaining. Juul’s personal involvement within the Danish “demoparty” scene is catalogued, together with with some hilarious on-the-scene images:

Three photos. Left: Party organizer Einstein sleeping under a table and under paper printouts. Middle: The author in the blue shirt. Right: Participants at the 1989 demoparty seated in school halls with their computers.

Caption from the ebook: Left: Celebration organizer Einstein sleeping beneath a desk and beneath paper printouts. Center: The creator within the blue shirt. Proper: Contributors on the 1989 demoparty seated at school halls with their computer systems. (Photographs by Jan Lund Thomsen.)
Picture: Jan Lund Thomsen, Jesper Juul

Although Too A lot Enjoyable is technical and reverent in elements, Juul can also be doing authentic historic reporting, enjoying and discussing a bunch of video games, and sharing images of untamed Danish hacker events. And in between all that, he retains shocking you with authentic bits of knowledge journalism.

To sum up this “evaluate” in a phrase: I extremely suggest Too A lot Enjoyable. It’s each a wanted corrective to different historical past books, and a ebook in a class all its personal.

However earlier than I’m going, there’s one different factor I’ve to share about it, as a result of I went down a rabbit gap following up on very bizarre story that Juul mentions within the ebook.

Nintendo, Commodore, and… the Mob?

One of many extra stunning passages in Too A lot Enjoyable comes early on within the ebook, when Juul casually references quite a few enterprise offers that nearly got here to fruition throughout the Commodore period.

I’ll simply quote the ebook right here:

The historical past of Commodore additionally consists of momentous resolution factors that would have made historical past wholly completely different. In 1976, Jobs and Wozniak tried to promote their Apple II pc to Commodore for “a couple of hundred thousand {dollars}” solely to be turned down. Commodore additionally rejected the provide to distribute VisiCalc, the primary spreadsheet. It appeared logical that Commodore would license Nintendo’s video games, given Commodore’s Japanese connections, and provided that many early VIC- 20 video games had been developed by Japanese HAL Laboratory, together with by later Nintendo boss Satoru Iwata. Nonetheless, in 1982 product supervisor Michael Tomczyk negotiated such a cope with Nintendo, solely to have Tramiel renege on the settlement on the final minute with no clarification. Tomczyk has defined his frustration with Tramiel’s resolution, and attributes it to Tramiel not eager to “insult or offend Bally,” the then-criminal repute of which Tomczyk confirms, “Some folks declare that there have been some powerful characters operating Bally/Halfway, and I can confirm that.” Nintendo made offers with Atari and Coleco as an alternative. It’s straightforward to second-guess such choices, after all, however we can’t understand how the choice histories would have performed out.

—Jesper Juul, Too A lot Enjoyable, web page 16 (MIT Press evaluate copy)

I learn this and was like… maintain on. Did this man Tomczyk simply strongly indicate that Commodore backed out of a cope with Nintendo (in all probability ceaselessly altering online game business historical past) as a result of Commodore CEO Jack Tramiel was afraid of the mob? That is the sort of factor a complete ebook may very well be written about.

For many years, journalists have reported on connections between the Genovese crime household and Bally/Halfway (which owned the US distribution rights to Area Invaders and Pac-Man). This could have been identified to Tramiel, who had struck a cope with Bally/Halfway to distribute their video games. So it’s not outrageous to suppose that Tramiel would have been hesitant to do something that may earn the ire of Bally/Halfway and its backers.

Tramiel—a holocaust survivor who turned a enterprise legend—handed away in 2012, however Michael Tomczyk (now age 76) remains to be lively in tech. I reached out to Tomczyk and we related over the telephone.

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Tomczyk advised me that he was current when the Commodore workforce initially struck a cope with Bally/Halfway. He says that the deal was for licensing rights to all Bally/Halfway video games besides Pac-Man (which was licensed to Atari).

“My position was to current the VIC-2022 and present how it will run the video games, after which I sat in on the negotiations,” Tomczyk says. He describes what adopted as a really fast assembly. “Actually, there was by no means a contract. It was a letter settlement. Jack advised me as we walked out of the assembly, ‘That’s the quickest, largest enterprise deal I’ve ever accomplished.’”

Tomczyk says that the shortage of a proper contract wasn’t thought of to be a problem. “Some folks say that Bally/Halfway was linked to organized crime ultimately, however I’ve no touch upon that,” he says. “However the folks there have been… they didn’t fear about contracts. They knew they may implement it.”

Shortly after, Tomczyk says he tried to barter an analogous cope with Nintendo. His story, as he advised it to me:

”What occurred is, I negotiated this deal to purchase Donkey Kong and all of the Nintendo video games and put them on Commodore computer systems. I cleared it with Jack upfront, and I truly did the contract. I invited the Nintendo VP [NOTE: unfortunately, he doesn’t recall the name of the VP] to return to Commodore in California to signal the contract.

“He got here, he reviewed the contract, and he signed the contract. I then took it into Jack’s workplace to signal, and Jack checked out me with a straight face and mentioned ‘I’m sorry Michael, I modified my thoughts.’ I mentioned ‘excuse me?’ and he mentioned ‘I modified my thoughts. I don’t need to do the cope with Nintendo.’”

Tomczyk says he believes that Tramiel backed out of the deal as a result of he didn’t need to insult Bally. Jack was undoubtedly not afraid of the mob, he says. “He was completely fearless. Bally was the primary arcade recreation firm to license video games to Commodore and it will have been unhealthy kind to do a cope with their competitor (Nintendo). That was the idea of Jack’s resolution.”

However on the time, the choice was powerful to simply accept:

“I mentioned ‘You know the way a lot face I’m gonna lose in Japan? I negotiated this in good religion and he’s sitting within the subsequent room!’ Jack mentioned ‘I’m sorry, you’re gonna need to go inform him the deal is off.’ So I had to return with my tail between my legs to the Nintendo Vice President and inform him that Jack had determined to again out of the deal.”

How did the VP react? I requested.

“I advised him what had occurred and I apologized. He was very cool. He’s Japanese! He was cool, calm, collected, and really mature about it. He accepted it. We didn’t discuss very a lot after, and he left.”

The Nintendo Famicom launched a yr later. Its CPU was a modified model of the identical MOS Know-how 6502 chip utilized in Commodore’s VIC-20.Typically historical past appears predetermined. And generally you’ll be able to see the place it forked.

  1. Right here Juul is quoting Eric Kluitenberg’s ebook “On the Archaeology of Imaginary Media.”
  2. The VIC-20 was the predecessor machine to the Commodore 64, and a forgotten icon of online game historical past in its personal proper. It was the primary house pc to promote over one million models worldwide. Michael Tomczyk, quoted above on this story, led advertising and marketing for it.

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