Archive for the Commodore Category

A friend of mine recently asked me to name five games I would recommend playing all the way through from beginning to end. There are tons of modern games (The Last of Us, Halo, Portal) that have great story lines, but I wanted to go somewhat old school with my list. I also couldn’t possibly limit myself to just five, so instead here are ten games I recommend modern gamers go back and play through from beginning to end. Note that this is different than my list of games that will always stick with me; the games on this post were picked for their memorable story lines and the rewards that come with completing them.

Presented roughly chronological, let’s start at the beginning.

01. Adventureland (Scott Adams, 1978)

It all begins with Adventureland. From Wikipedia:

Adventureland is an early, formative work of interactive fiction. It was written by Scott Adams, and was not only the first text adventure game to be commercially published and sold for the then-new home computers, but was the first commercially available adventure game of any kind for use on the systems.”

Why you should beat it: Quite simply, because this is where it all began. All roads to computer gaming eventually lead back to these original text adventures. There are many, many text adventures to choose from, including all the great ones released by Infocom, but to really understand where it all began, you should play Adventureland.

When you’re done reading the list, you can play Adventureland online right here.

Although the original was text only, later releases added static pictures for players to look at.

02. Adventure (Atari 2600, 1980)

The Atari 2600’s hardware was somewhat designed with Pong in mind. Pong contains two players (“paddles”), a ball, and a background (in Pong’s case, a simple vertical line dividing the screen). Most of the system’s early games like Combat and Outlaw were technical riffs on this design. Programmers weren’t trying to figure out how to create an adventure game for the Atari 2600 back then — they were all trying to figure out how to make working games using the console’s limited resources. Most of the system’s early games (including the ones I just mentioned) took up 2k of ROM each. That’s way less information than the words in this article.

Inspired by Colossal Cave (the original text adventure), Warren Robinett decided to create an an adventure — unoriginally titled Adventure — for the Atari 2600. He used the Atari’s backgrounds for the mazes, the two “player” sprites for monsters, the “ball” as the player’s avatar, and the “bullets” for additional maze features. He crammed all of this into 4k.

In retrospect Adventure looks incredibly simple and archaic; at the time of its release, it was heralded as imaginative and groundbreaking. According to Wikipedia:

Atari’s Adventure sold one million copies, making it the seventh best selling Atari 2600 game in history. As the first action-adventure video game and first console fantasy game, Adventure established its namesake genres on video game consoles. In addition to being the first graphical adventure game on the Atari 2600 console, it was the first video game to contain a widely known Easter egg, and the first to allow a player to use multiple, portable, on-screen items. The game was also the first to use a fog of war effect in its catacombs, which obscures most of the playing area except for the player’s immediate surroundings. The game has been voted the best Atari 2600 cartridge in numerous polls, and has been noted as a significant step in the advancement of home video games. GamePro ranked it as the 28th most important video game of all time in 2007. In 2010, listed it as one of the most important games ever made in its “The Essential 50″ feature.” (Link)

Why you should beat it: Because Adventure was first, and for so, so many game developers, this was the first adventure game they ever played. With 4,096 bytes of code, a few blocky blocks and a dragon that looked like a duck, Adventure showed gamers what video games could be — an adventure.

03. Karateka (Apple II, 1984)

Originally released for the Apple II but quickly ported to other home computer systems, in Karateka players must punch and kick their way through a long line of opponents in order to rescue Princess Mariko, who is being held prisoner by Akuma in his castle. At the time of its release, Karateka was championed for its fluid animation and cinematic experience.

Few martial arts games of the 1980s had plots. The plot of Karate Champ is “keep winning tournaments,” while the plot of Kung Fu Master is “keep punching people until you save Sylvia.” Karateka was different though, and was presented like a mini movie complete with cut scenes and jumps in location as parts of the plot were revealed. When I saw Princess Mariko slump down in her cell for the first time, man, I knew I had to save her.

Karateka also features multiple enemies that can kill you with a single blow, including deadly portcullis and, ultimately, Princess Mariko. There is no saving your game, no bonus lives, and no continuing. In Karateka dead means dead — no happy ending for you.

Why you should beat it: Because both in life and in Karateka, you only get one chance. This game taught me that video games could be tough, fair, and rewarding all at the same time. From finishing off a tough enemy with a triple kick-kick-kick combo to punching Akuma’s bird out of the air in mid-flight, the whole game just seems fun. And for most first time players, the game ends with you being insta-killed, causing them to slap their foreheads and play through the entire game again to rescue the princess. Just like real life, sometimes 99% isn’t enough for a woman.

04. Bard’s Tale III (Interplay/Electronic Arts, 1988)

Wizardry (released by Sir-Tech in 1981) is cited as one of the first D&D-style games to be released for home computers. According to Wikipedia it was the first true party-based role-playing video game, the first dungeon crawl, and the first to feature color graphics. I loved Wizardry, but it wasn’t perfect. Soon, other games inspired by Wizardry came along, improving some of the original’s shortcomings. One of those was Bard’s Tale, released by Interplay and Electronic Arts in 1985. This was followed by Bard’s Tale II in 1986 and what I consider to be the best game in the series, Bard’s Tale III in 1988.

While Wizardry mostly limited players to multiple levels of the same dungeon and Bard’s Tale introduced us to multiple dungeons in the land of Skara Brae, Bard’s Tale III had players travelling to multiple worlds, parallel dimensions, and ultimately through time. It combined the dungeon-crawl layout of the previous games with the ability to enter short parser-based commands in order to handle certain objects.

Why you should beat it: Not only does Bard’s Tale III have a great story that takes place in great locations, but to me it’s the epitome of first-person old-school dungeon crawlers (Ultima be damned). I love this game and has dreamed about wandering around Skara Brae at night, dealing with wandering Wights and Ice Giants. The pixel-drawn animations are charming, the music is creative, and the whole game is enormously rewarding. None of that stupid grinding levels for the sake of grinding levels here (unless you’re starting with a fresh party). Instead it’s all about quest after quest after quest.

05. King’s Quest (Sierra Online, 1984)

King’s Quest holds the title of “first 3D graphical adventure game,” although the definition of 3D as it applies to video games has changed throughout the years. King’s Quest was called 3D because Sir Graham, the protagonist, could move both up and down as well as left and right and could walk behind objects as well as in front of them. It’s a far cry from Oculus Rift, I’ll give you that, but at the time it was still pretty amazing.

King’s Quest was designed to show of the graphic and sound capabilities of IBM’s first foray into home computing, the PCjr. The PCjr launched for $1,269 ($3,000, adjusted for inflation); for that you got 128KB of RAM, a horrible chiclet keyboard, no mouse, and no monitor. (A complete system with a few sensible upgrades brought the price closer to $1,500.) Prior to its release it was predicted that the PCjr would put all other home computing companies out of business, but that didn’t happen. Instead the PCjr was discontinued after three years, after having sold only 500,000 units.

Despite the PCjr itself which is viewed as a flop, the greatest thing to come out of its release was a new line of games made specifically for it. Sierra On-Line was paid in advance to develop a launch title that would show off the PCjr’s capabilities (including its 16 color mode and three voice sound chip, provided by Texas Instruments). That game ended up being King’s Quest.

King’s Quest was the first point-and-click game, a genre that became very popular in the 80s and 90s and died off as other interfaces took favor. In these games you use your computer’s mouse to click on the screen, causing your character to walk to that spot. (Again, I realize that’s not particularly groundbreaking today.) For computer owners without a mouse, you could still control the game using the keyboard’s directional arrow keys. This control scheme was combined with a simple parser that allowed players to interact with this new graphical environment. To pick up a rock you can’t just type “GET ROCK” as you’ll be greeted with “You’re not standing close enough to the rock.” You have to actually stand near things to interact with them.

The plot of King’s Quest is simple and involves gathering three treasures hidden throughout the land. You’ll have to solve small puzzles to retrieve them. As a kid, I struggled with some of the puzzles; as an adult, you’ll struggle with the interface as you’ll constantly be trying to figure out what you can do and what you can’t do.

Why you should beat it: King’s Quest isn’t the best point-and-click adventure of all time, and if you like this style of game there are many better ones you should try including Indiana Jones and the Fate of Atlantis, Sam and Max hit the Road, Full Cycle and The Dig. Sierra also released several other series of Quest games including Space Quest, Police Quest, and Hero’s Quest. That being said, it’s always fun to explore the roots of gaming. Better games came from companies like Sierra On-Line’s radical thinking and willingness to throw things to the proverbial castle wall to see what would stick. I found defeating King’s Quest a rewarding experience — and if you do too you’ll be excited to know that not only was the game later remade with better graphics, but there are also seven official sequels which will keep you busy for a long time to come.

06. Another World (Delphine Software, 1991)

In half an hour, Another World manages to tell a complete story. It does this without any spoken or written dialog and with no additional information other than the game presented on the screen. Of course it doesn’t need to show your health information because if anything touches you in this game, you instantly die.

Another World begins with a video showing Lester Knight Chaykin’s particle accelerator being struck by lightning. Even though as we watch the action unfold we know what’s about to happen before Lester does, the moment he is zapped away into the alternate universe the game takes place in is still jarring. The transition from introduction to gameplay is seamless; you will find yourself suddenly controlling the action you were just previously watching. (If you don’t, you will soon find Lester drowning…)

Why you should beat it: The polygon style of graphics used in Another World were very unique at the time, although I suspect many of the techniques invented for this game live on in modern gaming. Even if it didn’t have a groundbreaking art and storytelling style — which it does — it would still be a great game.

I’ll be honest with you: this game gets super hard toward the end and the odds of you beating it are pretty low. If you aren’t compelled to play this game, or don’t get very far after trying, you should at least watch the entire playthrough below on YouTube. It’s 23 minutes long and will spoil the ending for you, but it’s almost as enjoyable to watch as it is to play.

07. Maniac Mansion (Lucasfilm Games, 1987)

By the time Lucasfilm Games had entered the ring, point-and-click adventures had dropped manual parsers and were completely point-and-click games. While some gamers didn’t like losing the control the parser provided, being able to select verbs from a menu and objects from the screen took some of the guesswork out of “what am I supposed to do here” problems gamers previously experienced with these games.

Maniac Mansion introduced a few new ideas to the genre, including the ability to switch between multiple characters in multiple locations in order to solve puzzles, but more than that, it was funny. Really, really funny. I grew up with the Commodore 64 version, although the DOS version is also very good and playable. Some of the 16-bit version like the Amiga don’t look “right” to me. I suppose it comes down to what you’re used to.

Why you should beat it: Because you kind of need to play this one before playing the equally funny Day of the Tentacle. And because no other game on this list allows you to put a hamster in a microwave.

08. The Incredible Machine (Sierra On-Line, 1992)

While many games are about action and strategy, The Incredible Machine is all about puzzle-solving. On each of the game’s 84 levels, you’ll be presented with a puzzle and some tools, and it’s up to you to come up with some sort of Rube Goldberg device in order to complete the level’s goal. Some of the goals are simple (“Pop the balloons”) while others are more complex. On each level you’ll be given some combination of tools to deal with: pulleys, ropes, belts, gears, ramps, scissors, and so on. Many of these tools can be combined to make more complex machines. Guns can be made to fire by connecting their triggers to objects using ropes, for example. Little “motors” (hamster on treadmills) can be started by hitting their cage. All of the tools can be “flipped” left-to-right to modify their actions. For many levels there are often obvious and intended solutions, but you don’t have to solve them that way.

The first 20 levels are “tutorial levels” that pretty much tell you how to solve them. After that, the difficulty ramps up and you are on your own. You’ll spend half your time trying to come up with workable solutions using the few tools you’re given for each level, and the other half trying to make those things work. It’s a fun kind of problem-solving.

The game also comes with a free-form editor mode that allows you to create wacky machines with no restrictions. The Incredible Machine has two direct sequels as well as another similar line of games (The Incredible Toon Machine). Another line of Incredible Machine games (“Contraptions”) were released in the early 00s, and in 2011 the game was added to Apple’s App Store although it has since been retired.

Why you should beat it: Because it’s a game that can be both frustrating and fun at the same time, something that many modern games forget is possible. If you enjoy physics-style games like Crayon Physics, you should check this out. I don’t have to ask you to beat this one; once you get started, you’ll just want to.

09. Fallout (Interplay, 1997)

There were a lot of 8-bit games that tried to recreate post-apocalyptic worlds, but few did it better than Wasteland. Another Interplay/Electronic Arts teaming, Wasteland takes place generations after a nuclear holocaust. While the game is highly revered among classic gamers, for whatever reason the relationship between Interplay and Electronic Arts soured; the Wasteland connection was removed from EA’s planned sequel (Fountain of Dreams), and Interplay’s sequel (Meantime) was cancelled. Even through Interplay no longer retained the rights to Wasteland, ten years later in 1997 they released their own “spiritual” sequel: Fallout.

Although the setting is the same between the two games, Fallout is presented with a more modern interface. Although most of the game’s events play out in real time, combat remains turn based. The main plot of Fallout revolves around the search for water, although players will experience many side plots and tasks along the way. Despite the game’s gritty and bleak setting, Interplay injected the story with tons of humor.

Why you should beat it: Fallout was named “RPG of the Year” by GameSpot in 1997 and in 1988 by Computer Gaming World. PC Gamer once named it the fourth best PC game of all time. Artwork from the game is on display as part of the Smithsonian American Art Museum’s “The Art of Video Games” exhibition.

Fallout is one of the best computer role playing games ever released, period. In 2014 a fan-made sequel to Wasteland was finally released. It’s really good, and in fact the games interface is better than Fallout’s, but Fallout is such a great game that I stuck with it. But if you like it then yeah, definitely check out Wasteland 2 too.

10. Hotline Miami (Dennaton Games, 2012)

Hotline Miami (the newest game on my list by 15 years) takes place in 1989 and is presented in a top-down retro style. After receiving a somewhat cryptic message on your answering machine, as the first chapter begins you will decide what kind of mask to don (rooster, owl, tiger, pig, or horse, each with its own advantages) before walking into an enemy’s building and single-handedly massacring dozens of enemies. Some of them you will knock to the ground and bash their brains in mercilessly with a crowbar or a baseball bat before obtaining an Uzi or a shotgun and really getting the party started.

Throughout the game you’ll discover things are not all as they seem. Your senses will be thrown off by minor changes in levels and items coming and going. You’ll also get killed. A lot. A lot lot lot. Fortunately each level restarts immediately after your demise. Going in with guns blazing didn’t work? Try hiding around a corner with a bat and see if that doesn’t do the trick. Line of sight is important in this game.

The story itself is unsettling. Just when things don’t make sense, they’ll begin to, only to get more confusing again. There’s no point in trying to explain Hotline Miami. I played this game for hours a night every night for a week or two before beating it. It wasn’t until the very end that I understood the entire plot. At least I think I did.

Why you should beat it: Hotline Miami moves fast, plays fast, and gets weird fast. Figuring out how to beat each level is so much fun that you’ll quickly lose track of how many hundreds of lives you’ve violently taken. Which is okay when you’re the good guy, right? At least I think you’re the good guy. The game’s story is good, but more than that it goes to show how effective old school graphics and gameplay can be when done right. Also, Hotline Miami 2 was released last month.


The following games came up while I was brainstorming but eventually fell off the list. They’re all great games and rewarding to play through in their own right: Prince of Persia, Oregon Trail, Ikaruga, Double Dragon, and countless others.

Now it’s your turn. What games do YOU think people need to play through? New or old, doesn’t matter — let’s hear your additions to the list!

My parents owned and operated a small computer store in the mid-80s, Yukon Software. I didn’t get to bring a lot of software home from the store, but one program I ended up with was Trivia Fever.

I’ve posted this picture before. That’s me in the mid-80s, wearing a Miami Vice knock-off jacket with a Footloose-esque spike hairdo. That’s my original Commodore 64 I’m posing with, the one I still have and use today. Right behind my Commodore computer is a blue box that reads Trivia Fever.

Trivial Pursuit debuted in 1979 and, according to Wikipedia, peaked in 1984. By then there were tons of knock-off trivia games and all of them worked essentially the same way. Players moved around a board and answered trivia questions from different categories gaining pieces to represent those categories. Trivia Fever was just one of many Trivial Pursuit clones of the day.

The only uniqueness to Trivial Fever, if it had any, was that it was a computer game that could be played with or without a computer. Not only did the rather large box contain a floppy disk, but it also came with a book full of trivia questions, score cards, a rule book and a spinner. Essentially you got two games for the price of one with your purchase.

I have no idea what happened to my original copy of Trivia Fever.

Many years ago — at least ten, maybe more — I found a copy of Trivia Fever in a thrift store. This copy is for Apple II computers, as you can see on the round foil sticker. It seems to be that the game retailed for $30, so that $5 rebate was substantial. When I bought this copy the box was taped shut and I’ve never opened it. I have no interest in playing Trivia Fever. I just wanted the box to put next to my Commodore computer. I just wish it were the Commodore version.

A couple of weeks ago, I found a second copy.

A Commodore version! And the best I can tell, this copy was never played.

The disk, book, scorecards, and everything else appear to be untouched. It all has that new game feel and smell. The spine of the book isn’t creased or cracked. None of the scorecards have been used or peeled off and the floppy disk doesn’t appear to have ever been removed from its sleeve. It’s as if whoever ended up with this copy of Trivia Fever did not have a case of trivia fever.

My favorite item from inside the box is that pink slip of paper, labelled “Important Customer Note”.

In a time of lawn darts it seems overkill to warn people about the dangers of passing a small piece of cardboard between friends. I do like the addition of the phrase “as with any other materials,” so players know that along with the small cardboard spinner, the book, disk, and box itself should also not be thrown at your friends. Unless you’re losing… then all bets are off.

Ask me why I need to own two copies of this game and I’ll ask you why you think I need to own one. When I suggested the kids might like to try this version I was reminded that the kids have Trivial Pursuit on their iPads.

I’ll bet that version doesn’t come with a small piece of paper reminding gamers not to throw their iPads at one another.

Six months ago I was contacted out of the blue by a friend-of-a-friend (I don’t even know his real name) who asked if I was able to archive some old Commodore diskettes for him. I told him I could. I asked him what type of data was on the disks and he told me they contained programs he had written in BASIC and custom levels for games he had created almost 30 years ago. I gladly obliged.

Unfortunately when the diskettes arrived in my mailbox the were unreadable. This happens. I don’t know if the disks were ruined from being stored in sub-optimal conditions (old floppy disks stored in attics and garages for two decades don’t seem to be faring well) or if something happened to them in transit, but none of the disks were readable. I tried multiple devices and multiple floppy disks and couldn’t retrieve any data from the disks. I felt bad about telling this guy his data was lost.

This same individual found another batch of floppies a few weeks ago and so we tried again. This time I suggested that he write “MAGNETIC MEDIA — DO NOT BEND!” on the outside of the package. I don’t know if that makes the post office treat the package any differently en route, but it made us both feel better. When the disks arrived last week, I crossed my fingers, inserted the first one, and gave it a shot. Success!

Out of eight double-sided disks I was able to archive fifteen of the sixteen sides with no errors. One of the disks contained some read errors; through cleaning and multiple retries I think I got a working copy of the diskette, but I’m not 100% sure. As you can see in the picture above, the first disk contained saved characters from the game Mail Order Monsters and a level created for the Electronic Arts game Demon Stalkers. All of the data on all of the diskettes consisted of user-generated content. The data on these disks exist nowhere else. Before last week the only copy of this data existed on these floppies. Now they exist in D64/G64 virtual disks and can be accessed and played through modern emulation.

I don’t know if this friend-of-a-friend plans on publicly sharing these disks or not. I hope he does just so others can see the types of things that we were creating on Commodore computers 30 years ago, but if he doesn’t that’s okay too. I was just glad to do my part in saving a few ones and zeros from disappearing forever.

A friend of mine tagged me with the following challenge on Facebook:

10 games that will always stay with you. Rules: Don’t take more then a few minutes. Don’t think too hard. They don’t have to be great works of the gaming industry, just games that have affected you in a positive way. Then tag 10 friends including me so I can see your list.

If you know me you know simply making a list isn’t enough, so I added some additional information and links to videos. Although many of these games appeared on many different platforms, I included the ones that my memories were most closely associated with. I also extended my list to 12 games, and you’re lucky I didn’t make it 50. Without further adieu…

01. Wizardry / Bard’s Tale (Apple II/C64)

Wizardry was one of the first dungeon crawlers to be released for home computers, and the first one I ever played for the Apple II. According to Wikipedia it was the first color dungeon crawler and the first true party-based Dungeons and Dragons-style game. Released in 1981, this was one of the first games I can remember my dad and I playing at the same time. He would play at night and make maps of the game’s dungeons on graph paper, maps I would use the next day to advance further in the game.

Just a few years later, my buddy Jeff and I would spend an entire summer playing Bard’s Tale in largely the same fashion. Although the graphics were slightly better, the gameplay of Bard’s Tale is largely identical to Wizardry. RPGs in the 80s got too large to keep my interest, but I greatly enjoyed (and miss) this era of dungeon roaming.

02. Lode Runner (Apple II)

The recent passing of Doug Smith has this game on my mind. Lode Runner was an early platform game with just enough tricks to keep it interesting. The goal was to collect all of the packages from each level while avoiding the “bunglings.” The game’s original gimmick came in the digging of holes, which could be used to bury your opponents or dig your way out of trouble. The original game only came with 50 levels, but there were sequels and also a level editor that allowed you to easily create your own levels. Lode Runner was fun in 1984 and it’s still fun in 2014, and I still play it occasionally.

03. Gauntlet (Arcade)

The first arcade games were one-player only. Then there were two-player games that required the players to take turns. Then came two-player head-to-head games. Gauntlet may have been the first four player game I ever played in an arcade, and unlike most games at that time, the goal of Gauntlet was for players to work together. Sure, occasionally Warrior would shoot Elf in the back while Wizard stole the food, but ultimately gamers learned they could get deeper into the dungeon (and more bang for their buck) by working together.

I have many wonderful memories of playing Gauntlet with my friends. Because of this, Gauntlet II was one of the first arcade games I purchased when I began collecting arcade games.

04. Dragon’s Lair (Arcade)

I will never forget the first time I saw Dragon’s Lair in an arcade. If you were there in the 80s, I doubt you have forgotten it either. Seemingly overnight we went from blips and bloops to actually controlling a cartoon. It was awesome! It was incredible! It was… not that much fun. And it was hard to play. Several laserdisc games (including Dragon’s Lair II and Space Ace) came and went over the next few years. Ultimately they did not change the gaming industry in the way they had hoped to, but it was still pretty awesome. The takeaway from Dragon’s Lair ultimately was that graphics aren’t everything; gameplay is king.

05. Doom II (PC)

While I had experimented with playing games online with other human beings, Doom II was the first game I ever played against other people on a local area network (LAN). I actually learned how to network computers together just so we could play Doom II. The graphics in the video below make me cringe a bit, but back them the gloomy dungeons and atmospheric sound effects set the tone for an amazing game. It took what worked from Doom (and Wolfenstein 3D before that), added multiplayer, and delivered an unforgettable gaming experience. Doom II was so good that the gaming industry has been applying new coats of paint to the concept and re-releasing it for 20 years now.

06. Donkey Kong (Arcade)

Donkey Kong is a light-hearted game starring a pre-Mario Mario in which he climbs ladders, jumps barrels, and saves his girlfriend level after level. It’s simple… or is it? Once you start to learn how to “control” the barrels, how to control where fireballs appear from and how to run up your score thanks to several glitches, it becomes and entirely different game. Adding to the pressure is the game’s infamous “kill screen,” a point where Mario dies for no apparent reason and the game ends. Suddenly the goal switches from “how high can you go?” to how many points can you score before the game crashes. For someone who doesn’t play a lot of Donkey Kong, a respectable score is in the 20-30k range. My high score is just over 100k. The current world’s record is 1.2 million. If you have a couple of hours, you can watch a recording of it below. Donkey Kong is an example of a seemingly simple game that is still revealing secrets 30 years after its release.

07. Paradroid (C64)

This game captured my interest back in the mid-80s and I still enjoy it today. In Paradroid you control a floating helmet and your job is to take over other robots by challenging them to a game of electronic switches which… eh, it makes more sense when you play it, I guess. This game has been ported to a few other machines including the Amiga and Windows, but the C64 original is still my favorite. There’s no other game like it.

08. 720 (Arcade)

In the futuristic Skate City, one must learn to “Skate or Die” and do it quickly. There are so many great things about this game: the boom box mounted to the top of the cabinet, the one-of-a-kind joystick, the awesome music, killer bees, exciting levels and challenging competitions. If you were into skateboarding in the 80s, this was the game to play.

I fell in love with this game in the 80s. When I began collecting arcade machines in the 90s, I put this on the top of my “must have” list. It took me fifteen years to track one down, but I finally found one. It’s still out in my garage today, calling me.

09. Super Mario Bros. 3 (NES)

If I had a dime for ever minute — heck, every hour I spent playing Super Mario Bros. 3, I would be a rich man. Jeff, Andy and I played this game for so many hours that we could navigate some of the levels with our eyes closed. One of the greatest platform games of all time.

10. Tony Hawk’s Pro Skater 2 (PlayStation)

THPS2 did what no other game had done for me; it accurately portrayed skateboarding. I lost myself in this game for months, chaining together huge combos and pushing the points on every level to the max. There have been several sequels, but none of them captured my attention the way this one did. For years I owned two PlayStations and one had this game in it at all times.

In addition to gameplay, THPS2 had an incredible soundtrack, a new concept in games back then. It’s so good that I still have it on my phone today.

11. Impossible Mission (C64)

“Another visitor. Stay a while… staaaay forever!” This was one of the first (if not the first) game I ever saw for the Commodore 64, and what an introduction to the machine it was. Puzzles aside, the speech samples and smooth animation was enough to capture a kid’s imagination, and it did. For years I didn’t know what the goal of this game was and it really didn’t matter. We had fun running around, avoiding the robots and the “killer black ball” and couldn’t have cared less about “winning.” When it came to graphics and sound, this game set the Commodore 64 apart from the competition very early on.

12. Rogue (DOS)

Ever heard of a “rogue-like” game? This is where the term came from. Originally designed for mainframes, Rogue made its way to home computers in its original, ASCII format. The combat was rudimentary (you just ran into creatures to attack them) but the game offered a ton of things to discover, from magic scrolls and rings to cursed items. The game’s maps are randomly generated every game and items are randomly placed, so every game is different. You’ll need patience and skill to make it all the way through the dungeon, but you’ll also need a bit of luck; since all items are randomly placed, that includes food. Occasionally, through no fault of your own, you will die of starvation.

Rogue taught me three things: sometimes success depends on luck, a good game doesn’t need good graphics, and sometimes life isn’t fair.

I’m very close to completely converting all of my old physical C64 disks into D64 disk images, a project I started roughly 10 years ago — not that it takes 10 years to convert ~600 floppies into D64 disk images (it only takes a minute or two to do a disk), but there have been a lot of stops and starts. Along the way I’ve used three of four different methods (x1541 cables, the FC5025, the Ultimate 1541, and my current method of choice, the ZoomFloppy) and experimented with several different tools and methods to ensure that I’m getting the most data possible from these old floppies.

Now, most of the floppies I’m capturing look like this:

In my digital collection, that’s “Disk 009,” and I’ll end up with two files (009A and 009B, one for each side). But occasionally, I run across old disks of mine that look like this:

Not all glue was created equal, and many of the labels I used for numbering disks have dried up and fallen off, never to be seen again. This bothers me to no end because now I don’t know what to call this disk image. Right know it’s called “Unknown-034.”

While rummaging through these old virtual warez I ran across a disk labelled “DCMR.” DCMR stands for “Disk Catalog Manager/Reporter.” I vaguely remember using it in the mid-80s. After converting the disk over to a D64 file I loaded it up in an emulator and found that not only did I apparently use it extensively, but that it contains a nearly complete list of every program from every disk. Hey, this could be useful!

The first thing I did was make backups of my old lists and put them on the same disk as DCMR using DirMaster by Style. (If you do anything with D64 disk images, you should download DirMaster immediately. It’s an invaluable tool that I rely on for cleaning up disk images and moving files from one image to another.)

With all the files on one disk, I loaded up DCMR…

…and was able to search for the first game on that mysterious disk. Apparently, this was originally disk 381!

Wahoo! One mystery solved, and I plan on using this newly discovered data to figure out what the rest of those disks with missing labels originally were. Man, this is awesome!

Get ready for another picture-intensive post that documents my family’s visit to the Computer History Museum in Mountain View, California! The Computer History Museum is divided into 20 numbered rooms, which advance their way through the history of computers chronologically, and starts with a pretty old computer — the Abacus.

From a historical perspective this makes perfect sense, but it doesn’t do a good job in convincing a couple of kids that this museum is not going to be boooooring.

At least the first 10 rooms of the museum cover computers that were made before I was born. There were large sections of ENIAC…

…along with a large UNIVAC…

…and several other old computers. One room covered the development of transistors and another showed old analog machines designed to track trajectories. Again, all these things were historically interesting but did little to keep the kids’ attention.

One of the things that I found really interesting was this Enigma codebreaking computer from World War II. There was a short video playing next to the machine and the kids did think that was cool.

Another historical computer on display at the museum was this Cray 1. When I was a kid all I knew about Cray computers was that they were used in creating the graphics in The Last Starfighter. It’s cut off in the picture, but this Cray contained 32k of RAM and cost between $6 and $10 million dollars.

If you are a lady and think this museum sounds boring, then check out this computer from 1969!

This computer was designed to appeal to women and was designed to store recipes and live in your kitchen! For $10,000, owners would get the computer, an apron, a cook book, and a two-week course on how to program the thing. All the recipes were stored and presented in binary, which might explain why these kitchen computers from Neiman-Marcus did not sell well.

Also on display was this IMSAI 8080 computer. I don’t think anyone knows what this machine actually does. People only know it as “that computer from Wargames!”

The first room that really captured the kids’ attention was the one that focused on robots. There were several robots on display, from small toys to industrial machinery.

Then, as my dad would say, “this is where I came in.”

Starting with this Apple 1 (signed by Woz), the museum got into what I think of as the birth of home computers. While I know hobbiests dinked around with Altairs and other home machines, it wasn’t until they had monitors, keyboards, and simple storage that home computers came in to their own.

TRS-80 Model I

Retro Row

More Retro Machines

This was the first point in the museum where I could say, “I had one of those!” (Or in some cases, “I still have one of those!”)

One room contained a large display of peripherals, from early mice and keyboards to all kinds of controllers. Here are a few I recognized! Of course I owned (and own) Atari Joysticks and that Wico stick on the right, but that Archer joystick in the middle is the one we had for our Apple computer growing up as well.

The next part of the museum focused on computers in arcade machines. Two very famous arcade machines were on display at the museum.

Computer Space is, of course, the first coin-operated machine.

This was the first Pong machine (a prototype) that was put on location at Andy Capp’s. If you have ever heard the story about how the first arcade machine broke down because it was so jammed full of quarters that it would no longer operate, this is that very machine.

This room got more into computer software. As you can see by these games on display, this area focused on text adventures. A kiosk running Zork was on display and Mason spent a few minutes working his way through the first couple of screens.

There were three playable machines in the “computer game” area running a text adventure, Pac-Man, and Pong. All three were noticeably running emulators.

As quickly as the tour began, it ended. The last room focused on the “dot com” revolution. The coverage felt a little uneven with a lot of focus on early machines and not much on modern history. The kids would have liked more interactive exhibits (kids love pressing buttons and watching videos). Overall the museum was very enjoyable and we did learn some things. Seeing the old historical machines was exciting.

There was one last exhibit on display at the museum but I’ll be saving that for a separate post of its own.

Whenever I start a new project it’s not uncommon for me to dump all of my spare time into it and neglect my other projects, at least temporarily. Whenever my blog and podcast output wanes, you can bet I’ve been sidetracked.

My latest project is a Facebook page called Vintage Videogame Ads. Even if you don’t have a Facebook account (who reading this does not have a Facebook account?) you can access the page here:

Back in the 8-bit days of computing, advertisements in computer and videogame magazines were a great way to discover new games. Each time my mom would take me to the supermarket with her I would hand out at the magazine rack, skimming through computer magazines to find the game reviews and the latest ads.

This project started several years ago with the purchase of a Plustek OpticBook scanner. The OpticBook scanner is specially designed for scanning in books. I have a couple dozen computer and videogame magazines from the 1980s, and this scanner allowed me to scan them all into the computer. I love reading the old articles and game reviews, but I found I loved looking at the old ads even more — so much so that I pulled all the ads out and placed them in their own folder.

After going through all the magazines I owned I ended up with around 400 ads. Roughly 200 of those were ads for games or game companies and the other 200 were ads for hardware or services. I’ve been wanting to share them for a while but hadn’t quite figured out the right venue. It hit me the other night that a Facebook album would be perfect, so that’s what I did.

If I made any mistake at all it’s that I uploaded all of them at once, dumping 300 new photos into the group at once. By doing that, I ran myself out of new material almost immediately. After searching the garage I found another half-dozen magazines. Now that the well is dry, I’ve begun phase two of the project. I have hundreds of old computer and videogame magazines in PDF format. I spent the past three evenings converting every issue of RUN Magazine from PDF to JPG and pulling all the ads out of that stack. I have runs of lots of other magazines too, so I should have source material to pull from for years to come. Because they’re coming from different sources the ads are of varying quality. If I find better scans I’ll replace them as time goes on; if I run across the actual magazines, I’ll scan in better copies myself. I’ve also throttled the number of pictures I’m uploading to 2 or 3 at a time. It’s a much more enjoyable way to appreciate the ads.

Along with the game ads, I’m also really enjoying the hardware ads. As you move through time you can watch prices drop. I have ads with Commodore 64s ranging in price from $299 to $99. There’s a series of ads selling Sanyo monitors that drops $10 in price every month. It’s one thing to tell someone you remember when hard drives cost thousands of dollars, but it’s another thing to see the advertisements for yourself. Technically these aren’t “videogame” ads but so far I haven’t received any complaints about posting them.

The only bad thing about projects like these is that there’s no end, ever. My biggest hurdle at the moment is making sure that all of my scans are named properly to ensure that I don’t end up with tons of duplicates. That will come with time I suppose. What I have the most problem with are ads from game companies that feature multiple games. For example, I have “Heroes of the Lance (AD&D, SSI).jpg” along with “SSI (3 AD&D Games).jpg”. I’m trying to include enough information in the file names to be able to search and find similar ads (all SSI ads, for example) and that may take a little work — but that’s work on my end, not yours. All you need to do to enjoy the ads is to head over to the Facebook page where you can browse through the photos or “like” the page to receive updates whenever I post new ones. Feel free to post any you have as well!


The Bedford Level Experiment, a band describing themselves as performing “indie geek folk-rock songs about sci-fi and the soul, Commodore 64 and the mind, and flat earth” on their Facebook Page, has released a new song about the Commodore 64.

The song, “History (Commodore 64),” is an autobiographical song written by Robin Harbron. If that name rings a bell it’s because Robin worked on the Commodore 64 30-in-1 plug and play joystick, and his company p1xl games has released several “retro-style” games for iOS including RPG Quest: Minimae, PiXl Party, and 4NR.

“History (Commodore 64)” features Robin on guitars/bass/vocals with his daughter Rianna on drums and the Commodore 64 itself, adding some sweet SID sounds to the mix. The video for the song was recently shown at World of Commodore 2013. Even if you don’t care for this style of music, retrocomputing fans will dig the video which contains lots of retro hardware. See if you can spot it all!

I currently own two cases for my Raspberry Pi. One is the gigantic red plastic case that came with it. The other is one I made out of a plastic Pop-Tart I bought at Big Lots. You can see both of those cases here.

Enter my friend Aardvark. Aardvark is a very talented guy who plays guitar and once made a remote controlled phone. Aardvark also does CNC milling, and when he saw my terrible attempt at making my own Raspberry Pi case, he decided to take a stab at making one for me. The day after we had this conversation, Aardvark sent me the following picture:

Now truth be told, I would have been the happiest nerd to simply receive an aluminum box with the Commodore logo on it and use that as a case, but Aardvark had bigger plans. “I need a few pictures of a Commodore 1541 disk drive,” he said, and so that night I took a few and mailed them to me. The next day, I received the following:

With those rough designs, Aardvark went to work and did his thing. The next picture I received was of a rough Raspberry Pi case without any access holes cut out.

To cut the holes, Aardvark said he needed an actual Pi — and so I mailed him one. Paid for it with Paypal and had it shipped directly to him. With the Pi in hand, ‘Vark was able to make the necessary cuts for all of the Pi’s ports. I don’t presume to know how any of this is done. I’m pretty sure black magic is involved.

Thursday when I arrived home from work there was a package waiting for me from Aardvark. Could it be? It was! The case is held together with four tiny flat-head screws. I opened the case and dropped a Raspberry Pi into it. Perfect fit!

I was surprised at how small the case was, but the Pi fits perfectly inside. Here’s the 1541-Pi case assembled, sitting on top of a real Commodore 1541 disk drive.

Food for though: Commodore 1541 floppy disks hold roughly 180k of information. The SD card hanging out of the front of the Raspberry Pi in this picture is an 8gb card which can hold approximately 48,000 Commodore 64 disks.

This weekend I hope to slap a coat of traditional “breadbox brown” paint on the 1541 Pi case, finishing it off. There’s just enough room on the front to add a couple of small red and green lights as well. Old habits die hard. :)

Thank you, thank you, thank you to Aardvark for this awesome case. I feel compelled to tell you that Aardvark would not accept any money for the case. He only made two of them, and I own half of them. Personally I think ‘Vark should start a Kickstarter to get his own CNC mill for the house. If he does, I will keep him in business for many years to come!

Joe Barlow over at posted a review of Commodork on his website recently (yesterday).

I wrote and published Commodork back in 2006, so it’s always interesting to see new reviews of the book pop up. Joe’s review echoes what a lot of reviews of Commodork have stated, which is essentially that their personal stories of growing up with calling BBSes mirror my own. I have had people in Germany e-mail me just to tell me that they could totally relate to some of the stories in Commodork. I love hearing things like that.

Joe added Amazon links to Commodork at the end of his review, but you can also order signed copies of the paperback ($14.95 + shipping) and DRM-free PDF copies ($2.99) from my own website at the following link:

Joe’s Review: