2023
Month: April 2023
Commodore PET + Petris
Play Tetris on Commore PET machine!
In the vast and varied software library of Commodore home computers, puzzle games played an important role. While titles like Boulder Dash and Bombuzal gained fame, some lesser-known gems also carved out a space among enthusiasts. One such title is Petris, an unofficial Tetris-style puzzle game that found a home on Commodore systems like the Commodore 64.
Originally created in 1984 by Alexey Pajitnov in the Soviet Union, Tetris became a global sensation, appearing on systems from the Game Boy to IBM PCs. Its simple yet addictive mechanic of rotating falling blocks to complete lines captured millions of players worldwide. As Tetris spread, many clones and unofficial versions appeared across platforms, including Commodore computers.
Petris is one of several unofficial Tetris clones developed for Commodore 64 and Commodore PET systems. The name “Petris” itself is believed to be a portmanteau of “PET” and “Tetris,” reflecting the game’s origins as a puzzle game programmed for the Commodore PET and later adapted to the C64.
Petris exemplifies how popular game concepts like Tetris were adapted and reimagined across platforms—even unofficially. On the Commodore 64 and PET, Petris brought addictive puzzle gameplay to users through public domain programming and grassroots distribution. In the world of retro computing, Petris remains a simple yet charming reminder of the ingenuity of early home computing communities.
Commodore 64 + Commando
Commando: The Arcade Shooter
The Commodore 64 (C64), launched in 1982, remains one of the most beloved and best-selling home computers ever produced. Known for its impressive graphics, rich sound, and vast software library, the C64 was a dominant force in the 1980s home computing and gaming markets. Among the many games ported to the C64 was Commando, an intense, vertically scrolling run-and-gun shooter originally developed by Capcom as an arcade hit in 1985. This article explores the Commodore 64’s hardware capabilities, the adaptation of Commando, and the impact both had on gaming culture. Originally released by Capcom in 1985, Commando was a top-down, vertically scrolling arcade shooter where the player controlled a soldier fighting through enemy territory.
Key Features:
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Fast-paced action with continuous upward scrolling.
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Shooting and grenade-throwing mechanics.
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Enemy soldiers, tanks, and gun emplacements.
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Increasing difficulty across stages.
The game was praised for its intense gameplay, tight controls, and memorable music.
Commando on the Commodore 64
Given the C64’s popularity, Commando was soon ported to it by software houses such as Elite Systems.
Technical Adaptation:
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Graphics:
The C64 version used hardware sprites to render the player, enemies, and bullets smoothly. While the arcade’s detail was toned down, the game retained recognizable characters and environments. -
Scrolling:
Vertical scrolling was challenging on 8-bit hardware but achieved smoothly through clever programming and the VIC-II’s capabilities. -
Sound:
The SID chip delivered an energetic soundtrack and sound effects inspired by the arcade version, though simplified. -
Controls:
Supported joystick or keyboard play, providing responsive shooting and movement.
Gameplay Experience
Players navigated their commando through enemy-infested terrain, shooting soldiers, avoiding fire, and throwing grenades to clear groups of enemies. The game’s difficulty ramped steadily, demanding quick reflexes and strategic use of grenades.
The combination of fast action and the C64’s responsive controls made Commando a standout title in the shooter genre on the platform.
It was a commercial success in Europe, where the C64 had a particularly strong market.
Apple II + Moon patrol
The Apple II, one of the most iconic early personal computers, helped define the microcomputing era of the late 1970s and early 1980s. Known for its open architecture, color graphics, and expandability, the Apple II became a staple in homes, schools, and businesses, particularly in North America. Among its extensive library of software and games, the arcade classic Moon Patrol stood out as an early example of fast-paced action gaming on this pioneering machine. Released in 1977, the Apple II was designed by Steve Wozniak and marketed by Apple Computer Inc.. It built upon the success of the Apple I, introducing color graphics and built-in BASIC, making it one of the first truly consumer-friendly personal computers.
Gaming on the Apple II
While Apple promoted the II series as a general-purpose computer, its color graphics and programmability made it a solid gaming platform. Thousands of games were released, including:
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Lode Runner
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Choplifter
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Karateka
- And arcade conversions like Moon Patrol
Apple II’s simple architecture and active community encouraged independent developers, fueling a thriving software market.
Moon Patrol: Bringing the Arcade Home
Moon Patrol, developed by Irem and released by Williams Electronics in arcades in 1982, was a side-scrolling shooter with smooth parallax scrolling, a rarity for the time. Players controlled a lunar buggy, jumping over craters and rocks, while shooting at UFOs and avoiding bombs. In 1983, Moon Patrol was ported to various home computers, including the Apple II.
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Published by Atarisoft, the game was distributed on 5.25-inch floppy disks.
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Controlled via keyboard or joystick.
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Maintained the side-scrolling gameplay of the arcade original.
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Graphics were simplified due to hardware constraints but retained color sprites and parallax scrolling simulation.
Technical Challenges and Solutions
Bringing Moon Patrol to the Apple II involved significant technical adaptations:
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Scrolling:
The 1 MHz 6502 processor made smooth side-scrolling difficult. The developers used hardware tricks and optimized graphics drawing routines to simulate smooth motion. -
Graphics:
Apple II’s high-resolution mode offered limited colors (6 simultaneous), so developers had to carefully design sprites to be visible and distinct. -
Sound:
Limited to simple tones via the internal speaker. Sound effects were minimal compared to the arcade machine.
Despite these constraints, Moon Patrol on the Apple II offered fast-paced, recognizable gameplay that captured much of the arcade’s spirit.
Public Reception
Moon Patrol was well received by Apple II users:
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Praised for bringing the arcade experience home.
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Recognized as a technically ambitious title on limited hardware.
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Popular in both North American homes and schools where the Apple II was common.
Atarisoft’s brand recognition also helped the game find a broad audience.
Moon Patrol’s Gameplay on Apple II
Players guided their lunar buggy across rough terrain:
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Jumping obstacles: Craters, rocks, and land mines.
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Shooting enemies: UFOs and ground hazards.
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Avoiding bombs: Dropped from above.
Each section of the game was labeled alphabetically, encouraging players to progress “from A to Z.” While the Apple II version lacked some arcade graphical polish, its addictive gameplay remained intact, making it a favorite among action game fans.
Competition
Moon Patrol on Apple II faced competition from:
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Atari 8-bit computers, which offered smoother scrolling and better sound.
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Commodore 64, with hardware sprites and advanced SID sound.
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IBM PCs, though early models were less gaming-focused.
Nevertheless, in educational and home markets where Apple II dominated, Moon Patrol remained a common and beloved title.
Amstrad CPC + Pinball Dreams
An 8-bit Surprise: Pinball Dreams on Amstrad CPC
In the world of home computers, the Amstrad CPC (Colour Personal Computer) series stood out in the 1980s as a powerful yet affordable 8-bit platform, especially popular in Europe. Known for its integrated design and colorful graphics, the CPC was primarily seen as a gaming and hobbyist machine. However, in the early 1990s, the CPC received a surprising late-era gem: a conversion of the legendary Pinball Dreams, originally developed for 16-bit systems. Pinball Dreams, developed by Digital Illusions (DICE) in Sweden and released by 21st Century Entertainment in 1992, originally targeted the Commodore Amiga and MS-DOS PCs. Known for its realistic physics, smooth scrolling, and digitized sound effects, it quickly became one of the best digital pinball games of its time. Pinball Dreams pushed 16-bit hardware with its fast-paced graphics, detailed tables, and authentic flipper mechanics.
In the early 1990s, 8-bit computers were in decline. Yet, against the odds, Pinball Dreams was ported to the Amstrad CPC. According to indieretronews.com, in 2016 the Batman Group who specialize in creating amazing demos for the classic computers, released a preview of an Amstrad version of the Digital Illusions masterpiece. In early 2019, there is a full completed game which dazzled CPC fans and 8 bit gamers. This late conversion is now regarded as a technical marvel in the CPC community.
Technical Achievements of the CPC Version
Adapting a 16-bit pinball game to an 8-bit computer required numerous compromises and innovations:
- Vertical Scrolling: Pinball tables required smooth vertical scrolling—something difficult on the CPC. The port managed to deliver surprisingly fluid scrolling by employing optimized Z80 assembly code and clever use of Mode 1 graphics (4 colors at 320×200 resolution).
- Color Palette:
The limited 4-color graphics mode was used effectively, with high-contrast table designs to ensure clarity. - Sound:
The AY sound chip reproduced simple but effective pinball effects and music. - Physics Engine:
While simplified compared to the Amiga version, the flipper and ball mechanics remained highly playable. - Disk Loading:
The game utilized floppy disk storage, which allowed loading entire tables into memory, unlike tape-based games.
Despite hardware limitations, the CPC version of Pinball Dreams captured much of the feel of the original game, surprising both reviewers and players. The release of Pinball Dreams on Amstrad CPC serves as a testament to the dedication of small developers who sought to push 8-bit hardware far beyond its perceived limits. Rather than being a simple cash-in or downgraded port, the CPC version of Pinball Dreams stands as one of the most polished arcade-style experiences on the platform.
Toshiba + Road Fighter
Japan’s Modular Home Computing Legacy
In the vibrant home computer scene of the 1980s, Japan sought to unify the fragmented market with a standardized platform. This led to the creation of the MSX standard, a collaborative specification adopted by many manufacturers, including Toshiba, Sony, Panasonic, and Yamaha. Among these, Toshiba’s MSX computers played a notable role, especially in Japan and parts of Europe. One of the hallmark games to grace these machines was Road Fighter, a fast-paced racing title from Konami that showcased the MSX’s gaming capabilities. Together, Toshiba’s hardware and Konami’s software highlight the MSX ecosystem’s balance of modularity and entertainment.
MSX: Japan’s Unified Home Computing Vision
Launched in 1983, the MSX standard was designed by Microsoft Japan and ASCII Corporation. The goal was simple: unify home computing hardware under a common set of specifications, ensuring software compatibility across machines from various manufacturers. MSX (short for “Machines with Software eXchangeability”) featured:
- Zilog Z80A CPU at 3.58 MHz.
- 16KB to 64KB RAM, depending on model.
- Standardized Video Display Processor (VDP)—the Texas Instruments TMS9918 or derivatives.
- Sound via General Instrument AY-3-8910 chip.
- Cartridge slots for games and software.
- Optional tape or floppy drive storage.
Unlike computers in U.S and Europe with proprietary architectures (like the Commodore 64 or ZX Spectrum), MSX ensured that any game or program would work across any MSX-compatible machine, regardless of brand. Toshiba, already a major electronics firm in Japan, was one of the early adopters of the MSX standard. While companies like Sony and Panasonic gained more global fame in the MSX world, Toshiba contributed several reliable, affordable machines. Toshiba’s machines were particularly popular in Japan, but also sold in select European markets like Spain and Italy. While the MSX was used for productivity tasks like word processing and programming in MSX BASIC, its real strength lay in gaming. Dozens of Japanese developers, including Konami, Capcom, and Hudson Soft, released high-quality games for the platform. One of the standout arcade-style games on Toshiba MSX computers was Road Fighter, developed by Konami.
Press Coverage and Public Reception
In Japan, Toshiba’s MSX computers were viewed as reliable, mid-range options for families, students, and hobbyists. While not as aggressively marketed as Sony’s or Panasonic’s MSX machines, Toshiba models gained respect for their sturdy build quality and compatibility with the broad MSX software library. However, in the competitive Western markets, MSX adoption was limited due to the dominance of Sinclair, Commodore, and Amstrad. Toshiba’s MSX computers, while not as dominant as some of their rivals, contributed to one of the most innovative standardization attempts in home computing history. Combined with iconic games like Road Fighter, Toshiba’s MSX machines offered both educational and entertainment value to a generation of users, particularly in Japan. Though the MSX dream of a unified global home computer standard eventually faded, its influence endures, and Toshiba’s contributions to the MSX ecosystem remain part of its rich legacy.