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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:
  • Fast-paced action with continuous upward scrolling.

  • Shooting and grenade-throwing mechanics.

  • Enemy soldiers, tanks, and gun emplacements.

  • 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:
  • 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

Classic Collision:
The Apple II and the Moon Patrol Adventure

In the late 1970s, Apple Computer introduced a machine that would become one of the most influential home computers in history: the Apple II. Launched in 1977, the Apple II combined accessibility, expandability, and a rich software ecosystem, establishing itself as a versatile platform for both education and entertainment. Powered by the MOS 6502 processor at 1 MHz and initially equipped with 4 KB of RAM (expandable to 48 KB), the Apple II was capable of running a wide range of programs, from word processors to spreadsheets to games. Its color graphics and sound capabilities, though primitive by modern standards, offered a window into interactive computing for a generation of users. Among the games that defined the Apple II experience was Moon Patrol, a classic arcade title originally released in 1982 and later adapted to home computers, including the Apple II. Moon Patrol captured players’ attention with its side-scrolling gameplay, in which a lunar rover navigated a rugged, cratered surface, dodging obstacles and blasting enemies. On the Apple II, the game’s top-down perspective and smooth scrolling, combined with color-coded hazards and sound effects, demonstrated the machine’s ability to deliver arcade-like experiences in a home environment. Players had to react quickly to changing terrain and enemy fire, balancing speed, timing, and accuracy to progress through increasingly difficult levels.

The Apple II’s hardware made Moon Patrol both engaging and challenging. Its graphics capabilities allowed developers to render craters, rocks, and enemy vehicles with enough detail to distinguish hazards and reward precise control. The joystick, a common peripheral for the Apple II, provided responsive input that was essential for navigating the lunar terrain. Meanwhile, the system’s limited sound output added beeps and explosions that, while simple, enhanced the gameplay experience and created a sense of urgency and excitement. For many users, Moon Patrol on the Apple II became a favorite pastime, demonstrating that home computers could offer both entertainment and skill development. The appeal of Moon Patrol on the Apple II extended beyond gaming. In educational settings, the Apple II was already valued for teaching programming, logic, and problem-solving skills. Games like Moon Patrol complemented this by fostering hand-eye coordination, reaction time, and strategic thinking. Finnish computer clubs and hobbyist communities embraced these games as both entertainment and informal training in digital literacy. Players learned to anticipate patterns, plan movements, and adapt to challenges — skills that mirrored the logical thinking required in programming and other computer-based activities.

Critics of the Apple II often praised its versatility and longevity, though some noted that it could not match the graphical or audio fidelity of dedicated arcade machines. Nevertheless, the combination of expandable hardware, a large software library, and engaging titles like Moon Patrol made the Apple II a compelling platform for both casual users and enthusiasts. The game’s success on the Apple II also highlighted the broader trend of the early 1980s: the home computer as a bridge between hobbyist experimentation, education, and entertainment. In retrospect, the Apple II and Moon Patrol together exemplify the potential of early home computing. The machine provided a stable, flexible platform, while the game showcased how thoughtful design could maximize limited hardware. For many, the experience of guiding a lunar rover across craters, dodging hazards, and blasting enemies remains a vivid memory of computing in the 1980s. Moon Patrol was not merely a game; it was a demonstration of what home computers like the Apple II could achieve — combining fun, challenge, and learning in a single, compact experience.

Ultimately, the Apple II and Moon Patrol illustrate a moment when home computing transitioned from novelty to essential tool. The Apple II’s hardware, software ecosystem, and expandability allowed players to experience arcade thrills, explore programming, and engage with digital technology in ways previously reserved for specialist users. Moon Patrol, as a game, exemplified how these early machines could entertain while encouraging skill and strategic thinking. Together, they represent the enduring legacy of one of the first truly successful personal computers and the arcade classics that brought it to life.

 

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. 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.

MSX Racing Legends: The Story of Road Fighter

Road Fighter is a top-down racing game in which the player controls a sports car navigating a series of increasingly difficult courses. The objective is simple: reach the finish line while avoiding collisions with other vehicles and obstacles, managing speed, and collecting bonus points along the way. On MSX systems, the game demonstrated impressive use of the Z80 CPU, limited memory, and the TMS9918 VDP graphics chip, rendering smooth scrolling tracks and colorful cars despite the platform’s 8-bit constraints. The challenge of the game lay in reflexes, timing, and strategic lane changes, making each course both exciting and skill-demanding.

The MSX hardware contributed to Road Fighter’s appeal. Its bitmap-based graphics allowed developers to create a clear sense of motion, while the system’s color palette provided distinct vehicle types, road markings, and obstacles. Joystick support made control intuitive and responsive, essential for dodging oncoming traffic and maintaining speed. The sound capabilities, though modest, added engine noises and collision effects that enhanced the immersive feel of racing. In homes across Europe, including Finland, Road Fighter became a beloved title, demonstrating that MSX computers were capable of delivering engaging arcade-like experiences even without dedicated gaming hardware.

Road Fighter also illustrated the versatility of the MSX standard. Beyond gaming, MSX computers supported programming in BASIC, educational software, and productivity applications, making them valuable tools for learning as well as entertainment. In Finland, hobbyist clubs and schools often highlighted games like Road Fighter as examples of how computing could be both fun and instructive. Players developed reflexes, spatial awareness, and decision-making skills, while also gaining familiarity with the hardware and software ecosystem of the MSX platform.

Critics at the time praised Road Fighter for its smooth gameplay, intuitive controls, and addictive challenge, while also noting that MSX limitations, such as screen resolution and sound, prevented it from fully replicating arcade graphics. Nevertheless, the game’s design made clever use of the hardware, prioritizing playability and engagement over technical complexity. This approach reflected a broader philosophy in MSX software: maximize the user experience within practical constraints, making games accessible to a wide audience without sacrificing fun.

In retrospect, Road Fighter on MSX exemplifies the strengths of early home computing. It combined simplicity with skill-based challenge, providing a satisfying gameplay loop that kept players returning to improve their performance. The game’s design also highlighted the MSX’s potential as a platform capable of supporting both entertainment and education. For a generation of users, Road Fighter was more than a racing game: it was an introduction to timing, strategy, and digital interaction, all framed within the accessible and uniform environment that the MSX standard offered.

Ultimately, Road Fighter and the MSX platform together represent a moment in computing history when accessible hardware, clever programming, and engaging gameplay converged. The game captured the thrill of speed, the tension of avoiding obstacles, and the satisfaction of mastering increasingly difficult tracks, demonstrating that even 8-bit home computers could deliver meaningful and memorable entertainment. For players in the 1980s, Road Fighter was not just a game — it was a glimpse into the possibilities of the emerging digital world.

 

Commodore 128 + GEOS

Commodore’s 8-bit Legacy:
From C64 to C128

In the golden age of 8-bit home computing, Commodore Business Machines (CBM) stood at the forefront, especially after the runaway success of the Commodore 64. By the mid-1980s, Commodore sought to extend the lifespan of its 8-bit line with a new, more powerful system that retained compatibility with the massive C64 software library while introducing new features for productivity users. That system was the Commodore 128 (C128), released in 1985.

While the C128 itself was not a revolutionary machine, its blend of backward compatibility, new hardware capabilities, and later support for the GEOS graphical operating system made it a unique transitional system between classic 8-bit home computers and emerging GUI-driven productivity systems. Commodore had cemented its dominance in the home computer space with the Commodore 64, introduced in 1982. The C64’s combination of advanced sound (SID chip), colorful graphics, and low price led to sales exceeding 17 million units worldwide, making it the best-selling home computer of all time.

By 1985, however, the industry was shifting. Users demanded more sophisticated software, better productivity capabilities, and a smoother upgrade path. To address this, Commodore introduced the C128, not as a replacement for the C64, but as an advanced model for more serious users. The C128 was a substantial upgrade over the C64 in terms of hardware:

  • Dual CPUs:
    • MOS 8502 (an enhanced 6502 variant), running at up to 2 MHz.
    • Zilog Z80 processor for CP/M mode compatibility.
  • Three Operating Modes:
    • C128 Mode: Access to full 128 KB RAM, advanced BASIC 7.0, and improved screen handling.
    • C64 Mode: Full compatibility with the C64 software library.
    • CP/M Mode: Running CP/M business software using the Z80 processor.
  • Graphics:
    • VIC-IIe graphics chip, similar to C64, but with enhancements.
    • Support for 80-column monochrome display via the VDC graphics chip, ideal for business applications.
  • Memory:
    • 128 KB RAM (twice the amount in the C64), expandable externally.
  • Disk Drives:
    • Compatible with 1541 drives and the newer 1571 drive, which offered double-sided disk support and faster access in C128 mode.

This powerful architecture allowed the C128 to be marketed both as a home computer and a low-cost productivity machine.

GEOS: Bringing a Graphical Desktop to the 8-bit World

One of the most innovative aspects of the Commodore 64/128’s software ecosystem was its support for GEOS (Graphical Environment Operating System), developed by Berkeley Softworks in 1986. GEOS transformed the Commodore 64 and 128 into graphical user interface (GUI) computers, resembling early Macintosh or Windows systems, but running entirely on 8-bit hardware.

Key features of GEOS:

  • Icon-based graphical desktop.
  • Mouse or joystick-driven pointer navigation.
  • Pull-down menus and dialog boxes.
  • Desktop metaphor with drag-and-drop file management.
  • Support for printing with Commodore printers.

GEOS included productivity software like:

  • geoWrite (word processor).
  • geoPaint (graphics editor).
  • geoCalc (spreadsheet).
  • geoPublish (desktop publishing).

GEOS ran efficiently, fitting within 64 or 128 KB of RAM, and loaded from floppy disks. On the C128, GEOS ran faster and could take advantage of the 80-column display for word processing, making it a practical business tool for budget-conscious users.

Sales Figures and Market Performance

The Commodore 128 sold approximately 4 to 5 million units worldwide, making it one of the better-selling 8-bit computers of the late 1980s. However, it never approached the mass-market success of the C64.

GEOS, surprisingly, became one of the most popular third-party operating systems ever developed, selling over 1 million copies across both C64 and C128 platforms.

The C128 found a solid user base among:

  • Home users wanting to transition from gaming to productivity.
  • Schools and educational institutions.
  • Small businesses, particularly in Europe.

However, with the rise of 16-bit systems and IBM PC compatibles, the C128’s commercial life was relatively short. Production ceased in 1989, though GEOS software continued to be used into the early 1990s.

Press Coverage and Public Perception

When the Commodore 128 launched, the press reacted positively to its:

  • Backward compatibility with C64 software.
  • 80-column display, making it competitive for word processing.
  • Enhanced BASIC 7.0, providing structured commands for graphics, sound, and disk operations.

However, criticism centered around:

  • Few C128-specific software titles. Most commercial software developers continued targeting the vast C64 user base, limiting exploitation of C128-only features.
  • Complexity. The three-mode system (C128/C64/CP/M) sometimes confused users and developers alike.

GEOS, in contrast, was praised as a revolutionary solution for Commodore 8-bit computers, giving users access to a modern GUI and productivity tools that rivaled more expensive machines like the Apple Macintosh.

Competition

By the mid-1980s, the C128 faced formidable rivals:

  • Apple II series – Still popular in US schools and small businesses.
  • IBM PC compatibles – Entering the home market, especially in North America.
  • Atari ST and Commodore Amiga – 16-bit systems providing vastly superior graphics and sound capabilities, though at higher prices.
  • ZX Spectrum 128 – In Europe, this was the C128’s closest 8-bit rival, though less powerful in overall specifications.

Unlike the Commodore Amiga, which heralded the 16-bit era, the C128 was largely seen as a transitional system for advanced 8-bit users.

Typical Uses of the C128 and GEOS

Gaming:
In C64 mode, the C128 offered full access to the Commodore 64’s enormous gaming library, which remained a primary use case for many home users.

Productivity and Education:
In C128 mode and with GEOS, the machine served as an inexpensive office computer:

  • Word processing using geoWrite or other software.
  • Spreadsheets and small-scale data management.
  • Graphics and desktop publishing with geoPaint and geoPublish.
  • Educational software, particularly in schools.
Why the C128 Eventually Failed
  • Software developers stuck with the Commodore 64, as its massive installed base remained more lucrative.
  • The emergence of 16-bit systems (Amiga, ST, and PCs) made 8-bit systems seem obsolete.
  • Commodore itself diverted resources toward marketing the Amiga 500, its new flagship platform.

As a result, the C128 never achieved the legendary status of its predecessor, despite its superior capabilities.

Legacy of the Commodore 128 and GEOS

Today, both the Commodore 128 and GEOS are remembered fondly by retrocomputing enthusiasts:

  • GEOS is seen as a technical marvel—a functional GUI environment running on 8-bit hardware.
  • The C128 remains a collector’s item, particularly the less common C128DCR version (with built-in disk drive and metal casing).
  • Modern emulators like VICE and FPGA recreations allow hobbyists to explore the C128 and GEOS software even today.

The Commodore 128 represents an ambitious, forward-thinking attempt to prolong the life of the 8-bit home computer. While it ultimately failed to capture the market’s imagination in the way the Commodore 64 did, its combination of multi-mode flexibility, advanced graphics, and productivity focus through GEOS secured its place as one of the most sophisticated 8-bit computers of its era.

For many users, the C128 with GEOS offered their first taste of graphical computing, serving as a stepping stone from gaming-centric home computers to serious productivity tools—right before the dawn of the 16-bit revolution.

Programming sample

Hobbyists appreciated the C128’s advanced BASIC 7.0, as well as the ability to program in assembly language or run CP/M business applications in Z80 mode. Below is a simple Lotto Number Generator written in Commodore 128 BASIC 7.0. This program will generate 7 unique random numbers between 1 and 39, much like a typical lottery draw.

10 REM *** C128 LOTTO NUMBER GENERATOR ***

20 PRINT CHR$(147)

30 PRINT “COMMODORE 128 LOTTO DRAW”

40 PRINT “7 NUMBERS BETWEEN 1 AND 39”

50 DIM N(7)

60 FOR I=1 TO 7

70 N(I)=INT(RND(1)*39)+1

80 FOR J=1 TO I-1

90 IF N(I)=N(J) THEN 70

100 NEXT J

110 NEXT I

120 PRINT

130 PRINT “YOUR LOTTO NUMBERS ARE:”

140 FOR I=1 TO 7

150 PRINT N(I);

160 NEXT I

170 PRINT

180 END

MEGA65

MEGA65:
The Chapter in the Commodore Legacy

The Commodore 64 remains one of the most iconic home computers in history, beloved for its versatility, affordability, and vibrant software library. Released in 1982, the C64 dominated the 8-bit computer era and continues to inspire retro computing enthusiasts around the world. Decades later, the legacy of the C64 lives on in the MEGA65, a modern reimagining of Commodore’s classic platform. Developed as an open-source, FPGA-based machine, the MEGA65 is designed to combine the nostalgic appeal of the 8-bit era with modern hardware capabilities, providing both a tribute and a forward-looking platform for hobbyists, programmers, and gamers alike. The MEGA65 is more than a simple clone of the C64; it is a sophisticated evolution. Using FPGA (Field-Programmable Gate Array) technology, it replicates the behavior of the original hardware while adding new features that were impossible in the 1980s. The system includes a 65C02 CPU compatible processor, expanded memory up to 8 MB of RAM, and support for high-resolution graphics and modern video output. Unlike the original C64, which was limited to 16 colors and fixed screen resolutions, the MEGA65 supports multiple video modes, including 256-color graphics and higher resolutions, giving developers and gamers the flexibility to create content far beyond what was previously feasible on 8-bit systems. One of the MEGA65’s most striking aspects is its backward compatibility with the C64. Users can run virtually all C64 software, from classic games to productivity applications, while also taking advantage of the MEGA65’s enhanced capabilities. This dual nature makes it an ideal platform for retro enthusiasts who want to preserve the old while exploring the new. Finnish computer hobbyists and retro clubs have already embraced the MEGA65, appreciating its ability to bridge decades of computing history and provide a platform for both nostalgia and innovation.

The MEGA65 also offers features that modern users expect, such as SD card support for storage, USB connectivity for peripherals, and HDMI output for contemporary displays. This combination of old-school functionality and modern convenience allows users to experience classic computing without the limitations of CRT monitors, floppy disks, or obscure connectors. For software developers, the MEGA65 opens the door to experimentation with new C65-native software, homebrew games, and educational programs, continuing the tradition of accessibility and creativity that defined the original Commodore computers. Gaming on the MEGA65 is a particularly compelling aspect of its appeal. While retro titles like Impossible Mission or Summer Games run seamlessly, new games can exploit the expanded graphics, memory, and processing power. The system supports both keyboard and joystick input, maintaining the feel of classic gameplay while allowing for more complex and visually rich designs. Enthusiasts have already started creating homebrew racing games, platformers, and puzzle titles that leverage the enhanced palette, improved sprites, and higher-resolution scrolling. The MEGA65 demonstrates that 8-bit computing principles can coexist with modern design sensibilities, making it both a historical curiosity and a viable platform for contemporary retro-inspired games.

Education and experimentation have always been central to Commodore’s legacy, and the MEGA65 continues this tradition. Built-in BASIC 10, an enhanced version of Commodore BASIC, allows learners to write programs that take advantage of the expanded memory and new graphics modes. For hobbyists in Finland and beyond, the system serves as a platform for learning not only programming logic but also hardware emulation, digital design, and the principles of retro computing. The open-source nature of the MEGA65 means that users can modify and improve the system, reflecting a philosophy of engagement and creativity that echoes the spirit of the 1980s home computer boom.

Critics and enthusiasts alike have praised the MEGA65 for its faithful emulation of C64 behavior combined with the innovative enhancements. While the original Commodore 64 is celebrated for its software library, reliability, and cultural impact, the MEGA65 adds flexibility, modern connectivity, and educational potential. It preserves the charm and accessibility of 8-bit computing while opening doors to new experiences, demonstrating that retro computing can be both historically meaningful and technologically forward-looking. In terms of cultural significance, the MEGA65 represents more than just a hobbyist machine; it is a symbol of the enduring appeal of Commodore’s design philosophy. By providing a platform where the past and future of 8-bit computing meet, the MEGA65 reinforces the notion that classic computers are not merely museum pieces, but living platforms capable of inspiring creativity, learning, and fun. Finnish retro computing communities have embraced the MEGA65 as a bridge between generations, allowing younger enthusiasts to experience the joys of programming and gaming in the style of the 1980s while also exploring the possibilities of enhanced hardware. Ultimately, the MEGA65 stands as a testament to the longevity of the Commodore legacy. It combines the accessibility, nostalgia, and creativity of the original C64 with modern capabilities that allow for new forms of expression, learning, and entertainment. Whether for running vintage software, experimenting with homebrew games, or learning programming on a system that respects the past while embracing the future, the MEGA65 demonstrates that 8-bit computing is far from obsolete. It is a living tribute to a classic era and a platform for continued exploration, ensuring that the spirit of the Commodore 64 continues to inspire enthusiasts around the world.

 

Amstrad CPC6128+

Amstrad CPC6128+
Closing the 8-Bit Legacy

In the competitive home computer market of the 1980s, Amstrad stood out as a late but serious contender, carving a significant niche in Europe with its CPC (Colour Personal Computer) series. Among these machines, the Amstrad CPC 6128+, released in 1990, marked both an evolution and the end of the CPC line. Founded in the UK in the late 1960s by Sir Alan Sugar, Amstrad initially focused on consumer electronics like audio equipment. By the mid-1980s, observing the rapid growth of home computers driven by companies like Commodore and Sinclair, Amstrad pivoted into the microcomputer market. In 1984, the company introduced the CPC 464, followed by the CPC 664 and CPC 6128, forming the CPC series, which became particularly popular in the UK, France, Germany, and Spain. These machines were known for their all-in-one design: a computer integrated with a cassette or disk drive and a bundled monitor. By the late 1980s, facing increasing competition from 16-bit systems like the Commodore Amiga and Atari ST, Amstrad responded by releasing the CPC+ range in 1990. Amstrad CPC 6128+, launched alongside the smaller 464+, was an enhanced version of the earlier 6128 model. Its primary features included:

  • Zilog Z80A CPU running at 4 MHz.
  • 128 KB RAM, expandable via external modules.
  • Integrated 3-inch floppy disk drive.
  • Enhanced ASIC graphics chip, providing:
    • 4096-color palette (but not all simultaneously).
    • Hardware sprites (up to 16).
    • Hardware scrolling.
  • Improved sound capabilities via the AY-3-8912 sound chip.
  • Cartridge port for game cartridges (new in the CPC+ series).
  • More modernized case design resembling a game console.

Despite these improvements, the CPC 6128+ retained backward compatibility with most CPC software, allowing users to run thousands of existing games and applications.

Sales figures

By the time the CPC+ range launched in 1990, the home computer landscape was shifting towards 16-bit systems. The CPC 6128+ was fighting an uphill battle in an increasingly console-dominated market, competing with the Sega Mega Drive (Genesis), Nintendo consoles, and 16-bit computers. Total sales of the CPC+ range (both 464+ and 6128+) are estimated to be around 100,000 to 200,000 units combined. Precise sales figures for the CPC 6128+ alone are unclear but likely under 100,000 units. The majority of CPC+ sales occurred in France and Spain, where Amstrad machines remained more popular than in the UK. Compared to earlier CPC models, which sold in the millions (over 2 million CPC 464 units alone), the 6128+ was a commercial disappointment. As with earlier CPC models, the CPC 6128+ was aimed at both gaming and home productivity:

  • Gaming remained its primary use. With its enhanced graphics chip, the CPC 6128+ could handle smoother scrolling, better color usage, and hardware sprites, giving games a noticeable improvement when optimized for the new hardware. Unfortunately, few games exploited these features.
  • Educational software, ported from the CPC’s large existing library, continued to find use in homes and schools.
  • Programming in BASIC or Z80 assembly remained popular with hobbyists.
  • Productivity software like word processors and spreadsheets (e.g., Protext, Tasword) saw some use, although serious business users had largely moved to 16-bit platforms.

Amstrad also attempted to position the CPC 6128+ as a hybrid game console/home computer, thanks to its cartridge slot. However, cartridge-based games remained scarce. While the CPC 6128+ could run the entire CPC software library, few titles took advantage of its enhanced graphics and cartridge system. A small number of specially enhanced or cartridge-based games were released, including:

  • Burnin’ Rubber (bundled with many systems).
  • Robocop 2.
  • Barbarian II (enhanced graphics).
  • Switchblade (limited CPC+ enhancements).

Due to the limited software support, many users simply treated the CPC 6128+ as a slightly upgraded CPC 6128.

Press Coverage and Public Reception

Upon release, the CPC 6128+ received mixed reviews:

  • The hardware upgrades were praised, especially the improved graphics chip and modernized case.
  • Critics lamented the lack of dedicated software and the machine’s 8-bit architecture, which felt outdated against 16-bit competitors.
  • Magazines like Amstrad Action and Amstrad Computer User provided relatively positive coverage, but broader computing magazines often viewed the CPC+ as too little, too late.

In France and Spain, where the CPC series had a stronger foothold, reception was somewhat warmer, but the system failed to gain traction as a serious competitor in the evolving market.

Why the CPC 6128+ Failed

Several factors contributed to the CPC 6128+’s commercial failure:

  • Late release in an evolving 16-bit market.
  • Minimal software support for its enhanced features.
  • Confusing product strategy, with Amstrad marketing both the CPC+ range and their new GX4000 game console simultaneously. The GX4000 shared similar hardware but also struggled.

Amstrad CPC 6128+ stands as a symbol of both ambition and missed opportunity. While technically superior to its predecessors, it arrived too late in the market to make a lasting commercial impact. Nevertheless, it represents an important chapter in Amstrad’s legacy and holds nostalgic value for those who grew up with the brand.

Texas Instruments TI-99 4A

TI-99/4A from Texas Instruments
An unique 16-Bit Pioneer

Founded in 1930, Texas Instruments built its reputation producing semiconductors, integrated circuits, and scientific calculators. By the late 1970s, seeing the success of companies like Commodore and Apple, TI decided to leverage its technological know-how to create a home computer targeted at consumers and educational institutions.

In 1979, the company launched its first home computer, the TI-99/4. It was a unique machine in several respects: it featured a 16-bit TMS9900 CPU, making it one of the first 16-bit home computers in a world dominated by 8-bit processors like the MOS 6502 and Zilog Z80. The system also supported color graphics and sound, and its BASIC interpreter was built into ROM. Unfortunately, the original TI-99/4 suffered from a poor-quality keyboard and high price point, which limited its early adoption.

Recognizing these shortcomings, TI released the improved TI-99/4A in June 1981. This model addressed many criticisms by including a full-travel keyboard and expanded color capabilities, among other improvements. At its peak, the TI-99/4A became relatively popular, particularly in the United States. By mid-1983, Texas Instruments had sold approximately 2.8 million units of the TI-99/4A, making it one of the best-selling home computers of its time—though significantly trailing behind its biggest rival, the Commodore 64.

TI’s aggressive marketing strategies, including sharp price cuts and high-profile advertising campaigns, briefly allowed the TI-99/4A to dominate U.S. sales charts during parts of 1982 and 1983. At one point, TI was selling the machine at below production cost, hoping to make profits through software and peripheral sales. This strategy backfired when third-party developers hesitated to produce software for the proprietary system, which limited software variety and hindered long-term consumer interest.

Uses of the TI-99/4A

The TI-99/4A found its place primarily in home education, programming practice, and gaming. It was marketed as a family computer, useful for children learning to program in TI BASIC and for playing educational or arcade-style games. TI produced many educational cartridges and learning tools, emphasizing its value as an educational investment for families.

In addition to gaming and education, some hobbyists used the TI-99/4A for light word processing, spreadsheet work, and even telecommunications via modem. Expansion capabilities allowed for peripherals like speech synthesizers, memory expansion boxes, and disk drives, though these add-ons were relatively expensive and less commonly used.

The press reception to the TI-99 series was mixed. Early reviews praised its innovative 16-bit CPU, color graphics, and expandability. However, many publications criticized TI’s restrictive architecture. Texas Instruments chose to design the TI-99/4A with a proprietary expansion bus and cartridge system, limiting the role of third-party developers.

Computer magazines of the early 1980s, such as Compute!, Byte, and Creative Computing, frequently compared the TI-99/4A to its contemporaries, often noting its hardware strengths but lamenting the lack of available software and the inefficient use of its powerful CPU due to bottlenecks in its memory architecture.

By 1983, as Commodore initiated a price war that saw the price of the Commodore 64 fall rapidly, the media began predicting trouble for TI’s home computer division. The company’s reliance on price cutting to compete led to massive financial losses. In late 1983, after reporting losses of nearly half a billion dollars, Texas Instruments decided to exit the home computer market altogether.

The TI-99/4A had a reasonably active software scene during its short commercial life, especially in games, educational software, and basic productivity tools, though it never reached the software diversity seen on platforms like the Commodore 64 or Apple II.

Texas Instruments released a number of official game cartridges, many of which were adaptations of popular arcade hits or original titles designed in-house. Key examples include:

  • Parsec – One of the most famous TI-99/4A exclusives, Parsec was a horizontally scrolling space shooter showcasing the machine’s color graphics and sound abilities. It was bundled with many systems later in its life.
  • TI Invaders – TI’s own take on Space Invaders, this shooter became a staple game for TI-99/4A owners.
  • Munch Man – An officially licensed but creatively altered version of Pac-Man. Instead of eating pellets, Munch Man filled the maze with chains.
  • Hunt the Wumpus – A text-based adventure game, one of the earliest examples of its genre, originally developed at TI and later distributed as a cartridge.
  • Alpiner – A mountain climbing arcade game that used the speech synthesizer peripheral to announce obstacles and player status, adding a unique layer of immersion.

Third-party game support was limited compared to platforms like the Commodore 64, largely due to TI’s restrictive cartridge licensing policies. Still, some independent developers produced games on cassette or disk formats, and the Extended BASIC programming language allowed hobbyists to create their own simple games.

Though less commonly used for serious productivity, the TI-99/4A did have basic tools available:

  • TI Writer – A word processing cartridge that could, when paired with the memory expansion and disk drive, turn the TI-99/4A into a functional writing tool.
  • Microsoft Multiplan – TI licensed this spreadsheet software from Microsoft, providing users a basic financial planning tool.
  • Database and personal organizer applications – Offered mainly through TI’s own software library, though these were limited compared to offerings on business-oriented systems.

One of the machine’s main draws for hobbyists was its programming potential:

  • TI BASIC was built into ROM. It allowed users to write simple programs directly on the machine.
  • Extended BASIC – Sold as a separate cartridge, Extended BASIC provided advanced commands for better graphics, sound control, and more efficient program structures.
  • Assembler/Editor – For more advanced users, TI offered an assembly language development tool, allowing programmers to write high-performance software closer to the hardware level.

Despite TI’s closed hardware design, a small but passionate community of programmers developed utilities, games, and demos, some of which still circulate today in retro computing forums.

Software for the TI-99/4A came in several formats:

  • ROM Cartridges (“Solid State Software Command Modules”) – Fast and easy to use but limited in capacity and controlled by TI’s licensing.
  • Cassette Tapes – Data was loaded via a cassette interface at slow speeds (1200 baud), commonly used for BASIC programs and user-created software.
  • 5.25″ Floppy Disks – Supported via the Peripheral Expansion Box, this allowed faster loading and larger program sizes, mostly used by serious hobbyists and for productivity software.
Key Competitors

TI faced fierce competition during its brief tenure in the home computing arena. Its main rivals included:

  • Commodore VIC-20 and Commodore 64: Perhaps TI’s most formidable competitor. The Commodore 64, in particular, offered better graphics, a larger software library, and a strong developer ecosystem. Commodore’s pricing strategies under Jack Tramiel heavily undercut TI’s prices, contributing directly to TI’s downfall.
  • Atari 400/800: Atari’s 8-bit computers featured superior graphics and sound capabilities, and Atari’s established brand in gaming attracted many customers.
  • Apple II: While more expensive, the Apple II had a broad software library and was seen as a more professional-grade machine, often adopted in schools and small businesses.
  • Radio Shack TRS-80 Color Computer (CoCo): Marketed through Radio Shack stores, the CoCo was another competitor in the educational and hobbyist segments, known for its expandability and affordability.

Though the TI-99/4A was ultimately a commercial failure for Texas Instruments, it has left a lasting legacy in computing history. It is remembered for:

  • Being the first 16-bit home computer, though it didn’t fully leverage that processing power due to architectural limitations.
  • Its speech synthesizer peripheral, which brought text-to-speech capabilities into homes for the first time in an affordable package.
  • Inspiring a loyal hobbyist community, which continues to develop software and hardware expansions for the TI-99/4A even decades later.

TI’s exit from the home computer market in 1984 marked the end of its direct involvement in consumer computing. The company returned its focus to semiconductors, calculators, and educational technology, areas where it remains successful today. The Texas Instruments TI-99/4A represents both the ambition and pitfalls of early 1980s home computing. Despite possessing advanced hardware for its time, strategic missteps—including proprietary design choices and unsustainable pricing wars—led to its early demise. Still, the machine holds a special place in retro computing history, standing as a symbol of both technological innovation and commercial caution.

Programming sample:

Here’s a simple Lotto number generator written for the TI-99/4A Extended BASIC. This program randomly picks 7 unique numbers between 1 and 39, similar to many standard lotto games. You need the Extended BASIC cartridge to run this program efficiently. Standard BASIC is too limited for this version.

100 CALL CLEAR

110 PRINT “TI-99/4A LOTTO GENERATOR”

120 PRINT “DRAWING 7 NUMBERS BETWEEN 1 AND 39”

130 DIM N(7)

140 FOR I=1 TO 7

150 N(I)=INT(RND*39)+1

160 FOR J=1 TO I-1

170 IF N(I)=N(J) THEN 150

180 NEXT J

190 NEXT I

200 PRINT

210 PRINT “THE LOTTO NUMBERS ARE:”

220 FOR I=1 TO 7

230 PRINT N(I);

240 NEXT I

250 PRINT

260 END

Spectravideo SVI-328

Reference to the MSX standard

In the early 1980s, home computers began to find their way into homes around the world. Computers were no longer just tools for engineers or universities, but quickly became a window into the new digital age for schoolchildren and hobbyists. One of these machines was the Spectravideo SVI-328. Designed by the American company Spectravideo and originally manufactured in Hong Kong, it was released in 1983. The SVI-328 went on sale in Finland in 1984, and its price ranged from around 2,000 to 3,000 Finnish marks (approximately 700 to 900 euros in today’s money, taking inflation into account). Although it was not the cheapest machine on the market, its technical features and high-quality construction made it an attractive alternative to the Commodore 64 or ZX Spectrum, for example. Spectravideo computers were imported to Finland by Teknopiste and sold in large home appliance stores and bookstores, among other places. The Spectravideo SVI-328 was particularly popular for programming studies, as its BASIC interpreter was considered clear. It had a more versatile command set than, for example, the Commodore 64 computer.

Precursor to the standard

Although the SVI-328 was advanced in many ways, it had its shortcomings because it was not MSX-compatible. The device was the model for devices utilizing the MSX standard, which came onto the market in particularly large numbers between 1983 and 1985. Many technical solutions were transferred to the MSX-1 standard, but unfortunately for SpectraVideo, the software was not directly compatible. Therefore, the device had a rather limited software selection. Compatibility would have made it possible to run MSX programs on the machine. Compared to, for example, the Commodore 64 or MSX machines, the SVI-328 had fewer games and commercial programs. The SVI-328 was not fully MSX-compatible, even though its graphics and sound chips were the same as the MSX standard, which lagged behind the Commodore 64 computer in terms of graphics and sound capabilities.

Spectravideo published its own games and software, such as drawing programs, language learning programs, word processing programs, and environments for learning programming. C-cassettes were the most common storage format, but a 5.25″ floppy disk drive was also available as an accessory, which was rare and valuable at the time. The computer also had a module port and Atari-compatible joystick ports. The device also supported floppy disk drives, but they were expensive and rarely seen in use. The keyboard was good for its time, as it was a typewriter keyboard. The SVI-328 was relatively popular in Finland. It was considered a reliable and technically “serious” option. Although it never achieved the same phenomenon as the Commodore 64, it left its mark on Finnish microcomputer enthusiasts in the 1980s.

Perhaps the first computer war ever in Finland was in 1984 when Mikrobitti magazine published a highly emotional and controversial comparison between the Spectravideo 328 and the Commodore 64. This comparison is still well remembered among enthusiasts. At the time, it sparked a lot of discussion and stirred up emotions among readers of Mikrobitti magazine (issue 3/1984).

 

 

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