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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).

 

 

Victor HC-6 MSX

Veni, vidi, Victor –
An attempt to reach standards

In the early 1980s, Japanese electronics companies competed with each other on new, rapidly developing computer platforms. One of the most interesting phenomena was the MSX standard, which aimed to create a compatible ecosystem for home microcomputers. Among the many well-known names was JVC (Victor Company of Japan), which released its own MSX1 machine in 1984 under the name Victor HC-6. Victor, better known internationally as JVC, was one of Japan’s most respected electronics manufacturers in the 1980s, particularly in the field of video technology. When the MSX standard began to gain ground, Victor joined other Japanese manufacturers such as Sony, Panasonic, and Toshiba in releasing its own MSX machine. The HC-6 was Victor’s second MSX computer, the successor to the slightly rarer HC-5 model.

The HC-6 stood out for its design. It was sleek, compact, and visually modern for its time. The keyboard was sturdy and well-designed, and the body of the machine was constructed from durable plastic materials. The device offered an easy user experience: after turning it on, the user was taken directly to MSX BASIC mode, where they could write their own programs or load them from a cassette. The HC-6’s user interface and structure were designed specifically for home users and schoolchildren. It served as both a programming learning platform and a gaming device. The MSX’s extensive game library made the HC-6 particularly popular among younger users. The Victor HC-6 was primarily sold on the Japanese domestic market and did not achieve widespread international distribution. In Europe, Victor’s MSX models remained in the minority, as the market was dominated by Philips, Sony, and Panasonic. The sales figures for the HC-6 are not known precisely, but it was a moderately successful model in Japan before the arrival of MSX2 machines on the market. JVC marketed the HC-6 specifically for home entertainment and educational use, and the device was often displayed on the shelves of electronics stores alongside other MSX brands. Its price at the time of release was around 59,800 yen, which was equivalent to about $250–300 at the exchange rate at the time.

The Victor HC-6 was a high-quality, stylish MSX1 computer that represented Victor’s vision of a home computer in the mid-1980s. Although it was not the most prominent MSX model on the market, its performance, reliability, and compatibility with the MSX ecosystem made it a valuable addition to MSX history. It reminds us of a time when home computers were still new, exciting, and full of possibilities — and when each manufacturer brought its own flavor to the market within the same standard.

Mitsubishi ML-F80 MSX

A computer of three diamonds:
The Mitsubishi ML-F80

In the early 1980s, the personal computer market was like the Wild West. Different manufacturers developed their own systems, each with their own operating systems, hardware, and software. Amid this technological chaos, Japanese electronics giant Mitsubishi Electric came up with a solution that uniquely linked it to the history of the home computer world: the company adopted the MSX standard. The Mitsubishi ML-F80 was an MSX1-compliant home computer designed primarily for home users and educational environments. It was part of the first wave of the MSX era and was part of the company’s effort to enter the rapidly growing personal computer market. The machine had a modest and minimalist design: a rectangular device with a built-in keyboard and connections for a cassette drive, television, and peripherals. The ML-F80 was durable and streamlined in design – typical of Japanese engineering in the 1980s.

When started up, the ML-F80 went directly to the MSX BASIC v1.0 environment, where users could program their own applications or run software. Games, educational applications, and word processing programs could be loaded via the cassette drive. The software selection in Japan was diverse, and there was a wealth of material available for MSX computers, especially for educational use. Mitsubishi supplied its own software packages with the ML-F80, which could include simple educational games or word processing programs. The ML-F80 was designed specifically for home use and school environments, and its technical implementation strictly adhered to the MSX1 standard, ensuring compatibility with hundreds of programs and accessories. The machine was not the cheapest option on the market, but its quality and the Mitsubishi name gave it credibility. One of its greatest strengths was its good signal output—the RGB output in particular made it attractive to users who wanted to connect their machines to higher-quality display devices. For many users, this was a step away from grainy TV images.

Sales of the ML-F80 were mainly concentrated in the Japanese market, and it did not become a significant export product. As a result, its sales figures were probably lower than those of MSX models from better-known manufacturers such as Sony or Panasonic. The Mitsubishi ML-F80 was launched in Japan in 1983 at a price of around 59,800 yen. At the exchange rates of the time, this was equivalent to approximately US$250–300. The ML-F80 was not officially available in Finland, so its price here would have been higher if individual units had been imported privately. Today, the ML-F80 is a fairly rare MSX1 machine, especially outside Japan. Its clean design and Mitsubishi brand make it an interesting item for collectors. Some units may have capacitor problems, but otherwise the machines are often in good condition. In summary, the Mitsubishi ML-F80 was a well-balanced, high-quality MSX1 machine that showcased Mitsubishi Electric’s technical expertise in the domestic microcomputer market. It may not have achieved great commercial success, but it went down in history as a well-built and reliable representative of the MSX platform.

Sony HitBit

Sony’s Early Endeavour into Home Computing

Before the PlayStation, before Sony was a household name in gaming, the Japanese electronics giant had an ambitious vision: to bring Sony-branded computing into homes worldwide. This vision materialized in the form of the Sony HitBit line of home computers, released during the 1980s. While they never achieved the enduring success of later Sony consoles, the HitBit machines remain a fascinating chapter in the history of personal computing — one that reflects both the promise and limitations of the MSX standard they were built upon. In the early 1980s, the home computer market was highly fragmented. Each manufacturer — from Commodore to Apple to Sinclair — had its own proprietary hardware and software, making compatibility a nightmare. In 1983, Microsoft Japan’s Kazuhiko Nishi introduced the MSX standard, aiming to create a unified platform for home computers in the way VHS had standardized videotape. The MSX specification defined the architecture, but left room for manufacturers to differentiate in design and features. Sony, eager to expand its consumer electronics empire, embraced the MSX concept. In 1983, it introduced the Sony HitBit line, targeting students, hobbyists, and small offices. The name “HitBit” was meant to evoke a blend of high technology (“bit”) and consumer appeal (“hit”), positioning the computers as trendy yet functional. HitBit computers stood out for their build quality and sleek industrial design, hallmarks of Sony products. Early models like the HB-55 and HB-75 used a compact, all-in-one keyboard form factor, with the computer’s mainboard built into the keyboard housing. This kept costs down and appealed to households with limited desk space. The keyboards often featured function key strips with paper inserts for labeling, a nod to user customization. Sony’s range eventually expanded to include higher-end models such as the HB-101, HB-201, and the HB-F900, the latter belonging to the MSX2 generation, which supported enhanced graphics, more memory, and improved disk handling. Some models incorporated built-in floppy disk drives, a luxury at the time, while others relied on cassette tapes for storage — a slower but more affordable option.

While specifics varied by model, the first-generation HitBits were based on the MSX1 standard:

  • CPU: Zilog Z80A running at 3.58 MHz

  • RAM: Typically 64 KB (some models 16 KB or 32 KB)

  • Video: Yamaha VDP supporting 16 colors and up to 256×192 resolution

  • Sound: AY-3-8910 programmable sound generator (3 channels)

  • Storage: Cassette interface, optional floppy drives on higher models

  • Cartridges: Two MSX cartridge slots for software, games, and expansions

One of the biggest draws of the HitBit — and of the MSX standard in general — was the library of cartridge-based games. Major Japanese developers like Konami,  produced hits for MSX that could be played on any compliant system, including the HitBit. Titles such as Metal Gear, Gradius, and Penguin Adventure gave HitBit owners access to the same experiences enjoyed by owners of rival MSX machines. Beyond gaming, the HitBit also supported productivity software — word processors, spreadsheets, educational programs — often localized for specific markets. Sony released several creative tools under its own branding, including music composition programs that leveraged the AY sound chip, and art tools that took advantage of the HitBit’s graphic capabilities.

Sony targeted both domestic and international markets with the HitBit. In Japan, the machines competed with offerings from Panasonic, Yamaha, and Toshiba, often marketed as stylish and slightly premium. In Europe, particularly Spain, the Netherlands, and the UK, the HitBit gained a modest following thanks to MSX’s push in those regions. Latin America, especially Brazil, also saw some presence, though local clones and licensing deals were more common there. Despite these efforts, MSX never truly cracked the US market, where the Commodore 64, Apple II, and later IBM PC compatibles dominated. This limited the global penetration of the HitBit brand. By the late 1980s, the MSX platform began losing ground to more powerful personal computers like the Amiga and Atari ST, as well as the rapidly growing IBM PC compatible ecosystem. Sony continued to produce MSX2 and MSX2+ models, but the market’s enthusiasm waned. By the early 1990s, MSX was effectively a niche retro-gaming and hobbyist platform. For Sony, the HitBit experiment was both a technological showcase and a lesson in the risks of backing a standard that failed to achieve universal adoption. While the HitBit line was well-regarded for its design and durability, it couldn’t overcome the shifting market dynamics.  Its robust build, distinctive styling, and compatibility with a wide range of MSX software make it a sought-after collector’s item. Emulators allow modern users to experience the HitBit’s library, and some hobbyists still develop new software for MSX hardware. In a way, the HitBit foreshadowed Sony’s later success with the PlayStation: a stylish, powerful entertainment device built on a strong foundation of third-party software. The difference was that with PlayStation, Sony controlled the platform outright rather than relying on an industry-wide standard. While the HitBit never became the “VHS of home computers,” it remains a charming and important milestone in Sony’s evolution from an electronics manufacturer into a major player in interactive entertainment.

The Sony HitBit series, introduced in 1983, was Sony’s flagship contribution to the MSX standard. While the MSX ecosystem included many manufacturers — Panasonic, Yamaha, Toshiba, Sanyo, and others — Sony’s HitBit models carved out a distinct identity. They also competed indirectly with non-MSX systems such as the Commodore 64, which was a market leader in the home computer segment throughout the 1980s. Although the HitBit shared much of its underlying architecture with other MSX machines, Sony’s execution brought unique advantages in design, usability, and features. Sony’s reputation for sleek, durable consumer electronics carried over to the HitBit line. Other MSX systems sometimes lacked these small but thoughtful features. The Commodore 64 had excellent third-party support, but its keyboard layout was less intuitive for productivity tasks. Commodore 64’s VIC-II graphics chip remained powerful for its time, but by the mid-1980s, MSX2 HitBits could produce sharper, more detailed visuals. The Commodore 64’s SID sound chip was still superior for pure audio synthesis, but the HitBit’s multimedia ecosystem had better integration with Sony’s video hardware, which was unmatched in the home computing space. In markets like Spain, the Netherlands, and Japan, the HitBit benefited from Sony’s premium brand image. It was marketed not just as a computer but as a modern, stylish lifestyle product. This helped it stand out from other MSX models that were marketed mainly on technical specifications or price. Commodore’s brand was strong in the US and parts of Europe, but Sony’s electronics pedigree gave the HitBit extra credibility in video, audio, and design-conscious segments.

Compared to other MSX computers, the Sony HitBit stood out for its industrial design, usability features, early adoption of MSX2, and multimedia focus. Against the Commodore 64, the HitBit offered sharper design, higher resolutions in later models, and stronger integration with video and music production tools — though it couldn’t match the C64’s legendary SID sound chip or massive software library in the Western market. For buyers in the 1980s who valued style, build quality, and multimedia potential, the Sony HitBit was one of the most attractive MSX options available. While it didn’t achieve the Commodore 64’s commercial dominance, it remains a symbol of Sony’s early ambition to fuse computing and consumer electronics into a single, elegant package

Sharp MZ-821

Sharp MZ-821 – A challenger from Japan

The Sharp MZ-821 is the key model in the MZ-800 series, released in Europe in 1984-85. It was equipped with a built-in cassette recorder, which distinguished it from other models such as the MZ-811 or MZ-831 . It used a Zilog Z80A processor (3,5467 MHz), 64 KB of RAM and 16 KB of video memory, expandable up to 32 KB. The ROM chip of the MZ-821 contains only a simple monitor and boot code – all programs are loaded from a cartridge, Quick-Disk or 5.25″ floppy drive. In basic use, the BASIC interpreter required a download, which took about four minutes for the cassette version – due to slowness, Quick-Disk or floppy disk were the preferred options. The display driver allowed 40/80 column text display, as well as graphic modes: 320×200 and 640×200 pixels in colour (four selectable, up to 16 colours with the VRAM option).

The choice of software was limited mainly to third-party BASIC, Pascal, Forth and Assembler interpreters. There were hardly any comersial games. The MZ-821 was also capable of downloading popular games to the MZ-700, such as Star Avenger, CHOCK-A-Block and LE MANS Turbo. Plug-ins and grammar software were available, developed by the community, but the commercial game and software offerings were modest.

Loading at start-up was slow. The ROM lacked BASIC, which made the machine cumbersome and slow to use. The software offer was limited, especially for commercial games, which reduced the value of the machine. Sharp MZ-821 shield

 

Gunfright & Sharp MZ821

 

Sinclair ZX Spectrum emulator on Sharp MZ 821 computer

Sharp MZ

Sharp – when the brand is not enough

The Sharp MZ series computers were designed by Japanese electronics giant Sharp Corporation in the 1970s and 1980s. The series was developed primarily by Sharp’s Consumer Electronics Division, and more specifically by Sharp’s Business Computer Division, which focused on the design and production of microcomputers. Sharp’s MZ model series was launched in 1978 with the MZ-80K model, which was initially available as a kit in Japan and later as a ready-made assembly in Europe. The name “MZ” refers to “Microcomputer Z80,” referring to the Zilog Z80 processor used. The MZ-80K combined a display, keyboard, and cassette tape recorder into a single unit, making it compact and user-friendly. The MZ series computers did not include an operating system or programming language in ROM memory, but were loaded separately from a cassette. This “clean” design gave users freedom of choice in terms of software. Although the MZ series was not primarily a gaming platform, several games were developed for it that took advantage of the machines’ capabilities. For example, games such as Wizard’s Castle, Suicide Run, and Space Fighter were available for the MZ-700 model. Several games were also released for the MZ-800 model, and a total of 71 video games have been documented for the MZ-80K/700/800/1500 models, released between 1980 and 2023.

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