The surprising history of the Commodore 64, the best-selling home computer of the 1980s—the machine that taught the world that computing should be fun.
The Commodore 64 (C64) is officially the best-selling desktop computer model of all time, according to The Guinness Book of World Records. It was also, from 1985 to 1993, the platform for which most video games were made. But while it sold at least twice as many units as other home computers of its time, like the Apple II, ZX Spectrum, or Commodore Amiga, it is strangely forgotten in many computer histories. In Too Much Fun, Jesper Juul argues that the C64 was so popular because it was so versatile, a machine developers and users would reinvent again and again over the course of 40 years.
First it was a serious computer, next a game computer, then a computer for technical brilliance (graphical demos using the machine in seemingly impossible ways), then a struggling competitor, and finally a retro device whose limitations are now charming. The C64, Juul shows, has been ignored by history because it was too much fun. Richly illustrated in full color, this book is the first in-depth examination of the C64’s design and history, and the first to integrate US and European histories. With interviews of Commodore engineers and with its insightful look at C64 games, music, and software, from Summer Games to International Karate to Simons’ BASIC, Too Much Fun will appeal to those who used a Commodore 64, those interested in the history of computing and video games and computational literacy, or just those who wish their technological devices would last longer.
Jesper Juul is video game theorist and Associate Professor at the Royal Danish Academy. He has taught at MIT, New York University, and ITU Copenhagen. An occasional game developer and organizer of the first Nordic Game Jam, he is the author of five books about the meaning, joy, and pain of video games.
A fun book about a home computer that appears to have been largely forgotten by people, especially those who want to make it seem like the home computer revolution only happened in Silicon Valley: the Commodore 64. It would go on to become one of the most popular home computers of its era, based on sale numbers. According to the author, the Commodore 64 would go through five lives: as a family computer, a computer for games, used to give striking demos, to keep up with more advanced computers and, finally, celebrated as a retro computer.
The first part of the book looks at the Commodore 64 (C64) as a computer for the family, education and business. The C64 was released at a time when the public didn't know much about computers or what it can do for them. At this time, Commodore targeted different segments of the public with advertisements and software showing off what the computer could do for the family in areas like education, learning programming through BASIC and productivity. They did not emphasise on graphics and sound capabilities of the computer or the ability to play games.
Part two looks at the C64 as it was mainly used for once people became familiar with it: playing games. Initially, games for the C64 were ports of arcade games, as programmers were still getting familiar with the capabilities of the computer. As new (non-arcade) games appeared, a split in the type of games popular for the C64 appeared between the US and Europe (and UK). US games were usually hero based games (where the player wins by achieving a target through challenges), while European and UK games became more experimental, featuring anti-heroes characters or open-ended worlds. As programmers mastered the C64 hardware features (smooth scrolling, hardware sprites, music synthesis), higher quality games appeared. Games also diversified away from arcade style games: adventure-type or exploration games that feature large, scrolling areas. It was also a time of piracy of games and the passing around of ways to cheat at the games (by POKEing and PEEKing at memory in the computer to gain more lives or bypass anti-cheat operations).
Part 3 looks at a period of time when technical video tricks lead to the creation of 'demos'. One of the first techniques discovered (also technically explained in the chapter) was displays images in areas of the screen that are usually reserved for the border on the C64. Other technical video tricks would be discovered by various groups exploring the C64's video capabilities, leading to gatherings where they can show off what they have discovered (known as a Demoscene). Some groups emphasise more on video techniques, while others uses the techniques to showcase artwork in their demos.
In part 4, years have passed since the release of the C64, and newer computers (like the Commodore Amiga) are released that are technologically superior. This part looks at efforts to keep the C64 relevant. With GUIs on the rise, a GUI was produced for the C64 (GEOS). Amiga games, like Lemmings and Defender of the Crown, are also ported to the C64. While the C64 versions can't match the graphics and sound abilities of the Amiga, the ports are considered good enough.
Eventually, the C64 is considered obsolete in technological terms, and people move on to other computer. But as this part shows, the C64 still has a life. Computer artists and programmers now live with the limitations of the platform and use it to produce art and games that celebrate the C64. The original hardware continues to be used, even in new and fascinating ways (like the "Commodordion", an accordion made using two C64s). The original hardware can also be replaced by software (emulation) or recreated using with new hardware, which helps to keep the C64 alive in the minds of current day users.
I purchased the book because I always wanted to read a history of this home computer told in a language that was not too full of field jargon -- I also wanted the capabilities of the SID sound chip explained to me succinctly and without too much engineering language. Juul helped me understand it in just a couple of paragraphs.
I grew up in the 1980s, but I cannot recall ever knowing anyone who owned a Commodore 64. My earliest encounters with video games were the Atari 2600, the NES, and DOS games. Until I came across the section in Juul's book, I had forgotten about the Commodore 64 Christmas demo. I remember watching that mesmerizing demo in a Kay Bee Toys in the 1980s. I cannot recall another early encounter with the C64.
Since I have no childhood experience with the computer, I appreciate that Juul's accessible history of the Commodore 64 is available at an affordable price.
Well written, good insight on the importance of the C64 and impact on the early home computer and videogame industry market. Also covers well the strong connection between the C64 and the demoscene, with some technical information but not overwhelming to read for the non-techsavy. Well researched, includes references and interviews with others to justify all it's claims.
This is not a BAD 3 stars. I just think eventually the book wasn't for me. I love the C64 but I might have just been too stupid to understand a lot of this book. It's very well done, but there's a lot of technical stuff too. This is more a me issue. the author does a great job diving into all this stuff.
good read for c64 fans and tech historical interest
Well written and good coverage of the c64 platform. The demo scene section was a little long. But the retrospective and phases of use of the machine was interesting. Along with the depth. Again, well written too and engaging.
An academic look at the C64, with great care spent on sources and on refuting recent simplified narratives of computing in the 80s. Plus, this guy was a proper demoscene code guy from the back in the day. All of this makes this much more detailed than your typical nonfiction book on nerd culture.