[HN Gopher] The masters of Commodore 64 games
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       The masters of Commodore 64 games
        
       Author : Retrogamingpap
       Score  : 81 points
       Date   : 2025-03-11 17:12 UTC (2 days ago)
        
 (HTM) web link (spillhistorie.no)
 (TXT) w3m dump (spillhistorie.no)
        
       | JohnKemeny wrote:
       | LOAD"",8,1
        
         | JohnKemeny wrote:
         | PRESS PLAY ON TAPE
        
           | jimt1234 wrote:
           | At first I only had a tape drive. But I was later given a
           | 1541 disk drive. I thought life couldn't get any better than
           | a single floppy disk drive. LOL
        
             | cheema33 wrote:
             | Same same. After using tape for the longest time, 1541
             | changed my life!
        
         | bsdooby wrote:
         | LOAD"*",8,1
        
           | giamma wrote:
           | SYS 64738
        
             | sys_64738 wrote:
             | Yeah!
        
       | ryandrake wrote:
       | The part about the "copy protection" schemes was sad/amusing. So
       | much work put into cracking and anti-cracking, and even cracking
       | for the purpose of legitimate distribution, and wasting memory on
       | profanity-soaked rants to the hackers... Everyone involved in the
       | story looks back at it as "fun" and "challenging" but all I see
       | is wasted time on everyone's part and software that is more
       | difficult to use. Here we are, 40 years later, and DRM is still
       | with us and they're still hopelessly trying.
        
         | classichasclass wrote:
         | The C64 protection methods that drove me most up the wall were
         | V-MAX! and Rapidlok, especially since V-MAX! existed in several
         | different variations. Man, those were a pain. Harald Seeley
         | (Alien Technology Group, who developed V-MAX! and WarpSpeed,
         | and did a number of ports for companies like Cinemaware, was in
         | my hometown of San Diego) eventually explained a lot of the
         | tricks later on. Some good discussion here
         | https://diskpreservation.rittwage.com/?pg=vmax and here
         | https://diskpreservation.rittwage.com/dp.php?pg=rapidlok .
        
         | aaronbaugher wrote:
         | They "worked" in the sense that, when I managed to save up for
         | a game on my minimum-wage salary, I bought a game that none of
         | my friends had a cracked copy of. I remember buying EA's
         | _Caveman Ughlympics_ for that reason (it also came with some
         | cool extras in the box).
         | 
         | But it didn't work in the sense of making me buy more games. I
         | had hundreds of copied games and a couple dozen purchased ones,
         | and if copy protection had been perfect, I would have had a
         | couple dozen. The publishers always acted like I would have
         | purchased the hundreds, which was impossible.
         | 
         | So it was really a competition between the publishers to out-
         | protect the others more than between the publishers and the
         | customers.
        
         | wiz21c wrote:
         | especially in the time of 0-day warez. Interestingly, many
         | thrived on the ShareWare business models (including John
         | Carmack IIRC)
        
         | ZeroMinx wrote:
         | CRACKED BY MR Z...
        
         | indigoabstract wrote:
         | I suggest you read this page about the Dungeon Master ('87)
         | copy protection which includes an interview with its main
         | programmer and author of its (ingenious) copy protection.
         | 
         | http://dmweb.free.fr/community/documentation/copy-protection...
         | 
         | Nearly 40 years later, I still wouldn't call it "wasted time".
        
         | hakaneskici wrote:
         | I used to sell small business apps on floppy drives. For copy
         | protection, one of the best tricks was to _physically_ damage a
         | sector and try to format it.
         | 
         | You take a floppy disk, use a pin to make a hole on the
         | magnetic medium at a random place, then format the disk so that
         | sector is marked as a "bad sector". You hardcode the sector ID
         | in your app, then when your app runs, you try low-level
         | formatting that sector. If it _can_ be formatted, it 's a
         | pirate copy.
         | 
         | Floppy disks had physical read-only mode, so my app asked users
         | to put their disks in read-write mode to work :)
        
       | rmb177 wrote:
       | Spelunker, M.U.L.E, Seven Cities of Gold, Up N Down, Moon Patrol,
       | Raid on Bungeling Bay, Blue Max
       | 
       | I could go on and on...
        
         | hotsauceror wrote:
         | M.U.L.E., Bungeling Bay, Mission Impossible, Racing Destruction
         | Set and Ultima IV were our go-tos.
        
           | gramie wrote:
           | I think you mean "Impossible Mission"!
        
           | ipaddr wrote:
           | Love the mission impossible voice
        
             | jbperry wrote:
             | Stay a while, Stay forever!
             | 
             | https://www.youtube.com/watch?v=i1_fDwX1VVY
        
       | fodi wrote:
       | For anyone else feeling a good hit of nostalgia, I highly
       | recommend this excellent site with C64 games playable in the
       | browser - and with netplay too! https://c64.krissz.hu/online-
       | playable-games/
        
         | ecairns wrote:
         | Thank you for this. I'm going to play some M.U.L.E. tonight
         | after work.
        
         | jimt1234 wrote:
         | I often wonder about nostalgia related to computers/computing.
         | It's strange because, even though I spent countless hours on my
         | Commodore 64 as a teenager, and it had a major influence on my
         | life (it basically introduced me to programming and set the
         | course for my professional life), I just don't feel the
         | nostalgia vibes.
         | 
         | I got my hands on an old C64 a few years ago and fired it up. I
         | tinkered with it for about 10 minutes and lost interest. It
         | just felt lame, a complete waste of time. It was surprising to
         | me, considering how important the C64 has been in my life.
         | Also, I feel that way about pretty much all old
         | computer/computing devices. I've got an old laptops, iPods,
         | iPhones, and even the original Rio PMP300 mp3 player, but I
         | don't really feel any real nostalgia or love for them. It's
         | like they were just tools I used, like a hammer or screwdriver,
         | and that's it.
         | 
         | Contrast that with my love of older cars. I love finding old
         | cars on Craigslist, taking them home and tinkering with them,
         | restoring them. It makes me feel like I'm cool, driving a
         | mid-80s Honda CRX or something similar. I have no idea why that
         | is; I was never a "car guy" until I got older. But, like I
         | said, I often wonder why I have nostalgia vibes for one old
         | thing (cars), but not another (computers), especially when one
         | has had a much greater impact on my life.
         | 
         | I wonder if it's society - that is, American culture has always
         | had a major boner for cars and I'm being influenced by that.
         | Or, maybe it's because "computers" have been my profession for
         | the last 30 years, and that has killed my love for them. Not
         | sure.
         | 
         | BTW, no disrespect to those who do get nostalgia vibes for the
         | C64 an other older devices. Just the opposite - much respect.
        
           | rightbyte wrote:
           | For some reason I share that view. Maybe it is since
           | computers got so much better?
           | 
           | I got way more nostalgia for NES, which I still think is fun
           | to play and play with my kids. Super Mario still feels good
           | while C64 games feel clunky.
        
             | aaronbaugher wrote:
             | I've noticed with "retro"-looking games like Stardew
             | Valley, people will say they look like 80s games. No, they
             | look like 90s games (at worst). People forget how primitive
             | the graphics were at 320x200x16. They were great at the
             | time, and people did some ingenious stuff to get the most
             | out of those systems, but they couldn't display anything
             | like what's called retro today.
        
               | rightbyte wrote:
               | Ye it is a strange genre. Stardew Valley seems to have
               | way better graphics than say Jack Jazz Rabbit and Red
               | Alert.
               | 
               | Also many retro looking games adds pixel effects that
               | weren't there on crt:s. Games of that era were quite
               | smooth looking.
        
           | bongodongobob wrote:
           | Same thing with me. I grew up with an Apple // and was
           | absolutely obsessed with it. Bought one during covid and was
           | bored with it immediately. Not the same with my NES though.
           | Idk why. Too primitive I guess.
        
           | nurettin wrote:
           | No problem, probably your expectations changed to the point
           | your childhood computer is no longer interesting. As a child
           | you were expecting discovery and wonder, and probably
           | receiving it consistently. And that sense of wonder and
           | discovery continues with cars.
        
           | dep_b wrote:
           | The great thing about old cars is that you can fix them up
           | pretty much yourself, while a modern car has all kinds of
           | software driven behaviour that is really hard to touch as a
           | non-professional mechanic.
           | 
           | A Commodore 64 or PDP-11 is the equivalent of that. There's
           | 64Kb of RAM and I can understand every byte that is there,
           | what it does, and how it ties into the hardware. When I look
           | at most C64 games, I understand exactly how it's made. I can
           | also do the same things myself.
           | 
           | You might have the full Linux kernel code, but do you really
           | understand completely how it works?
        
           | II2II wrote:
           | > I got my hands on an old C64 a few years ago and fired it
           | up. I tinkered with it for about 10 minutes and lost
           | interest. It just felt lame, a complete waste of time. (...)
           | Contrast that with my love of older cars. I love finding old
           | cars on Craigslist, taking them home and tinkering with them,
           | restoring them.
           | 
           | Perhaps the reason has to do with your approach. You're not
           | going to have a chance to get hooked on the C=64 if your
           | interest is in tinkering and restoring. That's barely enough
           | time to load up a piece of software and refamiliarize
           | yourself with it, never mind experience it in a new way. In
           | contrast to your cars, it sounds like you spent enough time
           | with them that you were experiencing them in a new way.
           | 
           | My apologies if that sounds a bit harsh. In some ways I am
           | similar. Even though I am fascinated by old technology, I
           | never could get into old computers the way most people seem
           | to get into them (e.g. by playing games from their
           | childhood).
        
           | reaperducer wrote:
           | _I just don 't feel the nostalgia vibes._
           | 
           | I half agree with you.
           | 
           | I don't feel nostalgia when i see yet another emulator. I've
           | tried all of them.
           | 
           | But when i get a chance to put my hands on the real thing, it
           | all comes flooding back.
        
         | dylan604 wrote:
         | i only tried playing one game, but the CRT effect was
         | interesting. There's a bit of bending from a very round screen.
         | The noise effect was also something that wasn't what I was
         | expecting. At least they didn't try to over do it with scan
         | lines
        
         | bsenftner wrote:
         | Wow. First time I've seen one of my old games in decades. Miner
         | 2049'er sure looks like a game of the same name I wrote back in
         | '82, age 17. Sold quite a few copies thru Sears & KMart in the
         | US, distributors in UK sold a bunch more. Paid for a bunch of
         | mid-80's parties.
        
           | dole wrote:
           | Miner 2049'er was up there with Hard Hat Mack and Donkey
           | Kong. Maddening but great in that the stages had completely
           | different mechanics, Miner was unforgiving in some ways but
           | loose in others, felt like a precursor to Montezuma's
           | Revenge. Thanks for the fun!
        
           | sys_64738 wrote:
           | Always was impressed by games developers who became
           | millionaires back then.
        
       | TMWNN wrote:
       | Clarification siince the author does not mention this
       | specifically: Disk drives dominated the C64 storage market in the
       | US, Canada, and Germany, while cassette dominated the UK and
       | elsewhere. Thus, US Gold had to convert US disk games to cassette
       | for the UK market; I presume that the rushed jobs the article
       | mentions were for especially popular games, or when there was an
       | unusually short contractual deadline for delivery. Given how slow
       | the native Commodore disk drive is, one can imagine how much more
       | painful loading a designed-for-disk game from cassette. Games
       | were often abridged to fit.
       | 
       | That said, this meant that slow disk transfer was not a handicap
       | for C64 in the UK. Since tape was the medium of choice for ZX
       | Spectrum and other rivals, C64 was on a level playing field. If
       | anything C64 still had the advantage, because the Commodore
       | Datasette is a digital format and very reliable, while Spectrum
       | and US rivals like Apple and TRS-80 use analog formats and are
       | incredibly unreliable that made people cry, groan, moan, and
       | curse. Apple II's tape storage is also analog, but Disk II caused
       | the Apple market to very soon move to disk-only (and Disk II is
       | perhaps the greatest of Woz's many late-1970s engineering
       | triumphs) so it didn't matter.
       | 
       | Three things I am unclear on:
       | 
       | * The extent of the above-mentioned abridgement process. My
       | understanding is that both cosmetic things like loading screens,
       | and sometimes entire portions like (say) a couple of the sports
       | in the Epyx _Games_ series, were removed. I don 't know if there
       | is a compendium of the abridgements; I don't see the information
       | at Lemon64, but perhaps I missed it.
       | 
       | * Why software crackers had to crack cassette games in the first
       | place, given that they can be duplicated with any dual-bay tape
       | deck. Was there a reason other than to say they could do it (see
       | next point), and perhaps to allow for cheating?
       | 
       | * The extent of crack intros for cassette games. In the US,
       | crackers (then and now) put small animations before loading to
       | announce themselves send greetings to friends and rivals. I'm
       | sure this happened in the UK but the medium no doubt restricted
       | the intros' size.
        
         | Jolter wrote:
         | I think cracking had at least two reasons.
         | 
         | 1. There was a lot of exotic copy protection going on,
         | especially on disk. Putting data in sectors that could not be
         | written by the standard disk copying methods was just the
         | beginning. I don't know if any copy protection of tapes was
         | ever effective but I wouldn't be surprised.
         | 
         | 2. To enable the use of "turbo" loaders. Cassette games were
         | released on standard cassettes that were maybe shorter than
         | normal. But if you compressed the games using better
         | algorithms, you could fit up to 20 games on one side of a
         | standard audio cassette. Normally the turbo loader was placed
         | first on the cassette. It would maybe take a minute or two to
         | load. Then, the rest of the pirated games followed. You'd write
         | down the index number of each game on the cassette cover so you
         | could fast-forward to it. The reason this was called "turbo"
         | was presumably because as the game took up less space on the
         | tape, you didn't have to wait as long for it to roll past the
         | read head. The c64 could decompress the data faster than the
         | Datasette could play it back, so there was no processing wait.
         | Most likely even a game that could be copied straight over to
         | another cassette, still had copy protection that prevented it
         | from loading using a different loader than it was mastered for.
         | Hence it needed to be cracked.
        
           | jimsmart wrote:
           | > The c64 could decompress the data faster than the Datasette
           | could play it back, so there was no processing wait.
           | 
           | C64 fast loaders generally didn't use any compression
           | whatsoever.
           | 
           | They would cut the load time in half by simply only
           | writing/reading the file once (whereas normally the load
           | process actually read the data twice) - and then get extra a
           | whole heap of extra speed on top of that (turbo speed!), by
           | implementing the load in custom code, basically working at a
           | faster baud rate than the standard C64 kernel code did.
        
         | jimsmart wrote:
         | > Since tape was the medium of choice for ZX Spectrum and other
         | rivals, C64 was on a level playing field.
         | 
         | Kinda. While the C64 had its own cassette player - the C64 was
         | very slow to load stuff compared to the others, until fast load
         | came along.
         | 
         | Part of the reason behind this was that by default the C64
         | actually loaded the data twice during the process of loading
         | from tape -- once to actually read the data, then it read a
         | second copy to verify the data.
         | 
         | > Why software crackers had to crack cassette games in the
         | first place, given that they can be duplicated with any dual-
         | bay tape deck.
         | 
         | It was actually quite rare to duplicate games with twin-tape
         | systems -- at least amongst all the folk I knew. It was easier
         | to load a cracked game into memory, using some fast loader (or
         | indeed: from disk), then write it out again.
         | 
         | > The extent of crack intros for cassette games.
         | 
         | I recall that lot of cracked games showed an intro once loaded
         | - the intro was often added onto the game, and often the tape
         | and disk versions did this the same way (as opposed to a
         | separately loaded program). This was part of the reason why
         | folk were trying to write such small intros.
        
       | finchisko wrote:
       | Oh this bring back memories. As during communist era, there were
       | no extra money or even stores where to buy. So we copied
       | casettes. First load game then save on blank cassete. This worked
       | for almost all games, but one. That one instead of waiting for
       | run or save command, started game immediately. So only way to
       | copy was using double decker. But most of double deckers were
       | shitty. Adding so much noise, that copy didn't work. I remember
       | visiting one friend that has high quality deck, that was able to
       | make a workable copy.
        
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